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Section Leaders:
Fionn Kelly & Madmatt

 

Artillery and VT Fuses
by: Jon Sowden and Tim 'rune' Orosz

 

The following article is based on e-mail between Jon Sowden and myself.  So, consider Jon as the author, and myself as the editor.  Jon is quite knowledgeable and did a much better job explaining this then I ever could of. 

 

If any of the following doesn't make sense please get back to me and I'll clarify as necessary :) Pull up a chair, 'cos its looong... (but hopefully not too boring)

 

Also, check out this link:

 

http://192.41.43.237/man/dod-101/sys/land/bullets2.htm

 

Note Projectile  = round = shell (they all mean basically the same thing)

 

Right, before getting into the specifics of VT, I want to detour through normal HE and some other fuses first. An HE artillery projectile looks, and during flight works, broadly the same as a rifle bullet. It has a flat base, tubular body that mates with the rifling in the barrel, and a conical nose.

 

Now for the differences. Obviously it’s much bigger. And made of steel rather than copper or lead. The tubular body of the HE projectile has two copper driving bands around it which serve two functions. The first is to impart spin to the projectile by engaging the rifling (just like a bullet) which stabilizes the projectile in flight. Two bands are used instead of the whole body since its cheaper, and produces less friction. The second function is to get good obduration between the projectile and the barrel. In basic English, this means forming a good seal between the moving projectile and the stationary barrel. This is important because it prevents the explosive gasses from leaking past the projectile and resulting in a loss of speed, range, penetrating power, and accuracy.

 

Interesting side note: it is usually these copper driving bands that give arty rounds their distinctive warbling sound in flight. Occasionally you'll hear one that sounds different, which is usually caused by part of the band breaking away (partially, or completely falling off), resulting in a kind of whistle on the side of the round.

 

More differences: The body of the projectile is hollow, and filled with a very fast burning explosive. However, without a fuse, it is completely safe – it will not 'just go off' without a trigger. When a projectile does go off (we'll look at the trigger/fuse shortly) the explosive filling rapidly expands causing massive hoop-stresses on the body. This causes massive fracturing in the high-carbon steel (high carbon to cause brittleness and therefore brittle fracture), and then the bits of body rapidly expand outwards, inflicting damage and casualties. If you can imagine a stationary round going off in mid air (ie, no obstructions), then the fragmentation pattern would look kind of like an expanding torus (a donut - the one with the hole in the middle). Most of the fragments come off the straight sided tubular body, with relatively few coming from the nose and base. Also, the size of the fragments depends on where in the shell they come from. The ideal size is about the size of your thumbnail - this has enough mass to carry a good distance and still inflict worthwhile injuries, but is small enough that you get a good amount out of each shell. Too big and the number of fragments/shell drops and the fragment density/unit area in the expanding donut drops too low and the chance of a man sized target being missed by all the fragments gets too high. True, if one of the large fragments hits him, he's screwed, but the chance of that happening becomes unacceptably low. Fragments much smaller don't carry very far, and don't have the kinetic energy to severely damage what they do hit.

 

Now, because the amount of explosive filling to unit of surface area drops off at the nose and tail, the fragments from these areas tends to be larger, which is part of the reason for the donut shape.

 

Right, so if we take out hypothetical shell and move it so its body is

vertical, and the nose is just touching the ground, and then detonate it, you can see that the donut shape doesn't really matter - the two zones of least fragments - off the end of the nose and tail - are into the ground, and straight up into the air. The expanding donut of lethal fragmentation runs out parallel to the ground, and angling upwards as it expands. So far, so good.

 

{Err, this should have been mentioned before, but I'll put it in here. There are two mechanisms by which HE rounds kill and wound: Flash/Blast and Fragmentation. Fragmentation is being covered, so I'll touch on Flash/Blast here. When the explosive filler goes off it rapidly raises the local temperature, and creates a local over-pressure zone. These cause damage by burning, and blast damage. However, the radius at which these effects start to fall off is quite short - about 30m? I think. Fragmentation will cause casualties out to 250-300m from point of detonation for a 105mm round}

 

Now, the bad news. Fragments travel in straight lines. And can be stopped and deflected by pretty much anything reasonably substantial. Especially small changes in the ground surface. Like culverts, small ditches, railway embankments - oh, and foxholes and entrenchments. Also, rounds don't land vertically (though mortar rounds do, which is one of the reasons they are so well liked), so the donut isn't parallel to the ground, but inclined. This means that the lethal pattern, when viewed from above, looks like pattern1.bmp, rather than a circle (the arrow is the direction the shell was moving, the + is where it landed).

 

 

Normal rounds are fused HEPD, which stands for High Explosive Point

Detonating. (The actual fuse we use is the M739, though that isn't

important) These fuses have two settings: Quick and Delay. The idea is that the round strikes something solid, then the fuse initiates the explosion sequence. If you consider that the delay setting retards this by something like 0.05seconds, you can imagine how fast the sequence is. Anyway, quick is to get the maximum surface fragmentation, similar to that in patter1.bmp, while delay is used to get the round to borrow into the ground a meter or three before going off. This is used against dug-in troops as it increases the blast effect transmitted through the ground onto field fortifications.

 

Here is part two, in which we shall discuss airburst fuses, namely MTSQ (Mechanical Time Super Quick) and VT (Variable Time, or Prox). Its another long-un, so make sure you've comfy and have a coffee ... ;)

 

Last time I explained how an HE shell works, and how it gets effects

against troops in the open, why DELAY is used to get troops dug in, and why regular HE isn't terrifically effective against troops with a modicum of cover.

 

The MTSQ fuse is basically a timer that starts the detonation sequence a set time after the round is fired. It can be set to whole seconds only, and also has a Super Quick part to it which causes the round to  detonate just like M739 fuse if the round hits the ground. The MTSQ fuse is used for a number of rounds which need to detonate in the air to be effective: Illumination, BE (Base Eject) Smoke, Propaganda (I suppose), and HE airburst.

 

Illumination and BE smoke use a carrier shell to hold the functional parts until the right moment is reached, at which time the fuse detonates, the base of the carrier shell is blown off, and the payload spills out. In the case of Illumination this is a single para flare which drifts down in about 60 seconds (don't know the altitude). For BE smoke there are 3 smoke canisters inside the carrier which spill out in an arc on to the ground and start forming a smoke screen. Burst height for smoke is about 200m.

 

The reason HE airburst is so useful is that the fragments come down

more or less vertically, and so can reach out and touch troops who are

sheltering in shell scrapes, in ditches, behind walls, or other slight,

solid terrain obstructions. If you remember from last time, when an HE shell explodes it produces an expanding ring of fragments. With an airburst this is still true, but due to the momentum of the shell in its complete state the fragments continue to move forward along the trajectory of the shell and impact the ground in a rough circle. Optimum height of burst (HOB) for these missions is 20m.

 

When adjusting an MTSQ mission the FO [Forward Observer] starts out by adjusting with regular HE (ground burst) until the rounds land on the target. Then the FO calls for 3 guns to fire one round fused with MTSQ, and watches where these burst. If all burst on the ground he calls for "Up 40", and the battery adjusts the time on the fuses to give that correction. If one goes of in the air, and two on the ground he calls for "Up 20" and again the battery will adjust the fuses to give that correction. If all three go off in the air 20m up (average), or if 2 go off in the air and one "decks out" (hits the ground) then no further corrections are required and the FO can go into Fire For Effect.

 

So, while time fused HE is effective, it also takes extra time to

adjust because of the need to fiddle around with the HOB. If a target can be pre-recorded [pre-registered] with the data needed to fire time fuses then a quick air burst mission can really screw up some ones day.

 

MTSQ fuses are still used today for several reasons. For starters they're cheaper than Proximity fuses, which always makes the bean counters happy. There are several technical reasons also. Because the fuse can be set to go off anywhere along the trajectory they can be used for any round - HE, Illumination, Smoke, etc. Also, for the same reason, the HOB can be adjusted for different rounds, or for difficult terrain.

 

As you are probably well aware, VT or Proximity fuses originated in WWII as an AA fuse to make AA fire more effective. It didn't take long before someone realized that the same type of fuse could be very effective when employed as an artillery fuse attached to an HE round. An artillery VT fuse is set so that it will detonate when the radar in the fuse detects that it is 20m above ground level. In addition there is a Super Quick that will detonate the round if the radar fails for some reason and the round hits the ground.

 

In addition there is a timer on the fuse that is set to the time of

flight for the round -5 seconds or so. The reason for this feature is funny and tragic at the same time. During the Vietnam War several missions were fired in mountainous terrain where the round had to clear several ridges before reaching the target. On at least one occasion (probably many more) friendly forces occupied one of these intermediate ridges AND the trajectory was such that the rounds only just cleared the ridge by less than 20m! Sure enough the fuses functioned as they were designed to and went off as soon as they got within the 20m envelope and showered the Friendly Forces with shrapnel. So, now VT fuses have the safety timer which will not let the round go off before a determined amount of time.

 

The big advantage of VT over MTSQ is that it always explodes 20m

above the ground, and so each round gives optimal splinter coverage over the target area. Because there is no need to fiddle around with the HOB, the adjustment procedure is much quicker than for an MTSQ mission.

 

But, as can be seen from the paragraph about the advantages of MTSQ, and the safety issue with the VT fuse (I always feel a bit odd talking about "safety" in respect to military equipment...), it isn't the be all and end all to artillery fuses. Oh, there is one other point Bullethead bought up a while ago: The radar in the VT fuses can be jammed by an un-sporting enemy and so screw up your whole mission.

 

Another page from the Federation of American Scientists website:

  http://192.41.43.237/man/dod-101/sys/land/105.htm

 

This page has details about the 105mm rounds the US uses. From the table, the M119A1 is the gun we use here in NZ (actually, here its called the L119, but it's the same thing). More interestingly, the M101A1 was the standard US divisional 105mm artillery piece. M1 is the standard ammo type.

 

Cheers

 Jon

 

Editor Note: Jon as you can see is very knowledgeable. I made a few minor changes to his e-mails and cleaned up the format to get this article.  Thanks to Jon for his help and his knowledge.

 

Editors Note to the other Editor: And since rune seems to know squat about proper HTML formatting, I (Madmatt) had to format it further! ;-)

 

 

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