Jump to content

Search the Community

Showing results for tags 'accuracy'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • World of Warships - News and Information
    • News And Announcements
    • Update Notes
    • Public Test
    • Contests and Competitions
  • General WoWs Discussion
    • General Game Discussion
    • Developer's Corner
    • Community Contributor Corner
    • Support
  • Off Topic
    • Off-Topic
  • Historical Discussion
    • Discussions about Warships
    • Historical Discussions and Studies
  • Player's Section
    • Team Play
    • Player Modifications
  • International Forums
    • Foro en Español
    • Fórum Brasileiro
  • Contest Entries
  • Contest Entries
  • New Captains
  • Guías y Estrategias
  • Árboles Tecnológicos
  • Fan Art and Community Creations
  • Community Created Events and Contests


  • World of Warships Event Calendar

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL







Found 4 results

  1. Essentially, the title. I've been thinking about going back to using Aiming Systems Mod 1, but I'm not sure if it's the right call. On one hand, I've found that Aiming Systems Mod 1 makes my main guns substantially more accurate at ranges beyond my secondaries, and my highest damage game in the Bismarck to date came with it equipped. On the other hand, the German BBs are all about those secondaries: If the Space Battles taught me anything, it's that the GK's secondaries are literally perfect. I'm just not sure if it's the right move. Thanks in advance to anyone who responds.
  2. Hello everyone, some of you may have seen this on Reddit but I'd like to bring this home to NA. https://docs.google.com/spreadsheets/d/1N3J2SIkED_rny9I8tYXrDwhZRkp3jX8eXWw8HnxiLqo/edit?usp=sharing This is a dispersion chart for every ship in the game, at every range. simply find which line your ship falls under in the first row, and the dispersion will listed below. For a quicker comparison, a graph has been added at the bottom. Now i also need help maintaining this for a few reasons Content is always changing and i can't keep up with all of it. (especially the barrage of premiums) Better organization of information. If it can be simplified without sacrificing the integrity of the information it should be done. Adding other content if needed. There's lots of hidden things going on in this game, some are need to know (sigma), others are completely unimportant to know (krupp). Adding that information and organizing it in a meaningful way should be beneficial to everyone. Sadly I cannot Allow everyone to edit this sheet. I should be able to, but past experience has shown that it only takes 1 bady to ruin something for everyone. If you are a CC, Wiki Editor , or ST, you are exempted from this; If you want edit permissions, please PM me so i can get you set up. If you do not have edit permissions, you can still help. If you want to suggest an edit, you can either comment for a change below, or if you go file/make copy you can work from whats already been done and then post your work in the comments. I would recommend asking if what your working on is wanted, or needed before burning your time on something no one asked for. Feel free to use this, or any deviation of it, in your own content.
  3. Quick question. I know that all ships have a fixed sigma rating, dispersion cone size when it comes to fire accuracy. However, does doing evasive manoeuvre while firing affect my fire accuracy?
  4. Occasionally when browsing threads, you come accross statements about how far apart a ship's turrets are spaced influences accuracy (particularly where it concerns Hood). It got me wondering: How much does turret distance influence accuracy? At what ranges is it relevant? Keep reading, and we'll find out. Be aware, there will be a fair bit of math involved. To start out, it's important to state the obvious: Each shell from each gun in each turret has its own individually calculated trajectory using the dispersion formula WG uses. This means that every shell from every gun on your ship has the same potential dispersion pattern centered on the same aim point, but the dispersion patterns don't fully overlap. They are each at the angle of each gun relative to the target. We'll illustrate this using this poor sketch (don't worry, I have better quality stuff later): As we can see, the closer the angle of origin, the more overlap of the individual gun dispersion ellipses-ie, better dispersion/less are to disperse to. You might also notice a few other things; 1. the drawing has a very close target, and 2. it also influences the angle a shell will hit an enemy at, which can determine a bounce or shatter. This will be the focus of our little investigation. We'll use 3 ships: Hood, Colorado, and Nelson for our case studies, as they represent 3 types of turret arrangement: Long, Stubby, and Clustered. We'll start with Hood. To determine the change in dispersion patterns and angle, we must first find that angle. To do this, we must first determine what scale the ships and distances in WOWS are relative to each other. We know the ships in WOWS are bigger so that they can be hit more realiably, but how much bigger? We also know that the ships are relatively accurately modeled in relation to each other. For this we need a top down view-an aircraft carrier. I used Kaga: We know that distance is calculated from the center of a ship, so the distance to the planes (4.7km) is approximately 9.5 Kagas (possibly a little more at 9.7). We know that Kaga is 782 ft, or around 238 m in length. We divide 4700 m by 9.5 to find the length in game: 495m; by 9.7 we get 482m. This is roughly double the lenght of historical Kaga. Therefore we can say Kaga is twice as big in game as in real life. Let's now apply this to HMS Hood to find the distance between the foremost and aftmost turret: If you use the scale provided, we find this distance to be around 500 ft. In game this becomes 1000 ft, or 300 m due to the ships being twice the size. Now we can solve for the angles by using the quadratic equation and arcsin. Let's select a target dead perpendicular to the ship perfectly centered between the fore and aft turrets. We'll also only solve for the outside (relative to the center of the ship) gun of each turret; we're interested in maximum effect, after all. Let's chose a target 4km away. Now we have a triangle: We need to solve for two things to determine our angle: h (the hypotenuse) and θ, our angle. The total difference between the turrets will be 2*θ. We find h using the quadratic equasion of a^2+b^2=c^2, where h=c and b=150m so that 4000^2+150^2=h^2. Therefore h^2=16,022,500m^2 or h=4002.8m. Now we solve for θ. sinθ = opposite/hypotenuse, or sinθ = 150/4002.8. Therefore arcsin(150/4002.8)= θ. θ therefore is equal to approximately 2.15 degrees. 2*θ=4.29 degrees. We can use this same equasion for all ranges, so I plugged it into an spreadsheet: Here we see that the angle is quite large at close range, but is around 2 degrees or below at ranges exceeding 8km. How about Colorado and Nelson? How does Hood stack up? Colorado has a distance between turrets of about 330 ft, or 100 m; Nelson 50 m. If we plug this into our spreadsheet, we get the following: As can be seen, at close ranges, Nelson has a notable advantage in both dispersion and unified angles. However, the difference between Colorado and Hood outside 7km is less than 1 degree, and outside 11km, the difference between Nelson and Hood is also less than 1 degree. Besides bounce angles, what does this mean? Well, I've compiled a chart of identical dispersion patterns offset by several of the degrees we came up with in our spreadsheet: As can be seen, anything below 2 degrees is practically meaningless, but it is noticable at greater than 5 degrees. Our conclusion then is that outside of brawling ranges, there is no relevant difference, though one does exist. How is this applicable in game? Well, there are some tricks. You remember how for the sake of simplicity, our ship was entirely broadside? If you angle to 60 degrees (ie, bounce angles) to the enemy ship, this decreases the relative distance between your guns by half, and therefore that angle by half. Simple trigonometry: The other thing is that widely spaced guns can be an advantage or disadvantage in certain situations. Yup, it's a mixed bag. It can be the difference between a bounce or a penetration on an enemy ship. Have two last terrible sketches to illustrate: Increasing the angle may mean some guns pen that would otherwise bounce. The inverse is also true. This is not to say you should go broadside when brawling-unless you're on the enemy team. TLDR: Distance between guns is irrelevant in most situations concerning bounce angles and dispersion, but when at close range, closely spaced guns offer a noticable advantage. This advantage can be halved/doubled by simply angling to bounce angles. At usual engagement ranges, however, it's a non issue, so stop arguing that Hood has a massive disadvantage in dispersion and bounce angles due to length.