Would have liked the complete formula. Similar with what you did in the spread video. There it is somewhat easy to guess. ;) Is the spread initialized when the shells are fired and then propagated by the ballistics formula until the shell hits sth?
Correction *every* battleship. I've been 1 km away in an intense moment, full broadside, only 1 penetration- 1260 dmg. I took a break for a few months after that game...
@@cgilleybsw had a very frustrating game in the Hood a few weeks back. Enemy Fiji sitting broadside in smoke detected by friendly radar just 4 km away from me. Fired a full salvo of AP into him, perfect shot aimed dead centre of the ship below his smoke stack... 8 over pens
@@cgilleybsw Actually that is more believable then you might think. Remember the cursor sets the point for all guns. So at 1km your guns are going to be crisscrossing if you are targeting the middle of the ship. Because of this, you are more likely to bounce. So while you might be at 1km, your firing at a target that is probably 30-45 degrees of angling relative to your guns even if they are parallel to you.
Eh, didn't you like, forget to explain about air-drag? You briefly mention shell mass, but make no connection. Somebody watching your video would have no idea that that say Akizukis 100mm shells leaving the barrel at 1000m/s have way higher arks/flight-times at long distances than heavier shells...
No mention of drag parameter? That is arguably the most important stat. To see why, just look at the Yorck with old and new AP shells. The old shells had an abysmal drag paramter of 0.48 (among the worst in the game), while the new have 0.23 (among the best in the game). Lower means less drag. The difference is like night and day: even though the theoretical max firing distance hasn't changed, the old shell was practically useless on ships outside 10km (you couldn't hit and even if you did you wouldn't pen anything) while the new one can easily both hit and citadel maneuvering cruisers at max range.
@cl4ster17 I believe that it's likely that a shell can overpen through a part of the superstructure before burying itself into the deck for full pen damage.
pens that show no dmg are the shells that hit the gun turrets there is a video on this channel it tell u that every part of the ship has different set of hit points when u hit a turret it damages the turret shoot it again they break no clue y i wasted my time to explain all that but what ever
Please do a How It Works on how to calculate armor penetration,cause it's hard to just remember how much the armor penetration for each of your ship's shell at different distances.
It helped me when a broadside yamato dot ricochet on his broadside from my missouri as someone called it how it works: RNGesus pray it and ammend your sins to him
I think the most important thing you have yet to teach is battle tactics and strategies. I can speak for many that we're tired of Potato heads ruining battles. Perhaps teach the importance of teamwork. We've seen it plenty of times, No matter how good you are, now matter if you made 7 kills, if your team is useless, you will lose. There's a perfect reason why we have different types of ships. A lot of these potato heads don't know that each ship has an important role to play, that will not only benefit himself but also his teammates. (For example: DD not pushing cap. CV/DD not spotting. BB not supporting Cruisers and DD. Ships not combining AA to protect themselves against heavy CV threat. Ships not sticking together in general. etc..) . So please WG! I beg you! Use your creative minds to somehow integrate or teach more teamwork! Thank you
I have a Question Regarding Certain Shell Velocities in a Certain Halloween event You know the one, Sunray in the darkness Where ships will randomly shoot Single HE shots high up in the air, while they just float around before eventually Plunging down into the water whilst gaining tremendous speed and Nearly missing the Transylvania...
Nice video trying to cover for RNG. I think it’s pretty funny that I land a pretty good amount of hits per game and never citadel, yet my enemy can hit my thickest armor on my Amagi and Citadel me twice in one salvo.
Hey Wargaming, don't you think the in-game arc of the shells feels very strange ? The shell falls extra extra fast down when it's about to hit. It's pretty unnatural and it shouldn't look that way. If you look closely you'll see the shell goes up very quickly after shooting, remains almost flat for a very long time, then suddenly falls down about 1 second before landing. Whoever feels the same please raise your hand. It may not affect gameplay but very disturbing for me.
Why did you not mention that the actual velocity of the shell in the battle is inflated and doesn't match the value shown in port? The value shown in port only functions as a variable in the penetration formula.
so that's Montana y seems more accurate than Yamato, since Monty got the USN arcs which makes her lock on as a circle and yammy's as elipse , thus moty has better vertical dispersion
You can get a full pen on the torpedo bulges and have it ricochet off the next level of armor. I believe that would show up as a full pen. or you could get a full pen on a turret or other module that wont deal hp damage to the ship.
There is no way they can calculate "air resistance" accurately unless they make up the G7 of the shell being shot. There is WAY WAY WAY more to the math then what this simplifies and they aren't taking into account coefficient of drag, coriolis effect, etc. They have to be simplifying it down to simple KE=1/2MV^2
Notify the commanders to sail with conviction, not to enter the Allied Shooting Line and plan the navigation route to avoid damage to the Allied Captains!!! Thank's!!!
yes shells my ass i play with iron duke full ap shells the enemy dd come to my side i drop all the canons in its side doesn't die at 18 meters this is the game very balanced i have also witness enemy battleship eating 8 torps x8 flood an stay alive the game is balanced wohooooooooooooooo fuck yea
The ballistics on this game are broken. The Des Moines initial AP shell velocity is 762 m/sec. Shooting at 10km it takes the shells 6 seconds to reach the target. How can this be? Even if the shells traveled horizontaly without air drag which they clearly don't it would take them 10.000/762=13.12 seconds to reach. So the number should be even greater than this. WG wtf? please explain.
And how about explain the damn foc trajectory when you follow your shells flying and before touching the enemy boats you see your shells make a 5% angle... What a joke that game sometimes...
soo.. how come radar and planes can still see through islands?? explain that first then explain drag of the projectile huh!! oh.. and while your at it .. how about remove the attack aircraft from a ship game!!
lol, teaching noobs game mechanics by using tier 10 ships. No wonder we have so many Pay2ReachTierX players. And it shows in the quality of games in high tiers.
1:41 Information from the Wiki presented in the video may be irrelevant due to changes made to the game since the video's release.
instaBlaster.
My ship : sawn off shotgun
Enemy Ship : Full Auto Sniper rifle
its so true that its hurt XD
So true it hurts
German BB vs American BB
Mine: 2-barrel break-open sawed-off shotgun. Unless Destroyer, then single-shot break-open sawed-off 22LR.
shots enemy BB, dealt 9k
received their full salvo, 34k
What do you think about today's episode? Was it helpful?
Don't let your ship sink, ever!:)
You completely skipped the shell drag parameter.
你们还是像《坦克世界》一样把命中的范围显示出来吧,不然经常打不中真的令人很反感。
Jeah.. sure helpful for beginners! but saying there are 4 params and only covering 2 of them is like... meh^^
How it works : WASD HAX
Would have liked the complete formula. Similar with what you did in the spread video. There it is somewhat easy to guess. ;) Is the spread initialized when the shells are fired and then propagated by the ballistics formula until the shell hits sth?
Ballistics: Things go up! Thing go down!
I TOOK SCHOOL IN BALLISTICS
Fascinating subject!
*_How it works: RNGesus_*
RNGesus giveth and RNGesus will taketh away - Every German Battleship
Correction *every* battleship. I've been 1 km away in an intense moment, full broadside, only 1 penetration- 1260 dmg. I took a break for a few months after that game...
@@cgilleybsw had a very frustrating game in the Hood a few weeks back. Enemy Fiji sitting broadside in smoke detected by friendly radar just 4 km away from me. Fired a full salvo of AP into him, perfect shot aimed dead centre of the ship below his smoke stack... 8 over pens
@@cgilleybsw Actually that is more believable then you might think. Remember the cursor sets the point for all guns. So at 1km your guns are going to be crisscrossing if you are targeting the middle of the ship. Because of this, you are more likely to bounce. So while you might be at 1km, your firing at a target that is probably 30-45 degrees of angling relative to your guns even if they are parallel to you.
@@trathanstargazer6421 huh. I just learned something new 😁
Eh, didn't you like, forget to explain about air-drag? You briefly mention shell mass, but make no connection. Somebody watching your video would have no idea that that say Akizukis 100mm shells leaving the barrel at 1000m/s have way higher arks/flight-times at long distances than heavier shells...
KE=1/2MV^2
@@ericjohnson8482 yes but that doesn't explain air drag or shell shape. The video explains pretty much nothing about the mechanics in the game
Yeah, they should have explained that better drag coefficient + more mass= better ballistic coefficient, thus it retains velocity better
agreed im new to the game and idk what ur talking about
No mention of drag parameter? That is arguably the most important stat.
To see why, just look at the Yorck with old and new AP shells. The old shells had an abysmal drag paramter of 0.48 (among the worst in the game), while the new have 0.23 (among the best in the game). Lower means less drag. The difference is like night and day: even though the theoretical max firing distance hasn't changed, the old shell was practically useless on ships outside 10km (you couldn't hit and even if you did you wouldn't pen anything) while the new one can easily both hit and citadel maneuvering cruisers at max range.
Snagabott instructions unclear, i sunk a teammate :(
What they want you believe.
RNG: What you should believe.
I took ballistics in school. Facinating subject, things go up! Things go down!
Great, now explain non-damage dealing penetrations.
You hit the turret
Or a single overpen doing 8k damage.
@cl4ster17 I believe that it's likely that a shell can overpen through a part of the superstructure before burying itself into the deck for full pen damage.
pens that show no dmg are the shells that hit the gun turrets there is a video on this channel it tell u that every part of the ship has different set of hit points when u hit a turret it damages the turret shoot it again they break
no clue y i wasted my time to explain all that but what ever
Filip Fernandes 92 no one asked you to. In the future keep your comments to yourself.
I think i know what happend to the Fuso
It went extinct
nooo ;-;
Please do a How It Works on how to calculate armor penetration,cause it's hard to just remember how much the armor penetration for each of your ship's shell at different distances.
I used to be an adventurer like you; then I took a projectile with low initial velocity and high angle flight trajectory in the knee...
This is actually really helpfull! Thanks Wow OC.
Hey guys, I love the series, buy I've always wondered.... How does Ramming Work? (possible episode maybe?)
This video is editing masterpice. Love that animation. GIVE ME MORE!
Thanks. How does the calulation of the shellposition work? Is it a dfference(tial) equation in each simulation step of the game? Whats the formula?
Gaussian distribution
1:00 Where is Fuso?
She tired.... leave her alone
She went extinct
Make more !!! It's fasinating how the game works !
which ship is it at 2:55? does anybody know?
Z-52?
Is there any parameter visible that tells the deeper/angle of shells ? So far it seems to be the slower shells go higher ?
Finally
Feels good a free day of work
Ahh Ballistics what a wonderful video.
Things go up! Things go down...
I really like this how it works series it really help a lot of players
It helped me when a broadside yamato dot ricochet on his broadside from my missouri as someone called it how it works: RNGesus pray it and ammend your sins to him
I'm an OPG player and these videos still teach me a few things I didn't know haha
try yorck gun...
You should add shell weight in the ships characteristics in game
Awesome video love the series thanks for the share
Minor typo - not ellipsoid but ellipse! ellipsoid is a 3d object.
To sum this video up,
RNG > Ballistics!
What's the music in the video?
Yeah kinda sucks when I change between American cruisers and British battleships. American low earth orbit shells can be the worst some times.
quite informative thank you =)
I think the most important thing you have yet to teach is battle tactics and strategies. I can speak for many that we're tired of Potato heads ruining battles. Perhaps teach the importance of teamwork. We've seen it plenty of times, No matter how good you are, now matter if you made 7 kills, if your team is useless, you will lose. There's a perfect reason why we have different types of ships. A lot of these potato heads don't know that each ship has an important role to play, that will not only benefit himself but also his teammates. (For example: DD not pushing cap. CV/DD not spotting. BB not supporting Cruisers and DD. Ships not combining AA to protect themselves against heavy CV threat. Ships not sticking together in general. etc..) . So please WG! I beg you! Use your creative minds to somehow integrate or teach more teamwork! Thank you
I have a Question Regarding Certain Shell Velocities in a Certain Halloween event
You know the one, Sunray in the darkness
Where ships will randomly shoot Single HE shots high up in the air, while they just float around before eventually Plunging down into the water whilst gaining tremendous speed and Nearly missing the Transylvania...
You forgot the Atlanta's surface to orbit guns.
Nice video trying to cover for RNG. I think it’s pretty funny that I land a pretty good amount of hits per game and never citadel, yet my enemy can hit my thickest armor on my Amagi and Citadel me twice in one salvo.
i hope WOW will continue to modern warships ....
Hey Wargaming, don't you think the in-game arc of the shells feels very strange ?
The shell falls extra extra fast down when it's about to hit. It's pretty unnatural and it shouldn't look that way.
If you look closely you'll see the shell goes up very quickly after shooting, remains almost flat for a very long time, then suddenly falls down about 1 second before landing.
Whoever feels the same please raise your hand. It may not affect gameplay but very disturbing for me.
By the way. big fan of the game. Just paid a lot to have Wisconsin
Excelente como siempre
Why did you not mention that the actual velocity of the shell in the battle is inflated and doesn't match the value shown in port? The value shown in port only functions as a variable in the penetration formula.
Please update/check the wiki.
Friedrich der Grosse somehow has only 4x2 150 mm turrets while really it's 6x2 150 mm turrets.
Want to explain how a DD's main gun can cit my yamato when im blade on. Happens so much that i dont even want to play
so that's Montana y seems more accurate than Yamato, since Monty got the USN arcs which makes her lock on as a circle and yammy's as elipse , thus moty has better vertical dispersion
is this new ship Hindenböö coming with next update?
Mean while every minotaur and every Harugumo out there, ''ballistics? whats that? I just shoot the enemy till they are dead!''
What's the name of the music you used in this video?
i love these
Dear Wargaming, i still very much would like to know, how normal penetrating hits sometimes do 0 damage, even on full health ships. Please explain!
You can get a full pen on the torpedo bulges and have it ricochet off the next level of armor. I believe that would show up as a full pen.
or you could get a full pen on a turret or other module that wont deal hp damage to the ship.
well for example if you hit a module, like a turrent… see that: forum.worldofwarships.com/topic/156820-pen-with-no-damage/
is the narrator Jeremy Clarkson from Top Gear? He sounds just like him!
Best animation game company: Wargaming Group Limited XDD
why I 1:35 feel like I am watching the national geographic's video...ORZ
good info
There is no way they can calculate "air resistance" accurately unless they make up the G7 of the shell being shot. There is WAY WAY WAY more to the math then what this simplifies and they aren't taking into account coefficient of drag, coriolis effect, etc. They have to be simplifying it down to simple KE=1/2MV^2
Cool. Do radar next. xD
If its in the circle, it detect
as simple as that
How to CV : New Type ?!
To World of Warships Official Channel: please, can you subtitle (in english) this videos. Thanks a lot.
WHERE IS FUSO?
oh FUSO is in the hospital
Henri instead
what's next? how to run fast as boi?
Ramming system please
Notify the commanders to sail with conviction, not to enter the Allied Shooting Line and plan the navigation route to avoid damage to the Allied Captains!!!
Thank's!!!
Do one about XP
yes shells my ass i play with iron duke full ap shells the enemy dd come to my side i drop all the canons in its side doesn't die at 18 meters this is the game very balanced i have also witness enemy battleship eating 8 torps x8 flood an stay alive the game is balanced wohooooooooooooooo fuck yea
Something of a quickie today, eh?
How it Works: RNG.
The ballistics on this game are broken. The Des Moines initial AP shell velocity is 762 m/sec. Shooting at 10km it takes the shells 6 seconds to reach the target. How can this be? Even if the shells traveled horizontaly without air drag which they clearly don't it would take them 10.000/762=13.12 seconds to reach. So the number should be even greater than this. WG wtf? please explain.
Those pesky enemies that are hiding 15km behind the island im hiding behind in my des moines..
wew they bully the Henri
*aichi* shells
And how about explain the damn foc trajectory when you follow your shells flying and before touching the enemy boats you see your shells make a 5% angle... What a joke that game sometimes...
Mentions four factors for shell ballistics, never talks about half of them again.
soo.. how come radar and planes can still see through islands?? explain that first then explain drag of the projectile huh!!
oh.. and while your at it .. how about remove the attack aircraft from a ship game!!
We can play world of tanks in PlayStation 4 but not worships PLEASE DO SOMETHING
How Do They Work? RNG.
MY NAME:LEONARDO478
(снг)
Merci de traduire en Français ! Thank You
Je vois des sous titres Français.
Oui donc je les remercies. 🙂
:)
Hate home work. Leave this stuff out of the game. Just shoot is enough for fun...
quien le da a no megusta
lol, teaching noobs game mechanics by using tier 10 ships. No wonder we have so many Pay2ReachTierX players. And it shows in the quality of games in high tiers.
MY NAME:LEONARDO478
(снг)
MY NAME:LEONARDO478
(снг)