World of Warships Aiming Method -- Ghost Ship Targeting

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  • Опубликовано: 18 сен 2024
  • Are you having trouble hitting targets in World of Warships?
    This video talks about why targeting is tricky in World of Warships, why some of the information out there doesn't work (at least for me!), and finally a fairly simple method to lead targets that does work.
    More generally, I'm trying to apply general problem-solving skills (that my videos normally apply to programming problems) to a video game problem.
    By the way, the data for the ghost ship timings can be found on a Google sheet here: docs.google.co...
    I don't have every ship there, but it's enough of a cross-section to prove the point I'm making.

Комментарии • 81

  • @christineberkemeier47
    @christineberkemeier47 Год назад

    Thank you for explaining everything a lot more into detail you made it a lot more easier to understand how to line it up I was trying to explain to my 13 year old son and he could not get it I showed him your video and now he understands the game and he love the game so much now thank you so much!!!!

  • @dungeonmaster4108
    @dungeonmaster4108 6 лет назад

    Yp dud, I was a Closed Beta Tester and even a ST, nobody was able to give me a good description. I kinda did what you are doing, but didn't fully have it defined the way that you do. Thanks a bunch.

  • @adrianshaw3507
    @adrianshaw3507 5 лет назад +1

    This was a lot easier than learning my dive tables :)

  • @krostouin
    @krostouin 7 лет назад

    Hey, I use this method since day 1, nice vid bro. It's so hard to explain to other players !
    My personal values for all ship classes (broadside)
    US BB : 1x fly time
    IJN / GER / High tier US BB : 1.5x fly time
    Cruisers : 2x fly time
    DD : 3x fly time
    RU DD : 4x fly time
    No matter the distance of the target, I read the estimated shell time, and apply the coefficient described.
    Finally, I adjust my aim, in function of my target angle, if not broadside. This is the ghost ship method, it takes time to be accurate with it :)

    • @vantonspraul
      @vantonspraul  7 лет назад +1

      Thanks! Just keep in mind, if you use the idea I talk about in the video, where you picture a chain of ships to figure out where the "ghost ship" will be, there is no compensation needed for the ship's angle. Because the apparent length of the ship changes as it turns, this method will work whether the ship is broadside, oblique, bow-on, or whatever.

  • @emiliohontucan4877
    @emiliohontucan4877 5 лет назад +1

    This actually very good. Even targets 45 degrees angled to you will be hit reliably. Just be careful with IJN and French ones since they travel fast.

  • @craftingtablegaming6311
    @craftingtablegaming6311 2 года назад

    Best math teacher I’ve ever had

  • @JapLance
    @JapLance 6 лет назад +7

    It's a well known issue in WoWs that distances and scale of ships are different. Ships are about twice their real life size (just put your ship next to one of the ports or villages and you will notice immediately), and also speeds are not real life knots.

  • @LarrysNetTube
    @LarrysNetTube 5 лет назад +4

    None of this stuff works the same all the time, and I've given up on all of it. So, what do I do? I go by instinct. Yep. After so many thousands of games, I just 'feel' where I need to aim. 9 out of 10 times, I'm right. Sometimes if I'm playing a ship I haven't played in a while, and has a highly different gun velocity (such as Zau vs Desmoins), it may take me a salvo or two to zoom in, but then I'm good. All of these aiming tricks are also completely out the window if the ship isn't competely broadside. When they start turning in your instincts will be what you need to depend on.

  • @firewing1319
    @firewing1319 5 лет назад

    Dynamic crosshair is set for 30 knots. A lot of ships sail around 30 knots and it will adjust the scaling depending on the type of shell you are firing.

  • @arcano1973
    @arcano1973 5 лет назад

    Static crosshair is measured for 20 knots and dynamic for 30 knots. Problem is, this is only working at medium ranges (~ 8 - 15Km). Long range you have to reduce the lead a bit and short range you have to give a bit more lead. I also noticed, that you need to give more lead in general for really fast ships. For a close range Khaba at full speed, I even double the shell flight time with the dynamic crosshair.
    With some experience this system works pretty well, but you need to know the ships speeds to calculate the proper lead.

  • @MuckRatz
    @MuckRatz 7 лет назад +1

    Very close to what i learned to shoot with.
    Have you noticed that the cruiser was at a distance of 14.5km? And the tick Marker is on 14.5. And you hit it dead center.
    untill tier 7 or 8 i use the following rule. But it only works either fully zoomed in, of with the dynamic crosshair.
    Distance to target = number of ticks (in a strait line)
    BB = half the ticks (they are slow)
    Cruisers = one on one
    DD's = double the ticks for the distancd (fast)
    Though you do need to keep in mind if a ship is slower or faster depending on nation. But it gives a very nice base line so to speak.
    o7

    • @AymanQaidi
      @AymanQaidi 7 лет назад

      thats is the trick . you have to match target ship distance with aiming distance

    • @rizon72
      @rizon72 6 лет назад +1

      I go by how long it will take the shells to get there. For a BB, 1 to 1, double it for cruisers and even more for DDs. For example, with the Wyoming he shows, it takes about 9 secs, lead out to 9. I found this works for all ships, as its not distance dependent, but how travel time dependent.

  • @firewing1319
    @firewing1319 5 лет назад

    You should try this using a dynamic crosshair. You are using static. Which means when you zoom in and out the scale doesn’t adjust for the distance you are shooting. The crosshair you are using you would need to use less lead closer up but way more further out.
    However the method of picturing where a ship will be also comes from knowing your ship really well. Like I know that I need to give extra lead for US BB shells because they slow down in air. So extra lead is needed.

    • @vantonspraul
      @vantonspraul  5 лет назад

      Hey Grant, thanks for the comment. Ultimately, I don't find the dynamic crosshair helps me much. If you have figured out that you need to lead your target by X tick marks, it's still X when you zoom in or out, which can be handy but I find I tend to find the right zoom level before I start figuring out the lead amount.

  • @AndrewYLee
    @AndrewYLee 6 лет назад

    To make this video complete, I would do a few experiments to prove it works on all different corner cases. OP use Wyoming BB in this example and Wyoming shells fly slow. I would redo the same experiment with Arkizuki, which has super fast shell flight time and see if the theory holds in both corners.

    • @vantonspraul
      @vantonspraul  6 лет назад +2

      Well, remember that we're using the shell travel time reported by the game, which should be adjusting for the variance in shell velocity. As long as the shell flight time is being reported with decent accuracy, it should work.

  • @andrewbowman2497
    @andrewbowman2497 6 лет назад

    This video helped me out tramendously! Thank you

    • @vantonspraul
      @vantonspraul  6 лет назад

      You're welcome, sir! Glad it helped.

  • @lespretend
    @lespretend 4 года назад

    Anybody in the future watching this and reading this comment just use nomogram dynamic sight. Top ticks are for ships going 30kt and bottom ticks are ships going 20kts. The ticks themselves are how many seconds away they are. Dynamic sights scale as you zoom in and out, and stay the exact ratio regardless.

  • @cmartin1959-qq2mi
    @cmartin1959-qq2mi 6 лет назад

    thanks for the lesson, that was a big help !

  • @Straswa
    @Straswa 5 лет назад

    Nice vid, will give this a try when I'm playing.

  • @chowpal9810
    @chowpal9810 7 лет назад +4

    OMG! It works perfectly!!!! Thank you very much!!
    If you open community contribution, I would like to add translate and introduce to
    community in my country, which is Korea.
    One more question, Is that narration in video kind of machine voice?
    Is it available to public? Could you introduce how to?

    • @vantonspraul
      @vantonspraul  7 лет назад +2

      I'm glad that you're finding this method as useful as I do. Thanks for asking about the community contribution setting--I'd been skipping past that in the settings. It's turned on now, so feel free to translate away. I've had one of my books translated into Korean, but never a video, so that would be cool. If it will help, I can send you the text of the narration--just e-mail me so I know where to send it.
      And to answer your question, the narrator is me. I'll take it as a compliment that you think it might be a voice synthesizer :-).

    • @chowpal9810
      @chowpal9810 7 лет назад

      Done already! Now under review process :-D

    • @chowpal9810
      @chowpal9810 7 лет назад

      I submitted translation 3 days ago, and it needs your approval.

    • @vantonspraul
      @vantonspraul  7 лет назад +1

      Hey! Sorry about that. I'm new to this whole community translation thing and didn't realize it was waiting on me. Anyway, I approved it. Thanks for doing this--I hope it helps some players out.

  • @sacer666
    @sacer666 7 лет назад +10

    Holy shit this vid is confusing as hell.

  • @wilkatis
    @wilkatis 6 лет назад

    Well, static crosshair is set to 20kts per second per unit. Dynamic is at 30kts
    Take standard speeds as: BB 20 CA/CL: 30 DD:40
    Aim for ships bow not midships to reduce calculation (rounding) errors
    Standard speed divided by your crosshairs speed is your multiplier (so 1/1.5/2 for static and 0.67/1/1.33 for dynamic)
    Multiplier times time is your lead
    You don't need to be perfectly accurate, take time as full seconds and round the multiplication
    -----------------------
    For your system you require much more thinking, mathematics and game knowledge like speeds and scaling factors
    Scalings in game are 2.0 for ship size, 2.0 for ship movement speed and 0.5 for distance screwing around with your formula

  • @vladksp4294
    @vladksp4294 5 лет назад +3

    Me: aim at a ship
    1. let me just remember it's speed - got it!
    2. ok now multiply it by 2.25 - *gets out calculator
    3. look at the distance to ship to calculate shell flight time
    4. calculate the number of ticks to take the correct lead - Gotcha!
    ship is already behind cover - FUCK!

  • @floridabrn
    @floridabrn 6 лет назад

    Let me make this easier for everyone. Move up until you see your first target. Bring your ship to a dead stop. Once at zero, lock onto your target. Your camera will automatically follow if you didn't disable it. Place your targeting reticle directly over your target. Check shell flight time. Round to the nearest second. Let's assume it's 5.7 seconds. Round up to 6 seconds. Press x to unlock target. Count out 6 seconds. The distance between your target and your reticle is how far ahead you have to aim. This works for ships moving parallel, toward, or away from you. Give yourself that much lead, and add or subtract a little space for the rounding, then pull the trigger.

  • @minerva1371
    @minerva1371 6 лет назад

    Best explanation

  • @Abraktil
    @Abraktil 6 лет назад

    I'm using type 7scope because sometimes it helps finding the line of direction

  • @michaelm6597
    @michaelm6597 5 лет назад +1

    Sorry, but you calculation would be correct, however your speed factor is wrong. You forgot one VITAL thing. It is the delta v [change in velosity] difference between the two observed points. There truly is no scaling and if there is it would not be as extreme. Also this could have been at a slight angle so your value range would have to adjust for this accordingly. Also this aiming method is crap and over generalized. This only works in very similar circumstances. I tried this for a few games with a moderately quickly firing cruiser to provide a relatively constant stream of shells. The average accuracy of this method from those games was under 4%. My normal average accuracy using a method akin to ranging shots averaged roughly 53%. You can see the movement of your ship affects your shots with a small experiment. Pick a island with a large distinguishable feature and load in high explosive. Shoot at this landmark while stationary a few times. You can see the spread and inaccuracy at that distance. Reverse for 20 seconds then stop. Now go forward near the same speed as your reverse [for roughly the same position.] Once that time has elapsed double click to fire all of your guns at that same spot. You will notice the shots hit to the right of where you aimed because of velosity. Note this test may not prove it if you aim at a different spot, are too close to see the difference or if you are in a really slow ship.

  • @miuggthx5317
    @miuggthx5317 5 лет назад

    thx for this awesome explanation. It helps me alot now to understand this shit. :)

  • @CloneDAnon
    @CloneDAnon 5 лет назад +1

    Static crosshair is supposedly measured for 20 knots and the dynamic crosshair is for 30 knots.

  • @nuevevasquez5193
    @nuevevasquez5193 5 лет назад

    Confusing af but indeed help me when i can't use my instinct, thanks!

  • @cryzhentia7514
    @cryzhentia7514 6 лет назад

    very nice I played like 7k battle but the way I shoot is I memorise aim at this km a ca aim is 7 or 9 and other but I didn't think there's a pattern like this thanks 👍

  • @fiesty161
    @fiesty161 5 лет назад

    This guy must be great at mathematics because I was also confused also.

  • @gypsyjazz121
    @gypsyjazz121 7 лет назад

    I'm not sure the crosshair you're using for the examples is actually the one calibrated for 20 kts. The 20kt crosshair is the default, non-dynamic crosshair, and it looks like you're using a different selection.

  • @alexboukas3575
    @alexboukas3575 7 лет назад

    nice vid bro i will try your method

  • @Biden_is_demented
    @Biden_is_demented 6 лет назад

    What about the aiming assist? The game has an inbuilt assist that i have many times cursed for not being able to turn off. The assist only becomes apparent when you are aiming at ships that have hit the map boundary. If a ship hits it head on, it is visually dead in the water, and you aim at midship, and your shots "should" fall where the reticle is, right? But for the game engine, that ship is still "moving", as its speed slowly decreases. What ends up happening is that allthough you aimed at midship of a stationary target, your shots go way off in front. That is the assist at work. Your shots do not fall where your reticle is, they fall where the engine predicts they will fall in relation to the target´s speed, and how far off you are from dead center. This assist will also trick you when players keep tapping the speed keys up and down. The shots do not land on the reticle, they seem to take into account the relative speed of your target at the exact moment of fire.
    Also, another odd thing is the dispersion pattern if you have a lock on the target, versus not having that lock. Without a lock, your shots go all over the place. With a lock, the dispersion is tighter. That makes blind firing into a smoke screen much harder.
    I wish i could set my aiming to a system like Battlestations: Midawy, where your shots are unassisted and will fall wherever you aim, regardless of other factors. That system rewards those that can predict a ship´s movement and turn radius, much more like real life.

    • @vantonspraul
      @vantonspraul  6 лет назад

      I'm not sure I've noticed the phenomenon you are describing, but I think I get what you are saying. Certainly things get screwy when a ship is stuck on the map boundary. And if you are locked onto a target while zoomed, the view will maintain the position of your reticule relative to your locked target, which is a kind of assist, but that's different than adjusting your aim based on the ship speed--if it did that, you wouldn't need to lead the target. I'll have to try some new experiments to see if there's more to this.
      The aim is definitely better when one has a lock--that's a documented feature. I think that's just a gameplay thing; captains know how many ships are locked onto them and can react accordingly, so they want to ensure that players lock before firing.

  • @soldierxgaming8753
    @soldierxgaming8753 5 лет назад

    slow bbs u half the lead fast bbs u add a little (x1) fast cruisers u times it ie 1.5 say a cruiser goin ful speed (35kt) and recticle says 10 secs to target (x1.5) wich wud be about 13 ticks and with dds u double it this is advanced aim leading times.
    ps the dynamic crosshair is highly innacurate at mid/long ranges only close range is accurate. the shell ballistics you arent mentioning man this is how ur hitting the bb at that lead, a low teir ijn cruisers have kinda floaty shells (usn ships looking at you) this is also stuff ya gota take into consideration with leading shots. usn have most floaty shells (dd and cruisers) this in itself is another kettle of fish as usn ships need more lead time

  • @jagsdomain203
    @jagsdomain203 7 лет назад

    I am going to try your idea out and see what happeneds

    • @trxstr88
      @trxstr88 7 лет назад

      tell me what happend :D

  • @abced10056
    @abced10056 7 лет назад

    Do you recommend using static or dynamic crosshairs? I am assuming static for consistency but it looks like you use so many different ones I can't be sure.

    • @vantonspraul
      @vantonspraul  7 лет назад +1

      Sorry for any confusion. I'm showing video from different sessions where I was trying to figure everything out and trying different things. Personally, I stick to a static crosshair. The benefit of the dynamic crosshair would be if you decided to change your zoom level after you had calculated how many tick marks you were going to lead. But since I am visualizing more than counting, and because one tends to select a zoom level before aiming, I don't see much value in that.

    • @abced10056
      @abced10056 7 лет назад +1

      That's too much math :-). Thx.

    • @hofnaerrchen
      @hofnaerrchen 7 лет назад

      It should make no difference if you use static or dynamic - at least if you have some calculation skills. The method is based on virtual ships not the scale of the crosshairs.

  • @alien10140
    @alien10140 6 лет назад

    This is amazing! Exactly how my brain works!

    • @vantonspraul
      @vantonspraul  6 лет назад

      It's good to know someone else has a brain that works like mine. If I ever fall into a coma, you can tell my wife where I left me keys. Seriously, glad you liked it.

  • @Dt0x75
    @Dt0x75 6 лет назад

    I had this problem with the "20 kt Calibration" idea... I nvr hit anything due to the math being wrong....

  • @jagsdomain203
    @jagsdomain203 7 лет назад

    How wiuld you adjust between nation. Us shells are alot slower than german.

    • @vantonspraul
      @vantonspraul  7 лет назад

      Remember, you're using the shell flight time reported in-game. That will account for the shell velocity and so on for you.

    • @krostouin
      @krostouin 7 лет назад

      Except for NC, I find the estimated travel time inaccurate :)
      But for all other ships, you just base your aim on that shell travel time.

  • @davidel9466
    @davidel9466 6 лет назад

    It works well, though I lost the battle due to my teammates, sit there and watch my Yamato burning.

  • @Wildboy0001
    @Wildboy0001 7 лет назад

    cool video

  • @SorinMiron
    @SorinMiron 6 лет назад

    awesome video :) GG

  • @rohultima
    @rohultima 6 лет назад

    you've over thought this process. also you need to know ships are actually traveling twice the speed you think they are.
    when you put the tick mark on the bow. and it says 10 and wyoming at full speed. and you'll hit the middle of the ship.
    the time adjusts for range. for static aiming. its a 20knot scale. if you are firing at a ship that goes 30knots. you have to add 50% more ticks to hit the target. also static only works when fully zoomed in.
    is why i use dynamic it will change based on how far you're zoomed in. also its set for 30knots. which applies to more ships for t6 and above. and lower tier cruisers.
    and yes you do need to know how fast ships go roughly and learn the speeds.
    cruisers you should add a little more 1-2 ticks, since they are smaller than BB and destroyers even more.

  • @mishkata348
    @mishkata348 7 лет назад

    You should consider that the ships in game are twice as big as they should be...

    • @vantonspraul
      @vantonspraul  7 лет назад +1

      Hmm. That may fall under your conundrums of philosophy :-). Since the only things in the game that we have real-world sizes for are the ships themselves, I think one could consider the ships to be of any size--life-size, larger-than-life, or small enough to fit in a bathtub.

  • @scottpaterson4863
    @scottpaterson4863 3 года назад

    1:19 nword? in chat maybe blur it next time

  • @aeenramirez
    @aeenramirez 7 лет назад

    switch Off the Track Lock Target

  • @royshrama9338
    @royshrama9338 7 лет назад

    Is cs engineering is dead end job ?

    • @vantonspraul
      @vantonspraul  7 лет назад

      This is probably not the best video to ask this question if you want a response from other programmers. Maybe try one of my Think Like a Programmer videos. Anyway, if you're asking about job prospects for software engineers, I think those look solid, although of course that varies in different places and in different types of software. If you mean computer (hardware) engineering, that's outside of my area, but I've heard concerns about long-term job prospects in the U.S.

  • @gabrielantona
    @gabrielantona 6 лет назад

    Ive watched this at least 5 times and don't get it
    but then again I'm stupid

  • @jonhanson8098
    @jonhanson8098 5 лет назад

    Dude sounds like Mr Garrison

  • @111rowan111
    @111rowan111 4 года назад

    I don't get it, watched the vid 4-5 times and nope.

    • @emiliohontucan4877
      @emiliohontucan4877 4 года назад

      that ship he is aiming is 8 secs away, the magic number is 4 for cruisers, so 8/4 = 2 ships long from the middle. if it were a battleship, it will be 8/6 = 1 and 1/3 ship lengths granted it is at full speed. forget the tick marks.

  • @stephenhicks9902
    @stephenhicks9902 5 лет назад

    Dude is making way to many assumptions about the game

  • @Wildboy0001
    @Wildboy0001 6 лет назад +1

    verry interessting video but i have to say:#all here is irrelevant,because 75% (or much more) simply use hacks to help with aiming.
    there are tons and tons of hacks ( &cheatmods) for this game.
    example:
    i play with leningrad with speedflag and engine boost and have nearly 49 knots of topspeed,and i change my speed verry verry often,but it doesnt help at all,every damn noob hitting my ship exactly at the center and this shows me only 1 fact:
    THIS GAME IS FULL OF CHEATERS & HACKERS !
    fair & clean gameplay is not possible in ANY WG game !

    • @TheMortemius
      @TheMortemius 6 лет назад +2

      How did you measure those 75%? What if other players are good at aiming? Or what if you are not dodging the right way. I dont think there are a lot of players using aim assist and if you are changing speed aim assist will not help you anyway. Try to improve yourself and dont blame everyone else....you look like crying child.

    • @avramstanton5248
      @avramstanton5248 5 лет назад +2

      You need to post videos so we can see what you're doing relative to what other players are up to. I'm running with a tier 8 BB, if you show broadside and don't turn for more than 15 seconds, I'm going to get a citadel. Every. Time. I'm not running a hack, you are just a ripe target.

    • @peterrafeiner9461
      @peterrafeiner9461 5 лет назад

      only way to hit you dead center is if you show me your broadside. I'm a beginner at this but a BB broadside is really hard to miss :-)

    • @Leptospirosi
      @Leptospirosi 5 лет назад

      unless you are sailing in a Roma... v__v