1:24 Fuso's plating thickness was increased in Update 0.9.2. 9:27 Since Update 0.7.11, high caliber shells deal no more than 10% of their damage to destroyers
@@alecmarciano8320 It is just a hypothetical number, New York actually has 350mm of penetration at 18km according to shiptool and 360mm according to the WoWS ballistics calculator.
nice, i hope you get to enjoy the game for the rest of your life (and that we all enjoy the game for as long as we live too), also i did not mean to be morbid, that was not my intention
This was really great. The two commentators do a perfect job of making it sound like a true science documentary and I enjoy that. Thank you World of Warships.
it would be nice, when the stats of a ship Show, how many armor a Shell can penetrate at 5 - 10 - 15 - 20 km. i think that could help many Players to understand why a shel dont do any dmg. - Thank you guys for the Video
Better question. What about 0 damage pens on full HP ships? For me 1/3pens in every game dont deal damage. Or sometime 2 hist 1 pen + 1overpen deals 9500 damage (With Alsase last time) where they take this number? For Alsase is 1 pen cca 4000k damage and overpen 1400 = 5400 ...
How about Deck Armor? When the ship firing their shell at the maximum range, they more likely land on enemy ship's deck. That why the Super Heavy 16" AP shell with extremely low velocity ~792 m/s have nearly equal penetration value compare with Yamato 18" AP at long range fire.
This video is what sold me on the game. I was convinced it was super unrealistic, especially with my bad experiences playing WoT Blitz, but what isnt seen in typical WoW gameplay videos is the attention to game mechanics like this. Ive even heard about armor schemes coming into effect from other sources, and was amazed that the game, despite the stereotype of having HP bars for ships, actually has more realism than is seen at face value. I guess it is worth a try for me
I’m impressed the game is able to run that code and math in milliseconds of what’s actually going on. It’s insane how games really work behind the scenes
Having played since the start of the Open Beta, I still learn new things from these videos, very well done. These How it Works videos should be mandatory viewing for new players. Keep up the good work.
Man, this video really shows the complexity of armor penetration mechanics of the game, which I found really amazing. And all of this calculation is only from a single shell, whereas a ship can send up to 12 shells per salvo. Really made you think how powerful the computer to calculate all this (or thousands of monkeys with basic maths employed to calculate). Minotaur will put a lot of calculation per minutes. But still, RNG plays the most part of this.
There is a 287mm citadel aft armour on Iowa - but the lower portion of it is only a disgusting 16mm. I checked the blueprints and it is historical accurate. However WG incorrectly models Iowa’s aft. As Iowa’s armoured steering rooms on her aft - are actually connected to the main citadel (a ww1 era battlecruiser trait)- by a 300mm belt - with 216mm aft armour (similar to Amagi) . This is what would have protected the 16mm citadel weakness - but since wg does not model that, BB shells can overmatch that 16mm and pen at any angle.
Yammy can cit sides??? I dare you to say that against Kurfurst and the rest of the German BB lines at close-mid ranges. Plus the same 45 degree technique in hitting Yammies Cheeks - also apply to other battleships with crap athwartship armour - especially to citadel proof German Battleships.
I understand that whilst very complex, they have still over simplified a few things. For an example a shell penetrating above the water won't hit any portion of the anti-torpedo defence. Yes it will hit hull plating which is located behind the belt, However that hull plating is not made of armor quality steel, and so provides significantly less resistance than the plate thickness would lead one to think. To the point that ship designers never included that steel as counting towards belt thickness. Whilst the system that they use includes shell normalization, it doesn't seem to take into account decapping or yaw (maybe this is addressed in another video?)
I would like to see all the Infos and statistiks in Game.. or at least in an list. I want to see ho much Armor my Shells (HE and AP) can penatrate and how much armor it needs to explode.. sadly its not a thing :c
HE is actually easy (for german cruisers, battleships and british battleships 1/4 and for the rest 1/6 of the caliber, multiplied by the IFHE factor is taken, in the end you need .5mm more than the plate is thick) AP is pretty hard to calculate because you need to put the Krupp value, the shell weight and the impact velocity into a formula...so yeah, not really easy, but it would be good if we could see the shell weight, the krupp value and the drag coefficient in the port
you can see ALL stats about your ship on third party websites (they datamined it, so they went into the gamecode and looked it up) and there are a lot of informations on WGs wiki (wiki. wargaming. net (without the spaces, I don't know if links are allowed here))
Actually those values shouldnt change too much for any given ship. So they could just display the Penetration of the ships AP shells in the port at certain ranges, say 5/10/15/20 KM where applicable. Its just not ok that we have to look around on 3rd party websites to find such crucial information.
I like these videos, definitely helps us who simply have a harder time in understanding RUclipsrs who do try to help us all out. But without an even better way to show us how it works, some of us potatoes (like me :D) can't grasp the concept as clearly and we just go with what we know. Keep`em coming and KEEP`EM FIRING!
Great work with this video, fully professional! But people who watched this: dont snipe 18km+ becose you cant be hit hard. You can't hithard as well. Angling is the answer, not the distances.
Depends on the ship. I have found that with my N/C with ap rounds under 15 km I over pen & at 20 km my shells disperse so much lucky if 1 - 2 shells frm full salvo lands. I try too stay about 17 - 18 km frm target at that distance with N/C I get more citadels frm most ships
BB usually still able to citadel most cruiser even at max range. Also hitting the superstructure could possibly net a good damage. Sniping is ok, but camping is another matter.
sniping is good if you know what you're doing. that guy with the NC for example. also some distance can lead to plunging fire shot which ship's deck armor are usually thinner, thus, citadel hits
Someone should have told these WW2 engineers that the most successful BB armor scheme would be to have 30mm plating everywhere to defeat most HE, and other than that, a 450mm torpedo bulge. That said, why doesn't the "trigger" for the AP shells happen on the pen/6 rule AS the shell is losing pen from passing through layers? I mean, based on this video, a large-caliber BB could hit an Atlanta right in the face, have it go through the ENTIRE length of the ship, out the aft, and only deal 1K dmg?
First off, I would love to take a Brooklyn against your BB, you're in big trouble, at least in the real world, maybe not WoW. Also, you've just more than doubled the weight used for armor, were are you shaving weights from? A thick torpedo bulge is worse than none. Torpedoes normally hit well below the belt armor, designed to protect the waterline, usually extends at thickness only around 6 - 8' below. Hits on belt thickness will cause all of the explosive energy to transfer to the plates, causing dislocation of the plates and damage and dislocation to supporting structure, many irreparable small leaks as well as shock damage taking out any systems in the vicinity. Much more dangerous the deeper the hit. The torpedo protection system extends from the base of the belt to the curve of the bilge, 15-30' depending on the ship and location of the hit. They are designed to vent and/or absorb the blast energy and resulting splinters, using alternating layers of thin structured voids and liquid filled spaces (fuel oil usually) without damaging the inner bulkhead. Sometimes thin crushing tubes were used, a neat idea that unfortunately didn't work, blast usually venting before the tubes crushed. The Itallian system was the worst example, with little provision for venting the blast took out the structure before the tubes crushed. Where these systems failed was either when they were hit multiple times, when design was not deep enough and were blown thru, (cruiser bulges do not provide any protection), or by bad joint design (Yamato's the worst, although the South Dakota/Iowa/Montana/Midway system also had issues)
uhh... to be more realistic, if the shell hits the bridge on the superstructure, there will be no captain and the ship is under no-ones command, therefore almost inoperable
an addition to this video would be to show the cruiser shells that you mentioned earlier about how they had steeper ricochet angles. might not hurt to explain this to some players as well.
It's actually entertaining and educational, although many of the factors in play are hidden, starting from the armor penetration capability of shells at certain distances. I speak about data available in-game, and not whether it can or can not be found on non-affiliated websites. I didn't check, so I don't know; but I suppose that data could be only approximations anyway. So, I just thought to myself, what if, when you move your aiming reticule over an enemy ship you'd see an approximation in-game, something a bit similar to WoT: Red - bounce, Yellow - hit, but citadel hit is unlikely/impossible, Green - citadel hit is possible, Blue/Orange/Purple/Octarine/Whatever - overpenetration is likely. 1. It doesn't have to take all factors into account, thus you still would need experience to anticipate the possible outcomes of a hit on that point, and 2. You still would have to actually hit that point which is increasingly difficuly as range increases. So it wouldn't be OP, in my opinion.
In this case , considering the nirmalization of AP shell, it is penatratreted with like 90 degree. In other cases, if the angle is sharper , when the armor is penatrated, is the ralative thickness should be applied to substract the armor penatration thickness or just the original thickness of the armor?
I have a question. First, if a shell hits a specific point of the armor, you need to know the angle. How do you tell the angle of the ships armor in 1 point? Second, 2 angles needed, a horizontal, and a vertical, then how do you calculate the relative armor thickness in 3D with 2 angles?
The amount of Armour a shell can penetrate is a function of the shell type, velocity and the distance from the firing ship to the target. As you get closer to the target the penetration factor goes up. How to you know what the penetration of a shell at any given time or do we just not bother trying. My sense is to just worry about the enemy ships armour and aim for soft bits? Good video
I have a question since, in the video it is mentioned a couple times without really detailing the effect of the velocity on the penetration, may I assume that since it is stated that the penetration is dependent on the VELOCITY and not the VELOCITY SQUARED that it is the momentum of the shell that is what ultimately you are considering to achieve penetration and not the kinetic energy?
From the shell-penetration data shown in this video (couldn't find an actual calculation on the wargaming wiki): 18km = 204, 15km = 224, 5km = 337 And plugging this into a curve-fitting app, it follows the formula (where x is distance and y is shell-penetration): y = 420.2308 - 18.42821*x + 0.3564103*x^2 with a R^2=1 (
these systems were very complicated to understand completely. but thanks to this video, now they are not unknown systems. thank you for uploading! and I'm waiting for the next episode.
what is the math behind the new york going from 356mm to 204mm from a distance? Is the the velocity, shell spin, or just range that affects it? How can we calculate this in game?
Quite interesting. Never really read into it but I'd like to bear about how you determine a shells penetration. You through out New York penetration amount and I assume it'll be explained eventually but it would help to know where you get those numbers or the calculation to be specific
So does that mean that only flight time and water affects the angle and the speed of shells? It has only be stated that penetrated armor reduces the possible penetration thickness, but not trajectory and speed. (I could imagine that this is one of the abstractions to make the computations easier, but still It would be nice to know it)
you are probably thinking about German BBs. The relative armor comes into play. German turtle back has more sloping so the relative armor is much higher preventing the shells from getting into the citadel.
Oh if you mean German BB Turtlebacks... Their Turtlebacks are inclined to 68 degrees... Our Autobounce is 60 degrees. Meaning a Yamato with 900mm pen at point blank with a 460mm - will pen the armour - but bounce on the 150mm 68 degree turtleback of a German Battleship - due to autobounce. The autobounce is the reason why German Battleship are citadel-proof (which I find bullshit and retarded) - I mean common how dufuq can a T2 Mikasa with Turtleback bounce a Yamato shell - and never pens its citadel - even at full broadside. You can only citadel a German Battleship at long ranges. Plunging fire will hit the turtleback at a flatter angle and penetrate it and the citadel. Or Underwater penetration occurs - and directly hits the citadel.
Any way to test simulate putting reactive armor on estimated target areas the smart missile are going to attack a ship. For example, torpedeo are design to attack the midship at the keel. Some missile go for the C2 areas like the bridge....
One statistic I always struggle with in Warships is Armor Penetration for shells. Yes, a ships armor values are fairly plain to see these days, but I still have a hard time figuring out how much penetration my guns have, and thus how to most effectively employ my AP shells. At the same time, knowing how much armor my ship has is hard to take full advantage of if I can't determine how much penetration power the guns of my enemies have. That said. Is there any way to figure out how much penetration power my guns have, short of just making a training room and blasting at various ships? You mentioned with certainty the penetration power of shells used in the test against Fuso.
Hmm...so this might be why I do better when down two tiers and am throwing HE at range from my BBs (to avoid shatters and cruisers bouncing my shells)... I'll have to tune in to the HE video to see if that is right though. I hadn't given though to the effect of distance on AP penetration before. I just thought it was the gun caliber being too low. Having too low of velocity and the loss from the drag hadn't been factored into my analysis....
For a small scale test watch "deadly cv9040 programmable ammo of Bofors 40mm L70 canon" 1:57- 3:25 for APFSDS on the NATO heavy single 100mm RHA at 45 deg. 140mm total penetration. The video quality is crummy but one gets the point.
Would be nice if you described how to use this information. I mean I know how, but its math, looking at EACH ship and doing calculations for dozens of possible scenarios, and remembering that at time of play. Something simpler like. "Shooting bow or stern with heavy ammo is a waste" or "shoot under turrets if close, but shoot structure if at max range" and then let people use this info and that general guideline to get better. in other words some general conclusions would be nice. I realize that explaining how to shoot all ships with each type ammo and range would take weeks of videos, but something would be helpful.
Explain how citadel work on shells hitting Antenna and chimney. I have being citadeled so many times behind island from shells passing through chimney and antennas.
So how is it that I can cause flooding with AP shells? Is it that the shell over penetrates and puts a hole under water when it exits? Or does the fuse need to explode below the waterline as it enters/exits the hull?
Can anyone direct me to this “previous video” about AP rounds that I’ve heard referenced in 3 of these other videos now? It’s not on the playlist and a search isn’t pulling it up.
What about the massive hydraulic pressure created by a large shell that detonates underwater, and then the pocket of air that it creates during the explosion, followed by the water rushing back into the void? Ships don't like huge air pockets under their keels, it tends to break their back. That's why torpedoes can do so much damage when they detonate under the keel without even touching the ship.
why does an AP shell pen seam to very in how much damage it deals? 1 time the pen will do 3000 some damage and on the next salvo a pen will do 5000 or 6000 some damage when the games says you only got 1 pen?
but don't you always bounce at a 0 to 30 degree angle? for example you can bounce yamato shells in a tier one if you are angled that way. but they said it would overmatch. or did I missunderstand something there? also I feel like that delayed fuze thing is a myth if you count all the times you get overpens on other battleships or when shooting in a cruiser at other cruisers
Does it make any difference whether you fire all guns at once, or if you fire them in sequence? Is one way more accurate, or more guaranteed to penetrate than the other way?
does cordite placement during the reload process have anything to do with the chance of detonation. ive seen most detonation take place after a ship fires
Very interesting! (man, I'd have to break out a Chinese abacus to do all that figurin'...then I'd be back digging through Davy Jones' locker quick) Torpedo use and their mechanics would be interesting.
1:24 Fuso's plating thickness was increased in Update 0.9.2.
9:27 Since Update 0.7.11, high caliber shells deal no more than 10% of their damage to destroyers
World of Warships.when are you devs gonna fully release french destroyers?
Hola I am here from WOW Legends lol
But how do you know that the 1:24 Shell prenetration is 204mm?
1024😮
@@alecmarciano8320 It is just a hypothetical number, New York actually has 350mm of penetration at 18km according to shiptool and 360mm according to the WoWS ballistics calculator.
Almost ten minutes of the science behind Fusou’s non-consensual penetration. Poor girl must be traumatised by all this abuse.
‘non-consensual penetration’ *BOM BOM*
i will get some armor plates and welding equipment ready for her to patch her up, poor ship
Can't believe all these calculations are being initiated as you are playing in real time...
a cpu can calculate a lot more than this in milliseconds and in this case, this is most likely scripted
Simple calculations are nothing for a computer.
Says a lot about machines
Yeah
Only if you hit your target. Shell dispersion can be a bitch. Either that or I’m bad.
Fuso: exists
WoWS: peace was never an option
Did that Fuso consent to that pounding? #MeToo #FusoLivesMatter
no i didnt, they dont pay me enough for this….but i need the money…..fuck
STOP BULLYING FUSO!
#FusoLivesMatter
#fusohatesworldofwarships
@@fuso8639 poor you :((
I am 79 and i still play this game, its so addicting.
Nice
No u aren't
nice, i hope you get to enjoy the game for the rest of your life (and that we all enjoy the game for as long as we live too), also i did not mean to be morbid, that was not my intention
This was really great. The two commentators do a perfect job of making it sound like a true science documentary and I enjoy that. Thank you World of Warships.
I never knew how much detail went into the damage calculations. I'm kind blown! Amazing
Was this mechanic transparent and obvious?:)
Did you learn anything new? What other mechanics you want to know about?
...apparently AP shells also have something to do with the 1/6 shell diameter calculation O_o
World of Warships Official Channel OK so next time is HE shells... I suppose after that you will do the "Damage calculation" video?
But can you explain BBs Germany Citadel armor?
it would be nice, when the stats of a ship Show, how many armor a Shell can penetrate at 5 - 10 - 15 - 20 km. i think that could help many Players to understand why a shel dont do any dmg. - Thank you guys for the Video
Better question. What about 0 damage pens on full HP ships? For me 1/3pens in every game dont deal damage.
Or sometime 2 hist 1 pen + 1overpen deals 9500 damage (With Alsase last time) where they take this number? For Alsase is 1 pen cca 4000k damage and overpen 1400 = 5400 ...
looks like I'm gonna have to study physics, geometry and trigonometry :)
No need for physics as it is completely wrong in this game
well, still better than in the most games.
How about Deck Armor? When the ship firing their shell at the maximum range, they more likely land on enemy ship's deck. That why the Super Heavy 16" AP shell with extremely low velocity ~792 m/s have nearly equal penetration value compare with Yamato 18" AP at long range fire.
This video is what sold me on the game. I was convinced it was super unrealistic, especially with my bad experiences playing WoT Blitz, but what isnt seen in typical WoW gameplay videos is the attention to game mechanics like this. Ive even heard about armor schemes coming into effect from other sources, and was amazed that the game, despite the stereotype of having HP bars for ships, actually has more realism than is seen at face value. I guess it is worth a try for me
I’m impressed the game is able to run that code and math in milliseconds of what’s actually going on. It’s insane how games really work behind the scenes
Having played since the start of the Open Beta, I still learn new things from these videos, very well done.
These How it Works videos should be mandatory viewing for new players.
Keep up the good work.
Man, this video really shows the complexity of armor penetration mechanics of the game, which I found really amazing. And all of this calculation is only from a single shell, whereas a ship can send up to 12 shells per salvo. Really made you think how powerful the computer to calculate all this (or thousands of monkeys with basic maths employed to calculate). Minotaur will put a lot of calculation per minutes.
But still, RNG plays the most part of this.
*COUGH YAMATO CHEEK ARMOUR COUGH*
*COUGH IOWA 16mm AFT CITADEL ARMOUR COUGH*
thats a thing? i did not know that
There is a 287mm citadel aft armour on Iowa - but the lower portion of it is only a disgusting 16mm. I checked the blueprints and it is historical accurate.
However WG incorrectly models Iowa’s aft. As Iowa’s armoured steering rooms on her aft - are actually connected to the main citadel (a ww1 era battlecruiser trait)- by a 300mm belt - with 216mm aft armour (similar to Amagi) . This is what would have protected the 16mm citadel weakness - but since wg does not model that, BB shells can overmatch that 16mm and pen at any angle.
Chng He Meng yep all the complaining about the tier 10 RN BB . while yammy can city every ship from the front back and sides 😃
Yammy can cit sides??? I dare you to say that against Kurfurst and the rest of the German BB lines at close-mid ranges.
Plus the same 45 degree technique in hitting Yammies Cheeks - also apply to other battleships with crap athwartship armour - especially to citadel proof German Battleships.
I understand that whilst very complex, they have still over simplified a few things.
For an example a shell penetrating above the water won't hit any portion of the anti-torpedo defence.
Yes it will hit hull plating which is located behind the belt,
However that hull plating is not made of armor quality steel, and so provides significantly less resistance than the plate thickness would lead one to think.
To the point that ship designers never included that steel as counting towards belt thickness.
Whilst the system that they use includes shell normalization, it doesn't seem to take into account decapping or yaw (maybe this is addressed in another video?)
Great series of videos that answers a lot of questions about the game mechanics.
Thank you very much for this information! Please continue in your efforts to educate the community.
I would like to see all the Infos and statistiks in Game.. or at least in an list. I want to see ho much Armor my Shells (HE and AP) can penatrate and how much armor it needs to explode.. sadly its not a thing :c
HE is actually easy (for german cruisers, battleships and british battleships 1/4 and for the rest 1/6 of the caliber, multiplied by the IFHE factor is taken, in the end you need .5mm more than the plate is thick)
AP is pretty hard to calculate because you need to put the Krupp value, the shell weight and the impact velocity into a formula...so yeah, not really easy, but it would be good if we could see the shell weight, the krupp value and the drag coefficient in the port
Kuhluh where did u get those 1/4 and 1/6? Where can i read FULL stats bout my ship?
you can see ALL stats about your ship on third party websites (they datamined it, so they went into the gamecode and looked it up)
and there are a lot of informations on WGs wiki (wiki. wargaming. net (without the spaces, I don't know if links are allowed here))
Actually those values shouldnt change too much for any given ship. So they could just display the Penetration of the ships AP shells in the port at certain ranges, say 5/10/15/20 KM where applicable. Its just not ok that we have to look around on 3rd party websites to find such crucial information.
Router Problem oh my dude R.I.P english grammar
great. Now give Graf Spee her 40mm Belt, that she had IRL.
Spee belt 50-75mm, depending on location
Give her also 18km range, 15s reload, place her in T8 and all be fine!
*german superiority i love it*
EEERRRİİKKKAAAA(bum bum bum)
Arktos der böse Schneemann this but unironically
I love world of warships 😄
Same,pog
Me To But Mobile
I like these videos, definitely helps us who simply have a harder time in understanding RUclipsrs who do try to help us all out. But without an even better way to show us how it works, some of us potatoes (like me :D) can't grasp the concept as clearly and we just go with what we know. Keep`em coming and KEEP`EM FIRING!
Great work with this video, fully professional!
But people who watched this: dont snipe 18km+ becose you cant be hit hard. You can't hithard as well. Angling is the answer, not the distances.
Depends on the ship. I have found that with my N/C with ap rounds under 15 km I over pen & at 20 km my shells disperse so much lucky if 1 - 2 shells frm full salvo lands. I try too stay about 17 - 18 km frm target at that distance with N/C I get more citadels frm most ships
BB usually still able to citadel most cruiser even at max range. Also hitting the superstructure could possibly net a good damage.
Sniping is ok, but camping is another matter.
My yamato disagree with u
sniping is good if you know what you're doing.
that guy with the NC for example.
also some distance can lead to plunging fire shot which ship's deck armor are usually thinner, thus, citadel hits
sniping for 5 minutes in a row, however, isn't good. that's camping
Someone should have told these WW2 engineers that the most successful BB armor scheme would be to have 30mm plating everywhere to defeat most HE, and other than that, a 450mm torpedo bulge.
That said, why doesn't the "trigger" for the AP shells happen on the pen/6 rule AS the shell is losing pen from passing through layers? I mean, based on this video, a large-caliber BB could hit an Atlanta right in the face, have it go through the ENTIRE length of the ship, out the aft, and only deal 1K dmg?
First off, I would love to take a Brooklyn against your BB, you're in big trouble, at least in the real world, maybe not WoW. Also, you've just more than doubled the weight used for armor, were are you shaving weights from?
A thick torpedo bulge is worse than none. Torpedoes normally hit well below the belt armor, designed to protect the waterline, usually extends at thickness only around 6 - 8' below. Hits on belt thickness will cause all of the explosive energy to transfer to the plates, causing dislocation of the plates and damage and dislocation to supporting structure, many irreparable small leaks as well as shock damage taking out any systems in the vicinity. Much more dangerous the deeper the hit.
The torpedo protection system extends from the base of the belt to the curve of the bilge, 15-30' depending on the ship and location of the hit. They are designed to vent and/or absorb the blast energy and resulting splinters, using alternating layers of thin structured voids and liquid filled spaces (fuel oil usually) without damaging the inner bulkhead.
Sometimes thin crushing tubes were used, a neat idea that unfortunately didn't work, blast usually venting before the tubes crushed. The Itallian system was the worst example, with little provision for venting the blast took out the structure before the tubes crushed.
Where these systems failed was either when they were hit multiple times, when design was not deep enough and were blown thru, (cruiser bulges do not provide any protection), or by bad joint design (Yamato's the worst, although the South Dakota/Iowa/Montana/Midway system also had issues)
@@grathian and how do you plan on sinking a bb with a Brooklyn you can't sink a battleship by just shooting the superstructure.
They block metal things flying to you
Yes
uhh... to be more realistic, if the shell hits the bridge on the superstructure, there will be no captain and the ship is under no-ones command, therefore almost inoperable
some shell has some time to reach "deeper" into a ship
ooof sounds kinda painful to me
an addition to this video would be to show the cruiser shells that you mentioned earlier about how they had steeper ricochet angles. might not hurt to explain this to some players as well.
only americans cruisers can pen over 33degrees +staligrad
BOI I'VE BEEN WAITING FOR THIS THANK GOD FOR THIS SERIES
I came here for lewd innuendos but instead, I got educated.
I used to play this game all the time 7-8yrs ago, amazing to see all the details that it has (now?) defo want to get back in!
I like it how you guys animate it
So shouldn’t over pens cause flooding then if the shell hits at the right angle and goes out through the other side under water?
It's actually entertaining and educational, although many of the factors in play are hidden, starting from the armor penetration capability of shells at certain distances. I speak about data available in-game, and not whether it can or can not be found on non-affiliated websites. I didn't check, so I don't know; but I suppose that data could be only approximations anyway.
So, I just thought to myself, what if, when you move your aiming reticule over an enemy ship you'd see an approximation in-game, something a bit similar to WoT: Red - bounce, Yellow - hit, but citadel hit is unlikely/impossible, Green - citadel hit is possible, Blue/Orange/Purple/Octarine/Whatever - overpenetration is likely.
1. It doesn't have to take all factors into account, thus you still would need experience to anticipate the possible outcomes of a hit on that point, and
2. You still would have to actually hit that point which is increasingly difficuly as range increases. So it wouldn't be OP, in my opinion.
Look, all I know is that when an Emerald shows me their juicy broadside in my Graf Spee, they go BANG.
its crazy how much these sound and look like real documentaries.
I have to give the game devs credit for this. They did a very good job. Always been bias to war thunder but these guys are not slouching by any means.
In this case , considering the nirmalization of AP shell, it is penatratreted with like 90 degree. In other cases, if the angle is sharper , when the armor is penatrated, is the ralative thickness should be applied to substract the armor penatration thickness or just the original thickness of the armor?
I have a question. First, if a shell hits a specific point of the armor, you need to know the angle. How do you tell the angle of the ships armor in 1 point? Second, 2 angles needed, a horizontal, and a vertical, then how do you calculate the relative armor thickness in 3D with 2 angles?
nope if the enemy shell has better angle penetrates if the enemy shell is big it overmaches no matter the angle simple as that in the game
what if I don't penetrate enemy ship? WOT players: LOAD PREMIUM!!!
HWG literally pay to win
Yeah!! Premium is everything..😂😂😂😂😂😂
HWG I’d leave this game if it went to needing premium ammo etc
I think this video left me with more questions than answers.
I'm not an elite player but these videos have made me much better.
Best series about the game imho 👍👍👍
The amount of Armour a shell can penetrate is a function of the shell type, velocity and the distance from the firing ship to the target. As you get closer to the target the penetration factor goes up. How to you know what the penetration of a shell at any given time or do we just not bother trying. My sense is to just worry about the enemy ships armour and aim for soft bits? Good video
Love every how it works video. Hope this never ends . I have new York bit never been against fuzo
*Shell overpenetrates through captain's quarters*
Captain: "STOP PUTTING HOLES IN MY SHIP!"
awesome stuff. Keep it coming, posting this playlist on my clans gamepage for mandatory viewing :)
I have a question since, in the video it is mentioned a couple times without really detailing the effect of the velocity on the penetration, may I assume that since it is stated that the penetration is dependent on the VELOCITY and not the VELOCITY SQUARED that it is the momentum of the shell that is what ultimately you are considering to achieve penetration and not the kinetic energy?
From the shell-penetration data shown in this video (couldn't find an actual calculation on the wargaming wiki):
18km = 204, 15km = 224, 5km = 337
And plugging this into a curve-fitting app, it follows the formula (where x is distance and y is shell-penetration):
y = 420.2308 - 18.42821*x + 0.3564103*x^2 with a R^2=1 (
This multiplication is better than math👍
these systems were very complicated to understand completely.
but thanks to this video, now they are not unknown systems.
thank you for uploading!
and I'm waiting for the next episode.
They have been known, the wiki has a ton of info, this is just them making it easier to digest.
oops
sorry. that "unknown" means "complicated"
but thanks for telling:)
what is the math behind the new york going from 356mm to 204mm from a distance? Is the the velocity, shell spin, or just range that affects it? How can we calculate this in game?
Quite interesting. Never really read into it but I'd like to bear about how you determine a shells penetration. You through out New York penetration amount and I assume it'll be explained eventually but it would help to know where you get those numbers or the calculation to be specific
So does that mean that only flight time and water affects the angle and the speed of shells? It has only be stated that penetrated armor reduces the possible penetration thickness, but not trajectory and speed. (I could imagine that this is one of the abstractions to make the computations easier, but still It would be nice to know it)
What about turtle back armour
Fuso has turtleback armour as you can see here... 6:50 - and it gets its turtleback citadel penetrated... nothing special...
you are probably thinking about German BBs. The relative armor comes into play. German turtle back has more sloping so the relative armor is much higher preventing the shells from getting into the citadel.
Oh if you mean German BB Turtlebacks... Their Turtlebacks are inclined to 68 degrees...
Our Autobounce is 60 degrees. Meaning a Yamato with 900mm pen at point blank with a 460mm - will pen the armour - but bounce on the 150mm 68 degree turtleback of a German Battleship - due to autobounce.
The autobounce is the reason why German Battleship are citadel-proof (which I find bullshit and retarded) - I mean common how dufuq can a T2 Mikasa with Turtleback bounce a Yamato shell - and never pens its citadel - even at full broadside.
You can only citadel a German Battleship at long ranges. Plunging fire will hit the turtleback at a flatter angle and penetrate it and the citadel. Or Underwater penetration occurs - and directly hits the citadel.
This videos are awesome, Thanks for making them!
Any way to test simulate putting reactive armor on estimated target areas the smart missile are going to attack a ship. For example, torpedeo are design to attack the midship at the keel. Some missile go for the C2 areas like the bridge....
Where can we find the stats like angle normalization for our ships guns?
Fun fact, British Battleship Duke of York also has enhanced penetration angles, the same as the US CAs in fact
Great presentation and very well explained... well done
Can you add statistics for gun penetration over range...hopefully then i can select my targets more precisely?
One statistic I always struggle with in Warships is Armor Penetration for shells.
Yes, a ships armor values are fairly plain to see these days, but I still have a hard time figuring out how much penetration my guns have, and thus how to most effectively employ my AP shells.
At the same time, knowing how much armor my ship has is hard to take full advantage of if I can't determine how much penetration power the guns of my enemies have.
That said. Is there any way to figure out how much penetration power my guns have, short of just making a training room and blasting at various ships? You mentioned with certainty the penetration power of shells used in the test against Fuso.
Rain Diamondheart google: WoWs reddit Ap pentration curves
Hmm...so this might be why I do better when down two tiers and am throwing HE at range from my BBs (to avoid shatters and cruisers bouncing my shells)...
I'll have to tune in to the HE video to see if that is right though.
I hadn't given though to the effect of distance on AP penetration before. I just thought it was the gun caliber being too low. Having too low of velocity and the loss from the drag hadn't been factored into my analysis....
Truly awesome !..
So the shell has a timer to detonate... And it doesn't "just disappear" when hitting water !!..
Whenever my parents says "games don't teach anything" I just simply put this video on TV and then wait...
Is there a video like this for WoWS: Legends? At least what the icons mean when you hit a ship
For a small scale test watch "deadly cv9040 programmable ammo of Bofors 40mm L70 canon" 1:57- 3:25 for APFSDS on the NATO heavy single 100mm RHA at 45 deg. 140mm total penetration. The video quality is crummy but one gets the point.
Would be nice if you described how to use this information. I mean I know how, but its math, looking at EACH ship and doing calculations for dozens of possible scenarios, and remembering that at time of play.
Something simpler like. "Shooting bow or stern with heavy ammo is a waste" or "shoot under turrets if close, but shoot structure if at max range" and then let people use this info and that general guideline to get better. in other words some general conclusions would be nice. I realize that explaining how to shoot all ships with each type ammo and range would take weeks of videos, but something would be helpful.
Explain how citadel work on shells hitting Antenna and chimney.
I have being citadeled so many times behind island from shells passing through chimney and antennas.
Moar Fuso abuse...
John Angelo Tenorio abuse award
Don't worry. We will be getting some spicy Fuso abuse soon.
*GOOD*
#FusoLivesMatter
Hey that was my favourite video so far
I came her for clarification, instead i left even more confused
So how is it that I can cause flooding with AP shells? Is it that the shell over penetrates and puts a hole under water when it exits? Or does the fuse need to explode below the waterline as it enters/exits the hull?
The bulkheads are at least 50 to 300mm thick so thats why irl its near impossible to completely penetrate a ship’s both armor plates from both sides
Keep working. I will watch for next one.
Few games have videos like this from their devs. thanks for the hard work
Its like your watching a disovery program. I love it.
Nice video to explain to veteran and new players :)
know I know what to do when the game finishes downloading and I start my first battle
:)
Still there?
How was the first battle?
Can anyone direct me to this “previous video” about AP rounds that I’ve heard referenced in 3 of these other videos now? It’s not on the playlist and a search isn’t pulling it up.
A very good explanation, ty for your effort
Are all of these tips aplicable to the console (ps4) version of the game aswell?
Yes, this is a game mechanic used in all versions.
I love your game, world of warships! So addicting, thanks lol
What about the massive hydraulic pressure created by a large shell that detonates underwater, and then the pocket of air that it creates during the explosion, followed by the water rushing back into the void? Ships don't like huge air pockets under their keels, it tends to break their back. That's why torpedoes can do so much damage when they detonate under the keel without even touching the ship.
What about the normalization of the Montana and Iowa mk.8 super heavy shell? Are they the same too?
why does an AP shell pen seam to very in how much damage it deals? 1 time the pen will do 3000 some damage and on the next salvo a pen will do 5000 or 6000 some damage when the games says you only got 1 pen?
Needs more explaining on normalization and non-damaging pens imo
Tell us about mechanic on torpedo damage that hit torpedo bulge or hit another part of ship and the damage saturation itself
penetration is my expertise. love this game till now.. learns alot. 😁
Quick question! Do shells only normalise on impact with the first layer of armour or will the shell normalise on each layer of armour?
but don't you always bounce at a 0 to 30 degree angle? for example you can bounce yamato shells in a tier one if you are angled that way. but they said it would overmatch. or did I missunderstand something there?
also I feel like that delayed fuze thing is a myth if you count all the times you get overpens on other battleships or when shooting in a cruiser at other cruisers
Really cool, but I'd like the same detailed explanation for Turtle back.
Really hope we would get clean & modern UI like in the console
this is a good start. Thanks!
Lot of work for a free game, love it
Does it make any difference whether you fire all guns at once, or if you fire them in sequence? Is one way more accurate, or more guaranteed to penetrate than the other way?
does cordite placement during the reload process have anything to do with the chance of detonation. ive seen most detonation take place after a ship fires
do they take into account the armor becoming thicker the sharper the angle the shell hits
Very interesting! (man, I'd have to break out a Chinese abacus to do all that figurin'...then I'd be back digging through Davy Jones' locker quick) Torpedo use and their mechanics would be interesting.
I find it hard to believe that a shells penetration drops equally by the amount of armor it hits, in real life that is.