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Found 3 results

  1. ! The method illustrated in this thread applies only to the in game dynamic crosshair. For shooting with static crosshairs, read this instead \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ TLDR : Aim your reticle at the point (not bow) where [TargetShipSpeed / 20 ] * ShellFlightTime or [TargetShipSpeed / 21.6] * ShellFlightTime TargetShipSpeed measured in knots. ShellFlightTime can be found on your reticle for explaination: The above equation is modeled on the same principle illustrated in my previous post Correlation between ship travelling speed, shell flight time and leading of shots. .
  2. InfinitySquared

    Additional dynamic crosshairs.

    Would it be possible to make the radial crosshairs, Type 9+ I think, dynamic as well? It might not be much of an improvement, and I'm not sure how much code goes into the game to make dynamic crosshairs work, but I believe it would be worth giving people the option of more dynamic crosshairs.
  3. TL;DR: Aim your reticle at the point where [TargetShipSpeed / 12] * ShellFlightTime measured in knots. *shell travel time on your static reticle. For easier calculation, here's a rule of thumb for the [TargetShipSpeed / 12] : Cruiser has a Multiplier ranging from 2.7~3 Slow BBs have Multipliers below 2 and Fast BBs have Multipliers around 2.5 DDs have Multipliers ranging from 2.8~3 however, Soviets DDs are signaficantly faster with Kiev and Tashkent sitting at 3.5 and Khab at 3.6 without using the boast consumable. For a simpler calculation, you can use Multiplier* ShellFlightTime A chart of Multipliers can be found on this Google spread sheet file https://drive.google.com/open?id=1mFVlYoxLc6r8qtoMmjIZuMYknY5luFUIoE3xvQc879k The method (Equation) holds true at everyrange \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ [explaination] [/explaination] I would like to thanks iChase for letting me use screenshots in his video to illustrate my point
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