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  1. Hello I am enjoying world of warships game. There are certain issues i noticed in game play graphics which i need help. I am using Windows 7 64-bit with Intel graphics Card. Default settings - Low graphics with Direct X 9 I am unable to see effects - like ship on fire, smoke emitting from ships - which is used as guide to aim accurately, unable to see AP shells landing on ships that are far away (white trace is not visible as clearly as HE shells yellow trace), white pillar of water that is seen when shells hit water. I saw these effects in videos uploaded on You tube. When i switched to direct x 11 i saw these effects but then the game crashed mid-way of the battle. I read on another forum that PCs with Intel graphic card will lead to game crash due to heavy memory consumption. So i wanted to know settings options where i will be at least able to see AP shell traces and ship smoke so that i can at least improve my aiming which sucks at the moment. (I am not blaming the graphics or my PC for my performance) Any help in altering the Game Settings - Graphics without game crashing, will be appreciated. Thank You. P.S - i have checked out the settings related video from WOW official You Tube channel although it is good guide but it was not useful to solve my problem
  2. ! 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. .
  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
  4. KirstieBeau

    Aiming Konig's Guns

    Really enjoyed the Konig. She has the highest average damage BB on my stats so far. Now, I'm not unicum BB driver so I want to ask. How do you aim the guns of the Konig at a broadsiding and angled BB? Because it has only 12 inch guns so I don't expect huge citadel hits on a BB but I can get reliable chip damage. I tried experimenting aiming at different parts of the BB at different ranges and I can get 3K - 8K salvos regularly. So how do you guys aim so I could get more reliable damage? Against IJN BB like Kongo and Fuso, aiming at the waterline is the best as I can pen their relatively thinner belt armor. But how about the USN and KM BBs? Broadside New Mexico and NY at 13KM and at 7KM. Waterline or the thinner upper hull? Broadside Bayern or Konig at 13KM and at 7KM. Waterline or upper hull? Angled BB? Waterline or deck armor? Thanks.
  5. Gorbon_Rubsay

    Artillery Lead Calculation

    I was missing a lot of shots where my target was moving towards or away from me so I did some calculation based on a speed multiplier of 2.6m/s per WOW knot. Adjust your firing range by +/- km according to the following table to compensate for the target moving towards or away from you. (Shell flight time and range to target show up on ALT sights) Lead Required if target is moving directly towards/away (KM) Target Speed/knots Standard BB Fast BB Battle Cruisers US Cruisers Japanese Cruisers 20 27 30 33 35 Shell Flight time/S 6 0.31 0.4 0.5 0.5 0.5 8 0.4 0.6 0.6 0.7 0.7 10 0.5 0.7 0.8 0.9 0.9 12 0.6 0.8 0.9 1.0 1.1 14 0.7 1.0 1.1 1.2 1.3 Range adjustment needed if target is moving at 45% Target Speed/knots 20 25 30 35 35 Shell Flight time/S 6 0.22 0.30 0.33 0.36 0.39 8 0.29 0.40 0.44 0.49 0.51 10 0.37 0.50 0.55 0.61 0.64 12 0.44 0.60 0.66 0.73 0.77 14 0.51 0.69 0.77 0.85 0.90 This table works in the vertical (distance) axis but not the horizontal axis (unless you turn off target tracking).I would very much like to work this out in the horizontal axis too (its not so necessary but I'm interested) ~ can anyone think of a way of working this out (working with target tracking)?
  6. errrr...... ive had a few battles and things have been ok but the lag has been getting worse and worse.....the ping was on 160 then it keeps going up and up each day 190 then 210 then 250, 290, 350, 360 it goes up a little every day now its on 380 and you can see the lag in game......im near Sydney Australia and its like the server is in moscow(russia) somewhere....the lag became so bad that the guns stopped aiming or firing or anything...I had to rage-quit !!! please can we have a pacific server for AU & NZ
  7. vardald

    A few suggestions

    Hi all, This is my first time posting, but as this is the beta test I have a few ideas that I thought I'd see what people thought of. One of the big problems that I've seen is torpedo spam, even when there's nothing spotted or in torpedo range. This is really annoying when your own teammates launch torpedos with no regard for the rest of their team. One idea I had was to put a limit on the number of torpedos carried. This at least might make people think twice before launching torpedos at nothing as they could then run out when they need them. This would of course need to be tested for balance, and each ship would probably carry a different amount. On a different topic, another idea that I had was to implement an aiming line, similar to the artillery trajectory line in WOT, to the main guns of ships. this would make it easier to tell if your shots were going to hit an island, or even another teammate, as currently it can sometimes be tricky to tell if all of your turrets have a clear shot, particularly on larger ships. The line could possibly be colour-coded - for example, green means that the shell definitely won't hit anything, yellow means that there is a possibility depending upon dispersion and red means the shot is blocked. Thanks for taking the time to read this - it seemed shorter in my head. Let me know what you think of these ideas, and maybe any changes you would make to them.