The dotted line is the normal distribution generated from these results. The graphic below showcases a high sigma (blue) and an average sigma (red) and their respective distribution of shells on the horizontal axis. The higher the Sigma value, the more likely the shells are to land closer to the center. It describes the tendency of a shell to land closer towards the center of aim, aka the middle of the dispersion ellipse described by 'vertical dispersion' and 'horizontal dispersion'. Sigma is one of the parameters for gunnery in World of Warships. below 4km) dispersion values for all ships.
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Additionally, WarGaming has indicated that not acquiring the target with the X button increases dispersion by an unspecified amount.įor patch 0.4.1, WG has decreased the close-range (i.e. Gun Fire Control System Modification 2 decreases the area of the shell dispersion ellipse by 7%. The player's gun dispersion value can be modified by player's equipment and by enemy's camouflage. *These sections are exceptions and replicate other dispersion formulas.ĭispersion values are same for HE and AP shells of the same gun. *Chikuma, Albany, Aurora, Atlanta, Smolensk, Colbert Queen Elizabeth, Warspite, Hood, Vanguard and Ohio The graph below shows the dispersion curves for each ship in the game, followed by it's table and the formulas used. However, based on the user collected data we know lines of tech tree ships are tied to specific formulas to determine horizontal dispersion. Horizontal dispersion values at distances other than maximum firing range, as well as the vertical dispersion values have not been made public by WarGaming. If the shooting distance is below the maximum range, the horizontal dispersion value decreases accordingly. Port dispersion value (red bar in the graph below) is the standard deviation (green bar) of shell hits across the horizontal axis of the dispersion ellipse: This has been confirmed by experiments conducted by the players. it gives a value where 50% of the fired shells will land around the point of aim. The in-port value describes dispersion in terms of one probable error, i.e. The intensity with which the shells fall in different points of the area of dispersion, can be described by a Gaussian (normal) distribution. Shell impacts within the dispersion ellipse are not uniformly distributed over the surface, but lie more thickly towards the center of aim. a value that describes the lateral distribution of the shells relative to the player's ship. The dispersion value displayed in port is the horizontal length of the dispersion ellipse at the maximum fire range, i.e. This ellipse has a certain length and width values, which are dependent on the characteristics of the gun. A double-click will fire all guns in one salvo with one dispersion ellipse, sequential fire will construct dispersion ellipse for each turret salvo separately. Every time a player orders his main caliber guns to fire, the game engine constructs a 2-D ellipse around the point of aim, and does so independently for each salvo fired. An ellipse constructed around the dispersion area is called the dispersion ellipse. Observing the position of the surface bursts around our point of aim, we find that they fall into a roughly elliptical area in relation to the line of fire. Dispersion values for main caliber guns are displayed in port