removed temporary until updated: Quick access to signals, Session Stats, Camouflage Filters & Save/Load/Demount all signals, More visible trained commander perks, Ships Win Rate on the ship carousel, Return commander to his ship, Detection icons. updated Pan-Asian flag replaced with Taiwan flag updated All ships in tech-tree: by SenaHibiki & juger65 updated All ships in tech-tree: by Arnak updated Kantai Collection UI (by Compass Rose) updated Azur Lane Enchant UI (by Compass Rose) updated Gun calibers in millimeters and inches Atlanta is the most extreme example – at the extremes of her range the shell falls nearly vertically, losing almost all speed in the Z axis and requiring obscene leads (15+ on the dynamic scale).- initial compatibility with WoWs 0.9.0.0 Ships with high shell arcs need more for the same reason – their shells are usually slow and then even slower when measured on the Z axis (as a lot of their speed is “wasted” on climbing high). This effect is most pronounced on DDs and least on BBs. You add a bit of extra lead for far away targets because the shell loses velocity, not because they have farther to fly. Lead depends solely on the faction of enemy’s speed compared to shell velocity. The two pretty much cancel each other out. English (USA) (Default) Español (España) (RU) Polski. ![]() Download World of Warships Modpack IPS Theme by IPSFocus Language. Sure, longer flight time means the target moves more during the shell flight but this is already covered by the fact that the farther the enemy is, the longer the distance represented by the angular measurements of the crosshairs. added new mod: Aslains Modpack Update Checker and button (automatically installed and for now) - added new mod: AFK Monitor (by TTaro) mod 473. This video is absolutely and completely wrong. ![]() Uhm, the lead, as indicated by numbers on the crosshairs, does not depend on flight time or distance.
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