- C++ header only library for calculating shell performance in World of Warships
- Experimentally verified to be nearly identical to the World of Warships ballistics model
- All copyrighted material provided by Wargaming.net are owned by Wargaming.net.
- All other material is available under the MIT License.
Original Model:
Revised Model:
Computes shell flight path.
Outputs:
- Angle of Impact
- Impact Velocity
- Raw, Belt/Deck, Normalization Adjusted Penetration
- Shell flight time (Real / In-game)
Ability to change trajectory computation method
- Forward Euler (default - also in-game method)
- Runge-Kutta 2 and 4
- Adams-Bashforth 5
Computes lateral angles where penetration, AP fuzing, and ricochets occur while adjusting for impact angle and vertical armor inclination.
Definition: Angles where that represent the horizontal angling of a ship:
- Bow-in: 90 degrees
- Full-broadside: 0 degrees
Outputs:
- Maximum Lateral Angle for Penetration
- Minimum Lateral Angle for Fusing
- Ricochet Lateral Angles
Computes dispersion approximations based on experimental data.
Outputs:
- Dispersion Types:
- Horizontal Dispersion
- Vertical Dispersion
- Area Dispersion
- Statistical Types
- Max Dispersion
- Standard Deviation of Dispersion
- 50% Error Radius
Shell detonation distance after penetration while adjusting for ship angling, and vertical armor inclinations.
Ability to modify the way the calculations are done
- Enable or Disable Normalization changing direction
- Linear estimation or full air drag modeling
Capability to fit shells to real world data using gradient descent.
- Air Drag Coefficient
- Krupp
- Requires C++17 supporting compiler
- Supports multithreading and vectorization for improved performance
- Requires Pybind11
- Tested with Python 3.7.4 (Anaconda), 3.8.5
- Available from PyPI
pip install wows-shell
- Requires Emscripten
- Used in https://github.com/jcw780/wows_ballistics
- Wiki / Tutorial
- Extend more features to Python and WebAssembly
- Will continue to update the model when new information is acquired