Difference between pages "User talk:Inceptor57" and "Browning-Colt Mk12 Mod 3 (20 mm)"

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=Pz.II C=
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{{AutoWeapon-Card
as the person who wrote the base version of the Pz.II C bio, which you appear to have edited -  
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| image =
please go back through and fix some of the grammar.
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| title = {{PAGENAME}}
also,
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| MG-calibre = 20
a 1 dollar US coin is approximately 1 3/4 inch in diameter. by changing it to "Coin", it's a bit ambiguous.
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| Belt-capacity =
I've not bothered to change it because I really only intended to do a basic Bio, because I knew others would come along to edit it and refine it.
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| RoF = 996
-AManAndHisTank.
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| MG-velocity = 1,012
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| MG-max-pen = 36
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}}
  
== Wiki Update ==
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== Description ==
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<!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' -->
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The Colt-Browning Mk 12 Mod 3 is an advanced derivative of the [[AN/M3 (20 mm)|20 mm AN/M3]] cannon and became the standard cannon found on US Navy aircraft from the mid-1950s. Compared to the AN/M3 it replaced, the Mk 12 boasted a faster rate of fire and higher muzzle velocity, courtesy of the new electrically-primed cartridges designed specifically for the Mk 12.
  
Thank you for moving that section on the SU-5-1, I'll be working on updating/filling in some of the pages for USSR, USA, UK, GERMANY, and CHINA. Any suggestions you may have would be fantastic :D
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=== Vehicles equipped with this weapon ===
: First, you should sign your posts in talk posts going forward (no worries here though). As for edits, you can always look at our ''[[Help:Creating_articles|Creating Articles]]'' guide to get started on the editing tips. --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 23:21, 12 February 2019 (UTC)
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<!-- ''List out vehicles that are equipped with the weapon.'' -->
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* {{Specs-Link|fj_4b}}
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* {{Specs-Link|fj_4b_agm_12b}}
  
== Penetration charts ==
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== General info ==
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<!-- ''Tell us about the tactical and technical characteristics of the cannon or machine gun.'' -->
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=== Tactical and technical characteristics ===
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* Rate of Fire: 996 rounds/min
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* Individual Gun Burst Mass: 1.83 kg/sec
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* Muzzle Velocity: 1,012 metres/sec
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* Projectile Mass: 110 grams
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* HE-I Filler Mass: 14 grams
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* Tracer Colour: Red
  
Started putting up pen charts for ground vehicle gun pages, started with SA 18 and KwK 30 for samples. Let me know if it works and I can put up some more --[[User:U78418905|U78418905]] ([[User talk:U78418905|talk]]) 14:44, 17 February 2019 (UTC)
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=== Available ammunition ===
: Charts are acceptable. However, please upload under a consistent naming scheme so they are easy to locate. For example: “PenetrationChart (weapon name and calibre)” -> “PenetrationChart KwK 30 (20 mm)” --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 20:00, 16 February 2019 (UTC)
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<!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' -->
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The Mk 12 cannon fires 20 x 110 mm USN ammunition, which was developed from the 20 x 110 mm Hispano-Suiza ammunition used by the AN/M2 and AN/M3 cannons.
: Any chance you could share what process (program used, colour scheme) you used to make them so if myself (or anyone else) feels like making one they can be kept consistent throughout the articles.--[[User:U13682523|U13682523]] ([[User talk:U13682523|talk]]) 20:06, 16 February 2019 (UTC)
 
  
:: Looks like Excel/Google Sheets with a dark theme background. Manually creating these pen charts will be an absolute pain to maintain. I'm normally the guy who's suppose to automate these chart creation but with the new armor pen calculation, all the data I have mean nothing when the armor pen are calculated serverside (as far as I know, I havent found the new pen in the data mine yet). It's very strange, some shells follow the datamine while others dont at random. I really hope Gaijin reverts the new armor pen calculation or decides to release the reference penetration used to calculate the shell pen because Im stuck waiting. --[[User:U16697154|U16697154]] ([[User talk:U16697154|talk]]) 23:10, 16 February 2019 (UTC)
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The Mk 12 Mod 3 cannon can be equipped with the following belts:
  
:::Theoretically we should be able to calculate the pen numbers using DeMarre's formula. However I have not seen the exact formula they are using or how they calculate the drop in striking speed over a certain distance. Both of which would take some time to reverse engineer--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 00:58, 17 February 2019 (UTC)
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* '''Default:''' {{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
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: These are comprised of Mk 106 HE-I and Mk 108 AP-T rounds and are the stock belts that come with the cannon.
  
:::: There is this quote from the Q&A article about the new pen mechanics:
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* '''Universal:''' {{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}
:::: ''Q. Can you show us the exact formula where penetration is calculated? It is unclear where we should use the mass of a core and where the mass of a round is used.''
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: These general-purpose belts are made up of the same HE-I and AP-T rounds as the default belts.
:::: ''A. In the future the exact characteristics of the rounds will be shown in the War Thunder Wiki directly from the game in articles specifically for guns.''
 
:::: So maybe the devs are going to do something similar to the new side bar, but for guns?
 
  
::: Kmsxkuse & blastedryan check your forum PM when you have time. --[[User:U13682523|U13682523]] ([[User talk:U13682523|talk]]) 11:01, 17 February 2019 (UTC)
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* '''Ground targets:''' {{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}
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: Intended to be used against armoured ground targets, these boast a belt made up almost entirely of armour piercing ammunition. It features Mk 106 HE-I, Mk 107 AP-I, and Mk 108 AP-T rounds.
  
:: Will do, thanks. Process I'm using is to copy data from the current in-game information card for the ammo, and render that using Excel 365 and Scattergram ("X Y Scatter", Style #6. Chart is then pasted into Paint3D and saved as a PNG. Agree that maintenance will be difficult without access to an online source for that data as opposed to in-game (I don't have datamine access). The trouble with independent DeMarre as a method is it's calculated relative to a reference shell for which everything is known... ie it's always comparative. So without knowing their reference shell there's not much you can do. You would also need a reasonably accurate velocity estimate at each range bracket for each shell (so at minimum, agreed-upon ballistic coefficient numbers for each shell, as well). And you'd need to know their formula, as mentioned. Their use of a value for explosive shell filling variable and a ballistic cap modifier in the online calc means its not a "vanilla" DeMarre, for sure. The formula the online calculator they are using also starts to hit a limit of applicability <30mm shell diameter or so... probably because they are using a larger calibre (>100mm if I had to guess) as their DeMarre reference shell, and once you get down to 12-25mm that's going to start giving higher-than-historical results. Lastly it'd be great if Gaijin starts to populate the Wiki guns pages, so this could just be interim. I just like having the range break point to switch between shell types available to me, and since I'm doing it already nothing wrong with sharing. --[[User:U78418905|U78418905]] ([[User talk:U78418905|talk]]) 14:44, 17 February 2019 (UTC)
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* '''Air targets:''' {{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-T|Armour-piercing tracer}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}
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: These belts are arranged in much the same way as the Universal belts. However, every fourth round is now a Mk 107 AP-I round.
  
== Thank you for your contribution ==
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* '''Stealth:''' {{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|HEI|High-explosive incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}
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: These belts contain the most HE-I rounds of any available for the Mk 12, with Mk 106 HE-I and Mk 107 AP-I rounds.
  
Hello, it looks like you are migrating data from the old warthunderwiki, which is good.
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{| class="wikitable sortable" style="text-align:center" width="100%"
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! colspan="7" | Penetration statistics
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|-
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! rowspan="2" data-sort-type="text" | Ammunition
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! colspan="6" | '''Penetration @ 90° (mm)'''
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|-
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! 10 m || 100 m || 500 m || 1,000 m || 1,500 m || 2,000 m
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|-
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| AP-I || 36 || 33 || 27 || 22 || 17 || 14
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|-
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| AP-T || 33 || 31 || 27 || 24 || 19 || 14
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|-
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| HEI || 2 || 2 || 2 || 2 || 2 || 2
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|-
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|}
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{| class="wikitable sortable" style="text-align:center" width="100%"
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! colspan="10" | Shell details
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|-
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! rowspan="2" data-sort-type="text" | Ammunition
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! rowspan="2" | Velocity<br>(m/s)
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! rowspan="2" | Projectile<br>Mass (kg)
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! rowspan="2" | Fuse delay<br>(m)
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! rowspan="2" | Fuse sensitivity<br>(mm)
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! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
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! rowspan="2" | Normalisation at 30°<br>from horizontal
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! colspan="3" | Ricochet
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|-
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! 0%
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! 50%
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! 100%
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|-
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| AP-I || 1,012 || 0.11 || N/A || N/A || N/A || -1.0° || 47° || 60° || 65°
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|-
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| AP-T || 1,012 || 0.11 || N/A || N/A || N/A || -1.0° || 47° || 60° || 65°
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|-
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| HEI || 1,012 || 0.11 || 0.2 || 0.1 || 18.3 || +0.0° || 79° || 80° || 81°
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|-
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|}
  
== A million thankyous ==
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=== Comparison with analogues ===
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<!-- ''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.'' -->
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;Comparable ammunition:
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* [[AN/M3 (20 mm)|AN/M3]] - The predecessor to the Mk 12, and inferior in almost every way. It has a lower rate of fire, lower burst mass, and lower muzzle velocity than the Mk 12 Mod 3.
  
Dear Inceptor,
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* [[M24A1 (20 mm)|M24A1]] - Derived from the AN/M3, this cannon uses electrically primed cartridges instead of the percussively primed cartridges on all other Hispano variants. Much like the AN/M3, it's inferior in every way to the Mk 12 Mod 3.
  
Hi there- I'm Aussie_Mantis, a dude whose contributions to the Spitfire IIB article you looked over and made less f***ed in the head-
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* [[Hispano Mk.V (20 mm)|Hispano Mk.V]] - The forerunner to the AN/M3, and by extension the Mk 12. As with the two above, it has a lower muzzle velocity, lower rate of fire, and lower burst mass than the Mk 12.
  
Thankyou. A million bloody times you f***in mad c***. I'd get you a beer or something, but, well, this is digital, so...
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All three of the above weapons fire 20 x 110 mm Hispano ammunition, which has a higher projectile mass than the 20 x 110 mm USN used by the Mk 12, so each individual shell impact will do more damage.
  
yeah.
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* [[M39A1 (20 mm)|M39A1]] & [[FMC T-160 (20 mm)|FMC T-160]] - These are the US Air Force equivalent to the Mk 12. They have a higher muzzle velocity, a much higher rate of fire, and a higher burst mass. However, they have an individual projectile mass nearly 10% lower than that of the Mk 12 and rely more on the sheer number of rounds hitting the target than the size of the shell itself.
  
Thanks for editing the article edits I made and reformatting it- I had **NO** clue about what to do about those, so what you did is like... friccin magic... anyway, I play the british tech tree often, and I've played my share of simulator games, ranging from IL-2 Sturmovik to Strike Fighters 2- and I'll likely be making more edits soon, and I hope that my edits won't take up much of your time to look over-
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== Usage in battles ==
 +
<!-- ''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a "guide" - do not impose a single point of view, but give the reader food for thought.'' -->
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The Mk 12 is an excellent general-purpose cannon - the high quantity of AP rounds in the ''Ground targets'' belts are ideally suited to taking out lightly armoured vehicles, and a large amount of HE-I rounds in most other belts are easily capable of destroying any opponent. However, the higher rate-of-fire and higher muzzle velocity than the AN/M3 cannons found on the aircraft before it will require some getting used to, particularly when using these cannons against moving targets. Additionally, short bursts are required with a stock cannon but are not a requirement once the ''New 20 mm cannons'' modification has been unlocked.
  
Best of luck on the wiki!
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=== Pros and cons ===
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<!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' -->
  
Sincerely
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'''Pros:'''
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* Higher velocity ammunition means less lead is required against manoeuvring targets
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* High rate-of-fire
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* Can fire nearly 400 rounds before jamming when upgraded
  
Aussie_Mantis 18/3/2019
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'''Cons:'''
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* As with other high rate-of-fire cannons, it will quickly deplete its ammunition stores.
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* Limited to fairly short bursts while stock to prevent jamming
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* Inaccurate while stock
  
== Regarding atgm page ==
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== History ==
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''Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/ History" (example: <nowiki>https://wiki.warthunder.com/(Weapon-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>.''
  
Initially, i wanted to make that subsection to differentiate between different ATGM characteristics for different types of vehicles. As in, how they would be used in tactical manner. Although in the end i wrote it pretty much as you describe it.  
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== Media ==
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''An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.''
  
I guess, it's possible to merge first two subsections into something of "direct fire launchers", but explaining, that they were used on different ranges, mostly close range for non-dedicated vehicles, and long range on dedicated launchers. Then "indirect fire launchers" and pretty much leave section as is, and then "hybrid tanks", just so it's less confusing. As for borderline fiction, well, i even mentioned myself, that i'm not sure whether to explain if from game perspective or common sence perspective, so i guess it happened to be neither.  
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== See also ==
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
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* ''reference to the article about the variant of the cannon/machine gun;''
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* ''references to approximate analogues by other nations and research trees.'' -->
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* [[AN/M3 (20 mm)]]
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* [[Hispano Mk.V (20 mm)]]
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* [[M24A1 (20 mm)]]
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* [[FMC T-160 (20 mm)]]
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* [[M39A1 (20 mm)]]
  
I'll try to fix it a bit, then you can choose either version and censor it a bit harder, if i fail again. Or delete it altogether, IDK. I'm not going to be mad about it, i know the rules. :) --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 10:51, 1 May 2019 (UTC)
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== External links ==
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<!-- ''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
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* ''encyclopedia page on the weapon;''
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* ''other literature.'' -->
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* [[wikipedia:Colt_Mk_12_cannon|[Wikipedia] Colt Mk 12 cannon]]
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* [https://drive.google.com/file/d/1Qadku999lrNkKvifuJ4MzeMlKQ8EBf4G/view?usp=sharing NAVWEPS OP 1866 - 20-mm Aircraft Gun Mark 12 Mods 0, 2, and 3; Description, Operation and Maintenance (PDF)]
 +
* The following documents also contain information about the Mk 12 cannon, as well as other types -
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** [https://drive.google.com/file/d/1Sc_aDGyOn3RnR8EsqQkzg6AGAQZAW0Xp/view?usp=sharing MIL-STD-637A - Machine and Automatic Guns and Machinegun Trainers Through 30-mm (PDF)]
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** [http://bulletpicker.com/pdf/OP%202215,%20Navy%20Gun%20Type%20Ammunition%20(1972).pdf NAVORD OP 2215 - Navy Gun Type Ammunition (PDF)]
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** [http://bulletpicker.com/pdf/DST-1160G-514-81-VOL2,%20Small%20Caliber%20ID%20Guide%20(20mm%20to%2040mm).pdf Small-Caliber Ammunition Identification Guide, Volume 2 - 20-mm to 40-mm Cartridges (PDF)]
  
== Regarding '&nbsp' I used on the T-55A page ==
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{{USA aircraft cannons}}
Hey, Inceptor.
 
  
I found out that wikitext has the concept of no break space, which works as a usual space but doesn't separate the words that it is placed between if a new line is needed to be displayed. For example 250&nbsp;mm in source code does this: 250 //mm OR 250// mm changed to //250 mm OR 250 mm// (not respectively), where double-slash is a new line.
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[[Category:Aircraft cannons]]
 
 
You have edited those out, but it is good to have those to account for many different screen sizes and better readability. It's not major, but I thought I would just let you know :) [[User:U36258839|U36258839]] ([[User talk:U36258839|talk]]) 19:16, 4 May 2019 (UTC)
 
: Hello, thanks for the heads-up. I'll keep that perspective in mind next time. --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 15:55, 5 May 2019 (UTC)
 
 
 
== About ammunition names ==
 
Hello!
 
 
 
Wanted to ask, should I rename APHE shells which are just listed as APCBC or something along these lines in tables, or just note it below the table? I mean, surely player can notice the "explosive mass" being present in the table instead of N/A, but it would make more sense to name them AP(HE)CBC or something like that, at least on wiki, as here is no colour indicator to instantly differentiate them? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 09:20, 17 May 2019 (UTC)
 
: Ammo designation is preferred to be the same as that stated in-game at each shell stat card. However, for visual indicators, I have been thinking about using the icons on the page [[Tank ammunition]] for that purpose. --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 15:14, 17 May 2019 (UTC)
 
::I like the idea of icons, helps break up the wall-of-text and aids in drawing the eye to key areas. [[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 15:40, 17 May 2019 (UTC)
 
:::Well i've seen people on .ru wiki using icons in text, that may work. As for tables, should i put icon next to shell types or instead of them? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 16:08, 17 May 2019 (UTC)
 
 
 
== The distinction between Radars and other sensors ==
 
 
 
Hi I just created a page for the tracking system used on the SIDAM 25 (the [[3JB10]]), seeing as it is not actually a radar it raises a couple of questions. For now I have just added it to the ground radar category, but is it better to make a new category called something like "sensors", with radars as a sub category of it? It seems likely we will get more systems which are not technically radars (i.e. the ADAD on the Stormer HVM coming next patch), so it might be worth doing for future-proofing. At the same time however I can see the argument for just leaving them all counted as radars for simplicity's sake. There are also two different Radar Warning Receivers (one for American and one for Russian helis) modelled in game, however at present they are modelled very basically and not worthy of separate articles. Maybe if the way Radar Warning Receivers work gets overhauled in the future (seems likely they will have to as the radar mechanic becomes more advanced and more aircraft with RWRs get added) they will be worthy of articles, in which case again a sensors category might make sense. Just wondering what your (and anyone else's) thoughts on the matter are?
 
: At the time, in terms of in-game practicality, I believe filing it under the "Radar" category would be most fitting of the 3JB10 at the current time being. However, should more of such systems of various types get modeled into the game, I can consider expanding these systems into its own category, with "radar" being a sub-category of that.--[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 07:22, 27 May 2019 (UTC)
 
 
 
: As far as i know what sidam does is practically a lidar, but game treats it as a radar when doing warnings in AB anyway. For time being i just called them "rangefinder substitute" in the https://wiki.warthunder.com/SPAA_radars , because in vulcan case it's literally rangefinder+calculator slapped onto it. Also, when vulcan turned on it's radio tracker i got "radar" alerts as well. I'm pretty sure it's fine calling them "radars" per say, as game does too for now, at least until they release something more sophisticated, or mechanically different? IDK, if new sensors won't be able to track targets in exactly same way as well, it may require splitting the sections, otherwise i don't know really.
 
: As for warning system, take a look at the https://wiki.warthunder.com/Talk:SPAA_radars - i was wondering if RB alerts are same as in AB, for example if sidam really is invisible to enemy or not, and does it look the same in RB anyway. As for amount of them existing, as far as patch notes claim, the german top helicopter is supposed to have warning system as well (not the import soviet heli). I have no idea if its the same as the other 2 or not, though. If nothing, you can just take that piece of article, slap the names of detectors onto these helis in the list and just add it to the actual page somewhere in the end, to make it at least look properly. When/if they get overhauled - just make separate pages for them, as it will be easy to find which is which anyway by opening the list. But pardon me, i do not know which french helis have detection system at all. (Probably at least one does, but it wasn't mentioned anywhere) --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 18:37, 26 May 2019 (UTC)
 
 
 
:: Well, here we go - [[Update 1.89 "Imperial Navy"|patch notes]] specifically mentions new targeting mechanic - "passive optical systems". Of course, SIDAM is omitted as an old vehicle, so it may still have radar mechanics, but if you are right and SIDAM really is invisible in RB, then it may be paired up with Stormer HVM ADAD and Bradley ADATS in new category? Of cource, assuming it really works same way. It says, they only provide directional tracking or something like that. We will have to find out if it affects the fuses on normal ammunition or not, along with other things.
 
::Also, with nerfs to radars, probably tables with them would now need some additional columns. First thing to be noticed is probably the "tracking error" they mentions, as they say now radar tracking accuracy depends on range away from target? They also mention "to increase probability of hit optical sight must be used", but if radar did set proximity fuse itself, won't ammo and missiles just explode themselves at wrong range anyway, even if your turret looks at the enemy? I feel like this is just too confusing and every SPAA will now have to be tested on practice... --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 11:50, 29 May 2019 (UTC)
 
 
 
::: I'll admit as for being invisible to RWRs i was working on the belief that if other Passive systems were modelled correctly it was too (finding people with high tier Helis and Italian tanks unlocked to test this stuff is hard).
 
::: As for the accuracy stuff, there are values specified however working out what they mean (other than a blind guess) will take quite a bit of trial and error testing.
 
 
 
:::: Well, i'm sure you already have some SPAA, but here is [[Media:Stormer_HMV_passive_system_lock_on.jpg|Stormer lock-on screenshot]], if that helps you. It is super awkward to aim, as you have to aim yourself, using enemy speed to aim. I wish i had SPAA with guns that has this system, so i could say for sure, that it's how it works and there arent aiming reticle just because of that. But at least you can tell it is a passive system by replaced "power" icon by letters, though i'm not sure if it's just not a name for scanning mode (the camera that spins around wildly) and SIDAM will have same name. --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 18:02, 29 May 2019 (UTC)
 
 
 
== pictures efficiency question ==
 
 
 
I wanted to ask, if there is a way to add a .gif to the page without making page weight too much (like, make it display only 1 slide as a preview first and download only on click, but not to break like I had them to earlier)? And is there any quota on this anyway?
 
Kind of restricting myself in this department, because, knowing myself, I could add way too many of these, and it will look like 90-s internet, kind of why I'm doing .jpg for everything.
 
Making YouTube shorts is also kind of awkward for something that could be put in 10 seconds of display, but static gif that I made before is not a very good solution for some cases.
 
Also, animated files category is a red link for some reason. Is that alright? I could actually go and tag all of the screenshots, when I got time, but so far I only saw 4 categories - ingame, historical, garage and animated . There were also those icons which seem to belong to some WW alpha-test period (used one in my own profile), should these be marked somehow? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 12:21, 30 May 2019 (UTC)
 
:This page (https://wiki.warthunder.com/F-86A-5) has a .gif which is static until you click on it and it loads in a pop-up where it functions like a .gif (<nowiki>[[File:F86-MiG15_guncamera_Korea.gif|thumb|right|A view from the gun camera on an F-86 Sabre capturing the downing of a MiG-15 over the skies of Korea (''Click image to view .gif footage'')]]</nowiki>) Not sure if this is what you are looking for or not. [[User:U64962917|U64962917]] ([[User talk:U64962917|talk]]) 12:55, 30 May 2019 (UTC)
 
:: Checked it with browser console, it would seem that intentionally breaking .gif by making preview image disproportional to original .gif really works, at least on older browsers (kind of what I was trying to avoid on other pages and had to pinpoint gif size for downscale so it still works).
 
:: The other questions still stand, though - how many should I use per page (IE, reasonable amounts), should I limit myself to file amount (they aren't that light when they are detailed, so would be nice to know how much space we got for all this anyway) and should I do something about uncategorized pictures? --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 13:12, 30 May 2019 (UTC)
 
::: One animated file per page would be a reasonable amount to allow their existence without them spamming up a page. There is no need for you to handle uncategorized images at this time. --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 13:15, 30 May 2019 (UTC)
 
:::: Understood, so one file per page or so.
 
:::: Well, i do understand that it's not that necessary, it's just that with the mass uploads i kind of increase amount of work someone else has to do (probably, yourself), if i don't drop the category tag there. I'll leave the 4 category tags i know near to upload link on my own page, just add more there if there are any, will see how it goes from there. If i'll have free time i'll just open the global image pool and check them to spend time. --[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 13:26, 30 May 2019 (UTC)
 
 
 
== premium color ==
 
 
 
Do you know what the color code is for premium vehicles? <div style="background-color:#ffd800">I think it's around this</div>--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 13:07, 8 June 2019 (UTC)
 
: I do not know, but I think it is a little darker than that. You mean from the button tabs that are shown in the tech tree, correct? --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 15:28, 8 June 2019 (UTC)
 
::Yeah I ran the image in the background [[:File:Item_prem.png]] through a color code finder and got this <div style="background-color:#3C341B">a</div> which is unusable with normal black text. So I wanted to see if there is a recommended color.--[[User:U30585107|U30585107]] ([[User talk:U30585107|talk]]) 15:54, 8 June 2019 (UTC)
 

Revision as of 17:34, 14 June 2019


Description

The Colt-Browning Mk 12 Mod 3 is an advanced derivative of the 20 mm AN/M3 cannon and became the standard cannon found on US Navy aircraft from the mid-1950s. Compared to the AN/M3 it replaced, the Mk 12 boasted a faster rate of fire and higher muzzle velocity, courtesy of the new electrically-primed cartridges designed specifically for the Mk 12.

Vehicles equipped with this weapon

General info

Tactical and technical characteristics

  • Rate of Fire: 996 rounds/min
  • Individual Gun Burst Mass: 1.83 kg/sec
  • Muzzle Velocity: 1,012 metres/sec
  • Projectile Mass: 110 grams
  • HE-I Filler Mass: 14 grams
  • Tracer Colour: Red

Available ammunition

The Mk 12 cannon fires 20 x 110 mm USN ammunition, which was developed from the 20 x 110 mm Hispano-Suiza ammunition used by the AN/M2 and AN/M3 cannons.

The Mk 12 Mod 3 cannon can be equipped with the following belts:

  • Default: HEI · HEI · AP-T
These are comprised of Mk 106 HE-I and Mk 108 AP-T rounds and are the stock belts that come with the cannon.
  • Universal: HEI · AP-T
These general-purpose belts are made up of the same HE-I and AP-T rounds as the default belts.
  • Ground targets: AP-T · AP-T · HEI · AP-I
Intended to be used against armoured ground targets, these boast a belt made up almost entirely of armour piercing ammunition. It features Mk 106 HE-I, Mk 107 AP-I, and Mk 108 AP-T rounds.
  • Air targets: HEI · AP-T · HEI · AP-I
These belts are arranged in much the same way as the Universal belts. However, every fourth round is now a Mk 107 AP-I round.
  • Stealth: HEI · HEI · HEI · AP-I
These belts contain the most HE-I rounds of any available for the Mk 12, with Mk 106 HE-I and Mk 107 AP-I rounds.
Penetration statistics
Ammunition Penetration @ 90° (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
AP-I 36 33 27 22 17 14
AP-T 33 31 27 24 19 14
HEI 2 2 2 2 2 2
Shell details
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Normalisation at 30°
from horizontal
Ricochet
0% 50% 100%
AP-I 1,012 0.11 N/A N/A N/A -1.0° 47° 60° 65°
AP-T 1,012 0.11 N/A N/A N/A -1.0° 47° 60° 65°
HEI 1,012 0.11 0.2 0.1 18.3 +0.0° 79° 80° 81°

Comparison with analogues

Comparable ammunition
  • AN/M3 - The predecessor to the Mk 12, and inferior in almost every way. It has a lower rate of fire, lower burst mass, and lower muzzle velocity than the Mk 12 Mod 3.
  • M24A1 - Derived from the AN/M3, this cannon uses electrically primed cartridges instead of the percussively primed cartridges on all other Hispano variants. Much like the AN/M3, it's inferior in every way to the Mk 12 Mod 3.
  • Hispano Mk.V - The forerunner to the AN/M3, and by extension the Mk 12. As with the two above, it has a lower muzzle velocity, lower rate of fire, and lower burst mass than the Mk 12.

All three of the above weapons fire 20 x 110 mm Hispano ammunition, which has a higher projectile mass than the 20 x 110 mm USN used by the Mk 12, so each individual shell impact will do more damage.

  • M39A1 & FMC T-160 - These are the US Air Force equivalent to the Mk 12. They have a higher muzzle velocity, a much higher rate of fire, and a higher burst mass. However, they have an individual projectile mass nearly 10% lower than that of the Mk 12 and rely more on the sheer number of rounds hitting the target than the size of the shell itself.

Usage in battles

The Mk 12 is an excellent general-purpose cannon - the high quantity of AP rounds in the Ground targets belts are ideally suited to taking out lightly armoured vehicles, and a large amount of HE-I rounds in most other belts are easily capable of destroying any opponent. However, the higher rate-of-fire and higher muzzle velocity than the AN/M3 cannons found on the aircraft before it will require some getting used to, particularly when using these cannons against moving targets. Additionally, short bursts are required with a stock cannon but are not a requirement once the New 20 mm cannons modification has been unlocked.

Pros and cons

Pros:

  • Higher velocity ammunition means less lead is required against manoeuvring targets
  • High rate-of-fire
  • Can fire nearly 400 rounds before jamming when upgraded

Cons:

  • As with other high rate-of-fire cannons, it will quickly deplete its ammunition stores.
  • Limited to fairly short bursts while stock to prevent jamming
  • Inaccurate while stock

History

Examine the history of the creation and combat usage of the weapon in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the weapon and adding a block "/ History" (example: https://wiki.warthunder.com/(Weapon-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />.

Media

An excellent addition to the article would be a video guide, as well as screenshots from the game and photos.

See also

External links


USA aircraft cannons
20 mm  AN/M2 · Browning-Colt Mk12 Mod 0 · Browning-Colt Mk12 Mod 3 · FMC T-160
  M3 · M24A1 · M39 · M39A1 · M39A2 · M39A3 · M61A1 · M195 · M197 · Mk 11 · Mk 11 mod 5 · T31
30 mm  M230E-1 · XM140 · GAU-8/A · GAU-13/A · LR30
37 mm  M4 · M9 · M10
40 mm  M75 · M129
75 mm  M10 · T13E1
  Foreign:
20 mm  Hispano 404 (France) · Hispano Mk.II (Britain) · MG 151 (Germany) · Type 99 Model 1 (Japan)
30 mm  ADEN Mk.4 (Britain)