Difference between revisions of "Spokoinyy"

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{{Specs-Card|code=ussr_destroyer_pr56_spokoinyy}}
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{{Specs-Card
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|code=ussr_destroyer_pr56_spokoinyy
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== Description ==
 
== Description ==
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== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
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{{Specs-Fleet-Armour}}
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
<!-- ''Talk about the vehicle's armour. Note the most well-defended and most vulnerable zones, e.g. the ammo magazine. Evaluate the composition of components and assemblies responsible for movement and manoeuvrability. Evaluate the survivability of the primary and secondary armaments separately. Don't forget to mention the size of the crew, which plays an important role in fleet mechanics. Save tips on preserving survivability for the "Usage in battles" section. If necessary, use a graphical template to show the most well-protected or most vulnerable points in the armour.'' -->
 
The Pr.56 armour is lacklustre and will be only able to withstand low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm anti fragmentation armour, meaning they will be prompt to be damaged or even destroyed by 12.7 mm or 20 mm armour piercing rounds. When it comes to components, it is almost impossible to make an ammo explosion in the Pr.56 as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Pr.56 will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).
 
The Pr.56 armour is lacklustre and will be only able to withstand low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm anti fragmentation armour, meaning they will be prompt to be damaged or even destroyed by 12.7 mm or 20 mm armour piercing rounds. When it comes to components, it is almost impossible to make an ammo explosion in the Pr.56 as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Pr.56 will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).
  
 
=== Mobility ===
 
=== Mobility ===
 +
{{Specs-Fleet-Mobility}}
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
<!-- ''Write about the ship's mobility. Evaluate its power and manoeuvrability, rudder rerouting speed, stopping speed at full tilt, with its maximum forward and reverse speed.'' -->
 
The Pr.56, as a "modern" destroyer of 1956, changes completely the doctrine of previous destroyers, meaning it compenstates armour with speed. It is able to reach speeds above 40 knots (~75 km/h), making it terrifyingly fast for a ship of its size and firepower, almost on par with coastal fleet frigates and subchasers ([[Albatros-Klasse (143)]], [[Pr. 35]], etc). It is more than capable of reaching the battlefield faster than other destroyers and will outrun cruisers and battleships. When it comes to manoeuvrability, the Pr.56 leaves nothing to expect. It is able to do tight turns (relatively tight turns but with greater speed than other destroyers) as well as accelerate and decelerate quickly.
 
The Pr.56, as a "modern" destroyer of 1956, changes completely the doctrine of previous destroyers, meaning it compenstates armour with speed. It is able to reach speeds above 40 knots (~75 km/h), making it terrifyingly fast for a ship of its size and firepower, almost on par with coastal fleet frigates and subchasers ([[Albatros-Klasse (143)]], [[Pr. 35]], etc). It is more than capable of reaching the battlefield faster than other destroyers and will outrun cruisers and battleships. When it comes to manoeuvrability, the Pr.56 leaves nothing to expect. It is able to do tight turns (relatively tight turns but with greater speed than other destroyers) as well as accelerate and decelerate quickly.
  
 
{{NavalMobility}}
 
{{NavalMobility}}
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=== Modifications and economy ===
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{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
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{{Specs-Fleet-Armaments}}
 
=== Primary armament ===
 
=== Primary armament ===
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{{Specs-Fleet-Primary}}
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
<!-- ''Provide information about the characteristics of the primary armament. Evaluate their efficacy in battle based on their reload speed, ballistics and the capacity of their shells. Add a link to the main article about the weapon: <code><nowiki>{{main|Weapon name (calibre)}}</nowiki></code>. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.'' -->
 
{{main|130 mm/58 SM-2-1 (130 mm)}}
 
{{main|130 mm/58 SM-2-1 (130 mm)}}
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=== Secondary armament ===
 
=== Secondary armament ===
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{{Specs-Fleet-Secondary}}
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
<!-- ''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.'' -->
 
{{main|45 mm/89 SM-20-ZIF (45 mm)}}
 
{{main|45 mm/89 SM-20-ZIF (45 mm)}}
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=== Special armament ===
 
=== Special armament ===
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{{Specs-Fleet-Special}}
 
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
 
<!-- ''Depth charges, mines, rocket launchers and missiles are also effective in skilled hands and can take an off-guard opponent by surprise. Evaluate the ammunition of this type of armament and rate its performance in combat. If there are no special armaments, remove this section.'' -->
 
{{main|BB-1 depth charge}}
 
{{main|BB-1 depth charge}}
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|10,000 m||100 m||315°||0°/+80°
 
|10,000 m||100 m||315°||0°/+80°
 
|}
 
|}
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=== Additional armament ===
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{{Specs-Fleet-Additional}}
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''Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.''
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 +
''If there is no additional armament, remove this section.''
  
 
== Usage in battles ==
 
== Usage in battles ==

Revision as of 12:01, 29 December 2020

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
Spokoinyy
ussr_destroyer_pr56_spokoinyy.png
GarageImage Spokoinyy.jpg
Spokoinyy
AB RB SB
5.3 5.3 5.3
Class:
Research:26 000 Specs-Card-Exp.png
Purchase:76 000 Specs-Card-Lion.png
Show in game

Description

GarageImage Spokoinyy.jpg


The Pr.56, Spokoinyy, 1956 is a rank III Soviet destroyer with a battle rating of 5.3 (AB/RB/SB). It was introduced in Update "Starfighters".

General info

Survivability and armour

Armourfront / side / back
Main fire tower20 / 10 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement3 228 t
Crew284 people

The Pr.56 armour is lacklustre and will be only able to withstand low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10 mm anti fragmentation armour, meaning they will be prompt to be damaged or even destroyed by 12.7 mm or 20 mm armour piercing rounds. When it comes to components, it is almost impossible to make an ammo explosion in the Pr.56 as the ammunition is below the waterline, meaning only armour piercing rounds fired below the waterline or torpedoes will be able to create an ammo explosion. When it comes to air threats (machine guns strafes, rockets, bombs), the Pr.56 will be able to survive them with some exceptions of bombs. Bombs that land in a 0-40 m radius of the ships can cause fatal damage (it will also depend on the type of bomb, weight, TNT equivalent, etc).

Mobility

Speedforward / back
AB87 / 40 km/h
RB71 / 32 km/h

The Pr.56, as a "modern" destroyer of 1956, changes completely the doctrine of previous destroyers, meaning it compenstates armour with speed. It is able to reach speeds above 40 knots (~75 km/h), making it terrifyingly fast for a ship of its size and firepower, almost on par with coastal fleet frigates and subchasers (Albatros-Klasse (143), Pr. 35, etc). It is more than capable of reaching the battlefield faster than other destroyers and will outrun cruisers and battleships. When it comes to manoeuvrability, the Pr.56 leaves nothing to expect. It is able to do tight turns (relatively tight turns but with greater speed than other destroyers) as well as accelerate and decelerate quickly.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 87 40
RB/SB Stock ___ ___
Upgraded 71 32

Modifications and economy

Repair costBasic → Reference
AB2 436 → 3 120 Sl icon.png
RB3 879 → 4 968 Sl icon.png
Total cost of modifications26 500 Rp icon.png
50 000 Sl icon.png
Talisman cost1 100 Ge icon.png
Crew training22 000 Sl icon.png
Experts76 000 Sl icon.png
Aces500 Ge icon.png
Research Aces320 000 Rp icon.png
Reward for battleAB / RB / SB
210 / 540 / 100 % Sl icon.png
142 / 142 / 142 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship venting.png
Ventilation
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods tank ammo.png
130mm_ussr_sm2_1_pb42_navy_sap_ammo_pack
Research:
1 800 Rp icon.png
Cost:
3 400 Sl icon.png
200 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
1 500 Rp icon.png
Cost:
2 800 Sl icon.png
170 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods depth charge.png
Depth Charges
Research:
1 100 Rp icon.png
Cost:
2 100 Sl icon.png
125 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_sm2_1_zs42r_navy_radio_aa_ammo_pack
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png
Mods torpedo.png
Torpedo Mode
Research:
1 700 Rp icon.png
Cost:
3 200 Sl icon.png
190 Ge icon.png

Armament

Primary armament

2 х Turret2 x 130 mm/58 SM-2-1 cannon
Ammunition500 rounds
Vertical guidance-8° / 82°

The Pr.56 is armed with 4 x 130 mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets, capable of decimating enemy vessels in seconds, including heavy cruisers. The 130 mm cannons have access to 3 types of shells, HE, SAPCBC and HE-VT. It is recommended that the captain gets access to the SAPCBC as it has the penetration of an APCBC shell but the explosive power of an HE shell. HE-VT are an extra when it comes to air defence. They will decimate any enemy plane with an airbust but they are only recommended to be used when attacking low speed aircraft (like bombers) at long ranges (past 10 km) as the relative low fire rate (15 RPM) and targeting speed will cause issues engaging faster aircraft (fighters or even attackers). It should be noted the 130 mm can be used with the tracking radar the destroyer has.

Secondary armament

4 х Turret4 x 45 mm/89 SM-20-ZIF automatic cannon
Ammunition8000 rounds
Belt capacity4 rounds
Fire rate160 shots/min

The Pr.56 is armed with 16 x 45 mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding anything but cruisers. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets even at point blank range. The 45 mm are your main line of defence against light and medium armoured vessels as the fast firing rate (0.4 second reload) will cause fatal damage with even just one burst. They are also your main line of defence against any aircraft at any range from 0 to 10 km (AI gunners will not engage targets past ~10 km. It is also the max range of the tracking radar). They will destroy incoming enemy aircraft within seconds. The captain is able to control them manually and use the tracking radar to engage air targets manually. It is recommended to let the AI gunners engage the targets when the threat is closer than 5 km as the captain will be able to focus on more threatening enemies (other vessels or even aircraft). When letting AI gunners engage targets, be aware of which targeting setting is set (airborne and surface, airborne, surface, none) as each turret will only engage one target at a time.

Torpedo armament

Main article: 53-56 (533 mm)

The Pr.56 is armed with 2 5-tube torpedo launchers. These are your main weapon against heavily armoured threats or when doing sneak attacks at distance. They have a max range of 8 km (13 km with torpedo mode) and can be used at almost point blank, the torpedo must travel 50 m at minimum to be armed (most of the time "point blank" engagements will be between 100-500 m). Depending on the map, game mode and captain's discretion, torpedo depth can be adjusted in order to achieve multiple tasks.

1 meter depth:

This is the most universal depth used for all types of engagements, being in deep water or at shallow waters. This depth is capable of hitting all sorts of vessels, including PT boats. The main downside is that enemy ships can see the water trail made by the torpedo which can make enemy vessels evade or fire at the torpedo.

4 meter depth:

This is the recommended depth when on deep water trying to do long range sneaky engagements to big ships (most of them have bulkheads more than 4 m under the waterline). This is one of the riskier techniques as there is no way to launch them on shallow waters (most shallow water maps have water depth of 2-3 m). Only the captain and the team will be able to see the torpedo symbol while traveling close to them and it will not leave any visible water trail compared to the 1 meter depth torpedo.

Torpedo Characteristics
Torpedo Mode Mass (kg) Maximum speed in water (km/h) Travel distance (km) Depth stroke (m) Arming distance (m) Explosive type Explosive mass (kg) TNT equivalent (kg)
No 2000 93 8.00 1 50 TNT 400 400
Yes 2000 75 13.00 1 50 TNT 400 400

Special armament

Main article: BB-1 depth charge

The Pr.56 can be armed with BB-1 depth charges. They are useless in all naval battles. It is not recommended to load them in the ship as they do not have any practical use in game.

Radar

Kotlin's radar arrangement:Red: Fut-N air/surface search radar Blue: Sfera-56 fire control radar

The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 fire control radar, unique for this vessel. The Fut-N is located on top of the mizzen mast (rear mast). Sfera-56 in front of the main mast is located on top of the bridge (refer to picture). Enemy pilots are often unaware of the presence of the radar as they are uncommon in-game, use surprise to your advantage. Radars can give you a huge advantage with situational awareness as no plane will be able to catch you unsuspected. Be aware of radar interference (mountains, trees, tall structures in general) as they will affect both your search and tracking radar. There are blind spots with the radars which pilots can exploit but most of them will not do so as radars are uncommon in battles. As previously stated, tracking radar can be used to manually engage targets. It is recommended to use tracking radar when engaging immediate threats the gunners are not engaging or low speed flying aircraft at long ranges (bombers). Most of the time, the use of tracking radar will not be necessary as gunners will take care of aircraft while the captain is engaging enemy vessels.

Kotlin (Pr.56)'s radar display.
Dark green: within targeting radar angle
Light green: targeting radar dead zone
Fut-N - Air/surface Search Radar
Maximum
Detection
Range
Guaranteed
Detection
Range
Max Azimuth
Scan Angle
Max Elevation
Scan Angle
120,000 m 10,000 m 360° 0°/+75°
Sfera-56 - Fire Control Radar
Maximum
Tracking
Range
Minimum
Tracking
Range
Azimuth Tracking
Angle
Elevation Tracking
Angle
10,000 m 100 m 315° 0°/+80°

Additional armament

Setup 110 x 533 mm 53-56 torpedo
Setup 26 x BB-1 depth charge
Setup 310 x 533 mm 53-56 torpedo
6 x BB-1 depth charge

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes.

If there is no additional armament, remove this section.

Usage in battles

Describe the technique of using this ship, the characteristics of her use in a team and tips on strategy. Abstain from writing an entire guide – don't try to provide a single point of view, but give the reader food for thought. Talk about the most dangerous opponents for this vehicle and provide recommendations on fighting them. If necessary, note the specifics of playing with this vehicle in various modes (AB, RB, SB).

Modules

Tier Seakeeping Unsinkability Firepower
I Dry-Docking Tool Set 130 mm PB-42 SAP
II Rudder Replacement Fire Protection System Smokescreen Auxiliary Armament Targeting
III Propeller Replacement Shrapnel Protection Ventilation Primary Armament Targeting Improved Rangefinder Depth Charges
IV Engine Maintenance New Pumps Ammo Wetting 130 mm ZS-42R HE-VT Torpedo Mode

Pros and cons

Pros:

  • Superior AA protection (rivals most cruisers).
  • Fast-firing 130 mm cannons with 360° of rotation.
  • Radar.
  • A large salvo of ten torpedoes.
  • Has decent SAP rounds to fight cruisers.

Cons:

  • Thin armour.

History

Describe the history of the creation and combat usage of the ship 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 ship and adding a block "/History" (example: https://wiki.warthunder.com/(Ship-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 />. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the ship;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the ship;
  • other literature.


USSR destroyers
  Imperial Russia
Derzky-class  Frunze
Fidonisy-class  Kerch
  Soviet Union
Pr. 1  Leningrad · Moskva
Pr. 45  Opytny
Pr. 7  Besposhchadny · Ryany
Pr. 7U  Soobrazitelny · Stroyny
Pr. 20  Tashkent
Pr. 30  Ognevoy
Pr. 30-bis  Smelyi · Bezuprechny
Pr. 41  Neustrashimy
Pr. 56  Spokoinyy · Blagorodnyy · Bravy
Trophies  Romania
Regele Ferdinand-class  Letuchiy