Difference between revisions of "SKR-7"

From War Thunder Wiki
Jump to: navigation, search
m (Radars: Moved as part of subsection of "Special Armaments")
m (Radar)
 
(23 intermediate revisions by 11 users not shown)
Line 1: Line 1:
{{Specs-Card|code=ussr_skr_pr35}}
+
{{Specs-Card
 +
|code=ussr_skr_pr35
 +
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}
 +
}}
  
 
== Description ==
 
== Description ==
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot; if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
+
<!-- ''In the first part of the description, cover the history of the ship's creation and military application. In the second part, tell the reader about using this ship in the game. Add a screenshot: if a beginner player has a hard time remembering vehicles by name, a picture will help them identify the ship in question.'' -->
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 
{{Break}}
 
 
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} Soviet frigate {{Battle-rating}}. It was introduced during [[Update 1.89 "Imperial Navy"]].
 
The '''{{Specs|name}}''' is a squadron rank {{Specs|rank}} Soviet frigate {{Battle-rating}}. It was introduced during [[Update 1.89 "Imperial Navy"]].
  
 
== General info ==
 
== General info ==
 
=== Survivability and armour ===
 
=== Survivability and armour ===
 +
{{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.'' -->
Being a light Anti-submarine Frigate, the Pr.35 '''''Mirka''''' class has very little substantial armour, with just 5 mm turret armour and the 15 mm splash guard for the forward turret. While these may minimize damage caused by small calibre HE rounds and splash damage from other areas being hit, they will not protect the turrets from direct fire starting at even the size of 12.7 mm machine guns. General survivability is not much better, as the primary armament is limited to two large turrets. Losing turrets is common on the Mirka and will result in your fire being halved at the least. Furthermore, the low crew count of 98 means that a very low damage threshold can be sustained on major components before the ship is destroyed. Thankfully the Mirka has a few aces up its sleeve to counteract these issues. To begin with, the crew are very spaced out in the ship, meaning that you will most likely survive the first few salvos. Secondly, because the hull has such a low freeboard for the majority of the ship, most of the machinery and ammunition is protected by the sea.
+
Being a light anti-submarine frigate, the Pr. 35 Mirka-class has very little substantial armour, with just 5 mm turret armour and the 15 mm splash guard for the forward turret. While these may minimize damage caused by small calibre HE rounds and splash damage from other areas being hit, they will not protect the turrets from direct fire starting at even the size of 12.7 mm machine guns. General survivability is not much better, as the primary armament is limited to two large turrets. Losing turrets is common on the Mirka and will result in your fire being halved at the least. Furthermore, the low crew count of 98 means that a very low damage threshold can be sustained on major components before the ship is destroyed. Thankfully, the Mirka has a few aces up its sleeve to counteract these issues. To begin with, the crew are very spaced out in the ship, meaning that you will most likely survive the first few salvoes. Secondly, because the hull has such a low freeboard for the majority of the ship, most of the machinery and ammunition is protected by the sea.
  
Overall the ship's survivability is below average, with its low crew and few turrets being the brunt of the issue.
+
Overall, the ship's survivability is below average, with its low crew and few turrets being the brunt of the issue.
  
 
=== 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.'' -->
Mobility is a very strong suit of the ship. Starting at 57 km/h stock the ship lags behind destroyers and most cruisers, and cannot hold a candle to the late-game MTBs that it might face. However, of the Corvette/Frigate class, the Pr.35 has a distinct advantage, often holding a 10 km/h advantage or more over other ships of its size. These are rarely faced, however, and as such, it cannot be expected that you will ever be leading the charge in matches. The turn radius of the ship is reasonable, however, the initial snap can be very deceiving when initiating a turn. One major issue when manoeuvring the Mirka is the existence of the hull-mounted Sonar system. This dips far below the keel of the hull and can often be caught on rocks. Special attention must be given when manoeuvring around shoals and beaches where the Sonar might holdfast.
+
Mobility is a very strong suit of the ship. Starting at 57 km/h stock, the ship lags behind destroyers and most cruisers, and cannot hold a candle to the late-game MTBs that it might face. However, of the Corvette/Frigate class, the Pr. 35 has a distinct advantage, often holding a 10 km/h advantage or more over other ships of its size. These are rarely faced, however, and as such, it cannot be expected that you will ever be leading the charge in matches. The turn radius of the ship is reasonable, however, the initial snap can be very deceiving when initiating a turn. One major issue when manoeuvring the Mirka is the existence of the hull-mounted Sonar system. This dips far below the keel of the hull and can frequently be caught on rocks. Special attention must be given when manoeuvring around shoals and beaches where the Sonar might holdfast.
 +
 
 +
{{NavalMobility
 +
|SpeedForwardStockAB = 65
 +
|SpeedBackStockAB = 36
 +
|SpeedForwardStockRB = 54
 +
|SpeedBackStockRB = 30
 +
}}
 +
 
 +
=== Modifications and economy ===
 +
{{Specs-Economy}}
  
 
== Armament ==
 
== Armament ==
 +
{{Specs-Fleet-Armaments}}
 +
 
=== Primary armament ===
 
=== Primary armament ===
 +
{{Specs-Fleet-Primary}}
 +
[[File:SKR-7 Firing Arcs.gif|thumb|x250px|Minimum firing elevations of SKR-7's 76 mm turrets]]
 
<!-- ''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|AK-726 (76 mm)}}
 
{{main|AK-726 (76 mm)}}
  
The primary armament of the Pr.35 is where the ship shines. It is armed with a pair of AK-726 76 mm semi-automatic gun turrets. Each of these turrets contains two guns firing a total of 90 rounds per minute. This firing rate allows for the ship to dismantle any opponent vessel in seconds, from MTBs all the way up to destroyer leaders and light cruisers. These guns have very nice post-penetration effects on targets lacking armour and can be extremely dangerous should you sneak up on someone. This firing rate comes at a price, however, and that price is two-fold. Firstly, the guns overheat quickly, barrages tend to be limited and the guns must be watched for overheat. Secondly, the shells have a relatively short range and their effectiveness drops off quickly beyond 5 kilometres when shells begin to miss and fire arcs become too great to regularly hit the target.
+
The primary armament of the Pr. 35 is where the ship shines. It is armed with a pair of AK-726 76 mm semi-automatic gun turrets. Each of these turrets contains two guns, firing a total of 90 rounds per minute. This rate of fire allows for the ship to dismantle any opponent vessel in seconds, from MTBs all the way up to destroyer leaders and light cruisers. These guns have very nice post-penetration effects on targets lacking armour and can be extremely dangerous should you sneak up on someone. This rate of fire comes at a price, however, and that price is two-fold. Firstly, the guns overheat quickly, barrages tend to be limited, and the guns must be watched for overheat. Secondly, the shells have a relatively short range and their effectiveness drops off quickly beyond 5 km when shells begin to miss and fire arcs become too great to regularly hit the target.
  
=== Torpedo armament ===
+
{{:AK-726 (76 mm)/Ammunition|76 mm HE OF-62, 76 mm HE ZS-62}}
<!-- ''Torpedo launchers are standard equipment on many ships and boats. Torpedoes are a significant means of defeating an opponent. Evaluate the position of the torpedo launchers, discuss the ammunition available, firing specifics such as dead zones, features of the torpedoes themselves, etc. If there is no torpedo armament, remove this section.'' -->
 
{{main|SET-40 (400 mm)}}
 
  
The Pr.35 "Mirka" is armed with a single quintuple 406 mm torpedo launcher armed with the SET-40 lightweight anti-submarine torpedo. The launcher has very good launch angles and five torpedoes are quite reasonable however that is where the praise ends. The torpedoes have only one operational setting, with no option for upgrades and are slow. At 54 km/h a cruiser with keen eyes can outrun these torpedoes and with 8-kilometre range, they are not going to reach much past the effective range of your turrets. Worse still the torpedoes have a meek 80 kg warhead, which will not destroy ships larger than a corvette in one hit. These torpedoes have limited use in surprising unsuspecting captains should you face something armoured such as a heavy cruiser, and can be used should the main battery fall silent, however, they are unlikely to destroy anything without multiple hits and must be used at a range where they cannot be avoided easily.
+
=== Additional armament ===
 +
{{Specs-Fleet-Additional}}
 +
<!-- ''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.'' -->
 +
{{main|SET-40 (400 mm)|RBU-6000}}
  
=== Special armament ===
+
The Pr. 35 "Mirka" is armed with a single quintuple 406 mm torpedo launcher armed with the SET-40 lightweight anti-submarine torpedo. The launcher has very good launch angles and five torpedoes are quite reasonable however that is where the praise ends. The torpedoes have only one operational setting, with no option for upgrades and are slow. At 54 km/h a cruiser with keen eyes can outrun these torpedoes and with 8-kilometre range, they are not going to reach much past the effective range of your turrets. Worse still the torpedoes have a meek 80 kg warhead, which will not destroy ships larger than a corvette in one hit. These torpedoes have limited use in surprising unsuspecting captains should you face something armoured such as a heavy cruiser, and can be used should the main battery fall silent, however, they are unlikely to destroy anything without multiple hits and must be used at a range where they cannot be avoided easily.
<!-- ''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|RBU-6000}}
 
  
The Mirkas round off their armament with four RBU-6000 anti-submarine rocket launchers, each carrying 12 rockets to total 48. As being rockets they have a limited effective engagement range, high arcs of fire and are very hard to aim in conjunction with primary weapons, however should a small boat decide to get too close or should you decide to engage a target at point-blank range, the barrage of 25 kg warheads smashing into the superstructure and hull of the hostile ship will almost certainly cripple it, if not outright sink it.
+
The Mirka rounds off the armament with four RBU-6000 anti-submarine rocket launchers, each carrying 12 rockets to total 48. As being rockets they have a limited effective engagement range, high arcs of fire and are very hard to aim in conjunction with primary weapons, however should a small boat decide to get too close or should you decide to engage a target at point-blank range, the barrage of 25 kg warheads smashing into the superstructure and hull of the hostile ship will almost certainly cripple it, if not outright sink it. The rockets are also useful in defending a capture point as they can be lobbed over smaller islands without exposing your ship.
  
==== Radars ====
+
=== Radar ===
The Pr.35 has access to search and targeting radar for the [[AK-726 (76 mm)|AK-726]] 76 mm semi-automatic gun turrets, making anti air capabilities much more advanced than most of the ships it will face at its br. It is equipped with a [[MR-302 Rubka]] air/surface search radar and a [[MR-105 Turel]] fire control radar, both available in most of the cold war soviet anti submarine frigates. The MR-302 is located on top of the main mast with two Don navigation radar right below it located at port and starboard from the mast. MR-105 is located on top of the bridge (refer to picture). Enemy pilots do not account the existance of this radars as they are uncommon in game, use surprise to your advantage. Targetting radar makes engaging enemy planes an easier task with standard HE ammo. When using HE-VT, AA engagements will be finished in couple seconds. Be aware of the distance as in engagements with planes in distances smaller than 1km, weapons tend to overshoot even when following target indicator. Engage air targets as soon as you see them in a relatively close distance (+2km/-10km). Proximity shells will make this task easier.
+
[[File:SKR-7-radar-view.png|thumb|Radar HUD tracking a target, with firing lead indicator, distance to the target, and closing speed visible.]]
{| class="wikitable"
+
The vessel comes equipped with two radars:
! colspan="4" |MR-105 Turel
+
* MR-105 - tracking radar director, located on the main superstructure
|-
+
* Foot-N - search radar antenna, located on top of the mast
! colspan="4" |Fire Control Radar
+
They can spot targets at a significant range and provide a lead indicator, making it very easy to destroy aircraft using {{Annotation|HE-VT|High-explosive variable time fuse}} rounds, even at long range where the target might not expect accurate fire. By default, or after being destroyed and repaired, your radar may be turned off. You can turn it back on using the Switch radar search on/off control (default: {{key press|Alt|R}}). Be aware that if the target enters the blind spot behind the vessel, radar tracking (including the lead indicator) will be lost. In engagements with planes at distances smaller than 1 km, weapons tend to overshoot even when following the target indicator. Tracking will be lost at around 14 km, and at ranges of around 10 km or more, the lock will be very unstable. The detection range is over 20 km, including shells, missiles, and other munitions in flight. Radars have only one search mode available and do not provide any assistance in detecting or engaging surface targets.
|-
 
!Maximum
 
targetting range
 
!Minimum
 
targetting range
 
!Azimuth
 
targetting angle
 
!Max elevation
 
targetting angle
 
|-
 
|10,000m
 
|100m
 
|315°
 
| +80°
 
|}
 
[[File:2020-11-07.png|thumb|379x379px|Red circle: MR-302 Rubka air/surface search radarBlue circle: MR-102 Turel fire control radar]]
 
{| class="wikitable"
 
! colspan="4" |MR-302 Rubka
 
|-
 
! colspan="4" |Air/surface Search Radar
 
|-
 
!Maximum
 
range
 
 
 
detection
 
!Minimum
 
range
 
 
 
detection
 
!Max azimuth
 
detection angle
 
!Max elevation
 
detection range
 
|-
 
|120,000m
 
|10,000m
 
|360°
 
| +75°
 
|}
 
''*Note: targetting radar can work with search radar down or by locking on target when an aircraft is not shown on radar display.''
 
[[File:2020-11-07 (2).png|thumb|Mirka's radar display.Dark green: within targetting radar angle
 
 
 
Light green: targetting radar dead zone]]
 
  
 
== Usage in battles ==
 
== 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).'' -->
 
<!-- ''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).'' -->
The ''Mirka'' excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers.  This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range.  It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the ''Mirka'' needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves.  Because the guns only fire HE, captains of the ''Mirka'' should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.
+
The Mirka excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers.  This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range.  It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the Mirka needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves.  Because the guns only fire HE, captains of the Mirka should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.
[[File:2020-11-07 (1).png|thumb|372x372px|Mirka engaging an air target]]
+
[[File:Pr. 35 engaging an aerial target.png|right|thumb|300px|Pr. 35 engaging an air target]]
Captains of the ''Mirka'' should attempt to close the distance on any target and engage with their guns within 5 kilometres for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlcoking HE-VT, ''Mirka'' lacks in anti air capabilities but thanks to targeting radar, ''Mirka'' can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti submarine use in game but provides a one shot kill when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon agaisnt heavily armored vessels like [[HMS Belfast]], two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.
+
Captains of the Mirka should attempt to close the distance on any target and engage with their guns within 5 km for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlocking HE-VT, Mirka lacks in anti air capabilities but thanks to targeting radar, Mirka can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti-submarine use in game but provides an instant knock-out when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon against heavily armoured vessels like [[HMS Belfast]], two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.
 
 
=== Modules ===
 
{| class="wikitable"
 
! Tier
 
! Seakeeping
 
! colspan="2" |Unsinkability
 
! colspan="3" |Firepower
 
|-
 
| I
 
| Dry-Docking
 
| Tool Set||
 
| ||||
 
|-
 
| II
 
| Rudder Replacement
 
| Fire Protection System||Smokescreen
 
| 76 mm HE ZS-62||||
 
|-
 
| III
 
| Propeller Replacement
 
| Shrapnel Protection||
 
| Improved Rangefinder||Primary Armament Targeting||Rocket Launcher
 
|-
 
| IV
 
| Engine Maintenance
 
| New Pumps||
 
| ||||
 
|-
 
|}
 
  
 
=== Pros and cons ===
 
=== Pros and cons ===
Line 132: Line 76:
 
* Decent manoeuvrability
 
* Decent manoeuvrability
 
* Main armament capable of engaging both surface and air targets
 
* Main armament capable of engaging both surface and air targets
 +
* Can use powerful RBU rocket launcher
 +
* Rockets from fly faster than those equipped by Pr.159, so hitting target is easier
  
 
'''Cons:'''
 
'''Cons:'''
Line 141: Line 87:
 
* No passive anti-air armament
 
* No passive anti-air armament
 
* Shells have a maximum range of around 6.5 km
 
* Shells have a maximum range of around 6.5 km
 +
* Massive air intakes on rear end of the ship causes blind angle for rear turret
 +
* Has less rockets than Pr.159
  
 
== History ==
 
== 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: <nowiki>https://wiki.warthunder.com/(Ship-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>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
 
<!-- ''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: <nowiki>https://wiki.warthunder.com/(Ship-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>. This section may also include the ship's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
  
The Pr.35, or Mirka-class, was a class of light anti-submarine frigates that were built in the mid 1960s for the Soviet Navy. They were the successor to the Petya-class (Pr. 159) light frigates. 18 Mirka-class frigates were built by Yantar shipyard in Kaliningrad, between 1964 and 1966. All ships were decommissioned between 1989 and 1992. One ship is known to have rammed the USS Caron, a US Spruance-class destroyer, in the Black Sea, on February 12th, 1988.
+
The Pr. 35, or Mirka-class, was a class of light anti-submarine frigates that were built in the mid 1960s for the Soviet Navy. They were the successor to the Petya-class (Pr. 159) light frigates. The role of this ship was the same as the Petya-class, Anti Submarine Warfare and patrol in shallow waters. It featured the exact same firepower but had a change in ASW armament, like the addition of a towed sonar, and the addition of two new gas turbines.18 Mirka-class frigates were built by Yantar shipyard in Kaliningrad, between 1964 and 1966. All ships were decommissioned between 1989 and 1992. One ship is known to have rammed the USS Caron, a US Spruance-class destroyer, in the Black Sea, on February 12th, 1988. Mirka was not exported to Vietnam, India and Syria unlike the Petya.
  
 
== Media ==
 
== Media ==
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
 +
 +
;Skins
 +
 +
* [https://live.warthunder.com/feed/camouflages/?vehicle=ussr_skr_pr35 Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]
  
 
;Videos
 
;Videos
Line 162: Line 114:
 
<!-- ''Paste links to sources and external resources, such as:''
 
<!-- ''Paste links to sources and external resources, such as:''
 
* ''topic on the official game forum;''
 
* ''topic on the official game forum;''
* ''encyclopedia page on the ship;''
 
 
* ''other literature.'' -->
 
* ''other literature.'' -->
  
 
* [[Wikipedia:Mirka-class_frigate|[Wikipedia] Mirka-class frigate]]
 
* [[Wikipedia:Mirka-class_frigate|[Wikipedia] Mirka-class frigate]]
  
 +
{{ShipManufacturer Yantar Baltic Shipyard}}
 
{{USSR frigates}}
 
{{USSR frigates}}
{{USSR squadron ships}}
+
{{Squadron ships}}

Latest revision as of 13:55, 9 September 2024

Rank VI USA | Premium | Golden Eagles
A-10A Thunderbolt (Early)
SKR-7
ussr_skr_pr35.png
GarageImage SKR-7.jpg
ArtImage SKR-7.png
SKR-7
AB RB SB
4.3 4.3 4.3
Research:520 000 Specs-Card-Activity.png
Purchase:700 000 Specs-Card-Lion.png
Show in game

Description

The Pr. 35 SKR-7 is a squadron rank V Soviet frigate with a battle rating of 4.3 (AB/RB/SB). It was introduced during Update 1.89 "Imperial Navy".

General info

Survivability and armour

Armourfront / side / back
Main fire tower5 / 5 / 5 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section5
Displacement1 132 t
Crew98 people

Being a light anti-submarine frigate, the Pr. 35 Mirka-class has very little substantial armour, with just 5 mm turret armour and the 15 mm splash guard for the forward turret. While these may minimize damage caused by small calibre HE rounds and splash damage from other areas being hit, they will not protect the turrets from direct fire starting at even the size of 12.7 mm machine guns. General survivability is not much better, as the primary armament is limited to two large turrets. Losing turrets is common on the Mirka and will result in your fire being halved at the least. Furthermore, the low crew count of 98 means that a very low damage threshold can be sustained on major components before the ship is destroyed. Thankfully, the Mirka has a few aces up its sleeve to counteract these issues. To begin with, the crew are very spaced out in the ship, meaning that you will most likely survive the first few salvoes. Secondly, because the hull has such a low freeboard for the majority of the ship, most of the machinery and ammunition is protected by the sea.

Overall, the ship's survivability is below average, with its low crew and few turrets being the brunt of the issue.

Mobility

Speedforward / back
AB88 / 48 km/h
RB63 / 35 km/h

Mobility is a very strong suit of the ship. Starting at 57 km/h stock, the ship lags behind destroyers and most cruisers, and cannot hold a candle to the late-game MTBs that it might face. However, of the Corvette/Frigate class, the Pr. 35 has a distinct advantage, often holding a 10 km/h advantage or more over other ships of its size. These are rarely faced, however, and as such, it cannot be expected that you will ever be leading the charge in matches. The turn radius of the ship is reasonable, however, the initial snap can be very deceiving when initiating a turn. One major issue when manoeuvring the Mirka is the existence of the hull-mounted Sonar system. This dips far below the keel of the hull and can frequently be caught on rocks. Special attention must be given when manoeuvring around shoals and beaches where the Sonar might holdfast.

Mobility Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock 65 36
Upgraded 88 48
RB/SB Stock 54 30
Upgraded 63 35

Modifications and economy

Repair costBasic → Reference
AB9 841 → 12 094 Sl icon.png
RB14 301 → 17 575 Sl icon.png
Total cost of modifications208 000 Rp icon.png
332 000 Sl icon.png
Talisman cost2 000 Ge icon.png
Crew training200 000 Sl icon.png
Experts700 000 Sl icon.png
Aces1 500 Ge icon.png
Research Aces670 000 Rp icon.png
Reward for battleAB / RB / SB
220 / 420 / 100 % Sl icon.png
190 / 190 / 190 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
21 000 Rp icon.png
Cost:
34 000 Sl icon.png
400 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
190 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
34 000 Rp icon.png
Cost:
54 000 Sl icon.png
650 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
21 000 Rp icon.png
Cost:
34 000 Sl icon.png
400 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
190 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
34 000 Rp icon.png
Cost:
54 000 Sl icon.png
650 Ge icon.png
Mods tank ammo.png
76mm_ussr_ak726_navy_HE_radio_fuse_ammo_pack
Research:
12 000 Rp icon.png
Cost:
19 000 Sl icon.png
230 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
190 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
190 Ge icon.png
Mods rocket launcher.png
Rocket Launcher
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
190 Ge icon.png

Armament

Primary armament

2 х Turret2 x 76 mm/59 AK-726 automatized artillery system
Ammunition976 rounds
Vertical guidance-10° / 85°
Minimum firing elevations of SKR-7's 76 mm turrets
Main article: AK-726 (76 mm)

The primary armament of the Pr. 35 is where the ship shines. It is armed with a pair of AK-726 76 mm semi-automatic gun turrets. Each of these turrets contains two guns, firing a total of 90 rounds per minute. This rate of fire allows for the ship to dismantle any opponent vessel in seconds, from MTBs all the way up to destroyer leaders and light cruisers. These guns have very nice post-penetration effects on targets lacking armour and can be extremely dangerous should you sneak up on someone. This rate of fire comes at a price, however, and that price is two-fold. Firstly, the guns overheat quickly, barrages tend to be limited, and the guns must be watched for overheat. Secondly, the shells have a relatively short range and their effectiveness drops off quickly beyond 5 km when shells begin to miss and fire arcs become too great to regularly hit the target.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
100 m 1,000 m 2,000 m 3,000 m 4,000 m 5,000 m
HE OF-62 HE* 10 10 10 10 10 10
HE ZS-62 HE-VT 11 11 11 11 11 11
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HE OF-62 HE* 980 5.9 0 0.1 616 79° 80° 81°
Proximity-fused shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
HE ZS-62 HE-VT 980 5.9 0 0.1 400 8 739.2 79° 80° 81°

Additional armament

Setup 15 x 400 mm SET-40 torpedo
Setup 2144 x RBU-6000 mortar
Setup 35 x 400 mm SET-40 torpedo
4 x RBU-6000 mortar
Main articles: SET-40 (400 mm), RBU-6000

The Pr. 35 "Mirka" is armed with a single quintuple 406 mm torpedo launcher armed with the SET-40 lightweight anti-submarine torpedo. The launcher has very good launch angles and five torpedoes are quite reasonable however that is where the praise ends. The torpedoes have only one operational setting, with no option for upgrades and are slow. At 54 km/h a cruiser with keen eyes can outrun these torpedoes and with 8-kilometre range, they are not going to reach much past the effective range of your turrets. Worse still the torpedoes have a meek 80 kg warhead, which will not destroy ships larger than a corvette in one hit. These torpedoes have limited use in surprising unsuspecting captains should you face something armoured such as a heavy cruiser, and can be used should the main battery fall silent, however, they are unlikely to destroy anything without multiple hits and must be used at a range where they cannot be avoided easily.

The Mirka rounds off the armament with four RBU-6000 anti-submarine rocket launchers, each carrying 12 rockets to total 48. As being rockets they have a limited effective engagement range, high arcs of fire and are very hard to aim in conjunction with primary weapons, however should a small boat decide to get too close or should you decide to engage a target at point-blank range, the barrage of 25 kg warheads smashing into the superstructure and hull of the hostile ship will almost certainly cripple it, if not outright sink it. The rockets are also useful in defending a capture point as they can be lobbed over smaller islands without exposing your ship.

Radar

Radar HUD tracking a target, with firing lead indicator, distance to the target, and closing speed visible.

The vessel comes equipped with two radars:

  • MR-105 - tracking radar director, located on the main superstructure
  • Foot-N - search radar antenna, located on top of the mast

They can spot targets at a significant range and provide a lead indicator, making it very easy to destroy aircraft using HE-VT rounds, even at long range where the target might not expect accurate fire. By default, or after being destroyed and repaired, your radar may be turned off. You can turn it back on using the Switch radar search on/off control (default: Alt+R). Be aware that if the target enters the blind spot behind the vessel, radar tracking (including the lead indicator) will be lost. In engagements with planes at distances smaller than 1 km, weapons tend to overshoot even when following the target indicator. Tracking will be lost at around 14 km, and at ranges of around 10 km or more, the lock will be very unstable. The detection range is over 20 km, including shells, missiles, and other munitions in flight. Radars have only one search mode available and do not provide any assistance in detecting or engaging surface targets.

Usage in battles

The Mirka excels in close-quarter brawling with anything its shells can penetrate, especially in dispatching torpedo boats and early destroyers. This vehicle is heavily reliant on both map and BR; it will crush 3.7 and below within seconds, but against ships of 4.7 and above will struggle heavily even within its gun range. It is best not to spawn this vehicle on maps consisting of the open ocean unless you are left with no choice; due to its limited range the Mirka needs to exploit cover in order to close the gap without being targeted by guns with over twice the range. Critically, captains should avoid the wide-open ocean, as they will draw fire from targets that they cannot engage themselves. Because the guns only fire HE, captains of the Mirka should avoid engaging cruisers, as they may find penetrating and damaging the components of cruisers difficult even in close quarters.

Pr. 35 engaging an air target

Captains of the Mirka should attempt to close the distance on any target and engage with their guns within 5 km for maximum effectiveness, reserving torpedoes and rockets for extreme close quarters or emergencies. Prior to unlocking HE-VT, Mirka lacks in anti air capabilities but thanks to targeting radar, Mirka can engage targets with relative ease. The HE-VT once unlocked should be the primary armament, due to a slightly greater explosive mass and better effectiveness against planes. The rocket launcher has no anti-submarine use in game but provides an instant knock-out when fired at a small vessel, it can also be used as rudimentary artillery to fire above obstacles due to the flying arc. They can be used to engage targets at distance but the recommended engagement distance should be at 3km, this is to compensate travelling speed. Torpedoes, while limited firing arc, are your main weapon against heavily armoured vessels like HMS Belfast, two of them will disable the cruiser. Rockets can also be used against them since, thanks to the high explosive power, they can lit on fire all cruisers when fired at engine compartment. They will also cripple or destroy main weaponry that the 76 mm cannons may not penetrate.

Pros and cons

Pros:

  • Extremely high fire rate
  • Good gun handling
  • Small target to engage
  • Decent manoeuvrability
  • Main armament capable of engaging both surface and air targets
  • Can use powerful RBU rocket launcher
  • Rockets from fly faster than those equipped by Pr.159, so hitting target is easier

Cons:

  • Guns overheat quickly, and accuracy suffers massively as a result
  • Torpedoes are next to useless
  • Poor survivability
  • Two gun turrets are easily knocked out
  • No passive anti-air armament
  • Shells have a maximum range of around 6.5 km
  • Massive air intakes on rear end of the ship causes blind angle for rear turret
  • Has less rockets than Pr.159

History

The Pr. 35, or Mirka-class, was a class of light anti-submarine frigates that were built in the mid 1960s for the Soviet Navy. They were the successor to the Petya-class (Pr. 159) light frigates. The role of this ship was the same as the Petya-class, Anti Submarine Warfare and patrol in shallow waters. It featured the exact same firepower but had a change in ASW armament, like the addition of a towed sonar, and the addition of two new gas turbines.18 Mirka-class frigates were built by Yantar shipyard in Kaliningrad, between 1964 and 1966. All ships were decommissioned between 1989 and 1992. One ship is known to have rammed the USS Caron, a US Spruance-class destroyer, in the Black Sea, on February 12th, 1988. Mirka was not exported to Vietnam, India and Syria unlike the Petya.

Media

Skins
Videos

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


Yantar Baltic Shipyard (Прибалтийский судостроительный завод «Янтарь»)
Frigates 
Project 50  Yenot · Rosomacha · Karl Marx*
Project 35  SKR-7
  *Tur in East German service

USSR frigates
Pr. 50  Rosomacha · Yenot
Pr. 159  SKR-1
Pr. 35  SKR-7
Pr. 1331M  MPK Pr.1331M

Squadron ships
Germany  Karl Marx
USSR  SKR-7
Britain  HMS Liverpool
Japan  IJN Shimakaze