Difference between revisions of "Spokoinyy"
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{{Specs-Fleet-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.'' --> | ||
− | + | Like most destroyers, the armour of the Pr.56 is practically non-existent, the limited anti-frag armour only capable of resisting low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10mm of anti fragmentation armour, with the hull itself being completely unprotected. | |
+ | |||
+ | That being said, it is rather difficult to be ammo-racked in the Pr.56, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot, if hit just right. When it comes to threats from the air, bombs in particular, the Pr.56 is just as susceptible as any other destroyer, being able to tank most strafing attacks with ease, being able to weather a couple of rocket attacks, (depending on the rocket), and being very weak against most decent bombs that land in your general vicinity. | ||
=== Mobility === | === Mobility === | ||
{{Specs-Fleet-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.'' --> | ||
− | + | As one of the most "modern" destroyers in the game, the Pr.56 has a sleek hull and is equipped with powerful engines, enabling the over 3000t vessel to reach a top speed of 71 km/h (87.9 km/h in Arcade), so while it is not the fastest, this is a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels ([[Albatros-Klasse (143)]], [[Pr. 35]], etc). When it comes to manoeuvrability, the Pr.56 is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration. | |
{{NavalMobility | {{NavalMobility | ||
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{{main|130 mm/58 SM-2-1 (130 mm)}} | {{main|130 mm/58 SM-2-1 (130 mm)}} | ||
− | The Pr.56 is armed with 4 x | + | The Pr.56 is armed with 4 x 130mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°). |
+ | |||
+ | The cannons have access to 3 types of shells, HE, SAP and HE-VT: | ||
+ | |||
+ | The HE shell has excellent filler, at 3.8kg, useful against coastal vessels and for setting fires on larger ships. The SAP has a rather decent 2.2kg of filler and 113mm of penetration at 10km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3kg, slightly less than its US counterpart, the 127mm AAVT.31, however the shell has a significantly higher muzzle velocity than the US shell (792m/s vs 955m/s), making aiming at longer ranges much easier, and the 3kg of explosive is still more than enough to tear the wings off the heaviest of enemy bombers. | ||
=== Secondary armament === | === Secondary armament === | ||
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{{main|45 mm/89 SM-20-ZIF (45 mm)}} | {{main|45 mm/89 SM-20-ZIF (45 mm)}} | ||
− | The Pr.56 is armed with | + | The Pr.56 is armed with 16x 45mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets, but that's what the main guns are for. The fast firing rate (0.4 second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft. |
+ | |||
+ | As previously stated, the guns are great for tearing apart softer vehicles such as aircraft, ''when they hit'', but your AI gunners tend not to be that accurate. As the 45mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead. | ||
=== Additional armament === | === Additional armament === | ||
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{{main|53-56 (533 mm)|BB-1 depth charge}} | {{main|53-56 (533 mm)|BB-1 depth charge}} | ||
− | The Pr.56 is armed with | + | The Pr.56 is armed with 2x 5-tube torpedo launchers. With a relatively heavy warhead of 400kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13km (8km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50m to arm. |
+ | |||
+ | I would personally recommend not using the torpedo mode modification. Let's be real, your chances of scoring a kill at even 8km are very low, let alone at 13km, so you may as well not use the modification in order to increase the torpedo speed to 93km/h, which by the way makes it one of the highest speed torpedoes in the game. | ||
'''1 meter depth:''' | '''1 meter depth:''' | ||
− | This is the most universal depth used for all types of engagements | + | This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade. |
'''4 meter depth:''' | '''4 meter depth:''' | ||
− | This is the recommended depth | + | This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as compared to the 1 meter depth torpedo. |
{| class="wikitable" style="text-align:center" width="100%" | {| class="wikitable" style="text-align:center" width="100%" | ||
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|} | |} | ||
− | 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. | + | The Pr.56 can be armed with BB-1 depth charges, originally intended for use against submarines. 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 === | === Radar === | ||
− | [[File:Kotlin Radar arrangement.png|thumb|Kotlin's radar arrangement | + | [[File:Kotlin Radar arrangement.png|thumb|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 | + | The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. 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, you can use this surprise to your advantage. |
+ | |||
+ | The radar system has a maximum range of 150km, although you'll usually have the maximum set at 10km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130mm VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges. | ||
+ | |||
+ | This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone. | ||
+ | |||
+ | Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability. | ||
[[File:Radar interface Pr. 35.png|right|thumb|Kotlin (Pr.56)'s radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]] | [[File:Radar interface Pr. 35.png|right|thumb|Kotlin (Pr.56)'s radar display. <br> Dark green: within targeting radar angle <br> Light green: targeting radar dead zone]] | ||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
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!{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}} | !{{Annotation|Max Elevation<br/>Scan Angle|How far up and down the radar can scan (widest search mode)}} | ||
|- | |- | ||
− | | | + | |150,000 m||10,000 m||360°||0°/+75° |
|- | |- | ||
! colspan="4" |Sfera-56 - Fire Control Radar | ! colspan="4" |Sfera-56 - Fire Control Radar | ||
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!{{Annotation|Elevation Tracking<br>Angle|How far up and down the radar can track a target}} | !{{Annotation|Elevation Tracking<br>Angle|How far up and down the radar can track a target}} | ||
|- | |- | ||
− | | 10,000 m, moves up to <br> 30,000 m when <br> | + | | 10,000 m, moves up to <br> 30,000 m when <br> tracked aircraft moves out of range || 100 m || 315° || 0°/+80° |
|- | |- | ||
|} | |} | ||
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== 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 Pr. 56 is a Cold War destroyer | + | The Pr. 56 is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit. |
+ | |||
+ | The Pr. 56 is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective range of up to 7 or even 9km with the main guns. Absolutely no aircraft should be able to surprise the Pr. 56 while the search radar is active. The Pr. 56, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers | ||
− | Absolutely no battleship should be engaged with the | + | Absolutely no battleship should be engaged with the 130mm as the cannons are about as effective at damaging capital ships as a single bucket would be at saving you from sinking due to the innumerable holes a battleship will put in you. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Pr. 56 should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you. |
=== Pros and cons === | === Pros and cons === | ||
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* Superior AA protection (rivals most cruisers). | * Superior AA protection (rivals most cruisers). | ||
− | * Fast-firing 130 mm cannons with 360° of rotation. | + | * Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation. |
− | * Equipped with a radar | + | * Equipped with a radar system. |
* A large salvo of ten torpedoes. | * A large salvo of ten torpedoes. | ||
− | * Has | + | * Has excellent SAP shells. |
'''Cons:''' | '''Cons:''' | ||
− | * | + | * Lacking in protection against enemy gunfire. |
* Small number of crewmen. | * Small number of crewmen. | ||
− | |||
* Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes). | * Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes). | ||
− | * Tendency to list heavily when performing tight turn, making firing inside the turn impossible. | + | * Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible. |
== History == | == History == |
Revision as of 20:22, 25 March 2022
Contents
Description
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
Like most destroyers, the armour of the Pr.56 is practically non-existent, the limited anti-frag armour only capable of resisting low calibre fire and small amounts of explosive fragmentation. The bridge, turrets and smoke funnels have 10mm of anti fragmentation armour, with the hull itself being completely unprotected.
That being said, it is rather difficult to be ammo-racked in the Pr.56, at least from the front, as the ammunition is below the waterline. However, the amidships auxiliary ammo storage and aft shell room are poking a little above the waterline, creating a potentially lethal or at least crippling weak spot, if hit just right. When it comes to threats from the air, bombs in particular, the Pr.56 is just as susceptible as any other destroyer, being able to tank most strafing attacks with ease, being able to weather a couple of rocket attacks, (depending on the rocket), and being very weak against most decent bombs that land in your general vicinity.
Mobility
As one of the most "modern" destroyers in the game, the Pr.56 has a sleek hull and is equipped with powerful engines, enabling the over 3000t vessel to reach a top speed of 71 km/h (87.9 km/h in Arcade), so while it is not the fastest, this is a more than respectable speed for a destroyer, putting it on par with some of the faster coastal vessels (Albatros-Klasse (143), Pr. 35, etc). When it comes to manoeuvrability, the Pr.56 is equally admirable. The ship is able to pull tight turns while retaining relatively high speeds, as well as having fast acceleration and deceleration.
Mobility Characteristics | |||||
---|---|---|---|---|---|
Game Mode | Upgrade Status | Maximum Speed (km/h) | Turn Time (s) | Turn Radius (m) | |
Forward | Reverse | ||||
AB | Stock | 64 | 29 | ~94.2 | ~187.4 |
Upgraded | 87 | 40 | ~61.2 | ~129.87 | |
RB/SB | Stock | 61 | 28 | ~130.8 | ~202.39 |
Upgraded | 71 | 32 | ~81 | ~179.05 |
Modifications and economy
Armament
Primary armament
The Pr.56 is armed with 4 x 130mm/58 SM-2-1 semi automatic cannons divided into 2 dual-mount turrets. The gun handling is superb. The turrets can traverse and elevate quickly and are capable of firing almost straight up (maximum +82°).
The cannons have access to 3 types of shells, HE, SAP and HE-VT:
The HE shell has excellent filler, at 3.8kg, useful against coastal vessels and for setting fires on larger ships. The SAP has a rather decent 2.2kg of filler and 113mm of penetration at 10km, recommended for use against medium to large enemy destroyers and lightly armoured cruisers. The HE-VT is an air-bursting shell for use against aircraft, being highly effective in this role. The explosive filler is 3kg, slightly less than its US counterpart, the 127mm AAVT.31, however the shell has a significantly higher muzzle velocity than the US shell (792m/s vs 955m/s), making aiming at longer ranges much easier, and the 3kg of explosive is still more than enough to tear the wings off the heaviest of enemy bombers.
Secondary armament
The Pr.56 is armed with 16x 45mm/89 SM-20-ZIF automatic cannons divided into 4 quad-mounted turrets, capable of shredding apart enemy aircraft. The 45 mm cannons only have access to HE, meaning they will do little to no damage to heavily armoured targets, but that's what the main guns are for. The fast firing rate (0.4 second reload) creates a solid defence against coastal vessels that get too close, but are of mixed effectiveness against aircraft.
As previously stated, the guns are great for tearing apart softer vehicles such as aircraft, when they hit, but your AI gunners tend not to be that accurate. As the 45mm is one of the largest calibre automatic AA mounts, the guns run out of ready-use ammunition distressingly quickly and the AI gunner can often fire at an incoming plane and use up all the ready-use ammo before the plane has even gotten close, leaving you defenceless unless you take notice and manually use the main guns to shoot the plane down instead.
Additional armament
The Pr.56 is armed with 2x 5-tube torpedo launchers. With a relatively heavy warhead of 400kg, these are your main weapon against heavily armoured threats or when attempting sneak attacks at a distance, though you may wish to go into battle without loading them as they present a potential threat to yourself should they be hit and blow you up. Your torpedoes have a max range of 13km (8km without torpedo mode) and can be used at almost point blank, though the torpedo must travel at least 50m to arm.
I would personally recommend not using the torpedo mode modification. Let's be real, your chances of scoring a kill at even 8km are very low, let alone at 13km, so you may as well not use the modification in order to increase the torpedo speed to 93km/h, which by the way makes it one of the highest speed torpedoes in the game.
1 meter depth:
This is the most universal depth used for all types of engagements. This depth is capable of hitting practically any vessel, including PT boats. The main downside is that enemy ships can see the trail left in the wake of the torpedo, potentially allowing your enemy some time to notice the threat and evade.
4 meter depth:
This is the recommended depth for attempting sneak attacks on major ships such as cruiser and battleships, as most of them have a draft extending over 4m below the waterline This depth is setting also has the advantage of potentially being able to hit underneath the belt armour of an enemy, causing catastrophic damage. Only your team will be able to see the torpedo symbol and it will not leave any visible water trail as 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 |
The Pr.56 can be armed with BB-1 depth charges, originally intended for use against submarines. 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
The Pr.56 has access to a Fut-N air/surface search radar and Sfera-56 tracking and fire control radar. 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, you can use this surprise to your advantage.
The radar system has a maximum range of 150km, although you'll usually have the maximum set at 10km during a match because of how close everything is. While the radar system can detect enemy aircraft within the radar radius using the search radar, it can also lock onto an individual aircraft using the tracking radars and provide a firing solution in order to guide either your 45mm mounts or the main guns when manually firing at a plane, which can be a massive help for sniping aircraft out of the sky with the 130mm VT shells, though you should keep in mind that the lead indicator given by the radars does not account for the movement of your own vessel, do not forget to adjust for that when aiming. The indicator also doesn't really account for the drop of your shells, so you should aim a little above the indicated lead when at longer ranges.
This radar system can give you a huge advantage with situational awareness, as no plane should be able to catch you unawares in most conditions, though be warned that the radar system can have trouble detecting planes which are at high altitude, since the search radar has a blind spot directly overhead. The tracking radars, by contrast, have no blind spot directly overhead, but a blind spot directly to the rear of the ship, this is what the faded cone represents on the radar display. If an aircraft you have locked onto moves into this cone, you will lose the lock and not be able to apply another one until the aircraft moves out of the cone.
Be aware of radar interference (mountains, trees, tall structures in general), as they will affect both your search and tracking capability.
Fut-N - Air/surface Search Radar | |||
---|---|---|---|
Maximum Detection Range |
Guaranteed Detection Range |
Max Azimuth Scan Angle |
Max Elevation Scan Angle |
150,000 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, moves up to 30,000 m when tracked aircraft moves out of range |
100 m | 315° | 0°/+80° |
Usage in battles
The Pr. 56 is a Cold War destroyer, excelling in use as a support and anti air ship. The powerful 130mm shells are able to decimate enemy destroyers and are capable of killing some of the weaker cruisers, in some circumstances. The main guns are also highly useful against aircraft, due to the high muzzle velocity VT shells, great gun handling and your radar. The high speed and agility of the ship makes it a decent runner for capping points, evading enemies and generally moving around the map. The torpedoes can be formidable against cruisers and battleships if used correctly, though some people decide to leave them behind and focus on the guns. The 45mm mounts are capable of providing decent secondary anti-surface fire against coastal vessels and are lethal to aircraft that they hit.
The Pr. 56 is arguably most effective as an anti-air flagship, since it is able to detect aircraft from even dozens of kilometres away and has an effective range of up to 7 or even 9km with the main guns. Absolutely no aircraft should be able to surprise the Pr. 56 while the search radar is active. The Pr. 56, when used in Enduring Confrontation events, is the most reliable "Jack-of-All-Trades" ship seen in-game, combining formidable anti-surface firepower with a capability for anti-air that surpasses even many cruisers
Absolutely no battleship should be engaged with the 130mm as the cannons are about as effective at damaging capital ships as a single bucket would be at saving you from sinking due to the innumerable holes a battleship will put in you. When facing heavily armoured vessels, torpedoes are a MUST as they will be your only reliable weapon against them. The Pr. 56 should move evasively when being fired at by a major ship as a single salvo can be enough to instantly cripple or even destroy you.
Pros and cons
Pros:
- Superior AA protection (rivals most cruisers).
- Fast-firing 130 mm cannons with 360° of rotation and 82° of elevation.
- Equipped with a radar system.
- A large salvo of ten torpedoes.
- Has excellent SAP shells.
Cons:
- Lacking in protection against enemy gunfire.
- Small number of crewmen.
- Ready racks have to load up again when all of the shells have been fired (takes approx. 2 minutes).
- Tendency to list heavily when performing tight turn, making firing at close range opponents inside the turn impossible.
History
The Pr. 56 is a cheaper and smaller version of the Neustrashimy-class destroyer, which was seen as being too large and expensive for economic series production, as well as too slow. The reduced length also came with the cost of the removal of the RBU-2500 anti-submarine rockets as well as a deck redesign in order to fit the same firepower the Pr. 41 Neustrashimy had. In order to do so, the aft 45 mm anti-air turrets were moved to the sides at the mast level separated by said mast, giving it parallel turrets. The other 2 turrets were moved as well, one stayed in front to the bridge behind the 130 mm turret and the second one was moved on top of a platform just above the second torpedo launcher at the aft right behind the second 130 mm turret. The fire control radars were moved, one on top of the bridge and one behind the main mast.
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;
- other literature.
Shipyard named after A. A. Zhdanov (Судостроительный завод имени А. А. Жданова) | |
---|---|
Patrol Ships | |
Project 2 | Groza |
Destroyers | |
Project 1 | Leningrad |
Project 45 | Opytny |
Project 7U | Stroyny |
Project 30-bis | Smelyi |
Project 41 | Neustrashimy |
Project 56 | Spokoinyy |
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 |