Difference between revisions of "Spokoinyy"
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=== Survivability and armour === | === Survivability and 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 | + | 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 === | ||
<!-- ''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 | + | 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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{{main|130 mm/58 SM-2-1 (130 mm)}} | {{main|130 mm/58 SM-2-1 (130 mm)}} | ||
− | The Pr. 56 is armed with 4 130 mm/58 SM-2-1 | + | 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 === | === 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 16 45 mm/89 SM-20-ZIF | + | 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 === | === Torpedo armament === | ||
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{{main|53-56 (533 mm)}} | {{main|53-56 (533 mm)}} | ||
− | The Pr. 56 is armed with | + | 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:''''' | '''''1 meter depth:''''' | ||
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'''''4 meter depth:''''' | '''''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 | + | 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. |
{| class="wikitable" style="text-align:center" width="100%" | {| class="wikitable" style="text-align:center" width="100%" | ||
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| {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 2000 || 93 || 8.00 || 1 || 50 || TNT || 400 || 400 | | {{Annotation|No|'Torpedo Mode' modification uninstalled}} || 2000 || 93 || 8.00 || 1 || 50 || TNT || 400 || 400 | ||
|- | |- | ||
− | | {{Annotation|Yes|'Torpedo Mode' modification installed}} || 2000 || 75 || 13.00 || 1 || 50 || TNT || 400 || | + | | {{Annotation|Yes|'Torpedo Mode' modification installed}} || 2000 || 75 || 13.00 || 1 || 50 || TNT || 400 || 400 |
|} | |} | ||
+ | |||
+ | === Special armament === | ||
+ | <!-- ''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}} | ||
+ | |||
+ | 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 === | === Radar === | ||
− | The Pr. 56 has access to a | + | 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. |
{| class="wikitable" | {| class="wikitable" | ||
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Blue: Sfera-56 fire control radar]] | Blue: Sfera-56 fire control radar]] | ||
− | [[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" | {| class="wikitable" | ||
! colspan="4" | Fut-N | ! colspan="4" | Fut-N | ||
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| +75° | | +75° | ||
|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== Usage in battles == | == Usage in battles == | ||
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=== Modules === | === Modules === | ||
{| class="wikitable" | {| class="wikitable" | ||
− | !Tier | + | ! Tier |
! Seakeeping | ! Seakeeping | ||
! colspan="2" | Unsinkability | ! colspan="2" | Unsinkability | ||
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| Torpedo Mode | | Torpedo Mode | ||
| | | | ||
+ | |- | ||
|} | |} | ||
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'''Pros:''' | '''Pros:''' | ||
− | * Superior AA | + | * Superior AA protection (rivals most cruisers). |
* Fast-firing 130 mm cannons with 360° of rotation. | * Fast-firing 130 mm cannons with 360° of rotation. | ||
* Radar. | * Radar. | ||
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'''Cons:''' | '''Cons:''' | ||
− | * Thin | + | * Thin armour. |
== History == | == History == |
Revision as of 19:42, 20 November 2020
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
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
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) | |
Forward | Reverse | ||
AB | |||
Upgraded | 87 | 40 | |
RB/SB | |||
Upgraded | 71 | 32 |
Armament
Primary armament
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
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
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
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
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.
Sfera-56 | |||
---|---|---|---|
Fire Control Radar | |||
Maximum targeting range |
Minimum targeting range |
Azimuth targeting angle |
Maximum elevation targeting angle |
10,000m | 100m | 315° | +80° |
Fut-N | |||
---|---|---|---|
Air/surface Search Radar | |||
Maximum range detection |
Minimum range detection |
Maximum azimuth detection angle |
Maximum elevation detection range |
120,000m | 10,000m | 360° | +75° |
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 |