Difference between revisions of "Bravy"

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(External links: Added Devblog)
(Added section on the V-600P)
Line 40: Line 40:
 
{{main|Volna-M}}
 
{{main|Volna-M}}
  
''Some ships are fitted with weapons of various calibres. Secondary armaments are defined as weapons chosen with the control <code>Select secondary weapon</code>. Evaluate the secondary armaments and give advice on how to use them. Describe the ammunition available for the secondary armament. Provide recommendations on how to use them and which ammunition to choose. Remember that any anti-air armament, even heavy calibre weapons, belong in the next section. If there is no secondary armament, remove this section.''
+
The Volna-M missile launcher is the main feature of this ship and places the vehicle in the rare category of a missile-armed warship, of which there are only two other ships in the game, both coastal vessels.
 +
 
 +
The launcher carries two 379 mm V-600P anti-air missiles at a time, with the total number of missiles on the craft at 18. Though designed for anti-air work, the missiles can be used against surface targets with mixed results.
 +
 
 +
A very important thing to note about the V-600P is that the missiles can be triggered by any munition that passes through its trigger radius. If any stray shells, bombs, rockets or anything of the sort get too close to the missile in flight, it will trigger the warhead and prematurely detonate the missile. It can even be triggered by flying over a torpedo. This has a significant reduction in the reliability of the missile as they can often be seen exploding seemingly at random before hitting the target. Although, this is only really an issue when aiming at surface targets, given the density of fire flying just above the waves. Against air targets, well above the shells being spewed by each team, this occurrence is rare enough not to really worry about.  
 +
 
 +
One of the most noticeable things about the missiles is that they tend to twirl and curve through the air quite substantially rather than flying straight, especially just after launch.
 +
 
 +
This is partially because the missiles are currently programmed to home in on where the player is aiming. The player's viewpoint is placed in the bridge of the vessel when looking through the binoculars, near the front of the ship, while the launcher is way toward the back of the vessel, so the missile darts sideways toward the player's centre of vision right after launch, before stabilising itself. Although not too much of a problem most of the time, it can sometimes result in the missile splashing into the water after trying to swing into the centre of vision, as well as making aiming at closer ranger targets more finicky. This effect can be reduced by angling the ship and reducing the horizontal distance between the launcher and the player's viewpoint, which can limit the amount the missile swings off to the side and enables the missile to stabilise faster.
 +
 
 +
As for the missile curving and twisting through the air midway toward the target, this is because the missile is rather sensitive to the targets movement and is constantly correcting itself, occasionally overdoing it and causing the missile to spiral. This hardly happens against surface targets as ships move slowly and on a flat plane, however firing at aircraft will almost certainly result in some spirals. However, despite careening through the sky almost wildly, the missile is still fairly accurate against aircraft and will almost certainly end up scoring a hit against a target that doesn't evade out of the way.
 +
 
 +
Against air targets, the missiles have two targeting modes. The default mode is 'chase', where the missile just flies directly toward where the player is aiming. With aircraft typically flying at a relatively high speed, this often results in the missile detonating more towards the rear end of the plane which, due to the large trigger radius of 40 metres, and means that the aircraft may get away with only splinter damage, though the chase mode can still work well when aimed at an aircraft flying straight toward the player. With a warhead of over 40kg worth of TNT, the missile is essentially the equivalent of a guided proximity-fused battleship-calibre HE shell, however the 40m radius is very large, even for the heavy warhead. If the missile triggers anywhere in the rear hemisphere of an aircraft, the plane will likely not be destroyed in one hit. Though usually inferior at dealing lethal damage to aircraft, an important aspect of chase mode is that it is completely immune to chaff and does not require the radar to even be turned on, only requiring that the player has a line of sight with the opposing plane.  
 +
 
 +
The second mode is 'intercept', which the missile automatically sets to when a radar lock is achieved on the aircraft. In this mode, the missile does not fly directly where the player is pointing, but compensates for the speed of the aircraft by flying ahead of it on an intercept course, which will result in the missile detonating right in front of the plane, which will fly right through the spray of shrapnel and should result in the destruction of even the heaviest of bombers. Although better at dealing damage to an aircraft than chase mode, should the ship lose the radar lock on the plane for whatever reason, such as the radar being knocked out, chaff or perhaps the radar just misbehaving (which can happen from time to time), the missile will switch from intercept to chase mode and this can very well result in it missing the target. There's also the radar lock dead-zone toward the rear of the vessel where the tracking radar cannot follow, marked by the dark area on the radar map. If a locked aircraft flies into that zone, the radar lock will be lost and a new one cannot be established until the plane moves out of the zone.
 +
 
 +
The missile moves at a very high speed and is relatively agile, enabling the player to rapidly and precisely strike targets, though it's arguably oversensitive to player aiming and target movement adjustments, which can throw the V-600P out of place as it barrels towards its new heading and overshoots, requiring it to swing back and possibly then back once more. The exact speed of the V-600P in game is not described, but real life sources state a top speed of roughly Mach 3 (1030 m/s), making it by far the fastest of any naval-mounted missile in game, handily beating the Nettuno missiles of the Italian [[Saetta P-494|Saetta]] (Mach 0.81/280 m/s), and defeating the RIM-24A Tartar of the [[USS Douglas]] (Mach 1.8/620 m/s).
  
 
{{:Volna-M/Ammunition|V-600P}}
 
{{:Volna-M/Ammunition|V-600P}}
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'''Pros:'''
 
'''Pros:'''
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*
 
*
  
 
'''Cons:'''
 
'''Cons:'''
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*
 
*
  
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;Related development
 
;Related development
 +
 
* [[Pr.56 (Family)]]
 
* [[Pr.56 (Family)]]
  

Revision as of 15:15, 25 June 2023

Rank IV USSR | Premium | Golden Eagles
Tu-1 Pack
ussr_destroyer_pr56_bravy.png
GarageImage Bravy.jpg
Bravy
AB RB SB
5.3 5.3 5.3
Class:
Research:89 000 Specs-Card-Exp.png
Purchase:300 000 Specs-Card-Lion.png
Show in game

Description

The Pr.56-K, Bravy, 1967 is a rank IV Soviet destroyer with a battle rating of 5.3 (AB/RB/SB). It was introduced in Update "La Royale".

General info

Survivability and armour

Armourfront / side / back
Main fire tower20 / 10 / 0 mm
Hull16 mm (steel)
Superstructure4 mm (steel)
Number of section7
Displacement3 445 t
Crew284 people

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.

Mobility

Speedforward / back
AB81 / 40 km/h
RB66 / 32 km/h

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 Characteristics
Game Mode Upgrade Status Maximum Speed (km/h) Turn Time (s) Turn Radius (m)
Forward Reverse
AB Stock ___ ___
Upgraded 81 40
RB/SB Stock ___ ___
Upgraded 66 32

Modifications and economy

Repair costBasic → Reference
AB6 849 → 8 883 Sl icon.png
RB7 688 → 9 971 Sl icon.png
Total cost of modifications78 200 Rp icon.png
134 700 Sl icon.png
Talisman cost1 700 Ge icon.png
Crew training87 000 Sl icon.png
Experts300 000 Sl icon.png
Aces1 100 Ge icon.png
Research Aces520 000 Rp icon.png
Reward for battleAB / RB / SB
340 / 600 / 100 % Sl icon.png
172 / 172 / 172 % Rp icon.png
Modifications
Seakeeping Unsinkability Firepower
Mods new ship hull.png
Dry-Docking
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods new ship rudder.png
Rudder Replacement
Research:
4 400 Rp icon.png
Cost:
7 600 Sl icon.png
260 Ge icon.png
Mods new ship screw.png
Propeller Replacement
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods new ship engine.png
Engine Maintenance
Research:
5 100 Rp icon.png
Cost:
8 800 Sl icon.png
300 Ge icon.png
Mods ship damage control crew.png
Damage Control Division
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods ship fire control crew.png
Fire Division
Research:
4 400 Rp icon.png
Cost:
7 600 Sl icon.png
260 Ge icon.png
Mods engine smoke screen system.png
Smokescreen
Research:
4 400 Rp icon.png
Cost:
7 600 Sl icon.png
260 Ge icon.png
Mods ship anti fragmentation protection.png
Shrapnel Protection
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods ship venting.png
Ventilation
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods new ship pumps.png
New Pumps
Research:
5 100 Rp icon.png
Cost:
8 800 Sl icon.png
300 Ge icon.png
Mods ship ammo wetting.png
Ammo Wetting
Research:
5 100 Rp icon.png
Cost:
8 800 Sl icon.png
300 Ge icon.png
Mods new aa caliber turrets.png
Anti-Air Armament Targeting
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods tank ammo.png
130mm_ussr_sm2_1_pb42_navy_sap_ammo_pack
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods new aux caliber turrets.png
Auxiliary Armament Targeting
Research:
4 400 Rp icon.png
Cost:
7 600 Sl icon.png
260 Ge icon.png
Mods new main caliber turrets.png
Primary Armament Targeting
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods ship rangefinder.png
Improved Rangefinder
Research:
3 900 Rp icon.png
Cost:
6 700 Sl icon.png
230 Ge icon.png
Mods ship mortar.png
Bomb mortar
Research:
5 100 Rp icon.png
Cost:
8 800 Sl icon.png
300 Ge icon.png
Mods he frag proxi fuze ship.png
130mm_ussr_sm2_1_zs42r_navy_radio_aa_ammo_pack
Research:
5 100 Rp icon.png
Cost:
8 800 Sl icon.png
300 Ge icon.png

Armament

Primary armament

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

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: {{main|Weapon name (calibre)}}. Broadly describe the ammunition available for the primary armament, and provide recommendations on how to use it and which ammunition to choose.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
OF-42 HE HE 37 37 37 37 37 37
PB-42 SAP SAPCBC 204 174 134 104 82 57
ZS-42R HE-VT HE-VT 35 35 35 35 35 35
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(s)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
OF-42 HE HE 950 33.4 0 0.1 3.83 79° 80° 81°
PB-42 SAP SAPCBC 950 33.4 0.04 5 2.21 48° 63° 71°
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) (kg)
Ricochet
0% 50% 100%
ZS-42R HE-VT HE-VT 955 33.08 0 0.1 240 16 3 79° 80° 81°

Secondary armament

Turret379 mm Volna-M missile launcher
Ammunition18 rounds
Belt capacity2 rounds
Fire rate60 shots/min
Main article: Volna-M

The Volna-M missile launcher is the main feature of this ship and places the vehicle in the rare category of a missile-armed warship, of which there are only two other ships in the game, both coastal vessels.

The launcher carries two 379 mm V-600P anti-air missiles at a time, with the total number of missiles on the craft at 18. Though designed for anti-air work, the missiles can be used against surface targets with mixed results.

A very important thing to note about the V-600P is that the missiles can be triggered by any munition that passes through its trigger radius. If any stray shells, bombs, rockets or anything of the sort get too close to the missile in flight, it will trigger the warhead and prematurely detonate the missile. It can even be triggered by flying over a torpedo. This has a significant reduction in the reliability of the missile as they can often be seen exploding seemingly at random before hitting the target. Although, this is only really an issue when aiming at surface targets, given the density of fire flying just above the waves. Against air targets, well above the shells being spewed by each team, this occurrence is rare enough not to really worry about.

One of the most noticeable things about the missiles is that they tend to twirl and curve through the air quite substantially rather than flying straight, especially just after launch.

This is partially because the missiles are currently programmed to home in on where the player is aiming. The player's viewpoint is placed in the bridge of the vessel when looking through the binoculars, near the front of the ship, while the launcher is way toward the back of the vessel, so the missile darts sideways toward the player's centre of vision right after launch, before stabilising itself. Although not too much of a problem most of the time, it can sometimes result in the missile splashing into the water after trying to swing into the centre of vision, as well as making aiming at closer ranger targets more finicky. This effect can be reduced by angling the ship and reducing the horizontal distance between the launcher and the player's viewpoint, which can limit the amount the missile swings off to the side and enables the missile to stabilise faster.

As for the missile curving and twisting through the air midway toward the target, this is because the missile is rather sensitive to the targets movement and is constantly correcting itself, occasionally overdoing it and causing the missile to spiral. This hardly happens against surface targets as ships move slowly and on a flat plane, however firing at aircraft will almost certainly result in some spirals. However, despite careening through the sky almost wildly, the missile is still fairly accurate against aircraft and will almost certainly end up scoring a hit against a target that doesn't evade out of the way.

Against air targets, the missiles have two targeting modes. The default mode is 'chase', where the missile just flies directly toward where the player is aiming. With aircraft typically flying at a relatively high speed, this often results in the missile detonating more towards the rear end of the plane which, due to the large trigger radius of 40 metres, and means that the aircraft may get away with only splinter damage, though the chase mode can still work well when aimed at an aircraft flying straight toward the player. With a warhead of over 40kg worth of TNT, the missile is essentially the equivalent of a guided proximity-fused battleship-calibre HE shell, however the 40m radius is very large, even for the heavy warhead. If the missile triggers anywhere in the rear hemisphere of an aircraft, the plane will likely not be destroyed in one hit. Though usually inferior at dealing lethal damage to aircraft, an important aspect of chase mode is that it is completely immune to chaff and does not require the radar to even be turned on, only requiring that the player has a line of sight with the opposing plane.

The second mode is 'intercept', which the missile automatically sets to when a radar lock is achieved on the aircraft. In this mode, the missile does not fly directly where the player is pointing, but compensates for the speed of the aircraft by flying ahead of it on an intercept course, which will result in the missile detonating right in front of the plane, which will fly right through the spray of shrapnel and should result in the destruction of even the heaviest of bombers. Although better at dealing damage to an aircraft than chase mode, should the ship lose the radar lock on the plane for whatever reason, such as the radar being knocked out, chaff or perhaps the radar just misbehaving (which can happen from time to time), the missile will switch from intercept to chase mode and this can very well result in it missing the target. There's also the radar lock dead-zone toward the rear of the vessel where the tracking radar cannot follow, marked by the dark area on the radar map. If a locked aircraft flies into that zone, the radar lock will be lost and a new one cannot be established until the plane moves out of the zone.

The missile moves at a very high speed and is relatively agile, enabling the player to rapidly and precisely strike targets, though it's arguably oversensitive to player aiming and target movement adjustments, which can throw the V-600P out of place as it barrels towards its new heading and overshoots, requiring it to swing back and possibly then back once more. The exact speed of the V-600P in game is not described, but real life sources state a top speed of roughly Mach 3 (1030 m/s), making it by far the fastest of any naval-mounted missile in game, handily beating the Nettuno missiles of the Italian Saetta (Mach 0.81/280 m/s), and defeating the RIM-24A Tartar of the USS Douglas (Mach 1.8/620 m/s).

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
1,000 m 2,500 m 5,000 m 7,500 m 10,000 m 15,000 m
V-600P SAM 70 70 70 70 70 70
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Range
(m)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Arming
distance (m)
Trigger
radius (m)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
V-600P SAM __ 16,000 912 3 0.1 300 40 42.24 79° 80° 81°

Anti-aircraft armament

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

An important part of the ship's armament responsible for air defence. Anti-aircraft armament is defined by the weapon chosen with the control Select anti-aircraft weapons. Talk about the ship's anti-air cannons and machine guns, the number of guns and their positions, their effective range, and about their overall effectiveness – including against surface targets. If there are no anti-aircraft armaments, remove this section.

Additional armament

Setup 15 x 533 mm 53-65 torpedo
Setup 296 x RBU-2500 mortar
Setup 35 x 533 mm 53-65 torpedo
2 x RBU-2500 mortar
Main articles: 53-65 (533 mm), RBU-2500

Describe the available additional armaments of the ship: depth charges, mines, torpedoes. Talk about their positions, available ammunition and launch features such as dead zones of torpedoes. If there is no additional armament, remove this section.

Usage in battles

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

Pros and cons

Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".

Pros:

Cons:

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

Related development

External links


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