

This will get really wonky if you extend bad arc guns with modules/captain skills. american guns. With high arcs at long range you will have to add additional lead. The principles break down on very short ranges (where it shouldn't matter) and on long ranges with bad arcs, e.g. (or no one is playing slow ships anymore)ĭonskoi has flat arcs, Amagi is "slow", so it's an "8"Īs you can see flight time is about half of the picture above, but the dynamic lead is still "5"Īs I said, that's it. Go play dynamic crosshairs. Please don't use my numbers, I think they changed a bit since I made the screenshots. The number you have to aim at is static for own ship guns and enemy ship speed, regardless of range Time to target doesn't matter (for most cases, see below) Note: By dynamic crosshairs I refer to wargamings dynamic crosshairs, Nomograms dynamic crosshairs from the mod packs pretty much function like the static crosshairs with dynamic zoom (there are different nomogram dynamic crosshair variants, I refer to the one with the 30knot ticks at the top and the 20 knot ticks at the bottom -, I don't really know what the others do exactly). Unfortunately WG's implementation is a bit strange. Going "dynamic" you don't have to zoom in fully to get consistent results. It's a special type of crosshair (selectable in the options menu) that stays consistent while zooming the scope. So I'll just dump what I have to say here and hope someone may find it useful. Now it's 2021 and after a lengthy break I play even more casually than before but there still is no usable guide on the dynamic crosshair mystery. I originally wanted to post a dynamic crosshair aiming guide in 2018 but since I am just a filthy casual I was never happy with the quality and eventually gave up thinking "someone else would do a better job".
