Ship-first armor silhouette
18,046 trianglesExact mesh envelope now drives the visible armor hull instead of package rectangles.
View evidenceA high-speed scout cruiser carrying torpedo armament and relatively powerful artillery, with part of the guns placed in turrets. She was the first cruiser in the U.S. Navy to receive aircraft handling equipment.
This is the running acceptance ledger for the page pass: every card below is a page-visible or data-visible improvement with an evidence link, a completed status marker, and a validation hook. Exact decoded values stay labeled separately from schematic presentation.
Exact mesh envelope now drives the visible armor hull instead of package rectangles.
View evidenceTop silhouette keeps mesh evidence visible in a drawer.
View evidenceSide silhouette includes waterline and upperworks separation.
View evidenceCollision/splash boxes remain available as evidence, not the ship shape.
View evidenceArmor triangle groups are joined to GameParams thickness entries.
View evidenceExact plates can be toggled alongside readable schematic bands.
View evidencePlate naming is labeled by confidence rather than overclaiming.
View evidenceZone summaries preserve token/name evidence and thickness buckets.
View evidenceAll non-zero Omaha material thicknesses are surfaced.
View evidenceThe page identifies where the strongest decoded armor appears.
View evidenceUpgrade tiles are backed by decoded module IDs and unlock edges.
View evidenceHull A/B deltas are attached to visible upgrade controls.
View evidenceSurvivability changes are promoted out of raw fields.
View evidenceTargeting upgrade effect is visible without reading JSON.
View evidenceInstalled artillery observation can toggle dependent spec values.
View evidenceTheoretical damage math is shown with caveats.
View evidenceLauncher count and speed are decoded into player-readable values.
View evidenceAA is not just a flat score; aura entries are retained.
View evidenceSpeed, rudder, circle, and engine figures share one data path.
View evidenceSurface/air/smoke detectability values are promoted.
View evidenceOmaha is situated in the full U.S. line instead of an isolated card.
View evidencePackage paths are grouped to reveal model, camo, and icon hooks.
View evidenceShared U.S. cruiser camo blocks are inspectable.
View evidenceResolved and unresolved GameParams entities are tracked on-page.
View evidenceEach spec cluster carries its source label so exact data and inferred presentation stay separated.
View evidenceSame Omaha data, different front door. This prototype keeps the blocks modular so Playstyle, personal stats, community stats, and decoded client data can be rearranged by entry point later.
Playstyle first: traits, strengths, build implications, and the fast/reloader tradeoff.
personalHow am I doing?Personal stats first: your Omaha WR, damage, survival, trends, and deltas versus your baseline.
communityIs Omaha good?Community stats first: aggregate WR, damage bands, sample size, and how Omaha compares to peer cruisers.
labShow me the dataDecoded client/game data first: modules, formulas, armor evidence, and raw package references.
paintShow me the paintCamouflage-first: decoded palettes, shared U.S. paint blocks, texture refs, and v1 pattern candidates.
Fast, fragile utility cruiser: win by kiting, cycling rapid HE/AP salvos, using Sonar defensively, and avoiding committed broadside trades.
placeholder: connect to GamingDiver user snapshots for Omaha WR, average damage, survival, XP, and trend deltas
placeholder: connect to community aggregates for Omaha WR, damage distribution, sample size/confidence, and peer cruiser comparisons
A working checklist for what can graduate from this lab page into GamingDiver’s normal ship pages.
Promoted or safe to promote into the normal ship page.
Useful, but keep caveats visible until checked across more ships.
Keep in the noindex lab until labels and transforms are proven.
Each row ties a decoded client field to its transform, destination, and current confidence level before it graduates out of the noindex lab.
| Decoded field | Client source | Transform | Destination | Status |
|---|---|---|---|---|
| SurvivabilityHP + armor band | survivability.hit_points_stock/top, armor_min_mm/max, armor_unique_mm, armor_entry_count | Integers with comma formatting; armor min/max as mm band; unique plate list stays expandable. | Stats card: Survivability + armor summary | Clean |
| SurvivabilityFire resistance | survivability.raw_fire_resistance_coefficients → fire_resistance_percent_stock/top | (1 - coefficient) × 100, rounded to 0.1%; show hull-specific values. | Advanced survivability detail | Validated formula |
| Main batteryMounts, barrels, caliber, range, reload | main_battery.mount_count, barrel_count, caliber_mm, range_m_base, range_m_with_top_fire_control, reload_s | Meters → km; seconds as-is; preserve base vs installed/upgrade states. | Main battery stat block + module comparison | Clean |
| Main batterySigma + max dispersion | main_battery.sigma, max_dispersion_m, raw_accuracy_fields | Promote sigma/dispersion as decoded values; keep target-class dispersion raw in lab. | Advanced gunnery/accuracy row | Validated formula |
| ShellsHE/AP damage, fire chance, velocity, HE penetration | main_battery.shells[].raw_selected_fields fields 0, 17, 21, 2 plus caliber fallback | Fire chance decimal → percent; HE pen = decoded field or floor(caliber ÷ 6). | Ammunition detail panel | Clean |
| ShellsAP penetration model inputs | ap_shell.ap_penetration_model_inputs: caliber, krupp, mass, drag, velocity | Keep as labeled model inputs until cross-ship penetration curves are calibrated. | Lab-only ballistics / later advanced chart | Raw lab |
| TorpedoesLaunchers, tubes, reload, speed, detectability | torpedoes.mount_count, tubes_per_mount, tube_count, reload_s, projectile_speed_knots, detectability_km | Promote exact topology and speed/detectability; derive per-side salvo from launcher layout. | Torpedo stat block | Clean |
| TorpedoesRange + damage | torpedoes.raw_selected_fields.12_range_or_lifetime_parameter and .2_raw_damage_parameter | Range currently raw/lifetime-like; damage parameter needs cross-ship scale validation. | Keep caveated in lab until transform is proven | Estimated |
| AA defenseAura DPS, range, hit probability, mount points | aa_defense.auras[].continuous_damage, range_m, hit_probability, mount_points | Range m → km; DPS/hit probability as decoded; mount-point labels stay advanced. | AA stat rows + optional aura breakdown | Clean |
| MobilitySpeed, rudder shift, turning circle, engine power | maneuverability.max_speed_knots, rudder_shift_s_stock/top, turning_circle_m, engine_power_hp | Knots/seconds/meters/hp as direct display values; include stock/top hull deltas. | Maneuverability stat block | Clean |
| ConcealmentSurface, air, smoke-firing detectability | concealment.surface_detectability_km, air_detectability_km, smoke_firing_penalty_km | Direct km display rounded to 0.01; unknown visibility fields remain lab-only. | Concealment stat block | Clean |
| ConsumablesDCP charges/reload/action time | consumables.slots[].choices[].decoded_variant raw_state 1/2/3 for PCY001_CrashCrew | -1 charges → unlimited; reload/action seconds as direct values. | Consumable cards | Clean |
| ConsumablesSonar charges/reload/action time/ranges | PCY008_SonarSearch decoded_variant raw_state 1/2/4/5/6 | Charges/reload/action direct; raw detection ranges ÷ 30 to estimated km. | Consumable cards with range caveat | Estimated |
| ConsumablesCatapult Fighter charges/plane/timing | PCY004_Fighter decoded_variant plane_id, squadron_size, raw_state timing fields | Plane identity and charges are usable; action/reload timing labels need more variants checked. | Consumable cards; timing remains caveated | Estimated |
| Derived formulasAlpha, DPM, fires/min, HE pen, AP overmatch, torp reaction time | derived_stat_groups formulas from decoded shell/gun/torpedo fields | Show formula note with every promoted derived value; mark formula-derived, not raw client. | Advanced formulas / comparison widgets | Validated formula |
| Geometry/armorArmor plate mesh placement + projectile ballistics | geometry/armor raw dumps and projectile ballistic curves | Visual/lab rendering only until material-to-hitzone labels and ballistic curves are calibrated. | Noindex lab only for now | Raw lab |
Evidence map for this Omaha lab page: where each promoted layer came from and how much of it is currently decoded.
| Layer | Source | Coverage / count |
|---|---|---|
| Client XML | gui/lobby/moduletree/PASC005.xml | 8 module nodes |
| Ship package | res_packages/T4_PASC005_Omaha_1923.idx | 37 package asset refs |
| GameParams | content/GameParams.data from system_data.idx/system_data_0001.pkg plus decoded PASC005 module tree labels | 28 top-level + 63 nested decoded rows |
| Shared asset indexes | /Users/gregch/WowsLegendsInstall | 19/19 nested model refs resolved |
| Armor dictionary | content/GameParams.data from system_data.idx/system_data_0001.pkg | 76 armor entries across hulls |
| Rendered stats | decoded page model | 8 stat groups |
Summary-decoded 28 of 28 Omaha-referenced top-level entities (100%), plus 63 nested hardpoint/entity instances for 91 decoded rows total. Coverage counts ship-referenced entities with a useful summary decode, not a guarantee that every raw field has a final semantic label. Nested count includes hardpoint/entity instances under decoded modules, including repeated stock/top mounts.
16/16 AA mounts are now bound to decoded aura rows.
1 in · parents: B_AirDefense3 in/50 · parents: A_AirDefenseBrowning M2 / .50 cal family · parents: B_AirDefense| Parent | Mounts | Barrels/units | Auras |
|---|---|---|---|
| A_AirDefense | 4 | 4 | AuraMedium |
| B_AirDefense | 12 | 36 | AuraMedium, AuraNear |
GameParamsData.AirDefense.AntiAircraftGun checksum string lists fields as (HitLocationAirDefense, antiAirAuraDistance, antiAirAuraStrength, barrelDiameter, deadMesh, model, numBarrels, shotDelay, shotEffect, smallGun).Promoted: state_1 → antiAirAuraDistance, state_7 → shotDelay. antiAirAuraDistance values: 40, 103, 117; shotDelay values: 5 s; barrel diameters: 12.7, 28, 76.2 mm.
2 catapult attachments now use checksum-backed field names.
GameParamsData.AirArmament.Catapult checksum string lists fields as (angle, dist, hidePlane, model, rotateTime).Promoted: placement_index_candidate → rotateTime. rotateTime values: 3, 10 s; dist values: 0; sides: port, starboard.
AGS146_6in53_Mk13_Single.geometry · family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…AGA013_1in_Mk2_Mod2.geometry · family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…AGS032_6in53_Mk13_Single.geometry · family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6…AGM031_6in53_Mk16_Twin.geometry · family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…AGA016_3in50_Mk22_Mod2.geometry · family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3…AGA055_Browning_M2_Mod2.geometry · family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family…AGT042_21in_Torpedo_Tubes_Triple.geometry · family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21…AGT110_21in_Torpedo_Tubes_Twin.geometry · family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21… · AC001_Catapult_1.geometry · family_code: AC001, role: catapult, basename: AC001_Catapult_1AD054_Director_Mk7.geometry · family_code: AD054, role: director, basename: AD054_Director_Mk7, mark: Mk 7AF052_Rangefinder_3_6m.geometry · family_code: AF052, role: rangefinder, basename: AF052_Rangefinder_3_6m · slot: artillery, module_id: A1_152_53, nested_counts: gun_mount: 10, slot: artillery, module_id: B1_152_53, nested_counts: gun_mount: 10slot: artillery, module_id: B2_152_53, nested_counts: gun_mount: 10slot: engine, module_id: EngineDefault, nested_counts: slot: airDefense, module_id: A_AirDefense, nested_counts: aa_aura: 1, aa_mount: 4, slot: hull, module_id: A_Hull_1923, nested_counts: , slot: finders, module_id: AB_Finders, nested_counts: section_attachment: 2, slot: artillery, module_id: A1_152_53, nested_counts: gun_mount: 10, slot: artillery, module_id: B2_152_53, nested_counts: gun_mount: 10, slot: airArmament, module_id: AB_AirArmament, nested_counts: section_attachment: 2slot: airDefense, module_id: B_AirDefense, nested_counts: aa_aura: 2, aa_mount: 12, slot: hull, module_id: B_Hull_1938, nested_counts: , slot: finders, module_id: AB_Finders, nested_counts: section_attachment: 2, slot: artillery, module_id: B1_152_53, nested_counts: gun_mount: 10, slot: artillery, module_id: B2_152_53, nested_counts: gun_mount: 10, slot: airArmament, module_id: AB_AirArmament, nested_counts: section_attachment: 2slot: fireControl, module_id: AB1_FireControl, nested_counts: slot: fireControl, module_id: AB2_FireControl, nested_counts: slot: torpedoes, module_id: A_Torpedoes, nested_counts: torpedo_launcher: 4, slot: torpedoes, module_id: B_Torpedoes, nested_counts: torpedo_launcher: 4slot: 0, title: Damage Control Party, variant: CV_CA_CL, charges: unlimited…slot: 2, title: Catapult Fighter, variant: PAY521_F4B_float_Cruiser_2, charges: 2…slot: 1, title: Sonar, variant: C_5, charges: 2…range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10range_multiplier: 1, range_bonus_percent: 0, constructor_class: FireControlrange_multiplier: 1.1, range_bonus_percent: 10, constructor_class: FireControlsection_count: 2, sections: HP_AC_1, HP_AC_2section_count: 2, sections: HP_AD_2, HP_AD_1section_count: 2, sections: HP_AF_1, HP_AF_2mount_entities: 4, aura_entities: AuraMediumhp: 23100, speed_knots: 34, rudder_shift_s: 9.8, turning_circle_m: 600…launcher_entities: 4, tubes_total: 8, reload_s: 44range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10mount_entities: 12, aura_entities: AuraMedium, AuraNearhp: 26800, speed_knots: 34, rudder_shift_s: 7.5, turning_circle_m: 600…launcher_entities: 4, tubes_total: 12, reload_s: 66section_count: 0, sections: engine_power_hp: 90000, logic_class: GameLogic.Engines.Omahatier: 4, class_key: lightcruiser, nation_hint: usastartcl, module_count: 16…label: Artillery: 152 mm/53 Mk13/Mk16, component_type: _Artillery, branch_position: stock/base, previous_id: …label: Artillery: 152 mm/53 Mk13/Mk16, component_type: _Artillery, branch_position: upgrade, previous_id: PAUA361_C4_ART_STOCK_CONSOLE…label: Engine: 90,000 hp, component_type: _Engine, branch_position: stock/base, previous_id: …label: Omaha Hull A, component_type: _Hull, branch_position: stock/base, previous_id: …label: Omaha Hull B, component_type: _Hull, branch_position: upgrade, previous_id: PAUH360_C4_HULL_STOCK_CONSOLE…label: Targeting System: Mk4 mod. 1, component_type: _Suo, branch_position: stock/base, previous_id: …label: Targeting System: Mk4 mod. 2, component_type: _Suo, branch_position: upgrade, previous_id: PAUS360_C4_SUO_STOCK_CONSOLE…label: Torpedoes: Mark 11, component_type: _Torpedoes, branch_position: stock/base, previous_id: …| Kind | Instances | Hardpoints | Parents | Classes |
|---|---|---|---|---|
| aa_aura | 3 | 2 | A_AirDefense, B_AirDefense | AirDefenseAura |
| aa_mount | 16 | 12 | A_AirDefense, B_AirDefense | AntiAircraftGun |
| gun_mount | 30 | 10 | A1_152_53, B1_152_53, B2_152_53 | ArtilleryGun |
| section_attachment | 6 | 6 | AB_AirArmament, AB_Directors, AB_Finders | Catapult, ModelWithGunNode |
| torpedo_launcher | 8 | 4 | A_Torpedoes, B_Torpedoes | TorpedoTube |
Omaha-local: 6/19 (31.6%). Shared/global resolved: 19/19 (100%). Missing: 0. Texture/family assets sampled: 70. Nested GameParams model paths are converted from .model to .geometry basenames and checked first against the ship package refs, then across all local res_package indexes. Ship package misses are often shared system/package assets.
content/gameplay/usa/catapult/AC001_Catapult_1/AC001_Catapult_1.model · packages: T4_PASC005_Omaha_1923.idx · assets: AC001_Catapult_1_n.dds, AC001_Catapult_1.geometry, AC001_Catapult_1_a.dds, AC001_Catapult_1_mg.ddscontent/gameplay/usa/finder/AF052_Rangefinder_3_6m/AF052_Rangefinder_3_6m.model · packages: T4_PASC005_Omaha_1923.idx · assets: AF052_Rangefinder_3_6m.geometrycontent/gameplay/usa/gun/main/AGM031_6in53_Mk16_Twin/AGM031_6in53_Mk16_Twin.model · packages: T4_PASC005_Omaha_1923.idx · assets: AGM031_6in53_Mk16_Twin.geometry, AGM031_6in53_Mk16_Twin_dead.geometry, AGM031_6in53_Mk16_Twin_a.dds, AGM031_6in53_Mk16_Twin_ao.dds, AGM031_6in53_Mk16_Twin_dead_a.ddscontent/gameplay/usa/gun/main/AGM031_6in53_Mk16_Twin/AGM031_6in53_Mk16_Twin_dead.model · packages: T4_PASC005_Omaha_1923.idx · assets: AGM031_6in53_Mk16_Twin_dead.geometry, AGM031_6in53_Mk16_Twin_dead_a.dds, AGM031_6in53_Mk16_Twin_dead_mg.ddscontent/gameplay/usa/gun/secondary/AGS032_6in53_Mk13_Single/AGS032_6in53_Mk13_Single.model · packages: T4_PASC005_Omaha_1923.idx · assets: AGS032_6in53_Mk13_Single_mg.dds, AGS032_6in53_Mk13_Single_dead_a.dds, AGS032_6in53_Mk13_Single_a.dds, AGS032_6in53_Mk13_Single_dead_mg.dds, AGS032_6in53_Mk13_Single_n.ddscontent/gameplay/usa/gun/secondary/AGS032_6in53_Mk13_Single/AGS032_6in53_Mk13_Single_dead.model · packages: T4_PASC005_Omaha_1923.idx · assets: AGS032_6in53_Mk13_Single_dead_a.dds, AGS032_6in53_Mk13_Single_dead_mg.dds, AGS032_6in53_Mk13_Single_dead.geometrycontent/gameplay/usa/director/AD054_Director_Mk7/AD054_Director_Mk7.model · packages: T4_PASB006_New_York_1934.idx · assets: AD054_Director_Mk7.geometry, AD054_Director_Mk7_a.dds, AD054_Director_Mk7_mg.dds, AD054_Director_Mk7_n.ddscontent/gameplay/usa/gun/aaircraft/AGA013_1in_Mk2_Mod2/AGA013_1in_Mk2_Mod2.model · packages: T3_PASB004_Arkansas_1912.idx · assets: AGA013_1in_Mk2_Mod2_n.dds, AGA013_1in_Mk2_Mod2_dead_mg.dds, AGA013_1in_Mk2_Mod2_mg.dds, AGA013_1in_Mk2_Mod2_a.dds, AGA013_1in_Mk2_Mod2.geometrycontent/gameplay/usa/gun/aaircraft/AGA013_1in_Mk2_Mod2/AGA013_1in_Mk2_Mod2_dead.model · packages: T3_PASB004_Arkansas_1912.idx · assets: AGA013_1in_Mk2_Mod2_dead_mg.dds, AGA013_1in_Mk2_Mod2_dead.geometry, AGA013_1in_Mk2_Mod2_dead_a.ddscontent/gameplay/usa/gun/aaircraft/AGA016_3in50_Mk22_Mod2/AGA016_3in50_Mk22_Mod2.model · packages: T3_PASB004_Arkansas_1912.idx · assets: AGA016_3in50_Mk22_Mod2_mg.dds, AGA016_3in50_Mk22_Mod2_a.dds, AGA016_3in50_Mk22_Mod2.geometry, AGA016_3in50_Mk22_Mod2_n.dds, AGA016_3in50_Mk22_Mod2_dead.geometrycontent/gameplay/usa/gun/aaircraft/AGA016_3in50_Mk22_Mod2/AGA016_3in50_Mk22_Mod2_dead.model · packages: T3_PASB004_Arkansas_1912.idx · assets: AGA016_3in50_Mk22_Mod2_dead.geometry, AGA016_3in50_Mk22_Mod2_dead_a.dds, AGA016_3in50_Mk22_Mod2_dead_mg.ddscontent/gameplay/usa/gun/aaircraft/AGA055_Browning_M2_Mod2/AGA055_Browning_M2_Mod2.model · packages: T2_PASD027_Wickes_1918.idx · assets: AGA055_Browning_M2_Mod2.geometry, AGA055_Browning_M2_Mod2_dead.geometrycontent/gameplay/usa/gun/aaircraft/AGA055_Browning_M2_Mod2/AGA055_Browning_M2_Mod2_dead.model · packages: T2_PASD027_Wickes_1918.idx · assets: AGA055_Browning_M2_Mod2_dead.geometrycontent/gameplay/usa/gun/secondary/AGS146_6in53_Mk13_Single/AGS146_6in53_Mk13_Single.model · packages: T3_PASC024_Phoenix_1917.idx · assets: AGS146_6in53_Mk13_Single.geometry, AGS146_6in53_Mk13_Single_dead.geometrycontent/gameplay/usa/gun/secondary/AGS146_6in53_Mk13_Single/AGS146_6in53_Mk13_Single_dead.model · packages: T3_PASC024_Phoenix_1917.idx · assets: AGS146_6in53_Mk13_Single_dead.geometrycontent/gameplay/usa/gun/torpedo/AGT042_21in_Torpedo_Tubes_Triple/AGT042_21in_Torpedo_Tubes_Triple.model · packages: T2_PASD027_Wickes_1918.idx · assets: AGT042_21in_Torpedo_Tubes_Triple_ao.dds, AGT042_21in_Torpedo_Tubes_Triple_n.dds, AGT042_21in_Torpedo_Tubes_Triple.geometry, AGT042_21in_Torpedo_Tubes_Triple_dead.geometry, AGT042_21in_Torpedo_Tubes_Triple_a.ddscontent/gameplay/usa/gun/torpedo/AGT042_21in_Torpedo_Tubes_Triple/AGT042_21in_Torpedo_Tubes_Triple_dead.model · packages: T2_PASD027_Wickes_1918.idx · assets: AGT042_21in_Torpedo_Tubes_Triple_dead.geometry, AGT042_21in_Torpedo_Tubes_Triple_dead_a.dds, AGT042_21in_Torpedo_Tubes_Triple_dead_mg.ddscontent/gameplay/usa/gun/torpedo/AGT110_21in_Torpedo_Tubes_Twin/AGT110_21in_Torpedo_Tubes_Twin.model · packages: T3_PASC024_Phoenix_1917.idx · assets: AGT110_21in_Torpedo_Tubes_Twin.geometry, AGT110_21in_Torpedo_Tubes_Twin_dead.geometrycontent/gameplay/usa/gun/torpedo/AGT110_21in_Torpedo_Tubes_Twin/AGT110_21in_Torpedo_Tubes_Twin_dead.model · packages: T3_PASC024_Phoenix_1917.idx · assets: AGT110_21in_Torpedo_Tubes_Twin_dead.geometryasset_label: Medium AA aura, continuous_damage: 6, range_m: 3500, hit_probability: 0.9…asset_label: Medium AA aura, continuous_damage: 40, range_m: 3100, hit_probability: 0.9…asset_label: Near AA aura, continuous_damage: 13, range_m: 1200, hit_probability: 0.85…asset_label: 3 in/50 Mk 22 Mod 2 AA gun, asset_geometry: AGA016_3in50_Mk22_Mod2.geometry, asset_specs: family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 3 in/50 Mk 22 Mod 2 AA gun, asset_geometry: AGA016_3in50_Mk22_Mod2.geometry, asset_specs: family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 3 in/50 Mk 22 Mod 2 AA gun, asset_geometry: AGA016_3in50_Mk22_Mod2.geometry, asset_specs: family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 3 in/50 Mk 22 Mod 2 AA gun, asset_geometry: AGA016_3in50_Mk22_Mod2.geometry, asset_specs: family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: Browning M2 Mod 2 AA gun, asset_geometry: AGA055_Browning_M2_Mod2.geometry, asset_specs: family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: Browning M2 Mod 2 AA gun, asset_geometry: AGA055_Browning_M2_Mod2.geometry, asset_specs: family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family…, hit_location_class: class: HitLocation, state_len: 29…asset_label: Browning M2 Mod 2 AA gun, asset_geometry: AGA055_Browning_M2_Mod2.geometry, asset_specs: family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 1 in Mk 2 Mod 2 AA gun, asset_geometry: AGA013_1in_Mk2_Mod2.geometry, asset_specs: family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1…, hit_location_class: class: HitLocation, state_len: 29…asset_label: Browning M2 Mod 2 AA gun, asset_geometry: AGA055_Browning_M2_Mod2.geometry, asset_specs: family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family…, hit_location_class: class: HitLocation, state_len: 29…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS032_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS032_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS032_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS032_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 16 Twin main gun, asset_geometry: AGM031_6in53_Mk16_Twin.geometry, asset_specs: family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6…, barrels: 2…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…asset_label: 6 in/53 Mk 13 Single gun mount, asset_geometry: AGS146_6in53_Mk13_Single.geometry, asset_specs: family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6…, barrels: 1…Showing 24 of 30 instances.
asset_label: Catapult 1 Catapult, asset_geometry: AC001_Catapult_1.geometry, asset_specs: family_code: AC001, role: catapult, basename: AC001_Catapult_1, rotation_deg: 90…asset_label: Catapult 1 Catapult, asset_geometry: AC001_Catapult_1.geometry, asset_specs: family_code: AC001, role: catapult, basename: AC001_Catapult_1, rotation_deg: -90…asset_label: Director Mk 7 Director, asset_geometry: AD054_Director_Mk7.geometry, asset_specs: family_code: AD054, role: director, basename: AD054_Director_Mk7, mark: Mk 7, gun_node: asset_label: Director Mk 7 Director, asset_geometry: AD054_Director_Mk7.geometry, asset_specs: family_code: AD054, role: director, basename: AD054_Director_Mk7, mark: Mk 7, gun_node: asset_label: Rangefinder 3 6m Rangefinder, asset_geometry: AF052_Rangefinder_3_6m.geometry, asset_specs: family_code: AF052, role: rangefinder, basename: AF052_Rangefinder_3_6m, gun_node: HP_AGM_1asset_label: Rangefinder 3 6m Rangefinder, asset_geometry: AF052_Rangefinder_3_6m.geometry, asset_specs: family_code: AF052, role: rangefinder, basename: AF052_Rangefinder_3_6m, gun_node: HP_AGM_10asset_label: 21 in Torpedo Tubes Twin torpedo launcher, asset_geometry: AGT110_21in_Torpedo_Tubes_Twin.geometry, asset_specs: family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21…, tubes: 2…asset_label: 21 in Torpedo Tubes Twin torpedo launcher, asset_geometry: AGT110_21in_Torpedo_Tubes_Twin.geometry, asset_specs: family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21…, tubes: 2…asset_label: 21 in Torpedo Tubes Twin torpedo launcher, asset_geometry: AGT110_21in_Torpedo_Tubes_Twin.geometry, asset_specs: family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21…, tubes: 2…asset_label: 21 in Torpedo Tubes Twin torpedo launcher, asset_geometry: AGT110_21in_Torpedo_Tubes_Twin.geometry, asset_specs: family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21…, tubes: 2…asset_label: 21 in Torpedo Tubes Triple torpedo launcher, asset_geometry: AGT042_21in_Torpedo_Tubes_Triple.geometry, asset_specs: family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21…, tubes: 3…asset_label: 21 in Torpedo Tubes Triple torpedo launcher, asset_geometry: AGT042_21in_Torpedo_Tubes_Triple.geometry, asset_specs: family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21…, tubes: 3…asset_label: 21 in Torpedo Tubes Triple torpedo launcher, asset_geometry: AGT042_21in_Torpedo_Tubes_Triple.geometry, asset_specs: family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21…, tubes: 3…asset_label: 21 in Torpedo Tubes Triple torpedo launcher, asset_geometry: AGT042_21in_Torpedo_Tubes_Triple.geometry, asset_specs: family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21…, tubes: 3…Early U.S. Cruisers — The early U.S. cruisers focus on providing a powerful broadside from their rapid-firing guns, and they are your starting point to the U.S. Tech Trees. From Tier III, you gain access to a useful self-defense tool—Sonar.
Full U.S. tech-tree control: highlighted subbranch matches the decoded Early U.S. Cruisers branch for Omaha.
Decoded from gui/lobby/moduletree/PASC005.xml. This follows the decoded edges as a graph: stock modules on the first row, upgraded modules below, and the hull upgrade edge continuing to the next ship unlock.
Upgrade · installed
PAUA361_C4_ART_STOCK_CONSOLE→PAUA362_C4_ART_TOP_CONSOLEPAUH360_C4_HULL_STOCK_CONSOLE→PAUH361_C4_HULL_TOP_CONSOLEPAUH361_C4_HULL_TOP_CONSOLE→4282300400PAUS360_C4_SUO_STOCK_CONSOLE→PAUS361_C4_SUO_TOP_CONSOLEGame-data loadout panel generated from Omaha shell, torpedo, and module entities.
HE shell values decoded from the Omaha top main battery GameParams shell entity.
Loadout content is generated from GameParams shell/module/ShipAbilities entities and decoded PASC005 module-tree labels.
Game-data specs panel for Omaha using decoded GameParams values and PASC005 module labels only.
All numeric specs shown here are decoded from local game client data: GameParams.data, the PASC005 module tree, and Omaha package resources.
Toggle installed modules to see derived stats change.
Computed from decoded game-data fields; formulas are tucked behind each row.
Maximum salvo/broadside gun count used by displayed alpha/DPM formulas.Decoded artillery sigma field.Decoded artillery dispersion field at listed firing range.floor(152 mm caliber ÷ 6).floor(152 mm caliber ÷ 14.3).180° ÷ 10°/s traverse speed.8 broadside guns × 60 ÷ 8 s base reload.8 broadside guns × 60 ÷ 6 s installed Artillery reload.2,200 HE damage × 8 broadside guns.3,100 AP damage × 8 broadside guns.17,600 HE alpha × 60 ÷ 8 s base reload.24,800 AP alpha × 60 ÷ 8 s base reload.17,600 HE alpha × 60 ÷ 6 s installed Artillery reload.24,800 AP alpha × 60 ÷ 6 s installed Artillery reload.8 broadside HE shells × 60 ÷ 8 s reload × 12% fire chance.8 broadside HE shells × 60 ÷ 6 s reload × 12% fire chance.Decoded PAPT009_Mk_11 torpedo visibility field.1,100 m detectability ÷ (56 kt × 2.6 community game-speed factor).Decoded PAPT009_Mk_11 torpedo speed field.4 launchers × 3 tubes.2 side launchers × 3 tubes.40 medium-aura DPS + 13 near-aura DPS inside the near aura.max(3,100 m medium aura, 1,200 m near aura).Decoded AuraNear range.Decoded Omaha Hull B turning-circle field.Decoded Omaha Hull B visibility field.Decoded Omaha Hull B air-visibility field.Decoded Omaha Hull B smoke-firing visibility field.Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Decoded Legends GameParams.data
Client-localized Omaha biography and facts.
Above-average maximum movement speed for the tier/class.
Fast-firing main battery; installed Artillery upgrade can reduce reload from 8 s to 6 s.
Incoming high-caliber AP is more likely to overpenetrate Omaha’s light armor, though shells can still arm in some cases.
A high-speed scout cruiser carrying torpedo armament and relatively powerful artillery, with part of the guns placed in turrets. She was the first cruiser in the U.S. Navy to receive aircraft handling equipment.
Description and facts are from decoded client localization for PASC005. Trait labels/copy are mirrored from Greg’s in-game overview screenshot as UX reference.
First pass at the remaining lanes. These are separated from the clean player-facing stats so we can promote rows once their field labels are trustworthy.
Repairs incapacitations and stops damage-over-time effects.
0: crashCrew, 1: -1, 2: 60, 3: 5Increases guaranteed acquisition range of ships and torpedoes, including through smoke.
0: sonar, 1: 124, 2: 89, 3: False…Raw range fields match known sonar kilometers when divided by 30; keep marked as estimate until cross-ship validation is complete.
Launches a catapult fighter that follows the ship and attacks enemy aircraft.
0: 999, 1: 10, 2: 55, 3: fighter…Decoded from ShipAbilities and each selected consumable variant object. Some range/conversion labels remain marked as estimates until cross-ship validation is complete.
PAUH360_C4_HULL_STOCK_CONSOLE → PAUH361_C4_HULL_TOP_CONSOLE
| Field | Stock | Top |
|---|---|---|
| Hit points | 23100 | 26800 |
| Rudder shift | 9.8 s | 7.5 s |
| AA mounts | 4 | 12 |
PAUS360_C4_SUO_STOCK_CONSOLE → PAUS361_C4_SUO_TOP_CONSOLE
| Field | Stock | Top |
|---|---|---|
| Main battery range | 12160 m | 13376 m |
PAUA361_C4_ART_STOCK_CONSOLE → PAUA362_C4_ART_TOP_CONSOLE
| Field | Stock | Top |
|---|---|---|
| Decoded artillery entities | HP_AGM_10, HP_AGM_9, HP_AGM_8, HP_AGM_1, HP_AGM_3, HP_AGM_2, HP_AGM_5, HP_AGM_4, HP_AGM_7, HP_AGM_6 | HP_AGM_10, HP_AGM_9, HP_AGM_8, HP_AGM_1, HP_AGM_3, HP_AGM_2, HP_AGM_5, HP_AGM_4, HP_AGM_7, HP_AGM_6 |
| Base reload | 8 s | 8 s |
16.6% top hull84_unknown_visibility_field: 3.04, 85_smoke_firing_penalty_km: 5.15, 86_unknown_visibility_field: 20, 87_surface_detectability_km: 11.14…2_range_m: 12160, 3_dispersion_m: 134, 4_vertical_or_ballistic_parameter: 439, 6_sigma: 2…600 mparticles/NF_CC_boiler_explosion_post_death.xmlparticles/NF_CC_seething_bubbles_post_death.xmlparticles/NF_CC_death_explosion_of_art_cellar.xmlparticles/NF_CC_fuming_at_fault_post_death.xmlparticles/NF_CC_fire_death.xmlparticles/NF_L_foam_post_death.xmlparticles/NF_CC_water_fountains_post_death.xmlparticles/NF_CC_fuming_at_flooding_post_death.xmlparticles/NF_AA_death_catapult_ships.xmlparticles/NF_CC_fuming_post_fire.xmlTop-hull death/fire/flooding effect paths decoded from hull GameParams; useful for future richer client-data visualizations.
HE theoretical DPM: 198000; installed-upgrade observed reload DPM: 264000AP theoretical DPM: 279000; installed-upgrade observed reload DPM: 37200012 tubes · launcher parameter 97500Theoretical paper damage using decoded shell max damage, barrel count, and reload. It intentionally ignores accuracy, penetration, saturation, ricochet, and target armor. Uses the decoded torpedo projectile damage parameter; exact in-game damage semantics still need cross-ship/player-stat validation.
artillery: A1_152_53, B1_152_53artillery: B2_152_53engine: EngineDefaultatba: , airDefense: A_AirDefense, hull: A_Hull_1923, finders: AB_Finders…atba: , airDefense: B_AirDefense, hull: B_Hull_1938, finders: AB_Finders…fireControl: AB1_FireControlfireControl: AB2_FireControltorpedoes: A_Torpedoes, B_TorpedoesShip upgrade info: credit/price field 500000; XP/research field 24000.
0_max_damage: 2200, 2_penetration_or_overmatch_parameter: 25, 3_shell_type: HE, 5_ballistic_drag_candidate: 0.31…0_max_damage: 3100, 2_penetration_or_overmatch_parameter: 0, 3_shell_type: AP, 5_ballistic_drag_candidate: 0.32…2_raw_damage_parameter: 32500, 12_range_or_lifetime_parameter: 900, 36_speed_knots: 56, 43_visibility_or_wake_parameter: 1.92…0_continuous_damage: 40, 20_mount_points: HP_AGA_7, HP_AGA_8, HP_AGA_1, HP_AGA_2, HP_AGA_3, HP_AGA_4, HP_AGA_11, HP_AGA_12, 22_hit_probability_or_accuracy: 0.9, 28_range_m: 3100…0_continuous_damage: 13, 20_mount_points: HP_AGA_10, HP_AGA_9, HP_AGA_5, HP_AGA_6, 22_hit_probability_or_accuracy: 0.85, 28_range_m: 1200…Primary silhouettes now use ASC005_Omaha_1923 decoded mesh triangles: cleaned high-resolution top silhouette + full LOD side silhouette; splash/collision boxes are kept as an evidence overlay instead of driving the visible hull shape.
Top primary silhouette is rasterized from decoded high-resolution Stern/MidBack/MidFront/Bow mesh triangles; side silhouette uses the full cohesive decoded Full_lodShape4 triangle mesh so the visible yellow line hugs the light-blue mesh evidence. Both map z→length, with x→beam for top and y→height for side. Splash/collision boxes remain semantic evidence, not hull-shape rectangles. Side silhouette uses the full decoded mesh outline; top cutoff keeps the plan view to hull/deck geometry. Cutoff top y≤0.654, side y≤0.834; raw upperworks profile stays in evidence. Side silhouette is the full decoded mesh/evidence outline. Only terminal raster slivers and smooth magazine containment are repaired; coarse bow/citadel boxes are not unioned into the hull shape. Small deck/fitting guides are schematic; the filled outline is decoded mesh.
Stern/MidBack/MidFront/Bow high-res triangles for top; full LOD triangles for side; splash boxes evidence 1.28, 4.82, 11.33| Name | Kind | Min x/y/z | Max x/y/z |
|---|---|---|---|
| CM_SB_bow_1 | bow | -0.4, -0.2, 1.77 | 0.4, 0.6, 3.54 |
| CM_SB_bow_2 | bow | -0.25, -0.2, 3.54 | 0.25, 0.67, 4.78 |
| CM_SB_bow_3 | bow | -0.11, -0.16, 4.78 | 0.11, 0.71, 5.61 |
| CM_SB_bow_ammo1_1 | magazine | -0.25, -0.15, 3.47 | 0.25, 0.06, 3.97 |
| CM_SB_bow_ammo1_2 | magazine | -0.18, -0.15, 3.97 | 0.18, 0.08, 4.46 |
| CM_SB_cit_1 | citadel | -0.56, -0.16, -2.08 | 0.56, 0.32, 1.77 |
| CM_SB_engine1_1 | citadel | -0.4, -0.15, -2.08 | 0.4, 0.29, 1.52 |
| CM_SB_ruder1_1 | rudder | -0.06, 0.03, -5.39 | 0.06, 0.17, -5.06 |
| CM_SB_ruder1_2 | rudder | -0.14, 0.03, -5.06 | 0.14, 0.17, -4.75 |
| CM_SB_ss_1_1 | superstructure | -0.19, 0.74, 2.5 | 0.19, 1.26, 3.04 |
| CM_SB_ss_1_2 | superstructure | -0.4, 0.62, 3.04 | 0.4, 0.89, 3.54 |
| CM_SB_ss_1_3 | superstructure | -0.44, 0.59, 2.42 | 0.44, 0.74, 3.04 |
| CM_SB_ss_2_1 | superstructure | -0.11, 0.51, -1.03 | 0.11, 0.73, 1.67 |
| CM_SB_ss_3_1 | superstructure | -0.37, 0.3, -3.36 | 0.37, 0.68, -2.78 |
| CM_SB_ssc_1 | superstructure | -0.51, 0.33, -2.77 | 0.51, 0.49, 1.77 |
| CM_SB_stern_1 | stern | -0.29, -0.09, -4.75 | 0.29, 0.31, -3.89 |
| CM_SB_stern_2 | stern | -0.46, -0.14, -3.89 | 0.46, 0.29, -2.08 |
| CM_SB_stern_3 | stern | -0.15, -0, -5.55 | 0.15, 0.31, -4.74 |
| CM_SB_stern_ammo_1 | magazine | -0.14, -0.13, -3.92 | 0.14, 0.03, -2.81 |
Omaha is compared against decoded client rows with the same tier and archetype: lightcruiser. This keeps the comparison fairer than lumping heavy cruisers and battlecruisers into the same bucket.
Agano, Celebes, Chung King, Emerald, Emile Bertin, Galicia, Kirov, Konigsberg, Kotovsky, La Argentina, Raimondo Montecuccoli
Leader: Galicia · 27,800 HP. Peer average 25,816 HP.
Leader: Kirov · 14.15 km. Peer average 13.67 km.
Leader: Omaha · 7.0 s. Peer average 9.7 s.
Leader: Omaha · 226k. Peer average 121k.
Leader: Omaha · 318k. Peer average 171k.
Leader: Emile Bertin · 39.0 kt. Peer average 33.9 kt.
Leader: Raimondo Montecuccoli · 9.62 km. Peer average 10.98 km.
Leader: Agano · 12.51 km. Peer average 7.18 km.
| Ship | HP | Range km | Reload s | HE DPM | Speed | Detect |
|---|---|---|---|---|---|---|
| Agano | 25800 | 13.55 | 8.5 | 110k | 35 | 10.62 |
| Celebes | 26600 | 13.73 | 8.5 | 121k | 30.6 | 10.39 |
| Chung King | 22600 | 13.19 | 9.5 | 79k | 32.2 | 10.52 |
| Emerald | 27100 | 13.42 | 7 | 0k | 33 | 10.42 |
| Emile Bertin | 26500 | 13.78 | 12 | 99k | 39 | 11.6 |
| Galicia | 27800 | 13.59 | 9 | 117k | 33 | 10.52 |
| Kirov | 26200 | 14.15 | 13.5 | 100k | 35.5 | 12.42 |
| Konigsberg | 24300 | 13.99 | 8 | 114k | 32.5 | 11.57 |
| Kotovsky | 25700 | 14.05 | 9 | 114k | 35.5 | 11.94 |
| La Argentina | 23900 | 13.82 | 8.5 | 133k | 30 | 11.02 |
| Omaha | 26800 | 13.38 | 7 | 226k | 34 | 11.14 |
| Raimondo Montecuccoli | 26500 | 13.41 | 15.5 | 0k | 37 | 9.62 |
A cleaner ship-page style teaching card: what to fire, where to aim, and how to correct the next salvo.
Choose range and target angle to get a plain-English shell choice, aim point, and next-shot correction.
Teaching view: Omaha shooting Omaha. Peer targets can be added once their exact armor joins are generated.
At mid range, AP is still the first lesson against broadside Omaha armor, but target angle matters more.
HE can directly damage plates up to this thickness before modifiers; thicker plates need superstructure/deck-edge aim or fire chance.
A simple caliber/6 teaching threshold; if the plate path is much thinner, expect overpens or unreliable damage.
Omaha's guns cannot overmatch its own normal extremity plating, so angle beats AP.
Broadside Omaha exposes the highest-payoff AP teaching target around the waterline under the funnels.
When armor angle denies AP, this remains the safe HE aim point.
| Range | Angle | Shell | Outcome | Confidence |
|---|---|---|---|---|
| 5 km | Broadside | AP | AP citadel lesson | high |
| 5 km | Angled | HE | HE farm angle | medium |
| 5 km | Bow-in | HE | HE nose pressure | medium |
| 8 km | Broadside | AP | AP if broadside | medium |
| 8 km | Angled | HE | HE farm angle | medium |
| 8 km | Bow-in | HE | HE nose pressure | medium |
| 11 km | Broadside | AP | AP review | review |
| 11 km | Angled | HE | HE farm angle | medium |
| 11 km | Bow-in | HE | HE nose pressure | medium |
Use this as a three-gate checklist: 25 mm is the HE direct-damage gate, 25.3 mm is the rough AP arming gate, and 76 mm is the high-payoff belt/citadel lesson.
Turn the helper into a first-reticle decision instead of a wall of armor numbers: broadside gets AP low, angled gets HE high, bow-in gets patience plus HE chip damage.
The explicit swap trigger is angle closure: 152 mm AP cannot overmatch 25 mm Omaha extremity plating, so AP only stays attractive while a belt/citadel path is open.
At 5 km candidate AP pen is 145.8 mm, at 8 km it is 110 mm, and at 11 km it is 83 mm; confidence drops with range because the AP curve is still candidate-mode.
The helper now shows its receipts: decoded shell values, exact armor-zone joins, 36/36 matched armor groups, and a visibly labeled AP range model.
If the shell path only clips 10 mm superstructure or other very thin plates, AP can pass through too cleanly; use the 25.3 mm arming check as the warning label.
Repeated HE into the same bow/superstructure area can become a lower-value habit; the helper should nudge players to move aim across available thin zones or wait for AP angle.
When nose angle hides the belt and 25 mm bow plating makes AP unattractive, the deck-edge/superstructure fallback keeps damage attempts honest without pretending AP can force the nose.
The AP window is a timing problem: broadside plus waterline access to the 76 mm belt/citadel zone beats raw shell-type preference.
Use decisive language for decoded/direct gates, conditional language for AP falloff, and explicit caveats when the answer depends on player-observed salvo feedback.
A failed salvo should map to a diagnosis: too high, too angled, too thin, or too late. Each diagnosis has a next-shot correction.
Yes, but carefully: when AP citadel is denied, HE aim can still be framed around useful chip damage, fires, and possible module pressure rather than a fake citadel promise.
The loop is always the same: identify armor gate, choose shell, choose aim point, fire, then use salvo feedback to correct the next recommendation.
After mirror matchup, expand only to common/same-tier peers with decoded armor artifacts; do not let sandbox pairings contaminate default advice.
The helper graduates when shell gates, armor joins, range confidence, and copy caveats are all encoded as data rather than hard-coded Omaha prose.
| Range | Impact velocity | Candidate pen | Overmatch |
|---|---|---|---|
| 0.0 km | 914.0 m/s | 233.1 mm | 10 mm |
| 1.0 km | 853.9 m/s | 212.2 mm | 10 mm |
| 2.0 km | 797.7 m/s | 193.2 mm | 10 mm |
| 3.0 km | 745.2 m/s | 175.9 mm | 10 mm |
| 4.0 km | 696.2 m/s | 160.1 mm | 10 mm |
| 5.0 km | 650.4 m/s | 145.8 mm | 10 mm |
| 6.0 km | 607.6 m/s | 132.7 mm | 10 mm |
| 7.0 km | 567.7 m/s | 120.8 mm | 10 mm |
| 8.0 km | 530.3 m/s | 110.0 mm | 10 mm |
| 9.0 km | 495.4 m/s | 100.1 mm | 10 mm |
| 10.0 km | 462.8 m/s | 91.1 mm | 10 mm |
| 11.0 km | 432.4 m/s | 83.0 mm | 10 mm |
| 12.0 km | 404.0 m/s | 75.5 mm | 10 mm |
| 13.0 km | 377.4 m/s | 68.8 mm | 10 mm |
Five extra working panels that turn decoded client stats into player-facing decisions: salvo rhythm, torpedo ambushes, consumable timing, kiting envelope, and upgrade deltas.
unlimited charges · 60s reload · 5s active
2 charges · 180s reload · 90s active · 4.13 km ship detect
2 charges · 70s reload · 55s active
23,100 → 26,800; fire resistance 13.3% → 16.6%.
Main battery range 12.16 → 13.38 km.
Observed installed upgrade path: 8s → 6s.
Rudder shift 9.8s → 7.5s; turning circle 600 m.
Decoded armor overlay using Omaha GameParams thickness buckets aligned to the updated hull silhouette and package-region evidence.
Bow/stern armor thicknesses are now grounded in decoded GameParams material/layer entries plus hit-location names.
Sorted by thickness, then triangle count. These are exact .armor groups; names/tokens are inferred from geometry overlap and localized client armor vocabulary, with confidence scored from overlap/source evidence.
CIT_BELT · model 1 / material 61 · citadel · side. strong splash-box overlap; matched GameParams thickness; substantial triangle group
CIT_BELT · model 1 / material 59 · citadel · side. geometry-only fallback; matched GameParams thickness; small triangle group
CIT_BELT · model 1 / material 80 · citadel · side strip. geometry-only fallback; matched GameParams thickness; named decoded hit-location zone
SS_SIDE · model 1 / material 81 · hull · skin. geometry-only fallback; matched GameParams thickness
SS_SIDE · model 1 / material 108 · superstructure · skin. strong splash-box overlap; matched GameParams thickness; small triangle group
CIT_BELT · model 1 / material 64 · citadel · skin. strong splash-box overlap; matched GameParams thickness; small triangle group
CIT_BELT · model 1 / material 65 · citadel · side. geometry-only fallback; matched GameParams thickness; small triangle group
BOW_DECK · model 1 / material 109 · bow · deck. moderate splash-box overlap; matched GameParams thickness; named decoded hit-location zone
BOW_DECK · model 1 / material 107 · bow · deck. moderate splash-box overlap; matched GameParams thickness; named decoded hit-location zone
CIT_SIDE · model 1 / material 38 · citadel · skin. moderate splash-box overlap; matched GameParams thickness; small triangle group
Schematic armor control backed by decoded GameParams armor thickness dictionaries, Omaha splash boxes, and package geometry buffers. The drawing is approximate until material IDs are joined to rendered mesh faces. The main scene now uses the decoded Omaha mesh hull envelope and GameParams-derived aspect ratio from the hull visualization. Armor regions and exact .armor triangles are overlaid as data, not used as a placeholder hull outline.
Decoded GameParams armor: 38 material/layer entries per hull across A_Hull_1923, B_Hull_1938; non-zero thicknesses: 6, 10, 13, 15, 21, 25, 37, 38, 76 mm. Key encoding: (model_index << 16) | material_id.
Exact .armor plate join: 36/36 triangle groups matched to GameParams, 2068 exact armor triangles total. GameParams entries without drawn triangles: [1, 65605].
| derived zone | triangles | mm | avg confidence | localized plate names | tokens |
|---|---|---|---|---|---|
| Exact superstructure | 986 | 10, 37 | 0.63 | Side Plating | SS_SIDE |
| Exact fore- and aft-end | 268 | 10, 15, 21, 25 | 0.75 | Aft End Armor Belt, Aft End Plating, Bottom | ST_BELT, ST_BOTTOM, ST_CONSTRSIDE |
| Exact vital ship-part | 226 | 13, 15, 25, 37, 38, 76 | 0.76 | Citadel Armor Belt, Citadel Bottom, Citadel Plating | CIT_BELT, CIT_BOTTOM, CIT_SIDE |
| Exact fore- and aft-end | 202 | 10, 15, 25, 37 | 0.8 | Fore End Armor Belt, Fore End Deck, Fore End Plating | BOW_BELT, BOW_CONSTRSIDE, BOW_DECK |
| Exact internal | 12 | 6, 38 | 0.29 | Side Plating | SS_SIDE |
| mm | model | material | raw key |
|---|---|---|---|
| 76.0 | 1 | 61 | 65597 |
| 76.0 | 1 | 59 | 65595 |
| 38.0 | 1 | 81 | 65617 |
| 38.0 | 1 | 80 | 65616 |
| 37.0 | 1 | 109 | 65645 |
| 37.0 | 1 | 108 | 65644 |
| 37.0 | 1 | 107 | 65643 |
| 37.0 | 1 | 65 | 65601 |
| 37.0 | 1 | 64 | 65600 |
| 25.0 | 3 | 93 | 196701 |
| 25.0 | 2 | 48 | 131120 |
| 25.0 | 1 | 39 | 65575 |
| 25.0 | 1 | 38 | 65574 |
| 25.0 | 1 | 37 | 65573 |
| 21.0 | 1 | 83 | 65619 |
| 15.0 | 2 | 83 | 131155 |
| 15.0 | 1 | 92 | 65628 |
| 15.0 | 1 | 86 | 65622 |
| 15.0 | 1 | 69 | 65605 |
| 15.0 | 1 | 62 | 65598 |
| 15.0 | 1 | 47 | 65583 |
| 13.0 | 1 | 87 | 65623 |
| 10.0 | 1 | 94 | 65630 |
| 10.0 | 1 | 93 | 65629 |
Sorted thickest-first from content/GameParams.data from system_data.idx/system_data_0001.pkg. The colored plate layer is decoded from the exact .armor triangle stream. Names now use real localized armor tokens such as IDS_CIT_BELT / IDS_BOW_DECK where the geometry classifier can infer them; exact runtime shipArmorConfig parity is still a future capture/reverse step.
We now have Omaha hull armor thickness dictionaries from GameParams plus named hit-location/collision regions, but not the final runtime shipArmorConfig grouping/color payload or a verified per-face mesh transform that places every material ID on the rendered hull.
Map GameParams material IDs to decoded .armor/.geometry faces and named hit-location boxes; until that join is verified, the page should use exact decoded thickness values but keep the ship drawing labeled as approximate.
Decoded from the ship bar config. This looks like UI rectangle coordinates rather than combat stats, but it is useful evidence that per-ship client UI config exists.
{
"bottom": 3,
"left": 12,
"right": 13,
"top": 5
}Plaintext paths leaked by the Omaha package index, grouped by likely purpose so they can feed a cohesive ship page later.
ASC005_Omaha_1923.geometryASC005_Omaha_1923_Bow.geometryASC005_Omaha_1923_MidBack.geometryASC005_Omaha_1923_MidFront.geometryASC005_Omaha_1923_Stern.geometryASC005_Omaha_1923_a.ddsASC005_Omaha_1923_ao.ddsASC005_Omaha_1923_mg.ddsASC005_Omaha_1923_n.ddsAGM031_6in53_Mk16_Twin.geometryAGM031_6in53_Mk16_Twin_a.ddsAGM031_6in53_Mk16_Twin_ao.ddsAGM031_6in53_Mk16_Twin_dead.geometryAGM031_6in53_Mk16_Twin_dead_a.ddsAGM031_6in53_Mk16_Twin_dead_mg.ddsAGM031_6in53_Mk16_Twin_mg.ddsAGM031_6in53_Mk16_Twin_n.ddsAGS032_6in53_Mk13_Single.geometryAGS032_6in53_Mk13_Single_dead.geometryAC001_Catapult_1.geometryAC001_Catapult_1_a.ddsAC001_Catapult_1_mg.ddsAC001_Catapult_1_n.ddsAF052_Rangefinder_3_6m.geometryAM075.geometryAM092.geometryAM098_Sirena_a.ddsAM098_Sirena_mg.ddsAM098_Sirena_n.ddsAM109.geometryAM117_Girder_Crane_AM118_Must_Crane_a.ddsAM117_Girder_Crane_AM118_Must_Crane_mg.ddsAM117_Girder_Crane_AM118_Must_Crane_n.ddsAM130.geometryAM130_Acetilen_Cylinder_a.ddsAM130_Acetilen_Cylinder_mg.ddsAM181.geometryDecoded from camouflages.xml. Omaha matches the U.S. cruiser/destroyer/battleship ship group and inherits these shared camo blocks.
Recommended hero treatment: Dazzle tile III using Dazzle_tile_camo_03.dds. Eligible U.S. shared camouflage blocks resolved from camouflages.xml, shown as player-review cards instead of raw XML fragments.
USN albedo color tint
Black_gun_camo_01.ddsAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
IJN_tile_camo_01.ddsAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
IJN_tile_camo_02.ddsAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
Dazzle_tile_camo_03.ddsAmerican economic tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
Dazzle_tile_camo_04.dds| Pattern | Role | Schemes | Texture | Tags |
|---|---|---|---|---|
| Hull tint | utility tint | 1 | Black_gun_camo_01.dds | shared |
| Standard tile I | supporting candidate | 2 | IJN_tile_camo_01.dds | tile, shared |
| Standard tile II | supporting candidate | 2 | IJN_tile_camo_02.dds | tile, shared |
| Dazzle tile III | hero candidate | 2 | Dazzle_tile_camo_03.dds | tile, shared |
| Economic dazzle | supporting candidate | 2 | Dazzle_tile_camo_04.dds | economic, tile, shared |