- Fast for a Tier IV cruiser
- High broadside shell volume with reload upgrade
- Sonar utility starting in the early U.S. cruiser branch
- Torpedoes punish close pushes
Omaha
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.
Pick the route that matches why you came here
Same Omaha data, different front door. This prototype keeps the blocks modular so Playstyle, personal stats, community stats, and decoded game 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 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.
Playstyle + performance layer
Fast, fragile utility cruiser: win by kiting, cycling rapid HE/AP salvos, using Sonar defensively, and avoiding committed broadside trades.
- Light armor and exposed citadel punish mistakes
- Limited firing angles force risky broadside moments
- Low shell velocity makes long-range hits harder
- AA is modest despite Catapult Fighter access
- Reload upgrades materially change DPM feel
- Rudder/speed help open-water dodging
- Sonar value increases around smoke and torpedo lanes
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
What Omaha data can go live?
This turns the field-by-field lab map into a publishing checklist: normal stats, formula-backed cards, useful labeled estimates, and raw values that should stay hidden.
Ready for ship pages
Aura DPS, range, hit probability, mount points
AA stat rows + optional aura breakdown
Can appear on a normal ship page as a regular stat.Surface, air, smoke-firing detectability
Concealment stat block
Can appear on a normal ship page as a regular stat.DCP charges/reload/action time
Consumable cards
Can appear on a normal ship page as a regular stat.2 charges · 90s active · 4.13 km ship detect
Ship-page sonar card: show charges/reload/action as exact, and range as estimated acquisition radius.
Timing fields are direct decoded values; range stays labeled because current transform is raw ÷ 30 pending broader validation.Evidence + confidence High for charges/reload/action · High for /30 range conversion
- Ability
- PCY008_SonarSearch · ConsumableSonarSearch
- Raw state
- 0: sonar, 1: 124, 2: 89, 3: False…
- Direct fields
- charges 2 · reload 180s · active 90s
- Range transform
- raw ship 124.0 ÷ 30 = 4.13 km; raw torp 89.0 ÷ 30 = 2.97 km
- Formula scope
- ConsumableSonarSearch / ConsumableSuperSonarSearch variants; raw range fields use 30 m grid units.
- Source note
- Raw sonar ranges are 30 m grid units: ship km=state[1] ÷ 30, torpedo km=state[2] ÷ 30. This held across the local ConsumableSonarSearch variant sweep.
- The local PCY008/PCY040 sweep supports the ÷30 conversion across standard and high-frequency sonar variants.
- A screenshot can still improve exact UI wording, but the class-level transform is now promoted.
Alpha, DPM, fires/min, HE pen, AP overmatch, torp reaction time
Advanced formulas / comparison widgets
Usable when the card shows the formula/estimate context.Mounts, barrels, caliber, range, reload
Main battery stat block + module comparison
Can appear on a normal ship page as a regular stat.Sigma / max dispersion
Advanced gunnery/accuracy row
Usable when the card shows the formula/estimate context.Speed, rudder shift, turning circle, engine power
Maneuverability stat block
Can appear on a normal ship page as a regular stat.HE/AP damage, fire chance, velocity, HE penetration
Ammunition detail panel
Can appear on a normal ship page as a regular stat.HP / armor band
Stats card: Survivability + armor summary
Can appear on a normal ship page as a regular stat.Fire resistance
Advanced survivability detail
Usable when the card shows the formula/estimate context.Launchers, tubes, reload, speed, detectability
Torpedo stat block
Can appear on a normal ship page as a regular stat.11,733 dmg · 5.49 km · ~38s travel · ~8s spotted reaction
Ship-page torpedo card: damage, range, speed, detectability, max-range travel, and spotted reaction.
Damage/range/speed/detectability are decoded display values; travel time uses a WoWS arcade-speed conversion label, not real-world knots.Evidence + confidence High for damage/range/speed/detectability/reload · Medium for arcade travel-time helper
- Projectile
- PAPT009_Mk_11
- Displayed basis
- damage 11733 · range 5.49 km · speed 56 kt · detectability 1.1 km
- Damage formula
- raw 32500.0 ÷ 3 + 900.0 = 11733
- Range formula
- raw 183.0 × 30 m ÷ 1000 = 5.49 km
- Formula scope
- Torpedo projectile + TorpedoTube launcher GameParams classes; validated across local ship torpedo modules, not carrier air-dropped ordnance.
- Raw detectability fields
- 43_visibility_or_wake_parameter: 1.92, 44_detectability_km: 1.1, 45_detection_range_pair: 1.3, 1.9
- Travel helper
- range_m ÷ (speed_knots × 2.6 arcade-speed scalar); helper estimate, not a raw client display field
- The display formulas now match Omaha plus non-Omaha fixtures including Mutsu, Agano, ARP Nachi, and Mutsuki in the in-game data validation pass.
- Keep travel/reaction time labeled as a helper estimate because it uses the WoWS arcade-speed scalar, not a raw client tooltip field.
Useful with clear labels
These are not throwaways: they can ship as player-facing cards when the label says exactly what is direct, estimated, or candidate.
2 charges · PAAF021_F4B_float · 55s patrol
Ship-page fighter card: plane identity, squadron size, charges, action time, and reload.
Plane/charges/timing are stable field mappings; patrol-radius-style range remains candidate-labeled.Evidence + confidence High for charges/plane identity/timing · Medium for patrol-radius label
- Ability
- PCY004_Fighter · ConsumableFighter
- Plane
- PAAF021_F4B_float · squadron size 1
- Raw state
- 0: 999, 1: 10, 2: 55, 3: fighter…
- Field map
- charges state[9]=2 · reload state[17]=70s · action state[2]=55s
- Range candidate
- state[11] 166.6699981689453 ÷ 30 = 5.56 km
- Formula scope
- ConsumableFighter variants such as PCY004_Fighter and PCY038_FighterAuto; state[11] remains a radius-label candidate.
- Asset corroboration
- Catapult package refs include AC001_Catapult_1 geometry/textures on the Omaha page.
- Reload/action/plane fields are promoted across PCY004/PCY038-style ConsumableFighter variants.
- Keep state[11] candidate-labeled until we prove whether it is patrol, spotting, or engagement radius.
Hide from normal pages
Implementation notes sources, transforms, destinations
| Field | How to display it | Ship-page destination | Ship-page status |
|---|---|---|---|
| SurvivabilityHP + armor band | Integers with comma formatting; armor min/max as mm band; unique plate list stays expandable. | Stats card: Survivability + armor summary | Ready |
| SurvivabilityFire resistance | (1 - coefficient) × 100, rounded to 0.1%; show hull-specific values. | Advanced survivability detail | Formula |
| Main batteryMounts, barrels, caliber, range, reload | Meters → km; seconds as-is; preserve base vs installed/upgrade states. | Main battery stat block + module comparison | Ready |
| Main batterySigma + max dispersion | Promote sigma/dispersion as decoded values; keep target-class dispersion raw in lab. | Advanced gunnery/accuracy row | Formula |
| ShellsHE/AP damage, fire chance, velocity, HE penetration | Fire chance decimal → percent; HE pen = decoded field or floor(caliber ÷ 6). | Ammunition detail panel | Ready |
| ShellsAP penetration model inputs | Keep as labeled model inputs until cross-ship penetration curves are calibrated. | Lab-only ballistics / later advanced chart | Hide |
| TorpedoesLaunchers, tubes, reload, speed, detectability | Promote exact topology and speed/detectability; derive per-side salvo from launcher layout. | Torpedo stat block | Ready |
| TorpedoesDamage, range, detectability, travel time helper | Damage = projectile state[2] ÷ 3 + state[12]; range km = state[25] × 30 ÷ 1000; speed/detectability direct; travel time uses labeled 2.6 arcade-speed helper. | Ship-page torpedo card with damage/range/speed/detectability plus labeled max-range travel and spotted reaction. | Formula |
| AA defenseAura DPS, range, hit probability, mount points | Range m → km; DPS/hit probability as decoded; mount-point labels stay advanced. | AA stat rows + optional aura breakdown | Ready |
| MobilitySpeed, rudder shift, turning circle, engine power | Knots/seconds/meters/hp as direct display values; include stock/top hull deltas. | Maneuverability stat block | Ready |
| ConcealmentSurface, air, smoke-firing detectability | Direct km display rounded to 0.01; unknown visibility fields remain lab-only. | Concealment stat block | Ready |
| ConsumablesDCP charges/reload/action time | -1 charges → unlimited; reload/action seconds as direct values. | Consumable cards | Ready |
| ConsumablesSonar charges/reload/action time/ranges | Charges/reload/action direct; ship detection km = raw state[1] ÷ 30; torpedo detection km = raw state[2] ÷ 30. | Ship-page sonar card with exact timing and acquisition-radius label. | Formula |
| ConsumablesCatapult Fighter charges/plane/timing | Charges=state[9], squadron_size=state[7], plane_id=state[10], action_s=state[2], reload_s=state[17]; state[11] ÷ 30 is a patrol-radius candidate. | Ship-page fighter card with plane/charges/timing; candidate label for patrol-radius-style range. | Label |
| Derived formulasAlpha, DPM, fires/min, HE pen, AP overmatch, torp reaction time | Show formula note with every promoted derived value; mark formula-derived, not raw game data. | Advanced formulas / comparison widgets | Formula |
| Geometry/armorArmor plate mesh placement + projectile ballistics | Visual/lab rendering only until material-to-hitzone labels and ballistic curves are calibrated. | Noindex lab only for now | Hide |
Decode ledger
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 |
|---|---|---|
| Game data | gui/lobby/moduletree/PASC005.xml | 8 module nodes |
| Ship package | res_packages/T4_PASC005_Omaha_1923.idx | 37 package asset refs |
| In-game data source | 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 | 10 stat groups |
Omaha entity decode coverage
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.
AA mount resolution
16/16 AA mounts are now bound to decoded aura rows.
- 1 in Mk 2 Mod 2 AA gun8 mounts · 32 barrels/mount units · auras: medium
1 in · parents: B_AirDefense - 3 in/50 Mk 22 Mod 2 AA gun4 mounts · 4 barrels/mount units · auras: medium
3 in/50 · parents: A_AirDefense - Browning M2 Mod 2 AA gun4 mounts · 4 barrels/mount units · auras: near
Browning M2 / .50 cal family · parents: B_AirDefense
| Parent | Mounts | Barrels/units | Auras |
|---|---|---|---|
| A_AirDefense | 4 | 4 | AuraMedium |
| B_AirDefense | 12 | 36 | AuraMedium, AuraNear |
AA field map evidence
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.
Catapult field resolution
2 catapult attachments now use checksum-backed field names.
Catapult field map evidence
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.
unique nested asset families
- 6 in/53 Mk 13 Single gun mountgun_mount · 18 refs · resolved shared asset
AGS146_6in53_Mk13_Single.geometry · family_code: AGS146, role: gun_mount, basename: AGS146_6in53_Mk13_Single, bore_inches: 6… - 1 in Mk 2 Mod 2 AA gunaa_mount · 8 refs · resolved shared asset
AGA013_1in_Mk2_Mod2.geometry · family_code: AGA013, role: aa_gun, basename: AGA013_1in_Mk2_Mod2, bore_inches: 1… - 6 in/53 Mk 13 Single gun mountgun_mount · 6 refs · ship-local asset
AGS032_6in53_Mk13_Single.geometry · family_code: AGS032, role: gun_mount, basename: AGS032_6in53_Mk13_Single, bore_inches: 6… - 6 in/53 Mk 16 Twin main gungun_mount · 6 refs · ship-local asset
AGM031_6in53_Mk16_Twin.geometry · family_code: AGM031, role: main_gun, basename: AGM031_6in53_Mk16_Twin, bore_inches: 6… - 3 in/50 Mk 22 Mod 2 AA gunaa_mount · 4 refs · resolved shared asset
AGA016_3in50_Mk22_Mod2.geometry · family_code: AGA016, role: aa_gun, basename: AGA016_3in50_Mk22_Mod2, bore_inches: 3… - Browning M2 Mod 2 AA gunaa_mount · 4 refs · resolved shared asset
AGA055_Browning_M2_Mod2.geometry · family_code: AGA055, role: aa_gun, basename: AGA055_Browning_M2_Mod2, bore_label: Browning M2 / .50 cal family… - 21 in Torpedo Tubes Triple torpedo launchertorpedo_launcher · 4 refs · resolved shared asset
AGT042_21in_Torpedo_Tubes_Triple.geometry · family_code: AGT042, role: torpedo_launcher, basename: AGT042_21in_Torpedo_Tubes_Triple, bore_inches: 21… - 21 in Torpedo Tubes Twin torpedo launchertorpedo_launcher · 4 refs · resolved shared asset
AGT110_21in_Torpedo_Tubes_Twin.geometry · family_code: AGT110, role: torpedo_launcher, basename: AGT110_21in_Torpedo_Tubes_Twin, bore_inches: 21… - Medium AA auraaa_aura · 2 refs · decoded non-model entity
· - Catapult 1 Catapultsection_attachment · 2 refs · ship-local asset
AC001_Catapult_1.geometry · family_code: AC001, role: catapult, basename: AC001_Catapult_1 - Director Mk 7 Directorsection_attachment · 2 refs · resolved shared asset
AD054_Director_Mk7.geometry · family_code: AD054, role: director, basename: AD054_Director_Mk7, mark: Mk 7 - Rangefinder 3 6m Rangefindersection_attachment · 2 refs · ship-local asset
AF052_Rangefinder_3_6m.geometry · family_code: AF052, role: rangefinder, basename: AF052_Rangefinder_3_6m - Near AA auraaa_aura · 1 refs · decoded non-model entity
·
upgrade → module → nested graph
- Artillery: 152 mm/53 Mk13/Mk16PAUA361_C4_ART_STOCK_CONSOLE · stock/base
slot: artillery, module_id: A1_152_53, nested_counts: gun_mount: 10, slot: artillery, module_id: B1_152_53, nested_counts: gun_mount: 10 - Artillery: 152 mm/53 Mk13/Mk16PAUA362_C4_ART_TOP_CONSOLE · upgrade
slot: artillery, module_id: B2_152_53, nested_counts: gun_mount: 10 - Engine: 90,000 hpPAUE361_C4_ENG_STOCK_CONSOLE · stock/base
slot: engine, module_id: EngineDefault, nested_counts: - Omaha Hull APAUH360_C4_HULL_STOCK_CONSOLE · stock/base
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: 2 - Omaha Hull BPAUH361_C4_HULL_TOP_CONSOLE · upgrade
slot: 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: 2 - Targeting System: Mk4 mod. 1PAUS360_C4_SUO_STOCK_CONSOLE · stock/base
slot: fireControl, module_id: AB1_FireControl, nested_counts: - Targeting System: Mk4 mod. 2PAUS361_C4_SUO_TOP_CONSOLE · upgrade
slot: fireControl, module_id: AB2_FireControl, nested_counts: - Torpedoes: Mark 11PAUT362_C4_TORP_STOCK_CONSOLE · stock/base
slot: torpedoes, module_id: A_Torpedoes, nested_counts: torpedo_launcher: 4, slot: torpedoes, module_id: B_Torpedoes, nested_counts: torpedo_launcher: 4
consumable
- PCY001_CrashCrewConsumable
slot: 0, title: Damage Control Party, variant: CV_CA_CL, charges: unlimited… - PCY004_FighterConsumableFighter
slot: 2, title: Catapult Fighter, variant: PAY521_F4B_float_Cruiser_2, charges: 2… - PCY008_SonarSearchConsumableSonarSearch
slot: 1, title: Sonar, variant: C_5, charges: 2…
internal module
- A1_152_53Artillery
range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10 - AB1_FireControlFireControl
range_multiplier: 1, range_bonus_percent: 0, constructor_class: FireControl - AB2_FireControlFireControl
range_multiplier: 1.1, range_bonus_percent: 10, constructor_class: FireControl - AB_AirArmamentAirArmament
section_count: 2, sections: HP_AC_1, HP_AC_2 - AB_DirectorsSectionCollection
section_count: 2, sections: HP_AD_2, HP_AD_1 - AB_FindersSectionCollection
section_count: 2, sections: HP_AF_1, HP_AF_2 - A_AirDefenseAirDefense
mount_entities: 4, aura_entities: AuraMedium - A_Hull_1923Hull
hp: 23100, speed_knots: 34, rudder_shift_s: 9.8, turning_circle_m: 600… - A_TorpedoesTorpedoes
launcher_entities: 4, tubes_total: 8, reload_s: 44 - B1_152_53Artillery
range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10 - B2_152_53Artillery
range_m: 12160, dispersion_m: 134, sigma: 2, mount_entities: 10 - B_AirDefenseAirDefense
mount_entities: 12, aura_entities: AuraMedium, AuraNear - B_Hull_1938Hull
hp: 26800, speed_knots: 34, rudder_shift_s: 7.5, turning_circle_m: 600… - B_TorpedoesTorpedoes
launcher_entities: 4, tubes_total: 12, reload_s: 66 - BattleUpgradeInfoSectionCollection
section_count: 0, sections: - EngineDefaultEngine
engine_power_hp: 90000, logic_class: GameLogic.Engines.Omaha
ship
- PASC005_Omaha_1923Ship
tier: 4, class_key: lightcruiser, nation_hint: usastartcl, module_count: 16…
upgrade component
- PAUA361_C4_ART_STOCK_CONSOLEArtilleryUserComponent
label: Artillery: 152 mm/53 Mk13/Mk16, component_type: _Artillery, branch_position: stock/base, previous_id: … - PAUA362_C4_ART_TOP_CONSOLEArtilleryUserComponent
label: Artillery: 152 mm/53 Mk13/Mk16, component_type: _Artillery, branch_position: upgrade, previous_id: PAUA361_C4_ART_STOCK_CONSOLE… - PAUE361_C4_ENG_STOCK_CONSOLEUserComponent
label: Engine: 90,000 hp, component_type: _Engine, branch_position: stock/base, previous_id: … - PAUH360_C4_HULL_STOCK_CONSOLEHullUserComponent
label: Omaha Hull A, component_type: _Hull, branch_position: stock/base, previous_id: … - PAUH361_C4_HULL_TOP_CONSOLEHullUserComponent
label: Omaha Hull B, component_type: _Hull, branch_position: upgrade, previous_id: PAUH360_C4_HULL_STOCK_CONSOLE… - PAUS360_C4_SUO_STOCK_CONSOLEUserComponent
label: Targeting System: Mk4 mod. 1, component_type: _Suo, branch_position: stock/base, previous_id: … - PAUS361_C4_SUO_TOP_CONSOLEUserComponent
label: Targeting System: Mk4 mod. 2, component_type: _Suo, branch_position: upgrade, previous_id: PAUS360_C4_SUO_STOCK_CONSOLE… - PAUT362_C4_TORP_STOCK_CONSOLETorpedoesUserComponent
label: Torpedoes: Mark 11, component_type: _Torpedoes, branch_position: stock/base, previous_id: …
Nested hardpoint/entity instances
nested summary
| 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 |
model → package geometry crosswalk
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.
- Catapult 1 Catapultship-local asset · AC001_Catapult_1.geometry · 2 refs · 4 family 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.dds - Rangefinder 3 6m Rangefindership-local asset · AF052_Rangefinder_3_6m.geometry · 2 refs · 1 family assets
content/gameplay/usa/finder/AF052_Rangefinder_3_6m/AF052_Rangefinder_3_6m.model · packages: T4_PASC005_Omaha_1923.idx · assets: AF052_Rangefinder_3_6m.geometry - 6 in/53 Mk 16 Twin main gunship-local asset · AGM031_6in53_Mk16_Twin.geometry · 6 refs · 8 family assets
content/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.dds - 6 in/53 Mk 16 Twin main gunship-local asset · AGM031_6in53_Mk16_Twin_dead.geometry · 6 refs · 3 family assets
content/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.dds - 6 in/53 Mk 13 Single gun mountship-local asset · AGS032_6in53_Mk13_Single.geometry · 6 refs · 7 family assets
content/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.dds - 6 in/53 Mk 13 Single gun mountship-local asset · AGS032_6in53_Mk13_Single_dead.geometry · 6 refs · 3 family assets
content/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.geometry - Director Mk 7 Directorresolved shared asset · AD054_Director_Mk7.geometry · 2 refs · 4 family assets
content/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.dds - 1 in Mk 2 Mod 2 AA gunresolved shared asset · AGA013_1in_Mk2_Mod2.geometry · 8 refs · 7 family assets
content/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.geometry - 1 in Mk 2 Mod 2 AA gunresolved shared asset · AGA013_1in_Mk2_Mod2_dead.geometry · 8 refs · 3 family assets
content/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.dds - 3 in/50 Mk 22 Mod 2 AA gunresolved shared asset · AGA016_3in50_Mk22_Mod2.geometry · 4 refs · 7 family assets
content/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.geometry - 3 in/50 Mk 22 Mod 2 AA gunresolved shared asset · AGA016_3in50_Mk22_Mod2_dead.geometry · 4 refs · 3 family assets
content/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.dds - Browning M2 Mod 2 AA gunresolved shared asset · AGA055_Browning_M2_Mod2.geometry · 4 refs · 2 family assets
content/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.geometry - Browning M2 Mod 2 AA gunresolved shared asset · AGA055_Browning_M2_Mod2_dead.geometry · 4 refs · 1 family assets
content/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.geometry - 6 in/53 Mk 13 Single gun mountresolved shared asset · AGS146_6in53_Mk13_Single.geometry · 18 refs · 2 family assets
content/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.geometry - 6 in/53 Mk 13 Single gun mountresolved shared asset · AGS146_6in53_Mk13_Single_dead.geometry · 18 refs · 1 family assets
content/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.geometry - 21 in Torpedo Tubes Triple torpedo launcherresolved shared asset · AGT042_21in_Torpedo_Tubes_Triple.geometry · 4 refs · 8 family assets
content/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.dds - 21 in Torpedo Tubes Triple torpedo launcherresolved shared asset · AGT042_21in_Torpedo_Tubes_Triple_dead.geometry · 4 refs · 3 family assets
content/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.dds - 21 in Torpedo Tubes Twin torpedo launcherresolved shared asset · AGT110_21in_Torpedo_Tubes_Twin.geometry · 4 refs · 2 family assets
content/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.geometry - 21 in Torpedo Tubes Twin torpedo launcherresolved shared asset · AGT110_21in_Torpedo_Tubes_Twin_dead.geometry · 4 refs · 1 family assets
content/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.geometry
aa aura
- Medium AA auraAuraMedium · A_AirDefense · AirDefenseAura
asset_label: Medium AA aura, continuous_damage: 6, range_m: 3500, hit_probability: 0.9… - Medium AA auraAuraMedium · B_AirDefense · AirDefenseAura
asset_label: Medium AA aura, continuous_damage: 40, range_m: 3100, hit_probability: 0.9… - Near AA auraAuraNear · B_AirDefense · AirDefenseAura
asset_label: Near AA aura, continuous_damage: 13, range_m: 1200, hit_probability: 0.85…
aa mount
- 3 in/50 Mk 22 Mod 2 AA gunHP_AGA_1 · A_AirDefense · AntiAircraftGun
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… - 3 in/50 Mk 22 Mod 2 AA gunHP_AGA_2 · A_AirDefense · AntiAircraftGun
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… - 3 in/50 Mk 22 Mod 2 AA gunHP_AGA_3 · A_AirDefense · AntiAircraftGun
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… - 3 in/50 Mk 22 Mod 2 AA gunHP_AGA_4 · A_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_1 · B_AirDefense · AntiAircraftGun
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… - Browning M2 Mod 2 AA gunHP_AGA_10 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_11 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_12 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_2 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_3 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_4 · B_AirDefense · AntiAircraftGun
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… - Browning M2 Mod 2 AA gunHP_AGA_5 · B_AirDefense · AntiAircraftGun
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… - Browning M2 Mod 2 AA gunHP_AGA_6 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_7 · B_AirDefense · AntiAircraftGun
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… - 1 in Mk 2 Mod 2 AA gunHP_AGA_8 · B_AirDefense · AntiAircraftGun
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… - Browning M2 Mod 2 AA gunHP_AGA_9 · B_AirDefense · AntiAircraftGun
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…
gun mount
- 6 in/53 Mk 16 Twin main gunHP_AGM_1 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 16 Twin main gunHP_AGM_10 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_2 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_3 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_4 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_5 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_6 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_7 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_8 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_9 · A1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 16 Twin main gunHP_AGM_1 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 16 Twin main gunHP_AGM_10 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_2 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_3 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_4 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_5 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_6 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_7 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_8 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_9 · B1_152_53 · ArtilleryGun
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… - 6 in/53 Mk 16 Twin main gunHP_AGM_1 · B2_152_53 · ArtilleryGun
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… - 6 in/53 Mk 16 Twin main gunHP_AGM_10 · B2_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_2 · B2_152_53 · ArtilleryGun
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… - 6 in/53 Mk 13 Single gun mountHP_AGM_3 · B2_152_53 · ArtilleryGun
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.
section attachment
- Catapult 1 CatapultHP_AC_1 · AB_AirArmament · Catapult
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… - Catapult 1 CatapultHP_AC_2 · AB_AirArmament · Catapult
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… - Director Mk 7 DirectorHP_AD_1 · AB_Directors · ModelWithGunNode
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: - Director Mk 7 DirectorHP_AD_2 · AB_Directors · ModelWithGunNode
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: - Rangefinder 3 6m RangefinderHP_AF_1 · AB_Finders · ModelWithGunNode
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_1 - Rangefinder 3 6m RangefinderHP_AF_2 · AB_Finders · ModelWithGunNode
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_10
torpedo launcher
- 21 in Torpedo Tubes Twin torpedo launcherHP_AGT_1 · A_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Twin torpedo launcherHP_AGT_2 · A_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Twin torpedo launcherHP_AGT_3 · A_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Twin torpedo launcherHP_AGT_4 · A_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Triple torpedo launcherHP_AGT_1 · B_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Triple torpedo launcherHP_AGT_2 · B_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Triple torpedo launcherHP_AGT_3 · B_Torpedoes · TorpedoTube
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… - 21 in Torpedo Tubes Triple torpedo launcherHP_AGT_4 · B_Torpedoes · TorpedoTube
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…
Tech-tree branch
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.
Module / loadout tree
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.
Omaha module/loadout rail
Click any decoded module or ship unlock. The profile behind the rail uses the decoded Omaha side-hull mesh, not the old sketch silhouette.
Tree coverage
- 5 stock/basevisible first-row modules
- 3 upgradesresearchable/top modules
- 500000credit cost field
- 24000XP/research field
Decoded unlock edges
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_CONSOLE
Omaha specs
Per-category in-game stats decoded from the WoWs Legends client packages. Click any category on the left to swap the detail panel.
Game data summary
Survivability
Main Battery
Torpedoes
AA Defense
AA Defense — AA1
AA Defense — AA2
Maneuverability
Concealment
Consumables
Dimensions
Derived stats
Main battery formulas
Decoded artillery sigma field; appears in-game as Shell Grouping.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. Decoded from Artillery.state[3], which is a formula input rather than the displayed in-game dispersion.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. Vertical dispersion = horizontal × 0.5 (per-family v/h ratio, gun-unit state[37]). (family: Cruiser Disp.) Built on the approximate Max Horiz Disp above.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. Median horizontal dispersion = max × 0.30. Built on the approximate Max Horiz Disp above.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. Median vertical = median horizontal × 0.5 (per-family v/h ratio).Standard cruiser dispersion baseline. Identified from gun-unit state slots (g15=0.5, g37=0.5, g38=0.6, g39=0.2) — these four values are 100% consistent within each family in the OneDrive Dispersion Type Chart. See data/wows-legends-dispersion-families.json.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. firing_range_km (13.38) × DD/CL class baseline (8.7 m/km). Calibrated against 11 in-game data points across 4 nations and 3 classes; accurate to ±5% within class. Yamato (JP BB) is a -8% precision outlier.APPROXIMATE — the in-game dispersion formula is not yet fully reverse-engineered, so this figure is an estimate and can differ from the in-game value by 10-30%. Candidate max × 0.30 (median/max ratio, validated 6/7 ships).Krupp form: K(1772) * (m(47.6 kg) * v(914 m/s)^2)^0.69 * d(0.152 m)^-1.07 * 1e-7. Cross-validated against Omaha in-game (233.1 mm point-blank, exact match).Same krupp form with v decayed via v0 * exp(-(drag(0.3164)/4.65) * range_km) to 367.9 m/s at 13.38 km.floor(152 mm caliber / 6).floor(152 mm caliber / 14.3).Barrels that can bear on one beam (8 of 12); casemate/wing mounts only fire one side.180 degrees / 10 deg/s traverse speed.2200 HE damage x 8 broadside guns.3100 AP damage x 8 broadside guns.HE full-salvo alpha x 60 / base reload.AP full-salvo alpha x 60 / base reload.HE full-salvo alpha x 60 / installed Artillery reload.AP full-salvo alpha x 60 / installed Artillery reload.8 broadside guns x 60 / 8 s base reload.8 broadside guns x 60 / 7.2 s installed Artillery reload.8 HE shells x 60 / 8 s reload x 12% fire chance.8 HE shells x 60 / 7.2 s installed reload x 12% fire chance.Torpedoes
Decoded torpedo visibility field.detectability / (speed kt x 2.6 community game-speed factor).Decoded torpedo speed field.4 launchers x 3 tubes.tube count / 2 (symmetric launcher layout assumed; single-launcher ships train across).tube count x per-torpedo display damage (all torpedoes hitting).per-side salvo x per-torpedo display damage.AA defense
Total continuous AA damage across all auras on the stock hull (6 DPS). Hull B raises this to 53.Max aura range on the stock hull. Installing the hull upgrade shortens the longest aura (3.5 km to 3.1 km) but trades that reach for more AA mounts (4 to 12) and DPS (6 to 53), so AA gets much stronger overall even though this number drops.Decoded near-aura range.Ship handling / concealment
Decoded turning-circle field.Decoded surface visibility field.Decoded air visibility field.Decoded smoke-firing visibility field.Ammunition
Modules
Consumables

High-Explosive Shells
AmmunitionHE shells explode on contact with the surface. They have significant damage-dealing potential and high chances of causing fire or incapacitating modules.
Click any ammunition, module, or consumable slot to inspect details.
Install upgrades
Click any slot to open its picker, then install an option — the picker shows each option's full effect. Everything flows into the derived stats.
Overview tab prototype
Localized Omaha biography and facts.
Fast
Above-average maximum movement speed for the tier/class.
Reloader
Fast-firing main battery; installed Artillery upgrade can reduce reload from 8 s to 6 s.
Compromising
Incoming high-caliber AP is more likely to overpenetrate Omaha’s light armor, though shells can still arm in some cases.
Omaha
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 localization for Omaha. Trait labels/copy are mirrored from Greg’s in-game overview screenshot as UX reference.
More decoded game data
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.
Consumables
Repairs incapacitations and stops damage-over-time effects.
- chargesunlimited
- reload60 s
- duration5 s
raw variant fields
0: crashCrew, 1: -1, 2: 60, 3: 5Increases guaranteed acquisition range of ships and torpedoes, including through smoke.
- charges2
- reload180 s
- duration90 s
- ship detect4.13 km
- torp detect2.97 km
raw variant fields
0: sonar, 1: 124, 2: 89, 3: False…Raw sonar ranges are 30 m grid units: ship km=state[1] ÷ 30, torpedo km=state[2] ÷ 30. This held across the local ConsumableSonarSearch variant sweep.
Launches a catapult fighter that follows the ship and attacks enemy aircraft.
- charges2
- reload70 s
- duration55 s
- planePAAF021_F4B_float
raw variant fields
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.
Stock vs upgraded modules
Hull
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 |
| Close-range AA DPS | 6 | 53 |
| Maximum AA range | 3.5 km | 3.1 km |
Fire control
PAUS360_C4_SUO_STOCK_CONSOLE → PAUS361_C4_SUO_TOP_CONSOLE
| Field | Stock | Top |
|---|---|---|
| Main battery range | 12160 m | 13376 m |
Artillery
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 |
Upgrade / progression chain
- components8
- top modules3
- credit cost500000
- XP/research24000
- next shipsPASC012_Pensacola_1944
- Artillery: 152 mm/53 Mk13/Mk16_Artillery · replaces Artillery: 152 mm/53 Mk13/Mk16
artillery: B2_152_53 - Omaha Hull B_Hull · replaces Omaha Hull A · unlocks PASC012_Pensacola_1944
atba: , airDefense: B_AirDefense, hull: B_Hull_1938, finders: AB_Finders… - Targeting System: Mk4 mod. 2_Suo · replaces Targeting System: Mk4 mod. 1
fireControl: AB2_FireControl
Decoded from ShipUpgradeInfo.state[6]. Components with previous_id are the researchable/top modules; HullUserComponent.next_ship_ids carries the next tech-tree ship unlock when present.
Interpreted candidates
- Fire resistanceDerived from decoded hull damage coefficient.
16.6% top hull - Torpedo protectionDecoded from Hull.state[40][0] against the 0.333 no-protection baseline.
0% top hull - ConcealmentSurface/air/smoke values promoted once labels are proven.
81_guaranteed_detection_km: 2, 82_torpedo_guaranteed_detection_km: 3, 84_gun_firing_visibility_bonus_km: 3.04, 85_smoke_firing_penalty_km: 5.15… - Dispersion modelSigma and max-dispersion are decoded; full dispersion curve still needs mapping.
2_range_m: 12160, 3_dispersion_m: 134, 4_vertical_or_ballistic_parameter: 439, 6_sigma: 2… - Turning circleDecoded hull maneuvering field.
600 m
Secondary battery / ATBA
- No decoded ATBA moduleNo ATBA/secondary battery module decoded for this ship.
ATBA / secondary battery. Secondary rows are being decoded as the next in-game data section.
Hull visual effects
- boiler explosion after deathfield 7
particles/NF_CC_boiler_explosion_post_death.xml - seething bubbles after deathfield 15
particles/NF_CC_seething_bubbles_post_death.xml - artillery cellar death explosionfield 16
particles/NF_CC_death_explosion_of_art_cellar.xml - fault smoke after deathfield 17
particles/NF_CC_fuming_at_fault_post_death.xml - fire deathfield 18
particles/NF_CC_fire_death.xml - large foam after deathfield 19
particles/NF_L_foam_post_death.xml - water fountains after deathfield 20
particles/NF_CC_water_fountains_post_death.xml - flooding smoke after deathfield 21
particles/NF_CC_fuming_at_flooding_post_death.xml - AA death for catapult shipsfield 23
particles/NF_AA_death_catapult_ships.xml - post-fire smokefield 24
particles/NF_CC_fuming_post_fire.xml
Top-hull death/fire/flooding effect paths from in-game hull data; useful for future richer WoWS Legends Data Lab visualizations.
Derived combat math
- HE full salvo17600
HE theoretical DPM: 132000; installed-upgrade observed reload DPM: 176000 - AP full salvo24800
AP theoretical DPM: 186000; installed-upgrade observed reload DPM: 248000 - Torpedo spread parameter390000
12 tubes · launcher parameter 97500
Theoretical paper damage using decoded shell max damage, broadside gun count, and reload. It intentionally ignores accuracy, penetration, saturation, ricochet, and target armor. Display torpedo damage uses the reusable projectile state[2] / 3 + state[12] formula; raw parameter spread values are retained for audit. Travel/reaction times remain helper estimates.
Module component map
- Artillery: 152 mm/53 Mk13/Mk16ArtilleryUserComponent · replaces nothing
artillery: A1_152_53, B1_152_53 - Artillery: 152 mm/53 Mk13/Mk16ArtilleryUserComponent · replaces Artillery: 152 mm/53 Mk13/Mk16
artillery: B2_152_53 - Engine: 90,000 hpUserComponent · replaces nothing
engine: EngineDefault - Omaha Hull AHullUserComponent · replaces nothing
atba: , airDefense: A_AirDefense, hull: A_Hull_1923, finders: AB_Finders… - Omaha Hull BHullUserComponent · replaces Omaha Hull A
atba: , airDefense: B_AirDefense, hull: B_Hull_1938, finders: AB_Finders… - Targeting System: Mk4 mod. 1UserComponent · replaces nothing
fireControl: AB1_FireControl - Targeting System: Mk4 mod. 2UserComponent · replaces Targeting System: Mk4 mod. 1
fireControl: AB2_FireControl - Torpedoes: Mark 11TorpedoesUserComponent · replaces nothing
torpedoes: A_Torpedoes, B_Torpedoes
Ship upgrade info: credit/price field 500000; XP/research field 24000.
Projectile / AA raw detail
- Shells
- HE shellPAPA030_Shell_152mm_HE_HC_Mark_34_Mod_1
0_max_damage: 2200, 2_penetration_or_overmatch_parameter: 25, 3_shell_type: HE, 5_ballistic_drag_candidate: 0.31… - AP shellPAPA061_SHELL_152MM_AP_SC_MK_27_MOD_5
0_max_damage: 3100, 2_penetration_or_overmatch_parameter: 0, 3_shell_type: AP, 5_ballistic_drag_candidate: 0.32…
- Torpedoes
- Selected torpedo fieldsPAPT009_Mk_11
2_raw_damage_parameter: 32500, 12_damage_addend_parameter: 900, 25_display_range_parameter: 183, 36_speed_knots: 56…
- AA auras
- AuraMediummedium · 3100 m · 40 DPS
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… - AuraNearnear · 1200 m · 13 DPS
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…
Catapult, exterior, and matchmaker playground
Visual landing spot for the latest slices on the Omaha test page: surface-ship air sections, battle-tier mode controls, and exterior/camo handoff.
AB_AirArmament
Surface-ship air lane: Omaha exposes catapult/air-section geometry, not carrier payload aircraft. The same decoder feeds the carrier payload cards on CV rows.
- HP_AC_1Catapult
orientation 90.0°; rotate 10.0s - HP_AC_2Catapult
orientation -90.0°; rotate 3.0s
Payload decoder parked here
Surface-ship air lane: Omaha exposes catapult/air-section geometry, not carrier payload aircraft. The same decoder feeds the carrier payload cards on CV rows.
For Omaha this intentionally stays a handoff card instead of inventing carrier aircraft. The sheet-wide decoder already found payload rows on carrier ships.Battle tier window
ARCADE:4-5; COOPERATIVE:4-5; PVP:4-5
Decoded from ship-level exterior and battle-tier fields; empty exterior IDs usually mean the ship uses default paint/camo handling rather than a permanent-premium exterior.default theme
Default paint path; no permanent exterior ID on Omaha
default exterior: —Omaha systems doodle board
Ten small page-visible controls built from decoded Omaha GameParams. These are intentionally chunky prototypes: enough interaction to decide which become real ship-page widgets later.
Survivability coefficients
Fire resistance: stock 13.3% → top 16.6%. Torpedo protection: 0% from Hull.state[40][0].
Armor thickness ladder
9 unique non-zero armor buckets, max 76.0 mm.
Shell inspector
HE 2200 dmg / 12% fire; AP 3100 dmg.
Click a shell.Dispersion target classes
Sigma 2; max horizontal dispersion m at 12160 m max range.
Torpedo reaction window
12 tubes · 56 kt · detect 1.1 km.
AA aura rings
12 decoded AA mount points across 2 auras.
Maneuver envelope
Rudder 9.8s → 7.5s; turning circle 600 m.
Concealment stack
Air 6.68 km · smoke bloom 5.15 km · surface 11.14 km.
Dimensions silhouette
169.3 m length · 16.85 m beam · 20 m height.
Hull FX switchboard
particles/NF_CC_boiler_explosion_post_death.xmlHull geometry draw probe
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.
Omaha hull silhouette
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, 11.33Decoded top mesh envelope
Decoded side mesh envelope
Show decoded evidence mesh vertices + splash boxes
Mesh top evidence
Splash/region box evidence
Mesh side evidence
Full upperworks side evidence
Splash/region side evidence
Decoded splash/region box bounds 19 rows
| 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 |
Shell + aim helper
What to fire, where to aim, and how to correct the next salvo against the default Omaha mirror target.
Omaha shell choice trainer
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.
If that shot disappoints
- If salvos overpen, aim slightly lower into belt/citadel volume.
- If the target starts turning out, swap to HE for the next salvo.
Why this recommendation
- Candidate AP pen at 8 km: 110 mm.
- Citadel zone includes 76 mm exact plates.
- 152 mm AP rough arming check is 25.3 mm.
- Broadside exposes the only clean path to vitals in this first-pass model.
Why the recommendation changes
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.
Aim zones that matter
Show all range × angle outcomes
| 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 |
Practical aiming lessons
Armor gate ladder
Which armor number changes the shell choice?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.
- If target plate is ≤ 25 mm, HE has a clean direct-damage path.
- If the AP path is much thinner than 25.3 mm, expect overpens or low-value hits.
- If broadside exposes 76 mm citadel protection, AP becomes the teaching shell.
Aim-point cheat sheet
Where should the reticle start?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.
- Broadside: AP at the waterline under funnels / machinery volume.
- Angled: HE at upper hull and superstructure; do not feed the belt.
- Bow-in: HE at bow/deck edges and superstructure until the side opens.
Shell-swap triggers
When do we stop forcing AP?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.
- Swap AP → HE when the target points bow/stern or sharply angles.
- Swap HE → AP when the turn exposes flat belt below the funnels.
- Stay HE if repeated AP salvos overpen or land only on thin superstructure.
Range confidence band
How hard should the helper speak?AP is strongest up close: about 145.8 mm at 5 km, 110 mm at 8 km, and 83 mm at 11 km. The farther the shot, the more the card should prefer safer HE unless the broadside is clean.
- 5 km: speak confidently when broadside is exposed.
- 8 km: keep the recommendation conditional on angle and salvo results.
- 11 km: mark AP as review and bias to HE if the target is not clean broadside.
Evidence receipt
Why should we trust this recommendation?Keep the player-facing receipt simple: shell damage rules, armor zones, and range estimate are available, but the main card should still answer what to fire and where to aim first.
- Shell values come from the game data, but the card should summarize them as practical damage rules.
- Armor zones should be shown as aiming areas, not raw plate archaeology.
- Keep detailed AP estimates behind method notes until cross-ship/player calibration.
Overpen warning lane
Why did a good AP aim still feel weak?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.
- If AP lands high and shows weak damage, lower the next salvo toward belt volume.
- If the target is angled and only thin surfaces are available, switch to HE.
- Treat overpen feedback as a reticle correction, not just bad luck.
Saturation caution
When does HE farming slow down?Repeated HE into the same bow or superstructure area can lose value. Keep pressure on, but move the reticle across fresh thin zones and be ready to switch back to AP when the side opens.
- Start HE on superstructure/upper hull when angle denies AP.
- Shift aim if the same section stops producing meaningful damage.
- Watch for turn-out moments that reopen AP instead of autopiloting HE.
Deck-edge fallback
What if bow and belt are both bad targets?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.
- Do not shoot AP straight through the nose in this mirror lesson.
- Place HE around deck edges, bow shoulders, and superstructure.
- Hold the AP swap until the target rotates enough to expose side plating.
Citadel-window timing
When is the AP window actually open?The AP window is a timing problem: broadside plus waterline access to the 76 mm belt/citadel zone beats raw shell-type preference.
- Pre-aim where the target will be when the hull finishes turning.
- Fire AP when funnels/machinery space goes flat, not after the angle closes again.
- If only stern/bow angle remains, bank the reload into HE or hold fire briefly.
Confidence copy contract
What wording should the UI use?The card should sound confident when the game data is direct, and practical when the shot depends on angle: fire this shell, aim here, then adjust if the salvo feedback says the angle changed.
- Say 'HE can pen' for decoded HE penetration gates.
- Say 'estimated AP pen' for range falloff until calibrated.
- Say 'try/swap/hold' when angle and salvo feedback decide the next shot.
Bad-shot diagnosis
What should the helper teach after a failed salvo?A failed salvo should map to a diagnosis: too high, too angled, too thin, or too late. Each diagnosis has a next-shot correction.
- Too high: lower AP toward belt/citadel volume.
- Too angled: swap to HE upper hull/superstructure.
- Too late: wait for the next turn instead of chasing closed armor.
Module disable hint
Can the helper teach non-citadel value?Yes. When AP citadel shots are closed, HE still gives useful damage, fire chance, and possible module pressure. Present that as solid fallback value, not as a guaranteed knockout.
- Do not overpromise module disables from armor data alone.
- Frame HE as safe pressure when AP geometry is bad.
- Keep module language as a hint until module-hit behavior is proven.
Mirror-match teaching loop
How does this become a reusable lesson?The loop is always the same: identify armor gate, choose shell, choose aim point, fire, then use salvo feedback to correct the next recommendation.
- Gate: HE pen, AP arming, overmatch, citadel belt.
- Decision: AP low when broadside, HE high when angled.
- Feedback: overpen, shatter, ricochet, fire, penetration, citadel.
Same-tier expansion rule
Which target comes after mirror?After Omaha-vs-Omaha, the next real-page step is common same-tier targets. Keep the default matchup realistic so players do not learn advice from battles they will not actually see.
- Default to mirror because it is always valid and self-contained.
- Next add same-tier/common-matchmaking targets with the same aiming-zone coverage.
- Keep unusual training matchups opt-in and clearly labeled.
Promotion checklist
What must be true before this graduates?This is ready for broader ship pages when the same shell choice, aim point, range confidence, and fallback advice can be generated for more common targets.
- Generate the same advice for at least one more common cruiser target.
- Add safety checks for impossible AP/HE claims and missing range guidance.
- Keep caveats readable without making the card feel like a lab notebook.
Why Omaha AP fades
Why does the same shell feel different by range?Omaha AP starts hot — 152 mm shells at 914 m/s with Krupp 1772 — but drag bleeds speed, so the penetration budget falls from 145.8 mm at 5 km to 110 mm at 8 km and 83 mm at 11 km. Translation: AP is a close/mid-range broadside tool, not a long-range habit.
- 5 km: AP has enough bite to punish a flat Omaha belt/citadel shot; aim low under the funnels.
- 8 km: AP still works, but only if the side is open; otherwise HE is the safer reload.
- 11 km: AP is mostly a clean-broadside test; use HE when the target is angled or turning away.
How range guidance works method note
| Range | Impact velocity | Estimated AP bite | 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 |
How to read this card
- AP range estimates are shown as guidance, not a promise of exact in-match penetration.
- Armor-zone labels are simplified for aiming decisions; advanced plate detail stays behind the method notes.
- This teaching card covers Omaha shooting Omaha; broader ship pages should add common same-tier targets.
Omaha decision lab
Five extra working panels that turn decoded decoded stats into player-facing decisions: salvo rhythm, torpedo ambushes, consumable timing, kiting envelope, and upgrade deltas.
Salvo rhythm
Torpedo ambush
- 12 tubes
- 56 kt fish
- 1.1 km detection
Consumable rhythm
unlimited charges · 60s reload · 5s active
2 charges · 180s reload · 90s active · 4.13 km ship detect
2 charges · 70s reload · 55s active
Kiting envelope
Upgrade deltas
23,100 → 26,800; fire resistance 13.3% → 16.6%.
Main battery range 12.16 → 13.38 km.
Observed installed upgrade path: 8s → 7s.
Rudder shift 9.8s → 7.5s; turning circle 600 m.
Armor viewer prototype
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.
Thickest decoded plate groups
Sorted by thickness, then triangle count. These are exact .armor groups; names/tokens are inferred from geometry overlap and localized armor vocabulary, with confidence scored from overlap/source evidence.
76 mm Citadel Armor Belt
- key
- 65597
- tri
- 72
- score
- 0.98
- bucket
- 76
- overlap
- 1.0
- source
- CM_SB_cit_1
CIT_BELT · model 1 / material 61 · citadel · side. strong splash-box overlap; matched GameParams thickness; substantial triangle group
76 mm Citadel Armor Belt
- key
- 65595
- tri
- 8
- score
- 0.44
- bucket
- 76
- overlap
- 0.0
- source
- derived-geometry
CIT_BELT · model 1 / material 59 · citadel · side. geometry-only fallback; matched GameParams thickness; small triangle group
38 mm Citadel Armor Belt
- key
- 65616
- tri
- 6
- score
- 0.38
- bucket
- 37–38
- overlap
- 0.0
- source
- derived-geometry
CIT_BELT · model 1 / material 80 · citadel · side strip. geometry-only fallback; matched GameParams thickness; named decoded hit-location zone
38 mm Side Plating
- key
- 65617
- tri
- 4
- score
- 0.26
- bucket
- 37–38
- overlap
- 0.0
- source
- derived-geometry
SS_SIDE · model 1 / material 81 · hull · skin. geometry-only fallback; matched GameParams thickness
37 mm Side Plating
- key
- 65644
- tri
- 18
- score
- 0.92
- bucket
- 37–38
- overlap
- 1.0
- source
- CM_SB_ss_1_3
SS_SIDE · model 1 / material 108 · superstructure · skin. strong splash-box overlap; matched GameParams thickness; small triangle group
37 mm Citadel Armor Belt
- key
- 65600
- tri
- 12
- score
- 0.96
- bucket
- 37–38
- overlap
- 1.0
- source
- CM_SB_cit_1
CIT_BELT · model 1 / material 64 · citadel · skin. strong splash-box overlap; matched GameParams thickness; small triangle group
37 mm Citadel Armor Belt
- key
- 65601
- tri
- 8
- score
- 0.44
- bucket
- 37–38
- overlap
- 0.0
- source
- derived-geometry
CIT_BELT · model 1 / material 65 · citadel · side. geometry-only fallback; matched GameParams thickness; small triangle group
37 mm Fore End Deck
- key
- 65645
- tri
- 7
- score
- 0.72
- bucket
- 37–38
- overlap
- 0.3
- source
- CM_SB_bow_1
BOW_DECK · model 1 / material 109 · bow · deck. moderate splash-box overlap; matched GameParams thickness; named decoded hit-location zone
37 mm Fore End Deck
- key
- 65643
- tri
- 7
- score
- 0.72
- bucket
- 37–38
- overlap
- 0.3
- source
- CM_SB_bow_1
BOW_DECK · model 1 / material 107 · bow · deck. moderate splash-box overlap; matched GameParams thickness; named decoded hit-location zone
25 mm Citadel Plating
- key
- 65574
- tri
- 16
- score
- 0.78
- bucket
- 21–25
- overlap
- 0.464
- source
- CM_SB_cit_1
CIT_SIDE · model 1 / material 38 · citadel · skin. moderate splash-box overlap; matched GameParams thickness; small triangle group
Clickable visual zones
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.
Can we draw this exactly?
In-game armor model: 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 decoded armor material entries 31 non-zero
Exact .armor plate join: 36/36 triangle groups matched to in-game data, 2068 exact armor triangles total. In-game armor 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.
Package asset references
Plaintext paths leaked by the Omaha package index, grouped by likely purpose so they can feed a cohesive ship page later.
Ship hull geometry 5 refs
- geometry
ASC005_Omaha_1923.geometry - geometry
ASC005_Omaha_1923_Bow.geometry - geometry
ASC005_Omaha_1923_MidBack.geometry - geometry
ASC005_Omaha_1923_MidFront.geometry - geometry
ASC005_Omaha_1923_Stern.geometry
Ship hull textures 4 refs
- texture
ASC005_Omaha_1923_a.dds - texture
ASC005_Omaha_1923_ao.dds - texture
ASC005_Omaha_1923_mg.dds - texture
ASC005_Omaha_1923_n.dds
Main gun mounts 10 refs
- geometry
AGM031_6in53_Mk16_Twin.geometry - texture
AGM031_6in53_Mk16_Twin_a.dds - texture
AGM031_6in53_Mk16_Twin_ao.dds - geometry
AGM031_6in53_Mk16_Twin_dead.geometry - texture
AGM031_6in53_Mk16_Twin_dead_a.dds - texture
AGM031_6in53_Mk16_Twin_dead_mg.dds - texture
AGM031_6in53_Mk16_Twin_mg.dds - texture
AGM031_6in53_Mk16_Twin_n.dds - geometry
AGS032_6in53_Mk13_Single.geometry - geometry
AGS032_6in53_Mk13_Single_dead.geometry
Catapult aircraft equipment 4 refs
- geometry
AC001_Catapult_1.geometry - texture
AC001_Catapult_1_a.dds - texture
AC001_Catapult_1_mg.dds - texture
AC001_Catapult_1_n.dds
Rangefinders / fire-control fittings 1 refs
- geometry
AF052_Rangefinder_3_6m.geometry
Deck fittings / miscellaneous models 13 refs
- geometry
AM075.geometry - geometry
AM092.geometry - texture
AM098_Sirena_a.dds - texture
AM098_Sirena_mg.dds - texture
AM098_Sirena_n.dds - geometry
AM109.geometry - texture
AM117_Girder_Crane_AM118_Must_Crane_a.dds - texture
AM117_Girder_Crane_AM118_Must_Crane_mg.dds - texture
AM117_Girder_Crane_AM118_Must_Crane_n.dds - geometry
AM130.geometry - texture
AM130_Acetilen_Cylinder_a.dds - texture
AM130_Acetilen_Cylinder_mg.dds - geometry
AM181.geometry
Camouflage references
Decoded from camouflages.xml. Omaha matches the U.S. cruiser/destroyer/battleship ship group and inherits these shared camo blocks.
Omaha paint locker
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.
Hull tint
camo_color_tintUSN albedo color tint
- Texture
Black_gun_camo_01.dds- Ship groups
- USN_group_1, USN_group_2, USN_group_3, SP_group_3, USN_group_4, USN_group_5
- UV sections
- DeckHouse, Tile, Gun, Director, Plane, Float, Misc, Bulge
- Tiled
- true
Standard tile I
camo_1_tileAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
- Texture
IJN_tile_camo_01.dds- Ship groups
- USN_group_1, USN_group_0
- UV sections
- DeckHouse, Tile, Gun, Director, Plane, Float, Misc, Bulge
- Tiled
- true
Standard tile II
camo_2_tileAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
- Texture
IJN_tile_camo_02.dds- Ship groups
- USN_group_1, USN_group_0
- UV sections
- DeckHouse, Tile, Gun, Director, Plane, Float, Misc, Bulge
- Tiled
- true
Dazzle tile III
camo_3_tileAmerican tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
- Texture
Dazzle_tile_camo_03.dds- Ship groups
- USN_group_1, USN_group_0
- UV sections
- DeckHouse, Tile, Gun, Director, Plane, Float, Misc, Bulge
- Tiled
- true
Economic dazzle
camo_economic_tileAmerican economic tile camouflage block for the ships with a texture 2048*2048, 4096*4096, 4096*4096+2048*2048
- Texture
Dazzle_tile_camo_04.dds- Ship groups
- USN_group_1, USN_group_0
- UV sections
- DeckHouse, Tile, Gun, Director, Plane, Float, Misc, Bulge
- Tiled
- true
Candidate matrix
| 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 |
Decoded camouflage evidence 5 blocks from camouflages.xml
- camo_color_tintcontent/gameplay/common/camouflage/textures/Black_gun_camo_01.dds
- camo_1_tilecontent/gameplay/common/camouflage/textures/IJN_tile_camo_01.dds
- camo_2_tilecontent/gameplay/common/camouflage/textures/IJN_tile_camo_02.dds
- camo_3_tilecontent/gameplay/common/camouflage/textures/Dazzle_tile_camo_03.dds
- camo_economic_tilecontent/gameplay/common/camouflage/textures/Dazzle_tile_camo_04.dds