Charting Tool
Pick any ship to chart its physics. Ballistics: AP penetration, impact velocity, flight time and impact angle versus range. Acceleration: the speed-vs-time curve from a stop at full throttle, with the time to 90% and full speed marked. Both are computed by numerical integration of the World of Warships models.
Charting
Apply a build modules, upgrades, commander — the curves update live
How AP damage is decided
An AP (or SAP) shell that hits the target runs three checks in sequence. Each one can stop the damage.
- Overmatch. If
caliber × 14.3is at least the armor thickness, the shell auto-penetrates regardless of impact angle. The 14.3 ratio is a hard game constant — no ship, commander, or upgrade changes it. The ladder above is the canonical Legends armor steps; the overmatch chip is your gun's threshold. - Ricochet. If the shell is not overmatched, impact angle decides whether it bounces. The ricochet chip shows the bounce band as min°–guaranteed° measured from the plate normal: at angles below the min the shell always bites, above the guaranteed it always bounces, and in between the bounce is probabilistic. Wider bands punish angled targets less; Yamato-class AP has 50°–65° instead of the usual 45°–60°.
- Fuse. Once the shell penetrates, it has to travel far enough inside the ship to arm and explode. The fuse chip shows the minimum armor thickness that triggers arming — below it the shell over-penetrates (passes through without doing citadel damage). IJN improved-AP fuse drops this threshold so AP arms against thinner plates than usual.
The chart's leftmost data point is at ~1.5 km, where drag has already shaved a small amount off muzzle velocity; the muzzle AP pen chip matches the in-game spec card "AP Pen Close" value (formula at v0, before drag). HE skips ricochet and fuse entirely — it uses a flat caliber-based pen and never bounces under normal hit geometry.
Search and pick a ship above to chart its shells.