Hello,

After a particularly frustrating round as arty where it felt like all my shots were missing, I decided to do a few calculations. Using the in game range indicator i found that some of my shells were missing by as much as 10-11 meters at ranges of around 700 meters. Which really doesn't add up with a dispersion of 0.63 (Crusader SP). Now my first inclination was that due to the high arc the flight path might be long enough to cause this deviation. However, this would imply a flight path of around 1.5 kilometers, which is impossible since the impact angle is quite shallow. My next step was to assume that the aiming circle was a projection of a hypothetical circle which is placed at an angle equal to the impact angle, and then projected unto the ground. The dispersion given in the game is then based upon this hypothetical circle (Many of you might already know this). Using a bit of trigonometry I calculated what the actual dispersion is, i.e. what is the dispersion values of the projected aiming circle? And the numbers are quite shocking. First of all, a few approximations:

1. The angle at which the shell exits the gun barrel is equal to the angle of impact.

2. WG have no extra hidden stats affecting fully aimed shots from a still position.

3. There is no elevation difference between firing position and the target.

and finally the big one

4. The Shell travel distance doesn't impact the final dispersion values, i.e. the beeline distance to the target is the distance used to calculate final maximum deviation not distance of the shell travel arc. This would affect the results a bit, but not so much that we cannot use this approximation, just keep in mind that dispersion values for high arcing shells are a bit lower than what they otherwise would be.

Just in case the images fails to upload:

Here is a graph of the data: link

Here is the data used: link

Using the Crusader SP as a bench mark, at maximum range (1288) meters the gun is elevated around ca. 35 degrees. Now, my crusader has an dispersion value of 0.63 which means that at a range of 700 meters and assuming an impact angle of around 20 (based on in-game observations), if my calculations are at least slightly accurate, my Crusader SP's actual dispersion value is then 1.84. This is quite a bit WORSE than the apparent dispersion (1.08) of the Conqueror Gun Carriage. Now I don't have the CGC so I can't test this, but let us make a generous assumption an impact angle of 35 degrees at 700 meters, this gives the CGC an actual dispersion of 1.88... wait, so because of the higher arc, the CGC has basically the same actual dispersion as the Crusader SP? I would appear that this is indeed the case. Now what about the FV304 (Bert), at its maximum range of 499 meters, Bert fires at an angle of 45 degrees, which gives it an actual accuracy of 0.89. Which is only a bit worse than the base 0.6 of the KV-2.

Now what does all of this mean, basically, if you fired a shot in your Crusader SP which RNG gave a dispersion of 0.63m/100m too short, shooting at at flat ground 700 meters away, instead of hitting 4.41 meters from where you aimed it, you will hit 12.8 meters from where you aimed it.

TL;DR Dispersion of SPG's are very misleading and changes based upon impact angle making the CGC and the Crusader SP almost equally inaccurate.

What do you guys think of this? I'm not necessarily against the inaccuracy of artillery but i like to know how and why things work out the way they do.

Sorry for the long post.

#### Attached Files

**Edited by chri105n, 09 July 2019 - 06:10 PM.**