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Object 261

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Object 261

AnnoR52_Object_261.png
Battle Tier
1234567891011
Overview
Mouse over "
Well, the ones further down, of course.
" for more information
[Client Values; Actual values in
Specifically, the mismatch in crew values caused by commander's 10% crew skill bonus. Outside of a crew of 1 commander only, 100% crew is a fiction. The client values, given for 100% crew, will normally be taken into battle with 110% crew skill members aside from specific functions, causing their actual performance to deviate from the expected client value. These differences are taken into account in tooltip boxes.
]
6,100,000  Credits Cost
510510 HP Hit Points
59.1/62.259.1/62.2 t Weight Limit
Crew
  1. Commander (Radio Operator)
  2. Gunner
  3. Driver
  4. Loader
  5. Loader
Mobility
10501050 hp Engine Power
50/12 km/h Speed Limit
2424 deg/s Traverse
17.7717.77 hp/t Power/Wt Ratio
YesYes Pivot
Armor
75/50/30 mm Hull Armor
Armament







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


HE//HE







{{#ifeq:ARMOR_PIERCING|ARMOR_PIERCING||



{{#ifeq:HIGH_EXPLOSIVE|ARMOR_PIERCING||


HE//HE
Shells




















1980/1980/7200




















1980/1980/7200
Shell Cost
1700/1100/17001700/1100/1700 HP Damage
102/360/102102/360/102 mm Penetration



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1.71 r/m 

Standard Gun

Reload Times
Nominal: 35 s
50% Crew: 43.36 s
75% Crew: 37.86 s
100% Crew: 33.56 s
Rammer: 30.2 s
Vents: 32.82 s
Both: 29.54 s
Both and BiA: 28.9 s
Both and Max Crew %: 27.7 s

See Crew, Consumables, or Equipment for more information.



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1.71 r/m 

Standard Gun

Reload Times
Nominal: 35 s
50% Crew: 43.36 s
75% Crew: 37.86 s
100% Crew: 33.56 s
Rammer: 30.2 s
Vents: 32.82 s
Both: 29.54 s
Both and BiA: 28.9 s
Both and Max Crew %: 27.7 s

See Crew, Consumables, or Equipment for more information.
Rate of Fire






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3434

Standard Gun

Using Shell Type 1 (1700 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3434
50% Crew: 2771
75% Crew: 3179
100% Crew: 3587
100% Crew
Vents: 3672
Rammer: 3978
Both: 4080
Both and BiA: 4165
Both and Max Crew %: 4352

Advantageous Damage Per Minute
First-shot DPM: 5134
50% Crew: 4471
75% Crew: 4879
100% Crew: 5287
100% Crew
Rammer: 5678
Vents: 5372
Both: 5780
Both and BiA: 5865
Both and Max Crew %: 6052

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (1100 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2222
50% Crew: 1793
75% Crew: 2057
100% Crew: 2321
100% Crew
Vents: 2376
Rammer: 2574
Both: 2640
Both and BiA: 2695
Both and Max Crew %: 2816

Advantageous Damage Per Minute
First-shot DPM: 3322
50% Crew: 2893
75% Crew: 3157
100% Crew: 3421
100% Crew
Rammer: 3674
Vents: 3476
Both: 3740
Both and BiA: 3795
Both and Max Crew %: 3916

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (1700 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3434
50% Crew: 2771
75% Crew: 3179
100% Crew: 3587
100% Crew
Vents: 3672
Rammer: 3978
Both: 4080
Both and BiA: 4165
Both and Max Crew %: 4352

Advantageous Damage Per Minute
First-shot DPM: 5134
50% Crew: 4471
75% Crew: 4879
100% Crew: 5287
100% Crew
Rammer: 5678
Vents: 5372
Both: 5780
Both and BiA: 5865
Both and Max Crew %: 6052

See here, here, or here for more information.






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3434

Standard Gun

Using Shell Type 1 (1700 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3434
50% Crew: 2771
75% Crew: 3179
100% Crew: 3587
100% Crew
Vents: 3672
Rammer: 3978
Both: 4080
Both and BiA: 4165
Both and Max Crew %: 4352

Advantageous Damage Per Minute
First-shot DPM: 5134
50% Crew: 4471
75% Crew: 4879
100% Crew: 5287
100% Crew
Rammer: 5678
Vents: 5372
Both: 5780
Both and BiA: 5865
Both and Max Crew %: 6052

See here, here, or here for more information.

Standard Gun

Using Shell Type 2 (1100 Damage):


Theoretical Damage Per Minute
Nominal DPM: 2222
50% Crew: 1793
75% Crew: 2057
100% Crew: 2321
100% Crew
Vents: 2376
Rammer: 2574
Both: 2640
Both and BiA: 2695
Both and Max Crew %: 2816

Advantageous Damage Per Minute
First-shot DPM: 3322
50% Crew: 2893
75% Crew: 3157
100% Crew: 3421
100% Crew
Rammer: 3674
Vents: 3476
Both: 3740
Both and BiA: 3795
Both and Max Crew %: 3916

See here, here, or here for more information.

Standard Gun

Using Shell Type 3 (1700 Damage):
With wholly penetrating hits

Theoretical Damage Per Minute
Nominal DPM: 3434
50% Crew: 2771
75% Crew: 3179
100% Crew: 3587
100% Crew
Vents: 3672
Rammer: 3978
Both: 4080
Both and BiA: 4165
Both and Max Crew %: 4352

Advantageous Damage Per Minute
First-shot DPM: 5134
50% Crew: 4471
75% Crew: 4879
100% Crew: 5287
100% Crew
Rammer: 5678
Vents: 5372
Both: 5780
Both and BiA: 5865
Both and Max Crew %: 6052

See here, here, or here for more information.
Damage Per Minute


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0.66 m 

With 50% Crew: 0.818 m
With 75% Crew: 0.714 m
With 100% Crew: 0.633 m
With BiA: 0.619 m
With BiA and Vents: 0.605 m
Maximum possible: 0.58 m

For more details, see Crew


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0.66 m 

With 50% Crew: 0.818 m
With 75% Crew: 0.714 m
With 100% Crew: 0.633 m
With BiA: 0.619 m
With BiA and Vents: 0.605 m
Maximum possible: 0.58 m

For more details, see Crew
Accuracy


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6.5 s 

With 50% Crew: 8.052 s
With 75% Crew: 7.031 s
With 100% Crew: 6.232 s
With GLD: 5.666 s
With BiA: 6.095 s
With BiA and Vents: 5.963 s
With both and GLD: 5.421 s
Maximum possible: 5.196 s

For more details, see Crew or Equipment


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6.5 s 

With 50% Crew: 8.052 s
With 75% Crew: 7.031 s
With 100% Crew: 6.232 s
With GLD: 5.666 s
With BiA: 6.095 s
With BiA and Vents: 5.963 s
With both and GLD: 5.421 s
Maximum possible: 5.196 s

For more details, see Crew or Equipment
Aim time
1212 deg/s Gun Traverse Speed
10° Gun Arc
-3°/+45°-3°/+45° Elevation Arc
1818 rounds Ammo Capacity
General
1515 % Chance of Fire






350 m 

With 50% Crew: 275 m
With 75% Crew: 312.5 m
With 100% Crew: 350 m
With Recon and Situational Awareness: 367.7 m
With Coated Optics: 385 m
With Binocular Telescope: 437.5 m
Maximum possible: 501.1 m

For more details, see Skills or Equipment






350 m 

With 50% Crew: 275 m
With 75% Crew: 312.5 m
With 100% Crew: 350 m
With Recon and Situational Awareness: 367.7 m
With Coated Optics: 385 m
With Binocular Telescope: 437.5 m
Maximum possible: 501.1 m

For more details, see Skills or Equipment
View Range


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720 m 

With 50% Crew: 565.7 m
With 75% Crew: 642.9 m
With 100% Crew: 720 m
With 100% Signal Boost: 864 m
When affected by 100% Relaying: 792 m
Maximum possible: 1036 m

For more details, see Skills or Equipment


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720 m 

With 50% Crew: 565.7 m
With 75% Crew: 642.9 m
With 100% Crew: 720 m
With 100% Signal Boost: 864 m
When affected by 100% Relaying: 792 m
Maximum possible: 1036 m

For more details, see Skills or Equipment
Signal Range
Object 261

Additional Statistics
(Top Configuration)

Camouflage

  • Stationary: 3.71%
  • When Moving: 2%
  • When Firing: 0.31%


Terrain Resistance

  • On Hard Ground: 1.25
  • On Medium Ground: 1.44
  • On Soft Ground: 2.4


Dispersion Change Values

  • Turret Contribution
  • Rotation: 0.58
  • Shot Recoil: 5.75
  • Suspension Contribution
  • Acceleration: 0.33
  • Turning: 0.33


With 100% Crew

X

annoObject_261.png

6100000

The Object 261 is a Soviet tier 10 self-propelled gun.

Developed on the basis of the IS-7 by the design bureaus of the Kirov Plants in Chelyabinsk and Leningrad. The project was launched in 1947, but was canceled while still in the design phase.

Rather than using the 203mm gun from the the 212A, it mounts the 180mm which may turn some people off with its lack of damage. It does compensate with a higher rate of fire, and has good accuracy which makes some players use Armor Piercing shells for more consistent damage and better penetration. Unfortunately, it only carries 18 rounds as opposed to 40 rounds on the 212A. It is quite mobile for its size, having the second highest top speed of the five tier 10 SPGs.

The Object 261 marks the end of its Soviet self-propelled gun line.

Modules / Available Equipment and Consumables

Modules

Ico_gun_alpha.png

Guns

Tier Gun Penetration
(mm)
Damage
(HP)
Rate of fire
(rounds/minute)
Dispersion
(m/100m)
Aiming time
(s)
Weight
(kg)
Price
(Credits)

IX 180 mm B-1-P 102/360/102 1700/1100/1700 1.71 0.66 6.5 17225 235000

Ico_engine_alpha.png

Engines

Tier Engine Engine Power
(hp)
Chance of Fire on Impact
(%)
Weight
(kg)
Price
(Credits)

X M-50T 1050 15 700 132000

Ico_suspension_alpha.png

Suspensions

Tier Suspension Load Limit
(т)
Traverse Speed
(гр/сек)
Rmin Weight
(kg)
Price
(Credits)

X Object 261 62.2 24 0 22000 36000

Ico_radio_alpha.png

Radios

Tier Radio Signal Range
(м)
Weight
(kg)
Price
(Credits)

X 10RK-26 720 160 51600


Compatible Equipment

Heavy Spall Liner Camouflage Net Fill Tanks with CO2 Coated Optics Enhanced Gun Laying Drive Enhanced Torsion Bars 5+ t Class Cyclone Filter Large-Caliber Artillery-Shell Rammer Binocular Telescope Toolbox "Wet" Ammo Rack Class 2 

Compatible Consumables

Automatic Fire Extinguisher Manual Fire Extinguisher Large First Aid Kit Large Repair Kit Lend-Lease Oil Extra Combat Rations Removed Speed Governor Small First Aid Kit Small Repair Kit 


Player Opinion

Pros and Cons

Pros:

- Longest Gun range in the game at 1470 m

- Most accurate artillery in the game

- Very fast shell travel time for artillery. Combined with high accuracy means hitting targets is easy.

- High penetration AP rounds - 360 mm pen, and loses only 10 mm on long distance

- Artillery is fairly mobile, being only slightly slower than many mediums


Cons:

- Shells travel on an extremely flat trajectory, making it difficult to hit targets behind cover

- Horrible gun traverse

- Horrible gun arc, albeit 2 degrees larger than its predecessors

- Low trajectory somewhat negates the high accuracy, although it is still very accurate

- Somewhat Low damage per shot for Tier 10 SPGs (Although it's still better than BC 155 58)


Performance

The Object 261 has the lowest arc of any artillery piece in the game, meaning it has almost no ability to shoot over cover. However, this low arc combined with a high shell velocity means this SPG has the lowest shell travel times, making it easier to lead moving targets. However, the narrow gun arc means that if you do not pre-aim, you will have to re-position often to keep targets in your reticule. It's lower HE damage can cause problems with damaging more heavily armored tanks, but it's accuracy allows you to place rounds onto the more weakly-armored sections or use AP to punch through the armor for massive damage. Due to it's narrow arc, "TD mode" can be difficult against enemies who force you to aim laterally, meaning you need to aim ahead of said enemy. However, the low shell arc does come a bit in handy here, as the shells go towards the approaching enemy much faster.


Suggested Equipment


Large-Caliber Artillery-Shell Rammer Enhanced Gun Laying Drive Camouflage Net 


External Reviews and Opinions

Gallery

Historical Info

During work on perfecting the IS-7 design in 1947, OGK LKZ and Experimental Factory #100 developed projects for high power heavy SPGs.


  • Object 261-1, closed type, with a forward fighting compartment and a 152 mm M-31 gun with a 880 m/s muzzle velocity (later re-designated Object 261)
  • Object 261-2, half-open type, rear fighting compartment, 152 mm M-48 gun with 1000 m/s muzzle velocity (later re-designated Object 262)
  • Object 261-3, half-open type, rear fighting compartment, with a 180 mm naval MU-1 gun with a muzzle velocity of 920 m/s. This gun is also known as the 180mm B-1-P


Historical Gallery

Historical Accuracy Errata

The following are consensus errors or inconsistencies which have been identified with the configuration of the vehicle in question and conflict with information available on the public record. The causes for these divergences in the game are normally not disclosed and may be rooted in game balance.

* As the Object 261 in game only has the MU-1, the correct designation would be the Object 261-3
  • The Object 261 has less armor than it would have had in real life, being based off of the IS-7 chassis, with between 150mm-215mm of frontal armor.


Sources and External Links

USSR
Light Tanks IMS-1 IIBT-2 IIT-45 IIT-26 IIT-60 IITetrarch IIIBT-7 IIIBT-SV IIILTP IIIM3 Light IIIBT-7 artillery IIIT-127 IIIT-46 IIIT-70 IVA-20 IVT-50 IVT-80 IVValentine II VIMT-25 VIILTTB VIIIT-54 ltwt.
Medium Tanks IVA-32 IVT-28E with F-30 IVT-28 VMatilda IV VT-34 VIA-43 VIT-34-85M VIT-34-85 Rudy VIT-34-85 VIIA-44 VIIKV-13 VIIT-43 VIIT-44-122 VIIIObject 416 VIIIT-54 first prototype VIIIT-44-100 (R) VIIIT-44 IXObject 430 Version II IXT-54 XObject 140 XObject 430 XObject 907 XT-22 medium XT-62A
Heavy Tanks VChurchill III VKV-1S VKV-220-2 VKV-220-2 Beta Test VKV-1 VIKV-2 VIKV-85 VIT-150 VIIIS VIIKV-3 VIIKV-122 VIIIS-2 VIIIIS-3 VIIIIS-6 VIIIKV-5 VIIIKV-4 VIIIIS-5 (Object 730) VIIIIS-3A VIIIKV-4 Kreslavskiy VIIIObject 252U Defender VIIIObject 252U IXT-10 IXST-I XIS-4 XIS-7 XObject 260
Tank Destroyers IIAT-1 IIISU-76M IIISU-76I IVSU-85B VSU-85 VSU-85I VISU-100 VISU-100Y VIIISU-122S VIISU-152 VIISU-100M1 VIISU-122-44 VIIIISU-152 VIIIISU-130 VIIISU-101 IXObject 704 IXSU-122-54 XObject 263 XObject 268
Self-Propelled Artillery IISU-18 IIISU-26 IVSU-5 VSU-122A VISU-8 VIIS-51 VIISU-14-1 VIIISU-14-2 IX212A XObject 261
Self-Propelled Guns
USA IIT1 HMC IIIT18 HMC IIIM7 Priest IVT82 HMC IVM37 VM41 HMC VIM44 VIIM12 VIIIM40/M43 IXM53/M55 XT92 HMC
UK IILoyd Gun Carriage IIISexton II IIISexton I IVBirch Gun VBishop VIFV304 VIICrusader 5.5-in. SP VIIIFV207 IXFV3805 XConqueror Gun Carriage
Germany IIG.Pz. Mk. VI (e) IIISturmpanzer I Bison IIIWespe IVPz.Sfl. IVb IVSturmpanzer II VGrille VIHummel VIIG.W. Panther VIIIG.W. Tiger (P) IXG.W. Tiger XG.W. E 100
France IIRenault FT 75 BS IIILorraine 39L AM IVAMX 105 AM mle. 47 VAMX 13 105 AM mle. 50 V105 leFH18B2 VIAMX 13 F3 AM VIILorraine 155 mle. 50 VIIILorraine 155 mle. 51 IXBat.-Châtillon 155 55 XBat.-Châtillon 155 58
USSR IISU-18 IIISU-26 IVSU-5 VSU-122A VISU-8 VIIS-51 VIISU-14-1 VIIISU-14-2 IX212A XObject 261
China
Japan
Czechoslovakia
Sweden