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Revision as of 19:41, 14 February 2018
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?=== Modules ===+__TOC____NOEDITSECTION__
  
 There are multiple modules in-game: engine, propeller, anti-air emplacements, torpedo tubes, main caliber turrets, etc. The modules have three states: functioning, damaged, and destroyed. A damaged module loses function until it is repaired, a destroyed module cannot regain function. Some modules can only be damaged but not destroyed (e.g. propeller), other modules can only be destroyed but not damaged (e.g. AA emplacements). There are multiple modules in-game: engine, propeller, anti-air emplacements, torpedo tubes, main caliber turrets, etc. The modules have three states: functioning, damaged, and destroyed. A damaged module loses function until it is repaired, a destroyed module cannot regain function. Some modules can only be damaged but not destroyed (e.g. propeller), other modules can only be destroyed but not damaged (e.g. AA emplacements).
  
 Each module has a certain amount of HP. Every time that module is damaged, the game calculates a probability of it being damaged (that probability can be lowered by 34% with a tier 5 commander skill). The probability of a critical hit that leads to damage increases for lower module HP values. Once the module reaches zero HP, it is destroyed. Each module has a certain amount of HP. Every time that module is damaged, the game calculates a probability of it being damaged (that probability can be lowered by 34% with a tier 5 commander skill). The probability of a critical hit that leads to damage increases for lower module HP values. Once the module reaches zero HP, it is destroyed.
 +
 +
 +==Damage versus Destruction==
 +
 +First of all, they can be categorized for damageability - there are the following types of modules:
 +# undamaged - critical damage or total destruction is not possible;
 +# critical damaged - the module can be disabled for some time;
 +# destroyed - it is possible to completely destroy the module.
 +
 +However, not all of them are displayed in the section "Modules" - some of them are part of others: mainly it concerns the "Corpus" module, which contains the "Air Defense Weaponry Gun", "Mine Ammunition Weapon (PMC)" and etc.
 +
 +
 +{| class = "wikitable"
 +|-
 +!! Name !! Critical damage possibility !! Possibility of destruction !! Can be installed on !! Number of modules on the ship
 +|-
 +| Artillery cellar || - || ✓ || Ships of all classes except [[Ship: Carrier carriers | aircraft carriers]] || Several
 +|-
 +| Engine (power plant, power plant) || ✓ || - || Ships of all classes || One
 +|-
 +| The body || - || ✓ || Ships of all classes || One
 +|-
 +| The main caliber (GK) gun || ✓ || ✓ || Ships of all classes, except aircraft carriers || Several
 +|-
 +| Air gun || - || ✓ || Ships of all classes, depending on the level || Several
 +|-
 +| PMC gun || - || ✓ || Most of the ships of all classes and rare [[Ship: Destroyers | destroyers]] || Several
 +|-
 +| Flight control || - || - || Carrier carriers || One
 +|-
 +| Steer || ✓ || - || Ships of all classes || One
 +|-
 +| Aircraft (fighters, bombers and torpedo bombers) || - || ✓ || Carriers || Several
 +|-
 +| Fire Control System (MIS) || - || - || Ships of all classes, except aircraft carriers || One
 +|-
 +| Torpedo armament || ✓ || ✓ || All destroyers, many [[Ship: Cruisers | cruisers]] and rare [[Ship: Battleships | battleships]] || Several
 +|-
 +|}
 +
 +On ordinary, unimportant ships, in most cases, there are several options for one module - stock, available by default, and pre-top or top: to use the latter you need:
 +* accumulate the appropriate amount of ship experience or free experience, although it is also possible to use them simultaneously;
 +* Have the necessary amount of loans.
 +
 +At the same time, after the completion of the study of a module, the sale of the ship and its repeated purchases, it is not necessary to pump this unit.
 +
 +{{Block|i| content = ATTENTION !!! When changing a module, not all of its parameters may differ for the better in comparison with the previous one - along with positive changes one parameter may be negative in the other: for example, [[Ship: torpedo | torpedo]] has become faster, but its range course has decreased.}}
 +
 +
 +== Damage to Modules ==
 +The module can have up to 3 states:
 +# the whole (functions normally);
 +# with critical damage (temporarily not functioning);
 +# destroyed (does not function until the end of the battle).
 +
 +Damage to the module occurs when [[Ship: Damage system | receiving damage]], while the fewer points of strength it has, the higher the chance of getting critical damage. Accordingly, in the case of critical damage to the state, its functioning is impossible. But the module can be [[Ship: Repaired_] repaired]] immediately with the help of [[Ship: Equipment]] "Emergency command" or for some time automatically. In both cases, only the state of "critical damage" is removed. Strength points of the module are not restored.
 +
 +When the strength points are exhausted, some modules go to the "Destroyed" state and cease to function until the end of the battle.
 +
 +Separately it is necessary to distinguish the engine and rudders:
 +* they can not be destroyed;
 +* with a decrease in points, the chance of further damage is reduced;
 +* To save the partial operation of the rudders and the engine in case of critical damage, you can use the [[Ship: Commander-Commander-Commander-ship command]] "Last Force" - the above modules will not refuse, but will function with penalties:
 +# to the maximum power of the EC is -20%;
 +# to the rudder speed is -50%;
 +# to the set of speed - depends on the ship and is from -80% to -85%.
 +
 +Destruction of the same artillery cellar is critical in general - detonation and destruction of the entire ship takes place.
 +
 +== Ways to improve the characteristics of the modules ==
 +There are various [[Ship: Modernization]], [[Ship: Flag signals | flags]], [[Ship: Equipment]] and [[Ship: Commander skills of the commander's skills]], which increase the efficiency or survivability of modules.
 +
 +At the same time, when combined, the coefficients of the modifiers are multiplied.
 +
 +== Modules ==
 +
 +{{AnnoWiki|content=
 +<h3>Main Battery Guns</h3>
 +{{Main | Ship:Gunnery and Aiming | l1 = Main Caliber}}
 +[[File: Module_wows_artillery.png | 50 px | frameless | left]]
 +'''The main caliber (GK) guns''' are artillery units under the control of the player. The main caliber of destroyers is 76 ... 130 mm, cruisers - 102 ... 220 mm, battleships - 283 ... 460 mm. For the last two classes, guns are the main weapon - but remember that this module can be damaged or destroyed by the enemy.}}
 +
 +{{AnnoWiki|content=
 +<h3>Fire Control System</h3>
 +{{Main | Ship:Fire Control System | l1 = Fire Control System}}
 +[[File: Module_wows_suo.png | 50 px | frameless | left]] '''The fire control system (PPS)''' for pumped ships increases the firing range from the guns. This module can not be damaged or destroyed in combat.}}
 +
 +{{AnnoWiki|content=
 +<h3>Hull</h3>
 +{{Main | Ship:Hull | l1 = Hull}}
 +[[File: Module_wows_hull.png | 50 px | frameless | left]] '''Corps''', first, characterizes the strength of the ship (it is in the combat capability glasses); second, it contains several important submodules such as [ [Ship: Air Defense]], [[Ship: PMK | PMK]] and the rudders, thirdly, can influence other modules. In the event of a damage, combat effectiveness points are reduced and when they reach zero, the ship will be destroyed.}}
 +
 +{{AnnoWiki|content=
 +<h3>Engine</h3>
 +{{Main | Ship:Engine | l1 = Engine}}
 +[[File: Module_wows_engine.png | 50 px | frameless | left]] '''The engine (' E ')' '' brings the ship to [[Ship: WoWS | traffic]]. It is characterized by horsepower and can be replaced on some ships with a more powerful one, which increases the speed and dynamics of acceleration / braking. The engine can get critical damage and at this time the ship can not be moved, although upgrades and some skills [[Ship: Commander ship | ship commander]] can increase its survivability.}}
 +
 +{{AnnoWiki|content=
 +<h3>Torpedoes</h3>
 +{{Main | Ship:Torpedoes| l1 = Torpedo armament}}
 +[[File: Module_wows_torpedoes.png | 50 px | frameless | left]] It consists of a torpedo tube and a torpedo, and is often the primary weapon of destroyers, although it also occurs on other ships. And it is because of this combination that the characteristics of this module include not only power, speed and range, but also, for example, recharging times and turning by 180 °.
 +
 +Only a torpedo tube can be disabled or destroyed by shells or bombs - but the characteristics can be improved in both of them.
 +
 +Torpedoes also use the appropriate type of aircraft carriers, but in this case only their carrier can be destroyed. Although their speed, like ship's, can be increased by the skill of the commander of the ship "Acceleration of torpedoes".}}
 +
 +{{AnnoWiki|content=
 +<h3>Aircraft</h3>
 +{{Main | Ship:Aircraft | l1 = Air Group}}
 +[[File: Airplane Modules-3.jpg | 50 px | frameless | left]] '' 'Aircraft' '', which the player can be controlled in battle, are only on aircraft carriers, so this module is only available on ships of this type. There are three types of aircraft:
 +* fighters, whose main purpose is to destroy enemy aircraft;
 +* torpedo bombers attacking ships with appropriate weapons;
 +* bombers, which are dropped on the targets of the bomb.
 +
 +This module, in fact, is the ammunition of aircraft in combat and is limited to the capacity of the hangar of a specific aircraft carrier. The capacity of the hangar often depends on the hull.}}
 +
 +{{AnnoWiki|content=
 +<h3>Flight control</h3>
 +{{Main | Ship:Flight control | l1 = Flight control}}
 +[[File: Module_wows_flightcontrol.png | 50 px | frameless | left]] '' 'Flight Control' '' module [[Ship: Carrier aircraft carriers]], which determines how many aircraft groups of different types of aircraft will be on the ship of this type. Depending on the module, several types of presets (sets of squadrons) are made-shock, universal and exterminating (it is also a "preset air defense"). Flight control can not be destroyed or damaged by the enemy.}}
 +
 +{{AnnoWiki|content=
 +<h3>Secondary Battery Guns</h3>
 +{{Main | Ship:Secondary Armament| l1 = Secondary Armament}}
 +Mine caliber, the same "Auxiliary caliber" - the artillery armament of the ship, which automatically fires on enemy ships in the near zone. PMK can be present on battleships, aircraft carriers, cruisers and even on some high-level destroyers, its installations can be destroyed by shells or bombs.}}
 +
 +{{AnnoWiki|content=
 +<h3>Anti-Aircraft Guns</h3>
 +{{Main | Ship:Anti-Aircraft Fire | l1 = Anti-Aircraft Fire}}
 +This is the artillery weapon of the ship, which fires on enemy aircraft and is automatically controlled. Air defense can include machine guns, cannons of caliber 20 ... 40 mm, and cannons of larger calibers - from 76 mm. Air defense points can be destroyed by shells or bombs.}}
 +
 +{{AnnoWiki|content=
 +<h3>Magazine</h3>
 +This module is under each installation of the HM gun and is no less important than others - when it is destroyed, the same thing happens with the ships themselves.
 +
 +This can be avoided by using appropriate upgrades or flags.}}
 +
 +{{AnnoWiki|content=
 +<h3>Steering Gear</h3>
 +They are in the stern of the ship and serve to change the direction of motion. The rudders can only be disabled - in this case, in the event of a blockage, the ship will be in circulation.
 +
 +Although the use of the commander skill of the ship "From the last forces" keeps the performance of the steering cars, let them, until the moment of repair, will function with a fine.
 +
 +You can also use upgrades:
 +
 +* The survivability of the rudders can be improved by upgrading the "Steering machines Modification 1" - reduces by 20% the repair time of the steering machinesand the probability of their failure;
 +* the rudder shift time can be reduced by 20% with the help of "Steering vehicles Modification 2";
 +* There is also a universal modernization "Steering vehicles Modification 3" - reduces the repair time by 80% and the time of the shift by 40%.
 +
 +Also the skill "Prevention" reduces the probability of failure by 30%, and "Basics of struggle for vitality" reduces repair time by 15%.}}

Revision as of 19:41, 14 February 2018

There are multiple modules in-game: engine, propeller, anti-air emplacements, torpedo tubes, main caliber turrets, etc. The modules have three states: functioning, damaged, and destroyed. A damaged module loses function until it is repaired, a destroyed module cannot regain function. Some modules can only be damaged but not destroyed (e.g. propeller), other modules can only be destroyed but not damaged (e.g. AA emplacements).

Each module has a certain amount of HP. Every time that module is damaged, the game calculates a probability of it being damaged (that probability can be lowered by 34% with a tier 5 commander skill). The probability of a critical hit that leads to damage increases for lower module HP values. Once the module reaches zero HP, it is destroyed.


Damage versus Destruction

First of all, they can be categorized for damageability - there are the following types of modules:

  1. undamaged - critical damage or total destruction is not possible;
  2. critical damaged - the module can be disabled for some time;
  3. destroyed - it is possible to completely destroy the module.

However, not all of them are displayed in the section "Modules" - some of them are part of others: mainly it concerns the "Corpus" module, which contains the "Air Defense Weaponry Gun", "Mine Ammunition Weapon (PMC)" and etc.


! Name Critical damage possibility Possibility of destruction Can be installed on Number of modules on the ship
Artillery cellar - Ships of all classes except aircraft carriers Several
Engine (power plant, power plant) - Ships of all classes One
The body - Ships of all classes One
The main caliber (GK) gun Ships of all classes, except aircraft carriers Several
Air gun - Ships of all classes, depending on the level Several
PMC gun - Most of the ships of all classes and rare destroyers Several
Flight control - - Carrier carriers One
Steer - Ships of all classes One
Aircraft (fighters, bombers and torpedo bombers) - Carriers Several
Fire Control System (MIS) - - Ships of all classes, except aircraft carriers One
Torpedo armament All destroyers, many cruisers and rare battleships Several

On ordinary, unimportant ships, in most cases, there are several options for one module - stock, available by default, and pre-top or top: to use the latter you need:

  • accumulate the appropriate amount of ship experience or free experience, although it is also possible to use them simultaneously;
  • Have the necessary amount of loans.

At the same time, after the completion of the study of a module, the sale of the ship and its repeated purchases, it is not necessary to pump this unit.

ATTENTION !!! When changing a module, not all of its parameters may differ for the better in comparison with the previous one - along with positive changes one parameter may be negative in the other: for example, torpedo has become faster, but its range course has decreased.


Damage to Modules

The module can have up to 3 states:

  1. the whole (functions normally);
  2. with critical damage (temporarily not functioning);
  3. destroyed (does not function until the end of the battle).

Damage to the module occurs when receiving damage, while the fewer points of strength it has, the higher the chance of getting critical damage. Accordingly, in the case of critical damage to the state, its functioning is impossible. But the module can be [[Ship: Repaired_] repaired]] immediately with the help of Ship: Equipment "Emergency command" or for some time automatically. In both cases, only the state of "critical damage" is removed. Strength points of the module are not restored.

When the strength points are exhausted, some modules go to the "Destroyed" state and cease to function until the end of the battle.

Separately it is necessary to distinguish the engine and rudders:

  • they can not be destroyed;
  • with a decrease in points, the chance of further damage is reduced;
  • To save the partial operation of the rudders and the engine in case of critical damage, you can use the Ship: Commander-Commander-Commander-ship command "Last Force" - the above modules will not refuse, but will function with penalties:
  1. to the maximum power of the EC is -20%;
  2. to the rudder speed is -50%;
  3. to the set of speed - depends on the ship and is from -80% to -85%.

Destruction of the same artillery cellar is critical in general - detonation and destruction of the entire ship takes place.

Ways to improve the characteristics of the modules

There are various Ship: Modernization, flags, Ship: Equipment and Ship: Commander skills of the commander's skills, which increase the efficiency or survivability of modules.

At the same time, when combined, the coefficients of the modifiers are multiplied.

Modules

Main Battery Guns

Main article: Main Caliber
Module_wows_artillery.png
The main caliber (GK) guns are artillery units under the control of the player. The main caliber of destroyers is 76 ... 130 mm, cruisers - 102 ... 220 mm, battleships - 283 ... 460 mm. For the last two classes, guns are the main weapon - but remember that this module can be damaged or destroyed by the enemy.

Fire Control System

Main article: Fire Control System
Module_wows_suo.png
The fire control system (PPS) for pumped ships increases the firing range from the guns. This module can not be damaged or destroyed in combat.

Hull

Main article: Hull
Module_wows_hull.png
Corps, first, characterizes the strength of the ship (it is in the combat capability glasses); second, it contains several important submodules such as [ [Ship: Air Defense]], PMK and the rudders, thirdly, can influence other modules. In the event of a damage, combat effectiveness points are reduced and when they reach zero, the ship will be destroyed.

Engine

Main article: Engine
Module_wows_engine.png
'The engine (' E ')' brings the ship to traffic. It is characterized by horsepower and can be replaced on some ships with a more powerful one, which increases the speed and dynamics of acceleration / braking. The engine can get critical damage and at this time the ship can not be moved, although upgrades and some skills ship commander can increase its survivability.

Torpedoes

Main article: Torpedo armament
Module_wows_torpedoes.png
It consists of a torpedo tube and a torpedo, and is often the primary weapon of destroyers, although it also occurs on other ships. And it is because of this combination that the characteristics of this module include not only power, speed and range, but also, for example, recharging times and turning by 180 °.

Only a torpedo tube can be disabled or destroyed by shells or bombs - but the characteristics can be improved in both of them.

Torpedoes also use the appropriate type of aircraft carriers, but in this case only their carrier can be destroyed. Although their speed, like ship's, can be increased by the skill of the commander of the ship "Acceleration of torpedoes".

Aircraft

Main article: Air Group
'Aircraft' , which the player can be controlled in battle, are only on aircraft carriers, so this module is only available on ships of this type. There are three types of aircraft:
  • fighters, whose main purpose is to destroy enemy aircraft;
  • torpedo bombers attacking ships with appropriate weapons;
  • bombers, which are dropped on the targets of the bomb.
This module, in fact, is the ammunition of aircraft in combat and is limited to the capacity of the hangar of a specific aircraft carrier. The capacity of the hangar often depends on the hull.

Flight control

Main article: Flight control
Module_wows_flightcontrol.png
'Flight Control' module Ship: Carrier aircraft carriers, which determines how many aircraft groups of different types of aircraft will be on the ship of this type. Depending on the module, several types of presets (sets of squadrons) are made-shock, universal and exterminating (it is also a "preset air defense"). Flight control can not be destroyed or damaged by the enemy.

Secondary Battery Guns

Main article: Secondary Armament
Mine caliber, the same "Auxiliary caliber" - the artillery armament of the ship, which automatically fires on enemy ships in the near zone. PMK can be present on battleships, aircraft carriers, cruisers and even on some high-level destroyers, its installations can be destroyed by shells or bombs.

Anti-Aircraft Guns

Main article: Anti-Aircraft Fire
This is the artillery weapon of the ship, which fires on enemy aircraft and is automatically controlled. Air defense can include machine guns, cannons of caliber 20 ... 40 mm, and cannons of larger calibers - from 76 mm. Air defense points can be destroyed by shells or bombs.

Magazine

This module is under each installation of the HM gun and is no less important than others - when it is destroyed, the same thing happens with the ships themselves.

This can be avoided by using appropriate upgrades or flags.

Steering Gear

They are in the stern of the ship and serve to change the direction of motion. The rudders can only be disabled - in this case, in the event of a blockage, the ship will be in circulation.

Although the use of the commander skill of the ship "From the last forces" keeps the performance of the steering cars, let them, until the moment of repair, will function with a fine.

You can also use upgrades:

  • The survivability of the rudders can be improved by upgrading the "Steering machines Modification 1" - reduces by 20% the repair time of the steering machinesand the probability of their failure;
  • the rudder shift time can be reduced by 20% with the help of "Steering vehicles Modification 2";
  • There is also a universal modernization "Steering vehicles Modification 3" - reduces the repair time by 80% and the time of the shift by 40%.
Also the skill "Prevention" reduces the probability of failure by 30%, and "Basics of struggle for vitality" reduces repair time by 15%.