World of Warships: Legends ship guide

Flying Dutchman

Also called: 飞翔的荷兰人 · 유령선 · 飛翔的荷蘭人 Beta
Netherlands · Tier VIII · CL Cruiser · Premium / event variant · Neptune Variant
Airstrike cruiserGuns up front, airstrikes for the caps you cannot reach with the hull.
Playstyle
  • Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides
  • Avoid: Passing up destroyer shots because the AP over-pens
Key characteristics
Long torps (10 km)16 km gun rangeRadar (9.45 km)High AP DPMWide always-pen zoneQuick-fuse AP
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Community Data

Flying Dutchman Community Stats

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Playstyle

Overview

Neptune is a Tier VIII British AP-only cruiser with cohort-best AP DPM (576,000): she carries no HE shells at all, so every salvo is AP into broadsides or wasted. The hull is fragile, so the kit is fragile-spammer chasing soft targets and dodging in open water rather than trading punches. She also packs the super-heal, but the kit is offense first, sustain second. Surveillance Radar (9.4 km, 35 s active, every 180 s) is the cap-control consumable on top, so she sets fights as well as winning them. AA (707 AA DPS at 6 km, +100% Defensive AA flak burst) is heavy enough to make her the team's air-defense anchor on top of the lead role; CV strikes route around her, not through. Standout traits: best AP always-pen window in T8 CAs (60°) and best AP guaranteed-ricochet angle in T8 CAs (75°).

Positioning

Sit 12-15 km on a flank that gives you firing arcs into rotated cruisers and exposed BB broadsides. The hull is fragile; ration trades to ones that pay AP citadels back, and lean on speed and consumables to dodge focus when it comes. Open water is fine when the closest threat is far enough that the salvo timing favors you. Your AP loses penetration at range, so aim at superstructures or pen-able hull armor, not the bow-in or belt armor it bounces and shatters on.

Potato Avoidance

Passing up destroyer shots because the AP over-pens

Even an over-pen is guaranteed chip damage that wears a DD down and denies its caps and torpedo runs, so keep guns on any destroyer you can see. Save the citadel salvos for broadside cruisers and BB sides, but never hold fire on a spotted DD.

Signature Traits

Airstrike alt-armament

Right-trigger fires a bomber line in place of torpedoes. Rewards behind-cover positioning with the cap in range.

Surveillance Radar

9.45 km range, 35 s duration. Detects all enemy ships within a fixed radius regardless of line-of-sight. Controls caps and punishes smoke-firing DDs.

ELITE MAIN BATTERY
  • Wide always-pen zone · 60.0°
  • Late auto-bounce · 75.0°
ELITE AA
  • Long-reach · 6.0 km
  • Top-tier · 707.0 AA
Super-heal

Repair Party heals 2.0%/s, best of T8 CAs. Restores more HP per active second than peers.

Quick-fuse AP

0.01 s AP fuse timer, bottom decile of T8 CAs. Detonates earlier in the plate; trades belt-citadels for reliable damage against thin targets (cruiser-on-cruiser specialty).

Acquisition

How to get Flying Dutchman

Flying Dutchman is a premium event variant and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

  • Pirate Chest '26 0.5% VIII Flying Dutchman Event containers · Pirate Chest '26
Official WG availability sources
Show direct source rows

Builds Beta

Pair with a commander whose unique skill complements her main armament; check the build tool for current recommendations.

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Cohort position

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Where Flying Dutchman sits among Tier VIII CAs (33 ships). Notable standouts are shown first; the rest of the cohort-ranked stats are in the expand below. Acquisition variants (Black Friday, Founders Edition) are counted once with their base ship, not as separate peers.

BestAP arming threshold12 mm (1 of 2 tied) BestAP ricochet start60° (1 of 7 tied) BestAP auto-bounce angle75° (1 of 2 tied) BestAA range6 km (1 of 6 tied) BestRepair heal rate2 %/s (1 of 7 tied) Top 10%Acceleration9.9 s (3/33) Top 10%AA DPS707 (3/33) Top 25%Traverse-to-turn ratio8 × (9/33) Top 25%Main battery range16 km (5/33) Top 25%Main battery reload5.9 s (8/33) Top 25%AP DPM366,102 (5/33) Top 25%AA threat2,650 (5/33) Bottom 25%Main battery caliber152 mm (27/33) Bottom 25%AP velocity768 m/s (27/33) Bottom 25%Max armor102 mm (29/33) WorstAP fuse timer0.01 s (1 of 2 tied) WorstEnd plates16 mm (1 of 5 tied / 1 of 4 tied)
See 24 mid-pack stats

Not standouts for Flying Dutchman -- here's where she sits on every other ranked stat in the cohort. Stats tagged NORM are tied across more than half the cohort, so the value is the cohort default rather than a standout.

Hit points44,900 HP(21/33) Max speed33.5 kt(11/33) Concealment12.47 km(12/33) Air detection7.48 km(12/33) Rudder shift10.8 s(19/33) Sigma2.05(15/33) Main dispersion143.4 m(23/33) Secondary DPM (per side)192,000(9/27) HE alpha1,600(19/26) Secondary fire chance7%(11/26) Secondary HE pen19 mm(20/26) Engine power110,000 hp(25/33) Turn-speed retention139.2 hp/m(25/33) Displacement18,468 t(13/33) Power-to-weight5.96 hp/t(17/33) Torpedo range9.99 km(8/19) Torpedo damage≈15,667(9/19) Torpedo speed62 kt(11/19) Torpedo reload96 s(10/19) Citadel belt102 mm(25/33) Deck armor51 mm(13/32) NormSecondary dispersion bracket57(22 of 27 tied at this value) NormSecondary range5 km(21 of 27 tied at this value) NormRepair charges2(31 of 33 tied at this value)
Survivability
Hit Points44,900
Displacement18,468 t
Armor range13–102 mm
Plate armor thicknesses13, 16, 25, 38, 51, 76, 102 mm
Armor material/layer entries58
Fire resistance40%
Fire duration30 s
Torp Reduction13%
Main Battery
ModuleArtillery: 152 mm/50 Mk XXV
Mounts / barrels4 mounts / 12 barrels
Reload time6.5 s
Firing range16 km
Turret traverse10 °/s
Shell Grouping (σ)2.05
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: σH=(R30·idealRadiusminRadiusidealDistance+minRadius)·30 =(1600030·81.11000+1.1)·30=143.4m
143.4 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =143.4·0.6=86m
86 m
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·GetHalfHitsRatio(σ) =143.4·0.314(σ=2.05)=45m
45 m
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·GetHalfHitsRatio(σ) =86·0.314(σ=2.05)=27m
27 m
Turret turn time
ƒ180 degrees / 10 deg/s traverse speed = 18 s.
18 s
Base shells/min
ƒ12 broadside guns x 60 / 6.5 s base reload = 110.8.
110.8
HE shells
HE penetration
ƒfloor(152 mm caliber / 6): standard HE penetration.
25 mm
AP shells
AP Damage3,000
AP Velocity768 m/s
Min Ricochet60 deg
Guaranteed Ricochet75 deg
Fuse Timer0.005 s
Fuse Threshold12 mm
AP overmatch
ƒfloor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
10 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: P=107·K·m0.69·d1.07·v01.38 =107·2672·58.850.69·0.1521.07·7681.38=320mm. Matches the in-game spec card.
320 mm
AP Pen Far
ƒSame formula at the ship's max firing range (20 km), where the shell has slowed to 314.4 m/s: P=107·2672·58.850.69·0.1521.07·314.41.38=93.3mm.
93.3 mm
AP full-salvo alpha
ƒ3,000 AP damage x 12 broadside guns = 36,000.
36,000
Base AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 6.5 s base reload = 332,308.
332,308
Installed AP DPM
ƒ36,000 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 366,102.
366,102
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
20
Squadrons
Airstrike
Plane HP2,000
Plane max speed180 kn
Planes per strike4
OrdnanceHE bomb, 5,800 dmg
Fire chance33%
Bomb penetration34.3 mm
Bomb velocity300 m/s
Charges2
Range12 km
Reload55 s
Launch arc-124° to 124°
AA Defense
AA mount points24
Close-range AA DPS
ƒSum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
707
Maximum AA range
ƒLongest-reaching aura across AA-only + dual-purpose auras.
6 km
40 mm STAAG10×2 40mm
20 mm Oerlikon Mk V14×2 20mm
114 mm/45 RP 41 Mk VI (DP)6×2 114mm
Outer Far aura
DPS
ƒIncludes 28 continuous AA damage from dual-purpose main battery firing as AA in this range band.
28
Range6 km
Inner Far aura
DPS
ƒIncludes 35 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
35
Range5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 = 63
63
Medium aura
DPS117
Range3.5 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 = 180
180
Near aura
DPS47
Range2 km
Total DPS in Aura
ƒOuter Far 28 + Inner Far 35 + Medium 117 + Near 47 = 227
227
S
Secondary Battery
Mounts6
Firing range5.0 km
Shell Grouping (σ)1
Caliber114 mm
Reload time3 s
HE Damage1,600
Muzzle Velocity746 m/s
Fire Chance7%
Armor Pen19 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 110,000 hp
Engine power110,000 hp
Maximum speed33.5 kt
Turning circle radius790 m
Rudder shift time10.8 s
Engine power-boost threshold31.2 kt
Engine spool-up time15.3 s
Reverse spool-up time7.7 s
Acceleration 0-90%
ƒTime to reach 90% of top speed (30.2 kt of 33.5 kt), from our in-house acceleration model.
9.9 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (33.2 kt of 33.5 kt). 99% rather than 100% because true top speed is asymptotic (thrust meets drag), so the last fraction of a knot is never quite gained.
29.9 s
Traverse-to-turn ratio
ƒHow many degrees the turret can swing for each degree the hull turns. Turn rate ωhull=180π·Vmax(m/s)Rturn=180π·33.5·0.5144790=1.25°/s, so ratio=ωturretωhull=101.25=8.0×. Below 5 the turrets drag in a turning fight; 25+ keeps up with any rudder.
8.0× ok
Concealment
Detectability by sea12.47 km
Detectability by air7.48 km
Smoke firing penalty5.96 km
Detect after firing main guns
ƒmax(base sea detectability, gun-firing bloom range). Firing never pulls your detection closer than base concealment.
12.47 km
Detect Fire Sea14.47 km
Detect Fire Air10.48 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 60 s reload · 5 s active
Repair Party2 charges · 60 s reload · 20 s active · 17,960 HP (40% of max HP) total heal (per charge)
ƒHeal per second (2%) x effective active time (20 s) = up to 40% of max HP restored per charge.
· 35,920 HP (80% of max HP) total heal (all charges)
ƒ40% per charge x 2 charges = up to 80% of max HP if the whole Repair Party loadout is used.
· 898 HP/s (2% of max HP) heal per second
ƒ2% of max HP (44,900 HP) per second = 898 HP/s. WoWS heals a flat percent of MAX HP each second, so this rate holds at any health level.
Choose one
Sonar2 charges · 180 s reload · 98 s active · 4.68 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 156×301000=4.68 km
· 3.27 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 109×301000=3.27 km
Defensive AA Fire3 charges · 140 s reload · 25 s active · +100% flak burst boost
Surveillance Radar2 charges · 180 s reload · 35 s active · 9.45 km radar range
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 315×301000=9.45 km

See all derived stats

Show

All values are ship base stats with modifications and upgrade changes denoted inline.

Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)2.05
Max Horiz Disp143.4 m
Horizontal dispersion ellipse width at max range, from the verified WoWS dispersion model: $\sigma_H = \left(\dfrac{R}{30}\cdot\dfrac{\text{idealRadius}-\text{minRadius}}{\text{idealDistance}} + \text{minRadius}\right)\cdot 30$ $= \left(\dfrac{16000}{30}\cdot\dfrac{8-1.1}{1000} + 1.1\right)\cdot 30 = 143.4\,\text{m}$
Shell scatter width @ 10 km102 m
How wide your shells scatter at 10 km, from the same dispersion model as the max-range figure above. Picking a fixed range makes this number directly comparable from ship to ship: max-range dispersion makes a longer-range gun look worse even when it's tighter at any common range. The interactive Dispersion tab on the Charts card plots the full curve from 0 to max range.
Max Vert Disp86 m
Vertical dispersion ellipse height at max range: $\sigma_V = \sigma_H \cdot \text{radiusOnMax}$ $= 143.4 \cdot 0.6 = 86\,\text{m}$
Shell scatter height @ 10 km53.6 m
How tall the same scatter ellipse is at 10 km. Comparable from ship to ship for the same reason as the width value above.
Med Horiz Disp45 m
50%-hit horizontal radius: $\sigma_{H,50} = \sigma_H \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 143.4 \cdot 0.314\;(\sigma = 2.05) = 45\,\text{m}$
Med Vert Disp27 m
50%-hit vertical radius: $\sigma_{V,50} = \sigma_V \cdot \text{GetHalfHitsRatio}(\sigma)$ $= 86 \cdot 0.314\;(\sigma = 2.05) = 27\,\text{m}$
AP Pen Close320 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: $P = 10^{-7}\cdot K \cdot m^{0.69} \cdot d^{-1.07} \cdot v_0^{1.38}$ $= 10^{-7}\cdot 2672 \cdot 58.85^{0.69} \cdot 0.152^{-1.07} \cdot 768^{1.38} = 320\,\text{mm}$. Matches the in-game spec card.
AP Pen Far93.3 mm
Same formula at the ship's max firing range (20 km), where the shell has slowed to 314.4 m/s: $P = 10^{-7}\cdot 2672 \cdot 58.85^{0.69} \cdot 0.152^{-1.07} \cdot 314.4^{1.38} = 93.3\,\text{mm}$.
HE penetration25 mm
floor(152 mm caliber / 6): standard HE penetration.
AP overmatch10 mm
floor(152 mm caliber / 14.3) = 10 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius20
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha12
All 12 barrels bear on the broadside.
Turret turn time18 s
180 degrees / 10 deg/s traverse speed = 18 s.
AP full-salvo alpha36,000
3,000 AP damage x 12 broadside guns = 36,000.
Base AP DPM332,308
36,000 AP full-salvo alpha x 60 / 6.5 s base reload = 332,308.
Installed AP DPM366,102
36,000 AP full-salvo alpha x 60 / 5.9 s installed reload (Main Battery Mod. 3 = -10%) = 366,102.
Base shells/min110.8
12 broadside guns x 60 / 6.5 s base reload = 110.8.
Installed shells/min122
12 broadside guns x 60 / 5.9 s installed Artillery reload = 122.

AA defense

Close-range AA DPS707
Sum across every AA aura on this ship of (aura.continuous_damage x 3.5 x aura.hit_probability). Here: (117×3.5×0.9) + (47×3.5×0.85) + (35×3.5×0.9) + (28×3.5×0.9) = 707. Covers AA-only mounts plus dual-purpose secondaries (Bismarck 105mm, USN 5"/38 cruiser secondaries) and dual-purpose main batteries (Sumner-class 5"/38, Akizuki-line 100mm). Formula validated against in-game captures on California, Sumner, Manfred von Richthofen, Dante Alighieri (exact) and within +/-17% on the remaining verified ships.
Maximum AA range6 km
Longest-reaching aura across AA-only + dual-purpose auras.
AA threat index2650
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)192,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 6×2 114 mm (6/side) × 60/3 × 1600 = 192,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1600
Maximum HE damage per shell across secondary HE families. Best on this ship: 1600 from the 114 mm family.
Max HE fire chance7%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 7% from the 114 mm family.
Max HE pen19 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 19 mm from the 114 mm family.

Armor Beta

Hull HP 44,900, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds. HP caps are estimated from the standard WoWs damage-allocation model.

Bow & stern16 mm

Overmatched by 136+ guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Belt / citadel102 mm

Thin belt: battleship AP citadels straight through it broadside. Rely on angle, speed and concealment, never sit flat.

Farming13 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 40%, fires burn 30s. Range-by-range in the ballistics tool →

Section Plates HP cap Threats Tactic
Bow16 mm primary (range 16–25 mm)≈ 2,245 (~5% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Bow-tank fits behind this exterior plate. Saturation is FAST here; the cap is often only a few thousand HP.
Hull (midship)102 mm primary (range 16–102 mm)≈ 33,675 (~75% of HP)
No common caliber overmatches102 mm: standard HE shatters; improved HE (DE / FR BB) pens from 410mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern16 mm primary (range 16–76 mm)≈ 2,245 (~5% of HP)
Overmatched by 283mm+ (Scharnhorst '43, Schill)Angle bounces 203mm16 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel102 mm primary (range 16–102 mm)no cap
Citadel pen: full damageOver-pen: ×0.10 damage
Effectively no cap; citadel pool sits at ~165k HP on every ship. An AP citadel penetration deals the shell's full damage, the biggest single hit available; only over-penetrations are damped, to ×0.10.
Superstructure13 mm primary (range 13–102 mm)no cap
Any HE ≥16 mm pens at full damage
Any HE ≥16 mm pens at full damage. HE-spam target, and the section saturates fast (often only a few thousand HP).

Saturation cap = HP a section can absorb before further damage to it is reduced (the "bow-tank" effect). Citadel pool is ~165k on every ship (effectively no cap); damage is gated by pen/over-pen multipliers instead. Superstructure saturates fast but HE always pens regardless of the plate thickness. Rudder (and other module HPs) are a separate pool from ship HP: damaging a module doesn't drain ship HP. Incapacitated modules like the rudder and engine are restored by DCP, but secondary and AA mounts destroyed at 0 HP stay out for the rest of the battle.

Approximated side profile.
Open the 3D armor viewer →
3D armor viewer
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Acceleration and Ballistics Chart

Balance History

Balance updates affecting Flying Dutchman. Cards are condensed; use each source link for full context.

Nerf ×4Buff ×1Commander Skill ×1Airstrike ×1Main Battery ×1
2026-04-30

Ministry of Balance: Viva la Marina!

  • Nerf affecting Dutch cruisers above Tier IV: Air Support special-effect activation distance reduced from 7.5/8/8.5/9 km to 7/7.4/7.7/8 km.
Read the full official post
2026-02-20

Pirates Ahead! New Commanders, Ships, and Skins

  • Removed torpedoes and Smoke Generator.
  • Main battery range increased from 15.45 to 16 km; reload increased from 4.5 to 6.5 s; AP shell damage reduced from 3,200 to 3,000.
  • Nation changes from U.K. to Netherlands, with premium/event identity tracked separately from tech-tree Neptune.
  • Detectability range by sea increased from 12.05 to 12.47 km; by air from 7.23 to 7.48 km; sea smoke-firing detectability from 5.76 to 5.96 km; air firing detectability from 3.04 to 3.15 km.
  • Added Airstrike: 2 charges, 55 s reload time, 234-knot aircraft speed.
Read the full official post
Exteriors

Skins & permanent camouflages

Every custom exterior Flying Dutchman can equip, from in-game data.

  • Flying Dutchman default exterior
    DefaultThe ship’s standard exterior
  • Decorative
    Neptune PirateDecorative

Primary official WG sources

GamingDiver has indexed official WG mentions for this ship, but none are focused enough to show as a primary source card here. Low-context list, crate, comparison, or passing mentions are intentionally filtered out.

Source status No high-context source card yet Filtered for precision