World of Warships: Legends ship guide

Siliwangi

Also called: 西利旺义 Beta
Pan-Asia · Tier VII · Destroyer · Premium
Gunboat destroyerA gun-first destroyer: lean on main-battery DPM and treat the torpedoes as a finisher.
Playstyle
  • Hold cap edges and open-water lanes where the guns can work, with smoke or islands to reset
  • Avoid: Do not play it as a stealth-torpedo boat; the value is gun uptime
Key characteristics
Smoke + SonarDeep-water torpedoesLong-range sonarSlow torp reload
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Community Data

Siliwangi Community Stats

Across 3,300+ Standard battles from 180+ players, Siliwangi averages a 69% win rate, 49,100 damage and 1.3 kills per battle, and survives 55% of them.

Community Data

Siliwangi Community Stats

Log in to GamingDiver and upload your data to see Community Data for Siliwangi: community win rate, damage, survival, spotting, and your own comparison.

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Playstyle

Overview

Siliwangi is a gunboat destroyer: its damage comes from sustained main-battery fire, not torpedo dumps. Contest caps and open water with gun pressure, use the torpedoes as a finisher, and lean on smoke and concealment to pick your trades.

Positioning

Hold cap edges and open-water lanes where the guns can work, with smoke or islands to reset. Trade gunfire from concealment edges and drop torpedoes into pushes rather than forcing close-range fights.

Potato Avoidance

Play it as a stealth-torpedo boat

The value is gun uptime. Avoid standing in the open without smoke or an escape when an enemy destroyer out-guns you.

Signature Traits

Deep-water torpedoes

Torps IGNORE the Destroyer class (deep-water mechanic); they pass under DDs and cannot hit them. Aim ONLY at battleships, carriers, and most cruisers; every torp fired at a DD is wasted, shared by 4/42 T7 DDs.

ELITE SMOKE ↗
  • Long smoke deployment · 30 s
  • Extra smoke charges · 4 Smoke
Big torpedo salvo ↗

10 tubes per side, top decile of T7 DDs. More torpedoes per launch: spread wide to cover a reposition, or tight for more hits on a thin target.

Long-range sonar ↗

5.4 km Sonar ship-detection range, top decile of T7 DDs. Lights DDs and torpedoes inside the bubble.

Slow torp reload ↗

120 s torpedo reload, bottom decile of T7 DDs. Long wait between drops.

Acquisition

How to get Siliwangi

Siliwangi is a Premium ship and not available to unlock in the Tech Tree. Acquisition paths: Global XP and Doubloons.

While you save up, check active promo codes for free doubloons, camouflages, and other rewards.

Official WG availability sources

Builds

Build around concealment, destroyer survivability, torpedo reload, and smoke/utility uptime. Inspirations that improve stealth or torpedo pressure fit the ship best.

Open in Build Tool →

Have a build you swear by? Open it in the Build Tool and hit Save build to share it here, or browse the Ship Builds guide for proven loadouts across the fleet.

Cohort position

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Where Siliwangi sits among Tier VII DDs (41 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.

Top 25%Main battery reload3 s (5/37) Top 25%Fires per minute6.4 (9/35) Top 25%HE DPM152,000 (9/35) Top 25%Effective HE DPM (incl. fire)199,474 (9/35) Top 25%Torpedo reaction time4.8 s (5/38) Bottom 25%Torpedo reload120 s (34/38) WorstNo secondaries (35 of 42 in cohort)
See 38 mid-pack stats

Not standouts for Siliwangi -- 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 points17,200 HP(28/42) Max speed36.5 kt(17/42) Concealment6.84 km(15/42) Smoke fire bloom2.6 km(23/42) Air detection3.42 km(16/42) Rudder shift4 s(27/42) Turning circle660 m(29/42) Main battery caliber130 mm(14/37) Main battery range10.91 km(18/37) HE shell damage1,900(18/35) HE fire chance8%(17/35) AP shell damage2,500(14/33) AP DPM200,000(13/33) Main dispersion96.9 m(22/37) AP velocity870 m/s(15/33) HE velocity870 m/s(13/35) Time to 90% speed16.3 s(18/42) Acceleration (0-12 kt)5 s(18/42) AP arming threshold22 mm(23/33) Engine power62,100 hp(14/42) Power / turn radius94.1 hp/m(17/42) Displacement3,060 t(23/42) Power-to-weight20.29 hp/t(18/42) AP pen at 10 km77 mm(12/34) AA DPS106(31/42) AA range3.5 km(25/42) AA threat371(30/42) Torpedo range10 km(14/38) Torpedo damage≈16,733(14/38) Torpedo speed62 kt(25/38) Max armor20 mm(27/42) Citadel belt20 mm(25/42) Bow armor19 mm(22/42) Stern armor19 mm(23/42) NormAP fuse timer0.01 s(25 of 33 tied at this value) NormAP ricochet start45°(25 of 33 tied at this value) NormAP auto-bounce angle60°(25 of 33 tied at this value) NormTurn speed retained81%(40 of 42 tied at this value)
Survivability
Hit Points17,200
Displacement3,060 t
Hull dimensions
ƒLength x beam at the waterline, plus draft. Length matters when dodging torpedoes; beam and draft shape how hard the ship is to hit.
120.6 x 12.17 m
Armor range13–20 mm
Plate armor thicknesses13, 16, 19, 20 mm
Armor material/layer entries21
Fire resistance
ƒtop hull: 1 − 0.6337 fire coefficient = 36.6%. Lowers how often hits set you on fire. It does not reduce the damage a burning fire does per second; fires burn at the full rate on every ship.
36.6%
Fire duration30 s
Fire damage
ƒOne unattended fire: 0.003 of max HP per second (0.3%) × 30 s = 0.09 of the pool; 0.09 × 17,200 HP = 1,548 HP on this ship. 4 fire points can burn at once.
0.3% of HP per second
Flood duration40 s
Flood damage
ƒOne unattended flood: 0.0025 of max HP per second (0.25%) × 40 s = 0.1 of the pool; 0.1 × 17,200 HP = 1,720 HP on this ship.
0.25% of HP per second
Torp Reduction
ƒ1 − 0.333 hull torpedo-damage coefficient / 0.333 unprotected baseline = 0%. Reduces torpedo hit damage. It does not affect flooding: floods start as often and tick at the full rate.
0%
Magazine HP
ƒPer-turret powder-magazine HP, a separate pool from the ship's. Penetrating hits wear it down and the turret is likelier to be knocked out as it falls, so a larger pool keeps the guns firing through punishment that silences a peer's.
8,600
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
5,200
Repairable: penetration50%
Repairable: steering gear50%
Section HP
Bow section HP
ƒDamage saturation pool for the bow: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 2,000 = 4,000), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
2,000
Casemate section HP
ƒThis section has no practical saturation cap: every hit here keeps dealing its normal share of damage (on most ships the citadel; on many destroyers the casemate).
No saturation cap
Hull section HP
ƒDamage saturation pool for the hull: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 12,900 = 25,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
12,900
Superstructure section HP
ƒDamage saturation pool for the superstructure: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,400 = 2,800), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. The superstructure is not exempt: it saturates exactly like the bow and stern, so shells aimed at it stop dealing full damage once this pool is used up. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,400
Stern section HP
ƒDamage saturation pool for the stern: penetrations here deal their normal share until twice this much penetration damage has landed on the section (2 × 1,800 = 3,600), then further hits on it deal half damage. A penetration deals 0.33 × the shell's max damage; once the section is saturated it deals exactly half of that (0.5 × 0.33 = 0.165 × max damage), so a 3,000-damage shell's pen goes from 990 to 495. Overpens (0.1 × max damage) and citadels (1.0 ×) ignore saturation. Pens on the ship's other, unsaturated sections still deal the normal 0.33 ×. A larger pool keeps that part of the ship taking full damage for longer; a small one saturates fast and protects the ship's HP.
1,800
Main Battery
ModuleArtillery: 130 mm/50 Model 1936
Mounts / barrels2 mounts / 4 barrels
Reload time3 s
Firing range10.9 km
Turret traverse20 °/s
Turret armor8 mm
Turret traverse arcs
ƒHow far each mount can train, in degrees to either side of the mount's own facing. A rear turret with ±150° leaves a 60° blind wedge over the bow; one-sided arcs are wing mounts that cover a single side. The data does not say which way each mount faces, so the arcs are listed per mount without bow/stern angles.
±148.5°, ±151.5°
Guns to bear
ƒ180° − 148.5° (the most restricted aft-facing mount's arc) = 31.5° off bow; 180° − 151.5° (the most restricted forward-facing mount's arc) = 28.5° off stern. How far off the bow (or stern) the ship must angle before every main turret can fire: the widest blind wedge among the rear-facing (or forward-facing) mounts, from each mount's trainable arc.
31.5° off bow / 28.5° off stern
Shell Grouping (σ)2
Dispersion type
ƒIn practice: the baseline curve for a standard destroyer -- at max range (10.9 km) shells land in an ellipse about 97 m wide and 58 m tall. Also on this curve (225): AL Avrora, AL Yukikaze, AL Z24, Acasta, Achilles, Adriatico, Aigle, Akatsuki, Akizuki, Albany, Allen M. Sumner, Attilio Regolo and 213 more.
Standard destroyer
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range, from the dispersion model: σH=(R30·idealRadius−minRadiusidealDistance+minRadius)·30 =(1091530·8−0.51000+0.5)·30=96.9m
96.9 m at 10.9 km
Max Vert Disp
ƒVertical dispersion ellipse height at max range: σV=σH·radiusOnMax =96.9·0.6=58.1m
58.1 m at 10.9 km
Med Horiz Disp
ƒ50%-hit horizontal radius: σH,50=σH·0.6σ =96.9·0.62=29.1m
29.1 m at 10.9 km
Med Vert Disp
ƒ50%-hit vertical radius: σV,50=σV·0.6σ =58.1·0.62=17.4m
17.4 m at 10.9 km
Turret turn time
ƒ180 degrees / 20 deg/s traverse speed = 9 s.
9 s
Shells/min
ƒZero upgrades: 4 broadside guns x 60 / 3 s base reload = 80. All upgrades (Main Battery Mod. 3 = -10% reload): 4 broadside guns x 60 / 2.714 s (2.7 s = 19 ticks) all-upgrades reload (3 s × 0.9 Main Battery Mod. 3 = 2.7 s) = 88.4.
Initial: 80 → 88.4
HE shells
HE alpha1,900
HE Velocity870 m/s
Fire Chance8%
HE fire DPM vs T7 BB47474
Effective HE DPM vs T7 BB199474
HE penetration
ƒ22 mm ≈ 130 mm caliber / 6 (standard HE penetration ratio).
22 mm
HE full-salvo alpha
ƒ1,900 HE damage x 4 broadside guns = 7,600.
7,600
HE DPM
ƒZero upgrades: 7,600 HE full-salvo alpha x 60 / 3 s base reload = 152,000. All upgrades (Main Battery Mod. 3 = -10% reload): 7,600 HE full-salvo alpha x 60 / 2.714 s (2.7 s = 19 ticks) all-upgrades reload (3 s × 0.9 Main Battery Mod. 3 = 2.7 s) = 168,000.
Initial: 152,000 → 168,000
Fires/min
ƒZero upgrades: 80 shells/min × 0.08 (8% fire chance) = 6.4. All upgrades (Main Battery Mod. 3 = -10% reload): 88.4 shells/min × 0.08 (8% fire chance) = 7.07.
Initial: 6.4 → 7.07
AP shells
AP alpha2,500
AP Velocity870 m/s
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.01 s
Fuse Threshold22 mm
AP overmatch
ƒfloor(130 mm caliber / 14.3) = 9 mm (AP auto-penetrates plating this thick or less).
9 mm
AP Pen Close
ƒAP formula evaluated at muzzle velocity: P=10−7·K·m0.69·d−1.07·v01.38 =10−7·1700·33.50.69·0.13−1.07·8701.38=193.8mm.
193.8 mm point-blank
AP Pen Far
ƒSame formula at the ship's max firing range (10.9 km), where the shell has slowed to 420.3 m/s: P=10−7·1700·33.50.69·0.13−1.07·420.31.38=71mm.
71 mm at 10.9 km
AP full-salvo alpha
ƒ2,500 AP damage x 4 broadside guns = 10,000.
10,000
AP DPM
ƒZero upgrades: 10,000 AP full-salvo alpha x 60 / 3 s base reload = 200,000. All upgrades (Main Battery Mod. 3 = -10% reload): 10,000 AP full-salvo alpha x 60 / 2.714 s (2.7 s = 19 ticks) all-upgrades reload (3 s × 0.9 Main Battery Mod. 3 = 2.7 s) = 221,053.
Initial: 200,000 → 221,053
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.
9
Torpedoes
ModuleTorpedoes: 533 mm PTA-53-68-bis
Launchers / tubes2 launchers × 5 tubes = 10 tubes
Reload time120 s
Projectile speed62.0 kt
Range10 km
Maximum simulated damage
ƒMost targets only intersect one hull section, so a hit transfers about 1/3 of the warhead alpha (2/3 when the warhead blast >= 5000 and the burst reaches a second section). For this ship: Dsim=α·c=50,200·0.333=16,733. In battle, a hit on the torpedo belt deals the per-hit figure × (1 − the target's torpedo protection %), a bow or stern hit deals it in full, and a torpedo never counts as a citadel hit.
≈ 16,733
Maximum damage (ammunition)
ƒ50,200 warhead alpha / 3 + 1,200 blast = 17,933. Warhead alpha / 3 plus the blast addend: the per-torpedo damage figure. The 'Maximum simulated damage' row above applies target geometry to the same warhead.
17,933
Torpedo module damage
ƒPer-torpedo module/blast damage parameter. Most torpedoes carry 500 to 2,000; ships announced by WG as dealing increased module damage carry 9,000 to 12,000, so their hits knock out engines, rudders, and turrets far more often. Comparative figure.
1,200
Torpedo detectability0.8 km
Reaction time
ƒHow long a target has to dodge after your torpedo is spotted at its detectability range (lower means less warning): treact=0.8 km62 kt×2.6855=4.8 s. 2.6855 converts knots to m/s on the game clock. Base value; commander torpedo-concealment skills lower it further.
4.8 s
Flooding chance
ƒThis torpedo carries a flooding-chance value of 3.02 per hit, shown as 3.02×100=302%. Values above 100% are normal: in battle the base chance is scaled down by the target's torpedo protection (the Torp Reduction stat on its Survivability card) and any flood-resistance modifiers, so a value above 100% keeps flooding likely even through partial protection.
302%
Torpedo launcher traverse25 °/s
Launch arcscentreline
Torp Turn
ƒTime to rotate the launchers 180 deg: tturn=180°25°/s=7.2s.
7.2 s
Torp Arming197 m
Deep-Water TorpedoesYes
Per-side salvo damage
ƒOne side firing, all torpedoes hitting: per-side tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.
167,330
AA Defense
AA mount points5
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Base AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
3.5 km
85 mm/52 Model 19391×2 85mm
37 mm 61 shì4×2 37mm
Medium aura
Guns37 mm 61 shì + 85 mm/52 Model 1939
Continuous DPS
ƒEffective DPS: 30 raw aura damage × 3.5 × 1 hit probability = 105 - the same in-game units as the Close-range AA DPS headline.
105
Range3.5 km
Maneuverability
Engine power62,100 hp
Maximum speed36.5 kt
Turning circle radius660 m
Rudder shift time4 s
Engine power-boost threshold7.0 kt
Engine spool-up time7.7 s
Reverse spool-up time3.8 s
Reverse speed
ƒtop speed / 4 + 4.9 = 36.5 / 4 + 4.9 = 14.0 kt. Base value; speed modifiers scale it.
14.0 kt
Crash stop
ƒSeconds from top speed to a dead stop after ordering full reverse: reverse power winds in over the reverse spool-up while water drag does most of the braking, using the ship's own reverse-power ratio. The full curve is on the acceleration chart. Full reverse stops about a quarter faster than a plain Stop order from top speed.
20.1 s
Engine boost threshold (reverse)
ƒSpeed below which the engine's built-in power boost applies in reverse.
13.0 kt
Acceleration 0-90%
ƒTime to reach 90% of top speed (32.9 kt of 36.5 kt).
16.3 s
Acceleration 0-99%
ƒTime to reach 99% of top speed (36.1 kt of 36.5 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.
27.1 s
Guns in a full turn
ƒWith the rudder hard over the hull turns 7.2°/s, so a target drifts across the bow at that rate. Turret traverse minus hull turn: 20 − 7.2 = +12.8°/s, so the guns hold the target through the turn. Main Battery Mod. 2 (+20% traverse) and Mod. 3 (−15%) move this line.
hold target (+12.8°/s spare)
Concealment
Detectability by sea
ƒBase value, no camouflage. With a Grade IV permanent camo (or any disposable camo): 6.84 km x 0.955 = 6.53 km. Camouflage does not change detectability by air.
6.84 km
With Grade IV camouflage (sea)
ƒDetectability by sea 6.84 km x 0.955 (Grade IV permanent camo or any disposable camo) = 6.53 km.
6.53 km
Detectability by air3.42 km
Smoke firing penalty2.6 km
Detect when firing (sea)
ƒLarger of 10.91 km range and 2.6 km smoke firing penalty = 10.91 km. When you fire, you can be seen out to your main battery range. Skills that shorten your range don't shorten this below your smoke firing penalty.
10.91 km
Detect when firing (air)
ƒAir detectability 3.42 km + gun-firing bloom 2.6 km = 6.02 km. The bloom tracks main-battery caliber 130 mm × 0.020 = 2.6 km.
6.02 km
Detect when on fire (sea)
ƒSea detectability 6.84 km + 2.0 km while burning = 8.84 km.
8.84 km
Detect when on fire (air)
ƒAir detectability 3.42 km + 3.0 km while burning = 6.42 km.
6.42 km
Guaranteed Detect2 km
✦
Consumables
Damage Control Party∞ charges · 40 s reload · 5 s active
Smoke Generator4 charges · 120 s reload · 30 s emit / 70 s cloud active · 450 m radius
Sonar2 charges · 180 s reload · 90 s active · 5.43 km ship detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 181×301000=5.43 km
· 3.75 km torpedo detect
ƒDerived from the consumable's 30 m grid-unit range (km = grid units x 30 / 1000): 125×301000=3.75 km

Under the hood

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

The constants behind the formulas and the long tail: shell and dispersion inputs, fixed-range anchors, salvo math, layered AA. Click the formula chip on any row to see how it is calculated.

Main battery formulas

vs standard DDStandard
The standard destroyer dispersion curve.
Shell scatter width @ 5 km52.5 m
(166.7 × (8 − 0.5) / 1000 + 0.5) × 30 = 52.5 m. Horizontal scatter at a fixed 5 km, from the same dispersion model as the rows below - a knife-fight-range anchor comparable across ships.
Shell scatter width @ 10 km90 m
(333.3 × (8 − 0.5) / 1000 + 0.5) × 30 = 90 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.
Shell scatter height @ 5 km24.9 m
How tall the scatter ellipse is at a fixed 5 km, from the same model, comparable from ship to ship. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10915=5458 m, and radiusOnMax=0.6 at 10915 m. Below the kink: k=0.2+(0.5−0.2)·50005458=0.4749, so σV=σH·k=52.5·0.4749=24.9m.
Shell scatter height @ 10 km52.5 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. The height/width ratio is a piecewise-linear curve through three points from the ship's own dispersion data: radiusOnZero=0.2 at 0 m, radiusOnDelim=0.5 at delim·Rmax=0.5·10915=5458 m, and radiusOnMax=0.6 at 10915 m. Above the kink: k=0.5+(0.6−0.5)·10000−545810915−5458=0.5832, so σV=σH·k=90·0.5832=52.5m.
AP pen 5 km120 mm
AP penetration at a fixed 5 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1700·33.50.69·0.13−1.07·615.91.38=120mm, where 615.9 m/s is the shell's speed when it arrives at 5 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
AP pen 10 km77 mm
AP penetration at a fixed 10 km, from the same ballistic curve as AP Pen Close/Far: the shell's impact velocity at that range fed through the AP formula P=10−7·K·m0.69·d−1.07·v1.38 =10−7·1700·33.50.69·0.13−1.07·444.21.38=77mm, where 444.2 m/s is the shell's speed when it arrives at 10 km (from 870 m/s at the muzzle). Fixed anchors make ships directly comparable at the same fighting distance; the Charts card plots the full curve.
HE flight time @ 10 km5.99 s
How long an HE shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.4=5.68×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
AP flight time @ 10 km5.98 s
How long an AP shell takes to reach a target at a fixed 10 km, from the same numerically integrated trajectory the Charts card plots. The shell slows under quadratic air drag, adrag=kρv2, where ρ is air density from a standard-atmosphere profile and k bundles the shell's drag coefficient, caliber and mass: k=πCdd28m=π·0.2857·0.1328·33.5=5.66×10−5. That runs from a 870 m/s muzzle velocity in 0.02 s steps under gravity 9.8 m/s² until the shell lands, then divides by 2.77 because the game clock runs faster than real time. Lower is better, since a faster shell is harder to dodge and needs less lead.
Guns per full salvo (alpha, DPM)4
2 mounts × 2 barrels = 4; all 4 bear on the broadside.

Model inputs

Krupp (AP)1,700
Armor-penetration constant of the AP shell; penetration scales straight with it, so a 10% higher Krupp is 10% more penetration at every range.
AP shell mass33.5 kg
Enters penetration as mass^0.69 and slows the shell's drag deceleration, so a heavier shell keeps more velocity at range.
AP drag coefficient0.2857
Air drag on the AP shell in flight; lower keeps velocity, and with it penetration, at long range.
AP muzzle velocity870 m/s
Starting speed of the AP shell; penetration scales with velocity^1.38.
HE muzzle velocity870 m/s
Starting speed of the HE shell; sets its flight time and lead.
idealRadius8
Horizontal dispersion growth per idealDistance of range, in 30 m units; the slope of the scatter-width line.
minRadius0.5
Horizontal dispersion at zero range, in 30 m units; the intercept of the scatter-width line.
idealDistance1,000 m
Range step over which horizontal dispersion grows by idealRadius.
taperDist4,000 m
Inside this range the scatter width tapers toward minRadius instead of following the line.
radiusOnZero0.2
Vertical scatter as a share of horizontal at zero range.
radiusOnDelim0.5
Vertical scatter as a share of horizontal at the delim point.
radiusOnMax0.6
Vertical scatter as a share of horizontal at maximum range.
delim0.5
Where the vertical-scatter curve bends, as a share of maximum range.

Torpedoes

Estimated torpedo reaction time4.8 s
800 m / (62.0 kt × 2.6855) = 4.8 s. detectability / (speed kt x 2.6855 m/s per knot on the game clock).
Torpedo speed62.0 kt
Travel time to max range60.1 s
10000 m / (62.0 kt × 2.6855) = 60.1 s. range / (speed kt x 2.6855 m/s per knot on the game clock).
Tube count10
2 launchers × 5 tubes.
Per-side salvo10 torpedoes
2 launchers × 5 tubes = 10, all to either side (centreline launchers train across - full salvo to either side).
Full-salvo damage167,330
All tubes hitting one target: tubes x per-torpedo simulated damage = 10 x 16,733 = 167,330. Each hit on the target's torpedo belt is reduced by its torpedo protection %.

AA defense

AA DPS at max range106
Only families that reach 3.5 km contribute at the outer edge of the AA bubble. In-game families: 85mm52 92k 1x2 -> 11 DPS @ 3.5 km; 37mm 67 V11 4x2 -> 95 DPS @ 3.5 km.
AA DPS layered by range106 DPS @ 3.5 km
@ 3.5 km: 11 + 95 = 106. Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank106
11 + 95 = 106 DPS: the sum of every family's average DPS, achievable only inside the closest-range family (3.5 km).
AA threat index371
11 × 3.5 + 95 × 3.5 = 371. 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.
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Ship Charts

Background

Volevoy, a Project 30-bis destroyer, was built at Plant No. 199 - named after Lenin Komsomol, in Komsomolsk-on-Amur. She was laid down in March 1951, launched in September, and entered service in December of the same year. In February 1959, along with three other Project 30-bis destroyers, she was transferred to the Indonesian Navy and renamed Siliwangi. In total, eight ships of this class were transferred.

Armor Beta

Hull HP 17,200, distributed across 5 hull zones, each with its own plate thicknesses, saturation cap, and pen thresholds.

Bow & stern19 mm

Overmatched by 137+ AP guns across the bracket. Can’t reliably bow-tank; gets bow-citadelled and overpenned.

Farming16 mm

Superstructure and extremities take HE pens and AP overpens from nearly any gun: steady chip damage. Fire resistance 37%, fires burn 30s. Range-by-range in the Compare tool →

Section Plates HP cap Threats Tactic
Bow19 mm primary (range 19–20 mm)2,000 (12% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 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)16 mm12,900 (75% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm16 mm: HE pens from 127mm+
Largest HP pool. Citadel sits behind these plates; thinner deck and side plating absorb the rest.
Stern19 mm primary (range 16–20 mm)1,800 (10% of HP)
Overmatched by 283mm+ AP (Scharnhorst, Scharnhorst '43)Angle bounces 203mm19 mm: HE pens from 127mm+
Mirror of bow. Same fast saturation.
Citadel20 mm primary (range 13–20 mm)≈ 165,500 (effectively 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.
Superstructure19 mm1,400 (8% of HP)
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).
Turret (module, per magazine)separate HP pool, does not drain ship HP8,600 magazine HPTurret knocked outPer-turret powder-magazine HP, a separate pool that does not drain ship HP. As it is worn down the turret is likelier to be knocked out, and a smaller pool gets there faster.
AA mount (85 mm mount)separate HP pool, does not drain ship HP200 per-mount HPDestroyed at 0 HPPer-mount HP for the heaviest AA on this ship. An AA mount destroyed at 0 HP stops shooting down planes for the rest of the battle; DCP does not repair destroyed mounts. HE shells specifically target AA mounts since the small-caliber HP pool falls fast.
Rudder (module)separate HP pool, does not drain ship HP5,200 module HPIncapacitated at 0 HPWhen module HP reaches 0 the rudder locks at its current angle until DCP repairs it. Repair via Damage Control Party.

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.

Exteriors

Skins & permanent camouflages

Every custom exterior Siliwangi can equip.

  • Siliwangi default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.