CTSFD

Reload

Work in progress

This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.

Reload is the time between firing and being ready to fire again. The gun sets a base time, the turret divides it, and the gun caliber decides how much of that bonus survives. Ready racks apply on top, but only under strict conditions.

What changes it

A gun has a base reload time in seconds, but that is not the number you actually get in game. The turret the gun sits in divides that base time, and the size of the gun decides how much of the turret's bonus actually applies.

Base reload

Gun stat

Seconds, before any turret bonus

Caliber

Gun stat

Bigger guns keep less of the bonus

Reload multiplier

Turret stat

Drives the divisor

Ready rack

Turret stat

A further multiplier, heavily gated

Real reload

The real reload is the base reload divided by a value worked out from the gun's caliber and the turret's reload multiplier.

treal=tbaseDt_{\text{real}} = \dfrac{t_{\text{base}}}{D}
D is the reload divisor. A larger divisor means a faster reload.

The reload divisor

The divisor is built from three separate values, then the smallest of them wins. Here cc is the caliber in mm and mm is the turret's reload multiplier.

s3=2mmax ⁣(c32.27,  0.0001)caliber penaltys2=max(m,1)multiplier caps1=1+clamp ⁣(c5.91,  0,  max(m,1))low caliber clamp\begin{aligned} s_3 &= \dfrac{2m}{\max\!\left(\sqrt[3]{c} - 2.27,\; 0.0001\right)} &&\text{caliber penalty} \\[6pt] s_2 &= \max(m,\, 1) &&\text{multiplier cap} \\[6pt] s_1 &= 1 + \operatorname{clamp}\!\left(\sqrt{c} - 5.91,\; 0,\; \max(m, 1)\right) &&\text{low caliber clamp} \end{aligned}
Three candidate values, each limiting the reload in a different way.
D=clamp(s3,  0,  clamp(s2,0,s1))D = \operatorname{clamp}\big(s_3,\; 0,\; \operatorname{clamp}(s_2,\, 0,\, s_1)\big)
The caliber penalty is capped by the multiplier, which is itself capped by the low caliber clamp.

Note

The cube root term is why large guns gain so little from a strong turret. As caliber rises, the denominator grows, so the caliber penalty falls and becomes the limiting value. On small guns the low caliber clamp takes over instead, which stops tiny calibers from reloading absurdly fast.

Ready rack

A turret's ready rack multiplier is never applied at face value. It is gated by caliber, faded in by base reload, and damped as caliber rises.

fade=clamp ⁣(tbase13,  0,  1)\text{fade} = \operatorname{clamp}\!\left(\dfrac{t_{\text{base}} - 1}{3},\; 0,\; 1\right)
The rack does nothing on a 1 second reload and is fully faded in by 4 seconds.
reff=1(1r)fade1+(c50)0.01r_{\text{eff}} = 1 - \dfrac{(1 - r)\cdot \text{fade}}{1 + (c - 50)\cdot 0.01}
r is the turret's raw ready rack multiplier. Every mm of caliber above 50 damps the benefit by one percent.
tfinal=treal×refft_{\text{final}} = t_{\text{real}} \times r_{\text{eff}}
The final reload with a ready rack fitted.

Note

At 50 mm caliber or below the ready rack is inert and the effective multiplier is exactly 1, so the rack contributes nothing at all.

Try the numbers

This uses the same model as the reload calculator on the parts pages, so the values here match what the site shows for a real gun and turret pairing.

Interactive

Caliber penalty

1.144

Multiplier cap

1.400

Low caliber clamp

2.400

Divisor used

1.144

Real reload

5.51s

With ready rack

4.80s

effective ×0.871

Drop the caliber to 50 mm or below and the ready rack stops doing anything at all.

The reload cycle

  1. Fire . The round leaves the barrel and the reload timer starts immediately
  2. Extract and load . The loader clears the spent case and chambers the next round
  3. Ready . The gun is chambered and the next shot becomes available

Credit

Note

The reload formula on this page was reverse engineered by @amdiux. The site's reload calculator and this page use the same implementation.

See also