So, you may have seen my going on about how the crew xp bar appears to not be working as expected. I went into depth on that here, but that's not what this is about. This is intended as a brief tutorial on assessing the crew skills of your tank.

First, unfortunately at this time I do not have a method that works for turretless tanks. You can try to time your reloads, but I have gotten wildly inaccurate results by using reload time to extrapolate crew skill.

Edit—Theoretically, if you find a third party website that tells you how wide the gun arc is on your tank, you can measure the time it takes for your gun to traverse that arc the same way that you can measure the time it takes for your turret to traverse, because I believe both are affected by your gunner skill.

The way that this method works, is that as your tank's crew skills increase, certain stats of your tank will also increase. While many of these are somewhat difficult to measure, the turret traverse is dependant only on your gunner crew skill. (It also gets a small bonus from the fuel consumable, so if you have that equipped, un-equip it while testing this). So, by finding the rate at which your turret traverses compared to the speed at which the turret stats claim it traverses (the nominal speed), you will be able to calculate your crew skill.

First, you need to collect some data. Take whichever tank that you want to find the crew skill for into a battle, and time (with a stop-watch, or other device that can measure to 2 decimal places) the length of time which your turret takes to traverse a full 360 degrees. You'll want to do this 4-5 times so that you can try to make sure you aren't accidentally measuring too fast, or too slow. Take the arithmetic mean of these measurements, and keep it for the following calculations.

Second, you'll want to go to your tank in the garage, open the package page, press "y" on the package that you are using, and find the turret traverse speed. To find the time in which your turret will take to traverse 360 degrees, divide 360 by the traverse speed. For example, a tank with a 22 degree turret traverse will take ~16.4 seconds to traverse 360 degrees. This will be your nominal baseline value for the following calculations.

((0.875*Nominal/measured)-0.5)*800/3=effective skill

Insert your values for the nominal stat and the measured stat into this formula. For example, my tank with 22 degree turret traverse has 16.36 for the nominal stat, and has 18 for my measured stat.

((0.875*16.36/18)-0.5)*800/3=effective skill

((14.315/18)-0.5)*800/3=effective skill

(0.7895-0.5)*800/3=effective skill

236.22/3=effective skill

effective skill=78.7

Now that you have your effective skill level, you're not quite done yet, the tank commander provides a bonus of 10% of his crew training level to each crew member. To remove the effect of this bonus, divide the effective skill by 1.1.*

True skill=effective skill/1.1

continuing with my example, my true skill would be 71.6 if my effective skill was 78.7.

If you have equipped the "Improved ventilation" equipment, you will have to subtract 5 from the "true skill" to find the actual skill level of your gunner, otherwise this value is the crew training level of your gunner, and by extension, your entire crew!**

*Some lower tier tanks do not have independent gunners, rather having the commander do all the work. If this is the case (you'll know if your tank does not have a gunner by the little icons on the tank panel on the lower corner of the screen), you will not have to divide your effective skill by 1.1.

**Yes, yes, I know, each crew member will have slightly different levels of crew training because having your crew get injured causes them to gain xp at lower rates. The error caused by this rough approximation is going to be more significant than the error caused by assuming all of your crew members have the same skill level.

**Edited by Matthew J35U5, 29 March 2014 - 02:12 PM.**