- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
Greetings, commanders! Today we would like to shed some light on the Naval battles development process and to tell you about the problems we have faced and how we have solved them. We would also like to share our plans for the future in Naval development.
From the very beginning of War Thunder naval battles development we understood that it wouldn’t be easy since our game format is maximum realism on the one hand, and a dynamic game experience with short game sessions on the other. We also took into consideration that implementing different vehicle types in one battle is complicated when we are talking about naval battles, that is why the mosquito fleet was a logical decision. Battles involving these vessels were both dynamic and interesting.
The playtests we ran with your participation helped us a lot to identify the downsides of the gameplay as well as identifying a variety of bugs and errors, so we had to correct our plans. After analyzing your feedback we decided to focus on improvement in the gameplay and temporarily not to introduce new craft in the playtests until we had completed much of the improvements and tweaking.
As a result of the tests, we decided to implement specific improvements, tweak some mechanics or even sometimes completely rework the following.
Gun stabilization to compensate for sea motion
We took the decision to model the rocking effects on naval forces, as without them, the vessels would become “tanks on blue grass”. Additionally, in real combat craft there were various and multiple systems to compensate for any rocking during firing, including three-dimensional compensation. We did our best to model and simulate manual and automatic gun stabilization for War Thunder naval forces, in order to make them effective at striking any enemy affected by sea swell and rocking.
Damage system
We improved the damage system for War Thunder naval forces: even small patrol boats can contain multiple systems, for example, up to 10-20 firing points. This variety and complexity makes targeting the exact component on enemy vessel almost impossible due to the small comparative size of these items. This is why we organized components into groups, that could be targeted and damaged, and would be visible in the hit camera. Also, we decided to distance our naval forces from the logic we use in the ground force battles, that is a craft is counted as destroyed when you have lost your last crew member. In larger and even huge naval crews there are numerous issues that were pointed out by our players, when you had to find and knock out the very last sailor of the enemy vessel. In our new damage model when you disable one of the enemy compartments, you also disable part of the total crew, specifically the crew assigned to this compartment.
Controlling fire from guns of different calibres and purpose
The multiple types of fire units using different calibres complicates reasonable aiming and fire correction, it also forces a player to focus all his fire on a single target. This is why we plan to divide different purpose weaponry to different groups, and a player will be able to choose which ones he will control himself and which ones will be controlled automatically, taking players commands into account.
New vessel survivability mechanics
Repairs, fire extinguishing and reducing or stopping flooding: we plan to add more gameplay to these important actions rather than use the existing fully automatic process.
Smoke screens
Smaller vessels usually do not have serious armour protection that is why smoke screens play a vital role in increasing a craft’s survivability and more diverse gameplay. We already demonstrated the smokescreen mechanics during the April Fool’s event this year and we are working to integrate them into naval gameplay.
Other features
We also plan to change the torpedo aim logic and add lead indication.
As for the visuals we have added procedural destruction of the vessels - it is in the final testing stage at the moment. We also continuously improve the visuals of the craft, water and the environment.
Besides general gameplay improvement all these changes will let us add larger ships to the game.
And now some numbers - what has already been done and what you will be able to see in the nearest future.
At the moment we have the following things either ready or in development:
- Over 70 vessels of various classes from different nations are completely ready and around 20 more craft are currently in development.
- 10 locations (both the one we have already shown and ones in development).
- Gun stabilization systems.
- Traversing torpedo tubes.
- Procedural destruction of vessels.
- New Damage Model mechanics.
- Torpedo gyro correction.
Comments (133)
"dynamic game experience with short game sessions on the other" Ugh, I wish you guys would drop that philosophy. Alot of players (especially players in RB and definately SB) actually PREFER game sessions that are a bit longer, which let you execute some tactics other than "rush cap and hope you don't die". I long for the old days of large RB maps and even larger SB maps...
I agree. I wish they would go bigger instead of smaller.
Indeed some players do wish for larger battles and that is specifically why we have events, EC and future things to come. The vast majority, including those on PS4 and other platforms do indeed wish to have more manageable battle times. Unfortunate not everyone can commit to a 30+ minute battle and just want a shorter battle. We are doing our best, as you can see from above, to work things out that provide something for everyone.
So this means the smoke screens work ingame now. When can we expect to have them for all ground forces suited with them ? it was often asked and ever taken away because you said it wouldnt work. so no more reasons for them to be not implemented.
+1 by me. You've tested it in the April 1st Event and we all saw that it worked, so it's Time to implement it into the Normal Ground Forces !
Thats why Smoke screens were Tested during the April Fools event... have to wait for Announcements regarding Ground Forces since this is about Knights of the Sea
70 Vessels? are 40 of them Russian?
And we are developing even more comrade (((((((((((
I hope from the 70 vessels are also some big ships like cruisers and maybe battleships
Glad to see progress. I plead to Gaijin from the bottom of my heart. Work up to larger ships. Naval being relegated to pt and armored skiffs will get old for many players, and new players won't be enticed to join WT for Naval over say the competition of WoWs if I can see Fletchers, Admiral Hippers, Kongos, and Bismarcks. I know it's asking for a great deal of effort, but the Naval branch will be nothing more than a trick side show if it remains PT boats forever. Think big :)
coming from a player who has been here since War Thunder first launched on Steam at the beginning. :)
Kamui_Senketsu, guy I don't care about your seniority, just let what you said stand on it's own, which was something I agreed with.
"Besides general gameplay improvement all these changes will let us add larger ships to the game." Battleships? :o?
If the Soviets didnt had any large battleship in the pre/WWII, we will not play with large battleships never...
zSektor92, The Soviets had battleships, that's not the issue
First off, I want to say that everything that you guys have worked on this far regarding naval forces has been incredible. You guys have truly thrown yourselves into this amazing project, as clearly evident here. The only thing that I would request is larger, capital ships. You've got the mechanics down, and the small boat game play is fun. While I understand that there are issues incorporating them, I would highly recommend that direction. The community, as a majority, supports this idea.
Thank you very much! and im sure you speak for others out there too, So Thank you all for the Support, Understanding and Patience! o7
Focus on Modern warfare instead! Thats gona bring new players, more epic battles to the community + more profit for the devs. Just leave these naval patrolboats plz!
I hope the naval battles will be more than the regular "press and hold LMB and shot everything what you see" game.
With this article, it will be SPAA-bombers on water. Less holding LMB, more AI turret gunner action. You control one caliber of guns, AI controls the rest. With probably a few keybinds for the AI turrets: "fire at will", "attack my target", "stop firing" and "attack aircraft"
Sounds like a step in the right direction. I´m quite curious to see the new damage model mechanics in more detail.
Looks promising, keep it up guys. Don't make us disappointed ;^)
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