- 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)
And where are battleships?
"Besides general gameplay improvement all these changes will let us add larger ships to the game." Thank god, Yamato here i come :D
"larger", not "largest"
when Realistic tankgun optics/Reticles like german 88mm tiger reticles, etc
Any Submarines ? https://en.wikipedia.org/wiki/Fleet_submarine
There are only two types of ships in any Navy... Submarines and Targets :)
No current plans for Subs... may have to wait sometime for any possible development of this nature
Comments below are to do with game play Timing (That is why it is split up the way it is) as you only have 1 chance to die in war? (RB) and with (SB) similar ?? It is a game you know? Try going to a real one and you would NOT complain then? Yes good game Play of all sorts and yes some could be longer But as I explained More balancing means more tactical Play ( unless players have just started) So Arcade mode is fun but still unbalanced in game terms
When i heard about naval forces in Warthunder, i thought there'd be destroyers, cuisers, and battleships, not dinky PT boats. Just add the DDs, CAs, and BBs soon. And don't say they won't work in the game, cause that's bull. Ex: the Firefly has an effective range of 3000 meters, but here its the same as every other tank: 1 km.
If low tier naval forces was the small boats on smallish maps while higher tiers were larger ships on larger maps, I really don't see the problem. However, the part about making repairs, fire extinguishing, and reducing/stopping flooding are concerning. Parts and FPE are incredibly annoying in tanks already, but could be tolerated. Flooding, however, should be a universal thing with maybe a limited ability to gradually stop it from single punctures over time, not the "magic tank repairs".
Flooding should be a universal thing because it's the way to balance out different possible ammo types.
Depending on ship size, Condition Zebra, If you know what that means
AIRCRAFT CARRIERS CMON MAN
Soon™ or Sooner?
Not too Soon™, but Sooner or later
It's that "Timey Whimey" thing that a Doctor speaks of.... it's all relative!...: Sooner, Later.... all subjective in the end. :)
Smaoke screen implementation, called it the day that event showed. I'll take my ego and go meow. Can't wait to see it in action!!
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