- 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)
As much as i respect what you are doing, i think this naval things should be scrapped. I'm never and won't get any hype from these boats. It feel like crossout but on water. The time you wasted on this project could have gone to something much greater like Battleship, cruiser and destroyer. I meant how many players know about torpedo boats ? If you go ask anyone what is Arizona, Kongo, Fuso, Yamato, Iowa, Warspite, Prinz Eugen or Roma 90% if not more going to give u the right answer right away.
Can you name a single boat? Did any of them even have names or nicknames that got recorded in history?
i also want to shoot with a tank at a riverboat, shoot tanks with a navalgun, go under bridges or get stuck in shallow waters, and be towed back, and shoot at boats with mij planes or combinations of all. so please get a lot of BIG river maps with bridges and narrow and broad rivers , and more time to do propper tactics instead of a race to a Cappoint. a lot of hard work ahead Gaijin, so far it looks good
So can somebody explain the existense of the Tribal-class Destroyer with 3x2 119mm, 1x2 102mm, and a quadripule torpedo turret in the player ships folder?))))
Because its probably Russian? ))))) xaxaxaxa :D
This is all very encouraging. The excitement of naval forces was severely curtailed for me after experiencing the beta tests. Gameplay felt very hollow, boiling down to massive bulletspam/RNG sessions with little skill involved. Gun Stabilization will help a lot in giving a sense that some skill in aiming will mater, and automating some systems while I'm directly focusing on a particular gun group will add a lot of sense of control without lost DPS. Well done. My interest is reinvigorated.
Any game with CBT Tests maybe tedious, repetitive and boring... but it is necessary to fully test and repeat testing over and over some mechanics so that the Devs get a better idea and understanding if something is working or not, if some improvements are necessary and or to make sure as many bugs are squashed as possible... BUT Feedback is always very welcome and sometimes repeat testing of somethings also gives the Devs a better understanding if something is not going to work for the Community as in boring or too simple, so there are a good number of reasons for repeat testing of some mechanics
THANK YOU! SMOKE SCREENS! THANK YOU!
From all I've seen, naval forces is a point and shoot game. It requires almost no skill unlike RB and SB. This doesn't fit with the rest of your game. The only solution I can think of is bigger guns, longer reloads, and greater engagement distance.
Devs will be/are aware of concerns such as this, there has been a lot f feedback regarding this issue
Pacifica, Do you think adding gun stabilization is going to help this part of the game be less 'point and shoot'?
Wow, I'm kinda in shock. Like, literally I've hated the putt putt toy boats since day 1 of testing, but never though ya'll would STOP, and just do it right. Was convinced after test, and test, that it was just gonna WoWP itself into the ground. Forgive me if I'm still weary, but, well, you haven't lost a customer afterall? -i think this is a complimentp-
Just because software engineering doesn't take the same path doesn't mean the objective is different. There are always many ideas that lead to the same solution. Human creative engineering is many varied path. :D War Thunder is not like its competitors for a reason. :)
Can we also have smoke screens in Ground Forces?
Well I'm happy :)
Well done My only concern will be Balancing on all craft at different levels so it is not One country or another always getting the most powerful or out ranking all others (AS in the tanks and some of the Aircraft) other wise every player will because of the nature of points and (gold) as well as silver tokens and game play ! They will all look at the stats and go straight for the one with all the best fire power in any level. Why play to just be a Target with out a chance of a good fight.
Without destroyers and bigger, Japan will be the worst nation, easily.
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