
- For PC
- For MAC
- For Linux
- OS: Windows 10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 11 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
Today we’ll be doing a brief overview of the improvements and features coming in the Hornet’s Sting major update! We’ve already talked about some of the main changes and vehicles coming to the game in the CM Covert Disclosures article and vehicle dev blogs, so be sure to check those out to keep up to speed with what’s coming.
Updated Hit Effects
In this update, we’ve done a lot of work to update the effects of impacts on various surfaces in the game. Depending on the power of the projectile and its caliber, a funnel effect appears in the center of an explosion, throwing up clouds of dust and earth. Dirt, stone and small fragments are thrown into the air, forming a thick cloud together with the smoke of the charge. The effects of impacts look realistic for each type of surface, be it soil, snow or sand.
The effects of hits on the hulls of armored vehicles has been updated too. With the aim in mind to make these effects look more authentic, our artists looked at materials and video recordings from firing ranges. The result is that effects for shells exploding on armor, the effect of penetration and scattering sparks have now become more realistic. This change affects all types of caliber shells, including guided missiles.
Improvements to the Interface
As mentioned in the CM Covert Disclosures article, we’ve updated the stat cards for tank ammunition. Since then, we’ve finalized new stat cards for all secondary weapons, smoke grenades, machine gun and autocannon belts. All of the most important aspects of ammunition is shown at the top of the card, making it easy to glance at. The penetration effects and values for each shell are presented in detail too.
You’ll now be able to see your friend’s player profile background when hovering over their name in the in-game friends list. The squad leader will always display their current status, whether they’re still in-game trying to salvage a battle, or have left and are ready to play another.
Aerodynamic Hot Stuff!
Aerodynamic heating (where an object heats up when it travels at high speeds through the air) has been added to missiles and bombs. This will mean that it will be easier to lock on to these types of ammo with IR seekers at distance, all of course depending on the speed they are moving and how much they have heated up. This opens up new possibilities when trying to defend against missiles and bombs!
Naval battles: Hull Sections, Flooding and Arcade Aiming
We’ve reworked the mechanics of hull destruction for ships and are introducing new capabilities to the damage model of naval vessels. The updated hull strength mechanic closely tied with the loss of unsinkability is back and will affect battles of both coastal and bluewater fleet. Depending on the class and dimensions of a ship, when one or more sections of the hull are destroyed, the irreversible flooding process begins, leading to the destruction of the ship.
Small and medium boats will now be destroyed if any section of the hull accumulates damage equal to the amount required to destroy all other sections. For large ships, you’ll have to destroy three sections (except the front and end sections), however this will not be easier to do than destroying the ship in other ways.
Torpedoes and mines have been given a new type of damage called hydroshock, a sudden change in pressure from an explosion. Hydroshock will cause additional damage to the hull in the form of a high-pressure sphere, the radius and damage of which will directly depend on the power of the explosive.
There’s another piece of good news for naval players. In Arcade Mode, you no longer need to lead salvos, as the gunners will do it for you. Just aim the sight at the part of the hull you want to hit and press the fire button. The target will now always be in the sight’s field of view, even when firing on a collision course at long distances.
Lead time for missiles
For the F-16C, F-18C and Su-30SM, a lead circle will appear when launching air-to-air missiles, similar to the lead marker for aircraft cannons and machine guns. This displays the optimal lead direction for launching air-to-air missiles along the most effective trajectory.
Set up those radars!
If you’re a fan of top-tier jets and use your radar, we’ve now added the “Switch Radar/IRST gyro stabilization on/off” control that allows for more flexible control of the radar’s vertical viewing area. This will either stabilize it relative to the world coordinates (this was previously the case when the “Constant elevation of radar antenna” option was turned off), or fixing the antenna elevation angle relative to the aircraft’s axis, which now allows the scanning area to be adjusted using buttons and quickly returned to the center position using a new “Reset Radar/IRST direction to boresight” control.
The old “Constant elevation of radar antenna” option has been replaced with a new “Disable radar antenna gyro stabilization at mission start” option. This new one is responsible for which of the two modes of antenna vertical stabilization will be active at the start of the mission by default.
New Multi-Function Displays (MFDs)!
We’ve added a new flight instrument screen for the Su-30 and other modern Russian aircraft, while the Su-30 itself comes with a set of authentic displays that show the radar operation in different modes, including search by speed, as well as RWR screens and a screen for external weapons.
For the F-18 Hornet, two authentic displays of radar control in the azimuth-range and azimuth-elevation modes have also been added, as well as a page for external weapons on the MFD.
Try out all these new features and much more in the upcoming Hornet’s Sting major update! Thank you for reading and we’ll see you soon for more news!
Comments (24)
Comments will be premoderatedI'm not a fan of that automatic aiming system for Arcade Naval battles. To my understanding, it oversimplifies the gameplay and entirely removes the skill involved in aiming and placing your shots, since you can now just point-and-click directly on a part of the enemy ship you want to destroy (especially the ammunition magazines). I imagine insta-kills will become even more common once players memorize the locations of and click directly on the ammo racks of enemy ships, which would be annoying.
As someone who knows how to play all gamemodes, i hope this automatic aiming will fix the issue I had with guns aiming always slightly above my target (costal vessel). I didn't find the current system skillful for exactly this reason, as i was blocked from aiming lower. Who gets the kill was more based on luck, or to be more specific, if the game ai gunners decided to aim lower or not.
If you would like more Realism there is a Realistic Naval game mode
The new naval mechanics (in my opinion) go against currently established mechanics such as crew and breach repair (floatability) mechanic. They also make naval less realistic. I disagree with them.
I agree with this. I hope gaijin reconsiders this new compartment mechanic for ships.
The new animations look.. off. You have rounds impacting at very shallow angles but nearly all ejecta is vertical and there's no hint of the original angle or direction.
swiss f-18 cant wait to join germany
I wait patiently like Kratos on his throne.
And Swiss player can't wait for it.
The Ship hull mechanic is very cool, will it be applied to AI ships in maps such as Denmark and Dover Strait? for gamemodes such as Air Simulator Battles? If this mechanic is introduced to AI controlled vassels too then maybe AShM like the AS.34 Kormoran will be more effective against destroyers.
Actually for naval players these are very bad mechanics that go against realism aswell as other established mechanics like crew and floatability repair. Can´t speak for air sim but at the moment the AS.34 is not usable in naval anyway.
I hope these naval changes bring in more naval players. This is the best naval sim on the market. That being said, the game modes need to be more dynamic for Battleships. It's just so boing playing battleships. IDK what to do, I just know it needs to change.
Not gonna lie, the new effects looks like low-quality gifs, they're so out of place.
Updoot when
> If you’re a fan of top-tier jets and use your radar, we’ve now added the “Switch Radar/IRST gyro stabilization on/off” control HELL YEAH FINALLY
Does that mean I can turn off the auto slew for TWS?
just drop it bru
Who does hitting tank looks like im shooting smoke rounds? This is so stupid how much of a dense smoke APFSDS or APDS rounds are making..
It's smoke everywhere. I already have hard time seeing anything in tank Assault when bunch of AIs are bunched together and one gets hit, resulting in all that smoke.
Submit a complaint