- 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: 23.1 GB (Minimal client)
- 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: 75.9 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)
- 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: 22.1 GB (Minimal client)
- 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: 62.2 GB (Full client)

How does the Damage Control mechanic work?
In the Spearhead major update, we’ll be introducing a new Damage Control (DC) mechanic for every naval vessel in the game. In this updated form of damage control, you’ll be able to pre-select three different action presets that replace the basic manual repairs: firefighting, module repair, and water pumping. After receiving damage, all three DC processes begin automatically, and you can adjust the priority of which area you want to focus on. The need to repair the propulsion systems of the ship has been removed, this will always be carried out automatically by the crew as long as it’s possible to do so.
Every ship will have an individual DC coefficient, which will be affected by the size of the vessel, crew count, and generation of the ship. The newer the ship, the more advanced and effective its damage control process will be. A high crew count will improve this further, and relative to the amount of crew it will also be more effective in general on smaller vessels, as the damaged areas can be reached by crew faster. The coefficient reduces the time penalty for the second and third DC processes in the setup you’ve selected, but not significantly. So in short, your ship will be repaired automatically, as long as there are crew resources for it!
How did repairing work previously?
Previously, some players deliberately did not repair knocked-out modules and compartments with the intention of “saving” part of the crew that remained in those areas. For example if the engine was destroyed, fewer crew would be there, and so less damage would be taken. This is no longer possible with the new system. The ability to do this was a consequence of the old system, but not an intended one. This “tactic” was not intentional as the advantage it gave was antithetical to gameplay and the intentions of the mechanic. We did not consider this a critical “exploit” for lack of better words, as this crew saving was not particularly impactful. For example, the combat crew of a gun turret or an ammunition elevator on a battleship is 10-20 people out of a total crew of, say, 1000 in total.

Fundamentally, the key issue with deliberately not repairing certain areas of the ship was that it was unfair to the player shooting at it. The most important modules are typically protected by the strongest armor, and to defeat this you need to pick the right shell, set the right range, and lead the shot accordingly. If a player does everything “right”, besting the defenses of an enemy ship, they should be rewarded for successfully carrying out that action. The unintended ability to lessen the reward for the player landing their shots harms gameplay overall.
Rounding off
We understand that DC may be seen as taking away agency, but this decision is in favour of fairer gameplay across the board, and rewarding the active player in the engagement. You penetrated an enemy ship in a critical spot? Excellent, you’ll be rewarded for that. You got hit by an enemy in a critical spot? Then they deserve the reward for that. This old system let a player reduce the reward gained by another player arbitrarily, and at the same time, engaging with a critically damaged ship does not exactly make for engaging gameplay, as it reduces the ability to move and fire.

This new system will keep ships in fighting form more effectively, and make battles more dynamic and, importantly, fair. This will also mean everyone can put more concentration into combat and action. Thank you for reading, we hope this has clarified everything for you! Please leave your feedback and suggestions on the forum and War Thunder’s social media pages. Thank you for being with us, seven feet under the keel and good luck on the waves!

Comments (52)
Comments will be premoderatedhave you guys plan to add aircraft carriers to the tech tree?
So you can larp as an island ?
This Is A awful change for naval wow
I was skeptical as first and i dont want it at all anymore. Listen to your players, naval realistic is a simple arcade with realistic speeds. Half automated gameplay and removing the capacity to survive for the sake of "ethical gameplay. You are killing a gamemode that is already dying with a small community. I dont know who is in charge of gameplay decisions in naval, but they are bad and only goes for the worse. Naval was cool at some point, i had fun, i wont play it anymore.
thanks for sharing a bit more insight as to why this change happened. I still don't quite agree with this change but it's very nice to see a blog explaining the "why" behind a big change like this. Hope to see more like it for big naval changes if/when they happen!
There has been lot of (let's say) odd changes in naval recently. Like many have pressed here that this could be an optional feature. I would like to even see the "legacy" version of torpedo aiming back as it was better for coastal. Same with the older aiming in naval AB. If these could be brought back as an option - many older and experienced players would approve as they could customize their gaming experience even further.
So when I am play let's say my 5.3 USA lineup with Moffett and Gearing and a player hits me with a 6.3 BB shell and ammoracked me they will get less than if someone with a 4.3 DD gets a critical hit? Just please stop. Controlling the DC is a fundamental part of the gameplay. Biggest thing you can do is stop the game from giving so many kills to the AI ships. I have seen matches where the AI ships got more kills that players. Learning all of this is just part of the grind.
I was sceptical at first but it makes sense.
So much sense. As we all know, Bismarck survived until scuttling despite 17 ships shelling her at once by forcing every station to be manned 100% of the time.
Navy itself is dead. because of the current gamemode is really really aint good
It feels absolutely horrendous on the dev server, this should be an option, don't take away player agency.
And I have to post this as a separate thing - larger ships, due to their size, in reality, have generally always had MULTIPLE DC parties - so there should be no 'oh it's a bigger ship so it takes more time for them to get there' penalty. And if I keep shooting at a turret that's damaged - it's because I haven't seen the ammo detonate, otherwise I move on to other turrets or engines/boilers/steering. And if anyone has used this tactic against me - I likely haven't noticed.
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