- 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: 22.1 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: 62.2 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 premoderatedI should have this option for fire and flooding only. Auto-repairing damage becomes a threat to the crew and ship. Especially on ships with a lot of vulnerable crew positions such as AAA and secondary guns.
Add cpu ships when not much online players. We boring and times die while waiting, and we goin ground rb again. Fix it please. Ty
Looking forward to trying it out. If it adds longevity to Naval battles, it's got to improve the player base. Entering a game to instantly explode ! Is not entertainment. Too many munition hit's, Naval & Air at the moment.
in naval work like the ground if you carry less ammo you maybe dont be 1 shotted and this bad news dont change for expert to explode the new one who shoot only at engine
Looking forward to catching up with you in Naval. Didn't know you played
Gaijin:Let me tell you how to play a boat
Separate classes of ships in a + - class MM with exceptions, Destroyers fight other destroyers and light cruisers, light cruisers fight destroyers and other light cruisers and heavy cruisers, heavy cruisers fight light cruisers and other heavy cruiser. No coastal vessel should ever see blue water vessels, Battleships should only fight other battleships. Currently each class is a rock paper scissor game with Battleships being invulnerable to anything below them.
Gonna wait and see how is this new mechanic will work out. And like how this mechanic will work out with small ships like DD and PT boats???
I have a better idea - scrap this, and just make the 3 we have already automatic, or just make repairs automatic. I have put the time and effort in to getting my crew skills maxed because I leave the existing ones on auto, needing them all done at once frequently, and to a point where I have almost no penalty for doing all 3 at the same time - and now, your going to make me eat penalties again for trying to stop the rapid flooding and the fire in my turrets at the same time.
Im all for it at least the naval battles will stop being such a slug fest. But with one issue right now it doesnt promote skill or anything but HE spam. If we are able to remove crew from open top positions outside where they just go to get slaughtered by secondary HE fire then the system might not be so badly recieved. The HE spam meta was here once already and very badly recieved i have no idea why you want to bring it back gaijin
Yeah this is not going to be liked much by the community, either that or it will split the playerbase's opinion with one side being happy this is implemented and one side not.
I Just don't think this is a good idea. Mainly because there is now one size fits all solution to DC. for example I could have a shell that rips a hole large enough to sink my ship in second, but at the same time have a deck gun catch fire, in this case I need to repair breach first. however, I could also have a hole punched into a area above the water line but have my main ammo elevator catch fire. in that case I would need to extinguish first. which cannot be done if the DC order is a pre-set.
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