War Thunder

War Thunder

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STRYTUS Feb 28, 2024 @ 4:07pm
How to aim in naval?
Started naval yesterday and bluewater was kinda fun not sure bout coastal aint touched that yet, tried realistic and arcade, the only thing I noticed is just on arcade everyone's showed on the map and torpedoes gets refilled like bombs on planes, are there more?

Also aiming is absolute ass, sometimes the range just jumps up suddenly, changed my scroll wheel to fine tune the range but it barely does a thing fighting against the mouse's rangefinding even if I left it alone. I feel like a system that allows you to lock the x, or y axis of aiming might help naval, would be easier imo to fine tune your aim on the move.

I play JP and usually just go near the points that's close to the coastal's spawn since I can't really snipe far at around say 7km+
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Showing 1-6 of 6 comments
Eftwyrd (Banned) Feb 28, 2024 @ 5:53pm 
I dont play arcade and have no idea how aiming works there but im pretty certain you can enable the realistic control scheme instead

i dont have the trouble you describe in realistic so this might help, as i dont know what is different i dont know for sure
Last edited by Eftwyrd; Feb 28, 2024 @ 6:01pm
Black_Fox Feb 28, 2024 @ 11:23pm 
You select a target (default middle mouse button) and wait till your FCS calculates a fire solution - it shows you a red lead indicator arrow on your sight that turns green if you're about to hit.
There is also the green range finder bar on the right side of the sight like with tanks, constantly updating the target's distance. So you basically just have to match up the lead-indicator and the distance to hit the enemy.

That's the basics, with experience it becomes easier to eyeball it and land shots before the arrow shows up. A big part is also predicting the range change and shooting before the range finder updates.

Oh, and maybe that's just my opinion, but I wouldn't bother with the mouse wheel adjustment too much. It's not very precise and takes longer to adjust than just moving the mouse up and down instead
Last edited by Black_Fox; Feb 28, 2024 @ 11:27pm
Hotschi48 Feb 28, 2024 @ 11:44pm 
Originally posted by Black_Fox:
You select a target (default middle mouse button) and wait till your FCS calculates a fire solution - it shows you a red lead indicator arrow on your sight that turns green if you're about to hit.
There is also the green range finder bar on the right side of the sight like with tanks, constantly updating the target's distance. So you basically just have to match up the lead-indicator and the distance to hit the enemy.

That's the basics, with experience it becomes easier to eyeball it and land shots before the arrow shows up. A big part is also predicting the range change and shooting before the range finder updates.

That's aiming in Realistic Mode, in Arcade it's slightly diiferent;

Once you have the calculated range as above, a green circle connected to a dotted line pops up: this circle denotes the centre of your target. The dotted line's length gives a rough idea about relative speed, and the angle of the line (horizontal or points up or down on your screen) gives an idea of the bearing of your target (wether it moves toward or away or perpendicular to you). Depending on range, you still need to lead your target, and to lead it a lot. Goes without saying that always aiming for the center doesn't do much in the long run. And as ieverything, it takes practice.

About ships shown on maps... in Realistic, as far as I know only those enemies are shown which are currently being hit by allies.

In Arcade, every ship in LOS of any allied ship is shown on the map, those who sail behind an island will disappear on the map, but their marker is still visible on the screen.

And yes, in Arcade torpedos will endlessly reload wherever you are, same as with aircraft payloads. Depth charges and mines don't, not sure about unguided rockets. And THIS is IMHO the major drawback of arcade, the endless torpedos.

------

Somehow I'd like to have a rework of these modes, have everything like Realistic, but the location of ships on the map plotted like Arcade - after all you have dozens, hundreds or even more crew on your ship, there are always some on watchout, and there is a plotting room on your ship, there's flag signals, light signals, TBS and radio between ships. We don't even have spotting in naval....
CaptainSpacetime Feb 28, 2024 @ 11:46pm 
If the boat is pitching around the aim will jump
Hotschi48 Feb 28, 2024 @ 11:48pm 
Originally posted by Black_Fox:
Oh, and maybe that's just my opinion, but I wouldn't bother with the mouse wheel adjustment too much. It's not very precise and takes longer to adjust than just moving the mouse up and down instead

I wonder where to set the mouse wheel sensitivity?

Never mind, found it - Controls/Naval/Miscellaneous - Mouse Wheel Multiplier
Last edited by Hotschi48; Feb 29, 2024 @ 12:16am
mogami_99 Feb 29, 2024 @ 12:16am 
In realistic If you always center the 2 arrows you are always aiming at target midships.
Bear in mind once a module is black further hits do very little and if you want to hit gun mounts or magazines you need to adjust from that midships point of aim. This get easier the closer the range (the target is larger)
If you chose to sit still in order to get better aim just bear in mind that you likewise are now easier to target. Ships sitting still are the ones people fire torpedoes at and aircraft target.
Being behind a land mass can protect you from direct fire from close vessels but ones at longer range will hit you with plunging fire. Plunging fire is the one that detonates magazines because rather then having to penetrate the armor it lands on the less protected.
deck. You will observe that when ships do explode it is from long range fire most often.
The ideal set up is you moving parallel to target at approx the same speed and slightly closing range. This means once you have the proper deflection it is only the range you have to fiddle with.
When you fire your shells move in the same direction as your ship at the same speed. So if you have the right deflection you can just move aim point forward or reverse to hit where you want on target. By keeping range slightly decreasing you have easier corrections to make. At say 15km range doing flank speed 30kts and matching target accounting for time of flight you would fire with range set at 14.60km and observe fall of shot to make further corrections. After you fired at 14.60 you would adjust range to 14.20 while reloading.
Practice and experience will refine this general guide.
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Date Posted: Feb 28, 2024 @ 4:07pm
Posts: 6