twins_pc

PC Enhanced Edition

Atlantic Fleet PC enhanced-edition is close to release.
This will not just be a straight port of the mobile game as the ships, environments and user interface have had a major overhaul.

A couple more screens are posted on the Facebook page.

99 Responses to “PC Enhanced Edition”

  1. MattF4U-4

    This looks beautiful!

    I looked at the Facebook screenshots,Merchants with Different paint schemes and Camos,Very nice!

    Reply
  2. gm11

    Will mobile version get graphical improvements as well? (Available for extremely high end devices).

    Reply
  3. the_patroller55

    PC version should have:
    Differing textures (Edinburgh having a different camo pattern than Glasgow)
    Individual gun Aiming (A turret points port, B turret points starboard, X uses HE versus a far away destroyer, Y loads AP and shoots the nearest battleship.)
    3D ports (seeing your ships docked at port, insted of going into Kiel/Wilhemshaven, viewing a ship, but viewing the ship in open water)
    Using the Mousewheel to zoom (self explanatory)
    More Aircraft Control (controlling planes using WASD/ selecting dive angles and when the plane should pull-up.)
    Viewing ships using mouse and zoom during port scenes
    Ships breaking up when exploding

    I know most of these are hard to render/code, but some still are useful

    Reply
    • MattF4U-4

      No need for individual gun aiming,Some of these I find pointless but some are cool as well,I’d actually like to see my ships in dock,For some reason.lol

      Reply
      • John Ewan

        Don’t understand your reasoning re gun aiming. Battleships and most cruisers had more than one gun director to take on multiple targets. This is one of the things that is noticeably missing in this game. Hopefully we will get the same superb Manouvering that was in Action Stations.

        Reply
  4. Graustreif

    And when released you can buy the PC version on steam only? Or can you buy it on the internet etc?

    Reply
    • Mek Stark

      Isn’t buying on Steam equal to buying on internet? Steam is most popular distribution platform and the most customer-friendly

      Reply
  5. Clive

    Another Bug Report……. The range on the German torpedoes is way off. I fired at a parallel target 12,000 yards away and it ran out well before the target. The manual states it runs 5,000 yards for three turns, It looks like it only ran 3,000 per turn. As a result you need to increase its run length for 5 turns.

    Reply
  6. Nuclear moose

    In the second picture, in the background it looks like the USS Saratoga, I know Saratoga never went to the Atlantic, but it looks like the Saratoga to me

    Reply
  7. ALC

    This sounds ridiculous but are anymore ships going to be added in the future? I also noticed a glitch or something in BOTA on German Side you can’t buy type 3 Submarine (third sub) until 1943. I was playing I looked at the sub I left to look at map and for some reason I had one I tried again but it was a one-time glitch. Is this normal? Would seem a bit unfair if I Got the Bismarck Early on. just wanted to report this have a good day everyone!

    Reply
  8. ALC

    This sounds ridiculous but are anymore ships going to be added in the future? If anything no more British ships Some Few American ships in Atlantic. How much would Atlantic fleet cost on Pc?

    Reply
  9. RobH

    Will we be able to fire both the primary and secondary armament at the same time, and at different targets? For example, primary targetting an enemy battleship and secondary concentrating on attacking destroyers, as would happen in reality.

    Reply
  10. Norb nasty

    I wonder sometimes, I hope I’m not the only one checking this website daily for more pics/details on Atlantic fleet PC enhanced edition, can’t wait!

    Reply
  11. Pedro Trindade

    I am wondering the same subunit, I am really excited about the release of this beauty.

    Reply
  12. Killerfish Games

    Been working hard on Atlantic Fleet PC over the New Year and it is coming together nicely.
    The game is pretty close to completion with just a few more GUI design tweaks to make and of course some intense testing prior to release. We’ll post some more screenshots soon.

    Reply
    • Clive

      Did you see my bug reports I posted over the holidays.
      Thanks so much for a great game- I can’t wait to buy it on steam.

      Reply
    • subunit

      Good to hear! Is Early Access something you’re considering during the testing phase? I’m too hype to wait much longer and I may get an aneurysm if I don’t get turn based torpedos soon.

      Reply
    • Pedro Trindade

      Thank you for the update.
      Regarding GUI would be possible to have a toggle key so we can hide it to take screenshots. AF looks fantastic and a “clean” screen would be great to do beautiful pics (and catch attention of future customers!;-) ). Just a suggestion.
      BTW an early access would be fantastic… or just release it (this waiting is killing me! lol )

      Reply
  13. gm11

    Is Atlantic Fleet going to work on Intel-powered Windows tablets? And can you use touchscreen controls with Windows tablets?

    Reply
    • Killerfish Games

      Very likely as we’re keeping the original “mobile” quality ocean with Windows tablets in mind.
      However we are yet to test this.

      Reply
  14. Nuclear moose

    I think if they make Pacific Fleet 2, I that if they make Class battleship and Nevada Class Battleship, that the Oklahoma and the Arizona shouldn’t be availiable for service. Some other ships (like Nevada) shouldn’t be in service till the time repairs were repaired

    Reply
  15. LZR

    How do you like North Carolina Class Battleship, guys?
    Anyway it doesn’t live up to my expectation.
    I’ve tested NC Class against Bismarck Class dozens of times and my North Carolina usually ended up being sunk or scuttled.
    Quite sure that my gunnery is much better than AI’s. It’s actually not the case that NC cannot survive several 15″ shell hits.
    The rankings of some battleships in my opinion: H39 = Lion > NC >= Bismarck > Nelson.
    But in the game now it is: Bismarck > Nelson > NC. Just turn on Player 2 and test and then you will get my point.
    It’s clear that the armor of NC needs a boost. It would not be imbalanced because NC costs 85k renown. For Germans, they have glide bombs and hundreds of submarines suitable for commerce raiding.
    By the way, have you felt Bismarck too powerful? Maybe that aims to balance the game.

    Reply
    • Killerfish Games

      It is very hard to determine this based on their numbers on paper.
      Just did Bismarck vs North Carolina (NC) (player), with “No enemy disengage” option to make it a fight to the death:
      Focused fire on forward turrets, KO’ed A afer a few salvos.
      Switched to targeting aft turrets, KO’ed D turret after a few more.
      Swung around to the Bismarck’s rear and focused on KO’ing C turret.
      Fortunately NC didn’t have any turrets out of action at this point, so from here on Bismarck had no chance.
      Took 29 turns total to sink Bismarck and did not close under 22,000 yards until all Bismarck’s 15″ guns were KO’ed (which is likely an important factor).
      NC took at least 6 15″ hits to the belt and several more to the deck with the several more in the superstructure. NC had Heavy Damage and was down at the stern at combat end.

      Now at 5,000 yards Bismarck will easily one shot a NC with a magazine hit and vice versa, so distance and shell impact angle are very significant factors.

      Reply
      • LZR

        Thanks for your test and explanation.

        Maybe another factor is gunnery level. We can land hits almost every turn but AI only has poor gunnery skill with his turrets knocked out so I suggest turning on Player2 and testing both of them at the same time.

        Perhaps the buoyancy parameter is also a factor. You see, North Carolina is often penetrated to tilt and down easily.

        Reply
      • LZR

        You are right.
        At long range North Carolina is able to survive much more hits. But sometimes I have to approach the enemies to keep them from disengaging.

        It’s true that NC tends to list and explode.

        Can you describe how distance and shell impact angle affect damage in detail? It should be added to the game manual so that more players can know

        Reply
        • Rayydar

          AFAIR distance & impact angle are mentioned in the manual; search for ‘plunging fire’.
          As for damage inflicted: compare deck and belt armor thickness, and you’ll know the relation.

          Reply
          • LZR

            However, NC’s inability to take damage at close range cannot be denied.

      • MattF4U-4

        Nah,At close range I can get through it…not fun though…Standard tactic is to just fill her with withs shells until she begins to explode,or simply can’t fight back,at which point if aircraft are Avaibilbe I will practically scuttle the thing

        Reply
    • MattF4U-4

      I find Bismarck far superior,as it was Irl(In terms of armor and speed,And some other factors)

      I can’t stand North Carolinas General inability to take damage.

      She’s armed well,But it just can’t brawl at all…

      Reply
        • LZR

          But it’s actually not the case so I ask if NC could get a boost. I just think the game should be more realistic.

          Reply
          • Clive

            Realistically all the german ships need to get crappy AA, and Nor Cal needs more accurate FCS

          • MattF4U-4

            Actually German AA was fairly good,Much of it was What was used on land and Were Navalized versions of it,And they were fairly effective

            Type IX U-Boats had a fairly heavy AA Armarment for a Submarine

          • MattF4U-4

            True,the amount of guns is a bit low on say… Bismarck,But it is still fairly well equipped

          • Rayydar

            German AA:
            a) Quality: Yes, good. In case of the Bismarck vs. Swordfish: too good. They couldn’t make firing solutions for such slow, WW1-like planes.
            b) Quantity: No. of AA guns was poor in each navy at the start of the war. While the Allies added more and more AA, often sacrificing one main arty turret, the Kriegsmarine struggled hard to upgrade ships at the bottom of the sea. :D
            Tirpitz, however, had a huge no. of AA guns in 1944.

          • MattF4U-4

            About that quality thing…I truly disagree with you…I highly doubt that Bismarck Couldn’t track a Biplane

            Here’s my thoughts on that Subject

            Not All of her AA guns were Reliant on radar (All could be Manually operated),The Ship was Brand new,With a New crew,All inexperienced(except the Officers) and had never Fired at enemy aircraft before,In my Thoughts I truly believe the Inexperienced crews resulted in poor accuracy and Therefore,If she couldn’t track a Biplane how could she Track say….an Avenger?

            Keep in mind the Germans were well aware of how the Royal Navy’s bombers were Made up of Swordfish and Albacores,

            Just my Thoughts…in Bismarcks case she had plenty of AA guns with inexperienced crews

  16. Julian

    PC SYSTEM REQUIREMENTS: What are the PC System requirements to play the game? I looked all over and can’t find anything on the system requirements. I’d like to get the game, but what are the chances that it will play on my computer?? I have tried the other World of Warships by Wargamers, but it comes up with Critical Error message and crashes. So, what are my chances that Atlantic Fleet will crash on my PC?? Can you let me know what PC requiremenrts are needed?? Thank You.

    Reply
    • Killerfish Games

      There are none set yet. After testing on various hardware we’ll determine with them.
      If your PC can run Windows 7 and DX11 you should be ok.

      Reply
  17. Razgriz 1

    Found a bug.

    When I try to open my current British BotA, the game will bring up the BotA UI, but the war assessment bar is fully white and where the map should be is the main menu.

    Kindle Fire, most recent edition of the game.

    Reply
    • Killerfish Games

      Data corruption bug caused by purchase of G,H Class destroyers as the British in version 1.10 of the game.
      Will need to restart and does not occur when playing Germany. An update with a fix is in the works.

      Reply
  18. tl;dr

    Was just wondering;
    Where’s the best place to cause max damage against ships to sink/incapacitate them faster, esp. against more of the heavy ships like BBs and BCs – when I play battles it seems that the amount of time it takes me to sink enemy capital ships is a bit all over the place and varies a lot each time.

    I usually aim at the area close to the waterline underneath the turrets to try to knock them out. Is this the best approach or should I aim at other places like the citadel instead/as well?

    thx in advance

    Reply
    • Killerfish Games

      Great question!
      If the goal is to sink it as quickly as possible, I find the best location is usually the waterline in the centre of the ship (as this can cause a capsize) as well as whichever end is going down first (bow or stern).
      The central hits have the superstructure to (usually) shield against damage on the opposite side of the ship (which can cause counter-flooding) and also cause the most flooding. After that, the areas near turrets can be used to “force” either end down and counter-flooding is not an issue here since we want that whole end of the ship down into the water. Hits to the very rear/fore of the ship and higher in the superstructure are very ineffective at causing sinking.

      Reply
      • tl;dr

        Another couple of questions somewhat leading on from that;

        I’ve found that a lot of hits to the superstructures of ships often cause fires, esp. when using HE shells.

        Firstly, what’s the role of these fires on these ships exactly? Do they only increase damage to the subsystems of the affected area, or do they also increase flooding, the likelihood of a magazine explosion or decrease the combat effectiveness of the ship in that area?

        I’ve also noticed that when a ship has been lit on fire, sometimes on its next turn a secondary explosion can be generated during the ‘move’ phase. What is this explosion, exactly, and what are its major effects? It seems a little small for a magazine explosion, both in size and in effect, but I can’t think of anything else it could be simulating.

        Love the game, btw, and can’t wait for the awesome graphics on the PC!

        Thanks again.

        Reply
          • Killerfish Games

            This is exactly correct, in addition to preventing a carrier from performing flight operations on the flight deck and fires also increase the visibility of the target ship if playing with limited visibility option on.
            During the movement phase there is the chance for fires to be extinguished, spread or cause additional damage/flooding (explosions).
            We’ve seen ships on fire from end to end which have actually been sunk by the explosions caused by continuous fires.
            The fire extinguishing bonus from increasing ship experience ranks is quite useful.

          • Anonymous

            Can there be an option for carriers to spawn out of rang of enemy gun range
            Throughout WW2 Aircraft carriers were used to attack enemy ships knowing that the enemy shells couldn’t shoot them For example in operation ten go 4 carriers launched air attacks at Yamato but the carriers did not stray into the Yamato’s firing range instead 6 battleships and Large Cruisers Alaska and Guam split from the main force to engage Yamato but Yamato was sunk before the detachment engaged.

            Also the anti air defences for enemy ships should be weakened due to the fact that lone aircraft wouldn’t be attacking a chip like bismarck by it’s self but a whole attack force would be forcing ships to split their AA defences

            Also what does AAA stand for? Anti-Air-Artillery?

          • Killerfish Games

            We agree that carrier operations are not the most realistic.
            Yes, AAA is Anti-Aircraft Artillery.

        • Lee

          I don’t think fires have a role in the game besides being eye candy, and the small explosions can be anything from fuel exploding to shells from the secondary guns exploding. They too probably have no role concerning damage to the ship

          Reply
          • MattF4U-4

            Well Killerfish already stated what fires Can do to a ship

            Having multiple fires on a ship is an extreme danger,Things will eventually go off if the fire is not put out and it could lead to either The ship simply reaching a point where It suffers a minor detonation that may increase the list to the point where it’s over and she sinks,Or(And this is rare) A Magazine explosion could occure,Either After multiple other explosions or just off the back

      • subunit

        Thanks! Really like the look of the foul weather. Do sea states ever get worse than depicted in those shots?

        Reply
        • Killerfish Games

          Yes, sea states can get heavier with more foam, especially in stormy weather.

          Reply
          • subunit

            Cool! Does sea state affect ship speed/handling or gunnery accuracy?

  19. Clive

    Any plans for flooding repair indicators?
    It would be useful to know which hits have caused flooding and if the flooding is under control.

    Reply
    • Killerfish Games

      Pumps are the best indicator. If they are orange, they’re damaged or not keeping up and the ship is in extreme danger from flooding.
      Along with how low the ship is in the water should give a pretty good indication of flooding status.
      We decided not to use flooding and overall damage indicators as many players have been conditioned (by other games) to interpret them as hit point bars.

      Reply
  20. tl;dr

    A suggestion if I may;
    I think it might be a good idea to add another option in the single battle mode, that is to give each side a set amount of renown that the player(s) can decide on in order to make it easier for them to set up a more balanced battle.

    For example, the player(s) would be able to choose for each side to be given, say, 50,000 renown, and they then can each choose to buy whatever ships they wish, and also know that their opponent will field a force of similar strength against them.

    Perhaps each ship could be worth the same number of renown points as its tonnage?
    One side could then choose to play a BB (30k tons), a CA (12kt), and a CL (8kt) whereas the other may go with 4 CAs (4 x 12kt), and a TB (2kt), for example, which would be relatively fair.

    I think that this has the potential to enhance the multiplayer and single battle experience by adding a more reliable, competitive aspect to the game.

    What do you guys think?

    Reply
      • tl;dr

        For my part, I can definitely see a purpose in it, and instead think it a matter of whether enough players think it worthwhile and would also utilise the option, in order to justify the effort of adding it in.

        To clarify what I see as its purpose;
        I think it would help to add to the competitive aspect of the Single Battle game mode for both single player and multiplayer (hot seat). I for one can sometimes find it difficult to setup a fair battle against friends or the CPU with the great number and variety of ships available (make no mistake, I believe this is a great thing), and hence feel that such a guideline to help players (esp. those less sure of what constitutes a fair battle with all the multitude of possible combinations) would both enhance the game mode and make it more accessible to a wider range of less knowledgeable or experienced players in the genre.

        Reply
        • MattF4U-4

          Well so long as it’s only optional,I remember pacific fleet had that system,I never used it though

          Reply
    • Clive

      I’d like to see the Wickes and Clemson destroyers too- they escorted most large convoys after 1940

      Reply
  21. Karl Strohmeyer

    Myself and several others have asked about moving carriers out of gunnery range. Your team seems to agree with that view. I think then the issue comes to execution . I think the solution is easy. Just have a mandatory distance for carriers to be from the other friendly ships so that distance say 40,000 yards is added to the distance between the surface combatants . The carriers are in the game but far enough back that they cannot reached by enemy shell fire while acting as air support for the other ships in the fleet.

    Now what about in ASW mode? The carriers are with the rest of the ships BUT it should be assumed there is a constant CAP with sonar in the planes so this acts as a stand off deterrent to the U-Boats instituting a mandatory longer approach distance say 8000-6000 yards as opposed to the 3-5000 yards as it stands now . When there is a sonar contact one of the planes from the cam can be directed to the target executed in the same manner as the standard aircraft attack procedure but since they are already in the air there is no need to ready and launch. Does this throw things in favor to the Allies well yes but that is the point of having escort carriers. However it also forces the German player to have to play smarter. They can dive deep out of the depth range of airborne depth charges to work their way to a shot and then get out of Dodge. That is accurate portrayal of how U-boats handled escort carriers in convoys.It also changes the game to more cerebral cat an mouse kind of game that I would greatly enjoy. How hard would it be to make this happen?

    Reply
  22. Karl Strohmeyer

    Follow up about airborne sonar and Escort carriers. I realize airborne sonar was a latter war development. However there were Sonar buoys used from July 1942 onwards. I am suggesting that both the bouys and the airborne sonar gets abstracted in it’s function into the game along with the MK 1 Eyeball in terms of airborne detection of subs. It’s not magic and submarines do get missed. I think there should be a Search option in the action menu for the carrier that is in the scenario assuming game starts with planes already launched on CAP. This means that the submarine gets a chance to work their way towards the convoy for a while before it is picked up by either aircraft or destroyers. That means the submarine shouldn’t always be on the tactical map for a while until a sonar contact is made. Therefore the subs have to start from further off but they get to maneuver for a time undetected. Also they should be place a bit down range from the convoy so the forward movement of the convoy and subs converges. As the Battle of the Atlantic campaign goes on the detection range improves. Interested in everyone’s thoughts. Thanks!

    Reply
  23. Stephen

    Good morning gents,

    A couple things:

    – I was wondering if there is any update on when the PC version will be released,

    – I was looking at the torpedo speed range information (in the game manual) and had a couple questions, most importantly why there does not seem to be a relation of speed to movement per turn, in that a faster torpedo should move further per turn than a slower one

    – Not sure about British torpedo’s but German ones had different speed settings which allowed for shorter or greater ranges (30 knots = 12km, 40 knots = 7.5km, 44 knots = 5km), will this be integrated to allow use of torpedo’s at longer range etc?

    – Some people have mentioned the inability of NC to absorb damage in a brawl, in real life her designed immunity was “21,300 to 32,000 yards (19,500 to 29,300 meters) versus light 16″ shell” (note that this is in regards to the citadel).

    The performance of the German 15 inch shell was similar to the 16 inch light shell so it’s a fair comparison, so in short try to fight within those ranges and try to keep off angle instead of “beam on” (not sure if this game takes into account the target angle and how this affects penetration.

    In regards to Bismarck for penetration into the citadel through armour, the immunity zone was designed to be at least 20km to 30km (against her own guns), some estimates that in real life it’s more in the region of 10km-25-30km (there have been many many long debates in regards to the resistance of Bismarck’s horizontal scheme to plunging fire).

    Reply
    • Killerfish Games

      Aiming at having it out late Feb. However we don’t know how long Steam’s review process may take. Will keep you posted.
      Those numbers are a bit wrong (due to manual writing in the early hours of the morning). Range and speed should be correct though.
      No. We’ve simplified it so that torpedoes have the max range on slowest speed setting.
      We find NC survives well out at longer range. Close her in on an enemy with 15/16″ guns and she can take some serious hits.

      Reply
  24. Stephen

    Sorry typo, I meant to write: real life it’s more in the region of 10 to 25-30km’s (against her own guns).

    Reply
  25. Bailey

    hey killerfish you should add the german carrier Graf Zeppelin!The germans in this game need the carrier,it would be very fun,thanks for the game killerfish good job!!!

    Reply

Leave a Reply

  • (will not be published)