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NavalArt update V1.5 Shell Rework & Basic Anti-Sub

NavalArt · Community Announcements · July 09, 2026

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Foreword

Thanks for waiting, Captains and Designers!

In NavalArt v1.5, alongside our regular parts updates, we have heavily focused on overhauling and expanding the combat system.

In this version, we've made massive changes to shell damage mechanics and naval gun ballistics. We've also implemented the early stages of our Anti-Submarine Warfare system—you can now use anti-submarine rockets for ASW operations.

Basic Anti-Submarine System

Depth charges are weapons designed specifically to combat underwater vessels. Featuring high explosive charges, they can effectively suppress and damage underwater targets. In emergency situations, many depth charges can also be used against surface ships. However, because airbursts are far less powerful than underwater detonations, their damage output is significantly lower in this role.

To ensure a reasonable hit rate, the current version's anti-submarine depth charges utilize a combined proximity and depth-setting fuze. The depth is automatically set based on the target's depth at the moment of firing, while the proximity radius varies by part, typically between 7 and 15 meters. When aiming, the fire control system will provide both horizontal and vertical lead indicators—simply align your mouse with the enemy ship. This provides a high hit probability against targets that are not actively changing depth.

In this build, while the AI will not actively control submarines, it can and will use ASW weapons to defend against them. You can use submarines in Quick Battle and the Operation Editor to challenge AI ASW formations, or host a unique "fish-bombing" competition with friends in multiplayer!

Added weapon type: ASW Depth Charge Launcher (Hotkey: 5)

Placeholder weapon type: ASW Depth Charge Dropper (Parts currently unavailable. Can be spawned via the Misc tool in single-player after enabling Developer Tools)

Added mechanic: If the locked enemy ship is underwater, its silhouette will be highlighted.

Added mechanic: The deeper a depth charge detonates, the greater its explosive power and blast radius become.

Added mechanic: AoE explosion damage. ASW depth charges now have a "near-miss" effect, dealing damage to targets without requiring a direct hit. We will monitor this mechanic closely and, once stable, introduce near-miss effects to naval guns as well.

Currently available ASW weapons: Soviet 213mm RBU-6000 "Smerch-2" ASW Rocket Launcher (RGB-60 ASW Rocket), US 324mm RUR-4A "Weapon Alpha" ASW Rocket Launcher (Mark 1 ASW Rocket).

Hidden parts: (These ASW weapons are currently unavailable but can be spawned via special methods for decorative use).

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American Mark 3 Depth Charge Track (Mark 9 Depth Charge)

British Triple Depth Charge Rack (Type VII Depth Charge)

British 305mm "Squid" Anti-Submarine Mortar

British 305mm "Limbo" Anti-Submarine Mortar

German WBW C/35 Anti-Submarine Depth Charge Launcher (180kg WBW II Depth Charge)

Shell Mechanics Rework

To address several pain points in the current version—such as AP shells essentially acting as oversized SAP shells making it hard to damage magazines, large-caliber HE shells bypassing armor to instantly wipe out magazines, and shells losing no velocity after penetrating a single layer of armor (making spaced armor ineffective)—we have decided to completely rework the shell damage mechanics.

Main changes include:

Armor-Piercing Shells (AP)

Semi-Armor Piercing Shells (SAP)

High-Explosive Shells (HE)

Why Remove the Ricochet Mechanic?

Strictly speaking, NA's current ricochet system isn't a true ricochet mechanic. It's essentially shells vanishing into thin air upon hitting at steep angles without achieving overmatch, rather than physically ricocheting.

In real-world naval warfare, while naval guns do experience ricochets, it's usually just another manifestation of a non-penetration—even if the shell luckily didn't bounce off, it would still struggle to penetrate that armor plate.

Iterating further on the ricochet system requires significant time overhead. More importantly, as a high-freedom naval combat game, NA doesn't limit the placement or quantity of player hull parts, unlike other Non-sandbox games with ricochet systems. This means that if we were to fully physicalize and refine ricochets, the shell bounce trajectories and the resulting performance impact would spiral completely out of control, which is unacceptable.

Furthermore, the current system interferes with armor-penetration interactions (such as the incredibly common, tragic pairing of 305mm (12-inch) guns firing at 102mm (4-inch) deck armor). Mere stat tweaks are meaningless here, so there is no need to keep it.

Given the above considerations, we decided to remove the ricochet mechanic entirely. F-formula based effective armor thickness, angling your ship to increase protection, and fighting within immunity zones are perfectly sufficient for NA's current needs.

(Credit: SirPerson)

Naval Gun Ballistics Rework

For a long time, we've received requests from players to fix gun trajectory errors and introduce physical in-flight velocity decay for shells, rather than just using virtual velocity decay for armor penetration calculations. To address this, we've overhauled gun ballistics alongside the damage rework.

Main changes include:

Guns will now attempt to utilize their maximum elevation as much as possible, resulting in significantly higher-arcing trajectories compared to previous versions.

If you find your ship's guns inexplicably bombarding your own superstructure... we recommend either redesigning the superstructure or swapping to low-elevation guns better suited for that hull...

Additionally, due to these high-arcing trajectories, the effective target profile of enemy ships will be noticeably smaller.

Overall, the aiming difficulty and miss rates in v1.5 will be much higher than before. We recommend keeping gunnery engagements within 25km. Adjustments to the fire control system will be addressed in future updates.

(Credit: 二尾灵猫)

General

Parts

Added Parts

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Italian 120mm/50 Elswick M1909 (Casemate)

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Italian 305mm/46 Modello 1909 (Three-gun Turret I, Rangefinder, Colored)

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Italian 305mm/46 Modello 1909 (Three-gun Turret I, Colored)

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Italian 305mm/46 Modello 1909 (Three-gun Turret II, Colored)

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Italian 305mm/46 Modello1909 (Three-gun Turret II, Rangefinder, Colored)

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Italian 305mm/46 Modello 1909 (Three-gun Turret I, Rangefinder)

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Italian 305mm/46 Modello 1909 (Three-gun Turret I)

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Italian 305mm/46 Modello 1909 (Three-gun Turret II)

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Italian 305mm/46 Modello 1909 (Three-gun Turret II, Rangefinder)

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Italian 305mm/46 Modello 1909 (Two-gun Turret I, Rangefinder, Colored)

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Italian 305mm/46 Modello 1909 (Two-gun Turret I, Colored)

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Italian 305mm/46 Modello 1909 (Two-gun Turret I, Rangefinder)

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Italian 305mm/46 Modello 1909 (Two-gun Turret I)

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Italian 305mm/46 Modello 1909 (Two-gun Turret II, Rangefinder, Colored)

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Italian 305mm/46 Modello 1909 (Two-gun Turret II, Colored)

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Italian 305mm/46 Modello 1909 (Two-gun Turret II, Rangefinder)

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Italian 305mm/46 Modello 1909 (Two-gun Turret II)

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Sandbag

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Short Sandbag Barrier (Low Profile)

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Short Sandbag Barrier (High Profile)

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Long Sandbag Barrier (Low Profile)

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Long Sandbag Barrier (High Profile)

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Log Bundle (Small)

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Log Bundle (Large)

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Rolled Hammock

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Rolled Hammock (3)

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Rolled Hammock (10)

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Denton Raft

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Lookahead P-38G-1 “Lightning” Heavy Fighter

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Lookahead P-38G-1 “Lightning” Heavy Fighter (2000lb AN-M34 HE*2)

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American Mark 3 Depth Charge Track (Mark 9 Depth Charge)

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British Triple Depth Charge Rack (Type VII Depth Charge)

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British 305mm "Squid" Anti-Submarine Mortar

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British 305mm "Limbo" Anti-Submarine Mortar

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Soviet 213mm RBU-6000 "Smerch-2" Anti-Submarine Rocket Launcher (RGB-60 Rocket)

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British 381mm/42 Mark I (Mark II Two-gun Turret)

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British 381mm/42 Mark I (Mark II Two-gun Turret, Rangefinder)

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American Crane V

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North American RA-5C “Vigilante” (Scout)

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North American RA-5C “Vigilante” (2000lb Mark 84 HE *4)

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Boeing XF8B-1 Fighter

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Boeing XF8B-1 Fighter (2000lb AN-M34 HE*3)

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Boeing XF8B-1 Fighter (1600lb AN-Mark 1 AP*3)

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Boeing XF8B-1 Fighter (MK 13-3 *2)

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Bréguet Br.1050 “Alizé” ASW Aircraft (Scout)

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Bréguet Br.1050 “Alizé” ASW Aircraft (500lb Mark 82 HE *4)

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Soviet 76mm/41.5 M1940 F-34 Tank Gun (Model 1941 Turret)

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Italian \[OTOMAT Mark 2 Block IV] Anti-Ship Single Missile Launcher

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Italian \[OTOMAT Mark 2 Block IV] Anti-Ship Twin Missile Launcher

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Russian 152mm/45 Canet Pattern 1892 (Single Mount)

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British Elswick 413mm/30 110-ton Gun (Twin Mount)

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German 150mm/35 MRK L/35 (Enclosed Shielded Mount)

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Japanese 120mm/40 41st Year Type (Single Mount)

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Italian 254mm/45 Vickers Modello 1906 (Two-gun Turret)

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Merchant Crane I

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Merchant Ship Davit II (Outboard)

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Merchant Ship Davit II (Inboard)

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Star Shell Howitzer

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Loong-shaped Decoration

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Loong-shaped Decoration (Front Half)

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Loong-shaped Decoration (Back Half)

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Anchor VIII

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Anchor VIII (Shank)

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Anchor VIII (Tripping palm)

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French Rudder I

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Railings (1m)

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Railings (2m)

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Railings (5m)

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Railings (10m)

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Circular Railings (1m, 90°)

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Circular Railings (1m, 180°)

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Circular Railings (1m, 360°)

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Circular Railings (2m, 30°)

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Circular Railings (2m, 45°)

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Circular Railings (2m, 90°)

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Circular Railings (2m, 120°)

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Circular Railings (2m, 180°)

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Circular Railings (2m, 360°)

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Circular Railings (5m, 30°)

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Circular Railings (5m, 45°)

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Circular Railings (5m, 90°)

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Circular Railings (5m, 120°)

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Circular Railings (5m, 180°)

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Circular Railings (5m, 360°)

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Circular Railings (10m, 30°)

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Circular Railings (10m, 45°)

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Circular Railings (10m, 90°)

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Circular Railings (10m, 120°)

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Circular Railings (10m, 180°)

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Circular Railings (10m, 360°)

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Ammunition Crate I

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Ammunition Crate II

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Steam Pipe Outlet I

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Steam Pipe Outlet II

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Steam Pipe Outlet III

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Steam Pipe Outlet IV

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Steam Pipe Outlet V

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Steam Pipe Outlet VI

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Steam Pipe Outlet VII

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Steam Pipe Outlet VIII

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Missile Blast Deflector I

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Italian 76mm/62 O.T.O. Melara MMI Allargato

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Italian 76mm/62 O.T.O. Melara MMI Allargato

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Italian 40mm/70 O.T.O. Melara Breda CIWS (Twin Turret)

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1m Coaming (1/8)

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1m Coaming (1/2)

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3m Coaming (1/8)

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3m Coaming (1/2)

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5m Coaming (1/8)

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5m Coaming (1/2)

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1-1.25m Coaming (1/8)

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1-1.25m Coaming (1/2)

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3-3.25m Coaming (1/8)

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3-3.25m Coaming (1/2)

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5-5.25m Coaming (1/8)

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5-5.25m Coaming (1/2)

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Russian 406mm/45 Pattern 1914 (Quad Turret)

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Russian 406mm/45 Pattern 1914 (Three-Gun Turret)

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Russian 406mm/45 Pattern 1914 (Two-gun Turret)

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American 324mm RUR-4A "Weapon Alpha" Anti-Submarine Rocket Launcher (Mark 1 Rocket)

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German WBW C/35 Anti-Submarine Depth Charge Launcher (180kg WBW II Depth Charge)

Hidden, land-based aircraft

Hidden, land-based aircraft

Hidden, decorations

Hidden, decorations

Hidden, decorations

Hidden, decorations

Hidden, decorations

Reworked Parts

Color Separation (Paint Customization)

Career

QuickSortie

(Credit:Gurt)

Preset Ships

In this update, fifteen brand-new preset ships will be introduced to players! Fourteen of them are the winning entries from the recently concluded Second Shipbuilding Cup 2026, while the remaining one is a long-awaited winning entry from a past event. At the same time, this marks the first time submarines are joining the preset ship lineup.

There are more excellent selected works from this competition that have temporarily not been added to the preset roster due to specific reasons, such as missing parts. They will arrive in your ports in near-future updates, so stay tuned!

Added Historical Replica Preset Ships:

Changelog:

Looking Ahead

We have re-evaluated our current development priorities and decided to temporarily slow down the development of the Map Editor. Update v1.51 will primarily focus on the onboarding process to reduce the learning curve and improve the overall gameplay experience for new players.

A music player for Operation Mode/Campaigns will be arriving soon. Additionally, more anti-submarine weapons will be added and their designs will be adjusted based on recent player feedback.

(Credit:Winchester)

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