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Firing weapons

Weapon groups, aiming, torpedoes and the guns that fire on their own.

Weapon groups

Weapons you fire yourself are sorted into 6 groups with fixed number keys. You fire one group at a time, with Space.

Weapon groups and how each fires
KeyGroupHow it fires
1GunsHold Space. Every gun that bears fires when it has reloaded.
2TorpedoesOne round per press.
3RocketsOne press fires one launcher's whole salvo.
4Depth chargesOne round per press.
5MissilesOne round per press.
6MinesHold Space. Each mine is laid where the ship is.

For torpedoes, missiles, depth charges and rockets a press takes one launcher; press again for the next loaded one. Holding the key does nothing, and a press made while nothing can fire is not saved up.

Aiming guns

Click a ship or the sea to set the aim point. Each turret turns toward it at its own rate and fires once it bears. The marker on the water shows where the shells will fall: they land at random inside it, and it grows with range. A gun reports why it is not firing:

Gun status readouts
ReadoutMeaning
TurningThe mount is still training onto the aim point.
Out of arcThe aim point is outside the mount's arc of fire. Turn the ship.
BlockedYour own ship is in the way of the shot.
Too close / Too farThe aim point is inside the minimum or beyond the maximum range.
DisabledThe mount is down to 10% of its integrity.
EmptyThe mount has used its ammunition for this battle.

Shells and blasts never hurt your own ship or your allies. G draws each group's range on the sea, and Shift raises the 4× telescope for long shots.

Torpedoes

  • A torpedo is harmless for its first 100 m, then live. Its wake shows where it is.
  • It runs on the surface in a straight line for up to 3.0 km, or 4.5 km from the triple launcher. Homing types steer toward a target.
  • Deck launchers turn to the aim point, slowly. Underwater tubes are fixed: they fire straight along their own axis wherever you are aiming, so you aim them with the helm.
  • A torpedo hits a submarine at any depth if its track crosses the boat. Diving does not dodge it.

Guns that fire themselves

Anti-aircraft guns and CIWS need no key and no weapon group. AT/AA guns also open on the nearest enemy ship they can see once it is close enough, raking its hull; the larger ones keep most of their magazine for aircraft. The Anti-aircraft view of Weapons gives each one's reach and effect.

An automatic mount hits an aircraft hardest at the muzzle and with 25% of that effect at its full range.