[World of Warships] News/Screens/Videos/Infos

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 10. Oktober 2014 13:22

IgroMir 2014 in Numbers


Captains!

IgroMir 2014 gave some lucky players the chance to play World of Warships in secret, closed-off booths. See our infographic below for all the stats on the epic battles that they fought!

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Action Stations!

-> http://blog.worldofwarships.eu/igromir-infographic/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 12. Oktober 2014 16:42

You Ask, We Answer – Round 7


We know that our community is always curious to know more about the eagerly-anticipated World of Warships, so we’ve brought you this new video in which our developers answer your questions on aiming systems, aircraft design and much more. If your thirst for knowledge still isn’t quenched, or you have your own burning question, head over to our forum section where you can ask the developers yourself!



Action Stations!

-> http://blog.worldofwarships.eu/you-ask- ... r-round-7/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 16. Oktober 2014 12:11

Tech-Trees: U.S. Cruisers


Cruisers are one of the most interesting and diverse class of ships in World of Warships. They are universal in their characteristics and are able to adapt to any battle conditions. Cruisers are able to act in close formations, covering his team from the aviation attacks, or operate behind the enemy team, or rush into swift flanking raids, all with equal success.

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As in other countries, American naval engineers and designers were creating their warships in accordance with professed military doctrine which was popular during those years. For example, during the interwar period, the United States naval command virtually stopped using torpedo cruisers, leaving torpedoes to destroyers, carrier-based aircraft and submarines. At the same time, at the beginning of the Second World War, they received modernised weapons for air defense, thereby favorably standing out against the Japanese cruisers. In World of Warships this will be one of the distinguishing features of U.S. cruisers branch.

Political decisions and international treaties were having a strong impact on the shipbuilding programs of leading marine nations during those years. After the Washington Agreement in 1922, project cruisers of USA, UK, Japan, France and Italy were limited in displacement and in other characteristics. Eight years later, the London Naval Treaty, also limited the number of ships in each class. Japanese shipbuilders, for example, were trying hard to bypass this limitation by maximizing the individual power of each ship – Imperial Navy cruisers carried on board powerful torpedo batteries and other original design solutions.

One of the important features of U.S. shipbuilding during that time was that it was quite modest in its number of small cruisers, ranging in size from 4 to 6 tons, in comparison to other naval countries. Geographically, the United States were virtually isolated by two oceans from their potential enemies – for example, Japan and the UK which both could constitute a threat. For combat operations, Japanese and British cruisers needed a large action radius and high autonomy. Also, the larger the ship was, the easier it is to provide this. In addition, one of the traditional cruiser duties was the protection of shipping, which required a lot of small ships. Unlike, for example, the UK, this problem was not so acute for the USA, which is why they preferred to create more powerful and heavy vehicles, although in smaller numbers.

The Tree Itself : U.S. Cruisers Starting From Tier II


Tier II – Chester
“Chester” is a scout cruiser, built in the USA at the beginning of the 20th century. The main objective of this type of ships was scouting, which influenced its design – lightly armoured, but relatively high speed.

Tier III – St.Louis
“St. Louis” considerably surpasses “Chester” in terms of firepower, carrying on board 14 six inch guns. Large displacement and good armour allow it to survive longer under enemy fire, but it has low speed.

Tier IV – Phoenix
“Phoenix” is the first “paper ship” of the U.S. cruisers branch, based on scout project in 1917. Lack of durability and tenacity is compensated by the cruising speed of 35 knots, excellent for its time, which allows you to keep up, even with the destroyers, and rapidly change location. Although the project was never implemented, it became the basis for the next ship – cruiser “Omaha.”

Tier V – Omaha
Compared with its predecessor, “Omaha” has a larger displacement, which makes her a little more robust and strong in-game. The ship will be a pioneer in several aspects: for the first time a player will see gun turrets and the catapult used to launch scout-planes on deck. Like its predecessor, “Omaha” carried torpedoes, which would be a serious problem to contend with in close combat.

Tier VI – Cleveland
“Cleveland” is the most prolific type of cruisers in naval history. All guns are concentrated in four towers which allow concentrated fire on one side of the target ship. An important feature of this cruiser is its air defense guns, powerful for its tier, which turn “Cleveland” into a destroyer of enemy aircraft.

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Tier VII – Pensacola
This is the first heavy U.S. cruiser with all the attendant advantages and disadvantages. It was built during the Washington Agreement, and in order to fit into the set displacement, designers had to neglect armouring in favour of armament and speed. In the game, as in reality, it has a rather high displacement for its speed – 32 knots and increased caliber guns when compared to the “Cleveland.”

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Tier VIII- New Orleans
Despite all the limitations of the Washington Agreement, project cruiser “New Orleans” managed to combine a powerful artillery armament and good body protection. Unfortunately, the same cannot be said about the air defense – because of the overflow, ship designers were not able to place sufficient anti-aircraft guns. As a result, the power of its air defense has not changed much compared to the “Pensacola”.

Tier IX– Baltimore
The conditions of the Washington Agreement were no longer in force with the beginning of the Second World War. Cruisers were no longer limited in displacement, which allowed an increase to their armour and air defense in the project “Baltimore.” It was a logical development of the cruiser “New Orleans” based on the principle “bigger, faster, and stronger.”

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Tier X – Des Moines
One of the most significant problems of cruiser “Baltimore”, and of all the heavy cruisers in general, was a relatively low rate of fire. American naval designers began creating new naval guns, which soon turned into the draft heavy cruiser, “Des Moines”. The rate of fire of eight-inch guns almost doubly excels all the guns of its predecessors and its strong air defense makes it a deadly threat to enemy air groups.

-> http://blog.worldofwarships.eu/tech-trees-u-s-cruisers/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 16. Oktober 2014 20:48

Enlist in the World of Warships Navy! Join the ranks of the Closed Alpha Test!


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Captains,

We’re pleased to inform you that we’re resuming recruitment for the World of Warships Closed Alpha Test (CAT) in the EU region! If you count yourself among the dedicated ones, eager to spend time participating in test sessions, and are confident writing feedback in good English, then don’t hesitate to enlist today!



If you meet the criteria below, feel free to post your interest in the topic linked above. We will be looking for (in decreasing order of importance):

World of Tanks and World of Warplanes Alpha Test veterans
Experience in alpha testing other games
Being a professional tester or an IT specialist
Proactivity and decency



We would also like to ask you to provide us with information about the basic hardware setup of the machine you will be running the game on. Check the link above for minimum requirements for Closed Alpha participation.

If you have applied before but have yet to be recruited, then please send in an application again.

Access to and participation in the CAT will also depend on you signing a legally binding Non-Disclosure Agreement with Wargaming Europe, accepting test rules and regulations, and attending testing sessions. Details on this and other particulars will be provided to eligible applicants.

Those accepted will be notified via an email sent to the address bound to their forum account. We cannot promise access for every applicant but we hope to be able to take everyone aboard.

New Portal!

We are also pleased to announce that we have a brand new portal dedicated to World of Warships. Head on over to it and check out the fantastic content already lined up!

New Wallpaper!

To celebrate, we have also created a brand new wallpaper! This stunning image of a keeling, burning ship is available now. Simply use the following links to download the resolution you desire.

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[Für die verschiedenen Auflösungen bitte den Originalpost besucht - aus Erfahrung kann ich sagen, der Wallaper macht sich als Desktophintergrund verdammt gut]

Action Stations!

-> http://blog.worldofwarships.eu/enlist-i ... lpha-test/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 29. Oktober 2014 22:21

An Insider Look At The ContentQA Department


Before appearing in all its glory in front of a user’s eyes, literally every element of World of Warships goes through a countless number of tests and inspections. The Development Team studies each “cog” of the game: from 3D ship models and sound effects to performance and balance. The final link in the chain of divisions and departments of the studio is the Content QA team.

So what is World of Warships content?

In short, the ships themselves, equipment, design elements and all that surrounds them – guns, shells, aircraft, visual effects (everything that explodes, flies, deforms, twists, animates) as well as sound effects, musical arrangements and, of course, maps.

A couple of months ago, Anton Andreev spoke about the ArtQA department and how it works to verify the ship models. Having read this, you may well ask me: “But surely you guys are doing the same job again?”

No, not at all!!

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The fact is that our teams have completely different tasks and duties. The main task of ArtQA is to test 3D models (ships and other ones) for historical accuracy. However, we test all the things that fall under users control, namely the complete 3D model integrated into the game with all its settings, interface, sound and visual effects, and all other elements

Less than a year ago, our department didn’t have a separate specialized team and was part of a functional testing group. We checked the features from all the departments of the studio: the game logic, the gameplay mechanics, balance adjustment, model rendering, sound, level design. The content was infrequent and in limited quantities. We only had a pair of representatives for each class of ships and … actually that is all we had.

When it was time to prepare the tech trees, together with the mass production of maps, a specialized team to test this content was created. In those days there were only two of us. We simply didn’t have enough hands and often had to work in emergency mode. In such circumstances, we were thinking about process optimization and tried hard to get around the fact that there are only 24 hours in a day. Automation QA was hurrying to help us. Working closely with them, we came up with different options of how to accelerate and simplify mass testing. Now our team is quite big, but we are still friends with the automatizators (the ones who work in AutoQA) and developers. We frequently need to order various tools for check-ups, as content development continues to grow.

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The Final Link

In fact, ContentQA is the final link in a long chain of ship production, consisting of 7 departments in total. So here is how the pipeline looks:

Creating 3D models -> check by ArtQA department -> Configuration of gaming and physical parameters by game design department -> Creating Visual Effects -> production of 2D-content -> work on user interface -> Sound design -> ContentQA

The major difficulty lies in the fact that the game is in an active development stage. Many mechanics and interface features continue to change and evolve. It is a rather huge and very time consuming task to maintain the working capability of the content while there are constant metamorphoses.

Sometimes a whole new technology is added to the game and then a huge list of tasks falls on our shoulders all at once, like cross-checking and testing of all the developed material! One of these changes was the introduction of PBS-textures (Physics-Based Shading/Shaders) for ship models. All the available content, and the gaming world itself, has been re-made in order to meet the new model. It will definitely be worth all the efforts – now our ships look even more beautiful and realistic than ever.

In addition, we are always working on several versions of the game at the same time, supporting the current one, stabilizing and configuring the next and preparing it for release all while planning an even newer move as well. We have to admit that often the versions are very different and so the approaches to each also differ a lot.

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Gaming Session

One of the most effective of our tools is conducting a game session which helps to test things like ship balance in a battle, map playability for all classes or even new battle modes. A year ago, when ship model-production was already in full swing, huge amounts of balance checking and maps suitability tests for different tiers and classes were conducted. Game sessions give us invaluable assistance in it.

During such sessions, we collect various statistics, which is analyzed by developers, and helps them to make necessary changes in the gameplay. Then, testing is carried out once again until pigs fly …erm, until some kind of result occurs. In such battles, developers, fascinated by the game, often forget that they are working on the project day and night and behave like an ordinary player. In fact, this is the main idea of gaming sessions – to check out the changes as they would appear to actual players.

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Applied Cartography

Map testing is an equally important task. In such cases, the location creation chain is a little shorter:

Game Design Department -> Level design -> content QA -> performance QA

Work itself can be divided into three separate directions:

Draft creation or primary variant of locations – map layout, shoals and other components of the gameplay. All this is the game design department’s challenge.
3D modeling is the process of working on creating objects for the locations: stones, rocks, icebergs, sheds, roads, and other decorative items
The final “assembling” of the map is the locating of all elements on the map. This is done by level designers in conjunction with our department.

We effectively round off this chain. Here, things are much simpler than dealing with the ships because the new render technology doesn’t affect the maps themselves and doesn’t require constant remodeling and adaptation. The greatest work is the development of a map in terms of game design and art. So we have to check the compliance with a specific technical requirements list and correct game integration.

Well, another story in its own right is the battles we have with the FX department in terms of realism vs performance.

Fires, explosions, gunfire, water effects equal hours of debate on the topic – “it is not the same in life vs budget.” Perhaps this will appear in another post of the dev blog…

-> http://blog.worldofwarships.eu/an-insid ... epartment/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 2. November 2014 20:11

World of Warships Developer Diaries #3 – Aircraft Carriers


The Developers of World of Warships have sat down with us for another round of Developers’ Diaires. This time round, they’ll focus on a ship class that we’ve had many questions about in the past – that diverse and powerful breed of vessels known as the Aircraft Carrier! Enjoy the show!



Action Stations!

-> http://blog.worldofwarships.eu/world-of ... -carriers/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 5. November 2014 22:23

Tech-Trees: Japanese Battleships


At the beginning of the 20th century, shipbuilding was one of the most important and dynamic sectors of Japanese industry. Although Japan lost out to the USA and UK in terms of number of fleets, technology level and production power, its naval engineers and designers gave the world the most powerful battleship in naval history – the super battleship “Yamato”.

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Even in the beginning, Japanese battle fleets were heavily influenced by British shipbuilding. Many Japanese ships were built in British shipyards, with the help of British naval engineers and designers. Even after World War I, when these countries became potential enemies, the British influence could still be seen in some Japanese projects.

As for other naval powers, the post-World War One naval restrictions influenced Japanese shipbuilding. According to the terms of the Washington Agreement, the Japanese Empire was at a disadvantage – the number of battleships they were allowed to construct was significantly lower than for the US and UK. In order to catch up with the other countries, Japanese naval designers strove hard to increase the individual power of each combat unit, performing large-scale modernisation of previous ships and experimenting with the design of new projects

Among other things, in the 20s and 30s Japanese naval engineers preferred to armour their ships according to the principle “all or nothing”, which was first used by American naval designers. They tried to minimise the size of the armoured citadel, thereby increasing the overall thickness of the armour. As a result, basic elements were more protected, but the ship’sstern and bow were poorly armoured.

Besides this, Japanese naval designers did not miss out on the trends of those years. They also were trying, at that time, to develop the optimum weapons layout, which in some cases lead to rather original designs. In order to place powerful main caliber weapons but still leave the design with twin fun turrets in place, Japanese engineers often resorted to schemes with 5 or even 6 main caliber emplacements. In-game, this will allow players to increase fire intensity, splitting main caliber salvos, and in some cases, dynamically switch between multiple targets.



Kawachi

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Kawachi was the first dreadnought built in Japan. Like most vessels of this type, its artillery was not placed on the centre line but was placed along the sides of the ship with one main caliber on the bow and stern, and another two on each side. Although such design reduces the maximum possible number of shots to 8 instead of 12, under certain conditions it will allow player rapidly switch between multiple targets. Another drawback of Kawachi is its quite moderate speed, which is partly offset by strong armouring.



B-40

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This battleship never made it to production, but became the basis for Kongo, the following ship in the Tech Tree branch. The title B-40 has been taken from Japanese shipbuilding project documents giving battleships and battle cruisers the letters “A” and “B” respectively. Comparing with its predecessor, it has less armouring, especially on the sides, but it has gained a rather impressive speed – 27 knots. The layout scheme of the main calibers has also changed, becoming even more deadly for its class. At the stern of the ship there were 2 out of 3 available turrets fitted with 356 mm guns, which could fire even during retreats.



Kongo

Kongo can be called a classic battleship of the English school – pretty fast, well-armed and relatively poorly armoured. All four ships of this class have been actively involved in both World Wars and underwent several major upgrades during interwar period. Most of the major characteristics, including armouring and speed, remained at the level of the B-40. The exception is the arming of the ship – the number of turrets has increased to 4, equally located on the bow and stern. Compared to its counterpart in the American battleships tech tree, it has higher travel speed and relatively weakened armament, suggesting more dynamic game style.



Fuso

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This Battleship is based on the Kongo. The ship received a more advanced and compact power plant and has a bigger displacement, which helped to strengthen the armouring and put two additional turrets on board. The total number is thus increased to six, allowing more flexible fire control. Like the Kongo, this ship surpasses its American counterparts in terms of speed, but slightly loses in terms of armour.



Nagato

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This is the first Japanese ship equipped with 410 mm caliber artillery. Successfully combining a powerful armouring and high speed – 26 knots – it was one of the first representatives of fast battleships. During the construction of the ship a classic main caliber layout scheme was used: four towers, two on the stern and bow.

During modernisations, the armouring of Nagato, like other Japanese battleships, was strengthened. However, some parts of the ship were covered with thicker armour than others. For example, ammunition magazines were protected much more effectively than the engine room. A player can neutralise this disadvantage by hiding the poorly protected areas from the enemy and approaching the enemy from directly ahead.



Amagi

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This interesting project was created under the Japanese Eight-Eight fleet program. Four battleships were built and the same number of high-speed battle cruisers. Amagi was to be part of the latter but in February 1922, because of the restrictions imposed by the Washington Naval Agreement, the construction of the cruiser was interrupted. The number of guns on Amagi rose to ten, concentrated in five turrets, two on the fore and three mounted aft. Such a high number of artillery units will give the player more flexible fire control, adapting quickly to any changes in combat.



A140-J2

A140-J2 is one of the projects of the Japanese super battleship, which eventually resulted in the construction of the famous Yamato. In many ways, this ship is similar to it, including heavy armour and a decent travel speed, with weaker armament. During the creation of the A140-J2, naval designers used a rather unusual guns layout scheme, which was proposed by the British after World War I and was first implemented on the battleships Nelson and Rodney. All three turrets were on the bow of the ship, which will allow the player to give a full volley, even reaching the enemy straight ahead. This design helped to reduce the size of the bridge, artillery cellars and power plant, freeing up space for better armouring.



Yamato

And finally, the legendary Yamato – the largest and most powerful battleship in naval history, which hardly needs any introduction. Its main trump card is its 460 mm caliber artillery, the most powerful in the game, and the thickest armour which protects well against its battleship classmates at long and medium distances.

-> http://blog.worldofwarships.eu/tech-tre ... ttleships/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 5. November 2014 22:24

You Ask, We Answer – Round 8


Yet again the World of Warships developers brave the oceans of your questsions to bring another round of You Ask, We Answer! If your thirst for knowledge still isn’t quenched, or you have your own burning question, head over to our forum section where you can ask the developers yourself!



Action Stations!

-> http://blog.worldofwarships.eu/you-ask- ... r-round-8/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 6. November 2014 19:12

A Ship Through The Eyes of A Game Designer


Taking a ship to pieces
Each member of the World of Warships development team sees a ship in a different way. When a 3D-modeller looks at a ship, first they will see the details and elements of its design: the deck, anti-torpedo bulge, anti-aircraft guns etc. A sound designer will hear the sound of propellers and shots crashing into the water. A historical consultant will recall scenes of the ship in vivid combat and Art QA specialist will present drawings, sketches or archival newsreel footage.

The Game Designer’s task is to see this incredibly complex picture as a whole, in order to bring bright, lively and realistic images of each ship to the game. To do this, you must first take ship to pieces, literally…



The view from above
Let’s first understand that a ship is a complex thing – the result of the work of thousands of people over many years; a multi-ton machine with a crew consisting of hundreds and hundreds of people. The weight of small-caliber guns alone can be compared to that of a tank.

Ships were churned out – almost each one was piece-work, unique and an inimitable product. If the path of tank or aircraft from the factory floor to the battle field was often a very short and swift one, then that of the ship is much longer. So is a ship’s lifespan which can be measured in decades, all leading up to its eventual end in a single moment of battle.

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In World of Warships we have four main ship classes:

Battleships are slow and not an easy ship to manoeuvre but this is all compensated for by thick armour and powerful artillery, which often able to destroy the enemy ship with a single salvo.

Cruisers are quite easy to play and fast but they have weakened armouring and are not so powerful in terms of guns.

Destroyers are fast and manoeuvrable but very vulnerable ships. If you skilfully use the smokescreen and torpedo tubes, you can easily create panic inside the ranks of the enemy team.

Aircraft Carriers are huge and unwieldy ships. With the help of air groups they are able to attack the enemy at ultra-long-range, simply not allowing the enemy to come close enough for a shot.

Each class has its own “character” and unique characteristics, requiring a special approach. In general terms, the ship can be described by several parameters that strongly affect the gameplay.

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Displacement - one of the main parameters that affects the mass of a ship. Displacement is the amount of water displaced by the ship when its underwater part is immersed in water, which is equal to its actual weight. For example, most large ships – battleships and aircraft carriers – usually have a displacement of 20,000 to 70,000 tons. In the game, it will be reflected as the amount of hit points

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Dimensions - represent three quantities: length, width and keel depth of ship. In the game all the ship models exactly match the measures of the actual real-life ship. This will allow you feel the difference in controlling small, brisk destroyers and large, heavy battleships.

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Keel depth - the depth of the underwater part which affects how close a ship will be able to approach the shore. For example, due to its small keel depth, destroyers are able to sneak through shallow water, evading enemy attacks or launching an ambush from places that other classes can’t access.

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Power-Plant Capacity - unlike in tanks and warplanes, the power plant of a ship is a complex consisting of several steam turbines powered by steam from a number of boilers. In order to start a huge ship moving, it develops hundreds or even thousands of horsepower. In World of Warships, we have simplified this a bit: we have combined engine and boiler rooms into a single unit called the power plant.

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Ship Speed -measured in knots (1.852 km/h) or in nautical miles per hour. The fastest ships are the destroyers which are able to achieve speeds up to 40 knots; cruisers average around 35 and low-speed battleships and aircraft carriers move at a speed of 25-28 knots – although some of them can accelerate above 30 knots. Speed is dependent on many factors including the displacement, the size and shape of the ship and its power-plant capacity.



A glimpse from the inside

The structure of a ship is much more complicated than that of a tank or an aircraft and therefore it influence gameplay in stronger ways. In order to simplify this, the hull is divided into three main parts in World of Warships:

Bow/Nose

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Stern -in this part of the ship, modules like the “steering engine” will be located. When they are damaged, for example, the player will not be able to manoeuvre.

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The mid part of the body, where the citadel and casemate are situated. It includes several modules, for example, bow and stern ammunition. When such modules are damaged the player will not be able to open fire from any main calibre armaments or can even blow up. If critical damage is done to power-plant modules, the ship will lose its power and become an easy target.

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Armour is strong and destroyers are fast!

Battleships carry some of the most powerful artillery of all the time and one successful hit can send an enemy ship to the depths. To survive such fire, you must have decent protection. Ship armour is one of the most important factors that a player must take into account when planning in-game actions.

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The scheme of ship armour is much more complicated than that of a tank. It was impossible to protect the entire ship, so some parts were armoured more strongly than others. Armour was thicker only in the area of the citadel, which allowed designers to securely protect ammunition magazines and power plants. In order to strengthen the protection, different technical tricks were used, such as sloping armour and boxed ammunition magazine protection.

From the sides, the citadel is protected by anti-torpedo protection, an armour belt and also deck bevels that made penetration harder. Travers can be found at the front and rear, these are transverse frames which are armoured bulkheads and only slightly less armoured than the main belt. The resulting construction is enclosed by deck armour.

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Above board the upper-side armour belt and the second deck are situated. Depending on the overall armour scheme, it could be thicker than the previous one and was intended to protect against air bombs. On the same level, the main barbette armour starts. In ships of a later construction, secondary guns were placed on the upper deck and therefore were shielded by light armour.

The stern and bow were basically covered by thin sheets of ship steel. Steering mechanisms were individually armoured inside the ship or externally with the use of high strength steel sheets. Located in the central part in an anti-torpedo bulge intended not only to give extra protection, but also added buoyancy to the ship and, in some cases, even stability.

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The most protected place was the conning tower – the “brain of the ship”, which was protected to almost the same level as the citadel. The rest of the ship’s structures were protected by sheathed steel with virtually no protection from enemy fire.

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Especially well protected were the main calibres of the ship. These armaments included main calibre guns and secondary guns. Air defence guns provided protection from enemies in the sky. These consisted of heavy anti-aircraft machine guns and small-calibre guns. The main calibre itself was always as well protected as the citadel and in some cases even better because the loss of the ability to fight back almost guarantees a ship’s destruction.

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After gathering all these and thousands of other smaller items together, we get a complete image of the ship, which is ready to enter World of Warships.


The ship is ready, action stations!

-> http://blog.worldofwarships.eu/a-ship-t ... -designer/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 7. November 2014 17:51

World of Warships: Weißrussischer Escort-Service


von Stefan Mehmke, 04.11.2014, 17:46 Uhr

Feuer frei: Dieser Wargaming-Begleitservice hat es in sich! Sie sichern Ihren Flugzeugträger mit mächtigen Torpedos. „World of Warships“ angespielt.


Himmelblaues Wasser, die Sonne scheint, sanft plätschern die Wellen ... Doch wer jetzt an eine gemütliche Kreuzfahrt mit Cocktails und charmanter Damenbegleitung denkt, der irrt gewaltig: Das scheinbare Paradies verwandelt sich rasch in ein flammendes Inferno, binnen Kurzem tobt eine apokalyptische Seeschlacht. Ihre Aufgaben: Eskortieren Sie einen Flugzeugträger, retten Sie ihn vor dem Beschuss gegnerischer Schiffe und Flugzeuge – und vor allem: überleben Sie!

Teil drei auf See
„World of Warships“ ist der dritte Teil der Serie des weißrussischen Entwicklers Wargaming; die Redaktion unternahm eine Jungfernfahrt in der Closed Alpha. Und die ging so: Aus einem unbekannten Hafen stößt Ihr Schiff, der Zerstörer Nagato, in Richtung Nordosten vor, um den Weg eines riesigen Flugzeugträgers zu sichern. Plötzlich ist der Herr Kapitän mittendrin im Kampfgetümmel, überall blitzt und donnert es in einem beeindruckenden Soundtrack ... Aber das Kämpfen läuft sofort gut von der Hand. Die „WASD“-Tasten ersetzen das Ruder effektiv und genau hier ist richtig atemberaubende Action drin – zumal ein Schiff nicht mal schnell wie ein Formel-1-Flitzer abdreht, sondern einen riesigen Wendekreis hat.

Im Gegensatz zu „World of Warplanes“ erzielt der Kapitän jedoch schnelle Erfolge: Ein Treffer aus elf Kilometern Entfernung oder elf versenkte Gegner – das macht Spaß, ahoi! Zum Start (Wargamigs deutscher PR-Chef Tom Putzki: „irgendwann 2015“) liegen 75 Schiffe der USA und Japans im Hafen; Deutschland, Russland, Frankreich und England dürften folgen. Es gibt vier bis fünf Klassen (zwei Zerstörer, Schlachtschiff, Kreuzer, Flugzeugträger). Tests mit U-Booten laufen, doch derzeit konzentriert sich das Konzept noch auf die Wasseroberfläche. Die ältesten Schiffe stammen von 1908, prominente Vertreter wie die Bismarck folgen.

Beta kommt noch 2014
„Aktuell befinden sich die Schiffe auf den letzten Seemeilen der Alpha. Aber noch in diesem Jahr werden wir mit der Closed Beta starten, in der auch der eine oder andere CBS-Leser die Chance erhält ,World of Warships’ anzuspielen und mit seinem Feedback einen wertvollen Beitrag an der Finalisierung des maritimen MMOs für 2015 zu leisten!“ – sagt PR-Mann Ingo Horn.



Prognose:
Detailliert gestaltete Militärschiffe, tolle Umgebung – „Warships“ sieht gewohnt gut aus. Vor allem aber bringt es dem Spieler flotte Erfolge: Vorhalten, zielen – und mit ein bisschen Gefühl landet er einen Treffer. So dürfte auch das fertige Spiel im wahrsten Sinn des Wortes ein Kracher sein – bis dahin ist’s aber noch ein weiter (Wasser)-Weg.

Erscheinungstermin „World of Warships“: 2015 für PC.

-> http://www.computerbild.de/artikel/cbs- ... 86278.html

(In dem Originalpost gibt es auch Bildmaterial!)
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 8. November 2014 22:55

Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 15. November 2014 13:04

USS Ranger: Cross-Section of an Aircraft Carrier


Take a look at this fantastic cross-section of the USS Ranger aircraft carrier, lovingly prepared by our World of Warships teams! Simply click on the image to enlarge it.

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Action Stations!

-> http://blog.worldofwarships.eu/uss-rang ... t-carrier/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 15. November 2014 13:08

Visiting Patriots Point and USS Yorktown – Part 2


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The World of Warships crew is dedicated to honoring history by including accurate ship models. That mission statement brought us to Charleston, South Carolina, and in particular to the Patriots Point Museum. In Part 1 of this feature, (link redirects to the US dev blog) we talked a bit about our visit to this exceptional location and the significance of the USS Yorktown, the historical American vessel famous for its wartime potency.

But why is visiting the location in person so important to the development of World of Warships? How does a ship like the USS Yorktown contribute to the realism of in-game models? We set out to answer these questions with the help of Vladimir Gremitskyi, Head of the Art Department for World of Warships.

Let’s Talk Realism in World of Warships

WG: Vladimir, it’s obvious that visiting period ships is important to the World of Warships development team. When you visit locations like Patriots Point, what kind of information are you seeking to collect? Did you gather specific measurements?

V: Absolutely. Yes!

WG: Did you take pictures? Any cool ammo photos?

V: We did take photos. What you should know about Yorktown is that she was rebuilt after the war. Therefore her weapons configuration has been changed too. In World of Warships, this class of aircraft carriers will be the same as during World War II.

WG: Was there anything particularly significant you saw during the visit?

V: The “Chicago Piano” – a quadruple 28mm anti-aircraft gun – a rare exhibit.

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WG: Did you have the opportunity to record the sounds of the ship?

V: The USS Yorktown is non-running vehicle, so we did not manage to record the specific sounds of operating equipment. However, we did record echoing footsteps on metal decks and staircases, as well as ventilation noise, as we have made a lot video recordings and interviews on the ship.

WG: Did you get some cool historical stories about the crew on the ship?

V: Unfortunately, my primary focus was collecting technical information and photo references, so interesting stories escaped my attention.

WG: So, ultimately, what did you get from the museum, and how does that become part of World of Warships?

V: I brought back 1,644 pictures of the aircraft carrier itself and 1,292 photos of aircraft from the hangar. Most of them will be used, whether for creating a model of the aircraft carrier class “Essex”, or for the aircraft on aircraft carriers. My colleagues have also taken thousands of photographs and shot hundreds minutes of video which will be used as a reference and for promotional materials. Yorktown was among the first “live” aircraft carriers. So, all of the “carrier-based” information was extremely interesting: hangars, flight deck arrestors, etc.

Check Out a Video of the Team Researching USS Yorktown



WG: Did you see something very small and specific that other development teams might not even think about or notice?

V: For me, it was the revelation that the amidships cladding sheets were a normal rectangular grid, without any joints in the different zones. It is obvious that this technology is demanded by construction of the hull, but for me it was an unusual sight.

WG: Overall, what did you glean from seeing the ships firsthand that you can’t get from books and other research?

V: There are two big, clear benefits. First of all, there is a host of information that cannot be obtained by any other means. We are shooting photos with the real reference; it’s not like tourists taking photos.

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A second major benefit is that we can, with our own eyes, absorb the specifications and styles of the ships, which greatly reduces the number of errors.

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WG: That makes sense. So do you have drawings, concept art, renders or information about what you included in World of Warships from that visit?

V: Take a look at the Chicago Piano rendered in World of Warships!

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WG: Any chance we can see the USS Yorktown in all its World of Warships glory?

V: I think we can arrange that.

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-> http://blog.worldofwarships.eu/visiting ... wn-part-2/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 18. November 2014 17:39

Recently applied for the Closed Alpha Test? Check Your e-mail inboxes!




Recently applied for the Closed Alpha Test? Then the time has come to check your e-mail inboxes! Successful applicants have been contacted this week by e-mail, so be sure to log-in to your email service provider and see if you have a place.


Remember to check your “Spam” folder in case the e-mail ended up there by mistake. All the info you need to get going will also be included in the e-mail.

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Congratulations and good luck!



Missed out on your chance to apply? Do not worry! Just keep an eye out for further chances to apply in the future. News on further application rounds will be posted on the World of Warships EU portal and on the EU Developers’ Blog.



Action Stations!

-> http://blog.worldofwarships.eu/recently ... the-alpha/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [World of Warships] News/Screens/Videos/Infos

Beitragvon Galien » 19. November 2014 21:53

Tech-Trees in World of Warships: US Aircraft Carriers




Unexpectedly for many 1940s naval and military strategists , aircraft carriers began to compete with battleships for the status of unchallenged masters of the sea. In the beginning it was hard for most American commanders to rid themselves of the prevailing, somewhat outdated principles of naval warfare. But by the start of World War II, deck-based aircraft finally proved their combat potential even to the most stubborn sceptics.

Thanks to its fast-growing industrial and economic power, the United States managed to recover quickly from the first, very painful defeats of the Pacific theatre and within the shortest possible period of time the country was able to restore its fleets’ battle efficiency. With record-breaking pace, several dozen of aircraft carriers were added to the fleet. They were intended to carry out a wide range of tasks, including support for amphibious operations, escort convoys or striking coastal enemy positions. By the end of 1945, the US Navy had more aircraft carriers than all the other countries participating in the war combined. Having adapted to the new carrier-based tactics of war, the US Navy revealed to the world an example of the most effective and successful usage of carrier-based aircraft in naval history.

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Aircraft Carrier Evolution

The US Aircraft carrier tech-tree starts at Tier IV.

Tier IV – Langley

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Langley was the first aircraft carrier to serve in the US Navy. It was rebuilt from the collier Jupiter in the early 20s and served as a platform where naval designers tested new techniques and technological innovations for the next generation aircraft carriers. Due to its specific origin, it could not boast any strong armour or a good cruising speed. At the time of construction, dive bombers were not yet adapted to life as part of a fleet, thus, the Langley’s air group was limited to just fighter squadrons and torpedo planes.



Tier V – Bogue

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An escort aircraft carrier, built on the basis of a Type C-3 cargo ship. Production of ships of this class didn’t require a lot of time and money and this is why they were produced in large quantities throughout the Second World War. Although the cruising speed and armament of the Bogue was only slightly better than the Langley, dive bombers were now part of the air group. They are able to deliver a lot of trouble to enemy ships as well protect the ship against sudden attacks.


Tier VI – Independence

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In 1943, the construction of the heavy-striking Essex types was far from complete. In order to strengthen the aircraft carrier fleet, relatively small ships were added to it as bulk. In 1942 and 1943, light aircraft carriers such as the Independence class were added, rebuilt on top of unfinished models of the Cleveland cruiser series.

Because of its modest size, the Independence carries only 2 all-purpose guns on board and therefore does not do well in close battles. However, it has high cruising speed at 32 knots, which was inherited from the cruiser origins. The ship also boasts a fairly strong anti-aircraft defence.



Tier – VII Ranger

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The first US Navy ship which was “born” as an aircraft carrier and not built from other types of ship. In order to save displacement, which was limited by conditions of the Washington Agreement, ship armour was significantly weakened. However its number of air groups is almost equal to that of its “classmates”. This US aircraft carrier has a very unusual silhouette – its chimneys were located not in the superstructure but aft, along the boards.



Tier VIII – Lexington

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According to the terms of the Washington Agreement, each of the participating countries, in order to reduce financial losses, had the right to convert two under-construction battleships or battlecruisers into aircraft carriers. In the US Navy, such “turncoats” were the Lexington class ships, reconstructed from the same-named battlecruisers.

The Lexington’s ancestry gave the ship good speed and very decent armouring by the standards of aircraft carriers, which, if necessary, helps it to brush off light enemy ships in close combat. A powerful anti-aircraft defence and a large number of air groups, in most cases, will to not allow enemy ships and aircraft within firing range.



Tier IX – Essex

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One of the most famous ships of the Second World War and the most mass produced aircraft-carriers in naval history. Individual ships were built in record time – about 14 months – the fastest built aircraft carrier of all time. One of the important innovations in the ship’s design, which was successfully used in other generations of aircraft carriers, is the side aircraft-elevator, which helps to save space on the flight deck. It differs from its predecessor in the tech-tree by having an extra air group and weak side armour, which forces the player to keep opponents at a distance.



Tier X – Midway

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USS Midway – the first and, in fact, the last “line carrier” of the American fleet. It was equipped with an armoured flight deck, firstly proposed by British designers, which protected the ship even from heavy bombs. Midway carries one of the largest air groups in World of Warships, which, in combination with a good cruising speed and a strong armouring, turns it into a real sea monster!



Thanks for reading! Action Stations!

-> http://blog.worldofwarships.eu/tech-tre ... -carriers/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!