Nakki

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Versioning

This article is considered accurate for the current version (1.56) of the game.


Ce vaisseau Nevish excelle à percer les flancs de la flotte Colonial. Armé de torpilles Moray et d'un sonar dernier cri, le Nakki assassine sans bruit. C'est ainsi que trois Nakkis se sont glissés de nuit derrière une flotte Colonial et l'ont détruite un navire après l'autre, poussant le Préfet Evander à battre en retraite. Leur "Légion" n'était pas du tout préparée à une attaque depuis les profondeurs de l'océan.
Description en jeu

The Nakki is a Warden Nakki-Class Submarine. It is equipped with a sonar, two torpedo tubes, as well as a twin 40mm deck turret.

General Info

Crew

The Nakki houses a crew of 8 soldiers:

  • Driver
    • Controls the movement of the ship, and can see the remaining fuel in the tank (battery level when submerged), the speed in knots, and the azimuth of the ship in degree.
    • Can see the distance and angle to the closest repair location (Dry Dock).
  • Diving Officer
    • Controls the Dive plane deflection angle of the submarine fins (between -45° and +45°) - Press W (dive) or S (rise)
    • Sees the Depth, Vertical Speed, Pitch angle, Dive plane deflection angle, and the battery charge.
  • Ballast Operator x3 (Main, Safety, Negative)
    • Controls the target flood level of the ballast - Press A and D
    • Sees current flood level of the ballast and the battery charge
  • Cannoneer x2 (Gunner)
    • Control the movement, reload, and firing of the right or left Torpedo Tube.
    • Selects the range at which the torpedo will explode (between 30 and 150 meters ; torpedo also explodes on contact) - Press F.
    • Selects the depth of the target (between 0 and 50 meters) - Use Mouse Scroll Wheel
  • Secondary Gunner
    • Controls the movement, reload, and firing of the twin 40mm deck turret
    • Seat accessed from the top deck
  • Periscope Operator
    • Can view 230m in every direction with distance and azimuth displayed, but cannot detect ships on the surface if the submarine's depth is below 10 meters.
    • Can act as the ship commander to direct the other crew members.
  • Sensor Operator
    • Operates the ship's sonar.
    • Switch between Long range directional and Short range omnidirectional modes - Press F
  • Engineer
    • Not an actual seat
    • Switches each of the two ship engines below deck between "Forward" and "Reverse" mode using a Wrench while crouching
  • Torpedo Operator
    • Not an actual seat
    • Transfer a Torpedo into the dedicated slot of the Torpedo tubes by using a Wrench while crouching on the torpedo stockpiles

Additional soldiers can be on the ship's decks for various purposes (transport, helping load guns, bail water in bottom deck, fix leaks, etc...). The ship can have a total of 30 players onboard, any more and it cannot cross region borders.

Crewmembers inside the submarine are immune to Gas Grenade clouds.

Armament

  • 2x Torpedo Tube
    • Mounted to the hull (80 degrés d'angle de tir)
    • Munition utilisée: Torpille Moray
    • Portée: 30-150 mètres
    • Durée du rechargement: 13 secondes
    • Durée du tir: 1 secondes
    • Cadence de tir: 4.5 tirs par minute
  • Twin 40mm Cannon
    • Mounted on a turret on the ship deck (peut pivoter sur 300 degrés, tourne 18° par seconde)
    • Munition utilisée: 40mm
    • Portée: 45 mètres
    • Durée du rechargement: 2 secondes par projectile
    • Durée du tir: 0.5 secondes
    • Cadence de tir: 24 tirs par minute (rechargement après chaque tir); Salve de 2 en 0.5 secondes
    • Taille du chargeur: 2

It does not have an AI Naval Turret.

Torpedo Tubes

For the torpedo gunners to be able to reload, a torpedo from the corresponding torpedo stockpile at the front needs to be manually loaded into the dedicated ammo slot by using a Wrench on it.

The Nakki's Torpedo stockpiles can only be refilled at a Dry Dock by depositing a Material Pallet or Small Flatbed Car loaded with Torpedoes on the dock's loading area with a crane.

Sonar

The sonar system helps detect other ships and can be used while surfaced or submerged. The operator aims in a direction with RMB and "fires" the sonar with LMB. It has two modes that can be switched with F:

  • Long range directional (500m): Detects vessels within 500m and in a 20° cone
  • Short range omnidirectional (50m): Detects vessels within 50m in every direction

For every detected vessel, the operator receives a ping which is represented by a white line aiming towards the target with the azimuth displayed.

  • If the vessel is far (Long range mode only), the sonar ping will show "Distant contact signature" and display the Strength of the ping (value between 0 and 100, the higher the strength the closer the contact), but won't show the target's Depth.
  • If the vessel is close, the sonar ping will show "Close contact signature" and display the Depth of the target. The exact distance is not displayed but the white line will stop right under the vessel and become vertical.

Every sonar use consumes some battery charge (approximately 0.5%). The sonar can be fired every 5 seconds.

Inventory

It has 15 inventory slots in the control room. There are two dedicated Torpedo slots (1 max) and two stockpiles that can each hold 3 torpedoes in the torpedo room. It can carry a total of 8 Torpedoes.

Engine & Mobility

  • Fuel Tank: 1000 L of Heavy Oil
  • Fuel Consumption Rate (on water): 19.8L / min (Autonomy: 50:30 min)
  • Speed (on water): 5.66 m/s
  • Can move on water without fuel but at drastically reduced speed
  • The two engines below deck can each be switched between "Forward" and "Reverse" mode with a Wrench to change the ship's handling
  • Can ram and instantly destroy amphibious vehicles, Motorboats, and Field Bridges over water
  • Cannot move while anchored.
  • It can pass under a closed drawbridge, even when surfaced. It can also pass under destroyed bridges while submerged.
  • The efficiency of the sub is 0.058 kilometers per liter, giving a max one way range of 58 km, and a 2 way (returning) range of 28 km.

Diving Mechanic

The submarine can dive to avoid detection.

Buoyancy:
By default the Main and Negative Ballast start empty and the Safety Ballast starts fully flooded (0/0/100). Changing the flood level of the ballasts affects the overall buoyancy of the submarine. If positive the submarine slowly goes to the surface, if negative the submarine slowly sinks. A 99/0/100 setting (Main Ballast at 99%) makes the buyoancy very slightly negative while 98/0/100 makes it slightly positive. Water inside the submarine from leaks also affects the buoyancy.

Plane Deflection Angle:

On top of its buoyancy, the ship's depth is also affected by the plane deflection angle of its fins, controlled by the Diving Officer, but only when the ship is in movement. At the default 0°, moving forward gives the ship a very slight downward effect. When moving forward, a negative angle gives a downward effect and a positive angle gives an upward effect.

Important Depths:

  • The periscope can no longer sees surface vessels if below 10 meters.
  • The submarine is not detected by Map Intelligence and is silent and invisible to surface observers if below 6.75 meters.
  • If the ship goes below the Crush Depth (20 meters), it will start getting leaks and will sink if the crew doesn't react quickly.
  • Sea Mines can only be deployed between 15 and 30 meters.

When fully submerged, submarines can only take damage from Torpedoes, Sea Mines, Depth Charges, and Crush Depth pressure.

Submarines automatically resurfaces if there is no crew on-board (occurs after a slight delay).

Battery

The submarine's systems run on battery during dives, limiting the time that can be spent underwater. Driving the submarine, using the ballasts, and using the sonar consumes the battery charge. Being submerged consumes 0.1% of the battery charge per second (6% per minute). The battery automatically recharges slowly when the ship is immobile on the surface (and none of the ship equipment actively in use). When completely out of battery you can still drive the submarine (at one fifth the speed), the ballasts still work but are much slower, and you can still launch torpedoes. Only the sonar is unusable when out of battery.


Health & Armor

Modèle:VehicleHealthText

Interactions

  • Friendly soldiers in the water can instantly climb aboard the ship with E while next to it.
  • You can drop items on the ship decks.
  • The ship has 4 Gangway ramps that can be toggled with E. The anchor must be lowered and there must be solid flat ground for the gangway to deploy (Shipyard, Beach, docks, Dry Dock, Navy Pier, etc...).
  • The ship's bottom deck contains 3 rooms separated by bulkhead doors which can be toggled with E. Closing a room's bulkheads prevent water from leaks from spreading to the adjacent rooms.
  • Water in the ship rooms can be bailed using a Water Bucket (reloading) and thrown overboard.
  • Cannot be stolen by the enemy faction.
  • Coastal Guns don't fire upon Large Ships.
  • Travelling to another Region in a Large Ship takes 60 seconds instead of 5.

Squad Reservation

The ship can be reserved for a Squad (via a button SquadReservationIcon.png in the menu) to prevent any non members from toggling the ship's anchor or changing the engine settings and to allow members to eject any player from the driver seat with the "Eject Driver" button in the menu EjectDriver.png. The reservation doesn't prevent other friendly players from using the ship's seats or accessing the ship's inventory however.

Anchor

The anchor interaction area is marked by an arrow at the front of the ship on the Port side (left).

Respawn

The Nakki does not act as a "Forward" Spawn Point and players can't deploy onto it from the Home Region.

Region Borders

The ship can cross a region border with up to 30 players on board, provided the destination would not exceed its population capacity; otherwise the ship must wait in queue. While preparing to cross the border, the ship must be idle for 60 seconds. Moving or firing any ship weapons resets this timer.

Production

Structure Input(s) Output Temps
Dry Dock 12 x 
12 x 
10 MW d'électricité ProductionPowerIcon.png
 Nakki LargeShipSubmarineWIcon.png 06:00:00

Must be fully researched in the Vehicle IconFilterVehicle.png Tech Tree in order to be produced.

Storage & Transport

Le véhicule ne peut pas être stocké dans un Dépôt, Port ou Navire de Stockage.


Tactics

  • While stationary with the Safety Ballast set to 100%, setting the Main Ballast to 99% will cause the submarine to slowly sink into the abyss and 98% will cause the submarine to slowly rise to the surface. It may be necessary to periodically switch between 98% and 99% Main Ballast to maintain depth while stopped in open water.
  • Moving forward with the Main Ballast set to 98%, Safety Ballast set to 100%, and Negative Ballast set to 0% will cause the submarine to slowly descend and eventually stabilize around 13.5m at max speed, rising again as the speed is reduced. This is useful for solo travel when covertness/battery use is desired or when crew count is inadequate to fill all roles.
  • If surfaced, the submarine's deck is low enough that enemy soldiers in water can climb and board it (also worth mentioning you can't close the hatches when above water, that plus no respawn room for the crew makes them incredibly vulnerable to being decrewed by boarding parties while surfaced).

Trivia

  • "Näkki" is a name for malevolent shapeshifting water spirits in folklore across northern Europe that lure their victims into the water and drown them. However, the Romanized spelling of this word used in the game is Finnish for "small sausage," which, given the general shape of the submarine, is also fitting.
  • In the initial release of Update 1.54 ('Naval Warfare'), the Nakki was the only submarine in the game.

Tutorial Video

Gallery