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 (Negative, Main, Safety)
- 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
- Can view 150m in every direction underwater with distance and azimuth displayed
- 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
- Can hear the sonar pings from other Large Ships
- 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
- 2 x Torpedo Tube
- Mounted to the hull (80 degree firing arc)
- Ammo Used: Moray Torpedo

- Range: 30-150 meters
- Reload Duration: 13 seconds
- Firing Duration: 1 seconds
- Fire Rate: 4.5 per minute
- Twin 40mm Cannon
- Mounted on a turret on the ship deck (can rotate 300 degrees), turns 18° per second)
- Ammo Used: 40mm

- Range: 45 meters
- Reload Duration: 2 seconds per projectile
- Firing Duration: 0.5 seconds
- Fire Rate: 24 per minute (reloading after each shot); Salvo of 2 in 0.5 seconds
- Magazine Size: 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 about 0.67% battery. The sonar can be fired once every second.
Sonar pings can be heard by sonar operators on other ships.
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): 12.2 knots (6.28 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
- Can ram and instantly destroy ice on frozen bodies of water during Snow Storms
- Cannot move while anchored.
- Top speed while submerged is 8.7 knots (4.48m/s)
- 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 Negative and Main Ballast start empty (0%) 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 rises to the surface, if negative the submarine sinks.
A 10/100/100 setting (Negative Ballast at 10%) makes the buoyancy slightly negative (-0.04m/s) while 0/100/100 makes the Submarine neutrally buoyant (0.00m/s). Other configurations can achieve the same or similar accent/decent rates. It's easiest to think of the Negative Ballast as a 'fine' control, and the Main Ballast as a 'coarse' control. (100% change in the Negative Ballast = 2.03% change in the Main Ballast)
- Water inside the submarine from leaks negatively affects the buoyancy.
- The Negative Ballasts fills at 20% per second while the Main and Safety Ballasts fill at 5% per second.
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).
Turn Rate
The driver direction, engine direction, application of the handbrake, and submerged/surfaced elevations significantly affect the turn rate. Due to the limited time of operation while on battery power, maximizing turning efficiency is crucial. For quick reference:
- The single fastest turn rate (139.8° per minute) is achieved with engines in the same direction, driving forwards, holding
A
or D
(Left or Right), without use of the handbrake, while submerged, not surfaced. Doing the same, while surfaced reduces the turn rate by 16.0% (117.4° per minute).
- The fastest turn rates for the Nakki are achieved using the previous configuration driving forwards or reverse.
- Opposite directed engines results in a turn rate significantly slower than previous configurations.
- Additional use of
A
or D
(Left or Right) in the direction of the turn, with engines opposite significantly increases the turn rate (7.5% or 11 seconds for a 180° turn) compared to without the Left or Right input.
- With the goal of turning, use of the handbrake should be avoided.
Example turn rates and times resulting from driver direction, engine direction, application of the handbrake, and elevation are detailed in the table below:
Note: With Ammo and Engine Compartments fully flooded, the Nakki's forward engines, no handbrake, surfaced, driving forwards speed is faster than all combinations that use the handbrake while empty of water.
Nakki Submarine Turn Rates
Elevation |
Driver Direction |
Engines Direction |
Handbrake Application |
Top Turn Speed (Knots) |
Degrees(°) Turned in 1 Minute |
Time to Turn 45° |
Time to Turn 90° |
Time to Turn 135° |
Time to Turn 180°
|
Surfaced |
Forward |
Same |
No |
7.3 |
117.41 |
00:22 |
00:45 |
01:08 |
01:31
|
Surfaced |
Reverse |
Same |
No |
-5.0 |
77.76 |
00:34 |
01:09 |
01:44 |
02:18
|
Surfaced |
Forward |
Same |
Yes |
0.9 |
37.31 |
01:12 |
02:24 |
03:37 |
04:49
|
Surfaced |
Reverse |
Same |
Yes |
-0.4 |
19.18 |
02:20 |
04:41 |
07:02 |
09:23
|
Surfaced |
Forward |
Opposite |
No |
0.2 |
69.69 |
00:38 |
01:17 |
01:56 |
02:34
|
Submerged |
Forward |
Same |
No |
6.1 |
139.80 |
00:19 |
00:38 |
00:57 |
01:17
|
Submerged |
Reverse |
Same |
No |
-4.2 |
106.85 |
00:25 |
00:50 |
01:15 |
01:41
|
Submerged |
Forward |
Same |
Yes |
0.6 |
28.91 |
01:33 |
03:06 |
04:40 |
06:13
|
Submerged |
Reverse |
Same |
Yes |
-0.3 |
16.58 |
02:42 |
05:25 |
08:08 |
10:51
|
Submerged |
Forward |
Opposite |
No |
0.1 |
55.88 |
00:48 |
01:36 |
02:24 |
03:13
|
Battery
When submerged, the submarine operates on a limited battery power. Driving the sub and using ballasts or sonar consumes battery charge. Being submerged consumes 0.1% of the battery charge per second (6% per minute). The battery automatically recharges when the submarine is surfaced and immobile, at a rate of 1% per 3.6 seconds by consuming 1L of Heavy Oil. A fully depleted battery (0%) takes 6 minutes to recharge fully (100%).
When the battery is depleted (0%) the following effects occur:
- Driving at 1/5 the normal speed.
- Ballasts empty (blow) at 10% of the normal rate
- Sonar is disabled.
- Torpedoes remain functional.
Health & Armor
The Nakki has 21275 HP. It has "Large Ship" armor resistance: it can soak small arms fire, shrapnel, 12.7mm machine guns, 20mm anti-tank bullets, and it is immune to Flamethrowers. It's also fairly resistant to Anti-Tank Explosive and Armour Piercing damage. High explosive shells are very effective against it.
It has subsystems that have a chance to be disabled by heavy explosives and anti-tank weaponry if hit specifically: Turret/Cannon: 10%.
It has Tank Armor. With it, in best case scenario, penetrating projectiles only have a 10% chance of penetrating and doing damage. That chance goes up quickly if the armor is worn or if it is shot from up closeor with ammo that has penetration bonuses.
As a Large Ship, its health, Tank Armor, and subsystems can only be repaired at a Dry Dock, costs 10 Naval Shell Plating, and takes some time.
Sinking Mechanic:
With their massive health, large ships are hard to kill the normal way, but they can also be sunk.Interactions
- Friendly soldiers in the water can instantly climb aboard the ship with
E
while next to it.
- Players 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
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
. 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.