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Steam News25 February 20264mo ago

Early Access v1.8.0.9 Experimental | Ammo & Framerate

This update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns.

Full notes

Full Boat Crew update

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What changed

0 fixes0 additions2 changes0 removals
  • UI and audio
changedThis update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved.
changedShips with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread. - Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied. - Removed water deflection from player 5-inch shell. - Significant optimizations to simulation, audio, and networking. - Alternate VFX rendering setup to render things like flak puffs efficiently. - Improved networked crew synchronization rate. - Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo. - Changes to gun aiming threshold calculation to stop them from firing at targets prematurely. - Subtle turn rate nerfs to Oerlikon guns. - Fixes to player being visible upon starting engagements with crafts that can launch planes. - Fixed audio cutoff issues in heated battles. - Fixed crew not turning to the source of item pickup. - Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked. - Fixed Elco 80' front meatchopper stand shape.

Boat Crew changes

changedThis update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved.
changedShips with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread. - Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied. - Removed water deflection from player 5-inch shell. - Significant optimizations to simulation, audio, and networking. - Alternate VFX rendering setup to render things like flak puffs efficiently. - Improved networked crew synchronization rate. - Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo. - Changes to gun aiming threshold calculation to stop them from firing at targets prematurely. - Subtle turn rate nerfs to Oerlikon guns. - Fixes to player being visible upon starting engagements with crafts that can launch planes. - Fixed audio cutoff issues in heated battles. - Fixed crew not turning to the source of item pickup. - Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked. - Fixed Elco 80' front meatchopper stand shape.

This update is bringing significant improvements to game frame rate in large battles and co-op. Crew should also be smarter when it comes to loading guns. Longlasting audio cutoff issues present in large battles have finally been solved.

Early Access v1.8.0.9 Experimental

  • Ships with destroyer-sized guns larger will now fire at longer ranges and fire with tighter salvo patterns. Innate gun accuracy is reduced to compensate and make for a more natural spread. - Loader tasks are now evaluated based on how much ammo exists in a gun rather than how much the gun needs to be fully supplied. - Removed water deflection from player 5-inch shell. - Significant optimizations to simulation, audio, and networking. - Alternate VFX rendering setup to render things like flak puffs efficiently. - Improved networked crew synchronization rate. - Including outside of combat, crew now run when there is a gun that needs more than a box of ammo to be filled up in reserve ammo. - Changes to gun aiming threshold calculation to stop them from firing at targets prematurely. - Subtle turn rate nerfs to Oerlikon guns. - Fixes to player being visible upon starting engagements with crafts that can launch planes. - Fixed audio cutoff issues in heated battles. - Fixed crew not turning to the source of item pickup. - Fixed an issue preventing gunners from moving on to other enemy weapons on a target when one is destroyed while the target is still locked. - Fixed Elco 80' front meatchopper stand shape.

Certain known issues may still persist.

  • Client to client on deck crew visual sync is known to fail in this build.

Source

Steam News / 25 February 2026

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