Translations for our friends around the world.

Author Topic: War on the Sea  (Read 13527 times)

0 Members and 1 Guest are viewing this topic.

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #30 on: April 13, 2021, 11:15:24 PM »
Version 1.08d4
Tue, 13 April 2021



GENERAL
Clicking on Action Report ship icons no longer displays a white sprite over the icon

CAMPAIGN
Dive bomber start altitude no longer lowered in encounters involving no opposing ships (or submarines only); they should now always dive
AI scouts now report player position and leave the area
Removed date threshold check for victory/loss condition as not communicated to player
Campaign setup.txt files removed variable; "dateThreshold":[1,9,1942]
Reworked campaign victory/defeat to check for neutral locations and detect correct ending of campaigns
Campaign victory/defeat check moved from daily to hourly

AUTOMATIC SCOUTING
Launch Scout button only appears on campaign Sea Group panel after ships recruited
AutoScout path updates relative to ship position at every waypoint reached
Search Range Slider added; use to set distance of scout waypoints from task force (removed inner ring of waypoint buttons)
Circular search toggle (clockwise and anti-clockwise) added to Air Group Panel, plots circular path based on search range slider, direction based on toggle
References added to UI image folder and styles.txt along with new image files for:
ScoutClock
ScoutAntiClock

config.txt modified variables;
Deleted: campAutoScoutPointRange:60
Added: "campAutoScoutPointRanges":[15,30,60,90,120,150,180,240,300] to set Scout Range Slider values


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #31 on: April 18, 2021, 11:49:12 PM »
Automatic Scouting Now Available
Sun, 18 April 2021



Version 1.08d5 which contains automatic scouting is now live.
Full change log of what is in version 1.08d5 can be found below:

Version 1.08d5

AUTOMATIC SCOUTING
Launch Scout button only appears on campaign Sea Group panel after ships recruited
AutoScout path updates relative to ship position at every waypoint reached
Search Range Slider added; use to set distance of scout waypoints from task force (removed inner ring of waypoint buttons)
Circular search toggle (clockwise and anti-clockwise) added to Air Group Panel, plots circular path based on search range slider, direction based on toggle
References added to UI image folder and styles.txt along with new image files for:
ScoutClock
ScoutAntiClock

config.txt modified variables;
Deleted: campAutoScoutPointRange:60
Added: "campAutoScoutPointRanges":[15,30,60,90,120,150,180,240,300] to set Scout Range Slider values

"Launch Scout" button added to Sea Group panel (launches a single aircraft of first valid type from selected ship with no playload)
References added to UI image folder and styles.txt along with new image files for:
ScoutLaunch
ScoutClear
ScoutPoint

Air Group Panel: Added scout waypoint UI; available when number in Air Group = 1
Aircraft will follow scout points specified, return to ship, then repeat continuously (even outside Air Op hours), if parent ship sunk or released, scout is lost on attempting to return

config.txt added new variables;
campAutoScoutPointRange:120 to set scouting point range at 120km from origin (50% distance for inner points)

GENERAL
Corrected armor schemes on south_dakota_data.txt and kongo_data.txt
Corrected torpedo numbers in fubuki_model.txt and mutsuki_model.txt (launcher graphic still incorrectly shows 4 torpedoes)
Corrected sprite appearances on Action Report

message_log.txt modifications to display observing ship (BRG values relative to it):
NewContact
ReEstablishContact
LostContact

config.txt new variable
timeStampMessageLog:true

Clicking on Action Report ship icons no longer displays a white sprite over the icon.
Edited amphion_data.txt to allow Perth class light cruisers to carry troops
config.txt added new variables;
shipTacticalRetreatAtDamage:0.15 to set % compartments damaged to trigger retreat (0.15 = MODERATE damage)

CAMPAIGN
Dive bomber start altitude no longer lowered in encounters involving no opposing ships (or submarines only); they should now always dive
AI scouts now report player position and leave the area
Removed date threshold check for victory/loss condition as not communicated to player
Campaign setup.txt files removed variable; "dateThreshold":[1,9,1942]
Reworked campaign victory/defeat to check for neutral locations and detect correct ending of campaigns
Campaign victory/defeat check moved from daily to hourly
Campaign setup.txt files added new variables (Destroyed = destroyed compartments / # compartments in hull);
taskForceRetreatCapitalDestroyed:0.15
taskForceRetreatHighestDestroyed:0.2
taskForceRetreatAverageDestroyed:0.1

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #32 on: May 04, 2021, 12:08:02 AM »
Version 1.08d8 now in BETA
3 May 2021 (BETA)



GENERAL
All ship_model.txt files corrected propeller rotation directions
tone.model.txt corrected torpedo arc data

ship_data.txt modifications;
gridley, bagley, sims, cleveland, pensacola, wichita - corrected length and beam values
ALL US submarines specified "systemIndex":1 for aft torpedo room - to fix # torpedoes displayed on Damage Control panel
all submarines - test depth (although most cases already extremely close)

Torpedo mount number to fire slider no longer drops to last number of torpedoes fired

Engine noise audio now increases when ships reverse (audio bug only, did not impact sonar noise)

torpedo_type93.txt corrected yard to metre conversion for run distance "runDistances":[20000]

Sonar Sensitivity Option added (1x to 4x multiplier):
config.txt edited "seaStateSonarModifier":[1.0,1.0,1.0,1.0,0.8,0.6,0.4,0.2,0.1] (last value increased to 0.1)
language/english/dictionary/general.txt added sonarSensitivity and sonarSensitivityOptions
optionsDefault.txt added "sonarSensitivity":1



CAMPAIGN
Airfields: destroyed aircraft not replaced until following dawn when air ops become available again

Added support for adding new campaign locations to existing save files

Added new campaign location to both campaigns: Cooktown
default/campaign/campaign001 and campaign002 folders modified:
- maplandLocations.txt added cooktown as rank 5 airfield, rank 3 port
- seaWaypoints.txt added waypoint for cooktown
- seaWaypoints.txt linked other waypoints to cooktown (Coral0, Coral6)
- setup.txt "mapZoomLevels":{"x":0.2,"y":0.95}

default/language/english/campaign/capmaign001 and campaign002 folders modified
- mapLocationNames.txt added COOKTOWN
- mapLabels.txt shifted NEW GUINEA tag to not clip at default zoom

Support for adding/removing AI Sea Missions to existing campaigns
New "missionString":"Deprecated" in seaMission.txt files
- any existing AI sea group with this mission type will immediately return home and be released from AI command
- A new sea group will not be created if missionString is set to Deprecated

Submarines again placed into ambush positions (bug introduced v1.08d7)
config.txt new variable "subAutoAmbushPosition":[true,true] to specify whether [player, enemy] submarines placed into ambush positions


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #33 on: May 10, 2021, 11:52:32 PM »
Version 1.08d9 now in BETA
Mon, May 10, 2021

Version 1.08d9
10 May 2021 (BETA)


GENERAL
Sorted combat toolbar to be in front of Message Log


CAMPAIGN
New campaign win condition added if many enemy ships sunk
Both campaigns modified:
- Campaign setup.txt files added new variable to both campaigns
- winEnemyShipsSunk:100 - new win condition to end a campaign if enemy is overwhelmed. Calls event "shipsSunk.txt", setting to 0 or negative value disables this win condition.
- Added "shipsSunk.txt" event to language folders for both campaign
- objectives.txt updated to reflect new alternate win condition

config.txt added new variables:
playerSubAmbushOffset:[3000,5000,1500,3000]
enemySubAmbushOffset:[1500,2500,750,1500]
4 numbers are in metres [forward offset min, forward offset max, perpendicular offset min, perpendicular offset max]
Perpendicular offset is randomised left or right
Both variables require "subAutoAmbushPosition":[true,true] to be applied

nightEncounterMaxRange:15 - encounters at night will only occur at or below this range

Custom Sea Group names preserved when splitting or merging groups

Generating an encounter in the same check as a group becoming "un-spotted" no longer breaks campaign timer cycles

Number of aircraft landing on a ship can no longer exceed air capacity of that ship

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #34 on: May 23, 2021, 11:39:41 PM »
Version 1.08e in BETA
Sun, 23 May 2021


GENERAL

Less smoke usage by AI;
- Retreating AI ships only lay smoke if detected so as not to give away their position
- Retreating AI ship that is not laying smoke will begin to do so upon taking additional damage

Torpedo improvements;
torpedo_type95.txt corrected speed and range to reflect Mod 1 model of this torpedo, removed wake
torpedo_type96.txt corrected damage amount, removed wake
Player torpedoes displayed on map correctly reinstated on loading combat

Added 3 new torpedo models to default/ammunition;
- torpedo_533mm6year.txt
- torpedo_610mm8year.txt
- torpedo_type90.txt
- default/language/english/dictionary.weapons.txt added new variables for new torpedo models

Torpedoes with "hasWake":false have greatly reduced trails on ocean surface

ship_model.txt modifications for historical use of newly added torpedo models;
torpedo_533mm6year
momi
minekaze
wakatake
kamikaze
tenryu
kuma

torpedo_610mm8year
mutsuki

torpedo_type90
fubuki
hatsuharu


Detection of enemy torpedoes in the water by player ships;
- aerial dropped torpedoes always detected as dropping them is observed
- default/language/english/dictionary/message_log.txt added TorpsInWater variables

default/config.txt added;
pauseOnTorpedoDetect:false - on detecting enemy torpedoes, combat is paused
torpedoVisDetectionDist:1000 - max visual detection range for torpedoes in metres
torpedoSonarDetectionDist:1000 - max passive sonar detection range for torpedoes in metres
torpedoWakelessModifier:0.3 - wakeless torpedo detection modifier


Ship navigation auto-evade toggle added to Orders panel;
- Toggle off will cause player ships to no longer avoid navigation hazards (other ships)
- default/language/english/messagelog.txt added ShipEvasionOn and ShipEvasionOff variables
- default/language/english/dictionary/general.txt added AutoEvade
- default/interface/styles.txt added evade hazards sprites to CombatTogglesBase and CombatTogglesActive
- default/interface/images/ui folder added autoEvade.png and autoEvadeActive.png

shokaku_model.txt corrected secondary guns to 2 barrels per gun


CAMPAIGN
default/language/english/camapign/campaignXXX/event1.txt fixed "damage" to "damaged" typo

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #35 on: May 27, 2021, 12:10:48 AM »
Torpedo Improvements 2
Wed, 26 May 2021



Version 1.08e is now available and includes further improvements to torpedoes.

Player ships can now spot incoming torpedoes with the detection chance based on weather, time of day and if the torpedo has a wake or not.

3 new models of Japanese torpedoes have been added and given to those ship classes that fielded them historically.


Full change log for version 1.08e is below:

Version 1.08e

GENERAL

Less smoke usage by AI;
- Retreating AI ships only lay smoke if detected so as not to give away their position
- Retreating AI ship that is not laying smoke will begin to do so upon taking additional damage

Torpedo improvements;
torpedo_type95.txt corrected speed and range to reflect Mod 1 model of this torpedo, removed wake
torpedo_type96.txt corrected damage amount, removed wake
Player torpedoes displayed on map correctly reinstated on loading combat

Added 3 new torpedo models to default/ammunition;
- torpedo_533mm6year.txt
- torpedo_610mm8year.txt
- torpedo_type90.txt
- default/language/english/dictionary.weapons.txt added new variables for new torpedo models

Torpedoes with "hasWake":false have greatly reduced trails on ocean surface

ship_model.txt modifications for historical use of newly added torpedo models;
torpedo_533mm6year
momi
minekaze
wakatake
kamikaze
tenryu
kuma

torpedo_610mm8year
mutsuki

torpedo_type90
fubuki
hatsuharu


Detection of enemy torpedoes in the water by player ships;
- aerial dropped torpedoes always detected as dropping them is observed
- default/language/english/dictionary/message_log.txt added TorpsInWater variables

default/config.txt added;
pauseOnTorpedoDetect:false - on detecting enemy torpedoes, combat is paused
torpedoVisDetectionDist:1000 - max visual detection range for torpedoes in metres
torpedoSonarDetectionDist:1000 - max passive sonar detection range for torpedoes in metres
torpedoWakelessModifier:0.3 - wakeless torpedo detection modifier


Ship navigation auto-evade toggle added to Orders panel;
- Toggle off will cause player ships to no longer avoid navigation hazards (other ships)
- default/language/english/messagelog.txt added ShipEvasionOn and ShipEvasionOff variables
- default/language/english/dictionary/general.txt added AutoEvade
- default/interface/styles.txt added evade hazards sprites to CombatTogglesBase and CombatTogglesActive
- default/interface/images/ui folder added autoEvade.png and autoEvadeActive.png

shokaku_model.txt corrected secondary guns to 2 barrels per gun


CAMPAIGN
default/language/english/camapign/campaignXXX/event1.txt fixed "damage" to "damaged" typo


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #36 on: July 05, 2021, 12:04:48 AM »
Update - Ship Fixes
Sun, 4 July 2021



Version 1.08e6 is now live.

This update contains numerous fixes to ship appearances along with correcting weapons on board.

Change log below:

Version 1.08e6
4 Jul 2021

Ship Model Fixes

brooklyn, cleveland, baltimore and wichita - corrected main guns turret scale
new_orleans replaced main gun turret model

south_dakota - added bow bulge
south_dakota - corrected orientation of last 2 secondaries to face aft
south_dakota_model.txt corrected secondary gun rear values

north_carolina - corrected rudder pivots
north_carolina - corrected orientation of last 2 secondaries to face aft
north_carolina_model.txt corrected secondary gun rear values

furutaka - fixed Imperial Seal on bow
mogami - fixed Imperial Seal on bow

shokaku - setup starboard aft guns
shokaku_model.txt - added data for starboard aft guns
shokaku_data.txt added deckCellPositions value an UpperCell line for new secondary guns

yamato42 - fixed Imperial Seal on bow
yamato42_data.txt - corrected TDS values
yamato42 - enabled additional secondary guns
yamato42_model.txt - added mesh & material references for enabled guns
yamato42_model.txt - added data for enabled secondary guns
yamato42_data.txt - rearranged deckCellPositions and added UpperCell lines for enabled secondary guns

yamato_data.txt - corrected TDS values
yamato - enabled additional secondary guns
yamato_model.txt - added mesh & material references for enabled guns
yamato_model.txt - added data for enabled secondary guns
yamato_data.txt - added UpperCell lines for enabled secondary guns

Torpedo Warhead Values

default/ammunition corrected torpedo damageAmount to be TNT equivalent for the models in use at the time
torpedo_mark13
torpedo_mark14
torpedo_mark15
torpedo_mark18
torpedo_mark24


GENERAL

Sunk icons correctly applied to sunk ships on loading a battle
Torpedo Room selection remembers last choice (per submarine) and no longer allows multiple selected torpedo rooms
default/language/english/dictionary/general.txt changed CMobileOrders1 "Release Ships" to "Release / Repair"
default/language/english/dictionary/general.txt changed CMobileOrders2 "Replenish Ships" to "Rearm Ships"
default/language/english/missions/tutorial updated campaign_6, _7 to clarify repairing of ships
Updated PDF manual to clarify repairing of ships in campaign


CAMPAIGN

config.txt added new variable "autoMoveCloseTaskForces":true
"autoMoveCloseTaskForces":true - task forces that occupy the same (or very close) position on the strategic map are placed farther apart in TACTICAL based on current conditions

Using NEW SEA button now automatically switches Unit Viewer to sea units
Unit Viewer names in class list now defaults to first available ship in that class
Shore bombard and campaign message audio now respect Options volume slider values


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #37 on: July 06, 2021, 11:42:52 PM »
Version 1.08e7 now in BETA
Tue, 6 July 2021

This beta introduces some new map tools (ruler and markers) along with increasing the availability of Time Compression to be allowed during ship gunfire.


To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read this latest version.


Version 1.08e7
6 Jul 2021 (BETA)

Map Ruler & Markers

Press Right Shift to enter Ruler mode and drag mouse to measure bearing & distance on campaign and tactical maps

Default keybinds files added:
- StratMapRuler=RightShift
- MapMarker=P

default/interface/images/mouse added CursorRuler.png
default/interface/styles added CursorRuler to MouseCursors

Press P to place map markers
Panel opens to edit text and icon for map marker along with options to REMOVE or close panel

default/language/english/dictionary/generat.txt added New Map Note
default.interface/styles.txt added;
- MapDrawingIcons
- MapDrawColor

default/interface/images/map added new png files:
- markerSquare
- markerCircle
- markerDiamond
- markerTriangle


GENERAL

Increased time compression availability to function during ship gunfire

Orders Radar and Sonar buttons (under Combat) now behave as other combat toggles for turning on/off for all selected ships
- default/language/english/dictionary/generat.txt added RadarOnOff and ActiveSonarOnOff tooltips
- default/interface/ui added sonar, sonarActive, radar, radarActive png files
- default/interface/styles added sonar and radar sprites to CombatTogglesBase and CombatTogglesBaseActive

shokaku_model.txt corrected AAA data
wichita and baltimore _model.txt corrected director references

Fixed a bug where torpedo run depth not preserved over save/load
Disengage Timer rate under time compression fixed
AI ships can no longer leave combat under smoke if player controls submarines only


SKIRMISH & CAMPAIGN

Reorganised panels to place TACTICAL button consistently in bottom right
- Custom Battle main panel
- Custom Battle Sea and Air Group panels
- Campaign Air Group Panel
- Campaign Sea Group Panel
- Campaign Create Sea Group Panel

Auto Scouting now available for any flight not carrying a payload (launched from ship only)
Modified config.txt "campAutoScoutPointRanges":[8,15,30,60,90,120,150,180,240,300] - to add lowest value which supports a close CAP


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #38 on: July 10, 2021, 11:31:40 PM »
New Features & Fixes
Sat, July 10, 2021


Version 1.08e8h1 is now available and contains some great new features (and fixes) for War on the Sea;

1) Time Compression Availability
Time compression can now be used during ship gunfire, dramatically increasing its availability.

2) Map Tools
- Ruler (Right Shift + Drag) for campaign and tactical maps showing distance and bearing between points.
- Markers (P) to annotate the campaign strategic map.

3) Fighter CAP
Aircraft without a payload can now use auto scouting to fly a continuous patrol over their task force.

4) Additional Ship Model Improvements

5) Task Force Jumping/Teleportation Solved
The problem some users experienced with task forces jumping/teleporting to new positions on the strategic map has been solved.



Version 1.08e8h1 (which also contains the 2 previous beta versions) change log below:

Version 1.08e8h1
10 Jul 2021

Fixed global player detected flag between campaign engagements which was not getting reset
Corrected kongo_dmg color channels
Added additional check to assist dive bombers level out under low FPS
Player and AI Task Forces no longer "jump/teleport" between waypoints


Version 1.08e8
9 Jul 2021 (BETA)

Single Battles now correctly end if Save/Load was used during them
Corrected Radar and Sonar icon displays and also sync properly with toggles in Orders panel
Black bloomers for US cruisers and battleships
Corrected new_orleans, cleveland and brooklyn turret models


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #39 on: July 31, 2021, 11:37:07 PM »
Armor Piercing Bombs
Fri, 30 July 2021



Armor piercing bombs are now supported, giving ships with heavy deck armor much better protection.

This update also improves aircraft performance issues when running the game under low FPS.

Change log below:

Version 1.08e9
30 Jul 2021

GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values

Added support for armor piercing bombs and re-balanced bomb damage
Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:

Code: [Select]
Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300

bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80


aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty

All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4

Ship primary guns, secondary guns and directors rotations offset on being destroyed

Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing


CAMPAIGN
Aircraft should no longer spawn under terrain

Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #40 on: August 11, 2021, 11:56:02 PM »
Version 1.08f2 now in BETA
Wed, 11 August 2021



To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read this latest version.


Version 1.08f2
Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode

Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]

config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.

Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg


Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer


default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model


CAMPAIGN

All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair

Campaigns saved during combat now correctly reload back into that same combat engagement

Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists

For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class

default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned

Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #41 on: August 27, 2021, 11:46:59 PM »
Version 1.08e4 now in BETA
Fri, August 27, 2021

To opt into the beta:

1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read the version you selected.


Version 1.08f4 Change Log
BETA 27 Aug 2021

GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units

CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)

config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)

Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time

Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI

Campaign seaMissions.txt;
added variable delayAIDays[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns

funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #42 on: September 29, 2021, 11:45:45 PM »
Searchlights in BETA
Wed, 29 September 2021



This beta introduces searchlights.


To opt into the beta:

1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read the version you selected.

TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE.



Version 1.08f9
29 Sep 2021 (Beta)

GENERAL

Searchlights Added
At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance.

Orders panel added toggle to enable/disable searchlight use by selected units (on by default)
- available only at night and for ships with searchlights specified in ship_model.txt
- default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references
- default/interface/images/ui added searchlight.png and searchlightActive.png
- default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights"

config.txt added searchlight variables;
- "enableSearchlights":true to enable/disable use of searchlights
- "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams
- "searchlightNumber":2 defines the number of searchlights a ship will aim at target
- "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2)

All default/unit/sea/ship_model.txt files;
- added "searchlightPositions" parameters to specify positions of searchlights
- added "searchlightQuadrants" to specify quadrants searchlights use
- With ship in the middle heading up, quadrants are:

     4
0    ^     2
1    |     3
     5

4 looks in 2 fore quadrants 0, 2 (used to specify lights at the front of a ship)
5 looks in 2 aft quadrants 1, 3 (used to specify lights at the rear of a ship)



AutoGunnery (on player ships) will select the target if there is not a current target selected (or if the ship is not currently under direct player control)

All Drop button now correctly works with aerial depth charges
- language/english/dictionary/message_log.txt added DropAllDepthCharge valriable

Fixed a bug where AI way points were not correctly assigned during retreat actions


CAMPAIGN

Retreating AI Task Forces should no longer get stuck on the strategic map
Fixed a bug where taking over a location could fail resulting in duplication of cargo that was unloaded


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #43 on: October 26, 2021, 11:50:31 PM »
Version 1.08g2 now LIVE
26 Oct 2021


This update contains several major UI improvements, 4 new carrier classes along with other general fixes and improvements.

Full change log below:

Version 1.08g
27 Oct 2021

Roster Sorting
Left click and drag unit tabs to reorder the roster list. Changing the order sorts units and impacts their positions in formations. For example, rearranging the list and placing those units in Line Ahead formation places ships in positions as indicated by the roster list order.
- config.txt added "enableRosterSort":true to enable left click and drag to re-sort unit roster tabs




Roster Shift Click Selection
Shift Click on a roster tab now selects all units between the one clicked and the current player controlled unit. Similarly, clicking a selected unit de-selects these relevant units.




Destroyed units now automatically "fall" to the bottom of the roster list.
- config.txt added "dropDestroyedRosterTabs":true to automatically shift destroyed Ships/Aircraft to the bottom of the roster list.

Mouse over aircraft unit tabs now displays name/type of aircraft

Map Shift Click Selection
Shift click on a map contact now selects/deselects it. Shift clicking on a unit of a different type (Sea vs Air) will switch control to that unit. This makes "Selection" mode obsolete and it will be removed soon.

Map Box Selection
Left click and drag on map for box selection. Units within the box will be selected.
- Selecting units of a type different to the controlled unit, will switch control to the first unit of the other type. For example, if controlling a ship and a selection box is drawn around aircraft, control switches to the first aircraft and any others within the box are also selected.
- If both Sea and Air units are within the selection box, Sea takes precedence.
- config.txt added "boxSelectAutoSwitch":true to automatically switch between Sea/Air units based on selection area. If both Sea and Air units selected, Sea takes precedence. If false, only units of the same type as the current player controlled unit are selected.
- interface/images/map added selectionSquare.png
- interface/styles added "MapSelectionSquare" reference for the selection box




Map Rulers Key Re-mapped
Shift Key no longer displays rulers on tactical or strategic maps, use backslash "\" instead.
- default/interface modified "MapRuler=Backslash" in keybindsNUMPAD and keybindsWASD to remove use of shift key as default and change to backslash



4 New Ship Classes
Lexington, Wasp, Zuiho and Ryujo classes added
- unit/sea added folders for lexington, wasp, zuiho, ryujo
- materials/other added material references for Lexington, Wasp, Zuiho, Ryujo
- language/english/unit/sea added language files for lexington, wasp, zuiho, ryujo
- unit/sea/allUnitsList.txt added references for lexington, wasp, zuiho, ryujo
- campaign/campaignXXX/seaUnits.txt added references to lexington, wasp, zuiho, ryujo to add them to existing campaigns




4 New Single Missions
- language/english/missions/pacific.txt edited mission list to add new Missions and edit names of several existing missions
- missions/pacific added new mission files "coralseaShoho.txt", "coralseaLex.txt", "sinkingWasp.txt", "sinkingRyujo.txt" which involve the 4 new ship classes


GENERAL
Searchlight Lighting added to Options/Video
Options/Video added checkbox for complex searchlight lighting
- optionsDefault.txt added "complexSearchlights":true to have searchlight lighting on by default
- If performance issues are experienced with new searchlight lighting, turn this checkbox off in-game under Options/Video.




Ship Fixes:
unit/sea/aoba/aoba_model.txt corrected cavitation position
unit/sea/takao/takao.model.txt corrected torpedo mount rotations
unit/sea/ corrected torpedo launcher meshes for fubuki, akatsuki, hastuharu

Compartment Repair Times cannot be overridden with a lower value



CAMPAIGN
Day counter added to strategic map time panel to assist with knowing when supplies will arrive at home ports
- language/english/dictionary/general.txt added "CurrentDay=Day:"

Campaign strategic map: Arrow keys pan the map about

unit/sea/ lexington, wasp, ryujo and zhuiho _data.txt files reduced heelOver values
unit/sea/lexington/ lexington_model.txt corrected gun barrel numbers


1.08g2 Additional Ship Fixes
unit/mountData.txt added new entry for "15.2cm5041stYearTypeDual" with correct 55 degree elevation
unit/sea/agano/agano_model.txt assigned "15.2cm5041stYearTypeDual" guns
language/english/dictionary/weapons.txt added 15.2cm5041stYearTypeDual=15cm/50 41st Yr Type

unit/sea/pensacola pensacola model file fixed gap under B turret

unit/sea/cleveland/cleveland_model.txt enabled primary directors

unit/sea/south_dakota south_dakota model file added missing aft primary director
unit/sea/south_dakota/south_dakota_model.txt corrected director references

unit/sea/kongo/kongo corrected main gun placement

unit/sea/amphion/amphion corrected main gun barrel length

unit/sea/mogami/mogami corrected aft director orientation

unit/sea/farragut/farragut corrected 2 fore turrets to be open at back

unit/sea/kent/kent_model.txt corrected number of barrels on secondary guns

unit/sea/wasp/wasp_data.txt corrected number of propeller cells
funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Offline Asid

  • HAVOC
  • *
  • Posts: 26361
Re: War on the Sea
« Reply #44 on: January 06, 2022, 11:22:11 PM »
Big Guns
Thu, January 6, 2022



Hope you all had a safe and happy holiday season!

This update introduces the three Japanese battleship classes:
- Fuso
- Ise
- Nagato

In addition, rear gunners have been added to those aircraft that were missing them along with support for custom campaign maps which now allow modders to start creating campaigns outside of the original Solomon Islands map area.

Finally, TMA parameters for calculating firing solutions have been added on an individual ship class basis to better represent their accuracy.


Version 1.08g4h1
7 Jan 22

GENERAL
3 New Battleships: Fuso, Ise, Nagato
materials/other added material references for Fuso, Ise, Nagato
unit/sea added folders for fuso, ise, nagato
language/english/unit/sea added language files for fuso, ise, nagato
unit/sea/allUnitsList.txt added references for fuso, ise, nagato
campaign/campaignXXX/seaUnits.txt added references to fuso, ise, nagato to add them to existing campaigns


Support for individual ship TMA override variables added.
ship_data.txt files added new variable "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2]
- values specified override global TMA variables from config.txt
- [directorTMARate, directorMaxSolution, localDirectorTMARate, localDirectorMaxSolution, tmaPercentRangeThreshold, tmaPercentRangeMaxPenalty, tmaDecayRate, tmaRadarBonus]
- all merchants_data.txt files added "tmaOverride":[0.02,0.85,0.01,0.75,0,1,0.02,0.15] to drop surface gunnery accuracy by ~30% at 10km and reduce bonus from radar
- all submarines_data.txt files added "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2] to increase solution rate and decrease decay rate to emulate better tracking of multiple targets


Re-imported model files/corrected textures for ships:
- south_dakota
- lexington
- wasp

Re-imported model files/textures for aircraft to add rear gunners:
- devastator
- jake

Modified aircraft_model.txt files for devastator, jake to add rear guns

materials/_common.txt added new material for MachineGunInterior (for US rear gunner)


unit/sea/mountData.txt added references to new gun
- 41cm453rdYearType


Fixed a bug where message log text could have spaces trimmed causing lack of spaces in message


Player controlled aircraft correctly manually fire guns in a dogfight



CAMPAIGN
default/campaign/campaignXXX/setup.txt added new variable "customWaterMask":false
- if true, the path specified in variable "mapWaterMask":"maps/solomon/solomon_watermask_example.png" is read
- watermask should be 2048x1024 png file with transparency defining water


funny
0
informative
0
Thanks
0
No reactions
No reactions
No reactions

I stand against Racism, Bigotry and Bullying

Tags:
     

    Introducing Wargame Design Studios

    Started by Strela

    Replies: 12
    Views: 10119
    Last post September 17, 2016, 11:59:17 AM
    by Strela
    Kingdom Wars 2: Definitive Edition

    Started by Asid

    Replies: 17
    Views: 7521
    Last post January 21, 2023, 12:57:20 AM
    by Asid
    Total War Warhammer

    Started by Asid

    Replies: 1
    Views: 2867
    Last post July 14, 2016, 01:38:57 PM
    by Asid
    Modern Naval Warfare

    Started by Asid

    Replies: 7
    Views: 3440
    Last post December 15, 2022, 12:01:53 AM
    by Asid
    Wars Across The World

    Started by Asid

    Replies: 73
    Views: 38683
    Last post March 22, 2021, 11:54:59 PM
    by Asid