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Sea Power : Naval Combat in the Missile Age
Asid:
Patch Notes 0.1.1.2
Sun, 19 January 2025
A belated happy new year to you all! We're releasing the first patch of the year, fixing some issues.
About saving/loading: This is heavily worked on. Our main dev for this feature is back and we're making very good progress on it. Again sorry, that it takes that long. Beside that we also work on Performance improvements. Have fun!
Bug Fixes:
- Numerous null refs
- Out of range exceptions for units which don't have 2x5 compartments
- RemoveEngageTask was called for the wrong object which potentially messed up the engage tasks in overall
- Crash in Noesis (patched to 3.2.6p1)
- Spelling error in S-3 description
- SH-2F had 3 undefined squadrons
- Minor fixes in English ammunition_names.ini
- Tu-16 restored missing kill effect spawn meshes, shootdowns should look correct now (apply to all Tu-16 models)
- F1 family Damage Models not displaying fix
- Fixed a material error on Americas no 2 elevator
- Torpedoes used AimPointGeoPosition to determine FOV but the seeker gudance still used Vector3 intercept position
- Fixed ESM for P-3
- IR AA missiles were prone to miss because FOV was checked against aimpoint instead actual target
- Some edge case with terrain at 180? E/W where the center tile was calculated wrongly and led to a relocation loop (still WIP)
- Campaigns now use FileManager in menu
- Change start engines to update loop rather than coroutine as coroutine seemed heavy
- Props should start animating again, note to self check shutdown for coroutine performacne too
- Aircraft shutdown migrated out of coroutine to avoid error on despawn
- RU description for P4 torpedo boat was missing
- Some audio issues on spawning aircraft
- Incorrect number of sensors on various vessels
- SK flag on Soviet RoRo
- Ordered speed was not transferred to new formation leader when switching leaders
- Less than adequate altitude correction failsafe
Improvements/Additions:
- Descriptions for Enterprise and Belknap 72
- Updated Sentry to 2.4.0
- Set UseAssetBundles to false per default for now to avoid broken games outside when that setting is accidentally set to true
- Aircraft carrier deck ops overhaul - many thanks to the great work by Mateusz Ossowski alias Ossesek without whose hard modding this work would would not be possible.
- All carriers now recover aircraft at a rate of 50-70 second intervals, and launches are also faster.
- Carriers are still limited to either recovering OR launching, that is, no simultaneous launch and recovery is possible as this is the way all carriers operate IRL. We will soon introduce Alert 5 status for the bow cats to allow a 'launch on warning' ability even during recovery, though.
- EN ui text for Disable Triggers
- Boilerplate for future work. Significant changes to Pause Menu to support configuration in code rather than through XAML.
- Russian and German translation
- Business jet weight, fuel weight and engine thrust
- Added modex mesh and many liveries
- Added more P-3 liveries
- Added JMSDF P-3 with liveries
- WIP: Initial Linear Mission set. Now able to run missions from it. Simplified some stuff in UI
- Workshop: Initial Tag limiting controls (WIP)
- Move to Top and Bottom commands in Mod Manager
- Load Order for disabled Mods is preserved
- Modders requested ability to influence outOfAltitudesPenalty and SpeedPenaltyMultiplier
- 1968 Coontz version
Asid:
Dev-Update 01/22/25
Wed, 22 January 2025
Q1 Sneak peek and more!
Sea Power and Q1 2025 Update
Happy new years everyone! Noah (Also known as Zelos on MPS Discord!) here today to do this dev blog! So first up, I hope all of our captains out there enjoyed their holidays, as we certainly took the chance to take some much needed time away to relax. During the first two months, the SP team has been hard focused on improving stability on bugs and performance, but now we are going to be moving into working on new systems as well. For now, let's go over a few of the big topics that are going to a factor going into 2025.
Performance and Bug Fixing
On that front, we've made some pretty good strides on optimizing as well, improving FPS across the board a good bit. We still have some systems we will be looking into (for example: map system and taskforce data link) to further improve stability and frame rates. We've already addressed a handful of memory leaks with the terrain system and the trees as well, further aiding in longer player session stability.
When it comes to bugs, and oh boy there was a lot.. Everything from flying submarines to IR seekers failing to see targets (aiming at the wrong aim point vs target pos.), and everything in-between. Matt, Ivan, Martin, and Danill have all been hard work fixing issues across the board, and we still will be addressing bugs going forward as we also begin our move into new systems (which I will reveal further into this dev blog). Matt will be spending some time with aircraft formations as well, to help improve their use and the overall stability of aircraft operations (this means trying to prevent aircraft from achieving orbit). On a final note of bug fixing, thank you all for your bug reports on both Steam, Reddit, and Discord! For example, there have been a lot of reports about missile guidance defects, and issues with aircraft functions (namely around landing). While we may not respond to them all in writing, we are still watching and working on fixes!
Art and Units
Over on the art front, Mek and Nils have been working very hard on fixing already existing units and working on the new 2025 line up of units will now begin as well. Ian has is also going to be working on some of our autogen systems to help create more interesting landscapes as well, starting with trees in the near future! Right before we took a break, Nils and Mek managed to add two of our beloved Cube Ships (CV Enterprise and USS Long Beach)! There are many units that we did not get a chance to work on for Early Access, which will be our priority going forward towards a 1.0 release in the future. To give you a tiny sneak peek at what's to come, some units you can expect to see added will be..
- Farragut Class 1969 Config
- A3B/RA-3B Skywarriors
These are just a small handful, as we certainly will keep you informed elsewhere and with other post as with teasers of other units to come!
Systems Improvements and Additions
Saving Loading..
Saving and loading will be coming in the very near future (one of our top priorities), as Victor will be rejoining the team to help us finalize the saving and loading system for public release. From the survey results, Steam forums, and Reddit, we hear you on the demand for saving and loading. We didn't want to rush a release on this feature until we had the manpower and time to make sure this feature runs smoothly given how important it will be going forward. There is so much data that needs to be saved (sensors, flight deck phases, ship position, weapon stores, etc), that making it functional is a big endeavor for our small team. We are very excited to get this feature into your hands!
AI improvements..
Given SP is a single player game, the current implementation of AI is not very developed, and this showed on the survey. Now that the crunch time of early access bug fixing is behind us, we can start working on the many steps it will take to further implement a new system to make combat more engaging and dynamic going forward. With the team being back together from the holidays, this will be one of our priorities going forward into Q1 of 2025.
Closing Words
Thank you all again for the bug reports, youtube videos, twitch streams mods, and missions on the steam workshop! Shoutout to all those taking awesome and silly screenshots as well, and here are some we found particularly awesome below!
Community Screenshots
Image by tzatzikiiii - MPS Discord
Image by Timber_Loves_Lemonade - MPS Discord
Image by Ayrton_Senna30 - MPS Discord
Asid:
Dev-Update 02/21/25
Fri, 21 February 2025
New Unit Sneak Peak, More Languages, and Saving Loading Follow-up
The JMSDF is coming soon!
Hello commanders, Noah here again to provide an update on what all is going on within sea powers art side of our team's work! So to start off, we are happy to start showing off more of our upcoming batch of JMSDF units! While these units will not be in this weeks update, we want to give you a sneak peak below of the units.
QH-50D Dash Drone (Also coming to applicable US vessels like the Gearing FRAM II):
Read on...
Asid:
Patch Notes 0.1.1.5
Sat, 22 February 2025
Hi everyone, this hotfix patches some critical error where dead units could teleport into your area creating all kinds of weird situations. Sorry for that and happy weekend! Shall the dead be burried forever!
Bug Fixes:
- Custom formation problem on landing
- Echo Shaddock launch code
- Dead units were teleported due to malfunction in relocation handling
Improvements/Additions:
- IsRearAspect is now relevant to Aircraft only
- S-25 launch altitude to accomodate dive attack
- Removed ELINT from vessels that did not had it
- Mission Editor: Ability to assign custom names for units overriding the ones taken from Variants or Squadrons, multi-language supported
Asid:
Dev-Update 03/04/25
Tue, 4 March 2025
Saving and Loading enters Open Testing & TFA Kickstarter launching!
Hello again from the Triassic Team! So we are finally ready to start stress testing saving and loading into the public beta branch. We know it's one of the most requested feature, and have been working on it ton in the background. However, there will likely be some issues with mods, missions, and other specific setups, so please expect and report on defects. On that note, we have some new features as well for reporting.
How do I (you) join the beta branch?
Steps to join the beta branch:
1. Open Steam and enter your Library.
2. Right click on Sea Power and select ?Properties?.
3, In the pop up go to Betas
4. Select 'stable - Beta branch'
Beta Branch Disclaimer:
By joining the beta branch, you may get crashes, bugs, and other issues that are not present on the release ver. of the game. User should only play on the beta branch to help testing efforts for new systems, and to see if some hotfixes fix previous issues.
In-Game Bug reporting
That's right, no more being asked to join the discord server or using other sites to post issues. We've added a new button in the pause (ESC) menu for bug reporting! These new tool will also include your save files (for debugging save/load issues, and please mention if you did a quick save or what file your loading from in your report), the event log (helps show missile hit chance, damage, and other misc. stats from gameplay), and the game log (for finding NullRefs that can increase memory usage, crashes, and other stats). Please put your bug reports in English! We still like to encourage users to use services like Youtube and Discord for sending media of more edge case defects and bugs, as media can be important for reproduction steps.
Steam Sub Forum (Beta Branch Bug Reports)
With this new beta starting up, we will also be making a separate sub forum on steam for bugs encountered on the beta branch. If the in-game bug reporting is not working for any reason, we still want to have a redundant area as a backup. However, it's important to note that we may ask for the following: Save Files, Error from crash log, the entire game log, or media (depending).
Save File Location
Save files can be located by going to the LocalLow file on your system. (Windows Explorer->Typing in %appdata% into the address bar->going back one step to view the root folders-> LocalLow). Once there, there will be a folder called Triassic Games->Sea Power->Saves. This is where you can find your save files for bug reporting defective saves.
TFA Needs your Support!
Another Microprose Project, TFA, just launched their Kickstarter Campaign and a playable demo on Steam! With this, we would like to help bring more awareness to their project as thanks, as they have also helped the Triassic Team out. Feel free to check out some of the info below, and some screenshots!
What is TFA you ask?
"Task Force Admiral (volume 1: American Carrier Battles) is a full-3D, PC command simulation that is trying to recreate the complexity, the adrenaline and the uncertainty inherent to WW2 naval command. We are aiming at recreating the kind of product we used to play in the 1990s, when wargames and simulations were at their apex as gaming genres. To do so, we specifically aimed for good production values, hands-on diegetic interface and (hopefully!) a visible passion for the historical topic & its lore." - Drydock Dream Games
What is TFA going to feature?
- Fully playable U.S. Navy side for air and surface operations
- 30 + historical & hypothetical scenarios (December 1941 to February 1943)
- A random scenario generator
- A fully-fledged scenario builder
- Working savegames & replay module
- South Pacific (Solomons, Western New Guinea) & Midway fully modeled
- The extra gameplay options cleared by the Kickstarter campaign & a clear roadmap of future developments
Why you should support the kickstarter compared to steam?
For one, you can join the beta access program via specific pledge tiers range of tiers and pledge levels available for naval strategy fans. Two, there is a range of exclusive goodies from discord badges, to hi-res art, and even special physical treasures (Signed Photos, Challenge Coin, and more)!
Why you should support the kickstarter compared to steam?
For one, you can join the beta access program via specific pledge tiers range of tiers and pledge levels available for naval strategy fans. Two, there is a range of exclusive goodies from discord badges, to hi-res art, and even special physical treasures (Signed Photos, Challenge Coin, and more)!
KickStarter Link: Task Force Admiral Kickstarter campaign
Store Page Link:
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