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Asid:
Dev Blog 4/3/25 - Roadmap Update
Thu, 3 April 2025



Saving/Loading, Upcoming content drop, and Dynamic Campaign Delayed


Saving/Loading - What you should know!
Saving and Loading will be going to the release build later this month! It will remain in the public beta branch for a little while longer while we continue to make sure some bigger changes are worked out. With this, we've also added a new in-game bug reporting system that can be accessed within a mission by hitting ESC -> send debug report. This will automatically generate the following info and be sent to us for debugging:

    - A new autosave is trigged and save into your save folder (%appdata%->LocalLow->Triassic Games), which we get a copy of.
    - Both game logs (lets us check for null refs, or otherwise) and the event logs (allows us to see missiles hit chance, engagement orders, etc.).
    - a copy of the mission file (to help debug more specific mission related errors).
    - Basic system specs (OS, hardware, driver info)

All of the information above will greatly improve our ability to reproduce some of the errors that have been harder for us to track down with what information has been normally shared. If you run into issues in-game, we HIGHLY RECOMMEND YOU USE THE IN-GAME REPORTING. If there is an issue that you CANNOT send via that tool, please resume reporting through either the Microprose discord (link here) or via the steam forums for your respective game branch.


Dynamic Campaign is delayed!
The Triassic Team will be delaying Dynamic Campaign testing from it's Q2 release window to continue work on the base game. With this delay, this will afford us more time to gather the team around various improvements like the AI behaviors, Aircraft micromanagement QOL, and other features to improve the overall base gameplay. If we continue to work on Dynamic Campaign currently, it will only come back to bite us even if we make the dynamic campaign on time due to the base game systems being less polished.


Tac View integration testing!
While we know there is a demand for a replay system, we will be implementing Tac View with Sea Power in the near future! Not only do we think this will be used to help analyze post battle actions, but could even help us with debugging due to the fact we won't have to create an entire new system to work on. We are excited to start experimenting with this idea internally first, before rolling it out to Beta later on!




What's next Triassic Games?
With saving and loading coming soon, we will be focusing on delivering our next content drop this month! This will include JMSDF Units (and some bonus units for other nations through in too!), Mission Editor Improvements, further performance optimizations, and more! We've been hard at work in the background working on improving our autogen tech as well, as we are making plans to try and expand it's functionality to allow for more objects to be added to it. Our first experiments will be with trees, and if it goes well, there is potential it could be expanded to underwater boulders, ice caps/shelves, and smaller objects. Triassic Games is still very much aware of the AI improvement goals, but our limited bandwidth forces us to focus on one to two core issues at a time. We thank you for your patience with us as we work!


New window type (freestyle window with XAML editing)! -Beta Branch-
The Free Content Window is a new UI Window that you can create with a Trigger. This window is empty by default and you are able to provide content for it in the same way that you can for Mission Briefings, by specifying an Assets directory (for things like images) and an XML file which defines the content. See here https://www.noesisengine.com/forums/viewtopic.php?t=3610 for a handy UI tool that you can use to help create these. The Free Content Window has two additional features built in. These are "Commands", which you can use to interact back with the game world from the UI. The first is the OpenFileCommand which allows you to switch the content of the window to that defined in a new XML file, you specify the file through the CommandParameter of UI Elements like buttons. The second is the ExecuteTriggerCommand which allows you to cause a trigger to be executed on a button push. These are referenced via the Trigger Name and again defined in the CommandParameter field of a UI element.


Bonus Units for April! (Sneak Peak)
While you all have seen some photos thus far about the JMSDF units, we also will be including some new land units for this months content drop! (Units depicted: M51 Skysweeper, M110 arty, MLRS, Type 60, Type 81, Straight Flush)




Closing Words
Hello everyone, Zelos here again! Just want to of course continue to thank everyone in our community for the feedback, awesome screenshots, videos, and memes you all create! Going forward, we will be updating our roadmap media to be more accurate to reflect these changes that we mentioned above.


Community Showcase!
Our favorite screenshots!

MPS Discord - Cadia9529


MPS Discord - nuclearstonk


MPS discord - allhacknoskill


SP Reddit - X3asYG


Our favorite mod from the workshop!


Check out this awesome mission by Pax featuring Air superiority, coastal bombardment, long range confrontation, convoy escort!
OPERATION: SWIFT TIDE (Updated)
By: Pax
https://steamcommunity.com/sharedfiles/filedetails/?id=3440001215

OPERATION SWIFT TIDE ⭐⭐⭐ Mediterranean Sea, Off the Coast of Libya JUNE 26, 1985 LOCAL TIME ZULU 0530 Mission briefing Tensions have escalated in the central Mediterranean as Iran-backed Libyan naval forces threaten...

Asid:
Major Update 25-Apr-2025
Fri, 25 April 2025



Major Update Ahoy and the JMSDF makes way! (v0.1.2.0)

Mission Saving and Loading, Tac View integration, and the JMSDF units


Hello from Triassic Games! We are very excited today to announce a massive update filled with new units, features, and more! As you've seen in past dev blogs, we are actively working away in the background. Let's go over some of the new and exciting content shall we?

Saving and Loading
Yes, we know it's been awhile in the making, and we are feeling more comfortable with it now to roll it out to public. However.. This does include the disclaimer that this feature is still new, and we expect issues with it to arise. We highly encourage issues with loading missions and saving to be reported through the in-game reporting system accessed via the ESC menu. What does saving and loading include you ask?

    - Quick Saving/Loading (F5 to save, F9 to load)
    - Save File and Load Files (Located in AppData\LocalLow\Triassic Games\Sea Power\Saves) (in-game ESC menu has a save button, with a load button being accessed via the 'Scenario' tab at the bottom)
    - Autosaving (set the time (in mins) via the in-game options menu)


Tac View!
We are pleased to be offering integration with Tac View and are grateful for the Tac View team for such an awesome product! This feature, when enabled via the options menu, will record your battles and allow you watch them in post! However, this will be an early roll out, and therefore we are aware of some issues around it, especially when loading a existing save file. This will be a WIP feature, so please pardon our progress if you encounter issues with it!
The Tac View files are currently located in the log files folder under steamapps\common\Sea Power\Sea Power_Data\Logs




Tactical Display feature - Night Mode!
This new feature is enabled in a AUTO mode by default, so at night time, it will change the map color to be less blinding for those who prefer the dark color themes many of us enjoy today! You can change the settings on the fly via the 'hamburger' menu (button has 3 horizontal lines stacked on top of each other -> Theme expanded menu). We hope it's a bit easier on the eyes during those intense night battles!


JMSDF Deploys to Sea Power (and more)!
One of our biggest content additions yet is a whole shipyard worth of new units for everyone to play with, this includes the following;



JMSDF Units:

  - Takasuki
  - Yamagumo
  - Minegumo
  - Tachikaze
  - Haruna
  - Yushio
  - Asashio
  - Uzushio
  - F-4EJ
  - HSS-2





Bonus JMSDF Units:

  - SAM Truck - Type 81
  - APC - Type 60 and Type 73
  - MBT - Type 74


USA/NATO Units:

  - A-3B Skywarrior
  - P-2H Neptune
  - QH-50 DASH drone
  - RA-3B Skywarrior
  - Skyguard GDF
  - M51 Skysweeper
  - M42 Duster
  - TPS-43 and TP3-63 Radars
  - APC - AAV-7
  - MLRS - M270
  - SPG - M1110A1


Soviet Units:

  - FCR for Krug SAM - SA-4 Long Track
  - FCR for Kub SAM - SA-6 Straight Flush
  - New modernized SA-2 site Layout
  - and a new SA-3 Site


Community Corner!

Screenshots we like!

From reddit u/X3asYG a beautiful Iowa shot: from r/SeaPower_NCMA
--- End quote ---

https://clan.fastly.steamstatic.com/images//37689804/f6efed331912550d2689d8dd4f77d0125cb1faa8.jpg


From BuOrd: Naval Modding Community user Cadia:
https://clan.fastly.steamstatic.com/images//37689804/eaec195cbba0ee713d82af765d104b243dcd65b0.jpg


From BuOrd: Naval Modding Community user Cole?:
https://clan.fastly.steamstatic.com/images//37689804/c7a9e6f2189e197e51fbf3a5be31f55b5c2a83de.jpg


Community Mod showcase!
Cuban Missile Crisis (1962):

https://steamcommunity.com/sharedfiles/filedetails/?id=3366592598

Cuban Missile Crisis (1962) - Played by Wolfpack345
A Workshop Item for Sea Power
By: Finnish Jager
October 29, 1962 The US Air Force has conducted limited early morning strikes on Cuban SAM sites following the loss of a second U-2 spy plane over the country.


Patch notes v0.1.2.0:

Aircraft/Helicopters

Bug Fixes:

  - Aircraft stuck in VID submarine state
  - Too large Taxi interval for B-52
  - Aircraft stuck in eternal circle while attacking surface target with gun
  - Il-38 LOD pivots offset fix
  - Incorrect bomb aiming during dive attack
  - Fix to make aircraft not die on own cluster bombs
  - F-4D CAS loadout dropped all clusters at once
  - Aircraft was not trying to stay within launch altitudes when engaging air contact. Potential problem case: attacking target directly above and above max launch alt - will result in aircraft softlock
  - Iraq MD500 swashplate and weapons
  - FlightDeck: aircraft was not aligning on elevators
  - Slava's helicopter clipping through hangar roof
  - Non-wrapped value of elevator rotation angle lead to inability of vehicles to leave EmbarkElevator state of Flight Deck


Improvements/Additions:

  - SU-24M loadouts upgrade
  - Ability to specify loadout for air units
  - Su-24A added gun to model, tweaked textures accordingly
  - Aircraft now can change altitude at RTB
  - Airstrike tweaks


Vessels/Submarines

Bug Fixes:

  - Tarantul animation
  - Snorkel unable to function close to max allowed speed
  - Alligator missing ESM collider
  - Kazbek has incorrect prop blade count information
  - Missing localisation support for unable to raise snorkel mast messages (measurement units)
  - Error in Damage Control flooding removal
  - Submodels that have "_crew" in their names are also hidden when object is destroyed
  - Damage falloff for system was not applied due to raycast problem
  - Sovremenny colliders errors
  - MOSS still locked in USN SSN's magazines
  - Sloppy gun setup on soviet minesweepers
  - Knoxx can now use its mixed loadout for ASROC launcher - Harpoons and RURR-5. Thanks to nuclearstonk for investigating that it is possible.
  - Dhows have oil slicks
  - Kilo bowplanes animations
  - Typo in Kresta-class names


Improvements/Additions:

  - Reduced probability for consequent secondary explosions for 10 seconds
  - EXPERIMENTAL: Makeshift way to reduce fire spread
  - Ability to specify loadout for ship variants
  - Min speed for carrier ops is 20knots
  - Non linear damage falloff for systems


Land Units / Installations

Bug Fixes:

  - Akureyri airbase decal mesh fix, should be back to good looking
  - Partial pass on fixing LandUnits sound
  - Land units (e.g. airfields) sometimes did not position properly on the terrain
  - T-72 updated NSVT gun model
  - 2S3 Akatsyia slightly updated model
  - Immobile land units in formation set max speed of formation to zero
  - T-55 turret position


Improvements/Additions:

  - wp_airbases 1 to 5: new more faint decal textures, new (in fact older) decal meshes that leave no transparent band around runways and aprons etc
  - TPS-43 and TPS-63 radars
  - 1S19 "Straight Flush" radar
  - "P-40 Long Track" radar
  - Pat Hand radar (WIP, uses P-40 as stand in, awaits dedicated model)
  - M51 Skysweeper AAA
  - M270 MLRS rocket launcher + M26 rocket
  - M110A1 artillery
  - WIP on AAV7 amphibian
  - wp_radar_trailers textures updated with more track and wheel bits


Weapons

Bug Fixes:

  - AS-4B was capable of attacking ships
  - SA-13 lack of spare reloads
  - Wrong barrels mesh definition for one of Iowa's 127mm guns
  - All weapons except Guns and CIWS on non Air Units were unable to switch target point on LandUnit
  - Incorrect weapon attachment on RAF Rapier
  - Unkillable NATO radars
  - CIWS could attack not identified targets
  - Failsafe: Auto end alignments of "isGuidingWeapon" type if said weapon is destroyed
  - Guns drops engagement if target is undetected
  - Weapon vehicle not destroyed in some cases when weapon is pulled by pooling system
  - Gun effects were not despawned
  - D-10 cannon had better range than newer cannons
  - Moskit changed to early variant 3M80 with 90km range
  - CIWS can intercept multiple targets at once


Improvements/Additions:

  - Profile pictures for some weapons
  - Pass on Vega sam site to make it less invincible
  - SA-2 "modernized" SAM site
  - SA-3 Goa Sam site
  - Damage multiplier for weapon system
  - Added MBD3-U6-68 MER for soviet aircraft (Su-24 etc)
  - Preset attack works against undetected enemy
  - Slightly adjusted profile cropping on ZU-23, Grad emplacement, M51
  - Additional condition for WH torpedoes to transit from ToBearing to SearchMode modes, aimpoint now required to be in 5 degree cone
  - Harpoon rebalance
  - CHANGED: Harpoons split into A, B, C and D variants
  - ADDED: AGM-84A, AGM-84D, RGM-84A, RGM-84C, UBM-84B
  - ADDED: New parameters for pop-up setup
  - REPLACED: noname Harpoons with A,B, C and D variants
  - Polished: SON-9 FCR
  - RIM-24B Tartar
  - AGM-78 Standard ARM
  - Oerlikon GDF 35mm AAA
  - SA-13 stats update
  - UGM-84A


Sensors

Bug Fixes:

  - Tico radar rest angles
  - Range and power of Top_Pair (MR-800) radar
  - More relevant text for shallow sea level effect on convergence zones for DM panel
  - RWR works only on illuminated unit
  - Alvand's AWS-1 radar is now AirAndSurface
  - Indestructable radars
  - Airfields SensorData


Improvements/Additions:

  - Unified seeker data display in DM for all weapons
  - TPS-27 and FPS-177 radar
  - 1S91 Straight Flush radars for SA-6 Gainful
  - ARM targeting system - a type of ESM that creates tracks, but can't identify it or localize its position
  - Radar for SA-6. Setup SA-6 to operate with radar, like SA-10
  - Own depth, Layer depth and target depth to sonar seeker info in DM
  - US/NATO radars names made unique and easier to differenciate in mission editor and ingame
  - Debug Panel: ability to stop sensor updates
  - Adjusted SON-9 aka Fire Can radar gain to get 55 km detection range against Small targets


Mission Editor

Bug Fixes:

  - Numerical submarine depth was read incorrectly from mission file
  - Precipitation and fog checkboxes remained checked from the previously loaded mission
  - Missing texts for Objectives in Mission Editor for various languages
  - Red side intel updates could not be loaded if there were no Blue side updates (wrong iterator in the for loop)


Improvements/Additions:

  - _CustomMission.ini file now always refreshed when loading Mission Editor and created if not present
  - WIP on Objectives
  - WIP on Action Objectives for Triggers
  - Intel Items added
  - Add Intel to Triggers in Mission Editor
  - Free Content Window Trigger
  - Objective side now assigned properly on Load; small adjustments
  - Handlers for removal of objectives from Triggers' lists
  - Load of Action_Objectives for Triggers from mission file
  - Save of Objectives to complete and fail for Triggers
  - Disposal of Objectives
  - Unit filename backwards compatibility to Mission Editor
  - Supresssed object reference exceptions when unit group is loaded from json file with Simple Object Parameters being null
  - Error message window for faulty units when loading Unit Group from json file


Map / Terrain

Bug Fixes:

  - Autogen: Found and fixed leaks of 2 tiny ComputeBuffers in AutogenManager
  - Objects height calculation called terrain utils function which could create "jobs called within jobs" error due to changes in terrain framework
  - Ground units faded out on load
  - Memory leak for new terrain loading when returning to the main menu
  - Units should be correctly positioned on load
  - Terrain Loader race conditions
  - Corner case for land unit rotation to alignment


Improvements/Additions:

  - Major overhaul of terrain system and map
  - Greatly improved Autogen performance by implemented a dynamic dispatching mechanism. This optimization greatly reduced the unecessary amount of GPU dispatches by at least 50%.
  - Improve terrain loading performance & memory utilization
  - Disable autogen option to Options Menu
  - Map night mode


Misc

Bug Fixes:

  - Broken convoy reform caused chaos in neutral units movement in "Charlies" mission
  - It was possible to rebase other vehicles to Flight Deck while its vehicles were on cooldown or in air
  - Formation with null leader prevented context menu from being created
  - Potential unwanted camera roll rotation which will be reset now when switching objects
  - Change the way the Pause Button is highlighted to see if it fixes highlighting not loading properly on loading a save game
  - Encyclopedia weapon entry secondary target type display, launch altitudes display, attack altitudes display
  - Messages from different triggers could be shown simultaneously
  - Encyclopedia display of max range and empty mass for aircraft and helicopters
  - Undesired effect auto destruction
  - Units of formation with OverrideSpawnPositions were moved to incorrect positions
  - WORKAROUND: IR capability was always "no" for visual sensors in Encyclopedia
  - Falling back to English will also allow briefings to show
  - DM will remain in previous state on screenshot
  - When unpausing the game sometimes the physics engine messed up and created fancy behavior of units as the physics loop doesn't run in paused mode
  - Condition/Action Unit Add/Remove Buttons
  - Handle the case when an objectbase is destroyed, repooled, unpooled , and then a new vehicle is created for it in between sensor update pulses. Added a bunch of logging to provide more info when a related issue comes up again.
  - Make log writing async to avoid locking conditions
  - Suppressed exception caused by change of weather caused by the trigger action


Improvements/Additions:

  - Saving/Loading
  - Auto Saving including options menu to change the interval
  - Formation Ceasefire function:
  - - Double tap cancels engagement of all formation members (who follows the formation) who are not guiding weapon, but clears all consequent engage tasks.
  - - Tripple tap cancels engagement for ALL formation members, regardless of what they are doing and recals them.
  - Formation CeaseFire and Formation recall all buttons to Context menu
  - Dock position in Breakthrough
  - Middle Mouse Button no longer switches to formation leader while canceling AttackState
  - Encyclopedia sorts variants in alphabetical order
  - Updated translations
  - Finland flag
  - TaxiInterval exposed in ini
  - Some basic formation attack of non-air units via Right Mouse Button
  - Sri Lanka nation
  - Change of cursor on drag and drop
  - Formation Control Mode in Formation Manager for Air Units
  - Add a context menu item to remove all aircraft
  - Remove ability to hide FormationManager to allow repurposing of function to start with it open or closed
  - Polished more rules of sorting ammo in bottom bar
  - Camera uses unscaled delta time now for better zoom and movement in pause and slow motion mode
  - Operation Praire Fire mission
  - Updated Noesis to 3.2.7
  - Fx tweaks: Krug boosters timing fix, added more smoke to separation and tweaked flames size and opacity a bit
  - Fx tweaks: shell hits - reworked effects using new spritesheets
  - Fx tweaks: bombs hits against ground and objects
  - Fx tweaks: new small vehicles smoke class to effects.ini + prefabs for future additions
  - Fx tweaks: Water Spike Animater 1 and 2 material "lit" pass brightness toned down, was overexposed during day
  - Fx: Added large artillery firing dust effect for firing large land based guns like M100 BUT possibly also some others
  - Fx: Added medium artillery firing dust effect to KS-19 and M51 as rule of cool, replaced large arty effect with medium one for Paladin and Akatsyia reserving large one for guns of 175-200+ mm ranges
  - Fx: Added dust effect to launchers
  - Fx: Vehicle movement dust effect
  - Fx: Torpedo, bomb water splashes reworked
  - All formations are able to use Lead/Sync/Local control scheme
  - Separate category for Helicopters in Encyclopedia
  - Method to allow reopening of Modal Dialog to see information again (in intel log)
  - Ability to setup night brightness via DM (mainly for streaming purposes)
  - Basic TacView support
  - Error Messages to Load Screen

Asid:
Patch Notes 0.1.3.0
Sat, 24 May 2025



Hey Everyone!

Here comes another update. While it's mainly a bug fix release the main noticeable change is quite a significant performance boost!

Again thank you for your patience and continuous support!


Patch Notes v0.1.3.0

Bug Fixes:

  - F-14 landing problems
  - Error in su-24 pylons
  - Aircraft did not aimed properly at moving land units
  - UB-16 rockets positions and pods back adjusted
  - Weapon rotations while in container on a rotated station
  - DM/Radar could block the detection of observed radar
  - Yak-38 range was way too low
  - Surface search radars could not be turned on by formation order if Air Search were already turned on
  - Broken maneuverability override in ToBearing for Missile
  - Null refs
  - Workaround for initial search for home base


Improvements/Additions:

  - Significant performance improvements
  - Added helicopter faster descent
  - Adjustments for tanks
  - EXPERIMENTAL: Artillery CEP reduced to accomodate close-ranged engagements
  - POLISHING: Fixes and adjustments for Yak-38 and Kiev
  - VID increase for moving land units

Asid:
Patch Notes 0.1.3.1
Thu, 29 May 2025



Hi everyone, here comes a hot fix for our latest release with the following changes:

Bug Fixes:

  - Typo in Delta-NG model name
  - Taifun had laser guided missiles without guidance system
  - Collider fixes
  - Respawn carrier via debug panel affected mission score
  - It was impossible to retarget weapon after it was retargeted to object
  - PauseMenuView not initialising properly
  - Cloud shadow on plane over cloud layer
  - Add some NRE Spam protection for missing weapons
  - Missile could go to outdated waypoint in terminal approach
  - T-55 cannon ammo count adjustment
  - Null refs
  - Container systems were not loadable


Improvements/Additions:

  - Added faster descent for Helicopters
  - Default loadout for MiG-27 adjusted
  - 10k altitude for Ka-25Ts, added chaff to SPS-141 Siren jammer pod
  - VTOL takeoff consumes additional fuel. Rebalanced Yak-38 loadouts
  - Improved terrain shader code flow
  - Lowered cluster bombs damage vs non land units
  - EXPERIMENTAL: Loiter range equals cruise range
  - Updated translations
  - Tweaking StringFormat codes for Bottom Bar
  - Neutral taskforce units will always have lights on
  - Workaround: limited liferafts score loss to cases when they are intended targets
  - WIP on tree procedural shaders
  - Mi-14, Ka-25, Ka-27 added weapons pylons with limited Strike/CAS capabilities
  - Information about civilian penalty score to debrief menu
  - Ivan Rogov - enabled aft hangar thus enabling Flight Ops, by default carries 4 Kamovs Ka-27
  - Added VC-137C Air Force One

Asid:
Big Beta Branch Update
Thu, 3 July 2025



Hello from Triassic Games! After quite sometime, we are rolling out a BIG update to the Beta branch for testing! Those who wish to opt in to the beta can go into Steam, Right Click, Properties, Beta, and opt in! DISCLAIMER: using mods on the beta branch is not advisable, and may lead to additional issues. If you need to report a bug on the beta branch on Steam, please use the correct Beta Branch Bug report thread. Let's go over some of the new stuff in testing..


Tacview Live Telemetry
Thanks to some awesome work from Matt on Tacview, you can now use it's real-time telemetry option, and watch the battlefield in real time. In Tacview, you can click the recording button in the top left (globe icon), real time telemetry, click connect, and start a mission! Please keep in mind, Tacview is currently configured to see everything, so all units are revealed when viewing the battlefield from within Tacview. We've also added ballistics tracking, fixed some unit types not appearing, and corrected some other defects. We may change this later on depending on feedback and as we continue to finalize integration.


New Linear Campaign in Public Beta!
We are excited to launch Sea Power's first official campaign, Calculus of Conflict, arriving in this update. Set in 1985, this five-mission Linear Campaign explores a conflict between NATO and Warsaw Pact, covering both Atlantic and Pacific theaters. It ties each scenario together with interstitial story events to create a narrative campaign the player can advance through by winning each mission. This new format includes branching missions where the player can play as NATO or the USSR, and also provides a framework for modders to build their own Linear Campaigns. The Linear Campaign will supplement the Dynamic Campaign as development proceeds.

We would like to thank iblank, Neu, and TheHappyYachter for creating the Linear Campaign!


New and reworked missions!

Courtesy of Ian Roberts, he has spent a ton of time working on missions and helping improve aspects of the game! Check out the following new missions:

  - NATO / The High North 1968
  - NATO / Caron at Grenada 1983
  - Other / Operation Trident 1971 (intended as an easy intro mission for new players)


Updated, rebalanced, and added briefings to existing scenarios:

  - Volga Exercise
  - Hunters or Hunted?
  - Battle of Latakia and Battle of Baltim (Yom Kippur War)
  - Operation Morvarid 1980 (Iran-Iraq War)
  - Encounter Off Diu 1971 (Indo-Pakistani War of 1971)


Biologics
You're going to need a bigger boat when you see the 3 different whales we've added to the game! They will be available in the mission editor as well for mission makers to make submarine missions even more complex and intense. Do not torpedo the wildlife please!


UI Changes
We've heard your feedback, and have begun the first phase of rolling out various improvements to the control of units. Now you will be able to right click on a waypoint and set various conditions to it. For example, now you can set a waypoint's height for your aircraft, and when to turn sensors off or on too! This functionality is still in testing, and is also available inside the mission editor. The Status bar at the bottom now has some additional info displayed for some unit types, and will continue to upgraded with time. For now, aircraft will now display their fuel and ETA when hovering over the status bar.


Patch Notes v0.3.2 Build #188

Bug Fixes:

  - Alvand class corrected bow shape
  - Wrong Volna ammo count on Kanin 20->32
  - Rogov Grad loading position
  - AS-4b could not dive at target
  - PTG Tiger incorrect Flag submodel name
  - StringFormat={}{0,X:N1} to StringFormat={}{0,X:0.0} to try and fix floating zero errors.
  - Outdated EngageTask was saved instead of those actually accepted by systems
  - Null refs
  - Typo in Krivak I magazine ammo amount
  - Possible NRE in FileManager when downloading mods
  - Non mobile land units had dust effect always on
  - Add ScrollViewer to Status window
  - Unguided rocket could not be launched at land unit target point
  - Civilian loadouts were missing localization
  - Aircraft rams targets while dive attacking
  - Flag max size in bottom bar
  - Fired weapons were not removed for hardpoint systems when loading a save
  - Nullref while saving eliminates ability to save the game at all
  - LifeRafts were not saved
  - Aircraft missile evasion breaks level bombing
  - Sonar seekers missed target validation
  - P-14 had nav radar
  - New leader speed in formation can stuck around zero
  - Tacview: seemed to stop after <60s
  - Add tags to force display to ground units
  - Submarines could pick up rafts while submerged
  - Limited free camera height to the peak of skybox
  - Force buildings to Tag as Vehicles in Tacview until I have fixed the tags
  - P-700 Granit fins size fix
  - Mission Editor: Objectives could be saved to mission file for the Blue side only
  - Mission Editor: texts with color codes starting with # symbol were not loaded correctly from mission files
  - Physics section used instead Performance for Aircraft SOP preset altitudes; un-needded conversion to units from feet for SOP preset altitudes


Improvements/Additions:

  - Updated translations
  - Hit ground effects for weapons
  - WIP on Mod Download on Load Game, new Download window
  - Krivak II 100mm ammo increased [200->1250]
  - All unit types now can use automated paths
  - Change Main Menu version to use the compiled value from Player Settings
  - Terrain shader refactor and fixes
  - Nerfed: Oil rig hp
  - Missile evasion distance bumped up to 2 nmi
  - Skybox shader overhaul:
  - - Added outer-atmospheric effect.
  - - Lowered maximum freecam height according to Karman line.
  - - Fixed horizontal cloud.
  - - Corrected atmospheric fog.
  - Adams tilt tweak
  - Updated missions:
  - - Updated Volga Exercise
  - - Updated/rebalanced Battle of Latakia 1973 and Battle of Baltim 1973 (Yom Kippur War)
  - - Updated/rebalanced Operation Morvarid 1980 (Iran-Iraq War)
  - - Updated/rebalanced Encounter off Diu 1971 (Indo-Pakistani War of 1971)
  - New missions:
  - - The High North 1968 scenario
  - - Caron at Grenada 1983 scenario
  - - Operation Trident 1971 (intended as an easy intro mission for new players)
  - Adjustments to improve sonobouys drop at TC
  - Standartized USAF and IRIAF F-4E loadouts
  - Updated some packages, Burst, Noesis 3.2.8 UI
  - Updated scenario titles to match each other; updated start message to match
  - Torpedo ECM and spoof effect values refactored across all torpedoes
  - All aircraft altitudes now loaded to simple object parameter. As a result there is the consistency between aircraft speeds for a unit and for its waypoints now in altitude values available
  - AAA map icons
  - Work on validating game files via hashing
  - Biologics are now available
  - Support of Formations for Biologic
  - OutOfAltitude interception chance is limited to 5%
  - Aircraft evasive maneuver
  - Save/Load of AttackAtWaypoint tasks
  - Slowed down fire system damage and repair rate
  - Recover All button
  - WH torpedoes must pass wake wakebubble before locking to permanent wake bubble
  - UI for changing waypoints altitude
  - Velocity setting for waypoints
  - Fuel and ETA in status pop up
  - Added in city winter masks to the terrain snow masks
  - WIP on waypoints additional parameters: SetSped and SetWeaponStatus are settable in mission file
  - WeaponStatus to waypoint menu
  - Added water splash overlay for cluster munitions, tweaked the effects a little bit
  - WIP on waypoint sensors: radars, sonars, reading from mission
  - Attack info to waypoint. Ability to create attack waypoint
  - Defaults for mission briefing
  - Loadout system now works for submarines
  - Helicopter fuel status to tooltip
  - Pirate and terrorist nations
  - Grenada flags, definition for Cuba mast flag
  - Button to forbid/allow placing waypoints by RMB
  - Linear Campaign: Add easier access to save/load of Linear Campaign and Linear Campaign Missions. Also add Continue button on Main Menu which will open the most recent save file.
  - Linear Campaign: Add Save and Exit button to Linear Campaign Quit
  - Ability to hide, unhide and cancel ability by trigger
  - New missile for land-based sa-8 Osa SAM which is unable to attack surface targets
  - Tacview: Live Integration
  - Tacview: Add Tacview default files for some vehicle types
  - Tacview: Database file generator, creates specific Sea Power database files from UnitMetadata read from the various ini files
  - Tacview: Alter Callsigns to reflect bottom bar. Also add Groups to logged data.
  - Tacview: Add Tacview shapes to AH-1
  - Add ability for City positions to be displayed on Game Map
  - Mission Editor: Cancel, Hide, Unhide actions for Mission Objectives
  - Mission Editor: Altitudes/Depths for waypoints context menu
  - Mission Editor: EMCON setting for waypoints in the context menu
  - Mission Editor: Radar/Sonar waypoint settings
  - Mission Editor: ROE options for the waypoint context menu
  - Mission Editor: Add precise position edit to Mission Editor Waypoints
  - Mission Editor: WIP on Waypoint Context Menu
  - Mission Editor: Altitude/Septh save/load for waypoints
  - Mission Editor: Save/Load of SetTelegraph property for waypoints
  - Mission Editor: Save/Load for SetWeaponStatus waypoint parameter
  - Add precise position edit to Game Waypoints
  - WIP on background scenery objects

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