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Offline Asid

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #15 on: November 13, 2024, 12:25:17 AM »
Sea Power | Out now!
Tue, 12 November 2024



Hello Everyone, on this exciting (and action packed) day!

Sea Power: Naval Combat in the Missile Age is now available worldwide on Steam! Thank you to everyone for your support, we can?t wait to see what you make in the Mission Editor and we can?t wait to take you on the journey to full release with us!



Please join us on MicroProse?s Discord if you?d like, we chat in a more regular manner there than we do on Steam and there are a few more sneak peaks of what is coming up as it?s a surprising amount of effort to put these posts together.

To celebrate the launch JP has put together this trailer for us, it really sends shivers up my spine and hopefully it helps you get inspired!




Fair Winds and Following Seas from all of here at Triassic and MicroProse. We hope you enjoy what we have been working on since 2018!

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #16 on: November 14, 2024, 12:33:49 AM »
Patch Notes 0.1.0.1
Wed, November 13, 2024



Thank you for your feedback! This first patch brings some first fixes and improvements.

Bug Fixes:

    ? Null ref exceptions
    ? Trigger Condition area side visibility
    ? Change keybinds to use Enums everywhere rather than strings
    ? Disable Play Button for things that arent actually playable in missions and tutorials
    ? Parsing differences between aircraft and vessels with respect to type
    ? Belknap Stbd Prop rotation direction
    ? Possible fix for SS-N-14 duplicating torpedoes
    ? MusicManager should now actually use all tracks. Further Work: Make it dynamic based on conditions
    ? Formation orientation problem in DongHoi
    ? Another fix of formation rotation on spawn
    ? Attempt to reduce sensitivity of FormationManager
    ? Area Label fix: default value should be "Both" not empty string
    ? Fix for graphics bugs on ships
    ? Added missing decals for Ivan Franko and Kazbek
    ? Some of the default controls

Improvements:

    ? Russian, German and Chinese translation
    ? Updated English and German manuals
    ? Enabled run in background and enforce it in usersettings
    ? Disabled version watermark
    ? Increase fineness in UI Scale
    ? CeaseFire changes WeaponsFree to WeaponsTight
    ? Add ticks to volume in Options
    ? Shrink Map Toolbar a little
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #17 on: November 24, 2024, 07:22:03 PM »
Patch Notes 0.1.0.2
Fri, November 15, 2024



Dear all! Our second patch is there with having memory improvements and crash related fixes. There are still a lot of issues to be fixed but we're working hard on it to further improve every aspect of the game.

Saving/Loading will come with one of the next updates too!

Bug Fixes:

    - Moskva class CVGH had Titan sonar instead Orion
    - P-3C Orion now has AN/APS-115 Radar
    - Typo in Dong Hoi Briefing
    - SS-N-14 missile causing duplicate torpedos
    - T-55 gun swapped for proper D-10
    - Map fullscreen state machine
    - Logger should work faster now, also fixed System.IO.IOException
    - Description error: 403 is OPLAP, not ODLAP
    - Hyperlinks in tutorials
    - Typo in Tu-154 Description
    - Pause music when playing video tutorial
    - Memory leak in map texture creation (thank you BroodjeKipcorn!)
    - IRINA SH-3D description
    - Weapon status was not changed by Winchester
    - Aircraft went to weird behaviour when RTB to broken FlightDeck
    - Block Request ID if own unit is not selected
    - Mission Editor: Formation Type was not read from mission file correctly
    - Mission Editor: Aircrafts not teleported to 85k feet in Circle formation
    - Wingmen of Circle Formation were loaded with twice the height of a leader
    - There was a typo in a string here that might have been causing the "NOESIS: BBCode tag '%s' color property value '%s' is not a valid color string" spam
    - Add a way to pass through Key in getText as the standard error format breaks BBCode formatting.
    - Ivan Franko class are in Liners category now
    - Height calculation job could be done for destroyed units
    - Null ref in ObjectsManager when LOD object is missing
    - Lots of null refs
    - Race condition in terrain chunk
    - Texture leak in ocean
    - Texture leak in terrain system


Improvements:

    - Russian, German and Chinese translation
    - Tweaked a crutch in guns aiming
    - Rebalanced time compression limits for gun and CIWS
    - Bring initial UnitMetadata Loading under the control of the loadscreen (should reduce blank screen time on startup)
    - Added backward compartibility case when singular Condition if is specified for ConditionsCompleted property without <> brackets
    - Rollout of virtual ini files to all language files (i.e. systemgroups and ammunition_names were missing)
    - Il-62 damage models
    - Added many missing lods on aircraft
    - QOL: Unit Ref in toolbar in Mission Editor
    - QOL: Quick Access to Weapon Info from Bottom Bar
    - Auto rebasing of air units
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #18 on: November 25, 2024, 12:43:10 AM »
Patch Notes 0.1.0.3
Sat, November 16, 2024



Dear all! Our next patch covers another huge memory leak and multiple fixes. More to come soon! Happy weekend!

Bug Fixes:

    - Memory leak in entities
    - Some spelling mistakes
    - Decimal Point in UI Scale and Snapping on Volume Sliders
    - Typos and spelling in Trollfjorden Briefing
    - Added missing lods, improved lod rotor discs for helicopters
    - Mission Editor: Teleported units stacked upon each other
    - Mission Editor: The Teleport action checkbox state was not saved correctly in UI
    - Mission Editor: When switching between Conditions by selecting them on map, parent Trigger wasn't changed on Right pane
    - Mission Editor: Optimised assignment of internal Trigger/Condition fields from viewmodel
    - Missing flags on Oscar, Alfa
    - Inverted director on Belknap
    - Chaff obscured unit and thus prevented opening context menu by right-click in 3d scene
    - Lots of null refs
    - Various ships propellers rotation fixes
    - Update Kobben description
    - Typo in Mk 84
    - Race condition where mission loading went wrong when previous loading wasn't finished
    - T43 and T43K propellers sizes
    - Fixed missing polygon on S-3 wing
    - Fixed duplicate carrier name on S-3 livery
    - Removed duplicate BuNo on all S-3 liveries
    - Fresco/Lim rudder position, Lim elevator axis rotation fix


Improvements/Additions:

    - Russian and German translation
    - Polish Air Force liveries corrections on MiG-17/Lim-6, MiG-21
    - Experimental new voiceover
    - Sleipner class added hullnumbers
    - Rubin-1A_FCR virtual fire control radar for Tu-16K

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #19 on: November 25, 2024, 12:43:18 AM »
First Survey !
Sat, November 16, 2024



Sea Powers first week!

Hello captains! Here is an update from the team covering some of our thoughts about our first week of early access.


Bugs, bugs, and worst of all.. CRASHES!
Yes, the dreaded crashes and many, many bugs. We've made good strides in tackling some of those pesky bugs that have been getting in the way like..

   - Space climbing tomcats
   - Null references
   - Memory leaks

The good new is, Triassic Games has been tackling these many issues and more behind the scenes, so expect updates soon!


Community Feedback
WOW! The sheer volume of positive feedback, screenshots, reviews, and videos you all have been putting out is shocking. We are humbled you all think so highly of SP, and we have been watching as much as the feedback as we can, but there is so much, which brings us to the next point...


Public Survey #1!
Today also marks our first public survey! https://forms.gle/4Rijdz2SSDu4hTef8 Using this link above, please let us know your thoughts, as the sheer volume of feedback from our emails, Steam forums, and Discord are pretty hard for a small team to keep track of. This form will help us greatly with your input!


Modding Community
I would also like to use this chance to show support for those in our modding community. If your interested in this topic, please check them out!
https://discord.gg/vc8uAVH6Sh
We are looking forward to seeing the results of the survey, and good luck on the high seas!

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #20 on: November 25, 2024, 12:43:35 AM »
Patch Notes 0.1.0.4
Tue, November 19, 2024



Hello everyone and a happy (belated) start into the new week! A new patch is out and we're currently sorting bugs/feedback to prioritize things next!

Bug Fixes:

    - Lots of underwater rendering issues
    - Wrong squadron on Ranger
    - Animation error on Slava
    - Lods were misnamed, A-7E, Yak-38
    - Missing flagpole on Sturgeon SSN
    - Lots of null refs
    - Mast spray foam position was applied incorrectly in code
    - Mast spray positions was incorrect for several submarines
    - Rada mast could influence submarine speed
    - Turya bow polygon fix
    - Restore loading system names into Language Data
    - Standard stuck on ascend while attacking surface targets
    - Weapons could insta-level on altitude at certain conditions
    - Self destruct timer always reset
    - Some missiles missing required TerminalDiveDistance
    - Mi-14 main rotor rotating in the wrong direction
    - AH-1 J T rotors offset/wobbling fix, max swashplate angle adjusted to prevent clipping into fuselage mesh on tilting
    - H700 had wrong pilot model
    - ARM could not attack land units
    - SA-2 site still not ideal but at least it is killable now
    - Seasprite tail rotor clipping trough Knox hangar doors
    - Underwater vegetation had wrong bounding boxes which led to flickering depending on camera angle
    - Some controls like slow free cam move did not work anymore
    - Added missing Cuban flag for 3d
    - Credits should now work after mission exit
    - Aircraft formation change handling while RTB
    - SARH missiles self destructed at the start of terminal
    - EA-6B missing proper fueltanks
    - SA-6 added missing launch effect for 3m9m4 missile
    - P6, Turya, Shershen variants flags fixes, added missing P6 variant50 entry
    - Osa 1 DDR flag fix
    - Type 205 Danish flags fix for Danish boats

Improvements/Additions:

    - Russian, Chinese and German translation
    - Anti-air SARH and RC-only missiles are self destructed when connection is lost
    - Shootdown effects for C340, H700
    - Smoothed out APK-8 pod model
    - Changed name of Air Koryo to correct Korean lettering
    - Adjusted variants files for Okean, Okean Mod, Zhuk ME, Tarantul RE
    - Small ship hits fx tweaks
    - Foxtrot and Kilo variants adjustments

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #21 on: November 25, 2024, 12:43:44 AM »
Patch Notes 0.1.0.5
Fri, November 22, 2024



Hello everyone! Another patch is out. Beside the usual fixes it also should bring some life to the carrier AI. Even though this is still work in progress it should make it more useful. Also this patch adds some value to the status field in the bottom bar for vessels.


Bug Fixes:

    - Added missing Chinese translations for Under Cover Of The Rain mission
    - Typo in description for knm_msc_saud minesweeper (thanks @joemama619)
    - SARH missiles lost connection to guiding radar when target was at less than 2nm at moment of launch, had some hardcoded debug value left in
    - Corrected Baltim mission: changed year to 1973, assigned Egypt nation, egyptian PTGs were soviet ones
    - Latakia: unit nations are uppercase now and actually applied
    - Added proper Osa variants to Baltim and Latakia missions
    - Kirov transparent girders holes caps, possible fix for P6 "teared" flag mesh
    - Disable carrier AI for damaged flightdeck
    - Cables not rendering underwater
    - SARH was not accounting for FCR horizons in AI weapon selection
    - Airstrike target distribution included destroyed units
    - Another possible fix for aircraft going into space on RTB/landing
    - T43 missing bonk collider
    - Null refs
    - AI Vessels were not launching ASW patrol helicopters
    - P-3C squadrons had missing name references
    - Typo in FD/RTB state
    - Encyclopedia should accept modded weapons
    - Relative file paths for mods should work properly now
    - All objects are hard limited to not go over 100k feet
    - Landing aircraft and helos are hard limited to not go below 0 ft
    - Fixes to handle problematic states in flight deck
    - Airfields are also limited to x30 TC when performing AirOps
    - Description in Charlies mission
    - Aircraft can derailed between last approach waypoint and touchdown point

Improvements/Additions:

    - Russian, German and Chinese translations
    - Updated quality settings - changed shadow settings to be better
    - Voiceovers
    - Upgraded HelicopterStates to cleanup bottom bar status
    - AI carriers (except Tarawa) and airfields are now can do very basic air strikes with bombs
    - Osa I class variants for Egypt and Syria
    - Basic vessel status info to bottom bar
    - Added Algeria and Bulgaria as nations, added Bulgarian, Romanian flags (for ships and UI)
    - Algerian Nanuchkas and Osa IIs
    - Engage status in bottom bar tooltip
    - Ability to block flightDeck AI from mission.ini
    - Experimental: FFAR require vertical alignment
    - Button to show/hide colliders for modding help

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #22 on: November 25, 2024, 12:43:54 AM »
First Survey: Results!
Sat, November 23, 2024



So after over SIX THOUSAND and more responses, the first thing I want to say on behalf of Triassic Games is thank you for the many responses you all have made! I'm going to take a moment here to talk on a few of the points that were brought up from the survey results.


Avg. user experience rating

An avg of 7.6/10 is quite that rating, and we are very grateful to receive so much praise in the many responses everyone left behind.


Areas of Gameplay to be improved

So this area has a few points I would like to give some insight on..

    AI improvements (26.4%)
     
        - The Triassic Games team will be focusing on this point going into Dec., so that we can provide a more enjoyable combat experience and mission making potential. We've already started on this by working on aircraft to get those carriers operating, with more to follow improvements to follow in due time!
     
    Improved Controls (23.6%)
     
        - Yes, we hear you! We will be looking into improving some controls going forward to help make the game more playable and accessible. We still have some ideas to discuss internally, but as of right now we are looking into the following:
        - Improved awareness of unit actions (vessels will be getting their status bar updated to show relevant unit action, which we've also tackled the first iterations off, pending localizations for some.)
        - Discuss topics internally about aircraft controls for users to help reduce micromanagement, weapon toggles for open/free fire defense states, and more.
     
    More units of all types (14.2%)
     
        - As of right now, we have plans to add more units of all types, and we are looking at
          adding units of all types (Land, Air, Sea) on a regular basis
          . We will be starting in 2025 with this plan, as we are currently focused on addressing bugs.
     
    And finally, Saving Loading systems
     
        - We will be moving into a testing phase soon, which the beta team will be helping us test out in the coming weeks. We still want to work on it further to make sure it's stable enough for public use before rolling it out, as we don't want those hour long missions to get messed up because of such an important feature!
     

Other News..

Dec->2025

Once Christmas arrives, the team at Triassic is in desperate need of a big break. After over 4 years of continuous work, the team will be
taking the two weeks from Christmas to New Years off (Dec. 23-Jan.3)
(Doesn't mean we won't be around, but we will not update the game during this time frame unless it's a hotfix for a urgent issue).

Also we love everyone's memes we've been seeing around and we wish you luck in your operations!

VAMPIRE!VAMPIRE!VAMPIRE!

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #23 on: December 24, 2024, 01:00:05 AM »
Christmas Dev Update (Release 0.1.1.0 #117)
Mon, 23 December 2024



Happy Christmas to all of you that have helped support Sea Power on its first Two months in the wild! What a ride it has been for us so far, with an amazing reception from an incredibly supportive fanbase. We thank you from the bottom of our hearts for being understanding about bugs and issues and helping us to fix them!

On the subject of bugs you will be pleased to know that we have been running fairly extensive testing over the last few weeks to really try and nail down the memory leaks that we have been seeing. We think we are getting there and this latest patch should bring you joy in not creating several hundred thousand copies of the material assigned to trees for example? Pity poor Noah who has been creating missions where he rapidly switches between units for an hour (for example).

We at Triassic will be taking a bit of a Christmas Break, recovering a little and spending time with our families from the 24th December to the 6th January so please do not expect any updates in that time period. But we will be back with a vengeance in the New Year!

However, we?re not going to go away at Christmas without leaving you some proper gifts!

For those of you that make vessel mods I have finally got around to adding some code to let you have profile images in the encyclopaedia to go with them! More to come on that front in the New Year.

Ivan, Danill, and Ben have all been working hard on bug fixes and the occasional new feature. Active Sonar TMA should be much improved with this patch for example! There is much muttering from Ben about some really clever stuff to do with updating the map to be more performant too.

Ian has been working hard on the shaders, adding more feel to underwater scenes in particular. Ben and I have been helping (I?m not sure that is true) by sending photos of going diving on holiday.

Mek brings you goodies from the East (of Europe), the Kondor II class Minehunter and the P-4 and Wisla-classes of Patrol Boats.



Read on...

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #24 on: December 25, 2024, 12:29:51 AM »
Patch Notes 0.1.1.1 (Merry Christmas Part II)
Tue, 24 December 2024



Dear all, here comes a first patch mainly for the Long Beach which had some issues. Happy holidays (if you have any) and Merry Christmas! Have fun!

Bug Fixes:

    - Null ref
    - Lower case Finland in Nations Override (due to missing reference in nations.ini)
    - Collider errors on Long Beach
    - Floating mesh on Enterprise
    - Missing weapons on Long Beach 83
    - Added missing chaff launchers to Long Beach 83
    - Fixes for missing ECM on Sovremenny and added CIWS mag collider on Long Beach 83
    - Bad material ID on transparent parts on Long Beach


Improvements/Additions:

    - Russian and Chinese translations
    - Tweaked deck texture on OHP
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #25 on: January 20, 2025, 12:52:55 AM »
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
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #26 on: January 23, 2025, 12:12:30 AM »
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



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Re: Sea Power : Naval Combat in the Missile Age
« Reply #27 on: February 23, 2025, 05:35:06 PM »
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...
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #28 on: February 24, 2025, 01:30:20 AM »
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


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Re: Sea Power : Naval Combat in the Missile Age
« Reply #29 on: March 05, 2025, 12:37:25 AM »
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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