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Re: Sea Power : Naval Combat in the Missile Age
« Reply #30 on: April 04, 2025, 12:02:05 AM »
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...

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #31 on: April 26, 2025, 12:03:07 AM »
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

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
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #32 on: May 24, 2025, 01:58:12 PM »
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
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #33 on: May 30, 2025, 12:04:11 AM »
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

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #34 on: July 04, 2025, 12:04:48 AM »
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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Re: Sea Power : Naval Combat in the Missile Age
« Reply #35 on: August 02, 2025, 02:31:03 AM »
Patch notes 0.4.0
Fri, 1 August 2025



Team Statement
Hello everyone! First off, thank you to everyone who has recently switched over to the beta branch to help us test out our new and first linear campaign. With this major update, we feel it's ready for everyone now, so thank you for your patience in waiting so long for our newest update.



The changelog is quite large, but to highlight a few of the big features:

  - Whales are now a feature to help make submarine combat a little less straightforward. Now you'll have to watch your fire!
  - Many environment and VFX changes (Sea foam, wakes, and biome changes primarily) as well as an overhaul of the atmospheric fog
  - Our first linear campaign series
  - Explicit sensor control and improved control over torpedo attack depth (right click on weapon on bottom bar to see options, only applies to ship mounted launchers)
  - And more than a month worth of bug fixes!



Some of the up and coming goals we have are to

  - Improve gunnery realism
  - Tutorial missions
  - Prepare for our first internal prototype of our AI infrastructure testing
  - And moving trees into autogen system, which could lead to more additions to it to help make the game environment more realistic and varied plus should improve the overall performance




Note on new mod compatibility check
Update 0.4.0 adds new functionality to check the base version compatibility for mods within the game install. Please note that this requires mod makers to add base version compatibility into their mod's _info.ini file. At this time, most mods will not include this marker and so will appear in the list of incompatible mods. You can safely "Ignore" the warnings for now.

For mod makers: please follow the directions here to update your mods so this error is not thrown.

Check out the detailed change list below!


Detailed Change Log

Aircraft

Bug fixes

  - DASH no longer can be assigned to VID a track
  - Destroyed aircraft were not assigned with the Crash Physics motion controller when a mission was loaded from savegame file
  - AS-4b could not dive at target
  - Aircraft ramming targets while dive attacking
  - Aircraft missile evasion breaking level bombing
  - Physics section used instead Performance for Aircraft SOP preset altitudes; not needed conversion to units from feet for SOP preset altitudes



Improvements/Additions

  - Significant change to Aircraft Takeoff. Remove specialist Skijump class, allow all aircraft to be affected by ramps. Improve STOL takeoff. VTOL will use STOL when a LaunchPoint is set to Plane and VTOL otherwise.
  - Removed Harpoon from S-3A loadout
  - Slava's helicopter changed to Ka-25TS so it has better targeting for Basalt missiles
  - Standardized USAF and IRIAF F-4E loadouts
  - 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
  - Recon variant for MiG-21
  - Recon loadouts to Orel aircraft
  - Added new F-4E flight to Morvarid
  - Reconnaissance aircraft can photograph stationary land installations and after aircraft recovery and some time has passed, its parent taskforce gains increased strike efficiency against those units
  - OutOfAltitude interception chance is limited to 5%
  - Aircraft evasive maneuver



Vessels/Submarines/Biologic

Bug fixes

  - Gal class submarine: tweaked collider mesh, retracted the dive planes until those are properly supported via code
  - Virginia, Tachikaze fixes, Pegasus fix
  - Whale sounds where audible above the surface
  - Some broken or missing colliders in various ships
  - Mark 11 and Mark 13 GMLS rail rest angles on Adams early/late, Perry, Lutjens, Tachikaze
  - Tachikaze bow wave/prop wash positions
  - Tachikaze hullnumber fix
  - Wrong flag for JASDF F-4EJ 306th TFS
  - P4 boat flipping over when using high time compression
  - The y offset for the bow and prop wash position for vessels wasn't taken into account
  - Hullshapes of Tachikaze and Virginia
  - FFG-27 Mahlon S. Tisdale name in language files
  - Bowplanes on Kobben, 205, 206, Gal
  - Tarawa missed "Landing" role
  - Wrong Volna ammo count on Kanin from 20 to 32
  - Rogov's Grad loading position
  - PTG Tiger incorrect Flag submodel name
  - Typo in Krivak I magazine ammo amount
  - LifeRafts were not saved
  - Submarines could pick up rafts while submerged



Improvements/Additions

  - Tweaked all bow waves emitters (lifetime, transparency, emission, rotations, shapes, velocity over time etc)
  - Replaced all propwash entries with new faint emitters
  - Changed 127mm to 5"38 on Gearings, Garcia
  - Adjusted bow shapes on Sa'ar 1 and Sa'ar 2
  - Krivak II 100mm ammo increased [200->1250]
  - Adams tilt tweak
  - New crew meshes/material for Iranian vessels
  - New foam texture for bow waves
  - Added very small propwash emitter, tweaked small propwash outwards motion and particles size
  - New rebuild correct Alvand model, adjusted to 80's weapons fit
  - New 1980s Kitty Hawk, Iowa, New Jersey, and Missouri battlegroup unitgroups with historical units and formation spacing
  - Added SEPTAR QST-35 target drone in 2 variants: standard with medium RCS and IR signatures and _small with smaller RCS/IR and no large target plate attached on deck
  - Knox 1972 without Harpoons
  - 1984 USS Enterprise Battle Group Foxtrot unitgroup with historically accurate units and formation spacing
  - Biologics are now available
  - Support of Formations for Biologic
  - Slowed down fire system damage and repair rate
  - Loadout system now works for submarines



Land Units

Bug fixes

  - Land unit manual control extended to not selected units
  - Players' Land units on weapons free were not attacking other surface units
  - Non mobile land units had dust effect always on



Improvements/Additions

  - Updated more detailed and higher resolution T-55, new T-55 Mod.1970 for Iraq and WIP on T-55M
  - LandUnit default speed for dust effect lowered
  - Nerfed: Oil rig hp
  - Added 9K116 Bastion for T-55, inflight and stowed dummy meshes
  - SA-10 SAM site representing field-deployed TELs with associated radars and misc vehicles
  - Mobile Land units direct control
  - Civilian comms buildings site
  - Civilian radiostation site



Weapons

Bug fixes

  - No terrain hit effect for shells
  - Torpedo Launch Depth Command
  - Torpedoes stuck in "go to north" search pattern
  - Evade missile state interfered with velocity setting
  - Rockets had HitAir explosion specified
  - Explosion effect for bombs triggered when bomb hits water
  - It was possible to retarget enemy weapons
  - Unguided rocket could not be launched at land unit target point
  - Fired weapons were not removed for hardpoint systems when loading a save
  - P-700 Granit fins size fix
  - Radio command and wire guided missiles always aimed at object center



Improvements/Additions

  - RIM-7F - > RIM-7E. Proposition and info by nuclearstonk
  - Unlocked circular search parameters for mk 46
  - Tweaked muzzle flash graphic
  - Experimental: CIWS go to rest after fire
  - Lowered minimum attack altitude of AIM-54 to 50 feet for better performance against low-flying targets like cruise missiles
  - Ballistics modifications for some calibers
  - Missile group small improvements. Added mode for even distribution in case of attacking small targets
  - Hit ground effects for weapons
  - Missile evasion distance bumped up to 2 nmi
  - Only 1 TOW missile can be fired at a time now
  - Weapon systems received wires limit and can not launch wire guided weapons without seeker over this limit. Weapons with seeker can be launched but will not be on wire.
  - Torpedo spawn to Debug Panel
  - WH torpedoes must pass wake wakebubble before locking to permanent wake bubble
  - New missile for land-based SA-8 Osa SAM which is unable to attack surface targets
  - Retargeting of wire guided missiles



Sensors

Bug fixes

  - Recon data on own units can be processed
  - Soviet 5N62 radar: pivots rotation orientation fixed
  - Every visual system considered as Recon regardless of setting
  - Sonar seekers missed target validation
  - P-14 had wrong radar entry



Improvements/Additions

  - Adjustments to improve sonobouys drop at TC
  - Torpedo ECM and spoof effect values refactored across all torpedoes
  - Laser auto paint added to launcher system
  - New weapon system state "Laser can not paint target" - for finding bugged untargetable units
  - Radiostation targeting data setup
  - Radar offset to ships with big FCRs
  - Recon photos improve missile accuracy against spotted stationary land units



Mission Editor / Missions

Bug fixes

  - Mission Editor: Speed settings weren't available for Biologics' waypoints
  - 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
  - If there were no condition units, UnitsInTheArea condition was completed
  - Broken conditions for "ConditionArea" display side
  - MissionType might interfere with self-defence
  - Operation Revenge scenario objective sides
  - Outdated EngageTask was saved instead of those actually accepted by systems



Improvements/Additions

  - Added linear campaign
  - "Breakthrough" new victory condition for all enemy units destroyed
  - "Caron at Granada": added proper radiostation model for Radio Free Grenada and saved terrain modification data that makes the radiostation area flat
  - "Caron at Grenada" scenario victory trigger requirements
  - "Operation Shadow" rebuild
  - 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)

  - Updated scenario titles to match each other; updated start message to match
  - WIP for attacking state for Attack Waypoints in the Mission Editor
  - Support for advanced waypoint definitions in triggers
  - "Combat Recon" mission to play with land units with direct control (experimental)
  - Trigger condition UnitsAreOutOfAmmo
  - WIP on waypoints additional parameters: SetSpeed and SetWeaponStatus are settable in mission file
  - WIP on waypoint sensors: radars, sonars, reading from mission
  - Attack info to waypoint. Ability to create attack waypoint
  - Defaults for mission briefing
  - Ability to hide, unhide and cancel ability by trigger
  - Mission Editor: Save/Load for SetSensors parameter of waypoint settings
  - 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
  - New missions:
  -   - "The High North 1968" scenario
  -   - "Caron at Grenada 1983" historical scenario



Map/UI

Bug fixes

  - UI: Radar Target Channels in wrong Row
  - UI Issue with updated Flight Deck Views
  - StringFormat={}{0,X:N1} to StringFormat={}{0,X:0.0} to try and fix floating zero errors.
  - Add extra localisation and functionality to Validity checking
  - Add clearer language to Mod Validity Checker
  - Add ScrollViewer to Status window
  - Flag max size in bottom bar



Improvements/Additions

  - WIP on Mod Download on Load Game, new Download window
  - Change Main Menu version to use the compiled value from Player Settings
  - EMCON Menu now includes new sun men for managing individual Sensors, Formation Manager has different context menu for Formations vs Units
  - WIP: Sensors Management stuff, beginnings of a management view and removal of items from the menu
  - Change leader is unlocked in ContextMenu
  - Disable trigger clears map vehicle now
  - Message log message and voiceover upon receiving of intel message
  - Initial work on hiding Formations where all units are disabled
  - Add Search Depth controls to UI. Only for Blindfire Torpedoes. If the weapon has a default Spiral Search also set to Snake Search if not launched from a missile.
  - Ability to switch between missile group members just like between formation members
  - AAA map icons
  - Recover All button
  - UI for changing waypoints altitude
  - Velocity setting for waypoints
  - Fuel and ETA in status pop up
  - WeaponStatus to waypoint menu
  - Helicopter fuel status to tooltip
  - Button to forbid/allow placing waypoints by RMB
  - Added ability for City positions to be displayed on Game Map
  - Added precise position edition to waypoints



Environment

Bug fixes

  - Shader: Terrain shader: Fixed brightness and saturation inconsistencies.
  - Shader: Fixed purple sun in space and increased height test to high alt. cloud height.
  -   - Fixed farmland detail mask blending.
  -   - Reverted lighting back to normal.
  -   - Fixed terrain detail blending with "Multiply times two".
  -   - Fixed forest everywhere.
  -   - Fixed red sun in space.
  -   - Fixed farmland snow not applied.

  - Autogen: Fixed legacy rad2deg rotation conversion causing buildings not rotated at all
  - Fixed excessive sky fog when camera is low
  - Corrected sun/moon flare screen position, refactored code
  - Limited free camera height to the peak of skybox



Improvements/Additions

  - Dynamically adjusting moon light intensity modifiers for ingame visual logics, enables free editing of [Night] intensity without the need to change the code.
  - Terrain shader: Exposed properties for specular lighting
  -   - Improved grass details by using a separate high res tiling, using a cheaper sampler.

  - Redone splatmaps for northern EU biome
  - Terrain splatmaps tweaks for Desert, Euro and Mediterranean fields
  - Extended high altitude clouds
  - Night lighting overhaul:
  -   - Increased moon light intensity at Night to 0.15.
  -   - Decreased moon light shadow to 0.25.
  -   - Adjusted the getMoonlightIntensity and scaled it to the originally set value.
  -   - Fixed moon light affecting night city emission texture.

  - Shader: Updated particle VFX shader for atmos fog
  - Shader: Improved far terrain edge to sky transition by:
  -   - Added edge fog
  -   - Improved height-based fog
  -   - Increased skybox fog height
  -   - Fixed curvature value overflow
  -   - Using Broken_3 cloud layer height (for Clear) settings for a nice edge fog fade

  - Smoke volumetric material fix and updated munitions ship very large explosion
  - Shaders: Fog refactor:
  -   - Fixed fog modes not respected.
  -   - Corrected fake curvature fog by fading it out below cloud layer.

  - Shaders: Sky dome: Thinner fog band, lower black sky fade altitude.
  - Tweaked SEA fields summer color
  - Work on cloud layers
  - Shader: improved star UV mapping with plannar projection
  - Shader: improved shperical projection, rotates with time of the day
  - Sky texture: more faint stars, small very faint nebulae (to be revised as tiling is a problem)
  - Atmospheric Overhaul: Clarity from the Karman line, fog and clouds changes
  - Terrain shader refactor and fixes
  - Skybox shader overhaul:
  -   - Added outer-atmospheric effect.
  -   - Lowered maximum freecam height according to Karman line.
  -   - Fixed horizontal cloud.
  -   - Corrected atmospheric fog.

  - Camera terrain collision enable/disable in DM
  - Added in city winter masks to the terrain snow masks
  - Added water splash overlay for cluster munitions detonation, tweaked the effect a bit
  - WIP on background scenery objects



Tacview

Bug fixes

  - Double entries to dictionary causing a System.ArgumentException
  - Add Quitting escape clause to Tacview logging
  - Seemed to stop after <60s
  - Force buildings to Tag as Vehicles in Tacview (until tags get fixed)



Improvements/Additions

  - Live Integration
  - Add Tacview default files for some vehicle types
  - Database file generator, creates specific Sea Power database files from UnitMetadata read from the various ini files
  - Alter Callsigns to reflect bottom bar. Also add Groups to logged data.
  - Add Tacview shapes to AH-1



Misc

Bug fixes

  - Multiple Null refs in different areas
  - Comm buildings targeting data
  - Skip checking for updates on disabled Mods
  - Possible way to rebase to other taskforce airfield
  - InFormationSummary now ignores disabled Units
  - Correct spelling of Sonobuoy
  - Unit waypoints were erased when transferring formation to another taskforce
  - Memory leak cleanup low res map texture on mission exit
  - Precise Waypoint Position has constrained decimal places. Create a new type for angle displays
  - It was possible to rebase air vehicles to flight deck over capacity
  - Add back duplicate section check to Inihandler
  - Change loading weapons in SOP to not use expensive virtual ini class
  - Error when reading non-existing ammo into SOP
  - Civilian loadouts were missing localization
  - New leader speed in formation can stuck around zero
  - Add tags to force display to ground units



Improvements/Additions

  - Updated translations
  - GDF original nation changed to Switzerland
  - Performance improvements
  - All unit types now can use automated paths
  - Updated some packages, Burst, Noesis 3.2.8 UI
  - Force keybind alterations to save to user folder when made in gaame, same with config. Add files to special ini files that this works for in IniHandler.cs. Will only work with top level files in the original folder.
  - Update Asset loader to manage MP4 files in MediaElement blocks in XAML
  - Added new loading screen background images
  - Waypoints fully transferred to new formation leader when changing leader
  - Work on validating game files via hashing
  - "Pirate" and "terrorist" nations/factions
  - Grenada flags, definition for Cuba mast flag
  - Save/Load of spotted objects
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #36 on: August 04, 2025, 12:00:49 AM »
Patch Notes 0.4.1
Sun, 3 August 2025

Hey everyone, with with patch we're fixing some issues below and also adding a new light tank!

Happy remaining weekend!


Bug Fixes

  - USN Perry class FFG-26 and FFG-59 flags now properly set to flag_us
  - Add error handlers to Asset loading in MissionEditorViewModel
  - TLAM and AS-4b unable to correctly aim on target
  - Utility nations in drop down
  - Some airbases were not supporting VTOL
  - Granit/Basalt made a weird raising if shot to bearing with no target


News and improvements
PT-76 tank
USN 1987 Battle Group Echo Operation Earnest Will unitgroup, based on USS Missouri museum ship plotting board
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #37 on: August 12, 2025, 12:00:58 AM »
Patch Notes 0.4.2
Mon, 11 August 2025



Hello everyone, this patch release mainly fixes the saving/loading issues in the linear campaign but also touches some other things which are mentioned in the change log below:


Fixes

  - Fix for Tachikaze hullnumbers
  - Incorrect reading of NumberOfWires for weapon system
  - Wrong on weapon ammunition for ak-630
  - Land unit direct control problem
  - Linear Campaign mission 03, 04A, 04B, 05A briefings reflect updated ships
  - Target velocity for vessels took y component into account which lead to wrong gun aiming against pitching up targets like the Boghammar
  - Autogen: glowing trees caused by incorrect setting of global shader binding.
  - Trigger condition type "Generic" was not saved.
  - Trigger condition taskforce was not properly saved
  - Complex Waypoints saving was broken due to we no longer can correctly write alt symbols.
  - Wrong MAD on P-3C
  - Wrong name for S-24 in english loc
  - Wire and laser guided missiles attack while both target and launcher is close to terrain
  - Fix for B-52 serials showing up on blown off tail
  - Fix saving after loading several scenes (it'll try to recover from corrupted savegames and will display a warning)
  - Correct crew on Bayandor


Improvements/Additions

  - Updated Sentry to 3.2.3
  - Updated translations
  - Added reworked HMMWV with sub-variants
  - Shader: Hight Altitude Cloud Overhaul:
  -   - New and improved semi-volumetric cloud shader.
  -   - Better horizontal cloud.
  -   - Better cloud view from space.
  -   - Added 22 deg halo effect.
  -   - Added sunset effect.
  -   - Improved phase function.
  -   - Improved ray marching and density settings.
  -   - Fixed sun/moon drawing over high alt. clouds.
  -   - Fixed sun/moon obscured by skydome.

  - Renamed Guided Missile Submarine into Cruise Missile Submarine
  - Added Mk37 to Kobben loadout
  - MIM-14 removed wobbling, straight flight duration lowered from 3.0 to 2.0 seconds
  - M2 Bradley redone
  - Added current telegraph checkmark to ship speed indication
  - Option to mute sound in pause mode
  - Added M113 transport (unarmored) with 3 liveries, adjusted M2 Bradley variants names to reflect liveries, adjusted land units names file
  - Added reworked M163 VADS
  - Added new civilian aircrew models and textures
  - SEAD loadout for Tu-16k
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #38 on: August 17, 2025, 09:14:52 PM »
Patch Notes 0.4.3
Sat, 16 August 2025



Hi everyone,

here comes another hotfix for the broken B-52D and also for the partially messed up ballistics. We're working on getting the ballistics compatible with higher time compression. Happy weekend!


More changes as in the log below:


Patch Notes v0.4.3 Build #215

Bug Fixes:

  - First mission in Linear Campaign should select more reliably
  - MIM-14 fins mesh fixed as noticed by nuclearstonk
  - Submarine spawn depth
  - CIWS gun position on Long Beach
  - Sturgeon had its MOSS blocked
  - Autogen buildings jumping during relocation and camera jump
  - LoadScreen to use FileManager to get backgrounds
  - Reverting projectile ballistics until we have it stable for all cases
  - B-52D


Improvements/Additions:

  - Added 3d gunner and turret details to M163, ini adjusted
  - MK-37 mod 1 to active guidance
  - Added min depth to Harpoon
  - Many art corrections for USN ships, mostly SLQ-32 models
  - Forrestal, Enterprise, Garcia now have their missing ECM gear modelled
  - Updated translations
  - Bonanza GA plane
  - Added correct model for 1972 Knox
  - Target point categories. Atm available: General, Radar, LowSAM, HighSAM, AAA
  - EXPERIMENTAL: Current all helicopter category priorities are LowSAM>AAA>Radar>HighSAM
  - Precaution for unwanted entering to loiter state for a brief moment at mission start

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #39 on: September 05, 2025, 12:17:06 AM »
Patch Notes 0.4.4
Thu, 4 September 2025



Hey everyone, here comes another patch for Sea Power.

The main addition are playable tutorials and lots of fixes.

You can access the new playable tutorials from the Tutorials button on the main menu, then expand the "Gameplay Tutorials" list to find them. There are five tutorials covering basic to advanced concepts.

Bug Fixes

  - More background images use FileManager
  - Formation could not attack a single object via attack waypoint
  - Redundant Telegraph settings for waypoints from MissionEditor
  - Western VDS on Turya
  - Disabled Trigger was not enabled by free content window
  - Joined condition for trigger was not saved properly
  - Vehicle index could point to another vehicle during save/load which leads to a number of problems
  - Velocity calculation for missiles with nose up (e.g. Harpoon) to allow proper intercept calculation
  - Adjusted missile positions for Mk22
  - Accidental Flight Deck load error and wrong AircraftCurrentlyOnBoard number from loading pending launch task
  - Objectives now hide in Event Log when set to Hidden. Precipitation also in Weather section
  - Decimal Places in Environment tab
  - BMG50 Gun -> CIWS
  - Broken sensors localization in WaypointViewModel
  - Direct control of enemy land units
  - Close hatches animation for WeaponSystemLauncher could be triggered twice
  - Mission Editor: Incorrect variable was used to save all sensor waypoint properties except air search radars
  - Mission Editor: Incorrect localization key was set for Altitude string for the waypoint settings
  - Allow Free Content Window to take a default position
  - SA-11 sam was not auto flatten terrain
  - SET-40 deaf as a doornail
  - Carrier air ops speed is reduced to 20kn
  - Sounds audibility for Turya and Wisla
  - WP sam sites targeting data
  - Added missing text resource for Weather Forecast
  - Fixed mount data vanishing on mission load
  - Fixed socket exception
  - Torpedo drop from aircraft
  - Fix for type 205 and 206 colliders


News and improvements

  - Updated translations
  - Weapon+sensor shared mount conflict resolve for Buk SAM
  - Mission Editor: sensor settings dependency on unit settings/previous waypoint settings for new waypoint
  - Mission Editor: get rid of redundant sensor switches in the mission ini file; waypoint settings for sensors now enherited from a unit for the first waypoint and from previous waypoint for others
  - Mission Editor: fine tuning of waypoint positioning
  - Mission Editor: GroupCategory used unit Category to get speed change for waypoints to support load from mission file when units are not added yet to the Group
  - Mission Editor: Mach limit for aircraft ETA calculations
  - Mission Editor: localization support for Speed and Depth waypoint settings text on the map
  - Weather forecast for Breakthrough mission
  - English loc: SeaState -> Beaufort Wind Force
  - Dong Hoi briefing reworked and fixed; Dong Hoi messages and unit names
  - Added AN/APS-80 radar entry
  - Ability to drop sonobuoys in line
  - Sonobuoy line accounts for sonobuoys allocated to other drops
  - Ability to reveal units for some time via triggers
  - Localization how to document (steamappscommonSea PowerSea Power_DataStreamingAssetsoriginaldocumentation)
  - Add Objectives to Event Log
  - SA-11 sites, launcher, command vehicle and radar models
  - Attack waypoints
  - Ability to disable thermal layer
  - Action position relative to unit
  - Added new loading screens
  - Baleares FFG, Brooke FFG
  - MIM-14 Nike Hercules SAM site
  - Playable tutorials

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Re: Sea Power : Naval Combat in the Missile Age
« Reply #40 on: September 23, 2025, 12:22:45 AM »
Patch Notes 0.4.8
Mon, 22 September 2025



Hey everyone, here comes another patch -- this update delivers a mix of fixes, realism improvements, and new content. Several Mission Editor and Attack Waypoint issues have been resolved, and we have added waypoint ETA (both in time and nautical miles) for units in the editor.

In addition, US Navy missile illuminators have been adjusted to match real-world specs, meaning that SM-1 ships will suffer a reduction in overall firepower (defined as number of missiles in the air at one time), while SM-2 ships will see a 50% increase in firepower as they gain the ability to control more missiles at once.

Also, this update adds historical squadrons with liveries and serials for the SH-2F Sea Sprite, along with historically accurate assignments across each USN frigate, destroyer, and cruiser. Finally, a new scenario has been added: JMSDF Sub Duel 1985 - find it in the new "JMSDF Scenarios" folder.


Bug Fixes

  - Fixes for California
  - Grisha 3 gun angles
  - S-24 ammo points
  - FlightDeck Loadout usage; "Empty" loadout is hardcoded to be empty
  - ESM in contact analysis
  - Vertical mumbo-jumbo for aircraft
  - Tutorial 3 whale reveal slide timing fixed
  - Missing text for Intercept station role in ui.txt
  - Wrong name for Flag mesh in Combattante
  - Wind direction for clouds and ocean waves.
  - Corrected missile channels on USN fire control radars:
  - - All non-SM-2 ships get a 50% reduction in firepower.
  - - Added proper CG/SM-2 upgrade to Leahy, Belknap, Long Beach for a three- to fourfold increase in firepower.
  - Corrected shape and size of SYR-1
  - SYS-1 combat system no longer indestructible
  - SA-N-6 fire rate
  - Removed Jacks from Jackstaffs
  - Mission Editor: Erroneous +1 to waypoint telegraph value on Load
  - Mission Editor: Custom Air Group content was not loaded to the Air Group tab of the Flight Deck window
  - Mission Editor: load of an Attack waypoint added target unit to the parent unit group of the attack waypoint
  - Mission Editor: incorrect logic of selecting previous waypoint when setting up new waypoint properties
  - Changed "innocent transit" to "innocent passage" in event 2 of campaign
  - Weather effects could be carried over from mission to another mission
  - Nanuchka mast flag was disabled


News and improvements

  - Gun loadout to soviet planes
  - Updated translations
  - Mission Editor: waypoint path for currently selected group stroked with red now
  - Scenarios folder file and folder naming convention cleanups
  - Added descriptions to some units (thanks N0jge!)
  - Allow sorting of files by name or date in FilePickerView
  - Mission Editor: Added stack traces to the Save/Load/Save ss error messages
  - Mission Editor: Auto generate ammunition checkbox for the Custom air group on the Flight Deck window
  - Mission Editor: ETA time for waypoints
  - Mission Editor: distance in nmi from previous waypoint added for waypoints
  - Mission Editor: preparation for the Destroy/Despawn a unit trigger action in GUI
  - New JMSDF Sub Duel 1985 mission; new JMSDF Scenarios folder
  - Trigger to Enable/Disable FlightDeck AI; Display of FD AI status in DM/Flightdeck
  - Added SYR-1 antennae to Leahy, Belknap and Long Beach
  - Basic aircraft max autoattack range limiter
  - Add confirmation dialog to Recover All
  - Add Rebase and RTB to Formation Manager for Aircraft/Helicopters
  - SH-2 Seasprite liveries
  - Added modex support to SH-2F
  - SH-2F squadrons and squadron assignments for all escort ships
  - Better aircraft max auto-attack range limiter
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Re: Sea Power : Naval Combat in the Missile Age
« Reply #41 on: October 02, 2025, 12:10:19 AM »
PLAN sets sail!
Wed, 1 October 2025



PLAN update details
Hello from the Triassic Team! We are super excited to release our (now biggest) free content pack, the PLAN! This update features the a ton of new units, including Vietnam, and Japan units too!





New units included:

PLAN:

  - Chengdu-class frigate
  - Jiangdong-class frigate
  - Jianghu I-class frigate
  - Jianghu II-class frigate
  - Jianghu III-class frigate
  - Luda I-class destroyer
  - Qiongsha-class landing ship
  - Shanghai II-class patrol boat
  - Shanghai IIB-class patrol boat
  - Type 010 minesweeper
  - Type 024 (Heku) missile boat
  - Type 037 (Hainan) corvette
  - Yukan-class landing ship
  - Type 033-class patrol submarine
  - Han-class attack submarine
  - Wuhan-class cruise missile submarine
  - J-5 and export F-5 Fresco fighters
  - J-7III Fishcan fighter
  - Q-5 and Q-5A Fantan attack aircraft
  - H-6A and H-6D bombers
  - Z-8 maritime patrol helicopter

Vietnam:

  - Barnegat-class frigate (converted seaplane tender)
  - Modified Gearing-class frigate (converted from Gearing FRAM to represent surplus USN ships in use)
  - LSM-1 class landing ship

Japan:

  - PS-1 maritime patrol flying boat
  - US-1A search and rescue amphibian

USA:

  - C-141B transport aircraft


New Scenarios!
Brought to everyone by our hard working Ian Roberts, this update and future updates will hopefully include some new missions as well to showcase some of our new units! Let us know what you think after giving them a shot!



PLAN Scenarios

  - Clash in the Paracels
  - Battle of South China Sea
  - Operation Silent Spear
  - Escape from the Sulu Sea


Bug Fixes and Changes
01-Oct-2025: 0.5.0 Build #234 (19329) Public Release


[FIX]

  - Type 148 Tiger hullnumbers mapping
  - Alvand railings
  - RIM-2/RIM-67 missile positions on Mark 10 GMLS to match photos
  - Mission Editor: Reform and disband formation actions saved to mission file but weren't loaded from it
  - Mission Editor: Custom airgroups were not loaded from the ship/airbase variant file
  - Mission Editor: Corrected a phrase for the EN localisation of Reveal Action
  - Naming convention fix on JMSDF Sub Duel
  - Attempted Fix for SEAPOWER-AXS where LinearCampaign singleton can spawn in an incorrect place.
  - Huge calculation error for units at date line "edge" of our flat Earth (pun intended!)
  - Some out of bounds longitude positioning when crossing the date line "border"
  - Corrected EN localisation for waypoints settings confirmation dialog
  - Libelle class torpedo boat bowwave position
  - MiG-17 range/fuel mass correction

[MOD]

  - Updated translations
  - AI: Upgrades to autotargeting for aircraft. Aircraft will try to retarget to closer targets
  - Aircraft speed is cruise when guiding SARH missile
  - MiG-21Bis model update: triple rod IFF antenna added
  - Redone all existing MiG-21 liveries to higher resolution
  - Moved Head of the Snake mission from NATO to Other folder

[NEW]

  - Mission Editor: Destroy and Despawn units actions
  - Mission Editor: Enable Swap Taskforce checkbox to enable/disable transfer when a side is selected already
  - Mission Editor: Checkbox to allow/disallow transfer of all aircrafts that belong to a unit to transfer to another side
  - Mission Editor: Reveal Units trigger action
  - Mission Editor: Button to copy settings of currently selected unit to all waypoints of its group
  - Mission Editor: Disable/Enable Units action for a Trigger
  - Ability to disallow transfer of child aircraft when airfield is transferred to another taskforce
  - Added loading background images for PLAN units


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Re: Sea Power : Naval Combat in the Missile Age
« Reply #42 on: Yesterday at 12:21:32 AM »
Patch Notes 0.5.2
Sat, 4 October 2025



Hey everyone, here comes another patch for Sea Power. This time it's mainly driven by Unity itself as they introduced some security issue in their engine so we needed to update the Unity version we're using.

You can read about it here: https://unity.com/security/sept-2025-01

Beside that we also fixed some issues. Happy weekend!

Bug fixes and improvements

  - Unity Update due to security vulnerability issue
  - PLAN Type 010 and USSR T43 CIWS gun angles fix
  - Updated land unit, vessel, aircraft descriptions and callsigns (thanks N0jge!)
  - Incorrect hidden objective behaviour in Event Log Objectives tab
  - Updated PLAN 04 with MiG-27 replacing Armed Bizjet; corrected backstory
  - Mission Editor: Possible nullref when removing a Trigger
  - possible nullref when dragging a unit between Formations on Formation Manager
  - Corrected Chengdu frigate hull sonar mount position
  - Added missing LOD1 to Type 024 and LSM-1
  - Several typos
  - Lots of small mesh errors
  - Changed PLAN 03 mission to reduce exploit chance
  - AI CVS (anti-submarine carriers) will now correctly launch ASW patrols
  - Kidd DDG added SPG-60 as 3rd missile channel; removed incorrect Variant3 from NV Gearing mod
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