Dogs Of War Vu
Sim/Strategy/War => Games Discussion => Topic started by: Asid on October 09, 2020, 03:31:14 AM
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From the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in modern naval conflict campaigns. Use your advanced naval weaponry and sensors to respect rules of engagement and defeat the enemy forces in a tense fight for initiative and air/naval supremacy.
Home (https://www.triassicgames.com/)
Steam (https://store.steampowered.com/app/1286220/Sea_Power__Naval_Combat_in_the_Missile_Age/)
Forum (https://steamcommunity.com/app/1286220/discussions/)
Youtube (https://www.youtube.com/channel/UCArnjrgvtAsoPjvNt9UoZdQ/videos)
Single-player
Sea Power Announcement Teaser
https://youtu.be/sFzszLiLY7o
About
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile, in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
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Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal. Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
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Features List
• Cold war era between the '60s and '80s
• Theatres including North Atlantic, Persian Gulf, Gulf of Tonkin and Mediterranean Area
• Dynamic campaign - theatre scale
• Historical and fictional single scenarios
• Dynamic time of day and weather per engagement
• Dynamic soundtrack
• Realtime combat
• Advanced flight and ship physics
• Scalable realism such as weapons malfunctions, advanced sensor modeling
• Pausable real-time, time compression
• Full user scenario editor and quick mission builder
• Advanced in-game tutorial
• Save games everywhere/every time
• Detailed and accurate 3D graphics
• Over 50 original ships and more than 30 original aircraft
• Land facilities and real-world terrain
• Post-battle replay
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Frequently Asked Questions
What is Sea Power?
Sea Power is a cinematic tactical and strategic naval simulation game set in the Cold War era. You will take command of NATO or Warsaw Pact forces in a modern naval conflict. The scope and gameplay is inspired by games like Jane's Fleet Command and EA's Strike Fleet.
When is the release date?
This has to be determined. Sea Power is still in development, a release date will be announced as soon as we are happy with the quality of the game.
How much will it cost?
Pricing has not been defined yet.
Is Sea Power a real-time simulation game like Cold Waters?
Yes, Sea Power is a pausable real-time simulation game with a dynamic campaign.
Which factions are playable?
You can control forces from the NATO and the Warsaw Pact.
Can I control single units like submarines, ships and aircraft?
You can give orders for single or multiple units or - if you like - take over control of every single unit like ships, submarines and aircraft.
Will there be a scenario editor?
Yes. The scenario editor is an important element of the game. Scenarios can be exported and exchanged between players.
Can Sea Power be modded?
Modding is a very important aspect of Sea Power and so it will be heavily modable. All ingame objects like models, textures, sounds, etc can be replaced or even added. We use so called asset bundles for that and will provide tutorials and templates for you to guide you through this. Behavior and AI will be scriptable. Additionally there are data files which describe every single unit so you can not only alter the visual things but also the physics and behavior. All text messages are exposed in files as well so the language can be changed too.
Will multiplayer be available, either PvP or Co-Op?
Not initially with the release. But we want to add it with an update depending on how well Sea Power is received by the community and how much interest for multiplayer is there.
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Dev Diary #4 - Widened Horizons
Thu, 4 February 2021
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The global vistas of Sea Power
Originally we had designed the game around a compressed-distance concept where 1nm = 1km. While the intent was for faster gameplay, we quickly found some issues particularily pertaining to the speed with which engagements happen at modern speeds. This approach also necessitated some internal recalculations particularily as we use a global world with longitude/latitude coordinates for reference, and generally became rather confusing, so the decision was made to scrap distance compression altogether and simply make the world 1:1 scale. We originally had a rather short draw distance, and this had the unintended side-effect of making our environments look a lot more bland due to the fact that terrain features are now spread out over twice the distance. The solution was to increase draw distance two-fold, and it became necessary to rethink the way we approach our terrain.
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As previously mentioned in the very first dev diary, we use publicly available Digital Elevation Data that comes in 30 arc second resolution, which works out to about 1km per pixel. There is a 90m per pixel SRTM (Shuttle Radar Topology Mission) available, but this dataset is known to be noisy, doesn't cover the polar regions at all, and would severely increase the size of the game on disc. One of the issues with the raw data is that coastlines end up jagged, and very low coastal areas end up a mess of artefacts. Again, maybe acceptable through a periscope, but awful when seen from high altitude:
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Nils and Martin tried several code-based approaches to fix the coastlines, but in the end the solution turned out to be some manual editing of the raw data in photoshop and a much better interpolation function:
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To solve the problem with featureless scenery, we elected to use publicly available landclass data employed as per-tile splat maps, with elevation being used to determine onset of permanent snow and the upper tree line – which is also modified by latitude, so you will find that in Norway, mountains show snowcaps and vegetation ends much lower than in the Vietnamese highlands, which are forest-covered. The farmland and vegetation differ between regions, and Przemek has been painting some really nice fields to fly over, and the vegetation system was adapted to differentiate between 'wild' vegetation and agricultural areas, so where there is farmland we can now have nice hedgerow landscapes where appropriate:
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The final features to be added to the scenery are waterbodies such as lakes and rivers, and cloud shadows on the terrain. We'd like to think the final result looks better than what we had before:
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We also took the step to implement ingame terrain and scenery editing tools. These allow us (and you!) to edit the terrain heightmap and place scenery objects at runtime, aiming for what you see is what you get. Note that the editor UI will be reworked in the style of the game UI prior to release:
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But that's not all, folks!
We've also implemented our radar model, and I will let Martin take over from here on:
Being a former radar operator who worked both with Soviet search radars (P-35) and later RRP 117 (a variant of the US AN/FPS-117 Long Range Solid-State Radar) this felt like coming home!
Proper sensor modelling is one of the most important topics for any war game as it makes the difference between survival or loss of your own units. As real sensor computation is pretty time consuming we decided to go with a model using so called RCS values (Radar Cross-Section). Those RCS values basically measure how detectable an object is by radar. It depends mainly on factors like material, the size of the target and the angle to the radar transmitter plus some other things I don't want to go into detail here. Every object in game will have such a RCS value.
Radar image creation
So how is that radar image created using RCS?
For every search radar on any vessel/aircraft we collect all RCS values of objects which are in range. In range means here the radar horizon based on the height of the radar plus the height of the target plus minimum and maximum reachable height values for the radar itself.
These raw RCS values are now altered depending on the distance to the target where the reflected energy is multiplied with 1/distance². Additionally the heading of the target in relation to the radar transmitter is taken into account - the so called target aspect. Meaning that a broadside ship will reflect more than a bow/stern angled one. The used frequency band is another factor taken into account, especially when it comes to things like OTH (over the horizon) radars which use low frequencies which obviously comes at the cost of accuracy.
Now all these radar echoes are filtered in a way that the radar resolution is taken into account. There are two main factors:
a) the beam width which is responsible for the angular/lateral resolution
b) the pulse length which is responsible for the range/axial resolution
The axial resolution will be always the same, no matter how close the target is while the lateral resolution depends on the distance as well due to the beam width. At larger distances the lateral resolution becomes worse.
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Using that information the previously collected radar echoes are now clustered/merged into "real" radar echoes that each particular radar system would see. That means that it's very possible that your radar just shows one new contact where there are actually a cluster of 2 or 3 real contacts. Launching a Harpoon at that contact could lead to the situation where the active radar seeker of the Harpoon suddenly sees more than just one contact when closing the range. In that case it will use the brightest echo as the target which might not be the one you actually wanted to hit!
Data link
In your task force you will have data links so all sensor imagery of all your taskforce units will be combined into one sensor image. This has the big advantage for you as some of your units could be within the radar resolution to distinguish between close together contacts, so the limitations of just one radar will be resolved that way. This is done automatically for you so you will always see the best possible sensor image of your entire task force - of course based on your EMCON settings. Yet it could very well be that you cannot resolve all real targets or even see all of them.
Here's an example of how you will see contacts on the minimap. You can see two contacts initially and then a third one appears which actually was there all the time but too close to the right one.
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As you can see as soon as the new contact moves close to the left one it is now recognized as just one. But as there already was a known contact it's now visualized in grey and the last movement is extrapolated for another 30 seconds. If it doesn't re-appear after that time, that contact is considered to be lost.
Outlook
That’s it from the active radar side. Active sonar will be handled kind of similar, even though there are some different parameters like speed of sound and thermal layers. Passive radar and sonar will play an important role as well as ECM to jam your enemy.
Thanks for reading, more to come soon!
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Dev Diary #5 - Silent threats and measures against them
Sat, 16 October 2021
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...and lets not forget the sounds!
Dear readers, first sorry for the long pause between the dev diaries. We know it's been a while and it's overdue. This time we want to cover anti-submarine warfare and sound effects more in general and this time with some more video footage instead of too much text. Enjoy!
Anti submarine warfare
Let's start with submarines which are a major threat for every task force. Since WWII many weapon systems have been developed to attack that hidden danger. One of the successors of the quite successful hedgehog (a forward-throwing-anti-submarine weapon) was the RBU-6000 (Реактивно-Бомбовая Установка) which is a Soviet anti-submarine rocket launcher. It fires salvos of up to 12 unguided depth charges in a horseshoe-shaped pattern to maximize the probability of a hit.
Here you see a Kresta 2 class cruiser attacking a Sturgeon class submarine:
https://youtu.be/BbCfBf7dESY
Those rocket propelled depth charges are quite effective having a hit ratio of about 80%. Beside classic torpedoes there is another interesting option to attack submarines: torpedoes which are fired using a missile launch. One famous example is the ASROC (which stands for Anti-Submarine ROCket), here on a Spruance class destroyer. The attached MK 46 torpedo will start a spiral search after entering the water, going up and down within its search window to actively seek for a submarine:
https://youtu.be/p0vLl_Kbey4
Sound effects
To create a convincing atmosphere for the entire environment it's crucial to add proper sound effects and music. Propagation of sound is a quite complex matter, there are doppler effects, sonic absorbtions and reflections, different dampening parameters for different frequencies based on the distance to the source of sound and even more.
For our game Sea Power we want to create an environment that feels realistic. The Unity implementation of the sound engine already allows for some basic behavior, like simple volume fading of a sound source based on distance as well as some filters and doppler effects. But we wanted more! Take an aircraft with a jet engine for instance. Depending on your observer position such an aircraft will sound different from the engine intake than from the engine exhaust. To show that effect, here's a short video about how that will sound in Sea Power for a jet engine...
https://youtu.be/loX3BwbhQN0
...and a turbo prop engine...
https://youtu.be/Wv4mHJyEUpU
So far so good but there's another aspect of sound for such aircraft. You know how it sounds when there's an aircraft far away. More often than not you can hear its kind of growling sound but cannot see it.
As you can see, our own sound system allows for aspect sound effects additionally to the already pretty nice Unity sound features. Combined for an aircraft it looks and sounds like that:
https://youtu.be/aFB-ukeb61M
https://youtu.be/egffv0QEVSk
A good usage for filters is the water itself, you already heard it in the video above where the submarines were attacked.
That's it for now. Actually or plan is to roll out more dev diaries with interesting topics in a shorter interval to not let you wait for too long! So this shouldn't become another months break till the next one!
/Martin
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Dev Diary #6 - Torpedoes and counter measures
Sat, 29 January 2022
Hello, everyone!
In this part of the dev diary we’re diving deep into the underwater realm to look at new additions regarding torpedoes and acoustic countermeasures in Sea Power made recently.
First, let’s discuss the torpedoes. In Sea Power, a torpedo can use both passive and active sonar seekers, detecting targets using our acoustic model. Torpedo acoustic detection is modeled just as other types of sonar in the game are, considering how much noise a target makes, how that noise is transmitted to the torpedo, and the torpedo’s own ability to detect said noise. Noise produced or reflected off of a target is dependent on the aspect and distance to the target, as well as the target’s type and class. Transmission then depends on the local speed sound profile (SSP), alongside layer and surface duct effects, controlling how much of the generated noise can get to the torpedo’s position. Finally, each torpedo has its own detection threshold. Wake homing torpedo guidance, as originally developed by the Soviets in the 1960’s, is to come soon.
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Active and passive torpedoes use proportional navigation guidance to intercept a target detected by their sensors, allowing them to efficiently close with a target faster than a pure-pursuit approach would. This is particularly important in crossing or head-on engagements, where simple guidance requires torpedoes to engage in time (and fuel!) consuming stern chases, improving effectiveness.
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With these newly en-lethalized torpedoes, one might hypothesize that submarines and surface ships are dead meat. Not so! Submarine and surface ship skippers in Sea Power will be able to exploit the very same acoustic model as a defense via sonar countermeasures, producing false targets to defend themselves against torpedo threats.
Countermeasures against acoustic homing go back as far as acoustic homing itself. The development of acoustic self-guided torpedoes by Germany in WW2 went hand in hand with the invention of the first acoustic countermeasures, such noisemakers and towed false targets. Post-war, and beginning in the 1960s, a new kind of sonar countermeasures, the self-propelled torpedo-like decoys was developed. Based on the ideas started with the WW2 era “Sieglinde” German noisemaker, these were equipped with a small electric motor allowing them to present a more realistic acoustic and motion profile to an attacking torpedo.
Even simple noisemakers evolved considerably since the end of the war. Originally, noisemakers were devices filled with chemical compounds that, on contact with sea water, react to produce tons of bubbles and noise. This air and sound creates both a plausible active and passive target for the simple acoustic homing torpedoes of the time - but as acoustic homing technology improved, so too did the countermeasures. Modern noisemakers now produce mechanical noise and even can jam active sonar with false high frequency acoustic pulse. These are relatively compact but short-lived devices that can be launched either from small torpedo tubes on a submarine (usually positioned aboard the hull) or from on deck countermeasure launchers on a surface ship.
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Self-propelled decoys exist in Sea Power as well: decoys such as the MG-44 are essentially torpedoes with no warhead and reduced speed, substituted for equipment designed to imitate a submarine. Using narrow and broadband noise emitters, preprogrammed movement patterns, and even active sonar jamming, these decoys provide an even more realistic false target than their unpowered brethren. Today, Sea Power implements these as mobile noisemakers, using the aforementioned logic, but we plan to expand on this further.
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In Sea Power the noisemakers have high noise and active sonar reflection parameters assigned to them, usually greater than can be expected from a real target, thereby presenting a torpedo with a shiny big acoustic signature to home on. Counteracting this, each torpedo also has a chance to recognize the false target and reject it based on the respective tech level parameter. The more modern and sophisticated the torpedo is, the higher its level of countermeasure rejection is, but each countermeasure also has a countervailing tech level. Thus, the electronic protect versus electronic attack continues the age-old shell and armor struggle in Sea Power.
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Dev Diary #8 - Flight Model
Fri, 31 March 2023
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Intro
Hello Everyone!
We’re trying to be better at dev diaries and we hope you appreciate the info. Today we will be talking about aircraft in Sea Power and how they work behind the scenes.
The first thing to say is that Sea Power is not a flight simulator, it is focused around Naval Warfare in the Missile Age, but aircraft are a vital component of that. Because of that Sea Power does not give you direct control of flying individual aircraft like DCS or Flight Simulator but instead allows you to task single aircraft or formations to complete objectives and the pilots and squadron leaders will sort that out for you. Because Sea Power isn’t a traditional flight simulator we are able to play a little bit fast and loose with the physics of the aircraft that you see in the sky, which is sorely needed given the number you might have!
Flight Model
A traditional flight simulator implements a flight model with normally 6 degrees of freedom and will use complex analysis methodologies like the Blade Element Model (X-Plane famously uses this method) which I barely remember from University. These methods produce reliable and interesting flight dynamics but are computationally quite intense! Here for example we can see the model for a single element of a blade, imagine doing this for 40 to 50 elements per aircraft!
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/43596b02a0efc1fdc22f730484d9c447444385f0.png)
To save your computers from a fiery death Sea Power instead mainly (but more on that in a moment) implements a 3 Degree of Freedom model. Happily in the team we have access to people who have been trained in both Physics and Air Vehicle Systems, if you saw our interview with Subsim a number of weeks back we mentioned how nice it was to have a variety of backgrounds in the team and this is one of the places where this really really helps!
The model itself is based on the one described in this paper by Dr. Lesley A. Weitz and allows us to have a simple but rapid simulation for most of the flight envelope. The model allows us to provide control inputs based solely on Altitude, Heading, and Velocity values which means we can skip the weightier implementations using Unity’s physics system.
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Additionally, as Dr Weitz has been kind enough to provide us with a set of control laws and dynamics in a set of pseudo-code algorithms a lot of the significant work is done for us, this gives us a solid base on which to build.
Part of that building has been implementing semi-realistic thrust and lift modelling to our model, at the very core of this is a model of the atmosphere. Sea Power makes use of the International Standard Atmosphere (ISA) as defined in this resource kindly provided by NASA. The ISA defines how the atmosphere changes around us and helps explain why the outside air temperature at 30,000 ft is significantly below 0C.
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Alongside the temperature the pressure of the atmosphere significantly reduces with altitude, dropping from approximately 101.3 kPa at sea level to near 0 kPa at 30000m. Because the atmosphere nearly follows the ideal gas laws the density of the air reduces at the same time, this allows us to model the impact of altitude upon our aircraft.
Now for those of you that are familiar with this stuff I apologise but for those that aren’t welcome to the wonderful world of aerodynamics, operational analysis and propulsion physics. It almost makes me nostalgic for University again. Density has an important impact on our aircraft in two primary ways.
The first way is Dynamic Pressure, dynamic pressure is a measure of the energy in the air that impacts upon something, the force you feel pushing against your hand out the window of a moving car is Dynamic Pressure. We calculate it as `dynamicPressure = 0.5 * density * velocity * velocity` and it is important as both the Lift and the Drag of an aircraft depend on the product of dynamic pressure and lift and drag coefficient respectively. Fundamentally what this means is that the faster you go and the higher the air density the more lift and drag you get out of an aircraft.
The second way drag impacts an aircraft is in the amount of thrust you can get out of its engine. Propulsion was one of my favourite modules at university and I have dug into my university notes to provide you these charming (yes that is my handwriting, can you tell why I am an engineer?) diagrams of the sections of a turbojet engine and a turbojet engine with reheat.
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We use diagrams like this to visualise the propulsion cycle of the engine, shown in this diagram from NASA, which allows us to do a load of fancy derivations to arrive at a really simple equation for the thrust of an engine `T = massFlowRate * (exhaustVelocity – inletVelocity)` if we make a bunch of assumptions about the nature of life, the universe, and everything we can say that the Mass Flow Rate is the product of the inlet area, the velocity of the aircraft, and the air density. This means that thrust is directly linked to altitude! The equations get more complicated as we go to different engine types but the core of the problem is the same, `Force = mass * acceleration`, Isaac Newton to the rescue!
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/e3c9cf0a48ef0e0d76aa2716ca131e571cac696a.png)
All of this leads us to something that looks pretty good and is computationally fairly simple (which is good as we can check the values with hand calculations) which we use for the majority of the life of an aircraft.
The details above allow us to force our aircraft to generate contrails, engine smoke, and tip vortices based upon the performance that you are demanding from them at a given moment.
Different States
However this doesn’t cover all scenarios, while the aircraft is not airborne we use a different controller for motion.The ground based controller is a really simple Newtonian system based upon the good old equation F=ma. We tend to ignore a lot of the realities on the ground in favour of getting you in the air quickly!
However the simple formula Isaac Newton gave us does not cover such trivial realities as navigating your way around an airbase, for that we use defined taxiways to allow you to watch your aircraft drive around on their way to the runway.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/d31a4468539d8a4cca5eb6b8874de284e7b2d8f5.png)
https://youtu.be/sH-iMWGfLJ8
The same also applies to aircraft carriers, where the taxi paths are described in such a way as to allow unlimited possibilities (I know someone is already planning to launch their Vipers from the Battlestar Galactica). We have made sure to include details like opening and extending hangars and even oddities like the vertical elevators on the Moskva
-class Helicopter Cruiser.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/8e91fe491c1d4d5fea691fcffc654c4cd2236138.png)
Takeoff is another situation where the normal flight model does not apply. Seapower supports, at present, 5 different types of takeoff: Normal, Catapult, Skijump, VTOL, and Helicopters. Each of these methods has its own system that allows us to provide realistic looking behaviour without risking the flight model getting horribly confused and smashing all of your shiny F-14s into a thousand tiny pieces.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/d7a0019d75a1015a06baaad3e095c6776923e2b8.png)
These unique states exist throughout the flight control system and allow the aircraft to behave in a manner that is appropriate to the moment that they are in.
State Machines
A moment ago I referred to something called “states” this leads us to a really important concept for Seapower, and lots of games in general! This is the “Finite State Machine”. A State Machine is a way of creating a system that transitions through behaviour in a repeatable and reliable way when certain conditions are satisfied.
FSMs are used throughout Seapower to drive systems across a range from torpedo homing to aircraft landing, they are an incredible tool, if you want to learn more I recommend this video: Unity Bots with State Machines - Extensible State Machine / FSM - YouTube
Conclusion
At this point my ramblings have hit about 7 pages in Word so I think I better stop and get back to coding. We are really looking forward to getting this game to everyone who is out there waiting for it. We really can't wait for you to see the effort and dedication that has gone into this across the last few years.
Here are two more videos showing landings on a carrier and on an airfield:
https://youtu.be/UsUs4uU8JCc
https://youtu.be/oS2fYOs7p_k
-
Happy new year!
Mon, 1 January 2024
(https://clan.cloudflare.steamstatic.com/images/37689804/c9014dcabbce6e00d470914e5ea167e79f2091bb.jpg)
...the year of release...
Dear all!
The entire team of Triassic Games wishes you a fantastic start into the year 2024 also on behalf of the crew of this Orel carrier:
(https://clan.cloudflare.steamstatic.com/images//37689804/caab1b6dbdc2efcfdc6a33384444ebcae3bb6a2a.jpg)
Here some screenshots from the Kiev airgroup attacking a small US escort group:
(https://clan.cloudflare.steamstatic.com/images//37689804/11ed1215998958922141d305004fa50b94449929.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/ec47d752c84ff8a1c31d4ce7e14f2f105e8f81a0.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/26381136216bcf7a357b40a6ab385c8045aa4e6b.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/47427f8019ea21c478cab4c8a69c743fc28b3809.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/ff8306510e6bd5388d3175330f5d9ee774330861.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/0df4e131ba318abab64a07cba2f15d4647a9ae0e.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/74c72fa372a865858c6864f9fbb967bc552cacc9.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/1dc5777b58c962dba7e969fdcd5af4e6b0787e69.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/6087572b312550b5ae62faf09846cb4856db0498.jpg)
We want to do some more regular screenshot and video updates of the progress of what we're doing and apparently "News" are the most appropriate way of doing so as we cannot embed screenshots in forum postings as it seems.
There will be more dev diaries coming as well but we want to push some news with less text and more screens as well! Hope you like it!
/Martin
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Dev-Update 2/24
Wed, 31 January 2024
(https://clan.akamai.steamstatic.com/images/37689804/2533449cd2960ef35e8487974f92ab933adb802e.jpg)
Dear readers!
Another small update about what was going on the last two weeks.
We had a visit from Frazer (MicroProse) and came together with Nils and me (Martin) in Munich to show our game to Fritz and Alex from GameStar:
(https://clan.akamai.steamstatic.com/images//37689804/9270f493099477038809e2fc859995bcb9ec07fa.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/bb3a336b414df7e116c82bce5e93503d656ed71d.jpg)
We also started some internal (closed) beta so things are coming along nicely. Still some way to go but we're getting closer!
Quite some work was done regarding aircraft, here the MiG-21 Fishbed:
(https://clan.akamai.steamstatic.com/images//37689804/4e155caed9db4e8e76f5d206714f68c79f8a3034.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/95753196ef5587516398f35bb7b86d35fc3bccb3.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/a06f513500a69d365bb9f10e885ba83a4e9f50dd.jpg)
And land based installations, KS-19 and S-60 flak over Thanh Hóa province claimed another Corsair:
(https://clan.akamai.steamstatic.com/images//37689804/8786f8403def4b3145838d5785d4f1f334a0d71b.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/0cb69a88db8152adbe1d82cd398a20625ae29f91.jpg)
Vietnam war era dogfighting:
(https://clan.akamai.steamstatic.com/images//37689804/6aae56facbdaab64f246e13424071090e5dd1df9.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/c2f5de54acb637b23227ac75155bfd8bfd945d34.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/f12d62bb1d46896de0924884c832cb2748b7cde3.jpg)
That's it for this time. We're preparing some more footage as well as game play videos and new trailers within the coming weeks.
/Martin
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Dev-Update 4/24
Sun, 3 March 2024
(https://clan.cloudflare.steamstatic.com/images/37689804/bdd3248d4308af1a8400e71a1bc9820cc0ed2654.jpg)
Hi all,
Just another quick update on what we have been up to in the last two weeks.
The art department (Mek and Nils) have been fixing some performance issues with the vegetation, adding base city textures and a few other tweaks to really make the game look great. Mek has given urban areas their unique per-biome textures. Nils has also been busy adding more variety to the existing vessel inventory with new versions of the Adams-class destroyer while keeping us busy with UI concepts.
The coding team (Martin, Ivan, Ben, Ian, Danill, and Matt) have been hard at work too. Ivan, Ben, and Danill have been hard at work improving the AI systems. Ian has been focusing on getting the Autogen for cities working to really sell that low-altitude work. Matt has been busy implementing Nil’ UI concepts and Martin has been helping out by making a utility tool to allow some really nicely detailed river masks on top of our normal terrain system.
Our newest team member, Noah, joins us in a QA role, keeping us coders on the straight and narrow, and helping make sure that the game performs as well as it possibly can.
And now to our regularly scheduled screenshots!
Mek takes us on a little sightseeing tour of his new work, checking out the cities of Tokyo, Haiphong and Odessa.
(https://clan.cloudflare.steamstatic.com/images//37689804/791e1b2c9378f827dd3c6a398e127714b86c4ce6.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/7d0306c7a72c914568ff6c845b7dd985110a5ac9.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/65bb6ca8bf519122a067555fa04438deb4519065.jpg)
Mek also brings us some updated fire effects. Here a Galveston-class is suffering after a dusk attack.
(https://clan.cloudflare.steamstatic.com/images//37689804/be805ea9b648120bbdbba0f78dd4c0a8d6bb84ac.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/5466c246899b412e41a70a0ace44e0f8e414a69e.jpg)
The Kilauea-class ammunition ship USS Flint suffers a rocket attack (those shells are scary!)
(https://clan.cloudflare.steamstatic.com/images//37689804/e8f160b834410f6e50ec82fd08674212116240ef.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/8a4e2cd50299ab6a1760fec401cd9cd7bf90e00b.jpg)
The Mission Editor and Instant Action UI have both had some updates, we thing they look really nice and clean now!
(https://clan.cloudflare.steamstatic.com/images//37689804/6efe5dd30973be971799de713be1a5d566d07751.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/8e570d461e8b7c4d0059b6a6ee27bfa758f46e22.jpg)
The biome and season system is starting to really come together, showing off the different colour schemes for Winter, Spring, and Autumn.
(https://clan.cloudflare.steamstatic.com/images//37689804/cc8ea0b1e8511314baeef465af10208acf051235.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/8c6292801c6c5ef1e1b734ad42f1f52ff84a70a1.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/de6106258d8a2a188ad6af627ccd3b8d8f1f2009.jpg)
Ivan has been taking us through some engagements, showing off quite how quickly things can get really chaotic!
(https://clan.cloudflare.steamstatic.com/images//37689804/de037ceace1affcdca95935f2a5f30d1b2ac0bd5.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/571b9af08e42049c0b495bccb9976af3a5159293.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/88824c8d8d296d4d744dab6f7e9e97a02dbe5b17.jpg)
(https://clan.cloudflare.steamstatic.com/images//37689804/35ae038d010634ed5954fc95b9cb24832609d420.jpg)
That's it for today! Thank you for reading!
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Dev-Update 6/24
Mon, 1 April 2024
(https://clan.akamai.steamstatic.com/images/37689804/c48f2cf16bbf3491865fdfd18bc95c8c9e74cccc.jpg)
Hello everyone,
We hope you enjoy another quick update on the progress of Sea Power in the last couple of weeks. This one comes slightly later in the week than normal after some hectic few days for me in my day job, but I’m looking forward to some time away for a friend’s wedding over the Easter Holidays.
It’s been a tough couple of weeks with illness going around the team but we push on regardless, in the art department Nils and Mek are still hard at work. Mek has been prototyping more interesting fast attack craft and Nils has been expanding our global traffic with new Oil tankers, Fishing boats (some you might recognise as old Cold Waters friends given an update) and RORO ferries.
The coding team is as always busy too, as always hunting down bugs is our sniper Ivan. He found a particularly tricky one this week that was costing us 20 FPS in certain random situations.
While he’s not bugfixing Ivan has added a nice new feature that planing hulls and hydrofoils are now fully supported (There are two main types of hull, a ship is a displacement hull, as it goes faster it just displaces, or pushes out the way more water. A planing hull is a vessel that can ride the waves it generates to get extra speed. A hydrofoil is a vessel that flies above the waves altogether for incredible speed). As a part of this feature we have also been able to add variable draught (the depth a ships hull goes down to) based on cargo loads to the game.
Ian has got the autogen to a stable state awaiting new models and is taking a few days off, as well as pursuing his degree. He’s not the only one big on learning as Ben achieved his doctorate earlier on in the dev cycle. I (Matt) am working on some things that aren’t ready to show or talk on yet, but I am taking my laptop away on holiday from my day job.
The big shift this week that we haven’t spoken about yet is an internal update in the version of Unity Engine we utilise, to improve performance, stability, and to start looking at really optimising the use of multithreaded processing we have migrated to the 2022 LTS variant. Noah (who has a new working PC! Hooray!), Ben, Ivan, and Martin have got this working admirably. Our first version port a year ago was all pain, this one felt like a breeze to me (I will note I was sat in the office sneaking peaks at our private dev chat rather than helping).
And now you’ve read my waffle, please have some media!
The first of our hydrofoil classes breaks the surface!
(https://clan.akamai.steamstatic.com/images//37689804/0fbed7ee7ade5c094db22c66455a044b71ea810f.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/d47508c81d757a094d3ae46ca0abf997f28fda88.jpg)
Nils is working on more, here’s how the Pegasus-class developed over a few days.
Read on... (https://steamcommunity.com/games/1286220/announcements/detail/4216005658331784176)
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Dev-Update 7/24
Thu, 18 April 2024
(https://clan.akamai.steamstatic.com/images/37689804/2083eaac4a5b10780a2ab24e08b8faadea249103.jpg)
Hello everyone,
Welcome to another Sea Power update. The weeks are just flying by at the moment, I swear it was only yesterday that I was writing the last one of these, but then a couple of rather busy weeks have happened since then.
GameStar Magazine have published an exclusive look at the game’s progress (Echtzeit-Schlachten mit Flugzeugträgern, Kampfjets & U-Booten - Sea Power lässt es krachen!)
https://youtu.be/81VIKvyzScI
It is in German but the English subtitles give a decent overview and there is a lot of footage to take a look at that you will not see elsewhere. In game related news the last two weeks have brought us more of the same, there is nothing really momentous to report apart from good steady progress on the game. And that late at night we sometimes sit and watch it going “this is really cool!”, we look forwards to when you get to see what we see.
In the coding team we are focusing on a few things in the next couple of weeks, primarily Campaign and AI. These are the two big job that need to get done before we can begin to go into the final stages pre-launch.
The campaign, as I am sure you have heard, shifted from being a turn based strategy system to something more akin to Cold Water’s real time mode (I have to say I aspire to reach the heady heights of what Falcon 4.0 managed, but that will be a big job, check out this interview with its creator (Interviewing the Falcon 4 Dynamic Campaign Creator, 25+ Years Later - A Retrospective):
https://youtu.be/BTG4n233aq0
We are setting up a system that is going to be globally flexible, which will allow you to create new campaigns as you please across theatres of operations of all sizes. You might have spotted some testing of the background civilian traffic system in the GameStar video, we are attempting to create a world that feels very much alive so that you can build your own stories.
AI is another monster, Ivan has taken the lead on this with Nils, between them they have been creating realistic doctrines and approaches to combat so that both enemy assets, and player assets that you are not directly controlling behave in a believable manner. This is a pretty massive thing for us to try and get right, we want the game to be a challenge, but not in the traditional RPG “Bullet Sponge” way. Enemy units will try and react to their surroundings to get the best of you, and you will definitely have to be careful to make sure that you do not suffer from an unexpected defeat.
Don’t worry though, there is still going to be the option to sail around in a custom mission blasting everything with the 16” Naval Guns on the Iowa though. That is pretty satisfying.
Outside of the core coding work more UI work is in development, obviously to support the campaign, but also to polish up tools that we have previously created. And to finalise systems that were still in development. Danill has been majoring on this, with overall art direction from Nils.
We are staying invested in improving resilience and performance too, Ben has been leading the way on this, fixing bugs, adding catch mechanisms to systems that fail to load due to background file errors, and generally making the overall systems work better. Ben has been leading the way on moving systems to the new Unity Jobs system, which allows us to truly take advantage of the performance of modern multi-cored machines.
Noah has really stepped up to the plate (a baseball reference slid in seamlessly, though I am not sure why Americans call rounders that and why it is quite so popular?) and is learning to modify the ini system to help Mek get some new airports set up, and has started writing the first of the tutorials based on his experience of learning the game.
The art team never sleep (it seems like it sometimes!) either, Mek and Ian have been touching up the environments, they are looking really cool, if I say so myself! Especially the autogen! Nils has been making even more brand new ship models too (there is another custom warship in progress) while leading the direction to try and keep us on task and coherent.
That concludes this week’s update, please have some screenshots!
(https://clan.akamai.steamstatic.com/images//37689804/02c1be7c0c7d22bef3025719c271cf8f37edc298.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/6a0fdad5dfd6941b44415e40c4afe9f4bc52bf4e.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/9b7c870913b2ba1c510cfec1ab68e1bdab7e534a.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/e39fe58646e197ec96d1363dab4b3511f717b384.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/128f24795eb848dac428d2e438939a50b4817a15.jpg)
Examples of the autogen system, showing off the emissive light system used at night. As Nils says “moody!”
(https://clan.akamai.steamstatic.com/images//37689804/3327a1cf27b98d4396bcb73bfa2aa3d814c4b473.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/3c0312e66f9a13ffc44430f62ce1e89341e02502.jpg)
Suddenly! A new airbase layout, we have had these almost ready to go for ages but now they are happening.
(https://clan.akamai.steamstatic.com/images//37689804/b0ccf4ab089c439b5c4ec5bf88a1f96785d81dd0.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/b7efa5e76973dba0ae226dda73099cec10034f67.jpg)
The new Snøgg class missile boat emerges from the shed to join the fleet.
(https://clan.akamai.steamstatic.com/images//37689804/de93d6cedf6e45c5240423c60209cc63c0419bf4.jpg)
Sometimes you get something slightly wrong, this aircraft has perfected the new amphibious fast taxi technique.
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Dev-Update 16/24
Thu, 5 September 2024
(https://clan.akamai.steamstatic.com/images/37689804/aceca732a5185bb461106e0fd46435b326a41173.jpg)
Hello Everyone, welcome to another Sea Power Dev Update. This week I join you from a suddenly autumnal UK as we gear up for September.
In a nod to summer being over Victor rejoins us from his holidays. The French really have that nailed down! Speaking for France I hope you are checking out the Paralympics, some astounding records have been broken, and a family friend of mine has picked up 3 medals so far.
One of our major focuses over the last few weeks has been finalising some exciting announcement plans with MicroProse. That kicked off this week so keep your eyes peeled over the coming weeks for the results of that! This has kept Nils, Mek, Martin and Aleksi (our fantastic music composer) amongst others really busy.
Speaking of Mek he really got his teeth into ports, two weeks ago we had 6 unique ports in two countries, those numbers are significantly higher and spread significantly further now! The ports are used by background data files to populate the world, spawn civilians, and generally make it so that the world of Sea Power feels more alive than you might have seen before.
(https://clan.akamai.steamstatic.com/images//37689804/e670c24880722792ca0e04b603893aaaa7a5fd0c.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/2a00672b02ab771b137e703d06431eee6349950b.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/4a6a64744d36e31cc92c74dc9ec6a86cfbeab419.jpg)
Along similar lines Ivan and Danill have been digging their teeth into the campaign, really rationalising the stuff I started. They have the mission generation system kicking in and are going to link up with Victor for the mission finalisation and saving back to the campaign. A lot of work to do still but things are progressing.
I have been focused on UI updates, along with Ben, and also on aircraft, slowly bringing old and new systems to a good state that is pretty solid. Along the way we have updated a lot of infrastructure and got a few bugs smashed.
While we were all too busy to notice Ivan also managed to get mobile land units working. And then promptly managed to make them player controllable as well. I am not sure if that function will make it to release but I think it means that we can have moving convoys available as mission targets, which is really great news.
(https://clan.akamai.steamstatic.com/images//37689804/434cccc8a77536d6fb3c06a37d019841ac08407d.jpg)
Then Nils got in on the act too, deciding that there really is no kill like overkill and added some custom modifications to this oil tanker. While we know it is pretty silly I think it hopefully showcases the flexibility of the vessel system and give you some ideas on the potential moddability (is that a word? Spellcheck says no) of the game.
(https://clan.akamai.steamstatic.com/images//37689804/753d40609ea261ce10745b0fb012f9892221cc48.jpg)
(https://clan.akamai.steamstatic.com/images//37689804/bb03b4e1ad5a7fd25dd532f4880e187f3c22569c.jpg)
That’s all for this week, hopefully we see you again soon in a few weeks time with lots of exciting updates!
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Sea Power Early Access Release
Mon, 16 September 2024
(https://clan.akamai.steamstatic.com/images/37689804/04098c92db75de2549361235e157228ca742785b.jpg)
Hi Everyone,
You join us on an extremely exciting day! We are thrilled to end the speculation and confirm that Sea Power will be launching in Early Access this November (2024 if you have tried to block the year from your mind like me).
We really need to thank all of you for your incredible passion and support for what has become a massive project over the last few years. We know the wait has been longer than you anticipated, it’s been a long time coming for us too! Thank you for sticking with us and we can’t wait to get the game into your hands very soon!
To celebrate today’s announcement of the November 2024 release, we have partnered with the incredibly talented J.P. Ferré (after obsessively watching his DCS content) to prepare this all new ‘Release Announcement trailer’. All the footage is recorded in the game, and we hope after the little teaser last month it is a fun sneak peek of what’s around the corner.
https://youtu.be/abqTIiyviH4
Early Access Approach
Sea Power will be entering Early Access with a broad amount of content, namely:
• Over 20 Scenarios: Including both historical and fictional encounters
• Dynamic Campaign (Alpha): An evolving theatre-scale campaign that will grow throughout our Early Access development.
• Mission Editor: An intuitive and flexible tool to recreate any conflict of the 60’s to 80’s Cold War era around the entire globe.
• Massive Cold War Arsenal: over 150 naval units, more than 60 aircraft, 130 weapon systems, and 50 different ground objects
(https://clan.akamai.steamstatic.com/images//37689804/cbac607ea00f5373020b650e9800b50dac742114.jpg)
We thought long and hard about Early Access, but we hope that it will allow us to foster continuous improvement together with you in this amazing community, with regular development updates and community feedback shaping the games' future.
It would really support us if you could wishlist us on Steam and if you want more informal updates, come and join us on MicroProse’s official Discord. We tend to chat on a less formal basis there, and some of you might enjoy the nerdy places the history corner explores.
It’s been massively important for us to ensure a stable and content-rich experience from Day 1 of Early Access. We really hope that the Mission Editor in particular allows your creativity to go wild (Steam Workshop integration is a planned feature, we want you guys to share your missions!). You’ll be able to create your own ‘take’ on historical Cold War era encounters or simply recreate famous battles from beloved Hollywood blockbusters. One Ping Only Pleash Vashilly!
We will have a wide array of pre-made historical and fictional Scenarios to dive into this November, with an early ‘Alpha’ version of the Dynamic Campaign also available for early playtesting and ongoing feedback.
November Roadmap
On day 1 of Early Access launch, we are going to share a production roadmap which will outline upcoming features and content for the Early Access period. It will cover off both short-term, mid, and longer-range plans. Our ongoing development will incorporate your ongoing feedback, while driving towards our intended feature goals.
(https://clan.akamai.steamstatic.com/images//37689804/a43e6ed528fb3961e7e7f7998afea83a00940722.jpg)
Game Recap for Newcomers - Dynamic Campaign, Strategic Depth, and Immersive Cold War Realism
For new players who have recently joined our community, we thought it useful to give a quick recap on the scope of Sea Power: Naval Combat in the Missile Age.
The game brings a mix of strategic and tactical depth in realistic naval engagements across multiple global theatres including the North Atlantic, Persian Gulf, Gulf of Tonkin and the Mediterranean. Players will control ships, submarines, and aircraft; balancing the needs of local tactical combat missions and strategic theatre-scale operations.
The game’s attention to detail and historical authenticity includes advanced ship and weapon physics, sensor modelling and dynamic weather systems, all combined with richly detailed 3D graphics that bring the Cold War atmosphere to life. The entire planet is your combat playground – so our hope is to provide you with a near-endlessly replayable experience for many
years to come.
Our small but super hard-working team have accumulated many years of naval simulation game experience. Our experience with designing the core gameplay of Cold Waters (and modding it until it very much broke!) has heavily influenced how seriously we take the quality and polish of Sea Power.
Get ready for an adrenaline-fueled Cold War experience and thanks for joining us on this journey!
The Triassic Team (Nils, Martin, Mek, Ivan, Daniell, Ben, Matt, Noah, Victor and Ian)
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Sea Power | Early Access Roadmap
Tue, 29 October 2024
(https://clan.fastly.steamstatic.com/images/37689804/c1220e6c5e6c39d3d03501785caf65ab5d130f7b.jpg)
Hello Again Everyone! It has been a busy few weeks for us at Triassic as we get closer and closer to the Early Access launch date of Sea Power: Naval Combat in the Missile Age. We hope that you have been enjoying the content that has been produced to date and that it is inspiring you to think about missions to create!
The great news on that is that Steam Workshop is integrated into the game already, and mission sharing will be possible on day one. With a little bit of creativity and some simple (ish) INI file edits you should be creating your own mission packs and linear story missions in no time!
With just two weeks left to go we thought that we should begin to introduce you to our roadmap. Here it is in all its glory:
(https://clan.fastly.steamstatic.com/images//37689804/42dda221cdb0d796fd142046f8fc335587df64f3.jpg)
As you can see we have a couple of biggies on our list for the near future! Save/Load is very much nearing final development and should be coming to you shortly after release. We are making sure that this is integrated into Steam?s Cloud Save system. Steam Workshop integration will be rolled out to kit-bash models too, with full model import coming later (this is more significant work on the loading side internally).
We will be continually refining and enhancing the AI, as requested in a few of the various online videos covering the game. Our plan is to update this as we go, especially to reduce the micro-management of aircraft that a number of people have commented on.
The big piece that a lot of you are wondering about is the dynamic campaign of course! We are implementing a flexible dynamic system, which will allow campaigns at almost any scale anywhere in the world. We are looking really heavily towards the way that the old MicroProse Classic, Falcon 4.0?s campaign worked for inspiration here.
As for more units, our art team continue to work their magic! These two units have gone into the development build in the last few weeks.
(https://clan.fastly.steamstatic.com/images//37689804/d4b12bf49365cb03afeb51650248556dcf074e7c.jpg)
And this one is coming soon!
(https://clan.fastly.steamstatic.com/images//37689804/aba69dd9ad91314d7bfd87ddda536cd48fd92d9e.jpg)
We look forward to seeing you playing our labour of love soon! See you in two weeks!
The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)
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Sea Power | Upcoming launch tomorrow
Mon, 11 November 2024
(https://clan.fastly.steamstatic.com/images/37689804/4db3f66a126e2f531d6e9f0ea3a0fae879586bfb.jpg)
Here are the times around the world
Hello Again Everyone, all 27,234 of you who have followed the game, only 19 places outside of the top 100 wishlists, can we make it? Fingers crossed that the Steam algorithm is benevolent and gives us a front page slot tomorrow!
Sea Power: Naval Combat in the Missile Age is scheduled to release into early access at 1000 UTC on the 12th November 2024, also available as an additional purchase on the first day will be the soundtrack. This has been lovingly put together by Aleksi Aubry-Carlson and Jonathan Figoli, sales of the soundtrack go direct to them, please show your support if you can!
As a thankyou from us, for your support the first two weeks after EA launch will have a 10% discount applied to the price (which will use Steam?s regional pricing feature). Please do remember that this is an Early Access game, it will not be perfect, it will break, but it will improve! We hope that you love exploring that along with us.
During Early Access we expect to release a regular weekly or bi-weekly update to the stable branch that you will have access to. Where we find more terminal bugs we will push updates more rapidly. You will find new bug reporting areas on Steam and Discord, please help us out by using them if you find something wrong!
As for what we have been up to in the last couple of weeks ? some things are not so obvious, like Mission Editor now supports localisation for whatever you might create without having to hand edit INI files (phew!). We have also added some really important background tooling, what we are calling ?virtual? INI files that allow us to create single databases of truth from multiple locations on disk controlled through a load order (see where this is going?).
There is a really good chance that Save/Load functionality will be going in properly in the next few days (well done Victor! You are smashing it!) so that should be available either on release or very shortly after. Saves in the default folder will be synced to Steam Cloud so you can keep track of them across multiple devices. On the subject of Steam Cloud we have also included a ?user? folder in the file system that will also be synced. This is so that you can share your own creations across multiple sessions and devices.
Localisation has been a massive piece of work too, we have been going through the game stripping out anything hardcoded that we find is still in there and redirecting it to the Language files in the system. Hopefully we haven?t missed any!
(https://clan.fastly.steamstatic.com/images//37689804/210b9a09d2600a20642e34db3a6036f062e77b82.jpg)
On the visual side tweaks and new additions continue, last week this Haze was only a model, now it is an ASW Hunter in game, adding to the threats the Soviets can provide!
New things continue too, Nils and I spent a nice couple of hours (it?s always at midnight for some reason!) looking at models and pictures of classic cruise ships. This is the Ivan Franko-class liner, a handsome ship I am sure you will agree!
(https://clan.fastly.steamstatic.com/images//37689804/c7a4bc0fe8e3f301363255c4775f40e1d0b12162.jpg)
Five of these ships were built by the Soviets and if you are a SCUBA diver and take a visit to New Zealand you can visit the 5th ship, the Mikhail Lermontov where she lies on the bottom in 38m of water after a baffling accident, check out this fascinating article (https://www.nzgeo.com/stories/the-last-cruise-of-mikhail-lermontov/). I might have to pay a visit after I finish my advanced decompression diving course.
(https://clan.fastly.steamstatic.com/images//37689804/0e6d635641f36ac8c95f4de781edd9698f2c60d6.jpg)
Mek has reverted to type (sorry Mek you know it is true) and started making armed speedboats again, this one is pretty special, it?s the Polish design Project 664 "Wisla". It has a top speed of nearly 50 knots because it's a CODAG (Combined Diesel and Gas Turbine). I always love to include these images of the ships being worked on as it lets you see the process that our artists go through.
(https://clan.fastly.steamstatic.com/images//37689804/4343be4fb8e67edc51e3f2a8ab9304418c0cb61d.jpg)
Also, some new ground assets by Mek, like MIM-23 Hawk, T-55 and ZSU-57-2 made their way into build. I hope that keeps your appetite whetted, see you all tomorrow when you have your hands on the game. Please try not to kill our bug reporting server!
The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)
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Sea Power | Out now!
Tue, 12 November 2024
(https://clan.fastly.steamstatic.com/images/37689804/8946d91ae3e50695a49f71f1181a829ca73f9ab3.jpg)
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!
(https://clan.fastly.steamstatic.com/images//37689804/749ed56882b760e040d93ccbb9dfc3b37b37706a.jpg)
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!
https://youtu.be/_oUEvCYu2vI
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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Patch Notes 0.1.0.1
Wed, November 13, 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_9e4e5243b23deeca763d7f3e1d0ffd052c4fd46e.jpg)
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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Patch Notes 0.1.0.2
Fri, November 15, 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e2a0f5664e79dd9edbd27cc9c19b1ca3623f7788.jpg)
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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Patch Notes 0.1.0.3
Sat, November 16, 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e2a0f5664e79dd9edbd27cc9c19b1ca3623f7788.jpg)
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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First Survey !
Sat, November 16, 2024
(https://clan.fastly.steamstatic.com/images/37689804/54d393f158971b6d34af5bfa5e0c2cd246a4293d.jpg)
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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Patch Notes 0.1.0.4
Tue, November 19, 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e2a0f5664e79dd9edbd27cc9c19b1ca3623f7788.jpg)
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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Patch Notes 0.1.0.5
Fri, November 22, 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e827417b99d75860392caf2430e872dd6068aa43.jpg)
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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First Survey: Results!
Sat, November 23, 2024
(https://clan.fastly.steamstatic.com/images/37689804/54d393f158971b6d34af5bfa5e0c2cd246a4293d.jpg)
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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Christmas Dev Update (Release 0.1.1.0 #117)
Mon, 23 December 2024
(https://clan.fastly.steamstatic.com/images/37689804/57e7a13de87c2e92d38219fd620427ba2ba77fdb.jpg)
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.
(https://clan.fastly.steamstatic.com/images//37689804/0e4b13b73b71d4515a74c8332256dbc8cc458f3b.jpg)
Read on... (https://steamcommunity.com/games/1286220/announcements/detail/497182532936139580)
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Patch Notes 0.1.1.1 (Merry Christmas Part II)
Tue, 24 December 2024
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_78fb1f85b6f4e3b092d0d3625a379eba5ecc57eb.jpg)
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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Patch Notes 0.1.1.2
Sun, 19 January 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_78fb1f85b6f4e3b092d0d3625a379eba5ecc57eb.jpg)
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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Dev-Update 01/22/25
Wed, 22 January 2025
(https://clan.fastly.steamstatic.com/images/37689804/aec657320425161c8c4f97c25f608a80774ca73f.png)
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
(https://clan.fastly.steamstatic.com/images//37689804/63f1ac5e91d72bfd7dd4d504e46353c0b8760da9.png)
(https://clan.fastly.steamstatic.com/images//37689804/3648fb6a8aca78a565cbef6a2480e1f08b4d03d3.png)
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
(https://clan.fastly.steamstatic.com/images//37689804/c2650c7787dac24130a5838fc74541ab4bad8db7.png)
Image by Timber_Loves_Lemonade - MPS Discord
(https://clan.fastly.steamstatic.com/images//37689804/e05172b1e87fb1ce5cd713175a2aca9126a8ea97.png)
Image by Ayrton_Senna30 - MPS Discord
(https://clan.fastly.steamstatic.com/images//37689804/95655b9898c4984b10d35121600c4fd0b585cecf.png)
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Dev-Update 02/21/25
Fri, 21 February 2025
(https://clan.fastly.steamstatic.com/images/37689804/13095ca54e6efbe73b5f537faa3e6f655906a930.jpg)
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):
(https://clan.fastly.steamstatic.com/images//37689804/6721b2419f05ed7608caba246b609f7a524fa15e.jpg)
Read on... (https://steamcommunity.com/games/1286220/announcements/detail/505069374726472621)
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Patch Notes 0.1.1.5
Sat, 22 February 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_bcfa061aafba879959c7a5cded2d25cbd6e48b18.jpg)
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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Dev-Update 03/04/25
Tue, 4 March 2025
(https://clan.fastly.steamstatic.com/images/37689804/a5a835649d843da8670db2e209d4c3f0c9bbc11f.jpg)
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'
(https://clan.fastly.steamstatic.com/images//37689804/5d5fc4d384bb86ddbe4d90e6d92eb808b9830b44.jpg)
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)!
(https://clan.fastly.steamstatic.com/images//37689804/65393b60fbe592c8efa22da95cf990793183d3f8.jpg)
(https://clan.fastly.steamstatic.com/images//37689804/9e2428ea02a083795da8fa4e119fd97fcb1c01fa.jpg)
(https://clan.fastly.steamstatic.com/images//37689804/c3f36e66a83cdf0bce24fbfdac6a993bfa54e0a5.jpg)
(https://clan.fastly.steamstatic.com/images//37689804/20df70e17144e4539bfac6ebfd3c9f08ee056d08.jpg)
KickStarter Link: Task Force Admiral Kickstarter campaign (https://www.kickstarter.com/projects/microprose/task-force-admiral-limited-first-team-physical-edition)
Store Page Link:
(https://shared.fastly.steamstatic.com/store_item_assets/steam/apps/1281220/header.jpg)
(https://store.steampowered.com/app/1281220/Task_Force_Admiral__Vol1_American_Carrier_Battles/[/url)
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Dev Blog 4/3/25 - Roadmap Update
Thu, 3 April 2025
(https://clan.fastly.steamstatic.com/images/37689804/09cb8accdafa58768863434594fb213716345705.png)
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!
(https://clan.fastly.steamstatic.com/images//37689804/b45176dfa5321b2f9f0529e8c20016561f25814f.png)
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)
(https://clan.fastly.steamstatic.com/images//37689804/c0bed4a6237742dd9bbe7cdd3c389f9f87609a11.png)
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
(https://clan.fastly.steamstatic.com/images//37689804/ea4fae3e90b17b97b720ee99fcfe49432a2c4067.jpg)
MPS Discord - nuclearstonk
(https://clan.fastly.steamstatic.com/images//37689804/b7c708493e0c38212e80078e1ba5b46064d1f3b3.png)
MPS discord - allhacknoskill
(https://clan.fastly.steamstatic.com/images//37689804/699fe021bc40e1d1c2f01c762040d1a5084b28d9.png)
SP Reddit - X3asYG
(https://clan.fastly.steamstatic.com/images//37689804/2c0d1961465153961febdb5f17103a7adaa56e38.jpg)
Our favorite mod from the workshop!
(https://images.steamusercontent.com/ugc/1795917903364488/604A8958F7CCDB6F00AFDC242CB949710D8C4879/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
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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Major Update 25-Apr-2025
Fri, 25 April 2025
(https://clan.fastly.steamstatic.com/images/37689804/ff58849d858dd15ed9f9ee1ba58e641577c61213.jpg)
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
(https://clan.fastly.steamstatic.com/images//37689804/4927748697b24398195571ec4c387b68584a5ac8.jpg)
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;
(https://clan.fastly.steamstatic.com/images//37689804/8ca9aa799ea3c5eefd47181355e6219edf6ba9b3.jpg)
JMSDF Units:
- Takasuki
- Yamagumo
- Minegumo
- Tachikaze
- Haruna
- Yushio
- Asashio
- Uzushio
- F-4EJ
- HSS-2
(https://clan.fastly.steamstatic.com/images//37689804/0645885dc0eaca5a78bd6eb134ea335661b8e8e6.jpg)
(https://clan.fastly.steamstatic.com/images//37689804/3901ed2f24beffb338049756dc182bf9a8203d4e.jpg)
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: https://www.reddit.com/r/SeaPower_NCMA/comments/1jo1qee/firing_the_big_guns/
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://images.steamusercontent.com/ugc/24301324298151080/205AB85FD8774E1C2562D7BEF22D7FCDF402E28C/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
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
-
Patch Notes 0.1.3.0
Sat, 24 May 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_15db33844f1c963f3d44f6034cc4ed9c6c2d22d7.jpg)
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
-
Patch Notes 0.1.3.1
Thu, 29 May 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e827417b99d75860392caf2430e872dd6068aa43.jpg)
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
-
Big Beta Branch Update
Thu, 3 July 2025
(https://clan.fastly.steamstatic.com/images/37689804/07985b92d621f421d1e8d838761fd91f118d82c0.jpg)
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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Patch notes 0.4.0
Fri, 1 August 2025
(https://clan.akamai.steamstatic.com/images/37689804/24d55689e1b08a2dd0e9ce5954ac239d4d053961.jpg)
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.
(https://clan.akamai.steamstatic.com/images//37689804/c46ffc1f12a7c9e4138c6db5eb01e0bd6d2cc665.jpg)
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!
(https://clan.akamai.steamstatic.com/images//37689804/fb3e40e4c343282155813f2a12464764c0767447.jpg)
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
(https://clan.akamai.steamstatic.com/images//37689804/f8cc2dfa25e4d8324e63147836d827f12c7efb63.jpg)
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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Patch Notes 0.4.1
Sun, 3 August 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e2a0f5664e79dd9edbd27cc9c19b1ca3623f7788.jpg)
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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Patch Notes 0.4.2
Mon, 11 August 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/1286220/ss_e827417b99d75860392caf2430e872dd6068aa43.jpg)
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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Patch Notes 0.4.3
Sat, 16 August 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/1286220/ss_bcfa061aafba879959c7a5cded2d25cbd6e48b18.jpg)
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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Patch Notes 0.4.4
Thu, 4 September 2025
(https://shared.akamai.steamstatic.com//store_item_assets/steam/apps/1286220/ss_9e4e5243b23deeca763d7f3e1d0ffd052c4fd46e.jpg)
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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Patch Notes 0.4.8
Mon, 22 September 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_f6a669a6a1d7e814c16dd8cea805848211bde133.jpg)
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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PLAN sets sail!
Wed, 1 October 2025
(https://clan.fastly.steamstatic.com/images/37689804/610daa14f89e67ea13686fbe0ac993e7925e9cf3.png)
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!
(https://clan.fastly.steamstatic.com/images//37689804/0e19b94969f3bcfad205ab1f64d28258a8d10f4a.jpg)
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!
(https://clan.fastly.steamstatic.com/images//37689804/5309bfdecbb1e21d466d5be4f2338af9f9475740.jpg)
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
(https://clan.fastly.steamstatic.com/images//37689804/67d8a5f40f21f1c67d21c144970881c71110a14c.jpg)
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Patch Notes 0.5.2
Sat, 4 October 2025
(https://shared.fastly.steamstatic.com//store_item_assets/steam/apps/1286220/ss_9e4e5243b23deeca763d7f3e1d0ffd052c4fd46e.jpg)
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