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Offline Asid

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Re: War on the Sea
« Reply #15 on: February 10, 2021, 01:00:37 AM »
Arcade or Sim?

Gunnery fire rates are historical.
Accuracy is based on target solution which is modified as follows;

Rate of Solution Accuracy Increases with:
- Good visibility to target, at close range
- Using Spotting fire against the target
- Correct identification of target ship class
- Using radar
- Target using radar
- Dark conditions and target illuminated by fire, muzzle flashes or fire
- Tracking target with multiple directors

Rate of Solution Accuracy Decreases with:
- Poor visibility to target, at long range
- Changes in target course or speed.
- Changes in observing ship's course or speed.
- Target is burning or releasing smoke (unless observer using radar)
- Losing contact with target

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Re: War on the Sea
« Reply #16 on: February 12, 2021, 01:13:57 AM »
Version 1.06b Now Live
10 Feb

GENERAL
   Guns firing flak automatically stop if HE ammo runs out
   Guns firing flak no longer spam "No Ammunition" messages if HE ammo runs out
   Improved air formation behavior if air leader shot down during an attack, especially during a dive bomb
   Forming up flights under new leaders clears references to original leader
   Wichita stern secondary gun number of barrels and icon corrected.
   Tutorial panel respects UI scaling across all lessons
   Save game dialogue box respects UI scaling in Campaign and Custom Mission
   Submarine torpedo tube number correctly display during pre-combat briefing
   Improved aircraft terrain avoidance AI (player MUST still manually avoid terrain if flying a plane themselves)
   Dogfighting aircraft now intercept targets properly (bug introduced v1.06)
   Cancelling MAN with the toggle firing now clears the weapon waypoint placement
   Fixed a few subtle issues where switching MAN firing on/off or cancelling it could get out of sync with target data
   Kate max speed corrected to 204 kn


CAMPAIGN
   Removing all troops from a home port no longer renders it neutral
   Aircraft with 0 endurance that were never given a course to follow now land as expected
   Player aircraft no longer "auto moved" in campaign combat if player ships are present
   Subs moved to intercept position only if subs present for that side (no other surface ships, no air)
   Submarine reloads and tubes ready correct and persistent over campaign combat sessions
   Ground war continues to be calculated in cases where all opposing troops are "evacuated" from a location
   Merging task forces now calculates correct speeds of each group

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Re: War on the Sea
« Reply #17 on: February 14, 2021, 03:09:01 AM »
Version 1.07 - 13 Feb 2021
Sat, February 13, 2021


GENERAL
   Star shells no longer generate damage
   Star shells correctly sync up with MAN on/off/cancelled
   Star shells now correctly fire in Museum in MAN mode
   When in formation or following, orders panel now lists leader ID and name
   Submarines may change their depth when in formation or following a leader
   Corrected torpedo type 93 and 95 files
   IJN submarines TypeB1 and Type B2 torpedo type corrected to type 95
   Added new torpedo: type96
   Early IJN destroyer/cruiser torpedo type corrected to the type 96: Momi, Minekaze, Wakatake, Kamikaze, Tenryu, Kuma
   AI ships no longer break and retreat due to damage unless player is or has been detected
   Ships no longer stall behind a crippled or sinking leader
   AI ships no longer wait up to 2 minutes to react after detecting player units

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Re: War on the Sea
« Reply #18 on: February 17, 2021, 02:56:40 AM »
Version 1.07d Released
Wed, February 17, 2021

UI IMPROVEMENTS
   Fixed screen height detection and Options page not responding for screen heights below 850 px
   All possible screen resolutions now displayed under Options resolutions setting

   Pause Menu added with options to resume, save or quit the session or game
   In combat, Escape now closes panels then if pressed again takes player to Pause Menu
   In campaign strategic map, Escape now closes panels sequentially, then if pressed again takes player to Pause Menu
   Right Click cancels Navigation mode in Tac View
   Right Click cancels Navigation mode on Strategic Map
   Right Click cancels Navigation mode in Custom Battle
   Renamed Sea Group orders dropdowns to make them clearer
   New icon for "Execute" orders buttons so as not to appear as checkboxes
   WORLD button renamed to TACTICAL
   Updated tutorials to reflect UI changes
   CombatMountText syle added to styles.txt
   Gun mounts now display the shell type currently being fired on the turret icons


GENERAL
   somers_model.txt corrected "numberToFire":[2,2,2]
   Corrected armor and TDS schemes in _data.txt files for Atlanta, Cleveland, Pensacola, Northampton, Portland, New Orleans, Wichita, Baltimore
   Farragut and Mahan guns corrected to DP 5"/38 Mark 12
   Can no longer create mixed formations of Sea & Air by swapping the Unit Roster
   Only Surface Radar provides a bonus to target solution calculations


CAMPAIGN
   Released ships that are undamaged no longer show up in repair queue with base number of repair days
   Strategic Map music now correctly plays whenever returning to the map
   Additional checks to prevent RTB orders being issued or carried out by Sea groups which could delete them or cause them to stop moving


Bugs introduced in v1.07b should be fixed:
   Ships/Task forces should no longer be able to disappear off the map
   Aircraft with no valid ship to return to should ditch and be removed from the ma



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Re: War on the Sea
« Reply #19 on: February 23, 2021, 02:49:26 AM »
Version 1.07f2
Feb 23 2021

UI
Unit Roster color coded by leaders and followers
LEFT Click on color tabs selects unit and all members of that formation/group
Controlled Unit roster text now highlighted YELLOW
Zoom In/Out keys now zoom Map, even when not in binoculars view
Selecting a new unit now updates target information while game is paused
Orders panel now correctly displays new selected unit's navigation data

GENERAL
   MALAITA typo corrected on strategic map
   Fixed campaign tutorial which had insufficient resources to demonstrate upgrading ports/airfields
   Atlanta AAA gun display in Unit Viewer corrected
   Corrected AAA data for Agano and Aoba _data.txt files
   Corrected Farragut class ship name typo: Macdonough
   Perth class assigned main guns to correct magazines
   Fixed a bug where map icons would not scale correctly after quitting a previous battle via the Pause Menu
   Breaking out a unit within a line formation now keeps any followers in original formation
   Added an error message when trying to create air formation with different aircraft types
   Switched Air Line Ahead to follow leader only which solved line ahead issues with new Roster Interface


CAMPAIGN
   Return to base on first waypoint (and task forces stopping?) further addressed
   Removing ship during recruitment now updates Unit Viewer to longer display it as under command
   Enemy ships with extensive damage can no longer call a retreat at combat startup (prior to player ships being generated) which could lock up a campaign and require a reload
   Map Waypoints should now correctly be restored on reloading a campaign
   AI strategic decisions limited to 1 per day
   AI no longer launches fighters against ships

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Offline Asid

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Re: War on the Sea
« Reply #20 on: February 25, 2021, 03:21:06 AM »
Version 1.08 in BETA
Wed, February 24, 2021

UI
   Ship Roster Tabs no longer overlap in battles with greater than 10 ships

GENERAL
Using air radar no longer gives a bonus to max solution against ships
   ship_data.txt file edits:
   Yamato 30km surface radar added
   Yorktown TDS added
   New Orleans 5" belt over machinery spaces
   Atlanta 3.75" belt rounded to 3.8" (96mm)
   Kamogawa Maru main gun firing arcs corrected
   Torpedo room gyro angle display added for submarines to aid with estimating accuracy of torpedo salvos
   Submarine torpedo tubes now fire if current target is not the one being tracked by the control room, they fire at the CURRENT TARGET


CAMPAIGN
   Campaign Summary and Task Force ships now display ammunition, aircraft names, cargo and damage on mouse over
   Sea groups can longer receive a waypoint placed on a strategic map position that is not water
   Loading a campaign saved with a different game version creates a backup copy of the file in campaign_backup folder
   Ship torpedo mount ammunition now correct between campaign battles

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Offline Asid

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Re: War on the Sea
« Reply #21 on: February 26, 2021, 01:54:38 AM »
Version 1.08b (In Beta)
Thu, February 25, 2021

Version 1.08b (In Beta)


GENERAL
   Error message "No Valid Solution" displayed when no mathematical solution to target intercept exists; torpedoes cancel, guns will not fire until valid
   Unit Viewer now holds focus on Name In Class
   Fixed rear torpedo tube torpedo orientation on firing
   Removed the duplicate Akatsuki ships listed as members of the Fubuki class (will not change existing campaigns)
ship_data.txt file edits:
- Brooklyn TDS added
- Amphion TDS added
- Cleveland TDS edited
- Takao belt at magazines thickened to 5"
- Atlanta Magazine armor added


CAMPAIGN
   Fixed Ship Preview panel to display correct cargo type and amount
   Fixed Ship Preview panel to display on ships during task force creation
   Releasing ships returns any cargo on board to the location
   Releasing ships closes cargo and formation panels if they were open

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Re: War on the Sea
« Reply #22 on: February 28, 2021, 01:24:42 AM »
Version 1.08bh1 now Live
Sat, February 27, 2021


GENERAL
   Error message "No Valid Solution" displayed when no mathematical solution to target intercept exists; torpedoes cancel, guns will not fire until valid
   Unit Viewer now holds focus on Name In Class
   Fixed rear torpedo tube torpedo orientation on firing
   Removed the duplicate Akatsuki ships listed as members of the Fubuki class (will not change existing campaigns)
   ship_data.txt file edits:
- Brooklyn TDS added
- Amphion TDS added
- Cleveland TDS edited
- Takao belt at magazines thickened to 5"
- Atlanta Magazine armor added


CAMPAIGN
   Fixed Ship Preview panel to display correct cargo type and amount
   Fixed Ship Preview panel to display on ships during task force creation
   Releasing ships returns any cargo on board to the location
   Releasing ships closes cargo and formation panels if they were open
   Weather icons updated on loading campaign

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Re: War on the Sea
« Reply #23 on: March 01, 2021, 02:02:05 AM »
Version 1.08c now in BETA
Sun, February 28, 2021


GENERAL
   Torpedoes and depth charges no longer factored into Time Compression availability
   Time compression filtered by air attack distance 250,200
   Mission file guadalcanal1 - corrected references to Akatsuki class ships (originally listed under Fubuki Class)
   Fixed Malaita typo in tutorial missions and campaign001 objectives
   Fixed submerged speed penalty on submarines for loss of propellers and electric engines
   Fixed submarine cavitation when propulsion offline
   Surface radar no longer provides Solution bonus against submerged targets
   Yorktown and Shokaku data.txt "aircraftTotal":[24,24,24] to more historically accurate values
   Added "minute= min" to dictionary/general.txt


CAMPAIGN
   Campaign ammo preview corrected for ships having performed bombardments
   Scout aircraft default to 1 aircraft when preparing to launch
   Added display for Endurance and Cooldown when launching aircraft/switching payloads (dictionary/general.txt AirLaunchData)
   Language/campaign_message.txt added "MaxFlight" message

setup.txt file edits:
- postEngageSeaCooldown decreased to 30 min
- Added 300x time compression rate, timeCompression:[0,1,60,300,600,1800]
- Reduced maxCampaignDetectionRange:50.0 to 35 km

config.txt file edits:
- aircraftLaunchCooldown:0
- New variable "maxInFlight":12
- Flights from ships and airbases now limited by "maxInFlight":12


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Offline Asid

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Re: War on the Sea
« Reply #24 on: March 02, 2021, 12:22:23 AM »
Version 1.08c2 in BETA
Mon, March 1, 2021


   Nation and ship type filters added to Unit Viewer
   Corrected 50 B17 typo in campaign001 setup.txt (introduced v1.08c)
   Added support for flights greater than 12
   Using map toolbar to follow target no longer drops out of binocular view

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Re: War on the Sea
« Reply #25 on: March 03, 2021, 12:53:45 AM »
Version 1.08c3
Tue, March 2, 2021

   Fixed 10th ship not getting placed correctly in some formations
   Corrected breaking up of air groups into groups of 4
   Corrected scout launch defaulting to 1, even if no scouts remaining
   Repairing an offline gun will not return it to online if associated magazine is not functional
   Decreased strafe damage and improved armor protection against strafing
   ship_data.txt file edits:
- Wichita TDS at forward magazine corrected
- North Carolina armor corrected
- South Dakota armor corrected

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Re: War on the Sea
« Reply #26 on: March 04, 2021, 01:33:46 AM »
Version 1.08c3 now LIVE


Fixed 10th ship not getting placed correctly in some formations
Corrected breaking up of air groups into groups of 4
Corrected scout launch defaulting to 1, even if no scouts remaining
Repairing an offline gun will not return it to online if associated magazine is not functional
Decreased strafe damage and improved armor protection against strafing
ship_data.txt file edits:
- Wichita TDS at forward magazine corrected
- North Carolina armor corrected
- South Dakota armor corrected


Version 1.08c2
Nation and ship type filters added to Unit Viewer
Corrected 50 B17 typo in campaign001 setup.txt (introduced v1.08c)
Added support for flights greater than 12
Using map toolbar to follow target no longer drops out of binocular view


Version 1.08c

GENERAL
Torpedoes and depth charges no longer factored into Time Compression availability
Time compression availability now filtered by air attack distance 2500m vs Sea, 2000m vs Air
Mission file guadalcanal1 - corrected references to Akatsuki class ships (originally listed under Fubuki Class)
Fixed Malaita typo in tutorial missions and campaign001 objectives
Fixed submerged speed penalty on submarines for loss of propellers and electric engines
Fixed submarine cavitation when propulsion offline
Surface radar no longer provides Solution bonus against submerged targets
Yorktown and Shokaku data.txt "aircraftTotal":[24,24,24] to more historically accurate values
Added "minute= min" to dictionary/general.txt


CAMPAIGN
Campaign ammo preview corrected for ships having performed bombardments
Scout aircraft default to 1 aircraft when preparing to launch
Added display for Endurance and Cooldown when launching aircraft/switching payloads (dictionary/general.txt AirLaunchData)
Language/campaign_message.txt added "MaxFlight" message

setup.txt file edits:
- postEngageSeaCooldown decreased to 30 min
- Added 300x time compression rate, timeCompression:[0,1,60,300,600,1800]
- Reduced maxCampaignDetectionRange:50.0 to 35 km

config.txt file edits:
- aircraftLaunchCooldown:0
- New variable "maxInFlight":12
- Flights from ships and airbases now limited by "maxInFlight":12

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Re: War on the Sea
« Reply #27 on: March 16, 2021, 11:50:06 PM »
Version 1.08c4
16 Mar 2021

GENERAL
   Campaign paused whenever entering TACTICAL view
   WORLD changed to TACTICAL in tutorial 12 page 7
   Fixed Air groups that would sometimes ignore detected player ships
   No valid firing solution message no longer displayed by AI units
   Museum correctly displays name of last selected unit when using filters

CAMPAIGN
   When possible, AI carriers now deploy a fighter wing when engaged (CAP)
   When possible, AI carriers now also deploy a bomber wing when engaged by a player Sea group
   Player may IGNORE an engagement with a single enemy aircraft (fighter, bomber etc) as they are almost always acting as a scout
   Other AI aircraft types acting as scouts now correctly report player positions as the Scout subclass does
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Re: War on the Sea
« Reply #28 on: April 08, 2021, 11:26:29 PM »
Version 1.08d3 now in BETA
8 Apr 2021 (BETA)

GENERAL
Edited amphion_data.txt to allow Perth class light cruisers to carry troops
config.txt added new variables;
shipTacticalRetreatAtDamage:0.15 to set % compartments damaged to trigger retreat (0.15 = MODERATE damage)

CAMPAIGN
Campaign setup.txt files added new variables (Destroyed = destroyed compartments / # compartments in hull);
taskForceRetreatCapitalDestroyed:0.15
taskForceRetreatHighestDestroyed:0.2
taskForceRetreatAverageDestroyed:0.1

AUTOMATIC SCOUTING
"Launch Scout" button added to Sea Group panel (launches a single aircraft of first valid type from selected ship with no playload)
References added to UI image folder and styles.txt along with new image files for:
ScoutLaunch
ScoutClear
ScoutPoint

Air Group Panel: Added scout waypoint UI; available when number in Air Group = 1
Aircraft will follow scout points specified, return to ship, then repeat continuously (even outside Air Op hours), if parent ship sunk or released, scout is lost on attempting to return

config.txt added new variables;
campAutoScoutPointRange:120 to set scouting point range at 120km from origin (50% distance for inner points)


Version 1.08d2 now LIVE
8 Apr 2021

GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such

CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))


Version 1.08d
1 Apr 2021

GENERAL
Submarines preparing to dive no longer fire AAA

CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)

config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over

Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)



Version 1.08d2 now in BETA
GENERAL
AI Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
AI ships attempt to disengage when reaching Damage Status "Moderate", rather than based on loss of speed
Ensured all retreating ships correctly get their AI flagged as such

CAMPAIGN
Player submarine groups using IGNORE no longer re-engage ignored enemy Sea groups
AI Task Forces get assigned HOME mission if < 50% of ships remain (based on mission data, not ships in combat)
AI Task Forces get assigned HOME mission calculated on # compartments destroyed / # hull compartments (capital ships (15%), any single ship (20%), average of group (10%))


Version 1.08d now in BETA
1 Apr 2021 (BETA)

GENERAL
Submarines preparing to dive no longer fire AAA

CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)

config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over

Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)



Version 1.08c8h1 now LIVE
28 Mar 2021

config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth


HOTFIX
IGNORE button now works correctly (bug introduced v1.08c8)


Thu, March 25
Version 1.08c8 now in BETA
config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth



Version 1.08c7
22 Mar 2021

GENERAL
Attacking aircraft with only the fighter flight leader now assigns all followers to also attack

CAMPAIGN
AI no longer launches new scouts against a player group that is already spotted (multiple existing scouts looking for player may still vector to it though)
AI no longer launches aircraft against scouts
AI locations now correctly apply cool down on launching aircraft
Air groups no longer spot contacts or generate encounters outside allowed Air Operation hours
Corrected Campaign Summary RULES display of air Op hours which started 1 hour too early
Starting a Campaign engagement should no longer fail to load due to badly damaged enemy ships

config.txt added new variables;
aircraftLandCooldown:240 seconds applied to each aircraft landing at a location or ship
aircraftDestroyedCooldown:600 seconds applied immediately after an engagement for each aircraft destroyed (Locations only)
postAirBreakSwitchTargetProb:[0.0,0.2], probability for player,enemy aircraft to switch to nearest target after preforming a dogfight break turn


Version 1.08c6
19 Mar 2021

RULES detection ranges converted to imperial/metric and units displayed
Other aircraft acting as scouts no longer generate encounters once IGNORE is used on them
config.txt added "campaignLocationRadiiFactor":1.0 to edit the radius displayed for location detection ranges


Version 1.08c5
18 Mar 2021

GENERAL
yamato/42.txt corrected deck and funnel armor

CAMPAIGN
Campaign setup.txt files added 2 variables for AI scoutings behaviour:
- "autoScoutThreshold":400
- "applyScoutDetectionModifier":true
config.txt campaignMapInertiaDuration:0.1 to assist with users having run away map inertia
Added new Option for "Simple Camp. Map Drag" so that campaign map drags in same manner as tactical map
default/language/dictionary/generat.txt added StratMapSpeed=Simple Camp. Map Drag
Added gridlines to strategic map graphic
config.txt "showCampaignLocationRadii":true to display max airfield and port detection ranges

Engagements now sort nearby units by distance to find the closest valid Sea and Air groups to place into combat
Engagements now always reveal the enemy icon
Sea group postEngagementTimer only applied after an engagement if any opposing ship was present and remains unsunk

Added a check for corrupt ammunition data which should (mostly) allow correct loading of TACTICAL

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Re: War on the Sea
« Reply #29 on: April 08, 2021, 11:28:54 PM »
Automated Scouting - In BETA
Thu, 8 April 2021



Scout aircraft can now be launched from ships and assigned a path to follow. Aircraft continuously follow the specified path, returning to their ship to refuel.

Once set up, a scouting path does not need to be managed unless;
- scout is shot down
- ship launching it is sunk or released from command
- the path requires editing or a manual course is desired

Scouts continue to fly at night so as not to require setting up all scouts the following morning.

Any Air Group with 1 member gains access to the scouting UI making it possible to launch any aircraft desired, with or without a payload, and set it up as a scout.
Carrying a payload will reduce the maximum range a scout can fly before having to refuel.


To use automated scouting:

1) Select a ship with aircraft and click the Scout button.




A single aircraft of the first valid type on that ship is launched.
- Cannot launch if ship is currently on Air Op cool down
- Cannot launch if outside Air Op hours (however once launched will repeat path, even after Air Op hours)


2) Map out a path using the waypoint buttons.




Clicking the centre button (ship) will clear the path.


3) Aircraft will continuously follow the specified path.




To opt into the beta:


1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read 1.08d3.

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