Modern Naval Warfare

Started by Asid, December 29, 2021, 01:22:24 AM

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Asid

#15
Modern Naval Warfare is out now in Early Access
Tue, May 26, 2026



Modern Naval Warfare The wait is over. Modern Naval Warfare has officially launched into Early Access today

Your command of the world's most advanced nuclear attack submarine begins now. Because this is a sophisticated, high-fidelity simulation, we want to ensure you have the ultimate tactical advantage to navigate (ah!) the complexities of the deep. Below, you will find a structured, comprehensive set of official resources—ranging from video tutorials to live-updating manuals—designed to take you from a fresh recruit to a master of the sonar waterfall.

Before diving into the complexities of this unparalleled simulation, check out our article here.


1. Tactical Training Videos
For those who prefer visual briefings, we have partnered with FPSChazly to produce a series of in-depth training tutorials. You can access these directly from the in-game menu or via the official playlist: Here


2. The Digital Library (Live Updates)
Our documentation system is live-updated. When you open a manual from within the game, the system automatically checks our public server and caches the latest version locally. This ensures you always have the most up-to-date tactical data without waiting for a Steam patch.

You can browse the full public repository at any time here: docs.waveops.io/mnw/

Available Now:

- MNW Control Guide: A vital breakdown of the overlay UI, buttons, and primary command inputs (recently updated based on community feedback).
- Virginia Class Quick Reference Handbook (QRH): Your "go-to" for step-by-step procedures, weapon launch parameters, symbol explainers, and performance envelopes.
- Dusk till Dawn Campaign Charts: Essential mission intelligence, including satellite imagery, bathymetry, and bottom composition for sonar modeling.
- Virginia Class Blueprints: Technical schematics detailing the structural differences between the various Blocks of the submarine.
- Weapons Blueprints: Vital performance specifications and employment limitations for your torpedo and missile complements.
- Recognition Handbook: A massive resource featuring diagrams, specs, and acoustic data to assist with LOFAR and DEMON sound analysis and radar classification.

Coming soon:

- The MNW General Guide: A foundational deep dive into the history of submarine warfare and the physics of the underwater environment.
- Virginia Operations Handbook: A detailed station-by-station guide. The initial release focuses on the Block III (featured in the campaign), with expanded coverage for all Blocks and advanced tactics coming throughout Early Access.


Our advice, if you can, is to always keep the QRH open on a second monitor or tablet. It's designed to be your best friend during high-stress encounters when you need to verify launch parameters in a hurry.

Good hunting to all of you.

I stand against Racism, Bigotry and Bullying

Asid

Modern Naval Warfare - Early Access Update #1
Thu, May 28, 2026



Early Access Update #1

Modern Naval Warfare has finally launched into Early Access. First off, thanks everyone for the constructive feedback, which shows us you care and you want this simulation to succeed as much as we want it to.

As stated in our Early Access questionnaire, there are a number of items that you are flagging as core issues that are part of our roadmap to 1.0

We are working on an official roadmap that we will share with you as soon as we have stabilized a set of immediate fixes, but rest assured, we are looking at supporting the simulation in the very long term, and listening to your feedback and working on the changes you highlighted is our immediate priority.

Below are a set of items we are actively working on:

1. Performance & Optimization

We are actively hunting down memory leaks and optimization bottlenecks based on your feedback. Our team is refining multi-core CPU and GPU utilization to stabilize frame rates across all systems.

Please continue sending crash logs, system specs, and bug reports to our support team. This data is invaluable for targeting specific hardware conflicts.

2. Tactical & Operational AI changes

The AI currently executes baseline reactive behaviors, but it needs to be more dynamic and aggressive.

Short-Term: We are upgrading AI maneuvering so enemy hulls actively use thermal layers and ambient weather for cover, while coordinating massed missile salvos to overwhelm your defenses.

Long-Term (Operational): We are designing a mission-wide theater commander system to automatically coordinate friendly and enemy forces across the entire map.

3. UI/UX & Quality of Life

We are restructuring the user interface based on community and influencer feedback. This includes layout ergonomics, contrast fixes on tactical screens, and the introduction of crew voice-overs to enhance immersion.

4. Documentation & Station-Specific Videos

To smooth out the learning curve, we are expanding our documentation with manuals detailing the precise operational differences between various submarine blocks.

Crucially, video tutorials will soon be accessible directly from each station. If you are struggling with TMA or Sonar, a single click on that station will launch an in-depth video guide explaining exactly how to operate it.

5. Localization

Localization is planned to be included in future updates. We are targeting German, French, Spanish, Russian, and Simplified Chinese as first languages


Moving Forward

The simulation genre demands precision, and we have the tools and the plan to deliver it.
Expect a steady stream of targeted updates rolling out shortly, beginning with core optimization and expanding into AI and UI improvements.

We plan to deliver the first update in the second half of June.

The Modern Naval Warfare Development Team

I stand against Racism, Bigotry and Bullying

Asid

Modern Naval Warfare - Early Access Update #2
Thu, 11 June 2026



Following our launch into Early Access, we want to thank everyone for the continuous stream of constructive feedback.

In our previous update, we stated our plan to deliver the first technical update in the second half of June. We are still planning to do so, but wanted to push a hotfix to address some of the biggest issues from release.

This update addresses several game-breaking stability issues, refines core simulation systems, and introduces initial UI/UX improvements based directly on your feedback.

Below is the complete list of fixes and features included in today's build:

Fixed Issues

    Critical Stability & Logic:

  •         Fixed a game-breaking error (NullReferenceException) that occurred during certain actions in Blocks 1 & 2 when utilizing the TMARuler.
  •         Fixed a critical crash triggered when the submarine surfaced with the snorkel raised before completely breaking the surface.
  •         Resolved an issue where training torpedoes would remain stationary and unresponsive in the water after being fired.
  •         Optimized production builds by removing unwanted internal testing components (such as SSH clients).
  •     Mission & Simulation Corrections:
  •         Fixed multiple bugs causing the player to spawn at incorrect depths during Quick Mission setup.
  •         Corrected objective triggers to properly differentiate between primary and secondary objectives, and fixed target hit registration issues on Mission 1.

    Sensors & Visuals:

  •         Fixed over-the-horizon visual calculation issues regarding earth curvature viewing for ship hull rendering and Photonics "Mono" camera extreme range visibility.
  •         Verified and restored proper sonar operations on Block 4, and corrected the waterfall component setup for the DEMON display on Blocks 1, 2, and 4.

    UI/UX & Audio:

  •         Added selectable depth alarms to the pilot auxiliary displays to enhance station awareness.
  •         Fixed audio logic to stop the Active Intercept chirp sound from playing continuously when signals are stale.

Known Issues

We are actively tracking the following verified issues and working on solutions for our upcoming updates:

  •     Submarine Steering: In certain scenarios, after multiple attempts to follow a plotted course, the sub can become stuck on a heading that cannot be changed.
  •     Autopilot & ECDIS: Deleting a route while the autopilot is active can temporarily lock you out of course changes. Entering specific values in the ECDIS coordinates field can cause it to become unresponsive.
  •     Audio/Visual: Radar mast 3D models might not visually appear raised on Blocks 1, 2, and 4 (the radar functionality itself remains active). Explosion sounds are currently not registering on Sonar displays.

Moving Forward

Our commitment to expanding Modern Naval Warfare remains our top priority. We are continuously monitoring your feedback as we polish core features and move forward towards release.

Please keep sharing your logs, system specs, and bug reports on our official forums and Discord.

I stand against Racism, Bigotry and Bullying

Asid

Systems & Performance Update
Tue, July 7, 2026



Following our continuous work on expanding and perfecting the simulation, we want to thank everyone for your incredible dedication and the steady stream of constructive feedback.

Our team has been working tirelessly behind the scenes on a massive technical overhaul. In this Systems & Performance Update, we are thrilled to announce that Modern Naval Warfare has officially migrated to Unity 6.3 LTS, introducing a DirectX 12 baseline, support for Raytracing graphics effects, and modern upscaling features like DLSS and FSR. Furthermore, we are expanding our global reach by introducing official localization support for six new languages.

This update also overhauls core weapon control logic, refactors submarine mast exposure physics, and fixes a critical VRAM leak to heavily optimize performance during long play sessions.

Below is the complete list of fixes, features, and known issues included in today's build (0.118.8):


Fixed Issues

Engine, Performance & Graphics
  • Unity 6 Migration: Successfully migrated the project to Unity 6.3 LTS, establishing DX12 as the base for Windows (retaining DX11 compatibility) and enabling ultra-quality Raytracing effects.
  • Upscaler Support: Added integrated support for modern upscaling technologies, including NVIDIA DLSS and AMD FSR.
  • VRAM Optimization: Fixed a critical VRAM leak caused by rogue assets not unloading upon mission completion, drastically improving stability during long sessions.
  • Cinemachine Upgrade: Migrated Cinemachine to a fully Unity 6 compatible package.

Features & Localization
  • Expanded Language Support: Added official localization for English, German, French, Polish, Chinese, and Russian.
  • New Settings Options: Added toggles for Motion Blur, Underwater Blur, and a new setting to customize the transition speed between stations.
  • Input & Camera Controls: Migrated to the new Unity Input Manager and added options to invert the mouse Y-look axis (including specific controls for Photonics view).
  • User Data Migration: Implemented updated user migration mechanisms (MSV 0.117.0 / 0.118.0) to safely inject new settings without breaking older user profiles or save files.
  • Simulation & Weapon Control Overhaul
  • Advanced Weapon Control: Overhauled weapon depth/altitude control logic utilizing real-world PID systems, making torpedoes and guided systems significantly more accurate and lethal.
  • Mast Exposure Physics: Refactored the mast controller system to correct exposure tracking above water, fixing a serious issue where sensors malfunctioned at periscope depth or enemies failed to detect exposed masts.
  • Radar Mesh Improvements: Added new cached submarine meshes to vastly improve radar cross-section (RCS) detection of masts exposed over the water line.
  • Environmental Data (SSP): Introduced realistic seasonal GIS data interpolation and day-to-day temperature deviations, creating dynamic monthly ocean variations.
  • Advanced Radar Calculations: Improved Pulse Radar Line of Sight calculations using true earth curvature and optimized RCS tracking by factoring reflection areas against pulse wavelengths.

General Bug Fixes
  • Autopilot & Steering: Resolved a major issue where deleting a plotted route while the Autopilot was active would lock the system and ignore subsequent steering orders.
  • Navigation & UI: Fixed an issue where entering specific coordinate values in the ECDIS field rendered it unresponsive, and restored mouse scroll wheel functionality in the time compression UI area.
  • Sensor Fixes: Resolved a critical bug in the Aperture Calculator that caused sensors and NPCs to become unresponsive upon entering the Salma H mission. Fixed uncleaned station UI texts that caused blurry lettering when focusing.
  • Communications & Radar: Corrected radio antenna water exposure calculations that hindered underwater communications, and fixed a sync issue that delayed or prevented terrain rendering on the Radar screen.
  • Data Corrections: Fixed general AIS bugs where speeds were not correctly converted to knots, updated Torpedo status mapping methods to Enum, and formatted ESM values clearly into GHz.

Known Issues
  • We are actively tracking the following verified issues and are working on solutions for upcoming patches:
  • UI & Sonar: Active Intercept can register the same contact multiple times if the contact operates on a very low Pulse Repetition Frequency (PRF). HF Sonar Bearing/Range numbers are temporarily missing, and explosion sounds are currently not registering on SONAR displays.
  • Visuals & Customization: Ship names currently do not print on hulls during gameplay due to a name-assigner shader issue, and names may fail to assign properly after loading a save.
  • Upscaler Artifacts: Setting upscalers (DLSS/FSR) to high-performance modes can cause station UI text to appear slightly blurry.
  • Physics & Anomalies: We are monitoring a rare, low-frequency physics loop-breaking issue causing visual anomalies ("flying whales"), though it is expected to be largely resolved.
  • Upcoming Languages: Work is ongoing to complete official localization support for Spanish, Greek, and Romanian in a future update.

Moving Forward
Our commitment to expanding and perfecting Modern Naval Warfare remains our top priority. We are continuously monitoring your feedback as we polish core features and move forward towards future updates.

Please keep sharing your logs, system specs, and bug reports on our official forums and Discord.

Good hunting, Captains.


I stand against Racism, Bigotry and Bullying

Asid

Clearing the Depths: The Official Early Access Roadmap
Fri, July 10, 2026



Submariners,

Since our Launch into Early Access, we have been closely following your reviews, streams, bug reports, and discussions. We want to start by saying something very simple, yet incredibly important: We hear you.


We know the launch had its rough edges. We've seen your feedback regarding game stability, performance drops, and the steep learning curve for the submarine's complex systems. Our community's trust is our highest priority, and we are fully committed to making Modern Naval Warfare the definitive naval simulation experience.


Actions Before Words
We believe that promises mean nothing without action. That's why our team has been working around the clock to deliver our latest major update, focusing heavily on what you criticized the most: transitioning to Unity 6.3 LTS, enabling native DirectX 12 support, adding DLSS/FSR upscalers, and fixing the severe VRAM memory leaks that were causing mid-game crashes.

But this is just the beginning.


The Road Ahead: July 2026 Roadmap

To give you full visibility into the future of the game, we are incredibly proud to share our official Early Access Roadmap. This chart outlines our development milestones from this Summer leading into Spring 2027:



  • Documentation & Onboarding (Summer - Fall 2026): We are introducing the MNW Guide, the Virginia Operations Manual, and a series of detailed Training Videos to help new players master the sonar, stations, and torpedo controls without feeling overwhelmed.
  • AI & Content Enhancements (Summer - Fall 2026): Development will focus heavily on Operational AI Logic Design, leading into a massive overhaul of both Tactical and Operational AI to ensure that engagements feel dynamic, unpredictable, and challenging.
  • Multiplayer Structure (Fall 2026 - Spring 2027): We are laying out a transparent, multi-stage plan for our multiplayer infrastructure (Backend, Hosting, Client UI) leading up to an official Multiplayer Closed Beta in Spring 2027.
  • General Improvements: Quality of life features, UI improvements, localization, voiceovers, and audio overhauls will remain active pillars of development throughout the entire timeline.


Our Continuous Commitment

Moving forward, our focus is on maintaining a steady development momentum. We will continue to deliver regular updates and improvements as features become locked in, keeping you informed of our progress along the way.

Thank you for your patience, your harsh but fair critiques, and your incredible passion for this project. We are in this for the long haul, and we are honored to build this game alongside you.

Good hunting,

The Modern Naval Warfare Team




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