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December Public Beta Update

[p]Hello from the Triassic Games team![/p][p]Today we are rolling out a new update to the Public Beta branch, with some meaningful improvements to overall performance. Recent work has focused on optimizing core systems, resulting in noticeably faster load times and improved FPS, especially in large-scale scenarios. We are excited to get these changes into your hands and encourage everyone on the Public Beta to put them through their paces and share feedback.[/p][p]We have also begun addressing community feedback around aircraft behavior. Several improvements are now live in the Public Beta:[/p]
  • [p]Aircraft will no longer jettison external tanks unless they come under attack.[/p]
  • [p]Fighters can now perform cranking maneuvers during BVR engagements while continuing to guide missiles.[/p]
  • [p]Aircraft that run out of fuel without an airfield nearby will now ditch. An option for unlimited aircraft fuel will be added to the Mission Editor prior to final release. This change supports the upcoming Aerial Refueling feature.[/p]
[p]Work on aircraft systems is continuing, with the following improvements currently in development:[/p]
  • [p]More realistic missile kinematics, enabling authentic defensive and offensive air combat tactics.[/p]
  • [p]Drawable map zones for assigning patrol or free engagement areas to aircraft formations.[/p]
  • [p]A review and refinement of the aircraft control UI to improve clarity and usability.[/p]
  • [p]Full aerial refueling support, including dedicated tankers such as the KC-135 and buddy-store tanker loadouts for compatible attack aircraft. 🤫[/p]
[p]As always, thank you for testing the Public Beta and for the continued feedback. It plays a key role in shaping the future of Sea Power![/p][p][/p][h2]Full changelist:[/h2][p]Newly added features in this release:[/p]
  • [p]Aircraft in BVR combat can now properly crank when launching long-range missiles[/p]
  • [p]Aircraft without an airfield nearby will now ditch when fuel tanks are empty[/p]
  • [p]Mission Editor: Heading now changes according to the first Waypoint position if present[/p]
  • [p]USN Mark 54 depth bomb[/p]
  • [p]Added conventional depth bomb loadouts for SH-3H and S-3A[/p]
  • [p]Added new wing root pylons and Sidewinder rails for P-3C[/p]
  • [p]JMSDF P-3C now use ASM-1 instead of Harpoon for AntiShip loadouts[/p]
  • [p]Updated all P-3C and S-3A loadouts with new capabilities[/p]
  • [p]New Anti Ship Long Range loadout for A-6E based on historical Surface CAP loadouts[/p]
  • [p]New ASW Long Range loadout for SH-2F[/p]
  • [p]New Grail mounts for Shershen-E and Mol classes, enabled SA-N-5 on Mol class[/p]
  • [p]SAAF Mirage F1 callsigns[/p]
  • [p]New 4K51 Rubezh shore-based Styx launcher[/p]
[p]Changes from previous release:[/p]
  • [p]Preferred arcs now will launch weapon even if it is not possible to fully align mount with target[/p]
  • [p]Performance: Drastically improved mission loading times (thanks Bluedot!)[/p]
  • [p]Performance: Re-enabled Burst compile in Synthesizers for speedup[/p]
  • [p]Performance: Reworked sensor and line of sight logic to improve performance[/p]
  • [p]Performance: Improved performance with large formations[/p]
  • [p]Scenario: Removed "Crimson Tide" unfinished/broken scenarios from NATO and WP folders; will rework and add back later on[/p]
  • [p]Scenario: Updated "Dong Hoi" for new mechanics, fixed name conventions in Volga Exercise[/p]
  • [p]Scenario: Moving incomplete/broken "Head of the Snake" scenario to WIP folder[/p]
  • [p]Scenario: Pact/"Hunters or Hunted" - changed Il-38 to Ka-25 with buoys only for proper difficulty[/p]
  • [p]MiG-23 radar parameters according to data from nuclearstonk[/p]
  • [p]Updated translations[/p]
  • [p]New loadouts for P-3C, S-3A, SH-2F, SH-3H[/p]
  • [p]AntiShipLongRange loadout for A-6E based on historical Surface CAP example[/p]
[p]Fixes from previous release:[/p]
  • [p]Air units no longer drop their tanks unless trying to evade missiles[/p]
  • [p]Flight Deck button is now properly hidden for units without a Flight Deck[/p]
  • [p]Towed arrays could sometimes exceed max allowed depth[/p]
  • [p]Submarine towed sonars floated over subs if it was close enough to the bottom[/p]
  • [p]Towed decoys no longer appear on the map[/p]
  • [p]Fixed issue with some aircraft unable to properly turn to waypoints on landing[/p]
  • [p]Aerial Depth Charges now properly collide with seabed[/p]
  • [p]Nano memory leak[/p]
  • [p]Ambiguous keys were used for Circle as a formation type and as a drawing tool[/p]
  • [p]Mission Editor: Random spawn works now for the whole formation if specified for a formation leader[/p]
  • [p]Mission Editor: Random spawn now works properly for units in a custom formation (Loose)[/p]
  • [p]Mission Editor: Tracked ammunition categories for Flight Decks with Custom Air Groups were not saved properly under some loading conditions[/p]
  • [p]Mission Editor: Corrected ETA time for waypoints beyond the first waypoint[/p]
  • [p]Mission Editor: Fixed issue with loading missions where all aircraft were launched from an airbase[/p]
  • [p]Scenario: Victory conditions for NATO/"Arctic Intercept" updated[/p]
  • [p]Tutorials: Clarified it is LEFT CTRL+Right Click to skip VID in tutorials[/p]
  • [p]Missing face (vertices) on Leahy model[/p]
  • [p]Submarine props now rotate backwards correctly at reverse telegraph settings[/p]
  • [p]Prop rotation directions for Delta III, Yankee, Victor II, Alvand, Petya II, Petya III, Virginia CGN, California CGN (thx to gmanwr from Steam!)[/p]
  • [p]Incorrect system-colliders linking in S-300 battery[/p]
  • [p]Su-24 aircraft kill effects fix (engines fire effect meshes were missing)[/p]
  • [p]Fixed superstructure on Ticonderoga now flush with hull[/p]
  • [p]Fixed new asset loading erroring out in situations where mods have incorrect ammunition types in a magazine[/p]

Patch Notes 0.6.5 - 0.6.8

Hello everyone, we will be rolling out another hotfix for some issues we've seen since the last update. Namely, a big crash fix with the UI system has been addressed.

However, we have recently upgraded our UI system and it has lead to a new bug where the first waypoint will no longer visually update when being changed. The unit will move to the new position, it just will not properly display on the tac map/map. We will be working on a fix as soon as possible for this issue.

EDIT: The waypoint issue has been fixed with patch 0.6.6.

EDIT: The font issues for Chinese and Korean have been fixed with patch 0.6.7.

EDIT: The "black terrain" issue has been fixed with patch 0.6.8.

Change log:

Fixes/Improvements
  • Fixed crash in Flight Deck and potentially other UI related areas
  • Adjusted logic for aircraft launch of certain weapon types (AGM-62, AS-14B) to accommodate new aircraft re-attack update
  • Speeded up loading times
  • Updated HY-3 with more accurate specs, thanks to SqnLdrMartin
  • Aircraft popup mechanics
  • translations updated
  • Chinese and Korean fonts were partially missing
  • Mission editor: missing countries in the list of countries; plans for ships are displayed again
  • Mission editor: Simplified workflow for countries
  • Setting Autogen Off in options caused terrain to be black, and some other lighting issues

Sea Power Black Friday Update

[h2]Black Friday Update[/h2][p]Hello from the Triassic Games team! Sea Power is now discounted as part of the Steam Black Friday Sale, running through Sunday, November 30th.[/p][p]Alongside the sale, we are launching a major update with improvements and new content. This update continues our ongoing work to refine the game's core systems, expand the game's roster of units and scenarios, and support both the mission-making and modding communities with enhancements.[/p][p][/p][p][/p][h3]Major Overhaul of Flight Deck Mechanics[/h3][p]This update includes a major rework of how Flight Decks function. This change applies to aircraft carriers, airbases, and all ships with hangars. [/p]
  • [p]Aircraft Prep & Servicing: All aircraft now have individual prep times before launch and cooldown/servicing times after recovery.[/p]
  • [p]Ground Crews & Deck Park Limits:[/p]
    • [p]Flight decks now use a limited number of Ground Crews for fueling and arming; once all crews are busy, additional prep orders must wait.[/p]
    • [p]Deck Park space limits how many prepped aircraft can queue for launch; once full, aircraft must launch to free space.[/p]
    • [p]Prep/cooldown timers appear in the Flight Deck UI; Ground Crew and Deck Park usage are shown via gauges that fill up as space is used.[/p]
  • [p]Rally Points: Players can now set rally points and altitudes for aircraft launched from an airbase or carrier.[/p]
    • [p]Right-click the airbase/carrier → Flight Deck > Rally Points.[/p]
    • [p]Rally points can be set separately for fixed-wing, VTOL aircraft, and helicopters.[/p]
    • [p]Place a rally point by selecting the aircraft type and right-clicking on the map; rally points appear when the base/carrier is selected and can be dragged to reposition.[/p]
  • [p]Limited Ordnance Stores: Flight Decks now track limited ammunition, especially advanced weapons like Phoenix and Harpoon missiles.[/p]
  • [p]Mission Editor Updates: Mission creators can now configure prepped aircraft and assign airbase/carrier ammunition stores.[/p]
  • [p]New Timing Options: A Flight Deck Timings setting has been added to the Options menu, allowing players to adjust simulation depth. Realistic, Casual, and Arcade modify prep and cooldown durations, while Cheat mode disables the system entirely.[/p]
[p][/p][h3]Native Support for Loading of 3rd Party Models[/h3][p]Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.[/p][p]This change means that any Workshop mods that previously required Anchor Chain and Sea Lifter can be loaded without the manual install steps needed for these dependencies. [/p][p]We greatly appreciate the work the modding community did to enable 3rd party model loading with these tools during Early Access, and we are excited to incorporate a change that removes a barrier for the average user who wants to play with mods.[/p][p][/p][carousel][/carousel][p][/p][h3]New Units and Scenarios[/h3][p]This update includes a range of new units for various factions, including both brand new units and new liveries for existing units. Three new scenarios are also included.[/p]
  • [p]New units and liveries:[/p]
    • [p]F-1 strike aircraft and T-2 trainer jet for Japan[/p]
    • [p]SH-5 maritime patrol flying boat and HY-3 shore-based anti-ship missile for China[/p]
    • [p]F-5A and F-5E Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)[/p]
    • [p]Delfin class submarines for Spain[/p]
    • [p]Daphne class submarines for South Africa[/p]
    • [p]Cuba liveries for MiG-17, MiG-21, MiG-23, MiG-27, MiG-28, and A-5[/p]
    • [p]Pakistan livery for A-5 (fictional)[/p]
  • [p]New scenarios:[/p]
    • [p]The Better Part of Valor (1988) - NATO[/p]
    • [p]Arctic Intercept (1985) - NATO[/p]
    • [p]Operation Polar Fury (1985) - Warsaw Pact[/p]
[p][/p][h3]Mission Editor Improvements[/h3][p]Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:[/p]
  • [p]Ability to define randomized spawn area for units[/p]
  • [p]Controls for all new Flight Deck mechanics from within the Mission Editor[/p]
  • [p]Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI[/p]
  • [p]Ability to customize Flight Deck ammunition stores[/p]
  • [p]New trigger actions for weather changes and reactivation of triggers[/p]
  • [p]New waypoints for sonobuoy deployment, including "drop in line" and buoy depth[/p]
  • [p]Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)[/p]
  • [p]Removed unused Stores and Damage dropdowns; these will be added back once functional in the future[/p]
[p][/p][h3]Core AI Enhancements[/h3][p]This release brings together a set of AI changes that have been developed over the past few updates. Some of these improvements were introduced earlier, but all of the behaviors listed below are now included in the current build and serve as the baseline for AI performance going forward:[/p]
  • [p]The AI commander can now classify player ship and aircraft formations based on shared characteristics such as heading, speed, and grouping.[/p]
  • [p]AI airbases and carriers will automatically launch AEW&C aircraft.[/p]
  • [p]AI airbases will deploy and maintain CAP fighters.[/p]
  • [p]AI will launch interceptors when an inbound strike is detected.[/p]
  • [p]AI will dispatch attack aircraft with jammer support when appropriate to engage detected player land or sea units, and strike composition will vary based on the type of target identified.[/p]
  • [p]AI aircraft will prioritize attacks on detected targets more appropriately, and defend themselves against CAP effectively.[/p]
  • [p]AI submarines will make use of wake homing torpedoes more effectively by firing at closer range and targeting ship wakes.[/p]
[p]Changes to the base game AI that are in currently in progress or planned include:[/p]
  • [p]AI reconnaissance using available assets to search for the player.[/p]
  • [p]Expanding AI airstrike capability beyond bomb attacks only.[/p]
  • [p]Implementing a Morale based system for AI behavior and reactions.[/p]
  • [p]Improved anti-submarine warfare tactics when hunting player submarines.[/p]
  • [p]Improving AI use of munitions with proper engagement envelopes for missiles.[/p]
  • [p]... and much more![/p]
[p][/p][h3]Full Changelist[/h3][p]
Aircraft

Fixes
[/p]
  • [p] Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck
    [/p]
  • [p] Flight Deck: Fixed an issue where hitting Prioritise on Flight Deck would cause CTD in some cases
    [/p]
  • [p] Flight Deck: Add a timeout to awaiting full power on takeoff to avoid blocking runway with turboprop aircraft
    [/p]
  • [p] CAP planes attack own missiles
    [/p]
  • [p] Planes currently on RTB become uncontrollable after loading save
    [/p]
  • [p] Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting
    [/p]
  • [p] No pilot spawn for F-15 and F-15C
    [/p]
  • [p] B-52 phases through ground and Turboprops accelerate wayyyyy too fast
    [/p]
  • [p] B-52 serial visible on a damage model without the tail
    [/p]
  • [p] Wingman could block formation RTB if sent to act independently
    [/p]
  • [p] Additional ready helicopter on loading game save
    [/p]
  • [p] Ka-25 had too high negative boyancy for its dipping sonar, changed to be in line with other helicopters
    [/p]
[p]Additions/Improvements
[/p]
  • [p] WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.
    [/p]
  • [p] Helicopter now automatically cancels unreachable waypoint if it has more waypoints
    [/p]
  • [p] Limit retarget ability for aircraft AI
    [/p]
  • [p] Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics
    [/p]
  • [p] IRIAF F-5E refactored to USAF F-5E
    [/p]
  • [p] Helicopters do dipping sonar instead of sonobuoys now
    [/p]
  • [p] Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)
    [/p]
  • [p] P-3C squadron callsigns
    [/p]
  • [p] Added F-4EJ reference for AN/APQ-120 radar entry
    [/p]
  • [p] Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes
    [/p]
  • [p] Prep and cooldown values to all aircraft and helicopters
    [/p]
  • [p] Added Loadout times to all aircraft and helicopters
    [/p]
  • [p] Ability to preset FlightDeck preparation task for aircraft
    [/p]
  • [p] Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks
    [/p]
  • [p] WIP on airstrike: ability to have different plane types in one airstrike
    [/p]
  • [p] Ability to limit AI aircraft to certain usages only
    [/p]
  • [p] Implement Deck Park spots in Flight Deck
    [/p]
  • [p] Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition
    [/p]
  • [p] Added F-5A Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)
    [/p]
  • [p] Added F-1 strike aircraft for JASDF
    [/p]
  • [p] Added T-2 trainer jet for JASDF
    [/p]
  • [p] Added SH-5 flying boat for PLAN
    [/p]
  • [p] Added AGM-65 capability to F-5E
    [/p]
  • [p] Flight Deck: "Cheat" mode added which now disables ALL new Flight Deck mechanics; Arcade mode retained at a 10x reduction in timings
    [/p]
  • [p] Flight Deck: Rally Points are now shown on the map; Rally Points can be moved using the map
    [/p]
  • [p] AI: WIP on AI ASW: Dipping sonar duration can be specified in waypoints
    [/p]
  • [p] Added ASW depth bomb capability - added depth charges for Il-38, Ka-25, Ka-27 - US depth bombs coming soon
    [/p]
  • [p] Updated aircraft flight model to allow easier sonobuoy and bomb drops by adjusting bank demand angles - new curve added to INI file for aircraft
    [/p]
  • [p] Fuerza Aérea Revolucionaria (Cuba) MiG liveries
    [/p]
  • [p] A-5 Fantan livery for Pakistan
    [/p]
[p]
Vessels

Fixes
[/p]
  • [p] Newport class LST Barnstable County flown flag of Netherlands by default
    [/p]
  • [p] Bayandor CIWS crew not disappearing when ship is sinking
    [/p]
  • [p] Typo in Kitty Hawk ini file
    [/p]
  • [p] Inconsistencies in FFG Baleares vessel file
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Player ships will have 1 ASW helicopter ready to launch on mission start
    [/p]
[p]
Submarines

Fixes
[/p]
  • [p] Submarines went to surface on attack waypoint execute
    [/p]
  • [p] Submarine stuck in AI state after being transferred to player by trigger
    [/p]
  • [p] Wrong torpedo on Shershen class
    [/p]
  • [p] Wuhan tubes 5 and 6 animation
    [/p]
  • [p] Kilo had a 6-barrel boomstick
    [/p]
  • [p] Fixed clipping on Albacora SSK hull numbers
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Submarine emergency surface rework
    [/p]
  • [p] Increased damage with depth
    [/p]
  • [p] Subs can deflood to MIN state
    [/p]
  • [p] Soviet subs crush depths
    [/p]
  • [p] Corrected size and shape of propellers on JMSDF subs
    [/p]
  • [p] WIP: Sinking improvements, Submarines no longer have huge velocity jump at the start of sinking
    [/p]
  • [p] Removed anachronistic names from Oscar class SSGNs
    [/p]
  • [p] Default status text for submarines
    [/p]
  • [p] South African Navy Daphne class submarines
    [/p]
  • [p] Pennant numbers for Hangor class submarines
    [/p]
  • [p] Spanish Delfin class submarines (variant of Daphne)
    [/p]
[p]
Weapons

Fixes
[/p]
  • [p] Mk25 default reload time
    [/p]
  • [p] SA-N-3 ghost AO imprint texture fix
    [/p]
  • [p] 050 BMG description
    [/p]
  • [p] At certain cases weapons could not lock at target
    [/p]
  • [p] Missile objects were not removed after dropping submunitions
    [/p]
  • [p] AGM-12b setup
    [/p]
  • [p] Allowed SARH missiles to track and hit bombs
    [/p]
[p]Additions/Improvements
[/p]
  • [p] E-15 torpedo sensor/noise tweaks
    [/p]
  • [p] Added LAU-117 Maverick rail
    [/p]
  • [p] Added AGM-12B Bullpup ASM
    [/p]
  • [p] PLA HY-3 missile and shore-based launcher
    [/p]
  • [p] Wakehoming torpedoes now aim to the 1/4th of the wake length behind the target vessel
    [/p]
  • [p] AI will fire wakehoming torpedoes to targets on 45% of max range, usual torpedoes on 80% of range (except air-dropped ones)
    [/p]
[p]
Sensors

Fixes
[/p]
  • [p] Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors
    [/p]
  • [p] VID order breaks waypoint execution for units
    [/p]
  • [p] Fine tuning of towed systems, now they are able to keep the set depth reliably on any time compression setting
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Increased AN/SQR-18A sink rate to get to correct depth faster
    [/p]
  • [p] Increased default wakebubble lifetime up to 1160 seconds (part of overall rework of wake homing torpedoes)
    [/p]
  • [p] UK sensors from nuclearstonk for future RN expansion
    [/p]
  • [p] Jammers are now detectable by ESM, identifying the jammer
    [/p]
[p]
Mission Editor

Fixes
[/p]
  • [p] Some cloud coverage states were not correctly loaded from mission file
    [/p]
  • [p] The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor
    [/p]
  • [p] Typo in loading aircraft in ready state in Mission Editor
    [/p]
  • [p] Fixed an issue where squadrons were not properly readied in Flight Deck from Mission Editor
    [/p]
  • [p] Fixed an issue where inserting waypoints in middle of existing waypoint line caused errors with ETA time calculation
    [/p]
  • [p] Fixed improper reading of mission Objective status for end of mission state
    [/p]
  • [p] No ETA time/distance were displayed for waypoints when a mission was loaded from a file
    [/p]
  • [p] Disabled unit status was not applied to all aircraft units in a group except the group leader
    [/p]
  • [p] Incorrect Objectives completion/failed status in mission ini files
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action
    [/p]
  • [p] Removed Stores and Damage dropdowns until these are implemented later on
    [/p]
  • [p] New trigger actions for weather changes
    [/p]
  • [p] Checkbox for Unit to disable Flight Deck AI in missions
    [/p]
  • [p] Trigger action to activate/deactivate Flight Deck AI
    [/p]
  • [p] Reactivate Trigger action; Proper disposal of deleted Triggers from lists
    [/p]
  • [p] Sonobuoy drop waypoints and drop in line capability
    [/p]
  • [p] Ammunition Stores on the Flight Deck window as new tab
    [/p]
  • [p] Random unit spawn UI
    [/p]
  • [p] New Condition type "NoIncomingWeapons" (experimental)
    [/p]
[p]
Missions

Fixes
[/p]
  • [p] Morvarid map labeling updated
    [/p]
  • [p] Other scenarios folder naming conventions fix
    [/p]
  • [p] Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints
    [/p]
  • [p] Typos in Tutorial 05
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance
    [/p]
  • [p] Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)
    [/p]
  • [p] Scenario: PLAN 04 Escape from the Sulu Sea - Vietnamese MiG-27 replaced with proper Philippine F-5A
    [/p]
  • [p] The Better Part of Valor (1988) - NATO
    [/p]
  • [p] Arctic Intercept (1985) - NATO
    [/p]
  • [p] Operation Polar Fury (1985) - Warsaw Pact
    [/p]
[p]
Environment

Fixes
[/p]
  • [p] Faulty terrain at 18.1/118.3 lat/long
    [/p]
  • [p] Fixed black pixel under sun caused by overflow in the cloud shader
    [/p]
  • [p] Cirrus cloud fog was disabled
    [/p]
  • [p] Autogen objects missing and other terrain visual inconsistencies
    [/p]
  • [p] Land base culling for Autogen
    [/p]
  • [p] Wrong material in emergency blow effect, so it was invisible underwater
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Terrain shaders
    [/p]
[p]
Misc

Fixes
[/p]
  • [p] Null refs
    [/p]
  • [p] Resolve potential for undefined Enums to be returned in IniHandler
    [/p]
  • [p] Civilian routes not functioning with new FlightDeck AI
    [/p]
  • [p] Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions
    [/p]
  • [p] Different paths in file checker and actual ini
    [/p]
  • [p] RandomTurns provide one more waypoint
    [/p]
  • [p] Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types
    [/p]
  • [p] Objectives in missions are now properly saved/loaded - Intel will be fixed next
    [/p]
  • [p] Weapons could not be loaded from save file
    [/p]
[p]Additions/Improvements
[/p]
  • [p] Updated translations
    [/p]
  • [p] New loading screens (thanks Cosmo!)
    [/p]
  • [p] Allow variant index to be saved in profile images
    [/p]
  • [p] UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes
    [/p]
  • [p] Model loading: Add ability to disable caching for object files, textures and material files. For debug purposes only for mod makers.
    [/p]
  • [p] Runtime OBJ Mesh Loading - native support for OBJ file loading for modders
    [/p]
  • [p] EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level
    [/p]
  • [p] Added new wake bubble visualization to the map for debugging, available from F10 > Tools
    [/p]
  • [p] South African civilian and naval ensigns
    [/p]

Anniversary Roadmap Update

[p]As we mark the one year anniversary of Sea Power's release into Early Access, we are excited to share the updated Early Access Roadmap that reflects what we have been working on and what is coming next. Our thanks go out to the community for your continued support and feedback over the past year. Here is a look at what's ahead:

[/p][h2]Sea Power soundtrack now on Spotify[/h2][p]Aleksi, the creator of the lovely soundtrack for Sea Power has finally released it to the wild! It's available now on Spotify, Apple Music and other streaming services: Get me to the soundtrack![/p][p] [/p][h2]Beta Branch Hotfix and New Aircraft[/h2][p] We are also rolling out a quick hotfix onto the Beta branch today to fix some issues encountered during testing, especially related to low FPS reported in some situations. In addition, this Beta update includes four new aircraft and several new aircraft weapons: [/p]
  • [p]F-1 strike aircraft for JASDF[/p]
  • [p]T-2 trainer jet for JASDF[/p]
  • [p]SH-5 maritime patrol flying boat for PLAN[/p]
  • [p]F-5A Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)[/p]
  • [p]New weapons and pylons: LAU-117 Maverick rail, AGM-12B Bullpup, YJ-1 anti-ship missile (for SH-5), and added AGM-65 capability to the F-5E[/p]
[h2]Full changelist:[/h2]
  • [p] Fixed occasional FPS drop[/p]
  • [p] Corrected size and shape of propellers on JMSDF subs[/p]
  • [p] Korean translation[/p]
  • [p] Added F-5A Freedom Fighter (Norway, Netherlands, Greece, Philippines, South Vietnam, Turkey)[/p]
  • [p] Added F-1 strike aircraft for JASDF[/p]
  • [p] Added T-2 trainer jet for JASDF[/p]
  • [p] Added SH-5 flying boat for PLAN[/p]
  • [p] Added LAU-117 Maverick rail[/p]
  • [p] Added AGM-12B Bullpup ASM[/p]
  • [p] Added AGM-65 capability to F-5E[/p]
  • [p] Added YJ-1 anti-ship missile for SH-5
    [/p]

Anniversary Update - New Public Beta Version!

[p]Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below. [/p][p][/p][h3]Major Overhaul of Flight Deck Operations[/h3][p]This update of the Beta branch includes a major update for how Flight Decks work in-game. This comes after many community requests for more realistic air ops. Note: because this change is highly impacting to how carriers/airbases work in the game, we have included a difficulty setting in the game's Options to disable or tune it! All new behavior is described here:[/p]
  • [p]All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery[/p]
  • [p]Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft to wait for launch[/p]
    • [p]Ground Crews are crews available to fuel and arm aircraft - once all Ground Crews are assigned, further prep orders must wait until Ground Crews are available[/p]
    • [p]Deck Park spaces limit the total amount of aircraft that can be waiting to launch at any given time - if Deck Park is full, you must launch off aircraft to free up Deck Park space[/p]
    • [p]Note: prep/cooldown times are shown as timers on the Flight Deck UI. Ground Crews and Deck Park are shown by gauges that will fill up as space is used.[/p]
  • [p]Added a new Rally Point mechanic to allow players to define a rally point and altitude for aircraft launched from the airbase/carrier[/p]
    • [p]To set Rally Point, right click on the airbase or carrier, then go to Flight Deck > Rally Points.[/p]
    • [p]Rally Points can be set for aircraft, VTOL aircraft, and helicopters independently[/p]
    • [p]To set the Rally Point location, click on the rally point unit type and then right click on the map to place it. [/p]
    • [p]Note: rally point visibility is still WIP and will be added soon.[/p]
  • [p]Airbases/Carriers now have limited ordnance stores ("ammunition"), especially of advanced weaponry, such as Phoenix and Harpoon missiles[/p]
  • [p]The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores[/p]
  • [p]Added a new Flight Deck Timings setting in Options with 3 modes: Realistic, Casual, Arcade. Arcade mode disables prep/cooldown times. [/p]
[p][/p][h3]Native Support for Loading of 3rd Party Models[/h3][p]Loading of 3rd party models (OBJ format) is now supported natively in-game! This greatly simplifies use of mods with custom models, as chain loader tools are no longer required.

Note: Workshop modders who have posted mods with 3rd party models included should test their mods against the Beta branch if possible to confirm their models will load properly. [/p][p][/p][h3]Mission Editor Improvements[/h3][p]Continuous improvement of the Mission Editor is a high priority for our team. With each update, we are bringing new refinements to it as we work through a backlog of requested features from the community. Most of the changes in this update are to support the Flight Deck overhaul, but several requested features have been added as well:[/p]
  • [p]Controls for all new Flight Deck mechanics from within the Mission Editor[/p]
  • [p]Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI[/p]
  • [p]Ability to customize Flight Deck ammunition stores[/p]
  • [p]New trigger actions for weather changes and reactivation of triggers[/p]
  • [p]New waypoints for sonobuoy deployment, including "drop in line" and buoy depth[/p]
  • [p]Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)[/p]
  • [p]Removed unused Stores and Damage dropdowns; these will be added back once functional in the future[/p]
[p][/p][h3]AI Enhancements[/h3][p]This update includes some smaller changes to AI logic. Please see the next section for a broader update on the status of Sea Power's AI.[/p]
  • [p]Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target[/p]
  • [p]Crew proficiency will now impact speed of AI decision-making (experimental!) [/p]
[p][/p][h2]Update on AI Progress[/h2][p]Improving Sea Power's AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks: [/p][p]1. AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.

2. Core AI Enhancements: Parallel to the framework, the base game's AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include: [/p]
  • [p]The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed[/p]
  • [p]AI airbases (including aircraft carriers) will launch AEW&C for air surveillance[/p]
  • [p]AI airbases will send up CAP flights of fighters and maintain/refresh them[/p]
  • [p]AI airbases will launch interceptors if an inbound strike is detected[/p]
  • [p]AI airbases will launch attack aircraft with jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics[/p]
[p]Changes to the base game AI that are in currently in progress or planned include:[/p]
  • [p]AI reconnaissance using available assets to search for the player[/p]
  • [p]Expanding AI airstrike capability beyond bomb attacks only[/p]
  • [p]Implementing a Morale based system for AI behavior and reactions[/p]
  • [p]Improved anti-submarine warfare tactics when hunting player submarines[/p]
  • [p]Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles[/p]
  • [p]... and much more![/p]
[p][/p][h2]Full changelist:[/h2][p]
Bug Fixes
[/p]
  • [p] Mission Editor: Some cloud coverage states were not correctly loaded from mission file[/p]
  • [p] Mission Editor: The FlightDeck_AutocalculateAmmo flag didn't load inside Mission Editor[/p]
  • [p] Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck[/p]
  • [p] Scenario: Operation Morvarid map labeling updated[/p]
  • [p] Chinese flag override[/p]
  • [p] Null refs[/p]
  • [p] Submarines went to surface on attack waypoint execute[/p]
  • [p] CAP planes attack own missiles[/p]
  • [p] Resolve potential for undefined Enums to be returned in IniHandler[/p]
  • [p] Newport class LST Barnstable County flown flag of Netherlands by default[/p]
  • [p] Planes currently on RTB become uncontrollable after loading save[/p]
  • [p] Submarine stuck in AI state after being transferred to player by trigger[/p]
  • [p] Wrong torpedo on Shershen class[/p]
  • [p] Civilian routes not functioning with new FlightDeck AI[/p]
  • [p] Wuhan tubes 5 and 6 animation[/p]
  • [p] Nuclearstonk's fixes for Shanghai 2B and Type 010 sensors[/p]
  • [p] Other scenarios folder naming conventions fix[/p]
  • [p] Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions[/p]
  • [p] Faulty terrain at 18.1/118.3 lat/long[/p]
  • [p] Fixed black pixel under sun caused by overflow in the cloud shader[/p]
  • [p] Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting[/p]
  • [p] Kilo had a 6-barrel boomstick[/p]
  • [p] Bayandor CIWS crew not disappearing when ship is sinking[/p]
  • [p] No pilot spawn for F-15 and F-15C[/p]
  • [p] Cirrus cloud fog was disabled[/p]
  • [p] Mk25 default reload time[/p]
  • [p] B-52 phases through ground and Turboprops accelerate wayyyyy too fast[/p]
  • [p] Wingman could block formation RTB if sent to act independently[/p]
  • [p] Different paths in file checker and actual ini[/p]
  • [p] Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints[/p]
  • [p] 050 BMG description[/p]
  • [p] SA-N-3 ghost AO imprint texture fix[/p]
  • [p] Typos in Tutorial 05[/p]
  • [p] RandomTurns provide one more waypoint[/p]
  • [p] VID order breaks waypoint execution for units[/p]
  • [p] At certain cases weapons could not lock at target[/p]
  • [p] Missile objects were not removed after dropping submunitions[/p]
  • [p] Typo in loading aircraft in ready state in Mission Editor[/p]
  • [p] Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types[/p]
[p]
Improvements/Additions
[/p]
  • [p] Updated translations[/p]
  • [p] WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.[/p]
  • [p] E-15 torpedo sensor/noise tweaks[/p]
  • [p] Terrain shaders[/p]
  • [p] Helicopter now automatically cancels unreachable waypoint if it has more waypoints[/p]
  • [p] Submarine emergency surface rework[/p]
  • [p] Limit retarget ability for aircraft AI[/p]
  • [p] Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics[/p]
  • [p] Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance[/p]
  • [p] Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)[/p]
  • [p] IRIAF F-5E refactored to USAF F-5E[/p]
  • [p] Increased damage with depth[/p]
  • [p] Subs can deflood to MIN state[/p]
  • [p] Soviet subs crush depths[/p]
  • [p] Mission Editor: Removed "None" values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action[/p]
  • [p] Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on[/p]
  • [p] Mission Editor: new trigger actions for weather changes[/p]
  • [p] Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions[/p]
  • [p] Mission Editor: Trigger action to activate/deactivate Flight Deck AI[/p]
  • [p] Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists[/p]
  • [p] Mission Editor: Sonobuoy drop waypoints and drop in line capability[/p]
  • [p] Mission Editor: Ammunition Stores on the Flight Deck window as new tab[/p]
  • [p] Mission Editor: Random unit spawn UI[/p]
  • [p] New Condition type "NoIncomingWeapons" (experimental)[/p]
  • [p] New loading screens (thanks Cosmo!)[/p]
  • [p] Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)[/p]
  • [p] Allow variant index to be saved in profile images[/p]
  • [p] UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes[/p]
  • [p] P-3C squadron callsigns[/p]
  • [p] Runtime OBJ Mesh Loading - native support for OBJ file loading for modders[/p]
  • [p] Added JASDF pylons for F-1/T-2[/p]
  • [p] Added F-4EJ reference for AN/APQ-120 radar entry[/p]
  • [p] Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes[/p]
  • [p] Prep and cooldown values to all aircraft and helicopters[/p]
  • [p] Added Loadout times to all aircraft and helicopters[/p]
  • [p] EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level[/p]
  • [p] Ability to preset FlightDeck preparation task for aircraft[/p]
  • [p] Player ships will have 1 ASW helicopter ready to launch on mission start[/p]
  • [p] Default status text for submarines[/p]
  • [p] Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks[/p]
  • [p] UK sensors from nuclearstonk for future RN expansion[/p]
  • [p] Jammers are now detectable by ESM, identifying the jammer[/p]
  • [p] WIP on airstrike: ability to have different plane types in one airstrike[/p]
  • [p] Ability to limit AI aircraft to certain usages only[/p]
  • [p] Mission: Arctic Intercept 1985 (NATO)[/p]
  • [p] Implement Deck Park spots in Flight Deck[/p]
  • [p] Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition[/p]