1. Sea Power
  2. News

Sea Power News

Dev-Update 03/04/25

Saving and Loading enters Open Testing and TFA Kickstarter launching!

[hr][/hr]
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.


[h2]How do I (you) join the beta branch?[/h2]
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'




[h3]Beta Branch Disclaimer:[/h3]
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.


[h2]In-Game Bug reporting[/h2]
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.


[h2]Steam Sub Forum (Beta Branch Bug Reports)[/h2]
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).

[h2]Save File Location[/h2]
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.

[hr][/hr]
[h2]TFA Needs your Support![/h2]
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!

[h3]What is TFA you ask?[/h3]
"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


[h3]What is TFA going to feature?[/h3]

  • 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


[h3]Why you should support the kickstarter compared to steam?[/h3]
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)!









KickStarter Link: Task Force Admiral Kickstarter campaign


Store Page Link: https://store.steampowered.com/app/1281220/Task_Force_Admiral__Vol1_American_Carrier_Battles/


Patch Notes 0.1.1.7

Hi everyone, as you might know there is an issue with the Mission Editor which is fixed with this patch. Thank you all for your understanding and patience!

Bug Fixes:
  • Saving/loading: fix nullref in RecoveryTask/Rollout (assumes parented unit)
  • Mission Editor: Groups loaded from json templates missed localisations and workable FlightDeck that could lead to inability to save a mission
  • Mission Editor: Flight deck window was available when new empty group was added after removal of previous group where FlightDeck was enabled
  • Wrong F-14 squadrons on Enterprise
Improvements/Additions:

Patch Notes 0.1.1.6

Hi everyone, here comes another hot fix which mainly fixes the "Unit Enters Area" condition which was broken for all missions. Happy Sunday and have a great start into the new week!

Bug Fixes:
  • Implemented a fix for saving/loading which should work for units that are still in a hangar or taxiing
  • Null refs
  • Add error if you try and upload StreamingAssets or StreamingAssets/original to Steam.
  • Broken "Unit Enters Area" condition
  • Workaround: Helicopters stuck when dropping sonobuoys
  • Carrier inis used nonexistant parameters
Improvements/Additions:

Patch Notes 0.1.1.5

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:

Dev-Update 02/21/25

New Unit Sneak Peak, More Languages, and Saving Loading Follow-up

[hr][/hr]
[h2]The JMSDF is coming soon![/h2]

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):

P-2H and P-3C (in JMSDF colors):

Minegumo Class DD:

Takatsuki Class DD:

Yushio Class Submarine:


[h2]New Language options![/h2]

Next up, we've now added some new languages thanks to the many volunteers helping us with localization. In this latest update, we've now added Korean, French, and Spanish to the list of supported languages. Of course, if there are errors you spot in these translations, please let us know with a bug report (via discord and in English) please via the Microprose Discord! We are very excited to expand Sea Power to more languages in the future, and hope the community can help aid us in this process going into the future.


[h2]Saving and Loading Follow-up[/h2]

Yes, we know it's exciting and it's coming very soon. In the coming weeks, we will be releasing Saving and Loading into the Beta Branch for further testing in the public. We've been keeping it to our dev and closed beta testing recently to help narrow down some big issues before letting everyone tear into it! For example. last week, some of the bugs we found and fixed were as follows:

  • Non-Leader Units dynamic formation waypoints not loading properly
  • Submarines cavitation allowed toggle not saving/loading properly
  • Helicopters in takeoff stage from an airbase could cause the loading system to break a scenario
  • and more..

While we want to get this out to everyone officially, this is a feature that needs more thorough testing given the sheer complexity of our game. A ton of information needs to be saved and recalled properly, so there is lots of room for potential defects. Please pardon our progress. For those who help test on the beta branch (once it's available), we would really appreciate bug reports around saving and loading coming soon.


[h2]Coding Team Update:[/h2]

Our programming team has been hard at work as well, still further improving stability across missile calculations, aircraft behavior, and performance. Ian for example has been hard at work moving trees into our Autogen system, as well as improving the overall performance impact of such systems. Making SP run smoother and better in the process as well! We are also working on a new debug tool to help us further analyze missile intercepts due to the alarming amount of bugs around missile hit chances. A new button will be added that will share your game log, even log (shows us the missile hit chance, intercept chance, what was being targeted, etc), and the mission file. Such info is essential for us to help reproduce reported incidents.


[h2]Community Screenshots Showcase![/h2]

Image by ftcap:

Image by tonykito:

Image by notanthony11:

Image by Cent:


[h2]Workshop Showcase![/h2]

If your looking for some exciting missions to try out, please check out Jane's Fleet Command Redux by Techno! You can check out the classic missions remade in Sea Power by visiting this link: https://steamcommunity.com/sharedfiles/filedetails/?id=3366829667

And last but not least the full release notes for version 0.1.1.4 #139 below:

Aircraft/Helicopters

Bug Fixes:
  • Some weird altitude restriction on landing of planes like MiG-25
  • Aircraft no longer descend and acellerate to max on RTB
  • Some squadron names
  • Aircraft gun alignment could override bomb alignment which could prevent bomb drop
  • Update VF-33 Callsign
  • More USN Callsigns merged from https://steamcommunity.com/sharedfiles/filedetails/?id=3388219888 with permission
  • Aircraft should no longer teleport on losing formation lead
  • Custom Air Group should now load from file
  • Fixes for flightdeck filter system
  • Helicopter flying to stratosphere during VID
  • Some animation state fixes for aircraft
  • Failsafe for aircraft waypoint arrival
  • Landing failsafe was cancelling formation relative position tasks.
  • MiG-21 associated sensors key was wrong for the hardpoint, coould not use radar-guided missiles
  • Fixedwing takeoff doesn't go supersonic
  • Aircraft stuck in engagement state
  • Tu-16P Damage Models misnamed
  • Tu-16k could not guide AS-2
  • F-14 had only 1 weapon channel for Sparrow
Improvements/Additions:
  • Helicopter gun alignment improvements
  • Cobra gun tweaks
  • WIP: Aircraft continuous attack
  • Balancing: Unified aircraft and ship chaff system
  • F-14 radar split to common guidance system and Phoenix guidance system
  • WIP on aircraft multi engage
  • Aircraft Turnaround times implemented outside of Editor. Base time 20 mins. Large aircraft 40 mins. Heavy bombers 80 mins default. Settable in aircraft and helicopter ini with [General]CoolDownTime.
  • Various improvements for flightdeck, including ability to specify Takeoff Ground Run distance, ability prevent planes to takeoff before previous on runway and changing pending tasks to spawn planes consequently. Added mandatory spawn delay.
  • Active sonobouys to most ASW planes/helicopters
  • 3 more torpedoes to Tu-142m
  • Taxi interval values for helicopters. Landing pitch for soviet planes. Su-24A loadouts
  • MiG-23MS profile pic
  • "VeryLarge" plane category and flight deck filter
  • Basic aircraft group attack
  • Aircraft group attack on missiles


Vessels/Submarines

Bug Fixes:
  • AI formation vessel could stuck in Sprint&Drift state when made formation leader
  • Kitty Hawk cavitation particles
  • Variants loaded all sections, not just ones less than the number of variants field
  • Sverdlov ammunition numbers
  • It was possible to request identification from submerged submarine
  • Belknap GFCS orientation
  • Incorrect positioning of units in LineAbreast formation type when spawned in the beginning of a mission
Improvements/Additions:
  • Removed excessive variants of Yankee sub
  • Show Depth below Keel for submarines
  • Add ability to position cavitation particles through ini file
  • Soviet vessels RWR/ELINT/ECM
  • Added Turkish Gearings


Weapons

Bug Fixes:
  • Reduced Pegasus-Class 76mm Mk75 to have 400 rounds (down from 5000)
  • AGM-84 Launch range set to 65 nmi, down from 120
  • Collateral damage to torpedoes by chaff rebalance
  • TEST-71 torpedo could not be destroyed if exploded with debris creation
  • Attempt to make CIWS to be able to shoot down only intended target
  • Weapons could reveal positions of disappeared targets
  • Torpedo TerminalApproach required target to be observed by shooter taskforce
  • Attempt to prevent torpedoes to fly overwater
  • Offset of container weapons like FFAR pods, when spawned far enough from center
  • CM-5 muzzle velocity
  • Ammunition bound to containers (e.g. FFAR) was not listed in Unit Reference
  • Guns angles on japanese destroyers
  • Fix for missile group and weapon time compression limit increase
Improvements/Additions:
  • Chaff rebalance
  • No auto-sorting for gun weapons in BottomBar
  • Seaskimming penalty increased
  • RBU nerfed
  • Torpedo counter measure resistance lowered
  • Harpoon buffed due to now being jammable
  • WP and NATO ASM chaff resistance
  • Sonobouys deploy depth menu now selects deploy mode instead instant attack state init
  • Sonobouys mode context menu entries removed from GetSalvoSize method
  • Changed projectile logging to same style as missiles
  • Bomb drop distance in DM/Weapons (debug tool)
  • Modder request: SARH and RC missile launch range limited by FCR max range
  • Modder request: Max radar range cuts off missile connection
  • More info on weapons in DM
  • Ability to deploy sonobuoys to default, above and below layer depths via right-click context menu on bottom bar; depth of deployment for deployed sonobuoy; automatic regulation of deploy depth to avoid being set below bottom level
  • Automatic change of sonoboy deploy depth to different values when setting up Attack Waypoints (for Player only)
  • Intermittent depth deploy mode for sonobuoys
  • Current sonobuoy depth mode is now checked in the right-click context menu
  • Current sonobuoy mode display on the weapon entry tooltips
  • "no layer" status for sonobuoy


Sensors

Bug Fixes:
  • Fix for IR visual system
  • Incorrect Buket offensive ECM reference in sensors.ini
  • Head Lights radar colliders were too small that lead to invincibility against AGM-45
  • Creation of new seeker while locked on countermeasure
  • Wrong Seeker band for some sensors
  • MSO Aggressive nav radar not rotating
  • Jammer cone parameter
  • Unsupported frequency band used for Cross Sword search radar
  • Sonobuoy deploy time was not reset if using sonobuoy from pooling
  • Incorrrect sonobuoy sensor depth on creation (above water)
  • Jamming state was carried over from afterlife
  • Jammed missile could retarget to some random target for unknown reason
  • Passive Sonar Guidance for ASW torpedoes didn't work
Improvements/Additions:
  • WIP on Jammers, Jamming is a soft kill now
  • Increased transmittion range of all sonobouys up to 30 NM
  • Radiation seeker weapons now don't retarget to another sensor system when distance to a target is less than 1nm left
  • Radars tweaked after the nuclearstonk research
  • ELINT, RWR, DECM/OECM for aircraft
  • Added LOD2 to generic "Nato Radar" and TPS-27 radar, TPS-27 inflatable dome smoothed out


Mission Editor

Bug Fixes:
  • Unit Types dropdown could contain units from wrong category when switched from and back to empty group
  • Delete to remove group changed to Shift+Delete
  • Pause Menu in Mission Editor Mission
  • Some of the formation presets in Mission Editor will do stuff now
  • Formation Editor stations moveable in Mission Editor again. Bonus! The preset formations now work in editor!
Improvements/Additions:
  • WIP on Station Role in Mission Editor
  • Added station roles to US CVBG formation template
  • Template for Soviet CBG
  • Air Group editing enabled
  • Add Reform and Disband Formation to Mission Editor. Should allow correct teleporting of formations
  • Trigger action area Height text field, should help to avoid aircrafts crash on spawn and submarines spawn on surface only


Misc

Bug Fixes:
  • Queuing multiple duplicate actions. Change Duplicate key to Ctrl+D
  • Terrain painter did not mark vertices correctly when being used on terrain chunk edges
  • Null refs
  • Get full description for mods
  • List of colliders was formed only for systems of Vessels and Submarines
  • Some voiceovers
  • Autogen: unecessary reloads of materials
  • Autogen: relaxed hard viewport culling and always render close up objects to avoid they disappear because projected pos outside viewport.
  • EventLog now actually gets cleaned up on exiting a mission
  • Add Description to Morvarid
  • Typo in Borderline, make name less likely to trigger offence.
  • Background data (e.g. ports) was not loaded anymore due to change to coroutines
  • Contact faded audio appends track number now for one track.
  • Refresh top level paths before calculating relative paths
  • Make it less likely for UI Context to get lost in CreateModMenu
  • Folder Creation will refresh search directories
  • Units with no texture or material definition relying on models were not loading.
  • FileManager was causing game to halt on load if Steam Mod file was deleted.
  • Change Task Force Trigger also moves formations over (if all units in the formation are in Action Units).
  • Contact information window height correction
  • Saving/Loading: Fix absolute waypoints of non leader ships
  • Saving/Loading: fix local position for parented units (i.e. heli in hangar)
  • Saving/Loading: fix the relative waypoint for unit without a Formation (default position of spawned vehicle from carrier)
  • Saving/Loading: fix the Stations positions inside a Formation in save files
  • Saving/Loading: fix independant waypoint is saved when a unit is in formation
  • Saving/Loading: fix no waypoint is saved if in formation and no independant waypoint is set
  • Saving/Loading: fix SonoDeployState both for units (heli, aircraft) as a launch setting and the
  • Saving/Loading: Added launch timer / deploy timer correct behavior for sonobuoy bombs
  • Saving/Loading: fix flightdeck loading messing with ObjectBase.UniqueID
  • Saving/Loading: fix sonobuoys
  • Saving/Loading: fix FlightDeck, fix heli OpenHangarDoor
  • Saving/Loading: fix LaunchTask object restore if already exists or to be created
  • Typo in DM panel "taget"
  • Delhi spelling mistake
  • Having non-existent units types no longer crushes game on load, report an error instead
  • Target memory not working properly
  • Recalculate normals when there was a terrain modification
  • Trial of fix for 180° E/W location
  • Check for existing SOP blocked special "Random" unit type
  • Odd behaviour with layered UI in Linear Campaign. Essentially the extra UI layer hooking the mouse clicks.
  • Dead vehicle was not updated with last truth info
  • RMB placed marker instead of canceling it
  • Typo and text parsing in Material Ini
Improvements/Additions:
  • German, Chinese and Russian translations
  • Isafjordur airbase
  • Autogen improvements
  • Tooltip font size set to 12
  • Event log to stack in bottom right corner
  • Linear Campaign Proto Update
  • Saving/Loading: separate Air/Surface search radar states
  • Saving/Loading: added cavitation setting for submarines
  • Saving/Loading: Added RotatedWithLeader to support "relative position" Formations
  • Saving/Loading: added a warning message box to ask confirmation if quick loading a different mission
  • Saving/Loading: added UI notification when a quick save is done
  • Adjusted lots of terrain textures properties that were capped at 2k limit instead of their native 4k resolution
  • Allow loading of textures from file in variants.ini
  • Symbols for TargetLost, Chaffed and Jammed misseles on map
  • Make the tags list more pretty in Create Mod
  • Collider-based aimpoint for system
  • Debug tool to reload Linear Campaign Events
  • Some work on example Linear Campaign
  • Fallback to English in trigger messages
  • Select All / Select None in Context Menu for ModManager
  • Enabled SSE4 for burst compiler
  • Ability to load materials from file using the format as below. Modding tool, untested.
    [Shader]
    Path=Marmoset/Bumped Specular IBL
    [Properties]
    ;ShaderPropertyName=Type,Value. The below will be set by default which are the normal values used by Marmoset
    _Color=Color,#808080
    _SpecColor=Color,White
    _SpecInt=1
    _Shininess=6.5
    _Fresnel=0.75
    [Textures]
    ;TextureSlot=TexturePath. The normal values for marmoset are below. No extension will load from resources.
    _MainTex=pathToFile
    _SpecTex=pathToFile.png
    _BumpMap=pathToFile.png
  • Intercept size bonuses are exposed in damage.ini
  • Speed intercept calculations to VID task
  • Bug reporting via pause menu
  • Turkey flag and nation
  • Cursors for drawing tools
  • French, Spanish and Korean translations