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Dev-Update 01/22/25

Sea Power and Q1 2025 Update



Happy new years everyone! Noah (Also known as Zelos on MPS Discord!) here today to do this dev blog! So first up, I hope all of our captains out there enjoyed their holidays, as we certainly took the chance to take some much needed time away to relax. During the first two months, the SP team has been hard focused on improving stability on bugs and performance, but now we are going to be moving into working on new systems as well. For now, let's go over a few of the big topics that are going to a factor going into 2025.


[h2]Performance and Bug Fixing[/h2]
On that front, we've made some pretty good strides on optimizing as well, improving FPS across the board a good bit. We still have some systems we will be looking into (for example: map system and taskforce data link) to further improve stability and frame rates. We've already addressed a handful of memory leaks with the terrain system and the trees as well, further aiding in longer player session stability.


When it comes to bugs, and oh boy there was a lot.. Everything from flying submarines to IR seekers failing to see targets (aiming at the wrong aim point vs target pos.), and everything in-between. Matt, Ivan, Martin, and Danill have all been hard work fixing issues across the board, and we still will be addressing bugs going forward as we also begin our move into new systems (which I will reveal further into this dev blog). Matt will be spending some time with aircraft formations as well, to help improve their use and the overall stability of aircraft operations (this means trying to prevent aircraft from achieving orbit). On a final note of bug fixing, thank you all for your bug reports on both Steam, Reddit, and Discord! For example, there have been a lot of reports about missile guidance defects, and issues with aircraft functions (namely around landing). While we may not respond to them all in writing, we are still watching and working on fixes!


[h2]Art and Units[/h2]
Over on the art front, Mek and Nils have been working very hard on fixing already existing units and working on the new 2025 line up of units will now begin as well. Ian has is also going to be working on some of our autogen systems to help create more interesting landscapes as well, starting with trees in the near future! Right before we took a break, Nils and Mek managed to add two of our beloved Cube Ships (CV Enterprise and USS Long Beach)! There are many units that we did not get a chance to work on for Early Access, which will be our priority going forward towards a 1.0 release in the future. To give you a tiny sneak peek at what's to come, some units you can expect to see added will be..

  • Farragut Class 1969 Config
  • A3B/RA-3B Skywarriors


These are just a small handful, as we certainly will keep you informed elsewhere and with other post as with teasers of other units to come!

[h2]Systems Improvements and Additions[/h2]

[h3]Saving Loading..[/h3]
Saving and loading will be coming in the very near future (one of our top priorities), as Victor will be rejoining the team to help us finalize the saving and loading system for public release. From the survey results, Steam forums, and Reddit, we hear you on the demand for saving and loading. We didn't want to rush a release on this feature until we had the manpower and time to make sure this feature runs smoothly given how important it will be going forward. There is so much data that needs to be saved (sensors, flight deck phases, ship position, weapon stores, etc), that making it functional is a big endeavor for our small team. We are very excited to get this feature into your hands!

[h3]AI improvements..[/h3]
Given SP is a single player game, the current implementation of AI is not very developed, and this showed on the survey. Now that the crunch time of early access bug fixing is behind us, we can start working on the many steps it will take to further implement a new system to make combat more engaging and dynamic going forward. With the team being back together from the holidays, this will be one of our priorities going forward into Q1 of 2025.

[h2]Closing Words[/h2]
Thank you all again for the bug reports, youtube videos, twitch streams mods, and missions on the steam workshop! Shoutout to all those taking awesome and silly screenshots as well, and here are some we found particularly awesome below!

[h2]Community Screenshots[/h2]

Image by tzatzikiiii - MPS Discord

Image by Timber_Loves_Lemonade - MPS Discord

Image by Ayrton_Senna30 - MPS Discord

Patch Notes 0.1.1.3

Hello everyone, here comes a hot fix for our last patch, sorry again for the trouble!
We're aware of ongoing issues with aircraft and formations and currently working on them, thank you for your patience!

Bug Fixes:
  • Exception in formation when trying to assign movement data to new leader
  • Bottom Bar weapons free states could show a tick next to all items
  • Coontz 68 issues with colliders
  • Added Coontz 68 profile picture
  • Encyclopedia PauseMenu Resume button
  • Su-24a and Su-24m cruise altitude fix
  • P-3C Loadout Keys
  • No descriptions for SPS-12, SPS-32, SPS-33 radars, added stubs to all languages
  • Wrong peak power level for LN-66 radar, upped to 75 Kw
  • RIM-67A (SM-1ER) missile max range increased to 40 nm
  • Firing arcs of Coontz 68
Improvements/Additions:
  • Autogen: Improved frustum culling to viewport culling
  • US SAM missile models

Rolling back #127

Dear all, we're very sorry for the issues with the latest release #127 and rolling back to an older version #124 until we get the root cause fixed which shouldn't take too long. Thank you for all your reports, support and help!

Patch Notes 0.1.1.2

A belated happy new year to you all! We're releasing the first patch of the year, fixing some issues.

About saving/loading: This is heavily worked on. Our main dev for this feature is back and we're making very good progress on it. Again sorry, that it takes that long.
Beside that we also work on Performance improvements. Have fun!

Bug Fixes:
  • Numerous null refs
  • Out of range exceptions for units which don't have 2x5 compartments
  • RemoveEngageTask was called for the wrong object which potentially messed up the engage tasks in overall
  • Crash in Noesis (patched to 3.2.6p1)
  • Spelling error in S-3 description
  • SH-2F had 3 undefined squadrons
  • Minor fixes in English ammunition_names.ini
  • Tu-16 restored missing kill effect spawn meshes, shootdowns should look correct now (apply to all Tu-16 models)
  • F1 family Damage Models not displaying fix
  • Fixed a material error on Americas no 2 elevator
  • Torpedoes used AimPointGeoPosition to determine FOV but the seeker gudance still used Vector3 intercept position
  • Fixed ESM for P-3
  • IR AA missiles were prone to miss because FOV was checked against aimpoint instead actual target
  • Some edge case with terrain at 180° E/W where the center tile was calculated wrongly and led to a relocation loop (still WIP)
  • Campaigns now use FileManager in menu
  • Change start engines to update loop rather than coroutine as coroutine seemed heavy
  • Props should start animating again, note to self check shutdown for coroutine performacne too
  • Aircraft shutdown migrated out of coroutine to avoid error on despawn
  • RU description for P4 torpedo boat was missing
  • Some audio issues on spawning aircraft
  • Incorrect number of sensors on various vessels
  • SK flag on Soviet RoRo
  • Ordered speed was not transferred to new formation leader when switching leaders
  • Less than adequate altitude correction failsafe
Improvements/Additions:
  • Descriptions for Enterprise and Belknap 72
  • Updated Sentry to 2.4.0
  • Set UseAssetBundles to false per default for now to avoid broken games outside when that setting is accidentally set to true
  • Aircraft carrier deck ops overhaul - many thanks to the great work by Mateusz Ossowski alias Ossesek without whose hard modding this work would would not be possible.
    All carriers now recover aircraft at a rate of 50-70 second intervals, and launches are also faster.
    Carriers are still limited to either recovering OR launching, that is, no simultaneous launch and recovery is possible as this is the way all carriers operate IRL. We will soon introduce Alert 5 status for the bow cats to allow a 'launch on warning' ability even during recovery, though.
  • EN ui text for Disable Triggers
  • Boilerplate for future work. Significant changes to Pause Menu to support configuration in code rather than through XAML.
  • Russian and German translation
  • Business jet weight, fuel weight and engine thrust
  • Added modex mesh and many liveries
  • Added more P-3 liveries
  • Added JMSDF P-3 with liveries
  • WIP: Initial Linear Mission set. Now able to run missions from it. Simplified some stuff in UI
  • Workshop: Initial Tag limiting controls (WIP)
  • Move to Top and Bottom commands in Mod Manager
  • Load Order for disabled Mods is preserved
  • Modders requested ability to influence outOfAltitudesPenalty and SpeedPenaltyMultiplier
  • 1968 Coontz version

Patch Notes 0.1.1.1 (Merry Christmas Part II)

Dear all, here comes a first patch mainly for the Long Beach which had some issues. Happy holidays (if you have any) and Merry Christmas! Have fun!

Bug Fixes:
  • Null ref
  • Lower case Finland in Nations Override (due to missing reference in nations.ini)
  • Collider errors on Long Beach
  • Floating mesh on Enterprise
  • Missing weapons on Long Beach 83
  • Added missing chaff launchers to Long Beach 83
  • Fixes for missing ECM on Sovremenny and added CIWS mag collider on Long Beach 83
  • Bad material ID on transparent parts on Long Beach
Improvements/Additions:
  • Russian and Chinese translations
  • Tweaked deck texture on OHP