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Aircraft overhaul and strategic bombing update now available

The recent aircraft performance overhaul and strategic bombing features are now available in the live version with this new update.

Remember, if you want to maintain the version 1.08g7h2 prior to this last update to finish a campaign or maintain mod compatibility see here:
https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/


The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.

Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy


For reference, full change log is below:

Version 1.08h5

27 Feb 24 (Beta 25 Feb 24)

Fixed a bug in campaigns where terrain tiles would not correctly display.



Version 1.08h4

Beta 27 Jan 24

CAMPAIGN
Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft

setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8
The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage.

Airfields now launch correct numbers of aircraft for strategic bombing raids.

When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time.



Version 1.08h3

Beta 7 Dec 23

AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.

corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament

Air combat dogfight AI improved

Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination


STRATEGIC BOMBING

Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.

Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location

Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor

Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.

Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign

"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.

"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)

"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast

"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm

"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable

"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold

"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.

"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].

"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.

"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.

"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike

All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt

Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier

default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within  of enemy location to perform strategic bombing.
NoStrategicBomb=audio/ui/AlarmBlip
StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing.
StrategicBombNoBomb=audio/ui/AlarmBlip
StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing.
StrategicBombEmpty=audio/ui/AlarmBlip
EnemyStrategicBombed= bombed by enemy aircraft.
EnemyStrategicBombed=audio/ui/AlarmLow


Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.

default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials

BETA: Aircraft Overhaul & Strategic Bombing

Beta continues to grow with a complete overhaul of aircraft flight characteristics along with the addition of strategic bombing in campaigns.

The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.

Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy



To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

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 the version you selected.



Version 1.08h4

Beta 27 Jan 24

CAMPAIGN
Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft

setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8
The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage.

Airfields now launch correct numbers of aircraft for strategic bombing raids.

When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time.



Version 1.08h3

Beta 7 Dec 23

AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.

corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament

Air combat dogfight AI improved

Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination


STRATEGIC BOMBING

Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.

Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location

Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor

Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.

Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign

"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.

"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)

"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast

"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm

"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable

"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold

"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.

"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].

"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.

"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.

"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike

All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt

Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier

default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within  of enemy location to perform strategic bombing.
NoStrategicBomb=audio/ui/AlarmBlip
StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing.
StrategicBombNoBomb=audio/ui/AlarmBlip
StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing.
StrategicBombEmpty=audio/ui/AlarmBlip
EnemyStrategicBombed= bombed by enemy aircraft.
EnemyStrategicBombed=audio/ui/AlarmLow


Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.

default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials

Expanded World & Destructible AAA

Now in BETA, Version 1.08h2 adds terrain data for the North Atlantic, Mediterranean and Indian Ocean theatres as well as introduces destructible AAA mounts on ships. Several example campaign maps are also included to assist modders with making new campaigns set in other regions and on larger maps.

To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

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 the version you selected.



Version 1.08h2 is now available in beta.
Fixes the aircraft turret bug introduced in 1.08h1 and introduces a new system to support the expansion of ship designations.

Version 1.08h2

23 Oct 23

GENERAL
Fixed gun turrets on aircraft firing in 360 arcs (bug introduced in 1.08h)


CAMPAIGN
Aircraft now correctly rearmed and repaired when automatically launching at dawn


SUPPORT FOR EXPANDED SHIP DESIGNATIONS
Added new system for expansion of ship types available

default/language/english/unit/designations.txt file added
This contains a list of all unit designations listed as "ID=Abbreviation=Display Name". Note it MUST contain the original 17 (Submarine - Heavy_Bomber).

Any number of additional designations may be added;
eg Fast_Battleship=FBB=Fast Battleship
The ID "Fast_Battleship" can now be used in seaMissions.txt for a campaign and is displayed accordingly, along with its abbreviation, in game

ship_data.txt added new variable "unitDesignation":"Fast_Battleship" to link a ship to any designation. If this value is blank/not included, will use the "unitSubtypeString" as designation.

[NOTE: ship_data.txt "unitSubtypeString" remains limited to the original 11 ship subtypes (Submarine to Merchant, see below), custom ships should be assigned to an appropriate original "unitSubtypeString" value to assist the AI with target prioritisation and combat behaviour; eg merchants retreat, submarines surface on compartment flooded, carriers are high priority targets for aircraft and submarines]

Original ship unitSubtype values:
Submarine
Destroyer_Escort
Destroyer
Light_Cruiser
Heavy_Cruiser
Battlecruiser
Battleship
Light_Carrier
Aircraft_Carrier
Oiler
Merchant

[NOTE: "unitSubtypeString":"Oiler" and "unitSubtypeString":"Merchant" are pooled into into 2 groups. Any instance of "Oiler" or "Transport" in a "sea_missions.txt" mission will pull a random ship from the corresponding group.

campaign folders added new file: sea_alts.txt
Contains a list of alternate designations to check for when creating missions.
eg If wanting a Fast_Battleship for a mission, but none available, will continue searching down list until a ship is found: Fast_Battleship=Battleship=Heavy_Cruiser

Note: "Oiler" and "Transport" in sea missions will ALWAYS select a random unit of the corresponding unitSubtype and generate the first instance of that class.

Campaign sea_missions.txt files added new variable;
"requiresUnitSubtypes":["Fast_Battleship","Heavy_Cruiser"]
When generating a mission AI will check to ensure ships of the required designations are present. If not, mission will not be generated and alternate mission will be looked for instead.


Version 1.08h1

11 Oct 23 BETA

AAA IMPROVEMENTS
Each AAA mount automatically assigned to a compartment based on position

config.txt added new variable "aaaIntegrityKO":25
AAA mount will be unable to fire if its corresponding compartment;
a) has integrity below aaaIntegrityKO value (default 25),
b) is on fire
c) is destroyed

Damage control panel now lists anti-aircraft in that region of the ship with a multiplier to represent multiple AAA mounts if necessary: "1x Anti-Aircraft"
Note some AAA mounts may be on top of or on the deck above internal compartments, such as engineering spaces.

"1x Anti-Aircraft" text will turn red when unable to fire due to damage.

default/interface/styles.txt modified DamageControlFillIcons and DamageControlStatusIcons to display a more pale red color which is also used for the anti-aircraft text color



BIOMES & REGIONS


Yamato in home waters



Royal Navy off the coast of Iceland



Patrol over Africa


default/environment/terrain added txt files for;
Temperate_Summer
Taiga_Summer
Taiga_Winter
Tundra_Summer
Tundra_Winter
Polar_Summer
Polar_Winter

These new biomes, as well as existing Desert, Grasslands, Tropical ones are now correctly assigned based on geography and season.

Improved vegetation sprites and varieties across all biomes

Added world terrain data encompassing regions:
North Atlantic (East coast USA to Norway)
Mediterranean (UK to Gibraltar to Iraq)
Indian Ocean (Maldives to Vietnam)


CAMPAIGN
Home Port Takeovers
setup.txt files added support for new variable "allowHomePortTakeOver":false
When true, home ports may be attacked by landing troops and can be bombarded.
Regardless of rank, home ports can always replenish and release ships by the faction that owns them. Home Ports will only replenish resources if owned by their original faction.

Campaign setup.txt files added new variables;
"endIfNoPlayerHomePort":true,"endIfNoEnemyHomePort":true
If true, the side that possesses 0 home ports will immediately lose a campaign.

default/language/english/campaign/campaignNAME/event
Added 2 new events to be displayed when a side loses due to having no home ports
defeatNoPort
victoryNoPort


setup.txt files added new variable: "mapPixelWidth":8192
Specifies the width of the elevation data supporting the strategic map


Example Campaigns & Maps
[These campaign maps are not playable in current state and are example templates only]

default/language/english/campaigns.txt
Add the following lines to enable the 4 example campaigns:
examplePacific=War in the Pacific (example)=7,12,1941=The surprise attack on Pearl Harbour by Imperial Japan plunges the entire Pacific region into war.
exampleNorthAtlantic=Battle of the Atlantic (example)=3,9,1939="The Battle of the Atlantic was the dominating factor all through the war. Never for one moment could we forget that everything happening elsewhere, on land, at sea or in the air depended ultimately on its outcome." - Winston Churchill
exampleMed=Battle of the Mediterranean (example)=1,9,1939=Axis and Allied navies fight for control of the Mediterranean.
exampleIndian=Indian Ocean Raid (example)=31,3,1942=The Imperial Navy steams into the Indian Ocean with the intent to incapacitate and destroy British naval bases in the region.

default/maps added 4 folders containing Strategic Map test graphics and water masks corresponding to the regions mentioned above:
1) pacific
2) northAtlantic
3) med
4) indian

default/language/english/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian

default/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian

Patch for Campaign Bugs

This is a silent fix as it only contains text data file changes, the version number still reads 1.08g7h2 for this build.
MODDERS; you will only need to update/integrate the modified text data files if applicable.

This fix addresses several campaign navigation errors that could cause the campaign timer to fail, resulting in;
- aircraft endurance and launch timers not counting down correctly
- contacts not being updated on the map correctly

Need to call out community member skwabie here and give them a big thanks!!
We'd been tracking this issue for a long time now and their reporting and breakdown of the cause was instrumental in getting it fixed.


Files changed:
default/campaign/campaignXXX/

mapLandLocations.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land

seaWaypoints.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land and improved connections between several waypoints and added new waypoint SPac9


default/campaign/campaign001/ (only campaign001 is modified)
sea_navigation_aid.txt modified pathfinding to hoskins to enable spawned task forces from the east or west to correctly navigate to this location



For reference, other threads relating to the bugs this update fixes:
https://steamcommunity.com/app/1280780/discussions/1/6382186451010825705/
https://steamcommunity.com/app/1280780/discussions/1/3391798007028613163/
https://steamcommunity.com/app/1280780/discussions/1/3367027665174151664/
https://steamcommunity.com/app/1280780/discussions/1/5767400709493433438/
https://steamcommunity.com/app/1280780/discussions/1/3421068324008207659/

HE Shells and Campaign Improvements

This update features a re-work of High Explosive shell behaviour, zooming of Tactical Map at mouse position as well as several improvements to Campaigns such as;
- settings panel when starting a new campaign
- ability to choose from multiple overlapping icons on the Strategic Map

Remember you can maintain older versions of War on the Sea to finish an ongoing campaign or maintain mod compatibility until they are updated for this latest version
See here for details



Full change log below:

Version 1.08g7h2

25 Aug 22

CAMPAIGN
Left clicking on map markers now opens edit panel for that marker (bug introduced in 1.08g7 by the following feature; [When selecting overlapping objects on Strategic Map, a selection of those objects appears to choose the desired one (limit 10)])



Version 1.08g7h1

17 Aug 22 (BETA)

CAMPAIGN
CheckUnsafeLocations now always checked irrespective of airfield level

AI no longer bombards neutral locations when landing troops there



Version 1.08g7

6 Aug 22

GENERAL
Tactical map zooms in/out at mouse position when not locked onto a unit

Improved physics checks such that high velocity shells cannot bypass belt armor

HE shells no longer take into account ballistics/impact angle when calculating penetration, only use explosive force (mm penetrated = 0.2 calibre)

Kamikaze aircraft now attack from the height they were at when issued the attack order
- "attackHeight":[2,3] in aircraft data files now represents the minimum height for the attack
- zero_kamikaze_data and judy_kamikaze_data modified "attackHeight":[2,3] to ensure minimum 20-30m altitude for a kamikaze attack

Added a check to disable aircraft attack AI which could block time compression after kamikaze attacks



CAMPAIGN
When selecting overlapping objects on Strategic Map, a selection of those objects appears to choose the desired one (limit 10)
- default/interface/styles.txt added entry for CampaignMultipleSelection UI elements
- default/campaign/campaignXXX/setup.txt added new variable "stratMapMultpleSelectDist":0.01 to set threshold for multiple selection menu

Added Campaign Settings button and panel; when starting a new campaign settings applied for;
Campaign Difficulty
Enemy Uses Submarines
Enemy Uses Aircraft Carriers
Refund Command Points Post Rest & Repair
New Carrier Aircraft Requires Release
- default/interface/styles.txt added entry for "MenuClose" buttons
- default/campaign/campaignXXX/setup.txt added new variables "EnemyUsesSubs":true,"EnemyUsesCarriers":true
- language/english/dictionary/general.txt added "AISubmarines", "AICarriers", "ReplenishCarriers", "RefundPostRepair" to support new Campaign Settings panel

Fixed a bug where multiple merchants of the same class leaving the Rest & Repair queue on the same day as weekly Command Point acquisition would only return Command Point value for a single ship of that class

Carriers launching a strike force at start of an engagement now correctly calculate remaining aircraft

Cargo panel now uses language/english/dictionary/general.txt to lookup headers; Troops, Supplies, Engineering, Fuel

"Day:" header in campaign toolbar now uses language/english/dictionary/general.txt file
language/english/dictionary/general.txt added lowercase months of year for date/time display in other languages