Version 1.08f now in BETA
To opt into the beta:
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 this latest version.
5 Aug 2021 (BETA)
GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads
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 this latest version.
Version 1.08f
5 Aug 2021 (BETA)
GENERAL
Ships no longer gain additional speed when in reverse with rudder hard over
Forward moving ships now slow much more quickly when speed set to a negative value
config.txt added "shipMaxReverse":-0.45 to allow ships to move at 45% max speed in reverse
Propellers now cavitate when in reverse
Aerial torpedoes now run correct distance
Aerial torpedoes break up on impact if released above "maxDepth" altitude
torpedo_mark13.txt maxDepth set to 200m
torpedo_type91.txt maxDepth set to 500m
BOMB RE-BALANCE
Added HE bombs to load outs in default/language/english/unit/air and default/unit/air for the following aircraft; Note AI always picks the first payload for any non-fighter/scout aircraft
- b17f (modified to historical bomb loads and bomb rack positions)
- betty
- dauntless
- devastator
- kate (modified to historical bomb loads and bomb positions)
- val
config.txt added "bombPenetrateRange":[0.88,1.12] to randomise bomb penetration against armor
All default/ammunition/[bomb].txt files edited new variable: "damageAmount" to specify the weight of explosive warhead in kg for each bomb
All default/ammunition/[bomb].txt files added new variable: "weight" to specify the weight in kg of each bomb
Re-scaled bomb damage applied using formula below:
config.txt added "bombDamageParams":[35,0.33,0.25] to calculate bomb damage applied as 35 + (Bomb.damageAmount * 0.33) + (Bomb.weight * 0.25); in order to better scale damage across bombs
Bomb damage to upper cells must pass deck armor check; if fail config.txt bombNonPenetrateDamage applied to any damage that "overflows" into the hull
Non penetrating bomb damage balanced against new bomb damage values
Non penetrating bomb hits now have a chance to knock out subsystems
Bomb near misses now cause superficial damage against appropriate armor
Heavy Cruisers take less damage from bombs to normalise against number of compartments
- config.txt added "bombCAnormalize":[0.5,0.7] to reduce bomb damage to heavy cruisers by this range
CAMPAIGN
config.txt added "autoScoutWithPayloads":false - to disable/enable auto scouting UI for air groups with payloads