Version 1.06b Now Live
10 Feb
GENERAL
Guns firing flak automatically stop if HE ammo runs out
Guns firing flak no longer spam "No Ammunition" messages if HE ammo runs out
Improved air formation behavior if air leader shot down during an attack, especially during a dive bomb
Forming up flights under new leaders clears references to original leader
Wichita stern secondary gun number of barrels and icon corrected.
Tutorial panel respects UI scaling across all lessons
Save game dialogue box respects UI scaling in Campaign and Custom Mission
Submarine torpedo tube number correctly display during pre-combat briefing
Improved aircraft terrain avoidance AI (player MUST still manually avoid terrain if flying a plane themselves)
Dogfighting aircraft now intercept targets properly (bug introduced v1.06)
Cancelling MAN with the toggle firing now clears the weapon waypoint placement
Fixed a few subtle issues where switching MAN firing on/off or cancelling it could get out of sync with target data
Kate max speed corrected to 204 kn
CAMPAIGN
Removing all troops from a home port no longer renders it neutral
Aircraft with 0 endurance that were never given a course to follow now land as expected
Player aircraft no longer "auto moved" in campaign combat if player ships are present
Subs moved to intercept position only if subs present for that side (no other surface ships, no air)
Submarine reloads and tubes ready correct and persistent over campaign combat sessions
Ground war continues to be calculated in cases where all opposing troops are "evacuated" from a location
Merging task forces now calculates correct speeds of each group
GENERAL
Guns firing flak automatically stop if HE ammo runs out
Guns firing flak no longer spam "No Ammunition" messages if HE ammo runs out
Improved air formation behavior if air leader shot down during an attack, especially during a dive bomb
Forming up flights under new leaders clears references to original leader
Wichita stern secondary gun number of barrels and icon corrected.
Tutorial panel respects UI scaling across all lessons
Save game dialogue box respects UI scaling in Campaign and Custom Mission
Submarine torpedo tube number correctly display during pre-combat briefing
Improved aircraft terrain avoidance AI (player MUST still manually avoid terrain if flying a plane themselves)
Dogfighting aircraft now intercept targets properly (bug introduced v1.06)
Cancelling MAN with the toggle firing now clears the weapon waypoint placement
Fixed a few subtle issues where switching MAN firing on/off or cancelling it could get out of sync with target data
Kate max speed corrected to 204 kn
CAMPAIGN
Removing all troops from a home port no longer renders it neutral
Aircraft with 0 endurance that were never given a course to follow now land as expected
Player aircraft no longer "auto moved" in campaign combat if player ships are present
Subs moved to intercept position only if subs present for that side (no other surface ships, no air)
Submarine reloads and tubes ready correct and persistent over campaign combat sessions
Ground war continues to be calculated in cases where all opposing troops are "evacuated" from a location
Merging task forces now calculates correct speeds of each group