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War on the Sea News

Version 1.08d now in BETA

Version 1.08d

1 Apr 2021 (BETA)

GENERAL
Submarines preparing to dive no longer fire AAA

CAMPAIGN
Submarines moved into ambush positions ONLY if undetected on the strategic map at the time encounter is generated
Player submarine only Sea groups can IGNORE enemy ship contacts
Dive Bombers placed into combat above dive bomb altitude
Dive bombers continue straight post bombing, accelerate to max speed and climb to higher altitude
New variable "endurance":[0.67,0.82,1] (example) added to all language/unit/air/unitname.txt files to specify aircraft endurance based on individual payloads, (default to 0.67 if no data is available for a payload, last value should always be 1 for no load)
language/dictionary/campaign_message.txt added new message: "AirOpsStart=Air Operations now available" to be displayed when air ops become available on any given day (continuing an existing save game may erroneously display this the very first time only)

config.txt added new variables;
- campaignPauseAtAirOpsStartHour:true to pause campaign at first hour of Air Ops available
- campaignPauseCarrierAirReady:true to pause campaign when a player carrier Air Ops cooldown is over
- campaignPauseAirfieldReady:false to pause campaign when a player airfield cooldown is over

Campaign setup.txt files added new variables;
- airGroupCruiseSpeed:0.75 - defines cruise speed of Air groups (% max speed)
- taskForceCruiseSpeed:0.75 - defines cruise speed of Sea groups (% max speed)
- taskForceHomeSpeed:0.9 - defines speed of AI Sea groups assigned the return to HOME mission (% max speed)

Version 1.08c8h1 now LIVE

Version 1.08c8h1
28 Mar 2021

config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth

Version 1.08c8h1 now in BETA

27 Mar 2021

HOTFIX
IGNORE button now works correctly (bug introduced v1.08c8)

Version 1.08c8 now in BETA

config.txt new variable: airEncountersOutsideHours:false to allow/disallow air engagements outside allowed Air Op hours
AI now checks 4th air slot on airbases for aircraft to launch
AI scouts now attempt to leave combat area and not fly directly over hostile ships
Enemy surface groups previously IGNOREDed by player correctly generate subsequent encounters
All AI attacking aircraft now open bomb doors
Ship navigation evasion no longer makes changes to player submarines depth

Version 1.08c7 now LIVE

Version 1.08c7

22 Mar 2021

GENERAL
Attacking aircraft with only the fighter flight leader now assigns all followers to also attack

CAMPAIGN
AI no longer launches new scouts against a player group that is already spotted (multiple existing scouts looking for player may still vector to it though)
AI no longer launches aircraft against scouts
AI locations now correctly apply cool down on launching aircraft
Air groups no longer spot contacts or generate encounters outside allowed Air Operation hours
Corrected Campaign Summary RULES display of air Op hours which started 1 hour too early
Starting a Campaign engagement should no longer fail to load due to badly damaged enemy ships

config.txt added new variables;
aircraftLandCooldown:240 seconds applied to each aircraft landing at a location or ship
aircraftDestroyedCooldown:600 seconds applied immediately after an engagement for each aircraft destroyed (Locations only)
postAirBreakSwitchTargetProb:[0.0,0.2], probability for player,enemy aircraft to switch to nearest target after preforming a dogfight break turn


Version 1.08c6

19 Mar 2021

RULES detection ranges converted to imperial/metric and units displayed
Other aircraft acting as scouts no longer generate encounters once IGNORE is used on them
config.txt added "campaignLocationRadiiFactor":1.0 to edit the radius displayed for location detection ranges


Version 1.08c5

18 Mar 2021

GENERAL
yamato/42.txt corrected deck and funnel armor

CAMPAIGN
Campaign setup.txt files added 2 variables for AI scoutings behaviour:
- "autoScoutThreshold":400
- "applyScoutDetectionModifier":true
config.txt campaignMapInertiaDuration:0.1 to assist with users having run away map inertia
Added new Option for "Simple Camp. Map Drag" so that campaign map drags in same manner as tactical map
default/language/dictionary/generat.txt added StratMapSpeed=Simple Camp. Map Drag
Added gridlines to strategic map graphic
config.txt "showCampaignLocationRadii":true to display max airfield and port detection ranges

Engagements now sort nearby units by distance to find the closest valid Sea and Air groups to place into combat
Engagements now always reveal the enemy icon
Sea group postEngagementTimer only applied after an engagement if any opposing ship was present and remains unsunk

Added a check for corrupt ammunition data which should (mostly) allow correct loading of TACTICAL


Version 1.08c4

16 Mar 2021

GENERAL
WORLD changed to TACTICAL in tutorial 12 page 7
Fixed Air groups that would sometimes ignore detected player ships
No valid firing solution message no longer displayed by AI units
Museum correctly displays name of last selected unit when using filters

CAMPAIGN
Campaign paused whenever entering TACTICAL view
When possible, AI carriers now deploy a fighter wing when engaged (CAP)
When possible, AI carriers now also deploy a bomber wing when engaged by a player Sea group
Player may IGNORE an engagement with a single enemy aircraft (fighter, bomber etc) as they are almost always acting as a scout
Other AI aircraft types acting as scouts now correctly report player positions as the Scout subclass does