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War on the Sea News

Big Guns

Hope you all had a safe and happy holiday season!

This update introduces the three Japanese battleship classes:
- Fuso
- Ise
- Nagato

In addition, rear gunners have been added to those aircraft that were missing them along with support for custom campaign maps which now allow modders to start creating campaigns outside of the original Solomon Islands map area.

Finally, TMA parameters for calculating firing solutions have been added on an individual ship class basis to better represent their accuracy.


Version 1.08g4h1

7 Jan 22

GENERAL
3 New Battleships: Fuso, Ise, Nagato
materials/other added material references for Fuso, Ise, Nagato
unit/sea added folders for fuso, ise, nagato
language/english/unit/sea added language files for fuso, ise, nagato
unit/sea/allUnitsList.txt added references for fuso, ise, nagato
campaign/campaignXXX/seaUnits.txt added references to fuso, ise, nagato to add them to existing campaigns


Support for individual ship TMA override variables added.
ship_data.txt files added new variable "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2]
- values specified override global TMA variables from config.txt
- [directorTMARate, directorMaxSolution, localDirectorTMARate, localDirectorMaxSolution, tmaPercentRangeThreshold, tmaPercentRangeMaxPenalty, tmaDecayRate, tmaRadarBonus]
- all merchants_data.txt files added "tmaOverride":[0.02,0.85,0.01,0.75,0,1,0.02,0.15] to drop surface gunnery accuracy by ~30% at 10km and reduce bonus from radar
- all submarines_data.txt files added "tmaOverride":[0.03,0.95,0.01,0.75,0.1,0.75,0.007,0.2] to increase solution rate and decrease decay rate to emulate better tracking of multiple targets


Re-imported model files/corrected textures for ships:
- south_dakota
- lexington
- wasp

Re-imported model files/textures for aircraft to add rear gunners:
- devastator
- jake

Modified aircraft_model.txt files for devastator, jake to add rear guns

materials/_common.txt added new material for MachineGunInterior (for US rear gunner)


unit/sea/mountData.txt added references to new gun
- 41cm453rdYearType


Fixed a bug where message log text could have spaces trimmed causing lack of spaces in message


Player controlled aircraft correctly manually fire guns in a dogfight



CAMPAIGN
default/campaign/campaignXXX/setup.txt added new variable "customWaterMask":false
- if true, the path specified in variable "mapWaterMask":"maps/solomon/solomon_watermask_example.png" is read
- watermask should be 2048x1024 png file with transparency defining water

Version 1.08g3h3 now LIVE

Version 1.08g3h3

2 Dec 2021
Campaign map markers now save/load correctly (bug introduced 1.08g3)
Player and AI aircraft no longer get locked firing guns and drain ammunition
Corrected audio reference for default/language/english/message_log.txt SwitchLeader


Version 1.08g3h1

23 Oct 2021 (BETA)

CUSTOM AUDIO SUPPORT
Created new folder default/audio
music.txt file moved from default to new folder default/audio
default/audio added _readme file for instructions on how to setup custom audio

default/audio added ambientSoundFX_example.txt, particleSoundFX_example.txt and unitSoundFX_example.txt files
- when "_example" removed from the filenames, these files will be read to reference paths to custom audio clips for ambient ocean sounds, particle effects and units respectively

default/language/english/dictionary/message_log.txt entered full audio file paths for message sound effects
default/language/english/dictionary/campaign_message.txt entered full audio file paths for message sound effects
- editing a message's audio reference to a custom audio file (MUST USE FILE EXTENSION) will play the custom audio file for that message


CUSTOM SHIP AAA SETUP
When specifying AAA with \"displayMounts\":false, the game now ONLY reads \"aaaPositions\" data to place guns at those positions. Specifying \"baseTransformNames\" and placing actual objects onto the model in Unity is no longer needed (but is still required when mounts are displayed, such as on aircraft turrets).

This means that any ship's AAA can now be fully edited via text files without requiring the re-import of modified model files.

Ships with "AAA0, AAA1 etc" GameObjects already in place on the model, will automatically have these deleted and fall back to use the aaaPositions data when spawning the ship. Likewise any names specified in \"baseTransformNames\" are simply ignored.

Example Tambor:

ORIGINAL
"aaaGuns":["AAA"],"aaaGunsData":["{\"displayMounts\":false,\"particleRef\":[\"gun_single\",\"gun_single\"],\"aaaPositions\":[{\"x\":0.0,\"y\":54.0,\"z\":157.0},{\"x\":0.0,\"y\":57.0,\"z\":54.0}],\"horizontalArcs\":[{\"x\":240,\"y\":120.0},{\"x\":30,\"y\":330.0}],\"verticalArcs\":[{\"x\":0.0,\"y\":-85.0},{\"x\":0.0,\"y\":-85.0}],\"baseTransformNames\":[\"AAA0\",\"AAA1\"],\"sizes\":[],\"rate\":[]}"]

REVISED
"aaaGuns":["AAA"],"aaaGunsData":["{\"displayMounts\":false,\"particleRef\":[\"gun_single\",\"gun_single\"],\"aaaPositions\":[{\"x\":0.0,\"y\":54.0,\"z\":157.0},{\"x\":0.0,\"y\":57.0,\"z\":54.0}],\"horizontalArcs\":[{\"x\":240,\"y\":120.0},{\"x\":30,\"y\":330.0}],\"verticalArcs\":[{\"x\":0.0,\"y\":-85.0},{\"x\":0.0,\"y\":-85.0}],\"baseTransformNames\":[],\"sizes\":[],\"rate\":[]}"]



GENERAL
War on the Sea.exe now supports the following command line argument;
-overrideFolder "MyFolderName"
When launched, War on the Sea will read the folder specified for override content (folder must be placed in StreamingAssets).

default/environment/Dawn_Overcast.txt corrected shadow intensity

kongo model re-exported to correct turret placement


PARTIAL DAMAGE CONTROL REPAIRS
Settings to enable partial repair of damage at sea added.

default/config.txt added 2 new variables to specify repair of subsystems and % integrity restored upon repair for [player,enemy];
- "repairIntegrityTo":[1.0,1.0]
- "repairKnockedOut":[true,true]

default/interface/styles.txt additional color added to DamageControlStatusIcons to highlight compartments of reduced maximum integrity.

Setting "repairKnockedOut":false causes subsystems to be permanently offline once knocked out at sea. Only repair option is to release/repair ship at port.

"repairIntegrityTo":[1.0,1.0] repairs 100% of the integrity loss for both sides, 0.5 = 50%, 0.25 = 25% etc.
Once repaired to less than 100%, compartment is highlighted in pale gray as a visual indicator of how many "lower integrity" compartments a ship has. Compartments can only be restored to 100% maximum integrity by release/repair ship at port. Subsequent hits/damage will further degrade maximum integrity.

"repairIntegrityTo" set to 0 will disable any repairing/restoration of integrity at sea and compartments will remain permanently "Yellow" highlighted.

Default values (for now) are as per current behaviour:
- "repairIntegrityTo":[1.0,1.0]
- "repairKnockedOut":[true,true]
We anticipate we'll drop "repairIntegrityTo" to 0.75 or 0.5 pending testing and further feedback. Once 1.08g3 is in beta, any assistance with testing the preservation of correct integrity values between battles and save/load games is appreciated.


CAMPAIGN
Strategic Map markers now shown/hidden when using the Map Labels filter
Time stamp set to fixed time at at creation of a map marker and no longer changes if map label is edited

Campaign sea_navigation_aid.txt files now read "waitAtWaypoint" and "untilHour" variables.
- If "waitAtWaypoint" is specified in sea_navigation_aid.txt, the "waitAtWaypoint" and "untilHour" values will override those in the original sea_missions.txt file.

Fixed a bug where "prohibitedWaypoints" specified in sea_navigation_aid.txt did not overwrite those in the original sea_mission.txt

default/campaign/campaignXXX/setup.txt added new variable "controlLocationAt":0.25
- control of Port/Airfield at a conflicted location changes hands if the losing side has less than 25% fighting strength of the winning side
- ground combat will then continue until one side is eliminated

default/campaign/campaignXXX/setup.txt increased engineering and fuel supply rate to 200 per week for both player and AI

Version 1.08g2 is now Live

4 New Carriers and UI improvements

For full details on this update, see below:
https://steamcommunity.com/games/1280780/announcements/detail/3055122329837326939

4 New Carriers & UI Improvements

Update 1.08g2 is now LIVE.
This update contains several major UI improvements, 4 new carrier classes along with other general fixes and improvements.


Full change log below:

Version 1.08g

21 Oct 2021

Roster Sorting
Left click and drag unit tabs to reorder the roster list. Changing the order sorts units and impacts their positions in formations. For example, rearranging the list and placing those units in Line Ahead formation places ships in positions as indicated by the roster list order.
- config.txt added "enableRosterSort":true to enable left click and drag to re-sort unit roster tabs




Roster Shift Click Selection
Shift Click on a roster tab now selects all units between the one clicked and the current player controlled unit. Similarly, clicking a selected unit de-selects these relevant units.




Destroyed units now automatically "fall" to the bottom of the roster list.
- config.txt added "dropDestroyedRosterTabs":true to automatically shift destroyed Ships/Aircraft to the bottom of the roster list.

Mouse over aircraft unit tabs now displays name/type of aircraft

Map Shift Click Selection
Shift click on a map contact now selects/deselects it. Shift clicking on a unit of a different type (Sea vs Air) will switch control to that unit. This makes "Selection" mode obsolete and it will be removed soon.

Map Box Selection
While holding Shift, left click and drag on map for box selection. Units within the box will be selected.
- Selecting units of a type different to the controlled unit, will switch control to the first unit of the other type. For example, if controlling a ship and a selection box is drawn around aircraft, control switches to the first aircraft and any others within the box are also selected.
- If both Sea and Air units are within the selection box, Sea takes precedence.
- config.txt added "boxSelectAutoSwitch":true to automatically switch between Sea/Air units based on selection area. If both Sea and Air units selected, Sea takes precedence. If false, only units of the same type as the current player controlled unit are selected.
- interface/images/map added selectionSquare.png
- interface/styles added "MapSelectionSquare" reference for the selection box




Map Rulers Key Re-mapped
Shift Key no longer displays rulers on tactical or strategic maps, use backslash "\" instead.
- default/interface modified "MapRuler=Backslash" in keybindsNUMPAD and keybindsWASD to remove use of shift key as default and change to backslash



4 New Ship Classes
Lexington, Wasp, Zuiho and Ryujo classes added
- unit/sea added folders for lexington, wasp, zuiho, ryujo
- materials/other added material references for Lexington, Wasp, Zuiho, Ryujo
- language/english/unit/sea added language files for lexington, wasp, zuiho, ryujo
- unit/sea/allUnitsList.txt added references for lexington, wasp, zuiho, ryujo
- campaign/campaignXXX/seaUnits.txt added references to lexington, wasp, zuiho, ryujo to add them to existing campaigns




4 New Single Missions
- language/english/missions/pacific.txt edited mission list to add new Missions and edit names of several existing missions
- missions/pacific added new mission files "coralseaShoho.txt", "coralseaLex.txt", "sinkingWasp.txt", "sinkingRyujo.txt" which involve the 4 new ship classes



GENERAL
Searchlight Lighting added to Options/Video
Options/Video added checkbox for complex searchlight lighting
- optionsDefault.txt added "complexSearchlights":true to have searchlight lighting on by default
- If performance issues are experienced with new searchlight lighting, turn this checkbox off in-game under Options/Video.




Ship Fixes:
unit/sea/aoba/aoba_model.txt corrected cavitation position
unit/sea/takao/takao.model.txt corrected torpedo mount rotations
unit/sea/ corrected torpedo launcher meshes for fubuki, akatsuki, hastuharu

Compartment Repair Times cannot be overridden with a lower value



CAMPAIGN
Day counter added to strategic map time panel to assist with knowing when supplies will arrive at home ports
- language/english/dictionary/general.txt added "CurrentDay=Day:"

Campaign strategic map: Arrow keys pan the map about

Searchlights now available

This update introduces searchlights into the game. Full change log below:


Version 1.08f9h1

5 Oct 2021

Placing multiple way points on mini map fixed (bug introduced 1.08f9)

"refundPostRepair:true" correctly refunds multiple merchant ship command point values


Further Searchlights Improvements
Searchlights no longer track sinking ships

Ships using searchlights or illuminated by star shells or searchlights have "illumination bonus" to being spotted and solution calculations applied against them;
- spotted bonus is +20%
- solution calculation bonus is config.txt "tmaIlluminationBonus":0.2

config.txt increased "searchlightDistance":6000 distance in metres at which searchlights are used and provide the illumination bonus
- all ships automatically turn off searchlights if target is beyond config.txt "searchlightDistance":6000 so as not to incurr this illumination penalty for no reason

default/language/english/dictionary/message_log.txt modified AllUseSearchlight to clarify range usage of searchlights

AI retreating ships turn off searchlights

A ship illuminated by star shells, searchlights or using its own searchlights is considered "illuminated" and will not have additional star shells fired at it by AI ships or when using Fire At Will mode



Version 1.08f9

29 Sep 2021 (Beta)

GENERAL

Searchlights Added
At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance.

Orders panel added toggle to enable/disable searchlight use by selected units (on by default)
- available only at night and for ships with searchlights specified in ship_model.txt
- default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references
- default/interface/images/ui added searchlight.png and searchlightActive.png
- default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights"

config.txt added searchlight variables;
- "enableSearchlights":true to enable/disable use of searchlights
- "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams
- "searchlightNumber":2 defines the number of searchlights a ship will aim at target
- "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2)

All default/unit/sea/ship_model.txt files;
- added "searchlightPositions" parameters to specify positions of searchlights
- added "searchlightQuadrants" to specify quadrants searchlights use
- With ship in the middle heading up, quadrants are:

4
0 ^ 2
1 | 3
5

4 looks in 2 fore quadrants 0, 2 (used to specify lights at the front of a ship)
5 looks in 2 aft quadrants 1, 3 (used to specify lights at the rear of a ship)



AutoGunnery (on player ships) will select the target if there is not a current target selected (or if the ship is not currently under direct player control)

All Drop button now correctly works with aerial depth charges
- language/english/dictionary/message_log.txt added DropAllDepthCharge valriable

Fixed a bug where AI way points were not correctly assigned during retreat actions



CAMPAIGN
Retreating AI Task Forces should no longer get stuck on the strategic map
Fixed a bug where taking over a location could fail resulting in duplication of cargo that was unloaded