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War on the Sea News

Version 1.08f7h1 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 the version you selected.

TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE.



Version 1.08f7h1

BETA 17 Sep 2021

AutoScouts re-launching at dawn now correctly counted to prevent duplication
Fixed a bug where Sea Units from existing save games could not plot new courses
KNOWN ISSUE: aircraft groups in existing campaign saves were automatically assigned to escort the first player object found in version 1.08f7

Fixed Escort scrollbar style/width

default/unit/sea/mountData.txt added Merchant variants of gun mounts with slower firing rates
- added "mountID":"5in38Mark12_MS"
- added "mountID":"12.7cm40Type89_MS"

default/unit/sea/
- c3_cargo_model.txt assigned guns to "5in38Mark12_MS"
- kamogawa_maru_model.txt assigned guns to "12.7cm40Type89_MS"
- nippon_maru_model.txt adssigned guns to "12.7cm40Type89_MS"

language/english/dictionary/weapons/txt added entries for;
- 5in38Mark12_MS
- 12.7cm40Type89_MS



Version 1.08f7

BETA 17 Sep 2021

COMBAT
On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths

When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so
- default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable

NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths



CAMPAIGN

Automated Scouting Improvements
config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads

AutoScouting available from airfields
AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours
AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours
At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player


Repeat Course
Repeat Course toggle added to Sea and Air groups
- any plotted course will be repeated upon reaching last position
- repeated course highlighted in bright yellow
- ships "repeating" a course return to the first waypoint upon reaching the last
- aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours

interface/styles.txt added variable for CampaignMapRepeatPathColor

default/language/english/dictionary/campaign_message.txt added messages:
- NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between
- NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base
- FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first

Course line turns black when over an invalid course position, no input accepted to prevent setting courses with "broken legs"

default/interface/styles.txt added reference for RepeatPath button
interface/images/ui/repeatPath.png sprite added


Air Escorts / Patrols
Air Group panel added "Escort / Patrol Over" dropdown to choose a friendly air or sea group to fly with/over
- selecting a friendly group to escort/patrol over clears all other navigation data
- plotting any course or setting AutoScout waypoints defaults Escort / Patrol Above to "None"
- default/language/english/dictionary/general.txt CMobileAirHeaders added new header for "Escort / Patrol Above"
- default/language/english/dictionary/general.txt added escortNobody reference
[Note: It is possible to set a slower group to escort a faster group; not recommended as they will not catch the faster group. E.g. setting bombers to escort fighters]


Improved Selection Of Map Objects
Added new cycle through buttons for;
- individual group type (key 1), for example, Scout, Carrier, Submarine etc.
- friendly locations (key 2)

interface/styles.txt added;
- CampaignMobileFilters
- CampaignMobileFilterColors
- GoToGroup

default/interface added "NextFilteredMobile" to keybindsNUMPAD.txt and keybindsWASD.txt
default/interface added "NextFriendlyLocation" to keybindsNUMPAD.txt and keybindsWASD.txt
default/language/english/dictionary/general.txt added "NextFilteredMobile"
default/language/english/dictionary/general.txt added "NextFriendlyLocation"

Sea and Air Groups added "Go To" button in header to move map to location of group and zoom in on it.
- default/interface/styles.txt added reference for "GoToGroup" button


Campaign sea missions with "terminateIfUnsafe":true for "requiresSafeLocations" will no longer be generated if a specified location is unsafe

campaign/setup.txt added new variable "removeAirOnTakeOver":false
- upon takeover of location all aircraft are destroyed and replenished as per setup.txt "replenishLimitAircraft" and "replenishDailyAircraft" settings

Version 1.08f6 Available

This is a big one!

Major features:
- Many options added to edit campaign balance and alternate Command Point acquisition methods
- Unit viewer now has an "aircraft" panel for ships with aircraft
- Merchants and submarines made less resilient to shell and bomb damage
- Support for ship subtypes such as Battlecruisers, Light Carriers and Destroyer Escorts

If you want to experience many of the new campaign re-balancing features in action in more strategic and difficult campaign, we recommend the Baron's popular Tokyo Express mod. Available here:
https://steamcommunity.com/app/1280780/discussions/3/5671690972174045737/


Full change log for 1.08f6 and the various other beta versions that comprise it below:


Version 1.08f6 Change Log

13 Sep 2021
9 Sep 2021 (BETA)

Mouse over ship names on Roster Tabs displays class and subtype of that ship (requires tooltips ON)

Adjusted cleveland_data.txt tonnage to 11930 (standard).

Campaign difficulty modifiers now correctly calculated in Command Point values displayed on Campaign Summary page

Added a check for campaign difficulty settings to ensure the base values are always applied when loading a save game

Weather Manager decreased average Sea State
config.txt modified oceanWindStrength values



Version 1.08f5h1

3 Sep 2021 (BETA)
All campaign setup.txt files corrected typo in "taskForceRetreatCapitalDestroyed"
Loading a campaign applies setup.txt file data prior to applying loaded game data
unit/dauntless/dauntless_model.txt added dive brakes to moving parts



Version 1.08f5

2 Sep 21 (BETA)

CAMPAIGN
campDifficultyPresetX variables moved from config.txt to individual campaign setup.txt files
Added 16x new variables; 8x for player,AI [CPWeekly, CPLocations, CPPorts, CPAirfields], 8x for future use if needed.

WARNING If you have modified a campaign you need to add this to the setup.txt files for every campaign:
"campDifficultyPreset0":[2,1,1,1,0.75,1,0,0,0,0,1.2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset1":[1.5,1,1,1,0.66,1,0,0,0,0,1.1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset2":[1,1,1,1,0.5,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset3":[0.9,1,0.9,1,0.33,1,2,0,1,0,0.8,1,1.25,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset4":[0.7,1,0.7,1,0.25,1,5,0,2,0,0.6,1,1.5,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]

Note these values are the default campaign difficulties that used to reside in config.txt. If you have modified these values in config.txt, paste in your new values, but be sure to check length of arrays (must be 30).

Following example of the 30 variables in array:
"campDifficultyPreset2":[1,1,1,1,0.5,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
Player Start Command Points %
AI Start Command Points %
Player Release Ships Refund %
AI Release Ships Refund %
Player Points earned on sinking % (only if "sunkYield":false)*
AI Points earned on sinking % (only if "sunkYield":false)*
Modifier to base repair days for Player
Modifier to base repair days for AI
Modifier to days per destroyed compartment for Player
Modifier to days per destroyed compartment for AI
Player weekly resource replenish %
AI weekly resource replenish %
Player upgrade location %
AI upgrade location %
Modifier to Command Points Earned per week Player
Modifier to Command Points Earned per week AI
Modifier to Command Points per owned location Player
Modifier to Command Points per owned location AI
Modifier to Command Points per Port Rank Player
Modifier to Command Points per Port Rank AI
Modifier to Command Points per airfield Rank Player
Modifier to Command Points per airfield Rank AI
Remaining 0,0,0,0,0,0,0,0 are currently unused

* If "sunkYield":true, flat values taken from seaUnits.txt for that campaign based on campaign difficulty level.

For "Modifers to Command Points" recommend 0 or positive values only so as not to result in base value + -modifier = negative and player loses command points that week. Alternatively be sure that the base value + a -modifier is not negative.


Campaign mapLandLocations.txt added new variables;
aircraft0:[]
aircraft0Numbers:[]
replenishDailyAircraft0:[]
aircraft1:[]
aircraft1Numbers:[]
replenishDailyAircraft1:[]

These values override those specified in campaign/setup.txt files enabling each location to have individual player (0) and AI (1) air squadrons and numbers. If left blank/not specifed, default values from setup.txt are used.

Aircraft landing at an airfield not containing their "type", recalculate actual "inThe Air" for that location (allows editing of aircraft at locations without breaking existing campaign files)


Version 1.08f4h1 Change Log

BETA 28 Aug 2021 (Hotfix)

Fixed Command Point miscalculation on loading a campaign introduced in 1.08f4
Retreating AI ships only lay smoke if at least 1 player surface unit is present
AI cruisers with depth charges will only attack submarines if accompanied by a destroyer or destroyer escort (50% chance)
Aggressive AI Sea groups no longer intercept player Sea groups consisting of submarines only on the strategic map



Version 1.08f4 Change Log

27 Aug 2021 (BETA)

GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units

CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)

config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)

Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time

Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI

Campaign seaMissions.txt;
added variable "delayAIDays":[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns



Version 1.08f3 Change Log

20 Aug 2021 (BETA)

GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files

default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg

Submarine, merchant and oiler compartment volumes scaled down to make them less resilient

Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.

Weapons panel should now support up to 10 weapon mounts (untested)

Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts

Periscope no longer provides visual detection if submarine is too deep.

Asset Bundles of the same name can exist in both override and default folders and game will load override version first

Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction

default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance

default/language/english/missions/training.txt corrected all line break characters


CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR

default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship

default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level

default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue

Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules

default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue

default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings

Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources

Shifted Air Group panel buttons

Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer

campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign

Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"

default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly

Version 1.08e4 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 the version you selected.


Version 1.08f4 Change Log

BETA 27 Aug 2021

GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units

CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)

config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)

Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time

Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI

Campaign seaMissions.txt;
added variable "delayAIDays":[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns

Version 1.08f3 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 the version you selected.



Version 1.08f3 Change Log

20 Aug 2021 (BETA)


GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files

default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg

Submarine, merchant and oiler compartment volumes scaled down to make them less resilient

Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.

Weapons panel should now support up to 10 weapon mounts (untested)

Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts

Periscope no longer provides visual detection if submarine is too deep.

Asset Bundles of the same name can exist in both override and default folders and game will load override version first

Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction

default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance

default/language/english/missions/training.txt corrected all line break characters



CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR

default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship

default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level

default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue

Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules

default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue

default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings

Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources

Shifted Air Group panel buttons

Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer

campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign

Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"

default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly

Bomb Damage Update

This update finalises the latest bomb damage model as well as adds a Weapons tab to the Unit Viewer for aircraft. Here you can view bomb armor penetration characteristics as well as aerial torpedo speed and range for the various aircraft.

For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command.


Change log below:

Version 1.08f2

13 Aug 2021

Further Bomb Damage Model Improvements
Bomb hits to a destroyed compartment are always considered to have penetrated armor
Armor penetration required to set of a magazine explosion from a direct bomb hit
A flooded magazine is 50% less likely to explode

Re-balanced bomb damage using:
"bombDamageParams":[40,0.5,0.2]
"bombNonPenetrateDamage":0.2
"bombCAnormalize":[0.7,0.8]

config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement.

Modified (increased) mmArmorPen for the following bombs:
bomb_ij_250kg
bomb_ij_250kg_ap
bomb_ij_500kg


Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics
language/dictionary/weapons added display names for all aircraft payloads
language/dictionary/weapons added RefArmorPen
Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer


default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics
default/unit/sea/cleveland.txt revised armor
default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model


CAMPAIGN
All released ships now enter repair queue
Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt
default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs
default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair

Campaigns saved during combat now correctly reload back into that same combat engagement

Added support for removal of individual ship names/instances from existing campaign save files
default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists

For existing Campaign and Custom Battle saved files:
- ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released
- ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists
- ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios
- removal of ships may cause some "shuffling" of display names for other ships in the same class

default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned

Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from


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