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War on the Sea News

Version 1.08f2 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.


Version 1.08f2

11 Aug 2021 (BETA)
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 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.

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

Armor Piercing Bombs

Armor piercing bombs are now supported, giving ships with heavy deck armor much better protection.
This update also improves aircraft performance issues when running the game under low FPS.

Change log below:

Version 1.08e9

30 Jul 2021

GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values

Added support for armor piercing bombs and re-balanced bomb damage
Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:

Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300

bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80


aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty

All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4

Ship primary guns, secondary guns and directors rotations offset on being destroyed

Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing


CAMPAIGN
Aircraft should no longer spawn under terrain

Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads

Version 1.08e9 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.


Version 1.08e9

27 Jul 2021 (BETA)

GENERAL
brooklyn, pensacola _model.txt corrected directors
cleveland, baltimore secondary rotations corrected
shokaku_data.txt corrected TDS values

Added support for armor piercing bombs and re-balanced bomb damage
See this thread for ongoing discussion about bomb armor penetration:
https://steamcommunity.com/app/1280780/discussions/0/3053988173733013755/

Ammunition text files added new variable: mmArmorPen - armor in mm that a bomb can penetrate
Ammuntion txt files for all bombs edited damageAmount and mmArmorPen values as below:

Damage mm Armor Pen.
bomb_ij_60kg 300 25
bomb_ij_250kg 1030 35
bomb_ij_250kg_ap 600 50
bomb_ij_500kg 614 80
bomb_ij_800kg 3820 70
bomb_ij_800kg_ap 357 150
bomb_ij_1600kg_ap 720 300

bomb_us_100lb 230 20
bomb_us_250lb 560 30
bomb_us_500lb 660 76
bomb_us_1000lb 1370 95
bomb_us_1000lb_ap 230 127
bomb_us_1600lb_ap 950 152
bomb_us_2000lb 4810 80


aircraft _data txt files and default/language/english/unit/air files edited to use AP bombs as default
avenger
dauntless
devastator
b17
kate
val
betty

All aircraft_data.txt files added new variable "defaultFlightNumber":4
- Scouts use 1, all other aircraft use 4

Ship primary guns, secondary guns and directors rotations offset on being destroyed

Fixed dive bomber locked in Level Out maneuver due to low FPS
Improved aircraft performance under low FPS, strafing, rockets, dive bombing


CAMPAIGN
Aircraft should no longer spawn under terrain

Air group panel now displays the number of aircraft still carrying a payload
default/language/english/dictionary/CMobileAirHeaders addeded "Available" to indicate aircraft within the group that have payloads

New Features & Fixes

Version 1.08e8h1 is now available and contains some great new features (and fixes) for War on the Sea;

1) Time Compression Availability
Time compression can now be used during ship gunfire, dramatically increasing its availability.

2) Map Tools
- Ruler (Right Shift + Drag) for campaign and tactical maps showing distance and bearing between points.
- Markers (P) to annotate the campaign strategic map.

3) Fighter CAP
Aircraft without a payload can now use auto scouting to fly a continuous patrol over their task force.

4) Additional Ship Model Improvements

5) Task Force Jumping/Teleportation Solved
The problem some users experienced with task forces jumping/teleporting to new positions on the strategic map has been solved.



Version 1.08e8h1 (which also contains the 2 previous beta versions) change log below:

Version 1.08e8h1

10 Jul 2021

Fixed global player detected flag between campaign engagements which was not getting reset
Corrected kongo_dmg color channels
Added additional check to assist dive bombers level out under low FPS
Player and AI Task Forces no longer "jump/teleport" between waypoints


Version 1.08e8

9 Jul 2021 (BETA)

Single Battles now correctly end if Save/Load was used during them
Corrected Radar and Sonar icon displays and also sync properly with toggles in Orders panel
Black bloomers for US cruisers and battleships
Corrected new_orleans, cleveland and brooklyn turret models


Version 1.08e7

6 Jul 2021 (BETA)

Map Ruler & Markers
Press Right Shift to enter Ruler mode and drag mouse to measure bearing & distance on campaign and tactical maps

Default keybinds files added:
- StratMapRuler=RightShift
- MapMarker=P

default/interface/images/mouse added CursorRuler.png
default/interface/styles added CursorRuler to MouseCursors

Press P to place map markers
Panel opens to edit text and icon for map marker along with options to REMOVE or close panel

default/language/english/dictionary/generat.txt added New Map Note
default.interface/styles.txt added;
- MapDrawingIcons
- MapDrawColor

default/interface/images/map added new png files:
- markerSquare
- markerCircle
- markerDiamond
- markerTriangle


GENERAL
Increased time compression availability to function during ship gunfire

Orders Radar and Sonar buttons (under Combat) now behave as other combat toggles for turning on/off for all selected ships
- default/language/english/dictionary/generat.txt added RadarOnOff and ActiveSonarOnOff tooltips
- default/interface/ui added sonar, sonarActive, radar, radarActive png files
- default/interface/styles added sonar and radar sprites to CombatTogglesBase and CombatTogglesBaseActive

shokaku_model.txt corrected AAA data
wichita and baltimore _model.txt corrected director references

Fixed a bug where torpedo run depth not preserved over save/load
Disengage Timer rate under time compression fixed
AI ships can no longer leave combat under smoke if player controls submarines only


SKIRMISH & CAMPAIGN
Reorganised panels to place TACTICAL button consistently in bottom right
- Custom Battle main panel
- Custom Battle Sea and Air Group panels
- Campaign Air Group Panel
- Campaign Sea Group Panel
- Campaign Create Sea Group Panel

Auto Scouting now available for any flight not carrying a payload (launched from ship only)
Modified config.txt "campAutoScoutPointRanges":[8,15,30,60,90,120,150,180,240,300] - to add lowest value which supports a close CAP