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December Public Beta Update

[p]Hello from the Triassic Games team![/p][p]Today we are rolling out a new update to the Public Beta branch, with some meaningful improvements to overall performance. Recent work has focused on optimizing core systems, resulting in noticeably faster load times and improved FPS, especially in large-scale scenarios. We are excited to get these changes into your hands and encourage everyone on the Public Beta to put them through their paces and share feedback.[/p][p]We have also begun addressing community feedback around aircraft behavior. Several improvements are now live in the Public Beta:[/p]
  • [p]Aircraft will no longer jettison external tanks unless they come under attack.[/p]
  • [p]Fighters can now perform cranking maneuvers during BVR engagements while continuing to guide missiles.[/p]
  • [p]Aircraft that run out of fuel without an airfield nearby will now ditch. An option for unlimited aircraft fuel will be added to the Mission Editor prior to final release. This change supports the upcoming Aerial Refueling feature.[/p]
[p]Work on aircraft systems is continuing, with the following improvements currently in development:[/p]
  • [p]More realistic missile kinematics, enabling authentic defensive and offensive air combat tactics.[/p]
  • [p]Drawable map zones for assigning patrol or free engagement areas to aircraft formations.[/p]
  • [p]A review and refinement of the aircraft control UI to improve clarity and usability.[/p]
  • [p]Full aerial refueling support, including dedicated tankers such as the KC-135 and buddy-store tanker loadouts for compatible attack aircraft. 🤫[/p]
[p]As always, thank you for testing the Public Beta and for the continued feedback. It plays a key role in shaping the future of Sea Power![/p][p][/p][h2]Full changelist:[/h2][p]Newly added features in this release:[/p]
  • [p]Aircraft in BVR combat can now properly crank when launching long-range missiles[/p]
  • [p]Aircraft without an airfield nearby will now ditch when fuel tanks are empty[/p]
  • [p]Mission Editor: Heading now changes according to the first Waypoint position if present[/p]
  • [p]USN Mark 54 depth bomb[/p]
  • [p]Added conventional depth bomb loadouts for SH-3H and S-3A[/p]
  • [p]Added new wing root pylons and Sidewinder rails for P-3C[/p]
  • [p]JMSDF P-3C now use ASM-1 instead of Harpoon for AntiShip loadouts[/p]
  • [p]Updated all P-3C and S-3A loadouts with new capabilities[/p]
  • [p]New Anti Ship Long Range loadout for A-6E based on historical Surface CAP loadouts[/p]
  • [p]New ASW Long Range loadout for SH-2F[/p]
  • [p]New Grail mounts for Shershen-E and Mol classes, enabled SA-N-5 on Mol class[/p]
  • [p]SAAF Mirage F1 callsigns[/p]
  • [p]New 4K51 Rubezh shore-based Styx launcher[/p]
[p]Changes from previous release:[/p]
  • [p]Preferred arcs now will launch weapon even if it is not possible to fully align mount with target[/p]
  • [p]Performance: Drastically improved mission loading times (thanks Bluedot!)[/p]
  • [p]Performance: Re-enabled Burst compile in Synthesizers for speedup[/p]
  • [p]Performance: Reworked sensor and line of sight logic to improve performance[/p]
  • [p]Performance: Improved performance with large formations[/p]
  • [p]Scenario: Removed "Crimson Tide" unfinished/broken scenarios from NATO and WP folders; will rework and add back later on[/p]
  • [p]Scenario: Updated "Dong Hoi" for new mechanics, fixed name conventions in Volga Exercise[/p]
  • [p]Scenario: Moving incomplete/broken "Head of the Snake" scenario to WIP folder[/p]
  • [p]Scenario: Pact/"Hunters or Hunted" - changed Il-38 to Ka-25 with buoys only for proper difficulty[/p]
  • [p]MiG-23 radar parameters according to data from nuclearstonk[/p]
  • [p]Updated translations[/p]
  • [p]New loadouts for P-3C, S-3A, SH-2F, SH-3H[/p]
  • [p]AntiShipLongRange loadout for A-6E based on historical Surface CAP example[/p]
[p]Fixes from previous release:[/p]
  • [p]Air units no longer drop their tanks unless trying to evade missiles[/p]
  • [p]Flight Deck button is now properly hidden for units without a Flight Deck[/p]
  • [p]Towed arrays could sometimes exceed max allowed depth[/p]
  • [p]Submarine towed sonars floated over subs if it was close enough to the bottom[/p]
  • [p]Towed decoys no longer appear on the map[/p]
  • [p]Fixed issue with some aircraft unable to properly turn to waypoints on landing[/p]
  • [p]Aerial Depth Charges now properly collide with seabed[/p]
  • [p]Nano memory leak[/p]
  • [p]Ambiguous keys were used for Circle as a formation type and as a drawing tool[/p]
  • [p]Mission Editor: Random spawn works now for the whole formation if specified for a formation leader[/p]
  • [p]Mission Editor: Random spawn now works properly for units in a custom formation (Loose)[/p]
  • [p]Mission Editor: Tracked ammunition categories for Flight Decks with Custom Air Groups were not saved properly under some loading conditions[/p]
  • [p]Mission Editor: Corrected ETA time for waypoints beyond the first waypoint[/p]
  • [p]Mission Editor: Fixed issue with loading missions where all aircraft were launched from an airbase[/p]
  • [p]Scenario: Victory conditions for NATO/"Arctic Intercept" updated[/p]
  • [p]Tutorials: Clarified it is LEFT CTRL+Right Click to skip VID in tutorials[/p]
  • [p]Missing face (vertices) on Leahy model[/p]
  • [p]Submarine props now rotate backwards correctly at reverse telegraph settings[/p]
  • [p]Prop rotation directions for Delta III, Yankee, Victor II, Alvand, Petya II, Petya III, Virginia CGN, California CGN (thx to gmanwr from Steam!)[/p]
  • [p]Incorrect system-colliders linking in S-300 battery[/p]
  • [p]Su-24 aircraft kill effects fix (engines fire effect meshes were missing)[/p]
  • [p]Fixed superstructure on Ticonderoga now flush with hull[/p]
  • [p]Fixed new asset loading erroring out in situations where mods have incorrect ammunition types in a magazine[/p]