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Sea Power News

Patch Notes 0.1.1.2

A belated happy new year to you all! We're releasing the first patch of the year, fixing some issues.

About saving/loading: This is heavily worked on. Our main dev for this feature is back and we're making very good progress on it. Again sorry, that it takes that long.
Beside that we also work on Performance improvements. Have fun!

Bug Fixes:
  • Numerous null refs
  • Out of range exceptions for units which don't have 2x5 compartments
  • RemoveEngageTask was called for the wrong object which potentially messed up the engage tasks in overall
  • Crash in Noesis (patched to 3.2.6p1)
  • Spelling error in S-3 description
  • SH-2F had 3 undefined squadrons
  • Minor fixes in English ammunition_names.ini
  • Tu-16 restored missing kill effect spawn meshes, shootdowns should look correct now (apply to all Tu-16 models)
  • F1 family Damage Models not displaying fix
  • Fixed a material error on Americas no 2 elevator
  • Torpedoes used AimPointGeoPosition to determine FOV but the seeker gudance still used Vector3 intercept position
  • Fixed ESM for P-3
  • IR AA missiles were prone to miss because FOV was checked against aimpoint instead actual target
  • Some edge case with terrain at 180° E/W where the center tile was calculated wrongly and led to a relocation loop (still WIP)
  • Campaigns now use FileManager in menu
  • Change start engines to update loop rather than coroutine as coroutine seemed heavy
  • Props should start animating again, note to self check shutdown for coroutine performacne too
  • Aircraft shutdown migrated out of coroutine to avoid error on despawn
  • RU description for P4 torpedo boat was missing
  • Some audio issues on spawning aircraft
  • Incorrect number of sensors on various vessels
  • SK flag on Soviet RoRo
  • Ordered speed was not transferred to new formation leader when switching leaders
  • Less than adequate altitude correction failsafe
Improvements/Additions:
  • Descriptions for Enterprise and Belknap 72
  • Updated Sentry to 2.4.0
  • Set UseAssetBundles to false per default for now to avoid broken games outside when that setting is accidentally set to true
  • Aircraft carrier deck ops overhaul - many thanks to the great work by Mateusz Ossowski alias Ossesek without whose hard modding this work would would not be possible.
    All carriers now recover aircraft at a rate of 50-70 second intervals, and launches are also faster.
    Carriers are still limited to either recovering OR launching, that is, no simultaneous launch and recovery is possible as this is the way all carriers operate IRL. We will soon introduce Alert 5 status for the bow cats to allow a 'launch on warning' ability even during recovery, though.
  • EN ui text for Disable Triggers
  • Boilerplate for future work. Significant changes to Pause Menu to support configuration in code rather than through XAML.
  • Russian and German translation
  • Business jet weight, fuel weight and engine thrust
  • Added modex mesh and many liveries
  • Added more P-3 liveries
  • Added JMSDF P-3 with liveries
  • WIP: Initial Linear Mission set. Now able to run missions from it. Simplified some stuff in UI
  • Workshop: Initial Tag limiting controls (WIP)
  • Move to Top and Bottom commands in Mod Manager
  • Load Order for disabled Mods is preserved
  • Modders requested ability to influence outOfAltitudesPenalty and SpeedPenaltyMultiplier
  • 1968 Coontz version

Patch Notes 0.1.1.1 (Merry Christmas Part II)

Dear all, here comes a first patch mainly for the Long Beach which had some issues. Happy holidays (if you have any) and Merry Christmas! Have fun!

Bug Fixes:
  • Null ref
  • Lower case Finland in Nations Override (due to missing reference in nations.ini)
  • Collider errors on Long Beach
  • Floating mesh on Enterprise
  • Missing weapons on Long Beach 83
  • Added missing chaff launchers to Long Beach 83
  • Fixes for missing ECM on Sovremenny and added CIWS mag collider on Long Beach 83
  • Bad material ID on transparent parts on Long Beach
Improvements/Additions:
  • Russian and Chinese translations
  • Tweaked deck texture on OHP

Christmas Dev Update (Release 0.1.1.0 #117)

Happy Christmas to all of you that have helped support Sea Power on its first Two months in the wild! What a ride it has been for us so far, with an amazing reception from an incredibly supportive fanbase. We thank you from the bottom of our hearts for being understanding about bugs and issues and helping us to fix them!

On the subject of bugs you will be pleased to know that we have been running fairly extensive testing over the last few weeks to really try and nail down the memory leaks that we have been seeing. We think we are getting there and this latest patch should bring you joy in not creating several hundred thousand copies of the material assigned to trees for example… Pity poor Noah who has been creating missions where he rapidly switches between units for an hour (for example).

We at Triassic will be taking a bit of a Christmas Break, recovering a little and spending time with our families from the 24th December to the 6th January so please do not expect any updates in that time period. But we will be back with a vengeance in the New Year!

However, we’re not going to go away at Christmas without leaving you some proper gifts!

For those of you that make vessel mods I have finally got around to adding some code to let you have profile images in the encyclopaedia to go with them! More to come on that front in the New Year.

Ivan, Danill, and Ben have all been working hard on bug fixes and the occasional new feature. Active Sonar TMA should be much improved with this patch for example! There is much muttering from Ben about some really clever stuff to do with updating the map to be more performant too.

Ian has been working hard on the shaders, adding more feel to underwater scenes in particular. Ben and I have been helping (I’m not sure that is true) by sending photos of going diving on holiday.

Mek brings you goodies from the East (of Europe), the Kondor II class Minehunter and the P-4 and Wisla-classes of Patrol Boats.



And Nils? Well Santa Nils brings you a gift that many of you have asked for. First there was the mighty USS Enterprise, the first nuclear-powered aircraft carrier in the United States Navy. The Big E is still the longest Naval Vessel ever built!



But now there’s something new, another ship that comes with a big square boxy top … that’s right! MERRY CUBEMAS! The USS Long Beach sails again! This Nuclear-powered Missile Cruiser was specifically designed to carry the same radar system as Big E.



And finally the full release notes for version 0.1.1.0 #117 below:

Aircraft/Helicopters

Bug Fixes:
  • Sets the demand speed of aircraft formation members to match the leader. Should reduce massive speed changes on formation exit.
  • Tu-16, Tu-16P destroyed models pivots fix
  • Added missing MAD sensor to Il-38, corrected MAD sensor mount position for Tu-142 and P-3C
  • MiG-25P could not use SARRH missiles - incorrect sensor assignment
  • KA-25TS damage mesh was missing
Improvements/Additions:
  • Barrel Roll Script


Vessels/Submarines

Bug Fixes:
  • Marine Nationale flag instead Tommy's red ensign on Daphne sub
  • Ordered and actual depths of submarines were different in UI
  • Shiny rafts/zodiacs on all minesweepers: Sauda, Adjutant, T43, T43K
  • Submarine supermaneuverability on surface
  • Victor 2 torpedo loadout
Improvements/Additions:
  • Armor values for all US carriers, Orel and Kirov; Ka-25TS for Kiev (2 helos) and Kirov (one helo of 3)
  • WIP: Initial work to allow modded vessels to have profile images loaded
  • Reworked Leahy 68 and Belknap 72 to be more accurate for that period
  • NEW: USS Enterprise carrier
  • NEW: USS Long Beach
  • NEW: Torpedo boat Wisla
  • NEW: P4 class torpedo boat
  • NEW: Kondor II minesweeper


Weapons

Bug Fixes:
  • Fixes for ciws and torpedo and sub guns
  • Torpedoes always considered layer to present
  • AGM-84 range
  • Cases when target is intercepted with missile but not destroyed
  • Missile self-destruct timer was not cancelled on reaquiring a target
  • Wrong mesh in Tomahawk booster separation
Improvements/Additions:
  • QoL: Air units guns are no longer called CIWS
  • WIP on AA missiles: Deprecated CEP, Reduced size penalty
  • Missiles WIP: Rebalance of interception chances. Removed CEP from SAM/AAM entirely. Altitude penalty moved from CEP to interception chance.
  • Acceleration and VelocityBleed parameters revised for all SAM and AAM: more energy to missiles in general
  • Experimental: Out of altitude penaltyfor missile interception is reduced to 0.25
  • WIP on missiles: In case of missed intercept check, missile will fly away from target, further than proximity range.
  • EXPERIMENTAL: anti-air missiles not interceptable by other missiles
  • NEW: AGM-86C
  • NEW: 45-36NU


Sensors

Bug Fixes:
  • Typo in sensors
  • E-700 radar for P-42RLDN had 300 km range, too short comparing to E2C and Ka-25RTz
  • Active sonar track causing TMA matrix to become non-pos-def/singular
Improvements/Additions:
  • ESM/ECM overhaul:
    • US ESM and ECM are now spread out as follows:
      • WLR-1/ULQ-6: Vietnam era ships C through Ku bands, C, X band ECM
      • WLR-1/SLQ-17: US Carriers C through Ku bands, X through Ku band ECM
      • SLQ-32(V)1: Austin, Kilauea, Knox - X,Ku-bands only, no ECM
      • SLQ-32(V)2: OHP, Spruance, Kidd, Adams, Coontz - UHF through Ku band, no ECM
      • SLQ-32(V)3: Cruisers, Sacramento, Tarawa - As (V)2 but adds defensive ECM
      • WP ESM and ECM are now broken out into the correct components:
    • ESM:
      • Watch Dog: Kanin and other older units - C, X band
      • Bell Clout: L-band ESM associated w/ Zaliv ESM suite
      • Bell Slam: S, C band ESM associated w/ Zaliv ESM suite or alone on Kashin replacing Watch Dog
      • Bell Tap: C, X band ESM associated w/ Zaliv ESM suite or alone on Osa I and II
      • Bell Nest: K-band ESM, on Nanucha with Bell Tap
      • Bell Bash: L, S band ESM that replaces the older Bell Clout
      • Bell Thump: C, X band ESM that replaces Bell Slam
      • Bell Shroud: C, X, Ku band ESM on Krivak, Sovremenny, Udaloy
      • Rum Tub: OTH fire control ESM on Kiev, Slava, Kirov, L through K band
    • ECM:
      • Top Hat: X-band ECM
      • Side Globe: L, S, C, X band ECM
      • Bell Squat: C through Ku band ECM
    • Added ESM/ECM suites for:
      • Sa'ars: MN-53 ESM/ECM suite (Israeli version of Italian Newton Alpha) S through Ku bands
      • Alvand: RDL-2 ESM/ECM - L through Ku bands
      • Combattante: TMV-430 ESM, Alligator ECM X band only
    • Changed:
      • Reduced VesselESM to X-band only
      • Reduced AircraftRWR to C,X-band only
      • Reduced GenericECM to X-band only
      • Reduced AircraftDefensiveECM to C, X bands only


Mission Editor

Bug Fixes:
  • Change Unit in Mission Editor now updated Action and Condition Unit Lists
Improvements/Additions:
  • Units can be added to Submarine _allowedTargetsForSubmarineMissiles list in mission ini
  • Triggers to disable list can be now setup as a Trigger Action


Misc

Bug Fixes:
  • Null refs
  • Potential memory allocation fix (clearing DESS cache)
  • Memory leak with vegetation meshes
  • Memory leak with materials
  • Loading was blocking the main thread for quite a long time (up to 120 secs depending on the system), doing some fractional loading now
  • Limit news window to screen size
  • Improved interaction with bottom bar UI and pop ups
  • Out of range exception for weather effects which blocked the camera as the first update could come before the effects were loaded
  • Guam Soviet side mission: Mission is lost on start
  • Special waypoint definition methods (e.g. random waypoints)
  • Missing esm colliders error
  • Partially fixed blocky trees
  • Allow getting relative path from folders that are not active in Mod Manager
  • Incorrect support check for FlightDeck
  • Case sensitiveness for special waypoints
  • Russian voice overs
  • ArgumentNullException in case the briefing path was given but empty
  • Missing script reference
  • Initial positioning error for land units (but also possibly other units)
  • Wrong nation units in Don't mess with Texas
Improvements/Additions:
  • PVO airbase circuit fine tune
  • Updated German, Chinese and Russian translations
  • Hooked up wind dir to Ocean
  • Refactored tree, seaweed, hedgerow logic
  • Fallback localisation in ModManager

Patch Notes 0.1.0.6 + 0.1.0.7

Hello everyone and a happy belated start into December! 4 weeks have passed since the release of Sea Power and we're working hard to improve the game and to work in your feedback. Saving/Loading is still heavily worked on so we hopefully will have it in soon!

[h3]Air Defense State Changes[/h3]

What it did

With this update will come a big change to Air Defense states. Previously, the 'Weapons Free' mode would be one of the options available. Past implementation of this made it so the ship would engage all track types (land, air, sea, and submarines) at will. During this process of engagement, it would often lock users out of control of their unit which was not intended design and a placeholder for testing.

What it does now

Now, this command to go 'Weapons Free' is still available, but has been tuned to only allow your ship to engage Air Tracks (missiles, helicopters, and aircraft that are classified hostile). However, Inside of the options menu, we have added a new option to 'Allow firing on surface targets with weapons free' (Off by default). Now, Anti Surface Weapons and Anti Submarine weapons will need to be manually used against those target types.

This change will allow those who like to watch the AI battle each other still be able to create epic scenes, while letting those who want a bit more control of their vessels. We are still discussing how we want to change alignment controls to give you even greater control of your vessels in combat as well. This means your units will still ignore move waypoints while engaging a track at this time, but should be less often now.

[h3]Contact messages[/h3]

We added an option in the menu so you can toggle if you want to hear the contact faded messages or contact messages at all.

Aircraft/Helicopters

Bug Fixes:
  • Helicopter blades clipping through hangar on Belknap
  • Blocked waypoint deletion for landing Aircraft
  • Aircraft not selected weapon by click if outside range brackets
  • Ka-25 and Ka-27 ASW helicopters use the vgs-3 dipping sonar model instead of the American one
  • Aircraft could go into circuit while being way to high for landing to succeed
  • Prevented RTB order for not yet launched aircraft
  • There was an incorrect alignment position in aircraft states
  • Typo mixing unity units and miles in aircraft attack
  • Helicopter landing was broken
  • Some fixes for erronous non-entry into attack states for aircraft
  • Phantoms sidewinder positions correction
  • Fueltanks could be dropped while at carrier
  • F-15 wheels seen through Air intakes
  • A number of fixes for gun aiming against surface tracks, mildly experimental
  • Phantoms tanks materials corrected to use proper DiffuseIBL shaders
  • Aircraft States take on alignment positions for LandUnits
  • Aircraft aiming problems in AI off state
  • Aircraft did not always launch weapons when possible
  • MiG-17 weapon positions
  • MiG-17 fuel tank pivot rotation
Improvements/Additions:
  • Aircraft Divebombing experimental state
  • Tweaks to Popup and Dive attacks
  • Reposition state for aircraft attacks in ASuW mode
  • More Aircraft attack state stuff, this tries to make simple attacks just launches. Long range attacks use low ingress and then popup for the most part.
  • Aircraft States, modifying some of the attack stuff.
  • F-4j gets upwards chaff as by user report: "navy phantoms were equipped with the upward firing an/ale-29"


Vessels/Submarines

Bug Fixes:
  • Underwater range of D/E submarines was much less than expected on slow speeds
  • Wrong Hatch reference in Charlies HatchCloseAnim_8
  • Submarine could be spawned below crush depth in Encyclopedia
  • Bugs on Spruance, Garcia
  • Towed decoy cable could not get initial state on deploy
  • Incorrect waypoint array member was used for ToLower(), made subs to ignore waypoint depth settings on load from mission file
  • Incorrect sensors assignment for weapons on Kirov and Udaloy
  • Kirov's Stbd Osa FCR rest position
  • Sverdlov's gun range
  • Albacora class chin sonar bulge shape fix
  • Missing merchant liveries/decals
  • Uragan magazine quantity
Improvements/Additions:
  • Type 205 submarine mesh fixes, LODs, colliders
  • Renamed jammers on Israeli ships to universal one instead "defensive" because it created some confusion among players
  • Collision avoidance overhaul, should work more adequate now
  • Cavitation Toggle for Subs. Going to flank auto allows cavitation.
  • OHP and Spruance now carry AN/SQR-18A towed sonars instead TACTASS that is more modern system available from end of 80's only
  • Added Noisemakers to Kilo SS


Weapons

Bug Fixes:
  • Anti sub missiles could go to space while attacking noisemaker
  • ASW range of Metel and Rastrub was limited by incorrect horizon
  • Missiles and bombs with seekers lost targets when intercept point moved out of seeker FOV
  • Cut-off for MissileGroup leader to prevent MissileGroup non-activation at waypoint
  • Some weapons like ASROC acted weirdly in case of a relocation event (basically stopped their ballistic move and dropped 90° vertically)
  • Limited intercept positions to seeker FOV for all missile types
  • Another crutch to determine "we have missed te target" case
  • Error in displaying range for Metel and Rastrub
  • Don 57mm orientation
  • Wrong calculation of intercept bonus
  • Incorrect range for RC+Seeker missiles
  • Removed the ridiculous nerf on AIM-54 vs smaller targets
  • SAM can target closing in missiles beyond max range
  • Missiles used to retarget to another target at last meters of flight
  • TLAM used to miss target and fly into sunset
  • Potential too long interception time by CIWS
  • Laser designated weapons should require target
Improvements/Additions:
  • Bomb drop time uses ballistic equation
  • Adjust bomb drop timing to account for dive
  • Jamming of missiles targeting vessels will always make them go into water
  • Make max launch altitudes more generous
  • Passive seeker range override for SARH misisles to avoid situations when seeker enables earlier than it can potentially see anything
  • Adjusted missile group leader altitude for Granit and Basalt
  • Narrow FOV value for TASM seeker to avoid horde attacks on one target
  • Reduced Terminal dist for TASM to avoid premature retargeting when launching to specific target
  • AS-4 speed/range tweak
  • AS-4 missile now uses Deceleration parameter to slow down to TerminalVelocity to simulate slowing after the start of dive due the air density
  • Interception bonus nerfed for high-speed missiles
  • Hardcoded deceleration factor value replaced by Deceleration parameter in AmmunitionParameters, it defaults to the former hardcoded value of 3.0
  • Intercept calculations for SAM


Sensors

Bug Fixes:
  • Corrected usage of OTH multiplier value for ESM systems in all cases (was only in one case)
  • ESM detection was overrated because there was no division by 1000 to get correct value of incoming power in kilowatts
  • Incorrect radar Power/Gain settings for Cyrano family radars
  • Corrected Aida radar to make it usable in game
  • Cloud state from SceneCreator was ignored by SensorSystemVisual due to case-sensitiveness
  • Wrong freq bands on Cross Sword
Improvements/Additions:
  • Convergence zone bonus is now applied only when both sensor and target locate in positions where bottom level is deeper than 3000 feet
  • MinDepthForConvergenceZones parameter in feet to environment.ini (3000ft)
  • Successful defensive ECM spoofing of incoming weapon now registered in Event Log and displayed as message
  • ESM sensors now have 1.3 default radar horizon bonus for detection; Band Stand radar + Band Stand ESM to Tarantul; Band Stand ESM for Nanuchkas
  • Separate min detection treshold value for ESM/anti radiation seeker to make ESM detection less omnipresent
  • Hard-limit for active sonar range
  • Active sonar Gain/Power for some sonars, still WIP
  • Convergence zone now applicable to Low-Frequency active sonars
  • ECMs for all US carriers, fixed some sensor mount positions
  • Bottom bounce for active (only LF and MF) and passive sonars
  • Sonars reviewed with emphasis on active sonars effectiveness increase


Mission Editor

Bug Fixes:
  • Any mission now saved only when all data is proccessed correctly on WriteFile, so faulty saves should not corrupt mission files anymore
  • When user returned from Play -> Exit journey, all changes were lost because original mission file was loaded instead of the temp mission file
  • SelectedUnitInGroup was not nullified when adding new group, so data of last selected unit in previous group was modified when adding new group
Improvements/Additions:
  • Massive logging for Mission file saving process, WIP


Misc

Bug Fixes:
  • Null refs
  • Blank News Item
  • Abrams turret
  • Single click file selection
  • Double despawning of parachute effects
  • Add second layer back to Emcon Menu
  • Rare race condition where the positioning of the units could go wrong during mission start up
  • SystemName was not used for towed decoy systems
  • Allow loading of voicover from mod folder
  • Context menu remove waypoints applied only to non-inFlight aircraft and heli
  • M1 Abrams barrel mesh rotation fix and normalmap fx layers fix
  • Wrong ammo for T-55
  • Ability to spawn ports nice in encyclopedia
Improvements/Additions:
  • Updated steamworks plugin to latest 2024.8.0
  • Russian, German and Chinese translations
  • Updated Manual to v1.8 (11/18/24)
  • Descriptions for NATO missions (thx Dave!)
  • Better ammo selector rules for AutoAttackByClick
  • Enabled relative light and shadow culling for the camera
  • Sensor Menu should ne show correct state. Prep for Silent Running Button.
  • Tweaks to terrain meshes around Suez Canal and Bosphorus
  • Make Formation Manager clicks require less precision
  • Allow Delete of Files through File Picker
  • Modification to Bottom Bar weapons display
  • New player waypoint / return to formation / resume course command Ceases fire and sets state to Tight if it was weapons free
  • Support for custom rotation axis of depth planes for submarines
  • Invert y axis option for camera movement
  • Contact voice overs and contact faded voice over can be toggled in the options menu now
  • Set Radar range and Altitude in Encyclopedia to Nautical Miles and Feet Respectively. Also lay some groundwork for user swappable measurement units later.
  • Disabled "distance shadowmask" for medium quality setting
  • Updated Noesis UI to 3.2.6
  • Player units engage ONLY air targets on "Weapons Free"
  • Options checkbox to allow player units to auto attack surface targets in "WeaponsFree" mode
  • Fine-tuning of friendly fire prevention
  • Modifications to Weapon Encyclopedia to use user changeable distance and altitude values. Also add more details to encyclopedia and localisation values for them
  • Lowered the size of standard Flak airbursts, added flak_burst_large and flak_burst_large_2 for future use
  • T-55 Max Elevation changed from 20 to 18 degrees
  • Set underwater depth factor to 1 (was 2) for original depth values
  • Better seabed texture
  • Depth dependent underwater screen rays
  • Adapted missions (All your Guam belongs to us (both sides), Crimson Tide (blue side), Don't mess with Texas (blue side))


Small Patch Update 0.1.0.7: This change just adds some logging for the mission editor to allow better bug hunting.

First Survey: Results!

So after over SIX THOUSAND and more responses, the first thing I want to say on behalf of Triassic Games is thank you for the many responses you all have made! I'm going to take a moment here to talk on a few of the points that were brought up from the survey results.

[h3]Avg. user experience rating[/h3]

An avg of 7.6/10 is quite that rating, and we are very grateful to receive so much praise in the many responses everyone left behind.

[h3]Areas of Gameplay to be improved[/h3]

So this area has a few points I would like to give some insight on..

    AI improvements (26.4%)
    • The Triassic Games team will be focusing on this point going into Dec., so that we can provide a more enjoyable combat experience and mission making potential. We've already started on this by working on aircraft to get those carriers operating, with more to follow improvements to follow in due time!
    Improved Controls (23.6%)
    • Yes, we hear you! We will be looking into improving some controls going forward to help make the game more playable and accessible. We still have some ideas to discuss internally, but as of right now we are looking into the following:
    • Improved awareness of unit actions (vessels will be getting their status bar updated to show relevant unit action, which we've also tackled the first iterations off, pending localizations for some.)
    • Discuss topics internally about aircraft controls for users to help reduce micromanagement, weapon toggles for open/free fire defense states, and more.
    More units of all types (14.2%)
    • As of right now, we have plans to add more units of all types, and we are looking at adding units of all types (Land, Air, Sea) on a regular basis. We will be starting in 2025 with this plan, as we are currently focused on addressing bugs.
    And finally, Saving Loading systems
    • We will be moving into a testing phase soon, which the beta team will be helping us test out in the coming weeks. We still want to work on it further to make sure it's stable enough for public use before rolling it out, as we don't want those hour long missions to get messed up because of such an important feature!

[h3]Other News..[/h3]

Dec->2025

Once Christmas arrives, the team at Triassic is in desperate need of a big break. After over 4 years of continuous work, the team will be taking the two weeks from Christmas to New Years off (Dec. 23-Jan.3) (Doesn't mean we won't be around, but we will not update the game during this time frame unless it's a hotfix for a urgent issue).

Also we love everyone's memes we've been seeing around and we wish you luck in your operations!

VAMPIRE!VAMPIRE!VAMPIRE!