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Patch Notes 0.7.2

[p]Hello from the Triassic Games team!

We are releasing a small hotfix update for the v0.7.1 release. This update fixes some issues encountered with weapons and the campaign, and also adds Vietnamese as a fully supported language for Sea Power.

Thanks everyone for your continued support!

Newly added features in this release:[/p]
  • [p]Added Vietnamese as a fully supported language for all game menus (missions and campaigns WIP)[/p]
  • [p]Units: Blank liveries added for all non-Soviet aircraft (Soviet aircraft WIP) [/p]
[p]Changes from previous release: [/p]
  • [p]Added ability to switch selected unit loadout in Encyclopedia via Unit Reference loadout dropdown [/p]
  • [p]Updated Noesis UI to 3.2.11[/p]
  • [p]Kinematics: missile drag factor capped at 10 for now[/p]
  • [p]Launched air units will now have the same crew skill as their carrier[/p]
  • [p]Weapons: Mk46 range 8nmi -> 4nmi, seeker FOV increased 60 -> 90, changed seeker type from active to active/passive[/p]
  • [p]Weapons: Mk48 now only uses passive guidance when attacking ships[/p]
  • [p]Weapons: small tweaks to AA-8 range and typical firing parameters[/p]
  • [p]Sensors: OECM (ALQ-99, Buket, Azaliya) increased gain[/p]
  • [p]Translations [/p]
[p]Fixes from previous release:[/p]
  • [p]Fixed hypersonic Walleyes [/p]
  • [p]Fixed zero typical launch speed missiles under-performing[/p]
  • [p]Persistence data applied while loading a campaign mission save[/p]
  • [p]Mission Editor: Tooltip style did not support max width of text and text wrapping[/p]
  • [p]Weapons: Mk37 torpedo unable to attack surface targets[/p]
  • [p]Campaign: Molniya mission 2 civilian casualties objective was not completed properly[/p]

Patch Notes 0.7.1

Hello from the Triassic Games team!

We are releasing a small hotfix update for the v0.7.0 release. This fixes a few issues encountered today with missile and torpedo retargeting mistakenly, and enhances some aspects of voiceovers, units, and the new campaign. Thanks everyone for your continued support!

  • Fixed an issue where some missiles/torpedoes could not be re-targeted properly
  • Voiceovers: added missing UK VOs (still need radio effect and boost volume); fixed issue with CN VOs using incorrect We're Hit callout
  • Units: early Belknap, Leahy, Long Beach with "Late" loadouts with RIM-67A SM-1ER
  • Units: add new SPS-39 antenna to early Coontz and Leahy ships
  • Campaign: Strike Group Molniya dispatches reformatted for better display on all resolutions; note about Kynda missile reloads added to mission 1 for clarity
  • Translations

Sea Power Update v0.7.0 – On Sale, New Linear Campaign, and Core Improvements

[p]Hello from the Triassic Games team![/p][p]We are pleased to release a new Sea Power update to the community today. This version brings a broad set of new features, improvements, and fixes.[/p][h3]What's New[/h3]
  • [p]New Strike Group Molniya persistent linear campaign![/p]
  • [p]New terrain and vegetation shaders that greatly improve visual quality of landscapes[/p]
  • [p]Variety of performance optimizations which significantly improve load times and FPS, especially in larger scale or longer scenarios[/p]
  • [p]Missile kinematics system, allowing for more realistic air combat[/p]
  • [p]Updates to the Unit Reference/Encyclopedia, adding search, filtering, and service dates for all units[/p]
  • [p]Mission Editor enhancements, with tooltips for all fields and more functionality added for triggers[/p]
  • [p]Continued expansion of the Unit Roster with new ships, aircraft, and weapons[/p]
  • [p]A major pass on units, weapons, loadouts, and sensors, standardizing configs and correcting inaccuracies[/p]
  • [p]A variety of new or reworked scenarios[/p]
  • [p]Chinese language voiceovers, provided by SqnLdrMartin and the China player community![/p]
  • [p]British-accented English language voiceovers, provided by BrotherMunro![/p]
  • [p]Full Japanese language support for in-game menus and missions thanks to APSHELL1![/p]
[p]Please see below for details on some of the larger features and the full change list for this release. Thank you for your continued support of Sea Power![/p][p][/p][hr][/hr][h2]Strike Group Molniya Campaign[/h2][p]Strike Group Molniya is Sea Power’s second linear campaign, placing the player in command of a Soviet surface action group operating deep in the South Atlantic and Indian Oceans. Across a series of connected scenarios, players must manage limited resources, evade increasingly aggressive NATO search efforts, and execute high-risk strikes against Allied naval logistics.[/p][p]This campaign introduces new persistence mechanics that carry forward the weapon expenditure and damage of your force between missions, rewarding careful planning and tactical gameplay. This same restriction applies to enemy forces in the area as well, so destroying them in earlier missions will make later missions easier![/p][p]To play Strike Group Molniya, access it from the Campaigns tab of the main menu.[/p][p][/p][p]Strike Group Molniya campaign places you in charge of a small Soviet raider force with an unexpected capability at its disposal. See if you can win the campaign without taking any losses, as the new persistence mechanic means any lost ships will not be replaced in the next chapter![/p][p][/p][hr][/hr][h2]Missile Kinematics[/h2][p]Missile Kinematics is part of the broader aircraft behavior and air combat rework, introducing a new physics-based flight model that more accurately simulates missile acceleration, energy loss, and maneuver performance. Missiles now behave more realistically over time and distance, making factors such as launch range, target aspect, and defensive maneuvering significantly more important. Together with the wider air combat updates, this results in more realistic engagements where real-world tactics and timing play a much larger role in outcomes.[/p][p][/p][p]KInematics makes air combat more realistic, but be aware that the max range stated in the Encyclopedia may not be possible given current conditions! Select a weapon and then hover over various enemy targets to see if they are truly in range. The game will calculate the real range dynamically.[/p][p][/p][hr][/hr][h2]New Terrain and Vegetation Updates[/h2][p]This release also includes phase 1 of the updated Terrain and Vegetation visuals project.[/p]
  • [p]Terrain visuals have been updated with a new data-driven model that improves definition of regions like forest, grass, cities, farmland, and snow. [/p]
  • [p]Improved blending and physically based lighting enhance clarity, color, and detail.[/p]
  • [p]Vegetation density and variety have been expanded with upgraded grass, flowers, forests, underwater foliage, tree lighting, rocks, and weather-driven animations.[/p]
[p]Part of this initiative includes moving terrain/vegetation workload off the CPU and onto the GPU. Players should notice improvements in FPS due to this change, especially if you have a newer graphics card. All terrain settings are configurable from the game's Options menu.[/p][p][/p][p][/p][hr][/hr][h2]New and Reworked Units and Scenarios[/h2][p]Modified Kashin class BPK, with 4 x SS-N-2C Styx launchers astern, in addition to CIWS and VDS. [/p][p]Royal Norwegian Air Force P-3B with AGM-12 Bullpup missile[/p][p]New Ka-29 helicopter is now available for the Ivan Rogov class, with various CAS and attack loadouts[/p][p][/p][hr][/hr][h3]New and Updated Scenarios[/h3][p]Updating the original scenario set and adding new base game scenarios is a high priority for our team. This release adds the following new or updated scenarios to the game:[/p][p]NATO[/p]
  • [p]Sub Duel - Denmark Strait (1985): The Soviets are attempting to surge their submarine force into the Atlantic. With hostilities underway, command the USS Baltimore to locate and sink an Alfa class attack submarine off Iceland.[/p]
  • [p]Sub Duel - Pacific Shield (1971): USS Scamp has been ordered to neutralize a Soviet Yankee class SSBN operating in its patrol box off San Diego. Intel believes the Soviets may be preparing to strike the Western Seaboard. Locate and destroy the SSBN before it can launch![/p]
  • [p]Action in the Gulf of Sidra (1986): As part of Operation ATTAIN DOCUMENT III, U.S. forces have crossed Moammar Gaddafi's "Line of Death", entering the Gulf of Sidra. Shortly thereafter, Libyan SAMs were fired at two American F-14 Tomcats. U.S. forces have been ordered to destroy the SAM site at Sirte in response, and guard against any Libyan counterattack at sea or in the air.[/p]
  • [p]Red Madagascar (1985): Warsaw Pact forces have thrown Madagascar into chaos and are attempting to seize the island to expand their reach in the Indian Ocean. Command the Peleliu Amphibious Ready Group to reinforce resistance forces at Antananarivo while South African air and naval units support the operation. Expect heavy opposition from Cuban aircraft and Warsaw Pact naval elements.[/p]
  • [p]Showdown Off Guam - Blue (1985): Shortly before hostilities broke out, the Soviets sortied a heavy surface force from Vladivostok into the Pacific. This force contains both the battlecruiser Kirov and the carrier Minsk, and is believed to be heading to strike the U.S. base on Guam. Command the U.S. forces in the area to locate and destroy the Soviet attack force.[/p]
[p]Warsaw Pact[/p]
  • [p]Sub Duel - Running the Denmark Strait (1985): War has broken out and our Northern Fleet submarines are ordered to enter the Atlantic to begin convoy hunting operations. Command the Alfa class submarine K-316 to run the Denmark Strait and destroy any NATO submarines who get in your way.[/p]
[p][/p][hr][/hr][h3]Full change list[/h3][p]Newly added features in this release:[/p]
  • [p]Added search box and filtering to Unit Reference/Encyclopedia; minor Encyclopedia visual updates; Added Weapons and Sensors as new Encyclopedia categories[/p]
  • [p]Applied kinetic physics to missiles (kinematics)[/p]
  • [p]Enabled new Terrain/Vegetation shaders by default[/p]
  • [p]Added capability to make true persistent Linear Campaigns[/p]
  • [p]Added new Chinese voiceovers courtesy SqnLdrMartin and the China community[/p]
  • [p]Added new British accented English voiceovers courtesy BrotherMunro[/p]
  • [p]Added Japanese as a fully supported language thanks to APSHELL1[/p]
  • [p]Scenarios menu now shows preview of mission briefings[/p]
  • [p]Added Shadow Quality settings and Bright Night Mode to video Options[/p]
  • [p]Added WeaponStatus button to DM/Spawn[/p]
  • [p]Detection of previous crashes added for some proper log files for root cause investigation[/p]
  • [p]Added years, bombing accuracy, and weapon ranges to the Encyclopedia[/p]
  • [p]Map: First pass at polygon tool for later support for drawable patrol zones[/p]
  • [p]DM EventLog Filters improvement[/p]
  • [p]Added missile debug tool and used it to improve simulation[/p]
  • [p]Modding: Implement ability to load Effects from ini file in certain cases[/p]
  • [p]Mission Editor: Save/Load to/from mission files for the Stores Editor[/p]
  • [p]Mission Editor: AI Groups can use Weapon Status other than Weapons Free[/p]
  • [p]Mission Editor: SetSelected checkbox setting on the Unit properties panel[/p]
  • [p]Mission Editor: added tooltip texts for all tabs[/p]
  • [p]Mission Editor: Added VID order at waypoint (INI file editing only for now)[/p]
  • [p]Weapons: Air to Air Long Range loadouts for USN/USAF/IRIAF F-4D, F-4E, F-4J[/p]
  • [p]Weapons: new AAMs; AIM-9P, AIM-9G/H, AIM-9M, AIM-7E-2/4, AIM-7F, RIM-7[/p]
  • [p]Weapons: AGM-88A HARM (in new accountable ammo category AdvancedARM, to limit usage)[/p]
  • [p]Weapons: AGM-78 Advanced SEAD loadouts for IRIAF F-4E, IAF F-4E Kurnass[/p]
  • [p]Weapons: new AA-2 Atoll models and textures[/p]
  • [p]Weapons: AGM-122A Sidearm on AV-8A, AH-1T[/p]
  • [p]Weapons: AIM-9C Sidewinder[/p]
  • [p]Weapons: AA-6C unique model[/p]
  • [p]Weapons: Added LAU-33 and LAU-35 pods for Vietnam era, each holds 2 Zunis per pod[/p]
  • [p]Weapons: Mk-44 Torpedo[/p]
  • [p]Weapons: KAB-500L, FAB-500 M-54[/p]
  • [p]Weapons: AS-12 Kegler (Kh-25MP) and SEADLongRange loadouts for: MiG-27, Ko-45, MiG-28, Su-4M[/p]
  • [p]Weapons: Added AT-6 Spiral (9M114) to Ka-29[/p]
  • [p]Weapons: RIM-66G, RIM-67C, RGM-84D, UGM-109C, UGM-109B[/p]
  • [p]Weapons: Added "Late" ship loadouts added to: Ticonderoga CG, California CGN, Coontz DDG, Kidd DDG[/p]
  • [p]Weapons: Added "Early" ship loadouts added to: Kresta 1 CG, Kashin DDG[/p]
  • [p]Weapons: UGM-109 TLAM/TASM added to Los Angeles SSN, TASM added to Sturgeon SSN[/p]
  • [p]Sensors: Add BQQ-1, BQQ-2A, BQQ-2B sonar sensors[/p]
  • [p]Sensors: APG-53[/p]
  • [p]Units: Added Modified Kashin class BPK[/p]
  • [p]Units: Added Spruance class destroyers with armored box launcher for Tomahawk for specific units hat received it in 1980s, as separate unit class[/p]
  • [p]Units: Added modified Soviet RoRo with flight deck for Yak-38 and helicopters[/p]
  • [p]Units: Added Skipjack 1968 SSN[/p]
  • [p]Units: Added MiG-25BM; MiG-25PU trainer[/p]
  • [p]Units: Ka-29 helicopter[/p]
  • [p]Units: Australia/New Zealand P-3C and Norway P-3B squadrons/liveries/serials[/p]
  • [p]Units: SH-2F SAR loadout (Transport) with 8 passenger capacity, with blanking plate covering sonobuoy ports[/p]
  • [p]Units: 4K44 Redut shore-based anti-ship missile emplacement[/p]
  • [p]Units: SA-5 Launcher, SA-5 Square Pair radar as standalone land units[/p]
  • [p]Units: Douglas D-704 refueling pod[/p]
  • [p]Units: Added Tanker loadout to A-6E with D-704[/p]
  • [p]Units: New small airbase variants for China (PLAN and PLAAF) and Japan with custom airwings for ease of use in Mission Editor[/p]
  • [p]Units: Callsigns for Yak-38, Ka-25, Ka-27 (non-historical as Soviets did not use callsigns but cleans up Flight Deck menu)[/p]
  • [p]Units: all ships and submarines now include ServiceDate values, over 1000 added, including many for individual ship variants[/p]
  • [p]Units: Adams 1968 variant with no SLQ-32 or Harpoon[/p]
  • [p]Campaign: Added new "Strike Group Molniya" persistent Linear Campaign[/p]
  • [p]Scenario: Reworked "NATO/Sub Duel" into "Sub Duel - Denmark Strait 1985"[/p]
  • [p]Scenario: Reworked "NATO/Operation Prairie Fire" into "Action in the Gulf of Sidra 1986"[/p]
  • [p]Scenario: Reworked "NATO/Red Madagascar 1985" scenario[/p]
  • [p]Scenario: Reworked "NATO/All Your Guam Belong To Us" into "Showdown off Guam - Blue 1985"[/p]
  • [p]Scenario: Added new scenario "Warsaw Pact/Sub Duel Running the Denmark Strait 1985"[/p]
  • [p]Scenario: Added new scenario "NATO/Sub Duel Pacific Shield 1971"[/p]
  • [p]Added Loading screens thanks to community contributors![/p]
[p]Changes from previous release:[/p]
  • [p]Engine: Unity updated to 6000.0.67f1[/p]
  • [p]UI: Improvements to mission editor and encyclopedia information displays[/p]
  • [p]Improved guidance and range estimates for weapons[/p]
  • [p]Reworked TMA to add process noise - the range accuracy of passive sonar and ESM is now significantly reduced[/p]
  • [p]Launchers now return to their load position when empty[/p]
  • [p]Large SAM sites will now register as dead once all radars are destroyed[/p]
  • [p]Adjusted: INI ready up time to new launch time calculation[/p]
  • [p]RandomTurns now generates common waypoints instead of special waypoints[/p]
  • [p]Neutral aircraft do not crash when out of fuel[/p]
  • [p]Effects: LauncherSmoke: tweaked rotation of emitter, added faint secondary smoke, fiddled with opacity[/p]
  • [p]Altered TC waypoint tolerances to prevent aircraft from being stuck on waypoint due to high Time Compression[/p]
  • [p]Removed MOSS from autoattack[/p]
  • [p]Exempted parachutes and fuel tanks from bomb guidance logic[/p]
  • [p]Clarified Video Options text for Autogen - changed to "Autogen Cities Enabled"[/p]
  • [p]Updated save_profile command to accommodate weapons[/p]
  • [p]Updated game's credits[/p]
  • [p]Wakehoming torpedo aimpoint changed for better AI performance[/p]
  • [p]Wake homing torpedoes now travel under the layer[/p]
  • [p]Hard cut limits added for the wakehoming guidance FOV and distance to override ini values (handy for combined guidance torpedoes like USET-80)[/p]
  • [p]Wake mechanics for smaller ships changed to allow longer/more persistent wakes[/p]
  • [p]damage.ini tweaked to modify altitude and speed penalty modifiers[/p]
  • [p]Mission Editor: Stores Editor is not available for Aircrafts, Helicopters and Biologics[/p]
  • [p]Mission Editor: For AI units weapon state is always Free if there is no override value in the mission file; removed forced Weapons Free when a player changes unit group Side to Red[/p]
  • [p]Mission Editor: Weapon Status for waypoints will not change unless altered specifically in the Mission Editor[/p]
  • [p]Mission Editor: Action_UnitWaypoints is supported in the mission file save/load (will not be overwritten)[/p]
  • [p]Mission Editor: manually-added Positions List (random spawn positions) is supported in mission file save/load (will not be overwritten)[/p]
  • [p]Mission Editor: Switching a Group to Red side automatically sets ROE to Weapons Free[/p]
  • [p]Weapons: Add proper assets for Mk16 torpedo[/p]
  • [p]Weapons: AIM-7/RIM-7 makeover, new models and textures[/p]
  • [p]Weapons: AIM-9 makeover, new models and textures[/p]
  • [p]Weapons: AIM-9J, P, L, M, turn rate increased from 20/24 -> 25/30[/p]
  • [p]Weapons: USN naval SAMs updated with new kinematics, SM-2 and RIM-8 temporarily use RC guidance[/p]
  • [p]Weapons: RIM-66C loft height changed to 35,000ft, RIM-67B loft height changed to 55,000ft, loft climb angles changed to 25 and 35 degrees respectively[/p]
  • [p]Weapons: Mk 37 now has an ASuW firing mode and can engage surface targets (at a snail's pace)[/p]
  • [p]Weapons: AGM-78 STARM is in new accountable ammo category AdvancedARM[/p]
  • [p]Weapons: Mk48 range reduced from 20nmi -> 17.28nmi, transit speed 50kn -> 40kn in accordance to public data about early Mk48 models[/p]
  • [p]Weapons: All short-range IR AAMs have higher turn rate to hit maneuvering targets[/p]
  • [p]Weapons: J-7C Fishcan now has PL-5C instead of PL-2A[/p]
  • [p]Weapons: J-5 Fresco now has PL-2B instead of PL-2A[/p]
  • [p]Weapons: AGM-45 Shrike now has target memory again to make it usable[/p]
  • [p]Weapons: HQ-61 kinematics[/p]
  • [p]Weapons: all naval SAM launchers no longer have default rotation speed values, now tuned to their slower IRL rotation speeds[/p]
  • [p]Weapons: Mk7, Mk10, Mk11, Mk13, Mk22, Mk26, SA-N-1, SA-N-3, SA-N-7 - arm launchers with updated (slightly faster by 1-3s) reload values to reflect the slower traverse rates, now with slightly faster reaction times[/p]
  • [p]Weapons: slightly touched up textures on Harpoon series (A, B/C, D)[/p]
  • [p]Weapons: MiG-25P/PD now have missile positions swapped, SARH missiles outboard and IR missiles inboard[/p]
  • [p]Weapons: all NATO SAMs complete with new kinematics[/p]
  • [p]Weapons: Soviet naval SAMs now have proper kinematics[/p]
  • [p]Weapons: some missiles now have multipliers for out-of-altitude or speed penalties, making some missiles better against fast or sea-skimming threats proportional to others[/p]
  • [p]Weapons: some Soviet naval SAMs now have very slightly higher KillProbability values, to match estimated combat pKs[/p]
  • [p]Weapons: AGM-45 tweaked launch characteristics, removed loft, touched up texture[/p]
  • [p]Weapons: AGM-78 has new texture[/p]
  • [p]Weapons: all cluster bombs now have unique blast radius, most are now larger than before[/p]
  • [p]Weapons: AGM-122A is now accountable ammunition[/p]
  • [p]Weapons: AH-1T, AV-8A now have Advanced SEAD loadouts for AGM-122A[/p]
  • [p]Weapons: all SAM arm launchers now return to load positions after firing, improving firing efficiency[/p]
  • [p]Weapons: HY-3, YJ-1, YJ-8, AS-4, AS-4B, SS-N-3B - corrected speeds, altitudes, firing ranges, and flight profile distances[/p]
  • [p]Weapons: language_en, AIM-9 series updated to reflect current referencing standard for descriptions[/p]
  • [p]Weapons: language_en, rename standard missiles from "SM-1MR" scheme to "RIM-66B" scheme for greater clarity[/p]
  • [p]Weapons: added 2x Mk44 and 1x Mk46 loadouts to QH-50C and QH-50D[/p]
  • [p]Weapons: tweak RIM-2/24/66A minimum altitudes[/p]
  • [p]Weapons: replaced Mk-46 with Mk-44 on appropriate platforms[/p]
  • [p]Weapons: replaced SSQ-53/62 with SSQ-41/47 on appropriate platforms (export ASW aircraft, P-2H)[/p]
  • [p]Weapons: all SAM/AAMs now have MaxAttackVelocity values to dictate maximum valid engagement velocities[/p]
  • [p]Weapons: new textures for; RGM-109B TASM, Mk-46, Mk54 DC, HQ-61[/p]
  • [p]Weapons: Clarified min/max altitudes for Soviet AAMs[/p]
  • [p]Weapons: All ARMs now have WarheadType=6 to reduce hull damage on impact[/p]
  • [p]Weapons: SS-N-9 improved ECCM to account for secondary IR seeker[/p]
  • [p]Weapons: Weapons with resistances > 0.999 are unspoofable and unjammable[/p]
  • [p]Weapons: Increased max depth for 53-65K torpedo because wakehoming torpedoes cruise below the layer now and 53-65k exploded because exceeding max depth in this case[/p]
  • [p]Weapons: ammunition_names updated to add new descriptions for weapons without them[/p]
  • [p]Weapons: Improved bomb performance[/p]
  • [p]Weapons: pK, minimum altitude, penalty multipliers, and ECCM performance changed for most shipboard radar SAMs[/p]
  • [p]Weapons: low-caliber (37-125mm) guns (especially short range guns) have increased GravityFactor more in line with reality (flatter trajectories)[/p]
  • [p]Weapons: RIM-2, RIM-24, RIM-66, RIM-67: touched up models and textures[/p]
  • [p]Weapons: F-4E loadouts added "Low Altitude Strike" and "Strike Demolition" loadouts with Mk-82 Snakeye and M118 3000lb bombs respectively[/p]
  • [p]Weapons: SS-N-12, SS-N-19: modified flight profile, group size increased to 16/24 from 8/8 respectively[/p]
  • [p]Weapons: Virginia CGN (1985) updated to use RIM-66E (IOC 1983)[/p]
  • [p]Weapons: Iowa BB Harpoon model changed to RGM-84C[/p]
  • [p]Weapons: low-caliber guns (7.62mm to 76mm) all rebalanced in damage, blast radius, and aircraft kill chance[/p]
  • [p]Sensors: Added PLAN sensor and weapon corrections thanks to tireless community research![/p]
  • [p]Sensors: rework existing air search radars (primarily USN and WP) to have up-to-date standards, expect lower minimum altitudes[/p]
  • [p]Sensors: USN fire control increased in gain to allow for firing at maximum range (SPG-49, SPG-51, SPG-55, SPG-62, SYS-1)[/p]
  • [p]Sensors: JamToSignalBurnThroughRatio 3 -> 10000[/p]
  • [p]Sensors: Added passive mode to AQS-13E, tweaked gain[/p]
  • [p]Sensors: reworked Offensive ECM jammers (ALQ-99, Buket, Azaliya) to have significantly greater Max Range, but become less effective as distance to target increases (ineffective at max range)[/p]
  • [p]Sensors: corrected the performance of all SurfaceSearchRadar type sensors, increase in range nearly across the board[/p]
  • [p]Units: EKA-3B reclassified as EW/Tanker, KA-3B as Tanker in Encyclopedia SeaPowerica[/p]
  • [p]Units: Separated SA-5 launcher and Square Pair radar integrity and damage points reduced 5 -> 1[/p]
  • [p]Units: Every ship with an arm launching SAM now has "FixVerticalLaunchAngle=False" meaning it will elevate at a target, with additional superelevation (usually 5-15 degrees, higher at 25-35 for LR SAMs)[/p]
  • [p]Units: Oslo-class has RIM-7H instead of RIM-7E[/p]
  • [p]Units: SPG-51, SPG-62 installations now have default rest elevations of 20 and 45 deg respectively[/p]
  • [p]Units: Ticonderoga can now elevate its FCRs[/p]
  • [p]Units: A-7E, A-6E have long-range ARMs moved to SEADAdvanced loadouts, default SEAD loadout is AGM-45 and Mk20 Rockeye[/p]
  • [p]Units: many western aircraft (F-4, F-5, F-14, F-15) received touched up historical AAM loadouts, and modified rotations to accomodate the new AAMs[/p]
  • [p]Units: Revised and corrected specular/gloss maps on existing MiG-25s, added Syrian and Indian liveries for MiG-25s[/p]
  • [p]Units: Speed settings for MiG-23MLD and A are equal now with Max value set to 1.2M[/p]
  • [p]Units: all surface ships now have corrected acceleration, decelration, and linear drag values (thanks gsmith!)[/p]
  • [p]Units: submarines now have corrected acceleration, deceleration, and linear drag values[/p]
  • [p]Units: ServiceDates for US Aircraft[/p]
  • [p]Units: added TRAM turret to A-6E[/p]
  • [p]Units: AV-8A is renamed to AV-8C to reflect its RWR and chaff equipment, internal name remains the same[/p]
  • [p]Units: corrected flight models on F-4 series, especially top speed at sea level[/p]
  • [p]Units: various tweaks to Soviet submarine (SSN, SSK, SSBN, SSGN) loadouts to be more consistent and accurate[/p]
  • [p]Units: Corrected P-3C anti-ship loadouts; AntiShipHeavy no longer mounts Harpoon on ferry points; cleaned up Recon loadout[/p]
  • [p]Units: Introduced better oilcanning effect for ships; to be extended to all ships[/p]
  • [p]Units: HMLA changed to HMA for USMC AH-1T squadrons[/p]
  • [p]Units: Coastal batteries (and high caliber AAA) now have standardized armor, VID range, and VID increase with firing values, making them all able to be spotted and killed reliably[/p]
  • [p]Units: US surface ships and carriers now have updated profile pictures to the latest standard[/p]
  • [p]Units: Added dipping sonar to Stenka[/p]
  • [p]Units: Virginia, 1983 Long Beach, now have a half/half mix of TASM and TLAM, versus their prior all-TLAM tomahawk loadouts[/p]
  • [p]Units: Adams 1980 (both early and late) have their Harpoon count reduced from 8 -> 4, increased SM-1MR count by 4[/p]
  • [p]Units: All ships with Mk13 launchers and Harpoon now have 6 Harpoons instead of the previous 8 (+2 SAMs)[/p]
  • [p]Translations[/p]
[p]Fixes from previous release:[/p]
  • [p]Fixed a GPU memory leak which caused occasional small VRAM spikes during biome crossing[/p]
  • [p]Fix for Geforce Now issues[/p]
  • [p]Texture error when using Potato setting[/p]
  • [p]Fixed null ref errors on engaging decoys, and failed guidance of ARM/laser guided bombs[/p]
  • [p]MPA Helicopters could be launched over the limit, resulting in excessive helicopters being stuck in shifting states[/p]
  • [p]MPA/AEW/CAP aircraft could stuck circling around one waypoint if CAP range was recalculated[/p]
  • [p]Typo in Airstrike launch logic causing airbases without bombers to attempt airstrikes[/p]
  • [p]Exception on trying to load some meshes due to caching logic[/p]
  • [p]Fix when a single line comment appears at the end of a file without a newline[/p]
  • [p]Wrong state display for non-missile weapons for hardpoints[/p]
  • [p]Linear Campaign Loading should work properly. Cleans up loading from Main Menu, Campaign Menu, and Pause Menu. Also adds a failsafe to prevent loading Campaign Saves while in mission.[/p]
  • [p]Fix for Null Ref when saving a loaded save in Linear Campaign[/p]
  • [p]Crash in ListenerManager when scenes were reloaded[/p]
  • [p]Added scaling control in Linear Campaign UI to prevent issues with rendering events[/p]
  • [p]Updated Noesis UI components to fix a crash seen in some situations[/p]
  • [p]Fix visual sensors null referencing out at night[/p]
  • [p]Fixed Silex not dropping torpedo, missiles not being able to be targetted to empty space, and null ref error on saving a mission with triggers referring to hidden units[/p]
  • [p]Saving was not handling disabled units properly[/p]
  • [p]Mines now properly cause damage[/p]
  • [p]Radar range calculations updated for better performance[/p]
  • [p]Corrected unrealistic damage caused by machineguns to small vessels[/p]
  • [p]Hotfix for mission saving with liferafts[/p]
  • [p]Some info (being jammed, processing) was not displayed for non identified contacts[/p]
  • [p]Modding: Experimental fix for private mods locking up loading[/p]
  • [p]Mission Editor: Reveal Unit trigger now shows proper side of the revealed unit[/p]
  • [p]Mission Editor: fixed exception when formation size was 0 and the ncode attempted to get the formation name[/p]
  • [p]Mission Editor: Aircraft being set to Loiter unintentionally when reloading scenarios[/p]
  • [p]Weapons: BGM-71 TOW can now fire at max range, has kinematics[/p]
  • [p]Weapons: SM-1, SM-2, RIM-2F tweaked sustainer burn time to match documentation (20s -> 30/35s)[/p]
  • [p]Weapons: F-4s now have consistent AAM types throughout all loadouts[/p]
  • [p]Weapons: SA-N-3, SA-N-6 were unable to fire at maximum range[/p]
  • [p]Weapons: SPG-51, SPG-60 did not have enough gain to fire SM-1 at range[/p]
  • [p]Weapons: AGM-123 now has kinematics, functions properly[/p]
  • [p]Weapons: MM-38 and AM-39 now share identical flight profiles, corrected altitude and distance for each phase of flight[/p]
  • [p]Weapons: FRAM II Gearing now has Mk44 torpedo[/p]
  • [p]Weapons: corrected TypicalFiringAlt and TypicalLaunchVelocity values for AS-11 to allow it to achieve maximum range when fired from subsonic speeds[/p]
  • [p]Weapons: AS-7, AS-10, AS-14, corrected max speed, firing range, typical firing altitudes, and flight profiles[/p]
  • [p]Weapons: AIM-9J replaced with AIM-9P on JASDF T-2[/p]
  • [p]Weapons: corrected Phalanx ammo count (1550 ->989) and increased hit rate slightly[/p]
  • [p]Sensors: Snoop Plate no longer has infinite range[/p]
  • [p]Units: Corrected A-3 fuel values[/p]
  • [p]Units: Nanuchka's flag was not hidden when killed[/p]
  • [p]Units: La Combattante II now has vertical elevation and updated model for 40mm Fast Forty[/p]
  • [p]Units: Romeo SSK now has corrected crew positions when surfaced[/p]
  • [p]Units: F-5E having centerline MER not hidden on LongRange loadouts[/p]
  • [p]Units: F-5E centerline MER rack now visible for StrikeLongRange and invisible for Strike[/p]
  • [p]Units: M42 Duster South Vietnam nation entry[/p]
  • [p]Units: Incorrect flag reference for South African Daphne class SSK[/p]
  • [p]Units: corrected F-4 rear left sparrow rotations[/p]
  • [p]Units: some ships now have corrected shaft horsepower, displacement, and powerplant type values[/p]
  • [p]Units: P-2H bomb bay doors now open[/p]
  • [p]Units: SH-2F now has TransportCapacity for loadouts without any sonobuoys (Ferry, Empty)[/p]
  • [p]Units: all language files updated to reflect changed Victor III corrected class size and numbers[/p]
  • [p]Units: F-4 ALQ-119 rotations[/p]
  • [p]Units: USS Lapon brought back from the dark distant future of 19972 via time travel technology[/p]
  • [p]Units: unit ServiceDate values now reflect reasonable configuration years; for example Virginia with ABL will be "Virginia-class (1985) rather than for 1975, as Tomahawk and Harpoon did not exist at that point[/p]
  • [p]Units: Corrected 1980s Adams, added proper mesh configuration for 1968 Adams[/p]
  • [p]Units: various corrections to ServiceDate values and filling in a few missing ones[/p]
  • [p]Units: Corrected F-4J dry mass[/p]
  • [p]Units: Corrected Charlie I SSGN magazine ammo count[/p]
  • [p]Units: T-2 AIM-9 version clarified to AIM-9P[/p]
  • [p]Units: Lutjens ammo load incongruency (now has 6x RGM-84, 34x RIM-66B)[/p]
  • [p]Units: JMSDF P-3C 8th and 9th FAS were not available[/p]
  • [p]Units: JMSDF P-3C Recon loadouts updated to remove Sidewinder[/p]
  • [p]Units: AH-1T squadron name "Coyotes" typo[/p]
  • [p]Units: corrected service altitude of E-3A (to 35,000ft)[/p]
  • [p]Units: Tachikaze FCR Alignment[/p]
  • [p]Units: A-7E flyout range corrected 1070nmi -> 1987nmi[/p]
  • [p]Units: Iowa BB added SharedLaunchInterval to Mk141 launchers[/p]
  • [p]Campaign: Calculus of Conflict mission 05B added unlimited fuel for un-based aircraft[/p]
  • [p]Scenario: Removed aircraft from neutral airbase in "Caron at Grenada"[/p]
  • [p]Scenario: "Caron at Grenada" win conditions[/p]
  • [p]Null refs[/p]

January Dev Report - New Missile Kinematics, Community Spotlight, and Previews

January Dev Report - New Missile Kinematics, Community Spotlight, and Previews
[p]Hello from the Triassic Games team![/p][p]One of our major initiatives is reworking air combat and aircraft behavior, as this is consistently one of the areas most requested for improvement. [/p][p]All of these initiatives are still Work in Progress, but the team is making progress on each:[/p]
  • [p]Allowing drawable Patrol Zones to which aircraft can be assigned on the map,[/p]
  • [p]Overhauling the aircraft control UI,[/p]
  • [p]Updating the threat prioritization algorithm of AI aircraft,[/p]
  • [p]Implementing kinematics, allowing use of real tactics in air combat, especially during BVR combat.[/p]
[p]Today we would like to share an update on Missile Kinematics, which is currently in the final round of testing in the Public Beta Branch. [/p][p]We expect to update the main release branch with these new mechanics in the next few weeks![/p][p][/p][hr][/hr][p][/p][p][/p][h2]Kinematics Overview[/h2][h3]What is kinematics?[/h3][p]Kinematics is the study of objects in motion and how they move, accelerate, and decelerate. For us, this means a more accurate simulation of how missiles fly. Most missiles are rather simple - they are fired, they burn their motor for a short time, then they cruise towards the target, using the inertia built up from that motor burn to allow them to smash through the air that is between them and their target, as well as fight against gravity to get up to their target. Both of these things take energy, and so as the missile travels, it slows down. The faster it’s going, and the lower in the atmosphere it is, the more air it has to smash through to get where it wants to go, and the faster it slows down. [/p][p][/p][p][/p][h3]What this means for Sea Power[/h3][p]Currently, missiles all travel a flat distance before exploding, sometimes slowing down a bit along the path. But for the most part, missiles don’t actually act like that. They start off going extremely fast, then lose speed as they travel through the atmosphere. Atmospheric density, however, falls off quickly as you gain altitude, meaning missiles fired at high altitude, or at targets who are at higher altitude, have dramatically less air to go through, and as such, are slowed down much less, and can travel much further. [/p][p]So the range for missiles isn’t constant any more. Rather, the range starts depending on many factors, which you can try to influence in your favor to make your missiles fly further, and enemy missiles fail sooner.[/p]
  • [p]How fast are you going? The missile inherits the speed of the launch aircraft, and this can make a big difference in how fast it winds up going. A fast aircraft can fire a missile a lot further.[/p]
  • [p]How high up are you? The air is thinner up high, so firing from high altitude reduces the amount of drag the missile gets.[/p]
  • [p]How high up is your target? This is similar to the above point, a high altitude target has less air in the way to stop the missile.[/p]
  • [p]And how is the target traveling relative to you? If the target is flying away from you, by the time the missile gets there it will have had to travel a lot further, so it will lose a lot more speed. [/p]
  • [p]Is the missile limited by its seeker performance? IR missiles may have drastically reduced range if they can’t see the hot parts of your aircraft and you aren’t having significant body-heating via high speeds and drag, and radar missiles may have issues with small targets low down.[/p]
[p]This means that the range a missile can fly is now no longer a constant, but able to be influenced by many different factors which you can utilize. Wanting to fire a long range strike at some bombers using the AIM-54A Phoenix? Get your F-14s up high and going fast before they fire to extend the range of the missile. Need to dodge a SAM that was fired at you? Dive down and turn away to make it dive into thicker air where it can’t maintain speed. [/p][p][/p][h3]Technical Details[/h3][p]If you are interested in the technical implementation behind Kinematics, our developer Nick (Bluedot) will be putting together a detailed write up on this over on the MicroProse Discord. If you are not on our Discord, we highly recommend joining here: https://discord.gg/8YCeJekkNb[/p][p][/p][p][/p][hr][/hr][h2]Community Spotlight - Battle of the Atlantic Workshop Campaign[/h2][p]One of the most common requests we see is for more scenario and campaign content within Sea Power. The Triassic Games team is actively working in this direction, and we plan to release two new Linear Campaigns over the coming months.[/p][p]In the meantime, we’d like to spotlight an excellent community-created campaign, Battle of the Atlantic by IlDuce-17, available now on the Steam Workshop. The campaign currently features 25+ missions, and if you’re looking for a challenging, story-driven experience, we highly recommend subscribing and giving it a try.[/p][p]Each mission in the campaign is a separate Workshop item. Here is a link to the first mission:[/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][h2]Overhaul of Weapon Assets[/h2][p]nuclearstonk from the Triassic team has been busy reworking many of the game's weapon assets. These are available in Public Beta now, coming to the main branch in the next few weeks![/p][p][/p][p][/p][p][/p][p][/p][p][/p][hr][/hr][h2]Upcoming Content Previews[/h2][p]To wrap up this month’s update, here’s a quick look at a few things the team has been working on. These previews are shared in no particular order, and timelines vary, but we hope you enjoy this early glimpse at what’s coming.[/p][p][/p][p]Royal Navy Leander class frigate (Type 12I) Batch 1 with Ikara anti-submarine weapon[/p][p][/p][p]New Ikara launcher for Royal Navy units[/p][p]
Close up view of the Ikara anti-submarine weapon[/p][p][/p][p]USS Merrill DD-976 with Armored Box Launchers installed for Tomahawk missiles[/p][p][/p][p]Intro event for a new Linear Campaign being introduced[/p][p][/p][p]A-1 Skyraider early work in progress model[/p][p][/p][hr][/hr][p]Thank you to everyone in the Sea Power community for your continued support and interest in the project. We appreciate your feedback, and we look forward to sharing more progress with you in the months ahead![/p][p]- The Triassic Games team[/p]

Sea Power Dev Blog – December 2025

[h2]Sea Power Development Update - December 2025[/h2][p]Happy Holidays from the Triassic Games team! [/p][p]As we approach the end of 2025, we wanted to take a moment to look back at what the team has delivered this year, introduce two new members of the development team, and provide a brief update on several major initiatives currently in progress. We are also using this opportunity to roll out a small update to Sea Power, which is described below.[/p][p]This year has been a significant one for Sea Power, both in terms of feature depth and long-term foundations for the future of the game.[/p][p][/p][p][/p][hr][/hr][h2]2025: Year in Review[/h2][p]Throughout 2025, development focused on building upon the core mechanics of Sea Power, as well as expanding the overall scope of the game with new factions, missions, and a campaign. Major updates this year included:[/p]
  • [p]New playable JMSDF and PLAN factions, each with brand new units and scenarios.[/p]
  • [p]Major rework of Flight Deck operations for enhanced realism and more interesting carrier and airbase gameplay.[/p]
  • [p]Introduction of save/load functionality, enabling longer and more complex scenarios to be enjoyed in more than one session.[/p]
  • [p]Tacview integration, allowing players to analyze engagements in detail outside the game.[/p]
  • [p]Release of the first Linear Campaign, providing a structured story-based experience with connected and branching scenarios.[/p]
  • [p]New missions, weapons, and units across all factions, expanding historical scope and providing for more variety.[/p]
  • [p]Ongoing AI improvements, providing for better replayability and more challenge for players.[/p]
[p][/p][hr][/hr][h2]Team Update[/h2][p]We are excited to welcome two new team members to Triassic![/p][p]Chris (skyblazer) has joined the art team as a 3D modeler, focusing on the creation of new units. He is a long time Sea Power mod maker known for his work on the Royal Australian Navy mod pack. Chris is based in Australia and brings a strong background in 3D design and asset creation to the team.[/p][p]Nick (bluedot) has joined the team as a software developer and is currently focused on performance optimization and enhancing aircraft behavior and air-to-air combat fidelity. Like Chris, Nick is an experienced mod maker with a professional background in .NET web development.[/p][p]Welcome Chris and Nick![/p][hr][/hr][h2]Current Development Initiatives[/h2][p]As we move toward 2026, several major initiatives are underway. Below is a brief status update on each:[/p][h3]AI Improvements[/h3][p]Throughout the second half of 2025, the team has introduced a variety of enhancements to the Sea Power AI. The latest on AI has been shared throughout the last few community updates, but here is a recap as we approach the end of the year:[/p]
  • [p]The AI commander can now classify player ship and aircraft formations based on shared characteristics such as heading, speed, and grouping.[/p]
  • [p]AI airbases and carriers automatically launch AEW&C, maintain CAP, and scramble interceptors in response to inbound strikes.[/p]
  • [p]AI aircraft will prioritize attacks on detected targets more appropriately, and defend themselves against CAP effectively.[/p]
  • [p]AI submarines employ wake-homing torpedoes more effectively by engaging at closer ranges.[/p]
[p]AI capabilities under active development:[/p]
  • [p]Active AI reconnaissance using available assets.[/p]
  • [p]Expanding airstrike capabilities beyond bomb-only attacks.[/p]
  • [p]Enabling the AI to coordinate SEAD and jammers with airstrikes.[/p]
  • [p]Morale-based AI behavior and reactions.[/p]
  • [p]Improved ASW tactics against player submarines.[/p]
  • [p]Better AI weapon employment within appropriate engagement envelopes.[/p]
  • [p]Delivery of the AI Framework to the community, allowing scriptable AI for custom missions.[/p]
[p][/p][p]Pictured: experimental AI logic built inside the scriptable AI Framework for transiting Ship A (yellow) past Threats X, Y, and Z (red) to Destination B (green). Weighted threat values (black arrows) for each detected/classified red Threat influence the pathing decisions for Ship A (yellow). Ship A (yellow) is simulated Kidd class DDG, while Threat X (top) is simulated Oslo class FF, Threat Y (top right) is simulated Belknap class CG, and Threat Z (bottom) is simulated Sovremenny class DDG. The sharp turn to the south on classification of Threat Z (Sovremenny) is due to AI understanding of the greater anti-ship threat posed by Sovremenny with its highly capable SS-N-22 missiles.[/p][hr][/hr][h3]Performance Optimizations[/h3][p]Performance of Sea Power, especially in larger scale or longer running missions, has been a consistent point of feedback from the community. The team is making a focused effort to identify performance bottlenecks and optimize where possible.[/p][p]Recent improvements include:[/p]
  • [p]Significant performance gains in large-scale scenarios, with Public Beta participants (and dev team profiling) showing a 50% increase in FPS in missions. These improvements stem from optimization work led by Nick, our new programmer, who continues to identify areas for improvement.[/p]
  • [p]Engine- and system-level optimizations, including revised sensor line of sight checks, improved unit file referencing to reduce load times, and better handling of large unit formations. [/p]
  • [p]Progress on hunting down a long-standing memory leak that would result in longer missions slowing down or crashing, preventing the need to save and restart the game to avoid crashes. [/p]
[p]The Triassic Team expects to continue to deliver further performance improvements with each major update. Please stay tuned![/p][p][/p][hr][/hr][h3]Aircraft Behavior Rework[/h3][p]Improving the management of aircraft in Sea Power is a high priority for our team. Recently, the team conducted a special session to identify the main areas of aircraft behavior that will be addressed:[/p]
  • [p]Improving the aircraft control UI to make aircraft more intuitive to operate.[/p]
  • [p]Introducing more realistic missile kinematics to make real defensive/offensive air combat tactics viable.[/p]
  • [p]Adding capability to draw out specific patrol/free-engagement zones for aircraft (and extending this capability to ships and other units).[/p]
  • [p]Improving WTA (Weapon Target Assignment) algorithms of AI aircraft, so that fighters prioritize targets correctly.[/p]
  • [p]Adding more realistic fuel elements to the aircraft simulation, including aerial refueling.[/p]
  • [p]And of course, continuing to work out bugs in the flight model (especially the recalcitrant issue where aircraft will climb to 100,000' without explanation...)[/p]
[p]Aspects of these priorities have already been delivered and are live in the latest release (please see release notes below). For the rest, please stay tuned for updates throughout the next few months.[/p][p][/p][hr][/hr][h3]Dynamic Campaign[/h3][p]With continued progress on Sea Power’s AI systems, the team has begun active development of the Dynamic Campaign. [/p][p]As outlined in previous updates, the initial implementation will focus on a North Atlantic theater set during a Cold War–gone-hot conflict between NATO and the Warsaw Pact in Europe. Our current efforts focus on the strategic map view and the objectives and events shown there (for which the Linear Campaign system has provided a basic framework).[/p][p]As development progresses, we will share additional details with the community.[/p][p][/p][hr][/hr][h3]Environment/Terrain Overhaul[/h3][p]Work is underway on a major overhaul of Sea Power's terrain and environment systems, led by Ian and Mek on the art team. This effort is focused on improving the visual fidelity of terrain, vegetation, coastlines, undersea environments, and cities within the game.[/p][p]Here is a first look at some of the enhancements. We expect to release the environment overhaul sometime in Q1 of 2026:[/p][carousel][/carousel][carousel][/carousel][hr][/hr][h3]Royal Navy Faction Update[/h3][p]As mentioned in our roadmap (and teased on the Microprose Discord), the next faction we are releasing will the Royal Navy. The following units have been revealed so far, with more to come:[/p]
  • [p]Type 21 (Amazon) class frigate[/p]
  • [p]Type 42 (Sheffield) class destroyer (Batch 1)[/p]
  • [p]Type 22 (Broadsword) class frigate[/p]
  • [p]Lynx HAS.1 helicopter[/p]
[p]Royal Navy faction release is currently targeting Q2 2026, and like previous faction updates, will include a variety of new units and scenarios. Nils from the art team has been hard at work on these new ships:[/p][p]Pictured: Type 21 (Amazon) class frigate[/p][p]Pictured: Type 42 (Sheffield) class destroyer (Batch 1)[/p][p]Pictured: Type 22 (Broadsword) class frigate[/p][hr][/hr][h3]Miscellaneous Updates[/h3][p]Additional areas of development are outlined below. These efforts are largely focused on quality-of-life improvements and content updates, and will be delivered incrementally over the coming year.[/p]
  • [p]New native language voiceovers for Chinese and Japanese[/p]
  • [p]New accented English voiceovers for European powers and others[/p]
  • [p]Continuous improvement of the game's Mission Editor[/p]
  • [p]Continuing to update and improve the base game's original scenario set[/p]
  • [p]Adding new scenarios for all factions[/p]
  • [p]Adding two new Linear Campaigns, the details for which will be shared soon™️[/p]
  • [p]Adding new units for all factions outside the major faction releases, with a sneak peek below:[/p]
[p]Pictured: one of the new units in progress by Chris on the art team. [/p][hr][/hr][h2]Release Branch Update[/h2][p]\[ADDED 26 DEC]: please note, as of 26 Dec (Friday), we have ROLLED BACK this update as some users were reporting crashes and framerate issues. We are investigating these issues and will get a patch release out ASAP. Until then, please use the Public Beta if you would like to try the changes mentioned below![/p][hr][/hr][p]Last but not least, we will be rolling out an update to Sea Power today that incorporates the same set of improvements recently tested on the Public Beta branch. These updates were mentioned in our last post, but here is a recap for those interested:[/p][h3]What's New[/h3]
  • [p]Performance optimizations across core systems, delivering faster load times and improved FPS, especially in large-scale scenarios.[/p]
  • [p]Aircraft will no longer jettison external fuel tanks unless 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 a nearby recovery airfield will now ditch.[/p]
  • [p]Many new loadout options for US aircraft (P-3C, S-3A, SH-3H, SH-2F, A-6E, and A-7E)[/p]
  • [p]New Rubezh land-based Styx platform[/p]
[h3]Full change list[/h3][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]Added USN Mark 54 depth bomb (conventional)[/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 SEAD Long Range loadout for A-7E based on historical 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]South African Air Force Mirage F1 callsigns[/p]
  • [p]New 4K51 Rubezh shore-based Styx launcher[/p]
  • [p]Added DECM to Yak-38[/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]Mission Editor: changed waypoints so that first waypoint can properly change unit weapon status[/p]
  • [p]Campaign: updated all campaign missions to accommodate new limited fuel for unbased aircraft[/p]
  • [p]Scenario: updated all scenarios to accommodate new limited fuel for unbased aircraft[/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]P-3C bank angle increased for better bombing/buoy deploy performance in line with actual capabilities[/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]Placing waypoints or hitting Ceasefire no longer cancels Weapons Free state[/p]
  • [p]Fixed issue where new asset loading would error out when mods had incorrect ammunition types in a magazine[/p]
  • [p]Fixed issue with line of sight checks clipping into ground, preventing VID[/p]
  • [p]Prevented ghost objects at world origin causing low FPS at certain low sun angle[/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]