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Sea Power News

Patch Notes 0.1.1.3

Hello everyone, here comes a hot fix for our last patch, sorry again for the trouble!
We're aware of ongoing issues with aircraft and formations and currently working on them, thank you for your patience!

Bug Fixes:
  • Exception in formation when trying to assign movement data to new leader
  • Bottom Bar weapons free states could show a tick next to all items
  • Coontz 68 issues with colliders
  • Added Coontz 68 profile picture
  • Encyclopedia PauseMenu Resume button
  • Su-24a and Su-24m cruise altitude fix
  • P-3C Loadout Keys
  • No descriptions for SPS-12, SPS-32, SPS-33 radars, added stubs to all languages
  • Wrong peak power level for LN-66 radar, upped to 75 Kw
  • RIM-67A (SM-1ER) missile max range increased to 40 nm
  • Firing arcs of Coontz 68
Improvements/Additions:
  • Autogen: Improved frustum culling to viewport culling
  • US SAM missile models

Rolling back #127

Dear all, we're very sorry for the issues with the latest release #127 and rolling back to an older version #124 until we get the root cause fixed which shouldn't take too long. Thank you for all your reports, support and help!

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