A few screenshots, for those among you who might still be around? 
First of all, our new weather model, which allows for localized rain squalls, the likes of which saved Zuikaku from a pounding at Coral Sea, or Enterprise from extermination at Santa Cruz. You will be allowed to use them too, but it works both ways…
Here, you can see them in action on the larger map. Blue areas are the ones where a set of conditions make rain happen - of course it changes dynamically, and the weather can be radically different 100 miles away. It’s your job to make sure that the weather Gods will favor you more than they harm you…
And here’s a view of how it looks like from under it:
Cloud cover will have an actual role in gameplay - as you can see here, it can very efficiently hide ships away from the sky. Your planes might very well miss the enemy - but in absence of a working radar, if communications are down or not an option, and if the Z/B system is non-operational for a reason or another, then your planes could very well miss you too…! They might have to pray for a little opening at the right spot in the cloud cover, just like here:
Of course, the same rules apply whenever you’ll be trying to get something done at night. Night ops are not impossible, nor forbidden, but try your luck at your own risk. Taking off in the darkness is already a difficult, yet necessary exercise when a dawn strike requires it - but bombing by moonlight in on a whole different level! Yet, it did happen…
Finally, a sneak peek at something that comes a bit closer to gameplay, for a change.
This one prototype shows how the game dimensions interact with each other. It is our early experiment at an interactive Command Post/Map/3D world integration. It is certainly no Radio Commander just yet of course, but it is a first step! It is very Work in Progress, so please be nice in the comments 
At any rate, as you can see, the transition is smooth. Switching from a mode to another one doesn’t seem to impact performance in any way. As these instances already exist in-game permanently, they don’t need to be generated along the way, making the whole process feel rather natural and self-explanatory (well, that’s the feeling I have of course, but I am a bit biased - don’t hesitate to tell me if I am wrong!).
Of course, static 2D & full 3D visualization modes will be available too - you will just have to click the relevant button on the toolbar to activate them (more on that later…).
There we go - hope some of you muddies had some fun. See you around for the next update - and in the meantime, take good care 