Sea Power : Naval Combat in the Missile Age

Get the 400-page manual of Dangerous Waters. Tactics are explained simply with graphics. Dangerous Waters is the yardstick of modern naval “simulations.”



You might have to do some searching online.

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-Sounds of piqued interest-
Shark Tank Writing GIF

And about land war? I found the Marines Publications but not every game makes you choose your force composition to Marines’ standard…

Like I’d love to read book about military doctrine just post Desert Storm, combined arms and all that.

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FOUND IT!

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In the same thread from Subsim dot com, after Killer Fish’s post stating that they just modeled the first convergence zone, a poster wrote, “Although I doubt that the current physics actually simulate this.”
I personally never experienced it in the game.
Real elaborated physics confuses people new to that type of gaming more than it clarifies the gaming.
Cold Waters does not mention mirror images. Mirror images are acoustic phenomena that are not modeled in the games because they are too complicated for some gamers. The Navy does not train Sonar Operators overnight by having them play computer games. Please keep it simple; otherwise, it will discourage some gamers and weaken the industry.

Regarding land war, I might suggest the book from Dslyecxi regarding Arma. It is simple, a little bit gammy, but overall accurate. The same author also has a guide for Arma 3.
Dslyecxis Tactics Techniques Procedures Guide for Arma on Amazon
Anything else is professional and would not apply to computer gaming, as computer gaming does not reproduce all realities, e.g., the Maneuver Warfare handbook from William S Lind.
About Armor Warfare, I wrote a book years ago called “Distance is not a Range.” It explains how Russian tankers calculated the distance to their target and the range, plus some tactics. However, today, this is done automatically in computer games, and the book is out of print. Even calculating distance and range is simplified today; otherwise, kids won’t buy that game.


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SCS - Dangerous Waters / PC (DOS/Windows) / Downloads - replacementdocs

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Welp patch notes answered the convergence zone question:

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)

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Convergence zones are a phenomenon as common as a rainbow in the sky. How many times do you see a rainbow? They need a specific surface duct temperature, thermocline temperature, bottom depth, and a particular type of bottom. The CZ occurs generally at intervals of 20 to 35 nm depending on the surface temperature. The CZ is typically 5 to 10 percent size of the next CZ’s distance. Between the CZ’s the bottom path can be followed with a towed array where the loudest contact can be followed with high to sonar/noise ratio. So when you are into the last CZ you know your target can be at 20 to 35 nm depending of the sea, but you never know if this is the last CZ until you reach your target if the sea condition did not change. I bet in the game, there will be only one CZ from one individual contact, not several CZ from the same contact, and not several contacts creating many bottom paths and CZ’s since it is only created by certain local and weather conditions. Besides, since the bottom reflect sound differently depending on its composition, it is a gimmick since the game does not have many variation of bottoms.

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Execution de la mission"Charlies" sans War Crimes apres patch 106 et 107. En Francais.

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Sea Power Charlies with the two new patches. Featuring an inverted magnetic detonator and a near-miss war crime warning.

Trollfjorden with French comment

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Thanks @GunnyHighway1 :santa: (the first two had subtitles).

You need to set it up on the settings of the vid. It is English autogenerated.

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So, I really love this game but I felt like the AI was never really aggressive with its available air power. It didn’t seem eager to launch fighters and (naval) strikes on you from its carriers and airfields.

I messed a bit with the ini files of a mission I made, and cooked something where the AI should try to maintain short- and long range CAP from its carrier, and more aggressively plan AS-13 strikes on your fleet. I put it on the workshop for people to mess around with (feedback welcome!). Outside of the tuned airboss, the mission has nothing special, just a simple engagement.

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Hey I count on you guys keeping me informed on news and updates… since retirement life is so much busier then when I worked. lol

A major update a few days ago added new units, fixes and a TAC VIEW built in, you got to turn it on in options. That will be interesting to watch after another mission fail. lol

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2025 Steam Summer Sale (-20%), new QOL features, and a new hire!


Summer Sale and news

Hello from Triassic Games! With the Steam Summer Sale now live, Sea Power is now 20% off! We know it’s been a little since there hasn’t been an update to the game recently, but we are planning to release an update very soon with a fresh set of fixes. We have many exciting features in the work ranging from waypoint editing, expanded unit details, Tac View integration, a new hire, and more fixes! Let’s take it from the top…

Waypoint Editing

In the future, we will be rolling out editable waypoints both in-game and in the mission editor. This will expand the level of mission planning for your units both in mission and in mission creation thanks to adding the ability for units to move, adjust height, change sensor states, fire weapons, and more when hitting a waypoint! We’ve also made the waypoints a bit bigger so they are easier to click on and keep track of. Check out this screenshot of it in action in-game! This will be very easy to setup by just clicking on the waypoint you want, right clicking on it to edit it, and clicking what you want on and off!

Expanding unit info

Given the complexity of Sea Power, displaying all the unit info can be pretty complicated and we are trying out some means internally to see how we can help make unit’s info more available. We are expanding the status info section on the bottom bar to include a tool tip like info box that will display additional info like ETA (in seconds with NM distance), flight time/fuel, and more. It’s still very WiP, but we hope to expand it further as we get more of an idea of what we can reasonably put in there.

New Hire - Ian B. Roberts!

Triassic Games has hired a awesome person to help us make more content for the game, and specifically missions! With future updates, we hope to start including new missions for everyone to play, as well as reworking older missions to use the latest features. Some of you may have already spotted his name in places like BuOrd Naval Modding Community, or played some of his existing workshop content too! Here is a little info about him:

Hello everyone, I’m Ian! I am a naval enthusiast with a focus on U.S. Navy history, with particular emphasis on World War II and the Cold War. For Sea Power, I greatly enjoy the story telling aspect of mission making and campaign creation, and I designed and built the Pacific Strike 85 campaign on the workshop. Outside of Sea Power, I also work with the Drydock Dreams Games team on Task Force Admiral, and am a founding member of Shipbucket.com, a site specializing in naval and air illustrations. Professionally, I work in the mobile advertising industry, with responsibilities spanning account management, product design and software commercialization.

Tacview integration is nearing completion

We are nearly done, and just working on a few more features internally before we consider it properly integrated on a purely technical level. We have even added the ability (not yet in the public build) for Tacview Real-Time Telemetry. This means you can now have Tacview showing you the battlefield in real time! However, we are going to have it setup so all units are shown in Tacview by default, but this may be subject to change as we further explore additional functionality options.

Steam Workshop highlight

Check out this workshop submission with over 5k subscribers!

Community screenshot highlights!

A awesome SAR screenshot by Prestigious-Shirt325 over at the Sea Power Reddit!

(MODDED) The Might Iowa class vs threats from well beyond it’s time! Credit to the modders and tundertunder for the photo over from the BuOrd Naval Modding Community!

A stunning photo posted by duudze over at the MPS discord! Post battle scars on full display!

A merchant in a now perilous situation, who knows what caused such a scene! Thank you devilishlyidiotic over a the MPS discord for your screenshot!

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Hello from Triassic Games! After quite sometime, we are rolling out a BIG update to the Beta branch for testing! Those who wish to opt in to the beta can go into Steam, Right Click, Properties, Beta, and opt in! DISCLAIMER : using mods on the beta branch is not advisable, and may lead to additional issues. If you need to report a bug on the beta branch on Steam, please use the correct Beta Branch Bug report thread. Let’s go over some of the new stuff in testing…


Tacview Live Telemetry

Thanks to some awesome work from Matt on Tacview, you can now use it’s real-time telemetry option, and watch the battlefield in real time. In Tacview, you can click the recording button in the top left (globe icon), real time telemetry, click connect, and start a mission! Please keep in mind, Tacview is currently configured to see everything, so all units are revealed when viewing the battlefield from within Tacview. We’ve also added ballistics tracking, fixed some unit types not appearing, and corrected some other defects. We may change this later on depending on feedback and as we continue to finalize integration.

New Linear Campaign in Public Beta!

We are excited to launch Sea Power’s first official campaign, Calculus of Conflict, arriving in this update. Set in 1985, this five-mission Linear Campaign explores a conflict between NATO and Warsaw Pact, covering both Atlantic and Pacific theaters. It ties each scenario together with interstitial story events to create a narrative campaign the player can advance through by winning each mission. This new format includes branching missions where the player can play as NATO or the USSR, and also provides a framework for modders to build their own Linear Campaigns. The Linear Campaign will supplement the Dynamic Campaign as development proceeds.

We would like to thank iblank, Neu, and TheHappyYachter for creating the Linear Campaign!

New and reworked missions!

Courtesy of Ian Roberts, he has spent a ton of time working on missions and helping improve aspects of the game! Check out the following new missions:

  • NATO / The High North 1968

  • NATO / Caron at Grenada 1983

  • Other / Operation Trident 1971 (intended as an easy intro mission for new players)

Updated, rebalanced, and added briefings to existing scenarios:

  • Volga Exercise

  • Hunters or Hunted?

  • Battle of Latakia and Battle of Baltim (Yom Kippur War)

  • Operation Morvarid 1980 (Iran-Iraq War)

  • Encounter Off Diu 1971 (Indo-Pakistani War of 1971)

Biologics

You’re going to need a bigger boat when you see the 3 different whales we’ve added to the game! They will be available in the mission editor as well for mission makers to make submarine missions even more complex and intense. Do not torpedo the wildlife please!

UI Changes

We’ve heard your feedback, and have begun the first phase of rolling out various improvements to the control of units. Now you will be able to right click on a waypoint and set various conditions to it. For example, now you can set a waypoint’s height for your aircraft, and when to turn sensors off or on too! This functionality is still in testing, and is also available inside the mission editor. The Status bar at the bottom now has some additional info displayed for some unit types, and will continue to upgraded with time. For now, aircraft will now display their fuel and ETA when hovering over the status bar.

Patch Notes v0.3.2 Build #188

Bug Fixes:

  • Alvand class corrected bow shape

  • Wrong Volna ammo count on Kanin 20->32

  • Rogov Grad loading position

  • AS-4b could not dive at target

  • PTG Tiger incorrect Flag submodel name

  • StringFormat={}{0,X:N1} to StringFormat={}{0,X:0.0} to try and fix floating zero errors.

  • Outdated EngageTask was saved instead of those actually accepted by systems

  • Null refs

  • Typo in Krivak I magazine ammo amount

  • Possible NRE in FileManager when downloading mods

  • Non mobile land units had dust effect always on

  • Add ScrollViewer to Status window

  • Unguided rocket could not be launched at land unit target point

  • Civilian loadouts were missing localization

  • Aircraft rams targets while dive attacking

  • Flag max size in bottom bar

  • Fired weapons were not removed for hardpoint systems when loading a save

  • Nullref while saving eliminates ability to save the game at all

  • LifeRafts were not saved

  • Aircraft missile evasion breaks level bombing

  • Sonar seekers missed target validation

  • P-14 had nav radar

  • New leader speed in formation can stuck around zero

  • Tacview: seemed to stop after <60s

  • Add tags to force display to ground units

  • Submarines could pick up rafts while submerged

  • Limited free camera height to the peak of skybox

  • Force buildings to Tag as Vehicles in Tacview until I have fixed the tags

  • P-700 Granit fins size fix

  • Mission Editor: Objectives could be saved to mission file for the Blue side only

  • Mission Editor: texts with color codes starting with # symbol were not loaded correctly from mission files

  • Physics section used instead Performance for Aircraft SOP preset altitudes; un-needded conversion to units from feet for SOP preset altitudes

Improvements/Additions:

  • Updated translations

  • Hit ground effects for weapons

  • WIP on Mod Download on Load Game, new Download window

  • Krivak II 100mm ammo increased [200->1250]

  • All unit types now can use automated paths

  • Change Main Menu version to use the compiled value from Player Settings

  • Terrain shader refactor and fixes

  • Nerfed: Oil rig hp

  • Missile evasion distance bumped up to 2 nmi

  • Skybox shader overhaul:

  • Added outer-atmospheric effect.
  • Lowered maximum freecam height according to Karman line.
  • Fixed horizontal cloud.
  • Corrected atmospheric fog.
  • Adams tilt tweak

  • Updated missions:

  • Updated Volga Exercise
  • Updated/rebalanced Battle of Latakia 1973 and Battle of Baltim 1973 (Yom Kippur War)
  • Updated/rebalanced Operation Morvarid 1980 (Iran-Iraq War)
  • Updated/rebalanced Encounter off Diu 1971 (Indo-Pakistani War of 1971)
  • New missions:
  • The High North 1968 scenario
  • Caron at Grenada 1983 scenario
  • Operation Trident 1971 (intended as an easy intro mission for new players)
  • Adjustments to improve sonobouys drop at TC

  • Standartized USAF and IRIAF F-4E loadouts

  • Updated some packages, Burst, Noesis 3.2.8 UI

  • Updated scenario titles to match each other; updated start message to match

  • Torpedo ECM and spoof effect values refactored across all torpedoes

  • All aircraft altitudes now loaded to simple object parameter. As a result there is the consistency between aircraft speeds for a unit and for its waypoints now in altitude values available

  • AAA map icons

  • Work on validating game files via hashing

  • Biologics are now available

  • Support of Formations for Biologic

  • OutOfAltitude interception chance is limited to 5%

  • Aircraft evasive maneuver

  • Save/Load of AttackAtWaypoint tasks

  • Slowed down fire system damage and repair rate

  • Recover All button

  • WH torpedoes must pass wake wakebubble before locking to permanent wake bubble

  • UI for changing waypoints altitude

  • Velocity setting for waypoints

  • Fuel and ETA in status pop up

  • Added in city winter masks to the terrain snow masks

  • WIP on waypoints additional parameters: SetSped and SetWeaponStatus are settable in mission file

  • WeaponStatus to waypoint menu

  • Added water splash overlay for cluster munitions, tweaked the effects a little bit

  • WIP on waypoint sensors: radars, sonars, reading from mission

  • Attack info to waypoint. Ability to create attack waypoint

  • Defaults for mission briefing

  • Loadout system now works for submarines

  • Helicopter fuel status to tooltip

  • Pirate and terrorist nations

  • Grenada flags, definition for Cuba mast flag

  • Button to forbid/allow placing waypoints by RMB

  • Linear Campaign: Add easier access to save/load of Linear Campaign and Linear Campaign Missions. Also add Continue button on Main Menu which will open the most recent save file.

  • Linear Campaign: Add Save and Exit button to Linear Campaign Quit

  • Ability to hide, unhide and cancel ability by trigger

  • New missile for land-based sa-8 Osa SAM which is unable to attack surface targets

  • Tacview: Live Integration

  • Tacview: Add Tacview default files for some vehicle types

  • Tacview: Database file generator, creates specific Sea Power database files from UnitMetadata read from the various ini files

  • Tacview: Alter Callsigns to reflect bottom bar. Also add Groups to logged data.

  • Tacview: Add Tacview shapes to AH-1

  • Add ability for City positions to be displayed on Game Map

  • Mission Editor: Cancel, Hide, Unhide actions for Mission Objectives

  • Mission Editor: Altitudes/Depths for waypoints context menu

  • Mission Editor: EMCON setting for waypoints in the context menu

  • Mission Editor: Radar/Sonar waypoint settings

  • Mission Editor: ROE options for the waypoint context menu

  • Mission Editor: Add precise position edit to Mission Editor Waypoints

  • Mission Editor: WIP on Waypoint Context Menu

  • Mission Editor: Altitude/Septh save/load for waypoints

  • Mission Editor: Save/Load of SetTelegraph property for waypoints

  • Mission Editor: Save/Load for SetWeaponStatus waypoint parameter

  • Add precise position edit to Game Waypoints

  • WIP on background scenery objects

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Animated GIF

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