Team Statement
Hello everyone! First off, thank you to everyone who has recently switched over to the beta branch to help us test out our new and first linear campaign. With this major update, we feel it’s ready for everyone now, so thank you for your patience in waiting so long for our newest update.
The changelog is quite large, but to highlight a few of the big features:
Whales are now a feature to help make submarine combat a little less straightforward. Now you’ll have to watch your fire!
Many environment and VFX changes (Sea foam, wakes, and biome changes primarily) as well as an overhaul of the atmospheric fog
Our first linear campaign series
Explicit sensor control and improved control over torpedo attack depth (right click on weapon on bottom bar to see options, only applies to ship mounted launchers)
And more than a month worth of bug fixes!
Some of the up and coming goals we have are to
Improve gunnery realism
Tutorial missions
Prepare for our first internal prototype of our AI infrastructure testing
And moving trees into autogen system, which could lead to more additions to it to help make the game environment more realistic and varied plus should improve the overall performance
Note on new mod compatibility check
Update 0.4.0 adds new functionality to check the base version compatibility for mods within the game install. Please note that this requires mod makers to add base version compatibility into their mod’s _info.ini file. At this time, most mods will not include this marker and so will appear in the list of incompatible mods. You can safely “Ignore” the warnings for now.
For mod makers: please follow the directions here to update your mods so this error is not thrown.
Check out the detailed change list below!
Detailed Change Log
Aircraft
Bug fixes
DASH no longer can be assigned to VID a track
Destroyed aircraft were not assigned with the Crash Physics motion controller when a mission was loaded from savegame file
AS-4b could not dive at target
Aircraft ramming targets while dive attacking
Aircraft missile evasion breaking level bombing
Physics section used instead Performance for Aircraft SOP preset altitudes; not needed conversion to units from feet for SOP preset altitudes
Improvements/Additions
Significant change to Aircraft Takeoff. Remove specialist Skijump class, allow all aircraft to be affected by ramps. Improve STOL takeoff. VTOL will use STOL when a LaunchPoint is set to Plane and VTOL otherwise.
Removed Harpoon from S-3A loadout
Slava’s helicopter changed to Ka-25TS so it has better targeting for Basalt missiles
Standardized USAF and IRIAF F-4E loadouts
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
Recon variant for MiG-21
Recon loadouts to Orel aircraft
Added new F-4E flight to Morvarid
Reconnaissance aircraft can photograph stationary land installations and after aircraft recovery and some time has passed, its parent taskforce gains increased strike efficiency against those units
OutOfAltitude interception chance is limited to 5%
Aircraft evasive maneuver
Vessels/Submarines/Biologic
Bug fixes
Gal class submarine: tweaked collider mesh, retracted the dive planes until those are properly supported via code
Virginia, Tachikaze fixes, Pegasus fix
Whale sounds where audible above the surface
Some broken or missing colliders in various ships
Mark 11 and Mark 13 GMLS rail rest angles on Adams early/late, Perry, Lutjens, Tachikaze
Tachikaze bow wave/prop wash positions
Tachikaze hullnumber fix
Wrong flag for JASDF F-4EJ 306th TFS
P4 boat flipping over when using high time compression
The y offset for the bow and prop wash position for vessels wasn’t taken into account
Hullshapes of Tachikaze and Virginia
FFG-27 Mahlon S. Tisdale name in language files
Bowplanes on Kobben, 205, 206, Gal
Tarawa missed “Landing” role
Wrong Volna ammo count on Kanin from 20 to 32
Rogov’s Grad loading position
PTG Tiger incorrect Flag submodel name
Typo in Krivak I magazine ammo amount
LifeRafts were not saved
Submarines could pick up rafts while submerged
Improvements/Additions
Tweaked all bow waves emitters (lifetime, transparency, emission, rotations, shapes, velocity over time etc)
Replaced all propwash entries with new faint emitters
Changed 127mm to 5"38 on Gearings, Garcia
Adjusted bow shapes on Sa’ar 1 and Sa’ar 2
Krivak II 100mm ammo increased [200->1250]
Adams tilt tweak
New crew meshes/material for Iranian vessels
New foam texture for bow waves
Added very small propwash emitter, tweaked small propwash outwards motion and particles size
New rebuild correct Alvand model, adjusted to 80’s weapons fit
New 1980s Kitty Hawk, Iowa, New Jersey, and Missouri battlegroup unitgroups with historical units and formation spacing
Added SEPTAR QST-35 target drone in 2 variants: standard with medium RCS and IR signatures and _small with smaller RCS/IR and no large target plate attached on deck
Knox 1972 without Harpoons
1984 USS Enterprise Battle Group Foxtrot unitgroup with historically accurate units and formation spacing
Biologics are now available
Support of Formations for Biologic
Slowed down fire system damage and repair rate
Loadout system now works for submarines
Land Units
Bug fixes
Land unit manual control extended to not selected units
Players’ Land units on weapons free were not attacking other surface units
Non mobile land units had dust effect always on
Improvements/Additions
Updated more detailed and higher resolution T-55, new T-55 Mod.1970 for Iraq and WIP on T-55M
LandUnit default speed for dust effect lowered
Nerfed: Oil rig hp
Added 9K116 Bastion for T-55, inflight and stowed dummy meshes
SA-10 SAM site representing field-deployed TELs with associated radars and misc vehicles
Mobile Land units direct control
Civilian comms buildings site
Civilian radiostation site
Weapons
Bug fixes
No terrain hit effect for shells
Torpedo Launch Depth Command
Torpedoes stuck in “go to north” search pattern
Evade missile state interfered with velocity setting
Rockets had HitAir explosion specified
Explosion effect for bombs triggered when bomb hits water
It was possible to retarget enemy weapons
Unguided rocket could not be launched at land unit target point
Fired weapons were not removed for hardpoint systems when loading a save
P-700 Granit fins size fix
Radio command and wire guided missiles always aimed at object center
Improvements/Additions
RIM-7F - > RIM-7E. Proposition and info by nuclearstonk
Unlocked circular search parameters for mk 46
Tweaked muzzle flash graphic
Experimental: CIWS go to rest after fire
Lowered minimum attack altitude of AIM-54 to 50 feet for better performance against low-flying targets like cruise missiles
Ballistics modifications for some calibers
Missile group small improvements. Added mode for even distribution in case of attacking small targets
Hit ground effects for weapons
Missile evasion distance bumped up to 2 nmi
Only 1 TOW missile can be fired at a time now
Weapon systems received wires limit and can not launch wire guided weapons without seeker over this limit. Weapons with seeker can be launched but will not be on wire.
Torpedo spawn to Debug Panel
WH torpedoes must pass wake wakebubble before locking to permanent wake bubble
New missile for land-based SA-8 Osa SAM which is unable to attack surface targets
Retargeting of wire guided missiles
Sensors
Bug fixes
Recon data on own units can be processed
Soviet 5N62 radar: pivots rotation orientation fixed
Every visual system considered as Recon regardless of setting
Sonar seekers missed target validation
P-14 had wrong radar entry
Improvements/Additions
Adjustments to improve sonobouys drop at TC
Torpedo ECM and spoof effect values refactored across all torpedoes
Laser auto paint added to launcher system
New weapon system state “Laser can not paint target” - for finding bugged untargetable units
Radiostation targeting data setup
Radar offset to ships with big FCRs
Recon photos improve missile accuracy against spotted stationary land units
Mission Editor / Missions
Bug fixes
Mission Editor: Speed settings weren’t available for Biologics’ waypoints
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
If there were no condition units, UnitsInTheArea condition was completed
Broken conditions for “ConditionArea” display side
MissionType might interfere with self-defence
Operation Revenge scenario objective sides
Outdated EngageTask was saved instead of those actually accepted by systems
Improvements/Additions
Added linear campaign
“Breakthrough” new victory condition for all enemy units destroyed
“Caron at Granada”: added proper radiostation model for Radio Free Grenada and saved terrain modification data that makes the radiostation area flat
“Caron at Grenada” scenario victory trigger requirements
“Operation Shadow” rebuild
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)
Updated scenario titles to match each other; updated start message to match
WIP for attacking state for Attack Waypoints in the Mission Editor
Support for advanced waypoint definitions in triggers
“Combat Recon” mission to play with land units with direct control (experimental)
Trigger condition UnitsAreOutOfAmmo
WIP on waypoints additional parameters: SetSpeed and SetWeaponStatus are settable in mission file
WIP on waypoint sensors: radars, sonars, reading from mission
Attack info to waypoint. Ability to create attack waypoint
Defaults for mission briefing
Ability to hide, unhide and cancel ability by trigger
Mission Editor: Save/Load for SetSensors parameter of waypoint settings
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
New missions:
“The High North 1968” scenario
“Caron at Grenada 1983” historical scenario
Map/UI
Bug fixes
UI: Radar Target Channels in wrong Row
UI Issue with updated Flight Deck Views
StringFormat={}{0,X:N1} to StringFormat={}{0,X:0.0} to try and fix floating zero errors.
Add extra localisation and functionality to Validity checking
Add clearer language to Mod Validity Checker
Add ScrollViewer to Status window
Flag max size in bottom bar
Improvements/Additions
WIP on Mod Download on Load Game, new Download window
Change Main Menu version to use the compiled value from Player Settings
EMCON Menu now includes new sun men for managing individual Sensors, Formation Manager has different context menu for Formations vs Units
WIP: Sensors Management stuff, beginnings of a management view and removal of items from the menu
Change leader is unlocked in ContextMenu
Disable trigger clears map vehicle now
Message log message and voiceover upon receiving of intel message
Initial work on hiding Formations where all units are disabled
Add Search Depth controls to UI. Only for Blindfire Torpedoes. If the weapon has a default Spiral Search also set to Snake Search if not launched from a missile.
Ability to switch between missile group members just like between formation members
AAA map icons
Recover All button
UI for changing waypoints altitude
Velocity setting for waypoints
Fuel and ETA in status pop up
WeaponStatus to waypoint menu
Helicopter fuel status to tooltip
Button to forbid/allow placing waypoints by RMB
Added ability for City positions to be displayed on Game Map
Added precise position edition to waypoints
Environment
Bug fixes
Shader: Terrain shader: Fixed brightness and saturation inconsistencies.
Shader: Fixed purple sun in space and increased height test to high alt. cloud height.
Fixed farmland detail mask blending.
Reverted lighting back to normal.
Fixed terrain detail blending with “Multiply times two”.
Fixed forest everywhere.
Fixed red sun in space.
Fixed farmland snow not applied.
Autogen: Fixed legacy rad2deg rotation conversion causing buildings not rotated at all
Fixed excessive sky fog when camera is low
Corrected sun/moon flare screen position, refactored code
Limited free camera height to the peak of skybox
Improvements/Additions
Dynamically adjusting moon light intensity modifiers for ingame visual logics, enables free editing of [Night] intensity without the need to change the code.
Terrain shader: Exposed properties for specular lighting
- Improved grass details by using a separate high res tiling, using a cheaper sampler.
Redone splatmaps for northern EU biome
Terrain splatmaps tweaks for Desert, Euro and Mediterranean fields
Extended high altitude clouds
Night lighting overhaul:
Increased moon light intensity at Night to 0.15.
Decreased moon light shadow to 0.25.
Adjusted the getMoonlightIntensity and scaled it to the originally set value.
Fixed moon light affecting night city emission texture.
Shader: Updated particle VFX shader for atmos fog
Shader: Improved far terrain edge to sky transition by:
Added edge fog
Improved height-based fog
Increased skybox fog height
Fixed curvature value overflow
Using Broken_3 cloud layer height (for Clear) settings for a nice edge fog fade
Smoke volumetric material fix and updated munitions ship very large explosion
Shaders: Fog refactor:
Fixed fog modes not respected.
Corrected fake curvature fog by fading it out below cloud layer.
Shaders: Sky dome: Thinner fog band, lower black sky fade altitude.
Tweaked SEA fields summer color
Work on cloud layers
Shader: improved star UV mapping with plannar projection
Shader: improved shperical projection, rotates with time of the day
Sky texture: more faint stars, small very faint nebulae (to be revised as tiling is a problem)
Atmospheric Overhaul: Clarity from the Karman line, fog and clouds changes
Terrain shader refactor and fixes
Skybox shader overhaul:
Added outer-atmospheric effect.
Lowered maximum freecam height according to Karman line.
Fixed horizontal cloud.
Corrected atmospheric fog.
Camera terrain collision enable/disable in DM
Added in city winter masks to the terrain snow masks
Added water splash overlay for cluster munitions detonation, tweaked the effect a bit
WIP on background scenery objects
Tacview
Bug fixes
Double entries to dictionary causing a System.ArgumentException
Add Quitting escape clause to Tacview logging
Seemed to stop after <60s
Force buildings to Tag as Vehicles in Tacview (until tags get fixed)
Improvements/Additions
Live Integration
Add Tacview default files for some vehicle types
Database file generator, creates specific Sea Power database files from UnitMetadata read from the various ini files
Alter Callsigns to reflect bottom bar. Also add Groups to logged data.
Add Tacview shapes to AH-1
Misc
Bug fixes
Multiple Null refs in different areas
Comm buildings targeting data
Skip checking for updates on disabled Mods
Possible way to rebase to other taskforce airfield
InFormationSummary now ignores disabled Units
Correct spelling of Sonobuoy
Unit waypoints were erased when transferring formation to another taskforce
Memory leak cleanup low res map texture on mission exit
Precise Waypoint Position has constrained decimal places. Create a new type for angle displays
It was possible to rebase air vehicles to flight deck over capacity
Add back duplicate section check to Inihandler
Change loading weapons in SOP to not use expensive virtual ini class
Error when reading non-existing ammo into SOP
Civilian loadouts were missing localization
New leader speed in formation can stuck around zero
Add tags to force display to ground units
Improvements/Additions
Updated translations
GDF original nation changed to Switzerland
Performance improvements
All unit types now can use automated paths
Updated some packages, Burst, Noesis 3.2.8 UI
Force keybind alterations to save to user folder when made in gaame, same with config. Add files to special ini files that this works for in IniHandler.cs. Will only work with top level files in the original folder.
Update Asset loader to manage MP4 files in MediaElement blocks in XAML
Added new loading screen background images
Waypoints fully transferred to new formation leader when changing leader
Work on validating game files via hashing
“Pirate” and “terrorist” nations/factions
Grenada flags, definition for Cuba mast flag
Save/Load of spotted objects
Today I beat the NATO part of the campaign It plays a little like World in Conflict did all those years ago. You play NATO in one mission and then Pact in the next. But at some point you are made to choose which coalition you will lead to victory. The missions are completely independent scenarios in expectable locations (Like GIUK, Pacific Islands). I found the mission design to be quite solid although you’re given plenty of hints on where to look. There’s still some things that feel a bit off with this early access game, like AIM-54 and AIM-7 having terrible Pₖ against AShMs at high altitude (even the AIM-9 was doing better! at angels 80) and enemy air power hyperfocussing on my AWACS resulting in them turning into Tomcat food.
Tomcat bugged itself to alt 99999
First survival tactic learned as a soviets: huddle all your assets under the umbrella of a Grumble.
Today I learned about missiles such as the K-10SP, with jamming capability instead of sinking power. I didn’t use them appropiately
And that concludes for Soviet campaign for me as well. Still solid I’d say, from a mission design perspective.
Hello everyone, this patch release mainly fixes the saving/loading issues in the linear campaign but also touches some other things which are mentioned in the change log below:
Fixes
Fix for Tachikaze hullnumbers
Incorrect reading of NumberOfWires for weapon system
Wrong on weapon ammunition for ak-630
Land unit direct control problem
Linear Campaign mission 03, 04A, 04B, 05A briefings reflect updated ships
Target velocity for vessels took y component into account which lead to wrong gun aiming against pitching up targets like the Boghammar
Autogen: glowing trees caused by incorrect setting of global shader binding.
Trigger condition type “Generic” was not saved.
Trigger condition taskforce was not properly saved
Complex Waypoints saving was broken due to we no longer can correctly write alt symbols.
Wrong MAD on P-3C
Wrong name for S-24 in english loc
Wire and laser guided missiles attack while both target and launcher is close to terrain
Fix for B-52 serials showing up on blown off tail
Fix saving after loading several scenes (it’ll try to recover from corrupted savegames and will display a warning)
Correct crew on Bayandor
Improvements/Additions
Updated Sentry to 3.2.3
Updated translations
Added reworked HMMWV with sub-variants
Shader: Hight Altitude Cloud Overhaul:
New and improved semi-volumetric cloud shader.
Better horizontal cloud.
Better cloud view from space.
Added 22 deg halo effect.
Added sunset effect.
Improved phase function.
Improved ray marching and density settings.
Fixed sun/moon drawing over high alt. clouds.
Fixed sun/moon obscured by skydome.
Renamed Guided Missile Submarine into Cruise Missile Submarine
Added Mk37 to Kobben loadout
MIM-14 removed wobbling, straight flight duration lowered from 3.0 to 2.0 seconds
M2 Bradley redone
Added current telegraph checkmark to ship speed indication
Option to mute sound in pause mode
Added M113 transport (unarmored) with 3 liveries, adjusted M2 Bradley variants names to reflect liveries, adjusted land units names file
Added reworked M163 VADS
Added new civilian aircrew models and textures
SEAD loadout for Tu-16k