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
Patch day again! Biggest part is that there are playable tutorials now:
I gave the ASW tutorial a try. On display is a pair of JMSDF destroyers and their Sea King variant.
And also this drone to perform the actual attack.
SA-11 can now be put down in a proper site with C&C and search radar instead of only just the TELAR (which is still available)
The MIM-14 also found its way into the game
Hey everyone, here comes another patch for Sea Power.
The main addition are playable tutorials and lots of fixes.
You can access the new playable tutorials from the Tutorials button on the main menu, then expand the “Gameplay Tutorials” list to find them. There are five tutorials covering basic to advanced concepts.
Bug Fixes
More background images use FileManager
Formation could not attack a single object via attack waypoint
Redundant Telegraph settings for waypoints from MissionEditor
Western VDS on Turya
Disabled Trigger was not enabled by free content window
Joined condition for trigger was not saved properly
Vehicle index could point to another vehicle during save/load which leads to a number of problems
Velocity calculation for missiles with nose up (e.g. Harpoon) to allow proper intercept calculation
Adjusted missile positions for Mk22
Accidental Flight Deck load error and wrong AircraftCurrentlyOnBoard number from loading pending launch task
Objectives now hide in Event Log when set to Hidden. Precipitation also in Weather section
Decimal Places in Environment tab
BMG50 Gun → CIWS
Broken sensors localization in WaypointViewModel
Direct control of enemy land units
Close hatches animation for WeaponSystemLauncher could be triggered twice
Mission Editor: Incorrect variable was used to save all sensor waypoint properties except air search radars
Mission Editor: Incorrect localization key was set for Altitude string for the waypoint settings
Allow Free Content Window to take a default position
SA-11 sam was not auto flatten terrain
SET-40 deaf as a doornail
Carrier air ops speed is reduced to 20kn
Sounds audibility for Turya and Wisla
WP sam sites targeting data
Added missing text resource for Weather Forecast
Fixed mount data vanishing on mission load
Fixed socket exception
Torpedo drop from aircraft
Fix for type 205 and 206 colliders
News and improvements
Updated translations
Weapon+sensor shared mount conflict resolve for Buk SAM
Mission Editor: sensor settings dependency on unit settings/previous waypoint settings for new waypoint
Mission Editor: get rid of redundant sensor switches in the mission ini file; waypoint settings for sensors now enherited from a unit for the first waypoint and from previous waypoint for others
Mission Editor: fine tuning of waypoint positioning
Mission Editor: GroupCategory used unit Category to get speed change for waypoints to support load from mission file when units are not added yet to the Group
Mission Editor: Mach limit for aircraft ETA calculations
Mission Editor: localization support for Speed and Depth waypoint settings text on the map
Weather forecast for Breakthrough mission
English loc: SeaState → Beaufort Wind Force
Dong Hoi briefing reworked and fixed; Dong Hoi messages and unit names
Added AN/APS-80 radar entry
Ability to drop sonobuoys in line
Sonobuoy line accounts for sonobuoys allocated to other drops
Ability to reveal units for some time via triggers
Localization how to document (steamapps\common\Sea Power\Sea Power_Data\StreamingAssets\original\documentation)
Add Objectives to Event Log
SA-11 sites, launcher, command vehicle and radar models
Attack waypoints
Ability to disable thermal layer
Action position relative to unit
Added new loading screens
Baleares FFG, Brooke FFG
MIM-14 Nike Hercules SAM site
Playable tutorials
Tutorials! Have to reinstall and check them out, videos never really cut it for me with this type of game.
Plans for October: Introduce PLAN assets and scriptable/moddable AI behaviours that affect airfields and carriers (véry much needed!) that will later expand to other units.
PLAN Dropping Soon!
Hello from Triassic Games and great news, we are now targeting Oct 1st for our next big content drop!* This will include a variety of PLAN units, and some other units we really wanted to make and add into the game. The full roster is quite a bit larger than our last content update, so we want to thank everyone for your patience with this upcoming update.
*There is a small chance there could be a delay, but we hope to be able to release it on the first of Oct!
Sneak Peek - Upcoming Units:
- Q-5 Fantan
- Luda I-class
- Jianghu III-class
- Wuhan and Han class submarines
- and more!
AI System Update (very soon!)
More good news! We are now planning to release the very first public iteration of our AI improvements later in Oct. Coming to Sea Power soon enough, scriptable AI (Javascript) which integrates into the save/load system! This will only include Carrier and Airfield behaviors for now, and we plan to expand on it in the near future. We’ve heard your feedback and we chose this to be our first target for the new AI system. Once this is out, we hope our modding community can start exploring and adapting it to other aspects of the game as well. Can’t wait to see what you all will make with it and how much you will enjoy it!
We have also begun working on pathfinding systems, so that way ship captains will no longer drive themselves onto land.
Beached ships are costly to recover honestlyPerformance Improvements (soon)
After this update drops, the second half of Oct. will be focusing on another round of performance improvements, which will delay some AI work until later. We are very much aware that there are still some intense performance drops in longer missions, and that we will be investigating some potential areas for improvement.
Autogen System Upgrades (WiP)
Ian has been super busy at work testing new lighting, improving shader blending, and procedural world/terrain generation/simulation as well to help make our game’s world more immersive and accurate. We don’t have too much to show for it as of right now, but the plan right now is to build up the system to be more flexible to create more interesting environments in the future.
This will also include much needed improvements for our terrain overall, in hopes of achieving a more immersive game environment. Snow caps on mountains being more varies, more colors, more depth!
PLAN update details
Hello from the Triassic Team! We are super excited to release our (now biggest) free content pack, the PLAN! This update features the a ton of new units, including Vietnam, and Japan units too!
New units included:
PLAN:
Chengdu-class frigate
Jiangdong-class frigate
Jianghu I-class frigate
Jianghu II-class frigate
Jianghu III-class frigate
Luda I-class destroyer
Qiongsha-class landing ship
Shanghai II-class patrol boat
Shanghai IIB-class patrol boat
Type 010 minesweeper
Type 024 (Heku) missile boat
Type 037 (Hainan) corvette
Yukan-class landing ship
Type 033-class patrol submarine
Han-class attack submarine
Wuhan-class cruise missile submarine
J-5 and export F-5 Fresco fighters
J-7III Fishcan fighter
Q-5 and Q-5A Fantan attack aircraft
H-6A and H-6D bombers
Z-8 maritime patrol helicopter
Vietnam:
Barnegat-class frigate (converted seaplane tender)
Modified Gearing-class frigate (converted from Gearing FRAM to represent surplus USN ships in use)
LSM-1 class landing ship
Japan:
PS-1 maritime patrol flying boat
US-1A search and rescue amphibian
USA:
- C-141B transport aircraft
New Scenarios!
Brought to everyone by our hard working Ian Roberts, this update and future updates will hopefully include some new missions as well to showcase some of our new units! Let us know what you think after giving them a shot!
PLAN Scenarios
Clash in the Paracels
Battle of South China Sea
Operation Silent Spear
Escape from the Sulu Sea
Bug Fixes and Changes
01-Oct-2025: 0.5.0 Build #234 (19329) Public Release
[FIX]
Type 148 Tiger hullnumbers mapping
Alvand railings
RIM-2/RIM-67 missile positions on Mark 10 GMLS to match photos
Mission Editor: Reform and disband formation actions saved to mission file but weren’t loaded from it
Mission Editor: Custom airgroups were not loaded from the ship/airbase variant file
Mission Editor: Corrected a phrase for the EN localisation of Reveal Action
Naming convention fix on JMSDF Sub Duel
Attempted Fix for SEAPOWER-AXS where LinearCampaign singleton can spawn in an incorrect place.
Huge calculation error for units at date line “edge” of our flat Earth (pun intended!)
Some out of bounds longitude positioning when crossing the date line “border”
Corrected EN localisation for waypoints settings confirmation dialog
Libelle class torpedo boat bowwave position
MiG-17 range/fuel mass correction
[MOD]
Updated translations
AI: Upgrades to autotargeting for aircraft. Aircraft will try to retarget to closer targets
Aircraft speed is cruise when guiding SARH missile
MiG-21Bis model update: triple rod IFF antenna added
Redone all existing MiG-21 liveries to higher resolution
Moved Head of the Snake mission from NATO to Other folder
[NEW]
Mission Editor: Destroy and Despawn units actions
Mission Editor: Enable Swap Taskforce checkbox to enable/disable transfer when a side is selected already
Mission Editor: Checkbox to allow/disallow transfer of all aircrafts that belong to a unit to transfer to another side
Mission Editor: Reveal Units trigger action
Mission Editor: Button to copy settings of currently selected unit to all waypoints of its group
Mission Editor: Disable/Enable Units action for a Trigger
Ability to disallow transfer of child aircraft when airfield is transferred to another taskforce
Added loading background images for PLAN units
Today, we are updating the Beta branch with two major changes: (1) a complete overhaul of how air operations from airbases and carriers currently function, and (2) native support for loading of 3rd party models for modders! These changes are in addition to another round of bugfixes and other improvements described below.
Major Overhaul of Flight Deck Operations
All aircraft (including helicopters) now have individual loadout preparation times, and cooldown/servicing times after recovery
Flight Decks now have limited Ground Crews to prep aircraft, and limited Deck Park space for prepped aircraft
New “Rally Point” mechanic allows players to define a rally point and altitude for launched aircraft, VTOL, and helicopters from each airbase
Airbase/Carriers now have limited ordnance stores/ammunition, especially of advanced weaponry, such as Phoenix and Harpoon missiles
The Mission Editor has been updated to allow mission-makers to configure prepped aircraft and allocate airbase/carrier ammunition stores
All of this is configurable from game Options with three levels: Realistic, Casual, and Arcade
Native Support for Loading of 3rd Party Models
Loading of 3rd party models (OBJ format) is now supported natively in-game
This greatly simplifies use of mods with custom models, as chain loader tools are no longer required!
Mission Editor Improvements
Controls for all new Flight Deck mechanics from within the Mission Editor
Ability to pre-plan aircraft preparation, making aircraft available immediately in the mission for player and/or AI
Ability to customize Flight Deck ammunition stores
New trigger actions for weather changes and reactivation of triggers
New waypoints for sonobuoy deployment, including “drop in line” and buoy depth
Checkboxes to disable airbase AI, and new trigger action to enable or disable it (allowing mission-makers to delay AI launching aircraft)
Removed unused Stores and Damage dropdowns; these will be added back once functional in the future
AI Improvements
Refined AI aircraft engagement logic; AI aircraft will now try to engage targets based on priority vs. chasing off after the first identified target
Experimental: Crew proficiency will now impact speed of AI decision making
Update on AI Progress
Improving Sea Power’s AI has been a key focus for the team in the second half of this year. Work is proceeding along two main tracks:
AI Framework: a new moddable/scriptable AI framework is in development, allowing mission and campaign creators to script custom AI behavior. This system will let modders design and share their own AI logic for ships, aircraft, and task groups.
Core AI Enhancements: Parallel to the framework, the base game’s AI continues to evolve. Recent improvements, all of which are now available in the latest Beta branch, include:
The AI commander is now able to classify player ship and aircraft formations based on certain formation characteristics, such as a group of radar contacts on a similar heading and speed
AI airbases (including aircraft carriers) will launch AEW&C for air surveillance
AI airbases will send up CAP flights of fighters and maintain/refresh them
AI airbases will launch fighters to intercept any incoming strike detected
AI airbases will launch attack aircraft jammer support to attack any player sea or land units detected - airstrike composition will vary based on detected unit characteristics
Changes to the base game AI that are in currently in progress or planned include:
AI reconnaissance using available assets to search for the player
Expanding AI airstrike capability beyond bomb attacks only
Implementing a Morale based system for AI behavior and reactions
Improved anti-submarine warfare tactics when hunting player submarines
Improving AI use of munitions with proper engagement envelopes for torpedoes and missiles
… and much more!
And here comes the entire change list:
Bug Fixes
Mission Editor: Some cloud coverage states were not correctly loaded from mission file
Mission Editor: The FlightDeck_AutocalculateAmmo flag didn’t load inside Mission Editor
Loadout availability was not updated if there were no planes of this type ready to fly on the FlightDeck
Morvarid map labeling updated
Chinese flag override
Null refs
Submarines went to surface on attack waypoint execute
CAP planes attack own missiles
Resolve potential for undefined Enums to be returned in IniHandler
Newport class LST Barnstable County flown flag of Netherlands by default
Planes currently on RTB become uncontrollable after loading save
Submarine stuck in AI state after being transferred to player by trigger
Wrong torpedo on Shershen class
Civilian routes not functioning with new FlightDeck AI
Wuhan tubes 5 and 6 animation
Nuclearstonk’s fixes for Shanghai 2B and Type 010 sensors
Other scenarios folder naming conventions fix
Save/Load: Towed system trail renderer segments positions were saved in Unity coordinates that caused incorrect cable positioning in the 3d world on load from a savegame; changed to Geopositions
Faulty terrain at 18.1/118.3 lat/long
Fixed black pixel under sun caused by overflow in the cloud shader
Typo in EA-6B Prowler speeds in ini that made it instantly spend all fuel on Max speed setting
Kilo had a 6-barrel boomstick
Bayandor CIWS crew not disappearing when ship is sinking
No pilot spawn for F-15 and F-15C
Cirrus cloud fog was disabled
Mk25 default reload time
B-52 phases through ground and Turboprops accelerate wayyyyy too fast
Wingman could block formation RTB if sent to act independently
Different paths in file checker and actual ini
Scenario: PLAN 03 Op Silent Spear enemy SAG waypoints
050 BMG description
SA-N-3 ghost AO imprint texture fix
Typos in Tutorial 05
RandomTurns provide one more waypoint
VID order breaks waypoint execution for units
At certain cases weapons could not lock at target
Missile objects were not removed after dropping submunitions
Typo in loading aircraft in ready state in Mission Editor
Temp FIX that we will definitely not regret in about two years: Allow up to 4096 unit types
Improvements/Additions
Updated translations
WIP on AI: Aircraft behaviour improvement. Aircraft will try to engage closest target by priority.
E-15 torpedo sensor/noise tweaks
Terrain shaders
Helicopter now automatically cancels unreachable waypoint if it has more waypoints
Submarine emergency surface rework
Limit retarget ability for aircraft AI
Tweak Flight Deck UI for new prep/cooldown, ground crews, and deck park mechanics
Scenario: updated campaign missions 04A/04B, 05A/05B with new airbase ammunition and aircraft ready states to retain original balance
Edited Tutorial missions to reflect new Carrier Ready Times; corrected stated carrier launch speed from 30 knots to 20 knots (including localizations)
IRIAF F-5E refactored to USAF F-5E
Increased damage with depth
Subs can deflood to MIN state
Soviet subs crush depths
Mission Editor: Removed “None” values from enums, replaced with local string arrays to display correct lists in the Change Weather trigger action
Mission Editor: Removed Stores and Damage dropdowns until these are implemented later on
Mission Editor: new trigger actions for weather changes
Mission Editor: Checkbox for Unit to disable Flight Deck AI in missions
Mission Editor: Trigger action to activate/deactivate Flight Deck AI
Mission Editor: Reactivate Trigger action; Proper disposal of deleted Triggers from lists
Mission Editor: Sonobuoy drop waypoints and drop in line capability
Mission Editor: Ammunition Stores on the Flight Deck window as new tab
Mission Editor: Random unit spawn UI
New Condition type “NoIncomingWeapons” (experimental)
New loading screens (thanks Cosmo!)
Ability to add Supply System ammo to aircraft which will unload to Flight Deck ammunition stores once landed (experimental)
Allow variant index to be saved in profile images
UNITY_DOTS_DEBUG flag to project to enable safety checks for burst compiled code and allow for better tracability of potential crashes
P-3C squadron callsigns
Runtime OBJ Mesh Loading - native support for OBJ file loading for modders
Added JASDF pylons for F-1/T-2
Added F-4EJ reference for AN/APQ-120 radar entry
Add prep and cooldown time to Flight Deck, with options for Arcade, Casual and Realistic modes
Prep and cooldown values to all aircraft and helicopters
Added Loadout times to all aircraft and helicopters
EXPERIMENTAL: AI decisionmaking delay based on crew proficiency level
Ability to preset FlightDeck preparation task for aircraft
Player ships will have 1 ASW helicopter ready to launch on mission start
Default status text for submarines
Ability to set Rally Point for aircraft, VTOL, and helicopters with waypoint and altitude from FlightDecks
UK sensors from nuclearstonk for future RN expansion
Jammers are now detectable by ESM, identifying the jammer
WIP on airstrike: ability to have different plane types in one airstrike
Ability to limit AI aircraft to certain usages only
Mission: Arctic Intercept 1985 (NATO)
Implement Deck Park spots in Flight Deck
Flight Deck magazines basic setup; aircraft now cannot be launched if there is not enough ammunition
Tried the new beta patch. Carrier ops take much more elaborate planning now. This because you need to factor in time to equip planes with appropiate loadouts for envisionaged missions and there is no more infinite munitions for planes either. I made a simple mission with a small carrier group of my own facing off against a Soviet group with an Orell at its core to check how AI manages its air components now.
They are launching MiG-23A’s at threats now.
Send out the strikes (But Vikings can’t carry harpoons anymore. D’oh!)
Tomcat face-off with vampires…
Meanwhile, MiG-23’s that are being sent up are shooting at incoming harpoons right in between their ships. It was a pretty cool sight. In the end I managed to hit several ships with this wave.
Howdy, up there.
The AI organized quite a few planes for a strike but unfortunately they were quite easy AIM-54 pickings.
All my planes made it back. But I didn’t have any harpoons left to finish the job and playtime was over for the day ![]()
Persistency in campaign and missile kinematics!
Hello from the Triassic Games team!
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.
What’s New
- New Strike Group Molniya persistent linear campaign!
- New terrain and vegetation shaders that greatly improve visual quality of landscapes
- Variety of performance optimizations which significantly improve load times and FPS, especially in larger scale or longer scenarios
- Missile kinematics system, allowing for more realistic air combat
- Updates to the Unit Reference/Encyclopedia, adding search, filtering, and service dates for all units
- Mission Editor enhancements, with tooltips for all fields and more functionality added for triggers
- Continued expansion of the Unit Roster with new ships, aircraft, and weapons
- A major pass on units, weapons, loadouts, and sensors, standardizing configs and correcting inaccuracies
- A variety of new or reworked scenarios
- Chinese language voiceovers, provided by SqnLdrMartin and the China player community!
- British-accented English language voiceovers, provided by BrotherMunro!
- Full Japanese language support for in-game menus and missions thanks to APSHELL1!
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!
Strike Group Molniya Campaign
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.
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!
To play Strike Group Molniya, access it from the Campaigns tab of the main menu.
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!
Missile Kinematics
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.
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.
New Terrain and Vegetation Updates
This release also includes phase 1 of the updated Terrain and Vegetation visuals project.
- Terrain visuals have been updated with a new data-driven model that improves definition of regions like forest, grass, cities, farmland, and snow.
- Improved blending and physically based lighting enhance clarity, color, and detail.
- Vegetation density and variety have been expanded with upgraded grass, flowers, forests, underwater foliage, tree lighting, rocks, and weather-driven animations.
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.
New and Reworked Units and Scenarios
Modified Kashin class BPK, with 4 x SS-N-2C Styx launchers astern, in addition to CIWS and VDS. Royal Norwegian Air Force P-3B with AGM-12 Bullpup missile New Ka-29 helicopter is now available for the Ivan Rogov class, with various CAS and attack loadouts
New and Updated Scenarios
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:
NATO
- 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.
- 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!
- 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.
- 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.
- 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.
Warsaw Pact
- 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.
Full change list
Newly added features in this release:
- Added search box and filtering to Unit Reference/Encyclopedia; minor Encyclopedia visual updates; Added Weapons and Sensors as new Encyclopedia categories
- Applied kinetic physics to missiles (kinematics)
- Enabled new Terrain/Vegetation shaders by default
- Added capability to make true persistent Linear Campaigns
- Added new Chinese voiceovers courtesy SqnLdrMartin and the China community
- Added new British accented English voiceovers courtesy BrotherMunro
- Added Japanese as a fully supported language thanks to APSHELL1
- Scenarios menu now shows preview of mission briefings
- Added Shadow Quality settings and Bright Night Mode to video Options
- Added WeaponStatus button to DM/Spawn
- Detection of previous crashes added for some proper log files for root cause investigation
- Added years, bombing accuracy, and weapon ranges to the Encyclopedia
- Map: First pass at polygon tool for later support for drawable patrol zones
- DM EventLog Filters improvement
- Added missile debug tool and used it to improve simulation
- Modding: Implement ability to load Effects from ini file in certain cases
- Mission Editor: Save/Load to/from mission files for the Stores Editor
- Mission Editor: AI Groups can use Weapon Status other than Weapons Free
- Mission Editor: SetSelected checkbox setting on the Unit properties panel
- Mission Editor: added tooltip texts for all tabs
- Mission Editor: Added VID order at waypoint (INI file editing only for now)
- Weapons: Air to Air Long Range loadouts for USN/USAF/IRIAF F-4D, F-4E, F-4J
- Weapons: new AAMs; AIM-9P, AIM-9G/H, AIM-9M, AIM-7E-2/4, AIM-7F, RIM-7
- Weapons: AGM-88A HARM (in new accountable ammo category AdvancedARM, to limit usage)
- Weapons: AGM-78 Advanced SEAD loadouts for IRIAF F-4E, IAF F-4E Kurnass
- Weapons: new AA-2 Atoll models and textures
- Weapons: AGM-122A Sidearm on AV-8A, AH-1T
- Weapons: AIM-9C Sidewinder
- Weapons: AA-6C unique model
- Weapons: Added LAU-33 and LAU-35 pods for Vietnam era, each holds 2 Zunis per pod
- Weapons: Mk-44 Torpedo
- Weapons: KAB-500L, FAB-500 M-54
- Weapons: AS-12 Kegler (Kh-25MP) and SEADLongRange loadouts for: MiG-27, Ko-45, MiG-28, Su-4M
- Weapons: Added AT-6 Spiral (9M114) to Ka-29
- Weapons: RIM-66G, RIM-67C, RGM-84D, UGM-109C, UGM-109B
- Weapons: Added “Late” ship loadouts added to: Ticonderoga CG, California CGN, Coontz DDG, Kidd DDG
- Weapons: Added “Early” ship loadouts added to: Kresta 1 CG, Kashin DDG
- Weapons: UGM-109 TLAM/TASM added to Los Angeles SSN, TASM added to Sturgeon SSN
- Sensors: Add BQQ-1, BQQ-2A, BQQ-2B sonar sensors
- Sensors: APG-53
- Units: Added Modified Kashin class BPK
- Units: Added Spruance class destroyers with armored box launcher for Tomahawk for specific units hat received it in 1980s, as separate unit class
- Units: Added modified Soviet RoRo with flight deck for Yak-38 and helicopters
- Units: Added Skipjack 1968 SSN
- Units: Added MiG-25BM; MiG-25PU trainer
- Units: Ka-29 helicopter
- Units: Australia/New Zealand P-3C and Norway P-3B squadrons/liveries/serials
- Units: SH-2F SAR loadout (Transport) with 8 passenger capacity, with blanking plate covering sonobuoy ports
- Units: 4K44 Redut shore-based anti-ship missile emplacement
- Units: SA-5 Launcher, SA-5 Square Pair radar as standalone land units
- Units: Douglas D-704 refueling pod
- Units: Added Tanker loadout to A-6E with D-704
- Units: New small airbase variants for China (PLAN and PLAAF) and Japan with custom airwings for ease of use in Mission Editor
- Units: Callsigns for Yak-38, Ka-25, Ka-27 (non-historical as Soviets did not use callsigns but cleans up Flight Deck menu)
- Units: all ships and submarines now include ServiceDate values, over 1000 added, including many for individual ship variants
- Units: Adams 1968 variant with no SLQ-32 or Harpoon
- Campaign: Added new “Strike Group Molniya” persistent Linear Campaign
- Scenario: Reworked “NATO/Sub Duel” into “Sub Duel - Denmark Strait 1985”
- Scenario: Reworked “NATO/Operation Prairie Fire” into “Action in the Gulf of Sidra 1986”
- Scenario: Reworked “NATO/Red Madagascar 1985” scenario
- Scenario: Reworked “NATO/All Your Guam Belong To Us” into “Showdown off Guam - Blue 1985”
- Scenario: Added new scenario “Warsaw Pact/Sub Duel Running the Denmark Strait 1985”
- Scenario: Added new scenario “NATO/Sub Duel Pacific Shield 1971”
- Added Loading screens thanks to community contributors!
Changes from previous release:
Engine: Unity updated to 6000.0.67f1
UI: Improvements to mission editor and encyclopedia information displays
Improved guidance and range estimates for weapons
Reworked TMA to add process noise - the range accuracy of passive sonar and ESM is now significantly reduced
Launchers now return to their load position when empty
Large SAM sites will now register as dead once all radars are destroyed
Adjusted: INI ready up time to new launch time calculation
RandomTurns now generates common waypoints instead of special waypoints
Neutral aircraft do not crash when out of fuel
Effects: LauncherSmoke: tweaked rotation of emitter, added faint secondary smoke, fiddled with opacity
Altered TC waypoint tolerances to prevent aircraft from being stuck on waypoint due to high Time Compression
Removed MOSS from autoattack
Exempted parachutes and fuel tanks from bomb guidance logic
Clarified Video Options text for Autogen - changed to “Autogen Cities Enabled”
Updated save_profile command to accommodate weapons
Updated game’s credits
Wakehoming torpedo aimpoint changed for better AI performance
Wake homing torpedoes now travel under the layer
Hard cut limits added for the wakehoming guidance FOV and distance to override ini values (handy for combined guidance torpedoes like USET-80)
Wake mechanics for smaller ships changed to allow longer/more persistent wakes
damage.ini tweaked to modify altitude and speed penalty modifiers
Mission Editor: Stores Editor is not available for Aircrafts, Helicopters and Biologics
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
Mission Editor: Weapon Status for waypoints will not change unless altered specifically in the Mission Editor
Mission Editor: Action_UnitWaypoints is supported in the mission file save/load (will not be overwritten)
Mission Editor: manually-added Positions List (random spawn positions) is supported in mission file save/load (will not be overwritten)
Mission Editor: Switching a Group to Red side automatically sets ROE to Weapons Free
Weapons: Add proper assets for Mk16 torpedo
Weapons: AIM-7/RIM-7 makeover, new models and textures
Weapons: AIM-9 makeover, new models and textures
Weapons: AIM-9J, P, L, M, turn rate increased from 20/24 → 25/30
Weapons: USN naval SAMs updated with new kinematics, SM-2 and RIM-8 temporarily use RC guidance
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
Weapons: Mk 37 now has an ASuW firing mode and can engage surface targets (at a snail’s pace)
Weapons: AGM-78 STARM is in new accountable ammo category AdvancedARM
Weapons: Mk48 range reduced from 20nmi → 17.28nmi, transit speed 50kn → 40kn in accordance to public data about early Mk48 models
Weapons: All short-range IR AAMs have higher turn rate to hit maneuvering targets
Weapons: J-7C Fishcan now has PL-5C instead of PL-2A
Weapons: J-5 Fresco now has PL-2B instead of PL-2A
Weapons: AGM-45 Shrike now has target memory again to make it usable
Weapons: HQ-61 kinematics
Weapons: all naval SAM launchers no longer have default rotation speed values, now tuned to their slower IRL rotation speeds
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
Weapons: slightly touched up textures on Harpoon series (A, B/C, D)
Weapons: MiG-25P/PD now have missile positions swapped, SARH missiles outboard and IR missiles inboard
Weapons: all NATO SAMs complete with new kinematics
Weapons: Soviet naval SAMs now have proper kinematics
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
Weapons: some Soviet naval SAMs now have very slightly higher KillProbability values, to match estimated combat pKs
Weapons: AGM-45 tweaked launch characteristics, removed loft, touched up texture
Weapons: AGM-78 has new texture
Weapons: all cluster bombs now have unique blast radius, most are now larger than before
Weapons: AGM-122A is now accountable ammunition
Weapons: AH-1T, AV-8A now have Advanced SEAD loadouts for AGM-122A
Weapons: all SAM arm launchers now return to load positions after firing, improving firing efficiency
Weapons: HY-3, YJ-1, YJ-8, AS-4, AS-4B, SS-N-3B - corrected speeds, altitudes, firing ranges, and flight profile distances
Weapons: language_en, AIM-9 series updated to reflect current referencing standard for descriptions
Weapons: language_en, rename standard missiles from “SM-1MR” scheme to “RIM-66B” scheme for greater clarity
Weapons: added 2x Mk44 and 1x Mk46 loadouts to QH-50C and QH-50D
Weapons: tweak RIM-2/24/66A minimum altitudes
Weapons: replaced Mk-46 with Mk-44 on appropriate platforms
Weapons: replaced SSQ-53/62 with SSQ-41/47 on appropriate platforms (export ASW aircraft, P-2H)
Weapons: all SAM/AAMs now have MaxAttackVelocity values to dictate maximum valid engagement velocities
Weapons: new textures for; RGM-109B TASM, Mk-46, Mk54 DC, HQ-61
Weapons: Clarified min/max altitudes for Soviet AAMs
Weapons: All ARMs now have WarheadType=6 to reduce hull damage on impact
Weapons: SS-N-9 improved ECCM to account for secondary IR seeker
Weapons: Weapons with resistances > 0.999 are unspoofable and unjammable
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
Weapons: ammunition_names updated to add new descriptions for weapons without them
Weapons: Improved bomb performance
Weapons: pK, minimum altitude, penalty multipliers, and ECCM performance changed for most shipboard radar SAMs
Weapons: low-caliber (37-125mm) guns (especially short range guns) have increased GravityFactor more in line with reality (flatter trajectories)
Weapons: RIM-2, RIM-24, RIM-66, RIM-67: touched up models and textures
Weapons: F-4E loadouts added “Low Altitude Strike” and “Strike Demolition” loadouts with Mk-82 Snakeye and M118 3000lb bombs respectively
Weapons: SS-N-12, SS-N-19: modified flight profile, group size increased to 16/24 from 8/8 respectively
Weapons: Virginia CGN (1985) updated to use RIM-66E (IOC 1983)
Weapons: Iowa BB Harpoon model changed to RGM-84C
Weapons: low-caliber guns (7.62mm to 76mm) all rebalanced in damage, blast radius, and aircraft kill chance
Sensors: Added PLAN sensor and weapon corrections thanks to tireless community research!
Sensors: rework existing air search radars (primarily USN and WP) to have up-to-date standards, expect lower minimum altitudes
Sensors: USN fire control increased in gain to allow for firing at maximum range (SPG-49, SPG-51, SPG-55, SPG-62, SYS-1)
Sensors: JamToSignalBurnThroughRatio 3 → 10000
Sensors: Added passive mode to AQS-13E, tweaked gain
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)
Sensors: corrected the performance of all SurfaceSearchRadar type sensors, increase in range nearly across the board
Units: EKA-3B reclassified as EW/Tanker, KA-3B as Tanker in Encyclopedia SeaPowerica
Units: Separated SA-5 launcher and Square Pair radar integrity and damage points reduced 5 → 1
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)
Units: Oslo-class has RIM-7H instead of RIM-7E
Units: SPG-51, SPG-62 installations now have default rest elevations of 20 and 45 deg respectively
Units: Ticonderoga can now elevate its FCRs
Units: A-7E, A-6E have long-range ARMs moved to SEADAdvanced loadouts, default SEAD loadout is AGM-45 and Mk20 Rockeye
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
Units: Revised and corrected specular/gloss maps on existing MiG-25s, added Syrian and Indian liveries for MiG-25s
Units: Speed settings for MiG-23MLD and A are equal now with Max value set to 1.2M
Units: all surface ships now have corrected acceleration, decelration, and linear drag values (thanks gsmith!)
Units: submarines now have corrected acceleration, deceleration, and linear drag values
Units: ServiceDates for US Aircraft
Units: added TRAM turret to A-6E
Units: AV-8A is renamed to AV-8C to reflect its RWR and chaff equipment, internal name remains the same
Units: corrected flight models on F-4 series, especially top speed at sea level
Units: various tweaks to Soviet submarine (SSN, SSK, SSBN, SSGN) loadouts to be more consistent and accurate
Units: Corrected P-3C anti-ship loadouts; AntiShipHeavy no longer mounts Harpoon on ferry points; cleaned up Recon loadout
Units: Introduced better oilcanning effect for ships; to be extended to all ships
Units: HMLA changed to HMA for USMC AH-1T squadrons
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
Units: US surface ships and carriers now have updated profile pictures to the latest standard
Units: Added dipping sonar to Stenka
Units: Virginia, 1983 Long Beach, now have a half/half mix of TASM and TLAM, versus their prior all-TLAM tomahawk loadouts
Units: Adams 1980 (both early and late) have their Harpoon count reduced from 8 → 4, increased SM-1MR count by 4
Units: All ships with Mk13 launchers and Harpoon now have 6 Harpoons instead of the previous 8 (+2 SAMs)
Translations
Fixes from previous release:
- Fixed a GPU memory leak which caused occasional small VRAM spikes during biome crossing
- Fix for Geforce Now issues
- Texture error when using Potato setting
- Fixed null ref errors on engaging decoys, and failed guidance of ARM/laser guided bombs
- MPA Helicopters could be launched over the limit, resulting in excessive helicopters being stuck in shifting states
- MPA/AEW/CAP aircraft could stuck circling around one waypoint if CAP range was recalculated
- Typo in Airstrike launch logic causing airbases without bombers to attempt airstrikes
- Exception on trying to load some meshes due to caching logic
- Fix when a single line comment appears at the end of a file without a newline
- Wrong state display for non-missile weapons for hardpoints
- 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.
- Fix for Null Ref when saving a loaded save in Linear Campaign
- Crash in ListenerManager when scenes were reloaded
- Added scaling control in Linear Campaign UI to prevent issues with rendering events
- Updated Noesis UI components to fix a crash seen in some situations
- Fix visual sensors null referencing out at night
- 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
- Saving was not handling disabled units properly
- Mines now properly cause damage
- Radar range calculations updated for better performance
- Corrected unrealistic damage caused by machineguns to small vessels
- Hotfix for mission saving with liferafts
- Some info (being jammed, processing) was not displayed for non identified contacts
- Modding: Experimental fix for private mods locking up loading
- Mission Editor: Reveal Unit trigger now shows proper side of the revealed unit
- Mission Editor: fixed exception when formation size was 0 and the ncode attempted to get the formation name
- Mission Editor: Aircraft being set to Loiter unintentionally when reloading scenarios
- Weapons: BGM-71 TOW can now fire at max range, has kinematics
- Weapons: SM-1, SM-2, RIM-2F tweaked sustainer burn time to match documentation (20s → 30/35s)
- Weapons: F-4s now have consistent AAM types throughout all loadouts
- Weapons: SA-N-3, SA-N-6 were unable to fire at maximum range
- Weapons: SPG-51, SPG-60 did not have enough gain to fire SM-1 at range
- Weapons: AGM-123 now has kinematics, functions properly
- Weapons: MM-38 and AM-39 now share identical flight profiles, corrected altitude and distance for each phase of flight
- Weapons: FRAM II Gearing now has Mk44 torpedo
- Weapons: corrected TypicalFiringAlt and TypicalLaunchVelocity values for AS-11 to allow it to achieve maximum range when fired from subsonic speeds
- Weapons: AS-7, AS-10, AS-14, corrected max speed, firing range, typical firing altitudes, and flight profiles
- Weapons: AIM-9J replaced with AIM-9P on JASDF T-2
- Weapons: corrected Phalanx ammo count (1550 ->989) and increased hit rate slightly
- Sensors: Snoop Plate no longer has infinite range
- Units: Corrected A-3 fuel values
- Units: Nanuchka’s flag was not hidden when killed
- Units: La Combattante II now has vertical elevation and updated model for 40mm Fast Forty
- Units: Romeo SSK now has corrected crew positions when surfaced
- Units: F-5E having centerline MER not hidden on LongRange loadouts
- Units: F-5E centerline MER rack now visible for StrikeLongRange and invisible for Strike
- Units: M42 Duster South Vietnam nation entry
- Units: Incorrect flag reference for South African Daphne class SSK
- Units: corrected F-4 rear left sparrow rotations
- Units: some ships now have corrected shaft horsepower, displacement, and powerplant type values
- Units: P-2H bomb bay doors now open
- Units: SH-2F now has TransportCapacity for loadouts without any sonobuoys (Ferry, Empty)
- Units: all language files updated to reflect changed Victor III corrected class size and numbers
- Units: F-4 ALQ-119 rotations
- Units: USS Lapon brought back from the dark distant future of 19972 via time travel technology
- 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
- Units: Corrected 1980s Adams, added proper mesh configuration for 1968 Adams
- Units: various corrections to ServiceDate values and filling in a few missing ones
- Units: Corrected F-4J dry mass
- Units: Corrected Charlie I SSGN magazine ammo count
- Units: T-2 AIM-9 version clarified to AIM-9P
- Units: Lutjens ammo load incongruency (now has 6x RGM-84, 34x RIM-66B)
- Units: JMSDF P-3C 8th and 9th FAS were not available
- Units: JMSDF P-3C Recon loadouts updated to remove Sidewinder
- Units: AH-1T squadron name “Coyotes” typo
- Units: corrected service altitude of E-3A (to 35,000ft)
- Units: Tachikaze FCR Alignment
- Units: A-7E flyout range corrected 1070nmi → 1987nmi
- Units: Iowa BB added SharedLaunchInterval to Mk141 launchers
- Campaign: Calculus of Conflict mission 05B added unlimited fuel for un-based aircraft
- Scenario: Removed aircraft from neutral airbase in “Caron at Grenada”
- Scenario: “Caron at Grenada” win conditions
- Null refs



































