Sea Power : Naval Combat in the Missile Age

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

3 Likes

Today I beat the NATO part of the campaign :slight_smile: 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 :slight_smile:

6 Likes

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 :slight_smile:

And that concludes for Soviet campaign for me as well. Still solid I’d say, from a mission design perspective.

6 Likes

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

4 Likes

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

5 Likes

Tutorials! Have to reinstall and check them out, videos never really cut it for me with this type of game.

3 Likes

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:

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 honestly

Performance 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!

3 Likes

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

4 Likes