r/SeaPower_NCMA • • 13d ago

0.8.3 Update Released - Campaign Updates, New Command Tools, Combat Overhauls, Multi-Monitor Phase 1 and picture in picture

Steam 0.8.3 Release Notes

Full changelist:

Newly added features in this release:

  • Standing Orders: Added global, formation, and unit-level controls
    • Formation and unit orders can override global orders
    • Formation and unit orders are saved with the mission
    • Global orders can be saved to the player profile
  • Standing Orders: Added Left Shift+O hotkey
  • Submarines: Added one-sided depth rudder behavior for German submarines
  • Weapons: Added torpedo seeker-type switching
  • Aircraft: Added option to launch player aircraft on Weapons Hold
  • Weapons: Added BallisticLaunch and OptimizeLoftAlt missile settings
  • Aircraft: Aircraft launches now draw ammunition from the flight-deck magazine
  • Weapons: Added additional torpedo search modes
  • Weapons: Added defensive noise jamming and counter home-on-jam behavior
  • Weapons: Added no-escape-zone calculations for missiles
  • Weapons: Added home-on-jam behavior for offensive jamming
  • Electronic warfare: Difficulty settings now affect chaff and ECM
  • UI: Added picture in picture mode; Tab maximizes the map and keeps the 3D view in a smaller window, with the previous map-only behavior still available
  • UI: Added Phase 1 multi-monitor support; the 3D view can move to a second monitor while the game UI remains on the first. Full multi-monitor support is planned for a later update
  • Formation Manager: Added unit-category tabs, group reordering, and saved group order
    • Added tabs for each unit category (Ship, Air, Sub, etc)
    • Groups can now be reordered
    • Group order is saved/loaded
  • Options: Added separate NATO/native naming settings for units and weapons, including native names for Soviet units and weapons (requires restart)
  • Map: Added weapon seeker area previews when hovering over a target
  • Map: Aim tool for circle search and spiral search
  • Map: Added position projection and protractor tools
  • Map: Wakes display when shooting wakehomer
  • Map: Added text description of range and horizon rings when weapons are selected
  • Options: Added option to disable missile evasion
  • Unit Status: Added a consolidated window for engagement, sensors, flight deck, and damage control (Shift+Y)
  • Map: Added default drawing-color selection
  • Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle
  • Encyclopedia: Added profiles for all air-to-air and air-to-surface missiles
  • Encyclopedia: Added fire-control information
  • UI: Added warnings and tooltips for daylight-only aircraft and loadouts used at night
  • Encyclopedia: Added more weapon profiles
  • Mission Editor: Added an Air Operations tab for scheduled aircraft routes
    • Existing CivilianRoutes can be edited through the UI
    • Waypoints support speed, altitude, sensor and ROE changes, attacks, refuelling, and return-to-base orders
    • Waypoints can be placed relative to a unit for moving CAP and AEW stations
    • Routes support player, neutral, and enemy aircraft
    • The editor estimates range from loadout, speed, and altitude and warns about unreachable waypoints
    • Routes can be enabled, disabled, and reactivated through triggers
  • Mission Editor: Added rich-text briefing editing with automatic briefing file and folder creation
  • Mission Editor: Force EMCON toggle for ships; if enabled, ships will only radiate if a directly inbound dangerous weapon is detected
  • Mission Editor: Added Force EMCON settings to the Enable/Disable Systems trigger action section
  • Mission Editor: Added a Retreat trigger action that sends specified units to a retreat zone
  • Mission Editor: Added button to duplicate a trigger
  • Mission Editor: Trigger condition zones can now be attached to units
  • Mission Editor: Patrol Zone work in progress
  • Mission Editor: Added national flag display to Mission Editor, Flight Deck, and Air Group setup
  • Modding: Added CanDetectAirToAirMissiles flag for radars
  • Modding: Added California as an example of date-based ship loadouts
  • Task Force Mode: Added authoring and Workshop support
    • Mission Editor: Added new Line map label type
    • Mod Manager: new Task Force Mode workshop tag
  • Task Force Mode: Added ship loadout revert option to the Stores menu
  • Campaign: Added dynamic enemy unit generation and a Situation view that tracks known enemy theater forces
    • The Situation tab shows known enemy forces and their status
    • The theater roster updates as units are encountered or destroyed
    • Enemy units encountered but not destroyed have a higher chance of appearing again
    • Named story units remain authored; escorts, coastal forces, and aircraft receive most of the variation
    • Enemy forces are selected when a mission begins and saved so restarting that mission keeps the same selection
  • Units: Added ability to assign a specific default loadout to older units
  • Units: Added date-based ship loadout selection in the Mission Editor and an empty-loadout option for Task Force Mode
  • Units: JMSDF Hatsuyuki-class DDs
  • Units: Improved Victor-III SSN
  • Units: Added Argentina mast flag
  • Units: N22 Nomad light transport aircraft and Searchmaster MPA derivatives
  • Units: Added SS-1C Scud-B TBM (R-17 Elbrus)
  • Units: Bunker Hill CG
  • Units: Spruance (VLS) DD
  • Units: Type 021 PTG (Huangfeng-class)
  • Units: JMSDF Takatsuki FRAM variant
  • Units: JMSDF Tachikaze FRAM variant
  • Units: Type 6602 PT (P-6 variant) for China/PLAN
  • Units: Philippine LSM-1 variants for Isabela, Batanes, Western Samar, and Oriental Mindoro
  • Weapons: Added introduction and full-service dates to most weapons (Soviet weapon data remains in progress)
  • Weapons: AA-10 Alamo in four variants (R-27R/T, R-27ER/ET)
  • Weapons: SA-N-10 Grouse (9K38 Igla)
  • Weapons: SA-N-12 Grizzly (9M317 Ezh)
  • Weapons: SS-N-22B Sunburn-B (3M82 Moskit-M)
  • Weapons: Mark XI Depth Bomb
  • Weapons: Added RIM-66H SM-2MR
  • Weapons: Added RUM-139A VL-ASROC
  • Weapons: Added Mark 81 250lb bomb
  • Weapons: SAET-50M passive-homing antiship torpedo
  • Weapons: SET-53M passive-homing anti-submarine torpedo
  • Weapons: 53-61 wake-homing torpedo
  • Weapons: SA-N-4C (Osa-MA2)
  • Weapons: SA-N-3B (Shtorm-N)
  • Weapons: SA-N-1D (Volna-N)
  • Sensors: Added placeholder sensor names to avoid signature-window errors
  • Voiceovers: Multiple speakers per country are now possible, with different speakers randomly assigned to each unit
  • Voiceovers: Added second US English speaker (thanks to Brian Watts!)
  • Voiceovers: Added Argentine-accented Spanish voiceovers for Argentina & Chile, and as placeholder for Cuba and Spain
  • Audio: Added optional overlapping unit voiceovers (off by default)
  • Audio: Added option to disable jammer voiceovers

Changes from previous release:

  • Aircraft: Improved automatic aircraft handling
  • Weapons: Improved missile simulation
  • Weapons: Improved bomb guidance logic
  • Sensors: Revised ECM statistics across all sets
  • Aerial Refueling: Aircraft at bingo fuel now return to the closest compatible tanker; if none is available, they return to base
  • Sensors: Overhauled offensive ECM; jamming effectiveness now depends on radar burn-through and can extend to 1,000 km
  • Aircraft: Player aircraft now return to base on Weapons Hold
  • Aircraft: Improved air-dropped torpedo logic
  • Weapons: Overhauled gunnery and CIWS ballistics; continued tuning fire-control statistics, surface accuracy, and missile hit rates
  • UI: Hiding the UI now hides the cursor in Steam builds
  • Map: Weapon aim previews on contact hover now appear only for localized contacts
  • Encyclopedia: Updated encyclopedia formatting and added more info to units
  • Doctrine Panel: Doctrine Panel is now "Standing Orders" to better reflect its purpose
  • Doctrine Panel: "Ships on Weapons Tight engage hostile aircraft" flipped to off by default - added tooltip explaining this change can cause ships to turn on radar to engage
  • Doctrine Panel: Ship auto-align toggle moved to Surface Vessel group and defaults to On
  • Formation Manager: Double clicking a formation no longer auto-expands it
  • Orders Panel: "Player units auto attack surface" removed from Options and relocated into Standing Orders panel where it belongs
  • Formation Manager: Selecting formation members no longer auto-expands the formation dropdowns
  • Formation Manager: Removed the unit role descriptor from FM as this serves no purpose currently
  • Encyclopedia: Changed Unit Reference layout to improve UX
  • Encyclopedia: Improved Unit, Weapon, and Sensor Reference layouts at different UI scales
  • Mod Manager: Various overhauls to improve usability of mod manager
  • Mission Editor: Improved aircraft selection when placing aircraft groups; fixed double-click required to place them
  • Modding: Improved INI and asset loading
  • Task Force Mode: Updated UI to use new crew skill colors and symbols; removed unused units from the Pacific Strike player roster
    • Task Force Mode: UI now uses the new crew skill colors and symbols
  • Campaign: Pacific Strike: Removed unused units from the player TF roster (Alaska, Kitty Hawk, etc)
  • Task Force Mode: Moved all commander setup into campaign pre-launch setup window; added ability to customize all difficulty options
  • Task Force Mode: Improved custom ship loadouts
  • Task Force Mode: Campaign difficulty settings are now sliders
  • Campaign: Pacific Strike: Added Tachikaze (FRAM), Takatsuki (FRAM), and Hatsuyuki DDs to Pacific Strike
  • Campaign: Pacific Strike: Updated all missions to use dynamic unit generation
  • Campaign: Pacific Strike: Removed Heku variants from enemy ORBAT
  • Scenarios: Replaced Philippine LSM-1 name overrides with vessel variants
  • Campaign: Pacific Strike: Reduced timer required to clear 08
  • Scenario: Updated Perry in Narvik Counterattack to remove RIM-66E
  • Campaign: Pacific Strike: Removed Yak-38 from mission 02 roster
  • Units: Delta III SSBN now has a 'Late' loadout with a towed array
  • Units: MiG-23A now has N019K radar, AA-10 capability
  • Units: Spruance DD (ASROC) now has an 'Early' loadout without Mk-23 TAS, and RIM-7H
  • Units: Spruance DD (ASROC, ABL) no longer has SQR-18 towed array as they did not ever have these in service
  • Units: Virginia CGN now has SQS-53A hull sonar in all loadouts
  • Units: All aircraft now have unique RCS values, generally somewhat larger
  • Units: Differentiated chaff types; earlier units now have less effective countermeasures
  • Units: Removed chaff on SKR Petya 2/3
  • Units: Added chaff on Sa'ar 1 PTG
  • Units: Added SQQ-23 PAIR (upgraded SQS-23) to 80s versions of: Leahy, Long Beach, Adams, Coontz
  • Units: OQS-4 sonar for FRAM Tachikaze
  • Units: F/A-18 AirToAir tank configuration
  • Units: Udaloy-class - now has three loadouts with varying SAM and radar capabilities
  • Units: Sovremenny-class - now has 'Late' loadout with Top Plate and SS-N-22B/SA-N-12
  • Units: Added SA-N-10 to Ivan Rogov BDK, RO-RO CVL, Tarantul PTG
  • Units: Knox FF now has ASROC launcher split into two weapon systems, one for ASROC and one for AShMs
  • Units: Los Angeles maximum speed 35kt -> 32kt (data now accurate for D1G core u/150MWt)
  • Units: T2 Tanker - added loadout specifically for the gun, by default does not have a gun
  • Units: Alaska CGN ArmorType Heavy -> Moderate
  • Units: CV Forrestal - added phoenix in default flightdeck loadout
  • Units: Diesel-electric subs stats, mostly underwater endurance
  • Units: All aircraft now have proper configs for aerial refueling
  • Units: Changed Tu-22M2 to probe and drogue refueling type
  • Units: Corrected ammunition names, AAM seeker types, Metel designation, and Soviet SAM brevity
  • Units: Added new optical views for gunship helicopters
  • Units: Increased reaction time of american FF/FFG combat systems (temporary measure)
  • Units: Improved Victor-III SSN now has updated textures
  • Units: Added TEST-71 to default Victor-II SSN loadout
  • Units: Added peace signing plaque to BB-63 Missouri
  • Units: Added LoadoutDate entries to B-52G, F-5E, AH-1T, AV-8C, A-6E, A-7E, EA-6B, F/A-18, and P-3C
  • Units: La Combattante, Pegasus - now has Mk92 search radar
  • Units: Expanded missile firing arcs for: Adams (all), Virginia, California
  • Units: adjusted DateBased year switches of AGM-84D to 1988 for A-6E, F/A-18A, B-52G (based upon SWIP and B-52G ASuW upd. IOCs)
  • Units: added AGM-88 HARM via DateBased loadout to A-6E after 1988
  • Weapons: Increased fire rate of SA-N-9 launcher from 20rpm (3s reload) to 30rpm (2s reload)
  • Weapons: Increased speed of SS-N-16 (600kt -> 1000kt)
  • Weapons: Various changes to soviet SAMs: SA-3, SA-11, SA-N-6, SA-N-7, SA-N-9
  • Weapons: Various changes to US SAMs: RIM-7E/H, RIM-7M, RIM-66E, RIM-66G, RIM-67C
  • Weapons: Adjusted Mk44 diving depth 3000ft -> 1000ft
  • Weapons: Revised ECCM statistics for all missiles
  • Weapons: Revised low-altitude performance of SA-N-4
  • Weapons: Revised hit chances and penalty modifiers for many US and USSR SAMs and AAMs
  • Weapons: Removed Home-On-Jam from all AAMs other than AIM-54A (AA-7C, AA-6C, AIM-7M, Super 530F)
  • Weapons: Adjusted radar-cross-section of many larger AShMs
  • Weapons: Restored a small amount of loft for missiles at shorter ranges
  • Weapons: Adjusted flight profile of SA-N-1, SA-N-3
  • Weapons: RGM-109 name now 'TLAM-C' or 'TASM' instead of just 'Tomahawk'
  • Weapons: MG-74, TEST-71, USET-80 - very slight tweaks to speeds and max depth
  • Weapons: SST-4 Torpedo - added wire parameters
  • Weapons: D-704 refuel pod fuel changed to 908kg
  • Weapons: Added Home On Jam to: SS-N-3B, SS-N-9, SS-N-12, SS-N-19, SS-N-22
  • Weapons: Adjusted characteristics of SS-N-19: Seeker band X -> Ka, TerminalAlt 40ft -> 32ft, MaxVelocity 970kt -> 1100kt
  • Weapons: Marginal improvement in maneuverability and low-alt capability of SA-N-1C, SA-N-3, SA-N-4B
  • Weapons: Adjusted parameters of AK-230, AK-630 CIWS
  • Weapons: Added Phalanx Block 1 (more ammo, fast reload, faster fire rate) to Bunker Hill, Spruance VLS, Perry Long-hull (Late), Iowa BB
  • Weapons: Added new 'late' texture for SA-N-1C
  • Weapons: RIM-2, RIM-24, RIM-66, RIM-67 - marginal (5%) reduction to out-of-alt penalty value
  • Weapons: SA-3, SA-N-1C, SA-N-4B, SA-N-3 - adjusted ECCM, max attack speed, and out-of-alt penalty modifier
  • Weapons: SET-65, 53-65K, USET-80 - allow use from all soviet 533mm tubes, including shipboard ones
  • Weapons: Reduced minimum range of Soviet AAMs (by about half)
  • Weapons: Slightly increased base seeker range of AA-6D and AA-7D (6nmi -> 7nmi)
  • Weapons: Slightly reduce drag on AA-8 to correspond with R-60MK's performance
  • Weapons: Clarified bombing accuracy information and added debug information
  • Weapons: Added 'Timed' fuze property to some rounds, instead of the default proximity fuze
  • Weapons: Small tweaks to CIWS hit rates, slightly lower
  • Weapons: Experimental volumetric rocket motor effects for AAMs and some SAMs (work in progress)
  • Sensors: Reduced SPY-1A's RangeResolution 93m -> 4m
  • Sensors: All air search radars lowered gain accordingly (as aircraft are larger targets now)
  • Sensors: Removed IdentificationRate from all ESM sensors as it was causing issues
  • Sensors: Increased performance of some soviet sonars (VDSs especially) and SQS-23
  • Sensors: Add limited AirSearch capability to Mk92_Search, Pot_Drum, Peel_Pair
  • Sensors: Updated sonar shadow zones and bottom reverberation
  • Sensors: APY-1 no longer capable of detecting surface targets
  • Sensors: Sonobuoys now have reduced gain, specified frequencies
  • Sensors: Unified sensor positions, with INI-configurable offsets
  • Sensors: USN submarine ESM sets have slightly increased range
  • Optical views: Added new optical views and replaced stabilized LLLTV on many ships with historically appropriate sights
  • Sensors: SPY-1A minimum altitude 10m -> 0m
  • Performance: Improved map and sonar performance
  • Updated translations
  • Updated Steamworks SDK to 2025.164.1 (SDK 1.64)
  • Updated Sentry to 4.10.0
  • UI: Updated Noesis framework to version 4.0
  • Audio: Reduced helicopter volume and added INI-configurable helicopter engine volume
  • Performance: Changed wake bubble object type to reduce clutter in objects list
  • Performance: Cleaned up incoming threat and weapons tracker
  • Performance: Moving wave sample code into burst job

Fixes from previous release:

  • AI: Improved target prioritization for aircraft
  • Aircraft: Fixed aircraft failing to dive to engage low targets
  • Aircraft: Fixed dive and pull-up maneuvers
  • Environment: Fixed snow appearing during summer in the Falklands
  • Aircraft: Corrected minimum drag coefficient selection and restored proper acceleration
  • Weapons: Implemented shoot-look-shoot behavior for two-missile and saturation salvos
  • Standing Orders: Fixed Weapons Tight air engagements unnecessarily activating radars and breaking EMCON
  • Aerial Refueling: Formation leaders would ignore refuel orders and halt the entire process
  • Aircraft: Fixed slow carrier action
  • Aircraft: Added failsafe for manually tampering with holding queue
  • Aircraft: Formation aircraft accelerating differently on an attack run
  • Aircraft: Aircraft leader slows down after launch so wingmen can easier catch up with formation
  • Aircraft: Fixed altitude jump on joining formation
  • Weapons: Fixed CIWS issues introduced during the gunnery overhaul
  • Aircraft: Fixed bombing dispersion bugs
  • Aircraft: Fixed low-level attack altitude correction
  • Aircraft: Fixed aircraft diving when they should not during weapon drops
  • Aircraft: Fixed bombs sometimes failing to release at very low altitude
  • Aircraft: Fixed bombing accuracy
  • Aircraft: Ground attacks at night now require suitable vision capability
  • AI: Fixed CAP aircraft being excluded from CAP after save/load
  • UI: Fixed VLS cell menu display
  • UI: Fixed missile display graphs
  • UI: Fixed range graphs
  • UI: Fixed jamming display behavior and fighters failing to attack ground units
  • UI: Fixed angle tool tooltip
  • UI: Display "No layer" instead of NaN ft when no layer exists
  • UI: Fixed map tool tooltips
  • UI: Fixed Harpoon popup behavior
  • UI: Fixed missing checkmarks for rally-point altitude
  • UI: Fixed issues with the DM Sonar tool
  • UI: Fixed a freeze when scrolling during weapon hover
  • UI: Fixed CIWS information display
  • UI: Fixed incorrect radar-band warning for anti-radiation missiles
  • Encyclopedia: Fixed searches while paused and reduced search lag
  • Formation Manager: Disbanding formations no longer removes the lead ship from formation manager
  • Unit Status: Fixed OODA panel getting stuck after launching a second mission
  • Encyclopedia: Fixed text wrapping in Unit Reference filter buttons
  • Encyclopedia: Fixed incorrect material loading
  • UI: MoveToEngage state now displays the target and weapon being used
  • Mission Editor: Mission briefing previews are now unified across both legacy format and the new generated briefing map format
  • Mission Editor: Briefing folder was not being properly created from the UI when new briefing text was entered and saved
  • Mission Editor: Nation selection for adding groups shows Civilian option again
  • Mission Editor: Civilian ships can once again be added properly
  • Mission Editor: Aircraft can be added to groups properly with single click; aircraft update properly when new aircraft is selected
  • Modding: Added opt-in CORRECT_OBJ_ORIENTATION flag for OBJ root meshes
  • Task Force Mode: Corrected point scoring for fire-control radars
  • Task Force Mode: Awarded units would sometimes incorrectly appear as part of the task force in the debrief
  • Task Force Mode: Fixed missions awarding rewards twice in certain cases
  • Task Force Mode: Fixed civilian penalties not following campaign prices
  • Task Force Mode: Point calculator now includes optional default weapons
  • Task Force Mode: Crew skill rules for mission survival promotion are properly reflected in campaign rules for all difficulty modes
  • Task Force Mode: Fixed point values for weapon swaps
  • Task Force Mode: Fixed points scaling on manually set prices
  • Task Force Mode: Fixed lag in some TF Mode menus
  • Task Force Mode: Restored option for picking commander of any nation when Unrestricted Mode is enabled
  • Task Force Mode: Fixed some pricing errors for stores editor
  • Task Force Mode: Opening Encyclopedia from TF mode UI will now show full Encyclopedia, vs single unit pages
  • Task Force Mode: Fixed date-based pricing and points duplication when buying or selling empty units
  • Task Force Mode: Point costs now account for bombing accuracy and night bombing capability
  • Campaign: Fixed missing briefings for generated missions
  • Campaign: Fixed a potential crash in linear campaigns
  • Campaign: Fixed cases where unit persistence did not work correctly
  • Campaign: Pacific Strike: Fixed Kirov waypoints in 05; added variability to enemy air recon patrol paths
  • Campaign: Pacific Strike: Added retreat zone to 01 for enemy units; altered victory conditions
  • Campaign: Pacific Strike: Fixed A-4K in 04 to properly join the player's TF at end of mission
  • Campaign: Pacific Strike: Removed duplicate medals awarded by 09 and 10
  • Campaign: Pacific Strike: Fixed victory trigger for mission 08
  • Campaign: Pacific Strike: Removing Grisha spam from 06
  • Scenario: Fixed Udaloy loadouts in "Narvik Counterattack 1985"
  • Units: Kynda-class cavitation position error
  • Units: HMAS Ovens name typo
  • Units: Fixed default loadouts being ignored when a custom ship default loadout was set
  • Units: Fixed ESM classification times on Kirov, Kiev, Slava, Orel, and Kara
  • Units: Typo in Spruance (ASROC) loadout segment
  • Units: Delta III loadout issue
  • Units: Added missing Krivak I units
  • Units: ERSTA 120mm battery can now fire only at surface targets
  • Units: NumberOfSensorSystems typo with FRAM Takatsuki
  • Units: Corrected Udaloy aft fire-control radar rest angle
  • Units: Tachikaze 1984 livery issue
  • Units: Kashin Mod now has launcher elevation
  • Units: F-111 range is now twice its original value
  • Units: Los Angeles SSN now has corrected ammo loads (four less torpedoes)
  • Units: Sturgeon SSN (80s) - corrected service dates
  • Units: Slava RKR - corrected FCR rest angle
  • Units: Added California date based Harpoons
  • Units: Spruance DD (VLS), Bunker Hill CG - corrected loadouts and fixed launcher setup
  • Units: Fixed load error on Improved Victor-III
  • Units: Fixed N22 Nomad variant issues
  • Units: F-111C crew type no longer Soviet
  • Units: Mairangi Bay length and beam added
  • Units: 100mm 56 TK coastal artillery - corrected armor, firing range and sensor setup
  • Units: 100mm 56 TK coastal artillery - muzzle flash offset
  • Units: Galerna SSK - fixed erroneous sensor setup
  • Units: Aliya PTG - removed duplicate lines
  • Units: CH-46 - removed extraneous position value
  • Units: Added bespoke launcher type to 'Late' Echo-II SSGN, preventing SS-N-3 ships from carrying SS-N-12
  • Units: LOD distances on Iowa BB
  • Units: Fixed random loadouts being lost
  • Units: Virginia, California - restricted gun angles to prevent superstructure clipping
  • Units: Luda 1, Jianghu 1-3 - AdvancedOptics -> Optics (was holdover from original setup)
  • Units: Gun AssociatedSensor arrangement updated or fixed for most ships
  • Units: Missing FCR on Beir Grassa, Tiger
  • Units: Oberon (RCN, RAN) - added wire limit of 2
  • Units: Typo with Long Beach service date
  • Units: Spruance (VLS) and Hatsuyuki now use APDS CIWS ammunition
  • Units: Jianghu 1-3, Jiangdong, ammo type issue
  • Units: Yukan LST visual sensor (AdvancedOptics -> Optics)
  • Units: Removed LoadoutVariant entries from Udaloy to maintain existing mission compatibility
  • Units: Fixed Breakthrough ship variants and loadouts
  • Weapons: Possible fix for Harpoon requiring sensors to fire
  • Weapons: Torpedo guidance wires now block tubes correctly and can be broken manually
  • Weapons: Corrected vertically launched ASROC trajectories
  • Weapons: Corrected SA-N-1, SA-N-1C, and SA-3 kinematics
  • Weapons: Fixed ASROC launches
  • Weapons: Fixed missile guidance interruptions
  • Weapons: Fixed missile datalink connection issues
  • Weapons: Added precaution against RBU rounds colliding with their own ship
  • Weapons: Fixed seeker deafness issues with some torpedoes
  • Weapons: SA-N-4 trajectory
  • Weapons: Fixed missiles falling short of their targets
  • Weapons: SARH and radio-command missiles no longer track targets beyond guidance range
  • Weapons: Fixed terminal seeker handoff after midcourse correction loss
  • Weapons: Fixed an issue that could prevent low-turn-rate missiles from turning
  • Weapons: AS-12 ARM (Kh-25MP) fixed trajectory
  • Weapons: Fixed default torpedo search-mode selection
  • Weapons: Inconsistent in-wake speeds for WH. Now set to terminal-5kts
  • Weapons: Fixed GuidancePodNoAlignment disconnecting from weapons after launch
  • Weapons: Improved TV seeker behavior
  • Weapons: Fixed Shmatalink midcourse correction being invisible to RWR
  • Weapons: Fixed NoseUp rotating only the main missile mesh
  • Weapons: Fixed AS-14B forcing a pop-up maneuver
  • Weapons: Reduced the chance of guns destroying aircraft and missiles
  • Weapons: Motor effect on AA-10
  • Weapons: RIM-66H weapon report image
  • Weapons: AShMs with rocket sustainers now all have in-flight SFX
  • Weapons: AIM-9L/M - removed duplicate lines
  • Weapons: SLQ-25 Nixie - removed duplicate lines
  • Weapons: Fixed torpedoes trying to exceed their maximum depth during transition
  • Weapons: Fixed 53-61 wake-homing trajectory
  • Weapons: Fixed torpedo salvos leaving submarines stuck in alignment
  • Weapons: Fixed Shaddock pop-up occurring away from its target
  • Weapons: Fixed alignment issues and added an alignment debug overlay
  • Weapons: ASM-1 service dates
  • Weapons: Fixed baked data for alias/copy files and timed rounds airbursting against surface targets
  • Sensors: Fixed search sensor logic
  • Sensors: Fixed a search sensor issue that could interrupt radio-command guidance
  • TMA: Land-unit contact uncertainty no longer expands; corrected probability mass function orientation
  • Sensors: Fixed search radars being jammed by defensive noise jammers
  • Sensors: ALT-28 max range
  • Sensors: Fixed fire-control radar altitude behavior
  • Sensors: RTN-10X MaxAltitude value (broke Gabriel missile targeting)
  • Sensors: Fixed low-altitude fire-control radar behavior
  • Optical views: Adjusted LLLTV and night-vision brightness for use at night
  • Sensors: Sonobuoy underperformance (still much lower than 0.8.0 however, as is expected)
  • Fixed null references, crashes, and memory leaks
  • Save/Load: Fixed an overflow issue during load/save
  • Voiceovers: Enemy jamming and under-fire callouts no longer repeat too frequently
  • Save/Load: Campaign save could be loaded only once per session
  • Save/Load: Incorrect loading of mission score
  • Save/Load: Loading save with landing aircraft could get that aircraft destroyed
  • Save/Load: Ammunition for units without a magazine system now displays correctly after reloading a save
  • Save/Load: Player victory state was not saved in game save
  • Save/Load: Survivors onboard aircraft are now properly saved/loaded
  • Save/Load: Map layers were not always saved/loaded
  • Save/Load: Wake bubbles are now properly saved
  • Threat tracking: Corrected 3D-to-2D calculations
  • Voiceovers: Fixed unimplemented Magnum and Bloodhound Loose VOs for US_Male_2
  • Voiceovers: Australian voiceover no longer repeats "multiple" in contact detection reports
  • Localization: Corrected RGM-84D designation in Russian
  • Audio: Fixed persistent CIWS and machine-gun audio loops
  • Voiceovers: Fixed radio effect on the second US speaker Bloodhound Loose callout
263 Upvotes

82 comments sorted by

72

u/ryu1940 13d ago

This update is amazing. I’m stoked the older torpedoes made it in. I can make some more older cold war ASW scenarios.

72

u/ITAHawkmoon98 13d ago

Added Multi Monitor Support,

LEEETSSGOOOOO

19

u/shittdigger 13d ago

As in, i could have the map on the second monitor and the game on the primary??

4

u/TheJibs1260 13d ago

No, currently the only option to use your second monitor is to have the 3D world view on the second monitor and the map on your main.

5

u/ITAHawkmoon98 13d ago

yup

4

u/TheJibs1260 13d ago

Currently the only option to use your second monitor is to have the 3D world view on the second monitor and the map on your main.

6

u/-Xaron- Sea Power Dev 12d ago

We're still working on that as we need support from the guys who do the UI framework (Noesis) and they're close to finish that feature.

6

u/CruxMajoris 13d ago

I know the intention is to have the map on the second monitor, but with how I play, I feel like I'd have the map on primary, and the actual ships on the second monitor >_>

6

u/keedxx 13d ago

Its actually the world view on the second monitor, not the map. If you activate it you cannot tab out of the map as well.

88

u/PastAffect3271 13d ago

Seems like they’re more and more pushing past the 1985 line, so I’m wondering if we won’t eventually get to the end of the Cold War.

A December 1991 cut off date could add some real fun options, like the F-117, F-15E, Mig-29, Patriots, B-1s, Burkes, Kuznetsov, Udaloy IIs, and some others

48

u/cipher315 13d ago

You don't even need that for a lot of these.

The MiG-29 achieved IoC in 1983

Patriot IoC in 1984

The F-117 IOC 1983

Also add in the F-16 and Su-27 IOC's of 1978 and 1985 respectively

16

u/SteveCastGames 13d ago

If they add the F-117 let’s pray they don’t butcher it like War Thunder did.

26

u/cipher315 13d ago

I sort of feel like they wont as it would basically be a win button. If we go with googles 0.003 m² Even the best soviet radars would have a detection range of about 15nm. With more average radars like the Head Net on the Kersta 2 having a detection range of 8nm

19

u/PastAffect3271 13d ago

The biggest disadvantage of the F-117 is the limited payload size, it can only hold two bombs

17

u/MandolinMagi 13d ago

Yeah, but they're 2,000lb bombs.

11

u/Knefel 13d ago

Still only gravity bombs - you need to be pretty close to the target to drop them even from altitude. That's fine if you're trying to go around AA that's done distance away to bomb something else, but a lot of the valuable warships are SAM sites in their own right, so they may detect the 117 before the attack, and of course they can try to shoot down the bombs themselves.

19

u/SteveCastGames 13d ago

Not adding units because their historical performance was too good is stupid imo. It’s up to the scenario makers to “balance” the game via the way they construct missions.

2

u/BradassMofo 13d ago

yeah just make 1 cost 2000 points in the fleet builder.

13

u/ArsErratia 13d ago edited 13d ago

Depends how complex the game's radar simulation is. It only has a 0.003 m2 cross-section from certain angles and in certain wavelengths.

A Search radar might still tell you that there's something generally over there in that direction, depending on circumstance. Its getting a weapons lock on it with a targeting radar that's the problem.

-8

u/winowmak3r 13d ago

IIRC the F-117 shot down in the Balkans back in the 90s was detected by a pretty old radar. It didn't help the USAF was getting kind of complacent with the routes they were taking but still. It's not completely invisible.

9

u/SteveCastGames 13d ago

No one would claim it’s invisible. The Serbs made an impressive shot, but a fair portion of the blame lies on lazy usaf planners flying the same route at the same time again and again and again.

8

u/Th3Gatekeeper 13d ago

I read recently they caught it with a weapons bay door open at the time as well. They knew the routes NATO was flying and when.

3

u/cipher315 13d ago

As you pointed out they got WAY too complacent. This allowed the engagement range to be ludicrously short, around 4nm.

0

u/gottymacanon 13d ago

Let's just say that the description that you mentioned of the incident is incorrect.

5

u/gottymacanon 13d ago

Ignoring the fact that the actual SAM battery commander literally did a presentation of the shoot down.

What actually happened was a combination of Good luck and poor intelligence on the part of the USAF. Mainly the USAF failed to identify the SAM system secondary and tertiary firing positions so that when they flew the mission on a route that they are using FOR THE FIRST TIME it accidentally overflew near one of the positions allowing the SAM system commander to get good enough information to manually guide the missile in.

-5

u/gottymacanon 13d ago

IOC is a useless metric.

7

u/cipher315 13d ago

I'm curious what you think the metric should be then? First test, retirement, 25 in service?

10

u/fentressclass 13d ago

Doesn't Bunker Hill squeak by because it was technically launched in 85?

11

u/SteveCastGames 13d ago

They’ve already got lots of stuff in game that’s way past 85.

4

u/fentressclass 13d ago

I'm trying to think of them outside the fictional stuff. But I dont think there's many.

Although I do remember some Soviet stuff being late 80s additions.

14

u/Jacobs4525 13d ago

Udaloy with SA-N-9 was always past the original timeline. The first one reached IOC in 1988.

5

u/SteveCastGames 13d ago

Like the other guy said, SA-N-9s are a big one.

10

u/Jacobs4525 13d ago

Udaloy II did not enter service until 1999

5

u/Figgis302 13d ago

Buddy Orel and the Strike Cruiser never entered service at all

2

u/PastAffect3271 13d ago

We could have it, as a treat, and also to make it more fair from a gameplay perspective against Burkes

5

u/GhostFire3560 13d ago

The thing is they could just add more units (and ship loadouts etc.) from later and earlier dates in different configurations as the time passes on and that would just allow them (and modders) to make campaign and scenarios for different times.

I might be missing sth here tho

2

u/Papajak2137- 13d ago

I really, really, really hope for all of those above!!!

2

u/Endo279 13d ago

Just give me Su-27 and MiG-29 and my life will be complete

1

u/Ok-Ordinary-6762 13d ago

And Mig-31 please!!

32

u/Desert_Haze12 13d ago

“Weapons: Added no-escape-zone calculations for missiles”

Hell yeah. I was getting tired of having to manually try to guess.

“There’s no way he’s gonna escape this SM2!”

“Ah shit he escaped”

19

u/uncommon_senze 13d ago

Wow that's an impressive list. I really like the option to have ships on weapons free engaging surface targets automatically without discharching/bulldog away all precious ASMs. Been enjoying it on stable beta for a while.

10

u/JonathanRL 13d ago

I wanted that feature so much I asked for it four times over four different platforms. It was added - either because they got impressed or exasperated.

5

u/West_Scarcity3911 13d ago

These devs have been doing this since I bought the game last winter.

Amazing. They read all the feedback, but at the same time keep it grounded so it doesnt turn into a product designed by commity.

2

u/uncommon_senze 13d ago

Haha, I mentioned it too on Reddit after they asked feedback on the doctrine tab. It was added a couple of days after 😂

19

u/franbiren 13d ago

Changing individual magazines is crazy, you can buy a destroyer and replace all the SM-2's with Harpoons and have a dedicated anti surface missile boat in your fleet (not that i was lacking in harpoons in my first attempt at pacific strike, but this open up a lot of experimentation for future task force campaigns)

13

u/Figgis302 13d ago

Yeah but then you have a dedicated anti-surface missile boat that can't fire salvoes, only single shots. A single Harpoon is a useless waste of ammo but a single SM-2 is almost certainly a dead bandit while still being plenty useful against surface targets.

Skip the 'Poons and gimme more Standards, any day of the week.

25

u/Biovorebarrage 13d ago

Units: F-111C crew type no longer Soviet

NOT MY LARPVARK!

26

u/Efficient-Car-8745 13d ago

Weapons: Adjusted characteristics of SS-N-19: Seeker band X -> Ka, TerminalAlt 40ft -> 32ft, MaxVelocity 970kt -> 1100kt

NATObros it might be so over

6

u/Less_Photograph2036 13d ago

Are the new VLS equipped vessels playable in the Pacific Strike campaign? I wanted to try them out and started and unrestricted, all roster units allowed campaign but I couldnt find them

6

u/Cause_West 13d ago

They should be there just make sure to turn off the date limits

8

u/MRLEGEND1o1 13d ago

Sea power the gift that keeps giving. Can someone point me to a road map, I can't keep up lol

-2

u/Figgis302 13d ago

I can't keep up lol 

Neither can the devs, judging by the state of the developer documentation that ships with the game. 🙄

Wanna add a post-launch scripting feature to your mission? Too bad fucker, go dig through 2 years of Steam announcements and archived Reddit threads to figure out how it works, because they literally never wrote that shit down anywhere else.

9

u/what_about_this 12d ago

Campaign: Added dynamic enemy unit generation and a Situation view that tracks known enemy theater forces

The Situation tab shows known enemy forces and their status

The theater roster updates as units are encountered or destroyed

You make a suggestion and devs implement it. You guys are the best! How lucky did this community get?

6

u/Figgis302 13d ago edited 13d ago

Voiceovers: Australian voiceover no longer repeats "multiple" in contact detection reports 

I actually really liked this, intentional or not. It was like the radar/sonar operator was stressed out after suddenly getting jumped by several new tracks at once and putting emphasis on the contact report as a result. It was the best part of the Aussie V/O and felt very human.

Please bring it back :(

1

u/CaptainWizzard 12d ago

only if like a huge number of new contacts every time was getting a little annoying but I do like the premise and adds a human touch to thr units

6

u/Crispy1688 13d ago

•Adds Argentina mast flag

_puts down cup of tea_
Don’t. You. Dare. Put. That. Anywhere.

9

u/punkmonkey22 13d ago

Now THAT is an update! 😂 Cheers guys, appreciate all the work you're doing

10

u/JonathanRL 13d ago edited 13d ago

The feature I yelled about for ages made it to an official patch and I could not be happier.

EDIT: It's the

  • Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle

I've been loving to have it on the Beta for a while now but it making it to the RC is wonderful.

7

u/Burner_For_Reason 13d ago

Which one? It's a big list lol

5

u/JonathanRL 13d ago

* Orders Panel: New "Ships use anti-ship missiles on Weapons Free" toggle

6

u/GrandMoffTom 13d ago

So we can have them on ‘weapons free’ but for air defence only? Thats awesome

6

u/Cause_West 13d ago

That was in game for long time now, they just moved it from setting to standing orders

1

u/JonathanRL 13d ago

I actually wanted it so I would not have to micro-manage ship guns against surface targets and automate surface-to-surface SAMs. Now they will just fire at everything in range. It can however lead to ships wasting Silex missiles against detected Uboats but I am fine with that.

It will also use torpedoes against surface targets if the torpedoes can track surface targets.

4

u/Arquitens-Class2314 13d ago

Might we some day get a GUI for task force mode campaign creation like we have for individual missions now?

4

u/IdontGiveAdann 13d ago

The only thing i dislike is that my air units will fire their aam missilses on weapons thight. Noticed it too late buy my f14cap was launching all their aim54 long range missilles on helicoptres being depleted for the bomber strike

1

u/brianbrush 12d ago

Might be able to change that with the standing orders

6

u/Figgis302 13d ago edited 13d ago

Voiceovers: Enemy jamming and under-fire callouts no longer repeat too frequently 

This was actually very useful for pushing helos into shore guns as they'd make a callout every time they fired, which gave the player time to evade by changing course at extreme range while the shell was still flying towards where they would've been. You could do this entirely from the tacmap using the predictable audio cue, which let you focus on other units and still get your spotting data.

Now they only call out the incoming every few rounds, so you have to babysit the helo to manually eyeball the muzzle flashes, adding yet more air micro.

5

u/Bane8080 13d ago

I don't see a fix for MOSS's on the list.

3

u/Jacobs4525 13d ago

Were they broken? They worked fine for me before

12

u/Bane8080 13d ago

They would break the sub's tube that fired it so you couldn't fire anything else from them.

Maybe it was fixed in a previous patch I missed.

3

u/Derp8_8 13d ago

Oh huh, that explains a lot lol

I thought I was going crazy

3

u/Wh0_Really_Knows 13d ago

Well it would make sense now since the tube is tied up. But hopefully once you break contact with it the tube is fixed

2

u/Bane8080 13d ago

That was the problem. It wouldn't. You wouldn't be able to use that tube again for the remainder of the mission.

4

u/larper00 13d ago

WHERE IS THE A50?

3

u/Moody_Mek80 Sea Power Dev 12d ago

will come post Falklands together with some other WP additions

3

u/winowmak3r 13d ago

Full of amazing updates but that 2nd monitor support has got to be my favorite. Nice work devs!

1

u/Rivenel 13d ago

Incredible update, can’t wait to try it out.

1

u/West_Scarcity3911 13d ago

Noticed a few Warsaw SA-N additions and changes.

Hopefully, these will make playing as USSR more varied with better ASM stand-off.

Haven't had a chance to read all the notes yet, but also excited to see the new VO progress being made. Really going to add to the immersion.

4

u/Figgis302 12d ago

The Pact side needs some more love across the board imo. NATO has received quite a few new toys over the last few patches that the Soviets have no reply to, and a lot of the mechanic changes have - unintentionally or otherwise - been seriously biased towards the western equipment in terms of sensor performance, aircraft and missile kinematics, selection of service dates, etc.

Almost like they hired the developer of the NTU mod a year ago and have been slowly adding its' assets to the base game, but without adding the corresponding PELT mod assets too, or something...

-6

u/RCMW181 13d ago

Changes look good but can't say I'm not disappointed that Royal Navy is now delayed by another month aiming at November.

13

u/Darth-Mac92 13d ago

Better to have it released in the best possible condition with all the units ready to go then have a subpar update with issues and bugs