All news

Sea Power: Naval Combat in the Missile Age

Sea Power’s Largest Update Is Here — Royal Navy, Argentina & South Atlantic 1982

Hello from the Triassic Games team!

Today we are pleased to release Sea Power v0.9.0, adding the Royal Navy and Argentina factions alongside two new campaigns set during the 1982 South Atlantic conflict.

The update introduces 80+ new assets, including ships, submarines, aircraft, and supporting units (see below for a full list).

This release also brings:

  • A completely new 3D globe and tactical map system.
  • Rolling Replay for revisiting recent events in your mission from different camera angles.
  • A completely updated campaign interface with expanded campaign management.
  • Substantial Mission Editor additions.
  • Improvements across the entire simulation.

The update is available free to all Sea Power owners.

Team Update

We are also pleased to welcome malfboi (Barnaby) to the Triassic Games team. Barnaby joins the team as a software developer, focused on performance optimizations, campaign systems, and the AI overhaul.

Known to many in the community as the developer of the highly successful Sea Power Multiplayer Mod. He will continue to support the MP Mod alongside his work on the team.

His contributions to the current release include Rolling Replay and support for multiple configurable sides, among many others. We're excited to have him aboard and to bring additional firepower to the team!

Thank you to the community for your continued support. We hope you enjoy this release!


The Royal Navy Arrives

The update adds British ships, submarines, aircraft, and supporting assets for the South Atlantic campaigns. Several ship classes include distinct batches and refits. Our focus has been units active in the 1982 conflict, with earlier and later units planned for future content drops.

Ships and submarines

  • Centaur-class aircraft carrier HMS Hermes
  • Invincible-class aircraft carriers
  • County-class Batch 1 destroyers
  • County-class Batch 2 destroyers, original configuration
  • County-class Batch 2 destroyers, Exocet refit
  • Type 42 Batch 0 destroyer HMS Sheffield
  • Type 42 Batch 1 destroyers
  • Type 42 Batch 2 destroyers
  • Type 82 destroyer HMS Bristol, 1973 configuration
  • Type 82 destroyer HMS Bristol, 1979 configuration
  • Type 21 Amazon-class frigates
  • Type 22 Batch 1 Broadsword-class frigates
  • Leander-class frigates, original gun configuration
  • Leander-class Batch 1 frigates, Ikara conversion
  • Leander-class Batch 2 frigates, Exocet conversion
  • Rothesay-class frigates
  • Fearless-class landing platform docks
  • Round Table-class landing ships
  • Leaf-class replenishment tankers
  • Oberon-class submarines
  • Porpoise-class submarines
  • Churchill-class nuclear submarines, early configuration
  • Churchill-class nuclear submarines, late configuration
  • Valiant-class nuclear submarines
  • Swiftsure-class nuclear submarines
  • Trafalgar-class nuclear submarines

Aircraft and helicopters

  • Sea Harrier FRS.1
  • Harrier GR.1 and GR.3
  • Vulcan B.2
  • Victor B.2 and K.2
  • Canberra bombers
  • Nimrod MR.1 and MR.2
  • C-130 Hercules
  • SC.7 Skyvan
  • Lynx HAS.2
  • Sea King HAS.5
  • Wessex HAS.1, HU.5, and HAS.3
  • Wasp HAS.1
  • Scout AH.1

Merchant ships and installations

  • Searunner-class roll-on/roll-off ships
  • Modified Searunner-class roll-on/roll-off ships
  • Roll-on/roll-off passenger ferries, including Norland and Norstar
  • San Carlos forward operating base land installation

HMS Hermes operates as the center of the British Task Force sent to retake the Falklands/Malvinas.

Can you keep the transports and STUFT ships at San Carlos Water protected from Argentine airstrikes long enough to unload?

The South Georgia Group (TG 317.9) open firing off Grytviken.


Argentina Joins Sea Power

Argentina joins the game with ships and aircraft from the Armada Argentina and Fuerza Aérea Argentina, alongside new ground units and installations. These assets feature in the Argentine campaign and are available for creating your own scenarios.

Ships and submarines

  • Colossus-class aircraft carrier ARA Veinticinco de Mayo
  • Brooklyn-class cruisers ARA General Belgrano and ARA Nueve de Julio
  • Hércules-class Type 42 destroyers
  • Comodoro Py-class FRAM II destroyer
  • Allen M. Sumner-class FRAM II destroyers
  • Drummond-class corvettes
  • Santa Fe-class submarine
  • Salta-class Type 209/1200 submarines
  • Intelligence trawler Narwal

Aircraft and helicopters

  • A-4P and A-4C Skyhawks
  • A-4Q Skyhawk
  • Mirage IIIEA
  • Dagger A
  • Super Étendard
  • IA-58A Pucará
  • Canberra B.62
  • S-2E Tracker
  • EMB-111A maritime patrol aircraft
  • Boeing 707 maritime patrol aircraft
  • C-130 Hercules
  • SC.7 Skyvan
  • S-61D Sea King
  • Lynx Mk.23
  • Alouette III

Ground units and installations

  • ITB Exocet coastal missile battery
  • OTO Melara Mod 56 105 mm howitzer
  • Skyguard fire-control radar
  • Roland SAM emplacement
  • Oerlikon KCB 20mm cannon
  • Goose Green and Pebble Island airstrips as land installations

ARA General Belgrano and ARA Piedrabuena off the Total Exclusion Zone. Will you be able to prevent her sinking by HMS Conqueror?

The MM38 Exocet equips both sides, so each encounter becomes a delicate dance of positioning. Once fired these missiles are almost impossible to intercept.

Make use of the Boeing 707s of Escuadron V to search for the British Task Force. In the real conflict, these aircraft shadowed the British for most of the war, reporting their movements and staying politely out of range...


Two Campaigns in the South Atlantic

This update includes separate British and Argentine campaigns built around Task Force Mode, with linked operations and persistent forces.

  • Falklands War 1982 (Britain) - Command the British Task Force to recapture the Falkland Islands. This campaign is historically based, with task force management allowing the player to control how they approach certain situations. It tells the story of the Falklands War from the British perspective.
  • Guerra de Malvinas 1982 (Argentina) - Command the Argentine Navy and Air Force to hold the Malvinas against the approaching British Task Force. This campaign is a "what if" campaign and diverges from history, with multiple outcomes possible based on your performance.

Both campaigns draw on the historical setting while allowing operations and outcomes to diverge. Players should expect these campaigns to play very differently than previous Sea Power campaigns! The forces involved are very evenly matched, and so losses should be expected and careful tactics are required.

ARA Veinticinco De Mayo at sea with her task group. Expect to explore what could have been if the Armada had not been confined to port - as the Argentine player, can you keep enough of your very limited forces alive to complete the campaign?


Expanding What Campaigns Can Do

Like every campaign released this year, the South Atlantic campaigns expand the underlying campaign systems, adding capabilities for future official and community-created content.

  • Redesigned campaign interface for managing forces, planning deployments, and reviewing the campaign situation.
  • Multiple task force management, allowing you to organize ships into groups, combine forces for operations, and manage reserves.
  • Port servicing and timed repairs, with repair and rearm orders available directly from the campaign debrief.
  • Expanded airbase and air operations management, including persistent aircraft inventories and consolidated preparation across ships and shore bases.
  • Historical Reinforcements or Points Based acquisition, giving you different approaches to building your forces.
  • Configurable Argentine air-launched Exocet supplies, with historical and unlimited options.

These are linked-mission Task Force Mode campaigns. The separately planned Dynamic Campaign remains a future development.

Players may now select either Historical Reinforcements mode or Points Based mode for campaigns. Reinforcement mode delivers reinforcements at certain intervals throughout the campaign and is intended for historical realism. Points Based mode allows the player to use points to assemble task forces, using the Task Force Builder. Unrestricted mode is available through Points Based campaign mode!


Rolling Replay

The new Rolling Replay feature lets you revisit recently recorded action, move through the replay timeline, and watch an engagement from different viewpoints. Follow a unit, position a free camera, or build camera movements using keyframes and lens effects.

It gives you time to look more closely at an engagement and frame the moments you want to capture.

Rolling Replay launches as an experimental feature and is disabled by default. Once recording is enabled, it retains a rolling window of recent action. The buffer can be configured for up to 30 minutes, with the amount retained also limited by its memory budget.

New Rolling Replay allows full control over camera keyframes, orbit, tether, etc across the replays. Ideal for capturing cinematic shots, replay is also very helpful for reviewing what happened in certain actions.


A New 3D Globe And Tactical Map

This release brings the globe and map rework recently introduced on the Public Beta branch to the main game.

The new system improves how Sea Power represents the world, particularly at high latitudes. Corrected distances affect the relationship between aircraft range, weapon reach, and the spacing of forces, while the new projection addresses operations around the poles and the International Date Line.

The tactical display also gains new map rendering, automatic label placement, and a visible day/night boundary.

Existing missions receive an automatically generated play area. Scenario authors revisiting large or high-latitude missions should review their positioning, routes, and timings against the corrected geography. Individual missions support play areas of up to 5,000 nautical miles per side.

View of the South Atlantic with the new 3D globe, showing the day/night boundary.


More Possibilities in the Mission Editor

The Mission Editor receives a substantial set of additions for building more varied scenarios.

  • Configurable sides and relationships: create allied forces, several opposing sides, and optional shared sensor pictures. A relationship matrix helps organize the setup, and relationships can change during a mission through triggers.
  • Expanded attack planning: set up automatic attack waypoints against specific targets or areas, with filters controlling which targets aircraft should engage.
  • New trigger controls: order attacks with selected weapons and salvo counts, change unit waypoints, and create repeatable/looping triggers.
  • More precise conditions: check for particular unit types, variants, and squadrons within an area.
  • Visible mission timers: display a countdown or remaining time through mission triggers.
  • Campaign mission fields: edit scenario and unit campaign values from within the Mission Editor.
  • Transportable ground-force cargo: author transport requirements and use triggers to check whether the required forces are present.
  • New Radio Sequence support: show a series of scripted messages that appear at the top of the mission screen to advance the story or mimic radio dialogue, with support for playing recorded audio clips.
  • An Argentine naval-message format: present orders and reports using the new document template.

Modders also gain file layers for selective overrides, including changes that apply to an individual mission.

Together, these tools make it easier to build scenarios with changing relationships, coordinated attacks, timed objectives, and campaign-specific behavior.

ARA Santa Fe at Grytviken. It is up to you as the Argentine commander to decide how to employ her against the British task force!

Vulcan XM597 on the way to Stanley. The update includes a new challenge mission to conduct Operation Black Buck with Victor tanker support and a healthy tanking plan.


Improvements Across Sea Power

Alongside the new content and headline features, this update includes work across combat, presentation, usability, and performance.

Highlights include:

  • Weapon reliability: revised reliability settings, visible launch failures, and failure information in weapon reports. Weapons can now fail to launch and warheads can fail to explode.
  • Gunnery and air defence: further corrections and tuning to gunfire against aircraft and missiles, fire-control behavior, and CIWS ballistics.
  • Torpedo aiming: a fan aiming tool and adjustable spread for straight-running torpedo salvos.
  • Audio and presentation: distance-based sound playback, revised effects, and updates to ship and aircraft models, textures, and liveries.
  • Interface improvements: clickable track numbers in the event log and an optional rudder-angle display for ships and submarines.
  • Campaign reliability: autosaving and further fixes to force persistence, aircraft inventories, servicing, and mission preparation.
  • Performance and stability: optimizations and fixes across the simulation, map, scripting, missions, and interface.

The full changelog below covers the individual additions, changes, and fixes.

Armada Super Etendards flying low for an Exocet strike. Can you ensure they properly identify the right target?


New Standalone Scenarios

Alongside the two campaigns, this update includes new standalone scenarios featuring British and Argentine forces:

  • Armilla Patrol (1980) - Britain: Command HMS Cardiff and HMS Alacrity in the Persian Gulf. Respond to a British merchant ship’s request for assistance and protect it from Iranian attacks.
  • Hunt for Belgrano (1982) - Britain: Command HMS Conqueror against General Belgrano and her escorts. Sink the cruiser, then withdraw or destroy the remaining Argentine ships.
  • Breaking Contact (1982) - Argentina: Bring General Belgrano and her escorts safely towards coastal waters while a British submarine hunts the group, with a Tracker patrol aircraft supporting your search.
  • Operation Black Buck 1 (1982) - Britain: Plan the Vulcan raid on Stanley airfield from Ascension, coordinating twelve supporting tankers to deliver the strike and bring the bomber home. Intended as a challenge to organization and coordination, not combat.
  • Carriers At War (1982) - Argentina: Command ARA Veinticinco De Mayo and the Argentine Air Force to conduct a strike on the British Task Force east of the Falklands.
  • Carriers At War (1982) - Britain: Command HMS Hermes and the British Task Force to find, fix, and strike the ARA Veinticinco De Mayo.
  • Battleaxe Off Bergen (1985) - Britain: Command HMS Battleaxe and HMS Euryalus on an anti-submarine screen ahead of a convoy bound for Bergen, with a supporting P-3C assisting the search.


Getting Started

Open Campaigns and choose the British or Argentine South Atlantic 1982 campaign. Review the campaign settings, select your preferred acquisition rules and difficulty, and begin your deployment.

You can also explore the expanded roster through the Encyclopedia and use the new forces in your own Mission Editor scenarios.

We look forward to seeing your screenshots and playthroughs from the South Atlantic!

— The Triassic Games team


Full Changelog

Newly added features in this release:

  • Map: new Lambert Conformal Conic (LCC) projection for map and terrain, with play area display, new vector map rendering, automatic label placement and day/night terminator. Existing missions are migrated automatically
  • Multiple configurable sides are now possible, with side relations and sensor sharing options (Allied NPC, or multiple hostile sides with varied relations to each other, etc)
  • Automatic attack waypoints can now also be set up during a mission
  • Patrol zones: CAP and SAR zones (work in progress)
  • Torpedo fan aim tool and adjustable salvo spread for straight-running torpedoes
  • "Guiding weapon" status for submarines
  • UI: rudder display with a popout for ordered and actual rudder angle of ships and submarines
  • Option to turn the rudder angle display on or off
  • EXPERIMENTAL: Rolling Replay: rewind and spectate the last minutes of a mission, with camera shots, a keyframe timeline with key curves and lens effects (off by default, up to 30 minutes or 512 MB)
  • Aircraft and certain supersonic cruise missiles now have new shader-based afterburner effects, with color and intensity depending on local light level
  • Spatial sounds: sounds now play based on distance from camera to sound emitter
  • D3D12 renderer can be selected via the -force-d3d12 command line option
  • Mission Editor: multiple configurable sides with relations, optional sensor picture sharing, localized side names and map colors
  • Mission Editor: "Set Relation" trigger action and scripting API to change side relations at runtime. Allied victory, score and AAR section
  • Mission Editor: automatic attack waypoints with specific-target and area attacks, filterable by category, type, class, role and variant
  • Mission Editor: "Attack Target" trigger action to attack a unit with a selected weapon and salvo count
  • Mission Editor: Trigger action to edit unit waypoints with a map-based editing tool
  • Mission Editor: Condition for exact unit types, variants and squadrons in areas
  • Mission Editor: "Repeatable" checkbox for triggers and "Units matching condition" for action units
  • Mission Editor: New initial ROE setting in the Air Operations tab
  • Mission Editor: Save, save as and load buttons on every tab
  • Mission Editor: mission timer that can be set up and shown via triggers, e.g. as "Time Remaining" below the time controls
  • Mission Editor: basic campaign management: "Campaign Mission" checkbox on the scenarios tab with fields for scenario and groups (a full campaign editor will come later)
  • Mission Editor: air return points with a radius can be set up for units, acting as virtual airfields aircraft can return to instead of despawn triggers, distant airbases or unlimited fuel
  • Mission Editor: campaign commander awards can be triggered by campaign variables
  • Mission Editor: raw text entry of campaign values in triggers
  • Campaign: Task Force Air Ops window to manage aircraft preparation across all ships of a task force, with configurable Ready/Partial Ready aircraft and deck utilization info
  • Campaign: campaign airbases can be provisioned with persistent air groups, installation status, supplies, runways and fuel
  • Campaign: Situation panel now includes player forces, reserves, embarked aircraft, airbase inventories and enemy aircraft losses
  • Campaign: autosave
  • Campaign: ground forces as transportable cargo, with triggers to detect their presence
  • Modding: file layers allow mods and user files to selectively overwrite game files, also per mission
  • Modding: weapon attachments can be rotated
  • Weapons can now fail at launch. Launchers eject failed rounds overboard
  • Weapons: Hedgehog ASW projector
  • Weapons: Remodeled Mk 44 and A.244/S torpedoes, added ship-launch A.244
  • Units: Added Centaur-class aircraft carrier HMS Hermes
  • Units: Added Invincible-class aircraft carriers
  • Units: Added County-class Batch 1 guided-missile destroyers
  • Units: Added County-class Batch 2 guided-missile destroyers, original configuration
  • Units: Added County-class Batch 2 guided-missile destroyers, Exocet refit
  • Units: Added Type 42 Batch 0 guided-missile destroyer HMS Sheffield
  • Units: Added Type 42 Batch 1 guided-missile destroyers
  • Units: Added Type 42 Batch 2 guided-missile destroyers
  • Units: Added Type 82 destroyer HMS Bristol, 1973 configuration
  • Units: Added Type 82 destroyer HMS Bristol, 1979 configuration
  • Units: Added Type 21 Amazon-class frigates
  • Units: Added Type 22 Batch 1 Broadsword-class frigates
  • Units: Added Leander-class frigates, original gun configuration
  • Units: Added Leander-class Batch 1 frigates, Ikara conversion
  • Units: Added Leander-class Batch 2 frigates, Exocet conversion
  • Units: Added Rothesay-class frigates
  • Units: Added Fearless-class landing platform docks
  • Units: Added Round Table-class landing ships
  • Units: Added Leaf-class replenishment tankers
  • Units: Added Oberon-class submarines
  • Units: Added Porpoise-class submarines
  • Units: Added Churchill-class nuclear submarines, skewback configuration
  • Units: Added Churchill-class nuclear submarines, pumpjet configuration
  • Units: Added Valiant-class nuclear submarines
  • Units: Added Swiftsure-class nuclear submarines
  • Units: Added Trafalgar-class nuclear submarines
  • Units: Added Colossus-class aircraft carrier ARA Veinticinco de Mayo
  • Units: Added Argentine Brooklyn-class cruisers
  • Units: Added Hércules-class Type 42 guided-missile destroyers
  • Units: Added Comodoro Py-class FRAM II destroyer
  • Units: Added Argentine Allen M. Sumner-class FRAM II destroyers
  • Units: Added Drummond-class corvettes
  • Units: Added Santa Fe-class submarine
  • Units: Added Salta-class Type 209/1200 submarines
  • Units: Added Intelligence trawler Narwal
  • Units: Added Searunner-class roll-on/roll-off ships
  • Units: Added Modified Searunner-class roll-on/roll-off ships
  • Units: Added Roll-on/roll-off passenger ferries, including Norland and Norstar
  • Units: Added Sea Harrier FRS.1
  • Units: Added Harrier GR.1
  • Units: Added Harrier GR.3
  • Units: Added Vulcan B.2
  • Units: Added Victor B.2
  • Units: Added Victor K.2
  • Units: Added Canberra bombers, including Argentine B.62 variants
  • Units: Added Nimrod MR.1
  • Units: Added Nimrod MR.2
  • Units: Added A-4P Skyhawk
  • Units: Added A-4Q Skyhawk
  • Units: Added Dagger A
  • Units: Added Mirage IIIEA
  • Units: Added Super Étendard
  • Units: Added IA-58A Pucará
  • Units: Added S-2E Tracker
  • Units: Added EMB-111A maritime patrol aircraft
  • Units: Added Argentine Boeing 707 maritime patrol aircraft
  • Units: Added British and Argentine C-130 Hercules variants
  • Units: Added SC.7 Skyvan
  • Units: Added C-95 transport aircraft
  • Units: Added Civilian EMB-100
  • Units: Added Lynx HAS.2
  • Units: Added Argentine Lynx Mk.23
  • Units: Added Wasp HAS.1
  • Units: Added Scout AH.1
  • Units: Added Wessex HAS.1
  • Units: Added Wessex HAS.3
  • Units: Added Wessex HU.5
  • Units: Added Sea King HAS.5
  • Units: Added Argentine S-61D Sea King
  • Units: Added Alouette III
  • Units: Added ITB Exocet coastal missile battery
  • Units: Added OTO Melara Mod 56 105 mm howitzer
  • Units: Added Skyguard fire-control radar
  • Units: Added M2HB heavy machine-gun emplacement
  • Units: Added Roland SAM launcher
  • Units: Added Oerlikon KCB anti-aircraft gun
  • Units: Added Goose Green airstrip
  • Units: Added Pebble Island airstrip
  • Units: Added San Carlos forward operating base

Changes from previous release:

  • Campaign: Task Force Mode: commander and awards tab in the F10 panel, custom XAML templates for commander citations
  • Campaign: Dynamic Unit Generation supports prioritized slots and fallback types, e.g. to prefer certain units while always being able to fill a slot
  • Scenarios: removed some broken or outdated scenarios, to be replaced with updated versions later
  • Scenarios: 01A Senkaku Run: reworked enemy setup for the mechanics changes
  • Mission Editor: Load and Save As now open in the current mission folder
  • Mission Editor: despawned units (e.g. leaving the battle area) are no longer counted as destroyed
  • Mission Editor: improved sides editor, now with a relation matrix view
  • Mission Editor: UnitTypes now override UnitType in trigger conditions
  • Mission Editor: patrol zones are no longer removed from missions when saving (full UI editing will follow)
  • AI: populated Soviet OODA systems. SA-N-4 and Sea Sparrow now work independently of the OODA systems
  • Aircraft keep their climb or dive rate during the death animation
  • Aircraft cannons: muzzle gas effect and louder firing sound
  • Weapon report now lists weapon failures
  • EXPERIMENTAL: Weapons: terminal loft for non-kinematic missiles
  • Weapons: reworked launch, seeker and warhead reliability, pitch rates, armor and bombing values for many missiles and bombs
  • Weapons: rebalanced CIWS
  • Weapons: HE rounds now ignore half of the target's armor
  • Weapons: dramatically reduced minimum range for most AAMs
  • Weapons: rebalanced cannon hit rates against air targets
  • Weapons: increased accuracy of the Mk 45 5"/54 gun
  • Weapons: increased damage of Terrier, Tartar, Standard, SA-N-6 and SA-N-7 in ASuW mode
  • Weapons: slightly improved low-altitude performance of Aspide Mk.1, SA-11 and SA-N-6
  • Weapons: Mk 112 ASROC launcher horizontal turn rate increased (30 -> 45)
  • Weapons: new rocket motor effects for most weapons, new volumetric rocket plumes for larger SAMs and AAMs
  • Weapons: turbojet-powered missiles (e.g. Harpoon, TLAM) have turbine cruise sounds, rocket sustainer cruise missiles (e.g. Exocet) have rocket sounds
  • Sensors: improved sonar and narrowband handling
  • Sensors: very slight night vision for the 'Eyes' and 'Optics' visual sensors
  • Units: revised damage points and fire control of AAA, coastal artillery and Rapier
  • Units: AH-1J (IRIAF) received an anti-ship loadout with AGM-65B
  • Units: increased turn rates for MiG-17, J-5, F-5 (PLA) and Lim-6
  • Units: civilian airliners, transports and airliner-derived aircraft (E-3, Il-38, KC-10) received a generic weather radar with limited surface search
  • Units: unique dud eject angles for US ships with Terrier and Tartar arm launchers
  • Units: submarine and whale speeds standardized, so submarines are harder to tell apart from whales at a glance
  • Units: Gearing FRAM II overhauled model, different bridge and Hedgehog mortars
  • Units: F-15A/C: added a forward-looking 'Optics' sensor (representing rifle scopes commonly mounted in cockpits)
  • Units: F-111C: TF30 engine sound
  • Event Log: clicking track numbers snaps the map view to them
  • Map: allied formations are collapsed, unit paths follow geographic paths better, faster map rendering
  • Encyclopedia shows variant and squadron descriptions even if the class description is empty
  • Tidied up the F10 maneuver menu, the standing orders UI and the mission timer display
  • UI: removed the direction arrow from the rudder display
  • Performance: batched missile simulations for aircraft, cheaper sensor and seeker raycasts and several AI optimizations
  • Updated NoesisGUI to 4.0.1
  • Rolling Replay performance
  • Updated Unity to 6000.0.85f2
  • Cleaned up missile afterburner animation
  • Reformatted weapon and sensor texts
  • Credits
  • Translations

Fixes from previous release:

  • Campaign: damaged units from dynamic generation were sometimes reported as kills
  • Campaign: destroyed task forces remained in the campaign roster
  • Campaign: player task force could be reset by the mission briefing
  • Campaign: moving a CAP on the campaign map only moved its leader in the mission
  • Campaign: formations created by dynamic unit generation spawned on top of each other
  • Campaign: Pacific Strike: underwater land units in mission 06
  • Campaign: Pacific Strike: underwater land units in 04 Sunda Strait and 09 Shadows off Palawan
  • Task Force Mode: campaigns did not always grant reward aircraft, e.g. after 04 Sunda Strait (Pacific Strike)
  • Mission Editor: wrong number of ready aircraft in the flight deck
  • Mission Editor: Disabled aircraft reverted to the nearest base on load instead of their assigned home base
  • Mission Editor: aircraft formations fell back to Individual, so followers did not pick up attack waypoints
  • Mission Editor: trigger zones centered on a unit passed wrong coordinates to the new globe system
  • Mission Editor: campaign variables could be applied to other missions
  • Triggers: disabled units could satisfy out-of-ammo conditions
  • Helicopters: helicopter code ran at twice the intended speed
  • Helicopters: terrain checks and vertical angle limits for engagements
  • Dive attacks could be impossible in certain cases
  • Leader attack cancelled the attack of a wingman in MoveToEngage state (aircraft)
  • VTOL and STOL leaders did not wait for their wingmen
  • Aircraft could get stuck in the DisembarkElevator state
  • Aircraft groups without an explicit control mode now default to Follow Leader
  • Propellers were shown after an aircraft was destroyed
  • Torpedoes could hit the ship that launched them
  • CIWS used flat hit rolls instead of its ballistics
  • Shell and CIWS spherecast data piled up when raycast commands were off
  • Weapons: R-40RD/TD seeker type mix-up in localization
  • Wire-guided torpedoes: wire-guidance limitations were implemented incorrectly, and the launching unit did not attack or slow down while above wire break speed
  • Torpedo fans and multi-attachment torpedo tubes
  • Bombs dropped from low altitude could miss their target
  • Fix for missiles dragging after being dropped from aircraft
  • Unguided bombs jumped sideways on release
  • Gunnery against aircraft and missiles was more inaccurate than expected
  • Radar lookdown could ignore targets at long range or count ships as being in lookdown
  • Passive sonar underperformed in the MF/HF bands
  • Vessels could get a strong push and roll heavily right at the mission start
  • Units: Soviet sonar frequencies
  • Units: LOD and damage model fixes for several aircraft and large caliber guns, Mirage III pivots, S-2 depth bomb pylon placement
  • Ships and submarines did not react to straight-running torpedoes
  • Whales: depth changes and states could be off in some cases
  • Units: F-15A/C: 20mm ammo count (675 -> 940)
  • Units: F-15A: removed DECM and countermeasures, neither were common in service in the 80s
  • Initial camera at mission start always faced north, so it could look at the first unit straight from behind or ahead. It now looks at it from behind and to the side
  • Unit icons in formations could disappear. Possible fix for units that could not be selected or controlled after a formation was disbanded
  • Missing tactical map settings when a mod overrides the default UI ini
  • Positions of stations on rotated parent objects
  • Map: group placement, display round the poles and the 180 degree line, shorelines and terrain mapping with the LCC projection
  • Diamonds appeared over sonobuoy waypoints
  • Wrong anchor for formations made up of stationary units
  • Seconds of the game clock did not tick correctly
  • Mods could not bake models
  • Voiceovers: removed unnecessary "track" from "Birds Away" for uk_male_1
  • Audio clipping caused by comb filtering
  • Rolling Replay: jitter of weapons attached to aircraft and stuttering shells
  • Certain weapons could not be used for attack waypoint generation and Engage from the context menu
  • Exception when quitting the game
  • Exception during unit metadata loading
  • XAML parse error in the main menu news window
  • More file checks that did not work with CrossOver on macOS
  • Escape could resume a mission that had already ended
  • Mission scripts could stop running after a long frame
  • Campaign map reacted to the mouse while the pause menu was open
  • Callsigns could use the wrong squadron
  • Weapon names show the English text instead of "MISSING TEXT" when a translation is missing
Keep me updatedVisit Steam page

More news