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Aircraft overhaul and strategic bombing update now availableFeb 26, 2024 - Community AnnouncementsThe recent aircraft performance overhaul and strategic bombing features are now available in the live version with this new update. Remember, if you want to maintain the version 1.08g7h2 prior to this last update to finish a campaign or maintain mod compatibility see here: https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/ The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes. Contributors - Luminary, YorT Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy For reference, full change log is below: Version 1.08h5 27 Feb 24 (Beta 25 Feb 24) Fixed a bug in campaigns where terrain tiles would not correctly display. Version 1.08h4 Beta 27 Jan 24 CAMPAIGN Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8 The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage. Airfields now launch correct numbers of aircraft for strategic bombing raids. When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time. Version 1.08h3 Beta 7 Dec 23 AIR COMBAT IMPROVEMENTS All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat. corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament Air combat dogfight AI improved Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination STRATEGIC BOMBING {STEAM_CLAN_IMAGE}/37365267/8eece9e9fc6b8428650a7c54df8ffecaee744ba8.png Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target. Damage done to target based on: - number of aircraft attacking - payload carried (HE bombs are much more effective than AP) - weather conditions - total rank of port and airfield of location Attacking aircraft will take damage and losses based on: - total rank of port and airfield at that location - aircraft armor Enemy will strategically bomb from airfields and carrier groups as appropriate based on r...BETA: Aircraft Overhaul & Strategic BombingDec 7, 2023 - Community AnnouncementsBeta continues to grow with a complete overhaul of aircraft flight characteristics along with the addition of strategic bombing in campaigns. The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes. Contributors - Luminary, YorT Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy To opt into the beta: REMEMBER: use of mods will likely not be compatible with this version until updated mods are released 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. Version 1.08h4 Beta 27 Jan 24 CAMPAIGN Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8 The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage. Airfields now launch correct numbers of aircraft for strategic bombing raids. When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time. Version 1.08h3 Beta 7 Dec 23 AIR COMBAT IMPROVEMENTS All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat. corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament Air combat dogfight AI improved Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination STRATEGIC BOMBING {STEAM_CLAN_IMAGE}/37365267/8eece9e9fc6b8428650a7c54df8ffecaee744ba8.png Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target. Damage done to target based on: - number of aircraft attacking - payload carried (HE bombs are much more effective than AP) - weather conditions - total rank of port and airfield of location Attacking aircraft will take damage and losses based on: - total rank of port and airfield at that loc...Expanded World & Destructible AAAOct 11, 2023 - Community AnnouncementsNow in BETA, Version 1.08h2 adds terrain data for the North Atlantic, Mediterranean and Indian Ocean theatres as well as introduces destructible AAA mounts on ships. Several example campaign maps are also included to assist modders with making new campaigns set in other regions and on larger maps. To opt into the beta: REMEMBER: use of mods will likely not be compatible with this version until updated mods are released 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. Version 1.08h2 is now available in beta. Fixes the aircraft turret bug introduced in 1.08h1 and introduces a new system to support the expansion of ship designations. Version 1.08h2 23 Oct 23 GENERAL Fixed gun turrets on aircraft firing in 360 arcs (bug introduced in 1.08h) CAMPAIGN Aircraft now correctly rearmed and repaired when automatically launching at dawn SUPPORT FOR EXPANDED SHIP DESIGNATIONS Added new system for expansion of ship types available default/language/english/unit/designations.txt file added This contains a list of all unit designations listed as "ID=Abbreviation=Display Name". Note it MUST contain the original 17 (Submarine - Heavy_Bomber). Any number of additional designations may be added; eg Fast_Battleship=FBB=Fast Battleship The ID "Fast_Battleship" can now be used in seaMissions.txt for a campaign and is displayed accordingly, along with its abbreviation, in game ship_data.txt added new variable "unitDesignation":"Fast_Battleship" to link a ship to any designation. If this value is blank/not included, will use the "unitSubtypeString" as designation. Original ship unitSubtype values: Submarine Destroyer_Escort Destroyer Light_Cruiser Heavy_Cruiser Battlecruiser Battleship Light_Carrier Aircraft_Carrier Oiler Merchant When generating a mission AI will check to ensure ships of the required designations are present. If not, mission will not be generated and alternate mission will be looked for instead. Version 1.08h1 11 Oct 23 BETA AAA IMPROVEMENTS Each AAA mount automatically assigned to a compartment based on position config.txt added new variable "aaaIntegrityKO":25 AAA mount will be unable to fire if its corresponding compartment; a) has integrity below aaaIntegrityKO value (default 25), b) is on fire c) is destroyed Damage control panel now lists anti-aircraft in that region of the ship with a multiplier to represent multiple AAA mounts if necessary: "1x Anti-Aircraft" Note some AAA mounts may be on top of or on the deck above internal compartments, such as engineering spaces. "1x Anti-Aircraft" text will turn red when unable to fire due to damage. default/interface/styles.txt modified DamageControlFillIcons and DamageControlStatusIcons to display a more pale ...Patch for Campaign BugsNov 7, 2022 - Community AnnouncementsThis is a silent fix as it only contains text data file changes, the version number still reads 1.08g7h2 for this build. MODDERS; you will only need to update/integrate the modified text data files if applicable. This fix addresses several campaign navigation errors that could cause the campaign timer to fail, resulting in; - aircraft endurance and launch timers not counting down correctly - contacts not being updated on the map correctly Need to call out community member skwabie here and give them a big thanks!! We'd been tracking this issue for a long time now and their reporting and breakdown of the cause was instrumental in getting it fixed. Files changed: default/campaign/campaignXXX/ mapLandLocations.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land seaWaypoints.txt corrected positions of buka, newgeorgia, santaisabel so as not to be on land and improved connections between several waypoints and added new waypoint SPac9 default/campaign/campaign001/ (only campaign001 is modified) sea_navigation_aid.txt modified pathfinding to hoskins to enable spawned task forces from the east or west to correctly navigate to this location For reference, other threads relating to the bugs this update fixes: https://steamcommunity.com/app/1280780/discussions/1/6382186451010825705/ https://steamcommunity.com/app/1280780/discussions/1/3391798007028613163/ https://steamcommunity.com/app/1280780/discussions/1/3367027665174151664/ https://steamcommunity.com/app/1280780/discussions/1/5767400709493433438/ https://steamcommunity.com/app/1280780/discussions/1/3421068324008207659/HE Shells and Campaign ImprovementsAug 24, 2022 - Community AnnouncementsThis update features a re-work of High Explosive shell behaviour, zooming of Tactical Map at mouse position as well as several improvements to Campaigns such as; - settings panel when starting a new campaign - ability to choose from multiple overlapping icons on the Strategic Map Remember you can maintain older versions of War on the Sea to finish an ongoing campaign or maintain mod compatibility until they are updated for this latest version See here for details Full change log below: Version 1.08g7h2 25 Aug 22 CAMPAIGN Left clicking on map markers now opens edit panel for that marker (bug introduced in 1.08g7 by the following feature; ) Version 1.08g7h1 17 Aug 22 (BETA) CAMPAIGN CheckUnsafeLocations now always checked irrespective of airfield level AI no longer bombards neutral locations when landing troops there Version 1.08g7 6 Aug 22 GENERAL Tactical map zooms in/out at mouse position when not locked onto a unit Improved physics checks such that high velocity shells cannot bypass belt armor HE shells no longer take into account ballistics/impact angle when calculating penetration, only use explosive force (mm penetrated = 0.2 calibre) Kamikaze aircraft now attack from the height they were at when issued the attack order - "attackHeight": in aircraft data files now represents the minimum height for the attack - zero_kamikaze_data and judy_kamikaze_data modified "attackHeight": to ensure minimum 20-30m altitude for a kamikaze attack Added a check to disable aircraft attack AI which could block time compression after kamikaze attacks CAMPAIGN When selecting overlapping objects on Strategic Map, a selection of those objects appears to choose the desired one (limit 10) - default/interface/styles.txt added entry for CampaignMultipleSelection UI elements - default/campaign/campaignXXX/setup.txt added new variable "stratMapMultpleSelectDist":0.01 to set threshold for multiple selection menu Added Campaign Settings button and panel; when starting a new campaign settings applied for; Campaign Difficulty Enemy Uses Submarines Enemy Uses Aircraft Carriers Refund Command Points Post Rest & Repair New Carrier Aircraft Requires Release - default/interface/styles.txt added entry for "MenuClose" buttons - default/campaign/campaignXXX/setup.txt added new variables "EnemyUsesSubs":true,"EnemyUsesCarriers":true - language/english/dictionary/general.txt added "AISubmarines", "AICarriers", "ReplenishCarriers", "RefundPostRepair" to support new Campaign Settings panel Fixed a bug where multiple merchants of the same class leaving the Rest & Repair queue on the same day as weekly Command Point acquisition would only return Command Point value for a single ship of that class Carriers launching a strike force at start of an engagement now correctly calculate remaining aircraft Cargo panel now uses language/english/dictionary/general.txt to lookup headers; Troops, Supplies, Engineering, Fuel "Day:" header in campaign toolbar now uses language/english/dictionary/genera...Iowa, Essex and More!Jul 19, 2022 - Community AnnouncementsVersion 1.08g6h3 is a major update that introduces; - Iowa and Essex Class ships - Hellcat, Corsair, Helldiver, Judy and B25c aircraft (Single Battles only) - Kamikaze attacks (Single Battles only) - 11 new Single Battles - Major re-balance of Campaigns {STEAM_CLAN_IMAGE}/37365267/e0c8230a4ae51c6dc08cc85bf777861683803a20.png {STEAM_CLAN_IMAGE}/37365267/d65cbc3ddd856dfad0d2ff2a1b26f62a77c2b56a.png {STEAM_CLAN_IMAGE}/37365267/0ca80d6694460474621e25bb2318254606e5b59c.png Campaign Changes Due to significant changes in campaign balance, the previous live game version, 1.08g7h5, is available to opt into. You may wish to do so to continue an ongoing campaign or to maintain mod compatibility. See here for details: https://steamcommunity.com/app/1280780/discussions/0/5710018482977588195/ {STEAM_CLAN_IMAGE}/37365267/16f45f4f214fbea2b47202849d1ffd208a0a31b2.png Significant changes are: - Command Points gained weekly based on locations owned - Command Points per ship sunk significantly reduced - Command Points for ships released from command not returned until ship completes rest/repairs - Replenishing carrier air wings now requires the carrier to be released from command - Reduced Rest & Repair times for ships released from command - Land based aircraft replenish gradually over time Full change log can be found below: Version 1.08g6h3 20 Jun 22 Fixed a bug where non-kamikaze aircraft colliding with ships would not apply damage/be destroyed properly Only actual kamikaze aircraft generate a "Kamikaze Hit" message when striking a ship default/unit/sea/iowa/iowa_data.txt corrected typo in outer deck armor default/unit/sea/iowa/ iowa model file reimported for shorter aft funnel default/unit/sea/iowa/iowa_s.png file updated default/unit/sea/iowa/iowa_model.txt edited searchlight positions default/unit/sea/cimmaron/cimmaron_data.txt corrected armor of secondary gun mounts default/unit/sea/mountData.txt corrected rate of fire for 15.5cm603rdYearType default/language/unit/air/b25c.txt corrected payload displays in Unit Viewer default/ammunition/bomb_us_1600lb_ap corrected armor penetration value Aerial rockets striking friendly aircraft no longer deal damage Version 1.08g6h2 BETA 16 Jun 22 GENERAL default/language/english/unit/air/corsair.txt corrected machine gun number default/language/english/unit/air/judy.txt corrected machine gun number default/language/english/unit/air/judy_kamikaze.txt corrected machine gun number default/unit/unit/air/corsair/corsair_model.txt doubled forward firing guns default/unit/air/judy_kamikaze/judy_kamikaze_data.txt (corrected speed, range) default/unit/air/judy/judy_model.txt corrected "baseTransformNames" of rear gun to fix rear gunner firing orientation default/unit/sea/ edited the following ship files; - essex_data; corrected TDS value - wasp_data; corrected TDS value - lexington_data; added historical asymmetrical TDS values default/unit/sea/mountData.txt corrected 16in50Mark7 penetration curves config.txt added new variable "wa...Aircraft AI & AAA CustomisationFeb 27, 2022 - Community AnnouncementsThis update brings a lot of new customisation features to War on the Sea. In particular, aircraft AI attack parameters are now exposed along with fully editable ship AAA. Several other issues introduced in the previous update have also been addressed including bug fixes for Auto-Resolve and aircraft escorting other groups. Full change log below: Version 1.08g5h7 28 Feb 22 Removed Custom Attack debug lines Fixed AI sub depth keeping to prevent blowing ballast (and surfacing) when not necessary Version 1.08g5h5 24 Feb 22 (BETA) Aircraft AI Attack Variables All aircraft types can now have individual attack behaviours specified. aircraft_data.txt files added support for new variables to be used in first data line (aircraft data) as well as within payload data lines to define custom AI behaviours All variables are in seconds or 1:10 metres Numbers in are a random value in the range specified If specified in the first data row, values apply to dogfight and strafing attacks If specified in a lower row, values apply to the payload defined by that row customAttack:false - disable custom parameters and use default values (set to false for now) attackHeight: - random height at which to execute the attack attackRange: - random range at which attack begins additionalLeadTime: - forward offset based on target motion, namely where the target should be in this many seconds offset: - circular radius around target to determine overall accuracy diveDropHeight: - random altitude at which dive bomber drops bombs speed: - in progress pending feedback, unused for now diveLead: - additional lead time during a dive bomber dive "diveOffset": - random circular offset during a dive to determine accuracy levelHeight: - current altitude + random height when performing level bombing When strafing this value = random height above the target at which to approach levelRange: - random range to attack when when level bombing or strafing levelLead: - random range for additional lead time when level bombing or strafing levelOffset: - random circular offset for accuracy when level bombing or strafing skipHeight: - random altitude range to perform skip bombing at skipRange: - random attack distance to drop bombs when skip bombing skipLead: - random additional lead time when skip bombing skipOffset: - random circular offset when skip bombing Examples: Remember to set customAttack:true to test/see the new parameter usage in action All values are current default values avenger_data.txt first data line: ...customAttack:false,"attackRange":,"levelHeight":,"levelRange":,"levelLead":,"levelOffset":} Dogfight firing range is 300-500m When strafing, come in 150m above target, begin dive 1000m out with additional 1.5s lead, firing at a point within 40m radius of target avenger_data.txt second data line (aerial torpedo): customAttack:false,"attackHeight":,"attackRange":,"additionalLeadTime":,"offset":} Fly at 40m, drop aerial torpedo within 10m of when you should, leading target by 28 seconds wit...Fog of War & AIFeb 4, 2022 - Community AnnouncementsThis latest version (1.08g5h2) introduces fog of war to the campaign where enemy ship groups are no no longer fully identified on the campaign map. Incomplete and or incorrect data is supplied based on the visibility conditions under which an enemy task force is spotted. Also improved tactical AI with enemy ships now correctly turning broadside as well as making submarine and anti-submarine warfare behaviour more compelling. Finally support for additional nations as well as additional sea mission parameters has been added. Change log below: Version 1.08g5h2 5 Feb 2022 Corrected "rubberbanding" of aircraft escorting ship groups Directors no longer point at undetected targets when prosecuting a region/area in search for that target AI escorts search along incoming torpedo bearing with lateral spacing 1500 - 2500m AI escorts slowed to 10-15 knots to improve sonar detection when prosecuting player submarines Impoved AI retreat direction from undetected player submarines Version 1.08g5h1 Beta 29 Jan 2022 Corrected damageAmount typo in torpedo_type91.txt unit/sea/ise/ise.txt modified TDS value to 0.6 Aircraft with Escort/Patrol Above correctly land at dusk AI strike aircraft will not return to base after an engagement unless they have dropped payloads Version 1.08g5 Beta 27 Jan 2022 GENERAL Incomplete intel on surface groups added: config.txt added new variable "vagueCampaignIntel":true to provide inaccurate data on enemy Sea Groups - default/language/english/dictionary/general.txt added "IntelSea=ships|Heading:|Speed:|Maybe:|(Convoy)" - information on enemy Sea Groups can now be incorrect - number of ships estimated, if transports > 3, the group will be labelled as a Convoy - classes of ships estimated and highest priority/largest 2 are listed as "Maybe" present - speed estimated and displayed as standard Sea Group speed, e.g. Medium (12-16kn) - - accuracy (number, speed and classification) based on visibility at the time spotted - submarines cannot be mis-classified - icon of Sea Group shown on map based on intel data rather than actual group composition - existing save games have intel data created for them if saved without using "vagueCampaignIntel" - once no longer spotted, intel data is cleared, if observed again intel data may be different based on observing conditions - contact icon for Sea vs Sea engagements is no longer displayed prior to entering combat (unless player is able to ignore the engagement, such as for a player submarine attack) EXAMPLE: Convoy (2CA, 2DD, 6MS) Sea State 6, Scattered at 15:00 reported as (4 tries): 10 ships (Convoy) Medium (12-16kn) Maybe: 1 CA, 1 CL 9 ships (Convoy) Slow (8-12kn) Maybe: 2 CA, 1 CL 10 ships (Convoy) Medium (12-16kn) Maybe: 2 CA, 5 MS 9 ships (Convoy) Medium (12-16kn) Maybe: 1 BC, 1 CA Support for additional nations added: Nations currently supported are: usa, britain, australia, japan, germany, italy, france, sovietUnion, netherlands, canada, poland, finland, thailand config.txt modified variables ...Big GunsJan 6, 2022 - Community AnnouncementsHope you all had a safe and happy holiday season! This update introduces the three Japanese battleship classes: - Fuso - Ise - Nagato In addition, rear gunners have been added to those aircraft that were missing them along with support for custom campaign maps which now allow modders to start creating campaigns outside of the original Solomon Islands map area. Finally, TMA parameters for calculating firing solutions have been added on an individual ship class basis to better represent their accuracy. Version 1.08g4h1 7 Jan 22 GENERAL 3 New Battleships: Fuso, Ise, Nagato materials/other added material references for Fuso, Ise, Nagato unit/sea added folders for fuso, ise, nagato language/english/unit/sea added language files for fuso, ise, nagato unit/sea/allUnitsList.txt added references for fuso, ise, nagato campaign/campaignXXX/seaUnits.txt added references to fuso, ise, nagato to add them to existing campaigns Support for individual ship TMA override variables added. ship_data.txt files added new variable "tmaOverride": - values specified override global TMA variables from config.txt - - all merchants_data.txt files added "tmaOverride": to drop surface gunnery accuracy by ~30% at 10km and reduce bonus from radar - all submarines_data.txt files added "tmaOverride": to increase solution rate and decrease decay rate to emulate better tracking of multiple targets Re-imported model files/corrected textures for ships: - south_dakota - lexington - wasp Re-imported model files/textures for aircraft to add rear gunners: - devastator - jake Modified aircraft_model.txt files for devastator, jake to add rear guns materials/_common.txt added new material for MachineGunInterior (for US rear gunner) unit/sea/mountData.txt added references to new gun - 41cm453rdYearType Fixed a bug where message log text could have spaces trimmed causing lack of spaces in message Player controlled aircraft correctly manually fire guns in a dogfight CAMPAIGN default/campaign/campaignXXX/setup.txt added new variable "customWaterMask":false - if true, the path specified in variable "mapWaterMask":"maps/solomon/solomon_watermask_example.png" is read - watermask should be 2048x1024 png file with transparency defining waterVersion 1.08g3h3 now LIVEDec 1, 2021 - Community AnnouncementsVersion 1.08g3h3 2 Dec 2021 Campaign map markers now save/load correctly (bug introduced 1.08g3) Player and AI aircraft no longer get locked firing guns and drain ammunition Corrected audio reference for default/language/english/message_log.txt SwitchLeader Version 1.08g3h1 23 Oct 2021 (BETA) CUSTOM AUDIO SUPPORT Created new folder default/audio music.txt file moved from default to new folder default/audio default/audio added _readme file for instructions on how to setup custom audio default/audio added ambientSoundFX_example.txt, particleSoundFX_example.txt and unitSoundFX_example.txt files - when "_example" removed from the filenames, these files will be read to reference paths to custom audio clips for ambient ocean sounds, particle effects and units respectively default/language/english/dictionary/message_log.txt entered full audio file paths for message sound effects default/language/english/dictionary/campaign_message.txt entered full audio file paths for message sound effects - editing a message's audio reference to a custom audio file (MUST USE FILE EXTENSION) will play the custom audio file for that message CUSTOM SHIP AAA SETUP When specifying AAA with \"displayMounts\":false, the game now ONLY reads \"aaaPositions\" data to place guns at those positions. Specifying \"baseTransformNames\" and placing actual objects onto the model in Unity is no longer needed (but is still required when mounts are displayed, such as on aircraft turrets). This means that any ship's AAA can now be fully edited via text files without requiring the re-import of modified model files. Ships with "AAA0, AAA1 etc" GameObjects already in place on the model, will automatically have these deleted and fall back to use the aaaPositions data when spawning the ship. Likewise any names specified in \"baseTransformNames\" are simply ignored. Example Tambor: ORIGINAL "aaaGuns":,"aaaGunsData":,\"aaaPositions\":,\"horizontalArcs\":,\"verticalArcs\":,\"baseTransformNames\":,\"sizes\":,\"rate\":}"] REVISED "aaaGuns":,"aaaGunsData":,\"aaaPositions\":,\"horizontalArcs\":,\"verticalArcs\":,\"baseTransformNames\":,\"sizes\":,\"rate\":}"] GENERAL War on the Sea.exe now supports the following command line argument; -overrideFolder "MyFolderName" When launched, War on the Sea will read the folder specified for override content (folder must be placed in StreamingAssets). default/environment/Dawn_Overcast.txt corrected shadow intensity kongo model re-exported to correct turret placement PARTIAL DAMAGE CONTROL REPAIRS Settings to enable partial repair of damage at sea added. default/config.txt added 2 new variables to specify repair of subsystems and % integrity restored upon repair for ; - "repairIntegrityTo": - "repairKnockedOut": default/interface/styles.txt additional color added to DamageControlStatusIcons to highlight compartments of reduced maximum integrity. Setting "repairKnockedOut":false causes subsystems to be permanently offline once knocked out at sea. Only repair option ...Version 1.08g2 is now LiveOct 26, 2021 - Community Announcements4 New Carriers and UI improvements For full details on this update, see below: https://steamcommunity.com/games/1280780/announcements/detail/30551223298373269394 New Carriers & UI ImprovementsOct 20, 2021 - Community AnnouncementsUpdate 1.08g2 is now LIVE. This update contains several major UI improvements, 4 new carrier classes along with other general fixes and improvements. Full change log below: Version 1.08g 21 Oct 2021 Roster Sorting Left click and drag unit tabs to reorder the roster list. Changing the order sorts units and impacts their positions in formations. For example, rearranging the list and placing those units in Line Ahead formation places ships in positions as indicated by the roster list order. - config.txt added "enableRosterSort":true to enable left click and drag to re-sort unit roster tabs {STEAM_CLAN_IMAGE}/37365267/c810c033f4cf20d34c8df1fd1d99e14389586fa7.png Roster Shift Click Selection Shift Click on a roster tab now selects all units between the one clicked and the current player controlled unit. Similarly, clicking a selected unit de-selects these relevant units. {STEAM_CLAN_IMAGE}/37365267/154b1627772d891991066ab3178416dcd201264a.png Destroyed units now automatically "fall" to the bottom of the roster list. - config.txt added "dropDestroyedRosterTabs":true to automatically shift destroyed Ships/Aircraft to the bottom of the roster list. Mouse over aircraft unit tabs now displays name/type of aircraft Map Shift Click Selection Shift click on a map contact now selects/deselects it. Shift clicking on a unit of a different type (Sea vs Air) will switch control to that unit. This makes "Selection" mode obsolete and it will be removed soon. Map Box Selection While holding Shift, left click and drag on map for box selection. Units within the box will be selected. - Selecting units of a type different to the controlled unit, will switch control to the first unit of the other type. For example, if controlling a ship and a selection box is drawn around aircraft, control switches to the first aircraft and any others within the box are also selected. - If both Sea and Air units are within the selection box, Sea takes precedence. - config.txt added "boxSelectAutoSwitch":true to automatically switch between Sea/Air units based on selection area. If both Sea and Air units selected, Sea takes precedence. If false, only units of the same type as the current player controlled unit are selected. - interface/images/map added selectionSquare.png - interface/styles added "MapSelectionSquare" reference for the selection box {STEAM_CLAN_IMAGE}/37365267/05efb9ca561bbe7fa64a718c02e5c524cc66c1d6.png Map Rulers Key Re-mapped Shift Key no longer displays rulers on tactical or strategic maps, use backslash "\" instead. - default/interface modified "MapRuler=Backslash" in keybindsNUMPAD and keybindsWASD to remove use of shift key as default and change to backslash 4 New Ship Classes Lexington, Wasp, Zuiho and Ryujo classes added - unit/sea added folders for lexington, wasp, zuiho, ryujo - materials/other added material references for Lexington, Wasp, Zuiho, Ryujo - language/english/unit/sea added language files for lexington, wasp, zuiho, ryujo - unit/sea/allUnitsList.txt ...Searchlights now availableOct 4, 2021 - Community AnnouncementsThis update introduces searchlights into the game. Full change log below: Version 1.08f9h1 5 Oct 2021 Placing multiple way points on mini map fixed (bug introduced 1.08f9) "refundPostRepair:true" correctly refunds multiple merchant ship command point values Further Searchlights Improvements Searchlights no longer track sinking ships Ships using searchlights or illuminated by star shells or searchlights have "illumination bonus" to being spotted and solution calculations applied against them; - spotted bonus is +20% - solution calculation bonus is config.txt "tmaIlluminationBonus":0.2 config.txt increased "searchlightDistance":6000 distance in metres at which searchlights are used and provide the illumination bonus - all ships automatically turn off searchlights if target is beyond config.txt "searchlightDistance":6000 so as not to incurr this illumination penalty for no reason default/language/english/dictionary/message_log.txt modified AllUseSearchlight to clarify range usage of searchlights AI retreating ships turn off searchlights A ship illuminated by star shells, searchlights or using its own searchlights is considered "illuminated" and will not have additional star shells fired at it by AI ships or when using Fire At Will mode Version 1.08f9 29 Sep 2021 (Beta) GENERAL Searchlights Added At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance. Orders panel added toggle to enable/disable searchlight use by selected units (on by default) - available only at night and for ships with searchlights specified in ship_model.txt - default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references - default/interface/images/ui added searchlight.png and searchlightActive.png - default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights" config.txt added searchlight variables; - "enableSearchlights":true to enable/disable use of searchlights - "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams - "searchlightNumber":2 defines the number of searchlights a ship will aim at target - "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2) All default/unit/sea/ship_model.txt files; - added "searchlightPositions" parameters to specify positions of searchlights - added "searchlightQuadrants" to specify quadrants searchlights use - With ship in the middle heading up, quadrants are: 4 0 ^ 2 1 | 3 5 4 looks in 2 fore quadrants 0, 2 (used to specify lights at the front of a ship) 5 looks in 2 aft quadrants 1, 3 (used to specify lights at the rear of a ship) AutoGunnery (on player ships) will select the target if there is not a current target selected (or if the ship is not currently under direct player control) All Drop button now correctly works with aeri...Searchlights in BETASep 28, 2021 - Community AnnouncementsThis beta introduces searchlights. To opt into the beta: 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE. Version 1.08f9h1 1 Oct 2021 (Beta) Placing multiple way points on mini map fixed (bug introduced 1.08f9) "refundPostRepair:true" correctly refunds multiple merchant ship command point values Further Searchlights Improvements Searchlights no longer track sinking ships Ships using searchlights or illuminated by star shells or searchlights have "illumination bonus" to being spotted and solution calculations applied against them; - spotted bonus is +20% - solution calculation bonus is config.txt "tmaIlluminationBonus":0.2 config.txt increased "searchlightDistance":6000 distance in metres at which searchlights are used and provide the illumination bonus - all ships automatically turn off searchlights if target is beyond config.txt "searchlightDistance":6000 so as not to incurr this illumination penalty for no reason default/language/english/dictionary/message_log.txt modified AllUseSearchlight to clarify range usage of searchlights AI retreating ships turn off searchlights A ship illuminated by star shells, searchlights or using its own searchlights is considered "illuminated" and will not have additional star shells fired at it by AI ships or when using Fire At Will mode Version 1.08f9 29 Sep 2021 (Beta) GENERAL Searchlights Added At night, searchlights will point at the target of a unit and provide additional illumination bonus to solution if the target is within the specified distance. Orders panel added toggle to enable/disable searchlight use by selected units (on by default) - available only at night and for ships with searchlights specified in ship_model.txt - default/interface/styles.txt modified CombatTogglesBase and CombatTogglesActive to add searchlight toggle references - default/interface/images/ui added searchlight.png and searchlightActive.png - default/language/english/dictionary/general.txt added "SearchlightToggle=Searchlights" config.txt added searchlight variables; - "enableSearchlights":true to enable/disable use of searchlights - "searchlightTint":{"r":230,"g":230,"b":255,"a":204} sets color/transparency of light beams - "searchlightNumber":2 defines the number of searchlights a ship will aim at target - "searchlightDistance":5000 distance in metres at which searchlights provide an illumination bonus (bonus = 0.5 x config.txt "tmaIlluminationBonus":0.2) All default/unit/sea/ship_model.txt files; - added "searchlightPositions" par...Auto-Auto ScoutingSep 23, 2021 - Community AnnouncementsThis update further automates scouting. Aircraft take off, fly patrol routes, land at dusk and automatically take off again the following dawn. In addition there is now the option to "Repeat" a course allowing ships or aircraft to continuously patrol a plotted course. Change log below: Version 1.08f8 23 Sep 2021 (BETA 21 Sep 2021) GENERAL default/unit/air/aircraft/aircraft_data.txt new variable for weapon assignments; "lockBombBay":0 - nothing "lockBombBay":1 - bomb doors locked in closed position "lockBombBay":2 - bomb doors locked in open position "lockBombBay":3 - bomb doors removed Torpedo mounts no longer apply their scale to launched torpedoes CAMPAIGN default/campaign/campaignXXX/setup.txt - added new variable for sub specific post-engagement cooldown "postEngageSubCooldown":14400 Any destroyed compartment will force an AI Submarine to return to base post engagement AI submarine groups check remaining torpedoes and return to base if necessary post engagement AI Sea Groups check primary ammunition AP, HE reserves and return to base if necessary post engagement AI Carriers assess air group numbers and return to base if insufficient Version 1.08f7 BETA 17 Sep 2021 COMBAT On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so - default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths CAMPAIGN Automated Scouting Improvements config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads AutoScouting available from airfields AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player Repeat Course Repeat Course toggle added to Sea and Air groups - any plotted course will be repeated upon reaching last position - repeated course highlighted in bright yellow - ships "repeating" a course return to the first waypoint upon reaching the last - aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours interface/styles.txt added variable for CampaignMapRepeatPathColor default/language/english/dictionary/campaign_message.txt added messages: - NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between - NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base - FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first Course line turns black when over an invalid course position, no input accepted to ...Version 1.08f7h1 now in BETASep 16, 2021 - Community AnnouncementsTo opt into the beta: 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. TOKYO EXPRESS MOD (TTE) USERS : Note TTE uses the live version of War on the Sea by default. Unless you are specifically involved in testing of TTE, this beta version is not recommended for use with TTE. Version 1.08f7h1 BETA 17 Sep 2021 AutoScouts re-launching at dawn now correctly counted to prevent duplication Fixed a bug where Sea Units from existing save games could not plot new courses KNOWN ISSUE: aircraft groups in existing campaign saves were automatically assigned to escort the first player object found in version 1.08f7 Fixed Escort scrollbar style/width default/unit/sea/mountData.txt added Merchant variants of gun mounts with slower firing rates - added "mountID":"5in38Mark12_MS" - added "mountID":"12.7cm40Type89_MS" default/unit/sea/ - c3_cargo_model.txt assigned guns to "5in38Mark12_MS" - kamogawa_maru_model.txt assigned guns to "12.7cm40Type89_MS" - nippon_maru_model.txt adssigned guns to "12.7cm40Type89_MS" language/english/dictionary/weapons/txt added entries for; - 5in38Mark12_MS - 12.7cm40Type89_MS Version 1.08f7 BETA 17 Sep 2021 COMBAT On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so - default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths CAMPAIGN Automated Scouting Improvements config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads AutoScouting available from airfields AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player Repeat Course Repeat Course toggle added to Sea and Air groups - any plotted course will be repeated upon reaching last position - repeated course highlighted in bright yellow - ships "repeating" a course return to the first waypoint upon reaching the last - aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours interface/styles.txt added variable for CampaignMapRepeatPathColor default/language/english/dictionary/campaign_message.txt added messages: - NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between - NotEnoughWaypointsAir - at lea...Version 1.08f6 AvailableSep 12, 2021 - Community AnnouncementsThis is a big one! Major features: - Many options added to edit campaign balance and alternate Command Point acquisition methods - Unit viewer now has an "aircraft" panel for ships with aircraft - Merchants and submarines made less resilient to shell and bomb damage - Support for ship subtypes such as Battlecruisers, Light Carriers and Destroyer Escorts If you want to experience many of the new campaign re-balancing features in action in more strategic and difficult campaign, we recommend the Baron's popular Tokyo Express mod. Available here: https://steamcommunity.com/app/1280780/discussions/3/5671690972174045737/ Full change log for 1.08f6 and the various other beta versions that comprise it below: Version 1.08f6 Change Log 13 Sep 2021 9 Sep 2021 (BETA) Mouse over ship names on Roster Tabs displays class and subtype of that ship (requires tooltips ON) Adjusted cleveland_data.txt tonnage to 11930 (standard). Campaign difficulty modifiers now correctly calculated in Command Point values displayed on Campaign Summary page Added a check for campaign difficulty settings to ensure the base values are always applied when loading a save game Weather Manager decreased average Sea State config.txt modified oceanWindStrength values Version 1.08f5h1 3 Sep 2021 (BETA) All campaign setup.txt files corrected typo in "taskForceRetreatCapitalDestroyed" Loading a campaign applies setup.txt file data prior to applying loaded game data unit/dauntless/dauntless_model.txt added dive brakes to moving parts Version 1.08f5 2 Sep 21 (BETA) CAMPAIGN campDifficultyPresetX variables moved from config.txt to individual campaign setup.txt files Added 16x new variables; 8x for player,AI , 8x for future use if needed. WARNING If you have modified a campaign you need to add this to the setup.txt files for every campaign: "campDifficultyPreset0":,"campDifficultyPreset1":,"campDifficultyPreset2":,"campDifficultyPreset3":,"campDifficultyPreset4": Note these values are the default campaign difficulties that used to reside in config.txt. If you have modified these values in config.txt, paste in your new values, but be sure to check length of arrays (must be 30). Following example of the 30 variables in array: "campDifficultyPreset2": Player Start Command Points % AI Start Command Points % Player Release Ships Refund % AI Release Ships Refund % Player Points earned on sinking % (only if "sunkYield":false)* AI Points earned on sinking % (only if "sunkYield":false)* Modifier to base repair days for Player Modifier to base repair days for AI Modifier to days per destroyed compartment for Player Modifier to days per destroyed compartment for AI Player weekly resource replenish % AI weekly resource replenish % Player upgrade location % AI upgrade location % Modifier to Command Points Earned per week Player Modifier to Command Points Earned per week AI Modifier to Command Points per owned location Player Modifier to Command Points per owned location AI Modifier to Command Points per Port R...Version 1.08e4 now in BETAAug 26, 2021 - Community AnnouncementsTo opt into the beta: 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. Version 1.08f4 Change Log BETA 27 Aug 2021 GENERAL Multiple AI subs in combat now engage targets Decreased capsize sensitivity of ships ammunition files new variable "collideAir":true to also allow collisions with air units CAMPAIGN Campaign seaUnits.txt files converted "sunkYield": to arrays to assign a value for each difficulty level (easiest to hardest) config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15) Auto scout panel rearranged to accommodate movement of lower buttons Create Air panel refreshes aircraft numbers upon replenishment if open at that time Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI Campaign seaMissions.txt; added variable "delayAIDays": (example) to delay AI decision making by the number of days specified at; - start of mission AI will delay another decision for 0-1 days - end of mission/loss of group, AI will delay another decision for 2-4 days - assign 0,0 for first 2 and/or last 2 numbers if no delay desired (Note: "Home" missions use original mission issued to calculate any AI delay) (Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead) (Note: vanilla campaigns currently use for all missions, expected default values for small task groups to for large task groups pending further testing) Cruiser patrols in the Slot set to "autoRenew":false for both campaignsVersion 1.08f3 now in BETAAug 19, 2021 - Community AnnouncementsTo opt into the beta: 1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions. 2) Password to access the beta is: warontheseabeta Use the pulldown to select the beta version. It should then begin to download. 3) When you run the game the version number should read the version you selected. Version 1.08f3 Change Log 20 Aug 2021 (BETA) GENERAL Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list - nation and ship type filters created in order specified in "AllUnitsList.txt" file - campaigns list nation and ship type filters in order specified in "seaUnits.txt" files default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg Submarine, merchant and oiler compartment volumes scaled down to make them less resilient Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges. Weapons panel should now support up to 10 weapon mounts (untested) Corrected submarine submerged depth at which radar can be used Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised). Using the Orders panel to assign radar use to a submerged submarine respects radar usage. default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised - using mast radar while submerged decreases radar sensitivity 50% default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts Periscope no longer provides visual detection if submarine is too deep. Asset Bundles of the same name can exist in both override and default folders and game will load override version first Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance default/language/english/missions/training.txt corrected all line break characters CAMPAIGN default/campaignXXX/setup.txt added new variable "commandPointsPerWeek": to give command points to per week default/campaignXXX/setup.txt added new variable "commandPointsPerLocation": to give command points to per week per location owned default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank": to give command points to per week per port rank owned default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank": to give command points to per week per airfield rank owned default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week default/language/english/dictionary/campaign_message.txt added new variable: AdditionalComma...Bomb Damage UpdateAug 12, 2021 - Community AnnouncementsThis update finalises the latest bomb damage model as well as adds a Weapons tab to the Unit Viewer for aircraft. Here you can view bomb armor penetration characteristics as well as aerial torpedo speed and range for the various aircraft. For campaigns, the REPAIR queue has been renamed REST & REPAIR as all released ships now enter the queue upon being released from command. Change log below: Version 1.08f2 13 Aug 2021 Further Bomb Damage Model Improvements Bomb hits to a destroyed compartment are always considered to have penetrated armor Armor penetration required to set of a magazine explosion from a direct bomb hit A flooded magazine is 50% less likely to explode Re-balanced bomb damage using: "bombDamageParams": "bombNonPenetrateDamage":0.2 "bombCAnormalize": config.txt added new variable "bombNonPenDisplacementFactor":90 to better scale bomb non-penetration by ship displacement. Modified (increased) mmArmorPen for the following bombs: bomb_ij_250kg bomb_ij_250kg_ap bomb_ij_500kg Added Weapons tab in Unit Viewer to view aircraft weapons and ordnance including torpedo and bomb characteristics language/dictionary/weapons added display names for all aircraft payloads language/dictionary/weapons added RefArmorPen Modified all language/english/unit/air/ aircraft files to specify payloads to be displayed in Weapons tab of Unit Viewer default/unit/sea/mountData.txt revised 6in47Mark16 armor penetration characteristics default/unit/sea/cleveland.txt revised armor default/unit/air/wildcat.txt modified speed and range to reflect the F4F-4 model CAMPAIGN All released ships now enter repair queue Releasing undamaged ships places them into the REST & REPAIR queue for at least baseRepairTime specified in setup.txt default/english/dictionary/general renamed variable CSummaryRepair=REST & REPAIR to reflect not all ships entering queue require repairs default/english/dictionary/campaign_message modified UnderRepair to clarify not all released ships require repair Campaigns saved during combat now correctly reload back into that same combat engagement Added support for removal of individual ship names/instances from existing campaign save files default/english/dictionary/general added new variable UnknownShipName to display if instance of a ship no longer exists For existing Campaign and Custom Battle saved files: - ship names that no longer exist still will remain as they were on the campaign strategic map until sunk/released - ship names that no longer exist labelled as ??? ShipClass in Rest & Repair, and Losses lists - ship instances that no longer exist labelled as ??? ShipClass in saved Custom Battle scenarios - removal of ships may cause some "shuffling" of display names for other ships in the same class default/english/unit/sea/cleveland.txt removed erroneous ship names/instances to bring class to 27 actual Cleveland ships commissioned Added Destroyer_Escort and Light_Carrier unit subtypes to the lists for AI to select from Version 1.08f 5 Aug 2021 (BE...