War on the Sea

War on the Sea

Killerfish Games  [developer] Oct 20, 2021 @ 11:28pm
Version 1.08g2 now LIVE
Update 1.08g2 is now available in beta.
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
27 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

[img]{STEAM_CLAN_IMAGE}/37365267/c810c033f4cf20d34c8df1fd1d99e14389586fa7.png[/img]


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.

[img]{STEAM_CLAN_IMAGE}/37365267/154b1627772d891991066ab3178416dcd201264a.png[/img]


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
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

[img]{STEAM_CLAN_IMAGE}/37365267/05efb9ca561bbe7fa64a718c02e5c524cc66c1d6.png[/img]


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 added references for lexington, wasp, zuiho, ryujo
- campaign/campaignXXX/seaUnits.txt added references to lexington, wasp, zuiho, ryujo to add them to existing campaigns

[img]{STEAM_CLAN_IMAGE}/37365267/d50b64dbd4db56720e48298b853d7061dae2d22f.png[/img]


4 New Single Missions
- language/english/missions/pacific.txt edited mission list to add new Missions and edit names of several existing missions
- missions/pacific added new mission files "coralseaShoho.txt", "coralseaLex.txt", "sinkingWasp.txt", "sinkingRyujo.txt" which involve the 4 new ship classes



GENERAL
Searchlight Lighting added to Options/Video
Options/Video added checkbox for complex searchlight lighting
- optionsDefault.txt added "complexSearchlights":true to have searchlight lighting on by default
- If performance issues are experienced with new searchlight lighting, turn this checkbox off in-game under Options/Video.

[img]{STEAM_CLAN_IMAGE}/37365267/f2494aa98c51d29992ed11e18569177c8fd8730e.png[/img]


Ship Fixes:
unit/sea/aoba/aoba_model.txt corrected cavitation position
unit/sea/takao/takao.model.txt corrected torpedo mount rotations
unit/sea/ corrected torpedo launcher meshes for fubuki, akatsuki, hastuharu

Compartment Repair Times cannot be overridden with a lower value



CAMPAIGN
Day counter added to strategic map time panel to assist with knowing when supplies will arrive at home ports
- language/english/dictionary/general.txt added "CurrentDay=Day:"

Campaign strategic map: Arrow keys pan the map about

unit/sea/ lexington, wasp, ryujo and zhuiho _data.txt files reduced heelOver values
unit/sea/lexington/ lexington_model.txt corrected gun barrel numbers


1.08g2 Additional Ship Fixes
unit/mountData.txt added new entry for "15.2cm5041stYearTypeDual" with correct 55 degree elevation
unit/sea/agano/agano_model.txt assigned "15.2cm5041stYearTypeDual" guns
language/english/dictionary/weapons.txt added 15.2cm5041stYearTypeDual=15cm/50 41st Yr Type

unit/sea/pensacola pensacola model file fixed gap under B turret

unit/sea/cleveland/cleveland_model.txt enabled primary directors

unit/sea/south_dakota south_dakota model file added missing aft primary director
unit/sea/south_dakota/south_dakota_model.txt corrected director references

unit/sea/kongo/kongo corrected main gun placement

unit/sea/amphion/amphion corrected main gun barrel length

unit/sea/mogami/mogami corrected aft director orientation

unit/sea/farragut/farragut corrected 2 fore turrets to be open at back

unit/sea/kent/kent_model.txt corrected number of barrels on secondary guns

unit/sea/wasp/wasp_data.txt corrected number of propeller cells
Last edited by Killerfish Games; Oct 26, 2021 @ 3:43pm
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Showing 1-15 of 33 comments
the Baron Oct 21, 2021 @ 1:13am 
BIG update!! +1
Last edited by the Baron; Oct 21, 2021 @ 1:20am
Battle Brother Al Oct 21, 2021 @ 2:21am 
wonderful news :)
Herr Flick Oct 21, 2021 @ 5:13am 
KFGs on the Agano did you fix the main guns to a specific Agano gun? as currently it’s using the Kongo secondaries as main guns and it doesn’t have the same elevation as the turret mounted version would have
Last edited by Herr Flick; Oct 21, 2021 @ 5:33am
Player8 Oct 21, 2021 @ 5:25am 
Awesome.
BenTheVaporeon Oct 21, 2021 @ 6:01am 
looks like that will be helpful once its in the normal verson

little to worried about game bugs to use the beta though
PorcoBravo Oct 21, 2021 @ 7:05am 
Awesome kfg!
JazzObserver127 Oct 21, 2021 @ 12:39pm 
Wow, I wasn't expecting new units, that's good.
Killerfish Games  [developer] Oct 21, 2021 @ 3:29pm 
Originally posted by Major ♥♥♥♥ Blunt:
KFGs on the Agano did you fix the main guns to a specific Agano gun? as currently it’s using the Kongo secondaries as main guns and it doesn’t have the same elevation as the turret mounted version would have
Not yet, we'll try to put that in the next update.
Tordo Oct 21, 2021 @ 5:16pm 
OMG! Two Japanese destroyers, trying to find my submarine, collided penperdicularly on 2 occasions. The second time, one literally ran over the other, but neither was damaged and they continued with their task and dropped depth charges. The AI still needs a lot of work in this game. :steamfacepalm:
Herr Flick Oct 22, 2021 @ 2:38am 
lexington has 13 x Mark 17s listed when it only has 12.... 6 per side?
Last edited by Herr Flick; Oct 22, 2021 @ 2:38am
Markus1987 Oct 22, 2021 @ 2:45am 
Originally posted by Tordo:
OMG! Two Japanese destroyers, trying to find my submarine, collided penperdicularly on 2 occasions. The second time, one literally ran over the other, but neither was damaged and they continued with their task and dropped depth charges. The AI still needs a lot of work in this game. :steamfacepalm:
Please? Ships are always damaged in ship collisions
PorcoBravo Oct 22, 2021 @ 5:17am 
Originally posted by Markus1987:
Originally posted by Tordo:
OMG! Two Japanese destroyers, trying to find my submarine, collided penperdicularly on 2 occasions. The second time, one literally ran over the other, but neither was damaged and they continued with their task and dropped depth charges. The AI still needs a lot of work in this game. :steamfacepalm:
Please? Ships are always damaged in ship collisions
Not if the option that model this behaviour is disabled. I think is a checkbox in options.
boris.glevrk Oct 22, 2021 @ 8:06am 
About Lexington...
I know there's no individual ship difference in the game and that name ship dictates the ship model of the entire class, but still.... Lexington's final config is hardly representative of the type.
Not to mention Lexington is absent in the Campaign anyway. Saratoga would be a far better representative, especially since Lex was to be remodeled into that config anyway.

For the Japanese:
Usually we don't classify Japanese "non-Nagumo" carriers as CVEs, we would at most classify them as CVLs. CVEs are usually for the Taiyo class.
Both Zuiho and Ryujo would usually be classified as CVLs even in Western documents.

If we are to look at Japanese documents, these classes are simply known as aircraft carriers. IJN at most had a "special carrier" (特設空母) classification for merchant-remodeled CVs, (i.e. those carriers whose name ends with "-you" like Jun'you, Hiyou, Taiyou, Chuuyou, Unyou etc.)

Also, painting Ryujo's "arrow" on the bow is... strange. Japanese CV's bow "arrow" are used to measure combined wind direction, and it won't work well if it's not on the flight deck. I also can't find any picture that supports such a paint scheme.
From the 1935 aerial photo on Wikipedia, the top surface of the bow should be occupied by the anchor-related stuff, and I would assume that didn't change even after her deck paint job seemingly changed in that 1938 picture.

As for Zuiho, I can''t find any source claiming her landing lights are oblique and rear-swept as she was modeled in the game. Also the blast shield (sort of) is too far to the front (you're not gonna have enough takeoff run like that, even for a biplane), and I don't see why there's a zigzag line right in front of her front elevator.
Last edited by boris.glevrk; Oct 22, 2021 @ 4:58pm
Amelia Oct 22, 2021 @ 11:48am 
New ships? This is awesome!
Ew Oct 23, 2021 @ 12:21pm 
Quite new so not sure if its a beta bug or just how the game is. The AI, in my IJN campaign games, spawns merchant fleets out of thin air from bases that have no port or airfield. Is that normal?
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Date Posted: Oct 20, 2021 @ 11:28pm
Posts: 33