War on the Sea

War on the Sea

Killerfish Games  [vývojář] 13. kvě. 2022 v 0.35
Version 1.08g6h3 now LIVE
Major content release with campaign re-balance, AI improvements, improved damage model and numerous bug fixes and improvements.

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 "wakeFactor":1.0 to multiply length of ship wakes

CAMPAIGN
Fixed a bug where any aircraft lost and requiring replenishment would break launching of auto-patrols the following morning; this could lead to duplicate aircraft launches on a future day where no replenishment occurred

On strategic map, checking for destroyed subsystems no longer counts damaged (<100 integrity) compartments, only those actually destroyed (fixes bug where aircraft facilities were unusable after light strafing damage)

Both campaigns setup.txt files, reduced base repair time baseRepairTime:[2,2]

Increased the threshold for the to AI send larger forces to decrease the frequency of larger (battleship containing) invasion forces being fielded

Invasion forces now bombard target (if capable) when unloading troops/supplies

Both campaign setup.txt modified;
- "campaignDifficultyPresetX" values to re-work campaign Command Point balance
- "commandPointsPerWeek":[5,0],"commandPointsPerLocation":[0,0],"commandPointsPerPortRank":[5,0],"commandPointsPerAirfieldRank":[0,0] variables

Both campaign sea_missions.txt modified "delayAIDays":[1,1,0,2] to "delayAIDays":[1,1,1,3] for missions involving one or more battleships to decrease the AI pacing after fielding such a large force



Version 1.08g6h1
BETA 15 May 22

Fixed bug where having "Dud Bombs" set to false under Options would break all bomb drops from aircraft

"postEngageAirCooldown" applied to ships in an encounter that does not contain opposing ships, previously no cooldown was applied

Corrections to the following files;
- default/unit/air/b17f/b17f_data.txt corrected type in bomb load
- default/unit/air/helldiver/helldiver_data.txt (increased range, added 2000lb bomb)
- default/language/english/unit/air/helldiver.txt corrected payloads
- default/unit/air/b25c/b25c_data.txt (corrected speed)
- default/unit/air/corsair/corsair_data.txt (corrected speed, range)
- default/language/english/unit/air/corsair.txt corrected payloads
- default/unit/air/hellcat/hellcat_data.txt (increased range)
- default/unit/air/judy/judy_data.txt (corrected speed, range)
- default/unit/air/kate/kate_data.txt corrected payload positions
- default/unit/air/kate/kate_model.txt corrected aircrew positions

default/unit/sea/ship/ship_data.txt modified the following ships to correct armor schemes
- iowa
- south_dakota
- north_carolina

Kamikazes now accelerate to full speed during their dive

Re-imported the following ship mesh files and modified ship_model.txt files to sit them lower in the water and correct particle and searchlight positions
- iowa
- kent
- portland

Re-imported portland_tex_m3 to modify height of waterline on texture



Version 1.08g6
BETA 13 May 22

NEW SHIPS & AIRCRAFT
New Ships: Iowa, Essex
materials/other added material references for Iowa, Essex
unit/sea added folders for iowa, essex
language/english/unit/sea added language files for iowa, essex
unit/sea/allUnitsList.txt added references for iowa, essex


New Aircraft: Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
materials/aircraft added material references for Hellcat, Corsair, Helldiver, Judy, B25c
unit/air added folders for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
language/english/unit/sea added language files for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
unit/air/allUnitsList.txt added references for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze


UI to support Kamikaze functionality:
- default/interface/images/toolbar added new button for Kamikaze
- default/language/dictionary/message_log.txt added "KamikazeAttack" and "KamikazeHit" lines



NEW SINGLE MISSIONS
default/missions/pacific added new files;
hailstone.txt
palawanpassage.txt
sibuyansea.txt
tengo.txt
empressaugusta.txt
philippinesea.txt
sinkingshokaku.txt
bunkerhill.txt
sinkingmahan.txt
capeengano.txt
ligayen.txt

default/language/english/missions/pacific.txt added new lines for new single missions

default/missions/pacific/bismarcksea.txt modified to use B25c and B17f as Allied aircraft



SHIP & AIRCRAFT FIXES
Various ship and aircraft _data.txt files modified;
- Corrected speed (and range) for dauntless, avenger, kingfisher, b17f, pete, jake, betty
- Corrected lexington, ryujo speed
- Corrected armor schemes for;
brooklyn
atlanta
cleveland
pensacola
northampton
portland
new orleans
wichita
baltimore
south_dakota
agano
furutaka
aoba
myoko
takao
mogami
tone

Fixed typo in brooklyn_model.txt starboard secondary ammunition amount

Re-imported wildcat, kingfisher, zero, val, kate files to remove integrated colliders
kingfisher and kate _model.txt removed old wing collider references

default/unit/air/dauntless/dauntless_data.txt added 500lb bomb payload
default/language/english/unit/air/dauntless.txt added 500lb bomb payload



GENERAL
Entering binocular view can no longer disable an aircraft's colliders

With a submarine; pause, fire, enter SILENT running, then un-pause now correctly calculates the correct data for that torpedo room

Increased darkness of damage shading on ships

config.txt "repairIntegrityTo":[1.0,1.0] changed to "repairIntegrityTo":[0.5,0.5]
- compartments can no longer be returned to full integrity, only 50% of the damage incurred can be repaired at sea

Minimum damage to cause fires, flooding and explosions:
- At least 5 integrity loss on a hit/damage required to have a chance to initiate flooding
- At least 5 integrity loss on a hit/damage required to have a chance to initiate fire
- At least 5 integrity loss required for chance of secondary explosion
- The primary goal of this change is to protect larger ships from being overcome by numerous fires from lots of low calibre HE shells

AI ships now use RADAR more effectively in combat

config.txt new variable "torpBreakBackValues":[1,0.6,3,5000,0.2]
- chance to break the back of a lower displacement ship when hit by torpedo
- first value (0,1) = enable break back calculations, 1 = enabled
- formula = 0.6 - (displacement - (torpedo damage amount * 3)) / 5000
- if torpedo strikes a destroyed compartment, probability + 0.2 as per last value
- if torpedo strikes compartment with TDS, break back is not calculated

config.txt added new variables to enable radar/active sonar on by default
- radarDefaultOn:false
- activeSonarDefaultOn:false



COMBAT AI
Fixed a bug where AI could assign targets prior to considering all other detected units
config.txt added new variable "targetWeighting":[1,2,4,8,20]
- [all others, merchant/oiler, heavy cruiser, battleship/battlecruiser, carrier/light carrier]
- AI (subs and aircraft in particular) will prioritise targets according to weighting (ships prioritise according to gun size, target armor and range)
- default values; carriers 20x, battleships = 8x , heavy cruiser = 4x, merchants = 2x, all others 1x

config.txt added new variable "targetHighestWeightOnly":0.5
- 50% chance for AI to ignore weighted pool and only select a target from within the highest priority weighted group (carrier > battleship > heavy cruiser > merchant > others)

Improved dogfight target selection with aircraft attacking in groups of 2 and selecting targets not already under attack

config.txt added "dogfightBreakDeltaY":20
- when break turning in a dogfight, aircraft will change altitude by -/+ dogfightDBreakDeltaY

Narrowed dogfight AI firing cone to help conserve ammunition

Improved AI ship retreat calculations; only compartments < 50 integrity taken into consideration when assessing current battle damage



CAMPAIGN
default/campaign/campaignXXX/ New files added;
- "setup_original.txt"; May be renamed to "setup.txt" in order to restore campaigns to their original configuration prior to this latest update (version 1.08g6).

Default values for several campaign variables added: "airGroupCruiseSpeed":0.75,"taskForceCruiseSpeed":0.75,"taskForceHomeSpeed":0.9,"taskForceRetreatCapitalDestroyed":0.15,"taskForceRetreatHighestDestroyed":0.2,"taskForceRetreatAverageDestroyed":0.1
- this solves the bug in campaign training missions where new ships/air groups could not move

default/campaign/campaignXXX/sea_missions.txt re-balanced groups, made them better defended, better timed, added new mission compositions, added additional approach directions to make AI less predictable

default/campaign/campaignXXX/seaUnits.txt added iowa and essex classes
default/campaign/campaignXXX/seaUnits.txt decreased sunk point values for merchants


default/campaign/campaignXXX/setup.txt modified several variables
replenishLimitAircraft:true
- lost aircraft are now not immediately replaced the next day

replenishDailyAircraft0:[2,2,2,2],"replenishDailyAircraft1":[4,4,4,4]
- player aircraft are replaced 2 per day (for each type), AI gets 4 per day

carrierWingsRequireRelease:true
- aircraft carrier air wings are no longer immediately replaced by "rearming", a carrier must be released and re-recruited

refundPostRepair:true
- releasing a ship no longer immediately gives command points back, they are returned once the ship leaves the repair queue

useSunkYieldPoints:true
- use the point values specified in default/campaign/campaignXXX/seaUnits.txt for awarding Command Points for ships sunk [based on difficulty setting]
- note these values are significantly less than the original point system based on a % of ship cost

"commandPointsPerWeek":[0,0]
- added amounts of Command Points added per week

"commandPointsPerLocation":[3,0]
- Command Points per week gained based on locations owned

"commandPointsPerPortRank":[3,0]
- Command Points per week gained based on total Port Ranks

"commandPointsPerAirfieldRank":[1,0]
- Command Points per week gained based on total Airfield Ranks

"replenish0":[2000,4000,250,250],"replenish1":[2000,4000,250,250]
- increased acquisition of engineering and fuel resources

"attackOtherLocations":[0.1,0.1]
- added a flat chance for the AI to shift focus from the primary objective to other locations. First roll is to check for attacking secondary targets, second roll is to invade undefended locations

"enemyWeeklyCPDeficitOnly":true
- "commandPointsPerWeek":[0,0], if the second value is greater than 0, this "bonus" will only be given if the AI is currently running at a Command Point deficit


Modified "campaignDifficultyPresetX" values to:
- better balance starting Command Points
- balance Command Points gained per week per difficulty level
- modified player resources/week to increase rate at higher difficulty levels in order to prevent campaign completion time growing too large
- decreased base repair times and time per destroyed compartment due to counterbalance the need for repairing ships due to the "repairIntegrityTo":[0.5,0.5] change above
- refund 100% Command Points at all difficulty levels due to new accumulating battle damage and replenishing air wings via releasing a carrier

default/language/english/campaign/campaignXXX/rules.txt updated to show Command Points per week gained

Increased threshold of Command Points for AI to select large vs medium vs smaller mission forces

Auto Resolve now correctly counts destroyed scout aircraft

Correct a bug where defending a location could reset "aircraft in the air", giving bonus aircraft

default/language/english/campaign/campaign002/intro3.txt corrected typos in text description

Tooltip now correctly remains clear when creating a map marker

Fixed a bug with campaign AI CheckCancelMissionDueToUnsafe not correctly checking location faction



MANUAL & TUTORIALS UPDATED
- WarOnTheSea_Manual.pdf file updated
- default/interface/tutorial added dcIcons1.png, dcIcons2.png, rosterSort.png, rosterSelect.png, mapMarker.png
- default/language/english/missions/tutorial/damagecontrol_X.txt modified
- default/language/english/missions/tutorial/multiple_X.txt modified
- default/language/english/missions/tutorial/dogfight_2.txt modified
- default/language/english/missions/tutorial/campaign_X.txt modified
Naposledy upravil Killerfish Games; 19. čvc. 2022 v 20.05
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Killerfish Games  [vývojář] 15. kvě. 2022 v 17.07 
Mr T původně napsal:
@KFG couple of spots

Corsair has only 1x Machine gun on planes armament stats "not sure if its only firing 1 machine gun though?"
Depth charges are classed as Torpedoes on the drop bomb tab
Thanks, guns are correct, just typos in the language files.

FIXED 1.08g6h2
default/language/english/unit/air/corsair.txt corrected machine gun number
default/language/english/unit/air/judy.txt corrected machine gun number
https://steamcommunity.com/sharedfiles/filedetails/?id=2808870840

10. Val hit by a bomb

Is this normal?
I'm currently testing what the new adjustments to the config would affect aircraft efficiency, but this is a bit unexpected.

Right now it seems that Vals with HE can still marginally sink a Fletcher (with 12 planes), and Avenger rockets are still the go-to weapon of choice against Japanese DD. I'll continue to run tests.

By the way, judging from the numbers I'm seeing I'm rather pessimistic about the current hull break. They seem to only work for Japanese 5500t-class CLs, because DDs are generally not feasible target for torpedoes, and 10k ton class seems to be rather immune to the hull break system.

I'm also pessimistic about how the not-immediate carrier replenish will work, as IIRC carriers require 5? I think? days minimum to replenish, and you don't get the CP back immediately, meaning that you will never get a good rotation. And Japanese campaign basically requires constant, mobile defenses to work.
I understand it's ridiculous to be able to make carriers go back to full strength multiple times a day, but perhaps a shorter period for intact carriers would work better as a game.

Edit:
Holy hell what the .....
Why is now sinking a Portland only giving friggin 3 (it used to be like 12-13)? That's just too harsh of a decrease, meaning that sinking enemies almost yield no CP whatsoever. That would mean for a new CV I need to sink FOURTY cruisers. In the case of the Americans that means no second carrier (or a second proper surface fleet) until you practically destroyed the entire Japanese navy. That's just not gonna happen.

Even with the weekly increase this is still impossible because weekly increase is like 50-ish, while basically any player would need to get about 200 in the first week just to defend themselves.
Naposledy upravil boris.glevrk; 16. kvě. 2022 v 5.44
I am shutting down and waiting for a fix, this is ridiculous.
How are we supposed to fend off daily invasion convoys at this rate?
If we don't get CPs from victorious battles we'd be overwhelmed (including lost ships, carriers occupying CPs due to being replenished and others) by AI's endless convoys within the first 2-3 days. This is especially problematic since both sides have VERY vulnerable positions (port moresby for the US, Guadalcanal for the Japanese) that requires heavy defense from day 0.
Killerfish Games původně napsal:
MadCat původně napsal:
I tried to reproduce it but I failed. Keeping my eyes open tho.
Another user reported that it occurred when saving the game at night and then reloading.
Not sure if any aircraft were still in the air post Air Op hours?

Report here:
https://steamcommunity.com/app/1280780/discussions/1/5221372225832753619/

I definitly did not save and load. That can't be the cause (at least not the only one)
During playing historical missions, I encountered a bug that the time compression cannot be reactivated after Kamikaze planes crashed into sea or hit ships. This bug can only be found in those missions involving Kamikaze.
Besides, the Iowa-class battleship got 15.7 in belt armor in the game, but according to many sources it should just be 12.1 in.
xluoh původně napsal:
During playing historical missions, I encountered a bug that the time compression cannot be reactivated after Kamikaze planes crashed into sea or hit ships. This bug can only be found in those missions involving Kamikaze.
My guess: those Kamikazes were still considered "attacking". That's why you can't time compress because the plane is too close to enemy ship.
boris.glevrk původně napsal:
I am shutting down and waiting for a fix, this is ridiculous.
How are we supposed to fend off daily invasion convoys at this rate?
Well, I'm trying that right now playing IJN on balance campaign difficulty. My strategy did work in v1.08g5h7 on elite campaign difficulty, and from what I see so far I'm going to be better off in v1.08g6h1 because I'll get 77 CP per week which is more than I was getting in v1.08g5h7 from the ships I was able to sink which were 67% MS (2 CP each).

In v1.08g5h7 elite difficulty the 1st week I had 23 MS (46 CP) + 2 CA (10 CP) + 1 CV (30 CP as I recall) = 86 CP. The second week I had 19 MS (38 CP). The 3rd week I had 4 MS (8 CP) + 1 BB (30 CP) + 1 CA (5 CP) + 1 CL (3 CP) = 46 CP. It fluctuated from week to week between those limits: approx 38 low to 85 high.

In v1.08g6h1 balance campaign difficulty on day 4 I have 17 bases (34 CP) + 10 ranks on ports (20 CP) + 23 ranks on airfields (23 CP) = 77 CP/week, and the 1st week isn't even over yet. It's not going to drop to less than that in future weeks.

So, I'm not about to say that the campaign is impossible. It's just more difficult.
Naposledy upravil MizuYuuki; 16. kvě. 2022 v 12.14
xluoh původně napsal:
During playing historical missions, I encountered a bug that the time compression cannot be reactivated after Kamikaze planes crashed into sea or hit ships. This bug can only be found in those missions involving Kamikaze.

I also encountered this and reported it to the devs, it is being worked on.
xluoh původně napsal:
Besides, the Iowa-class battleship got 15.7 in belt armor in the game, but according to many sources it should just be 12.1 in.

The Iowa’s thicker than usually sourced belt armor is due to the many layers of plating that form the effective thickness of the belt. The 38 mm thick decapping belt on the outside of the hull, the 22 mm of STS the 307 mm belt itself is mounted on, a 16 mm HTS plate in between these two for catching shrapnel and providing structural support, and finally a 16 mm STS plate behind the main belt which also catches shrapnel all add up to the ingame value.

I am currently researching whether that last 16 mm plate was far enough back to be considered a part of the armor protection or just a bulkhead. Ingame it possibly would be considered a part of the next compartment over, which would therefore eliminate the plate from the total.
boris.glevrk původně napsal:
I am shutting down and waiting for a fix, this is ridiculous.
How are we supposed to fend off daily invasion convoys at this rate?
If we don't get CPs from victorious battles we'd be overwhelmed (including lost ships, carriers occupying CPs due to being replenished and others) by AI's endless convoys within the first 2-3 days. This is especially problematic since both sides have VERY vulnerable positions (port moresby for the US, Guadalcanal for the Japanese) that requires heavy defense from day 0.
Excuse me, I also fought hard with the TTE mod for the first 3 weeks. The key is to conquer the neutral islands first. Then aimed strikes on convoys , weekly income in task forces
General_Douglas původně napsal:

The Iowa’s thicker than usually sourced belt armor is due to the many layers of plating that form the effective thickness of the belt. The 38 mm thick decapping belt on the outside of the hull, the 22 mm of STS the 307 mm belt itself is mounted on, a 16 mm HTS plate in between these two for catching shrapnel and providing structural support, and finally a 16 mm STS plate behind the main belt which also catches shrapnel all add up to the ingame value.

Is such fine construction detail available for the other BB's, and was it used to set the armor values for them? I'm in favor of using the best data available, even if it's not available for all ships. As we all know, this is a problem for most history-based war games; but I'm still curious.
JG1 Wilhelm původně napsal:
Is such fine construction detail available for the other BB's, and was it used to set the armor values for them? I'm in favor of using the best data available, even if it's not available for all ships. As we all know, this is a problem for most history-based war games; but I'm still curious.

As a matter of fact it is, and armor corrections to IJN warships in the past have accounted for this in particular. It is worth mentioning most IJN BBs use external belts with their armor mounted on concrete, which as one might think does not contribute much if at all to protection in the face of such large shells as that of battleships.
Wasn't expecting late war ships and aircraft to be next, but I'll welcome it at any rate.
With this new patch, none of my aircraft patrols restart the next day (both from land and from task forces). this a known bug or a new change?
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