Sea Power

Sea Power

TNIYM Nov 12, 2024 @ 2:48pm
Game is so broken unplayable
Ships won't change course while giving it orders. Ships wouldn't move either when ordered too.
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Showing 1-15 of 25 comments
zachtac Nov 12, 2024 @ 2:51pm 
typically I've seen this when you've got a ship trying to move for engaging with a missile or other battery that requires it face a certain way, try telling them to cease fire first also sometimes formations cause them to behave strange until you remove them from formation when giving them independent orders
Tiny Samurai Nov 12, 2024 @ 2:55pm 
Yeah, same here. Ships don't respond to orders. After every Ceasefire order the game freezes up and i can't do anything for 5+seconds. My camera gets jolted around every few seconds because some ship is firing a missile ripping control away from me. Ships randomly join and leave formations. Aircraft are ramming into the surface when they feel like it. Sometimes ship get stuck in identifing tracks which no longer exist making them completely useless for a mission even if you cancel all orders. Missing texts and so much more in just 3 hours of playing
Last edited by Tiny Samurai; Nov 12, 2024 @ 2:55pm
Radioshow Nov 12, 2024 @ 4:01pm 
I finished BOTH NATO "Guam and Charlies missions, in a row. Lost one B52.
both missions worked 100%, had no critical bugs or issues
Everything worked as expected. Yes ships "can" have some odd movement behavior, but that can also be tied to "formations" and some wonkyness there.
Found both SSGN with helos alone using bouys and MAD.
did both in less than an hour going slowly and worked wonderfully.
Hence game is not "Broken" ...... game is beta but functional so far.
Last edited by Radioshow; Nov 12, 2024 @ 4:03pm
AssClown Nov 12, 2024 @ 9:33pm 
Played the soviets hunt merchant MIssion and My Kerch refused to fire missiles at ships well within range.
NATO AND MIC PILLED Nov 12, 2024 @ 10:08pm 
Originally posted by AssClown:
Played the soviets hunt merchant MIssion and My Kerch refused to fire missiles at ships well within range.
was your radar on?
AssClown Nov 12, 2024 @ 10:24pm 
Yes for sure. They need the radar to guide the missiles.
Redmarkus4 Nov 12, 2024 @ 10:49pm 
I've not experienced any of these bugs, but the game AI does control aspects of your friendly units, so maybe it was overriding an order you gave at some point?
Juhku69 Nov 14, 2024 @ 2:45am 
Originally posted by AssClown:
Played the soviets hunt merchant MIssion and My Kerch refused to fire missiles at ships well within range.

I had the same issue. My plan was to spam sa-n-3's and then launch the better 8 missiles of Grozny. Nato ships were well within range (15nm), but Kerch tried to get even closer. I have to admit that Kerches surface search radar wasn't initially on, but nothing happened after turning it on.
highlybaked Nov 14, 2024 @ 3:07am 
It feels like the game is stacking orders sometimes
jbarry39 Nov 14, 2024 @ 3:17am 
Tell me about it...if you have a change of course/speed/depth the units more or less "Take it under advisement"
spesimen Nov 14, 2024 @ 7:27am 
i've had this happen a few times. it seems related somehow to when you go to weapons free, the ship will start maneuvering as necessary to bring the various weapons to bear on targets in range, which is cool sometimes. but i've had a few times now where i switch to weapons hold and it just sits dead in the water and refuses to follow new course or speed orders.

at first i thought it might be related to the formation somehow but removing ship from the formation didn't affect it either. i was only able to get the ship to move by using manual controls (wasd).

i do wish there was a way to go weapons free without overriding the current course of the ship, like i want my turrets to fire at will but not have the ship alter course because i want to move it to a specific place. this can be especially frustrating when it keeps zig zagging to bring the missile launcher into a proper angle to fire when you are trying to transit perpendicular to that. i also wish you could specify which weapons are free like to conserve missiles and just use cannons in situations where the missiles aren't necessary.
Last edited by spesimen; Nov 14, 2024 @ 7:31am
FlyinJ Nov 14, 2024 @ 8:16am 
This happens to me with every ship in every scenario.

I need to give every ship both a cancel orders as well as set them to cease fire after every time I have them use a weapon to have them follow any new course directions. Even if I specify using a single volley of the weapon.

It's also a total crapshoot on whether a ship will actually fire a weapon or not when I order it even though the target is fully identified, in range and in the correct firing arc.

And as a sidenote there have been several scenarios where my fired missiles will stop showing up on the map after a few minutes of playing
Last edited by FlyinJ; Nov 14, 2024 @ 8:22am
soldier6661111 Nov 14, 2024 @ 9:03am 
Originally posted by AssClown:
Yes for sure. They need the radar to guide the missiles.
Were the targets within the blue circle (fire control range)?
CptNautilus Nov 14, 2024 @ 9:12am 
This was my experience with my first mission. Since then I have understood how to make sure my units obey my orders:
1. Don't use Weapon Free, that makes them want to kill everything and they won't listen to your orders. Only use Weapon Tight and Weapon Hold
2. When an unit is unresponsive, select it and press X to clear its order queue, then give your orders again. It works like a charm.

Of course, the units won't fire weapons at targets they haven't detected or if they are out of range. If they are too close, they'll back away to fire. If they are too far, they'll go straight at them to get in range.
FlyinJ Nov 14, 2024 @ 9:17am 
Originally posted by CptNautilus:
This was my experience with my first mission. Since then I have understood how to make sure my units obey my orders:
1. Don't use Weapon Free, that makes them want to kill everything and they won't listen to your orders. Only use Weapon Tight and Weapon Hold
2. When an unit is unresponsive, select it and press X to clear its order queue, then give your orders again. It works like a charm.

Of course, the units won't fire weapons at targets they haven't detected or if they are out of range. If they are too close, they'll back away to fire. If they are too far, they'll go straight at them to get in range.

For me just pressing "X" when a unit is selected often doesn't work. I need to both press X on it then set the unit to "weapons hold" for it to respond to course change orders. And I never set them to Weapons Free. They just automatically set themselves to Weapons Tight when I give them a new fire order
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Date Posted: Nov 12, 2024 @ 2:48pm
Posts: 25