Sea Power

Sea Power

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Triassic Games  [developer] Nov 14, 2024 @ 3:44pm
Public Beta Branch
Dear all, we have set up a beta branch you all can check out. I've attached a short HowTo how to access it.

We have an internal develop branch which will tend to break and is visible for our internal beta team only.

Then we have a public beta branch which is kind of our release candidates so it's often ahead of the public branch. If you're interested feel free to use it. You can always switch between the official branch and this beta one. There is no drawback doing so (beside the download) but you could help us a lot with testing features and fixes upfront .

How to switch to the beta branch in Sea Power:

Open Steam and enter your Library. Right click on Sea Power and select “Properties”.
In the pop up go to Betas.

You should see the “stable – Beta branch” and can switch to it. This will patch your game. This stable Beta branch is used as a release candidate for the public release. So any fixes will be there available and if you like to give it a try to check if things have improved or not on your end it would help us a lot!

Thank you!
Last edited by Triassic Games; Mar 15 @ 12:27am
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Showing 16-30 of 44 comments
Triassic Games  [developer] Dec 11, 2024 @ 1:46am 
Another update for public beta (stable #107) is up. Please check it. Should have fixed the remaining issues with aircraft, hopefully. ;)

11-Dec-2024: 0.1.0.6 Build #107 (15228) --------------------------------------- [FIX] Laser designated weapons should require target [FIX] Wrong freq bands on Cross Sword [FIX] MiG-17 fuel tank pivot rotation [FIX] MiG-17 weapon positions [FIX] Oversight that broke anti-missile defense. Result was that ships were not firing at incoming missiles further than 5nmi unless those misslile were locked on firing ship [FIX] F-5 was not able to land [FIX] Potential too long interception time by CIWS [MOD] Adapted missions (All your Guam belongs to us (both sides), Crimson Tide (blue side), Don't mess with Texas (blue side))
Last edited by Triassic Games; Dec 11, 2024 @ 1:49am
Triassic Games  [developer] Dec 13, 2024 @ 10:51am 
New beta (stable #109) is up. It contains some major sensor overhaul for ESM and ECM plus more fixes.

13-Dec-2024: 0.1.0.8 Build #109 (15293) --------------------------------------- [FIX] Marine Nationale flag instead Tommy's red ensign on Daphne sub [FIX] Fixes for ciws and torpedo and sub guns [FIX] Torpedoes always considered layer to present [FIX] Lots of null refs [FIX] Potential memory allocation fix (clearing DESS cache) [FIX] Loading was blocking the main thread for quite a long time (up to 120 secs depending on the system), doing some fractional loading now [MOD] QoL: Air units guns are no longer called CIWS [MOD] PVO airbase circuit fine tune [MOD] Updated German, Chinese and Russian translations [MOD] ESM/ECM overhaul: US ESM and ECM are now spread out as follows: - WLR-1/ULQ-6: Vietnam era ships C through Ku bands, C, X band ECM - WLR-1/SLQ-17: US Carriers C through Ku bands, X through Ku band ECM - SLQ-32(V)1: Austin, Kilauea, Knox - X,Ku-bands only, no ECM - SLQ-32(V)2: OHP, Spruance, Kidd, Adams, Coontz - UHF through Ku band, no ECM - SLQ-32(V)3: Cruisers, Sacramento, Tarawa - As (V)2 but adds defensive ECM - WP ESM and ECM are now broken out into the correct components: ESM: - Watch Dog: Kanin and other older units - C, X band - Bell Clout: L-band ESM associated w/ Zaliv ESM suite - Bell Slam: S, C band ESM associated w/ Zaliv ESM suite or alone on Kashin replacing Watch Dog - Bell Tap: C, X band ESM associated w/ Zaliv ESM suite or alone on Osa I and II - Bell Nest: K-band ESM, on Nanucha with Bell Tap - Bell Bash: L, S band ESM that replaces the older Bell Clout - Bell Thump: C, X band ESM that replaces Bell Slam - Bell Shroud: C, X, Ku band ESM on Krivak, Sovremenny, Udaloy - Rum Tub: OTH fire control ESM on Kiev, Slava, Kirov, L through K band ECM: - Top Hat: X-band ECM - Side Globe: L, S, C, X band ECM - Bell Squat: C through Ku band ECM Added ESM/ECM suites for - Sa'ars: MN-53 ESM/ECM suite (Israeli version of Italian Newton Alpha) S through Ku bands - Alvand: RDL-2 ESM/ECM - L through Ku bands - Combattante: TMV-430 ESM, Alligator ECM X band only Changed: - Reduced VesselESM to X-band only - Reduced AircraftRWR to C,X-band only - Reduced GenericECM to X-band only - Reduced AircraftDefensiveECM to C, X bands only [NEW] Units can be added to Submarine _allowedTargetsForSubmarineMissiles list in mission ini
Triassic Games  [developer] Dec 14, 2024 @ 5:37am 
New public beta build (stable #110) is live. In comparison to #109 the triggers were broken and fixed now, also the Soviet Guam mission was broken (it failed on start), plus we did some more fixes and changes as noted below:

14-Dec-2024: 0.1.0.8 Build #110 (15310) --------------------------------------- [FIX] Sets the demand speed of aircraft formation members to match the leader. Should reduce massive speed changes on formation exit. [FIX] Limit news window to screen size [FIX] Improved interaction with bottom bar UI and pop ups [FIX] Typo in sensors [FIX] Out of range exception for weather effects which blocked the camera as the first update could come before the effects were loaded [FIX] Triggers were broken in #108, MainGameViewModel was initiated before the loading was finished which broke triggers and potential other stuff with the new more async loading [FIX] Tu-16, Tu-16P destroyed models pivots fix [FIX] Guam Soviet side mission: Mission is lost on start [MOD] WIP on AA missiles: Deprecated CEP, Reduced size penalty
Triassic Games  [developer] Dec 14, 2024 @ 9:07am 
Fixed some remaining leftovers from the loading screen refactoring. Public beta (stable #111) is up!

14-Dec-2024: 0.1.0.8 Build #111 (15319) --------------------------------------- [FIX] Null refs [FIX] Special waypoint definition methods (e.g. random waypoints) [FIX] Missing esm colliders error [FIX] The initial unit was not selected and centered on the map
Triassic Games  [developer] Dec 14, 2024 @ 12:10pm 
Ok 3 updates in a day, sorry for that, but new public beta patch is out:

14-Dec-2024: 0.1.0.8 Build #112 (15332) --------------------------------------- [FIX] Null refs [FIX] Missiles were partially broken [FIX] AGM-84 range
Triassic Games  [developer] Dec 18, 2024 @ 2:27am 
New public beta build (stable #113) is up.

18-Dec-2024: 0.1.0.8 Build #113 (15370) --------------------------------------- [FIX] Partially fixed blocky trees [FIX] Added missing MAD sensor to Il-38, corrected MAD sensor mount position for Tu-142 and P-3C [FIX] Allow getting relative path from folders that are not active in Mod Manager [FIX] Ordered and actual depths of submarines were different in UI [FIX] Cases when target is intercepted with missile but not destroyed [FIX] Possible fix for nullref in AirSupport [FIX] Incorrect support check for FlightDeck [MOD] Hooked up wind dir to Ocean [MOD] Refactored tree, seaweed, hedgerow logic [MOD] E-700 radar for P-42RLDN had 300 km range, too short comparing to E2C and Ka-25RTz [MOD] German, Russian and Chinese translation [MOD] Armor values for all US carriers, Orel and Kirov; Ka-25TS for Kiev (2 helos) and Kirov (one helo of 3) [MOD] Fallback localisation in ModManager [NEW] Mission Editor: Triggers To disable list can be now setup as a Trigger Action
Triassic Games  [developer] Dec 19, 2024 @ 5:20am 
New public beta (stable #114) is out. This one fixes a significant memory leak for vegetation meshes.

19-Dec-2024: 0.1.0.8 Build #114 (15393) --------------------------------------- [FIX] Active sonar track causing TMA matrix to become non-pos-def/singular [FIX] Memory leak with vegetation meshes [FIX] Null refs [FIX] Case sensitiveness for special waypoints [FIX] Shiny rafts/zodiacs on all minesweepers: Sauda, Adjutant, T43, T43K [MOD] Missiles WIP: Rebalance of interception chances. Removed CEP from SAM/AAM entirely. Altitude penalty moved from CEP to interception chance. [NEW] WIP: Initial work to allow modded vessels to have profile images loaded
Triassic Games  [developer] Dec 20, 2024 @ 12:21am 
New public beta (stable #115) is up!

20-Dec-2024: 0.1.0.8 Build #115 (15409) --------------------------------------- [FIX] Memory leak with materials [FIX] Russian voice overs [FIX] Submarine supermaneuverability on surface [FIX] MiG-25P could not use SARRH missiles - incorrect sensor assignment [FIX] Null refs [FIX] Change Unit in Mission Editor now updated Action and Condition Unit Lists [MOD] Acceleration and VelocityBleed parameters revised for all SAM and AAM: more energy to missiles in general [MOD] Barrel Roll Script
Triassic Games  [developer] Dec 22, 2024 @ 9:08am 
New public beta build (stable #116) is up.

22-Dec-2024: 0.1.1.0 Build #116 (15444) --------------------------------------- [FIX] Missile self-destruct timer was not cancelled on reaquiring a target [FIX] ArgumentNullException in case the briefing path was given but empty [FIX] Missing script reference [FIX] Initial positioning error for land units (but also possibly other units) [FIX] Wrong nation units in Don't mess with Texas [MOD] Experimental: Out of altitude penaltyfor missile interception is reduced to 0.25 [MOD] Reworked Leahy 68 and Belknap 72 to be more accurate for that period [MOD] WIP on missiles: In case of missed intercept check, missile will fly away from target, further than proximity range.
Last edited by Triassic Games; Dec 22, 2024 @ 10:17am
Triassic Games  [developer] Jan 10 @ 12:44am 
New public beta is up, with some more fixes:

10-Jan-2025: 0.1.1.2 Build #119 (15548) --------------------------------------- [FIX] Numerous null refs [FIX] Out of range exceptions for units which don't have 2x5 compartments [FIX] RemoveEngageTask was called for the wrong object which potentially messed up the engage tasks in overall [FIX] Crash in Noesis (patched to 3.2.6p1) [FIX] Spelling error in S-3 description [FIX] SH-2F had 3 undefined squadrons [FIX] Minor fixes in English ammunition_names.ini [FIX] Tu-16 restored missing kill effect spawn meshes, shootdowns should look correct now (apply to all Tu-16 models) [FIX] F1 family Damage Models not displaying fix [FIX] Fixed a material error on Americas no 2 elevator [FIX] Torpedoes used AimPointGeoPosition to determine FOV but the seeker gudance still used Vector3 intercept position [MOD] Descriptions for Enterprise and Belknap 72 [MOD] Updated Sentry to 2.4.0 [MOD] Set UseAssetBundles to false per default for now to avoid broken games outside when that setting is accidentally set to true [MOD] Aircraft carrier deck ops overhaul - many thanks to the great work by Mateusz Ossowski alias Ossesek without whose hard modding this work would would not be possible. All carriers now recover aircraft at a rate of 50-70 second intervals, and launches are also faster. Carriers are still limited to either recovering OR launching, that is, no simultaneous launch and recovery is possible as this is the way all carriers operate IRL. We will soon introduce Alert 5 status for the bow cats to allow a 'launch on warning' ability even during recovery, though. [NEW] EN ui text for Disable Triggers [NEW] Boilerplate for future work. Significant changes to Pause Menu to support configuration in code rather than through XAML.
Triassic Games  [developer] Jan 16 @ 10:18am 
New public beta is up:

16-Jan-2025: 0.1.1.2 Build #123 (15600) --------------------------------------- [FIX] Fixed ESM for P-3 [FIX] IR AA missiles were prone to miss because FOV was checked against aimpoint instead actual target [FIX] Some edge case with terrain at 180° E/W where the center tile was calculated wrongly and led to a relocation loop (still WIP) [FIX] Campaigns now use FileManager in menu [FIX] Change start engines to update loop rather than coroutine as coroutine seemed heavy [FIX] Props should start animating again, note to self check shutdown for coroutine performacne too [FIX] Aircraft shutdown migrated out of coroutine to avoid error on despawn [FIX] RU description for P4 torpedo boat was missing [MOD] Russian translation [MOD] Business jet weight, fuel weight and engine thrust [NEW] Added modex mesh and many liveries [NEW] Added more P-3 liveries [NEW] Added JMSDF P-3 with liveries [NEW] WIP: Initial Linear Mission set. Now able to run missions from it. Simplified some stuff in UI
Triassic Games  [developer] Jan 16 @ 11:37pm 
New public beta is up, which fixes some issues with the last one:

17-Jan-2025: 0.1.1.2 Build #124 (15612) --------------------------------------- [FIX] Null Ref on start from two view models [FIX] Re-enable backgrounds on some screens [FIX] Some audio issues on spawning aircraft [NEW] Workshop: Initial Tag limiting controls (WIP) [NEW] Move to Top and Bottom commands in Mod Manager [NEW] Load Order for disabled Mods is preserved
Triassic Games  [developer] Jan 17 @ 12:44pm 
New public beta is up, here's what's patched:

17-Jan-2025: 0.1.1.2 Build #125 (15625) --------------------------------------- [FIX] Incorrect number of sensors on various vessels [FIX] SK flag on Soviet RoRo [FIX] Ordered speed was not transferred to new formation leader when switching leaders [FIX] Less than adequate altitude correction failsafe [NEW] Modders requested ability to influence outOfAltitudesPenalty and SpeedPenaltyMultiplier
Triassic Games  [developer] Jan 20 @ 7:36am 
New public beta is up which hopefully fixes the issues introduced with #127:

20-Jan-2025: 0.1.1.3 Build #128 (15656) --------------------------------------- [FIX] Exception in formation when trying to assign movement data to new leader [FIX] Bottom Bar weapons free states could show a tick next to all items [FIX] Coontz 68 issues with colliders [FIX] Added Coontz 68 profile picture [MOD] Autogen: Improved frustum culling to viewport culling.
Triassic Games  [developer] Jan 20 @ 2:43pm 
A new public beta is out:

20-Jan-2025: 0.1.1.3 Build #129 (15671) --------------------------------------- [FIX] Encyclopedia PauseMenu Resume button [FIX] Su-24a and Su-24m cruise altitude fix [FIX] P-3C Loadout Keys [FIX] No descriptions for SPS-12, SPS-32, SPS-33 radars, added stubs to all languages [FIX] Wrong peak power level for LN-66 radar, upped to 75 Kw [FIX] RIM-67A (SM-1ER) missile max range increased to 40 nm [NEW] US SAM missile models
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