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Modern Naval WarfareNewsDev Diary #1
Community

Dev Diary #1

Modern Naval Warfare · published 23 Jul 2026, 14:56 UTC

All newsPlayers around this dateRead on Steam

Commanders, Admiral Kraken here with your tactical briefing on the latest developments happening aboard our sub-surface fleet.Behind the scenes, our engineering teams have been working tirelessly on refined fire control protocols, acoustic tracking enhancements, and critical station UI upgrades. While this upcoming update continues to undergo rigorous sea trials, we want to give you a detailed look at the new tools and fixes heading to your command consoles soon.

Fire Control & Ordnance Management

Precision is everything when operating in contested waters. Our latest pass on the Fire Control (FC) systems directly bridges high-level mission design with raw tactical execution at your station.

  • Harpoon Self-Destruct Safety Zone: We have hooked a new missile management capability into the UI/UX. Commanders can now set a dedicated self-destruct circular safety zone parameter directly within the mission design of the Harpoon before launch. Since Harpoon missiles are strictly fire-and-forget, this pre-set safety boundary ensures that if a missile loses its target or strays off-course, it self-destructs automatically rather than threatening neutral vessels miles away.

Acoustic & Sonar Suite Enhancements

An attack submarine is only as good as its ears. We’ve addressed key acoustic registration bugs to ensure your SONAR displays give you complete situational awareness during heavy combat.

  • Water Explosion Registration: Previously, certain explosion sounds and transients failed to register properly on SONAR displays. Water explosions now correctly register on the SONAR audio output. When torpedoes or depth charges detonate, you will receive accurate acoustic feedback right where you expect it.

Command Station UI & Time Scale Controls

Managing a modern warship requires clear displays and smooth station transitions, especially when navigating high-stress operations or executing long-range transit.

  • Crisp Multi-Monitor Support: An issue causing external and secondary displays to appear blurry—regardless of in-game graphic settings or active upscalers—has been resolved. External monitors will now remain razor-sharp, allowing you to run auxiliary displays without visual degradation.
  • Dynamic TimeScale System (1x–12x): We have overhauled the time compression mechanics with a new dynamic fallback system. The game automatically calculates and selects the optimal time compression rate your hardware can handle safely, ranging from 1x all the way up to 12x.
  • Station Navigation During Pause: Cinemachine logic has been updated so internal cameras now ignore time scale constraints. You can now freely move between command stations and inspect your sub even while paused, giving you full operational freedom to plan your next move.

Mission Fixes & "El Presidente"

Finally, our tactical simulation office resolved an operational blocker regarding high-value target missions.

  • Target Neutralization: We corrected a zone trigger issue that previously prevented the El Presidente mission from being completed. Furthermore, intelligence reports indicated that the Presidential Yacht was previously flagged as unsinkable... We are happy to report it is now very sinkable.

Looking Ahead

These refinements represent just a fraction of the ongoing backend, stability, and system integration work being prepared for the fleet. It will be arriving in your hands very soon.Keep your sonar passive, check your thermal layers, and prepare for deployment.Admiral Kraken, out.

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