Sea Power : Naval Combat in the Missile Age · build 22052900 · published
Hello from the Triassic Games team!
We are pleased to release a new Sea Power update to the community today. This version brings a broad set of new features, improvements, and fixes.
New Strike Group Molniya persistent linear campaign!
New terrain and vegetation shaders that greatly improve visual quality of landscapes
Variety of performance optimizations which significantly improve load times and FPS, especially in larger scale or longer scenarios
Missile kinematics system, allowing for more realistic air combat
Updates to the Unit Reference/Encyclopedia, adding search, filtering, and service dates for all units
Mission Editor enhancements, with tooltips for all fields and more functionality added for triggers
Continued expansion of the Unit Roster with new ships, aircraft, and weapons
A major pass on units, weapons, loadouts, and sensors, standardizing configs and correcting inaccuracies
A variety of new or reworked scenarios
Chinese language voiceovers, provided by SqnLdrMartin and the China player community!
British-accented English language voiceovers, provided by BrotherMunro!
Full Japanese language support for in-game menus and missions thanks to APSHELL1!
Please see below for details on some of the larger features and the full change list for this release. Thank you for your continued support of Sea Power!
Strike Group Molniya is Sea Power’s second linear campaign, placing the player in command of a Soviet surface action group operating deep in the South Atlantic and Indian Oceans. Across a series of connected scenarios, players must manage limited resources, evade increasingly aggressive NATO search efforts, and execute high-risk strikes against Allied naval logistics.
This campaign introduces new persistence mechanics that carry forward the weapon expenditure and damage of your force between missions, rewarding careful planning and tactical gameplay. This same restriction applies to enemy forces in the area as well, so destroying them in earlier missions will make later missions easier!
To play Strike Group Molniya, access it from the Campaigns tab of the main menu.
Strike Group Molniya campaign places you in charge of a small Soviet raider force with an unexpected capability at its disposal. See if you can win the campaign without taking any losses, as the new persistence mechanic means any lost ships will not be replaced in the next chapter!
Missile Kinematics is part of the broader aircraft behavior and air combat rework, introducing a new physics-based flight model that more accurately simulates missile acceleration, energy loss, and maneuver performance. Missiles now behave more realistically over time and distance, making factors such as launch range, target aspect, and defensive maneuvering significantly more important. Together with the wider air combat updates, this results in more realistic engagements where real-world tactics and timing play a much larger role in outcomes.
KInematics makes air combat more realistic, but be aware that the max range stated in the Encyclopedia may not be possible given current conditions! Select a weapon and then hover over various enemy targets to see if they are truly in range. The game will calculate the real range dynamically.
This release also includes phase 1 of the updated Terrain and Vegetation visuals project.
Terrain visuals have been updated with a new data-driven model that improves definition of regions like forest, grass, cities, farmland, and snow.
Improved blending and physically based lighting enhance clarity, color, and detail.
Vegetation density and variety have been expanded with upgraded grass, flowers, forests, underwater foliage, tree lighting, rocks, and weather-driven animations.
Part of this initiative includes moving terrain/vegetation workload off the CPU and onto the GPU. Players should notice improvements in FPS due to this change, especially if you have a newer graphics card. All terrain settings are configurable from the game's Options menu.
Modified Kashin class BPK, with 4 x SS-N-2C Styx launchers astern, in addition to CIWS and VDS.
Royal Norwegian Air Force P-3B with AGM-12 Bullpup missile
New Ka-29 helicopter is now available for the Ivan Rogov class, with various CAS and attack loadouts
Updating the original scenario set and adding new base game scenarios is a high priority for our team. This release adds the following new or updated scenarios to the game:
NATO
Sub Duel - Denmark Strait (1985): The Soviets are attempting to surge their submarine force into the Atlantic. With hostilities underway, command the USS Baltimore to locate and sink an Alfa class attack submarine off Iceland.
Sub Duel - Pacific Shield (1971): USS Scamp has been ordered to neutralize a Soviet Yankee class SSBN operating in its patrol box off San Diego. Intel believes the Soviets may be preparing to strike the Western Seaboard. Locate and destroy the SSBN before it can launch!
Action in the Gulf of Sidra (1986): As part of Operation ATTAIN DOCUMENT III, U.S. forces have crossed Moammar Gaddafi's "Line of Death", entering the Gulf of Sidra. Shortly thereafter, Libyan SAMs were fired at two American F-14 Tomcats. U.S. forces have been ordered to destroy the SAM site at Sirte in response, and guard against any Libyan counterattack at sea or in the air.
Red Madagascar (1985): Warsaw Pact forces have thrown Madagascar into chaos and are attempting to seize the island to expand their reach in the Indian Ocean. Command the Peleliu Amphibious Ready Group to reinforce resistance forces at Antananarivo while South African air and naval units support the operation. Expect heavy opposition from Cuban aircraft and Warsaw Pact naval elements.
Showdown Off Guam - Blue (1985): Shortly before hostilities broke out, the Soviets sortied a heavy surface force from Vladivostok into the Pacific. This force contains both the battlecruiser Kirov and the carrier Minsk, and is believed to be heading to strike the U.S. base on Guam. Command the U.S. forces in the area to locate and destroy the Soviet attack force.
Warsaw Pact
Sub Duel - Running the Denmark Strait (1985): War has broken out and our Northern Fleet submarines are ordered to enter the Atlantic to begin convoy hunting operations. Command the Alfa class submarine K-316 to run the Denmark Strait and destroy any NATO submarines who get in your way.
Newly added features in this release:
Added search box and filtering to Unit Reference/Encyclopedia; minor Encyclopedia visual updates; Added Weapons and Sensors as new Encyclopedia categories
Applied kinetic physics to missiles (kinematics)
Enabled new Terrain/Vegetation shaders by default
Added capability to make true persistent Linear Campaigns
Added new Chinese voiceovers courtesy SqnLdrMartin and the China community
Added new British accented English voiceovers courtesy BrotherMunro
Added Japanese as a fully supported language thanks to APSHELL1
Scenarios menu now shows preview of mission briefings
Added Shadow Quality settings and Bright Night Mode to video Options
Added WeaponStatus button to DM/Spawn
Detection of previous crashes added for some proper log files for root cause investigation
Added years, bombing accuracy, and weapon ranges to the Encyclopedia
Map: First pass at polygon tool for later support for drawable patrol zones
DM EventLog Filters improvement
Added missile debug tool and used it to improve simulation
Modding: Implement ability to load Effects from ini file in certain cases
Mission Editor: Save/Load to/from mission files for the Stores Editor
Mission Editor: AI Groups can use Weapon Status other than Weapons Free
Mission Editor: SetSelected checkbox setting on the Unit properties panel
Mission Editor: added tooltip texts for all tabs
Mission Editor: Added VID order at waypoint (INI file editing only for now)
Weapons: Air to Air Long Range loadouts for USN/USAF/IRIAF F-4D, F-4E, F-4J
Weapons: new AAMs; AIM-9P, AIM-9G/H, AIM-9M, AIM-7E-2/4, AIM-7F, RIM-7
Weapons: AGM-88A HARM (in new accountable ammo category AdvancedARM, to limit usage)
Weapons: AGM-78 Advanced SEAD loadouts for IRIAF F-4E, IAF F-4E Kurnass
Weapons: new AA-2 Atoll models and textures
Weapons: AGM-122A Sidearm on AV-8A, AH-1T
Weapons: AIM-9C Sidewinder
Weapons: AA-6C unique model
Weapons: Added LAU-33 and LAU-35 pods for Vietnam era, each holds 2 Zunis per pod
Weapons: Mk-44 Torpedo
Weapons: KAB-500L, FAB-500 M-54
Weapons: AS-12 Kegler (Kh-25MP) and SEADLongRange loadouts for: MiG-27, Ko-45, MiG-28, Su-4M
Weapons: Added AT-6 Spiral (9M114) to Ka-29
Weapons: RIM-66G, RIM-67C, RGM-84D, UGM-109C, UGM-109B
Weapons: Added "Late" ship loadouts added to: Ticonderoga CG, California CGN, Coontz DDG, Kidd DDG
Weapons: Added "Early" ship loadouts added to: Kresta 1 CG, Kashin DDG
Weapons: UGM-109 TLAM/TASM added to Los Angeles SSN, TASM added to Sturgeon SSN
Sensors: Add BQQ-1, BQQ-2A, BQQ-2B sonar sensors
Sensors: APG-53
Units: Added Modified Kashin class BPK
Units: Added Spruance class destroyers with armored box launcher for Tomahawk for specific units hat received it in 1980s, as separate unit class
Units: Added modified Soviet RoRo with flight deck for Yak-38 and helicopters
Units: Added Skipjack 1968 SSN
Units: Added MiG-25BM; MiG-25PU trainer
Units: Ka-29 helicopter
Units: Australia/New Zealand P-3C and Norway P-3B squadrons/liveries/serials
Units: SH-2F SAR loadout (Transport) with 8 passenger capacity, with blanking plate covering sonobuoy ports
Units: 4K44 Redut shore-based anti-ship missile emplacement
Units: SA-5 Launcher, SA-5 Square Pair radar as standalone land units
Units: Douglas D-704 refueling pod
Units: Added Tanker loadout to A-6E with D-704
Units: New small airbase variants for China (PLAN and PLAAF) and Japan with custom airwings for ease of use in Mission Editor
Units: Callsigns for Yak-38, Ka-25, Ka-27 (non-historical as Soviets did not use callsigns but cleans up Flight Deck menu)
Units: all ships and submarines now include ServiceDate values, over 1000 added, including many for individual ship variants
Units: Adams 1968 variant with no SLQ-32 or Harpoon
Campaign: Added new "Strike Group Molniya" persistent Linear Campaign
Scenario: Reworked "NATO/Sub Duel" into "Sub Duel - Denmark Strait 1985"
Scenario: Reworked "NATO/Operation Prairie Fire" into "Action in the Gulf of Sidra 1986"
Scenario: Reworked "NATO/Red Madagascar 1985" scenario
Scenario: Reworked "NATO/All Your Guam Belong To Us" into "Showdown off Guam - Blue 1985"
Scenario: Added new scenario "Warsaw Pact/Sub Duel Running the Denmark Strait 1985"
Scenario: Added new scenario "NATO/Sub Duel Pacific Shield 1971"
Added Loading screens thanks to community contributors!
Changes from previous release:
Engine: Unity updated to 6000.0.67f1
UI: Improvements to mission editor and encyclopedia information displays
Improved guidance and range estimates for weapons
Reworked TMA to add process noise - the range accuracy of passive sonar and ESM is now significantly reduced
Launchers now return to their load position when empty
Large SAM sites will now register as dead once all radars are destroyed
Adjusted: INI ready up time to new launch time calculation
RandomTurns now generates common waypoints instead of special waypoints
Neutral aircraft do not crash when out of fuel
Effects: LauncherSmoke: tweaked rotation of emitter, added faint secondary smoke, fiddled with opacity
Altered TC waypoint tolerances to prevent aircraft from being stuck on waypoint due to high Time Compression
Removed MOSS from autoattack
Exempted parachutes and fuel tanks from bomb guidance logic
Clarified Video Options text for Autogen - changed to "Autogen Cities Enabled"
Updated save_profile command to accommodate weapons
Updated game's credits
Wakehoming torpedo aimpoint changed for better AI performance
Wake homing torpedoes now travel under the layer
Hard cut limits added for the wakehoming guidance FOV and distance to override ini values (handy for combined guidance torpedoes like USET-80)
Wake mechanics for smaller ships changed to allow longer/more persistent wakes
damage.ini tweaked to modify altitude and speed penalty modifiers
Mission Editor: Stores Editor is not available for Aircrafts, Helicopters and Biologics
Mission Editor: For AI units weapon state is always Free if there is no override value in the mission file; removed forced Weapons Free when a player changes unit group Side to Red
Mission Editor: Weapon Status for waypoints will not change unless altered specifically in the Mission Editor
Mission Editor: Action_UnitWaypoints is supported in the mission file save/load (will not be overwritten)
Mission Editor: manually-added Positions List (random spawn positions) is supported in mission file save/load (will not be overwritten)
Mission Editor: Switching a Group to Red side automatically sets ROE to Weapons Free
Weapons: Add proper assets for Mk16 torpedo
Weapons: AIM-7/RIM-7 makeover, new models and textures
Weapons: AIM-9 makeover, new models and textures
Weapons: AIM-9J, P, L, M, turn rate increased from 20/24 -> 25/30
Weapons: USN naval SAMs updated with new kinematics, SM-2 and RIM-8 temporarily use RC guidance
Weapons: RIM-66C loft height changed to 35,000ft, RIM-67B loft height changed to 55,000ft, loft climb angles changed to 25 and 35 degrees respectively
Weapons: Mk 37 now has an ASuW firing mode and can engage surface targets (at a snail's pace)
Weapons: AGM-78 STARM is in new accountable ammo category AdvancedARM
Weapons: Mk48 range reduced from 20nmi -> 17.28nmi, transit speed 50kn -> 40kn in accordance to public data about early Mk48 models
Weapons: All short-range IR AAMs have higher turn rate to hit maneuvering targets
Weapons: J-7C Fishcan now has PL-5C instead of PL-2A
Weapons: J-5 Fresco now has PL-2B instead of PL-2A
Weapons: AGM-45 Shrike now has target memory again to make it usable
Weapons: HQ-61 kinematics
Weapons: all naval SAM launchers no longer have default rotation speed values, now tuned to their slower IRL rotation speeds
Weapons: Mk7, Mk10, Mk11, Mk13, Mk22, Mk26, SA-N-1, SA-N-3, SA-N-7 - arm launchers with updated (slightly faster by 1-3s) reload values to reflect the slower traverse rates, now with slightly faster reaction times
Weapons: slightly touched up textures on Harpoon series (A, B/C, D)
Weapons: MiG-25P/PD now have missile positions swapped, SARH missiles outboard and IR missiles inboard
Weapons: all NATO SAMs complete with new kinematics
Weapons: Soviet naval SAMs now have proper kinematics
Weapons: some missiles now have multipliers for out-of-altitude or speed penalties, making some missiles better against fast or sea-skimming threats proportional to others
Weapons: some Soviet naval SAMs now have very slightly higher KillProbability values, to match estimated combat pKs
Weapons: AGM-45 tweaked launch characteristics, removed loft, touched up texture
Weapons: AGM-78 has new texture
Weapons: all cluster bombs now have unique blast radius, most are now larger than before
Weapons: AGM-122A is now accountable ammunition
Weapons: AH-1T, AV-8A now have Advanced SEAD loadouts for AGM-122A
Weapons: all SAM arm launchers now return to load positions after firing, improving firing efficiency
Weapons: HY-3, YJ-1, YJ-8, AS-4, AS-4B, SS-N-3B - corrected speeds, altitudes, firing ranges, and flight profile distances
Weapons: language_en, AIM-9 series updated to reflect current referencing standard for descriptions
Weapons: language_en, rename standard missiles from "SM-1MR" scheme to "RIM-66B" scheme for greater clarity
Weapons: added 2x Mk44 and 1x Mk46 loadouts to QH-50C and QH-50D
Weapons: tweak RIM-2/24/66A minimum altitudes
Weapons: replaced Mk-46 with Mk-44 on appropriate platforms
Weapons: replaced SSQ-53/62 with SSQ-41/47 on appropriate platforms (export ASW aircraft, P-2H)
Weapons: all SAM/AAMs now have MaxAttackVelocity values to dictate maximum valid engagement velocities
Weapons: new textures for; RGM-109B TASM, Mk-46, Mk54 DC, HQ-61
Weapons: Clarified min/max altitudes for Soviet AAMs
Weapons: All ARMs now have WarheadType=6 to reduce hull damage on impact
Weapons: SS-N-9 improved ECCM to account for secondary IR seeker
Weapons: Weapons with resistances > 0.999 are unspoofable and unjammable
Weapons: Increased max depth for 53-65K torpedo because wakehoming torpedoes cruise below the layer now and 53-65k exploded because exceeding max depth in this case
Weapons: ammunition_names updated to add new descriptions for weapons without them
Weapons: Improved bomb performance
Weapons: pK, minimum altitude, penalty multipliers, and ECCM performance changed for most shipboard radar SAMs
Weapons: low-caliber (37-125mm) guns (especially short range guns) have increased GravityFactor more in line with reality (flatter trajectories)
Weapons: RIM-2, RIM-24, RIM-66, RIM-67: touched up models and textures
Weapons: F-4E loadouts added "Low Altitude Strike" and "Strike Demolition" loadouts with Mk-82 Snakeye and M118 3000lb bombs respectively
Weapons: SS-N-12, SS-N-19: modified flight profile, group size increased to 16/24 from 8/8 respectively
Weapons: Virginia CGN (1985) updated to use RIM-66E (IOC 1983)
Weapons: Iowa BB Harpoon model changed to RGM-84C
Weapons: low-caliber guns (7.62mm to 76mm) all rebalanced in damage, blast radius, and aircraft kill chance
Sensors: Added PLAN sensor and weapon corrections thanks to tireless community research!
Sensors: rework existing air search radars (primarily USN and WP) to have up-to-date standards, expect lower minimum altitudes
Sensors: USN fire control increased in gain to allow for firing at maximum range (SPG-49, SPG-51, SPG-55, SPG-62, SYS-1)
Sensors: JamToSignalBurnThroughRatio 3 -> 10000
Sensors: Added passive mode to AQS-13E, tweaked gain
Sensors: reworked Offensive ECM jammers (ALQ-99, Buket, Azaliya) to have significantly greater Max Range, but become less effective as distance to target increases (ineffective at max range)
Sensors: corrected the performance of all SurfaceSearchRadar type sensors, increase in range nearly across the board
Units: EKA-3B reclassified as EW/Tanker, KA-3B as Tanker in Encyclopedia SeaPowerica
Units: Separated SA-5 launcher and Square Pair radar integrity and damage points reduced 5 -> 1
Units: Every ship with an arm launching SAM now has "FixVerticalLaunchAngle=False" meaning it will elevate at a target, with additional superelevation (usually 5-15 degrees, higher at 25-35 for LR SAMs)
Units: Oslo-class has RIM-7H instead of RIM-7E
Units: SPG-51, SPG-62 installations now have default rest elevations of 20 and 45 deg respectively
Units: Ticonderoga can now elevate its FCRs
Units: A-7E, A-6E have long-range ARMs moved to SEADAdvanced loadouts, default SEAD loadout is AGM-45 and Mk20 Rockeye
Units: many western aircraft (F-4, F-5, F-14, F-15) received touched up historical AAM loadouts, and modified rotations to accomodate the new AAMs
Units: Revised and corrected specular/gloss maps on existing MiG-25s, added Syrian and Indian liveries for MiG-25s
Units: Speed settings for MiG-23MLD and A are equal now with Max value set to 1.2M
Units: all surface ships now have corrected acceleration, decelration, and linear drag values (thanks gsmith!)
Units: submarines now have corrected acceleration, deceleration, and linear drag values
Units: ServiceDates for US Aircraft
Units: added TRAM turret to A-6E
Units: AV-8A is renamed to AV-8C to reflect its RWR and chaff equipment, internal name remains the same
Units: corrected flight models on F-4 series, especially top speed at sea level
Units: various tweaks to Soviet submarine (SSN, SSK, SSBN, SSGN) loadouts to be more consistent and accurate
Units: Corrected P-3C anti-ship loadouts; AntiShipHeavy no longer mounts Harpoon on ferry points; cleaned up Recon loadout
Units: Introduced better oilcanning effect for ships; to be extended to all ships
Units: HMLA changed to HMA for USMC AH-1T squadrons
Units: Coastal batteries (and high caliber AAA) now have standardized armor, VID range, and VID increase with firing values, making them all able to be spotted and killed reliably
Units: US surface ships and carriers now have updated profile pictures to the latest standard
Units: Added dipping sonar to Stenka
Units: Virginia, 1983 Long Beach, now have a half/half mix of TASM and TLAM, versus their prior all-TLAM tomahawk loadouts
Units: Adams 1980 (both early and late) have their Harpoon count reduced from 8 -> 4, increased SM-1MR count by 4
Units: All ships with Mk13 launchers and Harpoon now have 6 Harpoons instead of the previous 8 (+2 SAMs)
Translations
Fixes from previous release:
Fixed a GPU memory leak which caused occasional small VRAM spikes during biome crossing
Fix for Geforce Now issues
Texture error when using Potato setting
Fixed null ref errors on engaging decoys, and failed guidance of ARM/laser guided bombs
MPA Helicopters could be launched over the limit, resulting in excessive helicopters being stuck in shifting states
MPA/AEW/CAP aircraft could stuck circling around one waypoint if CAP range was recalculated
Typo in Airstrike launch logic causing airbases without bombers to attempt airstrikes
Exception on trying to load some meshes due to caching logic
Fix when a single line comment appears at the end of a file without a newline
Wrong state display for non-missile weapons for hardpoints
Linear Campaign Loading should work properly. Cleans up loading from Main Menu, Campaign Menu, and Pause Menu. Also adds a failsafe to prevent loading Campaign Saves while in mission.
Fix for Null Ref when saving a loaded save in Linear Campaign
Crash in ListenerManager when scenes were reloaded
Added scaling control in Linear Campaign UI to prevent issues with rendering events
Updated Noesis UI components to fix a crash seen in some situations
Fix visual sensors null referencing out at night
Fixed Silex not dropping torpedo, missiles not being able to be targetted to empty space, and null ref error on saving a mission with triggers referring to hidden units
Saving was not handling disabled units properly
Mines now properly cause damage
Radar range calculations updated for better performance
Corrected unrealistic damage caused by machineguns to small vessels
Hotfix for mission saving with liferafts
Some info (being jammed, processing) was not displayed for non identified contacts
Modding: Experimental fix for private mods locking up loading
Mission Editor: Reveal Unit trigger now shows proper side of the revealed unit
Mission Editor: fixed exception when formation size was 0 and the ncode attempted to get the formation name
Mission Editor: Aircraft being set to Loiter unintentionally when reloading scenarios
Weapons: BGM-71 TOW can now fire at max range, has kinematics
Weapons: SM-1, SM-2, RIM-2F tweaked sustainer burn time to match documentation (20s -> 30/35s)
Weapons: F-4s now have consistent AAM types throughout all loadouts
Weapons: SA-N-3, SA-N-6 were unable to fire at maximum range
Weapons: SPG-51, SPG-60 did not have enough gain to fire SM-1 at range
Weapons: AGM-123 now has kinematics, functions properly
Weapons: MM-38 and AM-39 now share identical flight profiles, corrected altitude and distance for each phase of flight
Weapons: FRAM II Gearing now has Mk44 torpedo
Weapons: corrected TypicalFiringAlt and TypicalLaunchVelocity values for AS-11 to allow it to achieve maximum range when fired from subsonic speeds
Weapons: AS-7, AS-10, AS-14, corrected max speed, firing range, typical firing altitudes, and flight profiles
Weapons: AIM-9J replaced with AIM-9P on JASDF T-2
Weapons: corrected Phalanx ammo count (1550 ->989) and increased hit rate slightly
Sensors: Snoop Plate no longer has infinite range
Units: Corrected A-3 fuel values
Units: Nanuchka's flag was not hidden when killed
Units: La Combattante II now has vertical elevation and updated model for 40mm Fast Forty
Units: Romeo SSK now has corrected crew positions when surfaced
Units: F-5E having centerline MER not hidden on LongRange loadouts
Units: F-5E centerline MER rack now visible for StrikeLongRange and invisible for Strike
Units: M42 Duster South Vietnam nation entry
Units: Incorrect flag reference for South African Daphne class SSK
Units: corrected F-4 rear left sparrow rotations
Units: some ships now have corrected shaft horsepower, displacement, and powerplant type values
Units: P-2H bomb bay doors now open
Units: SH-2F now has TransportCapacity for loadouts without any sonobuoys (Ferry, Empty)
Units: all language files updated to reflect changed Victor III corrected class size and numbers
Units: F-4 ALQ-119 rotations
Units: USS Lapon brought back from the dark distant future of 19972 via time travel technology
Units: unit ServiceDate values now reflect reasonable configuration years; for example Virginia with ABL will be "Virginia-class (1985) rather than for 1975, as Tomahawk and Harpoon did not exist at that point
Units: Corrected 1980s Adams, added proper mesh configuration for 1968 Adams
Units: various corrections to ServiceDate values and filling in a few missing ones
Units: Corrected F-4J dry mass
Units: Corrected Charlie I SSGN magazine ammo count
Units: T-2 AIM-9 version clarified to AIM-9P
Units: Lutjens ammo load incongruency (now has 6x RGM-84, 34x RIM-66B)
Units: JMSDF P-3C 8th and 9th FAS were not available
Units: JMSDF P-3C Recon loadouts updated to remove Sidewinder
Units: AH-1T squadron name "Coyotes" typo
Units: corrected service altitude of E-3A (to 35,000ft)
Units: Tachikaze FCR Alignment
Units: A-7E flyout range corrected 1070nmi -> 1987nmi
Units: Iowa BB added SharedLaunchInterval to Mk141 launchers
Campaign: Calculus of Conflict mission 05B added unlimited fuel for un-based aircraft
Scenario: Removed aircraft from neutral airbase in "Caron at Grenada"
Scenario: "Caron at Grenada" win conditions
Null refs