Sea Power · public · first seen
Hello from the Triassic Games team!
Today we are pleased to release Sea Power v0.9.0, adding the Royal Navy and Argentina factions alongside two new campaigns set during the 1982 South Atlantic conflict.
The update introduces 80+ new assets, including ships, submarines, aircraft, and supporting units (see below for a full list).
This release also brings:
A completely new 3D globe and tactical map system.
Rolling Replay for revisiting recent events in your mission from different camera angles.
A completely updated campaign interface with expanded campaign management.
Substantial Mission Editor additions.
Improvements across the entire simulation.
The update is available free to all Sea Power owners.
We are also pleased to welcome malfboi (Barnaby) to the Triassic Games team. Barnaby joins the team as a software developer, focused on performance optimizations, campaign systems, and the AI overhaul.
Known to many in the community as the developer of the highly successful Sea Power Multiplayer Mod. He will continue to support the MP Mod alongside his work on the team.
His contributions to the current release include Rolling Replay and support for multiple configurable sides, among many others. We're excited to have him aboard and to bring additional firepower to the team!
Thank you to the community for your continued support. We hope you enjoy this release!
The update adds British ships, submarines, aircraft, and supporting assets for the South Atlantic campaigns. Several ship classes include distinct batches and refits. Our focus has been units active in the 1982 conflict, with earlier and later units planned for future content drops.
Ships and submarines
Centaur-class aircraft carrier HMS Hermes
Invincible-class aircraft carriers
County-class Batch 1 destroyers
County-class Batch 2 destroyers, original configuration
County-class Batch 2 destroyers, Exocet refit
Type 42 Batch 0 destroyer HMS Sheffield
Type 42 Batch 1 destroyers
Type 42 Batch 2 destroyers
Type 82 destroyer HMS Bristol, 1973 configuration
Type 82 destroyer HMS Bristol, 1979 configuration
Type 21 Amazon-class frigates
Type 22 Batch 1 Broadsword-class frigates
Leander-class frigates, original gun configuration
Leander-class Batch 1 frigates, Ikara conversion
Leander-class Batch 2 frigates, Exocet conversion
Rothesay-class frigates
Fearless-class landing platform docks
Round Table-class landing ships
Leaf-class replenishment tankers
Oberon-class submarines
Porpoise-class submarines
Churchill-class nuclear submarines, early configuration
Churchill-class nuclear submarines, late configuration
Valiant-class nuclear submarines
Swiftsure-class nuclear submarines
Trafalgar-class nuclear submarines
Aircraft and helicopters
Sea Harrier FRS.1
Harrier GR.1 and GR.3
Vulcan B.2
Victor B.2 and K.2
Canberra bombers
Nimrod MR.1 and MR.2
C-130 Hercules
SC.7 Skyvan
Lynx HAS.2
Sea King HAS.5
Wessex HAS.1, HU.5, and HAS.3
Wasp HAS.1
Scout AH.1
Merchant ships and installations
Searunner-class roll-on/roll-off ships
Modified Searunner-class roll-on/roll-off ships
Roll-on/roll-off passenger ferries, including Norland and Norstar
San Carlos forward operating base land installation
HMS Hermes operates as the center of the British Task Force sent to retake the Falklands/Malvinas.
Can you keep the transports and STUFT ships at San Carlos Water protected from Argentine airstrikes long enough to unload?
The South Georgia Group (TG 317.9) open firing off Grytviken.
Argentina joins the game with ships and aircraft from the Armada Argentina and Fuerza Aérea Argentina, alongside new ground units and installations. These assets feature in the Argentine campaign and are available for creating your own scenarios.
Ships and submarines
Colossus-class aircraft carrier ARA Veinticinco de Mayo
Brooklyn-class cruisers ARA General Belgrano and ARA Nueve de Julio
Hércules-class Type 42 destroyers
Comodoro Py-class FRAM II destroyer
Allen M. Sumner-class FRAM II destroyers
Drummond-class corvettes
Santa Fe-class submarine
Salta-class Type 209/1200 submarines
Intelligence trawler Narwal
Aircraft and helicopters
A-4P and A-4C Skyhawks
A-4Q Skyhawk
Mirage IIIEA
Dagger A
Super Étendard
IA-58A Pucará
Canberra B.62
S-2E Tracker
EMB-111A maritime patrol aircraft
Boeing 707 maritime patrol aircraft
C-130 Hercules
SC.7 Skyvan
S-61D Sea King
Lynx Mk.23
Alouette III
Ground units and installations
ITB Exocet coastal missile battery
OTO Melara Mod 56 105 mm howitzer
Skyguard fire-control radar
Roland SAM emplacement
Oerlikon KCB 20mm cannon
Goose Green and Pebble Island airstrips as land installations
ARA General Belgrano and ARA Piedrabuena off the Total Exclusion Zone. Will you be able to prevent her sinking by HMS Conqueror?
The MM38 Exocet equips both sides, so each encounter becomes a delicate dance of positioning. Once fired these missiles are almost impossible to intercept.
Make use of the Boeing 707s of Escuadron V to search for the British Task Force. In the real conflict, these aircraft shadowed the British for most of the war, reporting their movements and staying politely out of range...
This update includes separate British and Argentine campaigns built around Task Force Mode, with linked operations and persistent forces.
Falklands War 1982 (Britain) - Command the British Task Force to recapture the Falkland Islands. This campaign is historically based, with task force management allowing the player to control how they approach certain situations. It tells the story of the Falklands War from the British perspective.
Guerra de Malvinas 1982 (Argentina) - Command the Argentine Navy and Air Force to hold the Malvinas against the approaching British Task Force. This campaign is a "what if" campaign and diverges from history, with multiple outcomes possible based on your performance.
Both campaigns draw on the historical setting while allowing operations and outcomes to diverge. Players should expect these campaigns to play very differently than previous Sea Power campaigns! The forces involved are very evenly matched, and so losses should be expected and careful tactics are required.
ARA Veinticinco De Mayo at sea with her task group. Expect to explore what could have been if the Armada had not been confined to port - as the Argentine player, can you keep enough of your very limited forces alive to complete the campaign?
Like every campaign released this year, the South Atlantic campaigns expand the underlying campaign systems, adding capabilities for future official and community-created content.
Redesigned campaign interface for managing forces, planning deployments, and reviewing the campaign situation.
Multiple task force management, allowing you to organize ships into groups, combine forces for operations, and manage reserves.
Port servicing and timed repairs, with repair and rearm orders available directly from the campaign debrief.
Expanded airbase and air operations management, including persistent aircraft inventories and consolidated preparation across ships and shore bases.
Historical Reinforcements or Points Based acquisition, giving you different approaches to building your forces.
Configurable Argentine air-launched Exocet supplies, with historical and unlimited options.
These are linked-mission Task Force Mode campaigns. The separately planned Dynamic Campaign remains a future development.
Players may now select either Historical Reinforcements mode or Points Based mode for campaigns. Reinforcement mode delivers reinforcements at certain intervals throughout the campaign and is intended for historical realism. Points Based mode allows the player to use points to assemble task forces, using the Task Force Builder. Unrestricted mode is available through Points Based campaign mode!
The new Rolling Replay feature lets you revisit recently recorded action, move through the replay timeline, and watch an engagement from different viewpoints. Follow a unit, position a free camera, or build camera movements using keyframes and lens effects.
It gives you time to look more closely at an engagement and frame the moments you want to capture.
Rolling Replay launches as an experimental feature and is disabled by default. Once recording is enabled, it retains a rolling window of recent action. The buffer can be configured for up to 30 minutes, with the amount retained also limited by its memory budget.
New Rolling Replay allows full control over camera keyframes, orbit, tether, etc across the replays. Ideal for capturing cinematic shots, replay is also very helpful for reviewing what happened in certain actions.
This release brings the globe and map rework recently introduced on the Public Beta branch to the main game.
The new system improves how Sea Power represents the world, particularly at high latitudes. Corrected distances affect the relationship between aircraft range, weapon reach, and the spacing of forces, while the new projection addresses operations around the poles and the International Date Line.
The tactical display also gains new map rendering, automatic label placement, and a visible day/night boundary.
Existing missions receive an automatically generated play area. Scenario authors revisiting large or high-latitude missions should review their positioning, routes, and timings against the corrected geography. Individual missions support play areas of up to 5,000 nautical miles per side.
View of the South Atlantic with the new 3D globe, showing the day/night boundary.
The Mission Editor receives a substantial set of additions for building more varied scenarios.
Configurable sides and relationships: create allied forces, several opposing sides, and optional shared sensor pictures. A relationship matrix helps organize the setup, and relationships can change during a mission through triggers.
Expanded attack planning: set up automatic attack waypoints against specific targets or areas, with filters controlling which targets aircraft should engage.
New trigger controls: order attacks with selected weapons and salvo counts, change unit waypoints, and create repeatable/looping triggers.
More precise conditions: check for particular unit types, variants, and squadrons within an area.
Visible mission timers: display a countdown or remaining time through mission triggers.
Campaign mission fields: edit scenario and unit campaign values from within the Mission Editor.
Transportable ground-force cargo: author transport requirements and use triggers to check whether the required forces are present.
New Radio Sequence support: show a series of scripted messages that appear at the top of the mission screen to advance the story or mimic radio dialogue, with support for playing recorded audio clips.
An Argentine naval-message format: present orders and reports using the new document template.
Modders also gain file layers for selective overrides, including changes that apply to an individual mission.
Together, these tools make it easier to build scenarios with changing relationships, coordinated attacks, timed objectives, and campaign-specific behavior.
ARA Santa Fe at Grytviken. It is up to you as the Argentine commander to decide how to employ her against the British task force!
Vulcan XM597 on the way to Stanley. The update includes a new challenge mission to conduct Operation Black Buck with Victor tanker support and a healthy tanking plan.
Alongside the new content and headline features, this update includes work across combat, presentation, usability, and performance.
Highlights include:
Weapon reliability: revised reliability settings, visible launch failures, and failure information in weapon reports. Weapons can now fail to launch and warheads can fail to explode.
Gunnery and air defence: further corrections and tuning to gunfire against aircraft and missiles, fire-control behavior, and CIWS ballistics.
Torpedo aiming: a fan aiming tool and adjustable spread for straight-running torpedo salvos.
Audio and presentation: distance-based sound playback, revised effects, and updates to ship and aircraft models, textures, and liveries.
Interface improvements: clickable track numbers in the event log and an optional rudder-angle display for ships and submarines.
Campaign reliability: autosaving and further fixes to force persistence, aircraft inventories, servicing, and mission preparation.
Performance and stability: optimizations and fixes across the simulation, map, scripting, missions, and interface.
The full changelog below covers the individual additions, changes, and fixes.
Armada Super Etendards flying low for an Exocet strike. Can you ensure they properly identify the right target?
Alongside the two campaigns, this update includes new standalone scenarios featuring British and Argentine forces:
Armilla Patrol (1980) - Britain: Command HMS Cardiff and HMS Alacrity in the Persian Gulf. Respond to a British merchant ship’s request for assistance and protect it from Iranian attacks.
Hunt for Belgrano (1982) - Britain: Command HMS Conqueror against General Belgrano and her escorts. Sink the cruiser, then withdraw or destroy the remaining Argentine ships.
Breaking Contact (1982) - Argentina: Bring General Belgrano and her escorts safely towards coastal waters while a British submarine hunts the group, with a Tracker patrol aircraft supporting your search.
Operation Black Buck 1 (1982) - Britain: Plan the Vulcan raid on Stanley airfield from Ascension, coordinating twelve supporting tankers to deliver the strike and bring the bomber home. Intended as a challenge to organization and coordination, not combat.
Battleaxe Off Bergen (1985) - Britain: Command HMS Battleaxe and HMS Euryalus on an anti-submarine screen ahead of a convoy bound for Bergen, with a supporting P-3C assisting the search.
Open Campaigns and choose the British or Argentine South Atlantic 1982 campaign. Review the campaign settings, select your preferred acquisition rules and difficulty, and begin your deployment.
You can also explore the expanded roster through the Encyclopedia and use the new forces in your own Mission Editor scenarios.
We look forward to seeing your screenshots and playthroughs from the South Atlantic!
— The Triassic Games team
Newly added features in this release:
Map: new Lambert Conformal Conic (LCC) projection for map and terrain, with play area display, new vector map rendering, automatic label placement and day/night terminator. Existing missions are migrated automatically
Multiple configurable sides are now possible, with side relations and sensor sharing options (Allied NPC, or multiple hostile sides with varied relations to each other, etc)
Automatic attack waypoints can now also be set up during a mission
Patrol zones: CAP and SAR zones (work in progress)
Torpedo fan aim tool and adjustable salvo spread for straight-running torpedoes
"Guiding weapon" status for submarines
UI: rudder display with a popout for ordered and actual rudder angle of ships and submarines
Option to turn the rudder angle display on or off
EXPERIMENTAL: Rolling Replay: rewind and spectate the last minutes of a mission, with camera shots, a keyframe timeline with key curves and lens effects (off by default, up to 30 minutes or 512 MB)
Aircraft and certain supersonic cruise missiles now have new shader-based afterburner effects, with color and intensity depending on local light level
Spatial sounds: sounds now play based on distance from camera to sound emitter
D3D12 renderer can be selected via the -force-d3d12 command line option
Mission Editor: multiple configurable sides with relations, optional sensor picture sharing, localized side names and map colors
Mission Editor: "Set Relation" trigger action and scripting API to change side relations at runtime. Allied victory, score and AAR section
Mission Editor: automatic attack waypoints with specific-target and area attacks, filterable by category, type, class, role and variant
Mission Editor: "Attack Target" trigger action to attack a unit with a selected weapon and salvo count
Mission Editor: Trigger action to edit unit waypoints with a map-based editing tool
Mission Editor: Condition for exact unit types, variants and squadrons in areas
Mission Editor: "Repeatable" checkbox for triggers and "Units matching condition" for action units
Mission Editor: New initial ROE setting in the Air Operations tab
Mission Editor: Save, save as and load buttons on every tab
Mission Editor: mission timer that can be set up and shown via triggers, e.g. as "Time Remaining" below the time controls
Mission Editor: basic campaign management: "Campaign Mission" checkbox on the scenarios tab with fields for scenario and groups (a full campaign editor will come later)
Mission Editor: air return points with a radius can be set up for units, acting as virtual airfields aircraft can return to instead of despawn triggers, distant airbases or unlimited fuel
Mission Editor: campaign commander awards can be triggered by campaign variables
Mission Editor: raw text entry of campaign values in triggers
Campaign: Task Force Air Ops window to manage aircraft preparation across all ships of a task force, with configurable Ready/Partial Ready aircraft and deck utilization info
Campaign: campaign airbases can be provisioned with persistent air groups, installation status, supplies, runways and fuel
Campaign: Situation panel now includes player forces, reserves, embarked aircraft, airbase inventories and enemy aircraft losses
Campaign: autosave
Campaign: ground forces as transportable cargo, with triggers to detect their presence
Modding: file layers allow mods and user files to selectively overwrite game files, also per mission
Modding: weapon attachments can be rotated
Weapons can now fail at launch. Launchers eject failed rounds overboard
Weapons: Hedgehog ASW projector
Weapons: Remodeled Mk 44 and A.244/S torpedoes, added ship-launch A.244
Units: Added Centaur-class aircraft carrier HMS Hermes
Units: Added Invincible-class aircraft carriers
Units: Added County-class Batch 1 guided-missile destroyers
Units: Added County-class Batch 2 guided-missile destroyers, original configuration
Units: Added County-class Batch 2 guided-missile destroyers, Exocet refit
Units: Added Type 42 Batch 0 guided-missile destroyer HMS Sheffield
Units: Added Type 42 Batch 1 guided-missile destroyers
Units: Added Type 42 Batch 2 guided-missile destroyers
Units: Added Type 82 destroyer HMS Bristol, 1973 configuration
Units: Added Type 82 destroyer HMS Bristol, 1979 configuration
Units: Added Type 21 Amazon-class frigates
Units: Added Type 22 Batch 1 Broadsword-class frigates
Units: Added Leander-class frigates, original gun configuration
Units: Added Leander-class Batch 1 frigates, Ikara conversion
Units: Added Leander-class Batch 2 frigates, Exocet conversion
Units: Added Rothesay-class frigates
Units: Added Fearless-class landing platform docks
Units: Added Round Table-class landing ships
Units: Added Leaf-class replenishment tankers
Units: Added Oberon-class submarines
Units: Added Porpoise-class submarines
Units: Added Churchill-class nuclear submarines, skewback configuration
Units: Added Churchill-class nuclear submarines, pumpjet configuration
Units: Added Valiant-class nuclear submarines
Units: Added Swiftsure-class nuclear submarines
Units: Added Trafalgar-class nuclear submarines
Units: Added Colossus-class aircraft carrier ARA Veinticinco de Mayo
Units: Added Argentine Brooklyn-class cruisers
Units: Added Hércules-class Type 42 guided-missile destroyers
Units: Added Comodoro Py-class FRAM II destroyer
Units: Added Argentine Allen M. Sumner-class FRAM II destroyers
Units: Added Drummond-class corvettes
Units: Added Santa Fe-class submarine
Units: Added Salta-class Type 209/1200 submarines
Units: Added Intelligence trawler Narwal
Units: Added Searunner-class roll-on/roll-off ships
Units: Added Modified Searunner-class roll-on/roll-off ships
Units: Added Roll-on/roll-off passenger ferries, including Norland and Norstar
Units: Added Sea Harrier FRS.1
Units: Added Harrier GR.1
Units: Added Harrier GR.3
Units: Added Vulcan B.2
Units: Added Victor B.2
Units: Added Victor K.2
Units: Added Canberra bombers, including Argentine B.62 variants
Units: Added Nimrod MR.1
Units: Added Nimrod MR.2
Units: Added A-4P Skyhawk
Units: Added A-4Q Skyhawk
Units: Added Dagger A
Units: Added Mirage IIIEA
Units: Added Super Étendard
Units: Added IA-58A Pucará
Units: Added S-2E Tracker
Units: Added EMB-111A maritime patrol aircraft
Units: Added Argentine Boeing 707 maritime patrol aircraft
Units: Added British and Argentine C-130 Hercules variants
Units: Added SC.7 Skyvan
Units: Added C-95 transport aircraft
Units: Added Civilian EMB-100
Units: Added Lynx HAS.2
Units: Added Argentine Lynx Mk.23
Units: Added Wasp HAS.1
Units: Added Scout AH.1
Units: Added Wessex HAS.1
Units: Added Wessex HAS.3
Units: Added Wessex HU.5
Units: Added Sea King HAS.5
Units: Added Argentine S-61D Sea King
Units: Added Alouette III
Units: Added ITB Exocet coastal missile battery
Units: Added OTO Melara Mod 56 105 mm howitzer
Units: Added Skyguard fire-control radar
Units: Added M2HB heavy machine-gun emplacement
Units: Added Roland SAM launcher
Units: Added Oerlikon KCB anti-aircraft gun
Units: Added Goose Green airstrip
Units: Added Pebble Island airstrip
Units: Added San Carlos forward operating base
Changes from previous release:
Campaign: Task Force Mode: commander and awards tab in the F10 panel, custom XAML templates for commander citations
Campaign: Dynamic Unit Generation supports prioritized slots and fallback types, e.g. to prefer certain units while always being able to fill a slot
Scenarios: removed some broken or outdated scenarios, to be replaced with updated versions later
Scenarios: 01A Senkaku Run: reworked enemy setup for the mechanics changes
Mission Editor: Load and Save As now open in the current mission folder
Mission Editor: despawned units (e.g. leaving the battle area) are no longer counted as destroyed
Mission Editor: improved sides editor, now with a relation matrix view
Mission Editor: UnitTypes now override UnitType in trigger conditions
Mission Editor: patrol zones are no longer removed from missions when saving (full UI editing will follow)
AI: populated Soviet OODA systems. SA-N-4 and Sea Sparrow now work independently of the OODA systems
Aircraft keep their climb or dive rate during the death animation
Aircraft cannons: muzzle gas effect and louder firing sound
Weapon report now lists weapon failures
EXPERIMENTAL: Weapons: terminal loft for non-kinematic missiles
Weapons: reworked launch, seeker and warhead reliability, pitch rates, armor and bombing values for many missiles and bombs
Weapons: rebalanced CIWS
Weapons: HE rounds now ignore half of the target's armor
Weapons: dramatically reduced minimum range for most AAMs
Weapons: rebalanced cannon hit rates against air targets
Weapons: increased accuracy of the Mk 45 5"/54 gun
Weapons: increased damage of Terrier, Tartar, Standard, SA-N-6 and SA-N-7 in ASuW mode
Weapons: slightly improved low-altitude performance of Aspide Mk.1, SA-11 and SA-N-6
Weapons: Mk 112 ASROC launcher horizontal turn rate increased (30 -> 45)
Weapons: new rocket motor effects for most weapons, new volumetric rocket plumes for larger SAMs and AAMs
Weapons: turbojet-powered missiles (e.g. Harpoon, TLAM) have turbine cruise sounds, rocket sustainer cruise missiles (e.g. Exocet) have rocket sounds
Sensors: improved sonar and narrowband handling
Sensors: very slight night vision for the 'Eyes' and 'Optics' visual sensors
Units: revised damage points and fire control of AAA, coastal artillery and Rapier
Units: AH-1J (IRIAF) received an anti-ship loadout with AGM-65B
Units: increased turn rates for MiG-17, J-5, F-5 (PLA) and Lim-6
Units: civilian airliners, transports and airliner-derived aircraft (E-3, Il-38, KC-10) received a generic weather radar with limited surface search
Units: unique dud eject angles for US ships with Terrier and Tartar arm launchers
Units: submarine and whale speeds standardized, so submarines are harder to tell apart from whales at a glance
Units: Gearing FRAM II overhauled model, different bridge and Hedgehog mortars
Units: F-15A/C: added a forward-looking 'Optics' sensor (representing rifle scopes commonly mounted in cockpits)
Units: F-111C: TF30 engine sound
Event Log: clicking track numbers snaps the map view to them
Map: allied formations are collapsed, unit paths follow geographic paths better, faster map rendering
Encyclopedia shows variant and squadron descriptions even if the class description is empty
Tidied up the F10 maneuver menu, the standing orders UI and the mission timer display
UI: removed the direction arrow from the rudder display
Performance: batched missile simulations for aircraft, cheaper sensor and seeker raycasts and several AI optimizations
Updated NoesisGUI to 4.0.1
Rolling Replay performance
Updated Unity to 6000.0.85f2
Cleaned up missile afterburner animation
Reformatted weapon and sensor texts
Credits
Translations
Fixes from previous release:
Campaign: damaged units from dynamic generation were sometimes reported as kills
Campaign: destroyed task forces remained in the campaign roster
Campaign: player task force could be reset by the mission briefing
Campaign: moving a CAP on the campaign map only moved its leader in the mission
Campaign: formations created by dynamic unit generation spawned on top of each other
Campaign: Pacific Strike: underwater land units in mission 06
Campaign: Pacific Strike: underwater land units in 04 Sunda Strait and 09 Shadows off Palawan
Task Force Mode: campaigns did not always grant reward aircraft, e.g. after 04 Sunda Strait (Pacific Strike)
Mission Editor: wrong number of ready aircraft in the flight deck
Mission Editor: Disabled aircraft reverted to the nearest base on load instead of their assigned home base
Mission Editor: aircraft formations fell back to Individual, so followers did not pick up attack waypoints
Mission Editor: trigger zones centered on a unit passed wrong coordinates to the new globe system
Mission Editor: campaign variables could be applied to other missions
Triggers: disabled units could satisfy out-of-ammo conditions
Helicopters: helicopter code ran at twice the intended speed
Helicopters: terrain checks and vertical angle limits for engagements
Dive attacks could be impossible in certain cases
Leader attack cancelled the attack of a wingman in MoveToEngage state (aircraft)
VTOL and STOL leaders did not wait for their wingmen
Aircraft could get stuck in the DisembarkElevator state
Aircraft groups without an explicit control mode now default to Follow Leader
Propellers were shown after an aircraft was destroyed
Torpedoes could hit the ship that launched them
CIWS used flat hit rolls instead of its ballistics
Shell and CIWS spherecast data piled up when raycast commands were off
Weapons: R-40RD/TD seeker type mix-up in localization
Wire-guided torpedoes: wire-guidance limitations were implemented incorrectly, and the launching unit did not attack or slow down while above wire break speed
Torpedo fans and multi-attachment torpedo tubes
Bombs dropped from low altitude could miss their target
Fix for missiles dragging after being dropped from aircraft
Unguided bombs jumped sideways on release
Gunnery against aircraft and missiles was more inaccurate than expected
Radar lookdown could ignore targets at long range or count ships as being in lookdown
Passive sonar underperformed in the MF/HF bands
Vessels could get a strong push and roll heavily right at the mission start
Units: Soviet sonar frequencies
Units: LOD and damage model fixes for several aircraft and large caliber guns, Mirage III pivots, S-2 depth bomb pylon placement
Ships and submarines did not react to straight-running torpedoes
Whales: depth changes and states could be off in some cases
Units: F-15A/C: 20mm ammo count (675 -> 940)
Units: F-15A: removed DECM and countermeasures, neither were common in service in the 80s
Initial camera at mission start always faced north, so it could look at the first unit straight from behind or ahead. It now looks at it from behind and to the side
Unit icons in formations could disappear. Possible fix for units that could not be selected or controlled after a formation was disbanded
Missing tactical map settings when a mod overrides the default UI ini
Positions of stations on rotated parent objects
Map: group placement, display round the poles and the 180 degree line, shorelines and terrain mapping with the LCC projection
Diamonds appeared over sonobuoy waypoints
Wrong anchor for formations made up of stationary units
Seconds of the game clock did not tick correctly
Mods could not bake models
Voiceovers: removed unnecessary "track" from "Birds Away" for uk_male_1
Audio clipping caused by comb filtering
Rolling Replay: jitter of weapons attached to aircraft and stuttering shells
Certain weapons could not be used for attack waypoint generation and Engage from the context menu
Exception when quitting the game
Exception during unit metadata loading
XAML parse error in the main menu news window
More file checks that did not work with CrossOver on macOS
Escape could resume a mission that had already ended
Mission scripts could stop running after a long frame
Campaign map reacted to the mouse while the pause menu was open
Callsigns could use the wrong squadron
Weapon names show the English text instead of "MISSING TEXT" when a translation is missing
| Depot | New manifest | Previous manifest |
|---|---|---|
| 1286221 | 5800219696127180198 | — |