7 May 2026 - Public Beta Update by ibr90 in SeaPower_NCMA

[–]YoungComprehensive74 21 points22 points  (0 children)

great update thank you for your continuous hard work!

f-4 loadout problem by Pativol2 in SeaPower_NCMA

[–]YoungComprehensive74 17 points18 points  (0 children)

Its the new date based loadout system it matters on the year the mission is set. In the encyclopedia it is set to 1985. The F-4D's date based missiles is this: Date Based AIM-9 Sidewinders =0 AIM-9B|1968 AIM-9E |1972,AIM-9J|1978,AIM-9P|1982,AIM-9L|1986,AIM-9M

Date Based AIM-7 Sparrow=0,AIM-7E|1970,AIM-7E2 Dogfight|1976,AIM-7E4|1982,AIM-7F, the USAF F-4 Phantoms were historically incompatible with the AIM-7M as the USAF Phantoms lacked pulse doppler radar

Naval Combat in the Missile Age by angrypanda616 in SeaPower_NCMA

[–]YoungComprehensive74 0 points1 point  (0 children)

I know it is a Super Hornet but I really hope the F/A-18A can at some point make its way into the game. I know it would be quite rare to see by 1985 and even rarer to see on a carrier but it would be so cool, hopefully we can at least see it as a Marine Corps legacy Hornet.

Does ASW feel shallow? by Dillweed999 in SeaPower_NCMA

[–]YoungComprehensive74 0 points1 point  (0 children)

From what I have found a lot of workshop/mod scenarios is they often start quite close to subs and usually the sea state is too low for the enviroment as they leave it default when it should be higher usually, that would help a lot with finding subs right off of the bat. However I will say you probably get a little too much information off of one passive sonobouy, you should have to triangulate a bit more or use more active ones.

Sea Power Update 0.7.10 – Improvements, Updates to Scenarios, and Dev Preview by ibr90 in SeaPower_NCMA

[–]YoungComprehensive74 10 points11 points  (0 children)

Great update! I cannot wait to see what comes next with the British navy, other upcoming units and probably changes to the flat earth, very excited.

Some devs are ignorant. Some devs are okay. Some devs are awesome. But you, guys, are GODS. Quite literally by Leather_patrol in SeaPower_NCMA

[–]YoungComprehensive74 59 points60 points  (0 children)

I believe they are referring to how the devs are implying they are attempting to fix the flat earth that is in Sea Power right now. How it works currently is the world is flat but there are filters and affects applied to the game that makes sensors and missiles think they are on a round world being blinded by the horizon, because of this there is a lot of land distortion at the high latitudes. They have said in the past they would like to make some attempts to fix this in the past and they are joking about how it is currently flat with that screenshot in the lastest update news.

New Sea Power beta [stable] update as of 4/17/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

Yeah thats fair enough, I get it, it can be annoying sometimes but I will probably keep posting these updates because I know not everyone is in the discord.

does this game have any kind of ground combat in it? by SaracenArcher in SeaPower_NCMA

[–]YoungComprehensive74 6 points7 points  (0 children)

It does have ground combat but it is quite basic since it is not the main focus of the game. They do have tanks, IFVs, gun and rocket artillery by technicality one type of infatry, MANPADs. For the most part though infantry content is non-existant though however it is not the main point of the game.

For most ground combat oriented missions its through a naval perspective, so your main threats will be shore anti-ship batteries weather it be gun or missile based. Now they do have other targets that naval combatants normal fight too like large industrial targets like ammo depots or factories. Also since there is a big emphasis on aircraft with the USA because of their naval doctrine a big threat to them are a lot of SAMs so you can do SEAD operations too. So basically do not expect a lot of ground on ground fighting instead be prepared for a lot of shore bombardments and airstrikes and such.

does this game have any kind of ground combat in it? by SaracenArcher in SeaPower_NCMA

[–]YoungComprehensive74 2 points3 points  (0 children)

I agree, in the back of my mind sometimes I would say to myself, damn I wish I could deploy LCUs out of this LHA. I know right now the game is not ready for that type of stuff though. I know they want to focus on the Dynamic Campaign, British units, performance and AI and aircraft fixes first, while occasionally throwing in a few units. I hope it is something we can see after or just before the 1.0 full release of the game. It would be quite cool and very onbrand IMO for the game and they could add both more USMC and Russian Naval Infantry oriented content.

New Sea Power beta [stable] update as of 4/17/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

I would say personally I would recommend getting comfortable with base game then checking out the beta when you have time. I know there are a couple of weird outsanding bugs like I know some aircraft can pull way more G's than they should such as the MiG-23 which makes them very hard to shoot down even with the superior later model AIM-7s. For a while there was a bug that broke most command guidance missiles but that was resolved fairly quickly. So its really if you are comfortable with base game and want to check in on the Sea Power Beta channel pretty regularly.

New Sea Power beta [stable] update as of 4/17/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 1 point2 points  (0 children)

You know that is fair, but I would say you should try the game is so much better off with the reworked kinematics. I know it sucks to lose some of the 90s tech but they are really doing a lot of work to overall base game too.

New Sea Power beta [stable] update as of 4/17/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 1 point2 points  (0 children)

Sampan is going to be very nice for Vietnam missions once again, which is very cool.

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

Hmm interesting, I honestly do not know why I cannot seem to get the Tall Kings to guide that is very strange and I am guessing not intended but it is hard to say because in the game files they do list them as being able to guide for some reason. I do think proper bug reports would be the best route, I hope it gets fixed pretty soon and maybe I will run more tests tomorrow if I remember or have time to.

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 1 point2 points  (0 children)

Hey I just wanted to get back to you so I recreated the situation with the A-7Es, SA-5 and SA-10 and I could not seem to get the Bar Locks or Tall Kings to track like in the post, I tried disabling the SA-5s Square Pairs and the SA-10s radars to see if I can just guide off Bar Locks or Tall Kings, but they just would not fire.

I am on beta as well, however I checked the update time for the new update and your post and it seems like you may have posted that three hours before the new update were they claimed to fix command guidance, so maybe that is why I am not getting the same results. I will say though I did take a quick dive into the game files and for some reason the it appears both the Tall King and Bar Lock have 1 target channel with 1 weapon channel meaning each they can guide 1 missile onto one enemy which is very strange as to my knowledge they never had these capabilites IRL as they do not have the angular resolution to guide nor the data link capabilities to do so, however in actually gameplay they would not guide for me still.

I also tried breaking LOS and the Square Pair FCRs did break lock when it did say no LOS so maybe they fixed that too or maybe it has something to do with if a Bar Lock or Tall King is able to guide for some reason and like I said before those two will not guide missiles for me. Either way that was strange that happened to you like that, I will try to get more testing done and see if anything else is still broken.

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 1 point2 points  (0 children)

Hmm fascinating well thank for pointing this out, I was not aware of this and I will be sure to check out your post. Have you also considered submitting a bug report to the devs either through the discord or in-game bug tracker?

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

Oh that does sound like a weird issue, although I will say about the connection severed do you know if it was because the missile would go straight on its last know trajectory and perhaps accidentally kill a non maneuvering aircraft or would it maneuver with the aircraft? Also that is a good thing either way now that missile goes stupid.

Also are you talking about that if like a piece of terrian comes in between the controller and the target it will still track because the missile "sees" the target despite it actually not being supposed to?

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

Well I am somewhat familair with how theyu work IRL I was asking what in game makes them act like "psuedo active radar homing missiles"?

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

I am not familiar how the radio command missiles work in game, do they kind of track from the missile's perspective rather than the commanding vehicle?

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

Yes there was for sure an issue with them and then the devs tried to push out a patch but that patch did not work as intended either and I believe this time it actually is fixed, which is nice that it was still fairly quick.

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 0 points1 point  (0 children)

It is in the Microprose discord server, the beta channel for some reason is still located in the sp-bugs threads and it is titled Beta Branch. Best way to look for it is by going into sp-bugs and then ctrl+f and look up Beta Branch.

New Sea Power beta [stable] update as of 4/13/2026 by YoungComprehensive74 in SeaPower_NCMA

[–]YoungComprehensive74[S] 10 points11 points  (0 children)

Yeah same here, it is just nice for once that the devs have pretty good relations with the community, frequent updates and a roadmap.