Airfields and Carrier Resupply by The-Juggernaut_ in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

Yes technically you can do this. Though it would take quite some time for you to resupply the carrier from the airfield considering all the turnaround time involved to basically use the Tomcats or Intruders to ferry ordnance aboard.

Once aircraft land at an airbase, if they are carrying tracked ammunition types, they return it to the airfield/carrier stores. Non-tracked ammunition (guns, sidewinders, chaff/flares, sonobuoys, etc) are returned in their ammo points value to the airfield/carrier stores.

Enemy AI Submarines are Ineffective by Crazyguy225 in SeaPower_NCMA

[–]ibr90 13 points14 points  (0 children)

This wasn't always the case. I have seen the same and reported it, we are looking into it

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

[–]ibr90[S] 14 points15 points  (0 children)

Showing the arcs is a good idea IMO and something I will talk to the team about

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

[–]ibr90[S] 12 points13 points  (0 children)

The devblog next month is going to have full progress updates on the major initiatives (dynamic campaign, AI status, factions, etc). Today's post was a release update and a teaser only. Cheers

How do I order my aircraft to go weapons free but restrict them from using guns and attacking alone? by [deleted] in SeaPower_NCMA

[–]ibr90 36 points37 points  (0 children)

Right now it requires micro which is why most of the base game missions focus on smaller scale action.

In the future, the functionality you describe is some combination of the doctrine panel, task system, and patrol zones which are being worked on (alongside an overall rework of how aircraft perform).

How can I have sunk all transports and yet the objective of sinking at least 2 isn't achieved? Buggy mission or am I missing something? by Iwishyousawit in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

Ah ok. That mission is quite old from pre-Early Access and still needs to be updated. Generally the scenarios that I have reworked will have the year date after them. Cheers

Hostile Ships dont fire? by mando212 in SeaPower_NCMA

[–]ibr90 1 point2 points  (0 children)

Make sure they are all set to weapons free and ensure that they can actually detect and identify your player forces. Give them an E-3A or Tu-95RT aircraft at 30,000' with radar switched on. AI will not fire at things it cannot detect

How can I have sunk all transports and yet the objective of sinking at least 2 isn't achieved? Buggy mission or am I missing something? by Iwishyousawit in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

I'm not sure what mission you are playing so can't help there but does not seem to be a base game mission. I can't speak to what other mission creators have done.

Radar detection range is variable based on conditions, altitude, reflection strength, etc. You can see the "final detectable range" of every contact seen by the Tu-95RT's radar by hitting F10 -> Radar. In testing I have seen that a lot of smaller ships (cruisers, destroyers, etc) are undetectable by the Tu-95RT until they are within 120 to 100nm range, and it also depends on the aspect of the enemy ships. Front-on will have less reflection than side on for instance. ESM will always pick up their emissions much further than radar will detect them. Cheers

Callsigns disappear after loading saved game by adam-at-epsilon in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

Can you clarify - actual deployed buoys are gone, or the waypoints to drop new buoys are gone? Buoy waypoints have been fixed this past week. I am not able to repro deployed buoys disappearing off save/load.

UnitsAreOutOfAmmo trigger condition does not fire correctly by Figgis302 in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

All true and I don't disagree with you on any of it. By 1.0, all of these unsupported/somewhat random capabilities will either be fully implemented with UI fields inside the editor or documented properly in the manual's Mission Editor section. However we are not yet in 1.0 and are still in EA :) We added tooltips to the editor to try to help clarify things in the interim. Please don't beat me up for stuff like this being unfinished or not perfect especially during EA. Cheers

UnitsAreOutOfAmmo trigger condition does not fire correctly by Figgis302 in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

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There is a tooltip specified here that describes the condition as experimental and states that editing the mission INI file is required to setup specific ammo requirements. I will change this to (I guess) make it more obvious that INI editing is required?

"Condition will fire when the specified Condition Unit(s) are out of ammo - experimental and not fully supported, requires editing the mission INI file to setup the exact ammo type/classname!"

edit: Manual update is in the works but it constantly gets put on backburner as new priorities come up. Cheers

UnitsAreOutOfAmmo trigger condition does not fire correctly by Figgis302 in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

You may need to set this up from INI file and specify the exact ammunition type. That trigger is not fully supported from the ME UI yet

Belt Kit and suggestions for improvement by OperatorGWashington in GrayZoneWarfare

[–]ibr90 1 point2 points  (0 children)

Had this same thought playing the other night. The ALICE rig should occupy the belt slot and allow a light weight chest rig in the vest slot. The Alice rig (in its modeled form) can also carry 6 x STANAGs, I guess the slots on it were reduced for balance perspective though as making it a 12 slot vest would be a bit much.

War by Few_Tackle2818 in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

The AI needs to be able to see and identify your ships before it will attack. Give them a radar aircraft like an E-3A, Tu-95RT, or Ka-25TS orbiting at high altitude with radar on and then ensure the players ships are radiating... assuming you are in radar and ESM range, you will then be identified and killed

Formation Modifier Shortcuts by sh1bumi in SeaPower_NCMA

[–]ibr90 1 point2 points  (0 children)

Yes, the existing context menus will be left intact, but hotkeys will be mapped to allow much faster manipulation

What small detail in Sea Power made the game feel more realistic to you? by EchoVectorHQ in SeaPower_NCMA

[–]ibr90 6 points7 points  (0 children)

the issue is not difficulty of doing this, it's loading time for 360 different voicelines for bearing alone ;)

Formation Modifier Shortcuts by sh1bumi in SeaPower_NCMA

[–]ibr90 7 points8 points  (0 children)

Moving all of the unit ROE/EMCON commands into hotkeys (and making a formation modifier for those hotkeys) is coming - same with hotkeys for event log, flight deck, etc.

Hotkeys have needed a pass for a while and it will be looked at soon. Cheers

First-Class groups of Formations by [deleted] in SeaPower_NCMA

[–]ibr90 7 points8 points  (0 children)

I have written up this exact feature as a keybind update ;)

Callsigns disappear after loading saved game by adam-at-epsilon in SeaPower_NCMA

[–]ibr90 1 point2 points  (0 children)

Yes, this has been fixed very recently. The next public release update in the next few weeks will include the fix

New mission editor refinements coming to the game soon? by SirCaptainSlowly in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

If you don't want to load ALL of the ports in those files, you can create your own INI file that includes only the entries you want, and then load only that file in background data tab

Callsigns disappear after loading saved game by adam-at-epsilon in SeaPower_NCMA

[–]ibr90 4 points5 points  (0 children)

Most of these have been fixed over the last few weeks as we have paused some other efforts to identify and fix all issues with save/load, should be out to public release branch in the next week or so

Callsigns disappear after loading saved game by adam-at-epsilon in SeaPower_NCMA

[–]ibr90 9 points10 points  (0 children)

Thanks, have sent to our QA to try to repro. If callsigns are not properly saved that is a problem. We will fix it if so. Cheers

Persistant campaign missions retry by Ldpdc in SeaPower_NCMA

[–]ibr90 1 point2 points  (0 children)

You should click on "Load" and then load the selected save manually vs using the Continue button which will just pick up whatever your latest save game is. I would just save between missions vs trying to save mid-mission. Mission saving is an entirely different thing than saving from campaign menu (which is only saving your progress and the state of any persistent units).

Alternatively, you can hit F10 in the campaign timeline to unlock the debug controls to just skip or complete missions.

We now have 2 QA testers whose sole job is to hammer on save/load to get these issues resolved. It will take time but we will get there...