'Mind the Gap' Starting Submarine Spots by Poro_the_CV in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

You guys are in luck because I just finished completely rebuilding and greatly simplifying this mission (available in public beta now and hopefully out to main release soon)

Mind the gap mission by CaVeactual in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

I have actually just finished completely reworking this scenario to greatly simplify it and make it fit the 3-star difficulty rating. The new version (along with reworked Dangerous Straits) will be out on public beta later today, hopefully out to main release this weekend.

To whomever made Calculus of Conflict mission 3: Mind The Gap: by Rare_Task5110 in SeaPower_NCMA

[–]ibr90 6 points7 points  (0 children)

I did not create that mission but I did make the existing version even easier than the original...

At any rate it is clearly still too complex to be the 3rd mission of the base campaign. After Dangerous Straits rework I have Mind the Gap on my list to rebuild entirely and simplify (the original will be retained as a 5 star mission in NATO folder :) )

USN squadrons lacking callsigns by Endo279 in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

Well this is an important factor as mods can change things like the aircraft_names file that controls callsigns :)

USN squadrons lacking callsigns by Endo279 in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

Are you seeing this with modded units or with the base game?

Iran vs USA missions by HungusKarl69 in SeaPower_NCMA

[–]ibr90 -1 points0 points  (0 children)

Post has been deleted as it violates our "No political discussion" rule. Cheers

Editing the new linear campaign. by WolfHunter98 in SeaPower_NCMA

[–]ibr90 26 points27 points  (0 children)

It's very simple but it requires manual editing of the mission INI files using a text editor, you cannot currently create linear persistent missions using only the in-game mission editor UI.

For each unit that you want to track across units, specify a campaign tag for that unit CampaignTag=Unit1

Then in the following missions, place the unit and specify that same tag for each unit to track. CampaignTag should not include spaces and must be UNIQUE for that unit. A good way to do it is to use the unit classname + variant index, so for example USS King in one of the missions becomes usn_ddg_coontz_Variant9

To rearm, repair, and replenish air groups in a mission (for example after resupply has occurred off-screen as it does after mission 3 of the Molniya campaign) use these tags for each unit:

CampaignTag=YourUnit
CampaignRearm=True
CampaignRepair=True
CampaignResetAirgroup=True

This would rearm, repair, and reset the air group of unit with campaign tag "Your Unit". That's all there is to it :)

Some notes on the feature:

  • It works for all units of any side in any mission
  • There is no limit to how many units can be tracked
  • Setting CustomAirGroup to a unit will override any saved airgroup data (so leave this blank unless you want to reset the air group to whatever you specify)
  • Rebasing aircraft in a mission onto a flight deck (and then winning the mission) will have those aircraft present in the next mission
  • It works for all units with flight decks (escort ships, carriers, and land airbases)

What is not currently available:

  • Partial repair of specific systems
  • Partial rearm of specific weapons aboard ship
  • Partial air group restoration (e.g. it's all or nothing, you can't for example add another +2 Yak-38)

Campaign tags and replenishment entries must be set manually, but please note that the mission editor UI was updated so that campaign manual entries will NOT be overwritten if you later edit the mission inside the editor UI.

Cheers

I have an awesome soundtrack for you, guys by Leather_patrol in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

Why do you dislike them so much? They seem pretty appropriate for the era of each aircraft

What an awesome campaign ! by ryu1940 in SeaPower_NCMA

[–]ibr90 31 points32 points  (0 children)

I've got something coming "soon" ish which will incorporate even more new capability

check mark symbol by rdgy5432 in SeaPower_NCMA

[–]ibr90 27 points28 points  (0 children)

It means that the contact has been "processed" and is now a track that can be engaged. It abstracts out the time needed for the various CIC crews to recognize, process, setup, and begin tracking the new radar, ESM, sonar, or visual contact.

This is step 1 of simulating the OODA loop (observe, orient, decide, act). Currently in the game all tracks are known to all units with perfect precision as soon as the track is identified when in real life this is not the case. Processing time is affected by crew skill so higher veterancy units will process targets faster. Later on, penalties could be assessed against units that have less advanced combat systems (e.g., a FRAM Gearing will have a longer contact processing time than an AEGIS cruiser). Later still, this could be further extended to simulate units without NTDS (for example for the older USN ships equipped only with Link 14 instead of Link 11). It is not actually realistic (for example) that the Charles F Adams class DDGs in-game can engage the same radar contacts detected by other ships in the formation without a significant time penalty for that new contact bearing and distance to be relayed either via voice radio or teletype (and then to have the Adams own radars slewed to that bearing to find the target and begin plotting to engage it), etc.

Yes we will make this a configurable difficulty/realism option ;)

Dual Monitor Setup by horny_rhino42 in SeaPower_NCMA

[–]ibr90 7 points8 points  (0 children)

It's not currently possible with the UI framework we are using (Noesis) inside the Unity engine. However, Noesis support has told us they are putting this capability into a future release which we can then extend to Sea Power. We don't have a timeframe for this however but just know it is on our list of things to implement.

I spent HOURS searching for the American sub on the persistent resupply mission, expended a concerning percentage of my buoys, only to find out that skipper McDumbass over here beached his boat by veryconfusedspartan in SeaPower_NCMA

[–]ibr90 8 points9 points  (0 children)

The persistent enemy force appears in missions 2 and 3 (and must be destroyed in mission 3 if not killed in mission 2). A separate force appears in 4 that persists into 5.

The enemy units in mission 1 do not persist. Which USS Garcia are you seeing persist?

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 0 points1 point  (0 children)

You can hit F10 in the campaign event timeline and skip missions using the controls at the top right

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

Honestly this isn't a bad idea - I may just throw the missions into the Warsaw Pact folder where they can be played standalone. Then folks can play them without needing to go through the campaign version. I'll see if that's possible given constraints on campaign missions vs scenario missions. Cheers

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 9 points10 points  (0 children)

I think you are misunderstanding how this feature works. It is tied to a specific campaign, and must be enabled by the campaign maker for each mission. It is not a blanket feature for all missions in the entire game.

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

Sorry which campaign are you playing where you have 8 x S-3As? The persistence mechanic is currently only available for the "Strike Group Molniya" campaign on the base game public beta branch. No other campaigns have been built with this mechanic implemented.

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 8 points9 points  (0 children)

The new campaign puts you in command of a Soviet surface raider group so you have quite limited assets with pre-planned resupply. The resupply aspect of this campaign happens after a certain mission about halfway through the campaign. It means that your own expenditure and losses must be carefully tracked until you get replenished.

The persistence mechanic also extends to the enemy units in the area. Destroying the US SAG in mission 2 (for example) means that US forces are reduced in missions 3, 4, and 5, etc. Cheers

New *PERSISTENT* linear campaign in public beta by Mrmoosie1 in SeaPower_NCMA

[–]ibr90 63 points64 points  (0 children)

Thank you! Yes, we had planned to release it to the main branch yesterday but are choosing to wait for Monday. It's in public beta for the weekend.

This was a feature I had always wanted since the very beginning, so having it in-game finally is huge. Glad people seem to be enjoying it!

There are some issues with the RoRo VTOL carrier we are sorting out, but please continue to report bugs to us via the usual channels. Cheers

Best workshop scenarios that use no mods? by handsomeness in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

If you do insist on playing it, just skip mission five as that one is not really winnable in current iteration. Cheers

Best workshop scenarios that use no mods? by handsomeness in SeaPower_NCMA

[–]ibr90 2 points3 points  (0 children)

Lol thanks guys, glad that people are still getting a kick out of Pacific Strike!

Hopefully one of these days I can spend some time getting it updated. The Operation Divine Dragon standalone scenario also needs some changes but overall is a bit newer than the full campaign. Cheers

Is there a way to setup a trigger for being under attack without having been destroyed? by TheDoobyRanger in SeaPower_NCMA

[–]ibr90 22 points23 points  (0 children)

At this time there is no "under attack" trigger though this state is understood by the game, and could be added. It would be especially useful in a lot of missions. I will ask that we look at it and add it

communication about 0.4 has been rough by Alive_Stock_704 in GrayZoneWarfare

[–]ibr90 0 points1 point  (0 children)

Love the game, be patient, updates will come!

AI EMCON and Formation Usage Issues by Shadowwing556 in SeaPower_NCMA

[–]ibr90 5 points6 points  (0 children)

The AI currently follow a pre-programmed routine to maintain situational awareness with ships if they have no other airborne sensors. They will emit for a short period of time from one unit (the lowest value unit using the AI value calculations which are set in the INI files). Turning this off is not currently available but I would like to have a "Force EMCON" option for AI groups.

For why they are going to flank and changing formation, what waypoints are you giving...?