Sea Power : Naval Combat in the Missile Age
Steam News 30 January 20263mo ago

January Dev Report - New Missile Kinematics, Community Spotlight, and Previews

January Dev Report - New Missile Kinematics, Community Spotlight, and Previews Hello from the Triassic Games team! One of our major initiatives is reworking air combat and aircraft behavior, as this is consistently one…

Update log

Full Sea Power : Naval Combat in the Missile Age update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes1 addition4 changes0 removals
  • Maps
  • UI and audio
  • Compatibility
  • Gameplay
  • Performance
changedJanuary Dev Report - New Missile Kinematics, Community Spotlight, and PreviewsAllowing drawable Patrol Zones to which aircraft can be assigned on the map,
changedJanuary Dev Report - New Missile Kinematics, Community Spotlight, and PreviewsOverhauling the aircraft control UI ,
changedJanuary Dev Report - New Missile Kinematics, Community Spotlight, and PreviewsToday we would like to share an update on Missile Kinematics , which is currently in the final round of testing in the Public Beta Branch .
addedJanuary Dev Report - New Missile Kinematics, Community Spotlight, and PreviewsWe expect to update the main release branch with these new mechanics in the next few weeks!
changedWhat this means for Sea PowerIs the missile limited by its seeker performance? IR missiles may have drastically reduced range if they can’t see the hot parts of your aircraft and you aren’t having significant body-heating via high speeds and drag, and radar missiles may have issues with small

January Dev Report - New Missile Kinematics, Community Spotlight, and Previews

Hello from the Triassic Games team!

One of our major initiatives is reworking air combat and aircraft behavior, as this is consistently one of the areas most requested for improvement.

All of these initiatives are still Work in Progress, but the team is making progress on each:

  • Allowing drawable Patrol Zones to which aircraft can be assigned on the map,

  • Overhauling the aircraft control UI,

  • Updating the threat prioritization algorithm of AI aircraft,

  • Implementing kinematics, allowing use of real tactics in air combat, especially during BVR combat.

Today we would like to share an update on Missile Kinematics, which is currently in the final round of testing in the Public Beta Branch.

We expect to update the main release branch with these new mechanics in the next few weeks!

Kinematics Overview

What is kinematics?

Kinematics is the study of objects in motion and how they move, accelerate, and decelerate. For us, this means a more accurate simulation of how missiles fly. Most missiles are rather simple - they are fired, they burn their motor for a short time, then they cruise towards the target, using the inertia built up from that motor burn to allow them to smash through the air that is between them and their target, as well as fight against gravity to get up to their target. Both of these things take energy, and so as the missile travels, it slows down. The faster it’s going, and the lower in the atmosphere it is, the more air it has to smash through to get where it wants to go, and the faster it slows down.

What this means for Sea Power

Currently, missiles all travel a flat distance before exploding, sometimes slowing down a bit along the path. But for the most part, missiles don’t actually act like that. They start off going extremely fast, then lose speed as they travel through the atmosphere. Atmospheric density, however, falls off quickly as you gain altitude, meaning missiles fired at high altitude, or at targets who are at higher altitude, have dramatically less air to go through, and as such, are slowed down much less, and can travel much further.

So the range for missiles isn’t constant any more. Rather, the range starts depending on many factors, which you can try to influence in your favor to make your missiles fly further, and enemy missiles fail sooner.

  • How fast are you going? The missile inherits the speed of the launch aircraft, and this can make a big difference in how fast it winds up going. A fast aircraft can fire a missile a lot further.

  • How high up are you? The air is thinner up high, so firing from high altitude reduces the amount of drag the missile gets.

  • How high up is your target? This is similar to the above point, a high altitude target has less air in the way to stop the missile.

  • And how is the target traveling relative to you? If the target is flying away from you, by the time the missile gets there it will have had to travel a lot further, so it will lose a lot more speed.

  • Is the missile limited by its seeker performance? IR missiles may have drastically reduced range if they can’t see the hot parts of your aircraft and you aren’t having significant body-heating via high speeds and drag, and radar missiles may have issues with small

Source

Steam News / 30 January 2026

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