In this update2
Full notes
Full Silent Shark update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Balance
- UI and audio
- Fixes
- Maps
Silent Shark changes
Encounter Mode (Demo)
TDC target preview now uses the live position keeper state, so the yellow estimated target outline stays smooth!
Torpedo camera behavior improved: after a followed torpedo hits, it shows the impact, then switches to the next running torpedo or exits if none remain.
Periscope/binocular rendering is smoother under load, with better live state updates, smoke/effects handling, and contact culling.
Added loadable “last autosave” slots for active standalone scenarios.
Added optional travel-time estimates to ruler lines. Double-click a line to set speed for estimating time; labels show time and speed used.
Compass-circle time estimates now also show the speed used.
Added a setting where you can turn off automatically setting periscope depth by sea state (the blue band), which gives you manual control over which depth you want to have.
Improved periscope/binocular minimap aiming: click/drag on an empty area in the minimap to quickly pan the view there. Contact clicks still lock to contacts.
Arrow-key periscope and hydrophone turning now supports Shift for max speed and Ctrl for fine control.
UI polish for corner radius map/station side trays
Fixed the depth meter from staying stale if the periscope panel was open.
Compact mobile landscape pause banner layout.
Display errors now show a recovery screen with Reload and diagnostics-folder actions instead of just failing silently.
Fixed Type A and Type TL from missing the "(MOD)" suffix in the identification book.
Full Version (Playtest)
Campaign saves now have clearer handling: “Save Campaign,” campaign dates on manual saves, and a localized “last autosave” entry.
Added a dedicated Scenario Settings dialog for editor scenarios: difficulty tuning, reveal ships, dud rate, restart, weather, sea state, and time of day now live there instead of the save dialog.
Campaign/patrol autosaves are now separate from standalone scenario autosaves.
Patrol-mode saves now avoid carrying stale encounter-only state such as tactical ships, aircraft, flares, torpedoes, sensor contacts, and locks back onto the patrol map, improves performance.
Patrol sunk-ship details now persist and appear in the debrief with ship name, class, and tonnage.
Ships already confirmed as sinking can be counted into patrol results when leaving the patrol encounter, without waiting for the full sink animation.
Patrol encounter reports now track the original encounter roster and update remaining campaign traffic more accurately after combat.
Radio observation logs now preserve combat outcomes more reliably, including sunk/damaged merchant counts, tonnage, and identified ship-type mix.
Debrief mission status can now show “Aborted” separately from “Not Achieved” when patrol orders are superseded.
The patrol-mode tactical tip now explicitly tells players they can double-click the patrol map to navigate to a point.
New and changed campaign/encounter labels were added to the supported translation catalogs.
Source
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