War on the Sea
Steam News 23 September 20214y ago

Auto-Auto Scouting

This update further automates scouting. Aircraft take off, fly patrol routes, land at dusk and automatically take off again the following dawn. In addition there is now the option to "Repeat" a course allowing ships or…

Update log

Full War on the Sea update

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

Extracted changes

0 fixes12 additions2 changes2 removals
  • Compatibility
  • Gameplay
  • Balance
  • UI and audio
  • Maps
changedVersion 1.08f823 Sep 2021 (BETA 21 Sep 2021)
addedVersion 1.08f8GENERAL default/unit/air/aircraft/aircraft_data.txt new variable for weapon assignments; "lockBombBay":0 - nothing "lockBombBay":1 - bomb doors locked in closed position "lockBombBay":2 - bomb doors locked in open position "lockBombBay":3 - bomb doors removed
removedVersion 1.08f8Torpedo mounts no longer apply their scale to launched torpedoes
addedVersion 1.08f8CAMPAIGN default/campaign/campaignXXX/setup.txt - added new variable for sub specific post-engagement cooldown "postEngageSubCooldown":14400
changedVersion 1.08f7BETA 17 Sep 2021
addedVersion 1.08f7When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so - default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable

This update further automates scouting. Aircraft take off, fly patrol routes, land at dusk and automatically take off again the following dawn.

In addition there is now the option to "Repeat" a course allowing ships or aircraft to continuously patrol a plotted course.

Change log below:

Version 1.08f8

23 Sep 2021 (BETA 21 Sep 2021)

GENERAL default/unit/air/aircraft/aircraft_data.txt new variable for weapon assignments; "lockBombBay":0 - nothing "lockBombBay":1 - bomb doors locked in closed position "lockBombBay":2 - bomb doors locked in open position "lockBombBay":3 - bomb doors removed

Torpedo mounts no longer apply their scale to launched torpedoes

CAMPAIGN default/campaign/campaignXXX/setup.txt - added new variable for sub specific post-engagement cooldown "postEngageSubCooldown":14400

Any destroyed compartment will force an AI Submarine to return to base post engagement AI submarine groups check remaining torpedoes and return to base if necessary post engagement AI Sea Groups check primary ammunition AP, HE reserves and return to base if necessary post engagement AI Carriers assess air group numbers and return to base if insufficient

Version 1.08f7

BETA 17 Sep 2021

COMBAT On activating gyro, torpedoes recalculate a path if intercept point is within turn radius to prevent unpredictable circular paths

When firing torpedo tubes; calculate if intercept point is within torpedo turn radius and display "TorpedoInGyro" message if so - default/language/english/dictionary/message_log.txt added "TorpedoInGyro" variable

NEEDS VERIFICATION: second round of torpedoes fired from submarines should no longer take unintended paths

CAMPAIGN

Automated Scouting Improvements config.txt "autoScoutWithPayloads":true set to true to allow AutoScouting with payloads

AutoScouting available from airfields AutoScouting aircraft return to base when reaching a waypoint outside of allowed Air Op hours AutoScouting aircraft land upon returning to base if outside allowed Air Ops hours At dawn, all AutoScouting aircraft re-launch and resume their patrol routes if the airfield/ship that created them is still owned by player

Repeat Course Repeat Course toggle added to Sea and Air groups - any plotted course will be repeated upon reaching last position - repeated course highlighted in bright yellow - ships "repeating" a course return to the first waypoint upon reaching the last - aircraft "repeating" a course act as if AutoScouting and land/re-launch according to Air Ops hours

interface/styles.txt added variable for CampaignMapRepeatPathColor

default/language/english/dictionary/campaign_message.txt added messages: - NotEnoughWaypointsSea - at least 2 waypoints required for a Sea group to transit between - NotEnoughWaypointsAir - at least 1 waypoint required for Air group to transit to and from via home base - FirstLastTooFar - cannot repeat due to no valid path found from last waypoint back to first

Course line turns black when over an invalid course position, no input accepted to prevent setting courses with "broken legs"

default/interface/styles.txt added reference for RepeatPath button interface/images/ui/repeatPath.png sprite added

Air Escorts / Patrols Air Group panel added "Escort / Patrol Over" dropdown to choose a friendly air or sea group to fly with/over - selecting a friendly group to escort/patrol over clears all other navigation data - plotting any course or setting AutoScout waypoints defaults Escort / Patrol Above to "None" - default/language/english/dictionary/general.txt CMobileAirHeaders added new header for "Escort / Patrol Above" - default/language/english/dictionary/general.txt added escortNobody reference [Note: It is possible to set a slower group to escort a faster group; not recommended as they will not catch the faster group. E.g. setting bombers to escort fighters]

Improved Selection Of Map Objects Added new cycle through buttons for; - individual group type (key 1), for example, Scout, Carrier, Submarine etc. - friendly locations (key 2)

interface/styles.txt added; - CampaignMobileFilters - CampaignMobileFilterColors - GoToGroup

default/interface added "NextFilteredMobile" to keybindsNUMPAD.txt and keybindsWASD.txt default/interface added "NextFriendlyLocation" to keybindsNUMPAD.txt and keybindsWASD.txt default/language/english/dictionary/general.txt added "NextFilteredMobile" default/language/english/dictionary/general.txt added "NextFriendlyLocation"

Sea and Air Groups added "Go

Source

Steam News / 23 September 2021

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