View Full Version : SEA POWER - Naval Combat in the Missile Age
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
Brought to you by some of the creative minds behind Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal. Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
Wolfpack345
01-02-20, 11:32 AM
Wow this is great! :up: I look forward to more information. Very excited about this project!
Rufus Shinra
01-06-20, 01:54 PM
"Naval combat in the missile age." => You have my curiosity.
"By the people behind Cold Waters." => You have my attention.
Sounds like a lot of fun in perspective!
tonibamestre
01-10-20, 09:55 AM
Interesting Srs. How many different ship classes we can expect ? Will be present ALL of the 80s era ?
tonibamestre
01-11-20, 02:36 AM
And......what about ports, will be major Naval Bases like Norfolk, Portsmouth,Groton represented in detail ? A nice feature would be capability to ressuply the vessels at port and prepare them for deployment, so aswell fully underway replenishment possibility via AORs.
Julhelm
01-30-20, 04:18 PM
Here are some new units from the game, hope you enjoy them:
http://www.codeknitters.com/surface/art/taskforce/Promo%20Images/Bear_F.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo%20Images/Bear_F_2.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo%20Images/Virginia_1.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo%20Images/Virginia_2.jpg
Wolfpack345
01-31-20, 02:46 AM
WOW! Those look fantastic! Thanks for sharing :up:
Magnificent! Really looking forward to this title. :yeah:
Fleet Command was my all-time favorite Multi-platform Naval Sim. My chop is Developer's should take as much time as required to produce Sea Power. Your effort's are highly anticipated after Cold Waters.
Standing-by to answer all bell's.
Chief
USN/USCG Retired
Thank you all for your kind words! :)
@Chief: We will definitely do that.
Will there be any options for non-combat interactions? Like capturing/inspecting/redirecting neutral or suspicious ships, picking up survivors from ships damaged or sunk, downed pilots, etc? When trying to play in heavily modified Cold Waters with a surface ship I encountered a reoccurring problem of damaged subs that blow it up and surface, and straightly killing them feels wrong from all perspectives - and unlike a submarine you can't just ignore them.
Lord Imo
03-02-20, 05:24 AM
Hi,
...and please add an multiplayer version...
:Kaleun_Cheers: Lord Imo
Aktungbby
03-02-20, 11:39 AM
Martes!:Kaleun_Salute: & Lord Imo!:Kaleun_Salute:
Julhelm
03-07-20, 07:48 AM
Will there be any options for non-combat interactions? Like capturing/inspecting/redirecting neutral or suspicious ships, picking up survivors from ships damaged or sunk, downed pilots, etc? When trying to play in heavily modified Cold Waters with a surface ship I encountered a reoccurring problem of damaged subs that blow it up and surface, and straightly killing them feels wrong from all perspectives - and unlike a submarine you can't just ignore them.
The game would be far too one-dimensional without them, so definitely.
The game would be far too one-dimensional without them, so definitely.
Marvelous! So we can count on a possibility to land some marines from a on a transport from a helicopter? :)
In CW I was able to solve this (kinda) by forcing all neutral ships to stop if the player is within 2 miles of them, and at least play some kind of approach, and removing damaged and surfacing subs from list of enemy ships, but that's, of course, nothing but a workaround.
Hi,
...and please add an multiplayer version...
:Kaleun_Cheers: Lord Imo
Good lord, yes. This would significantly distinguish this title from the rest of the field.
NefariousKoel
03-24-20, 12:19 PM
Really looking forward to this one.
Love Cold Waters. Never thought I'd see a modern equivalent of RSR, and it certainly delivered.
Thanks! :yeah:
Aktungbby
03-24-20, 01:14 PM
NefariousKoel!:Kaleun_Salute: after a four year silent run!:yeah:
Happy Easter! This time we want to show you some of the aircraft from our upcoming game Sea Power.
The RA-5C Vigilante plays a central role as the all-weather, long-range eyes of the fleet in your inventory, with a reconaissance system analogous to that of the SR-71 Blackbird.
Fleet defense duties are handled by the F-14 Tomcat, with its powerful AWG-9 radar and AIM-54 Phoenix missiles, capable of engaging up to six targets simultaneously, and intended to counter the Soviet cruise missile threat you are likely to encounter in the game.
We've also added the Kitty Hawk class of supercarriers to give these planes something to operate from while our Nimitz model is in drydock for a little overhaul. And for those of you comrades who are into surface raiding and fire support, here's a Sverdlov cruiser somewhere in a Norwegian fjord.
Apart from that we totally revorked environment lighting and clouds system.
http://www.codeknitters.com/surface/art/taskforce/Promo Images/kittyhawk.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/ra-5c-kittyhawk.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/ra-5c-1.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/ra-5c-2.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/f-14-1.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/f-14-2.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/f-14-3.jpg
http://www.codeknitters.com/surface/art/taskforce/Promo Images/Sverdlov_2.jpg
kapitanfred
05-04-20, 06:36 PM
Is it an actual simulation like controlling a ship or plane whilst on a bridge or in a cockpit similar to Dangerous Waters or is it an Arcade type game?
Your 3D models are truly one of the best around ! :Kaleun_Applaud:
@kapitanfred: It's more kind of a fleet command game but you will be able to control single units of your task force as well if you want to jump into some action. It's not an arcade game but not a hardcore sim either. We think it's important to do the right balance. Realism usually isn't fun for the most.
@Polak2: Thank you! Are you the one from Discord as well with that nick? :)
So Microprose is involved with this too I see!
https://www.microprose.com/?fbclid=IwAR2v7msc7uaYi4JxeMs7zG1qoh3aWKG1iQwkfSmb SPQkIAoOqZ7DPNg2yA4
Good to see them back in business again, and glad they are involved with this new sim too. :up:
IanH755
05-06-20, 10:03 AM
@kapitanfred: It's more kind of a fleet command game
Oh sweet baby Jesus YES!!!!!!!
I'm still playing Fleet Command 2-3 times a week and, while the core gameplay is still strong (not too hardcore, not too arcadey), the graphics have never been it's strong point so to see a new FC-style game coming out with modern graphics means that I'm over the moon.
I've already added it to my Steam wishlist!!!
V-trucker
05-26-20, 06:42 AM
Woow, this new sim looks amazing I can't wait to play it. I wanted to do a couple of questions but i've been reading the topic and I looked the anwsers I've been looking for..... The back of MicroProse to the business plus they're involved in the development of the game :rock:
Barkhorn1x
06-15-20, 09:44 AM
Just saw this!
...and always wanted an up to date graphically pleasing version of Fleet Command.
That the Cold Waters guys are doing it is a bonus as I trust them to come up with a more elegant UI as FCs was a kludge.
Will be keeping an eye on this one.
Barkhorn1x
06-15-20, 03:17 PM
Questions for the devs. re: USN carrier air wings;
- Will the EA-6B Prowler jamming aircraft be modeled?
- Will the F/A-18 Hornet aircraft be modeled?
The EA-6 will be in, the F/A-18 eventually. :)
Barkhorn1x
06-16-20, 09:02 AM
The EA-6 will be in, the F/A-18 eventually. :)
:Kaleun_Cheers:
Hello Xaron !
I have some question to ask.
First, will this game available on GOG ?
Second, will Kuznetsov carrier (i believe the russian call this thing heavy aircraft carrying cruiser) and Orlan heavy cruiser appear in this game ? If yes, which weapon configuration will the orlan cruiser class get ? I believe there're 2 different weapon configurations: 1 is 96 48n6 missile on older ship and 1 is 48 48n6 missile and 46 48n6E2on pyotr velikiy.
:Kaleun_Salute:
Saitch76
06-28-20, 04:25 AM
On my Steam wishlist already! These images look sensational. Addition of F/A-18 would be an essential for me. So excited about this. And the return of Microprose! They got me into this genre when I was a kid.
Keep teasing us with these images :Kaleun_Thumbs_Up:
Happy Easter! This time we want to show you some of the aircraft from our upcoming game Sea Power.
The RA-5C Vigilante plays a central role as the all-weather, long-range eyes of the fleet in your inventory, with a reconaissance system analogous to that of the SR-71 Blackbird.
Fleet defense duties are handled by the F-14 Tomcat, with its powerful AWG-9 radar and AIM-54 Phoenix missiles, capable of engaging up to six targets simultaneously, and intended to counter the Soviet cruise missile threat you are likely to encounter in the game.
We've also added the Kitty Hawk class of supercarriers to give these planes something to operate from while our Nimitz model is in drydock for a little overhaul. And for those of you comrades who are into surface raiding and fire support, here's a Sverdlov cruiser somewhere in a Norwegian fjord.
Apart from that we totally revorked environment lighting and clouds system.
ForceGhost
06-28-20, 08:04 AM
Another blog post. (https://store.steampowered.com/newshub/app/1286220/view/2481994871659375337)
More of a technical update for sure but those videos look extremely impressive.
Barkhorn1x
06-28-20, 10:34 AM
Another blog post. (https://store.steampowered.com/newshub/app/1286220/view/2481994871659375337)
More of a technical update for sure but those videos look extremely impressive.
Nice progress!!
Aktungbby
06-28-20, 11:06 AM
Saitch76!:Kaleun_Salute:
This title looks really interesting. I will be following it closely.
This is the kind of sim I am really interested in.
Looking forward to it! :salute:
Barkhorn1x
08-13-20, 02:47 PM
Too quiet. Need more updates.
:Kaleun_Salute:
Sailed in USS Constellation CVA-64 1975-77. Worked the Flight Deck-ATO with all these great Naval Aircraft. "Connie" would be my choice for Sea Powers in-game "Birdfarm". Make a Old Sailor Happy.
Chief
USN/USCG Retired
Barkhorn1x
08-28-20, 01:32 PM
Sailed in USS Constellation CVA-64 1975-77. Worked the Flight Deck-ATO with all these great Naval Aircraft. "Connie" would be my choice for Sea Powers in-game "Birdfarm". Make a Old Sailor Happy.
Chief
USN/USCG Retired
Well I know we will get CVN-68 Nimitz as there are screenshots out there.
It would sure be nice to have the oil-fired Kitty Hawk class as well.
WAAAAYYY back in the 90's I toured the JFK and got to see the two F-14 MiG killers on the hangar deck. That was some ****.
brighthouse98
09-22-20, 10:45 AM
There is also a game called War on the Sea suppose to be coming out soon. Have you heard anything about that?? Or is this the same game only with a name change? Thanks.
There is also a game called War on the Sea suppose to be coming out soon. Have you heard anything about that?? Or is this the same game only with a name change? Thanks.
It's not the same game, it's playing in WWII and is made by KFG.
UglyMowgli
10-03-20, 12:36 PM
If you want update or more, unfortunately it's better to go on the Steam, Tweeter or Microprose Discord page.
This where they have more chance to be seen by potential customers so they are more active there than on Subsim.
Barkhorn1x
10-05-20, 09:31 AM
If you want update or more, unfortunately it's better to go on the Steam, Tweeter or Microprose Discord page.
This where they have more chance to be seen by potential customers so they are more active there than on Subsim.
No updates on any of those sites either. :(
UglyMowgli
10-05-20, 11:10 AM
Twiitter sept 26
https://pbs.twimg.com/media/Ei2euxVXkAUQP0V?format=jpg&name=large
source : https://twitter.com/TriassicGames
On the Discord channel you can talk/ ask question to the devs (Nils is regularly present).
https://discord.com/channels/681523353651249174/707157625737052170
Barkhorn1x
10-05-20, 12:49 PM
I stand corrected. Which is good. Thanks!
UglyMowgli
10-08-20, 12:31 AM
Dev Diary #3 - Environmental Considerations
https://steamcommunity.com/games/1286220/announcements/detail/2919980084783077018
https://cdn.cloudflare.steamstatic.com/steam/apps/1286220/extras/gif_2_sam2b.gif
Barkhorn1x
10-08-20, 08:14 AM
Dev Diary #3 - Environmental Considerations
Nice!
Aktungbby
10-09-20, 12:04 AM
abigailbrown!:Kaleun_Salute:but it wasn't WWII and we don't generally market halloween costmes in our sigs.:03:
Haha indeed. Deleted that one.
@Barkhorn1x: We mainly post on FB, Twitter and Steam plus are pretty active on Discord. But feel free to ask any questions here as well. :)
Jimbuna
10-09-20, 04:09 AM
abigailbrown!:Kaleun_Salute:but it wasn't WWII and we don't generally market halloween costmes in our sigs.:03:
Sent packing back to Pakistan.....SPAMMER
UglyMowgli
10-10-20, 05:58 PM
F-15
https://media.discordapp.net/attachments/707157625737052170/764511106760441886/screen_1920x1080_65.png
source : https://discord.com/channels/681523353651249174/707157625737052170
Barkhorn1x
10-11-20, 09:20 AM
Haha indeed. Deleted that one.
@Barkhorn1x: We mainly post on FB, Twitter and Steam plus are pretty active on Discord. But feel free to ask any questions here as well. :)
TY but be sure to share the love here as well cause I'm lazy. :Kaleun_Salute:
@Barkhorn1x: Ok, sorry, will do so! :)
stormrider_sp
10-29-20, 01:43 PM
Question to the developers.
I remember back when Cold Waters was released, there were lots of promises but in the end, it turned out that it was just a quick cash grab gamey. Not even torpedoes were properly implemented: There's basically no different, to this day, between a ADCAP and an old Mk37 in regards to countermeasures resistance in this gamey.
It's stated that Seapower is being developed by a departed Cold Waters developers and being published by a dubious new Microprose and is undertaking a very daunting task of simulating modern naval warfare in the missile age.
My question is: Will this be another cash grab Arcadey Cold Waters Gamey or a proper Naval Warfare Simulator?
Cheers
Wolfpack345
10-29-20, 06:33 PM
Stormrider,
What a poor and rude way to phrase your question.
To call Cold Waters a cash grab is simply false. It was a complete game at launched and the added an entire campaign post launch.
To say that there is no different between the Mk48 and the Mk37 shows you have not played the game that much. They do have different characteristics.
Just because you did not like the game doesn't make it a "cash grab".
I suggest you rephrase your question to be less condescending if you are expecting a proper response.
Cheers
stormrider_sp
10-30-20, 06:25 AM
If you know so much about the game for being rude to my honest description of such a simple arcade game as Cold Waters, please, show me in the codes below, what makes a Mk37 different from an ADCAP in regards to its counter measures resistance.
WeaponObjectReference=usn_mk37
WeaponSprite=weapons/sprites/usn_mk37_sprite
WeaponType=TORPEDO
Warhead=225
SurfaceLaunched=FALSE
SwimOut=TRUE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.1
WireBreakSpeedThreshold=15
RangeInYards=23000
RunSpeed=17
ActiveRunSpeed=26
TurnRate=20
SensorAngles=30,15
SensorRange=950
WeaponNoiseValues=120,230
MaxPitchAngle=45
HomeSettings=PASSIVE,ACTIVE
AttackSettings=SNAKE,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
ResupplyTime=15
WeaponObjectReference=usn_mk48_adcap
WeaponSprite=weapons/sprites/usn_mk48_sprite
WeaponType=TORPEDO
Warhead=550
SurfaceLaunched=FALSE
WireGuided=TRUE
WireBreakOnLaunchProbability=0.1
WireBreakSpeedThreshold=15
RangeInYards=35000
RunSpeed=50
ActiveRunSpeed=65
TurnRate=20
SensorAngles=60,15
SensorRange=4000
WeaponNoiseValues=160,230
MaxPitchAngle=45
HomeSettings=PASSIVE,ACTIVE
AttackSettings=STRAIGHT,LEFT,RIGHT
DepthSettings=LEVEL,SHALLOW,DEEP
MinCameraDistance=0.5
ResupplyTime=15
Well, you see, there isn't. And this is just one example of how undeveloped this game is. They released it, took the money and ran. But that's not the point of my question anyways. I'm trying to find out, from an official source, how different, how better and how committed they are to making it a proper modern naval simulator given their reputation.
MekStark
10-30-20, 07:49 AM
where's my popcorn when I need one...
Julhelm
10-30-20, 08:44 AM
Question to the developers.
I remember back when Cold Waters was released, there were lots of promises but in the end, it turned out that it was just a quick cash grab gamey. Not even torpedoes were properly implemented: There's basically no different, to this day, between a ADCAP and an old Mk37 in regards to countermeasures resistance in this gamey.
The lead programmer on Sea Power is the not the same person who wrote Cold Waters - that person now runs Killerfish Games and works on his War on the Sea WW2 game.
Sea Power is written from scratch on a completely new codebase and has zero in common with Cold Waters - it only looks similar because I was art director and lead artist on both titles, and our other artist also worked on CW.
Anyway, since you've already posted examples of the Cold Waters torpedoes, I will just post an example from Sea Power:
// Guidance Types:
// 0 = None
// 1 = IR Homing
// 2 = Semi-Active Radar Homing
// 3 = Active Radar Homing
// 4 = Anti-Radiation Homing
// 5 = Laser-Homing
// 6 = TV-Homing
// 7 = Active Sonar Homing
// 8 = Passive Sonar Homing
// 9 = Wake Homing
GuidanceType=3
InitialFlightPhaseDuration=3.0 // time in seconds where the missile moves straight on without guiding
TerminalHoming=True // If true the weapon has active seeker for terminal homing
MidCourseCorrection=0 // 0 = None, 1 = Radio Command, 2 = Wire Guided
InertialGuidance=True // If true it runs to a preset point before activating guidance
HomeOnJam=False // Immunity to Noise Jamming
SeaSkimming=True // If true, fly at wavetop altitude during entire flight
SeaSkimmingAlt=20.0 // height in feet for sea skimming
TerminalPopup=True // If true, temporarily rise to x ft (see below) to reacquire the target, then dive
MaxPopupAlt=1000.0 // Peak altitude for pop-up maneuver in feet, acquire target
PopupAngle=30.0 // Climb angle for initial pop-up maneuver
DescentAngle=30.0 // After reaching peak altitude, descend at this angle towards target
Lofted=False // If true, the weapon is launched to a high altitude, then dives to reach its target
LoftAngle=0.0 // Climb angle for initial loft
MaxLoftAlt=0.0 // Maximum altitude for lofting
BearingOnlyLaunch=True // If true, the weapon can be fired down a bearing, going active immediately
Accuracy=80 // Base probability of kill value (0...100)
CircularErrorRadius=0.0 // Circular error radius in yard
MaxVelocity=540.0 // Maximum speed in knots
Acceleration=6.0 // Acceleration factor
MaxTurnRate=10.0 // Maximum turnrate in g
SeekerFOV=60.0 // Seeker field-of-view in degrees
SeekerRange=40.0 // Seeker range in nautical miles
LaunchReliability=97 // The lower the value, the greater risk of misfire or accident (0...100)
CounterMeasuresRejection=60 // The lower the value, the greater risk of spoofing by countermeasures (0...100)
NoiseRejection=60 // The lower the value, the greater risk of spoofing by jamming (0...100)
MinLaunchRange=3.5 // Minimum launch range in nautical miles
MaxLaunchRange=40.0 // Maximum launch range in nautical miles
SearchMode=0 // 0 = None, 1 = Snake, 2 = Circle, 3 = Spiral, 4 = Ladder
ReattackMode=0 // 0 = None, 1 = Circle, 2 = Drive-around
LadderParams=0.0,0.0 // First leg, second leg in yard
SpiralSearchParams=0.0,0.0 // Ceiling, floor in yard
As you can see, weapons are modelled much more in-depth.
The game will most resemble Fleet Command, with focus on commanding multiple ships, subs and aircraft. It will definitely be more game than CMO, but more sim than Cold Waters.
That said, I would appreciate it if you stopped using terms like arcade and game as insults. Cold Waters was not a 'cash grab' - it was a labour of love on my part and the culmination of a decades-long desire to make a nuclear sub sim. I resent the cynical implication that we are some sort of con-men for releasing a game that falls short of your definition of a 'proper simulator'.
stormrider_sp
10-30-20, 11:50 AM
Thank you, that looks promising.
UglyMowgli
11-23-20, 11:52 AM
Source : https://www.facebook.com/Triassic-Games-105804100925194/
https://scontent.fyxd2-1.fna.fbcdn.net/v/t1.0-9/126844774_216977836474486_2262519184696803018_o.jp g?_nc_cat=103&ccb=2&_nc_sid=730e14&_nc_ohc=G_imEvR-GUEAX_8C4vJ&_nc_ht=scontent.fyxd2-1.fna&oh=fd73c49ec53801c64de5ac55ecd3700f&oe=5FE31480
https://scontent.fyxd2-1.fna.fbcdn.net/v/t1.0-9/126860407_216977829807820_3227741801627196262_o.jp g?_nc_cat=103&ccb=2&_nc_sid=730e14&_nc_ohc=GiVQxPpvSKIAX8Upxux&_nc_ht=scontent.fyxd2-1.fna&oh=146938f98af0aae707185c58494bf35e&oe=5FDFC73A
https://scontent.fyxd2-1.fna.fbcdn.net/v/t1.0-9/126887901_216977003141236_5313303549483087653_o.pn g?_nc_cat=106&ccb=2&_nc_sid=730e14&_nc_ohc=4RJX-sIn9tgAX8vUfF5&_nc_ht=scontent.fyxd2-1.fna&oh=1ddde7726fa144561b6a76f9393088d2&oe=5FE22B71
Thanks! You were faster than me. ;)
UglyMowgli
11-24-20, 01:45 AM
Sorry, will do it again :D
Civilian aircraft (and no there is no error on the airline name, it's just because of the copyright name)
https://media.discordapp.net/attachments/707157625737052170/780561711358017576/unknown.png
Sorry, will do it again :D
Civilian aircraft (and no there is no error on the airline name, it's just because of the copyright name)
https://media.discordapp.net/attachments/707157625737052170/780561711358017576/unknown.png
Could have been clever if you use the name of a defunct airline: https://en.wikipedia.org/wiki/Category:Airlines_of_the_Soviet_Union
UglyMowgli
11-26-20, 11:54 AM
Defunct doesn't mean the name is not still trademarked.
Defunct doesn't mean the name is not still trademarked.
Eh, scratch that. It should have been called Аэрополёт.
Aktungbby
11-30-20, 03:39 AM
T. Wo!:Kaleun_Salute:
T. Wo!:Kaleun_Salute:
Happy to serve you folks:salute:
Jimbuna
11-30-20, 10:40 AM
Welcome to SubSim T. Wo :Kaleun_Salute:
Graphics for this incoming game looks amazing !!
I understand from your interview with Jive Turkey that you're aiming for a "Fleet command" like gameplay.
I'm really looking forward to see how the UI and the overall gameplay will look like ! what will the player have control on ? (units orders handeling, loadouts, air/ship stations, air refueling, doctrine/ROE etc...)
where does the game will sit between an C:MO where player have control of every detail and some random RTS android game where the player just move unit and point ennemies to attack.
Yeah I hope that you have fine control and can do stuff such as actually choose for instance how many missiles you want to fire, turn off radar and use OST/IRST to avoid HARM's, or shoot multi-use missiles like the SM series, BUK's and S300FM's at ships rather than being restricted to using them on aircraft. Does anyone know how the game is going to be balanced politically? I liked the game "faces of war" because it showed that the average combatant isn't a cliche fanatic instead just someone wants the war to end so they can get home and see their family and friends. I heard it is going to be something that pushes the soviets as cliche automatic bad guys which is silly, a more realistic multi-dimensional shades of gray for everyone is far better and where both sides believe that the other started the war.
UglyMowgli
02-04-21, 06:00 PM
Devs update
https://steamcommunity.com/games/1286220/announcements/detail/3052847052557404331
Barkhorn1x
02-06-21, 08:32 AM
Devs update
https://steamcommunity.com/games/1286220/announcements/detail/3052847052557404331
Great update.:Kaleun_Cheers:
Barkhorn1x
03-13-21, 11:36 AM
New update:
https://www.facebook.com/106173847468498/photos/a.166891814730034/447568323329047/
Some new screenshots. This time the Ticonderoga guided missile cruiser and Sa'ar class missile boats:
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico1s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico1.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico2s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico2.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico3s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico3.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico4s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico4.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/saar1s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/saar1.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/saar2s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/saar2.jpg)
red_scope
09-28-22, 03:00 PM
Some new screenshots. This time the Ticonderoga guided missile cruiser and Sa'ar class missile boats:
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico1s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico1.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico2s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico2.jpg)
https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico3s.jpg (https://www.triassicgames.com/ourgames/seapower/screenshots/2021-04-03/tico3.jpg)
This is looking absolutely gorgeous. :Kaleun_Applaud:
SpeedyPC
09-30-22, 01:47 PM
https://i.imgur.com/XKNEmKi.jpg?1
MOAR!!.. MOAR!!.. DAMMIT!! .. MOAR!!
UglyMowgli
12-30-22, 10:38 AM
Dev Diary #7 - Sensors and Plotting in Sea Power
https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//37689804/2afab159684d69638fe7c0f273dc3eb3e0ecc1d9.gif
https://store.steampowered.com/news/app/1286220/view/3632747650661478535
UglyMowgli
01-14-23, 07:09 PM
https://youtu.be/HFQ0R2ZKSmY
Andreas86
02-06-23, 08:11 AM
I wonder if this will release soon.
UglyMowgli
02-06-23, 12:38 PM
Mid January Martin wrote on MP Discord channel:
"Ah all good. We're getting closer and we have quite a good pace now. The reason why we cannot give an exact date yet is because we're working on the AI now and there are quite some other little tasks to do while the game on a modular level (weapons, sensors, units) is in a pretty good shape. When the AI is more or less done I think we can give a better estimate. Don't expect any release date estimation within the next 3 months. That doesn't mean it will be released in 4 months then but at that point we might know more and if not, well you know. https://discord.com/assets/2e41bfdeba797283ee9da9bb439c3ece.svg"
Andreas86
02-07-23, 06:11 AM
Holy hell... While I am happy that they want the game to be good, and that AI is now the main focus, I am also worried that much time is spent on detailing every little hull rivet. Games like these should play good, the GPU hogging eye candy should come a definate second imo. I just hope this will run good at all on a mid level laptop. Cold Waters was not the best optimized game around, so I expect this to be better. Cautiously optimistic here.
UglyMowgli
02-07-23, 11:59 AM
Come to the Discord channel and ask questions to the devs:
https://discord.com/channels/681523353651249174/786186508067405844
Barkhorn1x
09-17-24, 12:44 PM
Early access soooooon:
"Hey everyone! Finally we have a release month! Watch our brand new release announcement trailer. Sea Power is going to be released as Early Access in November 2024!"
https://store.steampowered.com/news/app/1286220/view/7447353797709668587
https://youtu.be/38omwdVtl4g
1Patriotofmany
09-22-24, 04:16 PM
Microprose! Back and hopefully even better(they were class A back when dos and win95/98 were on the scene!). They made the best sims in the dawn of computers!
Badger343rd
09-23-24, 12:30 PM
Lemme get this straight...no real weapon management ie guidance parameters for torps and the like...no ident methods like sonar profiles...no detection interfaces ie radar screens etc to manipulate??? Could it get anymore boring??? This looks like a pass for me. I expected alot more. A dangerous waters a la 2024 if you will. Looks like you just tell the AI where to go and let it do the work??
PurpleCow
09-24-24, 05:03 PM
Lemme get this straight...no real weapon management ie guidance parameters for torps and the like...no ident methods like sonar profiles...no detection interfaces ie radar screens etc to manipulate??? Could it get anymore boring??? This looks like a pass for me. I expected alot more. A dangerous waters a la 2024 if you will. Looks like you just tell the AI where to go and let it do the work??
This is more of a Fleet Command game. Great graphics and strategic play. Don’t expect a remake of Dangerous Waters. You won’t be able to do TMA or sonar analysis in this game. I personally can’t wait to play this game. It looks awesome.
This is more of a Fleet Command game. Great graphics and strategic play. DonÂ’t expect a remake of Dangerous Waters. You wonÂ’t be able to do TMA or sonar analysis in this game. I personally canÂ’t wait to play this game. It looks awesome.
My YouTube algorithm is full of early access vids of the Dev Build. :hmmm:
Its defiantly "Fleet Command II" with some Cold Waters accents, which isn't a bad thing BUT FC had its limitations in terms of immersion.
One thing I keep noticing is "All Hail Our Gallant Soviet Overlords (unless you're an imperialist swine)". :hmmm:
Meaning, in the Dev version, guess which side is OP? :03:
There are Soviet CV's which were never built along with several aircraft that never flew, only one or two were ever built, or were only mentioned as "on the drawing boards". :timeout:
Now, I can understand this if it was still 2020. Russian gamers like playing Russian/Soviet platforms and there were a LOT of them to buy the game.
Its now 2024 and things have changed. :03:
So, it looks like it should be a very good "on the fly" strategy game with great visuals. A lot of its success will come down to the Mission Editor where you can plan out and then fine tune the actual combat, keeping in mind that you are playing as an Admiral and you're not getting your hands dirty. :arrgh!:
If you enjoy pulling the trigger, Sea Power probably isn't for you. :yep:
The content creators should have a field day with it once it gets released in November. :yeah: I'm looking forward to watching some historic battles and some "what if" scenarios. Does that mean I'll buy it? Probably not, its not my type of game, neither was Fleet Command.
:Kaleun_Cheers:
rammstein1
09-25-24, 11:52 PM
One thing I keep noticing is "All Hail Our Gallant Soviet Overlords (unless you're an imperialist swine)". :hmmm:
Meaning, in the Dev version, guess which side is OP? :03:
There are Soviet CV's which were never built along with several aircraft that never flew, only one or two were ever built, or were only mentioned as "on the drawing boards". :timeout:
Now, I can understand this if it was still 2020. Russian gamers like playing Russian/Soviet platforms and there were a LOT of them to buy the game.
Its now 2024 and things have changed. :03:
I'm pretty sure the devs addressed this on their discord saying you'll be able to toggle ahistorical units on or off in the campaign.
Well, yeah. But.. :hmmm:
As I understand it, Sea Power is supposed to offer high fidelity assets for accurate scenarios from the late 1940's to the end of the Cold War. High Fidelity meaning accurate platforms and weps.
So, why bother with the Wunder Weapons at all if they didn't exist? :hmmm:
I've seen this before, I still play an "update Mod" for Dangerous Waters where, if you play under the "right" flag, you get some really off-the-wall capabilities.
If you want play the Mod, you have to go in knowing its going to be extremely challenging if you're looking for accuracy, it just won't be very realistic. :timeout:
If I have the ability to arm my frigates with a hypersonic cruise missile in the 1950's, what's the point? More important, if I already have that option, I'll probably need to use it.
Anyway, its way to early to rant about it. We'll see what drops in November.
:Kaleun_Cheers:
Julhelm
09-27-24, 09:39 AM
My YouTube algorithm is full of early access vids of the Dev Build. :hmmm:
Its defiantly "Fleet Command II" with some Cold Waters accents, which isn't a bad thing BUT FC had its limitations in terms of immersion.
One thing I keep noticing is "All Hail Our Gallant Soviet Overlords (unless you're an imperialist swine)". :hmmm:
Meaning, in the Dev version, guess which side is OP? :03:
There are Soviet CV's which were never built along with several aircraft that never flew, only one or two were ever built, or were only mentioned as "on the drawing boards". :timeout:
Now, I can understand this if it was still 2020. Russian gamers like playing Russian/Soviet platforms and there were a LOT of them to buy the game.
Its now 2024 and things have changed. :03:
So, it looks like it should be a very good "on the fly" strategy game with great visuals. A lot of its success will come down to the Mission Editor where you can plan out and then fine tune the actual combat, keeping in mind that you are playing as an Admiral and you're not getting your hands dirty. :arrgh!:
If you enjoy pulling the trigger, Sea Power probably isn't for you. :yep:
The content creators should have a field day with it once it gets released in November. :yeah: I'm looking forward to watching some historic battles and some "what if" scenarios. Does that mean I'll buy it? Probably not, its not my type of game, neither was Fleet Command.
:Kaleun_Cheers:
There is no bias in the game whatsoever, neither to the east nor the west. We go with published data from trusted sources, but we do have the most accurate implementation of Soviet anti-ship missiles in any game so far, which we are proud of.
Whatever paper units exist in the game are included by us because:
- We find them interesting designs
- It's a simulation, so what-if units can be put into the game and see how they would have performed
- It allows to game out historical what-ifs
You don't have to use them if you don't want to, and they won't show up in historical campaigns or scenarios, either. They're simply there to increase the sandbox potential.
There is no bias in the game whatsoever, neither to the east nor the west. We go with published data from trusted sources, but we do have the most accurate implementation of Soviet anti-ship missiles in any game so far, which we are proud of.
Whatever paper units exist in the game are included by us because:
- We find them interesting designs
- It's a simulation, so what-if units can be put into the game and see how they would have performed
- It allows to game out historical what-ifs
You don't have to use them if you don't want to, and they won't show up in historical campaigns or scenarios, either. They're simply there to increase the sandbox potential.
But do they actually work as demonstrated in the recent conflict. A lot of claims on Soviet era weapons are totally overhyped.. Even Old Hawk missile that stopped receiving updates in the 90s seems to be out performing current Russian equipments.
Aktungbby
09-27-24, 11:22 AM
Wiz33!:Kaleun_Salute:... resurfaced after a 2-year 'silent run'!:up:
Wiz33!:Kaleun_Salute:... resurfaced after a 2-year 'silent run'!:up:
Really not much going on on the the modern naval front for a while. Now that Sea Power have a release date. I'm back.
Julhelm
09-28-24, 09:21 AM
But do they actually work as demonstrated in the recent conflict. A lot of claims on Soviet era weapons are totally overhyped.. Even Old Hawk missile that stopped receiving updates in the 90s seems to be out performing current Russian equipments.
Current Russia is not the USSR of the Cold War. Certainly Soviet-origin air defence systems have always been effective, except in conflicts like Allied Force where the US was able to gain air superiority and perform DEAD uncontested. They are certainly effective in the current conflict, to the point where neither side can reliably conduct air ops near the frontline.
People take one event like the Moskva sinking and extrapolate to the extreme from that. We could do the same with the Sheffield, the Coventry or the Stark, but noone ever seems to make the argument western equipment is useless because these ships were caught unaware.
So, we'll be seeing the short nosed version of the F-111 for carrier ops? :D
Current Russia is not the USSR of the Cold War. Certainly Soviet-origin air defence systems have always been effective, except in conflicts like Allied Force where the US was able to gain air superiority and perform DEAD uncontested. They are certainly effective in the current conflict, to the point where neither side can reliably conduct air ops near the frontline.
People take one event like the Moskva sinking and extrapolate to the extreme from that. We could do the same with the Sheffield, the Coventry or the Stark, but noone ever seems to make the argument western equipment is useless because these ships were caught unaware.
I don't have as much contact with the people in the industry/field now but I was told that thing have not improve much.
Back in the days of the cold war when my company actually does Mil-spec contracts. We worked for Gould Inc which build the Mk48, FMC which build the M2 and other projects some of those were so highly classified that we were not even given the program name at the time (one of those which turns out to be parts for the B2). What I can tell you is that every piece of equipment the US and allies have acquired since the fall of the USSR have underperform to the published spec. This does not even cover the poor workmanship on the equipment acquire form East Germany and other former Soviet states. We're talking about upward of 20% failure rates. Examples of which includes the 125mm APFSDS tank main gun round where 30% of the Tungsten Penetrators shattered upon impact and things like all the missile launch failure video you see on the web is more the norm than the exception.
Have they released any info on how the campaign will play?
I know it's going to be a dynamic campaign, but I mean will you be controlling all the naval assets in a theater, or will the campaign allow for less grand strategy control? Like say controlling a single ship/submarine or a battle group/task force.
I would love to see essentially an updated Cold Waters campaign where you are in control of an individual unit or battlegroup/task force in a larger theater. But unlike Cold Waters where it's your sub against the entire Northern and Baltic Fleets, you have AI allied units operating around you.
I'm planning to buy it upon release. Being Early Access, I won't expect it to be perfect out of the box. And as long as they don't show up in historical scenarios where they would be inappropriate, I like the inclusion of, "what-if" units, prototypes, etcetera.
As for Soviet and Russian military equipment, the proof is in the pudding. And a brief review of world military history suggests that an awful lot of the disparagement may be based on hooyah propaganda. I spent many years in uniform, with the Soviets as my primary adversaries. I did not see any of the Keystone Cops ineptitude that is typically attributed to them in the west.
:Kaleun_Cheers:
havocsquad
10-05-24, 02:03 PM
With the real likelihood of Sea Power being a complete game that is full successor to build upon what Janes Fleet Command offered primarily and also Harpoon to an extent, I now have considered coming out of retirement if the game delivers what it should.
One such requirement that hopefully will be added is stable multiplayer play for player competition and for cooperative play. Lets face it, there are definite limits to how much AI you can cram into a game to deal with all the "possibilities".
If you want less boring gameplay, multiplayer competition is the key. Players need to be properly informed that time compression on multiplayer is likely a firm no-go.
Regarding the quoted message below from Badger343rd, replies like this seem to point a problem that has been around for quite some time in the modern naval sim gaming genre.
Either it is a lack of understanding the scope of the game being real time strategy or that many who just prefer 688i H/K, Sub Command, or Dangerous waters really hate doing any significant amount of micromanaging other units that is present in real time strategy games.
There were a lot of 688i H/K & Sub Command players who initially picked up Janes Fleet Command but became dis-interested in it rather quickly, even after the NWP mod made things a lot better.
I noticed that because I used to be the department commander in charge of Janes Fleet Command in the online Seawolves multiplayer league/fleet and player retention was difficult to maintain for new ones.
It looks like Seawolves virtual fleet is no more. Probably a mix of direct network connections being very difficult for some and drying up demand for modern naval strategy sims for the past 10 to 15 years.
Lemme get this straight...no real weapon management ie guidance parameters for torps and the like...no ident methods like sonar profiles...no detection interfaces ie radar screens etc to manipulate??? Could it get anymore boring??? This looks like a pass for me. I expected alot more. A dangerous waters a la 2024 if you will. Looks like you just tell the AI where to go and let it do the work??
Aktungbby
10-05-24, 02:15 PM
havocsquad!:Kaleun_Salute: after 18.25 years' 'silent running"??!!:yeah:
havocsquad
10-05-24, 02:30 PM
havocsquad!:Kaleun_Salute: after 18.25 years' 'silent running"??!!:yeah:
You should have been a sportscaster doing play by play analysis on some of the multiplayer Fleet Command player vs player matches I played with some of the best in the world.
I definitely did a lot of sneaky/stealthy but fair tactics that won me quite a few matches. I also got my fair share of bruises and bad days.
So, I've got my first dumb question. :up:
I realize that what we've been seeing on the current vids is, essentially, the Beta form of the game which releases next month.
I see platforms sinking ships, I see planes getting shot down and the crew ejecting. It looks great. :yeah:
What I'm not seeing is SAR. :hmmm:
It could add a dimension to the game play. :03: At what point do you send a unit to pick up the poor sod's who are trying to swim? Or, is that just assumed to happen after the game is over?
In a campaign or single battle, picking up crewmen on your side might become decisive, likewise, plucking a senior officer out of the water that you were fighting against could provide some good Intel. :yep:
havocsquad
10-22-24, 07:05 PM
So, I've got my first dumb question. :up:
I realize that what we've been seeing on the current vids is, essentially, the Beta form of the game which releases next month.
I see platforms sinking ships, I see planes getting shot down and the crew ejecting. It looks great. :yeah:
What I'm not seeing is SAR. :hmmm:
It could add a dimension to the game play. :03: At what point do you send a unit to pick up the poor sod's who are trying to swim? Or, is that just assumed to happen after the game is over?
In a campaign or single battle, picking up crewmen on your side might become decisive, likewise, plucking a senior officer out of the water that you were fighting against could provide some good Intel. :yep:
Right now, the developers got a lot of things higher in priority at this time to focus on, that includes trying to fit in additions in the roadmap/plan that add high amount of value in the game.
Development time and manpower is not infinite. While constructive feedback from others is very important, I feel that this falls to being one of the lowest numbers in the "maybe" category for additions.
First, such units being rescued or prevented from being rescued need to be programmed in the game to be indestructible. It's too easy to fail or win if they can be clobbered like in Janes/SCS Fleet Command.
Second, it's somewhat what might already be in the game. Reach coordinates: ##:##:## N, ##:##:## E before the enemy in a ship or sub. Pretend pilot is there, get intel. Intel reveals boomer sub patrol region. Sink with ASW plane, mission done.
Quick control of individual unit's weapons and quick keys for depth and speed, good mechanics, stable play, save game compatibility, dynamic campaign functional, and last but hopefully not least important is multiplayer support. These are what I emphasize every time there is a discussion on what is most important on the official Sea Power Microprose discord channel.
This video could be useful for new players
https://youtu.be/PZ5I6eb9rt4?si=xPK_ZG5giBHsKKZO
I'm waiting for release, it's a definite purchase for me. If this is like a modern take on, "Jane's Fleet Command", I'll be delighted. I loved Fleet Command.
:Kaleun_Thumbs_Up:
Barkhorn1x
10-24-24, 07:56 AM
I'm waiting for release, it's a definite purchase for me. If this is like a modern take on, "Jane's Fleet Command", I'll be delighted. I loved Fleet Command.
:Kaleun_Thumbs_Up:
It is definitely "Fleet Command" adjacent.
:salute:
It is definitely "Fleet Command" adjacent.
:salute:
It sounds right up my alley. I'll be buying it on release day. :up:
:Kaleun_Cheers:
Today is the day !! Looking forward to install and try it ! Hopefully this afternoon CET
I've been playing it since just after 0400 this morning, when it was released. I like it a lot! :yeah:
:Kaleun_Salute:
Barkhorn1x
11-12-24, 09:04 AM
Good luck mates.
:Kaleun_Cheers:
I need to wait a bit unfortunately.
Sniper450
11-12-24, 11:22 AM
Definitely a purchase for me but I’ll wait until there’s an in game save.
Well, it looks like it's out now with Workshop support and a mod manager.
Congratulations Triassic!
After a long break I was checking back to see if any Cold Waters mods were still in development and came across this.
Purchased! Look forward to many hours of fun here as the game develops.
hawk2495
11-15-24, 12:01 AM
Man, I've got just shy of 10 hours in. There are some things I would like to see happen, but what we do have is VERY solid. So far, I think one of the coolest thing I've seen was the unleashing of absolute Hell onto shore guns in the workshop mission "Temper Temper." Granted, it's supposed to take place during Korea, but unleashing the Wisconsin's full late 80's firepower on some Korean shore batteries. Just damn.
Skybird
11-16-24, 05:33 AM
I like it so far, but have some reservations about calling it a strategy game or sim. Its so far more a sort of battle generator and the gameplay consists not so much of planning and making strategic decisions, but simply overwatching the system functionality of the units under your command, while the show mostly runs all by itself. This can be enjoyable in itself since it all looks visually so good, so whether this is seen as criticism or not is a question of whether the glass is half full or half empty - the answer lies in the eye of the beholder. There is more gameplay included in for exmaple playing Steel Beasts. But maybe I have just changed myself with getting older, and taste is not like it was 15 years ago.
But I like it and do recommend it.
On a sidenote, the thing is more hardware-demanding than it seems. I suffered crashes until I reduced visual details mostly to low and some to medium. Crashes were indicated by UE error messages. On release day, a new nVidia driver came out as well, that and the lowering of options seem to have helped, and the game still looks good. i7-8700K, GF1080Ti, 32GB and W10 here, so not the most modern rig but absolutely within their specs demands.
havocsquad
11-18-24, 12:31 AM
On a sidenote, the thing is more hardware-demanding than it seems. I suffered crashes until I reduced visual details mostly to low and some to medium. Crashes were indicated by UE error messages. On release day, a new nVidia driver came out as well, that and the lowering of options seem to have helped, and the game still looks good. i7-8700K, GF1080Ti, 32GB and W10 here, so not the most modern rig but absolutely within their specs demands.
To me the sonar modelling with a lot of present contacts when things gets fairly busy uses up a lot of CPU calculation cycles and time acceleration takes a BIG hit (10x max). This seems to primarily occur after significant amount of game hours have passed in long missions.
I think and hope they will optimize and reduce some of the workload sonar demands and spend more time simplifying and reducing complications created by the return to base functionality they have.
I'm all for elaborate return to base carrier aircraft pathing that looks accurate until it fails miserably and locks up the carrier operations with a stuck deck.
I have a similar setup of a Intel i7 with NVIDIA GT1070 with 32 GB of ram.
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