Sea Power

Sea Power

Pacific Strike '85 - Updated and Rebalanced!
Ian  [developer] 27 Nov, 2024 @ 6:34am
Known issues
Known Issues

Users have reported land units in mission 2 and 4 appearing over water or in other unexpected locations -- if this happens, please try unsubscribing/resubscribing to the mission set to force a re-download as some of the missions had the "center of the world" marked incorrectly early on.

I also have this question to the developers as the first 5 missions were made during closed Beta and a lot has changed since release -- this is being actively worked and if changes are required I will update the mission pack
Last edited by Ian; 27 Nov, 2024 @ 7:28am
< >
Showing 1-15 of 16 comments
Ian  [developer] 27 Nov, 2024 @ 7:50am 
Note: developers have discovered a bug related to land unit locations in some situations which is being investigated
Techno 28 Nov, 2024 @ 8:03pm 
Any updates on this issue? I ran into the same issue with my own missions and the only fix seems to be to restart the game and try the mission again. Seems to fix it most of the time.
Ian  [developer] 6 Dec, 2024 @ 7:58am 
@Techno this still seems to not be fixed, I am asking the devs for an update here. It has been reported in almost all scenarios now :(
Techno 7 Dec, 2024 @ 8:11am 
Thanks for the update, hopefully it gets resolved soon.
Ares28 8 Dec, 2024 @ 3:12pm 
Today I've replayed missions 5-10.

Mission 5: I don't understand people complaining. I managed to kill both Kirov and Kynda cruisers with a single harpoon strike from A6s, P3C and SSN. It was during my third try though. This mission is rated 5 stars and for me its a fair challenge.

Mission 6: I'd really recommend changes in the mission 6 and putting those ships further apart as the shooting starts immiedietly upon mission start without players ability to change the outcome, but to look how RNG throws the shells around. Also i was not able to kill any of the oil rigs, despite the heavy bombardment and putting all of the A7s
bombs on top of that. The indestructibility of oil rigs is a base game bug ofc, but I would still recommend replacing them with a land based oil tanks, refinery or industrial buildings.

Mission 7: There's a bug, which causes the T-55 tanks to use their guns in anti aircraft role firing FLAK shells, which rendered my AH cobras smoking wrecks instead of the opposite. I'd recommend replacing them with T-72s which don't tend to shoot at air units.

Mission 8: Both subs are too close to the SAG and one of them is behind with slim chances of catching up without running full speed and getting spotted. This might be authors intention though, to use the one behind for firing harpoons, while the SSN in front does the torp job.

Mission 9: The soviet OSA missile boats waste their missiles by firing them into land. Maybe just move them further from the shore? I'd also recommend overriding the nationality of captured Soviet units. Also in contrary to land based assets I find it highly unlikely to capture warships in running condition with their missile stores full. One would simply scuttle them to prevent them falling in the enemies hands. So I'd just remove the two tarantuls and a minesweeper and replace them with a single FFG if needed (the airbase does all the job anyway).

Mission 10: The Kiev, Alfa, and missile cruiser beached themselves and it was pain in the ASM for my ships to break into Manilla Bay in order to finish it. With the current state of the AI I'd recommend redesigning of the mission by putting the soviet units just outside of the bay, and saying that the intel was inaccurate and soviet CV group is already on the go heading north-west.
Ian  [developer] 9 Dec, 2024 @ 9:17am 
@Ares28 thanks for detailed feedback!

Mission 6 has been modified to move the player units out a bit to give some time before action starts. The oil platforms are destroyable with gunfire but can take some punishment.

Mission 7 T-55s have been removed and overall tank count reduced. There are big changes to this mission overall coming.

Mission 8 go below the layer with the northeast SSN and run south to catch up. I intentionally avoided the need for a lot of time compression in these scenarios as it has caused so many issues in testing. I generally agree this one is too 'easy'... I'm looking at ways to make it more difficult

Mission 9 :shrug: the idea here is to vary up the player's experience with some new ships. I know it's not incredibly realistic but... look at the campaign itself, this isn't a realism thing. Maybe they're crewed by defectors. Who knows :)

Mission 10: I do like this suggestion but also wonder if you encountered the issue seen by others where unit spawn location is altered due to a bug in the game. In testing I have never seen the Kiev group run aground. I will look at altering this one to avoid major issues though
Last edited by Ian; 9 Dec, 2024 @ 9:18am
Witcher 12 Dec, 2024 @ 7:06pm 
How do you identify this mod's mission numbers in Mission Editor?
Ares28 16 Dec, 2024 @ 8:03am 
@Ian Thank you for your response. I will give it a try once again in a while providing new feedback after the recent game updates. Keep up the good stuff coming!
Witcher 16 Dec, 2024 @ 2:26pm 
Originally posted by Witcher:
How do you identify this mod's mission numbers in Mission Editor?

Found them in the Steam workshop folder, and copied them to user_missions folder except Mission Editor can't open it - any tips on how to edit mission files?
Ian  [developer] 16 Dec, 2024 @ 7:08pm 
Originally posted by Witcher:
Originally posted by Witcher:
How do you identify this mod's mission numbers in Mission Editor?

Found them in the Steam workshop folder, and copied them to user_missions folder except Mission Editor can't open it - any tips on how to edit mission files?
This is due to the file path specified for the briefing not matching when the missions are opened in the editor if you move them around... I am actually not sure how to open workshop missions in the editor, you could ask on the various discords as I'm sure someone has figured it out. Cheers
Witcher 16 Dec, 2024 @ 8:00pm 
Originally posted by Ian:
Originally posted by Witcher:

Found them in the Steam workshop folder, and copied them to user_missions folder except Mission Editor can't open it - any tips on how to edit mission files?
This is due to the file path specified for the briefing not matching when the missions are opened in the editor if you move them around... I am actually not sure how to open workshop missions in the editor, you could ask on the various discords as I'm sure someone has figured it out. Cheers

Cheers Ian, I have asked in the MP Discord channel and was advised to copy the mission files/folders from Steam workshop to the user_missions folder. Where/which file specifies the briefing path?
Ian  [developer] 17 Dec, 2024 @ 5:19am 
Originally posted by Witcher:
Originally posted by Ian:
This is due to the file path specified for the briefing not matching when the missions are opened in the editor if you move them around... I am actually not sure how to open workshop missions in the editor, you could ask on the various discords as I'm sure someone has figured it out. Cheers

Cheers Ian, I have asked in the MP Discord channel and was advised to copy the mission files/folders from Steam workshop to the user_missions folder. Where/which file specifies the briefing path?

Those paths should be specified in the mission ini file, I would change them to be relative to the user_missions folder (for the briefings to work in a workshop mod they must be relative to the mod folder and not user_missions). Good luck
Playing current beta, and completed your mission 10 last night. Superb overall mission pack. Mission 10 had some issues. Were the Kiev, Kresta and Krivak supposed to ground themselves? Not sure if that behavior was deliberate or not. Also, most of the Houston's Mk 48s I fired at units inside the bay ran into the seabed, despite being targeted on a waypoint. I read about a scenario maker having this problem with Tigerfish torps, and adjusting settings so that waypoint launches didn't immediately dive to 250'. Not sure that is what happened, but lost all four torps I tried to get into the bay. Also, I never got a single launch out of the S-300s. Might have just done a good job with my jamming from the EA-6Bs, but had more than ample a/c inside their range rings without ever catching a missile, despite Kiev and Kresta being happy to spam SAMs at anything they picked up.
Ian  [developer] 4 Jan @ 3:44pm 
Thanks @ACG_Panzer -- no, it is not intentional in any of my missions for units to ground themselves ;) this is just base game pathfinding and not much I can do about it. In my tests I have never actually encountered this issue though it has been reported a few times. The only real solution here is to operate these units far from land where this isn't an issue (and this doesn't really work with the storyline tbh..)

Regarding torpedoes hitting the seabed, I am really not sure what to do about this as a scenario maker as the game doesn't allow the player to set torpedo run depth. There is no setting in the mission that has any effect on how units fire weapons beyond setting them to free/tight/hold.

Jamming the SA-10 Flap Lid radar will sometimes prevent the S-300 TEL from firing. I suspect this is what happened but as always, I can't tell you for sure with this early access game ;) Cheers
Last edited by Ian; 4 Jan @ 3:45pm
I've just started mission 9 twice and both times the airfield is spawning slightly sunken in the ground, most aircraft take off ok anyway somehow but the P-3 explodes about halfway down the runway instead. Is this a bizarre mod interaction or did I get a bad download, or it is just a bug cuz early access etc etc?
< >
Showing 1-15 of 16 comments
Per page: 1530 50