· announcements · 4 min read

Campaign 2 Is Out of Beta With 28 Missions and a Voiced Crew

Campaign 2 leaves beta with 28 missions, Campaigns 4 and 5 get their first missions, and the simulator has new menus, card art, sound, voice acting, achievements and debriefs.

Campaign 2 leaves beta with 28 missions, Campaigns 4 and 5 get their first missions, and the simulator has new menus, card art, sound, voice acting, achievements and debriefs.

The August update added four campaigns. Since then we have added missions to those campaigns and rebuilt how the simulator looks and sounds.

Campaign 2 is out of beta with 28 missions. The two electronic warfare campaigns have their first missions. Everything from the campaign menu to the end-of-mission debrief is new.


Where Each Campaign Stands Now

North Atlantic Teleport Services
Stable
Campaign 1, 24 missions + sandbox

The dialog across the whole campaign was rewritten and is now fully voiced. Blind playtests also turned up a round of fixes.

Still the place to start.

NATS Europe
Stable
Campaign 2, 28 missions + sandbox

Out of beta and up from 8 missions in August. It covers two full phases at Galway and Shetland, the Gray Zone arc and four station security drills, all voiced.

Unlocks after Night Shift in Campaign 1.

Backyard Operator
Alpha
Campaign 3, 8 missions + sandbox

Riley’s backyard arc plays end to end and now has voiced dialog. The engine underneath it is still changing.

Open to everyone, no prerequisites.

9th Electronic Warfare Squadron
Alpha
Campaign 4, 5 missions

No longer sandbox only. Blackout, Failover, First Shift, State of Health and Ranging Pass cover both halves of the job, including the spacecraft side on TALON-2.

More missions are coming.

Signal Hunter
Alpha
Campaign 5, 4 missions + sandbox

The geolocation console now has missions behind it. They are First Fix, Two Carriers, Cold Trail and Prove It.

More missions are coming.


Twenty More Missions in Campaign 2

The beta stopped at Night Passes in August. The campaign now runs to 28 missions in three groups, and it is a stable release. Your saved progress carries forward, and the missions will not change under you.

  • Phase 2 (missions 9 to 16) takes you from qualified operator to the one Charlie trusts with the network. Expect more passes across two sites, tighter windows, and your first calls on whether a contact is worth keeping.
  • The Gray Zone arc (17 to 24) is where things stop being accidents. Unusual Activity opens it. Dirty Spectrum, Frequency Agility, False Time, Knocking on the Door, Connecting the Dots and Dark Passes follow, and North Atlantic Storm closes the campaign. You will ride through an uplink jammer, catch a spoofed GNSS reference on your own station clock, and work passes while your margins shrink.
  • Security drills (25 to 28) are Site Orientation, Baseline Check, Removable Media and Vendor Session. These short missions cover the people and the logs behind a ground station.

Some missions ask you to make a decision instead of answering a quiz. The simulator grades those against what it is doing at the moment you answer, so the right call depends on what you measured.


A New Front Door

The simulator looks different from the first screen.

  • Campaign and mission menus are rebuilt, with card art for every campaign and mission.
  • Mission briefs open each mission, and a loading screen covers the wait while it starts.
  • A pause menu holds settings, fullscreen and a continue option. Audio and display preferences are saved.
  • Sound covers equipment, alarms, room ambience and menu music, and the audio menu sets each level.
  • Voice acting is in Campaigns 1, 2 and 3. Charlie, Riley and the rest of the crew now speak their lines.

After the Mission

  • Debriefs show your score next to your previous run and your best, and point you to the next mission.
  • Your profile shows campaign progress and tiered achievements, and a notification tells you when you earn one.
  • Interrupted missions are kept. Close the tab mid-pass and the mission is still there. Saves that fail to send are retried.

Under the Hood

  • One scenario clock drives the whole simulation, so timed events, faults and passes line up the same way every run.
  • Each station has its own propagation model, Ku-band rain fade is modelled, and the station’s predictions are kept apart from what is really happening.
  • The TT&C side has a spacecraft state-of-health panel and a ranging tone.
  • Each mission has a working document, so the notes you need are in the simulator instead of another tab.
  • Free-play sandboxes let you swap the station’s antenna loadout.

Tell Us What Breaks

Campaigns 1 and 2 are stable, and Campaigns 3 to 5 are still alphas. If a mission stalls or a reading looks impossible, tell us which mission it was and what you had just done.

Use the contact form, or the Discord if you want a conversation. Reproducible bugs are welcome as issues on GitHub.


Twenty New Missions Are Waiting

Your saved progress carries forward. Finish Campaign 1, follow Charlie to Galway, or try the electronic warfare missions and tell us what to fix.


Theodore Kruczek

Theodore 'TK' Kruczek is a radar analyst and former Air Force Major specializing in Space Operations. He is passionate about open-source projects, coding, craft beer, and making things. SignalRange is his next step in making space technology more accessible through interactive, browser-based tools. He has developed other tools like KeepTrack and the Orbital Object Toolkit.

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