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Offline Asid

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Re: Command: Modern Operations
« Reply #75 on: January 10, 2024, 12:25:07 AM »
Command: Showcase - Icebreakers Coming Soon
Tue, 9 January 2024



Today we are announcing our newest piece of Command DLC. Showcase - Icebreakers will take you to the arctic circle, commanding a naval task force in a F.O.N. exercise gone hot. Icebreakers will be out February 1st, 2024.



Airbases in Alaska are within supporting range of the Canadian/U.S. combined fleet

As the globe warms Arctic ice retracts, turning the frozen Siberian coastline into the worlds next great shipping lane. Ships transiting the Northern Sea Route (NSR) from Shanghai to Copenhagen travel only 1/3rd of the old distance, and avoid strategic bottlenecks like the Suez Canal and strait of Gibraltar. It is in this new, thawing theater that the Russian President and MoD see an avenue of restoring national pride, a theater which most in the west feel comfortable cropping out of their maps. Investments and military constructions are initiated turning this barren sea lane into an arctic kill-zone, emboldening the Russian parliament to declare that their laws regarding this new waterway supersede the United Nations Law of the Sea. In response, the U.S. President and Canadian Prime Ministers decide to challenge Russia’s claims in the region.



Nuclear attack submarines are active within the Arctic circle

In Showcase: Icebreakers it's up to you to lead a Freedom of Navigation operation in one of the most inhospitable climates on earth, the Arctic circle. Leading the fleet is the Polar Star, an icebreaker capable of plowing through the sheets of sea ice. Following behind her are several allied surface action groups including Zumwalt and Arleigh Burke Destroyers, along with Harry DeWolf patrol ships, and more. While there is no carrier as a part of the fleet, you will have the support of Air Force units stationed in Alaska.



With Siberia so close, there is a major threat from Russian airbases and missile batteries

Information is ammunition, and with Russian satellites active you will need all the help you can get to control the flow of information. US CYBERCOM has prepared an attack package code named “Widowmaker" which will help deal with the Russian satellites.



Hypersonic missiles are launched to attack Russian surface units

War has not been declared, but hostilities could begin at any moment. The Russian response to your actions will dynamically change according to the level of hostility you display. This is made possible by our new "Road to War" script that models gradual escalations from harassment and skirmishing, to outright warfare.



The Polar Star smashes it's way through an ice flow, creating a corridor for the fleet

Good luck Commander, control of this new sea lane is crucial.

Icebreakers will be out on Steam and the Matrix Store February 1st, 2024

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Offline Asid

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Re: Command: Modern Operations
« Reply #76 on: February 02, 2024, 12:36:42 AM »
Command: Showcase - Icebreakers Out Now
Thu, 1 February 2024



Command: Showcase - Icebreakers is out now on Steam and the Matrix Store.

To show off this new release, developers Jacob Keyes and Kushan will be streaming the scenario over on the Slitherine Twitch channel from 11:30 AM -1:30 PM EST.




As the globe warms Arctic ice retracts, turning the frozen Siberian coastline into the worlds next great shipping lane. Ships transiting the Northern Sea Route (NSR) from Shanghai to Copenhagen travel only 1/3rd of the old distance, and avoid strategic bottlenecks like the Suez Canal and strait of Gibraltar. It is in this new, thawing theatre that the Russian President and MoD see an avenue of restoring national pride, a theatre which most in the west feel comfortable cropping out of their maps. Investments and military constructions are initiated turning this barren sea lane into an arctic kill-zone, emboldening the Russian parliament to declare that their laws regarding this new waterway supersede the United Nations Law of the Sea. In response, the U.S. President and Canadian Prime Ministers decide to challenge Russia’s claims in the region.

In Showcase: Icebreakers it's up to you to lead a Freedom of Navigation operation in one of the most inhospitable climates on earth, the Arctic circle. Leading the fleet is the Polar Star, an icebreaker capable of plowing through the sheets of sea ice. Following behind her are several allied surface action groups including Zumwalt and Arleigh Burke Destroyers, along with Harry DeWolf patrol ships, and more. While there is no carrier as a part of the fleet, you will have the support of Air Force units stationed in Alaska.

Information is ammunition, and with Russian satellites active you will need all the help you can get to control the flow of information. US CYBERCOM has prepared an attack package code named “Widowmaker" which will help deal with the Russian satellites.

War has not been declared, but hostilities could begin at any moment. The Russian response to your actions will dynamically change according to the level of hostility you display. This is made possible by our new "Road to War" script that models gradual escalations from harassment and skirmishing, to outright warfare.

With this release we also have a small update primarily to support this DLC. The changelog is posted below.

* New weapon type: Laser dazzlers. (Background: https://en.wikipedia.org/wiki/Dazzler_(weapon))
Dazzlers differ from high-energy lasers as they have a deliberately wider, more dispersed (and less powerful) beam pattern. This reduces the destructive effect but makes it easier to hit their intended target. They are used primarily to damage/destroy visual/EO/IR sensors, on manned as well as unmanned platforms and weapons. When used against manned aircraft, they can cause temporary blindness and even lead to the aircraft crashing if at low altitude.

* ADDED: #15453: Add ability to place reference points relative to any unit or any reference point
* ADDED: [Lua] Show if comms being jammmed on unit.components wrapper

* TWEAK: #15475: [B1328.13] Weapons in final phase always redirected to target
* TWEAK: Rudder turn speed and overswing prevention logic
* TWEAK: Show if comms jammed on Comms window
* TWEAK: Setting "WCS free" now explicitly informs that neutral targets are excluded from engagements

* FIXED: [B1328.13] Patrol & prosecution zone issues
* FIXED: ACs where blocked in refuel loop
* FIXED: #15485: [Lua] TimeToReady inside event not working
* FIXED: Do not perform expensive "Terrain type effects - Advanced" checks for satellites
* FIXED: #15502: [B1328.13] Aircrafts RTB if WP 2 it's close to WP #8
* FIXED: Weapon ETA cache was cleaned every second + Weapon ETA recalc logic
* FIXED: SM-6 Blk IB (fired against ground target) petered out way short of max range
* FIXED: Cater for BOL-attack when checking for water-surface targets
* FIXED: [Lua] Restore visibility to :methods (fixes several reported issues in B1328.13)
* FIXED: #15488: [B1328.13] RPs relative to a unit not being saved
* FIXED: #15486: [B1328.13] Dipping sonar not detected by subs
* FIXED: #15445: [B1328.13] Wrong position of contacts in scenario
* FIXED: RPs relative to units where not working correctly

* Added support for the "Showcase #4 - Icebreakers" scenario.
* Includes updated versions of all official scenarios. All scenarios were updated to the v504 DBs, in addition there have been fixes & tweaks to the following scenarios:
- Falklands - Cry Havoc Bluff Cove: Added Saint Julian Air Base
- Live - No BREXIT, no Problem!: Fixed USS Missouri Doctrine, should no longer RTB at scenario start
- Live - You Brexit - You Fix It!: Fixed USS Missouri Doctrine, should no longer RTB at scenario start. Updated Russian AAW loadouts and Swapped German NH90 DBIDs
- Live - Pole Positions: Fixed US submarines not being assigned to missions when playing as Russia
- Standalone - South China Sea Clash: Swapped USA LCS DBIDs, CCG WHEC DBID, and Updated UnitDestroyed events


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Offline Asid

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Re: Command: Modern Operations
« Reply #77 on: October 25, 2024, 12:36:00 AM »
Command: Modern Operations v1.07
Thu, 24 October 2024




Hello Command fans. We are happy to announce that update v1.07 is now live. A complete changelog is posted below. In addition to a mountain of bugfixes, tweaks, and scenario updates - we have a few key new features to mention.

First off is true altitude/pin-cushion view. Aerospace units can displayed at their true altitude on the map. This is by default off but can be turned on by going to "Game Options --> Map Display --> Draw units at true altitude". This will hopefully help players visualize just where their aircraft are relative to one-another.

We have also revised the HTML-rendering backend using Microsoft's new WebView2 rendering engine, added contrails and wakes to aircraft and submarines, and added new fuel flow rate restrictions in air-to-air refueling.

These features are covered in more detail in the changelog below, so give that a good read if any of these new options and game rules strike your fancy.

Until next time, happy hunting everyone!

================================================================================
Command v1.07 (Build 1487) Release Notes (changes from v1.06 - Build 1328.xx)
================================================================================

* NEW FEATURE: Show aerospace units in their true altitude (a.k.a. "pin-cushion view"). Disabled by default (for now), it can be enabled in "Game Options --> Map Display --> Draw units at true altitude". When enabled, air & space units are shown in their true altitudes rather than as "ground-tracks" on the planet surface. To help visualize their vertical placement, a gray vertical pole is drawn from the unit to the surface (similar to Tacview's "Display Object Height" setting). If a unit is out of the visible viewpoint but its ground-track is still visible, the unit's icon is ghost-drawn at the ground-track position, to indicate the unit's horizontal location.

* ADDED: Revised HTML-rendering backend, using Microsoft's new WebView2 rendering engine. You should notice improved HTML rendering on the DB-viewer and other UI elements that use HTML sources. This also allows richer custom UI elements at the beginning of a scenario (e.g. to define custom options for the scenario, difficulty settings etc.)

* ADDED: Aircraft fuel on-load rate restriction (requires v508+ DBs). When activated, the bottleneck on A2A fuel transfer is not just the offload capacity of the tanker, but also the onload capacity of the aircraft. Also the calculation for transfer rate is now the same for CMO & CPE.

* ADDED: Indicators for aircraft contrails and ship/submarine wakes can be displayed on the map, under a unit's datablock. This makes it easier for the player to be more aware that his units may be visually detected at significantly longer ranges because of these factors. These indicators can be disabled on the "Map Settings" menu if they clutter the map unacceptably.
(Clarification: Contrails and wakes have been part of the simulation engine since CMANO's original 2013 release. This change adds visual indicators for them)

* ADDED: [Lua] New method "ScenEdit_WeaponAllocation" to show weapon allocation from attacker to target. Syntax: ScenEdit_WeaponAllocation(attackerGUID, contactGUID, attackingSideGUID)
1. supply attacker and contact GUIDs to see salvos generated between the 2
2. supply attacker GUID and empty contact to see salvos from the attacker to anyone
3. supply contact GUID and empty attacker to see salvos against contact. Note in this case, you MUST supply the side from which attacks are coming from.

* ADDED: [QOL] Possibility to copy and paste zones through the zone context menu (Shift+RMB)
* ADDED: Notification bark to let the player know if the AC reached the weapon release point too early (explanation for the occasional "hover on waypoint" behavior)
* ADDED: [Lua] Added TimeZulu to the flightplan WP wrapper
* ADDED: Formation Editor accessible in unit mode when group member is selected
* ADDED: [Lua] Function for resetting the message log: Tool_ResetMessageLog([Optional: Print First]). If the optional "print first" value is set to True, the message log will first be written out to \Logs\AALog.txt before being purged.

* Includes updates & fixes to these official scenarios:
- Standalone - Chasing Aphrodite, 2019
- Standalone - Iron Hand, 2014
- Kashmir Fire - 2. Retaliation
- Kashmir Fire - 4. Doomsday Clock
- Kashmir Fire - 8. Flaming Dragon
- Kashmir Fire - 12. Thunder From The Sea
- Showcase Ford Class

* Includes the v506, v507 and v508 releases of the DB3000 & Cold-War DB databases. This concludes the months-long China national overhaul, one of the most ambitious projects undertaken by the DB team (details: https://github.com/PygmalionOfCyprus/cmo-db-requests/issues/4131). The Command database is now arguably one of the most comprehensive open-source compilations of information on modern Chinese military equipment (excl. small arms).
DB3000 v506 additions: https://drive.google.com/file/d/1n0UWMUiqniOgaqt7NrbvaRvBPjg4b82P/view?usp=sharing CWDB v506 additions: https://drive.google.com/file/d/1n8oSgftzyF3Jw9lUxuyMCh-c_wBnICH2/view?usp=sharing DB3000 v507 additions: https://drive.google.com/file/d/1myeLWrzWbGBE5Ddwhrz7uX4yIPn5j78c/view?usp=sharing CWDB v507 additions: https://drive.google.com/file/d/1nBHZT2mQiUg74AvyZPXiPTbFnro5SKfr/view?usp=sharing DB3000 v508 additions: https://drive.google.com/file/d/1wD5-lO4K_jUS4yuQ6BLpQqd_vRcV6490/view?usp=sharing CWDB v508 additions: https://drive.google.com/file/d/1w4IIuX_glHk9SGpnPT6jW7JR47SybvOp/view?usp=sharing
* TWEAK: The Sentinel-2 map layer is now disabled by default
* TWEAK: Better formatting for camera altitude text
* TWEAK: Speed boost in DLZ calcs if the target is higher than the weapon's ceiling
* TWEAK: Weapon Endgame reports with more specific wording
* TWEAK on lofted AAW weapon trajectory: If climbing post-burnout and getting close to stalling, begin terminal dive towards the target
* TWEAK: Improvement on secondary targets management for bombing + WRA check
* TWEAK: On "Head To First Waypoint", start the climb/dive to the next waypoint's desired altitude only when we are within the horizontal distance needed for the climb/dive (this prevents aircraft from starting their climb/dive too early)
* TWEAK: The flight planner will now always set the weapon release altitude according to the mission profile's "attack altitude ingress" value - allowing for minimum safe height
* TWEAK: Force sim to pause on File-> StartMenu
* TWEAK: Removed the obsolete "Test Scripts" top-level menu
* TWEAK: scenario duration color on Begin Scenario Button set to white
* TWEAK: Spread the OpenTopoMap tile calls to the three different known servers, to increase download throughput (and bypass throttling blocks)
* TWEAK: The slug-trails are now rendered as an actual fading trail instead of unselected ref-points
* TWEAK: Rotated icons and vectors at the edge of the globe will no longer show heading as if they were looked at directly from the top, but will instead be rendered as pointing to the heading they are actually moving towards
* TWEAK: On Docking Ops window, list the hosted units of each platform in natural-sort order
* TWEAK: Do not draw the mouse cursor databox if the mouse cursor is pointing outside the planet
* Numerous significant sim-speed improvements.



* A large number of miscellaneous issue from B1328.xx have been resolved.
FIXED: Outline not being rendered and overlapping text for caption bar
FIXED: Contact vertical speed was not recomputed each pulse
FIXED: Exception when Primary Target isn't a unit (aimpoint, etc.)
FIXED: #16156 Cold War DB possible matches for emission detection incorrect (if previously played a DB3000 scenario)
FIXED: [Build 1405 CIV] Nooo! Manually plotted courses disappear when units fire
FIXED: Name of selected GPU not displayed on caption bar
FIXED: ACs flying north and not RTB due to trying to maintain standoff while following a FP
FIXED: Scenario "Canary's Cage" forcibly deleted on startup
FIXED: Severe slowdown in salvo creation with AAW missiles when the WRA-range setting is "No Escape Zone"
FIXED: In some cases a weapon would resolve its impact twice, before and after the target's point-defence resolution, thus ignoring the point defence's outcome
FIXED: Aircraft climbs to maximum altitude (when at weapon release point) instead of FP or weapon release altitude
FIXED: #16174: Rapid Dragon strike behavior: Ordering the target in descending distance order ensures that the Wpn launching point is valid for all the targets. Also fixed an issue that was preventing the generation of a FP with multiple targets if the targets were too spread out.
FIXED: Crash when trying to import units due to missing "folder exists?" check
FIXED: [B1405] Aircraft armed with AIM-174B descend to surface level
FIXED: [MDSP] AC stucked looping in place
FIXED: Formation type list not being cleared properly when reloaded.
FIXED: #16118: The formation type index 0 is being ignored as a formation type
FIXED: #16093: Manually allocate MALD, clears unit plotted course
FIXED: ACs in a patrol mission persists to the FP instead of engaging
FIXED: The message window was not correctly parsing LOADDOC directives if they were preceded by any other text & tags (e.g. <BODY>)
FIXED: Harpoon not being fire due to altitude
FIXED: #16197: Weapons with HE blast-frag warheads would have an excessive effective frag radius, thus easily wiping out multi-aimpoint faciities (e.g. TLAM vs SA-10 battery)
FIXED: ASuW bomb not engaging due to altitude issue
FIXED: #15838: SS-N-27 variants do not deploy supersonic final stage
FIXED: Concurrency-caused DB freak exception
FIXED: TerrainFollowingFlag not set
FIXED: Satellite names not listed correctly on Losses & Expenditures
FIXED: Special messages with external HTML content not displayed on the message log
FIXED: Aircraft with flight plan fly away without guiding weapons onto target
FIXED: Helicopters following flight plan may hover forever after take-off
FIXED: ACs were not respecting the zulu time of the mid-flight WPs
FIXED: Sometimes the wrong weapon was retrieved for FP weapon engagement check
FIXED: Winchester ACs were not RTB if there were some leftover targets
FIXED: Filter-by-keyword causing crash to desktop (unable to add weapon/sensor)
FIXED: Unit cloning not working for anything having a coverage arc definition (weapons, sensors)
FIXED: ToT was calculating Weapon range as part of the flightleg for ACs
FIXED: Aircraft on flight plan miss window to create salvos on double-flame speed
FIXED: #16154 Air-Intercept aircraft fly off in random directions
FIXED: Individual aircraft ignoring flight plan when engaged offensive
FIXED: Crew quantity not retrieved correctly when instantiating facilities. (This led to the Mk1 Eyeball sensor not being present on manned facilities)
FIXED: #16212: [B1434] UE migration scenario
FIXED: AC using the next waypoint altitude instead of the current one
FIXED: Navigation issues (added a little slack to WP reach threshold + missing PC length check)
FIXED: #16216: Doctrine mission reset when units assigned on air
FIXED: ACs in separate targets were hovering at waypoints
FIXED: Keyword-search method when adding a sensor was case-sensitive
FIXED: #16220: JDAMs, aircraft getting stuck in mid-air and circling target/waypoint
FIXED: Support missions not generating TOT for all flights
FIXED: Aircraft circle at waypoints indefinitely with unreachable altitudes
FIXED: WRA Winchester issue (erroneous "Follow Plotted Course" for winchester ACs ignoring leader)
FIXED: #16237: DLZ check causing soft-lock and exception fuse
FIXED: #16215: Wrong WRA Allocation
FIXED: #16239: SAMs engaging targets below their engagement floor
FIXED: #16241: Ordering manual refuel clears the selected tanker's plotted course
FIXED: Multiple improvements on Flightplans altitude managment
FIXED: "Horizontal distance needed to climb/dive to desired altitude" was sometimes returning a negative value
FIXED: Issue when closing window with hotkey (Escape And/or dedicated)
FIXED: ACs reverting back to "Altitude Before Engaged Offensive" even if they had a flight-path to follow (and thus should ignore this value)
FIXED: #16230: Boats cannot dock at a port that is part of a group
FIXED: Mission Profile values are always used for determine weapon release altitude - UNLESS AC loadout is null (in such case Upper Release Altitude Limit (ASL) - 100 is used)
FIXED: Aircraft Minimum Safe Height value is used instead of Profile Altitude value if if the latter is lower than the former (this protects aircraft from getting self-blasted/fragged on low-level delivery)
FIXED: Adding minimum weapon altitude and land altitude taken into consideration (with 0 as min value)
FIXED: Aircraft must finish firing weapon salvos before continuing flight plan
FIXED: WebView2 cache/user folder now uses Command's WritableRoot folder (fixing I/O issues on some computers)
FIXED: Weapon endgame being reported as a miss if intended target was a miss even if another unit was hit
FIXED: ACs were heading to the target ignoring the fact that they had not reached weapon-release WP + ACs were circling weapon release target after weapon launch
FIXED: #16247: ABM missiles flying inefficient/impossible paths, fail to intercept BMs
FIXED: Game-Mode not being preserved during scenario migration to different DB
FIXED: #16268: Aerial Refueling taking priority over RTB even if aircraft are in range of airbase (units RTB not in bingo toward the base ignore bingo doctrine and do not refuel)
FIXED: [Lua] Fixed case of empty list when trying to find units
FIXED: The MDSP had issues plotting flight paths around no-nav zones.
FIXED: #16181 Rapid Dragon pallet was being destroyed before it could fire
FIXED: Constant exception thrown when landing aircraft was on a strike mission
FIXED: #16234: Different airbase composition (single-unit vs complex) causing issues
FIXED: #16224: Wrong Bingo fuel calcs depending on base type
FIXED: #16280: BOL-Launched torpedoes disappear immediately upon being launched
FIXED: Saved window size of multi-unit sensors form may cut off controls
FIXED: #16284: Flightplan WPs don't update position of moving base (e.g. carrier) causing aircraft to fly to wrong position while RTB and crash
FIXED: [1436 CIV] Unimplemented method involving WRA
FIXED: #16286: Group members do not follow group leads speed while lead is engaged offensive during patrol mission
FIXED: Fixed case of SBR Platform List being written under app directory (not logs path)
FIXED: Reference points adapting to the zone visibility settings once they have been added to the no navigation or exclusion zones
FIXED: Aircraft emergency diversion logic only after tanker checks failed
FIXED: Tacview not updated when Contact ID status changes
FIXED: Cropped text in Area Editor
FIXED: NoNavZones and ExclusionZones Window Layout
FIXED: #16289: Reference points visibility state not saved properly
FIXED: #16297: Aircraft (no FP) not adjusting pitch to meet boresight limit on target
FIXED: #16303: Weapons dissapearing if firing unit is Out-Of-Comms
FIXED: Gameplay Freezes, possibly due to Strike Missions
FIXED: External (LOADDOC-provided) side-briefing and scenario-description texts broken after saving campaign scenario to somewhere other than its original campaign folder
FIXED: Stationary ship group never changes throttle when given an new plotted course
FIXED: #16305: Ships in formation do not change speeds properly to return to formation
FIXED: Added weapon min-range check to avoid creating salvos that cannot be fired
FIXED: The UI was changing the status of the AC when drawing the targeting Vector
FIXED: Resolve unguided weapon defensive shot (CIWS) before target weapon impact
FIXED: #16009: Escorts engage targets at altitude/speed of aircraft they are escorting
FIXED: #16287: Aircraft circle weapon launch after firing during strike mission if target list contains unengaged target
FIXED: #16291: CAP mission FPs not generated because "currently generated flight profile requires too much fuel"
FIXED: #15705: Mission Deactivation checkboxes are non-functional
FIXED: [MDSP] Wrong leg time estimation when climb time is present
FIXED: Engagment was wrongfuly dropped if one of the weapon was incapable of fire
FIXED: Hellfire Won't Shoot - Not Authorized to use SAMs Against Surface Targets
FIXED: Target detected due to omniscience not correctly inheriting its unit-side posture
FIXED: Some UI element anchoring issues on Docking-Ops window
FIXED: Various issues related to area-effect explosions and aimpoint-facilities
FIXED: Exception in Numeric Up-Down control when opening "Satellite Pass Prediction" window
FIXED: Inconsistent application of "Use SAMs on ASuW" doctrine when selecting weapons
FIXED: ACs following a non-FP course were not changing the altitude accoridng to the WP request
FIXED: #15156: Fixed dual-mode ARM not seeing the target as radiating
FIXED: #16173: Some elements of UI menu are greyed out
FIXED: #16277: Upgrading a scenario scrubs side-is-human missions
FIXED: #16293: Special Message window "previous" & "next" buttons not working
FIXED: #15906: SBIRS don't detect LRBM
FIXED: Ship not always engaging incoming missile with CIWS
FIXED: Fixed case where closure speed was not calculated in AAW weapon lofted flight trajectory
FIXED: Movement vector issue for ground units right before or after being stationary
FIXED: Movement vector issues related to "old altitude" not being updated for contacts in certain cases
FIXED: #16348: Aircraft evade missiles even when they should intuit they are out of threat range
FIXED: #16337: Aircraft immediately losing control when spawned in airborne through editor
FIXED: #16322: ScenEdit_AddExplosion not working
FIXED: #16342: Scenario rebuild error, all aircraft airborne
FIXED: [Lua] Groups not properly exposing GroupLead's CurrentSpeed_Vertical
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Re: Command: Modern Operations
« Reply #78 on: December 19, 2024, 12:12:07 AM »
Command: Modern Operations v1.07 - Build 1527
Wed, 18 December 2024



Hello everyone. A small update today as Command takes the step to Build 1527. A good number of fixes and tweaks are included with this release, with the main features being the addition of a repeatable loop order for laying minefields.

In addition, this update takes us to the v509 release of the DB3000 and CWDB databases. You can find all the units added to the database in the changelog below

The full changelog is available below, happy hunting everyone!

Command v1.07 Build 1527 release notes (changes from Build 1487)
====================================================================


ADDED: Option for Repeatable-loop movement style for mining mission
ADDED: [Lua] Added waypoint wrapper to unit.course
ADDED: Added "Max Range" option to WRA firing-range selections. This allows differentiating between the weapon's explicit max range and the system default (which might be e.g. 50% of max).

Includes the v509 release of the DB3000 and CWDB databases.
DB3000 v509 additions: https://drive.google.com/file/d/1-SDvh64tihP-WhEAQpMQs1m7HeoFObE3/view?usp=sharing CWDB v509 additions: https://drive.google.com/file/d/1-hKp9pGycHZ6eRZj1c6-2UfGxz5pKZsF/view?usp=sharing
TWEAK: Various tweaks for contrails:
- Contrails cannot be formed outside the atmosphere
- The temperature-at-altitude is now calculated dynamically from the sea-level temperature, using the US standard atmosphere model, so the altitude threshold for contrails forming now varies with the time-of-day and local surface temperature. (The temperature can vary widely with altitude: https://apollo.nvu.vsc.edu/classes/met130/notes/chapter1/graphics/vert_temp.gif )
- Airships and other craft using non-combustion propulsion (e.g. pure-coasting or nuclear) do not generate contrails
- Weapons using boost-coast propulsion generate contrails only during their boost duration. Weapons using "cruise" propulsion (e.g. turbojet or piston/turboprop) can generate contrails throughout their flight
- There is a "transition" layer between -40C and -50C temperature at which contrails can be formed but are weaker than at lower temperatures; this is reflected by lowering the visual size of the generated contrail by one magnitude (e.g. medium to small).
TWEAK: [Lua] Tweaks to AdvancedDialog
TWEAK: "Load [scenario] From File" now displays an error in case it fails to load. Extra checks applied.
TWEAK: Modified the styling on the EMCON / WRA / Sensors buttons on the right column, to align them more with pre-existing format
TWEAK: [Lua] Adjusted Add/Set reference methods to be relative to RP and contacts too
TWEAK: Changed style of WPF buttons ("EMCON WINDOW (Ctrl + F9)", "WRA Window", "Sensors Window (F9)", "Doctrine Window (Ctrl + F9)")
TWEAK: Altitude poles are rendered as dashed lines for easier differentiation from other UI elements
TWEAK: Various tweaks on the display of navigation points in pin-cushion view. Also the selected weapon's (estimated) intercept point is displayed in its true altitude.
TWEAK: Speed improvement on showing the Doctrine-ROE window
TWEAK: Numerous sim-engine and map/UI performance tweaks
TWEAK: Button padding in mission editor so text is not cut off
TWEAK: Raised the minimum camera altitude to 500m (instead of 10m)
TWEAK: [Lua] Push firing unit to unguided weapon wrapper
TWEAK: [Lua] Add data binding to SpecialMessage
TWEAK: [Lua] Render HTML messages without adjusting if a DOCTYPE
TWEAK: Enforce a hold and hold end WP/time for missions that DON'T have a TOT.
TWEAK: Area Clipper tweaked for more reliable shape intersections
TWEAK: Various tweaks to missile loft autopilot logics
TWEAK: Tweaks to post-loft terminal dive behavior, to maximize duration at higher altitude (shed as little speed as possible)
TWEAK: The Defining of RP areas will result into an error if there is not Side created to avoid crashes.
TWEAK: Drawing a Polygon RP will allow you to not create a zone.
TWEAK: Replaced infinite random selection to cumulative-weight random selection for component damages
TWEAK: Removed altitude blending (ie. fade-out on zoom-in) for borders and coastlines layer.
TWEAK: [Lua] Added package list to Lua mission wrapper
Various sim-speed and map-rendering speed tweaks

FIXED: Typo in "Northern Inferno" campaign file causes error when advancing from first to second scenario in campaign mode
FIXED: Repeated while path-finding across International Date Line
FIXED: "Edit" buttons in Docking Ops window were too small
FIXED: Added Message Error box when Scenario-Load fails in "Campaign Continue"
FIXED: At-altitude slug-trails artifacts
FIXED: Pre-unit slug-trails causing save corruption in certain cases
FIXED: Precise WP estimation for flight with no time constraints
FIXED: Precise flightplan ETA calculation for patrol missions
FIXED: #16105: Weapons DLZ issues
FIXED: #16370: Error Fuse when an aircraft is evaluating threats
FIXED: Exception when checking for distance from launch-point for torpedo self-destruction
FIXED: arrow keys not working for moving maps
FIXED: WRA issues
FIXED: #16292: Duplicated Mk1 eyeball when saving + loading
FIXED: #16378: Aircraft not firing mobile decoys at strike mission targets
FIXED: Weapon turns toward (0,0) when intercept becomes impossible
FIXED: Cluster weapon reporting miss when weapon's explosion radius < dispersion radius of the unit
FIXED: #16381: Aircraft not firing (engaged defensive while on flight plan)
FIXED: #16353: Applied an .ini during a scenario deep rebuild crashed
FIXED: #16396: Aircraft increase altitude when defending against higher-altitude missiles instead of decreasing
FIXED: #16305: Ships in formation do not change speeds properly to return to formation
FIXED: #16372 Units assigned to a plotted course enter defensive status
FIXED: Aircraft go defensive vs. distant missile clearly not engaging them
FIXED: Target Speed Modifier (in weapon endgame messages) is being Repeated in Message Window
FIXED: Label about PTL not anchored correctly
FIXED: Custom station/transit alt in mission causes min-alt WPs in FP
FIXED: Patrol aircraft on FP return to FP after engaging one target
FIXED: Patrol mission area rendered as a solid box (instead of path across waypoints) when movement style is "Repeatable Loop"
FIXED: [Lua] Possible exception in GetContact()
FIXED: #15796: [Lua] Active Units from scenario still show killed ships
FIXED: #15863: [Lua] Unlock reference point not working
FIXED: Sporadic exception when opening mission editor
FIXED: #16373: Show unit behavior bark setting not working.
FIXED: Prosecution area of patrol mission not rendered
FIXED: Really low-to-the-ground trails not being rendered
FIXED: [Mission Editor] mining mission not showing correct UOM
FIXED: Weapon Launch point was showing latitude and longitude in text
FIXED: Plotted course preview not visible when extending an existing plotted course
FIXED: Generate Flight Plan button must never be disabled for Strikes even if they have no TOT or TOS
FIXED: DLZ checks & burn calcs always use standard weather conditions
FIXED: Boost-coast missiles shouldn't increase loft after burnout
FIXED: ActualTempAtAltitude_CurrentScenarioTime() needs to return degrees C
FIXED: Multiple issues in FP generation + ACs reverting to "follow plotted course" before having shot all the necessary missiles
FIXED: Various tweaks & fixes to the way drag is calculated during DLZ checks
FIXED: Various tweaks to "loft autopilot" logics for lofting AAW missiles. This should prevent them from using too-low a trajectory (energy-wasteful, fair chance of premature petering-out) on middle-of-range and short-range shots.
FIXED: "Group of groups" behaviors not working
FIXED: Borders & coastlines layer rendered inconsistently / "spotty"
FIXED: Mining mission properly uses the defined mining parameters
FIXED: RP not being marked relative if didn't have a bearing/distance
FIXED: [Lua] SetMission not correctly handling some presets on altitude/depth
FIXED: Non-side firing range wra linking max range option to system default, which isn't always true as system default can be different from max
FIXED: WRA default firing range not showing actual system default value
FIXED: [Lua] Null-reference exception in ScenEdit_SetUnit
FIXED: Manual Weapon Alloc window broken (was not providing human-readable feedback)
FIXED: #16441: Aircraft ignoring tankers and AAR

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Re: Command: Modern Operations
« Reply #79 on: February 11, 2025, 12:08:57 AM »
Article - Modern warfare comes knocking: Side-enablers and GNSS disruption
Mon, 10 February 202



Command team lead Dmitris Dranidis has a new article out on signals, drones, and the disruption of satellite navigation on the modern battlefield.

The Command team is working on implementing mechanics drawn from real-life examples of the interplay between orbital infrastructure and the ability of belligerents to deny and disrupt those assets.

These new phenomenon in warfare are being modeled as a feature we call side-enablers.

You can read the full article here.
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Re: Command: Modern Operations
« Reply #80 on: February 12, 2025, 12:45:10 AM »
Command: MO - Fail Safe out February 25th
Tue, 11 February 2025



Exciting news today as we announce Fail Safe, the next DLC for Command: Modern Operations.

Fail Safe is set in 1965 - during one of the most fraught and perilous periods of the Cold War. A Yak-27 has just crashed on the Svalbard Islands after a daring reconnaissance mission over Greenland. As Soviet and NATO forces race to the downed aircraft, a tense standoff is about to escalate into an all out shooting war.

Fail Safe will see you command both old and new platforms. F-86 Sabers and F-104 Starfighters will take on Mig-15's and 21's. Old ships like the HMS Victorious, a carrier veteran of World War II, will take on the newest ships of the 1960's like the Soviet November-class submarines and Sverdlov-class cruisers.

Old naval guns serve next to the newest anti air and anti ship missiles - every ship and air-frame in service will be needed.

The 12 mission campaign will see World War 3 fought out from the Arctic circle and the Atlantic to the Aleutians and the Pacific. Nowhere is safe from the Atom Bomb.



Fail Safe will be out on the Matrix Store and Steam February 25th.



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Re: Command: Modern Operations
« Reply #81 on: February 26, 2025, 12:07:03 AM »
Command:MO - Fail Safe out now!
Tue, 25 February 2025



Fail Safe is the newest DLC for Command: Modern Operations. Set in 1965 - one of most fraught periods of the Cold War

- Fail Safe features period accurate weapons and vehicles that will guarantee an authentic wargaming experience. Guided missiles, early supersonic fighters like the F-104 Starfighter and MiG-19 Farmer, and naval vessels like the Soviet Sverdlov-class cruiser are just a small sample of the military platforms available in Fail Safe.

A 10% launch discount is up now on Steam and the Matrix store.

From an opening scramble to recover a downed aircraft, ASW activities off the coast of Newfoundland, and the final battles of World War 3 where atomic weapons are finally unleashed - 12 missions will run you through the gamut.

Fail Safe is the pinnacle of 1960's Cold War air and sea wargaming. The closest you can get to seeing what would have happened if Western and Soviet naval and airpower had fought the war that truly would have ended all wars.

Good luck Commander, and remember to duck and cover.

Command: Modern Operations sale
-60%  ?68.59  ?27.43


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Re: Command: Modern Operations
« Reply #82 on: March 10, 2025, 11:51:31 PM »
Command v1.07 - Build 1567.6
Mon, 10 March 2025



A small update has just released for Command: Modern Operations. This update includes many small fixes and tweaks to Fail Safe (thanks to the community for all their feedback on Fail Safe).

Command v1.07 - Build 1567.6 Release Notes
========================================================================

Fixed and updated versions of the following official scenarios:

* Fail Safe - 1. Down Bird: Replaced Norwegian F-105s with F-104s. Also changed loadout on 2x Scimitars as Tankers and amended briefing to point that out so they can refuel the F-104s.

* Fail Safe - 2. Knock Knock: Removed the Nike sites in Northern Norway

* Kashmir Fire - 6. Shoreline : Further reduced the available SAMs on the Indian carrier group.

* Northern Inferno - 9. Fox Two 22 Sept 1975 : Turned Soviet NFZ back on, pregenerated Soviet strike flightplans.

* Red Tide - 2. Kobayashi Maru : Fixed Italian submarine not being assigned to a mission.

* Red Tide - 9. Deja Vu : Added the correct AIM-9 variant for the F-4s to the USS Midway magazine.

* Standalone Scenarios - Operation Lightning Strike, 2014 : Fixed Pakistani IADS units not being set to out of comms when the associated HQ is destroyed.

Includes the v511 release of the DB3000 database. DB3000 v511 additions: https://drive.google.com/file/d/1dPLTsbUD4GnBl0KgLiC1OOsBe4hhQyku/view?usp=sharing
Tweak: Slugtrails for units that are out-of-comms are now only shown up to the last position update received for the unit

TWEAK: Tooltip: Mission settings tooltips for "Investigate outside patrol area" and "investigate within weapon range" checkmarks.

TWEAK: Facility patrol missions check within weapon range now evaluates the targets outside area + best-weapon range

TWEAK: Submarine patrol missions check within weapon range now evaluates the targets outside area + best-weapon range

TWEAK: Surface patrol missions check within weapon range now evaluates the targets outside area + best-weapon range

TWEAK: No trails are created for Groups to avoid artifacts

TWEAK: Relaxed the 0.4nm drop range restriction for ASW torps to 1nm (gives more time to the shooter to engage)

TWEAK: Removed "WRA cannot be fulfilled" messages since it might be causing confusion

FIXED: #16548: Clicking on "Plotted Course Info" causes unit duplication

FIXED: Out-of-comms Units Still showing current position and heading

FIXED: #16553: SAM shouldn't use direct flight vs distant, low altitude target

FIXED: Endgame report exception, report not shown in log

FIXED: Aircraft not switching primary target to aid fired guided weapon and not cranking

FIXED: Unit leaving "Engaged Offensive" status while in a patrol mission and guiding a weapon towards a mission-relevant contact

FIXED: Escort aircraft not following weapon state RTB doctrine during strike

FIXED: #16557: AI missions do not generate flightplans to strike pre-planned (autodetected) targets

FIXED: Typo and wrong kind of message-box used when warning user that flight plan could not be generated with direct-path due to no nav zones

FIXED: #16560: Manual attack order against submarine with air launched torpedo displays "code error" in manual attack window

FIXED: #16310: [B1468] Aircraft in ferry missions can't refuel due to aircraft switching status

FIXED: TOT is broken in case where AC start firing while in the marshalling phase (and thus do not wait until they reach the Weapon-Fire Waypoint)

FIXED: ASuW missiles running in circles when the target is destroyed

FIXED: Number of flights for "investigate unknown contacts" and "engage contacts" in Mission Settings for Patrol

FIXED: #16569 ASW helis not engaging subs with torpedoes on ASW strike

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Re: Command: Modern Operations
« Reply #83 on: July 05, 2025, 01:42:58 AM »
Command: Modern Operations v1.08
Fri, 4 July 2025



Hello Command fans! We are excited to announce that update v1.08 is now live. This update introduces drone autonomy levels and brings communications jamming from CPE to CMO.

In addition to this we have made improvements to Doctrine & ROE UI/UX and a host of other tweaks. A complete change log is posted below.

Command v1.08 Build 1674 Release Notes (changes from v1.07)

====================================================================

 * MAJOR NEW FEATURE: Drone Autonomy Levels. For details see here: https://command.matrixgames.com/?p=5886

 * NEW FEATURE: Communications jamming (previously only in CPE, excluding scripting) is now also available in CMO. (See original article on comms disruption & effects: https://command.matrixgames.com/?p=4454)

* NEW OPTIONAL SCENARIO REALISM FEATURE: ASCM terrain-following restrictions. When this (off by default) feature is active, early ASCMs who lack TF capability cannot overfly land with elevation higher than their cruise altitude (unit is actively blocked from firing, both in auto-fire and also through the manual weapon allocation window). If the weapon is fired nevertheless (e.g. BOL shot) and encounters terrain higher than its cruise altitude, it smashes into it. ( < This means that is possible, but risky, to fire such missiles over very low-elevation land terrain such as atolls etc.)

Non-TF ASCMs with waypoint capability (e.g. Harpoon Block 1C) can be fired with a plotted course around landmasses, to avoid the "land between shooter and target" restriction when this feature is active. On the manual weapon allocation window, if the selected salvo has a suitable complex course that avoids landmass, non-TF ASCMs show up as "green" (can fire).

 * NEW SIM FEATURE: "Depressed trajectory" capability for certain ballistic missiles (Requires v512+ DBs). Missiles who have this capability will use the "low" trajectory option in any less-than-maximum range shot (the default behavior for most BMs is to use the "high" trajectory leg).

(Currently only the Russian Iskander-M/E and its North Korean analog KN-23 are flagged as such in the database. If you have sources for other systems having the same capability, feel free to share them on the DB tracker: https://github.com/PygmalionOfCyprus/cmo-db-requests/)

* MAJOR REVISION: Revised user interface and new capabilities for Doctrine/ROE window.

- Instead of concentrating doctrine options on a single crammed window, they are now separated into per-category tabs. This makes it both faster to find a specific option and also affords more space for adding more options in the future: https://imgur.com/a/VKM1F8s

- Doctrine settings may be automatically filtered/excluded if they are not applicable to the selected unit(s). In this example, a single ship is selected, and only the doctrine settings that are relevant to surface ships are displayed: https://imgur.com/a/lCv9k9j

- The "mini display" of doctrine options in the right UI column has been removed, and replaced by a semi-automatic system of "doctrine deconfliction". The game attempts to detect common doctrine & mission conflicts (e.g. having WCS "hold" on a weapon while being a patrol with that weapon) and suggest to the player fixes for them; the player can then approve the fix change or ignore the suggestion. Example: https://imgur.com/a/c7DTRAB

- Improved simulation stability & performance on doctrine-related paths

- More responsive doctrine UI sections

 Includes the new v512 databases.

- DB3000 v512 additions: https://drive.google.com/file/d/1PvOV1NivFzh_vrXKW-i_LIW0dlMIcQDC/view?usp=sharing

- CWDB v512 additions: https://drive.google.com/file/d/1mB2Ko3DnI4Lfql-PZGdEFqjd105NAmaW/view?usp=sharing

* Includes the thoroughly reworked & revised edition of "The Silent Service" DLC. All known scenario issues have been fixed, and a host of various tweaks and improvements made on each scenario.

* Includes updated versions of Fail-Safe #1, #2 and #5.

* Includes updated DB description files by Steve Lohr and KGambit

 * ADDED: Chainsaw/Grinder Movement Style for Patrol Missions (see: https://x.com/RSE_VB/status/1897710024937365913)

* ADDED: Ability to select what datablock information is shown for units & contacts (just track number & name, or also kinematics, or everything)

* Added: UI elements that give information on time passed and identifying unit for last reported position of out of comms units

* ADDED: Banner with information about CPE shown at startup (can be disabled by checking the checkbox "Do not show on startup")

* ADDED: New message type: Comms-related message. This handlesd all messages related to comms (suffering comms jamming or other disruption, re-jioning the comms grid etc.). Messages about events happening while the unit is off-grid (sensor detections etc.) are still covered by the "Comms Isolated Message" type.

* ADDED: Added support for additional windows to Tool_UIWindow() Lua function: 'airops', 'boatops', 'readyarm', 'mounts', 'sensors', 'emcon', and 'magazines'

* ADDED: \[Lua] New unit wrapper property to show aircraft flight range: :flightRange(throttle, speed, altitude). Setting parameters to nil implies using the current values.

Example:

local u = ScenEdit_GetUnit({name='Looking #1', guid='207d76e0-e5be-4012-bbc8-93a142bb5b7b'})

print(u:flightRange(nil,nil,nil))

Result = { endurance = 21863, range = 1214.61108398438 }

* ADDED: \[Lua] "tracknumber" read-only property on contact wrapper-object

* ADDED: \[Lua] Added ability to migrate scenarios:

- Example for single use: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/mine lua test.scen', config='D:/CMO/Scenarios/mine lua test.ini',dbfile='DB3K_510.db3'}))

- Example for batch file: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/batchfile.xml', config='batch',dbfile='DB3K_510.db3'}))

* ADDED: \[Lua] Add loadout enums to Lua table

* ADDED: \[Lua] New property .ToString for "Event" wrapper object (shows basic event info in a print statement)

 

* TWEAK: The Sentinel-2 map layer now uses per-zoom-Level tile packing, which allows increased performance and also faster download and installation

* TWEAK: The unit-status thumbnail and the DB-viewer now use webp (instead of jpg) as the image format. (You may temporarily have a shortage of shown images as these are repopulated from the server on-demand)

* TWEAK: Re-enabled sluggish rudders

* TWEAK: Various sim-speed tweaks

* TWEAK: Various speed tweaks on map tile rendering

* Tweak: no trails are created for ActiveUnits that are not operating

* TWEAK: Removed "WRA cannot be fulfilled" messages since it might be causing confusion

* Tweak: no trails are created for Groups to avoid artifacts

* Tweak: \[Lua] ScenEdit_RunScript returns True if execution is succesful, False if execution fails, nil if execution does not even start or an exception is encountered

* Tweak: Unit that goes out-of-comms now self reports an identified contact for itself, aiding other allied units in tracking its position

* TWEAK: Tweaks on the Lua Console for better visibility of methods selection

* TWEAK: Various tweaks & improvements on barks mechanism

* Tweak: Passing through a support mission RP while refueling counts as having passed through

* TWEAK: On contact datablocks, show the track number distinctly from the rest of the contact name

* TWEAK: "Show Diagnostics" is now "True" by default

* TWEAK: Faster and more efficient sorting of messages on message log window

* TWEAK: Tweaked datablock rendering of contact track number according to NATO APP-6D symbology ("TN:XXX")

* TWEAK: Significant threading & performance improvement on simulation engine

* TWEAK: \[Lua] VP_GetContact now also supports track-number as the search key

* TWEAK: \[Lua] ScenEdit_GetContact can now also use a contact's track number as the search key

* TWEAK: \[Lua] The summary list provided by ScenEdit_GetContacts now also includes each contact's track-number

* TWEAK: No-comm drones shouldn't engage targets when "drone autonomy levels" scen feature is not active

* TWEAK: Enforced a more rigid waypoint altitude check in MDSP

* TWEAK: #16623: Reduced the sidebar scrollbar size

* TWEAK: #16636: Strike mission now defaults to focusing on target instead of engaging opportunity targets

* TWEAK: When running in interactive-GUI mode, the simulation thread gets set to "Lowest" priority (This reduces raw sim-engine performance, but has two UX benefits: (a) It reduces the impact of sim execution on UI responsiveness (map zoom/pan lag, general UI lag etc.) (b) It reduces the impact of sim execution on the overall OS responsiveness)

* TWEAK: Force the application at startup to run as DPI-unaware, and log this on the exception log as part of the startup info. (This is independent of the DPI setting stored on the registry, so if this works reliably players should no longer need to manually use the 4KFIx tool)

* TWEAK: Air intercept missions have "Engage Opportunity Targets" ON and "Focus Entirely On Strike Targets" OFF by default

* TWEAK: Updated collapse section code in DB viewer

* TWEAK: Map refresh is now both smoother and more performant (higher FPS)

* TWEAK: Reduced the impact of large message log refresh on the UI

* TWEAK: Revised how '<weapon> targeted <contact>' messages are added to the log

* TWEAK: Increased accuracy on weapon time calculation in Mission Planner

* TWEAK: \[Mission Editor] Changed patrol mission 'none' altitude to 'unspecified' for UI consistency

* TWEAK: "Filter by Keyword" check boxes eliminated on Add\[component] type panels

* TWEAK: Improved framerate / UI response for large scenarios

* TWEAK: QoL addition for showing next waypoint in "Unit Status" when on plotted course

* TWEAK: Flights with a mission profile that requires too much fuel are generated and a visual warning allows the user to tweak the flight plan (no changes when the side is not human controlled)

* TWEAK: Cruise missiles have no boresight launch limits

* TWEAK: Various sim-speed tweaks

* MAJOR FIX: "Message Log" window still showing log items that are no longer in the simulation's in-memory log ( << This solves cases of past problem reports like "UI & sim getting incrementally more sluggish as number of log messages increases")

* FIXED: Deserialization of last reported information for out-of-comms units

* FIXED: #16469: (1567.5) Flight lead doesn't RTB when hitting bingo fuel while following plotted course, wingman does

* FIXED: Number of flights for "investigate unknown contacts" and "engage contacts" in Mission Settings for Patrol.

* FIXED: End of turn turn overswing for fast rudders

* FIXED: #16550 Flight plan editor window is empty, shows no wps

* FIXED: Fixes to rendering issues on "Day/Night Shading" layer and Z-fighting between foreground layers

* FIXED: DB viewer error when showing a submarine entry

* FIXED: handling of unguided weapons in endgame report

* FIXED: Issue with Lua doctrine

* FIXED: \[Lua] ScenEdit_RunScript always returning "" even in case of error

* FIXED: Contact creation spam when tracking friendly out-of-comms units

* FIXED: Doctrine parent link was showing up despite being topmost doctrine

* FIXED: #16586: ASW aircraft on ASW patrol fly straight when target is uncertain

* FIXED: #16510: Detection AoU was not properly computed when an ESM sensor's resolution was >180deg

* FIXED: #16027: \[B1467] AAR refueling inside Flight Plans are not working

* FIXED: Aircraft always attempt refuel from same tanker, causing an RTB order or the aircraft to crash

* FIXED: \[Lua] Explosions not catering for Lua generated ones via AddExplosion

* FIXED: #16595: Command Freezes as weapons detect targets

* FIXED: Aircraft still heading to refuel point after tanker destruction

* FIXED: #16418: \[B1515] Different issues on Air to Air Refueling point 3

* FIXED: #16387: \[B1493] Aircrafts ignoring refuel WPs in strike plan

* FIXED: Out-of-comms unit not receiving position updates when detected by allied units

* FIXED: Contact being dropped when still needed to track an out-of-comms unit

* FIXED: #16576: AC group widely separated while performing standoff attack

* FIXED: Erratic wingman movements when heading to refuel point state, making aircraft to burn all their fuel before being able to reach tanker

* FIXED: #16484: \[B1527] Cannot set manual speed while refueling

* FIXED: #16660: Ships out of formation in a patrol mission

* FIXED: Lead and wingmen may split up during group stand-off attack

* FIXED: #16663: Ships weaving back and forth in formation

* FIXED: Strike flight plan AC never go engaged offensive and fire few weapons

* FIXED: Aircrafts failing to connect to Tankers

* FIXED: #16655 AIM-120D fired at wrong direction + DL issue (Also optimized the way to check if a contact was auto-detected or not)

* FIXED: Group members do not keep formation

* FIXED: Ship group lead not being able to delete reached waypoint from plotted course

* FIXED: Aircraft after completing a manual course, RTBs, the status doesn't say anything until the AC is on the final approach

* FIXED: #16649: DF-4 Missile TELs do not fire (For focused strike mission, when unit is not an aircraft on a flight plan, we no longer drop valid opportunity targets or player's manually assigned targets)

* FIXED: Exception fuse after aircraft drop many unguided bombs

* FIXED: Aircraft checking wrong doctrine for group member RTB decision

* FIXED: Strike aircraft on flight plan fly to target after expending all weapons

* FIXED: Message log may be spammed with 'failed to set home base

* FIXED: #16620: Aircraft switching constantly from RTB to On Patrol

* FIXED: #16447: Incorrect waypoint desired altitude clamping to weapon release window (Clamped weapon altitude for waypoint, when a desired altitude was specified by user, was not being clamped when above max and was always forced to max when in the correct range)

* FIXED: #16670: Unit in Patrol with a Flight Plan ignores Weapon State RTB

* FIXED: Aircraft on strike flight plan ingress may go RTB after disconnecting from tanker

* FIXED: Aircraft on strike mission flight plan egress may RTB instead of refueling

* FIXED: Air group disconnects from tanker before stragglers can refuel

* FIXED: #16661 :All weapons WRA doesn't work correctly - Extended group aware shooter count to other unit class

* FIXED: #16361 - SEAL using a ContactBomb also kill SEAL units

* FIXED: #14342 - Fixed contact exiting exclusion zone doesn't return to default stance

* FIXED: Flickering "Heading To Refuel Point" status not allowing wingman to catch up with a slightly ahead leader that was already refuelling

* FIXED: #16613 - Wingman don't follow flightplan

* FIXED: Message spam for synchronizing of hosted-unit recon updates

* FIXED: Patrol missions never launch more aircraft after first fight(s) land

* FIXED: #14688 - Underground Explosion Shockwave Damage to Surface Targets

* FIXED: #16611 - AAW missiles loft unnecessarily at very close range

* FIXED: \[Lua] QueryBaseUnit not working if providing base name instead of GUID

* FIXED: WRA not being followed

* FIXED: #16612: Patrol w/loadout attack altitude keeps ac at max altitude

* FIXED: AAW missile on datalink doesn't activate sensor when in range of target

* FIXED: Asynchronous image & map-tile calls were causing soft-deadlocks & slow replies

* FIXED: Exception changing emission interval after opening Doctrine via 'EMCON' button

* FIXED: #16591: High autonomy drones don't engage targets if no-comm

* FIXED: #16591: Patrol no-comms unit always switches to closest possible target

* FIXED: Retroactive fix for Weapon launch WP min altitude error

* FIXED: "RTB - Mission Over" status was interfering with the plotted course

* FIXED: Wingman not following leader's altitude in case of patrols missions with plotted course

* FIXED: Cargo weapons stacking calculation incorrect when container is empty

* FIXED: \[MDSP] In some case waypoint altitude was set to minimum

* FIXED: \[MDSP] Wingmen separation & rejoining issues

* Fixed/Improved: The "unit considers itself to be under attack?" check has been refactored and improved

* FIXED: #16641: Tanker AAR settings empty

* FIXED: DLZ computation could crash

* FIXED: Missing waypoint selection for FP using initial point

* FIXED: If the leader has reached weapon release point and you are within the prescribed separation you are good to fire

* FIXED: edge case exception related to AAR preventing AC destruction

* FIXED: #16622 - Issues in reaching fast and maneuverable tankers

* FIXED: Wingmen using navigation turns when forming up causes weaving (Also tweaked speed decision to avoid overshoot of formation station)

* FIXED: Exception fuse when aircraft is on non-strike mission

* FIXED: Aircraft may stop engaging target when strike mission specific target is active unit (Needed to evaluate against existing contact for the strike target AU (if there is one))

* FIXED: Strike flight plan waypoint with bad data was setting desired alt to AGL alt (Caused AC to be too low (AGL) to release weapons)

* FIXED: Lua INST export not setting the type of DB used

* FIXED: Strikes that start with no targets get deactivated (the targets are not yet added to the target list but the mission is not deactivated)

* FIXED: Units not engaging ANY targets if they were not in their strike specific targets and "Engage Opportunity Targets" was set to false

* FIXED: Aircraft status goes back and forth between refueling and RTB

* FIXED: #16677: Ships on ASW patrol attacking land targets

* FIXED: #16675: Support missions not launching flights to maintain coverage even if current flights in the air are RTBing

* FIXED: Blast misses some facility aimpoint mounts that should be hit

* FIXED: No message or indicator shown for EMP attack on aimpoint facility unit

* FIXED: Flickering between "Heading To Refuel Point" and "Refueling" status at start of refuel while on support missions

* FIXED: Recovery from "dirty" state in which tanker thinks it's still connected but client thinks it's not

* FIXED: \[Doctrine UI re-write): Navigation method for subs, surface and land units had incorrect selection options

* FIXED: #16682: Autosave no longer works

* FIXED: Navigator's "Get Nearest Accessible Spot" logic not checking for ice-pack (this could make a unit in the ice-pack head straight for the North Pole, e.g. in "Pole Positions" scenario)

* FIXED: 16674: Aircraft failing to refuel a tanker as the tanker thinks he is still connected to a unit which is RTB

* FIXED: Issues in Lat-Lon gridlines render when "Day/Night" layer is disabled and 3D terrain view is enabled

* FIXED: Unecessary message box when flight-list count is 1

* FIXED: Autosaves not being generated at correct interval

* FIXED: \[MDSP] Secondary targets further then weapon max range * 0.9 are not automatically added to the strike

* FIXED: Wingmen on strike flight plan go to wrong waypoint if engaged offensive before weapon release point (Wingmen continue following lead in this case)

* FIXED: Aircraft failing to use laser designator during group standoff attack

* FIXED: Group icon not rendered at correct altitude when pin-cushion view is enabled

* FIXED: Updated signature of the beta Tacview executables not recognized correctly

* FIXED: #16705: Consistent "object reference not set to an instance of an object" error when attempting to play quick battle scenarios

* FIXED: WRA shows 'not implemented' for land structure soft bunker and underground

* FIXED: Doctrine UI shows "-2" for self defense range for some weapons

* FIXED: #16701: Flight plan not being generated when there is a No-Nav Zone present

* FIXED: Pathfinder request never runs for flight plan generation

* FIXED: #16703: 1/3rd Rule not followed by CAP missions when using flight plans with Time-on-Station value

* FIXED: #16689: Aircraft on patrol flight plan with very low waypoint altitudes unable to adapt altitude

* FIXED: #16706: Ships switch back and forth from patrol to offensive

* FIXED: #16351: ASW Mortar can't fire

* FIXED: Mortar rounds follow the same trajectory as gun rounds

* FIXED: #16697: Chainsaw CAP flights fly north instead of flying to CAP patrol area

* FIXED: #16707: Docked boats are able to launch aircraft

* FIXED: #16689: Yet another case of aircraft on CAP with flight plan unable to adapt altitude

* FIXED: #16542: SEAD patrol aircraft won't target radar without precise emission ID

* FIXED: #16710: Aircraft enters RTB after take-off

* FIXED: Sim thread may deadlock if Lua console script causes an error

* FIXED: Weapons were not fired against by units in strike missions with TOT

* FIXED: Non-AC unit assigned to strike mission drops incoming hostile aircraft & missile contacts

* FIXED: #16715: Command hard-crashes when clicking mission hyperlink in "unit status" panel when unit is not selected

* FIXED: #16709: Manual flight-plan generation with NFZ incorrect

* FIXED: In some cases units were firing at the target immediately

* FIXED: #16725: \[1645] ASCM Crashes into sea

* FIXED: #16728: Mission clone not working

* FIXED: Exception when opening any submarine entry on DB viewer

* FIXED: Logic flaw in calculating the cruise altitude of non-TF ASCMs

* FIXED: Mission editor inconsistent strike min/max response radius placement

* FIXED: #16714: Suicide-USVs not engaging targets when assigned to mission

* FIXED: Various WRA-related issues

* FIXED: Various aircraft RTB-related issues

* FIXED: Setting aircraft patrol attack/transit/station altitude to 'none' showed wrong UI

* FIXED: #16712: Wrong attack altitude setting for patrol missions

* FIXED: #16730: Naval units on patrol unable to plot route through Bosporus strait

* FIXED: In some cases aircraft do not follow egress path for flight plan

* FIXED: #16729: Submarine guiding torpedo while under attack constantly switches between engaged offensive and defensive

* FIXED: #16712: Aircraft A2A attack altitude issues

* FIXED: Null-exception fuse in bistatic radar pipeline when jammers are present

* FIXED: #16721: Escort aircraft engage until they run out of fuel and crash

* FIXED: #16761: Aircraft running out of fuel and crashing on strike mission

* FIXED: #16474: Ships not firing within self-defense range

* FIXED: #16755: Spacebar/Run button doesn't work when using the "Advance X time" buttons

* FIXED: #16669: Custom Environment Zone not parsing strength and intervals with decimals --- Fixed CTD when using comma as separator in CEZ UI

* FIXED: #16759: Intermittent Emcon UI not saving values when immediately closing the Doctrine window

* FIXED: Helicopters With No Mission RTB After Take Off

* FIXED: #16535: \[B1550] Unable to use Time-on-Station modifier with support missions

* FIXED: #16751: IR Seeker lost track

* FIXED: Manually unassigned aircraft not maneuvering towards station

* FIXED: #16713: In case mission-Profile of loadout is empty, return MaxAltitude for Loadout Altitude Settings

* FIXED: #16676: Warheads occasionally do too much damage

* FIXED: Datablocks Setting "Show Everything" not working

* FIXED: Datalinked weapon not currently on datalink may skip overshoot check

* FIXED: #16494: Loitering munitions get stuck, fly erratically until out of fuel

* FIXED: Aircraft on Ferry Mission Attempt to RTB if there is no plotted course and the host has no actual destination

* FIXED: Bridges (water structures in general) could not be targeted by cruise missiles

* FIXED: Aircraft could crash (running out of fuel) in patrol mission (When member of aircraft group (wingman) landed, the new leader was resuming route to the last patrol waypoint, disregarding its fuel state or the current RTB. At best, it was leading the aircraft to do an unwanted back and forth to the patrol area while RTBing. At worst, this behavior led to a crash if fuel reserve was insufficient to cover for this behavior)

* FIXED: Mission was automatically deleted for task pool after first RTB (This "auto-purge" behavior \[unassigning units and deleting missions] is now conditioned to the usage of a flight plan)

* FIXED: #16723: ASUW Weapons turning extremely off-boresight to attack

* FIXED: Unit icon flickering due to asymmetrical side postures
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Offline Asid

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Re: Command: Modern Operations
« Reply #84 on: July 18, 2025, 11:07:08 PM »
The Silent Service DLC Returns
Fri, 18 July 2025



Many of you have been asking when The Silent Service DLC will return, and we are happy to announce that after significantly reworking the scenarios to bring them up to standard it will be available for purchase and download from 10 AM PST / 6 PM BST today.

We would like to thank you all for your patience and hope you enjoy the content!


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