Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on September 03, 2019, 11:12:16 PM

Title: Command: Modern Operations
Post by: Asid on September 03, 2019, 11:12:16 PM
Command: Modern Operations - The King is back


You thought lightning strikes just once? Think again! Command: Modern Operations, the sequel to 2013’s Wargame of The Year “Command - Modern Air/Naval Operations” is coming soon.

A dark UI for our dark times: Command’s user interface has been radically overhauled with a dark, sleek theme that emphasizes usability and style. In addition, Command can now be played either as a standard desktop windowed application or as a more traditional full-screen game.

(http://www.matrixgames.com/amazon/Screenshots/CMO/CMANO2_1_600x.jpg)

Command in comfort: Hundreds of tweaks, changes and improvements on the user interface and gameplay experience directly based on player feedback. Minimaps? Check. Quickly load recent scenarios or saves? Yup. Real-time dynamic ORBATs of both friendly forces and known contacts? Yessir. Time-step sim execution to prevent “runaway sim”? Can do. Glorious victories or crushing defeats have never felt so easy to experience.

(http://www.matrixgames.com/amazon/Screenshots/CMO/CMANO2_4_600x.jpg)

Treat your eyes while punishing your foes: Feast your vision on Command’s new smooth-flowing global map, complete with new high-resolution map layers that must be seen to be believed. More than half a terabyte's worth of imagery & terrain information at your fingertips to exploit in combat or just wander around. Optionally url up with Tacview* for real-time 3D visualization of the battlefield.

(http://www.matrixgames.com/amazon/Screenshots/CMO/CMANO2_8_600x.jpg)

The war just got more ruthless: Don’t spend too long gawking at the pretty UI and maps, because the battlefield is even more alive and ready to crush you! Expanded ground ops let you take advantage of distinct terrain types (desert, forest, urban, swamps etc.) for mobility, weapon effects and visibility. Enhanced AI routines for dogfights and even more technical factors make your grip on air superiority more tenuous. The groundbreaking features of the “Chains Of War” campaign are now standard: Disrupt your enemy’s communications to isolate his units (but watch out for your own), perform scriptless amphibious, airdrop or pickup operations, watch as aircraft limber back shot almost to pieces and marvel at exotic new weaponry.

(http://www.matrixgames.com/amazon/Screenshots/CMO/CMANO2_7_600x.jpg)

Jump quickly into battle, or build your own war: The new “Quick Battle Generator” lets you quickly get into the action without worrying about wider strategic or political complexities. Or use the scenario editor to put together your own dream battle just the way you want it. Enhanced scripting capabilities through the built-in Lua engine mean you can even create your own combat AIs. Think you can create your own WOPR/Joshua? Prove it!

(http://www.matrixgames.com/amazon/Screenshots/CMO/CMANO2_2_600x.jpg)

Six years on and still the best:  All the original Command official scenarios remastered from the ground up by professional scenario designer Rory Noonan (author of the “Silent Service” DLC), plus brand-new official and community scenarios to quench your mayhem appetite. Updated cold-war and modern-day databases with the latest in hardware and systems mean you’ll never run out of setups to try out. Seamlessly import and use your existing Command scenarios, saves, .inst files and more!

Command: Modern Operations. The king is back. (https://www.matrixgames.com/game/command-modern-operations)

 * Tacview not bundled with C: MO; separate purchase of Tacview Advanced Edition required.

Title: Re: Command: Modern Operations
Post by: MrsWargamer on September 04, 2019, 02:09:26 PM
Probably TOO accurate for me :)

I want war to look more like a game. But that's my past speaking.
Title: Re: Command: Modern Operations
Post by: Asid on September 04, 2019, 02:53:31 PM
Probably TOO accurate for me :)

I want war to look more like a game. But that's my past speaking.

Valid point. Others share that view also. Some games can go too far in the realism/accuracy direction for some players. To the point that they have difficulty fining the "game".

Me? I like the detail  :book

Title: Re: Command: Modern Operations
Post by: Asid on September 07, 2019, 03:01:00 PM
C:MO and Tacview working together!

(https://scontent-lht6-1.xx.fbcdn.net/v/t1.0-9/70300495_2591336474220554_4420681667358752768_n.jpg?_nc_cat=109&_nc_oc=AQlNGim-2iSnXNW5jW3vQoudUJrGv5Qu1nbjt8j00JbjgWDdDNILfFY4TZ86yWgzDAFmQzQcb818Nfkq9lT0x-Kz&_nc_ht=scontent-lht6-1.xx&oh=eb2a79ae3dcc3c7b59bf69779283f3ce&oe=5DF7EE09)


Since we've got a lot of questions about Command: Modern Operations, here's a list to give you a better idea of what is C:MO about:

•   C:MO is a new game with a new engine

•   All CMANO scenarios can be loaded into CMO, so you will be able to play all your existing scenarios. The aim is to have CMO recognise your installed DLC for CMANO so all the content you already bought will just appear in CMO, assuming we can iron out all the technical wrinkles to make that happen!

•   All base game scenarios from CMANO are being updated to add support for new features and generally improve them in CMO.

•   All CMANO scenarios can be loaded into CMO, so you will play all your existing scenarios. The aim is to have CMO recognise your installed DLC for CMANO so all the content you already bought will just appear in CMO, assuming we can iron out all the technical wrinkles to make that happen!

•   There will be a significant incentive for players who want to upgrade from CMANO to CMO, so you will not be paying the full price if you already own CMANO. Details TBD.

•   All existing scenarios should work right out of the box, including purchased DLCs and community works.

•   Tacview is supported for 3d models, ships, submarines and structures, and the 3d visualization is in real-time


Title: Re: Command: Modern Operations
Post by: Asid on September 24, 2019, 12:03:05 AM
Command: Modern Operations Dev Interview Part I - Old and New Tools
9/23/2019

(https://www.matrixgames.com/images/news/2288/spotlight_image.jpg)


From Daniele Matrix/Slitherine

1) First of all, thanks a lot for this great opportunity and for answering some questions about your upcoming game Command: Modern Operations. May I start asking to introduce you and the rest of the team briefly for the few that might not know the “Man behind the Work”?

I am Dimitris, co-founder and head of development at WarfareSims. Apart from leading the development team, the job entails a lot of other things - pretty much anything that is not explicitly assigned to someone else on the team falls by default on my shoulders (yes, that means I also have to take care of the pizzas). It can definitely be a wild horse to ride, but the satisfaction can make it worth it.

The rest of the team is distributed literally around the world. We have members and contributors from pretty much the entire NATO and ex-SEATO spectrum. This makes coordination more challenging but does afford us some significant advantages in coverage, responsiveness and diversity.

 

2) CMANO has been for several years the most accurate, complex and realistic military simulator around. We know that its full potential has been understood by many Armed Forces around the World, for training and scenario analysis. Having said that, may I ask why and when you decided to move to C:MO and how the development of this title could impact the partnership with the military?

The rallying cry for CMO (or CMANO2 if you will, as it really is “Command 2” in all but name) during its development all these years has been “a better game first, a better simulation second”. Understanding this mindset takes a bit of elaboration.

As you know, we have steadily supported CMANO v1.x for six years now, with a series of major free updates. These updates provided a ton of simulation, mechanics & AI improvement, as well as content; it has been pointed out to us repeatedly that the changes/additions we’ve freely provided to CMANO easily compare to new full-price releases by other companies. However, you wouldn’t know this by comparing a screenshot from Command v1.0 to one from the current public version. Almost all the changes are “under the hood”, so to speak. With this in mind, improving the user interface and gameplay experience became a primary pillar in CMANO2’s development.

At the same time, our market audience composition has shifted. When we initially launched Command, there was only one version, and in that single version we had to pour everything we had in our minds and wanted to share with the world, both from a “game” perspective and a “serious simulation” one. This resulted in a wonderful but slightly bipolar product that sometimes couldn’t decide if it wanted to be above all a mainstream-friendly game or a professional-oriented tool. The branching-off of a dedicated pro-oriented series has liberated us from this conundrum and allowed each path to evolve optimized for its dedicated audience. While the underlying simulation core and various data are similar (and often identical), Command-PE is now firmly a sim-first product loaded to the brim with tools for the professional user, while CMANO and now CMO/CMANO2 are first are foremost (serious) games.

Once this design focus is absorbed, several priorities naturally emerge: The game must be easier on the eyes than before. It must be more visually appealing, without losing its serious foundations. It must be easier to learn, both on the user interface and also on the basic mechanics of modern warfare. It must hold the player's hand more in the beginning. It must avoid flooding the player with information. It must make it easier for the player to find the one specific bit of information (amongst the sea of data) that he's actually looking for. It must let the player put together a basic dust-up without too much consideration for geopolitical realism and diplomatic realities. In short, while remaining a top-notch simulation, it must also become a better game.

 

3) C:MO appears to be a major step forward from CMANO. A rewritten map engine, new UI, new capabilities, etc. One of the striking new element seems the ability to integrate tools from professional software. I’m talking about mainly the TacView and new map layers. Could you tell us more about them?

he new map layers is one of the features we are particularly proud of, as it has been one of the most persistent requests for years now. In summary, the layers are:


- BMNGv2, an improved version of NASA’s public “Blue Marble NG” global map

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/1b.png)


- Relief-90, a high resolution overlay optimized to show terrain features

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/2b.png)

 

- Stamen Terrain / Roads / Labels: This global map combines terrain, roads & cities and placenames down to a very high detail level (you can literally zoom down to house level). This map is kindly provided by the fine folks at Stamen (http://maps.stamen.com), whom we heartily recommend for any map-related project.

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/3b.png)
 

- Terrain land-cover. This is a new layer type, necessary for displaying the different land cover type (urban, forest, desert, snow etc.) at any location on the planet. This is tightly related to the improvements we have added to land operations.

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/4b.png)
 

- Sentinel-2 Cloudless: This is the same map that is browsable here: https://s2maps.eu/ . This allows us to provide global satellite imagery to a very good level of detail (it’s detailed enough that you can make out features at airbases, ports etc.), and thus serves as an excellent “baseline” layer for scenario authors to place their objects on, as well as a more immersive environment for players.

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/5b.png)


Tacview integration is another hotly-requested item for years now. We have been in close contact with Frantz Raia (creator of Tacview) over the years and he has made several additions to the software, upon our request, which have been very useful both to us and to his own professional work (such as the real-time streaming feature). We worked hard together with Frantz on finding a way to make the commercial version of CMANO work well with Tacview (the requirements, priorities and constraints are different than the pro implementation of this feature, which has been available for a while now).

So what we came up with is an optional ability to stream part of the simulation information to Tacview. Basically the player can select a “3D view” menu option, and if Tacview is installed, a new window pops up which contains the 3D visualization (this requires Tacview Advanced edition in order to work). This window behaves similar to all other secondary windows in Command, so it can be resized, placed anywhere atop the main map window, or parked on another monitor. The player can jump from one unit to another, rotate and plan the camera etc., just like when normally using Tacview as a standalone app. As I said this is an optional feature and Command can run just fine without it.

(http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/6b.png)

 

4) Any other software you think could be added in the future?

There are a number of different programs we have investigated for possible integration. Some of them are pure visualizers (or “image generators”, to use the defence industry lingo) similar to Tacview, while others are full-fledged simulation and analysis suites. Most of them are really more relevant to the defence industry rather than the commercial wargaming sector (unless there is a hidden untapped market on e.g. radio-frequency spectrum analysis!), but we are certainly open to pointers.

One suggestion that seems to bubble up fairly consistently is possible integration with either F4-BMS or DCS World, with Command acting as the operational/strategic “command and control” layer for these primarily tactical simulations. We haven’t really run the numbers yet to determine whether this would be a worthwhile investment (this would obviously depend on the work required to get things up and running), but it could be something worth considering at some point in the future.

 

PART II QUESTIONS: FULL SPECTRUM OPERATIONS - Tune on Wednesday 25th to check the second part of the Interview!

5) Speaking of new terrain types, we noticed that the announcement references improvements in ground operations. We also saw some screenshots with high-res maps with roads and similar infrastructures. Can you elaborate on what’s in store for digital grunts in CMO?

6) Let’s talk a bit about the naval component. What do you think is the most innovative feature that will be added, or the most significant improvement from CMANO?

7) Could you tell us a little more about what do you mean exactly by “realistic submarine comms”?

8) Beside naval, Air warfare has always been the other major focus in CMANO. Will C:MO players see differences in managing squadrons, targets, aircraft behavior and missions in general?

9) In the public Feature list, there is a mention on “Aircraft crew G-tolerance”. Could you elaborate this point a bit more?


Title: Re: Command: Modern Operations
Post by: Asid on September 25, 2019, 03:02:33 PM
C: Modern Operations Dev Interview Part II - Full Spectrum Operations
9/25/2019


The first part of the C: MO Developer Interview dealt with the integration of new software and feature into Command: Modern Operations. Thanks to new terrain layers, new global satellite imagery and 3D vision provided by Tacview (among many other tools) the whole gameplay experience has been greatly improved.

This Second Part, called "Full Spectrum Operations", goes further in detail in exploring how the Battlefield Control has been expanded in all sectors of modern warfare.

(https://www.matrixgames.com/images/news/2292/spotlight_image.jpg)

5) Speaking of new terrain types, we noticed that the announcement references improvements in ground operations. We also saw some screenshots with high-res maps with roads and similar infrastructures. Can you elaborate on what’s in store for digital grunts in CMO?

The answer to this first requires, I think, a prologue of sorts.

People sometimes ask us (or wonder aloud) on public fora “when will CMANO get ground ops”. I think this question starts off on the wrong foot. Who is the arbiter of this? What are the criteria? Command v1.x already has ground ops, limited as they are. Call of Duty has ground ops. Medal of Honor has ground ops. Even Quake and Halo and Unreal Tournament have some basic ground ops (people run on foot or in vehicles and shoot at each other, no?). The point being, ground ops are not a binary “have / don’t have” black-or-white thing. There are shades of gray. There are degrees.

It’s possible to put together an excellent game centered on ground forces while ignoring huge chunks of what makes ground ops work in real life. Some examples easily spring to mind. Where are logistics, attrition replacements, political factors/events, theater intelligence and TBMs in Armored Brigade? It doesn’t need them, because it’s a tactical game and a superb one. Where is the detailed nuts-and-bolts ground combat in TOAW? It doesn’t need it, because it’s an excellent operational/theater game. So the threshold for considering a game as “having ground ops” is not “it has feature-XYZ that I personally deem essential”, but instead “it has the features necessary to model the aspects of ground warfare that it aims to model”.

Command has always viewed ground forces as another element in joint & cross-domain operations, with a primary focus on how they interact with air, naval & strategic assets. This focus remains dominant in CMO. I know it has become something of a cliche to view ground units in CMANO as “just there for ships and aircraft to shoot at”, but these are nothing like ducks in a shooting gallery: these ducks can wreck your fleet, wipe out your airforce both in the air and on the ground (the old NATO grim joke “the best Russian air superiority fighter is a tank sitting on the runway at Bitburg & Ramstein” is ever so true in Command) and of course also clash among themselves.

Now, to the actual question. The CMANO Mega-FAQ on our site already explains the main features and limitations of the ground ops as modelled in CMANO v1.x, so we don’t need to repeat it here. So instead let’s jump directly to the key improvements we have put together on this aspect in CMO:

A major new feature is that now the virtual terrain is not a “global barren desert”: Terrain type (urban, desert, forest, grassland, snow etc.) now critically affect the ground units moving through them. They affect a unit’s movement speed, its vulnerability to different weapon and warhead types, and its detectability to different sensor types. For example thick forests make it much harder to detect a ground unit both visually and by radar, and they also drastically reduce the effective damage radius of explosive and fragmentation warheads (but not napalm and FAEs - and now you realize why these were the archetypal A2G munitions in Vietnam). Urban areas also curtail sensor performance but their excellent road network offers big mobility bonuses. So if you want to hide a ground unit, or park a unit in an area where it can rapidly move around to respond to threats, you can now use the terrain toy your advantage. If you are curious about why and how the Iraqi army was obliterated in the open desert while the Serbian army emerged from the mountainous forests of Kosovo only lightly damaged after NATO threw the kitchen sink at them, Command can now show you.
 

Concurrently, ground forces are now a lot smarter about their navigation. They will intelligently pick the most optimum route to get to their destination as soon as possible, taking into account both terrain slope and terrain type. (To answer a frequent question that has popped up since we published the first screenshots: No, roads are currently only a visible element, they are not recognized and exploited by ground forces. That’s a future addition).
​​​​​​​

The UNREP logics are now also implemented for mobile land units. So now it is possible to load up munitions on supply trucks, and have front-line forces race back to them for resupply if they run low on ammo (fuel is still considered infinite for land forces). This resolves one of the biggest limitations of the CMANo v1.x ground ops and adds an extra dimension to the conduct of battle.   
 

6) Let’s talk a bit about the naval component. What do you think is the most innovative feature that will be added, or the most significant improvement from CMANO?

One seemingly small thing that we think will be quite liked is how ship icons, in “Directional” display mode, can scale to their actual dimensions when zoomed in. See this example:

​​​​​​​(https://i.imgur.com/JjEmgGR.png)


Some other useful additions:

Patrol missions can now have two different movement styles: The traditional “random movement within defined area”, and a racetrack pattern similar to how support missions are followed. This allows you to define precise patrol coverage patterns.
Surface- and underwater-launched missiles now use the same improved pitch kinematics as air-launched missiles (ie. smoother climbs/dives).
IR and visual sensors can now generate precise detections only at short ranges.
 

7) Could you tell us a little more about what do you mean exactly by “realistic submarine comms”?

One of the decisions that we made during CMO’s development was that the handful of features hitherto unlockable only by “Chains Of War” and some of the other DLCs (comms disruption, detailed aircraft damage, cargo/landing/airdrop operations and advanced weapon types) will now be available as standard. This has the dual benefit of freeing scenario designers to use these features without restraint (e.g. no longer necessary to make COW and no-COW versions of a scenario, as we have sometimes observed), and also allowing us to use these mechanics as the foundation for additional simulation features. Realistic submarine communications is such an example, as it builds on top of comms disruption.

When this feature is enabled (it is disabled by default, to avoid breaking existing scenarios), submarines that go deeper than shallow depth go “off grid” and are no longer be visible or accessible to the player. They are still in control of themselves and if appropriately tasked they will pursue their assigned mission to their fullest.

The player can wait for the subs to rejoin or can deliberately summon them through a “bell-ringer” signal (typically an ELF/VLF transmission in real life) that calls their attention. When/if they come up to shallow or periscope depth (they may remain below in order to avoid hostile encounters), they re-establish communications. At that point they share with their parent side any new contacts they have established and become again under positive control.


8) Beside naval, Air warfare has always been the other major focus in CMANO. Will C:MO players see differences in managing squadrons, targets, aircraft behavior and missions in general?

Mission logic is largely carried over from its present state in CMANO v1.x . There are, however, quite a few new additions in UI and sim mechanics that should prove quite popular. Among them:

You can now use the formation editor also for airgroups, and arrange the wingmen to your liking. A suitably managed aircraft formation can defeat both superior weaponry and even higher individual proficiency (no amount of Maverik hotdogging will save you if the enemy lead and wingman cooperate well to nail you)

 
A popular request: Range ring depicting the selected aircraft’s remaining flying range. It is dynamically adjusted based on the current fuel consumption and speed. This can be quite useful in quickly visualizing targets (and recovery airfields) within reach.

 
Numerous tweaks to aircraft flight model, specifically for "combat" conditions. For example, aircraft no longer "wiggle" between headings as they must first roll towards the turn direction before commiting to a turn. This in turn makes roll-rate much more critical to close air combat maneuvers. This is easier to observe in the Tacview window.
 

New radar model factor: Frequency agility. Frequency-agile radars get two major benefits; they are more resistant to noise jamming and they are significantly less affected by doppler notching (see below). Mechanical-scan radars that are frequency agile have this flag on their DB values. (This feature is so important operationally that many “export” radar sets basically comprise of the base model with the frequency-agility functionality disabled or altogether removed.) All PESA and AESA radars are assumed to be frequency-agile.
 

Doppler notching is now actively used as a maneuver, both for missile avoidance and for general radar detection avoidance. Aircraft can attempt to fly perpendicular to an emitter using doppler filtering in order to hige inside its "blind" velocity gate. The effectiveness of the maneuver varies with crew skill (an "ace" pilot will execute it far more effectively than a novice), to discourage manual micromanagement. Aircraft under missile attack with a doppler radar guiding the missile will also actively try to beam the radar instead of the missile (the geometry of the two axes can vary significantly). The maneuver is ineffective against pulse-only radars and less effective against frequency-agile radars. Players can also deliberately plot courses for aircraft that fly perpendicular to known PD search radars, to reduce the actual detection range. (If you’re a Microprose F-19/F-117 virtual vet this may bring back some memories).


Air combat AI improvement: Aircraft now consider approaching fighters/interceptors as imminent threat, not just missiles. This helps AI-controlled aircraft perform more proactive evasive maneuvers against fighters about to perform gun attacks on them (e.g. MiG-17 vs F-105).
 

9) In the public Feature list, there is a mention on “Aircraft crew G-tolerance”. Could you elaborate this point a bit more?

In CMANO v1.x, one of the limitations of the close air combat model is that similarly-manouverable aircraft may find themselves into an “endless” tight-turning fight (until someone runs out of weapons or fuel first, anyway). In real-world engagements this is not possible because the human body can endure strong G-forces only for a few seconds at most. So we set out to model this with this new feature.

When aircraft now engage in a turning fight, the simulation actually keeps track of the G-strain accumulated on each plane’s crew. When the tolerance limit is exceeded, the crew has to relax their turn in order to avoid losing consciousness and ultimately losing control of the aircraft. This reduces the strain on the crew and after a few seconds it will be able to maneuver hard again. Naturally, this makes the aircraft very vulnerable to attacks in that timespan and further emphasises proper cooperative team tactics.

The tolerance to G-strain varies with proficiency level (practice and experience help a lot), so vets and aces have one more advantage against greener opponents.   

PART III QUESTIONS: INFORMATION MANAGEMENT AND FUTURE PLANS

 10) We can assume that AI will play a key role in C: MO, given that multiplayer won’t be added at release. Could you give us more details on how the AI has been improved?

11) The amount of information available in CMANO has always been massively daunting. What solutions have been taken in C:MO to help new players in not being overwhelmed?

12) On a side topic, could you confirm there are plans to integrate Steam Workshop with C:MO? Will the modding process will be altered in some significant way?

13) Is there a feature or mechanic that you would have loved to have at release but had to drop?

14) We are sure that your commitment with this project won’t stop just with the release of C:MO. Any glimpse of future plans? Are you planning a new take with DLCs and expansions?

Title: Re: Command: Modern Operations
Post by: Asid on September 29, 2019, 12:43:01 AM
C: MO Dev Interview - Information management and future plans
9/27/2019


The third - and last - part of the Dev Interview on the upcoming Command: Modern Operations is available.

This time, a great focus on how the new system processes the huge amount of information, what changes have been done to the AI, new UI  and menus, e many other additions.

Welcome to Information management and future plans

(https://www.matrixgames.com/images/news/2296/spotlight_image.jpg)

10) We can assume that AI will play a key role in C: MO, given that multiplayer won’t be added at release. Could you give us more details on how the AI has been improved?

The improvements to the AI in this release have been mostly incremental, in accordance with the “game first” direction. However, there are some new features that are likely to please new and existing players alike:

- In CMANO v1.x, ships and submarines may sometimes “hug the coast” a bit too tight when plotting their pathfinding routes, which can result in them getting stuck as they ‘surf the beach”. In CMO they now use a far more intelligent cost-based pathfinding algorithm which tries hard to keep them preferably in deeper waters (the tolerances depend on vessel size; small cutters are more willing to close to the coast than supercarriers). This results both in far more life-like navigation patterns and also effectively deals with “stuck on coast” issues.


- Aircraft have a number of improvements in their close air-combat logics. One of the most important is that now not only missiles but also enemy aircraft are considered threats to actively maneuver against. So for example in a typical Vietnam setup you may have a MiG-19 closing in on an F-105 egressing from a strike. In CMANO v1.x the Thud would not maneuver to avoid (or engage) the MiG even if the latter engaged with guns, as long no missile was launched. Now the Thud will watch out for the gun threat and start maneuvering against it as soon as the MiG gets within gun range.

- Significant change in unit AI logic: The "evaluate targets" and "evaluate threats" logics are now not performed on every pulse, but instead on regular intervals dictated by the OODA-Targeting (modified by crew proficiency) and OODA-Evasion values respectively. This has two effects:

- One of the biggest improvements on the AI side is that you can disable it (bet you didn’t see this coming :). Specifically, you can selectively disable numerous AI functions through the Lua API and then implement your own logic to override them. This allows scenario authors to more easily create their own custom AI behaviors. It can also allow much bigger scenarios with lots of neutral/non-active units, since these can be instructed to skip their AI checks altogether, thus radically improving performance. [/i]


11) The amount of information available in CMANO has always been massively daunting. What solutions have been taken in C:MO to help new players in not being overwhelmed?

Oh boy... where do we start? Providing a more user-friendly experience has been undoubtedly the primary direction in this iteration, and this clearly shows in the number and variety of “things” towards this end. To recap just some of them:

Additional unit-level message log: All messages relevant to a specific unit are aggregated on a window specific to this unit and only optionally also shown on the side-level message log. This both declutters the main message log and makes it much easier to quickly examine a unit's message history.


Message balloons: When an event happens on the main map, a "balloon" containing the message pops up for ~10 sec. This makes it immediately obvious where the event described is happening. The balloons appear at a random bearing and semi-random distance from the reported event, to avoid overlapping on top of each other. They stay visible for 5 seconds, then fade out.
The appearance or not of the balloons is configurable per message type.


The side-level message log groups reported messages by type, and highlights the unread ones. This makes it easy to prioritize reading important messages (e.g. weapon engagements, battle damage etc) and quickly catch up on unread traffic:


(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/1.png)

- When clicking any of the messages on the interactive message log, the map will auto-center on the message origin location.


- When used in detached mode, the interactive message log can also switch to the “classic v1” raw-text style and back again, by clicking on the “Switch to [other style]” button:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/2_resized.png) (https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/2.png)


(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/3_resized.png) (https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/3.png)


- UI addition: Keyword search on ORBAT window. This works similarly to web browsers, ie. as you type the desired keyword, entries matching are highlighted:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/4_resized.png) (https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/4.png)


Map/UI addition: Show list of currently selected friendly units grouped by class/type, similar to Homeworld. Example:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/5_resized.png) (https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/5.png)


- UI addition: It is now possible to have multiple windows of the DB-viewer open concurrently


- UI tweak: The throttle/altitude window (aka F2 window) more clearly distinguishes between having selected a waypoint of a unit’s plotted course or the unit itself.
Example with waypoint selected:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/6.png)

Example with the unit itself selected:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/7.png)

- Also, by using the white “previous” and “next” arrows next to the unit/waypoint description, it is possible to select the previous/next waypoint or the unit itself without leaving this window.

New UI feature: Time-step buttons:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/8.png)

Clicking on any of these (while paused) will advance the simulation time forward by 15 sec, 1 min, 5 mins or 15 mins, and then stop again. This effectively solves the “runaway sim” problem and allows players to play in almost turn-based fashion. The key combinations Alt + 1/2/3/4 are mapped to the 15 sec, 1 min, 5 min and 15 min timesteps respectively. This makes it possible to control time-flow without having the mouse cursor leave the area of interest.



- Map/UI tweak: When clicking on a stack of units/contacts on the map, a new menu pops up allowing selection of the specific desired unit. Example:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/9.png)

This is designed to avoid the need for extreme close-up on a map location just to select a unit.



- New UI feature: Hover-info box. If the user holds down the Control key while hovering the cursor over a unit, group or contact, a box pops up with summary information on the object of interest. Example:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/10.png)

This is great for getting an at-a-glance overview of a unit/contact without having to look at the details on the right column.


- UI tweak: The "contact status" panel now also display's the contact's WRA-type information:

(https://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Interview3/11.png)

This helps to better understand AI decisions on WRA-driven weapon allocations (e.g. "why are my planes shooting 8 instead of 2 Harpoons at this ship contact?")


- An expanded series of air, surface and sub-surface tutorials, together with some subject-specific tutorials (e.g. mine warfare). Some of them you have already seen in CMANO v1.x updates, while others are brand new. These provide a smoother learning curve to new players.


- A wholly re-written manual, which addresses both old and completely new players.


I could go on, but I think you get the gist by now. We play the game too :)

12) On a side topic, could you confirm there are plans to integrate Steam Workshop with C:MO? Will the modding process will be altered in some significant way?

We will most definitely support Steam Workshop, and this time from the first day of launch. The basic mechanism is the same, but we are adding some UI improvements to more clearly delineate between official and community-created content. Unfortunately we will probably be unable to directly hook up to CMANO’s existing rich workshop content, but that may represent an opportunity for interested players to make a clean break from existing material and utilize CMO’s advantages from the get go.



13) Is there a feature or mechanic that you would have loved to have at release but had to drop?

A few. I would prefer not to list specifics, but if you browse through some of the posts reacting to our initial announcement (“what, still no XYZ?”) you can easily spot patterns. What I can say is: We hear you, and we want these things too. We’re not holding anything back, in fact we are working harder than any other point in WS history, and the things you want to see one day in Command are very much the same we are daydreaming about. I’d like to think we’ve stood by our players and customers well over the years, so have a little faith in us.



14) We are sure that your commitment with this project won’t stop just with the release of C:MO. Any glimpse of future plans? Are you planning a new take with DLCs and expansions?

We already have some very interesting works underway. Some of them cover some theaters and conflicts that you probably expect to see at some point, where others are quite outside our comfort zone and will demand some serious additions - and we welcome the challenge.



15) On the positive side of things, What has pleased you the most so far in developing the game?

Few things are as rewarding as when you add a new feature (particularly on the UI side) and the response from the beta guys is “this is brilliant and makes my life so much easier, wish I had thought to request this earlier”.

A similar case is when you add a feature or mechanic for a specific purpose, and then you see users turning around and using it in ways you never foresaw (mostly for the better :). It’s almost like watching great artists at work and knowing you previously handed them the tools, completely unsuspecting of what they had in mind.


Thanks a lot for your time and keep up the excellent work!

Thank you! We plan to be around and working on Command and related projects for “quite a while” yet.

Title: Re: Command: Modern Operations
Post by: Asid on October 01, 2019, 01:03:00 AM
Command: Modern Operations – User interface and experience, Part I
September 30, 2019

(http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2019/09/37.jpg)

Command: Modern Operations (aka CMANO2) is coming soon! Are you ready? As part of our pre-launch coverage, we explore the main features of this new milestone release in the CMANO franchise. This week we are looking into some of the new additions directed at the user interface and experience.

As we stated in an interview recently, improving the user interface and the overall user experience has been a primary driver in the development of CMO. It is only natural, then, that many of the new features that we introduce in this release are related to the user interface and the overall gameplay experience. Let’s have a quick roundup of the greatest hits.

 

Driving fast and looking good

Arguably the single biggest criticism leveled against CMANO v1.x has been that its user interface, and primarily the map engine, felt slow and clunky. In some cases this was the result of various technical circumstances, such as users not keeping their systems updated, shovelware and intrusive apps sinking their rusty hooks inside Command without any recourse (looking at you, Valve & MSI), and other factors. But most of the time it was plainly a matter of users being accustomed to smooth-flowing globe engines like Google Earth, and Command’s map engine, with its typically-brief-but-noticeable lag coming up short by comparison. (Some people asked us in all honesty “if Google can do it, why can’t you?”. I guess being compared to a trillion-dollar behemoth is flattering, even so.)

Now, anyone who’s followed us on the journey from CMANO v1.0 to v1.15 knows well that the map engine’s responsiveness has been improved by leaps and bounds. But there is only so much you can tweak an engine before you run up to its fundamental limitations. So a complete re-write became necessary.

And this is what we did:

https://youtu.be/y9eha9A3rV0

https://youtu.be/agNfefzcQ6Q

https://youtu.be/rkR1kCHrWYI

So, we got the globe part down cold. But what about the map itself? One of the most persistent requests after the v1.0 release has been for greater map detail and clarity, for map layers that provide better environment information to aid in the player’s decision making. Well we got some good news on that front too.

To illustrate the features and purpose of the new map layers, let us use a common example, the western part of Crete and especially the Souda Bay area, a critical NATO air & naval complex in the eastern Mediterranean. (For reference: https://www.google.com/maps/@35.5190094,24.1545852,19019m/data=!3m1!1e3 ). This is how it looks like in CMANO v1.x, without any custom-added layers:


Read on (http://www.warfaresims.com/?p=4954)

Title: Re: Command: Modern Operations
Post by: Asid on October 08, 2019, 02:27:50 PM
CMO – User interface and experience, Part II (featuring the TacView, LOS, ORB
10/8/2019

(https://www.matrixgames.com/images/news/2306/spotlight_image.jpg)


Command: Modern Operations is coming soon. In this piece, let us take a look at two of the most hotly anticipated new features, as well as some of the less conspicuous interface additions.

User Interface and Experience Part I is available  here. (https://www.matrixgames.com/forums/tm.asp?m=4695367)



Brace yourselves for User interface and experience, Part II (featuring the TacView and LOS).

Seeing is believing: Tacview support

This has been a very popular request for years, one which we are now very happy to oblige. Support for Tacview, a 3D simulation-visualization and flight analysis tool, has been a feature of Command PE for a while, and now a subset of this functionality is being made available to the commercial edition as well. A key difference is that PE also supports after-action mode (ie. exporting sim state to a text file and then playing it back in Tacview), whereas CMO supports only real-time streaming.

(IMPORTANT NOTE: To use Tacview with CMO, purchasing a Tacview Advanced or Enterprise license is required, because only these versions support real-time streaming.)

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/1x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/1.jpg)

We have been in close contact with Frantz Raia (creator of Tacview) over the years and he has made several additions to the software, upon our request, which have been very useful both to us and to his own professional work (such as the real-time streaming feature). We worked hard together with Frantz on finding a way to make CMO work well with Tacview. What we came up with is an optional ability to stream part of the simulation information to Tacview.

The player can select a “3D view” menu option, and if Tacview is installed, a new window pops up which contains the 3D visualization (this requires Tacview Advanced edition in order to work). This window behaves similar to all other secondary windows in Command, so it can be resized, placed anywhere atop the main map window, or parked on another monitor. The player can jump from one unit to another, rotate and plan the camera etc., just like when normally using Tacview as a standalone app.

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/2x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/2.png)

Using two or more monitors is a common choice in this configuration, as it allows a full-size 3D window without sacrificing map area:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/3x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/3.png)

The association between the database and Tacview’s 3D models (which model to display for unit-XYZ?) is handled by two Excel spreadsheets (one for DB3000 and another for CWDB) which list all database entries and the most suitable model for each (because there are not enough models for all platforms in the databases, often generic models or “close enough” substitutes are used instead of precise matches). The 3D models are stored as individual .obj files (Alias-Wavefront format). This is important, because it means that end users can tweak the associations and add their own custom models as desired.

Some more examples of Tacview connectivity…

Close air combat (https://youtu.be/KIgXEPZ3id8)

ASW torpedo engagement (https://youtu.be/uxfavt2vPxo)

Antiship standoff-LGB attack (https://youtu.be/idpUaqj5yBw)

Going out in style

This time around, the default icon style is “Directional Stylized” (the pro version retains the NTDS + NATO APP-6 as default), to aid players not familiar with military symbology. This has allowed us to add something that has been on our wish list for a while now: dynamically resize icons to represent a ship/sub’s actual dimensions. This is a static example:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/4x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/4.png)

And here is how it can look when zooming in on a close-range action, for example in a littoral firefight:

Littoral firefight (https://youtu.be/u7XdhBq4grI)

As an extra styling feature, the datablocks can now optionally have the color appropriate to the unit or contact’s posture (blue for friendly, red for hostile etc.). This can help declutter the map in “busy” setups and also more clearly distinguish between multiple sides:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/5x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/5.png)

I got my eye on you: LOS tool

Let’s start this segment with a public announcement of sorts. To those that have been complaining that Command is not full stressing your multi-core CPU: Your rig’s sadistic torturer has arrived, and its name is the Line-of-Sight (LOS) tool.

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/6x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/6.jpg)

This handy feature enables the player to view the “line of sight” from a selected unit. The LOS coverage will appear as a colored (semi- or fully-opaque) area around the unit, making it useful for determining what the unit in question can see or detect. The tool can be applied to either a friendly or detected enemy unit, meaning it can be used to either plot offensive (“hmm, this mountain is a nice radar blocker….”) or defensive (“Since my ground-based radar stations can’t see well over here, I should send my fighter patrols over to cover the gap”) strategies.

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/7x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/7.jpg)

The line of sight tool in action, with lime green selected as the color. To the north is mostly barren desert where the tool can reach its max distance. To the south is a mountain range where it’s frequently blocked off.

There are several customizable options on the tool.

- Max distance. This sets the maximum range in nm the tool will extend to. It can be reined in either for the sake of performance or for showing a sensor with very limited range.

- Target altitude (m AGL). This shows the altitude at which the LOS target is determined. Higher flying units can obviously be seen from farther away, and the setting can be changed in light of the usual attack profile of the scenario’s threat units (ie, threat aircraft with terrain following suites like F-111s or Su-24s will go at lower altitudes than ones that don’t have them, like earlier and/or simpler aircraft). The “same as observer” box can be checked to assume that the target is at the same altitude as the selected unit.

- Horizon type. The “Radar/ESM” option, assuming an “electronic horizon” capable of reaching longer distances than visual sight, is the default. The shorter range “Visual/EO/Laser” option can be checked if need be, such as for a unit that uses those as its primary sighting system.

- Shade color. Clicking “change” opens up a palette of colors that can be selected as the one to display. Color can be changed to avoid conflicting with other map elements or for the sake of aesthetics/ease of sight.

Finding things quickly

Another popular request has now been fulfilled: The ORBAT (order of battle) window can be held open continuously through a game session, as it updates automatically. In addition, key-search on the ORBAT list is now possible, allowing players to easily find a specific unit that they are looking for:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/8x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/8.png)

And the clincher: Now contacts are also listed on the ORBAT window, AND their list is also dynamically updated, AND they too are searchable:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/9x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/9.jpg)

We got a score to settle

The scoring & evaluation window has also received its fair share of love. Players have asked for a better sense of how their current (or final) score compares against the best & worst possible outcomes; so what better way to visualize this than a tachometer gauge:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/10x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/10.png)

Players have also asked for a more visual representation of how the current score has fluctuated as a result of things happening in the scenario. So we added an interactive graph that allows easily browing the various events that changed the score:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/11x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/11.png)

Sticks & levers

We know for a fact this will make quite a few users happy: The speed & altitude orders window (aka “F2 window”, because of the hotkey) has been reworked to more clearly distinguish between having selected a waypoint of a unit’s plotted course or the unit itself.

Example with waypoint selected:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/12x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/12.png)

Example with the unit itself selected:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/13x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/13.png)

Also, by using the white “previous” and “next” arrows next to the unit/waypoint description, it is possible to select the previous/next waypoint or the unit itself without leaving this window.

The unit-status column now also includes a small panel with shortcuts for the most common throttle & altitude commands and presets, so that a unit’s (or waypoint’s) behavior can be altered without necessarily bringing up the F2 window:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/14x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/14.png)

Where was I again?

This one proved a huge timesaver during development & testing, and we hope it will do the same for players: Command now keeps a tally of the most recently loaded saves or scenarios, and allows quickly selecting any of them to load, instead of having to use the “Load scenario” window:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/15x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/15.png)

Marshall the troops

Another player request: When having one or more units selected, a summary list of them (grouped by unit class) appears on the map. This makes it easy to quickly remember what forces you are currently actively issuing orders to. It can also act as a convenient way to quickly get up to speed on available forces in a theater (simply drag-select everything in the area and glance at the “shopping list”):

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/16x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/16.jpg)
(Yes, we loved Homeworld in its day. Why do you ask?)


At a glance

One other persistent player complaint over the years has been that unit icons and datablocks present only the barest information like course, speed & altitude, plus basic fuel status & structural damage. For almost any other piece of information, the player’s eyeballs have to jump from the map to the right column for the detailed information, and hop back to the map to watch the action. If only the player was able to get more information about a unit or contact without leaving the map…

Thy will be done:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/17x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/17.png)

We call this the “hover info box”, because it appears only when the mouse cursor hovers over the icon of a friendly unit or contact (and the player holds down Ctrl. There are times that the box gets in the way or hides things, so the player must actively consent to have it show up).

One of the nice things about this summary view is that it is quite configurable; players can dictate which information parts they want to see in this view and how they will appear:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/18x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/18.png)

This feature works best when combined with the slide-in/out of the right column: If the information provided by the hover-box is sufficient, it means that the right column can be left tucked out of the way for most of the time, substantially increasing the available map space.

 

Pick me! Pick me!

Another new feature aims to solve one of those small but persistent annoyances: When lots of units/contacts are stacked closely together on the map (not uncommon, especially in zoomed-out view), in order to select a specific unit the player must either zoom-in to declutter and pick out the desired one, or alternatively click repeatedly on the stack until the desired one is selected. Both approaches work, but neither is ideal.

So here’s a better way:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/19x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/19.png)

As the player clicks on a stack of units, a dynamic menu lists all the bunched-up units. The player can then select the one he wants.

 

A map for every taste

One other popular request has been the ability to quickly jump from one place of the theater to another, without having to zoom out and back in to the desired location (or to repeatedly pan the map). The quick-jump slots already provide this ability, but these seem to be a criminally under-used feature. What players really wanted was a minimap.

And we got the three of them.

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/20x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/20.jpg)

In the above example, we are using concurrently the “global” and “scenario” versions of the minimap. The former always shows a global map with the positions of units and known contacts, whereas the latter focuses on the dimensions of the operating theater (defined roughly as a bounding box of the units & known contacts). There is also a third mode available, “Camera”, which acts as a “zoom-out” of the current map window, centered on the current map location.

 

Running on empty

One more frequent user request: display the remaining flight range for the currently selected aircraft, based on current speed and fuel consumption. This can be quite useful for quickly visualizing targets (and divert airfields) within reach of an aircraft in its current state. The feature is treated like other range-ring options and persisted as part of the map profile. Note that this displays the aircraft’s remaining _range_, not _radius_. Here is an example:

(http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/21x.jpg) (http://www.matrixgames.com/amazon/Screenshots/CMO/UI_partII/Screenshots/21.png)
That was a long ride! Don't miss our next deepening: The grunt’s lot

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2019, 11:31:49 PM
Command: Modern Operations - Ground Ops

Command: Modern Operations is coming soon. In this piece, let us take a closer look at how Ground Operations are depicted in CMO.

CMO is not just about massive improvements to UI & UX as we saw in the last two articles. It also includes significant changes and additions to the simulation engine itself. Many of them encompass ground operations, and this week we take a look at them.

(https://www.matrixgames.com/images/news/2317/spotlight_image.jpg)

The obligatory disclaimer

Let’s get something out of the way up front, which we already stated clearly before but is worth repeating in order to avoid unreasonable expectations. 

CMANO has always been about joint, cross-domain operations: ground forces interact with air, naval, strategic and other elements as they execute their mission (the interaction often but not exclusively being of the “shooting at and being shot by” variety). This disciplined focus continues in CMO.

Players expecting CMO to feature the tactical finesse of ground-centered games like Armored Brigade, Flashpoint Campaigns Red Storm, Combat Mission or SPMBT will be disappointed. Troops vs. troops slugging it out muzzle-to-muzzle is doable, but with limitations & abstractions that will likely dismay tactical land combat aficionados. Quick examples: no intricate modelling of per-side armor, no built-in model of suppression & rallying effects (this is doable through scripting if you get creative), not taking advantage of roads, no more than 2 levels of hierarchy etc. So, players who absolutely need these nuances in their wargaming experience should look elsewhere.

Now that we made it clear what CMO does not (yet) provide, let’s see what new and/or improved features it does bring to the table.

The lay of the land

In Command v1.x, the terrain has world-accurate elevation & slope, and this affects both mobility (it’s much easier to traverse a valley than a mountain ridge) and sensor detections (radar & IR clutter). However, the earth’s surface is treated essentially as a global desert: No modifiers for different terrain types affecting mobility and visibility. This changes dramatically in CMO.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/719c0cd4e0d48fa1011586dc73d51a2c9c4eb605.jpg)
The new “land cover” map layer in action

Terrain type is now a decisive factor in land operations. The various terrain types (urban, desert, forests, croplands etc.) have different effects on the mobility of ground units, on weapon effects (especially blast and frag warheads) and spotting visibility. As examples:

- Water is impassable
- Wetlands reduce speed to 10% of original (bog!), and impair visibility slightly.
- Snow/Ice reduce speed to 20% of original, and impair visibility slightly.
- All forest types reduce speed to 30% of original, significantly hamper the destructive effect of blast and fragmentation detonations, and sharply reduce spotting ranges.
- Shrublands reduce speed to 50% of original, slightly reduce the blast & frag effects, and moderately reduce visibility.
- Croplands and vegetation mosaics reduce speed to 70% of original, and slightly reduce visibility.
- Open and wooded savannas reduce speed to 80% of original
- Barren / sparsely vegetated terrain and grasslands have no impact on speed, weapons or visibility.
- Urban & built-up terrain increases speed to 110% of original, but severely block both weapons and visibility.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/93c3dc094f061aa3e8c77037290d4eb963e82865.png)

These combined effects have startling tactical & operational implications. For example:

- How do you move a unit rapidly and minimizing observation by the enemy? Move it through urban terrain. (If stealth is more important than speed, a forest will also do. If speed is paramount and no urban infrastructure is nearby, go flat-out through barren/plain terrain).

- Do enemy weapons/sensors outrange yours? Deny him a shooting gallery by closing on him through a forest or, failing that, a shrubland. (Conversely: How do you maximize your weapon & sensor standoff? Fight in deserts or plains. Ding ding ding!)

- You know the enemy is holed up inside a forest but your conventional explosive & frag weapons are seriously degraded inside it, and you don’t want to send your own forces inside for a bloody knife-fight. How do you kick them out of the forest? You rain down napalm and fuel-air explosives on their heads. (If civilian casualties are not a concern, this can also apply to urban terrain).

Units are aware of the terrain type and take into account in their navigation & pathfinding calculations. They use a new cost-based pathfinding algorithm that considers both terrain slope and terrain type to generate the optimum (fastest) route to their destination.

In the example below, a M60 tank platoon in southern Attica (outskirts of Athens) is ordered to move to the northeast of the peninsula. The unit selects the displayed path both to avoid the surrounding mountain ridges (red ellipses) and to maximize its mobility, going through the urban area instead of the croplands to the east.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/2a1de487942cf3c62f85da22cf0a3abb07e5eb06.png)[/url]

Apart from being visually displayed on the map, the land-type information is also listed on the map-cursor databox, next to the existing terrain slope info:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/a2ead2e3c34be6761485c4673f8830879095ae1d.jpg)

The goodies of COW: Cargo, amphibious & airdrop operations

As we previously mentioned, we decided to incorporate into CMO’s core simulation model a number of features that were hitherto unlockable only by certain DLC packs, chief among them “Chains Of War”. Of these features, the one most relevant to ground operations is undoubtedly the cargo, amphibious & airdrop operations.

We have described this feature extensively in the past, so as a brief summary: You can now transport ground forces in any platforms that are able to take them, and unload them where suitable. Platforms are realistically limited in the weight, area & personnel they can take (e.g. you cannot load an M1 tank on a C-130, but you can fit it on a C-17 or C-5). Ground units can be transferred between bases by aircraft, or between ports via ships, or embarked on beaches on a landing assault, or airdropped from aircraft or helicopters. Combined with the much higher terrain detail offered by the Sentinel-2 layer, you can extensively model amphibious and airdrop assaults, both when they go well and when they don’t unfold as planned, as in this example:

VIDEO - A doomed amphibious landing (https://www.youtube.com/watch?v=1QaJyPn8BQQ)
Amphib Ops 101: Don’t copy Omaha Beach or the Bay of Pigs

Beans & bullets

This has been a popular request for some time, and we are glad to fulfill it. Land units can now replenish their ammunition from any suitable provider (e.g. supply trucks). This works in a manner similar to UNREP for ships, ie. the player selects the unit low on ammo and orders resupply either via automatic selection or manually designating the desired provider. Units will race to the selected provider and take on as many stocks as they can.

In this example, a coastal C-802 missile battery shoots at a hostile target and then, low on missiles, performs a rendezvous with a supply truck to refill its ammo:

VIDEO - Replenishment for ground forces example (https://www.youtube.com/watch?v=KLgKFDaB9Vs&feature=youtu.be)

Obviously, both players and scenario authors can use this new feature for much deeper modelling of ground operations. Greater emphasis must now be given to the resupply chains of ground formations; it is entirely possible to render an otherwise powerful tactical group virtually impotent by denying it its replacement stores (though fuel is still abstracted as “infinite”). This opens the door to new tactical and operational dilemmas; for example, do I pull back some of my anti-air defences from the front to better protect my logistics train? And how many of them before it becomes counter-productive?

The gods of war

Artillery and air support (and conversely, tactical anti-air defences) have been CMANO’s main strength on ground ops since the beginning, and their presence is still felt everywhere in CMO. This is one of the areas that benefits greatly from the addition of the terrain-type nuance, as now the actual effect of different sensor and warhead types varies with the type of landscape that the units on the receiving end are occupying.

This has significant implications for both avoiding and delivering fires: If you are trying to avoid enemy strikes, you can delay detection by using terrain to your advantage (or destroy his spotters on the ground or in the air, of course). If you are under fire, clever use of the terrain can reduce your casualties or afford you greater mobility so that you can ruin the enemy’s aim. If you are the attacker, you now have to carefully consider your battlefield reconnaissance and your selection of ammunition; your spotters must be carefully placed (or orbited) to maximize their coverage, and an incendiary, cluster or FAE warhead may often be far more efficient than normal hi-explosive. (Employing precision munitions if also often necessary, particularly in environments with numerous potential collateral damage).

Used properly and combined with useful recon, massed artillery can be quite effective, as this example demonstrates:

VIDEO - Artillery barrage (https://www.youtube.com/watch?v=C4DMiitiasY&feature=youtu.be)

Air support and anti-air defences continue to be simulated in great detail as in CMANO. The extra wrinkles of terrain type and ground units replenishment add new headaches for the virtual JTAC; SAMs and triple-AAA are no longer “out of the fight” once they expand their built-in ammo, and aircraft no longer roam over a virtual desert plain. Visualization through Tacview or other means can be useful here to better illustrate the geometries of the tactical situation, as in this example:

VIDEO - Recon and close air support (https://www.youtube.com/watch?v=-MJPsL8jBj4&feature=youtu.be)

If the enemy has even minimal air defences this can be an “exciting” overfly

Thanks for reading! Stay tuned for further updates

Title: Re: Command: Modern Operations
Post by: Asid on October 22, 2019, 05:06:00 PM
Command: Modern Operations Developers Interview – The new simulation & editor features
10/22/2019

(https://www.matrixgames.com/images/news/2326/spotlight_image.jpg)

Command: Modern Operations is coming soon. In this piece, let us take a closer look at some of the major new features integrated into the new editor.

Turbo-charged for your pleasure

One of the most immediately noticeable features, especially when running large or elaborate scenarios, is the jump in performance. Command now offers both greater absolute speed in simulation execution (ie. reduced “pulse time” as displayed when the “Show Diagnostics” option is enabled) as well as significantly increased CPU utilization, as a result of improved parallelism. (As an example of the latter, on a recent trial run of “Northern Fury #9: Hold the line”, CPU load was observed fluctuating between 65%-75% on a Core i7-6700 system. This may vary across different systems, of course). Maximum practical unit count has also increased thanks to better memory management, with the result that even more, massive scenarios are now feasible.

Until the COWs come home: Comms disruption, aircraft damage & new weapons

As we previously mentioned, it was decided to merge the previously DLC-locked features of “Chains Of War” to the core simulation available with Command. This allows both scenario authors and players to make extensive use of these features without any licensing concerns. We’ve covered these features extensively before, and we included cargo, amphibious and airdrop operations on our previous article on ground warfare, so here is a short summary of the others:

- Comms disruption explores the different & numerous ways that a unit can be isolated from its parent side’s communications grid, and the repercussions of “going offline” (spoiler: none of them are pleasant). This feature has been used very successfully on COW, Shifting Sands and The Silent Service, and now it can be used on any scenario. One of the post-launch improvements of this feature is that when a unit re-joins the comms grid, the UI provides much more finegrained feedback on what type of information was updated for a contact (if any), and skips mentioning contact merges that produce no new info. Ready to feel a cold sweat as your units abruptly go out of visibility and out of your control?

- Detailed aircraft damage is arguably the most popular feature of the bunch, enabling a much more finegrained level of damage & attrition on aircraft than classic CMANO’s “kill on first hit” paradigm. Since its original introduction, this feature has been significantly enriched with feedback from both commercial & professional users.

- Advanced weapon types: High-energy lasers, railguns & HVPs, and tactical EMPs are now available at your disposal, to mindlessly include in the next Transformers flick use in all scenarios addressing the challenges of warfare in the foreseeable future.

Alone and unafraid: Realistic submarine comms

One of the benefits of absorbing the COW features is that now we can freely use them as building blocks for additional functionality, inserting features 7 mechanics that would previously require some non-trivial Lua elbow grease. Realistic sub comms are one such example.

When this feature is enabled, submarines who go below 40m depth go off the communications grid. As in other cases of comms disruption, they are no longer under direct player control, and only their last reported location is available (this BTW means that sending them deep without first tasking them with a mission may be pointless, since they will simply sit there). The player can, at any time, send a “bell-ringer” ELF signal to a no-comms submarine to recall it to re-establish comms (right-click on sub icon, click on “Summon to re-establish comms”). The sub will attempt to rise to shallow depth to rejoin (this may not be immediate, as it will try to evade nearby hostiles). Once it rejoins, the sub will share its contact updates with its parent side.

 

Never stray from the path

One of the more persistent problem of CMANO’s navigation AI was that its pathfinder was binary-based: Either a spot was passable by a unit, or it was not. This resulted in a tendency in units to aggressively cut corners in their plotted paths in order to travel to their destination as efficiently as possible, sometimes coming dangerously close to shore or other obstacles. This can result in some unintended “beach surfing”, as this example demonstrates:

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/1b.jpg)

In this case, the Freedom is placed in the mouth of the Hormuz straits and ordered to travel inside the Persian Gulf. It plots an efficient path — too efficient, as it nearly clips the shoreline at Khasab. There is a possibility that the ship may get stuck on the shore, if left unattended. Ships generally don’t navigate this way if they can help it.

To address this issue, we implemented a new cost-based pathfinder that evaluates a location’s suitability based on a number of different factors. In the case of ships, a primary concern is local depth and proximity to terrain; generally large ships tend to prefer to maximize both, while smaller ships are somewhat more freewheeling. Using this new logic, ships are now able to plot much more realistic (and gameplay-friendly) courses, as the very same example played out in CMO demonstrates:

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/2b.jpg)

Stay in formation

This has been a popular request, which we are finally happy to oblige: The formation editor can now also been used to define and edit aircraft formations. It sounds like a simple change, but in reality we had to go through extensive reviews of the mission AI logics to make sure that this did not interfere with aircraft assembly & grouping logics (in some places it did, and we had to make adjustments). But we think it’s worth it, and you will probably agree: This opens up new opportunities for formation tactics and optimum placement & distribution of air assets in a group, both for regular transit or surveillance as well as combat.

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/3b.jpg) (https://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/3.png)
A patrol of four MiG-31B sweeps over the sea north of Murmansk. The group is in loose line abreast formation, to widen the search area. Lead and the nearest wingman are already in position, while the two outer members race to catch up to their stations.

I like the way you move (and think)

Various tweaks & improvements have been applied to the kinematics models & AI routines, with a strong emphasis on aircraft and missiles. Among other items:

- Numerous tweaks to aircraft flight model, specifically for “combat” conditions. For example, aircraft no longer “wiggle” between headings as they must first roll towards the turn direction before committing to a turn. This in turn makes inherent roll-rate more important to close air combat maneuvers (This is easier to observe in the Tacview window).

- Helicopter diving rates have been reduced (they were previously dropping like a stone)

- Surface- and underwater-launched missiles now use the same improved pitch kinematics as air-launched missiles, resulting is more realistic trajectories.

- Lofted AAW missiles now begin their terminal dive earlier, to avoid a too-steep approach to the target.

- Air combat AI improvement: Aircraft now consider approaching fighters/interceptors as imminent threat, not just missiles. This helps AI-controlled aircraft perform more proactive evasive maneuvers against fighters about to perform gun attacks on them (e.g. MiG-17 vs F-105).

- Significant change in unit AI logic: The “evaluate targets” and “evaluate threats” logics are now not performed on every sim pulse, but instead on regular intervals dictated by the OODA-Targeting (modified by crew proficiency) and OODA-Evasion values respectively. Therefore these two OODA values, combined with crew proficiency, become even more critical to a unit’s effectiveness and survivability.

VIDEO
Command: Modern Operations - Air combat merge

https://youtu.be/tSh1Tk0-R5E


Feeling the strain: Aircrew G-tolerance

If you have ever closely watched a dogfight in CMANO, one of the things that may seem odd if you are familiar with real-world ACM is the seemingly iron-man constitution of the virtual fighter pilots; they seem to be constantly engaging in turns, climbs and dives as tight as their airframes will allow them, without regard for their own fatigue from the continuous high-G acceleration loads. This isn’t how close air combat works in real life; even the best pilots need a breather between aggressive maneuvering in order to allow their bodies to recover, otherwise they become more dangerous to themselves and their side than to the enemy (yes UCAV fanboys, you can laugh now). So we set out to model this nuance in CMO.

When an aircraft is considered to be performing “combat maneuvers”, an extra UI element is shown on unit status panel:

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/4b.jpg)

This represents the crew’s tolerance to hard maneuvering. The longer the aircraft is continuously pulling a hard turn, the more this buffer fills up. (Getting out of a hard maneuver, e.g. reversing a turn, reduces this strain and allows recovering. This is one of the reasons that scissors are a popular practice in RL dogfights.)

Once the tolerance is exhausted, the crew begin suffering G-LOC and have to significantly relax the turn (this is easier to notice in Tacview, as the aircraft wing bank visibly changes, but you should also observe a noticeably larger turn radius on the map’s top-down view as well), while regaining their senses and control of the aircraft. Of course the aircraft is particularly more vulnerable during this recovery period, which makes cooperative tactics and mutual support all the more important. The maximum tolerance level depends on aircrew proficiency, so experienced pilots get one more significant advantage against greener adversaries (Ed: Like they need one more…).

Radar frequency agility

Not all radars are created equal. One particular feature that became quite important during the Cold War for radar performance against jamming and other countermeasures was its ability to “frequency hop”, ie. shift its operating frequency to a different value within its feasible operating range. CMO now models this, and two particular operational benefits of this ability:

- Frequency-agile radars are significantly harder to noise-jam, as they can shift to a new frequency once their existing one gets flooded with static. The jammer has to either start hunting for the new frequency, effectively hopping after the radar operator, or alternatively flood the entire frequency range with jamming power to make hopping pointless; both counter-actions are feasible but they both have complications of their own.

- These radars are significantly less susceptible to doppler-notching maneuvers (more on this below).

This feature became so important to radar engineering & operations from the mid-1960s that, quite often, the main difference between a very capable domestic radar set and its export-cleared variant was the physical removal of the frequency-hopping circuits in the latter kit.

As in other cases, electronic-scan arrays and especially AESAs get massive advantages; in this case, all P/AESAs are automatically considered as being frequency-agile, while older mechanical-scan sets have to explicitly have this declared in the simulation databases.

A notch on the bedpost

Doppler notching, a maneuver designed to exploit a fundamental flaw in pulse-doppler radars in look-down mode, has been included until now abstractly in CMANO as part of the weapon endgame calculations. This time, however, it can be actively and preemptively used as a maneuver, both for missile track lock-break and for general surveillance radar detection avoidance.

Aircraft can attempt to fly perpendicular to an emitter using doppler filtering in order to hide inside its “blind” velocity gate. The effectiveness of the maneuver varies with crew skill (an “ace” pilot will execute it far more effectively than a novice), to discourage manual micromanagement by players. Aircraft under missile attack with a doppler radar guiding the missile will also actively try to beam the radar instead of the missile (the geometry of the two axes can vary significantly). The maneuver is ineffective against pulse-only radars and less effective against frequency-agile radars.

Players can also deliberately plot courses for aircraft that fly perpendicular to known PD search radars, to reduce the actual detection range. (If you’re a Microprose F-19/F-117 virtual vet this may bring back some memories).

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/5b.jpg)

This option has two settings: “Random within area” (default) and “Repetable loop”. “Random within area” is the patrol behavior you are already familiar with. If “Repetable loop” is selected instead, the assigned units treat the reference points of the patrol area as a racetrack, just like in a support mission. This allows the player (or scenario author) to define precise, consistent patrol patterns (figure-8, expanding spiral, ladder etc.) while also retaining the “investigate & prosecute” behavior that distinguishes patrol missions from support ones.

When the “Repeatable loop” setting is active, the patrol area is depicted very similarly to support mission racetracks, to emphasize the difference:

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/6.png)

Till death do us part: Merge scenarios

This is another gift from the PE world, and we bet it will be a much-appreciated one. If you are a scenario author, you are already familiar with the base & group import/export (ie. the .inst files), and how convenient and time-saving they can be when putting together the elements of a scenario. This “construct once, re-use everywhere” concept has now been taken a step further: You can make individual scenarios and then merge them into a single scenario.

(http://www.matrixgames.com/amazon/Screenshots/CMO/FeaturePost_ImprovementsEditor/7b.jpg)

Scenario #1 is treated as the “base” for the merge, so behind the scenes you are essentially cherry-picking all transferable items from scen #2 and adding them to scen #1 (the log output also makes this clear). Elements that are “atomic” or otherwise hard to merge (date & time, weather, title & description etc.) will, on the output, be those of scenario #1.

The power & versatility of this tool should be readily apparent to anyone who’s delved in scenario editing. Now you can create once, store and re-use not just groups or bases, but multiple foundational scenario elements: Sides, missions, events, actions, conditions etc. We have been repeatedly amused by the wacky, quite unforeseen ways the original import/export functionality has been employed by industrious scenario creators, so naturally we are curious to observe how they’ll bend this one to their will.

Lua loco

The Lua API continues its expansion in CMO and offers additional hooks into the simulation engine as well as various methods for pulling the strings of the running scenario. One of the new hooks ties directly into the AI model: You can individually instruct units to, quite literally, not think for themselves (You in the back, quipping “you mean they do this now?” – SIT DOWN!). More specifically, you can set individual units to skip their AI routines for evaluating valid targets and picking out the primary one among them. This has two direct benefits:

- It makes it easier to implement custom targeting AI routines in Lua, since an author not longer has to “compete” with the build-in AI for this.

- As these routines are among the most CPU-expensive pieces of the simulation pipeline, disabling them can have a drastic effect on the speed & scalability of a large scenario. For example, if you disable the AI cycles of all static/inactive buildings, then only “active” units will use the CPU for this work (internally Command already does a lot of such optimizations, but since it cannot “intrinsically” know which units are static & inactive, it has to check them, which itself is not free).

Additionally, this ability can allow simulating “dormant” states for units (e.g. units begin a scenario in a “comatose” state, but later because of XYZ they become activated).

Title: Re: Command: Modern Operations
Post by: Asid on October 29, 2019, 04:17:52 PM
Command: Modern Operations starts the engines. Out on November 14th
10/29/2019

(https://www.matrixgames.com/images/news/2338/spotlight_image.jpg)


You heard it right. Command: Modern Operations has entered its final phases of internal testing and developers are ready to reveal the release date. The most comprehensive and realistic simulator on operational level ever created will be released on our store (https://www.matrixgames.com/game/command-modern-operations) and on Steam  (https://store.steampowered.com/app/1076160/Command_Modern_Operations/)on November 14th.

In few weeks you’ll have the chance to simulate every military engagement from post-World War II to the present day, thanks to his unmatched database covering  Aircraft, ships, submarines, ground forces, installations, satellites and even strategic weapons from almost every nation in the world.

(http://www.matrixgames.com/amazon/Screenshots/CMO/Release_Date_Reveal/Chosen/Shooting missile at enemy aircraft 600.jpg)

At release, you'll find all the original Command official scenarios remastered from scratch and integrated, plus brand-new official and community scenarios to quench your wargaming appetite (more detail to follow)

(http://www.matrixgames.com/amazon/Screenshots/CMO/Release_Date_Reveal/Chosen/AWACS patrol and message log 600.jpg)

Updated cold-war and modern-day databases with the latest in hardware and systems mean you’ll never run out of setups to try out. Seamlessly import and use your existing Command scenarios, saves, .inst files and more!

Stay tuned for further updates and get more information about the game from its official product page (https://www.matrixgames.com/game/command-modern-operations)

(http://www.matrixgames.com/amazon/Screenshots/CMO/Release_Date_Reveal/Chosen/Aircraft formation overfly carrier 600.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CMO/Release_Date_Reveal/Chosen/Numerous passive contacts 600.jpg)

(http://www.matrixgames.com/amazon/Screenshots/CMO/Release_Date_Reveal/Chosen/Vietnam dogfight 600.jpg)

Title: Re: Command: Modern Operations
Post by: Asid on November 05, 2019, 03:18:50 PM
Command: Modern Operations - Discover the Manual
05 Nov 2019

Command: Modern Operations will be the most advanced military-simulator available in the market, taking all the features from its CMANO predecessor and expanding them greatly, both in number and quality.

An indication of this massive leap forward is the over 300 pages Manual, that will constitute the best learning tool for every Commander willingly to rightly manipulate the battlefield.

If you are eager too what to expect in-game, your wait is over. The full Manual is now available as PDF, and – as promised – it covers everything you need to know about CMO!

From introducing the game to newcomers and beginners to detailing the new exalting features and mechanics dreamed by CMANO veterans, this Manual will blow your mind.

You can find the manual at this url (http://www.matrixgames.com/amazon/PDF/CMO/CMO_manual_EBOOK.pdf), in the Download section of the Product Page (https://www.matrixgames.com/game/command-modern-operations) and its Steam page (https://store.steampowered.com/app/1076160/Command_Modern_Operations/).

IMPORTANT. Due to the great amount of content, the Manual that will be included in the box at release will be a shortened version (210 pages). The full (350 pages) E-Book Manual will be included in the installer or available in the Product Page.

(https://www.matrixgames.com/images/news/2348/spotlight_image.jpg) (http://www.matrixgames.com/amazon/PDF/CMO/CMO_manual_EBOOK.pdf)

Title: Re: Command: Modern Operations
Post by: Asid on November 06, 2019, 02:07:58 PM
Command Modern Operations - TacView Viewing an ASW torpedo engagement in Tacview
11 Oct 2019


https://youtu.be/2OL_yotxnRo


An example of Tacview connectivity integrated with  Command: Modern Operations, (https://www.matrixgames.com/game/command-modern-operations) featuring an ASW torpedo engagement

Title: Re: Command: Modern Operations
Post by: Asid on November 06, 2019, 02:54:56 PM
Twitch Preview on November 9th
Wed, 6 November 2019

(https://www.matrixgames.com/images/news/2350/spotlight_image.jpg)


Command: Modern Operations will be out in a week, on November 14th. Only few days and you’ll get your hands to the most advanced and realistic tactical/operational mil-sim ever created.

After disclosing the  full Manual, (http://www.matrixgames.com/amazon/PDF/CMO/CMO_manual_EBOOK.pdf) it is time to see some action for real.

On Saturday 9th on our official Twitch Channel, Kushan Gaming will be playing Command: Modern Operations. Witness firsthand how to navigate the maelstrom of modern warfare!

 Slitherine Twitch Channel (https://www.twitch.tv/slitherinegroup)

The show starts on 7pm GMT / 2 PM EST / 11 AM PST


Title: Re: Command: Modern Operations
Post by: Asid on November 11, 2019, 03:41:49 PM
Command: Modern Operations - Preview Stream with KushanGaming - 9 November 2019

https://youtu.be/olOMc738R7k


This is the recording of the live Twitch stream made on Nov 9


Title: Re: Command: Modern Operations
Post by: Asid on November 13, 2019, 03:12:49 PM
Command: Modern Operations Gameplay Trailer
Tue, 12 November 2019

Command: Modern Operations will be released in a few days, on November 14th.


Have a look at the gameplay trailer below!

What is Command: Modern Operations in 2 minutes

https://youtu.be/UWRHSIhQGI0


Stay tuned for more updates!

Title: Re: Command: Modern Operations
Post by: Asid on November 13, 2019, 03:27:50 PM
IMPORTANT - FROM CMANO TO CMO, WHAT HAPPENS?
11/13/2019


From Command: Modern Air / Naval Operations (CMANO)  to Command: Modern Operations (CMO)

FAQ

Matrix Store (Steam store below)

1) I bought CMANO on Matrix, do I get a discount?

Yes, you get 50% of discount using your CMANO serial as a coupon. The discount is valid until January 31st 2020, eligible for both digital and physical version


2) Where do I find my CMANO serial?

You can find your CMANO serial in your My Page section


3) How do I use the serial as a coupon?

The coupon can only be used in the Slitherine & Matrix stores. To use your coupon, add CMO to your shopping cart as normal and on the checkout page enter your CMANO serial


4) Can I still purchase CMANO after the release of CMO?

No, CMANO product page will be disabled. After November 14th it won’t be possible to purchase CMANO on Matrix/Slitherine Store anymore.


5) Can I still purchase CMANO DLCs after the release of CMO?

Yes. If you buy any CMO DLCs after November 14th, you’ll be offered two installers, one for CMO and one for CMANO in your My Page section. See question #9


6)   Will the previous CMANO Standalones (Northern Inferno, Chains of War, Shifting Sands, The Silent Service, Desert Storm) remain Standalones with CMO?

No, they will be turned to CMO DLCs


7) I bought the previous CMANO Standalones (Northern Inferno, Chains of War, Shifting Sands, The Silent Service, Desert Storm). Will I be able to play them as Standalones after CMO releases?

Yes, you will. But they won’t receive engine updates.


8) Will I be able to play my Matrix version of CMANO after the release of CMO?

Yes, If you have bought any CMANO title – base game or expansion/DLC – your serials will remain registered and accessible anytime from your My Page; this means that you can keep playing them in the old CMANO engine at any time you want.


9) I have bought some DLCs for CMANO on MatrixGames. Do I have to purchase them again?

No. All the DLCs and Standalones previously bought can be downloaded for CMO from your My Page (https://www.matrixgames.com/member/downloads) for free. There, you will be offered two installers, use the Multi DLC Setup to install with CMO.


10)I have bought only an Expansion Standalone (Northern Inferno, Chains of War, Shifting Sands, The Silent Service, Desert Storm), will I be eligible for the discount coupon?

No, only owners of the CMANO base game will be able to use the discount offer for CMO


11) Can I load a CMANO scenario into CMO?

Yes you can do that from CMANO to CMO, but not vice-versa


12) Will I be able to redeem the Steam keys if I buy CMO and the DLCs from Matrix?

Yes. Just remember that redeeming a CMANO base game Steam key doesn’t turn it into a CMO one. More info on how to redeem the key here: http://www.slitherine.com/forum/viewtopic.php?f=58&t=93585


13) I bought CMANO and You Brexit, You Fix it on Matrix. Can I redeem the DLC key on Steam?

Yes. In your My Page you can get the Steam serial for your product. You can proceed to activate the product on Steam. The serial will unlock both the versions (for CMO and for CMANO).


14) I bought one of the Expansion Standalone products on Matrix. How can I use it in the CMO engine?

Since all the old CMANO products are CMO DLCs now, the only way to play them in the CMO engine is to buy CMO (base game). You can still play them in their original way (as CMANO Products) but without any further engine update.


15) What do I receive if I buy the physical version of CMO (Collectors Edition)?

You will receive: a full color printed box, 2 full color printed DVDs (with your order number and serial number printed on them). The Printed Manual that will be included in the box at release will be a shortened version (210 pages). The full (350 pages) E-Book Manual will be included in the installer or available in the Product Page.


Steam

1) I bought CMANO on Steam, do I get a discount?

Yes, Steam will automatically put CMO at a 50% discount for you. The discount is valid until January 31st 2020


2) Will I still be able to play CMANO, after the release of CMO?

Yes if you bought it before November 14th. After that date, it won’t be possible to purchase CMANO on Steam anymore. CMANO support will continue, but no new content or features are planned.


3) Will my old Steam CMANO titles be removed from my Steam Library?

No, they will remain in your Steam Library and you’ll be able to play them whenever you wish


4 I have bought some DLCs for CMANO on Steam. Do I have to purchase them again if I want to play them in CMO?

No, you don’t have to purchase them again. If you buy CMO, Steam will recognize the ownership of the old products and they will be listed as owned DLCs for CMO in your Steam Library


Title: Re: Command: Modern Operations
Post by: Asid on November 14, 2019, 11:48:29 PM
Command: Modern Operations is unleashed
14 Nov 2019

(https://www.matrixgames.com/images/news/2358/spotlight_image.jpg)

The next generation in cross-domain modern wargaming is now available. (https://www.matrixgames.com/game/command-modern-operations)

Be ready to simulate every military engagement from post-World War II to the present day, thanks to the unmatched database covering  Aircraft, ships, submarines, ground forces, installations, satellites and even strategic weapons from almost every nation in the world.

Enjoy a revised user interface, completely re-written map engine, new high-resolution map layers, new tools and options!

Find all the original Command official scenarios remastered from scratch and integrated with CMO.

Do you have any questions about what happens with the transition from CMANO to CMO? Read the full FAQ here (https://www.matrixgames.com/CMANO-CMO-FAQ)

Grab Command: Modern Operations now (https://www.matrixgames.com/game/command-modern-operations)

If you are eager to see the game in action, follow our double stream we are going to have on our official Twitch Channel. (https://www.twitch.tv/slitherinegroup)

The show starts on 6 pm GMT / 1 pm EST / 10 AM PST and continues on 12 PM GMT / 7 PM EST / 4 PM PST.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/d49fdb901a014e8065d6df90656061f05828ed8a.jpg)

Title: Re: Command: Modern Operations
Post by: Asid on November 19, 2019, 02:11:51 PM
Command: Modern Operations has been updated to version 1.00.11157.


You can download the update from here (http://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.00.11157.zip)

Have a look at the changelog below:


Update v1.00.11157
---------------------------------------

* Includes a number of older DB versions, in order to support loading various community scenarios.
* FIXED: 3D shape for Arleigh Burke-class DDG missing from Tacview resources
* FIXED: Script issue in QBG template "Submarine 1v1 duel"
* FIXED: Car navigation bug on "Raid on Kismayo"
* FIXED: Startup freeze on high-DPI desktop when the automatic 4K-fix has been rejected
* FIXED: Aircraft on strike mission flight path not obeying manual (player-given) changes to waypoint altitude
* FIXED: Aircraft on strike mission may automatically enter RTB status after takeoff even though they still fly the path
* Map tweak: Show the flight paths of airborne strike flights

Title: Re: Command: Modern Operations
Post by: Asid on November 21, 2019, 02:05:34 PM
CMO Community Scenario Pack (Official)
21 Nov 2019

(https://www.matrixgames.com/images/news/2368/spotlight_image.jpg)


Kushan Gaming has recently volunteered to curate the community scenario pack for Command: Modern Operations (https://www.matrixgames.com/game/command-modern-operations).

This release will work for both CMO and CMANO. More information to this page (https://www.matrixgames.com/forums/tm.asp?m=4720273)

You can download the pack from here: DOWNLOAD (https://drive.google.com/open?id=1iJrTZW_3VLYGyOKcquU0kHAira6X6WjE)

For Steam users, a Steam Collection for the entire pack has been set up - Community Scenario Pack (Official). (https://steamcommunity.com/sharedfiles/filedetails/?id=1915371582) 

Kudos to Kushan Gaming for this excellent job!

23 scenarios have been added so far:

- Operation Eagle Guardian, 2019
- Operación Gomorra, 2010
- SandBox Nations #1
- Plum Blossoms Do Not Fall Lightly, 2025
- Mediterranean Fury 1 - The Road to Byzantium
- Mediterranean Fury 2 – Syrian Surprise
- Mediterranean Fury 5 - Serbia Right!
- Black Sea, 2019
- Battles of the 3rd WW, Tattletale, 1991
- The V-Bombers
- The Battle of Palmdale, 1956
- Iwo Jima Goes to Mozambique, 2024
- Operation Scarlet Lance, 1966
- The Hustlers
- Hat Yai Air Raid, 2019
- The Great Arctic War - Arctic Cod Conflict, 2030
- The Battle of Chiapas, 2020
- WW3 D-Day Part 1
- The Penang Affair, 1955
- Close down Mukran, 1985
- South of Crete, 1985
- For The Honour Of The Republic, 1991
- Incirlik, 2021

Title: Re: Command: Modern Operations
Post by: Asid on January 08, 2020, 04:06:15 PM
Command Modern Operations update - Public beta Build 1121.4
07 Jan 2020

Command: Modern Operations - A new Open Beta to test the Fog of War with TacView

Command: Modern Operations has reached an outstanding milestone. The Open Beta for Build 1121.4 has introduced a major new feature: the Fog of War (FOW) for Tacview 3D view.

When God's Eye view is disabled, the Tacview window will now display only own- and friendly-side units plus any detected contacts. Displayed contact shapes start from generic semi-opaque placeholders and then switch to more specific (and solid) shapes when/if they are sufficiently classified/identified. If God's Eye is active, all units are shown as before.
(Known current issue: Switching side or toggling God's Eye status forces the Tacview window to close and re-open).

Important note for Steam users. You can apply this update manually on top of your Steam installation. This new beta will soon also be available on the Steam beta branch, and after it checks out also on the normal distribution branch.

Download: https://drive.google.com/open?id=1FZSVevjbY5_jm3_OBAszR269EXi6xzd9

To apply: Unzip contents on your CMO installation, overwriting as necessary.

This is a public beta. Standard disclaimers apply.


Changes from B1121.3
----------------------------------------


* Major new feature: Fog of war (FOW) for Tacview 3D view. When God's Eye view is disabled, the Tacview window will now display only own- and friendly-side units plus any detected contacts. Displayed contact shapes start from generic semi-opaque placeholders and then switch to more specific (and solid) shapes when/if they are sufficiently classified/identified. If God's Eye is active, all units are shown as before.
(Known current issue: Switching side or toggling God's Eye status forces the Tacview window to close and re-open)

* Added 1-15 sec time acceleration option
* The "Land cover" map layer now uses WebP format for the tiles (instead of PNG), which achieves much smaller file sizes.
* Mission AI tweak: For non-specific mission types, the default "start looking for tankers" fuel threshold has been changed from 60% to 30%. This _SHOULD_ help alleviate cases where aircraft nearing their strike targets abruptly turn back and start looking for a suitable tanker to refuel.
* Major rework on ABM engagement logics, _should_ eliminate various issues related to ABM guidance.
* Numerous sim-core performance tweaks
* Added a Min/max option to DB-Viewer window
* ADDED: #13479: Lua Script Font Size Change - Event Action Lua script screen
* Most secondary windows are now shown on Windows taskbar when open. This helps to find them if they are accidentally obscured by the main map window.
* Includes the new Tacview mesh additions by BogdanM (Puma, Merlin & Sea King helicopters, Trafalgar, Astute, Borei & Yasen submarines)
* Includes DB-updated versions of the "Northern Inferno", "Chains Of War", "Shifting Sands" and Command-LIVE DLC scenarios, all rebuilt by Todd Bergquist (AttorneyAtWar).
* Includes updated database images and descriptions files by CV60, kgambit and apd1004. The updated images are not included in the pack, but are available for automatic download on the remote server (thus, to get updated images you must first delete your local cache at [CMO]\DB\Images\).

* FIXED: Raw-text mode message log window was stealing focus from main map window every time it was refreshed, and was not properly forwarding hotkey presses. (If you notice the same issue in any other window, please do alert us).
* FIXED: Pathfinding legs of a plotted course were drawn as both dashed and solid line
* FIXED: Aircraft on air-intercept mission may RTB if their current primary target is not relevant to mission (while other secondary targets still are relevant)
* FIXED: #13469: Lag when opening ME window
* FIXED: "Unit Damaged" trigger may fire twice when unit destroyed
* FIXED: Contact course & speed displayed on datablock and rotated icon even when they are not known
* FIXED: Cross-threading error in Mission Editor window (refresh caused by sim event) causes red-X
* FIXED: BOL-fired ASROC rocket never releases its torpedo
* FIXED: #13470: Max Speed for Ground Based Interceptors 10kts
* Additional fix for strike mission altitudes
* FIXED: #13417: Cannot resize Sensors window
* Fix for wingman altitudes on strike missions
* FIXED: #13412: Game closes unexpectedly on user scen
* FIXED: #13348: Event probability not able to be set through event editor
* FIXED: #13499: Repeatable-Loop for Patrol Missions not saved
* FIXED: #13179: "Add Unit" window: Add sub-type filter
* FIXED: #13308: Bug: When you try to search in the OOB window typing in the search box, pressing 'O' key closes the window
* FIXED: #13327: Adding and removing magazines does not auto-refresh the magazines window
* FIXED: #13418: Unit status window no-refresh issue
* FIXED: #13382: Refueling queue ain't not never don't show nothing
* FIXED: #13378: Sub tube reloading (erroneously appears to be) instant
* FIXED: #13493: Aircraft loadout weapons not displayed on "Weapons" window
* FIXED: Certain ABMs were not auto-engaging RVs (they considered them as atmospheric supersonic targets instead of ballistic)
* FIXED: #13407: [None] on [None] in sensor detections field
* FIXED: #13436: Unable to change WCS: Land
* FIXED: #13423: CMO & CMANO "Add Sensor" window arcs bug
* FIXED: #13416: "Jump to Location" going to 0-0
* FIXED: "Flightplan errors" window continuously popping up
* FIXED: #13442: DB viewer not snapping to selected unit in unit list
* FIXED: #13144: "Load cargo" button on Docking Ops form is not wide enough
* FIXED: #13302: Aircraft Dialog window doesn't update to new selected unit
* FIXED: #13401: "Nothing" in Message Log
* FIXED: #13548: Notification - missing summary label
* FIXED: #13422: In "Air Ops" window, cannot resize the "Status" or "Time to Ready" columns
* FIXED: #13518: Not being able to delete sensors properly
* FIXED: #13547: Cannot Select Multiple Units In Event Editor (Teleport action)
* FIXED: #13543: Ships in ports have problem (ScenEdit-only buttons on Docking Ops window also visible on normal play)
* FIXED: Problem in "Bersama Lima" scenario (https://www.matrixgames.com/forums/tm.asp?m=4742573)
* FIXED: Helo pickup issue in "Raid on Kismayo" scenario.
* FIXED: Freeze during dynamic fuel re-calc of dual-capable (AAW/ASuW) guided weapon
* FIXED: Blocking exception during scenario load on European-locale systems

Title: Re: Command: Modern Operations
Post by: Asid on January 24, 2020, 03:08:28 PM
Command Modern Operations v1.01 update now available
23 Jan 2020

CMO has been updated to version v1.01.11216!

Get the update from here (http://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.01.11216.zip)

Steam: Updates through Steam

Command v1.01 (Build 1121.6) Release Notes (changes from B1115.8)
--------------------------------------------------------------------------------------------------------------


• Major new feature: Fog of war (FOW) for Tacview 3D view. When God's Eye view is disabled, the Tacview window will now display only own- and friendly-side units plus any detected contacts. Displayed contact shapes start from generic semi-opaque placeholders and then switch to more specific (and solid) shapes when/if they are sufficiently classified/identified. If God's Eye is active, all units are shown as before.
• (Known current issue: Switching side or toggling God's Eye status forces the Tacview window to close and re-open)
• Improved speed of loading map tiles for each layer (this addresses the "slow map refresh" issue)
• New game option: Configurable volume for music & sound effects (Game --> Game Options --> Sound)
• Added 1-15 sec time acceleration option
• Mission Editor window enhancement: Clicking on the assigned & unassigned units selects them and centres the map on them. This makes it easier to check the general status of a mission ("Where are right now the forces I've tasked for this job? Where are the units that I might be interested to add to this task if they are close enough?") without having to jump to the ORBAT window.
• Tacview: Force terrain mode to "full 3D" (ie. incl. underwater)
• Added more tweaks to Tacview appearance (hide flight & lift vector, height bars & labels)
• Map tweak: Show the flight plans of airborne flights
• Numerous sim-core performance tweaks
• The main map window now always starts in windowed mode (even if it was last used in full-screen)
• Replaced colour "Red" with "Indian Red" in various forms to stand out more clearly against dark background (example: https://i.imgur.com/8xM60vF.png)
• Map tweak: Made the "Selected: [....]" text font slightly smaller
• UI tweak: Include the DB version name in the "You have (explicitly or implicitly) attempted to load a database that does not exist on the DB folder" message
• ADDED: #13415: Make the location details available through Lua
• The Land-cover, Relief-SRTM3 and BMNGv2/Relief-90 map layers now all use webp-format tiles (faster download and less disk space used).
• Mission AI tweak: For non-specific mission types, the default "start looking for tankers" fuel threshold has been changed from 60% to 30%. This helps alleviate cases where aircraft nearing their strike targets abruptly turn back and start looking for a suitable tanker to refuel.
• Major rework on ABM engagement logics, addresses various issues related to ABM guidance.
• Numerous sim-core performance tweaks
• Added a Min/max option to DB-Viewer window
• ADDED: #13479: Lua Script Font Size Change - Event Action Lua script screen
• Most secondary windows are now shown on Windows taskbar when open. This helps to find them if they are accidentally obscured by the main map window.
• UI tweak: When the LOS-Tool is recalculating LOS coverage, it leaves at least one thread available for UI & sim-core processes. This results in a more responsive UI while the LOS calculations are underway.

• All sound effects have their default volume altered to match the soundtrack.
• Includes new Tacview 3D models for the J-35 Draken, JA-37 Viggen & JAS-39 Gripen, F-105 Thunderchief, A-29 Super Tucano, Wildcat, MQ-8 Fire Scout, MQ-4 Global Hawk, SS-N-26 ASCM, Spruance & OH Perry classes and their variants, Virginia-class SSN, Vanguard-class SSBN, DDH280 Iroquois-class, City/Town/Village Marker, Puma, Merlin & Sea King helicopters, Trafalgar, Astute, Borei & Yasen submarines.
• Includes updated versions of the remastered standalone scenarios: Added gameplay notes for scenarios that have special features, fixed scripts not firing in "Green Tide", fixed dev prompts appearing on first run of "North Pacific Shootout", fixed SAR action in "Brother Against Brother".
• Includes updated versions of the "Surface Warfare Tutorial" series by Paul Bridge.
• Includes DB-updated versions of the "Northern Inferno", "Chains Of War", "Shifting Sands" and Command-LIVE DLC scenarios, all rebuilt by Todd Bergquist (AttorneyAtWar).
• Includes updated database images and descriptions files by CV60, kgambit and apd1004. The updated images are not included in the pack, but are available for automatic download on the remote server (thus, to get updated images you must first delete your local cache at [CMO]\DB\Images\).

• Tweaks for fuel-discrepancy between airgroup lead & wingmen due to formation keeping (NOTE: To a large extent this is a RL phenomenon and unavoidable, however we also tweaked behaviours during group form-up and loiter and relaxed the formation precision threshold so that wingmen spend less time chasing their station)
• FIXED: Overly aggressive air intercept mission
• FIXED: When bypassing a waypoint, units were not applying the speed/alt/doctrine commands of that waypoint
• FIXED: ORBAT window takes a long time to show up in multi-thousand AU scenario
• FIXED: Fuel quantity text (on top of fuel progress bar) is difficult to read when fuel quantity gets low
• FIXED: Exception in "Edit Action" window when creating new "teleport in area" action if no units are pre-selected
• FIXED: Lua - some device wrappers not showing in public version
• FIXED: Some number keypad hotkey values missing
• FIXED: Ballistic missiles not assigning their MIRVs correctly
• FIXED: HoverInfo options not showing up
• FIXED: #13345: Escorts returning from a strike do not land together with the main group, but only when they are bingo
• FIXED: When gathering around group lead, wingmen AC were heading for the deck instead of the lead altitude
• FIXED: Casting error when displaying error message during startup
• FIXED: Airgroup wingmen not always following's lead's desired altitude
• FIXED: Error during writing-out of the message log can leave the scenario graph in a dirty state
• Fix for altitude issues with strike mission (Caused other issues)
• FIXED: Units usually not evaluating targets (and thus not auto-engaging contacts)
• FIXED: Airgroup wingmen not following lead's desired altitude during overwater flight
• FIXED: Hang on startup in high-DPI systems
• FIXED: Unit Doctrine panel text alignment
• FIXED: #13354: Helicopters descend instantaneously
• Fixed issues with pathfinder for mobile ground units
• FIXED: #13353: Strike flight with escorts aborts and RTBs after mid-air refuelling
• FIXED: Personal map profile not loading.
• FIXED: Game Options throwing an (invisible) exception on launch.
• FIXED: Compressed DLZ envelope at frontal shots due to over-conservative outer-range value (see here for details: https://steamcommunity.com/app/1076160/discussions/0/3356799628320729999/#c1740008576841507766)
• FIXED: On strike egress leg, wingmen were not sticking to their formation station (pulling ahead or behind)
• FIXED: Layout glitches in "Tanker Planner" window
• FIXED: Wire-guided torpedoes attempting to retarget while still having a plotted course
• FIXED: Weapon "Attempt retargeting: XXX" indicator drawn in wrong vertical offset from icon
• FIXED: #13461: SetScore function weirdness
• FIXED: #13417: Cannot resize Sensors window
• FIXED: #13395: Z-tearing rendering artifact (aka circular "shimmering" on map at high zoom)
• FIXED: Wingman altitudes not matching group lead altitudes at various parts of flight plan strike mission
• FIXED: #13412: Game closes unexpectedly on user scen
• FIXED: Unit/contact status column not correctly positioning itself to the right edge on startup
• FIXED: #13480: "Unit is Damaged" Trigger goes off multiple times for the same unit
• FIXED: Airgroup wingman not adjusting altitude to match lead in overwater flight plan
• FIXED: Cross-threading error in Mission Editor window (refresh caused by sim event) causes red-X
• FIXED: BOL-fired ASROC rocket never releases its torpedo
• FIXED: #13470: Max Speed for Ground Based Interceptors 10kts
• FIXED: Raw-text mode message log window was stealing focus from main map window every time it was refreshed, and was not properly forwarding hotkey presses. (If you notice the same issue in any other window, please do alert us).
• FIXED: Pathfinding legs of a plotted course were drawn as both dashed and solid line
• FIXED: Aircraft on air-intercept mission may RTB if their current primary target is not relevant to mission (while other secondary targets still are relevant)
• FIXED: #13469: Lag when opening ME window
• FIXED: "Unit Damaged" trigger may fire twice when unit destroyed
• FIXED: Contact course & speed displayed on datablock and rotated icon even when they are not known
• FIXED: Cross-threading error in Mission Editor window (refresh caused by sim event) causes red-X
• FIXED: BOL-fired ASROC rocket never releases its torpedo
• FIXED: #13470: Max Speed for Ground Based Interceptors 10kts
• Additional fix for strike mission altitudes
• FIXED: #13417: Cannot resize Sensors window
• Fix for wingman altitudes on strike missions
• FIXED: #13412: Game closes unexpectedly on user scen
• FIXED: #13348: Event probability not able to be set through event editor
• FIXED: #13499: Repeatable-Loop for Patrol Missions not saved
• FIXED: #13179: "Add Unit" window: Add sub-type filter
• FIXED: #13308: Bug: When you try to search in the OOB window typing in the search box, pressing 'O' key closes the window
• FIXED: #13327: Adding and removing magazines does not auto-refresh the magazines window
• FIXED: #13418: Unit status window no-refresh issue
• FIXED: #13382: Refueling queue ain't not never don't show nothing
• FIXED: #13378: Sub tube reloading (erroneously appears to be) instant
• FIXED: #13493: Aircraft loadout weapons not displayed on "Weapons" window
• FIXED: Certain ABMs were not auto-engaging RVs (they considered them as atmospheric supersonic targets instead of ballistic)
• FIXED: #13407: [None] on [None] in sensor detections field
• FIXED: #13436: Unable to change WCS: Land
• FIXED: #13423: CMO & CMANO "Add Sensor" window arcs bug
• FIXED: #13416: "Jump to Location" going to 0-0
• FIXED: #13442: DB viewer not snapping to selected unit in unit list
• FIXED: #13144: "Load cargo" button on Docking Ops form is not wide enough
• FIXED: #13302: Aircraft Dialog window doesn't update to new selected unit
• FIXED: #13401: "Nothing" in Message Log
• FIXED: #13548: Notification - missing summary label
• FIXED: #13422: In "Air Ops" window, cannot resize the "Status" or "Time to Ready" columns
• FIXED: #13518: Not being able to delete sensors properly
• FIXED: #13547: Cannot Select Multiple Units In Event Editor (Teleport action)
• FIXED: #13543: Ships in ports have problem (ScenEdit-only buttons on Docking Ops window also visible on normal play)
• FIXED: Problem in "Bersama Lima" scenario (https://www.matrixgames.com/forums/tm.asp?m=4742573)
• FIXED: Helo pickup issue in "Raid on Kismayo" scenario.
• FIXED: Freeze during dynamic fuel re-calc of dual-capable (AAW/ASuW) guided weapon
• FIXED: Blocking exception during scenario load on European-locale systems
• FIXED: Lag on "Load Scenario" window when expanding a folder with lots of scenarios
• FIXED: #13592: Event Editor UI gives incorrect description of existing triggers
• FIXED: #13585: BUG - Message Log - RAW text View - Filter does not work
• FIXED: #13489: Disabled comboboxes are displayed exactly as enabled comboboxes
• FIXED: Error in calculating corner velocity for aircraft turns
• FIXED: #13554: Crash on clicking through waypoint speed/alt options
• FIXED: Out-of-memory errors when saving/autosaving very large scenarios
• FIXED: #13593: Unable to update scenario in workshop
• FIXED: Waypoint doctrine / speed alt not being set when skipping waypoints
• FIXED: Unable to delete RP using hotkey
• FIXED: Lua - some device wrappers not showing in public version

Includes the new v481 update for the DB3000 database:

• Added Israel Rampage ALBMs.
• Added XM395 Precision Guided Mortar Munition.
• Added M1156 Precision Guidance Kit.
• Fixed: SM-3 cannot get to max altitude.
• Added Bavar-373 SAM, Iran.
• Added Low Altitude Guard II (Mobile 30KW laser).
• Changed USN/NorthropGrumman 150KW shipborne laser mount (150kw from 60kw).
• Added Kh-65 tactical/theater ALCM created & added to Russian Su-34s (2012, 2015).
• Added Perdix drone to F/A-18 loadouts (2019+).
• Added Hypothetical SM-62A Snark added to DB3K.
• Modified - Ohio SSBN’s 4 Trident D5 VLS tubes deactivated 2020+.
• Fixed Norwegian ships cargo capability added.
• Added Indian-Israeli Hind upgrade, night fighting and RWR.
• Added UK Astute class DDS-SDV with 10x Limpet mine rack mount.
• Fixed AIM-9C SARH missile for use with aircraft in DB3K.
• Fixed BGM-71 TOW series launch altitude.
• Added New DF-100 cruise missile & TEL.
• Added SU-30MKI new loadouts.
• Added NK Hwasong-15 ICBM.
• Modified B-52H non-nuclear variant (2018).
• Fixed RANs Hobart DDG's have SM-2 Block IIIB.
• Ohio Class SSBN updates: o W76-1 warheads prior to 2020.
• W76-2 & W88 warheads 2020+.
• SORT (New START): VLS tubes reduced by 4 (24 to 20).
• Fixed BRITISH ROYAL ARMY changed to BRITISH ARMY.
•Added Egyptian MiG-29M2 R-77 / Kh-38 / T-220 loadouts.
• Added China’s J-11BG, equipped with the J-16's multirole AESA.
• Added B-52H LRASM Loadout 2020+.
• CA 134 Des Moines copied & mods verified from CWDB to DB3K.
• Fixed Polish Lublin Class 1990 made capable of using cargo.
• Fixed TSARH weapons added to TAKR Admiral Kuznetsov magazines.
• Added Mexico AAA (12.7mm/50 Quad M55 x Towed).
• Fixed All Australian Perry Frigates end of service set to 2019.
• Added Wing Loong II ELINT variant to DB3K.
• Fixed CALCM loadout removed from B-52H’s after 2019.
• Added JSOW, JSOW-1 loadouts to F-35A after 2019.
• Modified USS Jimmy Carter stats: length +30m, displacemnet +2500t, sonar visibiltiy +.
• Added New APR-3M torpedo 2019 DB3K.
• Fixed Single-Unit Airfield (# 1593, 1401-2000M indicates large aircraft. Should be very large.
• Fixed EV-22E Opsrey role changed to AEW from ASW.
• Added EO-sensor TDR-10 & TDR-10A upgrade on HN main ships.
• Added Karrar UCAV variants - armed and recon.
• Added Gabriel V ASCM. New weapon installed on ships: Eilat Saar 72.
• Added Russian 2S6M1 Tunguska-M1 [8x SA-19 + 4x 30mm AAA] guns to DB3K.
• Added China JH-7AII with upgraded 3rd gen LLTV, JL-10A+ Radar.
• Added Atmaca ASCM created and added to Turkish F 511 Heybeliada [Ada Class].
• Added B53 9mT bomb loadouts for B-52G, B-52H through 1997.
• Gabriel V installed on Finland’s 80 Hamina [Rauma 2].
• Added China’s second carrier, “Shandong”, sister ship to the “Liaoning”, carries a few more aircraft.
• Launch depth for SS-N-3 & SS-N-12 changed to 0 from -50.
• Added Sukhoi S-70 UCAV with AA and AS (navel & land) loadouts.
• Added MQ-9B Guardian MPA to Greek acft.
• Added Hypothetical “Sea” Apache to DB3K.
• Fixed Missile name updates - SS-N-15 & SS-N-16.
• Udated Soviet radars frequencies “Top Sail” & “Top Pair”.
• Added New COMINT/DF System to 2019 Moskva, Ustinov & Varyag.
• Fixed MR-310 Angara Krivak/Kashin 3D radar, not 2D.
• Added Hangars to Krivaks.
• Modified B-1B Pylon Loadouts (Hypothetical 24+16) for JASSM, LRASM, GBU-31.
• Added hypothetical DARPA TERN UCAV with Hellfire & JAGM weapon loadouts.
• Added AN/ZPY-8 radar to MQ-8C firescout.
• Modified Alfa Max depth changed from -400m to -700m.
• Modified Norway Naval Strike Missile to attack land targets.
• Added unit IM-SHORAD Stryker.
• Added JATM loadout to 2028 F-35C.
• Modified Factory Trawler fuel load 12t to 27t.
• Added HYDRA APKWS AAW loadout to
• AV-8B USMC (2016).
• F-16CM Blk 52 USAF (2016, 2018).
• F/A-18A+ USMC (2018, 2020).
• F/A-18C+ USMC (2019, 2020).
• F/A-18D USMC (2018, 2020).
• Changed SV-22D Osprey loadout from AGM-84G to AGM-84N.
• Added Olymp-K / Luch SIGINT satellite.
• Added new “Submerged Transient” contact as an unknown/false contact.
• Added ALE-70(V)/T-1687 F-35 Towed Drone to U.S. F-35 acft.
• Fixed SU-57 Felon missing the Fly-by-Wire property.
• Updated Indian Mig-27 Retire date to 2019.
• Updated French Reaper with GBU-12 loadout.
• Updated Russia Nanuchka III 2019, 16x SS-N-25 vs 6x SS-N-9, 76mm gun upgrade.
• Updated Baseline JDAM GBU31/32/28 range & CEP detail.
• Added hypothetical Canadian FFH type 26.
• Adjusted Type 903A fuel burn rate to realistic levels.
• Added Combatant Craft Assault (CCA) (USN SOF).
• Added Taiwan F-16V to DB3K.
• Added Armenia to DB3K and given Tor-M2KM facility.
• Added KG700 ECM pod and assigned as replacement to “Generic ECM pods” on J-11 aircraft.
• Replaced KG800 ECM pod “Generic ECM pod” on JH-7A & H-6J aircraft.
• Fixed SS-21b Scarab "Burnout from 10100 kg to 1010 kg.
• Added ajm-802 PESA radar (Iran) & facility.
• Added Iranian Talash SAM (Sayyad 2) SAM & TEL.
• Changed F-16CG AIM-120 loadouts – frm AIM-120C-5 to AIM-120C.
• Added Hafez mobile radar (Iran) and paired with MIM-23B I-Hawk.
• Added JYL-1 radar mobile variant.
• Upgraded Indonesian Sigma's exocet to block III from block II.
• Fixed Romeo class SS max depth changed to -270m from -170m.
• Added 7.62mm GPMG to Canadian CH-148 Cyclone.
• Added F-15N-PHX (Hypothetical).
• Added GBU-39 SDB #484 loadout for F-15K.
• Added USN RQ-15 Neptune UAV to DB3K.
• Added RIM-174 SM-6 (ERAM) to DDG-53 John Paul Jones (Arleigh Burke Class).
• Added F-35C 2x HAWC for F-35C’s 2021+.
• Changed bombsights to Advanced Navigation (INS/GPS) for F-22's GBU-39 SDB & JDAM loadouts.
• Added X-47B UAV & UCAV (Hypothetical).
• Added DIRCM to Airbus A.330-200 MRTT.
• Added German A-400 Grizzly with DIRCM.
• Added Derby & Python loadouts for F-5EM.
• LOAL added to AIM-9X, Python5, AAM-5.
• AIM-9X Blk III added to DB3K.
• Updated name for first Type 55 missile destroyer 101 Nanchang.
• Twin change to quad for 16 total YJ-12’s on Type 051B Luhai.
• Russian UAV Size Corrections.
• Added aerial, ship and sub targets.
• Fixed JY-29 radar mobile vehicle and not a building.
• Added Russian AN-12RR.
• Added feature MiG-29K/KUB buddy refueling.
• Added "Fly-by-Wire" to SU-27/J-11, SU-33/J-15.
• Added Bulgarian MiG-25RBT.
• Added J-11B, J-11D KG-600 DECM Pods for AA loadouts.
• Added J-16 KG-600 DECM Pods.
• Added "Fly-by-Wire" to Su-30/J-16/Su-35.
• Added F-16B training model.
• Added PLAAF J-16's.
• Added Yu-11 torpedo & surface, sub and air platforms for it.
• Added F-16C for Air National Guard with APG-83, 2020 update.
• Re-designated China’ YLC-6M radar as mobile unit instead of a building to add Mk1 Eye.
• Changed DDH 978 Wang Geon KDX-2Mod K-VLS - 2012,14 8 Cells to 24 Hyunmoo-3 removed 2012.
• Changed name RQ-4B to RQ-4D.
• Added China Gaofen 10R satellite.
• Added China ZHUHAI-1 03A thru ZHUHAI-1 03E satellites.
• Added U.S. X-37B (OTV 1-5) satellites.
• Added China ZY-1 02D Imgsat.
• Added U.S. BlackSky Global 4 satellite.
• Added French BRO-1 satellite.
• Added Russian COSMOS 2535, 2536, 2537, 2538 satellites.
• Added Canadian RADARSAT - RCM
• Added India RISAT 1, 2, 3 satellites.


Title: Re: Command: Modern Operations
Post by: Asid on January 28, 2020, 11:45:12 PM
Command LIVE - Broken Shield 300 is announced
28 Jan 2020


The first post-CMO LIVE DLC has been announced, and once more it recreates a highly accurate scenario from real-world situations.

Broken Shield 300 depicts how the Heyl Ha'Avir (or IAF, Israeli Air Force) would act in case of a military escalation in Syria and its final activation of S-300 missiles batteries to protect Iranian assets.

(https://www.matrixgames.com/images/news/2414/spotlight_image.jpg) (https://www.matrixgames.com/game/command-live-broken-shield-300)

The situation in Syria has turned volatile pretty quickly again. On the 3rd of January 2020, the Iranian General, leader of the Quds Force and people's icon, Qasem Soleimani was killed by US Armed forces near Baghdad International Airport.

Iran authorities swore a strong retaliation; however even the hardliners were painfully aware that, for the moment, an open attack on US forces stationed in the region would be suicidal, so they had only one viable option left to pick from as their target - Israel, Iran's other sworn enemy.

The only way to conduct such an attack without direct repercussions to Iran itself would be by using the proxy forces located in Syria, Iraq and Lebanon. These forces however needed some time for proper preparation if the attacks were to be effective. Certain assets and weapons, not yet present there would have to be positioned.

This has resulted in the proliferation of A2/AD capabilities in the region, especially with the introduction of ‘triple digit ‘SAM systems such as Russia’s S-300V4 (SA-23) and S-400 (SA-21), making Syria more inviolable with each passing day, threatening the Israel Air Force even in its own airspace.

If Israel wants to keep its crucial air-superiority, the destruction of the majority of Syrian S-300 positions becomes mandatory.

Get more information on its official product page (https://www.matrixgames.com/game/command-live-broken-shield-300)

FEATURES
- Playable as Israel (main side) and Syria (limited experience)
- Carefully researched scenario featuring authentic representation of the Israeli Air Force down to the individual tail numbers in the respective squadrons
- Feasible Russian made IADS network composed of both modern [S-300 PMU-2 (SA-20B), Buk (SA-17), Pantsir (SA-22)] and legacy [S-75 (SA-2), S-125 (SA-3), S-200 (SA-5), Kvadrat (SA-6), Osa (SA-8)] air defense systems
- Realistic "what if" scenario aimed at exploring the ways to crack up to date IADS networks using all the tools available to a modern day western commander like long range stand-off weapons, OECM platforms, space based assets and even cyber attacks
- Challenging scoring system based on the necessity of maintaining very low to non casualties and extracting downed pilots from enemy territory via SAR operations before they are captured by the enemy for propaganda purposes
- rich backstory along with a developing one through the scenario

Title: Re: Command: Modern Operations
Post by: Asid on February 01, 2020, 03:01:39 PM
Command LIVE - Broken Shield 300 on Twitch
Fri, 31 January 2020

Are you eager to see what the new Command LIVE episode has in store for you?

Join us on Twitch on Saturday 1st to see Kushan playing Broken Shield 300, at 6 pm GMT and witness first hand the complexity of modern warfare.

https://www.twitch.tv/slitherinegroup

Title: Re: Command: Modern Operations
Post by: Asid on February 13, 2020, 12:13:05 AM
Command: Modern Operations has been updated to version 1.01.11218
12 Feb 2020


This update is in preparation for the tomorrow release of Command LIVE Broken Shield 300 and it adds numerous free improvements

Get the update from  here (http://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.01.11218.zip)

v1.01.11218 Changelog
• Added licensing support for Command-LIVE #11 (Broken Shield 300)* FIXED: Aircraft deserialization issue can cause aircraft to disappear from scenario
• Fixed: Popup messages not always pausing game* Remember last location of separate log window
• Cater for secondary window size if not in INI secondary window settings* Fixed: silent exception error if plane has no loadout and assigns one in AirOps
• UI Tweak: #13592: Show the trigger type when no specific conditions set
• Fixed: Lua sandbox can get changed
• UI Tweak: Disable 'Choose side' button once pressed
• FIXED: Hotkey "|"" missing
• UI Tweak: Redisplay unit panel on scenario reload
• Added back "AI enabled" property to unit wrapper
• Fixed: #13509: Mission Change Crashes Game
• Fixed: #13569: Message log in separate window not holding when game restarted.
• Fixed: #13577: Platform Viewer Window - Remember Size
• Numerous sim-core performance & memory tweaks
• Includes v482 of DB3000 database.

Database additions/changes:
• Added Divine Eagle (China) UAV (Recce version).
• Added CVN 81 Doris Miller (Hypothetical 2030).
• Added Zambia L-15B 2021.
• Added China Z-20F- ASW version.
• Added Mk48 Mod 5 ADCAP to Taiwan’s Hai Lung class.
• Added M1117 / ASV-150 Guardian for U.S. and Greece.
• Added “Generic Eyeball with Binoculars” sensor.
• Added Mantilla-class patrol (Argentine Coast Guard) & AS.365 helicopter.
• Added JATM & AN/APG-82 to F-15CX, F-15EX.
• Added INS Navigation Guidance to AAM-5 INS.
• Fixed Sayyad-2 facility & missile info.
• Fixed F-15N-PHX to be carrier capable.
• Fixed Heroj class submarines stats (crew, tubes, depth, length, displacement).
• Fixed Type 093B Shang-class SSN - Yu-11 torpedo replaced with Yu-10.
• Added USMC F-35C.
• Fixed 60-ton tugboat with 55 tons of fuel, 55,000kg changed to 10,000kg.
• Added Link 16 JTIDS & Helmet Mounted Sight to F-15J & F-15DJ acft.
• Changed China’s DF-100 from ballistic to cruise missile.
• Fixed RKF-16C, South Korea, Recon version.
• Changed AGM-158C Ranges - Standard set to 350nm, ER set to 500nm.
• LOAL & INS guidance added to Python-5, AIM-200A, RB-98, AIM132A, AA-11.
• L5 mod 3 torpedo valid for ASuw & ASW not just ASW.
• Added IRBM conventional prompt strike (IR-PCS) for new units.
• SSGN 727 Michigan (Ohio/Tennessee Class).
• SSN 795 Hyman G. Rickover (Virginia Class).
• Added Iranian Fateh-313 Missiles & facility.
• Added new submarines (years) and torpedo, Harpoon loadout changes.
• S. Korea 072 Son Won-Il (White Shark, UGM-84D 2008).
• S. Korea 072 Son Won-Il (White Shark, UGM-84L 2015).
• S. Korea 072 Son Won-Il (Tiger Shark, UGM-84L 2020).
• S. Korea 061 Chang Bogo (White Shark, SU-Mod 2, UGM-84L 2004).
• Added Zargana torpedo countermeasure system: deceptor, jammer & torpedo countermeasure to
S 353 Preveze [Type 209-1400, Preveze/Gür Class] 2020.


• Fixed Israeli Stunner/David's Sling SAM system to be able to intercept TBMs.
Title: Re: Command: Modern Operations
Post by: Asid on February 13, 2020, 08:59:54 PM
Command LIVE – Broken Shield 300 is out
Thu, 13 February 2020

(https://www.matrixgames.com/images/news/2418/spotlight_image.jpg)


The time has come. After decades of undisputed air-superiority by Israel over its hostile neighbours, Syria has been able to effectively threat the Israeli Air Force in its own airspace.

The recent deployment of numerous anti-air systems under Damascus controlled territory is worrying Tel Aviv military authorities, and the possibilities of a pre-emptive operation by the IAF before the S-300 batteries become fully operational is stronger as the hours go by.

https://youtu.be/Ndwk7KV-Ilo



Command: MO LIVE – Broken Shield 300 is the eleventh Command LIVE episode and the first to be released built entirely with the new CMO engine. This scenario depicts how the Heyl Ha'Avir (or IAF, Israeli Air Force) would act in case of a military escalation in Syria and its final activation of S-300 missiles batteries to protect Iranian assets.

https://www.matrixgames.com/amazon/PDF/CMO/CommandLiveIssue11_BS300.pdf

Are you eager to see the game in action? On Saturday 15th Kushan Gaming will keep playing BS 300 on our official twitch channel at 6 pm GMT.
https://www.twitch.tv/slitherinegroup

Title: Re: Command: Modern Operations
Post by: Asid on March 04, 2020, 04:40:48 PM
Command Modern Operations - Are you looking for good Tutorials? Stop here!
3 March 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1076160/ss_90725ca52afaab28ee9d293e16e68f4b670fa3bb.1920x1080.jpg?t=1579251725)


•   How to use Air Support?
•   What's the best use of Electronic Warfare?
•   What is Unit Proficiency?
•   Where is the option to change specific ammo?


If you are new to the world of CMO/CMANO and feel intimidated by the huge amount of details to master, fear no more as youtuber P Gatcomb is creating a full series of video tutorials covering the above and many other topics.

Kudos to P Gatcomb for this incredible work!

This is the url to the whole Playlist
https://www.youtube.com/playlist?list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT

Here below some specific urls:
C:MO Basics with Baloogan and P - Scenario and Overview (https://www.youtube.com/watch?v=RQgODnnYYsI&list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT&index=2&t=0s)

C:MO Basics with Baloogan and P - Layers and Map Settings (https://www.youtube.com/watch?v=5dJfIKiNHj8&list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT&index=3&t=0s)

CMO Scenario Editor Tutorial (https://www.youtube.com/watch?v=vy5glbQ1G6k&list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT&index=5&t=0)

Command: Modern Operations Close Air Support Tutorial (https://www.youtube.com/watch?v=Q9s-NBZP-Yc&list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT&index=7&t=0s)

Command: Modern Operations Tutorial - Electronic Warfare (https://www.youtube.com/watch?v=s4t0ugMfDFY&list=PLumwWCWlwh39mBwwGJh-LE4_KWwLobkoT&index=10&t=0s)


Title: Re: Command: Modern Operations
Post by: Asid on March 12, 2020, 06:02:40 PM
CMO Update 1.01.11343 now available!
12 March 2020


Update 1.01.11343 now available is now available for Command: Modern Operations

Get the update here (http://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.01.11343.zip)
Steam version: 1.01.11343 through Steam


Changelog:
* The Lua engine now uses Lua v5.3 (fixes various Lua-related crashes reported post-CMO release)
* Instead of each scenario being loaded & played having its own dedicated Lua environment, there is now a single "global" sandbox.
* Includes an updated version of the "Broken Shield 300" scenario.
* Fixed: #13673: Cannot group units through menu
* UI Tweak: Added scroll to history portion of Lua Console Window to allow mouse scrolling
* Fixed: CTRL-H shortcut not working
* Various sim-core performance tweaks
* Tweak: By default, write debug/error info to ExceptionLog.txt
* ADDED: [Lua] Functions to handle mines
* FIXED: Lua: Some methods failing to match on GUID due to case mismatch
* FIXED: Units shooting missiles at extreme edge of DLZ envelope (causes frequent cases of weapon running out of energy)
* UI Fix: Re-attach log window on scenario load. Clear log window placement when re-attached.
* UI tweak: If no placement data can be retrieved for a secondary window, just place it on the default Window location
* FIXED: Speed slowdown caused by hammering of Lua methods.
* FIXED: OOM exception on large scenario
* Additional checks to prevent startup issue with detached message log window blocking the rest of the UI.
* The Sentinel-2 satellite map layer now uses webp-format tiles (more space-efficient, and makes downloading and displaying faster). This may make the layer appear coarser initially as tiles are re-downloaded. To reclaim disk space, you can now delete this folder: [CMO]\WW\Cache\S2Cloudless .
* The map tiles download code no longer attempts to download tiles beyond the max zoom value. This makes the overall download process more efficient (no invalid calls) and faster.
* All official standalone scenarios updated to DB3000 v483 where applicable, plus various fixes & tweaks.
* Added the "History of air-to-air combat" tutorial scenario, by Andrea D.
* Fixed the sub-comms issue in "The Silent Service" scenario #6 (Creeping Death).
* Includes the v483 version of the DB3000 database.


Database changes/additions
------------------------------

•   Updated Poseidon, Type 23 and Type 45 entries provided by Paul Bridge.
•   Fixed Bavar sensor/range error.
•   Fixed 5P-42 Laser Dazzler too effective. PoK & DP values changed for ship and air targets.
•   Adjusted SS-21 Scarab (Tochka-U) inactive as of 2019.
•   Changed F-22s bombsight from “basic” to “Advanced Navigation (INS/GPS)”.
•   Changed P-3B (Coast Guard) radar changed to AN/APS-145 from AN/APS-138 (1992).
•   Removed APG-68 from F-16C (4929).
•   Fixed S. Korean submarine (Son Won & Bogo) torpedo loadouts.
•   Added French F-8E missing R.530 SARH loadout (1976).
•   Fixed HYDRA APKWS pod AA loadouts.
•   Added Iran’s Raad-500 MRBM.
•   Cancelled HCSW and removed as B-52H (2020) loadout.
•   Added ASM-3 to Japanese F-2A fighter.
•   Changed range of AT-6 Spiral to 3.2nm from 6nm.
•   Added LRASM (AGM-158C) to Australian F/A-18F (2020).
•   Changed Japanese Mine Sweepers to “Wooden Hull Construction.
•   Added ASW mods (Yu-11, dipping sonar) and changed range for Japanese Z-20F naval helicopter.
•   Corrected VLS loadout for RIM-174 SM-6 Blk IA.
•   Added Turkish Songar UCAV.
•   Changed A-6E ballistic bombsights changed to Advanced computing.
•   Added Morocco F-16CJ/DJ Loadouts AGM-88B, AIM-9X.
•   Added Bombardier Global 6000 airborne Jammer to DB3K.
•   Added QR-07S3 Anti Drone Jammer Gun and facility (Inf Plt) to DB3K.
•   Added new operator countries: Senegal, Ghana, Democratic Republic of the Congo, Togo, Ivory Coast, Benin, Liberia.
•   Added Arty Bty (203mm SLRC x 3).
•   Added upgraded MRK Smerch Nanuchka III (New AK-176MA 76mm HE Naval Gun; New mount for AS-20 Kayak [Kh-35UE] 4x Quad; Decreased radar signature; Improved Band Stand radar (Band Stand [Monolit])).
•   Added SPEAR-EW loadout to UK F-35B & FG4.4 aircraft.
•   Added Gray Eagle ER UAV and GBU-69/B glide munition
•   Added Japanese Short Range SAM Tan-SAM kai Ⅱ [Type 11].
•   Added Russian Pantsir-SM SA-22 TEL.
•   OCEAN EAGLE 43 (Generic Patrol Boat).
•   Added Mk48 Mod 7 ADCAP CBASS to Netherlands & Canadian submarines.
•   Added Army NG Armored Plt (M48A5 MBTx4) 1975-1989.
•   Added AIM-120B, AIM-9S loadouts to RKF-16CJ Recon aircraft.
•   Added waypoints feature to Delilah small cruise missiles.
•   Added MI-26T2 for Algerian Air Force.
•   Added Modernized Tu-22M3M. (New weapon, wingtip ECM pod, ECM & radar).
•   Fixed APR-3M magazine loads.
•   Fixed MQ-8C radars.
•   Fixed Malaysia's Laksamana corvette.
•   Added F-16V for Bahrain, Bulgaria, Slovakia, Taiwan, Morocco.
•   Added cargo parameters for 28 unit mounts.
•   Added Link-16 MIDS to S. Korea FA-50.
•   Added HEL M-SHORAD Stryker with 50kw Laser weapon.
•   Fixed guidance issue for radar-guided versions of the R-27/AA-10 missile.


Title: Re: Command: Modern Operations
Post by: Asid on April 16, 2020, 01:02:01 AM
Command: Modern Operations Marathon - Operation El Dorado Canyon, 1986
Upcoming Event StartsSat, 18 April 2020


On the 5th of April, 1986, terrorists detonated a bomb in a Berlin nightclub. The bomb killed 2 American soldiers and a Turkish woman and injured 229 others, 79 of whom were American.

In response, citing evidence that the government of Libya was responsible for the bombing, US president Ronald Reagan ordered airstrikes against Libya on the night of April 14/15, code-named OPERATION EL DORADO CANYON.

(https://www.matrixgames.com/images/news/2459/spotlight_image.jpg) (https://www.twitch.tv/slitherinegroup)

Kushan Gaming has something special in store for you, This Saturday, his CMO Twitch stream (https://www.twitch.tv/slitherinegroup) will be covering the Operation El Dorado, 1986 scenario, but instead of giving just 2 hours of gameplay, he will be playing in real-time, without time acceleration!


Kushan will be conducting the operations for almost 8-10 hours, covering the flight around France and Spain, the strike itself and then the path to Rota.

The show will be starting at 6 pm BST and will last until the scenario is complete. Remember to bring some coffee and good stories to tell: this will be a long ride!
https://www.twitch.tv/slitherinegroup

Operation El Dorado Canyon, 1986 scenario has been designed by Kushan himself. He did a lot of research into the operation using multiple sources of information. The scenario recreates every aspect of the raid, including the USAF strike from the United Kingdom with its trip around France and Spain and along the north coast of Africa with multiple in-air refuellings. Also simulated is the very strict ROE the pilots had to operate under.

Title: Re: Command: Modern Operations
Post by: Asid on April 22, 2020, 11:50:15 AM
Command Pro - Official Live Training | Introduction & Key Features
Apr 21, 2020

https://youtu.be/VAO2UVMQ2II


Title: Re: Command: Modern Operations
Post by: Asid on May 07, 2020, 12:33:01 AM
Command LIVE - Aegean in Flames is announced
6 May 2020

(https://www.matrixgames.com/images/news/2467/spotlight_image.jpg)

At all stations, Maximum Alert!

We are receiving multiple reports coming from the Aegean Sea about an increase of hostility between the Greek and Turkish Armed Forces. Intel says that Ankara is quickly mobilizing Air and Naval units over Cyprus and other contested territories in what they consider their EEZ (Exclusive Economic Zone).

Greek authorities are still evaluating the situation, but an escalation seems unavoidable if they want to re-assess their presence in the area.

Command LIVE - Aegean in Flames is the newest LIVE scenario for Command: Modern Operations, depicting a fictional scenario where new tensions between Greece and Turkey escalate to a point of no-return amidst the COVID-19 crisis.

Get more information from its Product Page (https://www.matrixgames.com/game/command-live-aegean-in-flames)

KEY FEATURES


Title: Re: Command: Modern Operations
Post by: Asid on May 20, 2020, 12:59:41 PM
Command Modern Operations v1.01 update -BETA Build 1146.2
19 May 2020


Download: https://drive.google.com/open?id=1omguTXaFONxABd4hwGaI1GlSzq_aQpac

To apply: Unzip to the installation folder, overwriting as necessary.

This is a public beta. Standard disclaimers apply.



Build 1146.2 Release Notes (changes from B1146.1 (https://www.matrixgames.com/forums/tm.asp?m=4814451))
----------------------------------------------------------

* FIXED: SSBNs on slow-evasion logic would set their throttle to flank (despite the low desired speed), revealing themselves.
* Includes the v485 update of the DB3000.

DB3000 changes/additions:

•   Fixed redundant components in FREMM-based FFG-62.
•   Fixed warhead type on SM-6 Blk1B.
•   Added UK Land Ceptor SAM.
•   Added Inf Plt (Sniper) with Barrett M82 Sniper Rifle.
•   Added “Senior Military Officer” as possible ground target.
•   Added Italian EC-27J JEDI OECM aircraft.
•   Added MS Asterix (Canada 2018) Container Ship.
•   Updated retirement date for Spanish P-3A to 2017.
•   Added Israel I-Dome TEL (mobile Iron Dome).
•   Updated China’s Type 055 sensors and helo facilities (lrg to med).
•   Added Israel’s Saar 6 corvette.
•   Added UGM-84L loadout to Egyptian Type-209/1400 submarine.
•   Added Greece Heron TP UAV.
•   Added AMRAAM-B loadout to Turkish F-16C/D aircraft.
•   Added “Gorgon Stare” sensors to U.S. MQ-9B (2017+).


Title: Re: Command: Modern Operations
Post by: Asid on May 20, 2020, 01:02:16 PM
Command LIVE - Aegean in Flames News Report
20 May 2020


Tensions are rising between Turkey and Greece, the risk of an armed confrontation looks credible by the hour.

Command LIVE Team has dispatched a team to gather information from the frontline, read the analysis below.

(https://www.matrixgames.com/amazon/PDF/CLIVE-AegeanInFlames_FBpost_newsreport.jpg) (https://www.matrixgames.com/amazon/PDF/Command_Live_Issue_12_final.pdf)

Title: Re: Command: Modern Operations
Post by: Asid on June 04, 2020, 01:02:44 AM
Command LIVE - Aegean in Flames out on 11.06.2020
Wed, 3 June 2020

We have dispatched a team in the Aegean Sea to catch all info about the escalation between Greece and Turkey.

Check out their latest report from the front.

https://youtu.be/YObEMVAOfHo


Command LIVE: Aegean in Flames will be out next week, on June 11th

Title: Re: Command: Modern Operations
Post by: Asid on June 12, 2020, 01:23:07 AM
Command LIVE - Aegean in Flames is out
Thu, 11 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/5a905f93a9f736d8b8421c522301314e2821b718.jpg)

Command LIVE - Aegean in Flames is out.

The twelfth LIVE episode in the series depicts the outcomes of war in the Aegean Sea, where tensions between Greece and Turkey escalate to a point of no return.

https://youtu.be/YObEMVAOfHo


Get more information about Command LIVE: Aegean in Flames from its  official product page. (https://www.matrixgames.com/game/command-live-aegean-in-flames)


Command:MO LIVE - Aegean in Flames £2.09


Command LIVE: Aegean in Flames is part of the Command LIVE Bundle. Check it out and get 25% of discount of all the products listed.


(https://www.matrixgames.com/images/products/596/product_landscape_image.jpg) (https://www.matrixgames.com/bundle/command-live-complete)


Title: Re: Command: Modern Operations
Post by: Asid on June 14, 2020, 02:54:53 AM
Command Modern Operations v1.01 update - Build 1147.2
11 June 2020


Download: https://drive.google.com/file/d/1MT2yqxI96Zx5wrgVa2j6skRORDIgo1tl/view?usp=sharing

To apply: Just unzip to the CMO installation directory, overwriting Command.exe (make a backup first). You should update to B1147.1 first before applying this update (otherwise, Steam or the Matrix updater may overwrite the exe when updating).

NOTE: This is a public beta. Standard disclaimers apply.

Build 1147.2 release notes (changes from B1147.1)
-----------------------------------------------------------------

* FIXED: Tacview: New units not appearing, and connection is broken with "Real-time recording complete" message
* Possible fix for #13926: Jets flying at 300ft even when ordered not to (<--- We need feedback for this, because it's very hard to reproduce consistently)
* Added: Hotkeys to increase/decrease time acceleration for keyboards without numpad: "+" on Keypad OR +/= key OR Ctrl+Shift+X to accelerate, "-" on Keypad OR _/- key OR Ctrl+Shift+Z to decelerate
* Fixed: PgDn hotkey to drop contact
* Fixed: Lua infantry drop & UI function
* FIXED: Guided projectiles back-tracking if their target is destroyed while in flight
* Tweak: Logged when "Contact-Bombs" are used.
* Fixed: Time Trigger value changes when current time is manualy changed
* Tweak: Posture change results in disingenuous message
* Fixed: UI Contact Report showing truncated UnitType and Detected Emission labels
* Fixed: Contacts with no detected side aren't cleared when posture changes to allied
* Fixed: Only 'A' showing under unit icon for player side
* Lua: Added code for Losses/Expenditures access:
-<side wrapper>.losses
-<side wrapper>.expenditures
-SE_AddCustomLoss(side, table)
* Fixed: Include cargo units in losses
* Lua: Tweak side method - :unitsBy(...)
* Lua: Add unit wrapper property - category
* FIXED: #13903: Ship cargoes using Kg value as Ton value
* Fixed: #13849: [More Info Needed] Waypoints viaLUA
* Fixed: #13682: LW: ScenEdit_AddUnit heading vs desiredHeading issue
* Fixed: #13901 Single unit airport magazines disappear
* Fixed: Missing weapons on a shallow database upgrade


Title: Re: Command: Modern Operations
Post by: Dimitris on June 17, 2020, 06:21:02 AM
CMO coupon sale at MatrixGames - 30% off at base game and all DLCs: https://www.wargamer.com/articles/command-modern-operations-discount/
Title: Re: Command: Modern Operations
Post by: Asid on June 25, 2020, 01:17:03 AM
CMO is updated to version 1.01.11474
24 June 2020

CMO is updated to version 1.01.11474, adding numerous speed tweaks in ABM engagement logics.

You can download the update from here (http://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.01.11474.zip)

1.01.11474 Changelog
* FIXED: #13943: DF-21 shooting in opposite direction
* FIXED: Startup hang when checking for multiple-instance file-lock
* Includes an updated version of Command LIVE: Aegean In Flames with various tweaks & fixes


Title: Re: Command: Modern Operations
Post by: Asid on July 15, 2020, 02:26:09 PM
Command Modern Operations v1.01 update - Build 1147.6 (Beta)
15 July 2020


Download: https://drive.google.com/open?id=1NC5EO4e2xc5y1qxnBa52Cgw-6BIq1Q_z

To apply: Just unzip to the CMO installation directory, overwriting Command.exe (make a backup first). You should update to B1147.4 first before applying this update (otherwise, Steam or the Matrix updater may overwrite the exe when updating).

NOTE: This is a public beta. Standard disclaimers apply.


Build 1147.6 release notes (changes from B1147.5)
-----------------------------------------------------------------


* Additional significant improvements to mine warfare:
- Map shows the connection (a line) between the mine and who is clearing it.
- The sweep from a ship starts offset from the unit location, to simulate the sweep hanging back from the stern. This pushes back the mine explosions as they are caught in the sweep.
- MCM gear can have a delay factor to when it can become active.
- Improved actions for MCM-oriented torpedoes like Seafox, so they can look for new mines if they miss the initial target mine
- Pathfinding on mine-clearing mission is improved so as to not to spend too long finding paths. If a mine is detected in the path to the next waypoint, the path is shortened rather than recalculated. This gives a better flow to the mission.
- Units can be given a set of waypoints to follow, and the unit will attempt to follow this path while diverting to clear any mines within range.
- Mine-hunting torpedoes will be automatically fired against bottom and rising mines (which cannot be swept). This compromise has been made because a unit might fire the whole magazine against the first lot of mines detected, despite being able to sweep them normally. This does not stop the user from manually firing the torpedo using standard BOL.
- MCM gear is not immediately available when a ship turns unless the turn angle is small; this simulates the disruption to to the sweep as it straigtens out again (one cause of previous issues with sweeping was that the sweep was always active even during sharp turns, which meant a ship could set off multiple mines as it swang around, causing lots of damage to itself).
- Aircraft OTOH quickly correct the sweep, but they fly an arc which can put them out of position for the mine they are after. They will try to self-correct and aim closer to the target mine; however this may not happen immediately. As the sweep is active, they could sweep mines that fall under their sweeps so the multiple attempts to line up the mine is counter by this.
- Ships will tend to back away from any other ships performing mine clearing operations. The sweep will be 'turned off' in these cases so as not to set off mines in that location.

Even though the mine clearing mission has been cleaned up to help minimize damages, this is a risky business for ships and severe damage can still happen.

* Improvement to 4K-Fix tool (prevents null-reference exception).

* [Lua] Improved error feedback on Lua_ScenEdit_AddUnit
* Tweak: Lua SpecialActions
* FIXED: #13699 way points relative in 1134.1 & earlier
* FIXED: #13601 Crashing when setting altitute on a waypoint
* FIXED: #13881: Ballistic Missiles drops altitude to 500ft
* FIXED: #13700 alt setting in 1134.1 now visible in the side window
* FIXED: #13438 - DB migration stalling after starting
* FIXED: Mount Armor values not displaying correctly in DBViewer
* FIXED: #13613: Lynx's movement is unnatural in Tacview
* FIXED: #13590 Unit Icon Missing
* FIXED: #13734 Day-Night Lighting
* FIXED: #13508 Subs using radar by default on patrol missions
* FIXED: #13843: Support mission 1/3 rule UI not consistent with Patrol
* FIXED: #13865: The directional icon changes orientation when a unit is reported as out of comms
* FIXED: #13541: Contact shows erroneous speed
* FIXED: #12540: Time To Go for waypoints when using sprint & drift
* FIXED: [B1147.4] Ships can consume fuel while stopped.
* FIXED: #13324 - Hades 500kg HE not detonating
* FIXED: #13440 - Aircraft appears to be moving backwards
* FIXED: #13991 - Desired TTG not calculated if speed is 0
* FIXED: #13968 - Detection of Decoy weapon at level2+ causes cast exception
* FIXED: #13737 - Colored Datablocks Don't Stay That Way
* FIXED: #13872 - Quick Battle not enforcing DB selection
* FIXED: #13735 - Enemies appearing in minimap that aren't visible
* FIXED: #13699 - Waypoints relative in 1134.1 & earlier
* FIXED: Pathfinding issue in Uncle Mark's Tutorials #5

* Includes DB3000 v486. DB changes & additions:

Major Changes

Added: Cargo capacity for all ships
Added: Cargo capacity for all aircraft cargo loadouts
Added: Internal support for deprecation of DB records
Fixed: Some ICBMs with circular references in warheads
Fixed: AA-10s (radar versions) now properly use TSARH guidance and affected loadouts have been corrected
Fixed: AN/ALQ-131 weapon records conflict
Fixed: Incorrect cargo values not allowing ships to be loaded
Several platforms & weapons which were incorrectly constructed have been "deprecated" (ie. they cannot be added to a scenario but can still be referenced and used by existing scenarios).

General Updates

Updated Various USMC service designations for uniformity
Updated Japan P-1 Type 88 loadout marked hypothetical
Updated Nimitz class CV 171mm CAT torpedo defensive system removed 2020+
Updated Mk54 LHT Mod 0 service date
Updated Added DDS to Swiftsure and Astute class submarines
Updated P-8 loadouts updated to station altitude of 36K ft
Updated Renamed NSM to proper designation: RGM-184A NSM Block 1
Updated D 35 Dragon [Type 45 Batch 2] : Added Radamec 2500 EO suite

General Fixes

Fixed: Incorrect type designation for DDG 39 Hobart
Fixed: Ships with cargo capacity now have room for personnel
Fixed: 971 Al Fateh [Gowind 2500 Class] corrected to have MICA-VL SAMs
Fixed: Corrected Harop warhead from 230kg HE to 23kg HE
Fixed: Tu-16 Badger L type change to 'Electronic Warfare'
Fixed: One helo pad removed from MS Asterix Container Vessel
Fixed: Maya class DDG (sensors & mounts)
Fixed: F-22A JATM Standard loadouts Internal flag setting
Fixed: FFG 62 Agility mounts and sensors
Fixed: Sukhoi S-70 UCAV loadout weapons corrected to internal rather than optional
Fixed: AN/ALQ-250 EPAWSS added to F-15CX
Fixed: Removed passengers from pre-DDS Archerfish
Fixed: All cargo loadouts now have cargo parameters
Fixed: Restored missing loadouts for Italian G.91Y & G.91R/1 Gina
Fixed: A-10/OA-10 APKWS loadouts corrected
Fixed: FTI Belharra frigates using too much fuel

New Aircraft

Y-12 -- Sri Lanka (Air Force), 1986
Hercules C.1K [C-130K] -- Sri Lanka (Air Force), 2012, 1x
Hercules C.3 [C-130K] -- Sri Lanka (Air Force), 2010, 1x
Mi-35P -- Sri Lanka (Air Force), 1995, 9x
Bell 206B JetRanger -- Sri Lanka (Air Force), 1968, 4x, Utility
JAS 39E Gripen NG -- Brazil (Navy), 2021, Carrier capable, cancelled
JAS 39F Gripen NG -- Brazil (Navy), 2021, Carrier capable, cancelled
SH-60F Oceanhawk -- Israel (Navy), 2021, 8x
HC-130H Hercules -- United States (Coast Guard), 2009, Seaspray 7500E AESA
F-15NX Advanced Eagle -- United States (Air Force), Carrier variant, proposed
GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x
Bayraktar Akinci UCAV -- Turkey (Air Force), 2021
MB-326B -- Tunisia (Air Force), 1965-1999, 8x
MB-326B -- Ghana (Air Force), 1965-2018, 8x
AT-26 Xavante [MB-326GB] -- Paraguay (Air Force), 1980-2003, 9x
AT-26 Xavante [MB-326GB] -- Togo (Air Force), 1977, 6x
MB-326GB -- Zambia (Air Force), 1971, 23x
MB-326GB -- Congo [1997-] (Air Force), 1997, 25x
MB-326GB -- Zaire [1971-1997] (Air Force), 1970-1997, 25x
AT-26 Xavante [MB-326GC] -- Brazil (Air Force), 1974-2004
MB-326GB -- Argentina (Air Force), 1969-2014

New Facilities

Radar (EL/M-2106 ATAR) -- Vietnam [1975-] (Air Force), 2016, SPYDER-SR
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), Binoculars, Designator
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), NVG, Designator
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), IR Camera, Designator
SAM Bty (NASAMS II HML [Hawkei]) -- Australia (Army), 2023
SSM Bn (DF-16A TEL) Conventional -- China (Second Artillery Corps), 2012, Conventional

New Loadouts

P-8A, USN, 2014: AGM-84D Harpoon IC, Mk50 Barracuda, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC, Mk54 HAAWC, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC, Mk54 LHT, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC
Jaguar GR.1A, RAF, 1990: TIALD Recce Pod [FLIR + LRMTS], AN/ALQ-101 DECM Pod, Phimat Chaff Pod
Songar UCAV: 5.56mm MG, 40mm Grenade Launcher
Songar UCAV: 40mm Grenade Launcher
Songar UCAV: 5.56mm MG
SH-60F, Israel: Spike NLOS
SH-60F, Israel: Spike ER
GlobalEye AEW [G6000], Saudi Arabia: Airborne Early Warning (AEW)
Bayraktar Akinci UCAV, Turkey: GBU-31(V)3/B JDAM [BLU-109/B]
Bayraktar Akinci UCAV, Turkey: GBU-31(V)1/B JDAM [Mk84]
Bayraktar Akinci UCAV, Turkey: GBU-12D/B Paveway II LGB [Mk82], Long Range
Bayraktar Akinci UCAV, Turkey: Electronic Warfare (OECM / ELINT)
Bayraktar Akinci UCAV, Turkey: Area Surveillance
Bayraktar Akinci UCAV, Turkey: GBU-12D/B Paveway II LGB [Mk82]
Bayraktar Akinci UCAV, Turkey: GBU-10X/B Paveway II LGB [NEB 2000lb Penetrator]
Bayraktar Akinci UCAV, Turkey: GBU-10E/B Paveway II LGB [Mk84]
Bayraktar Akinci UCAV, Turkey: SOM-C Cruise Missile [Anti-Ship]
Bayraktar Akinci UCAV, Turkey: SOM-B2 Cruise Missile [Penetrator]
Bayraktar Akinci UCAV, Turkey: SOM-B1 Cruise Missile [HE]
Bayraktar Akinci UCAV, Turkey: SOM-A Cruise Missile
Bayraktar Akinci UCAV, Turkey: Interdiction, MAM-C [Thermobaric]
Bayraktar Akinci UCAV, Turkey: Interdiction, MAM-L ASM [HE]
Bayraktar Akinci UCAV, Turkey: (Ferry)

New Ships

Stan Patrol 5009 -- Generic (Navy)
LG 30 Isla San Cristobal [Stan Patrol 5009] -- Ecuador (Navy), 2017
LPD 30 Harrisburg [San Antonio Flight II] -- United States (Navy), 2024
FFG 62 Agility -- United States (Navy), 2026, FREMM-based FFG(X)
CVN 69 Dwight D. Eisenhower [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed
CVN 68 Nimitz -- United States (Navy), 2020, 171mm CAT removed
CVN 75 Harry S Truman [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed
CVN 77 George Bush [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed

New Weapons

Generic ESM Pod [Advanced] -- 2010s
Generic OECM Pod [Advanced] -- 2010s
SOM-C [Anti-Ship] -- Turkey, 2015 Anti-Ship
SOM-B2 [Penetrator] -- Turkey, 2015 Penetrator
MAM-C -- Turkey, Thermobaric
Title: Re: Command: Modern Operations
Post by: Asid on July 16, 2020, 12:03:55 AM
Command: Modern Operations - One Minute Class Part 1
Wed, 15 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/18f934d7eab55e631d275dc73b17792bc6bf2ead.jpg)

Command: Modern Operations is surely a massive game. The amount of content and details offered to the players could be intimidating, especially for the newcomers.

We have created a series of short videos, explaining the most basic features and actions you can do in CMO.

You now have a good excuse to come back and try to sink that submarine!

Enjoy this first part of the series. Stay tuned for more videos to come.

Plot Course
https://youtu.be/PMVC9m0Emdw



Throttle and Altitude
https://youtu.be/CEVpNn1CAp4



Emcon
https://youtu.be/Ko25UI5wsKA



Engaging Targets
https://youtu.be/uP8eRJm2_c4


Title: Re: Command: Modern Operations
Post by: Asid on July 27, 2020, 11:17:33 PM
Command: Modern Operations - One Minute Class Part 2
Mon, 27 July 2020

https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35764183/9713514c09195fc9c74f210dd7330c1458aa1c9a.jpg

he second part of the One Minute Class videos for CMO is finally here.

This part focuses on Doctrines and Rules of Engagement, Mounts and Weapons, Weapons Release Authorization (WRA) and Reference Points.


https://youtu.be/WQ3yqKzZw5o


https://youtu.be/0Y0MyiS9qhs


https://youtu.be/0Z3-JH1Bj6g


https://youtu.be/uUfhFb1Sb0w








Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:32:59 PM
Command: Modern Operations - v1.02 Update
15 Oct 2020


From the devs:

We are releasing a new, massive update for the game. It accompanies the new Command MO: Live - Sahel Slugfest DLC (more on that later!) and it contains a huge number of fixes and plenty new content, including new types of aircraft, ships, submarines, weapons, loadouts, facilities and much more.   

This is one of the biggest updates yet, and the changelog is absolutely massive, so let's highlight some of the most important changes:

- Improved 4K support
- Better quick battle generation
- A new series of surface warfare tutorials
- A massively updated database!

Reaching 1.02 is an important milestone for us and we could not have done it without your support and ongoing feedback. We salute you all!

For Steam users the update will be applied automatically. Matrix users can hit the check for update button on the launcher, or download the latest patch from the [link=https://www.matrixgames.com/member/downloads/command-modern-operations]members area[/link]

You can read the full changelog below. Please let us know what you think about the update.

CMO v1.02 Release Notes
----------------------------------------------


* Additional significant improvements to mine warfare:
- Map shows the connection (a line) between the mine and who is clearing it.
- The sweep from a ship starts offset from the unit location, to simulate the sweep hanging back from the stern. This pushes back the mine explosions as they are caught in the sweep.
- MCM gear can have a delay factor to when it can become active.
- Improved actions for MCM-oriented torpedoes like Seafox, so they can look for new mines if they miss the initial target mine
- Pathfinding on mine-clearing mission is improved so as to not to spend too long finding paths. If a mine is detected in the path to the next waypoint, the path is shortened rather than recalculated. This gives a better flow to the mission.
- Units can be given a set of waypoints to follow, and the unit will attempt to follow this path while diverting to clear any mines within range.
- Mine-hunting torpedoes will be automatically fired against bottom and rising mines (which cannot be swept). This compromise has been made because a unit might fire the whole magazine against the first lot of mines detected, despite being able to sweep them normally. This does not stop the user from manually firing the torpedo using standard BOL.
- MCM gear is not immediately available when a ship turns unless the turn angle is small; this simulates the disruption to to the sweep as it straigtens out again (one cause of previous issues with sweeping was that the sweep was always active even during sharp turns, which meant a ship could set off multiple mines as it swang around, causing lots of damage to itself).
- Aircraft OTOH quickly correct the sweep, but they fly an arc which can put them out of position for the mine they are after. They will try to self-correct and aim closer to the target mine; however this may not happen immediately. As the sweep is active, they could sweep mines that fall under their sweeps so the multiple attempts to line up the mine is counter by this.
- Ships will tend to back away from any other ships performing mine clearing operations. The sweep will be 'turned off' in these cases so as not to set off mines in that location.

Even though the mine clearing mission has been cleaned up to help minimize damages, this is a risky business for ships and severe damage can still happen.

* Improvement to 4K-Fix tool (prevents null-reference exception).
* Added support for CWDB in the Quick-Battle Generator. You can now specify which DB to employ in a QBG template, by using a 'hidden'-type HTML element. Examples: <input type="hidden" name="DB" value="DB3000"> or <input type="hidden" name="DB" value="CWDB"> . This element must be present in the Form.html file in the template folder. If it is not present, the QBG defaults to using the DB3000 database.
* Added: [Lua] VP_GetScenario method (Exposes some scenario data such as duration, start time, complexity & difficulty, DB file used etc)
* Map tweak: Fixed SSM facilities (e.g. ICBM silos) use the "fixed facility" icon rather than the "mobile missile artillery" one
* Numerous fixes & improvements in ABM trajectory logics, incl. performance
* [Lua] Improved error feedback on Lua_ScenEdit_AddUnit
* Tweak: Lua SpecialActions
* Added: PESA/AESA radars always have continuous tracking ability
* UI/AI tweak: Prevent Player from aborting dipping sonar early
* Added: #14068 - Display selected weapon's current target
* Added SFX handling for ballistic missile impact
* Added: Illegal loadouts on SBR upgrade are written to a log file
* Unit status: Do not display "Assigned base" info for weapons
* Tweak: [Mission Editor] Set the selected mission in the list
* Various changes to keep state of various EMCON UI elements in sync.
* Speed Tweak: Biologicals and FalseTargets don't go off grid on depth change
* Lua: Additional user feedback for problems with SE_ExportInst
* Tweak: [Lua] Show current damage % in unit.damage wrapper if different to unit damage percent
* Tweak: [Lua] Add damage percent to unit.damage wrapper
* Added: #9780 - Validate mission selected in event ChangeMissionStatus
* Map datablock: Do not display decimal value for altitude
* ADDED: #14070: Warn the player when reload priority is not available
* Updated link to tutorial & how-to videos page
* Tweak: Allow helo-towed MCM package to sweep floating mines
* Added support for hybrid fuel tank / sensor arrangements (e.g. AN/ASG-34 IRST21)
* Includes a new set of five "Surface Warfare Tutorial" scenarios by Rory Noonan (they replace the existing ones).
* Includes updated versions of all official scenarios with various fixes & tweaks.

* FIXED: #13699 way points relative in 1134.1 & earlier
* FIXED: #13601 Crashing when setting altitute on a waypoint
* FIXED: #13881: Ballistic Missiles drops altitude to 500ft
* FIXED: #13700 alt setting in 1134.1 now visible in the side window
* FIXED: #13438 - DB migration stalling after starting
* FIXED: Mount Armor values not displaying correctly in DBViewer
* FIXED: #13613: Lynx's movement is unnatural in Tacview
* FIXED: #13590 Unit Icon Missing
* FIXED: #13734 Day-Night Lighting
* FIXED: #13508 Subs using radar by default on patrol missions
* FIXED: #13843: Support mission 1/3 rule UI not consistent with Patrol
* FIXED: #13865: The directional icon changes orientation when a unit is reported as out of comms
* FIXED: #13541: Contact shows erroneous speed
* FIXED: #12540: Time To Go for waypoints when using sprint & drift
* FIXED: [B1147.4] Ships can consume fuel while stopped.
* FIXED: #13324 - Hades 500kg HE not detonating
* FIXED: #13440 - Aircraft appears to be moving backwards
* FIXED: #13991 - Desired TTG not calculated if speed is 0
* FIXED: #13968 - Detection of Decoy weapon at level2+ causes cast exception
* FIXED: #13737 - Colored Datablocks Don't Stay That Way
* FIXED: #13872 - Quick Battle not enforcing DB selection
* FIXED: #13735 - Enemies appearing in minimap that aren't visible
* FIXED: #13699 - Waypoints relative in 1134.1 & earlier
* FIXED: Pathfinding issue in Uncle Mark's Tutorials #5
* FIXED: VP_GetContact() broken in CMO
* FIXED: ASAT weapons not firing (because of bug in DLZ-vs-orbital evaluation)
* FIXED: Orbital path not shown for non-friendly satellites
* FIXED: Show altitude data for non-friendly satellites
* RE-FIXED: #13963: ASBM shooting in wrong direction
* FIXED: #14004 - "method not implemented" exception
* Fixed: #14095 - SAMs emptying magazines at identified decoys
* Fixed: #13893 - Mission activation/deactivation time and date/time formats
* Fixed: #11834 - If switching AC loadout but weapons remain the same, don't reset the time-to-ready
* Fixed: #14007 - Unable to delete multiple campaign files
* Fixed: #14092 - Event Editor windows can be resized to be unreadable / appear broken
* Fixed: #14076 Station keeping slows down surface groups
* Fixed: #13430 - Side postures not persisting after save and reload
* Fixed: #13360 - Sprint and Drift not performing sprints
* Fixed: #13389 - Realistic Sub Comms problem with mission WRA
* Fixed: #13360 - Sprint and Drift not performing sprints
* Tweak: #14066 - Modified unit attributes are now saved during unit exportation
* Fixed: #14094 - Unable to enter text in Chance of Appearance box
* Fixed: #13385 - AAW patrol wingmen leaving patrol zone to prosecute
* Fixed: #13965 - Contact change not refreshed
* Fixed: [Mission Editor] Pass new mission as a link to center list on
* Fixed: Mission Editor to reacting hyperlink mission
* Re-Fixed: #14008 - Unable to scroll in mission editor with arrow key
* Fixed: #14069 - SSG recharging batteries with diesel damaged
* Fixed: Datalinked weapons with very long-ranged terminal seeker fired against close-range target (e.g. 9M83 vs incoming ballistic target) were stepping into terminal mode immediately upon launch, losing the intercept-course benefit of datalink guidance
* Fixed: #14008 - Unable to scroll in mission editor with arrow keys
* Fixed: #14084 - Database Viewer Scroll Speed
* Fixed: 13744 - Weapons with datalinks drop them when plotting course while sim is running
* Fixed: Exception when user clicked on a sonobuoy contact
* Fixed: #14065 - Bug in search radar sharing when out of com
* Fixed: #12577 - Strafing Allocation Only Works On First Round
* Fixed: #13350 - Fuel Consumption rates and Air to Ground Attack Profile
* Fixed: #14045 - ASW air patrol repeatable loop won't always drop sonobuoys
* Fixed: Subs without snorkels having status 'recharging batteries' at PD while not charging
* Fixed: Subs without snorkels recharging at periscope depth
* Fixed: Landed aircraft are being moved to destroyed hangers
* Fixed: #12652 - Cannot land helo with damaged hangar but undamaged pad
* Fixed: [Lua] RefuelUnit() not working for ship
* Fixed: Nuclear-tipped AAW missiles were trying to kinematically connect to their targets at endgame instead of just detonating when close enough
* Fixed: ABM overshooting incoming target
* Fixed: #13333 - Unit ignores speed override when plotting new course
* Fixed: [Lua] Don't modify SE parameter table to pass onto other functions
* Fixed: #13454 - Sea-control mission speeds issue
* Fixed: #13947 - Wpn Allocation gui - Can not reallocate after deallocate
* Fixed: #13313 - Possible F2 window problem
* Fix for erroneous "this contact is the primary target for these platforms" calculation
* Fixed: #13362 - CMO Simulation stops
* Fixed: RTB aircraft being pulled back to mines
* Fixed: #10939 - Certain subs dont re-charge batteries
* FIXED: #14105 - Carrier Racing away from its Formation during sea-control mission
* FIXED: #14062 - Khalij Fars not reaching target
* Fixed: #14034 - Trouble updating to new DB
* FIXED: #14106 - AGM took a ballistic trajectory
* Fixed: Contacts with auto-detect are not cleared when posture changes to allied
* FIXED: UI Cross-threading violation in Migration form when migrating single scenario
* FIXED: Diesel sub not going to flank & deep to evade incoming torpedo
* FIXED: #14000: Floating point precision issue with nuclear warhead yields on DB viewer
* FIXED: #13768: Aircraft switch to pure-pursuit within sensor or weapon range
* FIXED: #12657: Aircraft flying too high on localization run
* FIXED: #13861: Ground Units not pathing as a Group
* FIXED: #14120: Strike Mission target list not evaluated correctly
* FIXED: Code typo causing incorrect target priority
* FIXED: #13768: Aircraft switch to pure-pursuit within sensor or weapon range
* FIXED: #13846: Dipping sonar doctrine not working
* FIXED: HAAWC can't fire
* Fixed: #14146: Friendly side posture exposes target side's units
* Fixed: Don't show Weapons for group from Unit Panel button
* Fixed: #14128: Filter weapon records checkbox behaves unintuitively
* Fixed: #14130: Engaged defensive resets speed override
* Fixed: #14140: Strike aircraft not climbing to min bomb altitude
* Fixed: #14058: Weird behavior of AttackContact() function
* Fixed: #14137: "UNREP (is possible)" menu text not consistent
* Fixed: #14126: Tanker Planner misleading text
* Fixed: #14101: Formation Editor window doesn't reflect changes to group
* FIXED: SAM not attempting to get precise fix on uncertain contact in order to engage
* FIXED: #14111: Aircraft not following crank doctrine
* FIXED: #14103: min altitude doesn't work with Terrain following checkbox
* FIXED: #14132: F9 for group doesn't bring same sensor window as buttons
* FIXED: #14100: SpeedAlt dialog with a group has confusing UNIT label
* FIXED: #14112: Ships not following strike mission speed
* FIXED: #14067: Exception re-opening campaign saves list after delete
* FIXED: #14149: Wingmen Doing Solo Patrol After Player Plotted Course
* FIXED: Weapon firing at uncertain contact when out of range
* FIXED: SAMs far exceed nominal range
* FIXED: #14147: Problems with Quick Battle using outdated CWDB
* Fixed: #13837: Sub contacts disappear and appear spontaneously
* FIXED: #13850: Emission0 tag error reloading save file
* Fixed: [Lua] 'Surface' special parameter for SE_AddExplosion is never read
* Refix: #13590: Unit Icon Missing
* FIXED: #13339: Aircraft ignoring targets after lead goes shotgun

Includes the latest version of the DB3000 database.

DATABASE CHANGES & ADDITIONS
--------------------------------------------------


Major Changes

Added: Cargo capacity for all ships
Added: Cargo capacity for all aircraft cargo loadouts
Added: Internal support for deprecation of DB records
Fixed: Some ICBMs with circular references in warheads
Fixed: AA-10s (radar versions) now properly use TSARH guidance and affected loadouts have been corrected
Fixed: AN/ALQ-131 weapon records conflict
Fixed: Incorrect cargo values not allowing ships to be loaded
Several platforms & weapons which were incorrectly constructed have been "deprecated" (ie. they cannot be added to a scenario but can still be referenced and used by existing scenarios).

Continued below

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:33:54 PM
General Updates & Fixes

Updated Various USMC service designations for uniformity
Updated Japan P-1 Type 88 loadout marked hypothetical
Updated Nimitz class CV 171mm CAT torpedo defensive system removed 2020+
Updated Mk54 LHT Mod 0 service date
Updated Added DDS to Swiftsure and Astute class submarines
Updated P-8 loadouts updated to station altitude of 36K ft
Updated Renamed NSM to proper designation: RGM-184A NSM Block 1
Updated D 35 Dragon [Type 45 Batch 2] : Added Radamec 2500 EO suite
Fixed: Incorrect type designation for DDG 39 Hobart
Fixed: Ships with cargo capacity now have room for personnel
Fixed: 971 Al Fateh [Gowind 2500 Class] corrected to have MICA-VL SAMs
Fixed: Corrected Harop warhead from 230kg HE to 23kg HE
Fixed: Tu-16 Badger L type change to 'Electronic Warfare'
Fixed: One helo pad removed from MS Asterix Container Vessel
Fixed: Maya class DDG (sensors & mounts)
Fixed: F-22A JATM Standard loadouts Internal flag setting
Fixed: FFG 62 Agility mounts and sensors
Fixed: Sukhoi S-70 UCAV loadout weapons corrected to internal rather than optional
Fixed: AN/ALQ-250 EPAWSS added to F-15CX
Fixed: Removed passengers from pre-DDS Archerfish
Fixed: All cargo loadouts now have cargo parameters
Fixed: Restored missing loadouts for Italian G.91Y & G.91R/1 Gina
Fixed: A-10/OA-10 APKWS loadouts corrected
Fixed: FTI Belharra frigates using too much fuel
Aircraft #1049 MiG-29 Fulcrum C -- Russia [1992-] (Air Force), 1992-2016, 9-13; Updated out of service date
Aircraft #1050 MiG-29 Fulcrum A -- Russia [1992-] (Air Force), 1992-2013; Updated out of service date
Aircraft #1085 F-22A Raptor -- United States (Air Force), 2008, Blk 35, AN/APG-77(V)1; Swapped sensor AN/APG-77 AESA -- LPI
Aircraft #1114 Lynx HAS.4(FN) -- France (Navy), 2006-2020; Updated out of service date
Aircraft #1385 Mi-25 Hind D -- Vietnam [1975-] (Army), 1983; Updated in service date
Aircraft #1532 F-16CJ Blk 52 Falcon [Peace Carvin II/III] -- Singapore (Air Force), 2004; Added loadout F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
Aircraft #1533 F-5S Tiger II -- Singapore (Air Force), 1999-2015; Added loadout F-5S, Singapore, 1999: A/A: Python 4, EL/L-8212 DECM Pod
Aircraft #1533 F-5S Tiger II -- Singapore (Air Force), 1999-2015; Updated out of service date
Aircraft #1898 Strikemaster Mk89 -- Ecuador (Air Force), 1974-2010; Updated out of service date
Aircraft #2006 MH-60R Seahawk -- United States (Navy), 2009; Added loadout MH-60R, USN: Search And Rescue (SAR)
Aircraft #2006 MH-60R Seahawk -- United States (Navy), 2009; Added loadout MH-60R, USN: Troops, 6x
Aircraft #2339 MiG-29 Fulcrum A -- Serbia [1992-] (Air Force), 1992; Updated out of service date
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Added flag Fly-by-Wire
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Fixed internal fuel quantity
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Removed mount 30mm Gsh-30-1 [150 rnds] -- Aircraft, MiG-29, Su-27
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Renamed
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Swapped sensor Generic IRST -- 3rd Gen Imaging
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Updated in service date
Aircraft #2463 J-20B Mighty Dragon -- China (Air Force), 2023, WS-15 Engine, Supercruise, Supermanouverability; Updated signature values
Aircraft #2515 RQ-7A Shadow 200 UAV -- United States (Army), 2004-2018; Updated out of service date
Aircraft #2516 RQ-7B Shadow 200 UAV -- United States (Army), 2006-2018; Updated out of service date
Aircraft #2517 RQ-7B Shadow 200 UAV -- United States (Marine Corps), 2008-2018; Updated out of service date
Aircraft #278 F-35A Lightning II -- United States (Air Force), 2017, Block 3F, 7G Clearance; Removed loadout F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range
Aircraft #2837 Tu-22M-3M Backfire C -- Russia [1992-] (Air Force), 2014, 30x; Added loadout Tu-22M-3M, Russia: AS-16 Kickback, Conventional Rotary Launcher (CRL)
Aircraft #2837 Tu-22M-3M Backfire C -- Russia [1992-] (Air Force), 2014, 30x; Added loadout Tu-22M-3M, Russia: AS-16 Kickback, Nuclear Rotary Launcher (NRL)
Aircraft #2837 Tu-22M-3M Backfire C -- Russia [1992-] (Air Force), 2014, 30x; Removed loadout Tu-22M-3, Russia: AS-16 Kickback, Conventional Rotary Launcher (CRL)
Aircraft #2837 Tu-22M-3M Backfire C -- Russia [1992-] (Air Force), 2014, 30x; Removed loadout Tu-22M-3, Russia: AS-16 Kickback, Nuclear Rotary Launcher (NRL)
Aircraft #2929 Ka-52 Hokum B -- Russia [1992-] (Army), 2012; Added loadout Ka-52, Russia: AT-9 Spiral-2 [9M120 Ataka-V], S-8KO 80mm Rockets
Aircraft #2966 F-16DJ Blk 52+ Falcon [Peace Carvin IV] -- Singapore (Air Force), 2005, 20x, Two-seater only; Added loadout F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
Aircraft #3202 MH-60R Seahawk -- Australia (Navy), 2015, 24x; Added loadout MH-60R, Australia: AGM-114N Hellfire II [Thermobaric]
Aircraft #3202 MH-60R Seahawk -- Australia (Navy), 2015, 24x; Added loadout MH-60R, Australia: Cargo, 2 tons
Aircraft #3202 MH-60R Seahawk -- Australia (Navy), 2015, 24x; Added loadout MH-60R, Australia: Cargo, 3 tons, Slung Load
Aircraft #3202 MH-60R Seahawk -- Australia (Navy), 2015, 24x; Added loadout MH-60R, Australia: Search And Rescue (SAR)
Aircraft #3202 MH-60R Seahawk -- Australia (Navy), 2015, 24x; Added loadout MH-60R, Australia: Troops, 6x
Aircraft #3348 RQ-21A Blackjack Blk II -- United States (Navy), 2014, Ex-Integrator; Added sensor Generic Laser Designator -- Surface Only
Aircraft #3350 RQ-21A Blackjack Blk II -- Netherlands (Army), 2014, 5x, Ex-Integrator; Added sensor Generic Laser Designator -- Surface Only
Aircraft #3446 P-8A Poseidon -- Australia (Air Force), 2018, Boeing 737-800; Added loadout P-8A, Australia: AGM-84L Harpoon II
Aircraft #3446 P-8A Poseidon -- Australia (Air Force), 2018, Boeing 737-800; Added loadout P-8A, Australia: AGM-84L Harpoon II, Mk54 LHT, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
Aircraft #3446 P-8A Poseidon -- Australia (Air Force), 2018, Boeing 737-800; Removed loadout P-8A, USN, 2014: AGM-84D Harpoon IC
Aircraft #3446 P-8A Poseidon -- Australia (Air Force), 2018, Boeing 737-800; Removed loadout P-8A, USN, 2014: AGM-84D Harpoon IC, Mk54 LHT, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
Aircraft #3497 F-35A Lightning II -- United States (Air Force), 2021, SDB-II, JSOW; Removed loadout F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range
Aircraft #3498 F-35A Lightning II -- United States (Air Force), 2019, SDB-I, JSOW; Removed loadout F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range
Aircraft #3530 F-16DJ Blk 52 Falcon [Peace Carvin II/III] -- Singapore (Air Force), 1999; Added loadout F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
Aircraft #3531 F-16DJ Blk 52 Falcon [Peace Carvin II/III] -- Singapore (Air Force), 2004; Added loadout F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
Aircraft #3607 F-5T Tiger II -- Singapore (Air Force), 1999-2015; Added loadout F-5S, Singapore, 1999: A/A: Python 4, EL/L-8212 DECM Pod
Aircraft #3607 F-5T Tiger II -- Singapore (Air Force), 1999-2015; Updated out of service date
Aircraft #3835 F-35FA Lightning II -- United States (Air Force), 2025, 6x JATM, Block 3I/4, 9G Clearance; Removed loadout F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range
Aircraft #4356 MH-60R Seahawk -- United States (Navy), 2016; Added loadout MH-60R, USN: Search And Rescue (SAR)
Aircraft #4356 MH-60R Seahawk -- United States (Navy), 2016; Added loadout MH-60R, USN: Troops, 6x
Aircraft #4438 Il-96-300 -- Commercial (Commercial), 1994; Added flag Fly-by-Wire
Aircraft #4439 Il-96-300PU -- Russia [1992-] (Air Force), 3x, Presidential Aircraft; Added flag Fly-by-Wire
Aircraft #4440 Il-96-400TZ -- Russia [1992-] (Air Force), 2018, 2x; Added flag Fly-by-Wire
Aircraft #4441 Il-96-400VPU -- Russia [1992-] (Air Force), 2015, 4x, Il-86 Replacement; Added flag Fly-by-Wire
Aircraft #4553 MH-60R Seahawk -- Denmark (Navy), 2017, 9x; Added loadout MH-60R, Denmark: Troops, 6x
Aircraft #4564 C-27J Spartan -- Lithuania [1992-] (Air Force), 2008, Impr G.222; Added flag Probe Refuelling
Aircraft #4606 RQ-21A Blackjack Blk II -- Canada (Army), 2018, 5x, 4th Artillery Regiment; Added sensor Generic Laser Designator -- Surface Only
Aircraft #4715 MH-60R Seahawk -- Saudi Arabia (Navy), 2019, 10x; Added loadout MH-60R, Saudi Arabia: Search And Rescue (SAR)
Aircraft #4715 MH-60R Seahawk -- Saudi Arabia (Navy), 2019, 10x; Added loadout MH-60R, Saudi Arabia: Troops, 6x
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: (Ferry)
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: Area Surveillance
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: Cargo, 1 ton
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: Cargo, 4.5 tons, Slung Load
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: Search And Rescue (SAR)
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Added loadout Z-20A, China: Troops, 8x
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Propulsion updated
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Removed loadout Z-20S, China: (Ferry)
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Removed loadout Z-20S, China: Cargo, 1 ton
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Removed loadout Z-20S, China: Cargo, 4.5 tons, Slung Load
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Removed loadout Z-20S, China: Search And Rescue (SAR)
Aircraft #4720 Z-20A -- China (Army), 2018, "Copyhawk" UH-60 clone; Renamed
Aircraft #4725 GJ-2 Wing Loong [Pterodactyl] II UCAV -- China (Air Force), 2018, PLAAF; Fixed internal fuel quantity
Aircraft #4726 Wing Loong [Pterodactyl] II UCAV -- UAE (Air Force), 2018, 3+; Fixed internal fuel quantity
Aircraft #4788 Wing Loong [Pterodactyl] II UCAV -- Egypt (Air Force), 2018; Fixed internal fuel quantity
Aircraft #4796 MH-60R Seahawk -- United States (Navy), 2020, JAGM; Added loadout MH-60R, USN: Search And Rescue (SAR)
Aircraft #4796 MH-60R Seahawk -- United States (Navy), 2020, JAGM; Added loadout MH-60R, USN: Troops, 6x
Aircraft #4802 UH-1H Huey -- South Korea (Army), 1965-2020, Bell 205A-1; Updated out of service date
Aircraft #4876 F-35A Lightning II -- United States (Air Force), 2024, SDB-II, JSOW; Removed loadout F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Added flag Probe Refuelling
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Added loadout Z-20S, China: Troops, 12x
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Fixed internal fuel quantity
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Propulsion updated
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Removed loadout Z-20A, China: Troops, 14x
Aircraft #4882 Z-20S -- China (Navy), 2019, Naval Utiity; Renamed
Aircraft #4901 GJ-2 Wing Loong II ELINT UCAV -- China (Air Force), 2019, PLAAF; Fixed internal fuel quantity
Aircraft #4903 HESA Karrar UCAV [Armed] -- Iran (Military), 2010, Armed; Fixed internal fuel quantity
Aircraft #4904 HESA Karrar UCAV [Recon] -- Iran (Military), 2010, Recon; Fixed internal fuel quantity
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Fixed internal fuel quantity
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Removed mount 30mm Gsh-30-1 [150 rnds] -- Sukhoi S-70 UCAV
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Removed sensor Laser Spot Tracker (LGB) -- Soviet LGB CCG
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Removed sensor OLS-M [Laser Rangefinder]
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Swapped sensor Slot Back [N-010 Zhuk-M] -- MiG-29M
Aircraft #4906 Sukhoi S-70 UCAV -- Russia [1992-] (Military), 2019; Updated signature values
Aircraft #4915 RQ-15 Neptune UAV -- United States (Navy), 2002; Fixed internal fuel quantity
Aircraft #4915 RQ-15 Neptune UAV -- United States (Navy), 2002; Updated signature values
Aircraft #4931 Divine Eagle UAV -- China (Air Force), 2020, AEW Recon; Removed flag Fuselage Structure - Low Subsonic Fighter
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added comms Generic Sonobuoy Receiver [18 Channels]
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added flag HIFR Capable
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: (Ferry)
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Cargo, 1 ton
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Cargo, 4.5 tons, Slung Load
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Maritime Surveillance
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Search And Rescue (SAR)
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Troops, 6x
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Yu-11, Sonobuoys, Long-Range
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added loadout Z-20F, China: Yu-7, Sonobuoys, Long-Range
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Added mount Generic Aircraft CMs Dispenser -- Dual Spectral, Chaff & Flare Dispenser
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Propulsion updated
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed comms Z-20F Sonobuoy Receiver
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed comms Z-20F Sonobuoy Transmitter
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed loadout Z-20A, China: Troops, 14x
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed loadout Z-20S, China: (Ferry)
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed loadout Z-20S, China: Cargo, 1 ton
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed loadout Z-20S, China: Cargo, 4.5 tons, Slung Load
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Removed loadout Z-20S, China: Search And Rescue (SAR)
Aircraft #4933 Z-20F -- China (Navy), 2020, Z-20 Naval Version, ASW; Updated signature values
Aircraft #4949 MQ-1C ER Gray Eagle UAV -- United States (Army), 2020; Fixed internal fuel quantity
Aircraft #4951 Tu-22M-3M Backfire C -- Russia [1992-] (Air Force), 2021, Modernized; Fixed internal fuel quantity
Aircraft #4961 GJ-11 Sharp Sword UAV -- China (Navy), 2020, Tanker Model; Fixed internal fuel quantity
Aircraft #4961 GJ-11 Sharp Sword UAV -- China (Navy), 2020, Tanker Model; Removed flag Fuselage Structure - High Subsonic Attack Aircraft
Aircraft #4962 GJ-11 Sharp Sword UAV -- China (Navy), 2019, Recon Model; Fixed internal fuel quantity
Aircraft #4962 GJ-11 Sharp Sword UAV -- China (Navy), 2019, Recon Model; Removed flag Fuselage Structure - High Subsonic Attack Aircraft
Aircraft #4963 GJ-11 Sharp Sword UCAV -- China (Navy), 2020, Armed Model; Fixed internal fuel quantity
Aircraft #4963 GJ-11 Sharp Sword UCAV -- China (Navy), 2020, Armed Model; Removed flag Bombsight - Advanced Navigation (INS/GPS)
Aircraft #4963 GJ-11 Sharp Sword UCAV -- China (Navy), 2020, Armed Model; Removed flag Fuselage Structure - High Subsonic Attack Aircraft
Aircraft #4986 EC-27J Jedi -- Italy (Air Force), 2015; Added flag Probe Refuelling
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Added comms Link 11
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Added comms Link 16 JTIDS -- MIDS on Ship
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Added comms Link 22
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Added comms SATCOMM [Secure]
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Added mount BOP-L -- Dual Spectral, Chaff & Flare Dispenser
Aircraft #4999 GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x; Swapped sensor Generic IRST -- 3rd Gen Imaging
Aircraft #613 C-27J Spartan -- Italy (Air Force), 2008, Impr G.222; Added flag Probe Refuelling
Aircraft #900 F-16CJ Blk 52 Falcon [Peace Carvin II/III] -- Singapore (Air Force), 1999; Added loadout F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
Facility #3228 Arty Bty (155mm/39 M109A7 Paladin PIM Self-Propelled Howitzer x 6) -- United States (Army), 2020, M1156 Precision Guidance Kit; Renamed
Facility #3250 SAM Plt (SA-22 Greyhound [Pantsir-SM]) -- Russia [1992-] (Army), 2011, 24x pr Bty; Reduced number of mounts to 2
Loadout #11035 MD-500M/ASW, Spain: Mk46 LWT Mod 2; Updated range
Loadout #1424 Tu-160, Russia, 1989: AS-23 Kodiak [Kh-101]; Renamed
Loadout #15675 Ka-52, Russia: AT-9 Spiral-2 [9M120 Ataka-V], S-8KO 80mm Rockets; Added weapon record: AT-9 Spiral-2 [9M120 Ataka-V]
Loadout #15675 Ka-52, Russia: AT-9 Spiral-2 [9M120 Ataka-V], S-8KO 80mm Rockets; Updated weapon record: AT-9 Spiral-2 [9M120 Ataka-V]
Loadout #17712 Wildcat AH.1: Troops, 6x; Renamed
Loadout #2324 Tu-95MS-16/MSM: AS-23 Kodiak [Kh-101]; Renamed
Loadout #25708 Z-20S, China: Search And Rescue (SAR); Updated range
Loadout #25709 Z-20S, China: (Ferry); Added weapon record: 120 USG Drop Tank
Loadout #25709 Z-20S, China: (Ferry); Removed weapon record 230 USG Drop Tank
Loadout #25709 Z-20S, China: (Ferry); Updated range
Loadout #25709 Z-20S, China: (Ferry); Updated weapon record: 450 USG Drop Tank
Loadout #25710 Z-20S, China: Cargo, 1 ton; Added weapon record: 120 USG Drop Tank
Loadout #25710 Z-20S, China: Cargo, 1 ton; Updated range
Loadout #25710 Z-20S, China: Cargo, 1 ton; Updated weapon record: 230 USG Drop Tank
Loadout #25711 Z-20A, China: Troops, 14x; Updated range
Loadout #25712 Z-20S, China: Cargo, 4.5 tons, Slung Load; Added weapon record: 120 USG Drop Tank
Loadout #25712 Z-20S, China: Cargo, 4.5 tons, Slung Load; Updated range
Loadout #25712 Z-20S, China: Cargo, 4.5 tons, Slung Load; Updated weapon record: 230 USG Drop Tank
Loadout #25978 XQ-222 Valkyrie: GBU-53/B SDB-II [Internal]; Added weapon record: GBU-53/B SDB-II -- 2018
Loadout #25978 XQ-222 Valkyrie: GBU-53/B SDB-II [Internal]; Updated weapon record: GBU-53/B SDB-II -- 2018
Loadout #25985 UTAP-22 Mako: GBU-53/B SDB-II; Added weapon record: GBU-53/B SDB-II -- 2018
Loadout #25985 UTAP-22 Mako: GBU-53/B SDB-II; Updated weapon record: GBU-53/B SDB-II -- 2018
Loadout #26622 F-15D, Israel, 1995: AGM-142F Popeye-2, AN/ASW-55 Datalink Pod; Added weapon record: AGM-142F Popeye IIR [Unitary] -- Israel
Loadout #26622 F-15D, Israel, 1995: AGM-142F Popeye-2, AN/ASW-55 Datalink Pod; Updated weapon record: AGM-142F Popeye IIR [Unitary] -- Israel
Loadout #26623 F-16I, Israel, 1995: AGM-142F Popeye-2, AN/ASW-55 Datalink Pod; Added weapon record: AGM-142F Popeye IIR [Unitary] -- Israel
Loadout #26623 F-16I, Israel, 1995: AGM-142F Popeye-2, AN/ASW-55 Datalink Pod; Updated weapon record: AGM-142F Popeye IIR [Unitary] -- Israel
Loadout #26661 B-70: B53 Strategic Bomb [9mT Nuclear]; Marked weapon record as internal: B53 Strategic Bomb [9mT Nuclear] -- 1953
Loadout #26661 B-70: B53 Strategic Bomb [9mT Nuclear]; Updated range
Loadout #26662 B-70: B61 Bombs [340kT Nuclear]; Marked weapon record as internal: B61 Tactical/Strategic Bomb [340kT Nuclear] -- 1968
Loadout #26663 B-70: Mk84 LDGP; Marked weapon record as internal: Mk84 2000lb LDGP -- 1955
Loadout #26663 B-70: Mk84 LDGP; Updated range
Loadout #26664 B-70: Mk83 LDGP; Marked weapon record as internal: Mk83 1000lb LDGP -- 1954
Loadout #26664 B-70: Mk83 LDGP; Updated range
Loadout #26666 SR-71B: AIM-120, Internal; Updated range
Loadout #27302 F-35A, USAF: B61 Tactical/Strategic Bomb [340kT Nuclear] , Long-Range; Updated range
Loadout #27314 F-35A, USAF: ZZZ B61 Tactical/Strategic Bomb [340kT Nuclear] , Long-Range; Renamed
Loadout #27315 F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range; Renamed
Loadout #27315 F-35A, USAF: ZZZ B83 Strategic Bomb [1.2 mT Nuclear], Long-Range; Updated range
Loadout #27402 F-15E, Israel: AGM-Rampage ALBM, Sniper XR Pod [FLIR]; Added weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27402 F-15E, Israel: AGM-Rampage ALBM, Sniper XR Pod [FLIR]; Updated weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27403 F-35I, Israel: AGM-Rampage ALBM, Internal Only; Added weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27403 F-35I, Israel: AGM-Rampage ALBM, Internal Only; Updated weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27404 F-16I, Israel, 2018: AGM-Rampage ALBM; Added weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27404 F-16I, Israel, 2018: AGM-Rampage ALBM; Updated weapon record: Rampage -- Air launched EXTRA [MARS]
Loadout #27439 Wing Loong II, China: Recon [Internal EO/IR]; Removed weapon record Generic Recon Pod [Visual]
Loadout #27439 Wing Loong II, China: Recon [Internal EO/IR]; Removed weapon record RECCELITE Pod [IR]
Loadout #27439 Wing Loong II, China: Recon [Internal EO/IR]; Renamed
Loadout #27442 Karrar UCAV: (Ferry); Updated range
Loadout #27446 Karrar UCAV, 2018: Recon [Internal EO/IR]; Updated range
Loadout #27449 Sukhoi S-70 UCAV: (Ferry); Updated range
Loadout #27450 Sukhoi S-70 UCAV: KAB-250LG-E LGB, Internal; Updated range
Loadout #27451 Sukhoi S-70 UCAV: FAB-500M-46, Internal; Updated range
Loadout #27452 Sukhoi S-70 UCAV: FAB-1000M-62 GPB, Internal; Updated range
Loadout #27453 Sukhoi S-70 UCAV: AS-22 [Kh-38MLE], Internal; Updated range
Loadout #27454 Sukhoi S-70 UCAV: KAB-500L LGB, Internal; Updated range
Loadout #27455 Sukhoi S-70 UCAV: ZZZ AS-22 [Kh-38MLE], Internal; Renamed
Loadout #27456 Sukhoi S-70 UCAV: AS-20 Kayak, Internal; Updated range
Loadout #27457 Sukhoi S-70 UCAV: AA-12 Adder, Internal; Updated range

Loadout #27464 B-1B, 2006: AGM-158A JASSM [Pylon], Sniper XR Pod [FLIR]; Added weapon record: AGM-158A JASSM [Penetrator] -- 2004
Loadout #27464 B-1B, 2006: AGM-158A JASSM [Pylon], Sniper XR Pod [FLIR]; Updated weapon record: AGM-158A JASSM [Penetrator] -- 2004
Loadout #27467 B-1B, 2006: AGM-158B JASSM-ER [D-EMP], Pylon, Sniper XR Pod [FLIR]; Added weapon record: AGM-158B JASSM-ER [D-EMP]
Loadout #27467 B-1B, 2006: AGM-158B JASSM-ER [D-EMP], Pylon, Sniper XR Pod [FLIR]; Updated weapon record: AGM-158B JASSM-ER [D-EMP]
Loadout #27468 B-1B, 2006: AGM-158B JASSM-ER [O-EMP], Pylon, Sniper XR Pod [FLIR]; Added weapon record: AGM-158B JASSM-ER [D-EMP]
Loadout #27468 B-1B, 2006: AGM-158B JASSM-ER [O-EMP], Pylon, Sniper XR Pod [FLIR]; Updated weapon record: AGM-158B JASSM-ER [D-EMP]
Loadout #27469 B-1B, 2006: AGM-158B JASSM-ER, Pylon, Sniper XR Pod [FLIR]; Added weapon record: AGM-158B JASSM-ER
Loadout #27469 B-1B, 2006: AGM-158B JASSM-ER, Pylon, Sniper XR Pod [FLIR]; Updated weapon record: AGM-158B JASSM-ER
Loadout #27470 B-1B, 2006: GBU-31(V)3/B JDAM [BLU-109/B], Pylon, Sniper XR Pod [FLIR]; Added weapon record: GBU-31(V)3/B JDAM [BLU-109/B] -- USAF
Loadout #27470 B-1B, 2006: GBU-31(V)3/B JDAM [BLU-109/B], Pylon, Sniper XR Pod [FLIR]; Updated weapon record: GBU-31(V)3/B JDAM [BLU-109/B] -- USAF

Loadout #27472 DARPA TERN UCAV: Maritime Surveillance; Updated range
Loadout #27604 RQ-15 Neptune UAV: (Ferry); Updated range
Loadout #27605 RQ-15 Neptune UAV: Maritime Surveillance; Updated range
Loadout #27637 Divine Eagle UAV: (Ferry); Updated range
Loadout #27638 Divine Eagle UAV: Recon [Internal EO/IR/ISAR]; Updated range
Loadout #27643 Z-20F, China: Yu-7, Sonobuoys; Added weapon record: Generic Active Directional Sonobuoy
Loadout #27643 Z-20F, China: Yu-7, Sonobuoys; Added weapon record: Generic Passive Directional Sonobuoy
Loadout #27643 Z-20F, China: Yu-7, Sonobuoys; Updated range
Loadout #27643 Z-20F, China: Yu-7, Sonobuoys; Updated weapon record: Generic Active Directional Sonobuoy
Loadout #27643 Z-20F, China: Yu-7, Sonobuoys; Updated weapon record: Generic Passive Directional Sonobuoy
Loadout #27692 Z-20F, China: Yu-11, Sonobuoys; Added weapon record: Generic Active Directional Sonobuoy
Loadout #27692 Z-20F, China: Yu-11, Sonobuoys; Added weapon record: Generic Passive Directional Sonobuoy
Loadout #27692 Z-20F, China: Yu-11, Sonobuoys; Updated range
Loadout #27692 Z-20F, China: Yu-11, Sonobuoys; Updated weapon record: Generic Active Directional Sonobuoy
Loadout #27692 Z-20F, China: Yu-11, Sonobuoys; Updated weapon record: Generic Passive Directional Sonobuoy
Loadout #27697 Bombardier Global 6000: (Ferry); Updated range
Loadout #27704 MQ-1C ER Gray Eagle UAV: Recon [Internal IR]; Updated range
Loadout #27726 Tu-22M-3M Modernised, Russia: OFAB-250-270 Frag, Internal Long-Range; Updated range
Loadout #27733 Wildcat AH.1: Troops, 4x; Renamed
Loadout #27823 GJ-11 Sharp Sword UAV: (Ferry); Updated range
Loadout #27824 GJ-11 Sharp Sword UAV: Tanker [Centreline Drogue]; Removed weapon record 300 USG Drop Tank
Loadout #27824 GJ-11 Sharp Sword UAV: Tanker [Centreline Drogue]; Removed weapon record Generic Buddy Store
Loadout #27824 GJ-11 Sharp Sword UAV: Tanker [Centreline Drogue]; Renamed
Loadout #27824 GJ-11 Sharp Sword UAV: Tanker [Centreline Drogue]; Updated range
Loadout #27825 GJ-11 Sharp Sword UAV: Recon [Internal EO/IR/ISAR]; Updated range
Loadout #27826 GJ-11 UCAV: FT-7 Flying Strides SDB [GPS, 135kg HE Penetrator]; Renamed
Loadout #27826 GJ-11 UCAV: FT-7 Flying Strides SDB [GPS, 135kg HE Penetrator]; Updated range
Loadout #27827 GJ-11 UCAV: LS-6-500 Extended-Range Bomb, GPS/INS [500kg HE]; Renamed
Loadout #27827 GJ-11 UCAV: LS-6-500 Extended-Range Bomb, GPS/INS [500kg HE]; Updated range
Loadout #27828 GJ-11 UCAV: LS-6-500 GPS/INS [500kg HE]; Renamed
Loadout #27828 GJ-11 UCAV: LS-6-500 GPS/INS [500kg HE]; Updated range
Loadout #27830 Tu-22M-3M, Russia: AS-16 Kickback, Conventional Rotary Launcher (CRL); Updated range
Loadout #27831 Tu-22M-3M, Russia: AS-16 Kickback, Nuclear Rotary Launcher (NRL); Updated range
Loadout #27832 Tu-22M-3, Russia: AS-16 Kickback, Conventional Rotary Launcher (CRL); Updated range
Loadout #27833 Tu-22M-3, Russia: AS-16 Kickback, Nuclear Rotary Launcher (NRL); Updated range
Loadout #27834 Tu-22M-3M Modernised, Russia: AS-16 Kickback, Conventional Rotary Launcher (CRL); Updated range
Loadout #27835 Tu-22M-3M Modernised, Russia: AS-16 Kickback, Nuclear Rotary Launcher (NRL); Updated range
Loadout #27836 Tu-22M-3, Ukraine: AS-16 Kickback, Conventional Rotary Launcher (CRL); Updated range
Loadout #27837 Tu-22M-3, Ukraine: AS-16 Kickback, Nuclear Rotary Launcher (NRL); Updated range
Loadout #27838 Tu-22M-2, Ukraine: AS-16 Kickback, Conventional Rotary Launcher (CRL); Updated range
Loadout #27839 Tu-22M-2, Ukraine: AS-16 Kickback, Nuclear Rotary Launcher (NRL); Updated range
Loadout #27849 Cessna 421 Golden Eagle: (Ferry); Updated range
Loadout #27854 SA.341H Gazelle, Montenegro: AT-3 Sagger C [9M14P Malyutka]; Updated range
Loadout #27888 Anka-A, Turkey: HYDRA 70mm Rockets; Renamed
Loadout #27889 AG-600 [Kunlong]: Passengers, 50x, 12 tons; Updated range
Loadout #27938 EC-27J: Offensive ECM; Updated range
Loadout #6882 MD-500M/ASW, Spain: Mk46 NEARTIP Mod 5; Updated range
Loadout #875 MD-500M/ASW, Taiwan: Mk46 NEARTIP Mod 5; Updated range
Loadout #9607 J-20, China: (Ferry); Updated range
Mount #1133 105mm Howitzer [100 rnds] -- Trainable Aircraft Gun, AC-130 Gunship; Updated armour: None
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: CEROS 200 Tracker [9LV Mk3 Basic]
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: EOS 500 [CCD]
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: EOS 500 [IR Camera]
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: EOS 500 [Laser Rangefinder]
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: Seaguard TMX-E03 [IR]
Mount #216 76mm/62 OTO Melara Super Rapido; Added director: Seaguard TMX-E03 [Radar]
Mount #2897 20mm/100 Mk15 Phalanx Blk 1B CIWS [C-RAM Mod] -- 2005; Updated armour: Light (Handgun Resistant)

Continued below

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:34:54 PM
Mount #3194 SA-22 Greyhound [Pantsir-SM ER]; Added weapon record:
Mount #3286 20mm/85 Mk15 Phalanx Blk 1A CIWS -- 1996; Updated armour: Light (Handgun Resistant)
Mount #542 20mm/85 Mk15 Phalanx Blk 1 CIWS -- 1989; Updated armour: Light (Handgun Resistant)
Mount #553 20mm/85 Mk15 Phalanx Blk 0 CIWS -- 1980; Updated armour: Light (Handgun Resistant)
Mount #6 20mm/100 Mk15 Phalanx Blk 1B CIWS -- 2000; Updated armour: Light (Handgun Resistant)
Mount #605 20mm/85 Mk15 Phalanx Blk 1A CIWS -- 1996; Updated armour: Light (Handgun Resistant)
Propulsion #103 Type 12I Leander: 2x Babcock & Wilcox Boilers, 2x Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #1053 LST 1179 Newport: 6x Alco 16-251 Diesels; Fixed incorrect fuel consumption rates
Propulsion #1057 DDG 993 Kidd: 4x General Electric LM-2500 Gas Turbines, COGAG; Fixed incorrect fuel consumption rates
Propulsion #109 L 10 Fearless: 2x Babcock & Wilcox Boilers, 2x English Electric Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #1208 A 511 Elbe: 1x MWM SBV 12M 628 Diesel; Fixed incorrect fuel consumption rates
Propulsion #1592 J-20: 2x WS-15; Fixed incorrect fuel consumption rates
Propulsion #1659 Commercial Tugboat: Diesels; Fixed incorrect fuel consumption rates
Propulsion #1732 F-35B: 1x F135-PW-100; Fixed incorrect fuel consumption rates
Propulsion #1834 FF 1040 Garcia: 2x Foster-Wheeler Boilers, 1x General Electric Steam Turbine; Fixed incorrect fuel consumption rates
Propulsion #1864 SEAL ASDS: 14x Silver-Zinc Battery Cells; Fixed incorrect fuel consumption rates
Propulsion #2094 FF 811 Incheon: 1x Rolls-Royce MT30 Gas Turbine; Fixed incorrect fuel consumption rates
Propulsion #2138 Commercial Trawler: Diesels; Fixed incorrect fuel consumption rates
Propulsion #2147 MQ-25A: 1x F100-PW-220U; Fixed incorrect fuel consumption rates
Propulsion #227 Tarantul III: 2x M-15E Gas Turbines; Fixed incorrect fuel consumption rates
Propulsion #2300 Y-9: 4x WJ-6C; Fixed incorrect fuel consumption rates
Propulsion #2381 SS 501 Sōryū: Electric Motor; Fixed incorrect fuel consumption rates
Propulsion #2383 Saar 72: 2x MTU 16V1163M94 V16; Fixed incorrect fuel consumption rates
Propulsion #2514 AW.139 Lynx: 2x PT6C-67C; Corrected number of engines
Propulsion #2514 AW.139 Lynx: 2x PT6C-67C; Fixed incorrect fuel consumption rates
Propulsion #2552 Stan Patrol 5009: 4x Caterpillar C32 Diesels; Fixed incorrect fuel consumption rates
Propulsion #26 Boeing 737-300: 2x CFM56-3-B2; Fixed incorrect fuel consumption rates
Propulsion #2763 YJ-83: 1x TRI 60-2 turbojet; Fixed incorrect propulsion data
Propulsion #2795 Wing Loong II: 1x Turboprop; Fixed incorrect fuel consumption rates
Propulsion #2836 XB-70: 6x GE YJ-93; Fixed incorrect fuel consumption rates
Propulsion #2838 FFG(X): 2x General Electric LM-2500 Gas Turbines, COGAG -- Diesel-Electric; Fixed incorrect fuel consumption rates
Propulsion #2849 Karrar UCAV: 1x Microturbo TR 60-5 Turbojet; Fixed incorrect fuel consumption rates
Propulsion #2852 S-70 UCAV: 1x AL-41F; Complete rebuild
Propulsion #2852 S-70 UCAV: 1x AL-41F; Fixed incorrect fuel consumption rates
Propulsion #2852 S-70 UCAV: 1x AL-41F; Fixed incorrect propulsion data
Propulsion #2856 RQ-15 Neptune UAV: 1x Piston Engine -- 15 hp (11 kW); Fixed incorrect fuel consumption rates
Propulsion #2856 RQ-15 Neptune UAV: 1x Piston Engine -- 15 hp (11 kW); Fixed incorrect propulsion data
Propulsion #2859 Divine Eagle UAV: 1x WP-13 Turbojet; Fixed incorrect fuel consumption rates
Propulsion #2859 Divine Eagle UAV: 1x WP-13 Turbojet; Fixed incorrect propulsion data
Propulsion #2864 White Shark: Torpedo Engine -- AgO-ZN battery; Fixed incorrect fuel consumption rates
Propulsion #2865 Tiger Shark: Torpedo Engine -- AgO-ZN battery; Fixed incorrect fuel consumption rates
Propulsion #2868 MQ-1C ER Gray Eagle UAV: 1x Centurion 1.7 HFE; Fixed incorrect fuel consumption rates
Propulsion #2870 Ocean Eagle 43: 4x Diesels; Fixed incorrect fuel consumption rates
Propulsion #2871 Tu-22M-3: 2x NK-32-02; Fixed incorrect fuel consumption rates
Propulsion #2875 KRI 521 Teluk Lada: 6x Alco 16-251 Diesels; Fixed incorrect fuel consumption rates
Propulsion #2879 GJ-11 Sharp Sword UAV: 1x Turbofan; Fixed incorrect fuel consumption rates
Propulsion #2879 GJ-11 Sharp Sword UAV: 1x Turbofan; Fixed incorrect propulsion data
Propulsion #2884 Bell 412EPI Huey: 2x P&WC PT6T-9; Fixed incorrect fuel consumption rates
Propulsion #2885 Cessna 421 Golden Eagle: 2x Continental GTSIO-520-N -- 375 hp; Fixed incorrect fuel consumption rates
Propulsion #2887 AG-600: 4x WJ-6C; Fixed incorrect fuel consumption rates
Propulsion #2888 FFG 818 Daegu: 1x Rolls-Royce MT30 Gas Turbine; Fixed incorrect fuel consumption rates
Propulsion #2891 EW-USV: 2x Diesels, 2x Waterjets; Fixed incorrect fuel consumption rates
Propulsion #2892 Tu-144 SST: 4x Kuznetsov NK-144 engines; Fixed incorrect fuel consumption rates
Propulsion #2893 C-27J, G.222: 2x AE2100D2; Fixed incorrect fuel consumption rates
Propulsion #2893 C-27J, G.222: 2x AE2100D2; Fixed incorrect propulsion data
Propulsion #2895 Saar 6: 1x MTU 12V 1163 TB82 Diesels, CODAD; Fixed incorrect fuel consumption rates
Propulsion #442 PKM 201 Chamsuri: 2x MTU 16V 538 TB90 Diesels; Fixed incorrect fuel consumption rates
Propulsion #688 FPB-57: 4x MTU 16V 956 TB91 Diesels; Fixed incorrect fuel consumption rates
Propulsion #718 CL 40 Brooklyn: 8x Boilers, 4x Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #861 Type 903 Fuchi: Diesels; Fixed incorrect fuel consumption rates
Propulsion #920 F-35A: 1x F135-PW-100; Fixed incorrect fuel consumption rates
Propulsion #961 MRK Nanuchka I/II: 3x M-507A Diesels; Fixed incorrect fuel consumption rates
Sensor #1173 J/OPS-12 -- NPG-880; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1507 AN/SPY-1B MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1594 AN/SPY-1D MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #160 AN/SPY-1D(V) MFR [ABM Mod]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1637 AN/SPY-1A MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1749 AN/SPY-1AB MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1758 Tombstone [30N6-1] -- 30N6E1, Naval; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1761 MESA -- Wedgetail; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #1853 MM/SPY-790 EMPAR MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1894 AN/SPY-1F FARS MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1943 EL/M-2080 Green Pine -- Arrow 2 FCR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #1971 Arabel -- Aster FCR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1978 J/HPS-104; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2009 APAR MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2012 ASA 92 ACTAS; Updated sensor role to TASS, Active/Passive Towed Array Sonar System
Sensor #2116 China Type 346 PAR [HQ-9] -- Kvant/APAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2248 Chu-SAM FCR -- 2008; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #225 CAPTOR -- Typhoon, ECR 90, LPI; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2275 Slot Back [N-011M Bars Mk3] -- Zhuk-27, Su-30MKI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2276 Slot Back [N-011M Bars Mk2] -- Zhuk-27, Su-30MKI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2498 AN/MPQ-65 -- AN/MPQ-53(V) PAC-3; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Renamed
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Updated technical data
Sensor #2517 Flash Dance [N-007 Zaslon-A]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2520 Pill Box [5N20 Don-2NP] -- Moscow ABM Battle Management Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2634 Flap Lid A [5N63] -- SA-10a, 6x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2692 China KLJ-3 [Zhemchoug] -- J-10A, Zhuk-M Mod; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2725 AN/APY-3; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Added sensor code Continuous Tracking Capability
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Updated frequency based on new information
Sensor #2787 Tombstone [30N6] -- SA-20b; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2788 Tombstone [30N6E] -- SA-20c; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #282 Long White 2 -- Sky Bow 2 MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2966 Giraffe 40 -- 1983; Added sensor code Continuous Tracking Capability
Sensor #2966 Giraffe 40 -- 1983; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2989 Giraffe 50AT -- 1994; Added sensor code Continuous Tracking Capability
Sensor #2989 Giraffe 50AT -- 1994; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2991 Giraffe AMB 3D -- 2001; Added sensor code Continuous Tracking Capability
Sensor #2991 Giraffe AMB 3D -- 2001; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2991 Giraffe AMB 3D -- 2001; Updated frequency based on new information
Sensor #315 EL/M-2075; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3155 AN/FPS-120 BMEWS I; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3157 AN/FPS-126 BMEWS III; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3159 AN/TPQ-37 Firefinder; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3240 ARTHUR Mod B -- 1999; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3245 COBRA; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3247 EL/M-2083 Aerostat -- Green Pine Mod; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3248 EL/M-2106 ATAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3258 Giraffe 75 [PS-902] -- 2001; Added sensor code Continuous Tracking Capability
Sensor #3258 Giraffe 75 [PS-902] -- 2001; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3327 CEA-FAR -- Six-Faced 3D; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3328 CEA-MOUNT -- Four-Faced Illuminator; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3395 HT-233 [HQ-9A] -- Tombstone; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3396 China H-200 -- [Triumphant Mountain]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3396 China H-200 -- [Triumphant Mountain]; Renamed
Sensor #3404 AN/TPS-77 -- AN/FPS-117; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3406 AN/SPQ-11 Cobra Judy -- 1982; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3443 Flat Twin -- Trial, ABM-2, S-225; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3444 Pawn Shop -- Trial, ABM-2, S-225; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3726 Seaguard TMX-E03 [Radar]; Updated max. contact data
Sensor #374 AN/FPS-115 Pave Paws UEWR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3826 AN/FPS-117(V)4 Seek Iglo -- North Warning System; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3827 AN/FPS-117(E)1T; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3828 AN/FPS-117(E)1; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #386 Chair Back B [9S36] -- Giraffe, Telescoping Mast; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4182 Generic 3D Air Search Radar [Long-Range] -- AWACS; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4275 Tombstone [30N6-1] -- 30N6E1, Land; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4373 AN/SPY-1B MFR [ABM Mod]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #438 AN/FPS-115 Pave Paws; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4489 AN/SPS-xx Sea-Based X-Band Radar -- XBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4505 ASTOR SAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4621 HQ-16 FCR -- Chair Back A Copy; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #471 AN/TPQ-36 Firefinder -- 1982; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4815 J/FCS-3A MFR -- Akizuki; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4819 Grill Pan [9S32M] -- SA-23; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4821 High Screen B [9S19M2 Imbir] -- Anti-MRBM, Cruise Missiles; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4971 AN/SPY-1D(V) MFR [ABM Mod] -- AEGIS Ashore; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4978 J/HPS-106; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #500 Type 1045 Sampson MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5075 SA-25 FCR [50N6A] -- SA-25; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5087 J/OPS-50 MFR -- Izumo Class; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5127 China Type 346A PAR [HQ-9] -- Kvant/APAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5146 AN/APS-149 AAS [LSRS] -- 2007+; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #515 AN/TPY-2 TMD-GBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5175 TRS-4D/NR MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5188 A-26 FCR [29YA6 Dome Antenna] -- SA-26; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5193 Flash Dance [N-007 Zaslon-M] -- MiG-31BM, RP-31AM; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5198 AN/APQ-183 -- A-12A, LPI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Added sensor code Continuous Tracking Capability
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Updated frequency based on new information
Sensor #5270 AN/SPY-1A MFR -- Improved, NCTR Upgr?; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #538 Giraffe 75 [PS-90] -- 1994; Added sensor code Continuous Tracking Capability
Sensor #538 Giraffe 75 [PS-90] -- 1994; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #540 AN/APY-1; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5422 EOTS-86 -- J-20; Renamed
Sensor #5423 EOTS-86 MAWS -- J-20; Renamed
Sensor #5440 China SJ-212 -- HQ-12, KS-1A; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Identification Friend or Foe (IFF) [Side Info]
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Increased range to 270nm
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Renamed
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Updated frequency based on new information
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Updated technical data
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Identification Friend or Foe (IFF) [Side Info]
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Increased range to 270nm
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Updated frequency based on new information
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Updated technical data
Sensor #546 Slot Back [N-011M Bars Mk1] -- Zhuk-27, Su-30MK; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5481 J/FCS-3 VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5482 J/FCS-3A VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #550 AN/FPS-117(V)5 -- Iceland, AN/TPS-77; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5510 AN/ZPY-1 STARLite; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5663 EL/M-2080 Great Pine [Super Green Pine] -- Arrow 3 FCR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5696 KM-SAM MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5714 Su-35S L-Band Wing Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5750 AselFLIR 300T [Laser Rangefinder/Designator]; Updated sensor type to Laser Designator
Sensor #576 AN/TPQ-36A -- NOAH/NASAMS; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5795 TRS-4D; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5802 Generic Ballistic Missile X Band Tracking Radar -- XBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5807 China LPAR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #581 AN/APY-2 RSIP; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5817 KN-06 FCR [Flap Lid B Copy] -- North Korea; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5909 J/OPY-1 MFR -- Asahi; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5910 J/OPY-1 VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5960 AN/FPQ-16 PARCS -- Spacetrack Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5974 67N6 Gamma-D -- AESA; Removed sensor code Passive Electronically Scanned Array (PESA)
Sensor #5975 67N6E Gamma-DE -- AESA; Removed sensor code Passive Electronically Scanned Array (PESA)
Sensor #5987 MPQ-53/65 LAMDIS -- Improved, NCTR Upgr?; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5998 Flap Lid A [5N63] -- SA-10a, 6x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #601 AN/APQ-181; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #601 AN/APQ-181; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Added sensor code Classification [Class Info] / Brilliant Weapon [Automatic Target Aquisition]
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Added sensor code Shallow Water Capable (Full) [Classification Flag Required]
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Adjusted source noise
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Improved angle resolution
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Updated cable length
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Updated sensor role to Dipping Sonar, Active/Passive Shallow Water Search & Track
Sensor #621 Rajendra [3D-CAR] -- NUR-15 development (Poland), Akash FCR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #634 AN/FPS-117(V)3; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #691 Tombstone [30N6-2]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #850 AN/APQ-164 -- 1986; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #877 Flash Dance [N-007 Zaslon]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #913 AN/APY-2; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #948 Long White 1 -- Sky Bow 1 MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #974 Flap Lid B [5N63S] -- SA-10b, 12x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #984 AN/MPQ-53; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #995 Grill Pan [9S32-1] -- SA-12; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #996 High Screen A [9S19 Imbir] -- Anti-MRBM, Cruise Missiles; Added sensor code Passive Electronically Scanned Array (PESA)
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added mount DL-6T SKWS DL -- Sea Gnat, GIANT
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor STIR 120 Mk2 -- Group, Ex-STING-EO Gun
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor Variant Mk.2
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor Vigile 200
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Docking facilities
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Replaced propulsion
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Replaced sensor
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 12.7mm/50 MG -- Facility/Ship, No Anti-Air Capability
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 30mm Bushmaster II DS30M Mk2
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 76mm/62 OTO Melara Super Rapido
Ship #3229 FFG 62 Agility -- United States (Navy), 2026, FREMM-based FFG(X); Fuel capacity
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor LIROD Mk.2 -- Group
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor STIR 120 Mk2 -- Group, Ex-STING-EO Gun
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor Variant Mk.2
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor Vigile 200
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor ASA 92 ACTAS
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor CEROS 200 Tracker [9LV Mk3 Basic] -- Group, PE 723 Radar, 9GR400
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor DSQS-24C [CSU 90]
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor ES-3601 -- [AN/SLD-4(V)]
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor Generic Navigation Radar
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor Sea Giraffe 4A -- AESA, GaN
Ship #3235 P 511 Pattani -- Thailand (Navy), 2005; Added Sensor RAN-30X/I -- SPS-791 RASS, OTH
Ship #3235 P 511 Pattani -- Thailand (Navy), 2005; Added Sensor Seaguard TMX-E03 -- Group
Warhead #797 Mk11/15 Hedgehog Depth Charge; Corrected Warhead type to Depth Charge
Weapon #1159 Mk4 Squid ASW Mortar Salvo [3 rnds] -- Royal Navy; Type changed to Gun to better model ASW mortars
Weapon #1194 RIM-66M-5 SM-2MR Blk IIIB -- 2000, AEGIS VLS; Range set to 90nm
Weapon #123 HQ-12 -- 2008, KS-1A; Corrected sensor SARH Seeker -- HQ-12
Weapon #1407 Elma ASW-600 ASW Mortar Salvo [M83 Soft Kill DC, 9 rnds] -- 1985; Type changed to Gun to better model ASW mortars


Continued below

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:37:36 PM
Mount #3194 SA-22 Greyhound [Pantsir-SM ER]; Added weapon record:
Mount #3286 20mm/85 Mk15 Phalanx Blk 1A CIWS -- 1996; Updated armour: Light (Handgun Resistant)
Mount #542 20mm/85 Mk15 Phalanx Blk 1 CIWS -- 1989; Updated armour: Light (Handgun Resistant)
Mount #553 20mm/85 Mk15 Phalanx Blk 0 CIWS -- 1980; Updated armour: Light (Handgun Resistant)
Mount #6 20mm/100 Mk15 Phalanx Blk 1B CIWS -- 2000; Updated armour: Light (Handgun Resistant)
Mount #605 20mm/85 Mk15 Phalanx Blk 1A CIWS -- 1996; Updated armour: Light (Handgun Resistant)
Propulsion #103 Type 12I Leander: 2x Babcock & Wilcox Boilers, 2x Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #1053 LST 1179 Newport: 6x Alco 16-251 Diesels; Fixed incorrect fuel consumption rates
Propulsion #1057 DDG 993 Kidd: 4x General Electric LM-2500 Gas Turbines, COGAG; Fixed incorrect fuel consumption rates
Propulsion #109 L 10 Fearless: 2x Babcock & Wilcox Boilers, 2x English Electric Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #1208 A 511 Elbe: 1x MWM SBV 12M 628 Diesel; Fixed incorrect fuel consumption rates
Propulsion #1592 J-20: 2x WS-15; Fixed incorrect fuel consumption rates
Propulsion #1659 Commercial Tugboat: Diesels; Fixed incorrect fuel consumption rates
Propulsion #1732 F-35B: 1x F135-PW-100; Fixed incorrect fuel consumption rates
Propulsion #1834 FF 1040 Garcia: 2x Foster-Wheeler Boilers, 1x General Electric Steam Turbine; Fixed incorrect fuel consumption rates
Propulsion #1864 SEAL ASDS: 14x Silver-Zinc Battery Cells; Fixed incorrect fuel consumption rates
Propulsion #2094 FF 811 Incheon: 1x Rolls-Royce MT30 Gas Turbine; Fixed incorrect fuel consumption rates
Propulsion #2138 Commercial Trawler: Diesels; Fixed incorrect fuel consumption rates
Propulsion #2147 MQ-25A: 1x F100-PW-220U; Fixed incorrect fuel consumption rates
Propulsion #227 Tarantul III: 2x M-15E Gas Turbines; Fixed incorrect fuel consumption rates
Propulsion #2300 Y-9: 4x WJ-6C; Fixed incorrect fuel consumption rates
Propulsion #2381 SS 501 Sōryū: Electric Motor; Fixed incorrect fuel consumption rates
Propulsion #2383 Saar 72: 2x MTU 16V1163M94 V16; Fixed incorrect fuel consumption rates
Propulsion #2514 AW.139 Lynx: 2x PT6C-67C; Corrected number of engines
Propulsion #2514 AW.139 Lynx: 2x PT6C-67C; Fixed incorrect fuel consumption rates
Propulsion #2552 Stan Patrol 5009: 4x Caterpillar C32 Diesels; Fixed incorrect fuel consumption rates
Propulsion #26 Boeing 737-300: 2x CFM56-3-B2; Fixed incorrect fuel consumption rates
Propulsion #2763 YJ-83: 1x TRI 60-2 turbojet; Fixed incorrect propulsion data
Propulsion #2795 Wing Loong II: 1x Turboprop; Fixed incorrect fuel consumption rates
Propulsion #2836 XB-70: 6x GE YJ-93; Fixed incorrect fuel consumption rates
Propulsion #2838 FFG(X): 2x General Electric LM-2500 Gas Turbines, COGAG -- Diesel-Electric; Fixed incorrect fuel consumption rates
Propulsion #2849 Karrar UCAV: 1x Microturbo TR 60-5 Turbojet; Fixed incorrect fuel consumption rates
Propulsion #2852 S-70 UCAV: 1x AL-41F; Complete rebuild
Propulsion #2852 S-70 UCAV: 1x AL-41F; Fixed incorrect fuel consumption rates
Propulsion #2852 S-70 UCAV: 1x AL-41F; Fixed incorrect propulsion data
Propulsion #2856 RQ-15 Neptune UAV: 1x Piston Engine -- 15 hp (11 kW); Fixed incorrect fuel consumption rates
Propulsion #2856 RQ-15 Neptune UAV: 1x Piston Engine -- 15 hp (11 kW); Fixed incorrect propulsion data
Propulsion #2859 Divine Eagle UAV: 1x WP-13 Turbojet; Fixed incorrect fuel consumption rates
Propulsion #2859 Divine Eagle UAV: 1x WP-13 Turbojet; Fixed incorrect propulsion data
Propulsion #2864 White Shark: Torpedo Engine -- AgO-ZN battery; Fixed incorrect fuel consumption rates
Propulsion #2865 Tiger Shark: Torpedo Engine -- AgO-ZN battery; Fixed incorrect fuel consumption rates
Propulsion #2868 MQ-1C ER Gray Eagle UAV: 1x Centurion 1.7 HFE; Fixed incorrect fuel consumption rates
Propulsion #2870 Ocean Eagle 43: 4x Diesels; Fixed incorrect fuel consumption rates
Propulsion #2871 Tu-22M-3: 2x NK-32-02; Fixed incorrect fuel consumption rates
Propulsion #2875 KRI 521 Teluk Lada: 6x Alco 16-251 Diesels; Fixed incorrect fuel consumption rates
Propulsion #2879 GJ-11 Sharp Sword UAV: 1x Turbofan; Fixed incorrect fuel consumption rates
Propulsion #2879 GJ-11 Sharp Sword UAV: 1x Turbofan; Fixed incorrect propulsion data
Propulsion #2884 Bell 412EPI Huey: 2x P&WC PT6T-9; Fixed incorrect fuel consumption rates
Propulsion #2885 Cessna 421 Golden Eagle: 2x Continental GTSIO-520-N -- 375 hp; Fixed incorrect fuel consumption rates
Propulsion #2887 AG-600: 4x WJ-6C; Fixed incorrect fuel consumption rates
Propulsion #2888 FFG 818 Daegu: 1x Rolls-Royce MT30 Gas Turbine; Fixed incorrect fuel consumption rates
Propulsion #2891 EW-USV: 2x Diesels, 2x Waterjets; Fixed incorrect fuel consumption rates
Propulsion #2892 Tu-144 SST: 4x Kuznetsov NK-144 engines; Fixed incorrect fuel consumption rates
Propulsion #2893 C-27J, G.222: 2x AE2100D2; Fixed incorrect fuel consumption rates
Propulsion #2893 C-27J, G.222: 2x AE2100D2; Fixed incorrect propulsion data
Propulsion #2895 Saar 6: 1x MTU 12V 1163 TB82 Diesels, CODAD; Fixed incorrect fuel consumption rates
Propulsion #442 PKM 201 Chamsuri: 2x MTU 16V 538 TB90 Diesels; Fixed incorrect fuel consumption rates
Propulsion #688 FPB-57: 4x MTU 16V 956 TB91 Diesels; Fixed incorrect fuel consumption rates
Propulsion #718 CL 40 Brooklyn: 8x Boilers, 4x Steam Turbines; Fixed incorrect fuel consumption rates
Propulsion #861 Type 903 Fuchi: Diesels; Fixed incorrect fuel consumption rates
Propulsion #920 F-35A: 1x F135-PW-100; Fixed incorrect fuel consumption rates
Propulsion #961 MRK Nanuchka I/II: 3x M-507A Diesels; Fixed incorrect fuel consumption rates
Sensor #1173 J/OPS-12 -- NPG-880; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1507 AN/SPY-1B MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1594 AN/SPY-1D MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #160 AN/SPY-1D(V) MFR [ABM Mod]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1637 AN/SPY-1A MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1749 AN/SPY-1AB MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1758 Tombstone [30N6-1] -- 30N6E1, Naval; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1761 MESA -- Wedgetail; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #1853 MM/SPY-790 EMPAR MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1894 AN/SPY-1F FARS MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1943 EL/M-2080 Green Pine -- Arrow 2 FCR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #1971 Arabel -- Aster FCR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #1978 J/HPS-104; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2009 APAR MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2012 ASA 92 ACTAS; Updated sensor role to TASS, Active/Passive Towed Array Sonar System
Sensor #2116 China Type 346 PAR [HQ-9] -- Kvant/APAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2248 Chu-SAM FCR -- 2008; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #225 CAPTOR -- Typhoon, ECR 90, LPI; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #2275 Slot Back [N-011M Bars Mk3] -- Zhuk-27, Su-30MKI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2276 Slot Back [N-011M Bars Mk2] -- Zhuk-27, Su-30MKI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2498 AN/MPQ-65 -- AN/MPQ-53(V) PAC-3; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Renamed
Sensor #2515 China YLC-2 [High Guard] -- Early Warning; Updated technical data
Sensor #2517 Flash Dance [N-007 Zaslon-A]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2520 Pill Box [5N20 Don-2NP] -- Moscow ABM Battle Management Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2634 Flap Lid A [5N63] -- SA-10a, 6x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2692 China KLJ-3 [Zhemchoug] -- J-10A, Zhuk-M Mod; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2725 AN/APY-3; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Added sensor code Continuous Tracking Capability
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2776 Sea Giraffe AMB 3D -- 2005, AN/SPS-77(V)1; Updated frequency based on new information
Sensor #2787 Tombstone [30N6] -- SA-20b; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2788 Tombstone [30N6E] -- SA-20c; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #282 Long White 2 -- Sky Bow 2 MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2966 Giraffe 40 -- 1983; Added sensor code Continuous Tracking Capability
Sensor #2966 Giraffe 40 -- 1983; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2989 Giraffe 50AT -- 1994; Added sensor code Continuous Tracking Capability
Sensor #2989 Giraffe 50AT -- 1994; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2991 Giraffe AMB 3D -- 2001; Added sensor code Continuous Tracking Capability
Sensor #2991 Giraffe AMB 3D -- 2001; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #2991 Giraffe AMB 3D -- 2001; Updated frequency based on new information
Sensor #315 EL/M-2075; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3155 AN/FPS-120 BMEWS I; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3157 AN/FPS-126 BMEWS III; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3159 AN/TPQ-37 Firefinder; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3240 ARTHUR Mod B -- 1999; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3245 COBRA; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3247 EL/M-2083 Aerostat -- Green Pine Mod; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3248 EL/M-2106 ATAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3258 Giraffe 75 [PS-902] -- 2001; Added sensor code Continuous Tracking Capability
Sensor #3258 Giraffe 75 [PS-902] -- 2001; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3327 CEA-FAR -- Six-Faced 3D; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3328 CEA-MOUNT -- Four-Faced Illuminator; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3395 HT-233 [HQ-9A] -- Tombstone; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3396 China H-200 -- [Triumphant Mountain]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3396 China H-200 -- [Triumphant Mountain]; Renamed
Sensor #3404 AN/TPS-77 -- AN/FPS-117; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3406 AN/SPQ-11 Cobra Judy -- 1982; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3443 Flat Twin -- Trial, ABM-2, S-225; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #3444 Pawn Shop -- Trial, ABM-2, S-225; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3726 Seaguard TMX-E03 [Radar]; Updated max. contact data
Sensor #374 AN/FPS-115 Pave Paws UEWR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3826 AN/FPS-117(V)4 Seek Iglo -- North Warning System; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3827 AN/FPS-117(E)1T; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #3828 AN/FPS-117(E)1; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #386 Chair Back B [9S36] -- Giraffe, Telescoping Mast; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4182 Generic 3D Air Search Radar [Long-Range] -- AWACS; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4275 Tombstone [30N6-1] -- 30N6E1, Land; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4373 AN/SPY-1B MFR [ABM Mod]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #438 AN/FPS-115 Pave Paws; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4489 AN/SPS-xx Sea-Based X-Band Radar -- XBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4505 ASTOR SAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4621 HQ-16 FCR -- Chair Back A Copy; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #471 AN/TPQ-36 Firefinder -- 1982; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4815 J/FCS-3A MFR -- Akizuki; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #4819 Grill Pan [9S32M] -- SA-23; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4821 High Screen B [9S19M2 Imbir] -- Anti-MRBM, Cruise Missiles; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4971 AN/SPY-1D(V) MFR [ABM Mod] -- AEGIS Ashore; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #4978 J/HPS-106; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #500 Type 1045 Sampson MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5075 SA-25 FCR [50N6A] -- SA-25; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5087 J/OPS-50 MFR -- Izumo Class; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5127 China Type 346A PAR [HQ-9] -- Kvant/APAR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5146 AN/APS-149 AAS [LSRS] -- 2007+; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #515 AN/TPY-2 TMD-GBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5175 TRS-4D/NR MFR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5188 A-26 FCR [29YA6 Dome Antenna] -- SA-26; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5193 Flash Dance [N-007 Zaslon-M] -- MiG-31BM, RP-31AM; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5198 AN/APQ-183 -- A-12A, LPI; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Added sensor code Continuous Tracking Capability
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5226 AN/SPS-77(V)1 [Sea Giraffe AMB 3D]; Updated frequency based on new information
Sensor #5270 AN/SPY-1A MFR -- Improved, NCTR Upgr?; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #538 Giraffe 75 [PS-90] -- 1994; Added sensor code Continuous Tracking Capability
Sensor #538 Giraffe 75 [PS-90] -- 1994; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #540 AN/APY-1; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5422 EOTS-86 -- J-20; Renamed
Sensor #5423 EOTS-86 MAWS -- J-20; Renamed
Sensor #5440 China SJ-212 -- HQ-12, KS-1A; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Identification Friend or Foe (IFF) [Side Info]
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Increased range to 270nm
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Renamed
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Updated frequency based on new information
Sensor #5441 China YLC-2V [High Guard] -- Early Warning; Updated technical data
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Identification Friend or Foe (IFF) [Side Info]
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Added sensor code Pulse Doppler Radar (Full LDSD Capability)
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Increased range to 270nm
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Removed sensor code Pulse-only Radar
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Updated frequency based on new information
Sensor #5442 China YLC-2V Mod [Type 305B] -- Early Warning; Updated technical data
Sensor #546 Slot Back [N-011M Bars Mk1] -- Zhuk-27, Su-30MK; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5481 J/FCS-3 VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5482 J/FCS-3A VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #550 AN/FPS-117(V)5 -- Iceland, AN/TPS-77; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5510 AN/ZPY-1 STARLite; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5663 EL/M-2080 Great Pine [Super Green Pine] -- Arrow 3 FCR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5696 KM-SAM MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5714 Su-35S L-Band Wing Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5750 AselFLIR 300T [Laser Rangefinder/Designator]; Updated sensor type to Laser Designator
Sensor #576 AN/TPQ-36A -- NOAH/NASAMS; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5795 TRS-4D; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5802 Generic Ballistic Missile X Band Tracking Radar -- XBR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5807 China LPAR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #581 AN/APY-2 RSIP; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5817 KN-06 FCR [Flap Lid B Copy] -- North Korea; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5909 J/OPY-1 MFR -- Asahi; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5910 J/OPY-1 VSR; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #5960 AN/FPQ-16 PARCS -- Spacetrack Radar; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5974 67N6 Gamma-D -- AESA; Removed sensor code Passive Electronically Scanned Array (PESA)
Sensor #5975 67N6E Gamma-DE -- AESA; Removed sensor code Passive Electronically Scanned Array (PESA)
Sensor #5987 MPQ-53/65 LAMDIS -- Improved, NCTR Upgr?; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #5998 Flap Lid A [5N63] -- SA-10a, 6x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #601 AN/APQ-181; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #601 AN/APQ-181; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Added sensor code Classification [Class Info] / Brilliant Weapon [Automatic Target Aquisition]
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Added sensor code Shallow Water Capable (Full) [Classification Flag Required]
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Adjusted source noise
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Improved angle resolution
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Updated cable length
Sensor #6037 China Z-20F Dipping Sonar -- Z-20F; Updated sensor role to Dipping Sonar, Active/Passive Shallow Water Search & Track
Sensor #621 Rajendra [3D-CAR] -- NUR-15 development (Poland), Akash FCR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #634 AN/FPS-117(V)3; Added sensor code Active Electronically Scanned Array (AESA)
Sensor #691 Tombstone [30N6-2]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #850 AN/APQ-164 -- 1986; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #877 Flash Dance [N-007 Zaslon]; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #913 AN/APY-2; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #948 Long White 1 -- Sky Bow 1 MFR; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #974 Flap Lid B [5N63S] -- SA-10b, 12x TEL; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #984 AN/MPQ-53; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #995 Grill Pan [9S32-1] -- SA-12; Added sensor code Passive Electronically Scanned Array (PESA)
Sensor #996 High Screen A [9S19 Imbir] -- Anti-MRBM, Cruise Missiles; Added sensor code Passive Electronically Scanned Array (PESA)
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added mount DL-6T SKWS DL -- Sea Gnat, GIANT
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor STIR 120 Mk2 -- Group, Ex-STING-EO Gun
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor Variant Mk.2
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Added Sensor Vigile 200
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Docking facilities
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Replaced propulsion
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Replaced sensor
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 12.7mm/50 MG -- Facility/Ship, No Anti-Air Capability
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 30mm Bushmaster II DS30M Mk2
Ship #3205 P 551 Krabi -- Thailand (Navy), 2013, Offshore Patrol Boat; Updated mount 76mm/62 OTO Melara Super Rapido
Ship #3229 FFG 62 Agility -- United States (Navy), 2026, FREMM-based FFG(X); Fuel capacity
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor LIROD Mk.2 -- Group
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor STIR 120 Mk2 -- Group, Ex-STING-EO Gun
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor Variant Mk.2
Ship #3233 P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II; Added Sensor Vigile 200
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor ASA 92 ACTAS
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor CEROS 200 Tracker [9LV Mk3 Basic] -- Group, PE 723 Radar, 9GR400
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor DSQS-24C [CSU 90]
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor ES-3601 -- [AN/SLD-4(V)]
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor Generic Navigation Radar
Ship #3234 FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020; Added Sensor Sea Giraffe 4A -- AESA, GaN
Ship #3235 P 511 Pattani -- Thailand (Navy), 2005; Added Sensor RAN-30X/I -- SPS-791 RASS, OTH
Ship #3235 P 511 Pattani -- Thailand (Navy), 2005; Added Sensor Seaguard TMX-E03 -- Group
Warhead #797 Mk11/15 Hedgehog Depth Charge; Corrected Warhead type to Depth Charge
Weapon #1159 Mk4 Squid ASW Mortar Salvo [3 rnds] -- Royal Navy; Type changed to Gun to better model ASW mortars
Weapon #1194 RIM-66M-5 SM-2MR Blk IIIB -- 2000, AEGIS VLS; Range set to 90nm
Weapon #123 HQ-12 -- 2008, KS-1A; Corrected sensor SARH Seeker -- HQ-12
Weapon #1407 Elma ASW-600 ASW Mortar Salvo [M83 Soft Kill DC, 9 rnds] -- 1985; Type changed to Gun to better model ASW mortars
Weapon #16 AS-23 Kodiak [Kh-101] -- 2011; Renamed
Weapon #16 AS-23 Kodiak [Kh-101] -- 2011; Updated Radar Cross Section
Weapon #173 Mk10 Limbo ASW Mortar Salvo [3 rnds]; Type changed to Gun to better model ASW mortars
Weapon #204 Mk11 Hedgehog ASW Mortar Salvo [24 rnds]; Type changed to Gun to better model ASW mortars
Weapon #2284 Mk6/9/14 Depth Charge Mortar; Type changed to Gun to better model ASW mortars
Weapon #2285 Mk15 Hedgehog Trainable ASW Mortar Salvo [24 rnds]; Type changed to Gun to better model ASW mortars
Weapon #2288 Elma ASW-601 ASW Mortar Salvo [M90 Hard Kill DC, 9 rnds] -- 1997; Type changed to Gun to better model ASW mortars


Continued below

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:37:53 PM
Weapon #2289 Elma Alecto ASW Mortar Salvo [6 rnds] -- KAS-2000, KAS-90, Visby; Type changed to Gun to better model ASW mortars
Weapon #2290 Depth Charge Mortar [Generic]; Type changed to Gun to better model ASW mortars
Weapon #260 114mm/45 Mk3 Twin HE Burst [2 rnds]; Renamed
Weapon #2716 Depth Charge [100kg HE] -- Mk10 Limbo; Corrected warhead Depth Charge (100kg HE)
Weapon #2752 9M522 [Grad] 122mm Rocket -- BM-21 Grad; Type changed to Laser Dazzler, PoK increased to 40%
Weapon #279 305mm ASW Mortar Salvo [4 rnds]; Corrected warhead Depth Charge (80kg HE)
Weapon #279 305mm ASW Mortar Salvo [4 rnds]; Type changed to Gun to better model ASW mortars
Weapon #3092 Anti-torpedo Torpedo [Countermeasure Anti-Torpedo] -- 2019; Reduced PoK to 15%
Weapon #3536 RIM-66M-6 SM-2MR Blk IIIC -- 2022, ARH Seeker, AEGIS VLS; Increased range to 90nm for air and surface targets
Weapon #3536 RIM-66M-6 SM-2MR Blk IIIC -- 2022, ARH Seeker, AEGIS VLS; Removed Comms AEGIS Command Datalink [AN/SPY-6, Two-Way]
Weapon #3536 RIM-66M-6 SM-2MR Blk IIIC -- 2022, ARH Seeker, AEGIS VLS; Removed Comms AEGIS Missile Datalink [One-Way]
Weapon #3699 ODIN laser dazzler -- 10nm, AAW & ASuW; Type changed to Laser Dazzler, PoK increased to 40%
Weapon #793 Elma ASW-600 ASW Mortar Salvo [M90 Hard Kill DC, 9 rnds] -- 1993; Type changed to Gun to better model ASW mortars
Weapon Record #7288 Generic Active Directional Sonobuoy; Reduced default and max load to 30
Weapon Record #8322 DF-26D [ASBM, 600kg HE Conventional] -- 2015; Adjusted ROF
Weapon Record #8323 DF-26C [2000kg HE Conventional] -- 2015; Adjusted ROF
Weapon Record #8324 DF-26C [200kT Nuclear] -- 2015; Adjusted ROF
Weapon Record #9015 SA-22 Greyhound ER [57E6]; Increased default and max load to 12
Weapon Record #9085 FT-7 Flying Strides SDB [GPS, 135kg HE Penetrator] -- China, 2016; Increased default and max load to 8
Weapon Record #9085 FT-7 Flying Strides SDB [GPS, 135kg HE Penetrator] -- China, 2016; Replaced Weapon 1000lb LDGP -- UCAV with FT-7 Flying Strides SDB [GPS, 135kg HE Penetrator] -- China, 2016
Weapon Record #9086 LS-6-500 GPS/INS [500kg HE] -- China; Replaced Weapon 500lb LDGP -- UCAV with LS-6-500 GPS/INS [500kg HE] -- China
Weapon Record #9087 LS-6-500 Extended-Range Bomb, GPS/INS [500kg HE] -- China, 2010?; Replaced Weapon 500lb PGM -- UCAV with LS-6-500 Extended-Range Bomb, GPS/INS [500kg HE] -- China, 2010?

New Aircraft

Y-12 -- Sri Lanka (Air Force), 1986
Hercules C.1K [C-130K] -- Sri Lanka (Air Force), 2012, 1x
Hercules C.3 [C-130K] -- Sri Lanka (Air Force), 2010, 1x
Mi-35P -- Sri Lanka (Air Force), 1995, 9x
Bell 206B JetRanger -- Sri Lanka (Air Force), 1968, 4x, Utility
JAS 39E Gripen NG -- Brazil (Navy), 2021, Carrier capable, cancelled
JAS 39F Gripen NG -- Brazil (Navy), 2021, Carrier capable, cancelled
SH-60F Oceanhawk -- Israel (Navy), 2021, 8x
HC-130H Hercules -- United States (Coast Guard), 2009, Seaspray 7500E AESA
F-15NX Advanced Eagle -- United States (Air Force), Carrier variant, proposed
GlobalEye AEW [G6000] -- Saudi Arabia (Air Force), 2021, 3x
Bayraktar Akinci UCAV -- Turkey (Air Force), 2021
MB-326B -- Tunisia (Air Force), 1965-1999, 8x
MB-326B -- Ghana (Air Force), 1965-2018, 8x
AT-26 Xavante [MB-326GB] -- Paraguay (Air Force), 1980-2003, 9x
AT-26 Xavante [MB-326GB] -- Togo (Air Force), 1977, 6x
MB-326GB -- Zambia (Air Force), 1971, 23x
MB-326GB -- Congo [1997-] (Air Force), 1997, 25x
MB-326GB -- Zaire [1971-1997] (Air Force), 1970-1997, 25x
AT-26 Xavante [MB-326GC] -- Brazil (Air Force), 1974-2004
MB-326GB -- Argentina (Air Force), 1969-2014
J-20A Mighty Dragon -- China (Air Force), 2017, AL-31F M2 Engine
J-20A Mighty Dragon -- China (Air Force), 2019, WS-10B Engine
J-20B Mighty Dragon -- China (Air Force), 2020, WS-10C Engine
MQ-9B Guardian UAV -- Spain (Air Force), 2020
Z-9D Dauphin 2 -- China (Navy), 2019, SAR Variant


New Facilities

Radar (EL/M-2106 ATAR) -- Vietnam [1975-] (Air Force), 2016, SPYDER-SR
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), Binoculars, Designator
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), NVG, Designator
Inf Sec (Sniper [12.7mm Anti-Materiel Rifle]) -- Generic (Military), IR Camera, Designator
SAM Bty (NASAMS II HML [Hawkei]) -- Australia (Army), 2023
SSM Bn (DF-16A TEL) Conventional -- China (Second Artillery Corps), 2012, Conventional
SAM Bn (FK-3) -- Serbia [1992-] (Surface-to-Air Missile Corps), 2021, [HQ-22 Export] 3x TEL, 1 x FCR
SAM Bn (HQ-22) -- China (Surface-to-Air Missile Corps), 2018, 3x TEL, 1 x FCR
SAM Bn (HQ-9B) -- China (Surface-to-Air Missile Corps), 2010, FD-2000, 2x Lnchr, Peacetime
SAM Bn (HQ-9B) -- China (Surface-to-Air Missile Corps), 2010, FD-2000, 8x Lnchr


New Loadouts

P-8A, USN, 2014: AGM-84D Harpoon IC, Mk50 Barracuda, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC, Mk54 HAAWC, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC, Mk54 LHT, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
P-8A, USN, 2014: AGM-84D Harpoon IC
Jaguar GR.1A, RAF, 1990: TIALD Recce Pod [FLIR + LRMTS], AN/ALQ-101 DECM Pod, Phimat Chaff Pod
Songar UCAV: 5.56mm MG, 40mm Grenade Launcher
Songar UCAV: 40mm Grenade Launcher
Songar UCAV: 5.56mm MG
SH-60F, Israel: Spike NLOS
SH-60F, Israel: Spike ER
GlobalEye AEW [G6000], Saudi Arabia: Airborne Early Warning (AEW)
Bayraktar Akinci UCAV, Turkey: GBU-31(V)3/B JDAM [BLU-109/B]
Bayraktar Akinci UCAV, Turkey: GBU-31(V)1/B JDAM [Mk84]
Bayraktar Akinci UCAV, Turkey: GBU-12D/B Paveway II LGB [Mk82], Long Range
Bayraktar Akinci UCAV, Turkey: Electronic Warfare (OECM / ELINT)
Bayraktar Akinci UCAV, Turkey: Area Surveillance
Bayraktar Akinci UCAV, Turkey: GBU-12D/B Paveway II LGB [Mk82]
Bayraktar Akinci UCAV, Turkey: GBU-10X/B Paveway II LGB [NEB 2000lb Penetrator]
Bayraktar Akinci UCAV, Turkey: GBU-10E/B Paveway II LGB [Mk84]
Bayraktar Akinci UCAV, Turkey: SOM-C Cruise Missile [Anti-Ship]
Bayraktar Akinci UCAV, Turkey: SOM-B2 Cruise Missile [Penetrator]
Bayraktar Akinci UCAV, Turkey: SOM-B1 Cruise Missile [HE]
Bayraktar Akinci UCAV, Turkey: SOM-A Cruise Missile
Bayraktar Akinci UCAV, Turkey: Interdiction, MAM-C [Thermobaric]
Bayraktar Akinci UCAV, Turkey: Interdiction, MAM-L ASM [HE]
Bayraktar Akinci UCAV, Turkey: (Ferry)
F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
F-16CJ Blk 52 Falcon [Peace Carvin II/III], Singapore: Recon EO [Condor2]
F-5S, Singapore, 1999: A/A: Python 4, EL/L-8212 DECM Pod
J-20A Mighty Dragon, China, 2017: (Ferry)
J-20A Mighty Dragon, China, 2017: A/A: PL-12C, External Max Intercept, -
J-20A Mighty Dragon, China, 2017: A/A: PL-12C, Internal Long-Range, -
J-20A Mighty Dragon, China, 2017: A/A: PL-12C, Standard Intercept
J-20A Mighty Dragon, China, 2017: A/A: PL-15, External Max Intercept, -
J-20A Mighty Dragon, China, 2017: A/A: PL-15, Internal Long-Range, -
J-20A Mighty Dragon, China, 2017: A/A: PL-15, Standard Intercept, -
J-20A Mighty Dragon, China, 2017: LS-6-500 Extended-Range Bomb [500kg HE], Internal Long Range
J-20A Mighty Dragon, China, 2017: LS-6-500 Extended-Range Bomb [500kg HE], Internal Only, -
J-20A Mighty Dragon, China, 2017: YJ-91 / AS-17 Krypton C [Kh-31P, ARM], External, -
J-20A Mighty Dragon, China, 2019: (Ferry)
J-20A Mighty Dragon, China, 2019: A/A: PL-12C, External Max Intercept
J-20A Mighty Dragon, China, 2019: A/A: PL-12C, Internal Long-Range
J-20A Mighty Dragon, China, 2019: A/A: PL-12C, Standard Intercept
J-20A Mighty Dragon, China, 2019: A/A: PL-15, External Max Intercept
J-20A Mighty Dragon, China, 2019: A/A: PL-15, Internal Long-Range
J-20A Mighty Dragon, China, 2019: A/A: PL-15, Standard Intercept
J-20A Mighty Dragon, China, 2019: LS-6-500 Extended-Range Bomb [500kg HE], Internal Long Range
J-20A Mighty Dragon, China, 2019: LS-6-500 Extended-Range Bomb [500kg HE], Internal Only
J-20A Mighty Dragon, China, 2019: YJ-91 / AS-17 Krypton C [Kh-31P, ARM], External
J-20B Mighty Dragon, China, 2020: (Ferry)
J-20B Mighty Dragon, China, 2020: A/A: PL-12C, External Max Intercept, -
J-20B Mighty Dragon, China, 2020: A/A: PL-12C, Internal Long-Range, -
J-20B Mighty Dragon, China, 2020: A/A: PL-12C, Standard Intercept, -
J-20B Mighty Dragon, China, 2020: A/A: PL-15, External Max Intercept
J-20B Mighty Dragon, China, 2020: A/A: PL-15, Internal Long-Range, -
J-20B Mighty Dragon, China, 2020: A/A: PL-15, Standard Intercept, -
J-20B Mighty Dragon, China, 2020: LS-6-500 Extended-Range Bomb [500kg HE], Internal Long Range
J-20B Mighty Dragon, China, 2020: LS-6-500 Extended-Range Bomb [500kg HE], Internal Only
J-20B Mighty Dragon, China, 2020: YJ-91 / AS-17 Krypton C [Kh-31P, ARM], External
MH-60R, Australia: AGM-114N Hellfire II [Thermobaric]
MH-60R, Australia: Cargo, 2 tons
MH-60R, Australia: Cargo, 3 tons, Slung Load
MH-60R, Australia: Troops, 6x
MH-60R, Denmark: Troops, 6x
MH-60R, Saudi Arabia: Troops, 6x
MH-60R, USN: Troops, 6x
P-8A, Australia: AGM-84L Harpoon II
P-8A, Australia: AGM-84L Harpoon II, Mk54 LHT, AN/SSQ-53F DIFAR, AN/SSQ-62E DICASS, AN/SSQ-77B VLAD
Z-20A, China: (Ferry)
Z-20A, China: Area Surveillance
Z-20A, China: Cargo, 1 ton
Z-20A, China: Cargo, 4.5 tons, Slung Load
Z-20A, China: Search And Rescue (SAR)
Z-20A, China: Troops, 8x
Z-20F, China: (Ferry)
Z-20F, China: Cargo, 1 ton
Z-20F, China: Cargo, 4.5 tons, Slung Load
Z-20F, China: Maritime Surveillance
Z-20F, China: Search And Rescue (SAR)
Z-20F, China: Troops, 6x
Z-20F, China: Yu-11, Sonobuoys, Long-Range
Z-20F, China: Yu-7, Sonobuoys, Long-Range
Z-20S, China: Maritime Surveillance
Z-20S, China: Troops, 12x
Z-9C Dauphin 2, China: Troops, 8x


New Ships

Stan Patrol 5009 -- Generic (Navy)
LG 30 Isla San Cristobal [Stan Patrol 5009] -- Ecuador (Navy), 2017
LPD 30 Harrisburg [San Antonio Flight II] -- United States (Navy), 2024
FFG 62 Agility -- United States (Navy), 2026, FREMM-based FFG(X)
CVN 69 Dwight D. Eisenhower [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed
CVN 68 Nimitz -- United States (Navy), 2020, 171mm CAT removed
CVN 75 Harry S Truman [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed
CVN 77 George Bush [Nimitz Class] -- United States (Navy), 2020, 171mm CAT removed
FFG 471 Bhumibol Adulyadej [DW-3000] -- Thailand (Navy), 2020
P 511 Pattani -- Thailand (Navy), 2005
P 552 Prachuap Khiri Khan -- Thailand (Navy), 2021, Harpoon II
Surveillance Platform -- China (Navy), Unarmed, Unmanned, ELINT
Surveillance Platform -- China (Navy), Unarmed, Unmanned, Radar / ELINT

New Submarines

S 849 Romeo -- Egypt (Navy), 2017, UGM-84L Harpoon II update


New Weapons

Generic ESM Pod [Advanced] -- 2010s
Generic OECM Pod [Advanced] -- 2010s
SOM-C [Anti-Ship] -- Turkey, 2015 Anti-Ship
SOM-B2 [Penetrator] -- Turkey, 2015 Penetrator
MAM-C -- Turkey, Thermobaric
CANTO-V -- Torpedo Decoy, Ship
EL/L-8212 DECM Pod
FK-3 -- [HQ-22 Export]
HQ-22
HQ-9B -- China


New Sensors

Active Radar Seeker -- HQ-9B
ATLAS ACTAS
China H-200 Improved -- HQ-22 Mod
EL/L-8212
EORD-31 IRST -- 3rd Gen Imaging
ES-3601 -- [AN/SLD-4(V)]
Giraffe 1X -- 2016, SHORAD
Giraffe 4A -- AESA, GaN
SARH Seeker -- HQ-22
Sea Giraffe 1X -- 2016, SHORAD
Sea Giraffe 4A -- AESA, GaN

Title: Re: Command: Modern Operations
Post by: Asid on October 15, 2020, 02:42:21 PM
Command: MO LIVE - Sahel Slugfest is out
15 Oct 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/0e145a4283ea20c23963f2fbc7f0367223d77e36.jpg)

Sahel Slugfest is the thirteenth DLC in the Command LIVE series.

Sahel Slugfest (https://www.matrixgames.com/game/command-mo-live-sahel-slugfest) is the thirteenth DLC in the Command LIVE series.

CMO: Command LIVE Sahel Slugfest - News Report

https://youtu.be/1vMBNwzsF-g


As public opinion worldwide sets its sights to more popular geopolitical affairs, the situation in sub-Saharan Africa is getting hotter than ever.

Old and new “colonial” powerhouses are wrestling over oil reserves, significant business opportunities and for political dominance. In particular, China and France are showing a clear interest in Chad and Sudan, where the Sahel desert stretches across both countries.

Jump into a tense escalation of events that will get out of hand fast in Command LIVE Sahel Slugfest. Out now (https://www.matrixgames.com/game/command-mo-live-sahel-slugfest).

Sahel Slugfest releases alongside the massive 1.02 update for Command Modern Operations. It introduces a huge amount of fixes and new content, including many new types of aircraft, weapons, ships, submarines, loadouts, facilities and much more. You can read the full changelog here (https://www.matrixgames.com/forums/tm.asp?m=4898427).

Title: Re: Command: Modern Operations
Post by: Dimitris on October 18, 2020, 09:46:27 PM
CMO tripple wopper:

Official v1.02 update: https://www.warfaresims.com/?p=5118

Command-LIVE: Sahel Slugfest released: https://www.matrixgames.com/game/command-mo-live-sahel-slugfest

Community Scenario Pack updated, with 28 new scenarios: https://www.warfaresims.com/?p=5122
Title: Re: Command: Modern Operations
Post by: Asid on November 03, 2020, 11:56:26 PM
Command: Modern Operations - v1.02.114714 Update
Tue, 3 November 2020

We're releasing a new update for C:MO.

(https://cdn.cloudflare.steamstatic.com/steam/apps/1076160/ss_8ff4584ba0f8764a9e123887244c8e87b43ca110.1920x1080.jpg?t=1604337306)

We're releasing a new update for C:MO. It is a smaller one, it introduces a number of fixes to bugs that were found recently.

Please let us know if you encounter any issue or bug, as usual your feedback is important to keep improving the game.

Changelog:

• Fixed: Air intecept mission not always conforming to range restrictions
• Fixed: #14116: Wingmen can fall far behind lead, and RTB (without themselves attacking) after lead attacks
• Fixed: #14197: Air intercept mission not launching until assigned flight lands after RTB
• Tweak: Resize Air/Docking Ops header to allow showing of 2 lines
• Fixed: #14121: Sprint and drift distance display bug
• Fixed: #14127: Sprint-drift always uses flank throttle while sprinting
• Added: [Lua] ScenEdit_AssignUnitToMission provides UI feedback if it fails
• Tweaks to "stacked units" context menu: The Menu is slightly offset to right, and for each unit, its class is displayed in addition to its name
• Fixed: Reset the current list index for DB viewer when unit is shown with umlauts (German)
• Fixed: #14174: Issue with umlauts (German)
• Fixed: #14166: Mouse wheel in DB viewer
• Fixed: Steam Workshop update form blocks view
• Fixed: Removing side leaves unguided weapons behind
• Fixed: #14155: Wingmen don't obey speed-alt settings while engaged offensive
• Fixed: Exception if waypoint and Contact are so close a click selects both
• Fixed: Draw un-owned mines on map
• FIXED: #13316: Tacview Link Doesn't Work on Finnish locale OS
• Fixed: Plotted group to follow formation
• AI tweak: Facilities with sensors will turn them on if they consider themselves to be under attack, even if their instructed EMCON is silent (identical behavior to ships)
• FIXED: MOP cannot drop due to boresight problems
• Fixed: #14136: Strange behavior of MALD
• FIXED: #14134: Strike mission target list order bugged
• Fixed: No mount weapon detals (new node)
• Fixed: Exception if contact and waypoint are very close and clicking selects both
• Fixed: #14145: Click on map closes and opens unit status menu
• Fixed: #14150: time trigger not working
• Fixed: #14154: "Cannot Reach this Page" viewing Side Briefing from save


Title: Re: Command: Modern Operations
Post by: Asid on January 20, 2021, 01:25:13 AM
Desert Storm Anniversary Sale
Tue, 19 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35764183/07de0f398f69ebca43caca0be7234b0aa9865d25.jpg)


It is the 30th anniversary of the beginning of Desert Storm, so we've decided to run a one-week long sale on Command: Modern Operations and Command: Desert Storm.

- Command: Modern Operations (https://www.matrixgames.com/game/command-modern-operations) is 30% off.
- Command: Desert Storm (https://www.matrixgames.com/game/command-desert-storm) is 50% off.

If you purchase the base game and the DLC together, you can also enjoy an extra 10% discount by adding this temporary bundle (https://www.matrixgames.com/bundle/desert-storm-anniversary-flash-bundle) to your cart.

Offer ends on January 25th, 23:59 GMT.


Title: Re: Command: Modern Operations
Post by: Dimitris on February 26, 2021, 12:04:21 PM
Slitherine has a big "sale weekend" on Steam: https://store.steampowered.com/sale/slitherine_weekend/
...and as part of it, CMO is currently at half-price: https://store.steampowered.com/app/1076160/Command_Modern_Operations/
Title: Re: Command: Modern Operations
Post by: Asid on May 07, 2021, 12:59:35 AM
Command: Kashmir Fire out now
6 May 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1076160/ss_8ff4584ba0f8764a9e123887244c8e87b43ca110.1920x1080.jpg)

Kashmir Fire the new DLC for Command Modern Operations is now available [link=https://www.matrixgames.com/game/command-kashmir-fire]here[/link]

Fifteen hypothetical campaign scenarios recreate a near-future conflict between the world’s two most volatile nuclear nemeses: Pakistan and India.

Kashmir,the subject of a dispute between India and Pakistan since the partition of the Indian subcontinent in 1947, is now the center of the scene.

Carriers, frigates, submarines; guide world’s most impressive militaries in a multi-sided campaign while trying to ensure the victory of your forces through thoughtful strategy and planning.

Are you ready for a new conflict?

Watch the video gameplay

https://youtu.be/1do0fEXYMEQ


(http://local://upfiles/59017/D6320379280046EF919721A118AF80E6.jpg)


Title: Re: Command: Modern Operations
Post by: Asid on May 07, 2021, 01:03:22 AM
Command: Modern Operations - v1.03 Update
Thu, 6 May 2021

We're releasing a new update for C:MO.

Command: Kashmir Fire has been released and, as usual with campaign DLCs, it is accompanied by a major official update to CMO.

The new v1.03 update
not only consolidates all minor official releases since v1.02 but also introduces several important changes and new features. Let us walk through them:

Major improvements to sonar model.
Based on an ongoing discussion of existing flaws in the sonar model with various SMEs both on and off the forum, we have renovated many aspects of the sonar model in order to improve its real-world fidelity. A brief summary of the changes included:
– The thermocline layer is generally weaker then before for a given location, and completely stops being effective at 70+ degrees north or south latitude.
– The minimum bottom depth necessary to achieve converge zone (CZ) propagation is sharply increased per given location, and is no longer static but dependent on latitude. CZs are now also impossible at 70+ degrees north or south latitude.
– Most under-layer sonars (SOSUS/SURTASS excluded) lose the 2x detection range bonus afforded by the deep sound channel. This sharply reduces the in-DSC detection ranges of VDS & towed arrays.
Combined, these changes have the effect of making submarines at great depth more difficult to detect with towed arrays or VDS, and shifting the emphasis more to direct-path detections at the expense of CZs.

Select IRST/FLIR systems can now produce AAW fire control-grade data, allowing EMCON-silent engagements with AMRAAM-class weapons
. Note that the fire-control data generated by advanced IRSTs can be used not only for direct onboard shooting (e.g. F-18E uses IRST-21 to silently shoot AMRAAMs at target) but it can also be distributed to other platforms via CEC (e.g. F-18E silently tracks target, hands off to CEC-equipped ship which silently shoots SM-6 at target).
NOTE: Scenarios will need to be made/rebuilt in DB3000 v488+ in order to use this feature.

Visual and IR sensors are now also susceptible to look-down clutter.
For example it is easier for an IRST (or the plain Mk1 Eyeball) to pick out an aircraft over the horizon line than against the surface background. This provides an extra incentive to “go low”, even for VLO aircraft, and makes terrain-hugging cruise missiles even harder to spot.

Datalink + TARH AAW missiles (e.g. AMRAAM, SM-6 etc.) can now go active without immediately going autonomous.
This allows such missiles to be guided with greater precision & reliability against VLO targets or in strong OECM environment. The datalink is cut instead only when the missile acquires the target (or impacts on it, still under positive control from the link provider.

Various improvements in ballistic missile & BMD modeling,
including fixing the simulation slowdown caused by ABM DLZ calculations.

Numerous smaller changes and quality-of-life additions.
As a quick example, it is now much easier to visually spot when a side/group/unit’s doctrine & ROE settings are overridden at a higher (parent) or lower (children) level, as they are now displayed in a different color when they do. Also as a popular request, the LOS-tool now supports altitude input in feet in addition to meters.

The v488 release of the DB3000 database,
incorporating countless player requests and new additions as well as numerous tweaks and fixes.

For Steam users the update will be applied automatically. Matrix users can hit the check for update button on the launcher, or download the latest patch from the members area

You can read the full changelog here https://www.matrixgames.com/forums/tm.asp?m=5015112 . Please let us know what you think about the update.

Title: Re: Command: Modern Operations
Post by: Asid on October 21, 2021, 11:56:11 PM
Command: Red Tide Out Now
Thu, 21 October 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35764183/8758181adbf0c6fa9297f95374e20d505e4576fc.jpg)

Red Tide a new DLC from Command Modern Operations, recreates a "what if" conflict between NATO and Communist powers; a theoretical sequel of the "Northern Inferno 1975". Tensions explode in the Norwegian Sea when a standoff takes place between a NATO Destroyer and a Soviet Submarine, which drew both Powers into a rapidly escalating war that draws in Neighbours and super powers alike.
 
Command vast air and naval forces as war rages across all areas of the World including the Pacific, North Atlantic, South China Sea to name a few. Take control of your forces either NATO or Soviet Union as the conflict demands that every resource you have is pressed into service.

Plan your naval strategy carefully, you will require the mutual support of the entire fleet if you are to ensure that your enemies are crushed decisively.
Dominating the battlespace will allow you to blind your enemy’s ability to communicate and coordinate.

Ensure the victory of your forces through thoughtful strategy and planning. Creative deployment will be needed to overcome deficiencies in your mix of modern and outdated forces.


Buy Now - Command: Red Tide
https://www.matrixgames.com/game/command-red-tide

Video Trailer

https://youtu.be/sq63GpVmUQU


And for the occasion we have created this discounted bundle:


Command Cold War Collection 20% OFF

Two Complete DLCs on the cold war era.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35764183/fdd32c69509037f4218477bd692c4d9587d341b0.jpg)

The new DLC Command: Red Tide + Command: Northern Inferno -20%,
or if you have already purchased the Northern inferno DLC, you will have a 20% discount on the purchase of the Red Tide DLC.

Twenty-seven scenarios set in 1975 and 1985,
recreates a “what if” conflict between NATO and Communism powers.

Title: Re: Command: Modern Operations
Post by: Asid on March 25, 2022, 11:32:57 PM
Command Modern Operations Beta Test
Fri, 25 March 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35764183/fea7049f23cf9ca5db18572326936bd2808f44f0.jpg)

Command Modern Operations is looking for beta testers

We're looking for some volunteers to beta test the latest features and scenarios for Command Modern Operations apply now HERE https://www.matrixgames.com/beta
Title: Re: Command: Modern Operations
Post by: Asid on July 28, 2022, 08:13:25 PM
Command Modern Operations - The Best of the Community Scenario Pack
Thu, 28 July 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//35764183/8d1fde5f8389c13dd42a6f9419516d55946aa84b.jpg)


The Best of Community Scenario Pack is a competition between all the scenarios, over 700, present in the free Command pack created by the members of the community.

Each of you can vote on the forum HERE https://www.matrixgames.com/forums/viewtopic.php?f=10201&t=386726 up to  5 favorite scenarios by writing the 5 titles, you have time until September 29th

Subsequently the 5 scenarios that received the most nominations will have won and will be played by Kushan on our official Twitch Channel.


Terms:

•   Write only the titles of your 5 favorite scenarios.
•   A double post or edited will cancel your vote.
•   After the end date, the 5 winning scenarios will be listed within 30 days.
•   Once the 5 victorious scenarios have been decided, we will announce the date when Kushan will be playing them on our official Twitch Channel.


Good luck to everyone who created scenarios for the community scenario pack!

(Background screenshot by Fubar)

Title: Re: Command: Modern Operations
Post by: Asid on August 02, 2022, 10:28:38 PM
Command Showcase
Tue, 2 August 2022

This content requires the base game Command: Modern Operations on Steam in order to play.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/a5e7ba8e7dba01b72014bd7a3739b0c6d2194d5f.jpg)

Command Showcase is a series of scenarios that will put you in command of the most significant weapons sensors and units in the modern era with new and hypothetical theaters of war.

https://youtu.be/nPa9SY6P-fQ


With these Showcase units, you will be subject to new challenges and different situations to overcome. With the huge Command database, constantly expanding and being updated, you may have to face a new challenge every time. – can you showcase their power?

Take advantage of distinct units types, Aircraft, Ships, submarines..Utilise their ammunition, sensors and weaponry to get a glorious victory.


Features:

    Complex management of the main unit
    Each scenario is centered on a weapon, sensor or unit
    Harness your allies or fight alone against the enemy
    Manage and master a single unit, sensor or weapon at a time
    Increase your skills and tactics more and more in each challenge


First Scenario "Queen Elizabeth"

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/cc03104e035db9c6ddb42fbd6adb93e73bba5ec2.jpg)


Your first challenge is to manage the most modern aircraft carrier in the world: the Queen Elizabeth, in a dangerous patrol in the waters of the Chinese sea.
Intelligence indicates that a number of Chinese Warships have been deployed to the South China Sea towards your location; their intentions are unknown at the present time..

Command Showcase "Queen Elizabeth" Out on August 18th

https://www.matrixgames.com/game/command-showcase-queen-elizabeth

Title: Re: Command: Modern Operations
Post by: Asid on August 19, 2022, 12:13:28 AM
Command: Showcase Queen Elizabeth Out Now
Thu, August 18, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/9be5f1f01b4f18064a9a2c719a59800afac449f7.jpg)


The day has arrived, test your skills.

https://youtu.be/RrH6W1tO7sk

Command Showcase

Command Showcase is a series of scenarios that will put you in command of the most significant weapons sensors and units in the modern era with new and hypothetical theaters of war.With these Showcase units, you will be subject to new challenges and different situations to overcome. With the huge Command database, constantly expanding and being updated, you may have to face a new challenge every time. – can you showcase their power?

Take advantage of distinct units types, Aircraft, Ships, submarines..Utilise their ammunition, sensors and weaponry to get a glorious victory.


Features:

-Complex management of the main unit
-Each scenario is centered on a weapon, sensor or unit
-Harness your allies or fight alone against the enemy
-Manage and master a single unit, sensor or weapon at a time
-Increase your skills and tactics more and more in each challenge


First Scenario "Queen Elizabeth"

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/512897e1649905e65500a693bdfb5f7cdbd4a45c.jpg)

Your first challenge is to manage the most modern aircraft carrier in the world: the Queen Elizabeth, in a dangerous patrol in the waters of the Chinese sea.
Intelligence indicates that a number of Chinese Warships have been deployed to the South China Sea towards your location; their intentions are unknown at the present time..


Command: Showcase Queen Elizabeth
(https://cdn.cloudflare.steamstatic.com/steam/apps/1178900/header.jpg)

https://store.steampowered.com/app/1178900/Command_Showcase_Queen_Elizabeth/




Title: Re: Command: Modern Operations
Post by: Asid on September 21, 2022, 12:48:09 AM
CMO Public Beta - Build 1276.1
Tue, 20 September 2022

(https://cdn.akamai.steamstatic.com/steam/apps/1076160/ss_90725ca52afaab28ee9d293e16e68f4b670fa3bb.jpg)


CMO Public Beta v1.05.1276.1


TWEAK: NEZ option was set for missile targets and other target types; it should be allowed for aircraft targets only
TWEAK: Post refuel throttle
FIXED: Added sub-type filter to adding ground unit
FIXED: Pier and Docks Orientation and Size Lost on Reload
FIXED: Unable to Export Carrier Strike Group
FIXED: #14830: DLZ for SAM against surface targets <-- This will also require some DB tweaks to fully resolve. Boost-coast SAMs are now fired on a pseudo-ballistic trajectory (most efficient) when employed against surface targets.
ADDED: Ability to add an aircraft to host unit through "Air Ops" window
ADDED: Blacklisted process notification is listed into the exception log
FIXED: ESM detection against an OTH sensor prevents other potential detections
FIXED: Error in DB with Surf TargetTrainingShip
FIXED: Exception when cloning an aircraft with customized air/dock facilities
FIXED: Random UI exception was preventing correct rendering of "Doctrine" window
FIXED: Cargo mission aircraft overshooting area
FIXED: [B1274.1] ToT(DF-21B+Bombers+Carrier Wing) Error while selecting time for ToT
FIXED: Scan Eagle, Unable to Launch from Ships

Includes the new v496 release of the DB3000 and CWDB databases.

DB3000 v496 changelog: https://drive.google.com/file/d/1yF9YXJYdv6nc5jcMN0galWz4fEWWvT_J/view?usp=sharing

CWDB v496 changelog: https://drive.google.com/file/d/1yMX75c0Ok7KSH-bsxi2OXRN185f9VeH0/view?usp=sharing

Title: Re: Command: Modern Operations
Post by: Asid on September 27, 2022, 01:48:24 AM
Command Falklands Coming Soon
Mon, 26 September 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/6cfbdcc7ee0b057895f58d56911aa59a13ed7c9e.jpg)


For the 40th anniversary of the Falklands War, Command Modern Operations is pleased to announce a new DLC that will bring you back to 1982.

https://youtu.be/xMWZWPRi_Xg


Command Falklands contains fifteen scenarios and two bonus missions that put you in charge of the most significant units during the war between Argentina and the United Kingdom over the Falkland Islands off the coast of South America.

Take command of the Argentine forces or the British task force assembled in 48 hours to fight the Argentine invasion, manage units previously taken out of service in bonus scenarios such as the HMS Ark Royal, Buccaneer and Phantom Fighters long-range attack planes, and the aircraft carrier CVA-01.


Features:

-15 Scenarios plus 2 Bonus Scenarios including units not present or available during the war.
-Scenarios designed by a retired Royal Navy officer and Falklands veteran, who served on HMS Plymouth
-Management actual and previously taken out of service units
-Air, surface and underwater combat
-Guide your Forces to victory in a multi-sided campaign.

Are you ready to counter the invasion?

Command Falklands coming soon

https://www.matrixgames.com/game/command-modern-operations-falklands

Title: Re: Command: Modern Operations
Post by: Asid on November 21, 2022, 11:38:15 PM
Command: Modern Operations - Falklands Out on November 24th
Mon Nov 21, 2022

Command: Modern Operations - Falklands

(https://i.imgur.com/iJFkorS.jpg)

The release of the new “Falklands” campaign pack is getting closer, on November 24th.

As always, this release will be accompanied with a new CMO update with the latest database versions. Let us take a look through the scenarios in this historical (with a sprinkle of hypotheticals) battleset that recreates the famous 1982 conflict in the South Atlantic, created by a real-life veteran of this campaign.



Operation Paraquet
Taking back the occupied island of South Georgia was the necessary first step in the Royal Navy’s campaign to re-take the Falklands. Accordingly, a destroyer group led by HMS Antrim was sent near the island to conduct reconnaissance operations. On 24 April, the Antrim group was informed that an enemy submarine was operating in the vicinity. This alarming news caused the withdrawal of the group’s support vessels to the north, to safer waters. During the early morning hours of 25 April, Antrim’s Wessex helicopter spotted a surface contact exiting from Grytviken harbor. What was the Argentinian garrison up to?

Superfuse
Early on the morning of the 1st of May, a lone Vulcan bomber attacked Stanley airport; this was the longest-ranged recorded bombing mission in history. This was followed up by Sea Harriers from the RN task group striking Stanley airport again, with a further strike on Goose Green airfield. Argentine forces were caught unaware by the Vulcan strike, but were expecting the follow up strike by Sea Harriers. This scenario has been enhanced with the “Fog of War” aspect – therefore expect the unexpected.

Fleet Action
On the 27th of April, the Argentine fleet sailed from its bases and headed towards the last reported location of the British naval forces. The majority of the Argentine Navy, including its aircraft carrier ARA Veinticinco de Mayo, was now at sea. Its mission: to find and engage the British task force, and either destroy it outright or inflict enough damage to force it to withdraw from the theater.

The overall Argentine plan was to conduct a three-pronged “pincer” attack on the British fleet, using the General Belgrano group as the “Southern force” (designated Task Group 79.3), the aircraft carrier group to the north-west (Task Group 79.1) and an Exocet-armed corvette group (Task Group 79.4) further north.

The northern prongs of the pincer were closest to the estimated location of the RN ships (and they also comprised of the most modern assets, with a an aircraft carrier loaded with capable attack aircraft, plus several missile-armed warships), so they would probably attack first; Belgrano’s gun-armed TG79.3 would subsequently close-in from the south and contribute to the battle once British forces had hopefully been weakened and scattered. The attack was also going to be supported by airforce land-based assets.

On the 30th of April, their intelligence indicated that the British carrier group was to the North-east of the Falkland islands. Since arriving in-theater, the British fleet had declared a 200nm Total Exclusion Zone (effectively a “stay out of here or be fired upon, no warnings” zone) around the islands. To avoid providing a political justification for the British to attack them first, all three Argentinian task groups stayed at the edge of the TEZ limit, waiting for the RN carrier group to show its hand.

They didn’t have to wait long: On the 1st of May, Argentinian-occupied airfields in the Falklands were attacked by multiple directions, first by a Vulcan bomber and subsequently by Sea Harriers from the RN task group.

The British fleet had done its part in the airfield raids, but by doing so it had revealed its rough location. Airforce attack aircraft in the Argentian mainland were primed and readied, and the Veinticinco de Mayo prepared her hosted airwing of A-4Q attack aircraft for an “alpha strike” on the British group (with the Hermes & Invincible being the priority targets), and sortied its S-2 patrol aircraft to get a final fix on the RN group before attacking. The first post-WW2 carrier battle was about to commence.

Hunter-Killer
On the afternoon of 1 May, the Churchill-class nuclear submarine HMS Conqueror reported that she had sighted the Argentine “pincer’s” southern prong (Task Group 79.3), composed of the elderly cruiser ARA General Belgrano (ex-USS Phoenix) and her missile-armed escorts. Conqueror then shadowed the southern force throughout the night and early morning of 2 May, making frequent reports to Northwood.

Admiral Woodward was heavily concerned about this Southern force. Since arriving in theater, the British fleet had declared a 200nm Total Exclusion Zone (effectively a “stay out of here or be fired upon, no warnings” zone) around the Falklands. All the pincer elements, including TG79.3, had so far stayed just outside the TEZ, to avoid giving British forces a political excuse to pre-emptively attack them. From Woodward’s operational picture, however, it was clear that the pincer forces were about to step into the TEZ and begin converging on the British fleet, and Belgrano’s group would soon sprint north-east to contribute to the decisive Argentinian attack. Furthermore, by doing so it would quickly move through Burdwood Bank’s shallower waters, making it more difficult for Conqueror to shadow the group and remain in ready-to-attack position.

Woodward had no other assets in close proximity to use against this task group; if Conqueror lost contact with them, they might well be re-acquired too late, maybe even just as they closed upon the British ships and attacked them. Clearly this was an unacceptable prospect, and a decision had to be made.

A request for modification to the standing rules of engagement (specifically to deal with the threat of TG79.3) was quickly passed up the chain of command, and eventually put before the PM’s War Cabinet. The matter was discussed, and the decision was made to approve the attack. Conqueror was given the green light to close with and attack General Belgrano’s group – the first time a nuclear-powered submarine would draw blood.

“Handbrake!”
Following the sinking of the General Belgrano, and the surface navy’s hurried withdrawal from the Falklands theater, Argentina’s hopes for striking the RN task force now fell to land-based air assets (plus any available submarines).

The Argentine armed forces had been severely crippled by the recent EEC embargo. This was especially so for the Argentine Navy’s Second Attack Squadron, equipped with Super Etendard. The squadron had received only five of its 14 ordered aircraft, and only five of ten of the air-launched versions of the Exocet antiship missile.

The pilots hurriedly developed a testing and training plan to prepare themselves for the arrival of the UK Task Force. They studied radar manuals for the Type 42 destroyers, developed their own tactics and exercised against the Argentine naval units (including, ironically, Type 42 destroyers recently purchased from the UK!) to test both tactics and aircraft.

P-2 Neptune MPAs were included in the training, to be used as scouts to detect the ships of the Task Force and vector the strike aircraft toward their targets.

On May 4th, after a P-2 located the forward SAM-picket line of British ships, two Super Etendards of the 2nd Attack Squadron took off from Rio Grande airbase, preceded by a KC-130 tanker. Their primary targets were the British carriers, but any major RN warship would do. Exocet, the archetype of Western heavy antiship missiles to this day, was about to get its baptism by fire.

Wolf Pack
What if the remaining Argentine submarines were fully operational at the start of the Falklands War? ARA San Luis, Salta and the recently re-activated ARA Santiago del Estero (sister to the scuttled Santa Fe) have re-deployed to the East of the Falklands to try and engage and sink the British aircraft carriers. The UK Task Group has retired to the East of the Falklands for refueling and maintenance during the night, before conducting further operations.

The Slot
Before British forces landed on the Falklands, extensive reconnaissance of the possible landing sites were conducted by Special Forces and units of the British task force. The frigate HMS Alacrity surveyed the entrance to Falkland Sound, primarily to confirm the navigability for large ships (especially the large landing ships of the task force) and to determine if the Argentines had mined the channel or had other surprises in lay.

The RN task force needed to verify the hydrographic data for Falkland Sound, and to determine if the Argentines had mined the northern entrance to the straits. To do that, Alacrity had to make a South-to-North transit of Falkland Sound – and brave all the threats that could lurk at this narrow passage…

Pebble Island Raid
Pebble Island lies just to the north of West Falkland. Besides a small settlement of about 25 souls and sheep, there was a short grass airfield on the island.

Upon occupation, the Argentines moved two detachments of short take-off ground attack aircraft (IA.58 Pucara and T-34 Mentor) to the airfield. Despite the kill tallies already racked up by the RN’s Sea Harriers and SAM destroyers, air superiority over the islands was still hotly contested daily (particularly as most Sea Harriers were busy guarding the fleet and so could not afford to establish permanent CAPs over the islands). So once British soldiers were on the ground, if left unmolested these ground attack aircraft could do grave harm to them in the barren terrain of the Falklands.

Partially for these reasons, the British High Command ordered the 22nd SAS Regt to conduct a pre-emptive raid on the airfield, long before the Royal Marines and their amphibious ships arrived. The SAS had been originally forged in Axis airfield-busting raids during the campaign for North Africa in WW2, so for the 45 tasked members of D squadron this mission was truly a return to their roots.

Operation Sutton
With the Falklands Sound cleared and nearby threats eliminated, the main British landing force was now able to disembark. The task force sailed into San Carlos waters during the early hours of May 20th, and conducted an unopposed landing on 3 beaches, managing to offload the majority of 3rd Commando Brigade.

There was light resistance from surviving local Argentine units, but these were suppressed by Special Forces teams landing earlier that evening against Fanning Head.

News of the landings reached Argentina, and as expected they caused an immediate and massive reaction. The majority of surviving and available air assets were tasked with an all-out attack on the British landing force. While most of the troops were on the ground, most of their supplies and heavy equipment were still on the big amphib and cargo ships; without them, their chances of defeating the Argentinian occupying forces were slim. And by necessity, until they finished unloading, the ships and their escorts were sitting ducks.

For the British ships and forces in San Carlos, May 20th was the easy part. The next day would be a whole other story: virtually everything in the Argentine inventory that could fly and bomb was coming for them.

Death Valley
As expected, the Argentinian air force (and naval air-arm) threw everything they could at the British landing forces at San Carlos, beginning from the morning of May 21st. Early results were less than hoped, with some ships damaged but only one sunk (HMS Ardent) and none of the big amphibs taken out of action. This was due to a combination of factors:

Due to the long distances, even with air refueling most Arg aircraft had very limited time-over-target available. That meant very limited time margins to detect surface targets, prioritize, and line up for an effective attack (and evaluate damage, and re-attack if necessary). Even something as basic as lighting up afterburner to evade an incoming missile (prior to attack) may well deplete the last fuel reserves and force an attacking aircraft to choose between aborting and returning to base, or pressing with the attack and (regardless of its success) ditching afterwards, short of fuel. In different cases, both choices were taken.
The anti-air defences put up by British forces in the landing area were simply murderous. Sea Dart and Seawolf were both highly capable SAM systems (when they worked) and both racked up repeated kills, and additional Rapier SAM launchers were rapidly deployed on the beachhead. But it was really the curtain of anti-aircraft artillery, everything from infantry rifles all the way to ships’ main guns firing airburst rounds, that created a seemingly impenetrable wall of fire for the Argentinian pilots to fly through.
Finally, Sea Harriers from the two RN carriers were able to mount both standing CAP patrols and deck-launched intercepts, and took a heavy toll on the attacking aircraft, using both their powerful 30mm cannons and the brand-new AIM-9L Sidewinder missiles that, for the first time, allowed all-aspect shots and thus conferred to them a decisive advantage.
Due to exceptionally bad weather on the 22th, air attacks on that day were postponed. This gave both sides time to rest (and to the RN landing force to unload more troops and material in peace), evaluate what worked and what didn’t, and prepare for the next day.

May 23rd dawned with much better weather, and Argentina’s air armada set out for Round 2. British defences were more extensive and better prepared now, and the Argentinian crews were knowingly stepping into air defences that Hanoi, just 10 years ago, would have envied. Some of these brave pilots would not be coming back.

Independence Day
I think the Argentine pilots are showing great bravery, it would be foolish of me to say anything else. — John Nott, British Defence Minister

May 25th was the Argentine Independence Day, a celebration day for the country. Thus it became important for general Galtieri’s government to demonstrate a significant military success in the Falklands operation, if only for this day. Undeterred by the relatively poor results of the attacsk during the last few days, the air force was instructed to perform an all-out attack on the British forces, disregarding losses.

As the San Carlos landing was finishing up by this point, the attacks this time were split between amphib ships still in the valley, warships and logistics assets stationed outside the Sound, and other ships still east of the islands (incl. the carrier group). HMS Coventry (a Type 42 destroyer) was stationed off Pebble Island and close-covered by HMS Broadsword, a Type 22 frigate. Positioned there to provide coverage for the amphib force, they would draw a major portion of the attack on that day. To the East of the Falklands remained the bulk of the RN Task Group, including the Hermes & Invincible; with them was a number of Merchant ships including the MV Atlantic Conveyor, carrying much needed heavy-lift helicopters and replacement Harrier GR.3s.

The Argentinian pilots were explicitly instructed to destroy one or more significant British assets, or else not bother returning. On their national celebration day, they had nothing to lose…

Cry Havoc – Bluff Cove
Raging for revenge, with Ate by his side come hot from hell, shall in these confines with a monarch’s voice cry ‘Havoc!’, and let slip the dogs of war. – Julius Caesar, William Shakespeare By the 1st of June, British ground forces at Falklands were bolstered by the arrival of 5000 new troops of the 5th Infantry Brigade. Major General Jeremy Moore now had sufficient force to start planning a full-scale assault on Port Stanley, the main stronghold of the Argentinian garrison.

This fresh arrival was observed by the Arg forces, and swift pre-emptive action was decided before the bridgehead was established, to give their troops at Stanley more time to hold their ground. By now the Argentinian airforce (FAA) had been decimated by its heavy losses, particularly during the San Carlos strikes. But the surviving crews were now bloodied veterans, and they could still mount one last big air offensive.

On June 8th, as the new reinforcements were being transferred by the amphibious force at Bluff Cove ashore, the ships came under air attack by A-4s of the 5th Air Brigade. British intelligence estimates assumed that the FAA, having suffered grave losses in the weeks before, would be unable to substantially interfere with the landing operation. They were about to be proven deadly wrong.

Call for Fire
The Royal Navy routinely shelled Argentine positions around Port Stanley, during the attack on the Two Sisters Mountain Range Royal Marines met stiff opposition from well dug in Argentine troops and again called for Fire Support from the Royal Navy. HMS Glamorgan has returned on station from Replenishment of Stores and Fuel, but as the Falklands Campaign reached its climax when both ships were recalled to support the Royal Marines fighting the Battle of Two Sisters.

During the morning of Saturday 12 June, Glamorgan was engaged by one Exocet missile fired from a land-based launcher.

Bonus #1:  The Empire Strikes Back
HMS Ark Royal, an Audacious-class aircraft carrier, was Britain’s last catapult flat-top to this day. Originally a WW2-era design, she was heavily modified (including the first-ever angled flight deck installed on a carrier) to operate Phantoms, Buccaneers and Gannet-AEWs throughout the 60s and 70s. She was retired in 1979.

In this hypothetical scenario, a service-life extension program (SLEP) in the mid/late-70s has granted a few more years of useful service to the old ship, and allowed her to join Hermes in lieu of the never-built Invincible in the Falklands campaign. As part of the SLEP, her obsolete Gannet-AEW aircraft have been replaced by modern E-2C Hawkeyes, and Seacat SAMs have been fitted to improve terminal defences.

The Ark Royal CVBG is now in the area of operations, and has been ordered to conduct strikes on  the Argentine airfields in the Falkland islands.

This scenario has been enhanced with many “Fog of War” aspects; therefore expect the unexpected…

Bonus #2: Operation Mikado
The Exocet strike that sunk HMS Sheffield confirmed the worst fears of the RN about the capabilities of this weapon, and its potential to disrupt (or even shut down entirely) operation Corporate. As a result, neutralizing this threat became a high priority, and several courses of action were considered.

One of them, called Operation Mikado, was a proposed plan to use Special Forces to infiltrate the Rio Grande airbase (in mainland Argentina) and destroy the Super Etendard aircraft hosted there together with their Exocet missiles. The initial concept was to land two C-130 Hercules on the runway, loaded with SAS troops, and perform an “Entebbe-style” lightning raid to destroy the aircraft & missiles. After the raid, surviving SAS members were to make their own way back via Chile if the Hercules were destroyed.

The plan was given an initial green light with caution, and as preparation for the raid, an advance SAS team landed on the Tierra del Fuego peninsula by Sea King helicopter, in order to recon the area and evaluate the feasibility of the C-130 plan.

Their report was mostly negative, and together with other developments Operation Mikado was shelved.

But what if other options on the table had been approved…?

Command: Modern Operations - Falklands Out on 24th November
https://www.matrixgames.com/game/command-modern-operations-falklands


Title: Re: Command: Modern Operations
Post by: Asid on December 15, 2022, 12:01:41 AM
Command War Planner: General Improvements and User Interface
Wed Dec 14, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/35764183/ad7dc61d0a080a6bd7555746bb810335343f21d7.jpg)

Command’s “War Planner” update (aka “Tiny”) is set to release in less than a month. Are you ready for Command’s biggest update yet? In this multi-part series we take a look at the various key features introduced. Following the Overview, today it is the turn of general improvements and new UI features.

General speed improvements: A lot of individually small speed improvements both in the map/UI as well as the simulation engine combine together to provide an improved gameplay experience – as well as improved analysis throughout in the professional edition.

New “Double Flame” time acceleration mode: Command until now has been using two distinct time-slice settings for simulation fidelity: 0.1-sec (aka. “Finegrained mode”) and 1-sec (aka “Coarse mode”). Some of our users have asked for an additional “very coarse” 5-sec timeslice in order to achieve even greater simulation speed.

We were reluctant to step into this rabbit hole for some time, as once you start cranking up the timeslice length weird things start to happen (easy and classic example: weapon is at time-X in front of the target, at X+5 sec beyond the target, and no impact check can be easily made). However, we came up with a reasonable solution to this conundrum: automatically “throttle back” the timeslice setting to 1-sec whenever something that requires this precision happens or is about to happen, and freely let loose the speed demons in any other case. This has been tested extensively with very satisfying results, both in terms of simulation stability/integrity as well as the chief driver, performance. (Anecdotally, one of the early adopters used this feature to turn a nine-hour analysis into a three-minute run instead. Obviously, the performance benefits can vary wildly according to the scenario and use-case.)

And why is it called “Double Flame”, you may ask? This is why:

(https://i.imgur.com/bJgykjF.png)
 
New feature: Benchmark mode: This provides an objective way to measure & compare a system’s performance and suitability for CPE, by repeatedly running any selected scenario in headless mode (similar to Monte-Carlo execution, but without any analysis results). By default, the execution is run using fine-grained pulse mode (ie. 0.1-sec pulses) in order to stress-test the simulation engine and the hardware resources; however, “coarse” and “very coarse” options are also available.

(https://i.imgur.com/2ubCzWG.png)

Some notes on this:

– The benchmark mode indicates the performance only for the simulation engine, not for the map/UI engine. For this reason, the rest of the UI (main window and map etc.) is hidden away while the benchmark window is active.

– It is best to run scenarios that can be run AI-vs-AI (e.g. “Duelists”, “The Tiger and the Dragon” etc.), otherwise one of the sides is going to remain idle during execution.

– Total scenario running time is not shown, because it can be an unreliable performance metric (e.g. did the scenario end quickly because it was run fast, or because an “end scenario” trigger was fired?).



Hypersonic glide vehicles (HGV) and directional-EMP (D-EMP) weapons: Previously available only in the Professional Edition, these two weapons types are now also available in the commercial edition.

Directional EMPs: CMANO v1.12 introduced omnidirectional tactical-EMP weapons. CMO now expands on this feature by also simulating directed-EMP warheads such as the one fitted on the USAF’s experimental CHAMP project. Using weapons with directional-EMP warheads is simple: Allocate the weapon at the desired primary target, and the weapon will first reach this target, “zap” it with its EMP payload, then head to the next nearest target, zap that one, then head to the next nearest target etc. until it runs out of fuel (or is shot down). This mode of operation makes D-EMP weapons very useful against clusters of closely-grouped targets with sensitive electronics, as is commonly the case for EW/GCI radars, C4 nodes, SAM batteries etc. The DB3000 currently has one directional-EMP weapon: Weapon #3407 – AGM-158B JASSM-ER [D-EMP], a variant of the common AGM-158B tactical cruise missile. By default, it is available for loadout #25091 (24x AGM-158B D-EMP), carried by: Aircraft #4325 – B-1B Lancer – USAF, 2018, IBS. Of course, weapon records holding this weapon can also be shoehorned into any aircraft loadout using ScenEdit, as normal.


HGVs: Hypersonic Glide Vehicles (HGVs) are boosted into near-space by rockets, then dive back into the atmosphere and glide towards their (usually distant) targets, optionally using a complex trajectory with pre-specified waypoints to complicate detection and interception. As many HGVs are still “developmental” systems with many aspects of the behavior of deployed systems (such as Avangard) are still subject to classification rules, Command’s implementation relies mostly on currently publicly available data, partially from the tests of experimental hypersonic vehicles like the HTV-2. Command’s current implementation assumes a sharp dive into the atmosphere after release from the parent booster, followed by a pull-up maneuver that establishes the HGV to a shallow glide trajectory towards its target. (In the database, the “Cruise altitude” value is used to mark the altitude at which the pull-up maneuver will start). This is an example of the trajectory shortly after atmospheric pull-up, as displayed on Tacview:

(https://i.imgur.com/7MdBASr.png)

Players can optionally also plot a waypoint trajectory, in the same way as they can plot a complex course for cruise missiles.


Separated autosave for each scenario: The “Resume from autosave” function now fetches from the new Autosaves folder the latest modified root scenario folder that contains the specific autosaves, and then uses the autosave.scen of this folder. If you want to load an autosave from a specific scenario, you can select a scenario in the “load scenario” window and a “load autosave” button will appear if a valid autosave exists. This ability can be very useful if you need to keep save copies from multiple different scenarios you may be playing.

Formation presets: You can now quickly arrange the members of a group using any of a range of formation presets:

(https://i.imgur.com/KtqXAg4.png)

The presets work with any unit type and allow quickly positioning units relative to each other and to the group’s lead. There are various controls on a new toolbar within the formation editor:

- The “Formation” selector allows picking from a number of different presets. These are defined in the file \Resources\Formation\StandardFormations.txt, which also documents the format so that you can add your own variants if needed.
- The “Spacing” value sets the spacing between each unit, either in nautical miles or in meters.
- The “Heading” value sets the assumed heading when ordering the formation position.
- The “Assign” button arranges the formation stations based on the previous settings; all group members will do their best to get themselves into these positions ASAP (they may not be physically be able to, for example when a surface group transits a narrow strait; in this case they will converge towards the group lead).
- The “Place” button is visible only in ScenEdit mode, and instantly teleports the group members to their assigned stations (useful for quickly arranging a group without the real-world delay, e.g. when constructing the initial setup of a scenario).

Improved Mission Editor layout: This can sound minor initially, but the feedback we have received indicates a massive quality-of-life upgrade. The ME window has been significantly revamped, with the sections for assigning/unassigning units, configuring mission settings and selecting strike targets now all relegated to separate tabbed windows. This opens up the previously cramped space of the ME window and allows much more “real estate” on each of those sections, both making usage easier and also providing more room for future additions:

(https://i.imgur.com/U2OurNI.png)

Mission Editor – Generate flight plan for assigned aircraft: One of the new features added to the ME is the ability to generate a flight plan for any air mission before the assigned aircraft take off. This can be used either in close integration with the Multi-domain Strike Planner (more on that on a next post) or as a stand-alone feature.

(https://i.imgur.com/2k2cARO.png)

Mission Editor – Clone existing mission: Another “small but mighty” quality-of-life improvement: Copy an existing mission’s settings to a new one. If you need to create a lot of similar missions quickly and don’t want to use scripting for any reason, this can be a significant time-saver:

(https://i.imgur.com/NPMeAO5.png)

New bathymetry layer: CMO’s original “Relief” layer was very warmly received, and a persistent request has been to provide a similarly rich visual layer for the bathymetry data. Such a layer was indeed made available, initially for the release of CPE 2.0 in 2021, and now we are glad to make it available in the commercial version:

(https://i.imgur.com/NGkRHUt.png)

This layer can be very useful for all aspects of underwater operations, from submarine & ASW ops, to mine and counter-mine systems and tactics, UUV control etc.


Load/save doctrine XML templates: One more popular request is now realized: Players have long asked for the ability to customize a ruleset for Doctrine & ROE settings (including EMCON, WRA etc.) and then be able to apply that as a template to other units, groups, missions etc. This is now possible, by the ability to save and reload such templates. In addition, because the save file is in raw XML format, the contents of the template can be freely edited – by hand, or by automated XML-parsing tools or scripts. Obviously this opens up a variety of automation capabilities.


Expanded WRA range options: The introduction of realistic boost-coast kinematics for AAW missiles, and the accompanying changes to default aircraft missile evasion behaviors (more on both of these on a forthcoming post) has made players more interested in more WRA range options. So in addition to the existing absolute-number figures, percentages of nominal range are now also available (25%, 50% and 75% of nominal). Furthermore, given that the new missile kinematics now reward evasion behaviors favoring outrunning the missile rather than trying to beam/notch it, a no-escape zone (NEZ) range option has been added to WRAs for AAW targets:

(https://i.imgur.com/xTsr9A9.png)

The logic of NEZ is actually pretty simple: If the target turns instantly at the moment of weapon launch and runs away from the firing unit, will the weapon be able to run it down? (If the target has been class-identified, its maximum possible speed at its current altitude is used as the reference “runaway” speed; if not, its current observed speed is used instead).

The benefit of using NEZ for a missile shot is that it makes it highly unlikely that the target will able to outrun the shot. On the other hand, against a high-performance target this leads to a severe reduction in practical launch range: Make your shot too conservative (to deny the adversary a chance to outrun your weapon), and you may possibly surrender the engagement initiative to the enemy. Again, a matter of trade-offs and risk management.


Revised message log: You generally liked CMO’s existing message log for its versatility and power, but you were not terribly fond of its “grouping by type” of messages. You told us you prefer a single waterfall-like flow of messages (ironically, much like CMANO’s original one) but with the option to dynamically show/hide messages by type. So this is what we came up with:

(https://i.imgur.com/8RF6g7B.png)

- Messages can now be filtered by type directly by clicking on each of the type descriptions in the olive-green buttons (when a type is disabled, its corresponding button color changes to red).
- Clicking on the “All” button instantly enables/disables all types.
- Clicking on the “>Raw” button toggles between “raw” (aka “waterfall”) and interactive modes.
- Clicking on the red-circled icon will detach the message log to its own window, and clicking it again will re-dock it.

New logged-message category: Doctrine/ROE changes.Like all other message types, this can be configured to appear on the message log, raise a pop-up and optionally stop the clock, show a message balloon etc.


Area & reference-points manager: Another migrant from Command-PE, this very handy tool will be your new best friend if you use areas and zones a lot (and in non-trivial scenarios we’ll assume you do):

(https://i.imgur.com/tVif1uz.png)

This offers a centralized interface for editing reference points on large-scale scenarios. Ref-points and zones can be organized by tagging and visually distinguished by different colors. This can be superbly helpful, for example, for setting apart different patrol areas or exclusion zones.


Graphical Display of Satellite Pass Prediction: The “Satellite Pass Prediction” window now has an extra tab, which displays the same information in a more visual manner:

(https://i.imgur.com/lOaeqQz.png)

The tabular “spreadsheet” display or orbital passes still remains available, and is still a very powerful way of obtaining the info you need (e.g. sorting by any information field), but this graphical way provides an at-a-glance ability to quickly compare satellite availability windows.


Quick manual weapon allocation: Don’t trust the AI to make the optimum weapon allocation (or you’re the kind of micromanagement freak that never appears in grognard circles), but the full manual weapon allocation window intimidates you with its myriad combinations of shooters, targets and weapons? There is now another way:

(https://i.imgur.com/KSUguQz.png)

Yes, it’s nothing Earth-shattering and if you’re a longtimer of the genre you’ve already seen this on other games. Still, you apparently like it well enough that you consistently asked for it in Command too, and we are happy to oblige.

Notice, too, the new “Investigate” and “Drop Target” commands. “Investigate” is another popular long-time request; the unit(s) will intercept and “shadow” the contact of interest but not engage unless in self-defense. Some additional new commands not shown in this screenshot:

- Refuel To Tanker
- Join Group As Escort
- RTB
- Assign New Home Base

Plot a course for the selected unit directly by right-clicking anywhere on the map: This is a boon to players coming from RTS games, where right-clicking to direct units is as instinctive as breathing. As in RTS titles, you can also plot multiple waypoints in succession by holding the shift key. During testing this was found to be annoying for some players who prefer the good old F3 way, so this behavior can be enabled/disabled through the game options window.


New optional UI/Map element: Barks: Barks are short text notifications that can be set to appear, briefly, anywhere on the map. Some examples:

(https://i.imgur.com/8OHLBJV.gif)
(https://i.imgur.com/qUnUoQ8.gif)

The appearance and “styling” of the barks (color, text, duration etc.) is fully customizable through the Lua API, so you have full power to add them on any action performed. We can only begin to imagine what some of the more resourceful modders in the community will do with this feature.



New optional UI/Map feature: Slug trails: This something you may already be familiar with, if you have past experience with air-traffic control radar screens, sonar tactical consoles etc:

(https://i.imgur.com/s6hQrX8.png)
(https://i.imgur.com/qcbHiK4.gifv)
(https://i.imgur.com/nNzw2K3.png)

Slug trails can be configured through the Game Options window:

(https://i.imgur.com/oz13yMq.png)

Flexible usage of CPU threads on LOS Tool: When we introduced the Line-Of-Sight (LOS) tool in CMO, some players whiplashed from “Meh, CMO does not utilize my multi-core CPU as much as I expected it to” to “HELP!!! When The LOS Tool is active, the rest of the game slows to a crawl!” (Don’t say we didn’t warn you…)

With this in mind, we added the ability to configure how many of the CPU’s available hardware threads (ie. virtual cores) can be allocated for use by the LOS Tool, therefore leaving the other cores/threads available to the UI and simulation engine:

(https://i.imgur.com/2lvOmPD.png)

Improvements on replenishment menus: The “Replenish” context menu now displays which type to rearm and will find automatically the eligible supply platform with this weapon in store. The context menu only shows the relevant weapons that have missing ammo, so it is easier to replenish a unit from various wide-spread supply facilities/vehicles/ships and keep track of what is missing. Example:

(https://i.imgur.com/2QjeGFO.png)

Ability to toggle more involved attacks (stick until winchester) in strike missions (toggle in strike mission UI):

(https://i.imgur.com/0idWShg.png)

Configurable sim-pause behavior: You can now configure whether opening up certain windows such as the DB viewer or Air-Ops will implicitly pause the simulation execution or not:

(https://i.imgur.com/k19dZgU.png)

Include direct-path area in CZ rendering: When looking at a submarine’s sensor coverage of its CZ rings (if applicable), it can be easy to lose sight of the inner direct-path area where sonar detections are most feasible. This has now been rectified:

(https://i.imgur.com/TNv74PJ.png)

Note that this range represents the surface-level detection ability (detection range against under-layer targets, for example, will likely be lower) and dynamically adjusts to weather & environment conditions (boosted by surface ducting if present, shrunk by bad weather if present etc.)


Minimap improvements: The different minimaps have been improved in their presentation and unit rendering, and they also now include land-cover type in their color. Example:

(https://i.imgur.com/uiDmuKo.png)

Title: Re: Command: Modern Operations
Post by: Asid on December 20, 2022, 12:02:39 AM
Countdown to War Planner Update: The Operations Planner and multi-missioned units
Mon Dec 19, 2022

(https://i.imgur.com/02PDZa3.jpg)

Command’s “War Planner” update (aka “Tiny”) is set to release in less than a month. Are you ready for Command’s biggest update yet? In this multi-part series we take a look at the various key features introduced in this massive, FREE upgrade to Command.

Today we are looking at one of the new headline features of War Planner: Multi-missioned units and the Operations Planner.


The Operations Planner
Ever wished you had an ATO-like overview of all missions and operations planned or currently executing, their status and hierarchical priorities and dependencies? With units or even entire task forces automatically switching from one mission to the next as objectives are achieved? Wish no more. The brand-new Operations Planner makes this, and much more, a reality.

To fully comprehend this function, it is essential to have a good knowledge of the mission editor in general, and cargo missions in particular. Previously, in Command, a given unit could only be assigned to a single mission. If you wanted to assign the unit to another mission, you would have to manually unassign it from the current mission and then assign it to a new one.

Before we begin: Some nomenclature
Triggers


A trigger in the operations planner is a condition that gets checked each simulated second. If the conditions are met the trigger will execute a specific action. There are two possible actions: start a mission or tag a mission as satisfied.



Mission status

(https://i.imgur.com/3fz5uGk.png)

A mission’s status in Command can be either Active or Inactive.

Active means the mission is evaluated by the Command simulation, but it doesn’t necessarily mean that the mission serves a purpose or has units assigned to execute it.

Inactive means that the mission is completely ignored by the simulation until it becomes Active.

IMPORTANT: It is strongly recommended to leave all missions active, especially when working with the operations planner. Set mission as inactive only for draft missions or manually controlled missions.



Mission phases
A mission phase is a new concept introduced with the operations planner and is not related to the existing mission status:

(https://i.imgur.com/JKFlO53.png)

“On Hold”:

The mission has not yet started, the units assigned to the mission won’t execute the mission.

“Satisfied”:

The mission is considered to have achieved enough of its objective for assigned units to consider other missions, but a satisfied mission does not necessarily end. This tag is used for mission triggers and for multi-mission priority.

“Running”:

A running mission will have its assigned mission to execute the mission.

“H-Hour”:

In Command, H-Hour designates the date and time at which the mission designated as the initial mission for H-Hour is to start. H-Hour in Command isn’t strictly an H-hour according military terminology as it can be customized without restriction.

“L-Hour”: 

In Command, L-Hour designates the date and time at which the mission designated as the initial mission for L-Hour is to start. L-Hour in Command isn’t strictly an L-hour according military terminology as it can be customized without restriction.



Understanding the concept of dynamic (aka. multi-missioned) units
The operations planner provides the capability for a single unit to be assigned to multiple missions. Of course, the unit can only execute one mission at a time, but you can now prioritize which mission it should execute. Mission priority is set via the operations planner.

Let’s assume we have a scenario where a group of aircrafts is assigned to a patrol mission. These aircrafts should patrol an area from a given time and then start a strike mission against a group of tanks. Without the operations planner, the player would need to track the time and then manually switch each aircraft to a new mission, at the right moment. Thanks to the operations planner such behavior can be automated, and in a more complex environment, our units could even behave like a reactive AI, aware of the simulation at the strategic level.

IMPORTANT ! A unit without “Dynamic” Checked will be ignored by the operations planner dynamic assignment, if you want a unit to work with the operations planner’s feature you MUST designate it as a dynamic unit.

(https://i.imgur.com/ep32k0X.png)

Notice that since we have toggle “Showing Multi-Mission” we are now allowed to assign multiple mission to a unit, they are still shown in the “Available units” list despite having an assigned mission.

(https://i.imgur.com/dYVyRRH.png)

This panel on the right side of the mission editor shows all missions assigned to this unit. The mission in green in the one currently executed by the unit. Missions don’t have an order of execution, but a priority, which is set in the operations planner, as we will see later.

The “Dynamic” checkbox allows the unit to be assigned to multiple missions, units are all unchecked by default to reflect default command behavior.

Below the mission list we can see the current status and phase of the mission. We will see later in the operations planner chapter as “Phase” is a new way of managing the mission dynamically and is closely related to multi-mission:

(https://i.imgur.com/9zw49Ex.png)

It is on this screen that you decide to add the unit to all of the missions you want it assigned to. At this point you don’t have worry about priority or to select a current mission as the operations planner will manage this for you.

In above’s example we see that Rafale B is assigned to both the “Air Superiority Patrol” and “Light Tanks Destruction” missions, and the active mission for this unit is the one in green: “Air Superiority Patrol.” Depending on the configuration of the operation planer, this unit may automatically switch to the “Light Tanks Destruction” mission at some point in the future.

Don’t worry if the multi-mission mechanism is not entirely clear to you yet, as the mission editor is only half the story. The next chapter on operations planner will explain the other half.

Interlude: “Mobile facility” vs “Ground unit” and Split / Merge ground units
One of the most significant capabilities brought by the operations planner, is the possibility to have units dynamically change mission. But not all types of units are eligible for this kind of behavior. As part of that, It is important to understand the core difference between:

-Ground units as facility which is a legacy implementation where ground units are represented as a moving, multi-aimpoint “facility” (see this old post explaining this concept).
-Mobile ground units, a new implementation, which works like others active units such as aircraft, ships etc.

The first hold a group of units abstractly represented as “mounts”, while the last is a fully simulated individual unit. The core difference that interests us here is that ground units as facility are transported as cargo which doesn’t have an existence in the simulation until it has landed (and spawned).

This means that we can’t assign or queue them a mission until they have landed, and you will not be able to achieve a fully autonomous behavior for your units, in this case.

Cargo operations are now enabled for active units, meaning that all these limitations are now removed. However, you must have the right methodology to achieve this.

Unless you have to achieve backward compatibility or if a database entry is missing, you MUST use ground units, NOT mobiles facilities, to use the operations planner at its fullest.

On the new cargo edition form, note the “type”, at the moment, the database has more content for mobile facilities:

(https://i.imgur.com/B0R7eTi.png)

Ability to Split/Merge ground units (facilities)
Legacy ground units associated as “facilities” can now be rearranged through this new tool.

Select an eligible unit, such as a landed detachment, right click on it to bring the context menu and click on “Split unit”:

(https://i.imgur.com/r1K6yMc.png)

This brings you this menu, with the details of the detachment:

(https://i.imgur.com/3AeRpx3.png)

You can also break the detachment into individual units with a single click:

(https://i.imgur.com/lWy0L5k.png)

Two eligible units can be merged together:

(https://i.imgur.com/EOS1F7A.png)

The Operations Planner 
The operations planner adds a new level of interaction between missions and allows units to be dynamically reassigned from one mission to another.

Since the operations planner is sometimes tied to a landing plan, we have here the concepts of H-Hour and L-Hour to indicate overall operational time. These can of course be ignored, or used in a different purpose:

(https://i.imgur.com/64O8bqC.png)

On the top left, one can define the H-Hour and the L-Hour values.

The H-Hour box on the left is where we can define the date and time to start the H-Hour mission. The H-Hour mission is the initial mission in the operation. L-Hour box works identically to H-Hour but they are independent.

Once an H-Hour or L-Hour is hit the respective initial mission can no longer be changed.

The checkbox in the middle ties the H-Hour to the L-Hour, meaning that the time separation will be constant between H-Hour and L-Hour when you modify the time for either.

(https://i.imgur.com/XXUfUvO.png)

The spreadsheet in the center lists all the side’s missions. Most columns are informational. Generally, you will be dealing with 2 columns: Priority and Phase.

Mission priority
The priority of a mission does NOT designate his supposed position in a mission execution queue. It indicates to its assigned units how important this mission is at this moment. The mission priority is used by units assigned to multiple missions to decide which mission to execute at any given time.

A unit having a mission in “On Hold” phase will not have this mission evaluated for the active mission evaluation.

Mission phases
A mission phase is a new concept introduced with the operations planner extension, it is not related to the mission status and should not be mistaken with it:

(https://i.imgur.com/YsDdY6a.png)

Waiting for trigger: The mission may (or may not) have already started yet but queued units won’t evaluate this mission when choosing one to be assigned to.

Satisfied: The mission is considered to have achieved enough of its objective for its current assigned dynamic units to consider other missions, but a satisfied mission does not mean its ending. This tag is used for mission triggers and for multi-mission priority.

Triggered : A running mission will become a valid candidate for multi-mission units assigned to it. Therefore, a queued unit to this mission may become assigned to it.

A unit assigned to multiple missions will pick the most appropriate mission to be assigned to, based on the priority and the phase of the mission. unless it is already active on a mission that is in “running” phase, or if all assigned missions are in “On Hold” phase.

A unit that is active in a mission in “Satisfied” phase will still evaluate the satisfied mission and may continue that mission if no other missions are available.

Name


Just like for operation, the mission’s name helps for organization. However user’s made Lua sripts might reference a mission by its name and it is recommended to be careful when changing mission’s name in such situation.

Description

This is purely an informational tag and does not affect the simulation at the moment. Use and edit this field to organize yourself.

Generated mission will usually contain some generated information

Type

This is the mission sub type as defined in Command’s simulation.

Execution Time

The time, relative to H-Hour at which the mission is estimated to begin. See the chapter “Working with estimation” for more details.

Bulk actions

Bulk action tools are located on the bottom of the operations planner. These are used to select multiple mission at once and perform simultaneous modifications on them:

(https://i.imgur.com/PFmaDrk.png)

Filter

The filter tool is used to do a specific term research on mission and filter the result of this search query:

(https://i.imgur.com/lzujwz7.png)

Triggers 

This chapter is the core of the operations planner capabilities. It allows relationships between mission and a dynamic approach when executing missions.

A trigger is like a set of a condition and an action, if the condition is met, then we do an action.

Command evaluates all these triggers every second.

For mission, there are 2 types of actions:

-We start a mission (we set the mission’s phase as “Running”).
-We finish a mission (we set the mission’s phase as “Satisfied”).

It is important to understand that Command doesn’t have a concept of mission completion, when tagging a mission as satisfied, command only indicates that the mission have enough fulfilled its objective to allow its assigned units to evaluate other mission assignment options. Of course all relevant missions have already implicit mission completion mechanisms, a cargo mission will stop operation once the task is done, a strike mission won’t launch again to strike a nonexistent targets , etc…

These 2 actions are tied to a set of conditions.

Starting a mission with triggers


Select any of the mission and look on the right side of the operations planner window. Notice the main block called “Triggers to Start Mission”, and how it is separated into 3 smaller blocks:

(https://i.imgur.com/5e1ZaDD.png)

These smaller blocks are individual conditions. Checking them means this specific condition will be evaluated.

The dropdown on the right of each smaller block is called a conditional operator.

As you can see there are 3 types of triggers that can start a missions:

-A time based trigger
-A mission dependency trigger
-A Lua script trigger

Time-based trigger

(https://i.imgur.com/0d1preK.png)

This will be triggered when the scenario date reaches the defined H-Hour plus or minus a given duration.

Example #1 : This trigger will be true if we reach H+ 2 hours

(https://i.imgur.com/ZewaJE6.png)

Example #2 : This trigger will be true if we reach H- 23 hours

(https://i.imgur.com/cIcum8b.png)

Mission dependency trigger

This will be triggered if all missions in “missions to check” are in “Satisfied” phase.

In this example, it will be triggered when “Air Superiority Patrol” mission is in “Satisfied” Phase:

(https://i.imgur.com/5e1ZaDD.png)

Lua script trigger

This will be triggered if the Lua script contained returns TRUE as a value:

(https://i.imgur.com/6uysk24.png)

“Finishing” a mission with triggers

(https://i.imgur.com/5UD3ufR.png)

It was mentioned earlier that Command does not have an explicit concept of finished mission.

The triggers to tag a mission as “satisfied” work just like the one to start it.

The first trigger is a time based one, it tracks the elapsed time since the mission’s phase has been set to “Running” and will be true once the defined time elapsed.

The second one is a Lua script trigger and work identically to the one in the mission start trigger – it returns the Boolean value of the contained lua script.

Logical Operators

(https://i.imgur.com/pRdmJf0.png)

Triggers, in Command, can be tied with logical operators.

Take a look at the picture on the right, representing a set of triggers to start a mission:

We have set all 3 triggers to be checked. On the right of each triggers you can notice a dropdown when you can selected either the OR or AND operator.

For the triggers to return TRUE and therefore start the mission (set its phase to “Running”) each checked trigger is evaluated.

We see in this example that the first trigger has “OR” operator, the second “AND,” the third “OR.”

What it means in this situation is that the second trigger (the one with “AND”) must be true.


In addition the “AND” trigger needing to be true, either of the first or third “OR” triggers must also be true.



If all conditions are met and the current mission’s phases is “On Hold” then the mission will change it phase to “Running”.

Another example (left):

All triggers are checked (and will be evaluated), and each of them have the “AND” operator.

This means that the missions will start when all conditions are true.

(https://i.imgur.com/qs7UTq1.png)



Operations planner and Lua Scripting

Command has already a powerful Lua scripting framework. The operations planner allows the integration of your script as a trigger.

Clicking on “Edit Script” in either the “Triggers to Start Mission” or the “Triggers to Tag Mission as Satisfied” group will bring you to an interface where you can add your script in:

(https://i.imgur.com/39Q7N90.png)

Just like the rest of the triggers, the Lua Script trigger will be executed each second for its associated mission. The Lua script must return a Boolean.



Working with estimation
Command is such a complex simulation that giving an accurate estimation of an operation duration could take up to hours of computation. The operations planner provides an instantaneous estimation at the price of reliability.

The operations planner estimation takes into account all the time based triggers and mission dependencies, it simulates a run and then display the estimated execution tie for each mission.

This estimation work only thanks to the user’s input on triggers.

The special case of Lua script

You may have noticed that not all triggers are time-based, some depends on lua script and cannot be reliably predicted. In this case, you will have to manually input a value into the trigger in this trigger, shown on the right.

It is not necessary to check (enable) the trigger, having an unchecked “Time Elapsed” trigger with a value basically tells the operations planner : “Only use this trigger when estimating execution time”. In this example, we assume the mission will be satisfied after 1 hour:

(https://i.imgur.com/ApKcKid.png)

If everything is properly configured, clicking on the “Simulate” button will calculate the execution time, relative to H-Hour for each mission:

(https://i.imgur.com/sa0yI7d.png)

Title: Re: Command: Modern Operations
Post by: Asid on December 28, 2022, 11:42:22 PM
Countdown to War Planner: Cargo 2.0 – The Logistician’s Nirvana
Wed, 28 December

Countdown to War Planner: Cargo 2.0 – The Logistician’s Nirvana

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/b752410ac6ca8537db87b39aa6c498a4dc073fdd.jpg)

Cargo 2.0 – The main points

Command’s existing cargo system was hitherto geared more towards the transfer of combat forces & personnel rather than materiel. This changes radically with Cargo 2.0. You can now transfer both combat units and also weapons, stores, fuel and any arbitrary material. Place your cargo on a multitude of different container types, from standard ISO-blocks to specialized boxes, each with its own peculiarities. Transload cargo at airbases, ports etc. in order to haul it over even transcontinental distances. Automate all this through cargo and (new) transfer missions. Set up complex logistical chains from mainland factories all the way to the front line. Expeditionary commanders from Napoleon to Alexander and Eisenhower would have given their right arm for such a tool – and it’s now included in Command for free.


Mission Editor / Mission Behavior Changes

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/5cfcd9b6823b55a0bd3f18f256efc1d8b713a316.png)
(New UI elements circled in red)

A new cargo-oriented mission type has been added and the original type of cargo mission has been renamed. The existing cargo mission behavior is now called a ‘Delivery’ cargo mission. The new cargo mission type is a ‘Transfer’ cargo mission.

Delivery
cargo missions work as before, with the destination being a zone defined by RPs on the map. This type of mission will unload cargo into action / for use in the simulation (units will unload from cargo onto the map where they can be given orders, etc. Ammo and fuel will move into unit fuel records / magazines.)

Transfer
cargo missions, on the other hand, are for moving cargo from one holding unit to another –from airbase to airbase, port to port, or supply facility to airbase, etc. The cargo is not unloaded onto the map but instead moved from the starting cargo source into one of the transporting units assigned to the mission, transported to the destination, and then moved from the transporting unit into destination unit’s cargo.

Creating a Transfer cargo mission uses the same procedure as creating a ferry mission – select a destination unit (rather than a group of reference points) before you create the new mission.

Ships and aircraft transfer or deliver cargo from their starting host unit. Ground units assigned to a cargo missions should start the scenario loaded as cargo within the source unit (i.e. a ship, fixed facility, airbase, etc.) They will automatically exit cargo and appear on the map as soon as the mission activates and they are within range of the mission destination.

Move All Cargo From All Available Sources:
This is a new option for any cargo mission to move all the cargo from the available source(s). You can click this checkbox instead of having to manually go through and assign every possible cargo item. It also allows cargo to ‘flow’ through a system of cargo missions without the sim needing to know what cargo is / is not going to be transferred to a cargo source by some other cargo mission.

Vehicles Stored in Cargo May Self-Transfer:
This is a new option found on the ‘Transfer To’ tab for cargo transfer missions. Setting this option ‘on’ allows ground units (not mobile facilities or other cargo) that are assigned to the cargo mission to transport themselves from the starting cargo source to the destination unit’s cargo. They will exit cargo onto the map, travel to the destination unit, and then enter the cargo of the destination unit. In order for this to work the ground unit needs to be in the mission source’s cargo, assigned to the mission, AND in the list of cargo to be transported (or you have the ‘move all’ option set to on.)


Cargo / Edit Cargo Changes

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/d5f119314d2dc01afadf7e873542305a3e1e3d43.jpg)

A new cargo type, ‘container’, is now available (NOTE: DB v493 or later is required). Cargo containers are added/removed from cargo the same as other types of cargo. Once a container has been added to cargo you can select it from the current cargo list on the left and click ‘Edit Container’ to put other cargo inside the selected container.

Cargo containers can contain ammunition, fuel, or user-defined contents. User-defined contents can be assigned a name, size, and mass via the Edit Container window. Containers are loaded and moved in the same manner as other cargo types but cannot be unloaded directly to the map as independent entities – they are always in cargo.

If cargo containers are moved as part of a cargo delivery mission they will be delivered into nearby (within 2nm) existing supply-type facilities if possible, or a new ‘forward arming and refueling point’ facility will be created to hold the containers if none are available.

Fuel in cargo containers that is delivered via a cargo delivery mission will be added as available fuel of the destination facility. This fuel can then be used by other units to refuel.

Ammunition in cargo containers that is delivered via a cargo delivery mission will go into the magazine of the destination facility. These can be used to rearm other units that use the same ammunition type (NOTE: Check the DB ID number to confirm your cargo ammunition matches the type used by the unit you want to re-supply).

User-Defined Cargo: This is a catch-all type of cargo for items the user wishes to move and track as cargo but which have no effect within the Command simulation. User-defined cargo can be used to track the movement and delivery of items like food, medical supplies, spare parts, etc.


Chaining multiple Cargo Missions

A single cargo mission can handle movement of cargo from the assigned source(s) to one destination. By using the ‘Move All Cargo’ option, however, you can create a sequence of cargo missions to ultimately move cargo through a series of intermediate destinations and on to delivery in the field – or in an extreme example, move material from homeland factories all the way to the expeditionary frontline. The ‘Move All Cargo’ option is required for this sort of system, as individual cargo missions do not intrinsically know what cargo may be delivered to their cargo source(s) by other cargo missions.

The ability to use multiple cargo missions to route different cargo items from the same source to different destinations is currently limited to ‘originating’ cargo sources – i.e. those where you know no other cargo mission will be delivering cargo TO the cargo source.


New Game Option: Show US Units of Measure in Cargo Editor

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//35764183/ee41f68c0aee1edc727db67a7c623af5a3acce52.png)

This option will change the display values show in the Edit Cargo and Edit Container forms to use US units of measure (feet / square feet / tons / pounds / gallons) rather than metric units. This option applies ONLY to those two forms. The forms will refresh automatically if change the option.

Title: Re: Command: Modern Operations
Post by: Asid on January 24, 2023, 11:18:16 PM
Command War Planner
Tue Jan 24

The biggest update ever released in the history of Command: Modern Operations is now available and free.

https://youtu.be/gor0M_zq8N0


The War planner, is the massive update that adds dozens of important features some coming from Command Professional Edition, hundreds of improvements and myriad changes and bug fixes, adding unprecedented power and flexibility in the organization and automation of complex operations.

* New AAW missile kinematics & aircraft evasion
* Multi-Domain Strike Planner
* Operations Planner
* Cargo 2.0
* Revised Mission Editor


and much much more, read all the details here (https://ftp.matrixgames.com/pub/CommandModernOperations/Tiny%20Release%20Notes.pdf)

To download the Remaster installer - please use the check for update button on the launcher or head to the Command Product page (https://www.matrixgames.com/game/command-modern-operations)  and download Part 1 and 2!

Title: Re: Command: Modern Operations
Post by: Asid on February 24, 2023, 12:20:36 AM
Command Showcase: Ford Class Coming Soon
Thu, February 23, 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/1c48e42fe2f0f1784e47b82eb115837e052eb10c.jpg)

Command Showcaseis a series of scenarios that will put you in command of the most significant weapons sensors and units in the modern era with new and hypothetical theaters of war.

Your Second challenge:

Command Showcase: Ford Class

Russia, in an attempt to break international sanctions, has set up a trade agreement with Angola. Unfortunately, the situation has turned ugly with the death of the Angolan President, back and forth claims of Russian and/or US and/or European interference fused with a fractious domestic political situation boiling down to civil war. While many nations attempt to evacuate non-combatants, Russia has vowed to send ‘Peacekeepers’ and the US is adamant that its Embassy will remain open and US citizens will be protected.

Enter the USS Ford and her dispersed Strike Group, diverted from a scheduled visit to South America. Simultaneously, the Russians divert their newly refitted Battle Cruiser Admiral Nakhimov from a mission to the Mediterranean. Suddenly two of the most powerful ships on the planet are steaming at high speed towards a tinderbox situation.

What could possibly go wrong?

 

Features:

-Playable by the US side only and focused on the USS Ford.
-Configurable air wing for the USS Ford with 10, 14 or 20 F-35s and varying numbers of other aircraft to round out the wing.
-Randomized starting positions for many elements.
-P-8, RQ-180 and other high end surveillance aircraft.
-High end SSNs on both sides.
-Airborne insertion of US Marines to the US Embassy.
-A NATO airlift not under the player’s control but needing protection.
-A fast-moving and dynamic situation on the ground which will complicate the player’s ability to achieve tasks and missions.
-An escalation mechanism where both Russia and Angola will gradually lose patience with player actions at different rates and for different reasons, and likely start shooting.

Command Showcase: Ford Class Out on 6th March
https://www.matrixgames.com/game/command-showcase-ford-class


Title: Re: Command: Modern Operations
Post by: Asid on March 12, 2023, 06:14:10 PM
Command: Showcase Ford Class out now
Mon Mar 06, 2023

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/35764183/eb4d712d1dffafcbcc4618b8bf1ea9f277ddaafc.jpg)

Command Showcase is a series of scenarios that will put you in command of the most significant weapons sensors and units in the modern era with new and hypothetical theaters of war.

Your Second challenge:

Command Showcase: Ford Class
Russia, in an attempt to break international sanctions, has set up a trade agreement with Angola. Unfortunately, the situation has turned ugly with the death of the Angolan President, back and forth claims of Russian and/or US and/or European interference fused with a fractious domestic political situation boiling down to civil war. While many nations attempt to evacuate non-combatants, Russia has vowed to send ‘Peacekeepers’ and the US is adamant that its Embassy will remain open and US citizens will be protected.

Enter the USS Ford and her dispersed Strike Group, diverted from a scheduled visit to South America. Simultaneously, the Russians divert their newly refitted Battle Cruiser Admiral Nakhimov from a mission to the Mediterranean. Suddenly two of the most powerful ships on the planet are steaming at high speed towards a tinderbox situation.

What could possibly go wrong?


Features:
-Playable by the US side only and focused on the USS Ford.
-Configurable air wing for the USS Ford with 10, 14 or 20 F-35s and varying numbers of other aircraft to round out the wing.
-Randomized starting positions for many elements.
-P-8, RQ-180 and other high end surveillance aircraft.
-High end SSNs on both sides.
-Airborne insertion of US Marines to the US Embassy.
-A NATO airlift not under the player’s control but needing protection.
-A fast-moving and dynamic situation on the ground which will complicate the player’s ability to achieve tasks and missions.
-An escalation mechanism where both Russia and Angola will gradually lose patience with player actions at different rates and for different reasons, and likely start shooting.


Command Showcase: Ford Class Out Now
https://www.matrixgames.com/game/command-showcase-ford-class

Title: Re: Command: Modern Operations
Post by: Asid on July 29, 2023, 12:01:17 AM
CMO Update -v1.05.1307.19
Fri, 28 July 2023

(https://clan.akamai.steamstatic.com/images/35764183/f48ada26d5733353529cd95017cbb7572dfa5d10.jpg)

We have a new update out now for Command: Modern Operations.

Besides bugfixes and tweaks we have added additional support for sensor groups. The complete changelog is available below:

Change History:

v1.05.1307.19 – 28th July 2023

* Added: #15173: SBR Add Support for Sensor Groups
* TWEAK: Minelaying behavior (Assume if a mine is nearby and not active, and the unit is a ML type, then it laid the mine and it can ignored for now)
* TWEAK: UAV/UCAVs of small size can be catapult-launched and retrieved on platforms without dedicated air facilities
* TWEAK: Restored TO/LA check box on Edit A/c form
* TWEAK: Aligned "Add AC" and "Add boat" window layouts
* FIXED: Submerged contacts never engaged by AI
* FIXED: [1307.18+1328.6] No fire inside no-nav zone (Added a flag to the NoNavZone that designate it as a no fire zone (default is true) so that the user can decide if allowing the unit to fire in the zone or not)
* FIXED: Docking Facilities Issue on DDG 125 (if the first dock facility was unable to host the boat the other ones were not checked)
* FIXED: Deployed mines not appearing in weapons fired export
* FIXED: Missing implementation of "Drifting Mine" behaviour
* FIXED: [1307.18+1328.3] Mission Editor Causing Reproducible Crashes
* FIXED: [Build 1307.18] "Hidden" Thermal layer/databox info broken
* FIXED: Missing illumination arcs on DB viewer
* FIXED: #15188: [B1328.5] Extreme wingman separation
* FIXED: SBR with MCM failing
* FIXED: Strike mission escort flights can not be generated
* FIXED: [1307.18] WRA Different Weapon Allocation
* FIXED: CEZ transparency was not serialized and deserialized
* FIXED: CEZ custom altitude was not able to be set to a value < 0
* FIXED: MPAs and Helis not dropping Sonobouys
* FIXED: #15139: Mission Level WRA GUI: Choices Revert Back to "Various Settings"
* FIXED: [Lua] .Phase in mission wrapper
* FIXED: PCLS broken by incorrectly applied intermittent-EMCON clause
* FIXED: ACs were RTBing without fire (specific case)
* FIXED: CEZ Trannsparency was not set rendered correctly. Transparency value was not set if changed via text and not via up down arrows
* FIXED: #15172: [B1307.X] SBR Generate Delta Template Errors
* FIXED: crash on scenario reload
* FIXED: Add sub unit a 0 kts (not at creep)
* FIXED: Mk1 eyeball is now operational at periscope depth if no other visual sensor are on platform and scenario is using CWDB
* FIXED: Clicking on "sensor" hyperlink in contact recent detections list does not bring up the DB-viewer as expected if the sensor is in a loadout
* FIXED: Logic flaw in Priority Target List doctrine evaluation may lead to infinite loop (ie. sim freeze)
* FIXED: Weapon "Max Downrange" calculation returning infinity if MaxAltitude_AGL = 0 and MinAltitude_AGL = 0

Title: Re: Command: Modern Operations
Post by: Asid on August 10, 2023, 12:40:10 AM
Command: Modern Operations - 64-Bit Update
Tue, 8 August 2023

(https://clan.cloudflare.steamstatic.com/images/35764183/f4f3626717a1a9d5f42be817ce053bc0916a0ad0.jpg)

We have big news for Command: Modern Operations. Today we are going live with a major update that upgrades the engine to 64-Bit architecture. The full changelog and notes on new features and performance are available below. This patch is available via steam or direct download from the forums here. (https://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.06.1328.8.zip)

* MAJOR NEW FEATURE: 64-bit architecture. Command is now a 64-bit application.

* MAJOR NEW FEATURE: New DirectX 11-based map renderer. The existing DX9-based map rendering engine has been wholly replaced with a new one based on DirectX 11. You should observe significantly improved zoom/pan performance, as well as reduced latency and increased throughput when rendering map layer tiles.

* NEW SIM FEATURE: Per-sensor mast height (optional)
Apart from the existing ability to specify an overall mast-height for a platform/unit, it is now possibly to specify the mast-height value per sensor. This can be useful in modeling the different height placement (and thus horizon coverage, and the now-critical ability to clear the local skyline, see below) for each individual sensor in a platform.

* NEW MAJOR SIM FEATURE: Terrain type-dependent skyline / land-cover height. The simulation now clearly distinguishes between terrain elevation height (ie. the actual ground) and the "skyline" height outlined by either natural features (forest trees, plantation etc.) or man-made structures (buildings, bridges etc.). This is critical for a number of different sim features, from land close-combat (e.g. land forces need to poke their sensors above local features to get sufficient LOS) to low-level flight (some aircraft can fly between the trees/buildings, most cannot).

Several new land-cover types have been added to the existing ones. The overall list of land-cover types and their associated skyline-height values is as follows:

Water  => 0
Evergreen Needleleaf forest => 5
Evergreen Broadleaf forest => 5
Deciduous Needleleaf forest => 5
Deciduous_Broadleaf forest => 5
Mixed forest => 5
Closed shrublands => 1
Open shrublands => 1
Woody savannas => 5
Savannas => 1
Grasslands => 1
Permanent wetlands => 1
Croplands => 1
Cropland Natural Vegetation Mosaic => 1
Snow And Ice => 1
Barren Or Sparsely Vegetated => 1
Urban And Built Up => 9
Urban - Close Inner City => 30
Urban - Spaced High Rise => 45
Urban - Attached Houses => 6
Urban - Close Industrial => 9
Urban - Spaced Apartments => 20
Urban - Detached Houses => 6
Urban - Spaced Industrial => 9
Urban - Shanty Town => 4

Custom Environment Zone UI changes and new land-cover Types

The Custom Environment Zone window UI has been re-arranged, with sonar environment overrides grouped together on one side and land-cover overrides grouped on the other.  You can now set a custom land cover height (skyline), which will override the default land cover height for the CEZ:

(https://i.imgur.com/vFSlpUn.png)

The cover type ‘Use_Underlying_Values’ allows you to create a CEZ that doesn’t override land cover at all (for example if you only wanted to override weather and/or sonar conditions.)  If you do select a specific land cover type, you can then check the ‘Set custom height’ checkbox to override the cover height for that CEZ.  The height value is in whole meters.

Aircraft ‘Land Cover Masking’ Flight Mode

‘Land Cover Masking’ (aka "fly between the trees/buiildings") is a new flight mode for aircraft. Only aircraft with the DB capability flag for ‘land cover masking’ set will be capable of this flight mode (DB v499+ required). In DB3000 v499 all rotorcraft (incl. some UAVs) have this capability.

To set an aircraft to use this flight mode you use the Speed/Altitude window to set an aircraft (or aircraft waypoint) to use terrain-following mode. Once you set terrain following (and assuming the aircraft is capable of land-cover masking), a new check box will appear in the UI to set ‘Land Cover Masking.’  This can also be done via Lua (see below.)

(https://i.imgur.com/ZQJkFib.png)

Aircraft flying ‘land cover masking’ will fly much lower than the existing terrain following mode, as low as 10 ft AGL at loiter speed in open terrain with good visibility.

If the scenario has the ‘Terrain Effects’ feature enabled, an aircraft flying ‘land cover masking’ will fly just low enough to be inside the land cover when possible. For example if land cover at the aircraft’s location is ‘urban/built up’ with a height of 9m then the aircraft will fly at 8m. This allows the aircraft to receive concealment from the land cover (see sensor changes below) while still exposing any mast-mounted sensors it may have (a good example is OH-58D with its mast-mounted optics).

Land Cover and Sensor Detection Ranges

The effect of land cover on the maximum sensor detection ranges for visual, IR, and radar sensors has been changed. (NOTE: as before, land cover only effects sensor detection range when the ‘Terrain Effects’ feature is enabled in the scenario settings.)

Previously, only the land cover at the target’s location influenced sensor detection range.  Now the sensor itself is checked to see if it is ‘within land cover’ (ie. it clears the skyline or not) and this applies an additional reduction in detection range if the height of the sensor is below the local skyline. In addition, the land cover along the ‘line of sight’ between the sensor and the target will also reduce sensor detection range whenever the LOS point is below the local skyline.

These changes can result is significantly shorter detection ranges for ground-to-ground sensor detections when there is ‘high’ land cover in the area (e.g. woods and/or urban terrain.). Very low-flying aircraft (using the ‘land cover masking’ mode) can also have reduced detection ranges if they are flying below the local skyline (and dodging telephone poles or power lines, probably).

Lua Changes

New Lua support has been added for the features above:

Land Cover Masking Flight Mode

‘Land cover masking’ mode can also be set via Lua using the Unit wrapper.  Set the ‘unit.TF’ property to ‘true’ to turn on terrain following and then set the new ‘unit.TFType’ property to 1 (for land cover masking) or ‘0’ (for traditional terrain following AGL flight.)

Custom Environment Zones

Lua support for custom environment zones has been expanded.
The ScenEdit_AddZone, ScenEditRemoveZone, and ScenEdit_TransformZone functions now support CEZs.  CEZs are always added to/removed from the ‘nature’ side.  CEZ values are set via the CEZ wrapper object (see below.)

Lua Side wrapper has a new property and a new method:
Side.Customenvironmentzones read-only property – returns a table of CEZ guid/name/description.  Note: only the ‘Nature’ side will have CEZs normally.
Side:getcustomenvironmentzone(guid or name or description) method – returns the CEZ as a zone wrapper object.

Lua Zone object wrapper:

Zone.landcovertype property – get/set integer land cover type.
Zone.hascustomlandcoverheight read-only property – returns true if CEZ has custom land cover height set.
Zone.landcoverheight property – get/set integer land cover height in meters.
Zone.thermallayerceiling property – get/set thermal layer ceiling in meters.
Zone.thermallayerfloor property – get/set thermal layer floor in meters.
Zone.thermallayerstrength property – get/set thermal layer strength as floating point value.
Zone.convergencezoneinterval property – get/set convergence zone interval as floating-point value.
Zone.weatherprofile property – get/set weather profile as a Lua table with ‘temp’, ‘rainfall’, ‘undercloud’, and ‘seastate’ table fields with the same values as the weather model.


* NEW SCENARIO REALISM FEATURE: Weather and day/night cycle affect air sorties. Aircraft that are not suitably equipped (either built-in or through their loadout, e.g. LANTIRN pods) for flying at night or in bad weather, will not be able to take off. If such aircraft are already airborne when the unsuitable conditions occur, they run a high risk of crashing on landing.

This is an optional realism feature, enabled by default for new scenarios but disabled for existing ones, to avoid disrupting existing scenarios.

* NEW MAJOR FEATURE: Targeting Priority (part of Doctrine/ROE settings):

A new ‘Targeting Priority’ tab now appears on the Doctrine/ROE window. This tab allows the user to create a Targeting Priority List to control how a unit prioritizes engaging known targets.
Targeting Priority is a component of a Doctrine, and thus follows all the existing conventions for Doctrines in Command – they can be assigned at the unit, group, mission, or side level and will inherit from higher-level Doctrines:

(https://i.imgur.com/peJ48KI.png)
 
The Targeting Priority List UI will display the Targeting Priority that applies to the Doctrine you’re currently viewing.  You can only edit the Targeting Priority List if it is a part of the current Doctrine – i.e. not inherited from a higher-level Doctrine.

Every Targeting Priority List will contain a single ‘default’ priority entry. Entries above the ‘default’ entry in the list will be considered ‘immediate’ priority targets, to be engaged before any other targets. Entries below the default entry in the list are considered ‘delayed’ priority, to be engaged only if no higher priority targets are available. The ‘default’ priority entry will automatically match any target(s) that do not match any other entry in the Targeting Priority List, allowing the player to prioritize (or de-prioritize) individual target types while leaving all other target types to fall into the ‘default’ category.

Create: Allows you to create a Priority Target List for the current Doctrine.  This will override any inherited Targeting Priority.

Remove: Removes the Targeting Priority List from the current Doctrine.  The Doctrine will automatically inherit from higher level Targeting Priorities, if they exist.

Move Up: Move the selected item up one row in the list.

Move Down: Move the selected item down one row in the list.

Add Item:  Add a new item above the currently selected item in the list.

Delete Item: Deletes the currently selected item from the list. NOTE: You cannot delete the default priority item.

Doctrine Targeting Priority applies as one of the final criteria when a unit is selecting a target. Other Doctrine settings (Rules Of Engagement, Weapon Release Authorization, etc.) and general AI targeting considerations (side posture, mission applicability, weapon effectiveness, etc.) are applied before the Doctrine Targeting Priority is checked. So for example, if a unit does not have a weapon to engage a given target, or that target is not considered relevant to the unit’s current mission, the target will not be considered as a potential target regardless of Targeting Priority.
Each entry in the Targeting Priority List is evaluated in turn against a unit’s final potential targets.  If an ‘immediate’ priority entry is matched, the unit will engage the target(s) that match that entry, ignoring lower priority targets.  If a ‘delayed’ priority entry is matched the unit will engage the target(s) that match that entry only if there are no higher priority targets.
If there are multiple potential targets remaining after the Targeting Priority is applied the Command AI will select one of those targets based on its general AI and/or mission target selection behavior – typically closest-first, while attempting to spread attackers across multiple targets.

NOTE: In some cases the unit AI will evaluate a nearby hostile unit as an immediate threat and engage it in preference to all other targets.  The Priority Targeting List is ignored in this case.
Targeting Priority Doctrine can be changed via Lua using the Doctrine wrapper object.  The Doctrine wrapper can be obtained from a unit, group, mission, or side wrapper object via its doctrine property.  See ‘Lua Changes’ below for further details.

Lua additions for Targeting priority feature:

ActiveUnit wrapper: ActiveUnit.doctrine read-only property – returns the Doctrine wrapper object for the unit’s Doctrine.

Group wrapper: Group.doctrine read-only property – returns the Doctrine wrapper object for the group’s Doctrine.

Mission wrapper: Mission.doctrine read-only property – returns the Doctrine wrapper object for the mission’s Doctrine.

Doctrine object wrapper:

* Doctrine.TargetPriority read-only property – returns a Lua table with the contents of the doctrine’s priority target list, if any.  Fields for each item in the table are:
-- unit_type (integer) = ActiveUnitType
-- unit_subtype (integer) = AircraftType, ShipType, SubmarineType, FacilityCategory, WeaponType, MobileGroundUnitCategory, depending on unit_type.
-- Isfixedfacilitysubtype (boolean) = For fixed facility unit_type, ‘true’ indicates the unit_subtype is a value from FacilityCategory, ‘false’ indicates the unit_subtype is from MobileGroundUnitCategory.
-- dbid (integer) = the specific DBID.
-- priority (integer) = 0 (delayed), 1 (default), 2 (immediate) engagement priority.

* Doctrine:deleteTargetPriorityEntry(index) method – deletes the corresponding item from the priority target list, if it exists. NOTE: index value is 0-based.  Returns the list as a Lua table.

* Doctrine:addTargetPriorityEntry(type, subtype, isfixedfacilitysubtype, dbid, index) method – all arguments are integers save for ‘isfixedfacilitysubtype’ which is a boolean value.  ‘type’, ‘subtype’, ‘isfixedfacilitytype’, and ‘dbid’ are as explained for the TargetPriority property above.  ‘index’ is the location in the list where the new entry will be inserted, with the existing entry at that location moving down. NOTE: index value is 0-based.

* NEW FEATURE: Decoy platforms. Summary description: https://docs.google.com/document/d/1aG1sirF06rpGXyxiVD2CD57_T2e1Yy1f/edit?usp=sharing&ouid=110077162694891335144&rtpof=true&sd=true

* NEW FEATURE: Weapon-deployable platforms (initially aircraft).
Some aircraft can be carried as payloads from other platforms and released to fly. This allows moddeling various systems that are carried as payloads (with the full penalties of drag, weight etc.) and are launched weapons, but are actually recoverable platforms.
The DB3000 v499 database contains one such example the Altius 600 UAV, carried as a loadout option for the XQ-58A Valkyrie UCAV. More systems (like the D-21 and WZ-8 Mach-3 UAVs) are to be added in the future. The UAVs are launched just like tactical decoys, using a BOL launch mode.



* ADDED: Zone selection paradigm for all types of mission areas, triggers, actions, nonav & exclusion zones, and flight plans.

Example:
(https://i.imgur.com/QJDYlGZ.gif)

* ADDED: New quick mission (Patrols) creation with Shift+RMB on clicked zones. This allows to select one or more units and quickly create a patrol mission on a zone (supports zone overlap).
The selected mission will be automatically created to the zone's RPs and selected relevant units or hosted unit will be assigned to the mission. The mission editor will also open, allowing the player to further refine it.
How-to guide:
1-Make sure to create at least 1 zone (with the area & ref point manager)
2-Select 1 or more units then shift+RMB on a zone to select the mission to create.

Example: https://imgur.com/jLSMZXs

* ADDED: Various features to easily create usable zones:
-"Define area" now prompts the user to automatically create a standard zone and requests for a name, expanding the area-centric changes.
-Added a circle-shaped "define area" in addition to the rectangle-shaped one (shortcut ctrl+O)
-Reorganized the Refpoint Manager UI for reference points and areas
-Added a general text input dialog Returns the user's input, returns null if canceled
* ADDED: Added persistent UI+Lua layer control over standard zones and env. Zones (Can also be extended to other zone type, it has been intentionally disabled for other zone types)
* ADDED: Special kinematic behaviour for hovercrafts (LCAC, for instance); they no longer behave like Martian flying saucers capable of hovering above trees.
* ADDED: Traction system for ground units (also fixes units getting stuck in sloppy area and adds collision bounce). Also improved how a land unit's speed is computed given slope, terrain type, and the unit's traction system (tracked, wheeled, foot).
* ADDED: Formation editor now supports "hot reload" of the templates file. Also added button to quickly open the file for editing.
* ADDED: Added support (incl. damage mechanics) for new "blimp" airship type
* ADDED: Added support for "multi-staged missile" flag. Multi-staged AAW missiles (e.g. SA-5) have a lower burnout weight in proportion to their overall launch weight. This helps them achieve better climb performance post-burnout, but if they loft it also means that they are less able to use their mass to re-energize on their post-loft dive.
* ADDED: Indication of which AC is the group leader
* ADDED: Special kinematic behaviors for hovercrafts (LCAC, for instance); they no longer behave like Martian flying saucers capable of hovering above trees.
* ADDED: Traction system for ground units (also fixes units getting stuck in sloppy area and adds collision bounce). Also improved how a land unit's speed is computed given slope, terrain type, and the unit's traction system (tracked, wheeled, foot).
* ADDED: Formation editor now supports "hot reload" of the templates file. Also added button to quickly open the file for editing.
* ADDED: Added new map layer: OpenTopoMap. This is a map layer optimized for displaying natural topography (see also: https://opentopomap.org/) . This can be useful for better evaluating the terrain around a given unit (and thus better understanding visibility, movement and damage effects). This layer is externally-provided, so tile-download reliability and speed are beyond our control.
* ADDED: Support for new "blimp" airship type
* ADDED: Implemented rudder as factor in ship/sub turn rate, and rudder damage (stuck). Ships and subs are now more "sluggish" in their turns (especially large ones) as it takes time for the rudder to fully deflect to the desired position. Additionally, the rudder can be damaged (stuck) or destroyed, leaving the boat directionless (e.g. Bismarck in WW2).
* ADDED: [Event Editor] New trigger type: "Air/Dock Ops Status Change". This trigger fires whenever the air/dock ops status of the selected unit(s) changes - e.g. an aircraft takes off, a boat returns to its host unit, an aircraft shifts from "being turned around" to "ready and waiting" etc. The UI allows selecting which of the available states will cause the trigger to fire. This was available until now only through scripting but can now also be configured through the EE.
* ADDED: [INST import/export] Add speed and altitude to file
* ADDED: [Area/Zone & Refpoint Manager] Interpolation function for zones; Also added Shift+RMB zone interpolation options (1, 2, 3, 4, 9) in the UI
* ADDED: Added a new Shift+RMB interaction on zones: Highlight all RPs of a zone exclusively
* ADDED: Shift now allows to move multiple RPs while keeping relative position. This makes it possible to move a selected zone in one go.
* ADDED: Zone creation by polygon
* ADDED: Button to change cargo transfer destination unit in mission editor
* ADDED: #15024: [Lua] "Unit in Zone" in the lua template for operation planner triggers
* ADDED: Added the ability to view/edit the assigned cargo for cargo missions using a list of cargo consolidated by unit type. This is done with a new check box "Show items grouped by unit type" under the cargo item list in the cargo settings tab. (So for example if you have 1500 individual rifleman units in your cargo, you can click this to see one "0/1500 Rifleman" entry in the list instead of 1500 individual Rifleman list entries)
* ADDED: #15049: A button to clear all slug trails
* ADDED: Relinkable decoys: https://i.imgur.com/QKl41zf.png
* ADDED: #14903: [Request] Allow Rapid Dragon use with missions
* ADDED: [Lua] Integrated IsDecoy property (to existing unit-wrapper object) with new logic + displayed decoy info into print(unit). Example: https://i.imgur.com/Q3C2SqZ.png
* ADDED: Several new type-specific icons for ground units
* ADDED: You can now customize the size of unit icons, per-type and per-shape: https://imgur.com/a/3tVU6cr
* ADDED: The QuickSink-configured JDAMs (background: https://www.youtube.com/watch?v=41bCXburV2s) now correctly dive in front of the target ship and (try to) detonate under its keel (due to the CEP-based accuracy, the exact detonation point can vary). The underwater blast usually delivers much more severe damage than direct impact to the target ship.
* ADDED: Added 'Add Reference Point at...' menu item and dialog (on "Missions and Reference Points" menu); this allows placing a reference point with great precision, using known lat/lon coordinates.
* ADDED: #15173: SBR Add Support for Sensor Groups
* ADDED: [Lua] Added Lua wrapper support for cargo mission assigned cargo list.
* ADDED: Mission-level integration for "AC landing/takeoff weather/night limitation" feature: A per-unit check is performed on the takeoff and landing locations, to check if the AC will be able to take-off & land without any issue. At the end a warning is shown to the user (No hard-lock prevention).
* ADDED: #14985: Opacity validation by "enter" key in area & ref point manager
* ADDED: [Lua] Added placeholder properties for AC flights
* ADDED: Added 'All ground units attempt self-transfer' option to cargo missions
* ADDED: [Lua] Property 'leadSlowsDown' for group wrapper object

• ADDED: Added mechanics for proximity-fuzed warheads on AAA rounds (such as flak rounds). General background on the proximity fuze: https://en.wikipedia.org/wiki/Proximity_fuze
Proximity flak greatly boosts the effective "hit" probability against aerospace targets - whereby "hit" no longer means just a direct impact, but detonating withing a lethal sphere around the target. The dimensions of the lethal sphere depend on:
• The shell caliber: big shells like 85mm or 127mm have much larger lethal spheres than 35mm or
40mm rounds.
• The target speed: faster targets severely reduce the effective lethal sphere; this is a large part of why flak fell out of fashion post-WW2 as jet engines sharply increased the speeds of frontline aircraft. It's also why flak has seen a resurgence as an anti-UAS solution: drones generally are slow, flimsy air vehicles, and flak rounds are much cheaper than missiles.
When a proximity round "hits" an air target, we break down the detonation distance into five logical "distance slots" (20% probability on each), each representing a different distance from the target:
1) Point-blank ie. direct hit: The target receives the full warhead damage
2) A very near miss: The target receives 80% of the warhead damage
3) A less close miss: The target receives 40% of the warhead damage
4) Further out: The target receives 20% of the warhead damage
5) Edge of the lethal sphere: The target receives 10% of the warhead damage
(Notice that received damage falls sharply with distance; this represents the expanding frag pattern of proximity rounds).

• ADDED: On the "Scenario Migration" window, you can now customize the default WRA-range for AAW missiles when migrating a scenario

• ADDED: The Sentinel-2 map layer now uses an improved custom-tuned tileset. This has several improvements:
- It is hill-shaded, and thus relief (terrain elevations) stand out much more prominently: https://imgur.com/a/urc9XXL
- Because of the shading, desert regions are less eyeball-melting: https://imgur.com/a/TTPUZOW
- It is water-masked, so coastal outlines are a lot crisper: https://imgur.com/a/RzDE4yZ
- Also because of the water-masking, water regions are transparent, so now you can combine it with bathymetry: https://imgur.com/a/PXOYLiY
- The tiles themselves are compressed to higher quality, so you should see less compression-artifacts on high zoom.

* Includes improved graphics for the depiction of mount/sensor coverage arcs. Example: https://imgur.com/a/M4cZsm8

• Includes updated and corrected versions of the following official scenarios:
- Chains Of War #1 - Blue Dawn
- Command LIVE - Kuril Sunrise
- Command Showcase - Queen Elizabeth
- Choking Halifax
- Raid On Kismayo
- Falklands #8 - Pebble Island Raid
- Falklands Bonus #1 - The Empire Strikes Back
- Falklands Bonus #2 - Operation Mikado
- Kashmir Fire #13 - Over The Hump
- Desert Storm #3: First Night (Fixed grammatical errors)
- Command-LIVE: Aegean In Flames (Fixed a number of issues: Airbase magazines, missing mounts and weapons, turned off unlimited airbase magazines)
- Command-LIVE: Don of a New Era (Adjusted description and briefing text style)
- Command-LIVE: Broken Shield 300 (Fixed airbase magazines, various other fixes)
- Command-LIVE: Pole Positions (Fixed broken links in scenario description)
- Command-LIVE: The King of the Border (Adjusted description and briefing text style)

• Includes all official scenarios rebuilt to DB v499, with their default AAW WRA-range set to 75% of maximum range.


DB3000 v499 changelog: https://drive.google.com/file/d/1XmuwnZgf1f2drXA2R3cB5oR-fV_slwul/view?usp=sharing
CWDB v499 changelog: https://drive.google.com/file/d/1Y-vuNJ0A_gr5ufleBxicrmUNpTJwaK2f/view?usp=sharing
DB3000 v500 content changelog: https://drive.google.com/file/d/1ukywMOnA6qWpKpD7K0aw9BhEAl0fGPK2/view?usp=sharing
CWDB v500 content changelog: https://drive.google.com/file/d/1uupIaQia3qHF_YPxEuUAk_TkkeIjKFvp/view?usp=sharing
DB3000 v501 changelog: https://drive.google.com/file/d/1--wRLPWp0AHyu_oWhcUdzaucvI8GmXJo/view?usp=sharing
CWDB v501 changelog: https://drive.google.com/file/d/1-6II6vMwT4u9QvYn-9lltj0YkEXwpJG3/view?usp=sharing

Title: Re: Command: Modern Operations
Post by: Asid on September 29, 2023, 12:12:09 AM
Command: Modern Operations - Desert Falcon Release Date/Ten Year Anniversary
Thu, 28 September 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1076160/ss_90725ca52afaab28ee9d293e16e68f4b670fa3bb.jpg)

Announcing the release date of our new showcase and celebrating ten years of Command


Hello Command fans, we have two pieces of news for you about our upcoming new Showcase DLC and our 10th anniversary.

First off, the DLC. Command: Showcase - Operation Desert Falcon is now confirmed to go live October 10th, 2023. This near future mission will see you conducting long range airstrikes from the French Metropole into Chad with Rafale's, Phenix's, and C-17's equipped with RAPID DRAGON. This scenario is a great choice for learning how to get the most out of Cargo 2.0, the Mission Planner, and Aerial Refueling.

(https://clan.cloudflare.steamstatic.com/images//35764183/683198bd662f4d06431a6ad80cbd474dde718774.png)
A flight of Rafale's on the long trip from the Metropole to Chad

(https://clan.cloudflare.steamstatic.com/images//35764183/e27c93646de6e1f7f763ec7a9c455b0452376a9c.png)
A race against the clock as rebels attack French assets

(https://clan.cloudflare.steamstatic.com/images//35764183/04511382e09c24a047b5981a52d0ca27a4b86187.png)
The riskier but more direct route over war-torn Libya

(https://clan.cloudflare.steamstatic.com/images//35764183/d002d8ec22b723a81f29856c1814d9aac979a86e.png)
Aerial refueling is key in this long distance strike mission

The future of Françafrique depends on your success. The symbolic value of even a single fighter lost could spell doom for France's future in the Sahel. This challenging mission demands nothing less than perfection. We are looking forward to seeing how our community tackles this Showcase.


And onto the other news we have...

(https://clan.cloudflare.steamstatic.com/images//35764183/01c553f66990e32a3b2488cbe5abbecf88d8d8e0.jpg)

Time flies when you're having fun

Command just passed it's Tenth Anniversary! Over the past ten years we have seen several massive updates and changes to Command.

*New features and improvements like Cargo 2.0, the Multi-Domain Strike Planner, and the Mission Planner.

*Modeling of cutting edge new technology like RAPID DRAGON in our massive database, which just passed over 500 updates and iterations.

*Introducing our 64-bit update and DirectX 11 map render.

I am sure I am forgetting other milestones we passed but the last year alone has been a whirlwind of new features and updates.

We would like to take a moment to thank our fans for joining us on this long journey to make the premier modern military simulator. Your feedback and suggestions have been essential in making Command what it is today.

Command: Modern Operations is currently on sale on the Matrix Store: https://www.matrixgames.com/game/command-modern-operations

Title: Re: Command: Modern Operations
Post by: Asid on October 11, 2023, 12:13:18 AM
Command: Showcase - Operation Desert Falcon is out now
Tue, 10 October 2023

https://youtu.be/kh3tkSlYPCs

The year is 2027 and France's position in the Sahel has become untenable.

A coup d'état in Chad has brought an anti-colonial regime to power. Militant groups are seizing foreign assets and government security forces have gone over to the United Sahel Liberation Front. With militants advancing on Massenya Airfield, the main base being used to evacuate French and foreign nationals, only the French air force can provide the necessary support to prevent a massacre.

The closest fighter squadron equipped to support the evacuation is staged over 2,000 nautical miles away in southern France. Equipped with the Rafale multirole fighter and the A330 tanker, you have the range to reach out from the Metropole to touch the Sahara.

You will need to manage multiple air-to-air refueling's, synchronized multidomain strikes, and the logistics of evacuating Massenya. The 500 civilians the will only be safe once they have landed at Libreville, in Gabon. Operation Desert Falcon uses the Multidomain Strike Planner, Ops Planner, Cargo 2.0, and Palletized Munitions to give you all the tools you need to execute a difficult mission, the evacuation of an airbase under siege.

Features:


This operation demands nothing less than perfection.

Bonne chance, Commandant.

Desert Falcon is available on Steam (https://store.steampowered.com/app/2516840/Command_Showcase__Operation_Desert_Falcon/) and the  Matrix Store (https://www.matrixgames.com/game/command-showcase-operation-desert-falcon/pc)


Title: Re: Command: Modern Operations
Post by: Asid on October 13, 2023, 12:01:53 AM
Command: Modern Operations Satellite Imagery Removal
Thu Oct 12, 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1076160/ss_8ff4584ba0f8764a9e123887244c8e87b43ca110.jpg)

Dear Command users,

We’re usually here to tell you good news about new features but unfortunately today we have some bad news. For the last 5 years we’ve been using, with permission, a satellite imaging company's map tiles for the inner zoom levels of the satellite imagery in Command. This company has decided to put these map tiles behind a pay wall as of October 31st. We only just became aware of this when the map tiles started disappearing in the game so the short-term solution is to remove these map tiles. This is the course we have elected to take and the team are testing the build before we release it. This will replace the previous higher resolution imagery with lower resolution layers.


(https://clan.cloudflare.steamstatic.com/images//35764183/de4741c5f6163c73cec9387c8beff4cdf4b0bb56.png)
An example of the missing map data

We know how much the Command community likes this kind of high res imagery and so we will be looking for an alternative solution for the future. Increasingly, these types of services are behind paywalls so we may be unable to find a free option. For now we just wanted you to know it is something we will be looking in to but we don’t have a plan in place just yet. We were not warned this was going to happen. We’re sorry for any inconvenience this causes and we hope it does not have too great an impact on your enjoyment of the game.

 Thanks again for your understanding and support.

The Command Team


Title: Re: Command: Modern Operations
Post by: Asid on November 02, 2023, 01:10:21 AM
Command: Modern Operations - Map Layer News Update
Wed Nov 01, 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/1076160/ss_6404153c8889416d56b5d55477518ca7795804c7.jpg)

So, this was not the best communication attempt ever...

When we initially set out to explain the situation with the Stamen map layers going away (https://store.steampowered.com/news/app/1076160/view/6590513431936846776), we referred to them as satellite imagery. This was a mistake, and created a lot of unnecessary confusion and anguish among some users.

So let's try this again.

As we wrote on that piece, we were forced in a hurry to drop support for three map layers externally provided by the kind people at Stamen Maps: "Stamen Terrain" (a topography layer, see sample) "Stamen Roads and Cities" (https://www.warfaresims.com/WarSimsWP/wp-content/uploads/2019/09/YgRgMr3.jpg) (a variant of Terrain optimized for displaying road & urban networks) and "Stamen Labels" (a layer dedicated to displaying placenames). These layers are moving to a paid-access system from Oct 31.

As part of our pre-release coverage of CMO, we presented the various map layers included in Command in this article (https://command.matrixgames.com/?p=4954). With the exception of the Stamen layers, all of these layers still remain available as always.

In addition:

1) Beginning with the upcoming v1.06 / Build 1328.11 update, we are restoring the placenames layer. Stamen have kindly provided a very liberal usage license on their map tiles, so we can re-host the placename tiles on our own servers and provide them on-demand to CMO users. So this useful to many map layer is coming back, free of hosting concerns.

To pre-empt the reasonable question of "Why aren't you doing the same with the other two layers": We use only up to the level-10 zoom on placenames, which keeps the number and size of the fileset at fairly small levels. The other two layers go all the way to level-17 zoom, and at that scale the file numbers and sizes are GIGANTIC. Let alone the challenges of hosting such a set; we cannot obtain it from Stamen in the first place.

2) Serendipitously, we recently added support for the third-party OpenTopoMap (https://opentopomap.org/) layer in Command. This is an excellent map set offering both topography and road+urban network data, thus easily rivalling the functionality offered by the retired Stamen layers.

Thus, at the end of the day users of Command still have an excellent, high detail topography layer at their disposal. And as previously noted, all the other existing layers are offered directly by MatrixGames and are not going anywhere.

At the same time, this turn of events has motivated us to start exploring additional map layers & services out there which may be of good value to users of CMO and CPE. We are evaluating some possible candidates but we are also open to suggestions from the user community.

We hope this clarification eases the legitimate concerns of many players caused by our initial announcement.

Title: Re: Command: Modern Operations
Post by: Asid on December 12, 2023, 12:01:28 AM
Command: Modern Operations - v1.06.1328.12
Mon, 11 December 2023

(https://clan.cloudflare.steamstatic.com/images/35764183/cdc76ebc1adbf73946bf1faa1b58832a510f3b6b.jpg)

Hello everyone, we have a Command: MO update for you today with several tweaks and bugfixes along with new UI options. You can get it either from Steam or directly from the forums here (https://ftp.matrixgames.com/pub/CommandModernOperations/CMO-UpdateComp-v1.06.1328.12.zip).

v1.06.1328.12 – 6th December 2023

ADDED: New map display option (Game Options window): Draw black outlines on icons & text to make them easier to stand out against background map (ON by default; disable if it is slowing down rendering)
ADDED: [Lua] Added target property to unit wrapper
TWEAK: Map appears at slightly higher resolution on average by loading higher zoom levels at higher altitudes.
TWEAK: Updated built-in callsigns list
FIXED: Crash issue on startup
FIXED: #15340: [Lua] Sensor mounts were not being attached to parent platforms when added by Lua - SE_UpdateUnit; this led to incorrect illumination-arc calculation
FIXED: #15335: [B1328.10] Palletized munitions with Nan altitude and other issues
FIXED: [B1238.11] Rapid Dragon weapons pallets transcending altitude, accelerating infinitely, and migrating to North Pole
FIXED: [Lua] Exception error in weapon wrapper
FIXED: [B1328.11] Strikers and Escorts Not Working Together
FIXED: Lofted ASW weapon (SS-N-15) was considering the target altitude (underwater) instead of the desired impact altitude (water surface) for the lofted trajectory calculation
FIXED: [B1328.11] Aircraft egressing off flight plan to the east and west for some distance
FIXED: #15386: [B1328.11] Aircraft selected not transfer to Target list on air strike mission
FIXED: Missiles where not splashing on water
PARTIALLY FIXED: #15375: [B1328.11] DF-26 No altitude and weird behavior
FIXED: #15304: [1328.9] Air Intercept, low altitude in transit
FIXED: Escorts flying in circle ignoring the escorted unit
FIXED: Setting sub/ship throttle causes sonar signature to increase even if vessel doesn't move
FIXED: #15377: Speed override causes Sub to keep moving after course is cleared
Numerous general fixes
Numerous sim-performance tweaks

Includes the new v503 release of the DB3000 and CWDB databases.

Title: Re: Command: Modern Operations
Post by: Asid on January 10, 2024, 12:25:07 AM
Command: Showcase - Icebreakers Coming Soon
Tue, 9 January 2024

(https://clan.akamai.steamstatic.com/images/35764183/f48ada26d5733353529cd95017cbb7572dfa5d10.jpg)

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.


(https://www.matrixgames.com/forums/download/file.php?id=1192516)
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.


(https://www.matrixgames.com/forums/download/file.php?id=1192515)
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.


(https://www.matrixgames.com/forums/download/file.php?id=1192514)
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.


(https://www.matrixgames.com/forums/download/file.php?id=1192512)
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.


(https://www.matrixgames.com/forums/download/file.php?id=1192513)
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

Title: Re: Command: Modern Operations
Post by: Asid on February 02, 2024, 12:36:42 AM
Command: Showcase - Icebreakers Out Now
Thu, 1 February 2024

(https://clan.akamai.steamstatic.com/images/35764183/e0ce2c1fef2835bb94f0fb6e607f14ebf5ad3299.jpg)

Command: Showcase - Icebreakers is out now on Steam (http://store.steampowered.com/app/2676020/Command_Showcase__Icebreakers/) and the Matrix Store (http://www.matrixgames.com/game/command-showcase-icebreakers).

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

https://youtu.be/i-_pmS8rTEA


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