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Command: Modern Operations News

Command Showcase: Ford Class Coming Soon

Command Showcase: Ford Class Coming Soon
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 Coming Soon
https://store.steampowered.com/app/2306370/Command_Showcase__Ford_Class/

Command: Modern Operations - War Planner is now available

Command War Planner
The biggest update ever released in the history of Command: Modern Operations is now available and free.

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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

Countdown to War Planner: Simulation Additions & Improvements

Countdown to War Planner: Simulation Additions & Improvements




Simulation Additions & Improvements NEW FEATURE: ENERGY-BASED FLIGHT MODEL FOR BOOST-COAST MISSILES
Boost-coast anti-air missiles (ie. most tactical missiles that are not powered continuously) now use a much more realistic flight model that distinctly models the initial boost-sustain and post-burnout regimes, and takes into account the effects of gravity (shedding speed while climbing and regaining it when diving) and aerodynamic drag. The drag changes with altitude, built-in drag coefficient and whether the weapon is maneuvering (pitching/turning) or not. This change makes it possible to apply real-life “exhaust the threat” tactics and further constrains edge-of-envelope shots.

The onboard fuel (and thus boost duration) varies with the type of missile propulsion. Most AAW missiles (e.g. Sidewinder, Sparrow, all Standards, pre-D AMRAAMs etc.) still rely on the “traditional” boost-(optional sustain)-coast sequence, in which case the rocket motor is active usually for a few seconds. Some missiles (SA-4, SA-6, Sea Dart, Meteor etc.) use ramjet propulsion to provide for a much longer burn duration, and this allows them both a much higher average speed-to-target but also a higher energy state on the terminal engagement, which increases their chance of impact. Other new systems like the AIM-120D use “dual-pulse” rocket motors to again achieve a substantially higher overall energy state.

(NOTE: On missiles that use this model, the “fuel bar” indicator now represents only the remaining boost-sustain fuel, NOT to the total remaining energy. After burnout, the fuel bar is removed and the weapon will coast until it reaches its stall speed.)



SIGNIFICANT CHANGES IN DEFAULT AIRCRAFT DEFENSIVE MANEUVERS
Instead of beaming and diving to the deck by default, now they will first try to outrun an incoming missile while matching its relative pitch (i.e. climb if the missile is below them, or dive if it’s above them), and if the missile closes the distance they will then attempt to beam it (or its parent guidance) while also reversing their climb/dive.

To counter these counters, new additional WRA firing-range settings (including “No-Escape Zone”) are available, offering a much more comprehensive set of range options (see the UI improvements article). A2A and S2A missile engagements are, as a result, both more dynamic and far more realistic now.

(NOTE: These two changes have been arguably the most controversial ones during the public beta of the War Planner. The typical complaint by many players is “My AMRAAMs are now useless unless if fire them almost at point-blank range”. Our response to this is: EXACTLY. Welcome to the real-world kinematic limitations of most AAW missiles. This part of the reason that most (all?) real-life BVR kills have been achieved at significantly less-than-maximum launch ranges. Watch this BVR tactics video from F4 BMS and note how on each case the missiles are dragged-out rather than outmaneuvered.  WRAs and configurable firing ranges are a thing – and with the new percentage-based settings and NEZ they are more powerful than ever. Learn them, practice with them and use them. Or get used to becoming your adversary’s chew-toy, first by the enemy AI and later by other human players as MP comes to commercial CMO.)



NEW FEATURE: PASSIVE COHERENT LOCATION SYSTEM (AKA “PASSIVE RADAR”)
The term “passive radar” has grown to broadly encompass two significantly different concepts; one is ESM/SIGINT-based air-surveillance systems and the other is multistatic radars with third-party emitters. The latter is called Passive Coherent Location System, and for a general background on the technology and CONOPS see here: https://en.wikipedia.org/wiki/Passive_radar

PCLS systems can be very capable against VLO targets (if the geometry is right), and their passive nature makes them inherently less vulnerable to SEAD attacks (although of course the emitters-of opportunity may themselves be targeted). On the other hand the geometry restrictions can be a tough taskmaster (the emitter, the receiver and the target must form a clean-LOS triangle otherwise there is no detection) and the signal propagation geometry sharply reduces the effective detection altitude. Therefore such systems are most effective when combined with other traditional active & passive surveillance sets rather than operating completely on their own.

The v488+ releases of the DB3000 database contain several “non-detecting emitter” platforms such as radio, TV, and cellular antennas or navigation beacons such as LORAN. It also contains a prototype PCLS vehicle that can be used in testing and as the basis for operational variants.



NEW FEATURE: DISTINCT MOBILE GROUND UNITS
In addition to modelling mobile forces as “aimpoint facilities” (see: https://www.warfaresims.com/?p=1159 ), it is now possible to explicitly model individual vehicles with their own customized properties such as armor, propulsion, mounts, sensors etc.

The new-style ground units have unlocked certain brand-new capabilities, such as true amphibious vehicles (with distinct speed & fuel consumption properties overwater and on land).



NEW FEATURE: INTERMITTENT EMISSIONS
This band-new feature allows to control the behavior of emitting sensors so they emit in intervals instead of only continously or never.

Alert levels

The first thing to do is to configure a unit’s interval according to the alert level. The alert level is set in the EMCON setting of any unit and affects the whole side. Below, in the “Active Emission Interval” we have the intermittent emission configurations for each alert levels. The side’s alert level will determine which intermittent emission configuration to use:



Emission Intervals

Let’s configure an EMCON behavior for the yellow’s alert level. By default, the interval type is set to continuous, this is the usual behavior in command where an enabled sensor will emit continuously. Emission Duration is the duration in seconds of an emitting phase. Interval is the duration in seconds of a silent phase between 2 emitting phases. Interval random variation is the random duration in seconds we add to an interval. This allows unpredictability of the cycle and is particularly useful to disrupt the enemy’s plan:



The action of waking up mean that the radar will temporarily turn into continuous and ignore intermittent behavior, until time until sleep mode is elapsed. The Wake when detecting threat checkbox controls this behavior, a threat is a unit defined by the checkboxes group includes stance and includes ID. If the radar detects an unfriendly or hostile or unknown contact with any identification level, then we wake up the radar.

If you want a unit to inherit all configuration from its parent check Use parent group parameters:



NOTE: intermittent emission will NOT make a radar active or inactive as depicted below:



Intermittent emission controls whether or not an active radar will be silent or emitting at a given moment.

Custom emission intervals configuration

If you want to use all alert level, you will need to define each interval configurations, and perhaps you want a way to override the alert level and have some units feel special and use their own rules:



To do this, populate the Custom interval tab as you will and make sure the Use custom preset only checkbox is checked.



NEW FEATURE: CUSTOM ENVIRONMENT ZONES 
Multiple & moving weather fronts? Check. Bend the laws of physics on a localized area? Can do. Specify carefully hand-picked weather, terrain and other environmental properties in order to test or compare sensors and other environment-dependent components? Yup. Unleash your inner nature wizard with this puppy.

Using this new feature, you can define a zone where you can tailor the environment & weather properties. This can be useful if you want a “controlled environment” for sensor checks, mobility & damage tests etc., but can also be used as a localized “weather override” for scenario purposes. 
To create a CEZ, bring up the Refpoint Manager and switch to the “Cust Env Zones” tab. Create a zone as usual, and then click on “Edit”. A new window should appear, in which you can define the weather & environment properties:




NEW FEATURE: PALLETIZED WEAPONS AND OTHER STORES
This is a new capability that has been making the public rounds lately, as a result of a series of videos by AFRL  on the Rapid Dragon concept. using pallets packed with guided weapons, aircraft not usually associated with frontline attack operations (such as transports) can contribute to the firepower volume allocated at enemy forces.

As usual, there are caveats. The fact that weapons are fired from released pallets, rather than individually fired from the parent platform, means that weapon allocations must happen in batches; if a single missile in say a 12-pack is allocated, the full dozen has to be allocated either on the same target or others. (There exists of course the theoretical option of allocating only the desired amount of weapons and just sacrificing the rest of the pack, but the cost of the majority of modern weapons makes this an unlikely scenario).

Therefore, accurately modelling this new capability (and the decisions & restrictions it enforces) to Command has been a lot of work. Here’s what we’ve come up with:

Pallet Weapon: the paradroppable system (usually a pallet, but may also be a container etc.) containing the payload
Pallettized Weapon: the content of the pallet, the actual weapon that will be delivered
Pallet Weapons can be fired by specific aircraft that are equipped with suitable loadouts (C-130, C-17 etc.). Several new representative loadouts have been included in the DB3000 database:



Pallet and Weapon Allocation
Pallet Weapons can be allocated to a target both as a Pallet or by assigning a single target for every Palletized Weapon in the aircraft Loadout. When allocating a whole Pallet, all the weapons within it will be added to the salvo, and all of them will share the same target as the Pallet:



Single (individual) Pallettized Weapons can also be allocated clicking on the relative node in the tree:



NOTE: As mentioned, due to the nature of the weapon system the whole Pallet is dropped even when some of the weapons within are not allocated. So take care to allocate the full pack! A message will serve as a reminder in order to avoid wasting weapons:



When the Pallettized Weapons are allocated separately, the system will recognize how many Pallets are needed to fill the requested salvo quantity and will drop the appropriate amount of Pallets:



Pallet and Weapons Behavior
When dropped from an aircraft, the Pallet will align itself following the correct loitering pitch, and after reaching that pitch it will deploy the parachute and start to loiter. After the Pallet starts to loiter, all the allocated weapons are fired from the Pallet:



Example with multiple Pallets:



Pallets have one more tick up their sleave: Because they remain in coms (datalink) with their parent aicraft, you can allocate additional weapons remaining in them while they are para-dropping. Obviously this can be very useful for delayed fires against targets as the tactical situation evolves. This can be done simply by clicking on a Pallet and then allocating its hosted weapon(s) as usual:


Effect on WRAs

All the WRA will now include the weapon info for the Pallettized Weapons. Since the Pallet itself is just a carrier, it is not subjected to any WRA and will follow the WRA of its hosted Pallettized Weapons:



NEW FACILITY CATEGORY: SURFACE + UNDERGROUND
This new facility category represents facilities that are buried underground but also have major access from the surface in order to operate. Examples are all ballistic missile silos, some command bunkers, retractable coastal-defense turrets like ERSTA etc. These facilities are vulnerable to damage/destruction both from direct weapon impacts on their surface area and also from underground shock from near misses by penetrator weapons (or exceptionally powerful surface detonations e.g. from a multi-megaton warhead or asteroid impact).



SIGNIFICANT IMPROVEMENTS ON BALLISTIC MISSILE KINEMATICS 
Ballistic trajectories have been reworked from the ground up, using true Kepler equations to reflect the movement of planetary bodies. This produces true-to-life boost-phase profiles and overall trajectory parameters (this is important in order to more faithfully model the abilities & limitations of BMD systems).


IMPROVEMENTS IN ABM DLZ CALCULATIONS
ABM systems have additional fail conditions in their DLZ evaluations compared to normal SAMs. A prime example is the intercept “hard floor” for exo-atmospheric systems. For instance, SM-3 cannot make intercepts under 100km in altitude (because its “warhead”/kill-vehicle is effectively a miniature spacecraft with a very sensitive IR seeker and no aerodynamic control, and thus cannot function within the atmosphere). This factor severely restricts the system’s intercept window: If the estimated intercept point is within the atmosphere, it is already too late to shoot. This screengrab from a LM THAAD-ER promo video illustrates this well:



In addition, the case of “intercept will happen within weapon minimum range” has been added as a fail condition to DLZ checks.



OVERHAULED REACTION TIMES
The differences in reaction times, and their effects, are now more critical than ever. All units use common-reference “Combat System Generation” (“Cockpit Generation” for aircraft) to model the modernity of their combat systems, combined with an “Ergonomics” value to handle intra-generation differences (the atrocious switchology on early missile-age aircraft will most definitely get you killed now). Older, WW2-era ships may take up to 5 minutes to engage a target, while Aegis cruisers fire in
Until now, the existing OODA model was hobbled by two major problems. First, most values were way too fast. Detection, targeting, and/or evasion usually took less than 20 seconds. This works for ships equipped with modern combat systems, e.g. upgraded Aegis; not so for Cold War clunkers (or, heaven forbid, a pre-WW2 battleship). Second, having to manually set OODA values per-ship meant inconsistent reaction times across combat system generations.

For the revised model, we’ve added a new component to ships: the Combat System Generation (CS Gen), which can range from Gen 1 (1945-1950) to future Gen 7 (2030+). Whether you’re plotting contacts on a plotting board, federated CPUs, or an integrated system – and the age of the components making up those systems – will have a huge effect on your ability to quickly react to and engage targets. A modern Aegis ship can spot, track, and engage a contact in about 20 seconds; for a ship with a WW2-vintage CIC, the process balloons upwards to almost five minutes. If your first detection of an incoming missile comes from your own radars, it may not be enough.

There is an exception for small craft, which regardless of age generally have extremely fast reaction times (this is because their targeting process essentially consists of shouting at the guy on the MG to “shoot that guy over there RIGHT NOW”). However, this is mitigated by their comparatively less powerful sensors and weapons: being quick on the draw doesn’t help much when the Mk1 Eyeball on your RHIB spots a Hellfire inbound.

“But wait,” we hear you object. “Doesn’t this mean that, given an especially old ship and a modern threat, I may find myself completely helpless against an incoming missile?” The answer is yes: those Final Countdown scenarios are going to play out very differently now. This was a major concern for naval planners during the Cold War (the development of NTDS, the US Navy’s first automatic data-exchange system, was driven by classified exercises & wargames in which USN ships were consistently sunk before they could react to incoming air & missile strikes).

For aircraft, the flying equivalent to the “Combat System Generation” for ships, the “Cockpit Generation” is a way for us to approximate pilot load – and subsequently reaction times – based on cockpit design. Aircraft can be assigned one of six cockpits: “Basic Instruments Only,” intended for the simplest aircraft; “Steam Gauges, ” as for WW2-era fighters; “Complex Steam Gauges,” for the nightmarish mid-Cold War fighters; “Partial Glass Cockpit,” for transitioning aircraft of the ‘70s-90s; “Glass Cockpit,” for most modern aircraft; or finally a “Panoramic Cockpit Display,” representing the new single-screen touch displays coming to a fifth-generation fighter near you.

Just as a ship is only as good as its CIC, your aircraft are only as good as their cockpits – and whether your pilots are forced to fiddle with a forest of knobs, switches, and dials or able to glance at an easy-to-read LCD will affect their performance. Of course, the difference between aircraft cockpit generations is far less than the difference between ship CS generations, measured in seconds rather than minutes – but in an aerial engagement, seconds do count.

For submarines, facilities and mobile ground units, we have followed a similar path. We split submarine combat systems into six distinct “generations,” ranging from the early Mk1/3/4 TDC used in WW2 to the modern AN/BYG-1 and future witchcraft as featured in SSN(X). Facilities and ground units required a slightly different system: rather than using multiple “generations” as with ships and subs, these annexes distinguish between fixed and mobile systems and whether said system uses manual or assisted guidance. For example, radar-assisted AAA (e.g. Skyshield) will be faster to engage than a manual gun (ZSU-57); both (towed) systems will be slower at evasion than a SPAAG. The same is true for manually laid artillery vs. those with digital fire control, towed artillery vs. SPGs, etc. While less detailed than our system for ships, subs, and aircraft, we felt this was “good enough” for the level at which these platforms are simulated in Command. (And, of course, we always have the manual override for when we have specific platform data.)

This is obviously is a major set of changes and potentially game-breaking for older scenarios. For this reason, the SBR tool now also includes the ability to preserve “legacy” OODA values when migrating scenarios to v494+ databases. For pro users, the DB Editor also offers the ability to explicitly set custom values and selectively override the generation-derived ones.

Extra wrinkles: Ergonomics

Not every aircraft built with steam gauges was equally difficult to fly; not every ship built in a certain decade could react with identical speed. Certain platforms gained a reputation for being especially easy to operate (the Viggen, for example, had a remarkably well-designed cockpit); others, like the Komar-class missile boat, were the bane of their operators. Much of this can be ascribed to ergonomics, the consideration (or lack thereof) of human factors in design.

The new “ergonomics” field – ranging from “Awful” to “Excellent” – is intended to reflect these intra-generation differences, acting as a sort of OODA “buff/debuff” and giving the ability to adjust values to reflect upgrades, etc. without needing to take the drastic step of upgrading the combat generation.

And, of course, you still have proficiency in the mix. Players now have an interesting mix of factors to consider:

– “Tech generation,” e.g. CS/cockpit generation: when was your platform designed/built, and what sort of tech was in play at the time? Are you working with ancient WW2 plotting boards or Aegis?

– Usability/ergonomics/design: are you working with beautiful, top-of-the-line COTS human interface tech or the nightmare that was mid/late-Cold War Soviet systems?

– Proficiency: Do you have well-trained, well-rested/motivated crews, or are you dealing with bottom-of-the-barrel conscripts?

Those three factors will all have to play into your operational planning.



RADAR & IR STEALTH MODIFIER IMPROVEMENTS
Sensor improvements come coupled with a massive overhaul of signature modifiers in the DB, which significantly improve the realism of our stealth model by drawing clearer distinctions between shaping and RAM generations.

Prior to the v494 DB releases, we could classify an aircraft as having “light,” “medium,” or “heavy” stealth shaping … and that was it. These modifiers were applied always in all aspects (no ability to define e.g. a frontal-only reduction modifier). Modeling of IR signature suppression (IRSS) techniques was even more limited.

In v494+ we completely overhauled our existing VLO modifiers to account for shaping and RAM generations. In addition we also added several special flags to indicate the presence (or lack thereof) of certain stealthy design features. This allows us to model not only general, whole-craft stealth but also context-specific or aspect-specific features such as S-shaped intakes, exposed fan blockers, active cancellation, and stealth pylons. For example, S-shaped intakes reduce the likelihood of being detected head-on, while LO pylons reduce the impact of externally-carried stores.

This overhaul also extends to IR modifiers. As with radar stealth, we completely rewrote our “general” modifiers to represent whole-aircraft IR signature suppression techniques (distributed vs. conventional fuel tanks, low-E coatings etc.) and added several additional aircraft codes to represent specific IRSS features. These codes include shielded “anti-Strela” exhausts, masked exhausts, heavily masked / slit-shaped exhausts, and peak temperature reduction or “cool-air mixing”. Note that certain IRSS features come with downsides and limitations: slit-shaped exhausts, for example, will make you harder to spot but paradoxically easier to lock on to with IR weapons due to back pressure penalty; in another example, anti-Strela exhausts are most effective against someone trying to get a lock from below.

The full list of added signature modifiers is:

  • RCSS – Active Cancellation
  • RCSS – S-Shaped Intake(s)
  • RCSS – Exposed Fan Blocker(s)
  • RCSS – Stealth Pylons
  • IRSS – Shielded Exhaust (Anti-Strela)
  • IRSS – Masked Exhaust
  • IRSS – Heavily Masked / Slit-Shaped Exhaust
  • IRSS – Peak Temp Reduction (Cool-Air Mix)


We’ve backfilled all LO/VLO aircraft in both DBs with these features as best as we could determine. (Naturally, in many cases and especially with contemporary stealth fighters, exact details are sometimes hard to come by.) These changes mean that various LO/VLO aircraft are now much harder (or easier) to detect than you may be used to. We have solid confidence in the results; comparisons with known real-world RCS & IR data yield accurate numbers. However, we’re also open to feedback: expect tweaks in future DB releases as we hone the new values. Pro users can of course manually input their precise classified figures as before.

Read more here
https://www.matrixgames.com/news/countdown-to-war-planner-simulation-additions-and-improvements

Countdown to War Planner: Cargo 2.0 – The Logistician’s Nirvana

Countdown to War Planner: Cargo 2.0 – The Logistician’s Nirvana

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
(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

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

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.

Countdown to War Planner: The Multi-Domain Strike Planner

The Multi-Domain Strike Planner
Throw away your planning spreadsheets! You asked/begged/hostaged family members for it, and now it’s here. Coordinate massive, complex strike missions with time-on-target, complex flight plans (incl. in-flight refueling) , multiple attack patterns and multi-domain strike combinations. “Bringing everything together on a strike is just too complex/difficult” is officially over as an excuse. If you don’t master this, your adversary most definitely will.


Poolside party: Task Pools
You have 8 bases across your scenarios, in every base there are 5 B-52 Stratofortress, and you want to assign a specific set of missions to a specific subgroup of those Buffs. Sounds painful?

No more!

With the brand-new Task Pool feature you can now easily create logical clusters of units and be able to operate them effortlessly in a large scenario like never before.

From the new and improved Mission Editor (F11)

Select Add,

from the popup select Task Pool,

then assign a name to the Task Pool just created:




You will now see the Task Pool just created (light blue circular symbol), the list of available units (round shaped green rectangle) and the list of units assigned to the Task Pool (orange rectangle).

Press the Arrow shaped buttons to manage the units into the Task Pool:



4 B-52s are added to the Task Pool just created:


This will let you quickly assign one or more Packages to those aircraft, allowing you to rapidly access to this specific set of units without having to search for them in your scenario.
This feature can be viewed like a more nuanced and detailed version of “Control Groups”, that are available in a large quantity of modern RTS. Task Pools let you create a cluster of units that are not forced to work together in any way, giving you a new way of interacting with multiple units at the same time.

Going the extra mile: Packages
The concept of Packages is deeply connected to the concept of Task Pool. Once you create a Task Pool, you can define one or more Packages to be executed exclusively by those units.

This link is immediately defined when you create a Package. In Mission Editor, click on Add and select Packages. Here, you’ll need to define a Name and a Parent Pool, like in the image below:


You will now see the Package just created as a child of the Task Pool (light blue circular symbol), the list of units that are in the parent Task Pool, (round shaped green rectangle) and the list of units assigned to the Package (orange rectangle):



As before, you can press the Arrow-shaped buttons to manage the units into the Package.

You can interact with the Packages just like you would in a normal Mission. Expect every functionality to be the same, and every setting to work exactly in the same way. The only limitation would be that only units from the parent Task Pool can be assigned to the target Package. The Task Pool is acting like a filter, lifting the encumbrance of having to look for that specific subset of units every time you need it.



30 mins or the next one’s free: Time On Target (TOT) and Take/Off Time
Do you need a specific place to be blown exactly at 18:00:00 ?
We got you covered!

With the new TOT feature you will be able to schedule precise multi-domain Package in minute detail.
After creating a Strike Mission or Package, added the desired units and defined a target, you can now define a Time On Target (TOT) (light blue circle); then, click on CREATE or UPDATE flightplans (green rounded square):



The simulation has now created a detailed Flightplan for all the units involved in the Mission, taking into account the inserted time constraint. This Flightplans are visible from the Flightplan Editor Accessible from the appropriate button (orange square).

Let’s analyse the Flightplan Editor in detail:



In the light blue circle, you can see the Flight name.

On the map, the Flightplan is visible as shown into the orange square.
Every Waypoint is shown in complete details, and you can examine and change type, time and speed of every Waypoint, as long as the physical constraints are respected.

You can also add or move most of the Waypoint. Every change is reflected in real time on the game map and vice versa, giving you complete freedom when customizing your Flightplans.

The TOT constraint is a multi-domain element that lets you precisely synchronize complex multi-domain strikes: Just add another type of unit to the mission with a TOT assigned, and every unit will hold its weapon until the firing time comes. The firing time is constantly re-evaluated and takes into account if the target or the firing unit moves.

In the example below, the aircraft has taken off at the expected Take-Off Time and will arrive on target at the expected TOT, but the ship did not fire yet:



The ship fired its weapon according to the weapon ETA:



and the weapons reached the target at the common expected TOT:



Seven sim-seconds after this screenshot was taken, both the string of iron bombs (notice the aircraft that released them is already breaking clear) and the ship-launched cruise missiles impacted concurrently on their targets.



Any which way you can: Attack Methods
You can define a wide array of attack patterns for your air strike, including – but not limited to – Multi staked TOT with various degrees of separation, single axis and split action. This will let you further customize your strike plans without the need to manually define those attack manoeuvres every time:



As with the flight planner, every Waypoint can still be dragged and customized as seen fit.



A sip in mid-air: Air-to-Air Refuel (AAR) Scheduling
This is a more advanced topic and one of the most requested features.

In the screenshot below, a Task Pool and a Package were created alongside a Support Mission:



From the Flightplan Editor of the Strike Package, Waypoint Number 7 (on the Egress leg of the flight) was selected and a new Waypoint was added. The added Waypoint (generated as the 8th one of the route) default type is “turning point” but it was redefined as a refuel point:



As soon as the Waypoint 8 is reached, the aircraft that are part of the flight will head toward the tanker and be refueled.