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Command: Modern Operations News

Command v1.07 - Build 1567.6

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

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

Fixed and updated versions of the following official scenarios:

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

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

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

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

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

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

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

Includes the v511 release of the DB3000 database. DB3000 v511 additions: https://drive.google.com/file/d/1dPLTsbUD4GnBl0KgLiC1OOsBe4hhQyku/view?usp=sharing

Tweak: Slugtrails for units that are out-of-comms are now only shown up to the last position update received for the unit

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

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

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

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

TWEAK: No trails are created for Groups to avoid artifacts

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

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

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

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

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

FIXED: Endgame report exception, report not shown in log

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

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

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

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

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

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

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

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

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

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

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

Command:MO - Fail Safe out now!

Fail Safe is the newest DLC for Command: Modern Operations. Set in 1965 - one of most fraught periods of the Cold War - Fail Safe features period accurate weapons and vehicles that will guarantee an authentic wargaming experience.

Guided missiles, early supersonic fighters like the F-104 Starfighter and MiG-19 Farmer, and naval vessels like the Soviet Sverdlov-class cruiser are just a small sample of the military platforms available in Fail Safe.

A 10% launch discount is up now on Steam.

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

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

Good luck Commander, and remember to duck and cover.

Command: MO - Fail Safe out February 25th

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

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

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

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

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

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

Article - Modern warfare comes knocking: Side-enablers and GNSS disruption

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

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

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

You can read the full article here.

Command: Modern Operations v1.07 - Build 1527

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

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

The full changelog is available below, happy hunting everyone!

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

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

Includes the v509 release of the DB3000 and CWDB databases.
DB3000 v509 additions: https://drive.google.com/file/d/1-SDvh64tihP-WhEAQpMQs1m7HeoFObE3/view?usp=sharing
CWDB v509 additions: https://drive.google.com/file/d/1-hKp9pGycHZ6eRZj1c6-2UfGxz5pKZsF/view?usp=sharing

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

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