About the Game

The first release of Command rocked the foundations of modern PC wargaming, steamrolled its way into the Pentagon and won numerous "Wargame Of The Year" awards. Now, the restless rascals at WarfareSims are back at it with a vengeance! The already legendary game of modern cross-domain operations returns with an all-new UI, even more refined simulation mechanics and a host of new features and content to engross you into the challenges of warfare post-WW2 and in the 21st century. Are you ready? Are you up to it?
No man, and no armed service, is an island. Aircraft, ships, submarines, ground forces and installations, satellites and even strategic weapons are at your disposal. You are given the forces and their hardware; but you have to direct them wisely.
You asked for a faster, smoother earth-globe interface with richer, even more detailed map layers - and you got it! Over half a terabyte's worth of satellite imagery and terrain elevation combine to deliver an unprecedentedly crisp battlefield for your forces to roam.
Command's new slick, dark-themed UI slams you right into the seat of a modern-day military command center and never lets go. Play in desktop-standard window or gamelike full-screen mode. Arrange your secondary info windows just how you like them - or park them into extra monitors. Customize your map and info windows to perfection to suit your play style.
Hundreds of changes and additions to gameplay based directly on user feedback means the game is now yours more than ever. 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.
Don’t spend too long gawking at the pretty 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.

Even at the dawn of unmanned systems, combat is not a dry hardware comparison. Your war machines are crewed or remote-controlled by human beings: people trained with varied proficiency (from novice to ace), operating under custom doctrine and rules of engagement (when to do what, how to decide, how to react etc.), most of the time making the rational decision, and sometimes making a brilliant call or a mistake. These people often matter far more than the hardware. The deadliest combat units are only as sharp as their crews.
Korea. Colonial wars. Vietnam. Middle East. Cuba. Falklands. Iran-Iraq. World War 3. Desert Storm. India & Pakistan. The Arctic circle. Past and future conflicts in the Pacific, Norwegian Sea, Russian & Chinese periphery and more. Experience conflict from post-WW2 all the way to 2020+ and beyond, in more than 600 official and community scenarios. Test your mettle against lethal land-based missile batteries, air regiments, naval fleets or pirate groups. Face off against threats of the past, present and future. How do you measure up against the challenges of modern warfare?
The new “Quick Battle Generator” lets you quickly get into the action without worrying about wider strategic or political complexities. Or use the ultra-powerful 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!
All the original Command official scenarios remastered from scratch by professional scenario designer Rory Noonan (author of the “Silent Service” scenario set), plus brand-new official and community scenarios to quench your wargaming 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. Just when you thought it cannot get any better.

FEATURES
* Revised user interface, based on dark theme and with lots of tweaks for improved gameplay.
* Completely re-written map engine, enabling fast and lag-free zoom & pan operations.
* New spectacular high-resolution map layers
* Support for real-time Tacview 3D view (NOTE: separate purchase of Tacview Advanced edition required)
* Numerous new UI & gameplay features such as hover-info databox, time-step mode, colored datablocks, minimaps, "recently loaded" scens/saves etc.
* Massive boost in simulation performance/scalability.
* Automatic on-demand remote fetching of platform images (Players no longer need to manually download and install the database image packs)
* Message Log 2.0: A radically improved message reporting system.
* New game mode: Quick Battle Generator
* New line-of-sight (LOS) tool
* New ScenEdit feature: Merge scenarios
* New sim features:
- Customizable aircraft formations
- Terrain type affecting movement, vulnerability and detectability of ground forces
- New cost-based pathfinder engine
- Realistic sub comms
- Patrols with customizable movement pattern
- Vastly improved aircraft flight model
- Improved dogfight AI
- Aircraft crew G-tolerance
- Radar frequency agility
- Explicit Doppler-notching
* Renewed emphasis on overall gameplay experience:
- Additional and expanded tutorials
- Stylized map icons by default
- The "Chains Of War” previously-exclusive features (cargo & amphib ops, aircraft damage, comms disruption and advanced weapon types) are now standard.
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Today we are pleased to announce the release of Command: Modern Operations – Tides of War, a new campaign DLC available now.
[dynamiclink href="https://store.steampowered.com/app/3979120/CommandMO__Tides_of_War/"]Set in the tense waters of the South China Sea, Tides of War places players in command of ASEAN forces as a regional crisis escalates toward open conflict. What begins as a multinational military exercise quickly deteriorates when Chinese maritime militia and coast guard vessels interfere with operations, creating the conditions for a broader confrontation across the theater.
The campaign includes six tightly focused scenarios, each representing up to 24 hours of operations. Players will navigate a structured escalation ladder, moving from gray-zone incidents and non-kinetic encounters to submarine interdiction, precision strikes, and ultimately large-scale air and naval engagements.
A key feature of Tides of War is its Continuous Loss System, where losses and damage persist between scenarios. Decisions made early in the campaign can have significant consequences later, making force preservation and operational planning critical.
Rather than focusing on individual platforms, the campaign emphasizes escalation management, joint operations, and long-term force preservation, offering Command players an operational perspective on crisis escalation in one of the world’s most sensitive maritime regions.
Tides of War is available now and requires the base game Command: Modern Operations to play.
Hello Command fans! We are excited to announce that update v1.08 is now live. This update introduces drone autonomy levels and brings communications jamming from CPE to CMO.
In addition to this we have made improvements to Doctrine & ROE UI/UX and a host of other tweaks. A complete change log is posted below.
Command v1.08 Build 1674 Release Notes (changes from v1.07)
====================================================================
* MAJOR NEW FEATURE: Drone Autonomy Levels. For details see here: https://command.matrixgames.com/?p=5886
* NEW FEATURE: Communications jamming (previously only in CPE, excluding scripting) is now also available in CMO. (See original article on comms disruption & effects: https://command.matrixgames.com/?p=4454)
* NEW OPTIONAL SCENARIO REALISM FEATURE: ASCM terrain-following restrictions. When this (off by default) feature is active, early ASCMs who lack TF capability cannot overfly land with elevation higher than their cruise altitude (unit is actively blocked from firing, both in auto-fire and also through the manual weapon allocation window). If the weapon is fired nevertheless (e.g. BOL shot) and encounters terrain higher than its cruise altitude, it smashes into it. ( < This means that is possible, but risky, to fire such missiles over very low-elevation land terrain such as atolls etc.)
Non-TF ASCMs with waypoint capability (e.g. Harpoon Block 1C) can be fired with a plotted course around landmasses, to avoid the "land between shooter and target" restriction when this feature is active. On the manual weapon allocation window, if the selected salvo has a suitable complex course that avoids landmass, non-TF ASCMs show up as "green" (can fire).
* NEW SIM FEATURE: "Depressed trajectory" capability for certain ballistic missiles (Requires v512+ DBs). Missiles who have this capability will use the "low" trajectory option in any less-than-maximum range shot (the default behavior for most BMs is to use the "high" trajectory leg).
(Currently only the Russian Iskander-M/E and its North Korean analog KN-23 are flagged as such in the database. If you have sources for other systems having the same capability, feel free to share them on the DB tracker: https://github.com/PygmalionOfCyprus/cmo-db-requests/)
* MAJOR REVISION: Revised user interface and new capabilities for Doctrine/ROE window.
- Instead of concentrating doctrine options on a single crammed window, they are now separated into per-category tabs. This makes it both faster to find a specific option and also affords more space for adding more options in the future: https://imgur.com/a/VKM1F8s
- Doctrine settings may be automatically filtered/excluded if they are not applicable to the selected unit(s). In this example, a single ship is selected, and only the doctrine settings that are relevant to surface ships are displayed: https://imgur.com/a/lCv9k9j
- The "mini display" of doctrine options in the right UI column has been removed, and replaced by a semi-automatic system of "doctrine deconfliction". The game attempts to detect common doctrine & mission conflicts (e.g. having WCS "hold" on a weapon while being a patrol with that weapon) and suggest to the player fixes for them; the player can then approve the fix change or ignore the suggestion. Example: https://imgur.com/a/c7DTRAB
- Improved simulation stability & performance on doctrine-related paths
- More responsive doctrine UI sections
Includes the new v512 databases.
- DB3000 v512 additions: https://drive.google.com/file/d/1PvOV1NivFzh_vrXKW-i_LIW0dlMIcQDC/view?usp=sharing
- CWDB v512 additions: https://drive.google.com/file/d/1mB2Ko3DnI4Lfql-PZGdEFqjd105NAmaW/view?usp=sharing
* Includes the thoroughly reworked & revised edition of "The Silent Service" DLC. All known scenario issues have been fixed, and a host of various tweaks and improvements made on each scenario.
* Includes updated versions of Fail-Safe #1, #2 and #5.
* Includes updated DB description files by Steve Lohr and KGambit
* ADDED: Chainsaw/Grinder Movement Style for Patrol Missions (see: https://x.com/RSE_VB/status/1897710024937365913)
* ADDED: Ability to select what datablock information is shown for units & contacts (just track number & name, or also kinematics, or everything)
* Added: UI elements that give information on time passed and identifying unit for last reported position of out of comms units
* ADDED: Banner with information about CPE shown at startup (can be disabled by checking the checkbox "Do not show on startup")
* ADDED: New message type: Comms-related message. This handlesd all messages related to comms (suffering comms jamming or other disruption, re-jioning the comms grid etc.). Messages about events happening while the unit is off-grid (sensor detections etc.) are still covered by the "Comms Isolated Message" type.
* ADDED: Added support for additional windows to Tool_UIWindow() Lua function: 'airops', 'boatops', 'readyarm', 'mounts', 'sensors', 'emcon', and 'magazines'
* ADDED: \ New unit wrapper property to show aircraft flight range: :flightRange(throttle, speed, altitude). Setting parameters to nil implies using the current values.
Example:
local u = ScenEdit_GetUnit({name='Looking #1', guid='207d76e0-e5be-4012-bbc8-93a142bb5b7b'})
print(u:flightRange(nil,nil,nil))
Result = { endurance = 21863, range = 1214.61108398438 }
* ADDED: \ "tracknumber" read-only property on contact wrapper-object
* ADDED: \ Added ability to migrate scenarios:
- Example for single use: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/mine lua test.scen', config='D:/CMO/Scenarios/mine lua test.ini',dbfile='DB3K_510.db3'}))
- Example for batch file: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/batchfile.xml', config='batch',dbfile='DB3K_510.db3'}))
* ADDED: \ Add loadout enums to Lua table
* ADDED: \ New property .ToString for "Event" wrapper object (shows basic event info in a print statement)
* TWEAK: The Sentinel-2 map layer now uses per-zoom-Level tile packing, which allows increased performance and also faster download and installation
* TWEAK: The unit-status thumbnail and the DB-viewer now use webp (instead of jpg) as the image format. (You may temporarily have a shortage of shown images as these are repopulated from the server on-demand)
* TWEAK: Re-enabled sluggish rudders
* TWEAK: Various sim-speed tweaks
* TWEAK: Various speed tweaks on map tile rendering
* Tweak: no trails are created for ActiveUnits that are not operating
* TWEAK: Removed "WRA cannot be fulfilled" messages since it might be causing confusion
* Tweak: no trails are created for Groups to avoid artifacts
* Tweak: \ ScenEdit_RunScript returns True if execution is succesful, False if execution fails, nil if execution does not even start or an exception is encountered
* Tweak: Unit that goes out-of-comms now self reports an identified contact for itself, aiding other allied units in tracking its position
* TWEAK: Tweaks on the Lua Console for better visibility of methods selection
* TWEAK: Various tweaks & improvements on barks mechanism
* Tweak: Passing through a support mission RP while refueling counts as having passed through
* TWEAK: On contact datablocks, show the track number distinctly from the rest of the contact name
* TWEAK: "Show Diagnostics" is now "True" by default
* TWEAK: Faster and more efficient sorting of messages on message log window
* TWEAK: Tweaked datablock rendering of contact track number according to NATO APP-6D symbology ("TN:XXX")
* TWEAK: Significant threading & performance improvement on simulation engine
* TWEAK: \ VP_GetContact now also supports track-number as the search key
* TWEAK: \ ScenEdit_GetContact can now also use a contact's track number as the search key
* TWEAK: \ The summary list provided by ScenEdit_GetContacts now also includes each contact's track-number
* TWEAK: No-comm drones shouldn't engage targets when "drone autonomy levels" scen feature is not active
* TWEAK: Enforced a more rigid waypoint altitude check in MDSP
* TWEAK: #16623: Reduced the sidebar scrollbar size
* TWEAK: #16636: Strike mission now defaults to focusing on target instead of engaging opportunity targets
* TWEAK: When running in interactive-GUI mode, the simulation thread gets set to "Lowest" priority (This reduces raw sim-engine performance, but has two UX benefits: (a) It reduces the impact of sim execution on UI responsiveness (map zoom/pan lag, general UI lag etc.) (b) It reduces the impact of sim execution on the overall OS responsiveness)
* TWEAK: Force the application at startup to run as DPI-unaware, and log this on the exception log as part of the startup info. (This is independent of the DPI setting stored on the registry, so if this works reliably players should no longer need to manually use the 4KFIx tool)
* TWEAK: Air intercept missions have "Engage Opportunity Targets" ON and "Focus Entirely On Strike Targets" OFF by default
* TWEAK: Updated collapse section code in DB viewer
* TWEAK: Map refresh is now both smoother and more performant (higher FPS)
* TWEAK: Reduced the impact of large message log refresh on the UI
* TWEAK: Revised how '<weapon> targeted <contact>' messages are added to the log
* TWEAK: Increased accuracy on weapon time calculation in Mission Planner
* TWEAK: \[Mission Editor] Changed patrol mission 'none' altitude to 'unspecified' for UI consistency
* TWEAK: "Filter by Keyword" check boxes eliminated on Add\ type panels
* TWEAK: Improved framerate / UI response for large scenarios
* TWEAK: QoL addition for showing next waypoint in "Unit Status" when on plotted course
* TWEAK: Flights with a mission profile that requires too much fuel are generated and a visual warning allows the user to tweak the flight plan (no changes when the side is not human controlled)
* TWEAK: Cruise missiles have no boresight launch limits
* TWEAK: Various sim-speed tweaks
* MAJOR FIX: "Message Log" window still showing log items that are no longer in the simulation's in-memory log ( << This solves cases of past problem reports like "UI & sim getting incrementally more sluggish as number of log messages increases")
* FIXED: Deserialization of last reported information for out-of-comms units
* FIXED: #16469: (1567.5) Flight lead doesn't RTB when hitting bingo fuel while following plotted course, wingman does
* FIXED: Number of flights for "investigate unknown contacts" and "engage contacts" in Mission Settings for Patrol.
* FIXED: End of turn turn overswing for fast rudders
* FIXED: #16550 Flight plan editor window is empty, shows no wps
* FIXED: Fixes to rendering issues on "Day/Night Shading" layer and Z-fighting between foreground layers
* FIXED: DB viewer error when showing a submarine entry
* FIXED: handling of unguided weapons in endgame report
* FIXED: Issue with Lua doctrine
* FIXED: \ ScenEdit_RunScript always returning "" even in case of error
* FIXED: Contact creation spam when tracking friendly out-of-comms units
* FIXED: Doctrine parent link was showing up despite being topmost doctrine
* FIXED: #16586: ASW aircraft on ASW patrol fly straight when target is uncertain
* FIXED: #16510: Detection AoU was not properly computed when an ESM sensor's resolution was >180deg
* FIXED: #16027: \ AAR refueling inside Flight Plans are not working
* FIXED: Aircraft always attempt refuel from same tanker, causing an RTB order or the aircraft to crash
* FIXED: \ Explosions not catering for Lua generated ones via AddExplosion
* FIXED: #16595: Command Freezes as weapons detect targets
* FIXED: Aircraft still heading to refuel point after tanker destruction
* FIXED: #16418: \ Different issues on Air to Air Refueling point 3
* FIXED: #16387: \ Aircrafts ignoring refuel WPs in strike plan
* FIXED: Out-of-comms unit not receiving position updates when detected by allied units
* FIXED: Contact being dropped when still needed to track an out-of-comms unit
* FIXED: #16576: AC group widely separated while performing standoff attack
* FIXED: Erratic wingman movements when heading to refuel point state, making aircraft to burn all their fuel before being able to reach tanker
* FIXED: #16484: \ Cannot set manual speed while refueling
* FIXED: #16660: Ships out of formation in a patrol mission
* FIXED: Lead and wingmen may split up during group stand-off attack
* FIXED: #16663: Ships weaving back and forth in formation
* FIXED: Strike flight plan AC never go engaged offensive and fire few weapons
* FIXED: Aircrafts failing to connect to Tankers
* FIXED: #16655 AIM-120D fired at wrong direction + DL issue (Also optimized the way to check if a contact was auto-detected or not)
* FIXED: Group members do not keep formation
* FIXED: Ship group lead not being able to delete reached waypoint from plotted course
* FIXED: Aircraft after completing a manual course, RTBs, the status doesn't say anything until the AC is on the final approach
* FIXED: #16649: DF-4 Missile TELs do not fire (For focused strike mission, when unit is not an aircraft on a flight plan, we no longer drop valid opportunity targets or player's manually assigned targets)
* FIXED: Exception fuse after aircraft drop many unguided bombs
* FIXED: Aircraft checking wrong doctrine for group member RTB decision
* FIXED: Strike aircraft on flight plan fly to target after expending all weapons
* FIXED: Message log may be spammed with 'failed to set home base
* FIXED: #16620: Aircraft switching constantly from RTB to On Patrol
* FIXED: #16447: Incorrect waypoint desired altitude clamping to weapon release window (Clamped weapon altitude for waypoint, when a desired altitude was specified by user, was not being clamped when above max and was always forced to max when in the correct range)
* FIXED: #16670: Unit in Patrol with a Flight Plan ignores Weapon State RTB
* FIXED: Aircraft on strike flight plan ingress may go RTB after disconnecting from tanker
* FIXED: Aircraft on strike mission flight plan egress may RTB instead of refueling
* FIXED: Air group disconnects from tanker before stragglers can refuel
* FIXED: #16661 :All weapons WRA doesn't work correctly - Extended group aware shooter count to other unit class
* FIXED: #16361 - SEAL using a ContactBomb also kill SEAL units
* FIXED: #14342 - Fixed contact exiting exclusion zone doesn't return to default stance
* FIXED: Flickering "Heading To Refuel Point" status not allowing wingman to catch up with a slightly ahead leader that was already refuelling
* FIXED: #16613 - Wingman don't follow flightplan
* FIXED: Message spam for synchronizing of hosted-unit recon updates
* FIXED: Patrol missions never launch more aircraft after first fight(s) land
* FIXED: #14688 - Underground Explosion Shockwave Damage to Surface Targets
* FIXED: #16611 - AAW missiles loft unnecessarily at very close range
* FIXED: \ QueryBaseUnit not working if providing base name instead of GUID
* FIXED: WRA not being followed
* FIXED: #16612: Patrol w/loadout attack altitude keeps ac at max altitude
* FIXED: AAW missile on datalink doesn't activate sensor when in range of target
* FIXED: Asynchronous image & map-tile calls were causing soft-deadlocks & slow replies
* FIXED: Exception changing emission interval after opening Doctrine via 'EMCON' button
* FIXED: #16591: High autonomy drones don't engage targets if no-comm
* FIXED: #16591: Patrol no-comms unit always switches to closest possible target
* FIXED: Retroactive fix for Weapon launch WP min altitude error
* FIXED: "RTB - Mission Over" status was interfering with the plotted course
* FIXED: Wingman not following leader's altitude in case of patrols missions with plotted course
* FIXED: Cargo weapons stacking calculation incorrect when container is empty
* FIXED: \ In some case waypoint altitude was set to minimum
* FIXED: \ Wingmen separation & rejoining issues
* Fixed/Improved: The "unit considers itself to be under attack?" check has been refactored and improved
* FIXED: #16641: Tanker AAR settings empty
* FIXED: DLZ computation could crash
* FIXED: Missing waypoint selection for FP using initial point
* FIXED: If the leader has reached weapon release point and you are within the prescribed separation you are good to fire
* FIXED: edge case exception related to AAR preventing AC destruction
* FIXED: #16622 - Issues in reaching fast and maneuverable tankers
* FIXED: Wingmen using navigation turns when forming up causes weaving (Also tweaked speed decision to avoid overshoot of formation station)
* FIXED: Exception fuse when aircraft is on non-strike mission
* FIXED: Aircraft may stop engaging target when strike mission specific target is active unit (Needed to evaluate against existing contact for the strike target AU (if there is one))
* FIXED: Strike flight plan waypoint with bad data was setting desired alt to AGL alt (Caused AC to be too low (AGL) to release weapons)
* FIXED: Lua INST export not setting the type of DB used
* FIXED: Strikes that start with no targets get deactivated (the targets are not yet added to the target list but the mission is not deactivated)
* FIXED: Units not engaging ANY targets if they were not in their strike specific targets and "Engage Opportunity Targets" was set to false
* FIXED: Aircraft status goes back and forth between refueling and RTB
* FIXED: #16677: Ships on ASW patrol attacking land targets
* FIXED: #16675: Support missions not launching flights to maintain coverage even if current flights in the air are RTBing
* FIXED: Blast misses some facility aimpoint mounts that should be hit
* FIXED: No message or indicator shown for EMP attack on aimpoint facility unit
* FIXED: Flickering between "Heading To Refuel Point" and "Refueling" status at start of refuel while on support missions
* FIXED: Recovery from "dirty" state in which tanker thinks it's still connected but client thinks it's not
* FIXED: \[Doctrine UI re-write): Navigation method for subs, surface and land units had incorrect selection options
* FIXED: #16682: Autosave no longer works
* FIXED: Navigator's "Get Nearest Accessible Spot" logic not checking for ice-pack (this could make a unit in the ice-pack head straight for the North Pole, e.g. in "Pole Positions" scenario)
* FIXED: 16674: Aircraft failing to refuel a tanker as the tanker thinks he is still connected to a unit which is RTB
* FIXED: Issues in Lat-Lon gridlines render when "Day/Night" layer is disabled and 3D terrain view is enabled
* FIXED: Unecessary message box when flight-list count is 1
* FIXED: Autosaves not being generated at correct interval
* FIXED: \ Secondary targets further then weapon max range * 0.9 are not automatically added to the strike
* FIXED: Wingmen on strike flight plan go to wrong waypoint if engaged offensive before weapon release point (Wingmen continue following lead in this case)
* FIXED: Aircraft failing to use laser designator during group standoff attack
* FIXED: Group icon not rendered at correct altitude when pin-cushion view is enabled
* FIXED: Updated signature of the beta Tacview executables not recognized correctly
* FIXED: #16705: Consistent "object reference not set to an instance of an object" error when attempting to play quick battle scenarios
* FIXED: WRA shows 'not implemented' for land structure soft bunker and underground
* FIXED: Doctrine UI shows "-2" for self defense range for some weapons
* FIXED: #16701: Flight plan not being generated when there is a No-Nav Zone present
* FIXED: Pathfinder request never runs for flight plan generation
* FIXED: #16703: 1/3rd Rule not followed by CAP missions when using flight plans with Time-on-Station value
* FIXED: #16689: Aircraft on patrol flight plan with very low waypoint altitudes unable to adapt altitude
* FIXED: #16706: Ships switch back and forth from patrol to offensive
* FIXED: #16351: ASW Mortar can't fire
* FIXED: Mortar rounds follow the same trajectory as gun rounds
* FIXED: #16697: Chainsaw CAP flights fly north instead of flying to CAP patrol area
* FIXED: #16707: Docked boats are able to launch aircraft
* FIXED: #16689: Yet another case of aircraft on CAP with flight plan unable to adapt altitude
* FIXED: #16542: SEAD patrol aircraft won't target radar without precise emission ID
* FIXED: #16710: Aircraft enters RTB after take-off
* FIXED: Sim thread may deadlock if Lua console script causes an error
* FIXED: Weapons were not fired against by units in strike missions with TOT
* FIXED: Non-AC unit assigned to strike mission drops incoming hostile aircraft & missile contacts
* FIXED: #16715: Command hard-crashes when clicking mission hyperlink in "unit status" panel when unit is not selected
* FIXED: #16709: Manual flight-plan generation with NFZ incorrect
* FIXED: In some cases units were firing at the target immediately
* FIXED: #16725: \ ASCM Crashes into sea
* FIXED: #16728: Mission clone not working
* FIXED: Exception when opening any submarine entry on DB viewer
* FIXED: Logic flaw in calculating the cruise altitude of non-TF ASCMs
* FIXED: Mission editor inconsistent strike min/max response radius placement
* FIXED: #16714: Suicide-USVs not engaging targets when assigned to mission
* FIXED: Various WRA-related issues
* FIXED: Various aircraft RTB-related issues
* FIXED: Setting aircraft patrol attack/transit/station altitude to 'none' showed wrong UI
* FIXED: #16712: Wrong attack altitude setting for patrol missions
* FIXED: #16730: Naval units on patrol unable to plot route through Bosporus strait
* FIXED: In some cases aircraft do not follow egress path for flight plan
* FIXED: #16729: Submarine guiding torpedo while under attack constantly switches between engaged offensive and defensive
* FIXED: #16712: Aircraft A2A attack altitude issues
* FIXED: Null-exception fuse in bistatic radar pipeline when jammers are present
* FIXED: #16721: Escort aircraft engage until they run out of fuel and crash
* FIXED: #16761: Aircraft running out of fuel and crashing on strike mission
* FIXED: #16474: Ships not firing within self-defense range
* FIXED: #16755: Spacebar/Run button doesn't work when using the "Advance X time" buttons
* FIXED: #16669: Custom Environment Zone not parsing strength and intervals with decimals --- Fixed CTD when using comma as separator in CEZ UI
* FIXED: #16759: Intermittent Emcon UI not saving values when immediately closing the Doctrine window
* FIXED: Helicopters With No Mission RTB After Take Off
* FIXED: #16535: \ Unable to use Time-on-Station modifier with support missions
* FIXED: #16751: IR Seeker lost track
* FIXED: Manually unassigned aircraft not maneuvering towards station
* FIXED: #16713: In case mission-Profile of loadout is empty, return MaxAltitude for Loadout Altitude Settings
* FIXED: #16676: Warheads occasionally do too much damage
* FIXED: Datablocks Setting "Show Everything" not working
* FIXED: Datalinked weapon not currently on datalink may skip overshoot check
* FIXED: #16494: Loitering munitions get stuck, fly erratically until out of fuel
* FIXED: Aircraft on Ferry Mission Attempt to RTB if there is no plotted course and the host has no actual destination
* FIXED: Bridges (water structures in general) could not be targeted by cruise missiles
* FIXED: Aircraft could crash (running out of fuel) in patrol mission (When member of aircraft group (wingman) landed, the new leader was resuming route to the last patrol waypoint, disregarding its fuel state or the current RTB. At best, it was leading the aircraft to do an unwanted back and forth to the patrol area while RTBing. At worst, this behavior led to a crash if fuel reserve was insufficient to cover for this behavior)
* FIXED: Mission was automatically deleted for task pool after first RTB (This "auto-purge" behavior \[unassigning units and deleting missions] is now conditioned to the usage of a flight plan)
* FIXED: #16723: ASUW Weapons turning extremely off-boresight to attack
* FIXED: Unit icon flickering due to asymmetrical side postures
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: 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
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.
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.
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: 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: Tweaks to AdvancedDialog
TWEAK: "Load 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: 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: Push firing unit to unguided weapon wrapper
TWEAK: Add data binding to SpecialMessage
TWEAK: 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: 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: Possible exception in GetContact()
FIXED: #15796: Active Units from scenario still show killed ships
FIXED: #15863: 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: 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: 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
v1.06.1328.18 is mainly focused on bugfixes and tweaks, no new major features have been added. There has however been a significant change to the radar model.
Until now, radars with an air-search capability and those with space-search (ie. ASAT & ABM) capability were separated in their target detection capacity by altitude and target type; ie. air-search radars could detect aerodynamic targets within the atmosphere, whereas space-search radars could detect BMs and RVs outside the atmosphere. While broadly accurate, this abstraction left a lot of unrealistic cases: For example a fighter radar could detect an RV in its terminal phase, or endoatmospheric guided weapons such as hypersonic missiles where not detected by BMD radars.
In real life, radars use velocity filters (in addition to altitude ceilings) to specialize in their search task and minimize false contacts etc. Command now correctly replicates this behavior, with some assumptions for the minimum and maximum velocity values:
Air-only search radars may detect any target from 0 knots (hover) up to Mach 5.
Space-only search radars (ie. BMD/ASAT) can detect any target from Mach 2 up to "unlimited" velocity.
Combined air & space-search capable radars use the full velocity spectrum.
This addition allows more realistic representation of the capabilities and limitations of each type of radar, against the full gamut of endo- and exo-atmospheric targets.
You can read the whole changelog here.
Enjoy the update, and good hunting everyone.
To show off this new release, developers Jacob Keyes and Kushan will be streaming the scenario over on the Slitherine Twitch channel from 11:30 AM -1:30 PM EST.
As the globe warms Arctic ice retracts, turning the frozen Siberian coastline into the worlds next great shipping lane. Ships transiting the Northern Sea Route (NSR) from Shanghai to Copenhagen travel only 1/3rd of the old distance, and avoid strategic bottlenecks like the Suez Canal and strait of Gibraltar. It is in this new, thawing theatre that the Russian President and MoD see an avenue of restoring national pride, a theatre which most in the west feel comfortable cropping out of their maps. Investments and military constructions are initiated turning this barren sea lane into an arctic kill-zone, emboldening the Russian parliament to declare that their laws regarding this new waterway supersede the United Nations Law of the Sea. In response, the U.S. President and Canadian Prime Ministers decide to challenge Russia’s claims in the region.
In Showcase: Icebreakers it's up to you to lead a Freedom of Navigation operation in one of the most inhospitable climates on earth, the Arctic circle. Leading the fleet is the Polar Star, an icebreaker capable of plowing through the sheets of sea ice. Following behind her are several allied surface action groups including Zumwalt and Arleigh Burke Destroyers, along with Harry DeWolf patrol ships, and more. While there is no carrier as a part of the fleet, you will have the support of Air Force units stationed in Alaska.
Information is ammunition, and with Russian satellites active you will need all the help you can get to control the flow of information. US CYBERCOM has prepared an attack package code named “Widowmaker" which will help deal with the Russian satellites.
War has not been declared, but hostilities could begin at any moment. The Russian response to your actions will dynamically change according to the level of hostility you display. This is made possible by our new "Road to War" script that models gradual escalations from harassment and skirmishing, to outright warfare.
With this release we also have a small update primarily to support this DLC. The changelog is posted below.
* New weapon type: Laser dazzlers. (Background: https://en.wikipedia.org/wiki/Dazzler_(weapon))
Dazzlers differ from high-energy lasers as they have a deliberately wider, more dispersed (and less powerful) beam pattern. This reduces the destructive effect but makes it easier to hit their intended target. They are used primarily to damage/destroy visual/EO/IR sensors, on manned as well as unmanned platforms and weapons. When used against manned aircraft, they can cause temporary blindness and even lead to the aircraft crashing if at low altitude.
* ADDED: #15453: Add ability to place reference points relative to any unit or any reference point
* ADDED: 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: 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: 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
Current Release
22395538
Uploaded May 17, 2026
System Requirements
How to Install
Launcher.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
24.1 GB
22395538
E637E2A9
5bf9c50e51c29200c7e5ac8d35f82e7c5377d82f0ad06944a1bd1e7c8af88de1
You May Also Like
View AllDownload Command: Modern Operations for PC with a direct link or via torrent. Get the full version of Command: Modern Operations for free. Command: Modern Operations is a Simulation released by Command Development Team.