Command: Modern Operations Showcase Icebreakers
by Command Development Team · 14 Nov, 2019
16 downloads
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.
Version Information
Steam Patch Notes
Official update history
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
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.
The big new feature for this update is water-surface facilities. These are facilities and structures located on the surface of the ocean that can be targeted by both anti-ship and anti-land weapon systems. Examples of this are piers, bridges, and offshore drilling facilities. The full changelog for this patch is listed below.
v1.06.1328.13 – 12th January 2024
• NEW FEATURE: Water-surface facilities (supported only on v504+ DBs). Such facilities are
placed on the water surface (not on the sea bottom) and can be attacked with both land-attack
and anti-ship weapons. Examples of such facilities include bridges (both single-unit and multi-
segment), offshore platforms, piers etc.
• ADDED: Unit Status panel (right column) shows primary target name for selected unit
• ADDED: Display a red X-crosshairs symbol and ETA on the calculated interception point when a
weapon is selected
• ADDED: Added 'Unpack all containers at destination' option for Cargo Transfer Mission
• ADDED: Added aircraft emergency diversion to new host base when fuel is too low
• ADDED: Contact wrapper - markedAsDecoy property
• ADDED: Add time on target and takeoff time to mission wrapper
• TWEAK: Significant performance improvement on game startup and scenario loading time
• TWEAK: Fixes & enhancements on mine-laying mission
• TWEAK: Losses & expenditures: Don't attempt to show stores with an empty name
• TWEAK: Map appears at slightly higher resolution at lower altitude, reducing OpenTopoMap
pixellation
• TWEAK: OpenTopoMap layer does not stop rendering tiles at very low altitude. Virtual Earth layer
renders tiles at higher resolution at very low altitude.
• TWEAK: When bubbling up message-box messages from sim-core to UI, check if the originator
side is the current side on the UI; if not then don't show them
• TWEAK: Nuclear detonations begin appearing immediately upon detonation instead of after a
slight delay and their circles expand with internal fill that fades out over time.
• TWEAK: Event balloons render properly again with outlines and elliptical background fill around
them.
• TWEAK: Various refinements on the "throttle down to avoid wierd things" logics active during
double-flame time accel
• TWEAK: List Packages in order by name
• FIXED: #15458: Various aircrafts don't have a correct WRA Classification
• FIXED: #15447 : Ballistic missiles erratic trajectories
• FIXED: Comms-jammer was jamming low-frequency radar
• FIXED: Bark for "weapon hold" status and "switching to opportunity targets" were visible even if
the unit was not from the player side
• FIXED: Cached datatables access issue causing DB-Viever and "Add Unit" dialog to not behave
correctly
• FIXED: Decoy icon not being shown for decoy UAVs
• FIXED: [1328.12] OECM jamming other bands
• FIXED: #15468: No Navigation Zones Prevent Flights from Launching
• FIXED: Missiles were handled as air contacts and so they where not always targeted + there was
an hardcoded limitation of 10NM when identifying an incoming weapon as a threat.
• FIXED: #15469: [1328.12] BM detonating into the ground
• FIXED: #15250: Port/dock 'blue area' (pier lane) not working properly
• FIXED: Keep plotted path on map when WP selected
• FIXED: [DX11 renderer] Pier-lanes not being rendered
• FIXED: #15462: [1328.13] Units on inactive missions don't perform manual attack
• FIXED: #15407: [1328.12] SAMs not working against Guided Weapons and BM
• FIXED: #15466: [1328.12] HAAWC from Osprey not seen
• FIXED: Non-Functional Air-to-Air Missiles in Helicopters, CMO v1.06 Build 1328.12
• FIXED: Suicide craft not auto-attacking water-surface facilities, also manual suicide attacks do not
generate damage
• FIXED: Various fixes on submarine damage from shaped-charge torpedoes:
o The secondary-explosion damage of such torpedoes was not affecting the target sub
o The explosion standoff was too small for all types of ASW torpedo impacts (generated too
high shock factor)
o Fire/flood effects are now cumulative (e.g. major + major --> step up to "severe")
• FIXED: "ASW optimized" warheads not producing secondary blast effect
• FIXED: ASW-optimized torpedo warheads were not getting their designed penetration & flooding
bonus
• FIXED: Unit assigned to cargo mission waits for pending cargo when it won't be able to load it
• FIXED: #15396: (1328.11) Illumination and targeting vectors not appearing properly
• FIXED: Weapon losses not recorded
• FIXED: Unit icons "parallaxing" against map layer at extremely close zoom
• FIXED: QuickSink-fused weapon was impacting non-ship target and the impact logics had not
accounted for this case (fallback to normal impact)
• FIXED: Weapon ETA calculator did not consider carried-dispenser weapons (JP233, MW-1 etc.)
• FIXED: in some cases Aircrafts where circling around WP 6
• FIXED: #15310: CEZ Terrain Pathfinding Bug?
• FIXED: Explosion crater only damaging the first hit unit
• FIXED: #15253: [B1328.8] 64-bit slowdown when launching mass amount of bombs
• FIXED: Calculation of ABM intercept point did not take into account max weapon altitude
• FIXED: Tanker-to-tanker aerial refueling issue
• FIXED: #15440: Diesel/electric submarine extremely loud if electric engine is destroyed
• FIXED: #15414: [B1328.12] Aircraft not following flight plan speed
• FIXED: #15077: The DISPLAY of Flight Plan Paths seems off
• FIXED: #15402: [1328.11] Prosecution Area not working
• FIXED: (Double-flame mode rudder behaviour) Wobbling ships, boats and submarines
• FIXED: Broken ESM for negative altitude
• FIXED: (Double flame mode) Some weapons type overshooting targets
• FIXED: #15415: [B1328.12] Aircraft not firing all their standoff weapons
• FIXED: #15127: [B1307.14] MDSP & WRA Issues
• FIXED: Some ACs where not RTB
• FIXED: #14926: [1307.9] ATO does not show all packages under a task pool when the pool is
selected
• FIXED: Units with a phased-array radar boresighted well away from the unit's heading (e.g.
SLAR) incorrectly suffered the "phased array degradation due to off-boresight angle"
• Fixed/Tweaked: Effectively decayed satellite (moving along a decayed orbit) will destroy it
• FIXED: #15431: AOU miscalculates for very high altitudes and sensor range (e.g. GEO SIGINT
satellites)
• FIXED: #14925: [1307.9] Sorting ATO by mission/package greys out all buttons except "Create
flight"
• FIXED: #15374: [1328.11] Can't assignt a ship from a group to a Strike mission
• FIXED: Group leash transparency
• FIXED: 0014882: Extreme wingman separation
• FIXED: Leftover UI-only code (from the pre-CMO days) stating that HGVs & D-EMP weapons
could only be used in CPE
• FIXED: ABM interceptor activation point too low vs. ascending target
• FIXED: #15430: [1328.12] Command Blocked with Error
• FIXED: UAVs visual/icon classification fix
• FIXED: #15418: [1328.12] DB viewer exception Log
• FIXED: #15413: [B1328.12] Aircraft taking off to0 soon
• FIXED: Issue with the new HPM weapon type that doesn't let you attack an UAV if it's a weapon
(ie. loitering munition) but if it's an aircraft you can attack it
• FIXED: #15410: [B1328.12] Aircraft flying off into space (point 1)
• FIXED: #14923: [1307.9] Cloning missions with generated flightplans messes up some references
in ATO
• FIXED: #15406: Parabolic trajectory on guided projectiles wasn't taking into account altitude delta
• FIXED: [Operation Planner] UI is more responsive for H and L initial mission dropdown when
adding a mission concurrently
• Numerous general fixes
• Numerous sim-performance tweaks
• Includes the new v504 release of the DB3000 and CWDB databases.
o DB3000 v504 additions:
https://drive.google.com/file/d/1InvoyJJJnRGfCpDJgU9cNOAxMNCCw1P9/view?usp=sharing
o CWDB v504 additions:
https://drive.google.com/file/d/1Ip8AM2y1EZbQgQusUC6BFPzlKwxU6Cgt/view?usp=sharing
v1.06.1328.12 – 6th December 2023
- ADDED: New map display option (Game Options window): Draw black outlines on icons & text to make them easier to stand out against background map (ON by default; disable if it is slowing down rendering)
- ADDED: Added target property to unit wrapper
- TWEAK: Map appears at slightly higher resolution on average by loading higher zoom levels at higher altitudes.
- TWEAK: Updated built-in callsigns list
- FIXED: Crash issue on startup
- FIXED: #15340: Sensor mounts were not being attached to parent platforms when added by Lua - SE_UpdateUnit; this led to incorrect illumination-arc calculation
- FIXED: #15335: [B1328.10] Palletized munitions with Nan altitude and other issues
- FIXED: [B1238.11] Rapid Dragon weapons pallets transcending altitude, accelerating infinitely, and migrating to North Pole
- FIXED: Exception error in weapon wrapper
- FIXED: [B1328.11] Strikers and Escorts Not Working Together
- FIXED: Lofted ASW weapon (SS-N-15) was considering the target altitude (underwater) instead of the desired impact altitude (water surface) for the lofted trajectory calculation
- FIXED: [B1328.11] Aircraft egressing off flight plan to the east and west for some distance
- FIXED: #15386: [B1328.11] Aircraft selected not transfer to Target list on air strike mission
- FIXED: Missiles where not splashing on water
- PARTIALLY FIXED: #15375: [B1328.11] DF-26 No altitude and weird behavior
- FIXED: #15304: [1328.9] Air Intercept, low altitude in transit
- FIXED: Escorts flying in circle ignoring the escorted unit
- FIXED: Setting sub/ship throttle causes sonar signature to increase even if vessel doesn't move
- FIXED: #15377: Speed override causes Sub to keep moving after course is cleared
- Numerous general fixes
- Numerous sim-performance tweaks
Includes the new v503 release of the DB3000 and CWDB databases.
- DB3000 v503 additions https://drive.google.com/file/d/1CfqVLnl4pR1oSHbD4hUOYPzPLzgyx7Ou/view
- CWDB v503 additions: https://drive.google.com/file/d/1CgAWCjDxyugeB609KRSldtq9scUnTFkA/view
Besides bugfixes and tweaks we have added additional support for sensor groups. The complete changelog is available below:
Change History:
v1.05.1307.19 – 28th July 2023
* Added: #15173: SBR Add Support for Sensor Groups
* TWEAK: Minelaying behavior (Assume if a mine is nearby and not active, and the unit is a ML type, then it laid the mine and it can ignored for now)
* TWEAK: UAV/UCAVs of small size can be catapult-launched and retrieved on platforms without dedicated air facilities
* TWEAK: Restored TO/LA check box on Edit A/c form
* TWEAK: Aligned "Add AC" and "Add boat" window layouts
* FIXED: Submerged contacts never engaged by AI
* FIXED: [1307.18+1328.6] No fire inside no-nav zone (Added a flag to the NoNavZone that designate it as a no fire zone (default is true) so that the user can decide if allowing the unit to fire in the zone or not)
* FIXED: Docking Facilities Issue on DDG 125 (if the first dock facility was unable to host the boat the other ones were not checked)
* FIXED: Deployed mines not appearing in weapons fired export
* FIXED: Missing implementation of "Drifting Mine" behaviour
* FIXED: [1307.18+1328.3] Mission Editor Causing Reproducible Crashes
* FIXED: [Build 1307.18] "Hidden" Thermal layer/databox info broken
* FIXED: Missing illumination arcs on DB viewer
* FIXED: #15188: [B1328.5] Extreme wingman separation
* FIXED: SBR with MCM failing
* FIXED: Strike mission escort flights can not be generated
* FIXED: [1307.18] WRA Different Weapon Allocation
* FIXED: CEZ transparency was not serialized and deserialized
* FIXED: CEZ custom altitude was not able to be set to a value < 0
* FIXED: MPAs and Helis not dropping Sonobouys
* FIXED: #15139: Mission Level WRA GUI: Choices Revert Back to "Various Settings"
* FIXED: .Phase in mission wrapper
* FIXED: PCLS broken by incorrectly applied intermittent-EMCON clause
* FIXED: ACs were RTBing without fire (specific case)
* FIXED: CEZ Trannsparency was not set rendered correctly. Transparency value was not set if changed via text and not via up down arrows
* FIXED: #15172: [B1307.X] SBR Generate Delta Template Errors
* FIXED: crash on scenario reload
* FIXED: Add sub unit a 0 kts (not at creep)
* FIXED: Mk1 eyeball is now operational at periscope depth if no other visual sensor are on platform and scenario is using CWDB
* FIXED: Clicking on "sensor" hyperlink in contact recent detections list does not bring up the DB-viewer as expected if the sensor is in a loadout
* FIXED: Logic flaw in Priority Target List doctrine evaluation may lead to infinite loop (ie. sim freeze)
* FIXED: Weapon "Max Downrange" calculation returning infinity if MaxAltitude_AGL = 0 and MinAltitude_AGL = 0
Build 1328.6 release notes (changes from B1328.5):
------------------------------------------------------------------
* TWEAK: [DX11 renderer] Numerous tweaks on map engine & tile handling
* FIXED: Strike mission escort flights can not be generated
* FIXED: Command "run to absolute time" was caried accross mew loaded scenario
* FIXED: [DX11 renderer] BMNG Layer constituent BMNG and Relief layers render in alignment at high altitudes.
* FIXED: [DX11 renderer] Convergence zones render properly
* FIXED: CEZ transparency was not serialized and deserialized
* FIXED: CEZ custom altitude was not able to be set to a value < 0
* FIXED: [1328.5] MPAs and Helis not dropping Sonobouys
* FIXED: #15151 - ALT+S in WEGO closes Multiplayer Window
* FIXED: Null reference when retrieving altitude with a weapon selected
* FIXED: Submerged contacts never engaged by mission-driven AI
* FIXED: HGV trajectory issues (glider not terminal-diving early enough if it has a seeker activation point)
* FIXED: #15139: Mission Level WRA GUI: Choices Revert Back to "Various Settings"
* FIXED: Backwards orientation on Hermes 900 Tacview 3d-model.
* Includes the new v501 releases of the DB3000 and CWDB databases.
DB3000 v501 changelog: https://drive.google.com/file/d/1--wRLPWp0AHyu_oWhcUdzaucvI8GmXJo/view?usp=sharing
CWDB v501 changelog: https://drive.google.com/file/d/1-6II6vMwT4u9QvYn-9lltj0YkEXwpJG3/view?usp=sharing
Included are bugfixes, tweaks, and QoL features added for customizing Weapons Release Authorization.
Change History:
v1.05.1307.18 – 6th June 2023
• ADDED: WRA shortcut-button in unit status panel
• ADDED: On the "Scenario Migration" window, you can now customize the default WRA-range for AAW missiles when migrating a scenario
• TWEAK: Aligned Editor "Set Unit Property" menu items: Replaced 'Set unit fuel & airborne time' with a new 'Set Unit Properties' which does fuel, air/sea time and alt/depth. Replaced the 'Set time at sea' with call to the above.
• FIXED: #15168: Bug opening formation editor
• FIXED: In some cases the units where requested to fire more weapons then they are carrying, causing fewer weapons to be delivered
• FIXED: #15158: GUI Bug: Mission level EMCON depends on previously selected tab
• FIXED: Do not drop the target if there is a salvo in place but you have to fire infinite weapons
• FIXED: Kinzhal missile flies into space
• FIXED: [Mission Planner] The Mission was looking for a new target if the previous one moved, instead of trying to reacquire it
• FIXED: Strike Plan doesn't work as expected
• FIXED: In some cases ACs where RTB before Winchester or target destruction
• FIXED: Issue in retrieving the proper weapon based on the target type
• FIXED: #15127: [B1307.14] MDSP & WRA Issues
• FIXED: #15048 "Unit is Damaged" Trigger goes off multiple times for the same unit
• FIXED: #15061: Ford Showcase: ScenEdit_SetEMCON doesn't toggle sensors
• FIXED: #14918: Strike Mission WRA not discriminating between Escort and Striker munitions
• FIXED: Un-assigning unit changes condition of a non-operating unit.
• FIXED: Un-assigning unit changes condition of a non-operating unit.
• FIXED: LuaSetTigger() not using correct area RPs for relative bearing
• FIXED: Lua ScenEdit_SetReferencePoint not changing bearing type unless 'highlighted' is present
• Includes all official scenarios rebuilt to DB v499, with their default AAW WRA-range set to 75% of maximum range.
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
18.1 GB
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