CMO v1.07 - Build 1567 Release Notes (changes from Build 1527)

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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SamSlitherine
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CMO v1.07 - Build 1567 Release Notes (changes from Build 1527)

Post by SamSlitherine »

Hi Everyone, Here are the release notes from the latest version that went live today with Fail Safe.

CMO v1.07 - Build 1567 Release Notes (changes from Build 1527)
=================================================================================

* MAJOR NEW FEATURE: Side Enablers. See here for details: https://command.matrixgames.com/?p=5825

* MAJOR NEW FEATURE: GNSS disruption. See here for details: https://command.matrixgames.com/?p=5825

* NEW MAP FEATURE: 3D Terrain and vertical scaling (Game Options --> Map Display --> Draw Units at altitude --> 3D Terrain rendering). This enables a more realistic "stereoscopic" rendering of the map terrain, similar to Google Earth. As in GE, the "vertical exaggeration" slider can be used to make the elevation peaks and depths standa out more prominently. NOTE: This setting also affects the vertical placement of aerospace units. So for example, a vertical exaggeration setting of "2" will make aircraft, satellites etc. appear at double their actual altitude.

* UI ADDED: In certain cases the user defined max number of shooters might make impossible to fulfill the WRA, thus prohibiting a unit with leftover ammo to fire against an otherwise valid target.
When such case is detected, a log message is generated under the category "Doctrine and ROE".
(If you want to be notified of such edge cases, be sure to include this message category visible on the message log. This case is detected "per unit", so the WRA might be fulfilled by another unit participating in the same salvo.)

* Includes updated versions of all official scenarios.

* Includes the new v510 release of the DB3000 database (no CWDB release in this cycle).
DB3000 v510 additions: https://drive.google.com/file/d/1-H-fAi ... sp=sharing

* ADDED: #16496 - Support for "shooter quantity" WRA setting for land units. (This mainly includes the ability for land units to join existing weapon salvos according to the WRA-specified shooter and weapon quantities. In addition to that, when trying to join an existing salvo to supplement a lack of assigned weapons, units will ignore the shooter-quantity limitation *IF* another unit of the same land group is participating in the salvo.
* ADDED: [Lua] added arcs to the 'components' property
* ADDED: [Lua] UI_OpenNewDatabaseWindow(SelectedObjectType [String], selectedObjectID [Int32])
* Added: Possibility to create/edit (Zone Context menu) zones to be unbound to reference points and entirely not interactable by players
* ADDED: [Lua] TimelineID property of Scenario wrapper
* ADDED: [Lua] Added parse for handling ISO date
* Added: [Lua] Support for RBG and ARGB for area color modifications through Lua
* ADDED: [Lua] Added ability to update air/dock facilities on units:
- add_dock_facility,remove_dock_facility [use dockfacid to reference specific GUID to remove, or removes first one found]
- add_air_facility, remove_air_facility [use airfacid to reference specific GUID to remove, or removes first one found]]
Examples:
local u = ScenEdit_UpdateUnit({ guid='CY41MA-0HN9IIDE9MCFT',mode='add_dock_facility',dbid=19})
local u = ScenEdit_UpdateUnit({ guid='CY41MA-0HN9IIDE9MCFT',mode='remove_dock_facility',dbid=19,dockfacid='CY41MA-0HN9IIDE9MDV6'})
print(u.components)

* TWEAK: Bark display conditions and fixed non-anchored bark not being displayed due to configuration
* TWEAK: When a unit is engaged offensive but manouvering to standoff, indicate this on the "Status" label in the unit-status panel
* TWEAK: Completely reworked the general autopilot logic for lofting AAW weapons, based on new information from this thesis: https://apps.dtic.mil/sti/tr/pdf/ADA289267.pdf . Also numerous other improvements related to lofting mechanics and drag calculation.
* TWEAK: Completely revised the estimation of missile burnout weight when this is not explicitly delared in the DB. Source: "Modelling Missile Flight Characteristics by Estimating Mass and Ballistic Parameters": https://aimt.cz/index.php/aimt/article/view/1247
* TWEAK: Use diameter, not wingspan, to calculate weapon cargo area and size requirement (this results in most weapons being more compact for cargo & transport purposes)
* TWEAK: Mouse hover rectangle (dashed one) now properly sizes to the unit's icon, just like selection rectangle
* TWEAK: A unit icon's datablock position is now relative to the icon size (so if the icon is enlarged the datablock adjusts its position)
* TWEAK: Mulitple "pin-cushion view" tweaks and improvements
* TWEAK: [Mission Editor] Mission Settings custom input now retains the previous set altitude on change
* TWEAK: [Mission Editor] Loadout altitude mission setting now displays the altitude
* TWEAK: Speed tweak on scenarios with lots of satellites
* TWEAK: Tweaked explosion endgame message for better clarity
* TWEAK: Weapon endgame report rework (message log only)
* TWEAK: [Lua] Allow existing RPs to be used in AddZone()
* TWEAK: Improvements on ship/submarine maneuvering defense against torpedoes
* TWEAK: Old detection records that refer to out of comms units are now shown in the UI
* TWEAK: Ships more consistently evade (turn to unmask against) missile threats
* TWEAK: Moved the "Load" and "Load Recent" menu items under "Save" and "Save As"
* TWEAK: Various sim speed tweaks, particularly for cases where the "Terrain type effects - ADVANCED" realism feature is active
* TWEAK: [Lua] Tweak adding sensor arc to use the DB default arc if present
* TWEAK: Area and Reference Point Manager now updates zone RPs as changes are made
* TWEAK: Message log weapon endgame "Final Ph" spacing
* TWEAK: Various UI tweaks on windows with HTML editor (Segoe UI default font, toolbar placed on top of editor panel etc.)

* FIXED: Undefined group type (such as empty group) was causing an unhandled exception
* FIXED: GLSDB booster not releasing its SDB payload as expected
* FIXED: [Lua] Unassign use on wrapper and SetUnit() follow normal behavior of dropping any targets
* FIXED: Command crashes if user enters invalid trigger date or time format
* FIXED: Massive slowdown in strike missions with a gazillion targets (e.g. "Agean In Flames" scenario)
* FIXED: UUVs spotted via Visual/IR sensors while at -20m depth
* FIXED: #16459: [Lua] Missing Lua properties for mission
* FIXED: Crash if you clear the ScenEdit 'edit unit properties' altitude text box
* FIXED: Weapon with no fuel record throws exception at DLZ calculation
* FIXED: When generating a passive detection AOU, SOSUS and SURTASS sonars were capping themselves using the max direct-path limit as the max-range value (This cap is valid only for other sonar types; SOSUS and SURTASS are not actually limited by the direct-path limit, as they use the deep-sound channel)
* FIXED: #16160: Aircraft not investigating contacts, moving erratically during sea control patrol
* FIXED: #16407: Sprint and drift order not working consistently in groups, ships are "drifting" at formation speed for hundreds of miles
* FIXED: Manual sonobuoy drops were ignoring the datalink channel check
* FIXED: ASW Aircraft not engaging surfaced submarines
* FIXED: #16489: Helicopter can't land in its base ship
* FIXED: Submarine plotted course being rendered as if touching seabed
* FIXED: Boost-coast missiles running out of energy vs. loitering target
* FIXED: "Rocket - Boost-Coast" propulsion type used wrong min average speed modifier
* FIXED: #16235: Unit in Mission: manual course deleted
* FIXED: #16450: Packages have no Deactivation Time Features in ME
* FIXED: #16052: Helicopter in dipping-sonar status does not descend to correct altitude for deploying sonar (and thus stuck in dip cycle)
* FIXED: #16496: WRA not being followed
* FIXED: #16477: Units assigned to inactive mission acquire targets from the mission (<< Strictly speaking they can still target them, and thus shoot at them if in range and allowed to, but they no longer consider them as primary target and thus maneuver against them)
* FIXED: #16502: ASW Interception starts with RTB Mission Over status
* FIXED: Units on patrol clearing their course and flickering between "following plotted course" and "Enaged offensive" status in some edge cases
* FIXED: More precise search among flight targets to spot the ones that have their WRA covered so that the flight can concentrate on the other flights
* FIXED: #16447: Contacts handle by out of comms units
* FIXED: Missing "taxi" string in Air Ops window
* FIXED: Added auto-recovery from stuck IsolatedPOV state that caused activeunits to no longer be rendered
* FIXED: On unit comms window, operational comm devices are listed "Inoperative (None)"
* FIXED: Exception when unit is ordered to RTB but has no assigned host
* FIXED: Μissiοns were not starting when the target was autodetectable or the UI was in God's Eye view
* FIXED: "Incoming Guided Weapons" calculation (per contact) was wrong in some cases
* FIXED: Unguided weapon being always reported as miss (not actually missing)
* Fixed: #16450: Packages have no Activation Time Features in Mission Editor
* Fixed: #16504: When dropping (deleting) a contact, missions and units still consider the contact as target
* FIXED: #16447: Contacts shared by other sides not aging and their AOU not growing
* FIXED: #16527: [1546] Aircraft with non-standoff munition keeps circling targets after launching weapons
* FIXED: #16530: Aircraft don't obey transit altitude settings for CAP missions
* FIXED: Air refueling max flow rate increased when less ac than connections (max flow rate is now 100% DB / default value even when less aircraft are connected than the tanker has connections)
* FIXED: On-grid contact receving detection updates from off-grid contact
* FIXED: Multiple issue related to AC in patrol mission not engaging a manual-targeted unit
* FIXED: #16504: Manually added contacts dropped from strike/intercept when contact was dropped
* FIXED: Datalink + Active Guidance AGM never hits target (example: AARGM)
* FIXED: Torps circling around the target
* FIXED: Gun mount allocation doesn't stop firing
* FIXED: Aircraft with flight plan may set fuel state bingo instantly on take-off
* FIXED: Exception and incorrect endgame report for unguided weapons when explosion is generated
* RE-FIXED: #16235: Unit in Mission: manual course deleted
* FIXED: WebView2 engine was unable to write temp data to user profile folder if running under a non-admin account
Uzabit
Posts: 120
Joined: Fri Jul 13, 2018 6:03 pm

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by Uzabit »

* TWEAK: Weapon endgame report rework (message log only)
Are the missile endgame calculations not supposed to be shown to the player anymore? I checked the message log settings in the menu, all relevant boxes seem to be checked.

I've attached a log from a quick battle. If this is a bug, I can create a report.
Attachments
2025-02-25_22.17.16.zip
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FifthDomain
Posts: 485
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by FifthDomain »

Can i just confirm this is 1567 and different from 1566 that pushed on steam earlier.

Thanks for your time.
Uzabit
Posts: 120
Joined: Fri Jul 13, 2018 6:03 pm

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by Uzabit »

Ah - wait. My current version is still Build 1566 from Steam.
BrianinMinnie
Posts: 165
Joined: Thu May 07, 2015 3:12 pm

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by BrianinMinnie »

I'm running "CMO v1.07 Update - Build 1544", is there another download\Link to get to: "CMO v1.07 -1567"
do even need to update? Thanks
dak4484
Posts: 4
Joined: Mon Nov 27, 2017 5:22 pm

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by dak4484 »

Hi,
Where the heck is the link??? Can't find it. Only the links to the release notes. Auto download of update from game doesnt work (never has). Any help appreciated
Dan
dak4484
Posts: 4
Joined: Mon Nov 27, 2017 5:22 pm

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by dak4484 »

NEVER MIND DUH!! didnt realize they werent in chronological order on the screen
Dajjal
Posts: 2
Joined: Wed Feb 26, 2025 1:55 am

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by Dajjal »

Uzabit wrote: Tue Feb 25, 2025 10:23 pm Ah - wait. My current version is still Build 1566 from Steam.
Yes, the version I got from Steam a couple of hours ago also identifies itself as build 1566. Which is definitely different than the version described in these release notes: its newest DB3000 is v509, there is no v510 included.
dak4484
Posts: 4
Joined: Mon Nov 27, 2017 5:22 pm

Failsafe not being recognized.

Post by dak4484 »

Hi,
another stupid question. Just purchased and installed Failsafe. When I try to start a scenario it tells me I need to obtain a license. I have one and have the email with serial number. What do I do to have it recognize my purchase or give it the serial number
Dan
rmwilsonjr
Posts: 181
Joined: Sat Jan 08, 2011 1:17 am

Re: Failsafe not being recognized.

Post by rmwilsonjr »

dak4484 wrote: Wed Feb 26, 2025 4:23 am Hi,
another stupid question. Just purchased and installed Failsafe. When I try to start a scenario it tells me I need to obtain a license. I have one and have the email with serial number. What do I do to have it recognize my purchase or give it the serial number
Dan
You need to run the “Check for Updates” on the launch screen, and you will come to a screen asking if you want to install a new game and in the drop down menu, click failsafe, paste/insert the serial number where indicated, and hit the activate button. The update will then do its thing until it’s finished and you should be good to go next time you start the game.
Richard
tylerblakebrandon
Posts: 462
Joined: Mon May 11, 2020 5:16 pm

Re: CMO v1.07 - Build 1567 Release Notes (changes from Build 1527)

Post by tylerblakebrandon »

I'm not registering DB3k v510. Has anyone else experienced this?

Edit: I ran the updater again and it gave me v 1657.01. Retrying

Edit 2: That did it!
Kushan04
Posts: 1145
Joined: Tue Jun 28, 2005 9:27 pm
Location: USA
Contact:

Re: CMO v1.07 -1567 Release Notes (changes from Build 1527)

Post by Kushan04 »

Uzabit wrote: Tue Feb 25, 2025 10:06 pm
* TWEAK: Weapon endgame report rework (message log only)
Are the missile endgame calculations not supposed to be shown to the player anymore? I checked the message log settings in the menu, all relevant boxes seem to be checked.

I've attached a log from a quick battle. If this is a bug, I can create a report.
Please post issues in a dedicated thread in Tech Support. They are likely to be missed posting them here.

That being said, it's working for me. Please verify Weapon Endgame Calculations is checked under Options -> Message Log.
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HalfLifeExpert
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Location: California, United States

Re: CMO v1.07 - Build 1567 Release Notes (changes from Build 1527)

Post by HalfLifeExpert »

From looking closely at these notes, I don't seem to see any reference to fixing the issue of ASW mortars not engaging due to not having any local directors.

If this hasn't been addressed, I hope it is very soon, especially since Fail Safe is in an era when ASW Mortars were still very common.
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