Command: Modern Operations - v.1.06.1328.13

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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LiamR
Posts: 124
Joined: Tue May 16, 2023 10:08 am

Command: Modern Operations - v.1.06.1328.13

Post by LiamR »

Hello Commanders, a new update has gone live.

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.

A download is available either via Steam or here on the forums.

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: [Lua] Contact wrapper - markedAsDecoy property
• ADDED: [Lua] 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: [B1303] 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/1InvoyJ ... sp=sharing
o CWDB v504 additions:
https://drive.google.com/file/d/1Ip8AM2 ... sp=sharing
Quark73
Posts: 371
Joined: Fri Nov 04, 2022 2:55 pm
Location: Baltic Coast

Re: Command: Modern Operations - v.1.06.1328.13

Post by Quark73 »

Wow, impressive changelog! Thanks.
tylerblakebrandon
Posts: 451
Joined: Mon May 11, 2020 5:16 pm

Re: Command: Modern Operations - v.1.06.1328.13

Post by tylerblakebrandon »

Excellent!
FifthDomain
Posts: 485
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: Command: Modern Operations - v.1.06.1328.13

Post by FifthDomain »

Excellent, thanks.
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ClaudeJ
Posts: 754
Joined: Wed Mar 08, 2006 5:38 pm
Location: Bastogne

Re: Command: Modern Operations - v.1.06.1328.13

Post by ClaudeJ »

Thank you!
Even if you didn't get it 2023, you guys deserve the Labor of Love award!

And bravo to the DB team! Still a long march ahead but that's a fantastic step.
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
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Blast33
Posts: 723
Joined: Mon Dec 31, 2018 1:23 pm
Location: Above and beyond

Re: Command: Modern Operations - v.1.06.1328.13

Post by Blast33 »

This is an extensive one!
Bravo!
c3k
Posts: 445
Joined: Mon Apr 24, 2017 11:06 pm

Re: Command: Modern Operations - v.1.06.1328.13

Post by c3k »

Ditto the comments above!

Thanks, guys!
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KLAB
Posts: 483
Joined: Tue Feb 27, 2007 5:24 pm

Re: Command: Modern Operations - v.1.06.1328.13

Post by KLAB »

Much obliged, lot more updates and amendments than even the change log and DB resume comment on.
Thanks.
Parel803
Posts: 937
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: Command: Modern Operations - v.1.06.1328.13

Post by Parel803 »

Great work,
thx to all involved
regards GJ
zacklaws
Posts: 443
Joined: Wed Jan 10, 2007 4:18 pm

Re: Command: Modern Operations - v.1.06.1328.13

Post by zacklaws »

That's much appreciated, some good additions in that update that got me fired up.

I have one major scenario that I have worked on for years, amending it and updating it and playing it and its my go to scenario.

Its based on the Vietnam War, and I have added most Naval assets etc, Airbases etc and populated them with aircraft of the period around "Linebacker" 1 and 2. Added all targets, airbases, SAM and AA locations etc in North Vietnam as I read about them, add "Convoys" on the Ho Chi Mihn trail, friendly and enemy units at Khe Sahn so its a basically an on going project.

Even though the scenario started in the early 70's, it eventually become fictional and I will fly missions dating back into the 60's. The Scenario has no points system as I have never seen the point in having a points system, and success is determend if the objective of the mission was a success or a failure if not or had to withdraw due to the intense AA and SAM activity etc.

Anyway to cut a long story short, wanting to go to bed, I instead burnt the candle late last night, replacing and adding all the road and rail bridges in North Vietnam from the new update. So the candle will probably burn late again when the Paul Doumer Bridge needs dropping.
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