Countdown to War Planner: Simulation Additions & Improvements
Simulation Additions & Improvements NEW FEATURE: ENERGY-BASED FLIGHT MODEL FOR BOOST-COAST MISSILES Boost-coast anti-air missiles (ie. most tactical missiles that are not powered continuously) now use a much more realistic flight model that distinctly models the initial boost-sustain and post-burnout regimes, and takes into account the effects of gravity (shedding speed while climbing and regaining it when diving) and aerodynamic drag. The drag changes with altitude, built-in drag coefficient and whether the weapon is maneuvering (pitching/turning) or not. This change makes it possible to apply real-life “exhaust the threat” tactics and further constrains edge-of-envelope shots.
The onboard fuel (and thus boost duration) varies with the type of missile propulsion. Most AAW missiles (e.g. Sidewinder, Sparrow, all Standards, pre-D AMRAAMs etc.) still rely on the “traditional” boost-(optional sustain)-coast sequence, in which case the rocket motor is active usually for a few seconds. Some missiles (SA-4, SA-6, Sea Dart, Meteor etc.) use ramjet propulsion to provide for a much longer burn duration, and this allows them both a much higher average speed-to-target but also a higher energy state on the terminal engagement, which increases their chance of impact. Other new systems like the AIM-120D use “dual-pulse” rocket motors to again achieve a substantially higher overall energy state.
(NOTE: On missiles that use this model, the “fuel bar” indicator now represents only the remaining boost-sustain fuel, NOT to the total remaining energy. After burnout, the fuel bar is removed and the weapon will coast until it reaches its stall speed.)
SIGNIFICANT CHANGES IN DEFAULT AIRCRAFT DEFENSIVE MANEUVERS Instead of beaming and diving to the deck by default, now they will first try to outrun an incoming missile while matching its relative pitch (i.e. climb if the missile is below them, or dive if it’s above them), and if the missile closes the distance they will then attempt to beam it (or its parent guidance) while also reversing their climb/dive.
To counter these counters, new additional WRA firing-range settings (including “No-Escape Zone”) are available, offering a much more comprehensive set of range options (see the UI improvements article). A2A and S2A missile engagements are, as a result, both more dynamic and far more realistic now.
(NOTE: These two changes have been arguably the most controversial ones during the public beta of the War Planner. The typical complaint by many players is “My AMRAAMs are now useless unless if fire them almost at point-blank range”. Our response to this is: EXACTLY. Welcome to the real-world kinematic limitations of most AAW missiles. This part of the reason that most (all?) real-life BVR kills have been achieved at significantly less-than-maximum launch ranges. Watch this BVR tactics video from F4 BMS and note how on each case the missiles are dragged-out rather than outmaneuvered. WRAs and configurable firing ranges are a thing – and with the new percentage-based settings and NEZ they are more powerful than ever. Learn them, practice with them and use them. Or get used to becoming your adversary’s chew-toy, first by the enemy AI and later by other human players as MP comes to commercial CMO.)
NEW FEATURE: PASSIVE COHERENT LOCATION SYSTEM (AKA “PASSIVE RADAR”) The term “passive radar” has grown to broadly encompass two significantly different concepts; one is ESM/SIGINT-based air-surveillance systems and the other is multistatic radars with third-party emitters. The latter is called Passive Coherent Location System, and for a general background on the technology and CONOPS see here: https://en.wikipedia.org/wiki/Passive_radar
PCLS systems can be very capable against VLO targets (if the geometry is right), and their passive nature makes them inherently less vulnerable to SEAD attacks (although of course the emitters-of opportunity may themselves be targeted). On the other hand the geometry restrictions can be a tough taskmaster (the emitter, the receiver and the target must form a clean-LOS triangle otherwise there is no detection) and the signal propagation geometry sharply reduces the effective detection altitude. Therefore such systems are most effective when combined with other traditional active & passive surveillance sets rather than operating completely on their own.
The v488+ releases of the DB3000 database contain several “non-detecting emitter” platforms such as radio, TV, and cellular antennas or navigation beacons such as LORAN. It also contains a prototype PCLS vehicle that can be used in testing and as the basis for operational variants.
NEW FEATURE: DISTINCT MOBILE GROUND UNITS In addition to modelling mobile forces as “aimpoint facilities” (see: https://www.warfaresims.com/?p=1159 ), it is now possible to explicitly model individual vehicles with their own customized properties such as armor, propulsion, mounts, sensors etc.
The new-style ground units have unlocked certain brand-new capabilities, such as true amphibious vehicles (with distinct speed & fuel consumption properties overwater and on land).
NEW FEATURE: INTERMITTENT EMISSIONS This band-new feature allows to control the behavior of emitting sensors so they emit in intervals instead of only continously or never.
Alert levels
The first thing to do is to configure a unit’s interval according to the alert level. The alert level is set in the EMCON setting of any unit and affects the whole side. Below, in the “Active Emission Interval” we have the intermittent emission configurations for each alert levels. The side’s alert level will determine which intermittent emission configuration to use:
Emission Intervals
Let’s configure an EMCON behavior for the yellow’s alert level. By default, the interval type is set to continuous, this is the usual behavior in command where an enabled sensor will emit continuously. Emission Duration is the duration in seconds of an emitting phase. Interval is the duration in seconds of a silent phase between 2 emitting phases. Interval random variation is the random duration in seconds we add to an interval. This allows unpredictability of the cycle and is particularly useful to disrupt the enemy’s plan:
The action of waking up mean that the radar will temporarily turn into continuous and ignore intermittent behavior, until time until sleep mode is elapsed. The Wake when detecting threat checkbox controls this behavior, a threat is a unit defined by the checkboxes group includes stance and includes ID. If the radar detects an unfriendly or hostile or unknown contact with any identification level, then we wake up the radar.
If you want a unit to inherit all configuration from its parent check Use parent group parameters:
NOTE: intermittent emission will NOT make a radar active or inactive as depicted below:
Intermittent emission controls whether or not an active radar will be silent or emitting at a given moment.
Custom emission intervals configuration
If you want to use all alert level, you will need to define each interval configurations, and perhaps you want a way to override the alert level and have some units feel special and use their own rules:
To do this, populate the Custom interval tab as you will and make sure the Use custom preset only checkbox is checked.
NEW FEATURE: CUSTOM ENVIRONMENT ZONES Multiple & moving weather fronts? Check. Bend the laws of physics on a localized area? Can do. Specify carefully hand-picked weather, terrain and other environmental properties in order to test or compare sensors and other environment-dependent components? Yup. Unleash your inner nature wizard with this puppy.
Using this new feature, you can define a zone where you can tailor the environment & weather properties. This can be useful if you want a “controlled environment” for sensor checks, mobility & damage tests etc., but can also be used as a localized “weather override” for scenario purposes. To create a CEZ, bring up the Refpoint Manager and switch to the “Cust Env Zones” tab. Create a zone as usual, and then click on “Edit”. A new window should appear, in which you can define the weather & environment properties:
NEW FEATURE: PALLETIZED WEAPONS AND OTHER STORES This is a new capability that has been making the public rounds lately, as a result of a series of videos by AFRL on the Rapid Dragon concept. using pallets packed with guided weapons, aircraft not usually associated with frontline attack operations (such as transports) can contribute to the firepower volume allocated at enemy forces.
As usual, there are caveats. The fact that weapons are fired from released pallets, rather than individually fired from the parent platform, means that weapon allocations must happen in batches; if a single missile in say a 12-pack is allocated, the full dozen has to be allocated either on the same target or others. (There exists of course the theoretical option of allocating only the desired amount of weapons and just sacrificing the rest of the pack, but the cost of the majority of modern weapons makes this an unlikely scenario).
Therefore, accurately modelling this new capability (and the decisions & restrictions it enforces) to Command has been a lot of work. Here’s what we’ve come up with:
Pallet Weapon: the paradroppable system (usually a pallet, but may also be a container etc.) containing the payload Pallettized Weapon: the content of the pallet, the actual weapon that will be delivered Pallet Weapons can be fired by specific aircraft that are equipped with suitable loadouts (C-130, C-17 etc.). Several new representative loadouts have been included in the DB3000 database:
Pallet and Weapon Allocation Pallet Weapons can be allocated to a target both as a Pallet or by assigning a single target for every Palletized Weapon in the aircraft Loadout. When allocating a whole Pallet, all the weapons within it will be added to the salvo, and all of them will share the same target as the Pallet:
Single (individual) Pallettized Weapons can also be allocated clicking on the relative node in the tree:
NOTE: As mentioned, due to the nature of the weapon system the whole Pallet is dropped even when some of the weapons within are not allocated. So take care to allocate the full pack! A message will serve as a reminder in order to avoid wasting weapons:
When the Pallettized Weapons are allocated separately, the system will recognize how many Pallets are needed to fill the requested salvo quantity and will drop the appropriate amount of Pallets:
Pallet and Weapons Behavior When dropped from an aircraft, the Pallet will align itself following the correct loitering pitch, and after reaching that pitch it will deploy the parachute and start to loiter. After the Pallet starts to loiter, all the allocated weapons are fired from the Pallet:
Example with multiple Pallets:
Pallets have one more tick up their sleave: Because they remain in coms (datalink) with their parent aicraft, you can allocate additional weapons remaining in them while they are para-dropping. Obviously this can be very useful for delayed fires against targets as the tactical situation evolves. This can be done simply by clicking on a Pallet and then allocating its hosted weapon(s) as usual:
Effect on WRAs
All the WRA will now include the weapon info for the Pallettized Weapons. Since the Pallet itself is just a carrier, it is not subjected to any WRA and will follow the WRA of its hosted Pallettized Weapons:
NEW FACILITY CATEGORY: SURFACE + UNDERGROUND This new facility category represents facilities that are buried underground but also have major access from the surface in order to operate. Examples are all ballistic missile silos, some command bunkers, retractable coastal-defense turrets like ERSTA etc. These facilities are vulnerable to damage/destruction both from direct weapon impacts on their surface area and also from underground shock from near misses by penetrator weapons (or exceptionally powerful surface detonations e.g. from a multi-megaton warhead or asteroid impact).
SIGNIFICANT IMPROVEMENTS ON BALLISTIC MISSILE KINEMATICS Ballistic trajectories have been reworked from the ground up, using true Kepler equations to reflect the movement of planetary bodies. This produces true-to-life boost-phase profiles and overall trajectory parameters (this is important in order to more faithfully model the abilities & limitations of BMD systems).
IMPROVEMENTS IN ABM DLZ CALCULATIONS ABM systems have additional fail conditions in their DLZ evaluations compared to normal SAMs. A prime example is the intercept “hard floor” for exo-atmospheric systems. For instance, SM-3 cannot make intercepts under 100km in altitude (because its “warhead”/kill-vehicle is effectively a miniature spacecraft with a very sensitive IR seeker and no aerodynamic control, and thus cannot function within the atmosphere). This factor severely restricts the system’s intercept window: If the estimated intercept point is within the atmosphere, it is already too late to shoot. This screengrab from a LM THAAD-ER promo video illustrates this well:
In addition, the case of “intercept will happen within weapon minimum range” has been added as a fail condition to DLZ checks.
OVERHAULED REACTION TIMES The differences in reaction times, and their effects, are now more critical than ever. All units use common-reference “Combat System Generation” (“Cockpit Generation” for aircraft) to model the modernity of their combat systems, combined with an “Ergonomics” value to handle intra-generation differences (the atrocious switchology on early missile-age aircraft will most definitely get you killed now). Older, WW2-era ships may take up to 5 minutes to engage a target, while Aegis cruisers fire in <20 seconds. Cold War fighters will be beaten to the draw by modern, fifth-generation fighters. Overmatch, that ever-elusive dream, is now possible – but beware, it goes both ways.
Until now, the existing OODA model was hobbled by two major problems. First, most values were way too fast. Detection, targeting, and/or evasion usually took less than 20 seconds. This works for ships equipped with modern combat systems, e.g. upgraded Aegis; not so for Cold War clunkers (or, heaven forbid, a pre-WW2 battleship). Second, having to manually set OODA values per-ship meant inconsistent reaction times across combat system generations.
For the revised model, we’ve added a new component to ships: the Combat System Generation (CS Gen), which can range from Gen 1 (1945-1950) to future Gen 7 (2030+). Whether you’re plotting contacts on a plotting board, federated CPUs, or an integrated system – and the age of the components making up those systems – will have a huge effect on your ability to quickly react to and engage targets. A modern Aegis ship can spot, track, and engage a contact in about 20 seconds; for a ship with a WW2-vintage CIC, the process balloons upwards to almost five minutes. If your first detection of an incoming missile comes from your own radars, it may not be enough.
There is an exception for small craft, which regardless of age generally have extremely fast reaction times (this is because their targeting process essentially consists of shouting at the guy on the MG to “shoot that guy over there RIGHT NOW”). However, this is mitigated by their comparatively less powerful sensors and weapons: being quick on the draw doesn’t help much when the Mk1 Eyeball on your RHIB spots a Hellfire inbound.
“But wait,” we hear you object. “Doesn’t this mean that, given an especially old ship and a modern threat, I may find myself completely helpless against an incoming missile?” The answer is yes: those Final Countdown scenarios are going to play out very differently now. This was a major concern for naval planners during the Cold War (the development of NTDS, the US Navy’s first automatic data-exchange system, was driven by classified exercises & wargames in which USN ships were consistently sunk before they could react to incoming air & missile strikes).
For aircraft, the flying equivalent to the “Combat System Generation” for ships, the “Cockpit Generation” is a way for us to approximate pilot load – and subsequently reaction times – based on cockpit design. Aircraft can be assigned one of six cockpits: “Basic Instruments Only,” intended for the simplest aircraft; “Steam Gauges, ” as for WW2-era fighters; “Complex Steam Gauges,” for the nightmarish mid-Cold War fighters; “Partial Glass Cockpit,” for transitioning aircraft of the ‘70s-90s; “Glass Cockpit,” for most modern aircraft; or finally a “Panoramic Cockpit Display,” representing the new single-screen touch displays coming to a fifth-generation fighter near you.
Just as a ship is only as good as its CIC, your aircraft are only as good as their cockpits – and whether your pilots are forced to fiddle with a forest of knobs, switches, and dials or able to glance at an easy-to-read LCD will affect their performance. Of course, the difference between aircraft cockpit generations is far less than the difference between ship CS generations, measured in seconds rather than minutes – but in an aerial engagement, seconds do count.
For submarines, facilities and mobile ground units, we have followed a similar path. We split submarine combat systems into six distinct “generations,” ranging from the early Mk1/3/4 TDC used in WW2 to the modern AN/BYG-1 and future witchcraft as featured in SSN(X). Facilities and ground units required a slightly different system: rather than using multiple “generations” as with ships and subs, these annexes distinguish between fixed and mobile systems and whether said system uses manual or assisted guidance. For example, radar-assisted AAA (e.g. Skyshield) will be faster to engage than a manual gun (ZSU-57); both (towed) systems will be slower at evasion than a SPAAG. The same is true for manually laid artillery vs. those with digital fire control, towed artillery vs. SPGs, etc. While less detailed than our system for ships, subs, and aircraft, we felt this was “good enough” for the level at which these platforms are simulated in Command. (And, of course, we always have the manual override for when we have specific platform data.)
This is obviously is a major set of changes and potentially game-breaking for older scenarios. For this reason, the SBR tool now also includes the ability to preserve “legacy” OODA values when migrating scenarios to v494+ databases. For pro users, the DB Editor also offers the ability to explicitly set custom values and selectively override the generation-derived ones.
Extra wrinkles: Ergonomics
Not every aircraft built with steam gauges was equally difficult to fly; not every ship built in a certain decade could react with identical speed. Certain platforms gained a reputation for being especially easy to operate (the Viggen, for example, had a remarkably well-designed cockpit); others, like the Komar-class missile boat, were the bane of their operators. Much of this can be ascribed to ergonomics, the consideration (or lack thereof) of human factors in design.
The new “ergonomics” field – ranging from “Awful” to “Excellent” – is intended to reflect these intra-generation differences, acting as a sort of OODA “buff/debuff” and giving the ability to adjust values to reflect upgrades, etc. without needing to take the drastic step of upgrading the combat generation.
And, of course, you still have proficiency in the mix. Players now have an interesting mix of factors to consider:
– “Tech generation,” e.g. CS/cockpit generation: when was your platform designed/built, and what sort of tech was in play at the time? Are you working with ancient WW2 plotting boards or Aegis?
– Usability/ergonomics/design: are you working with beautiful, top-of-the-line COTS human interface tech or the nightmare that was mid/late-Cold War Soviet systems?
– Proficiency: Do you have well-trained, well-rested/motivated crews, or are you dealing with bottom-of-the-barrel conscripts?
Those three factors will all have to play into your operational planning.
RADAR & IR STEALTH MODIFIER IMPROVEMENTS Sensor improvements come coupled with a massive overhaul of signature modifiers in the DB, which significantly improve the realism of our stealth model by drawing clearer distinctions between shaping and RAM generations.
Prior to the v494 DB releases, we could classify an aircraft as having “light,” “medium,” or “heavy” stealth shaping … and that was it. These modifiers were applied always in all aspects (no ability to define e.g. a frontal-only reduction modifier). Modeling of IR signature suppression (IRSS) techniques was even more limited.
In v494+ we completely overhauled our existing VLO modifiers to account for shaping and RAM generations. In addition we also added several special flags to indicate the presence (or lack thereof) of certain stealthy design features. This allows us to model not only general, whole-craft stealth but also context-specific or aspect-specific features such as S-shaped intakes, exposed fan blockers, active cancellation, and stealth pylons. For example, S-shaped intakes reduce the likelihood of being detected head-on, while LO pylons reduce the impact of externally-carried stores.
This overhaul also extends to IR modifiers. As with radar stealth, we completely rewrote our “general” modifiers to represent whole-aircraft IR signature suppression techniques (distributed vs. conventional fuel tanks, low-E coatings etc.) and added several additional aircraft codes to represent specific IRSS features. These codes include shielded “anti-Strela” exhausts, masked exhausts, heavily masked / slit-shaped exhausts, and peak temperature reduction or “cool-air mixing”. Note that certain IRSS features come with downsides and limitations: slit-shaped exhausts, for example, will make you harder to spot but paradoxically easier to lock on to with IR weapons due to back pressure penalty; in another example, anti-Strela exhausts are most effective against someone trying to get a lock from below.
The full list of added signature modifiers is:
RCSS – Active Cancellation
RCSS – S-Shaped Intake(s)
RCSS – Exposed Fan Blocker(s)
RCSS – Stealth Pylons
IRSS – Shielded Exhaust (Anti-Strela)
IRSS – Masked Exhaust
IRSS – Heavily Masked / Slit-Shaped Exhaust
IRSS – Peak Temp Reduction (Cool-Air Mix)
We’ve backfilled all LO/VLO aircraft in both DBs with these features as best as we could determine. (Naturally, in many cases and especially with contemporary stealth fighters, exact details are sometimes hard to come by.) These changes mean that various LO/VLO aircraft are now much harder (or easier) to detect than you may be used to. We have solid confidence in the results; comparisons with known real-world RCS & IR data yield accurate numbers. However, we’re also open to feedback: expect tweaks in future DB releases as we hone the new values. Pro users can of course manually input their precise classified figures as before.
Countdown to War Planner: Cargo 2.0 – The Logistician’s Nirvana
Cargo 2.0 – The main points Command’s existing cargo system was hitherto geared more towards the transfer of combat forces & personnel rather than materiel. This changes radically with Cargo 2.0. You can now transfer both combat units and also weapons, stores, fuel and any arbitrary material. Place your cargo on a multitude of different container types, from standard ISO-blocks to specialized boxes, each with its own peculiarities. Transload cargo at airbases, ports etc. in order to haul it over even transcontinental distances. Automate all this through cargo and (new) transfer missions. Set up complex logistical chains from mainland factories all the way to the front line. Expeditionary commanders from Napoleon to Alexander and Eisenhower would have given their right arm for such a tool – and it’s now included in Command for free.
Mission Editor / Mission Behavior Changes (New UI elements circled in red)
A new cargo-oriented mission type has been added and the original type of cargo mission has been renamed. The existing cargo mission behavior is now called a ‘Delivery’ cargo mission. The new cargo mission type is a ‘Transfer’ cargo mission.
Delivery cargo missions work as before, with the destination being a zone defined by RPs on the map. This type of mission will unload cargo into action / for use in the simulation (units will unload from cargo onto the map where they can be given orders, etc. Ammo and fuel will move into unit fuel records / magazines.)
Transfer cargo missions, on the other hand, are for moving cargo from one holding unit to another –from airbase to airbase, port to port, or supply facility to airbase, etc. The cargo is not unloaded onto the map but instead moved from the starting cargo source into one of the transporting units assigned to the mission, transported to the destination, and then moved from the transporting unit into destination unit’s cargo.
Creating a Transfer cargo mission uses the same procedure as creating a ferry mission – select a destination unit (rather than a group of reference points) before you create the new mission.
Ships and aircraft transfer or deliver cargo from their starting host unit. Ground units assigned to a cargo missions should start the scenario loaded as cargo within the source unit (i.e. a ship, fixed facility, airbase, etc.) They will automatically exit cargo and appear on the map as soon as the mission activates and they are within range of the mission destination.
Move All Cargo From All Available Sources: This is a new option for any cargo mission to move all the cargo from the available source(s). You can click this checkbox instead of having to manually go through and assign every possible cargo item. It also allows cargo to ‘flow’ through a system of cargo missions without the sim needing to know what cargo is / is not going to be transferred to a cargo source by some other cargo mission.
Vehicles Stored in Cargo May Self-Transfer: This is a new option found on the ‘Transfer To’ tab for cargo transfer missions. Setting this option ‘on’ allows ground units (not mobile facilities or other cargo) that are assigned to the cargo mission to transport themselves from the starting cargo source to the destination unit’s cargo. They will exit cargo onto the map, travel to the destination unit, and then enter the cargo of the destination unit. In order for this to work the ground unit needs to be in the mission source’s cargo, assigned to the mission, AND in the list of cargo to be transported (or you have the ‘move all’ option set to on.)
Cargo / Edit Cargo Changes
A new cargo type, ‘container’, is now available (NOTE: DB v493 or later is required). Cargo containers are added/removed from cargo the same as other types of cargo. Once a container has been added to cargo you can select it from the current cargo list on the left and click ‘Edit Container’ to put other cargo inside the selected container.
Cargo containers can contain ammunition, fuel, or user-defined contents. User-defined contents can be assigned a name, size, and mass via the Edit Container window. Containers are loaded and moved in the same manner as other cargo types but cannot be unloaded directly to the map as independent entities – they are always in cargo.
If cargo containers are moved as part of a cargo delivery mission they will be delivered into nearby (within 2nm) existing supply-type facilities if possible, or a new ‘forward arming and refueling point’ facility will be created to hold the containers if none are available.
Fuel in cargo containers that is delivered via a cargo delivery mission will be added as available fuel of the destination facility. This fuel can then be used by other units to refuel.
Ammunition in cargo containers that is delivered via a cargo delivery mission will go into the magazine of the destination facility. These can be used to rearm other units that use the same ammunition type (NOTE: Check the DB ID number to confirm your cargo ammunition matches the type used by the unit you want to re-supply).
User-Defined Cargo: This is a catch-all type of cargo for items the user wishes to move and track as cargo but which have no effect within the Command simulation. User-defined cargo can be used to track the movement and delivery of items like food, medical supplies, spare parts, etc.
Chaining multiple Cargo Missions A single cargo mission can handle movement of cargo from the assigned source(s) to one destination. By using the ‘Move All Cargo’ option, however, you can create a sequence of cargo missions to ultimately move cargo through a series of intermediate destinations and on to delivery in the field – or in an extreme example, move material from homeland factories all the way to the expeditionary frontline. The ‘Move All Cargo’ option is required for this sort of system, as individual cargo missions do not intrinsically know what cargo may be delivered to their cargo source(s) by other cargo missions.
The ability to use multiple cargo missions to route different cargo items from the same source to different destinations is currently limited to ‘originating’ cargo sources – i.e. those where you know no other cargo mission will be delivering cargo TO the cargo source.
New Game Option: Show US Units of Measure in Cargo Editor
This option will change the display values show in the Edit Cargo and Edit Container forms to use US units of measure (feet / square feet / tons / pounds / gallons) rather than metric units. This option applies ONLY to those two forms. The forms will refresh automatically if change the option.
The Multi-Domain Strike Planner Throw away your planning spreadsheets! You asked/begged/hostaged family members for it, and now it’s here. Coordinate massive, complex strike missions with time-on-target, complex flight plans (incl. in-flight refueling) , multiple attack patterns and multi-domain strike combinations. “Bringing everything together on a strike is just too complex/difficult” is officially over as an excuse. If you don’t master this, your adversary most definitely will.
Poolside party: Task Pools You have 8 bases across your scenarios, in every base there are 5 B-52 Stratofortress, and you want to assign a specific set of missions to a specific subgroup of those Buffs. Sounds painful?
No more!
With the brand-new Task Pool feature you can now easily create logical clusters of units and be able to operate them effortlessly in a large scenario like never before.
From the new and improved Mission Editor (F11)
Select Add,
from the popup select Task Pool,
then assign a name to the Task Pool just created:
You will now see the Task Pool just created (light blue circular symbol), the list of available units (round shaped green rectangle) and the list of units assigned to the Task Pool (orange rectangle).
Press the Arrow shaped buttons to manage the units into the Task Pool:
4 B-52s are added to the Task Pool just created:
This will let you quickly assign one or more Packages to those aircraft, allowing you to rapidly access to this specific set of units without having to search for them in your scenario. This feature can be viewed like a more nuanced and detailed version of “Control Groups”, that are available in a large quantity of modern RTS. Task Pools let you create a cluster of units that are not forced to work together in any way, giving you a new way of interacting with multiple units at the same time.
Going the extra mile: Packages The concept of Packages is deeply connected to the concept of Task Pool. Once you create a Task Pool, you can define one or more Packages to be executed exclusively by those units.
This link is immediately defined when you create a Package. In Mission Editor, click on Add and select Packages. Here, you’ll need to define a Name and a Parent Pool, like in the image below:
You will now see the Package just created as a child of the Task Pool (light blue circular symbol), the list of units that are in the parent Task Pool, (round shaped green rectangle) and the list of units assigned to the Package (orange rectangle):
As before, you can press the Arrow-shaped buttons to manage the units into the Package.
You can interact with the Packages just like you would in a normal Mission. Expect every functionality to be the same, and every setting to work exactly in the same way. The only limitation would be that only units from the parent Task Pool can be assigned to the target Package. The Task Pool is acting like a filter, lifting the encumbrance of having to look for that specific subset of units every time you need it.
30 mins or the next one’s free: Time On Target (TOT) and Take/Off Time Do you need a specific place to be blown exactly at 18:00:00 ? We got you covered!
With the new TOT feature you will be able to schedule precise multi-domain Package in minute detail. After creating a Strike Mission or Package, added the desired units and defined a target, you can now define a Time On Target (TOT) (light blue circle); then, click on CREATE or UPDATE flightplans (green rounded square):
The simulation has now created a detailed Flightplan for all the units involved in the Mission, taking into account the inserted time constraint. This Flightplans are visible from the Flightplan Editor Accessible from the appropriate button (orange square).
Let’s analyse the Flightplan Editor in detail:
In the light blue circle, you can see the Flight name.
On the map, the Flightplan is visible as shown into the orange square. Every Waypoint is shown in complete details, and you can examine and change type, time and speed of every Waypoint, as long as the physical constraints are respected.
You can also add or move most of the Waypoint. Every change is reflected in real time on the game map and vice versa, giving you complete freedom when customizing your Flightplans.
The TOT constraint is a multi-domain element that lets you precisely synchronize complex multi-domain strikes: Just add another type of unit to the mission with a TOT assigned, and every unit will hold its weapon until the firing time comes. The firing time is constantly re-evaluated and takes into account if the target or the firing unit moves.
In the example below, the aircraft has taken off at the expected Take-Off Time and will arrive on target at the expected TOT, but the ship did not fire yet:
The ship fired its weapon according to the weapon ETA:
and the weapons reached the target at the common expected TOT:
Seven sim-seconds after this screenshot was taken, both the string of iron bombs (notice the aircraft that released them is already breaking clear) and the ship-launched cruise missiles impacted concurrently on their targets.
Any which way you can: Attack Methods You can define a wide array of attack patterns for your air strike, including – but not limited to – Multi staked TOT with various degrees of separation, single axis and split action. This will let you further customize your strike plans without the need to manually define those attack manoeuvres every time:
As with the flight planner, every Waypoint can still be dragged and customized as seen fit.
A sip in mid-air: Air-to-Air Refuel (AAR) Scheduling This is a more advanced topic and one of the most requested features.
In the screenshot below, a Task Pool and a Package were created alongside a Support Mission:
From the Flightplan Editor of the Strike Package, Waypoint Number 7 (on the Egress leg of the flight) was selected and a new Waypoint was added. The added Waypoint (generated as the 8th one of the route) default type is “turning point” but it was redefined as a refuel point:
As soon as the Waypoint 8 is reached, the aircraft that are part of the flight will head toward the tanker and be refueled.
Countdown to War Planner Update: The Operations Planner and multi-missioned units
Command’s “War Planner” update (aka “Tiny”) is set to release in less than a month. Are you ready for Command’s biggest update yet? In this multi-part series we take a look at the various key features introduced in this massive, FREE upgrade to Command.
Today we are looking at one of the new headline features of War Planner: Multi-missioned units and the Operations Planner.
The Operations Planner Ever wished you had an ATO-like overview of all missions and operations planned or currently executing, their status and hierarchical priorities and dependencies? With units or even entire task forces automatically switching from one mission to the next as objectives are achieved? Wish no more. The brand-new Operations Planner makes this, and much more, a reality.
To fully comprehend this function, it is essential to have a good knowledge of the mission editor in general, and cargo missions in particular. Previously, in Command, a given unit could only be assigned to a single mission. If you wanted to assign the unit to another mission, you would have to manually unassign it from the current mission and then assign it to a new one.
Before we begin: Some nomenclature Triggers
A trigger in the operations planner is a condition that gets checked each simulated second. If the conditions are met the trigger will execute a specific action. There are two possible actions: start a mission or tag a mission as satisfied.
Mission status
A mission’s status in Command can be either Active or Inactive.
Active means the mission is evaluated by the Command simulation, but it doesn’t necessarily mean that the mission serves a purpose or has units assigned to execute it.
Inactive means that the mission is completely ignored by the simulation until it becomes Active.
IMPORTANT: It is strongly recommended to leave all missions active, especially when working with the operations planner. Set mission as inactive only for draft missions or manually controlled missions.
Mission phases A mission phase is a new concept introduced with the operations planner and is not related to the existing mission status:
“On Hold”:
The mission has not yet started, the units assigned to the mission won’t execute the mission.
“Satisfied”:
The mission is considered to have achieved enough of its objective for assigned units to consider other missions, but a satisfied mission does not necessarily end. This tag is used for mission triggers and for multi-mission priority.
“Running”:
A running mission will have its assigned mission to execute the mission.
“H-Hour”:
In Command, H-Hour designates the date and time at which the mission designated as the initial mission for H-Hour is to start. H-Hour in Command isn’t strictly an H-hour according military terminology as it can be customized without restriction.
“L-Hour”:
In Command, L-Hour designates the date and time at which the mission designated as the initial mission for L-Hour is to start. L-Hour in Command isn’t strictly an L-hour according military terminology as it can be customized without restriction.
Understanding the concept of dynamic (aka. multi-missioned) units The operations planner provides the capability for a single unit to be assigned to multiple missions. Of course, the unit can only execute one mission at a time, but you can now prioritize which mission it should execute. Mission priority is set via the operations planner.
Let’s assume we have a scenario where a group of aircrafts is assigned to a patrol mission. These aircrafts should patrol an area from a given time and then start a strike mission against a group of tanks. Without the operations planner, the player would need to track the time and then manually switch each aircraft to a new mission, at the right moment. Thanks to the operations planner such behavior can be automated, and in a more complex environment, our units could even behave like a reactive AI, aware of the simulation at the strategic level.
IMPORTANT ! A unit without “Dynamic” Checked will be ignored by the operations planner dynamic assignment, if you want a unit to work with the operations planner’s feature you MUST designate it as a dynamic unit.
Notice that since we have toggle “Showing Multi-Mission” we are now allowed to assign multiple mission to a unit, they are still shown in the “Available units” list despite having an assigned mission.
This panel on the right side of the mission editor shows all missions assigned to this unit. The mission in green in the one currently executed by the unit. Missions don’t have an order of execution, but a priority, which is set in the operations planner, as we will see later.
The “Dynamic” checkbox allows the unit to be assigned to multiple missions, units are all unchecked by default to reflect default command behavior.
Below the mission list we can see the current status and phase of the mission. We will see later in the operations planner chapter as “Phase” is a new way of managing the mission dynamically and is closely related to multi-mission:
It is on this screen that you decide to add the unit to all of the missions you want it assigned to. At this point you don’t have worry about priority or to select a current mission as the operations planner will manage this for you.
In above’s example we see that Rafale B is assigned to both the “Air Superiority Patrol” and “Light Tanks Destruction” missions, and the active mission for this unit is the one in green: “Air Superiority Patrol.” Depending on the configuration of the operation planer, this unit may automatically switch to the “Light Tanks Destruction” mission at some point in the future.
Don’t worry if the multi-mission mechanism is not entirely clear to you yet, as the mission editor is only half the story. The next chapter on operations planner will explain the other half.
Interlude: “Mobile facility” vs “Ground unit” and Split / Merge ground units One of the most significant capabilities brought by the operations planner, is the possibility to have units dynamically change mission. But not all types of units are eligible for this kind of behavior. As part of that, It is important to understand the core difference between:
-Ground units as facility which is a legacy implementation where ground units are represented as a moving, multi-aimpoint “facility” (see this old post explaining this concept). -Mobile ground units, a new implementation, which works like others active units such as aircraft, ships etc.
The first hold a group of units abstractly represented as “mounts”, while the last is a fully simulated individual unit. The core difference that interests us here is that ground units as facility are transported as cargo which doesn’t have an existence in the simulation until it has landed (and spawned).
This means that we can’t assign or queue them a mission until they have landed, and you will not be able to achieve a fully autonomous behavior for your units, in this case.
Cargo operations are now enabled for active units, meaning that all these limitations are now removed. However, you must have the right methodology to achieve this.
Unless you have to achieve backward compatibility or if a database entry is missing, you MUST use ground units, NOT mobiles facilities, to use the operations planner at its fullest.
On the new cargo edition form, note the “type”, at the moment, the database has more content for mobile facilities:
Ability to Split/Merge ground units (facilities)
Legacy ground units associated as “facilities” can now be rearranged through this new tool.
Select an eligible unit, such as a landed detachment, right click on it to bring the context menu and click on “Split unit”:
This brings you this menu, with the details of the detachment:
You can also break the detachment into individual units with a single click:
Two eligible units can be merged together:
The Operations Planner The operations planner adds a new level of interaction between missions and allows units to be dynamically reassigned from one mission to another.
Since the operations planner is sometimes tied to a landing plan, we have here the concepts of H-Hour and L-Hour to indicate overall operational time. These can of course be ignored, or used in a different purpose:
On the top left, one can define the H-Hour and the L-Hour values.
The H-Hour box on the left is where we can define the date and time to start the H-Hour mission. The H-Hour mission is the initial mission in the operation. L-Hour box works identically to H-Hour but they are independent.
Once an H-Hour or L-Hour is hit the respective initial mission can no longer be changed.
The checkbox in the middle ties the H-Hour to the L-Hour, meaning that the time separation will be constant between H-Hour and L-Hour when you modify the time for either.
The spreadsheet in the center lists all the side’s missions. Most columns are informational. Generally, you will be dealing with 2 columns: Priority and Phase.
Mission priority
The priority of a mission does NOT designate his supposed position in a mission execution queue. It indicates to its assigned units how important this mission is at this moment. The mission priority is used by units assigned to multiple missions to decide which mission to execute at any given time.
A unit having a mission in “On Hold” phase will not have this mission evaluated for the active mission evaluation.
Mission phases
A mission phase is a new concept introduced with the operations planner extension, it is not related to the mission status and should not be mistaken with it:
Waiting for trigger: The mission may (or may not) have already started yet but queued units won’t evaluate this mission when choosing one to be assigned to.
Satisfied: The mission is considered to have achieved enough of its objective for its current assigned dynamic units to consider other missions, but a satisfied mission does not mean its ending. This tag is used for mission triggers and for multi-mission priority.
Triggered: A running mission will become a valid candidate for multi-mission units assigned to it. Therefore, a queued unit to this mission may become assigned to it.
A unit assigned to multiple missions will pick the most appropriate mission to be assigned to, based on the priority and the phase of the mission. unless it is already active on a mission that is in “running” phase, or if all assigned missions are in “On Hold” phase.
A unit that is active in a mission in “Satisfied” phase will still evaluate the satisfied mission and may continue that mission if no other missions are available.
Name
Just like for operation, the mission’s name helps for organization. However user’s made Lua sripts might reference a mission by its name and it is recommended to be careful when changing mission’s name in such situation.
Description
This is purely an informational tag and does not affect the simulation at the moment. Use and edit this field to organize yourself.
Generated mission will usually contain some generated information
Type This is the mission sub type as defined in Command’s simulation.
Execution Time
The time, relative to H-Hour at which the mission is estimated to begin. See the chapter “Working with estimation” for more details.
Bulk actions
Bulk action tools are located on the bottom of the operations planner. These are used to select multiple mission at once and perform simultaneous modifications on them:
Filter
The filter tool is used to do a specific term research on mission and filter the result of this search query:
Triggers This chapter is the core of the operations planner capabilities. It allows relationships between mission and a dynamic approach when executing missions.
A trigger is like a set of a condition and an action, if the condition is met, then we do an action.
Command evaluates all these triggers every second.
For mission, there are 2 types of actions:
-We start a mission (we set the mission’s phase as “Running”). -We finish a mission (we set the mission’s phase as “Satisfied”).
It is important to understand that Command doesn’t have a concept of mission completion, when tagging a mission as satisfied, command only indicates that the mission have enough fulfilled its objective to allow its assigned units to evaluate other mission assignment options. Of course all relevant missions have already implicit mission completion mechanisms, a cargo mission will stop operation once the task is done, a strike mission won’t launch again to strike a nonexistent targets , etc…
These 2 actions are tied to a set of conditions.
Starting a mission with triggers
Select any of the mission and look on the right side of the operations planner window. Notice the main block called “Triggers to Start Mission”, and how it is separated into 3 smaller blocks:
These smaller blocks are individual conditions. Checking them means this specific condition will be evaluated.
The dropdown on the right of each smaller block is called a conditional operator.
As you can see there are 3 types of triggers that can start a missions:
-A time based trigger -A mission dependency trigger -A Lua script trigger
Time-based trigger
This will be triggered when the scenario date reaches the defined H-Hour plus or minus a given duration.
Example #1 : This trigger will be true if we reach H+ 2 hours
Example #2 : This trigger will be true if we reach H- 23 hours
Mission dependency trigger
This will be triggered if all missions in “missions to check” are in “Satisfied” phase.
In this example, it will be triggered when “Air Superiority Patrol” mission is in “Satisfied” Phase:
Lua script trigger
This will be triggered if the Lua script contained returns TRUE as a value:
“Finishing” a mission with triggers
It was mentioned earlier that Command does not have an explicit concept of finished mission.
The triggers to tag a mission as “satisfied” work just like the one to start it.
The first trigger is a time based one, it tracks the elapsed time since the mission’s phase has been set to “Running” and will be true once the defined time elapsed.
The second one is a Lua script trigger and work identically to the one in the mission start trigger – it returns the Boolean value of the contained lua script.
Logical Operators
Triggers, in Command, can be tied with logical operators.
Take a look at the picture on the right, representing a set of triggers to start a mission:
We have set all 3 triggers to be checked. On the right of each triggers you can notice a dropdown when you can selected either the OR or AND operator.
For the triggers to return TRUE and therefore start the mission (set its phase to “Running”) each checked trigger is evaluated.
We see in this example that the first trigger has “OR” operator, the second “AND,” the third “OR.”
What it means in this situation is that the second trigger (the one with “AND”) must be true.
In addition the “AND” trigger needing to be true, either of the first or third “OR” triggers must also be true.
If all conditions are met and the current mission’s phases is “On Hold” then the mission will change it phase to “Running”.
Another example (left):
All triggers are checked (and will be evaluated), and each of them have the “AND” operator.
This means that the missions will start when all conditions are true.
Operations planner and Lua Scripting
Command has already a powerful Lua scripting framework. The operations planner allows the integration of your script as a trigger.
Clicking on “Edit Script” in either the “Triggers to Start Mission” or the “Triggers to Tag Mission as Satisfied” group will bring you to an interface where you can add your script in:
Just like the rest of the triggers, the Lua Script trigger will be executed each second for its associated mission. The Lua script must return a Boolean.
Working with estimation Command is such a complex simulation that giving an accurate estimation of an operation duration could take up to hours of computation. The operations planner provides an instantaneous estimation at the price of reliability.
The operations planner estimation takes into account all the time based triggers and mission dependencies, it simulates a run and then display the estimated execution tie for each mission.
This estimation work only thanks to the user’s input on triggers.
The special case of Lua script
You may have noticed that not all triggers are time-based, some depends on lua script and cannot be reliably predicted. In this case, you will have to manually input a value into the trigger in this trigger, shown on the right.
It is not necessary to check (enable) the trigger, having an unchecked “Time Elapsed” trigger with a value basically tells the operations planner : “Only use this trigger when estimating execution time”. In this example, we assume the mission will be satisfied after 1 hour:
If everything is properly configured, clicking on the “Simulate” button will calculate the execution time, relative to H-Hour for each mission:
Command’s “War Planner” update (aka “Tiny”) is set to release in less than a month. Are you ready for Command’s biggest update yet? In this multi-part series we take a look at the various key features introduced. Following the Overview, today it is the turn of general improvements and new UI features.
General speed improvements: A lot of individually small speed improvements both in the map/UI as well as the simulation engine combine together to provide an improved gameplay experience – as well as improved analysis throughout in the professional edition.
New “Double Flame” time acceleration mode: Command until now has been using two distinct time-slice settings for simulation fidelity: 0.1-sec (aka. “Finegrained mode”) and 1-sec (aka “Coarse mode”). Some of our users have asked for an additional “very coarse” 5-sec timeslice in order to achieve even greater simulation speed.
We were reluctant to step into this rabbit hole for some time, as once you start cranking up the timeslice length weird things start to happen (easy and classic example: weapon is at time-X in front of the target, at X+5 sec beyond the target, and no impact check can be easily made). However, we came up with a reasonable solution to this conundrum: automatically “throttle back” the timeslice setting to 1-sec whenever something that requires this precision happens or is about to happen, and freely let loose the speed demons in any other case. This has been tested extensively with very satisfying results, both in terms of simulation stability/integrity as well as the chief driver, performance. (Anecdotally, one of the early adopters used this feature to turn a nine-hour analysis into a three-minute run instead. Obviously, the performance benefits can vary wildly according to the scenario and use-case.)
And why is it called “Double Flame”, you may ask? This is why:
New feature: Benchmark mode: This provides an objective way to measure & compare a system’s performance and suitability for CPE, by repeatedly running any selected scenario in headless mode (similar to Monte-Carlo execution, but without any analysis results). By default, the execution is run using fine-grained pulse mode (ie. 0.1-sec pulses) in order to stress-test the simulation engine and the hardware resources; however, “coarse” and “very coarse” options are also available.
Some notes on this:
– The benchmark mode indicates the performance only for the simulation engine, not for the map/UI engine. For this reason, the rest of the UI (main window and map etc.) is hidden away while the benchmark window is active.
– It is best to run scenarios that can be run AI-vs-AI (e.g. “Duelists”, “The Tiger and the Dragon” etc.), otherwise one of the sides is going to remain idle during execution.
– Total scenario running time is not shown, because it can be an unreliable performance metric (e.g. did the scenario end quickly because it was run fast, or because an “end scenario” trigger was fired?).
Hypersonic glide vehicles (HGV) and directional-EMP (D-EMP) weapons: Previously available only in the Professional Edition, these two weapons types are now also available in the commercial edition.
Directional EMPs: CMANO v1.12 introduced omnidirectional tactical-EMP weapons. CMO now expands on this feature by also simulating directed-EMP warheads such as the one fitted on the USAF’s experimental CHAMP project. Using weapons with directional-EMP warheads is simple: Allocate the weapon at the desired primary target, and the weapon will first reach this target, “zap” it with its EMP payload, then head to the next nearest target, zap that one, then head to the next nearest target etc. until it runs out of fuel (or is shot down). This mode of operation makes D-EMP weapons very useful against clusters of closely-grouped targets with sensitive electronics, as is commonly the case for EW/GCI radars, C4 nodes, SAM batteries etc. The DB3000 currently has one directional-EMP weapon: Weapon #3407 – AGM-158B JASSM-ER [D-EMP], a variant of the common AGM-158B tactical cruise missile. By default, it is available for loadout #25091 (24x AGM-158B D-EMP), carried by: Aircraft #4325 – B-1B Lancer – USAF, 2018, IBS. Of course, weapon records holding this weapon can also be shoehorned into any aircraft loadout using ScenEdit, as normal.
HGVs: Hypersonic Glide Vehicles (HGVs) are boosted into near-space by rockets, then dive back into the atmosphere and glide towards their (usually distant) targets, optionally using a complex trajectory with pre-specified waypoints to complicate detection and interception. As many HGVs are still “developmental” systems with many aspects of the behavior of deployed systems (such as Avangard) are still subject to classification rules, Command’s implementation relies mostly on currently publicly available data, partially from the tests of experimental hypersonic vehicles like the HTV-2. Command’s current implementation assumes a sharp dive into the atmosphere after release from the parent booster, followed by a pull-up maneuver that establishes the HGV to a shallow glide trajectory towards its target. (In the database, the “Cruise altitude” value is used to mark the altitude at which the pull-up maneuver will start). This is an example of the trajectory shortly after atmospheric pull-up, as displayed on Tacview:
Players can optionally also plot a waypoint trajectory, in the same way as they can plot a complex course for cruise missiles.
Separated autosave for each scenario: The “Resume from autosave” function now fetches from the new Autosaves folder the latest modified root scenario folder that contains the specific autosaves, and then uses the autosave.scen of this folder. If you want to load an autosave from a specific scenario, you can select a scenario in the “load scenario” window and a “load autosave” button will appear if a valid autosave exists. This ability can be very useful if you need to keep save copies from multiple different scenarios you may be playing.
Formation presets: You can now quickly arrange the members of a group using any of a range of formation presets:
The presets work with any unit type and allow quickly positioning units relative to each other and to the group’s lead. There are various controls on a new toolbar within the formation editor:
The “Formation” selector allows picking from a number of different presets. These are defined in the file \Resources\Formation\StandardFormations.txt, which also documents the format so that you can add your own variants if needed. - The “Spacing” value sets the spacing between each unit, either in nautical miles or in meters. - The “Heading” value sets the assumed heading when ordering the formation position. - The “Assign” button arranges the formation stations based on the previous settings; all group members will do their best to get themselves into these positions ASAP (they may not be physically be able to, for example when a surface group transits a narrow strait; in this case they will converge towards the group lead). - The “Place” button is visible only in ScenEdit mode, and instantly teleports the group members to their assigned stations (useful for quickly arranging a group without the real-world delay, e.g. when constructing the initial setup of a scenario).
Improved Mission Editor layout: This can sound minor initially, but the feedback we have received indicates a massive quality-of-life upgrade. The ME window has been significantly revamped, with the sections for assigning/unassigning units, configuring mission settings and selecting strike targets now all relegated to separate tabbed windows. This opens up the previously cramped space of the ME window and allows much more “real estate” on each of those sections, both making usage easier and also providing more room for future additions:
One of the new features added to the ME is the ability to generate a flight plan for any air mission before the assigned aircraft take off. This can be used either in close integration with the Multi-domain Strike Planner (more on that on a next post) or as a stand-alone feature.
Mission Editor – Clone existing mission: Another “small but mighty” quality-of-life improvement: Copy an existing mission’s settings to a new one. If you need to create a lot of similar missions quickly and don’t want to use scripting for any reason, this can be a significant time-saver:
New bathymetry layer: CMO’s original “Relief” layer was very warmly received, and a persistent request has been to provide a similarly rich visual layer for the bathymetry data. Such a layer was indeed made available, initially for the release of CPE 2.0 in 2021, and now we are glad to make it available in the commercial version:
This layer can be very useful for all aspects of underwater operations, from submarine & ASW ops, to mine and counter-mine systems and tactics, UUV control etc.
Load/save doctrine XML templates: One more popular request is now realized: Players have long asked for the ability to customize a ruleset for Doctrine & ROE settings (including EMCON, WRA etc.) and then be able to apply that as a template to other units, groups, missions etc. This is now possible, by the ability to save and reload such templates. In addition, because the save file is in raw XML format, the contents of the template can be freely edited – by hand, or by automated XML-parsing tools or scripts. Obviously this opens up a variety of automation capabilities.
Expanded WRA range options: The introduction of realistic boost-coast kinematics for AAW missiles, and the accompanying changes to default aircraft missile evasion behaviors (more on both of these on a forthcoming post) has made players more interested in more WRA range options. So in addition to the existing absolute-number figures, percentages of nominal range are now also available (25%, 50% and 75% of nominal). Furthermore, given that the new missile kinematics now reward evasion behaviors favoring outrunning the missile rather than trying to beam/notch it, a no-escape zone (NEZ) range option has been added to WRAs for AAW targets:
The logic of NEZ is actually pretty simple: If the target turns instantly at the moment of weapon launch and runs away from the firing unit, will the weapon be able to run it down? (If the target has been class-identified, its maximum possible speed at its current altitude is used as the reference “runaway” speed; if not, its current observed speed is used instead).
The benefit of using NEZ for a missile shot is that it makes it highly unlikely that the target will able to outrun the shot. On the other hand, against a high-performance target this leads to a severe reduction in practical launch range: Make your shot too conservative (to deny the adversary a chance to outrun your weapon), and you may possibly surrender the engagement initiative to the enemy. Again, a matter of trade-offs and risk management.
Revised message log: You generally liked CMO’s existing message log for its versatility and power, but you were not terribly fond of its “grouping by type” of messages. You told us you prefer a single waterfall-like flow of messages (ironically, much like CMANO’s original one) but with the option to dynamically show/hide messages by type. So this is what we came up with:
- Messages can now be filtered by type directly by clicking on each of the type descriptions in the olive-green buttons (when a type is disabled, its corresponding button color changes to red). - Clicking on the “All” button instantly enables/disables all types. - Clicking on the “>Raw” button toggles between “raw” (aka “waterfall”) and interactive modes. - Clicking on the red-circled icon will detach the message log to its own window, and clicking it again will re-dock it.
New logged-message category: Doctrine/ROE changes.Like all other message types, this can be configured to appear on the message log, raise a pop-up and optionally stop the clock, show a message balloon etc.
Area & reference-points manager: Another migrant from Command-PE, this very handy tool will be your new best friend if you use areas and zones a lot (and in non-trivial scenarios we’ll assume you do):
This offers a centralized interface for editing reference points on large-scale scenarios. Ref-points and zones can be organized by tagging and visually distinguished by different colors. This can be superbly helpful, for example, for setting apart different patrol areas or exclusion zones.
Graphical Display of Satellite Pass Prediction: The “Satellite Pass Prediction” window now has an extra tab, which displays the same information in a more visual manner:
The tabular “spreadsheet” display or orbital passes still remains available, and is still a very powerful way of obtaining the info you need (e.g. sorting by any information field), but this graphical way provides an at-a-glance ability to quickly compare satellite availability windows.
Quick manual weapon allocation: Don’t trust the AI to make the optimum weapon allocation (or you’re the kind of micromanagement freak that never appears in grognard circles), but the full manual weapon allocation window intimidates you with its myriad combinations of shooters, targets and weapons? There is now another way:
Yes, it’s nothing Earth-shattering and if you’re a longtimer of the genre you’ve already seen this on other games. Still, you apparently like it well enough that you consistently asked for it in Command too, and we are happy to oblige.
Notice, too, the new “Investigate” and “Drop Target” commands. “Investigate” is another popular long-time request; the unit(s) will intercept and “shadow” the contact of interest but not engage unless in self-defense. Some additional new commands not shown in this screenshot:
-Refuel To Tanker -Join Group As Escort -RTB -Assign New Home Base
Plot a course for the selected unit directly by right-clicking anywhere on the map: This is a boon to players coming from RTS games, where right-clicking to direct units is as instinctive as breathing. As in RTS titles, you can also plot multiple waypoints in succession by holding the shift key. During testing this was found to be annoying for some players who prefer the good old F3 way, so this behavior can be enabled/disabled through the game options window.
New optional UI/Map element: Barks: Barks are short text notifications that can be set to appear, briefly, anywhere on the map. Some examples:
The appearance and “styling” of the barks (color, text, duration etc.) is fully customizable through the Lua API, so you have full power to add them on any action performed. We can only begin to imagine what some of the more resourceful modders in the community will do with this feature.
New optional UI/Map feature: Slug trails: This something you may already be familiar with, if you have past experience with air-traffic control radar screens, sonar tactical consoles etc:
Slug trails can be configured through the Game Options window:
Flexible usage of CPU threads on LOS Tool: When we introduced the Line-Of-Sight (LOS) tool in CMO, some players whiplashed from “Meh, CMO does not utilize my multi-core CPU as much as I expected it to” to “HELP!!! When The LOS Tool is active, the rest of the game slows to a crawl!” (Don’t say we didn’t warn you…)
With this in mind, we added the ability to configure how many of the CPU’s available hardware threads (ie. virtual cores) can be allocated for use by the LOS Tool, therefore leaving the other cores/threads available to the UI and simulation engine:
Improvements on replenishment menus: The “Replenish” context menu now displays which type to rearm and will find automatically the eligible supply platform with this weapon in store. The context menu only shows the relevant weapons that have missing ammo, so it is easier to replenish a unit from various wide-spread supply facilities/vehicles/ships and keep track of what is missing. Example:
Ability to toggle more involved attacks (stick until winchester) in strike missions (toggle in strike mission UI):
Configurable sim-pause behavior: You can now configure whether opening up certain windows such as the DB viewer or Air-Ops will implicitly pause the simulation execution or not:
Include direct-path area in CZ rendering: When looking at a submarine’s sensor coverage of its CZ rings (if applicable), it can be easy to lose sight of the inner direct-path area where sonar detections are most feasible. This has now been rectified:
Note that this range represents the surface-level detection ability (detection range against under-layer targets, for example, will likely be lower) and dynamically adjusts to weather & environment conditions (boosted by surface ducting if present, shrunk by bad weather if present etc.)
Minimap improvements: The different minimaps have been improved in their presentation and unit rendering, and they also now include land-cover type in their color. Example:
Forty years ago this year, the United Kingdom and Argentina went to war over the possession of the Falkland Islands, off the coast of South America.
On April 2nd 1982, Argentine forces mounted amphibious landings (known as Operation Rosario) on the Falkland Islands. The invasion started with the landing of the Amphibious Commandos group, who attacked the empty Moody Brook barracks and then moved on Government House in Stanley. The assault was met with a fierce but brief defence by the local detachment of the Royal Marines. When the 2nd Marine Infantry Battalion (with Assault Amphibious Vehicles) arrived, the governor ordered a cease fire and surrendered.
In Command Falklands, you will relive some of these epic battles by commanding both British and Argentinian forces in thirteen scenarios designed by a Falklands War veteran. The game also includes two bonus scenarios including units not present or available during this war. Air, surface, and underwater combat; lead your forces to victory in a multi-faceted campaign that will immerse you in one of the most controversial conflicts of the twentieth century.
Features: -13 Scenarios plus 2 Bonus Scenarios including units not present or available during the war. -Scenarios designed by a Falklands War Veteran. -Management actual and previously taken out of service units. -Air, surface and underwater combat. -Guide your Forces to victory in a multi-sided campaign.
The release of the new “Falklands” campaign pack is getting closer, on November 24th.
As always, this release will be accompanied with a new CMO update with the latest database versions. Let us take a look through the scenarios in this historical (with a sprinkle of hypotheticals) battleset that recreates the famous 1982 conflict in the South Atlantic, created by a real-life veteran of this campaign.
Operation Paraquet Taking back the occupied island of South Georgia was the necessary first step in the Royal Navy’s campaign to re-take the Falklands. Accordingly, a destroyer group led by HMS Antrim was sent near the island to conduct reconnaissance operations. On 24 April, the Antrim group was informed that an enemy submarine was operating in the vicinity. This alarming news caused the withdrawal of the group’s support vessels to the north, to safer waters. During the early morning hours of 25 April, Antrim’s Wessex helicopter spotted a surface contact exiting from Grytviken harbor. What was the Argentinian garrison up to?
Superfuse Early on the morning of the 1st of May, a lone Vulcan bomber attacked Stanley airport; this was the longest-ranged recorded bombing mission in history. This was followed up by Sea Harriers from the RN task group striking Stanley airport again, with a further strike on Goose Green airfield. Argentine forces were caught unaware by the Vulcan strike, but were expecting the follow up strike by Sea Harriers. This scenario has been enhanced with the “Fog of War” aspect – therefore expect the unexpected.
Fleet Action On the 27th of April, the Argentine fleet sailed from its bases and headed towards the last reported location of the British naval forces. The majority of the Argentine Navy, including its aircraft carrier ARA Veinticinco de Mayo, was now at sea. Its mission: to find and engage the British task force, and either destroy it outright or inflict enough damage to force it to withdraw from the theater.
The overall Argentine plan was to conduct a three-pronged “pincer” attack on the British fleet, using the General Belgrano group as the “Southern force” (designated Task Group 79.3), the aircraft carrier group to the north-west (Task Group 79.1) and an Exocet-armed corvette group (Task Group 79.4) further north.
The northern prongs of the pincer were closest to the estimated location of the RN ships (and they also comprised of the most modern assets, with a an aircraft carrier loaded with capable attack aircraft, plus several missile-armed warships), so they would probably attack first; Belgrano’s gun-armed TG79.3 would subsequently close-in from the south and contribute to the battle once British forces had hopefully been weakened and scattered. The attack was also going to be supported by airforce land-based assets.
On the 30th of April, their intelligence indicated that the British carrier group was to the North-east of the Falkland islands. Since arriving in-theater, the British fleet had declared a 200nm Total Exclusion Zone (effectively a “stay out of here or be fired upon, no warnings” zone) around the islands. To avoid providing a political justification for the British to attack them first, all three Argentinian task groups stayed at the edge of the TEZ limit, waiting for the RN carrier group to show its hand.
They didn’t have to wait long: On the 1st of May, Argentinian-occupied airfields in the Falklands were attacked by multiple directions, first by a Vulcan bomber and subsequently by Sea Harriers from the RN task group.
The British fleet had done its part in the airfield raids, but by doing so it had revealed its rough location. Airforce attack aircraft in the Argentian mainland were primed and readied, and the Veinticinco de Mayo prepared her hosted airwing of A-4Q attack aircraft for an “alpha strike” on the British group (with the Hermes & Invincible being the priority targets), and sortied its S-2 patrol aircraft to get a final fix on the RN group before attacking. The first post-WW2 carrier battle was about to commence.
Hunter-Killer On the afternoon of 1 May, the Churchill-class nuclear submarine HMS Conqueror reported that she had sighted the Argentine “pincer’s” southern prong (Task Group 79.3), composed of the elderly cruiser ARA General Belgrano (ex-USS Phoenix) and her missile-armed escorts. Conqueror then shadowed the southern force throughout the night and early morning of 2 May, making frequent reports to Northwood.
Admiral Woodward was heavily concerned about this Southern force. Since arriving in theater, the British fleet had declared a 200nm Total Exclusion Zone (effectively a “stay out of here or be fired upon, no warnings” zone) around the Falklands. All the pincer elements, including TG79.3, had so far stayed just outside the TEZ, to avoid giving British forces a political excuse to pre-emptively attack them. From Woodward’s operational picture, however, it was clear that the pincer forces were about to step into the TEZ and begin converging on the British fleet, and Belgrano’s group would soon sprint north-east to contribute to the decisive Argentinian attack. Furthermore, by doing so it would quickly move through Burdwood Bank’s shallower waters, making it more difficult for Conqueror to shadow the group and remain in ready-to-attack position.
Woodward had no other assets in close proximity to use against this task group; if Conqueror lost contact with them, they might well be re-acquired too late, maybe even just as they closed upon the British ships and attacked them. Clearly this was an unacceptable prospect, and a decision had to be made.
A request for modification to the standing rules of engagement (specifically to deal with the threat of TG79.3) was quickly passed up the chain of command, and eventually put before the PM’s War Cabinet. The matter was discussed, and the decision was made to approve the attack. Conqueror was given the green light to close with and attack General Belgrano’s group – the first time a nuclear-powered submarine would draw blood.
“Handbrake!” Following the sinking of the General Belgrano, and the surface navy’s hurried withdrawal from the Falklands theater, Argentina’s hopes for striking the RN task force now fell to land-based air assets (plus any available submarines).
The Argentine armed forces had been severely crippled by the recent EEC embargo. This was especially so for the Argentine Navy’s Second Attack Squadron, equipped with Super Etendard. The squadron had received only five of its 14 ordered aircraft, and only five of ten of the air-launched versions of the Exocet antiship missile.
The pilots hurriedly developed a testing and training plan to prepare themselves for the arrival of the UK Task Force. They studied radar manuals for the Type 42 destroyers, developed their own tactics and exercised against the Argentine naval units (including, ironically, Type 42 destroyers recently purchased from the UK!) to test both tactics and aircraft.
P-2 Neptune MPAs were included in the training, to be used as scouts to detect the ships of the Task Force and vector the strike aircraft toward their targets.
On May 4th, after a P-2 located the forward SAM-picket line of British ships, two Super Etendards of the 2nd Attack Squadron took off from Rio Grande airbase, preceded by a KC-130 tanker. Their primary targets were the British carriers, but any major RN warship would do. Exocet, the archetype of Western heavy antiship missiles to this day, was about to get its baptism by fire.
Wolf Pack What if the remaining Argentine submarines were fully operational at the start of the Falklands War? ARA San Luis, Salta and the recently re-activated ARA Santiago del Estero (sister to the scuttled Santa Fe) have re-deployed to the East of the Falklands to try and engage and sink the British aircraft carriers. The UK Task Group has retired to the East of the Falklands for refueling and maintenance during the night, before conducting further operations.
The Slot Before British forces landed on the Falklands, extensive reconnaissance of the possible landing sites were conducted by Special Forces and units of the British task force. The frigate HMS Alacrity surveyed the entrance to Falkland Sound, primarily to confirm the navigability for large ships (especially the large landing ships of the task force) and to determine if the Argentines had mined the channel or had other surprises in lay.
The RN task force needed to verify the hydrographic data for Falkland Sound, and to determine if the Argentines had mined the northern entrance to the straits. To do that, Alacrity had to make a South-to-North transit of Falkland Sound – and brave all the threats that could lurk at this narrow passage…
Pebble Island Raid Pebble Island lies just to the north of West Falkland. Besides a small settlement of about 25 souls and sheep, there was a short grass airfield on the island.
Upon occupation, the Argentines moved two detachments of short take-off ground attack aircraft (IA.58 Pucara and T-34 Mentor) to the airfield. Despite the kill tallies already racked up by the RN’s Sea Harriers and SAM destroyers, air superiority over the islands was still hotly contested daily (particularly as most Sea Harriers were busy guarding the fleet and so could not afford to establish permanent CAPs over the islands). So once British soldiers were on the ground, if left unmolested these ground attack aircraft could do grave harm to them in the barren terrain of the Falklands.
Partially for these reasons, the British High Command ordered the 22nd SAS Regt to conduct a pre-emptive raid on the airfield, long before the Royal Marines and their amphibious ships arrived. The SAS had been originally forged in Axis airfield-busting raids during the campaign for North Africa in WW2, so for the 45 tasked members of D squadron this mission was truly a return to their roots.
Operation Sutton With the Falklands Sound cleared and nearby threats eliminated, the main British landing force was now able to disembark. The task force sailed into San Carlos waters during the early hours of May 20th, and conducted an unopposed landing on 3 beaches, managing to offload the majority of 3rd Commando Brigade.
There was light resistance from surviving local Argentine units, but these were suppressed by Special Forces teams landing earlier that evening against Fanning Head.
News of the landings reached Argentina, and as expected they caused an immediate and massive reaction. The majority of surviving and available air assets were tasked with an all-out attack on the British landing force. While most of the troops were on the ground, most of their supplies and heavy equipment were still on the big amphib and cargo ships; without them, their chances of defeating the Argentinian occupying forces were slim. And by necessity, until they finished unloading, the ships and their escorts were sitting ducks.
For the British ships and forces in San Carlos, May 20th was the easy part. The next day would be a whole other story: virtually everything in the Argentine inventory that could fly and bomb was coming for them.
Death Valley As expected, the Argentinian air force (and naval air-arm) threw everything they could at the British landing forces at San Carlos, beginning from the morning of May 21st. Early results were less than hoped, with some ships damaged but only one sunk (HMS Ardent) and none of the big amphibs taken out of action. This was due to a combination of factors:
Due to the long distances, even with air refueling most Arg aircraft had very limited time-over-target available. That meant very limited time margins to detect surface targets, prioritize, and line up for an effective attack (and evaluate damage, and re-attack if necessary). Even something as basic as lighting up afterburner to evade an incoming missile (prior to attack) may well deplete the last fuel reserves and force an attacking aircraft to choose between aborting and returning to base, or pressing with the attack and (regardless of its success) ditching afterwards, short of fuel. In different cases, both choices were taken. The anti-air defences put up by British forces in the landing area were simply murderous. Sea Dart and Seawolf were both highly capable SAM systems (when they worked) and both racked up repeated kills, and additional Rapier SAM launchers were rapidly deployed on the beachhead. But it was really the curtain of anti-aircraft artillery, everything from infantry rifles all the way to ships’ main guns firing airburst rounds, that created a seemingly impenetrable wall of fire for the Argentinian pilots to fly through. Finally, Sea Harriers from the two RN carriers were able to mount both standing CAP patrols and deck-launched intercepts, and took a heavy toll on the attacking aircraft, using both their powerful 30mm cannons and the brand-new AIM-9L Sidewinder missiles that, for the first time, allowed all-aspect shots and thus conferred to them a decisive advantage. Due to exceptionally bad weather on the 22th, air attacks on that day were postponed. This gave both sides time to rest (and to the RN landing force to unload more troops and material in peace), evaluate what worked and what didn’t, and prepare for the next day.
May 23rd dawned with much better weather, and Argentina’s air armada set out for Round 2. British defences were more extensive and better prepared now, and the Argentinian crews were knowingly stepping into air defences that Hanoi, just 10 years ago, would have envied. Some of these brave pilots would not be coming back.
Independence Day I think the Argentine pilots are showing great bravery, it would be foolish of me to say anything else. — John Nott, British Defence Minister
May 25th was the Argentine Independence Day, a celebration day for the country. Thus it became important for general Galtieri’s government to demonstrate a significant military success in the Falklands operation, if only for this day. Undeterred by the relatively poor results of the attacsk during the last few days, the air force was instructed to perform an all-out attack on the British forces, disregarding losses.
As the San Carlos landing was finishing up by this point, the attacks this time were split between amphib ships still in the valley, warships and logistics assets stationed outside the Sound, and other ships still east of the islands (incl. the carrier group). HMS Coventry (a Type 42 destroyer) was stationed off Pebble Island and close-covered by HMS Broadsword, a Type 22 frigate. Positioned there to provide coverage for the amphib force, they would draw a major portion of the attack on that day. To the East of the Falklands remained the bulk of the RN Task Group, including the Hermes & Invincible; with them was a number of Merchant ships including the MV Atlantic Conveyor, carrying much needed heavy-lift helicopters and replacement Harrier GR.3s.
The Argentinian pilots were explicitly instructed to destroy one or more significant British assets, or else not bother returning. On their national celebration day, they had nothing to lose…
Cry Havoc – Bluff Cove Raging for revenge, with Ate by his side come hot from hell, shall in these confines with a monarch’s voice cry ‘Havoc!’, and let slip the dogs of war. – Julius Caesar, William Shakespeare By the 1st of June, British ground forces at Falklands were bolstered by the arrival of 5000 new troops of the 5th Infantry Brigade. Major General Jeremy Moore now had sufficient force to start planning a full-scale assault on Port Stanley, the main stronghold of the Argentinian garrison.
This fresh arrival was observed by the Arg forces, and swift pre-emptive action was decided before the bridgehead was established, to give their troops at Stanley more time to hold their ground. By now the Argentinian airforce (FAA) had been decimated by its heavy losses, particularly during the San Carlos strikes. But the surviving crews were now bloodied veterans, and they could still mount one last big air offensive.
On June 8th, as the new reinforcements were being transferred by the amphibious force at Bluff Cove ashore, the ships came under air attack by A-4s of the 5th Air Brigade. British intelligence estimates assumed that the FAA, having suffered grave losses in the weeks before, would be unable to substantially interfere with the landing operation. They were about to be proven deadly wrong.
Call for Fire The Royal Navy routinely shelled Argentine positions around Port Stanley, during the attack on the Two Sisters Mountain Range Royal Marines met stiff opposition from well dug in Argentine troops and again called for Fire Support from the Royal Navy. HMS Glamorgan has returned on station from Replenishment of Stores and Fuel, but as the Falklands Campaign reached its climax when both ships were recalled to support the Royal Marines fighting the Battle of Two Sisters.
During the morning of Saturday 12 June, Glamorgan was engaged by one Exocet missile fired from a land-based launcher.
Bonus #1: The Empire Strikes Back HMS Ark Royal, an Audacious-class aircraft carrier, was Britain’s last catapult flat-top to this day. Originally a WW2-era design, she was heavily modified (including the first-ever angled flight deck installed on a carrier) to operate Phantoms, Buccaneers and Gannet-AEWs throughout the 60s and 70s. She was retired in 1979.
In this hypothetical scenario, a service-life extension program (SLEP) in the mid/late-70s has granted a few more years of useful service to the old ship, and allowed her to join Hermes in lieu of the never-built Invincible in the Falklands campaign. As part of the SLEP, her obsolete Gannet-AEW aircraft have been replaced by modern E-2C Hawkeyes, and Seacat SAMs have been fitted to improve terminal defences.
The Ark Royal CVBG is now in the area of operations, and has been ordered to conduct strikes on the Argentine airfields in the Falkland islands.
This scenario has been enhanced with many “Fog of War” aspects; therefore expect the unexpected…
Bonus #2: Operation Mikado The Exocet strike that sunk HMS Sheffield confirmed the worst fears of the RN about the capabilities of this weapon, and its potential to disrupt (or even shut down entirely) operation Corporate. As a result, neutralizing this threat became a high priority, and several courses of action were considered.
One of them, called Operation Mikado, was a proposed plan to use Special Forces to infiltrate the Rio Grande airbase (in mainland Argentina) and destroy the Super Etendard aircraft hosted there together with their Exocet missiles. The initial concept was to land two C-130 Hercules on the runway, loaded with SAS troops, and perform an “Entebbe-style” lightning raid to destroy the aircraft & missiles. After the raid, surviving SAS members were to make their own way back via Chile if the Hercules were destroyed.
The plan was given an initial green light with caution, and as preparation for the raid, an advance SAS team landed on the Tierra del Fuego peninsula by Sea King helicopter, in order to recon the area and evaluate the feasibility of the C-130 plan.
Their report was mostly negative, and together with other developments Operation Mikado was shelved.
But what if other options on the table had been approved…?
* TWEAK: Hide WRA buttons from left column of Mission Editor * TWEAK: Sensor/Comm form shows ^ on name to indicate is on a mount * FIXED: Tool_LOS not handling contacts (Added option to use location points rather than units) * FIXED: [B1278.1] Fixes to no escape zone prevent manual launches * FIXED: Has Flight Plan Editor Been Moved? (Accidentally moved some flightplan buttons) * FIXED: [B1278.1] Cloning Package Doesn't Work * FIXED: [B1278.1] Mission Editor - Mission Unit line stays red if you unmark as escort * FIXED: EMCOM/WRA tap disappearing * FIXED: [SBR] Handle the case where sensor has been deleted from mount * FIXED: [B1278.1] Cloning duplicates manually added comms and removes manually added radars * FIXED: Boats on Subs not cloning * FIXED: Errors When Adding/Removing Sensors * FIXED [probably...]: Reported crashes on B1282.1 & B1283.1. * FIXED: #14845 - B1282.1/DB496 missiles burning time are low and ranges short * ADDED: [LOS Tool] Added distinct horizon type entry for ESM * ADDED: Mission Editor UI Overhaul Feedback: - Targets tab (panel) is active for Patrol and Support Missions; It is better inactivated if it is not usable. - Now we cannot see the Strike Mission has targets or not if we don't change the panel to target one. Thus if there is any indicator to show Strike Mission has no targets, such as Mission Name displayed in yellow color instead of normal green or red, it might help player for deleting mission (other than AAW Strike, because it is used as Intercept). * ADDED: [Lua] Added method Tool_LOS_Points for determining LOS between two geopoints (selectable horizon-type). Usage example: Tool_LOS_Points({latitude='3.12', longitude='3.488', alt=3000}, {latitude='9.34523', longitude='9.32445324', alt=3000}, 1) * ADDED: [Area & Ref point manager] : Mass deletion, renaming, tag addition/removal for reference points * Added licensing support for Falklands DLC * TWEAK: [DB Viewer] For boost-coast missiles, display the dynamically calculated boost and total endurance times (ignore the DB-stock fuel) * TWEAK: [Area & Refpoint manager]: Tags list are now displayed beside the RP and the newly created tag will be defaulted to activated * Various tweaks & fixes in ABM engagements * FIXED: #14841 - Plot new course for datalinked weapons fails while sim running * FIXED: Take-off time was no longer working * FIXED: Issue when loading a scenario from failed validation of area * FIXED: Irregular crash issue when adding new aircraft * FIXED: CTD caused by the use of disposed scroll view * FIXED: Changing side was clearing all entries in the message log * FIXED: Obfuscation issue causing a display error for reference points tags * FIXED: Freeze in various weapon engagements in Falklands DLC * FIXED: Supplier options are no longer displayed for contacts and groups * FIXED: Mission Triggers on Hostile * FIXED: Dummy weapon record (10000 capacity) causing replenishment issue by using supply to fill up the 10000. * FIXED: Sub detected event is not triggered * FIXED: Inconsistent use of horiz. range and slant range in radar model * FIXED: PrSm Spiral detonating below ground level vs ground targets * FIXED: Ballistic missile must aim for intercept point vs moving target * FIXED: "Rocket - Long Burn" engine type not factored in for prolonged boost-coast burn * FIXED: Mission Editor - "Mission Triggers when Contact Is:" Setting * FIXED: Exception during post-pulse processing when side has no units * FIXED: [B1278.1] Missions failing to activate * FIXED: Exception in mine clearing maneuvering * FIXED: [1278.1] Unhandled exception on mission create, task pool error and possibly some others * FIXED: Game silently freezes with no displayed errors.(2) * FIXED: MQ-9B SeaGuardian STOL UAV, Unable to Take-Off/Land * FIXED: [Lua] Correct enum names in SetSideOption * FIXED: [B1277.1] The default setting for a Packages Take of Time locks the field
* Includes a new set of .inst files by Kushan for Greece, Turkey & Taiwan. * MAJOR TWEAK: The Mission Editor window has a revised layout, with its main 3 panels (Assign/Unassign units, mission settings and target selection) now placed in dedicated tabs: https://i.imgur.com/QaVHcRt.png https://i.imgur.com/aLceKbh.png https://i.imgur.com/LAQlDLj.png This serves several purposes: * More space given to existing controls for easier handling (e.g. less scrolling necessary, can view more entries on a list concurrently) * More space provided for additional controls * Less cluttered, more "breathing" UI
* TWEAK: Implemented distinct horizon propagation values for different sensor types. Typical factors are 1.23, 1.5, and 1.06 for radar, ESM, and EO/IR respectively. These parameters are defined in the “Electronic Warfare and Radar Systems Engineering Handbook”. * TWEAK: Several performance improvements in DLZ calculations
* FIXED: 1276.1 Messing around in the Flightplan editor results in accessing disposed object exception * FIXED: No Altitude/Depth setting for torpedoes in B1276.1+ * FIXED: Unit tries to engage cruise missiles without the ability to do so * FIXED: [B1276.1] no escape zone does not seem to be working well * FIXED: [B1274.1] Index out of range exception in manual target window * FIXED: [Lua] Lua: Correct enum names in SetSideOption * FIXED: [B1277.1] The default setting for a Packages Take of Time locks the field - Take off time and TOT where referred to scenario start, with the possibility of them being set in the past as default now - Default Take Off time is Current Time +0.5 h - Default TOT is Current time +3h - Added (Zulu) near the Time related Text-Boxes * ADDED: Group import/export now allows flagging INST as "template", for multiple loading. This is very useful if, for example, you want to export a multiple-occurring installation (e.g. a multi-unit SAM site) and then import it multiple times in a scenario. * TWEAK: The "dynamic noise indicator" rendered under a ship/sub's icon now displays only the loudest-aspect value (usually the rear), instead of all aspects. * TWEAK: Added "DB version" to Database Viewer window name * TWEAK: LOS tool - set text label to 'no selected' when unit not selected (confusing!)
* FIXED: [Event Editor] Trigger date not locale-independent * FIXED: [B1276.1] ToT Strike Planner hang * FIXED: Exception on LOS tool when not unit selected * FIXED: Exception when no preset exists on patrol mission * FIXED: Sprint/Drift issues * FIXED: Changes to patrol mission speed and altitude settings don't take effect * FIXED: Ships not obeying mission throttle for ASuW Patrol Mission * FIXED: Can't seem to get BOL to work * FIXED: [B1276.1] Clone of Ground units does not work correctly * FIXED: Show weapons for vehicle/ground unit on unit panel * FIXED: [Lua] strikemission.Strike table is always empty * FIXED: Warning messages for adding a/c were reversed * FIXED: Waypoint alt/speed preset revealed * FIXED: [Build 1276.1] Selecting the AS-2 Kipper Aircraft in latest DB throws an exception error * FIXED: [B1268.1] Altitude setting not reflected on the sidebar * FIXED: Avoid firing proposal removal if the quantity to fire is -99 (ie. "Use all weapons") or if we are tasked with a mission * FIXED: #14832: Space-search sensors not detecting ballistic Missiles * FIXED: [B1276.1] Adding Incorrectly formatted date to Package causes an exception error * FIXED: Exception on unit doctrine options if no unit selected * FIXED: 1268.1 Text Artifacts in Mission Editor Target List
* Includes updated Tacview 3D-meshes and association files.
For the 40th anniversary of the Falklands War, Command Modern Operations is pleased to announce a new DLC that will bring you back to 1982. Command Falklands contains twelve scenarios and four bonus missions that put you in charge of the most significant units during the war between Argentina and the United Kingdom over the Falkland Islands off the coast of South America.
Take command of the Argentine forces or the British task force assembled in 48 hours to fight the Argentine invasion, manage units previously taken out of service in bonus scenarios such as the HMS Ark Royal, Buccaneer and Phantom Fighters long-range attack planes, and the aircraft carrier CVA-01.
Features:
13 Scenarios plus 2 Bonus Scenarios including units not present or available during the war. Scenarios designed by a retired Royal Navy officer and Falklands veteran, who served on HMS Plymouth Management actual and previously taken out of service units Air, surface and underwater combat Guide your Forces to victory in a multi-sided campaign.
TWEAK: NEZ option was set for missile targets and other target types; it should be allowed for aircraft targets only TWEAK: Post refuel throttle FIXED: Added sub-type filter to adding ground unit FIXED: Pier and Docks Orientation and Size Lost on Reload FIXED: Unable to Export Carrier Strike Group FIXED: #14830: DLZ for SAM against surface targets <-- This will also require some DB tweaks to fully resolve. Boost-coast SAMs are now fired on a pseudo-ballistic trajectory (most efficient) when employed against surface targets. ADDED: Ability to add an aircraft to host unit through "Air Ops" window ADDED: Blacklisted process notification is listed into the exception log FIXED: ESM detection against an OTH sensor prevents other potential detections FIXED: Error in DB with Surf TargetTrainingShip FIXED: Exception when cloning an aircraft with customized air/dock facilities FIXED: Random UI exception was preventing correct rendering of "Doctrine" window FIXED: Cargo mission aircraft overshooting area FIXED: [B1274.1] ToT(DF-21B+Bombers+Carrier Wing) Error while selecting time for ToT FIXED: Scan Eagle, Unable to Launch from Ships
Includes the new v496 release of the DB3000 and CWDB databases.