To apply: Unzip on the existing installation of CMO + "Tiny" update.
NOTE: This is a public beta. Standard disclaimers apply.
Build 1258.1 Release Notes (changes from B1253.1)
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* NEW MISSION EDITOR FEATURE: Time-on-Target (TOT) calculator: https://imgur.com/a/95QfHR8 .
When this is set, multiple flights on the same strike mission will be coordinated to place ordnance on the target(s) concurrently.
* NEW MISSION EDIT FEATURE: Air Tasking Order (ATO) window: https://imgur.com/a/99HgBlc
This makes it easier to keep track of various flights per-mission or in total, and manage them.
* MAJOR SIM TWEAK: Infrared & visual sensors can now perform volume-search (detect new contacts) at a sharply reduced range vs the one at which they can track/refresh existing contacts. This obviously has drastic implications for their combat performance (see example analysis: https://www.quora.com/Can-5th-generatio ... Sengupta-5 )
The max volume-search range depends on the sensor characteristics and tech-generation, and is listed together with the maximum tracking range on the DB viewer. Example: https://i.imgur.com/Na3nssO.png
* New UI/map element: Barks!

Barks are short text notifications that can be set to appear, briefly, anywhere on the map. Some examples:


You can arbitrarily add barks through a number of new Lua methods:
ScenEdit_CreateBarkNotification_Geo(Longitude, Latitude, text, R, G, B, MoveUpward, Fades, Lifetime, FontSize)
ScenEdit_CreateBarkNotification_Geo_Bulk(Longitude, Latitude, text, R, G, B, MoveUpward, Fades, Lifetime, FontSize)
ScenEdit_CreateBarkNotification_Unit(AUNameOrID, text, R, G, B, MoveUpward, Fades, Lifetime, FontSize)
ScenEdit_CreateBarkNotification_Unit_Bulk(AUNameOrID, text, R, G, B, MoveUpward, Fades, Lifetime, FontSize)
* New optional map/UI feature: "Slug trails" (recent movement history) for units & contacts.
Examples:



Slug trails can be configured through Game --> Game Options:

* ADDED: New sonar sub-type: Vertical Flank Array (DB v494+). These have been present in some Russian sub classes for a while, and are now backfitted on the Ohio class and earmarked for future US SSNs. They provide improved tracking capability (can establish a high-quality TMA track sooner).
* Updated ExternalURLs.ini config file with new FTP path for image files.
* RE-ADDED: Option to control/disable in-game download of images (Add 'AllowInGameDownloads = False' to Command.ini config file).
* Vast map speed improvement when rendering large numbers of reference points.
* FIXED: [B1243.5]: Aircraft on Strike Missions not auto firing weapons
* FIXED: [B1243.5] Problems with Database Viewer and "Ground Unit"
* FIXED: Mission Editor was causing a crash when working with a non-AC unit
* FIXED: [B1243.5] Hitting "delete" key causing issues
* FIXED: Exception when opening Mission Editor window
* FIXED [B1253] RTB command not working
* FIXED: Lua ScenEdit_SetTime using the pro format - Added an optional parameter DATEFORMAT to the Lua function ScenEdit_SetTime (the parameter may be NULL). The default format DDMMYYYY is assumed.
* FIXED: .Speed and .DesiredSpeed were not setted correctly via Lua
* FIXED: [B1253.1] Cannot drag course waypoint
* FIXED: Mission name and zone name could overlap
* FIXED: F-16 #4789 appearing as biplane? 2
* FIXED: [B1253] Group datablocks are missing info
* FIXED: Pallet Weapon Salvos with multiple pallets and odd missile number was firing one weapon less
* FIXED: DoctrineForm design
* Includes the v494 versions of the DB3000 and CWDB databases.
There are several significant functionality changes in the v494 DB release. Ethan Hermanson explains:
This time the data additions are so many that we had to link externally to the changelogs:We’re very excited to release DB v494! Included in this release are over 700 new additions (not including 400+ loadouts), and solutions for approximately 585 tickets we closed in the public DB requests Github.
In addition to those “routine” updates, we’ve made some significant and exciting schema changes that will have a noticeable impact on gameplay. Since these changes are “under the hood” and therefore do not appear on the list of new platforms, we wanted to briefly highlight what’s new in v494.
As always, if you have suggestions/requests, a bug to report, or spot a mistake, let us know on the Github!
Weapon Fuzes
(Currently not implemented in-sim; TBA)
The invention of the proximity fuze had a transformative effect on air defense during the Second World War. We’ve added several “Weapon Codes” to distinguish between different anti-aircraft artillery fuzes: 494 comes with impact, proximity, barometric/altimeter, and combination fuzes. Which your weapons are equipped with will have a significant impact on your ability to effectively defend against air attack, at least in the pre-missile age.
To support this change, we’ve gone through and backfilled fuze data for all existing AA-capable guns across both DBs. What’s more, the system allows us to easily add more fuzes in the future – and not just for anti-aircraft. For example, we recently added a special “Shock Factor Optimized” fuze for guided weapons that impact in the water beside a ship and detonate below the hull torpedo-style (looking at you, QUICKSINK!).
Hand & Catapult-Launched UAVs
(Currently not implemented in-sim; TBA)
We’ve changed the way we classify UAVs in 494, adding physical aircraft sizes below the “Small Aircraft (0-12m)” classification that previously was our catch-all: now, UAVs are segregated into either NATO Class I “Micro,” “Mini,” “Small,” or Class II. (UAVs larger than Class II continue to use the legacy aircraft sizing model.) We’ve also added aircraft facilities and takeoff logic for catapult/JATO/RATO-launched and hand-launched UAVs.
As written on the Github:
The idea is that small, hand-launched UAVs can be stored in effectively infinite numbers (cargo/weight allowing) and launched/recovered from any platform, regardless of whether it has any dedicated aircraft facilities; for larger tactical drones (such as the RQ-7), the new catapult launchers will enable properly-equipped platforms to launch these without also gaining the ability to launch and recover helicopters, etc.
Note that ships with existing aircraft facilities can launch UAVs without needing dedicated catapult facilities – this models the crew wheeling a catapult out onto the helipad, etc.
To support this change, we backfilled the new aircraft sizes for UAVs across both DBs. While, we’ve not yet added catapult launchers to ships/facilities that should have them, we’ve been collecting information and plan to make those changes in 495. Until then, mission-makers urgently needing this capability can manually add the “Catapult Launcher” aircraft facility to their platforms using the mission editor.
Overhauled radar & IR signature modifiers for aircraft
Pre-494, we could classify an aircraft as having “light,” “medium,” or “heavy” stealth shaping … and that was it. 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.
The overhaul also extended to IR modifiers. As with radar stealth, we completely overhauled our “general” modifiers to represent whole-aircraft IR signature supression (distributed vs. conventional fuel tanks, low-E coatings) 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, and anti-Strela exhausts are only good 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. (Of course, 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.
Revised OODA Values for Ships
The biggest, most significant change involves OODA values for naval platforms. NOTE: This change has been in the works for almost a year now; recent events merely demonstrated the importance of this.
Pre-494, our 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.
In 494+, 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)
This is a major change 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.
DB3000 additions: https://drive.google.com/file/d/16HEN4- ... sp=sharing
CWDB additions: https://drive.google.com/file/d/16LUyt7 ... sp=sharing