CMO - v1.08 PUBLIC BETA - Brand NEW Features

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

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SamSlitherine
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CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by SamSlitherine »

Hello Everyone,

We have an exciting new public beta available to download. Among many fixes, we are bringing a couple of major features into play for the first time. Please let us know what you think of them.

You have two options for download:

1) Through Steam: To opt into the beta branch, simply head over to the properties section of Command -> head to 'Betas' - then from the drop down, please select 'beta - open beta'. This will begin the download for you.

2) Matrix standalone installer: Go to "My page" or the game's page while logged in (and owning CMO) to access the download for the beta update.


Command Build 1638 Release Notes (changes from Build 1567.6)
====================================================================


* MAJOR NEW FEATURE: Drone Autonomy Levels. For details see here: https://command.matrixgames.com/?p=5886

* NEW FEATURE: Communications jamming (previously only in CPE, excluding scripting) is now also available in CMO. (See original article on comms disruption & effects: https://command.matrixgames.com/?p=4454)

* NEW OPTIONAL SCENARIO REALISM FEATURE: ASCM terrain-following restrictions. When this (off by default) feature is active, early ASCMs who lack TF capability cannot overfly land with elevation higher than their cruise altitude (unit is actively blocked from firing, both in auto-fire and also through the manual weapon allocation window). If the weapon is fired nevertheless (e.g. BOL shot) and
encounters terrain higher than its cruise altitude, it smashes into it. ( < This means that is possible, but risky, to fire such missiles over very low-elevation land terrain such as atolls etc.)
Non-TF ASCMs with waypoint capability (e.g. Harpoon Block 1C) can be fired with a plotted course around landmasses, to avoid the "land between shooter and target" restriction when this feature is active. On the manual weapon allocation window, if the selected salvo has a suitable complex course that avoids landmass, non-TF ASCMs show up as "green" (can fire).

* MAJOR REVISION: Revised user interface and new capabilities for Doctrine/ROE window.
- Instead of concentrating doctrine options on a single crammed window, they are now separated into per-category tabs. This makes it both faster to find a specific option and also affords more space for adding more options in the future: https://imgur.com/a/VKM1F8s
- Doctrine settings may be automatically filtered/excluded if they are not applicable to the selected unit(s). In this example, a single ship is selected, and only the doctrine settings that are relevant to surface ships are displayed: https://imgur.com/a/lCv9k9j
- The "mini display" of doctrine options in the right UI column has been removed, and replaced by a semi-automatic system of "doctrine deconfliction". The game attempts to detect common doctrine & mission conflicts (e.g. having WCS "hold" on a weapon while being a patrol with that weapon) and suggest to the player fixes for them; the player can then approve the fix change or ignore the suggestion. Example: https://imgur.com/a/c7DTRAB
- Improved simulation stability & performance on doctrine-related paths
- More responsive doctrine UI sections

* Includes the thoroughly reworked & revised edition of "The Silent Service" DLC. All known scenario issues have been fixed, and a host of various tweaks and improvements made on each scenario.
* Includes updated versions of Fail-Safe #1, #2 and #5.
* Includes updated DB description files by Steve Lohr and KGambit

* ADDED: Chainsaw/Grinder Movement Style for Patrol Missions (see: https://x.com/RSE_VB/status/1897710024937365913)
* ADDED: Ability to select what datablock information is shown for units & contacts (just track number & name, or also kinematics, or everything)
* Added: UI elements that give information on time passed and identifying unit for last reported position of out of comms units
* ADDED: Banner with information about CPE shown at startup (can be disabled by checking the checkbox "Do not show on startup")
* ADDED: New message type: Comms-related message. This handlesd all messages related to comms (suffering comms jamming or other disruption, re-jioning the comms grid etc.). Messages about events happening while the unit is off-grid (sensor detections etc.) are still covered by the "Comms Isolated Message" type.
* ADDED: Added support for additional windows to Tool_UIWindow() Lua function: 'airops', 'boatops', 'readyarm', 'mounts', 'sensors', 'emcon', and 'magazines'
* ADDED: [Lua] New unit wrapper property to show aircraft flight range: :flightRange(throttle, speed, altitude). Setting parameters to nil implies using the current values.
Example:
local u = ScenEdit_GetUnit({name='Looking #1', guid='207d76e0-e5be-4012-bbc8-93a142bb5b7b'})
print(u:flightRange(nil,nil,nil))
Result = { endurance = 21863, range = 1214.61108398438 }
* ADDED: [Lua] "tracknumber" read-only property on contact wrapper-object
* ADDED: [Lua] Added ability to migrate scenarios:
- Example for single use: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/mine lua test.scen', config='D:/CMO/Scenarios/mine lua test.ini',dbfile='DB3K_510.db3'}))
- Example for batch file: print(Tool_Scen_Migration({scenario='D:/CMO/Scenarios/batchfile.xml', config='batch',dbfile='DB3K_510.db3'}))
ADDED: [Lua] Add loadout enums to Lua table

* TWEAK: The Sentinel-2 map layer now uses per-zoom-Level tile packing, which allows increased performance and also faster download and installation
* TWEAK: The unit-status thumbnail and the DB-viewer now use webp (instead of jpg) as the image format. (You may temporarily have a shortage of shown images as these are repopulated from the server on-demand)
* TWEAK: Re-enabled sluggish rudders
* TWEAK: Various sim-speed tweaks
* TWEAK: Various speed tweaks on map tile rendering
* Tweak: no trails are created for ActiveUnits that are not operating
* TWEAK: Removed "WRA cannot be fulfilled" messages since it might be causing confusion
* Tweak: no trails are created for Groups to avoid artifacts
* Tweak: [Lua] ScenEdit_RunScript returns True if execution is succesful, False if execution fails, nil if execution does not even start or an exception is encountered
* Tweak: Unit that goes out-of-comms now self reports an identified contact for itself, aiding other allied units in tracking its position
* TWEAK: Tweaks on the Lua Console for better visibility of methods selection
* TWEAK: Various tweaks & improvements on barks mechanism
* Tweak: Passing through a support mission RP while refueling counts as having passed through
* TWEAK: On contact datablocks, show the track number distinctly from the rest of the contact name
* TWEAK: "Show Diagnostics" is now "True" by default
* TWEAK: Faster and more efficient sorting of messages on message log window
* TWEAK: Tweaked datablock rendering of contact track number according to NATO APP-6D symbology ("TN:XXX")
* TWEAK: Significant threading & performance improvement on simulation engine
* TWEAK: [Lua] VP_GetContact now also supports track-number as the search key
* TWEAK: [Lua] ScenEdit_GetContact can now also use a contact's track number as the search key
* TWEAK: [Lua] The summary list provided by ScenEdit_GetContacts now also includes each contact's track-number
* TWEAK: No-comm drones shouldn't engage targets when "drone autonomy levels" scen feature is not active
* TWEAK: Enforced a more rigid waypoint altitude check in MDSP
* TWEAK: #16623: Reduced the sidebar scrollbar size
* TWEAK: #16636: Strike mission now defaults to focusing on target instead of engaging opportunity targets
* TWEAK: When running in interactive-GUI mode, the simulation thread gets set to "Lowest" priority (This reduces raw sim-engine performance, but has two UX benefits: (a) It reduces the impact of sim execution on UI responsiveness (map zoom/pan lag, general UI lag etc.) (b) It reduces the impact of sim execution on the overall OS responsiveness)
* TWEAK: Force the application at startup to run as DPI-unaware, and log this on the exception log as part of the startup info. (This is independent of the DPI setting stored on the registry, so if this works reliably players should no longer need to manually use the 4KFIx tool)
* TWEAK: Various sim-speed tweaks

* MAJOR FIX: "Message Log" window still showing log items that are no longer in the simulation's in-memory log ( << This solves cases of past problem reports like "UI & sim getting incrementally more sluggish as number of log messages increases")
* FIXED: Deserialization of last reported information for out-of-comms units
* FIXED: #16469: (1567.5) Flight lead doesn't RTB when hitting bingo fuel while following plotted course, wingman does
* FIXED: Number of flights for "investigate unknown contacts" and "engage contacts" in Mission Settings for Patrol.
* FIXED: End of turn turn overswing for fast rudders
* FIXED: #16550 Flight plan editor window is empty, shows no wps
* FIXED: Fixes to rendering issues on "Day/Night Shading" layer and Z-fighting between foreground layers
* FIXED: DB viewer error when showing a submarine entry
* FIXED: handling of unguided weapons in endgame report
* FIXED: Issue with Lua doctrine
* FIXED: [Lua] ScenEdit_RunScript always returning "" even in case of error
* FIXED: Contact creation spam when tracking friendly out-of-comms units
* FIXED: Doctrine parent link was showing up despite being topmost doctrine
* FIXED: #16586: ASW aircraft on ASW patrol fly straight when target is uncertain
* FIXED: #16510: Detection AoU was not properly computed when an ESM sensor's resolution was >180deg
* FIXED: #16027: [B1467] AAR refueling inside Flight Plans are not working
* FIXED: Aircraft always attempt refuel from same tanker, causing an RTB order or the aircraft to crash
* FIXED: [Lua] Explosions not catering for Lua generated ones via AddExplosion
* FIXED: #16595: Command Freezes as weapons detect targets
* FIXED: Aircraft still heading to refuel point after tanker destruction
* FIXED: #16418: [B1515] Different issues on Air to Air Refueling point 3
* FIXED: #16387: [B1493] Aircrafts ignoring refuel WPs in strike plan
* FIXED: Out-of-comms unit not receiving position updates when detected by allied units
* FIXED: Contact being dropped when still needed to track an out-of-comms unit
* FIXED: #16576: AC group widely separated while performing standoff attack
* FIXED: Erratic wingman movements when heading to refuel point state, making aircraft to burn all their fuel before being able to reach tanker
* FIXED: #16484: [B1527] Cannot set manual speed while refueling
* FIXED: #16660: Ships out of formation in a patrol mission
* FIXED: Lead and wingmen may split up during group stand-off attack
* FIXED: #16663: Ships weaving back and forth in formation
* FIXED: Strike flight plan AC never go engaged offensive and fire few weapons
* FIXED: Aircrafts failing to connect to Tankers
* FIXED: #16655 AIM-120D fired at wrong direction + DL issue (Also optimized the way to check if a contact was auto-detected or not)
* FIXED: Group members do not keep formation
* FIXED: Ship group lead not being able to delete reached waypoint from plotted course
* FIXED: Aircraft after completing a manual course, RTBs, the status doesn't say anything until the AC is on the final approach
* FIXED: #16649: DF-4 Missile TELs do not fire (For focused strike mission, when unit is not an aircraft on a flight plan, we no longer drop valid opportunity targets or player's manually assigned targets)
* FIXED: Exception fuse after aircraft drop many unguided bombs
* FIXED: Aircraft checking wrong doctrine for group member RTB decision
* FIXED: Strike aircraft on flight plan fly to target after expending all weapons
* FIXED: Message log may be spammed with 'failed to set home base
* FIXED: #16620: Aircraft switching constantly from RTB to On Patrol
* FIXED: #16447: Incorrect waypoint desired altitude clamping to weapon release window (Clamped weapon altitude for waypoint, when a desired altitude was specified by user, was not being clamped when above max and was always forced to max when in the correct range)
* FIXED: #16670: Unit in Patrol with a Flight Plan ignores Weapon State RTB
* FIXED: Aircraft on strike flight plan ingress may go RTB after disconnecting from tanker
* FIXED: Aircraft on strike mission flight plan egress may RTB instead of refueling
* FIXED: Air group disconnects from tanker before stragglers can refuel
* FIXED: #16661 :All weapons WRA doesn't work correctly - Extended group aware shooter count to other unit class
* FIXED: #16361 - SEAL using a ContactBomb also kill SEAL units
* FIXED: #14342 - Fixed contact exiting exclusion zone doesn't return to default stance
* FIXED: Flickering "Heading To Refuel Point" status not allowing wingman to catch up with a slightly ahead leader that was already refuelling
* FIXED: #16613 - Wingman don't follow flightplan
* FIXED: Message spam for synchronizing of hosted-unit recon updates
* FIXED: Patrol missions never launch more aircraft after first fight(s) land
* FIXED: #14688 - Underground Explosion Shockwave Damage to Surface Targets
* FIXED: #16611 - AAW missiles loft unnecessarily at very close range
* FIXED: [Lua] QueryBaseUnit not working if providing base name instead of GUID
* FIXED: WRA not being followed
* FIXED: #16612: Patrol w/loadout attack altitude keeps ac at max altitude
* FIXED: AAW missile on datalink doesn't activate sensor when in range of target
* FIXED: Asynchronous image & map-tile calls were causing soft-deadlocks & slow replies
* FIXED: Exception changing emission interval after opening Doctrine via 'EMCON' button
* FIXED: #16591: High autonomy drones don't engage targets if no-comm
* FIXED: #16591: Patrol no-comms unit always switches to closest possible target
* FIXED: Retroactive fix for Weapon launch WP min altitude error
* FIXED: "RTB - Mission Over" status was interfering with the plotted course
* FIXED: Wingman not following leader's altitude in case of patrols missions with plotted course
* FIXED: Cargo weapons stacking calculation incorrect when container is empty
* FIXED: [MDSP] In some case waypoint altitude was set to minimum
* FIXED: [MDSP] Wingmen separation & rejoining issues
* Fixed/Improved: The "unit considers itself to be under attack?" check has been refactored and improved
* FIXED: #16641: Tanker AAR settings empty
* FIXED: DLZ computation could crash
* FIXED: Missing waypoint selection for FP using initial point
* FIXED: If the leader has reached weapon release point and you are within the prescribed separation you are good to fire
* FIXED: edge case exception related to AAR preventing AC destruction
* FIXED: #16622 - Issues in reaching fast and maneuverable tankers
* FIXED: Wingmen using navigation turns when forming up causes weaving (Also tweaked speed decision to avoid overshoot of formation station)
* FIXED: Exception fuse when aircraft is on non-strike mission
* FIXED: Aircraft may stop engaging target when strike mission specific target is active unit (Needed to evaluate against existing contact for the strike target AU (if there is one))
gennyo
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by gennyo »

i miss the old days with 7z or zip packages for beta update. :mrgreen:

it's time to reinstall Steam and do some file digging.
thewood1
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by thewood1 »

Or you can wait until the Matrix installer is posted.
mikerohan
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by mikerohan »

SamSlitherine wrote: Tue Apr 29, 2025 4:43 pm * TWEAK: The unit-status thumbnail and the DB-viewer now use webp (instead of jpg) as the image format. (You may temporarily have a shortage of shown images as these are repopulated from the server on-demand)
Does this mean that images from https://command.matrixgames.com/?page_id=1876 are no longer valid?

Thanks!
Fido81
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Fido81 »

Thanks for bringing comms jamming to the masses! I have a couple questions about this mechanic:

Will units go out of comms due to distance between friendly units, or only due to jamming/destruction of subsystems/scenario editor?

If I play a scenario built with an older database in this beta, will comms jamming work by default?
Kushan04
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Kushan04 »

Fido81 wrote: Tue Apr 29, 2025 6:33 pm Will units go out of comms due to distance between friendly units, or only due to jamming/destruction of subsystems/scenario editor?
No, units will not go out of comms dur to distance. Comms jamming works similar to OECM jamming + comms disruption (or realistic sums comms). Units affected by comms jamming will drop off the common operating picture. They will continue to execute any previous orders but you will not be able to issue new orders until the jammer(s) are destroyed or the unit moves far enough away where it is no longer affected.
Fido81 wrote: Tue Apr 29, 2025 6:33 pm If I play a scenario built with an older database in this beta, will comms jamming work by default?
Comms jamming has nothing to do with the database a scenario uses. Like all scenario settings it must be enabled in the scenario settings and features menu in editor mode.
patpatpowercat
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by patpatpowercat »

When I look on Steam, the only option available is the 32-bit legacy version. Am I missing a step, or is there a private key?

Apologies, Steam restart and now I can update. Thanks, this is awesome!
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HalfLifeExpert
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by HalfLifeExpert »

This is great! Looks good so far, but one question regarding this:
* NEW FEATURE: Communications jamming (previously only in CPE, excluding scripting) is now also available in CMO. (See original article on comms disruption & effects: https://command.matrixgames.com/?p=4454)
Can you elaborate on what is new? I'm not sure exactly what is now available for commercial users.


Also, one bit of feedback I have is that I'd like to be able to use the "Classic" contact datablock setting, to not show the Contact number (TN-xxxx), since it kind of throws me off to have that being shown above the actual contact type.
stepbackjumper2
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by stepbackjumper2 »

The dev team did a great job on sim-speed improvement. :)
gabravo2005
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by gabravo2005 »

I got a little excited there for a minute when at start up Command PE popped up, but it was just an "ad" for CPE.
gennyo
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by gennyo »

HalfLifeExpert wrote: Wed Apr 30, 2025 12:09 am This is great! Looks good so far, but one question regarding this:
* NEW FEATURE: Communications jamming (previously only in CPE, excluding scripting) is now also available in CMO. (See original article on comms disruption & effects: https://command.matrixgames.com/?p=4454)
Can you elaborate on what is new? I'm not sure exactly what is now available for commercial users.


Also, one bit of feedback I have is that I'd like to be able to use the "Classic" contact datablock setting, to not show the Contact number (TN-xxxx), since it kind of throws me off to have that being shown above the actual contact type.
If you have a good comm jammer (general comm jammer 2000 is a good choice for a test run) on your plane, when it flies around, any not allied unit would have their comm link jammed, shown in the "comms" dialog box. Depending on what is jammed, some unit would just fall out of its comm network and show "NOCOMM". Even weapon datalinks would be jammed to hell.

It's fun. :mrgreen:
Stanley_The_Rolmate
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Stanley_The_Rolmate »

The new features sound amazing! Very excited about the ASCM restrictions, missileboats wil be a lot deadlier now they can use islands and terrain as cover.
Eagle2046
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Eagle2046 »

I think I"ll wait for the official release from Sliherine.
Knightpawn
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Knightpawn »

I notice that "Auto Evade No/Yes" is now classified under ASuW only (instead of Miscellaneous before). I use it a lot in Air operations (especially in strike missions where I want strikers to press regardless of threats). Does it mean that now is not generally available?
Kushan04
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Kushan04 »

Knightpawn wrote: Thu May 01, 2025 6:14 am I notice that "Auto Evade No/Yes" is now classified under ASuW only (instead of Miscellaneous before). I use it a lot in Air operations (especially in strike missions where I want strikers to press regardless of threats). Does it mean that now is not generally available?
We've already noted this, it's an error. It still applies to all units.
Knightpawn
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Knightpawn »

Check this also: the drop down list's margins are rigid and they dont allow Weapon and Fuel State options to be fully displayed
Screenshot 2025-05-01 201502.png
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KLAB
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by KLAB »

https://www.matrixgames.com/forums/view ... 5ffd4b2ac9

It's interesting but when you post issues with new releases on the Tech Forum it's generally looked at quickly and at least flagged for a solution.
There's issues with compatibility with this BETA if you enable the new features but they are already set to be fixed.
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by TyphoonFr »

What in the database allows us to know which ASCMs are affected by the ASCM terrain-following restrictions ?

What does the 'Flight Profile - Terrain Following' property refer to in the Harpoon Block 1C database?
Harpoon.png
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Christophe

To all English teachers of the forum, sorry if English is not my mother language.
Kushan04
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Kushan04 »

TyphoonFr wrote: Sun May 04, 2025 5:04 am What in the database allows us to know which ASCMs are affected by the ASCM terrain-following restrictions ?

What does the 'Flight Profile - Terrain Following' property refer to in the Harpoon Block 1C database?

Harpoon.png
Both the Flight Profile - Terrain Following capability code and weapon seeker generation are checked. Any seeker with a generation older then "Early 2000s" will also be subject to the terrain following limitations. Checking the seeker is a work around until the database is updated for weapons like the Blk 1 Harpoons.
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Re: CMO - v1.08 PUBLIC BETA - Brand NEW Features

Post by Dimitris »

We have a new exe update for the CMO v1.08 public beta, Build 1645.
(This [or its successor] will also be distributed officially, but this is the fastest way to get it if you want/need it immediately)

Download: https://www.mediafire.com/file/getcnnmm ... 45.7z/file
To apply: Unzip on the public beta installation, overwriting the existing Command.exe (backup the original as always, just in case).

Command Build 1645 Release Notes (changes from Build 1638)
====================================================================


TWEAK: Air intercept missions have "Engage Opportunity Targets" ON and "Focus Entirely On Strike Targets" OFF by default
TWEAK: Updated collapse section code in DB viewer

FIXED: Strike flight plan waypoint with bad data was setting desired alt to AGL alt (Caused AC to be too low (AGL) to release weapons)
FIXED: Lua INST export not setting the type of DB used
FIXED: Strikes that start with no targets get deactivated (the targets are not yet added to the target list but the mission is not deactivated)
FIXED: Units not engaging ANY targets if they were not in their strike specific targets and "Engage Opportunity Targets" was set to false
FIXED: Aircraft status goes back and forth between refueling and RTB
FIXED: #16677: Ships on ASW patrol attacking land targets
FIXED: #16675: Support missions not launching flights to maintain coverage even if current flights in the air are RTBing
FIXED: Blast misses some facility aimpoint mounts that should be hit
FIXED: No message or indicator shown for EMP attack on aimpoint facility unit
FIXED: Unable to load "ASCM restrictions feature"-enabled scenario
FIXED: Flickering between "Heading To Refuel Point" and "Refueling" status at start of refuel while on support missions
Added: Recovery from "dirty" state in which tanker thinks it's still connected but client thinks it's not
FIXED: [Doctrine UI re-write): Navigation method for subs, surface and land units had incorrect selection options
FIXED: #16682: Autosave no longer works
FIXED: Navigator's "Get Nearest Accessible Spot" logic not checking for ice-pack (this could make a unit in the ice-pack head straight for the North Pole, e.g. in "Pole Positions" scenario)
FIXED: 16674: Aircraft failing to refuel a tanker as the tanker thinks he is still connected to a unit which is RTB
FIXED: Issues in Lat-Lon gridlines render when "Day/Night" layer is disabled and 3D terrain view is enabled
FIXED: Unecessary message box when flight-list count is 1
FIXED: Autosaves not being generated at correct interval
FIXED: [MDSP] Secondary targets further then weapon max range * 0.9 are not automatically added to the strike
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