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Command: Modern OperationsNewsCommand: Modern Operations - v.1.06.1328.13
Game update

Command: Modern Operations - v.1.06.1328.13

Command: Modern Operations · published 19 Jan 2024, 15:40 UTC

All newsPlayers around this dateRead on Steam

Hello Commanders, a new update has gone live.

The big new feature for this update is water-surface facilities. These are facilities and structures located on the surface of the ocean that can be targeted by both anti-ship and anti-land weapon systems. Examples of this are piers, bridges, and offshore drilling facilities. The full changelog for this patch is listed below.

v1.06.1328.13 – 12th January 2024
• NEW FEATURE: Water-surface facilities (supported only on v504+ DBs). Such facilities are
placed on the water surface (not on the sea bottom) and can be attacked with both land-attack
and anti-ship weapons. Examples of such facilities include bridges (both single-unit and multi-
segment), offshore platforms, piers etc.
• ADDED: Unit Status panel (right column) shows primary target name for selected unit
• ADDED: Display a red X-crosshairs symbol and ETA on the calculated interception point when a
weapon is selected
• ADDED: Added 'Unpack all containers at destination' option for Cargo Transfer Mission
• ADDED: Added aircraft emergency diversion to new host base when fuel is too low
• ADDED: Contact wrapper - markedAsDecoy property
• ADDED: Add time on target and takeoff time to mission wrapper
• TWEAK: Significant performance improvement on game startup and scenario loading time
• TWEAK: Fixes & enhancements on mine-laying mission
• TWEAK: Losses & expenditures: Don't attempt to show stores with an empty name
• TWEAK: Map appears at slightly higher resolution at lower altitude, reducing OpenTopoMap
pixellation
• TWEAK: OpenTopoMap layer does not stop rendering tiles at very low altitude. Virtual Earth layer
renders tiles at higher resolution at very low altitude.
• TWEAK: When bubbling up message-box messages from sim-core to UI, check if the originator
side is the current side on the UI; if not then don't show them
• TWEAK: Nuclear detonations begin appearing immediately upon detonation instead of after a
slight delay and their circles expand with internal fill that fades out over time.
• TWEAK: Event balloons render properly again with outlines and elliptical background fill around
them.
• TWEAK: Various refinements on the "throttle down to avoid wierd things" logics active during
double-flame time accel
• TWEAK: List Packages in order by name
• FIXED: #15458: Various aircrafts don't have a correct WRA Classification
• FIXED: #15447 : Ballistic missiles erratic trajectories
• FIXED: Comms-jammer was jamming low-frequency radar
• FIXED: Bark for "weapon hold" status and "switching to opportunity targets" were visible even if
the unit was not from the player side
• FIXED: Cached datatables access issue causing DB-Viever and "Add Unit" dialog to not behave
correctly
• FIXED: Decoy icon not being shown for decoy UAVs
• FIXED: [1328.12] OECM jamming other bands
• FIXED: #15468: No Navigation Zones Prevent Flights from Launching
• FIXED: Missiles were handled as air contacts and so they where not always targeted + there was
an hardcoded limitation of 10NM when identifying an incoming weapon as a threat.
• FIXED: #15469: [1328.12] BM detonating into the ground
• FIXED: #15250: Port/dock 'blue area' (pier lane) not working properly
• FIXED: Keep plotted path on map when WP selected
• FIXED: Pier-lanes not being rendered
• FIXED: #15462: [1328.13] Units on inactive missions don't perform manual attack
• FIXED: #15407: [1328.12] SAMs not working against Guided Weapons and BM
• FIXED: #15466: [1328.12] HAAWC from Osprey not seen
• FIXED: Non-Functional Air-to-Air Missiles in Helicopters, CMO v1.06 Build 1328.12
• FIXED: Suicide craft not auto-attacking water-surface facilities, also manual suicide attacks do not
generate damage
• FIXED: Various fixes on submarine damage from shaped-charge torpedoes:
o The secondary-explosion damage of such torpedoes was not affecting the target sub
o The explosion standoff was too small for all types of ASW torpedo impacts (generated too
high shock factor)
o Fire/flood effects are now cumulative (e.g. major + major --> step up to "severe")
• FIXED: "ASW optimized" warheads not producing secondary blast effect
• FIXED: ASW-optimized torpedo warheads were not getting their designed penetration & flooding
bonus
• FIXED: Unit assigned to cargo mission waits for pending cargo when it won't be able to load it
• FIXED: #15396: (1328.11) Illumination and targeting vectors not appearing properly
• FIXED: Weapon losses not recorded
• FIXED: Unit icons "parallaxing" against map layer at extremely close zoom
• FIXED: QuickSink-fused weapon was impacting non-ship target and the impact logics had not
accounted for this case (fallback to normal impact)
• FIXED: Weapon ETA calculator did not consider carried-dispenser weapons (JP233, MW-1 etc.)
• FIXED: in some cases Aircrafts where circling around WP 6
• FIXED: #15310: CEZ Terrain Pathfinding Bug?
• FIXED: Explosion crater only damaging the first hit unit
• FIXED: #15253: 64-bit slowdown when launching mass amount of bombs
• FIXED: Calculation of ABM intercept point did not take into account max weapon altitude
• FIXED: Tanker-to-tanker aerial refueling issue
• FIXED: #15440: Diesel/electric submarine extremely loud if electric engine is destroyed
• FIXED: #15414: Aircraft not following flight plan speed
• FIXED: #15077: The DISPLAY of Flight Plan Paths seems off
• FIXED: #15402: [1328.11] Prosecution Area not working
• FIXED: (Double-flame mode rudder behaviour) Wobbling ships, boats and submarines
• FIXED: Broken ESM for negative altitude
• FIXED: (Double flame mode) Some weapons type overshooting targets
• FIXED: #15415: Aircraft not firing all their standoff weapons
• FIXED: #15127: MDSP & WRA Issues
• FIXED: Some ACs where not RTB
• FIXED: #14926: [1307.9] ATO does not show all packages under a task pool when the pool is
selected
• FIXED: Units with a phased-array radar boresighted well away from the unit's heading (e.g.
SLAR) incorrectly suffered the "phased array degradation due to off-boresight angle"
• Fixed/Tweaked: Effectively decayed satellite (moving along a decayed orbit) will destroy it
• FIXED: #15431: AOU miscalculates for very high altitudes and sensor range (e.g. GEO SIGINT
satellites)
• FIXED: #14925: [1307.9] Sorting ATO by mission/package greys out all buttons except "Create
flight"
• FIXED: #15374: [1328.11] Can't assignt a ship from a group to a Strike mission
• FIXED: Group leash transparency
• FIXED: 0014882: Extreme wingman separation
• FIXED: Leftover UI-only code (from the pre-CMO days) stating that HGVs & D-EMP weapons
could only be used in CPE
• FIXED: ABM interceptor activation point too low vs. ascending target
• FIXED: #15430: [1328.12] Command Blocked with Error
• FIXED: UAVs visual/icon classification fix
• FIXED: #15418: [1328.12] DB viewer exception Log
• FIXED: #15413: Aircraft taking off to0 soon
• FIXED: Issue with the new HPM weapon type that doesn't let you attack an UAV if it's a weapon
(ie. loitering munition) but if it's an aircraft you can attack it
• FIXED: #15410: Aircraft flying off into space (point 1)
• FIXED: #14923: [1307.9] Cloning missions with generated flightplans messes up some references
in ATO
• FIXED: #15406: Parabolic trajectory on guided projectiles wasn't taking into account altitude delta
• FIXED: UI is more responsive for H and L initial mission dropdown when
adding a mission concurrently
• Numerous general fixes
• Numerous sim-performance tweaks
• Includes the new v504 release of the DB3000 and CWDB databases.
o DB3000 v504 additions:
https://drive.google.com/file/d/1InvoyJJJnRGfCpDJgU9cNOAxMNCCw1P9/view?usp=sharing

o CWDB v504 additions:
https://drive.google.com/file/d/1Ip8AM2y1EZbQgQusUC6BFPzlKwxU6Cgt/view?usp=sharing

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