Command: Modern Operations - v.1.06.1328.13

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. [b]v1.06.1328.13 – 12th January 2024[/b] • NEW FEATURE: Water-surface facilities (supported only on v504+ DBs). Such facilities are placed on the water surface (not on the sea bottom) and can be attacked with both land-attack and anti-ship weapons. Examples of such facilities include bridges (both single-unit and multi- segment), offshore platforms, piers etc. • ADDED: Unit Status panel (right column) shows primary target name for selected unit • ADDED: Display a red X-crosshairs symbol and ETA on the calculated interception point when a weapon is selected • ADDED: Added 'Unpack all containers at destination' option for Cargo Transfer Mission • ADDED: Added aircraft emergency diversion to new host base when fuel is too low • ADDED: [Lua] Contact wrapper - markedAsDecoy property • ADDED: [Lua] Add time on target and takeoff time to mission wrapper • TWEAK: Significant performance improvement on game startup and scenario loading time • TWEAK: Fixes & enhancements on mine-laying mission • TWEAK: Losses & expenditures: Don't attempt to show stores with an empty name • TWEAK: Map appears at slightly higher resolution at lower altitude, reducing OpenTopoMap pixellation • TWEAK: OpenTopoMap layer does not stop rendering tiles at very low altitude. Virtual Earth layer renders tiles at higher resolution at very low altitude. • TWEAK: When bubbling up message-box messages from sim-core to UI, check if the originator side is the current side on the UI; if not then don't show them • TWEAK: Nuclear detonations begin appearing immediately upon detonation instead of after a slight delay and their circles expand with internal fill that fades out over time. • TWEAK: Event balloons render properly again with outlines and elliptical background fill around them. • TWEAK: Various refinements on the "throttle down to avoid wierd things" logics active during double-flame time accel • TWEAK: List Packages in order by name • FIXED: #15458: Various aircrafts don't have a correct WRA Classification • FIXED: #15447 : Ballistic missiles erratic trajectories • FIXED: Comms-jammer was jamming low-frequency radar • FIXED: Bark for "weapon hold" status and "switching to opportunity targets" were visible even if the unit was not from the player side • FIXED: Cached datatables access issue causing DB-Viever and "Add Unit" dialog to not behave correctly • FIXED: Decoy icon not being shown for decoy UAVs • FIXED: [1328.12] OECM jamming other bands • FIXED: #15468: No Navigation Zones Prevent Flights from Launching • FIXED: Missiles were handled as air contacts and so they where not always targeted + there was an hardcoded limitation of 10NM when identifying an incoming weapon as a threat. • FIXED: #15469: [1328.12] BM detonating into the ground • FIXED: #15250: Port/dock 'blue area' (pier lane) not working properly • FIXED: Keep plotted path on map when WP selected • FIXED: [DX11 renderer] Pier-lanes not being rendered • FIXED: #15462: [1328.13] Units on inactive missions don't perform manual attack • FIXED: #15407: [1328.12] SAMs not working against Guided Weapons and BM • FIXED: #15466: [1328.12] HAAWC from Osprey not seen • FIXED: Non-Functional Air-to-Air Missiles in Helicopters, CMO v1.06 Build 1328.12 • FIXED: Suicide craft not auto-attacking water-surface facilities, also manual suicide attacks do not generate damage • FIXED: Various fixes on submarine damage from shaped-charge torpedoes: o The secondary-explosion damage of such torpedoes was not affecting the target sub o The explosion standoff was too small for all types of ASW torpedo impacts (generated too high shock factor) o Fire/flood effects are now cumulative (e.g. major + major --> step up to "severe") • FIXED: "ASW optimized" warheads not producing secondary blast effect • FIXED: ASW-optimized torpedo warheads were not getting their designed penetration & flooding bonus • FIXED: Unit assigned to cargo mission waits for pending cargo when it won't be able to load it • FIXED: #15396: (1328.11) Illumination and targeting vectors not appearing properly • FIXED: Weapon losses not recorded • FIXED: Unit icons "parallaxing" against map layer at extremely close zoom • FIXED: QuickSink-fused weapon was impacting non-ship target and the impact logics had not accounted for this case (fallback to normal impact) • FIXED: Weapon ETA calculator did not consider carried-dispenser weapons (JP233, MW-1 etc.) • FIXED: in some cases Aircrafts where circling around WP 6 • FIXED: #15310: CEZ Terrain Pathfinding Bug? • FIXED: Explosion crater only damaging the first hit unit • FIXED: #15253: [B1328.8] 64-bit slowdown when launching mass amount of bombs • FIXED: Calculation of ABM intercept point did not take into account max weapon altitude • FIXED: Tanker-to-tanker aerial refueling issue • FIXED: #15440: Diesel/electric submarine extremely loud if electric engine is destroyed • FIXED: #15414: [B1328.12] Aircraft not following flight plan speed • FIXED: #15077: The DISPLAY of Flight Plan Paths seems off • FIXED: #15402: [1328.11] Prosecution Area not working • FIXED: (Double-flame mode rudder behaviour) Wobbling ships, boats and submarines • FIXED: Broken ESM for negative altitude • FIXED: (Double flame mode) Some weapons type overshooting targets • FIXED: #15415: [B1328.12] Aircraft not firing all their standoff weapons • FIXED: #15127: [B1307.14] MDSP & WRA Issues • FIXED: Some ACs where not RTB • FIXED: #14926: [1307.9] ATO does not show all packages under a task pool when the pool is selected • FIXED: Units with a phased-array radar boresighted well away from the unit's heading (e.g. SLAR) incorrectly suffered the "phased array degradation due to off-boresight angle" • Fixed/Tweaked: Effectively decayed satellite (moving along a decayed orbit) will destroy it • FIXED: #15431: AOU miscalculates for very high altitudes and sensor range (e.g. GEO SIGINT satellites) • FIXED: #14925: [1307.9] Sorting ATO by mission/package greys out all buttons except "Create flight" • FIXED: #15374: [1328.11] Can't assignt a ship from a group to a Strike mission • FIXED: Group leash transparency • FIXED: 0014882: [B1303] Extreme wingman separation • FIXED: Leftover UI-only code (from the pre-CMO days) stating that HGVs & D-EMP weapons could only be used in CPE • FIXED: ABM interceptor activation point too low vs. ascending target • FIXED: #15430: [1328.12] Command Blocked with Error • FIXED: UAVs visual/icon classification fix • FIXED: #15418: [1328.12] DB viewer exception Log • FIXED: #15413: [B1328.12] Aircraft taking off to0 soon • FIXED: Issue with the new HPM weapon type that doesn't let you attack an UAV if it's a weapon (ie. loitering munition) but if it's an aircraft you can attack it • FIXED: #15410: [B1328.12] Aircraft flying off into space (point 1) • FIXED: #14923: [1307.9] Cloning missions with generated flightplans messes up some references in ATO • FIXED: #15406: Parabolic trajectory on guided projectiles wasn't taking into account altitude delta • FIXED: [Operation Planner] UI is more responsive for H and L initial mission dropdown when adding a mission concurrently • Numerous general fixes • Numerous sim-performance tweaks • Includes the new v504 release of the DB3000 and CWDB databases. o DB3000 v504 additions: https://drive.google.com/file/d/1InvoyJJJnRGfCpDJgU9cNOAxMNCCw1P9/view?usp=sharing o CWDB v504 additions: https://drive.google.com/file/d/1Ip8AM2y1EZbQgQusUC6BFPzlKwxU6Cgt/view?usp=sharing