Mid-August money shot: Community Scenario Pack #52 released

August 14, 2026 · Posted in Command · Comment 

Hot on the heels of the v1.10 public beta introducing real-time multiplayer to CMO, Kushan has now also updated the famous Community Scenario Pack (CSP), the Command community’s curated anthology of user-created scenarios. The new update refreshes 3 existing works and contains 11 new scenarios:


Abra De Ilog Passage, 2028: The Philippines has faced a number of insurgencies during its history. A new insurgency, organized by communist rebels, has erupted. It has taken a page from the playbook of other militant groups and is attempting to put pressure on the Philippine government by threatening merchant shipping at various choke points.

Amphibious Assault on Kharg Island, 2026: This is intended to be a relatively small scenario, scaled specifically around the assault on Kharq Island only.  There are no other Iranian forces in play, other than those on, or around, Kharg Island.  Expect to be finished with the scenario in about 60-90 minutes of game playing time.

Operation Absolute Resolve, 2026: Recreation of the United States military and law enforcement operation executed on January 3, 2026. U.S. forces conducted a precision strike in Caracas, Venezuela, and captured incumbent president Nicolás Maduro and his wife, Cilia Flores, to face federal drug-trafficking and narco-terrorism charges in the United States.

Operation Rite of Passage, 2026: It is Day 24 of Operation Epic Fury and President Donald Trump is running out of time. The US-Israeli air campaign has shattered Iran’s conventional navy and gutted its ballistic missile complex, yet the Strait of Hormuz remains closed. Over three hundred merchant vessels sit at anchor across the Gulf, their masters unwilling to move while mines drift in the shipping lanes and IRGC gunboats still sortie from concealed coves along the Iranian coast.
Diplomacy, at least, has delivered one card worth playing: Oman has agreed to open its bases and the islets along the Strait’s southern bank to American forces. It is a narrow window, and it is closing fast.

Operation Sunset – Flanker Duel, 1999: What is happening on the border between Ethiopia and Eritrea is not a modern surgical war. It is a slaughter. For weeks, both sides have exchanged artillery fire until the landscape has been turned into a hellscape of craters reminiscent of Verdun.

Operation Trident Boreal, 2027: The arrival of B-1B Lancer bombers at the Norwegian base of Ørland has triggered a strategic collapse in the Barents Sea. Under the cover of massive naval exercises, a covert act of sabotage has disconnected the Havis North-1 platform, blinding NATO’s acoustic sensors (SOSUS) in the strategic Bear Gap.
In the depths, the submarine threat between the Bear Gap and the GIUK chokepoint is constant and highly lethal. Unidentified hostile contacts are currently attempting to slip undetected into the Atlantic.

Sea of Japan Crisis – Convoy to Taoyuan, 1985: The Sea of Japan Crisis of 1985 took many experts by surprise.  Everyone had assumed the most likely flashpoint involving China would be Taiwan.  However, during the early 1980s, tensions over fisheries in the Yellow Sea escalated significantly. 

Sea of Japan Crisis – Standing Fast, 1985: China is uninterested in bowing to the Japanese.  The Chinese government warns it will continue to make attacks until Japan agrees not to restrict access to the Sea of Japan.

STANAVFORLANT Holds the Line, 1968: This scenario assumes World War III started in 1968 with a Warsaw Pact invasion of Turkish territory.  Soviet goals appeared to be modest, limited to seizing control of the Turkish Straits and areas of eastern Turkey that would give them direct access to their allies Syria and Iraq. 

TF34 at San Bernardino Strait, 1944: Task Force 34 is guarding the San Bernardino Strait against the IJN Center Force. Prevent the IJN from reaching the landing beaches in Leyte Gulf at all costs.

The Hormuz Gauntlet, 2026: The world contains its breath. The Islamic Revolutionary Guard Corps (IRGCN) has turned the Strait of Hormuz into a lethal nautical chessboard, deploying advanced naval mines across the vital shipping lanes. Global energy markets have collapsed, and a generic ‘Group Alpha’ of civilian supertankers is trapped, awaited by swarms of suicide boats and coastal missile batteries.


The new community scenario pack is, as always, available for download at the Command Team site, and also on the Steam workshop.

The CSP now proudly counts 641 scenarios in its stable!

CMO v1.10 public beta – Real-time MP for CMO is here!

August 12, 2026 · Posted in Command · Comment 

 

Announcement & instructions

The calm before the storm: Command PE v2.4.4 is here

May 31, 2026 · Posted in Command PE · Comment 

Yes, it’s that time of the year again; CMO v1.09 was released to an enthusiastic welcome to its new features and improvements, and the time is now ripe for a similar update to Command-PE. Version v2.4.4 is now available for download to new and existing CPE users around the world.

Far more than merely “v1.09 for pro users”, however, CPE v2.4.4 offers several significant improvements on both the user interface and the simulation engine, while maintaining the tradition of fixes, tweaks and additions across the board.


On the UI & workflow assets, the emphasis has been on:

  • Higher-resolution and more accurate coastal terrain modeling
  • Expanded mission/event scripting flexibility
  • Faster and more fluid map interaction at scale
  • Reduced UI friction in scenario design workflows
  • Improved at-a-glance tactical readability

Some of the main UI improvements:

– A fourth map icon option has been added, for full APP-6 icons.

– The optional high-resolution (DTED-1 equivalent) global terrain dataset has been completely refreshed on the bathymetry side. Using the 2025 version of the GEBCO grid, and enhanced by the EMODNet European coastal bathymetry dataset (https://emodnet.ec.europa.eu/en/bathymetry ), which provides up 115m/cell resolution in its applicable costal areas (Europe + North Africa + Black Sea + Red Sea + Eastern Carribbean). This provides a much higher level of detail for coastal naval & underwater operations. As before, the improved DTED-1 terrain is available through the optional “HD pack” for Premium-license CPE customers.

The relief + bathymetry layer has been drastically improved, using the above high-resolution DTM as the source, and re-shaded for more finegrained detail up to 600m (maximum depth for vast majority of submersibles).

– You can now assign an event action to a waypoint:

  • The unit can be obtained by the usual ScenEdit_UnitX().
  • The waypoint action is a dropdown of the event actions.
  • The triggering unit and WP IDs are passed as a local Lua table ‘wpAction’. The full details can be accessed thru the SE functions using the unit (wpAction.unit) and wp (wpAction.wp) GUIDs.

– A new “Aggressive Tile Management” option has been added, for a smoother map zoom/pan experience if the GPU hardware supports it.

– You can now search for a specific menu or submenu through a textbox. This can be very useful if you do not remember where a specific menu command is located (“Now, where was that command about jettisoning secondary stores….”). Just type the command text in the textbox and you will jump right into the appropriate menu.

– Range-ring colors have been added as “notches” on the weapons panel, to at-a-glance indicate the target suitability of each weapon.

– Numerous fixes and tweaks have been added on the Area & RefPoint Manager, as well as the Lua API access to it.


The simulation engine has also received a number of significant upgrades:

– Aircraft transported as cargo: You can now load and transport aircraft as cargo, using the existing cargo system and conventions. This can be used to model the transportation of both manned aircraft (as e.g. in operation “Nickel Grass” during the Yom Kippur War) as well as UAVs. For the full details and instructions, see the section “Aircraft As Cargo” on the web-based Command manual: https://command.matrixgames.com/manual/

– Launch speed-dependent variable burnout speed for air-to-air missiles. In other words: It is now critically important how fast an aircraft is flying when it launches a boost-coast missile (Optional, enabled by default on new-construction scenarios and quick-battles, disabled by default on existing scenarios).
When enabled, the burnout speed (per altitude) of boost-coast AAW missiles now varies according to the launch speed (in addition to the already-important launch altitude). The weapon’s nominal range assumes a M1.5 launch at 36000ft. If the launch speed is lower (which is usually the case), the effective burnout speed and kinematic range of the weapon will be lower; if however the launch speed is higher this can significantly boost both the burnout speed and the reach of the weapon, way above nominal.
A faster burnout speed provides three critical advantages in the BVR “missile joust”, all other factors being equal:
* Your missile flies further out expanding your WEZ and reducing your exposure to counter-fire.
* Your missile flies at higher average speed, which shortens your commit-engage-disengage cycle and may even turn the tide in your favor if the other guy shoots first.
* Your missile will likely arrive at impact with a higher terminal speed, thus improving its hit probability against an alert and evading opponent.

Numerous new IAMD-related doctrine options have been added, to facilitate a more finegrained degree of control on ABT, BMD and counter-hypersonic engagements.

– Groundbreaking improvements to the modeling of high-energy laser (HEL) weapons against weapon targets. An Achilles heel on the modeling of HELs in Command until has been the fact that weapon targets (e.g. incoming missiles), contrary to platform targets, have no finegrained/gradual damage model, and thus the often limited damage (in energy terms) dealt to them was frequently misrepresented; the laser shot against them either hit them and always insta-killed them, or missed. A more sophisticated model was necessary, one that took into account the fragility/durability of the weapon target as well as the actual energy delivered to it per successful shot (as already calculated on counter-platform engagements).
Therefore, we developed a system for estimating the durability of each weapon type: for example, a common small-size UAV will be exceedingly vulnerable (most UAVs barely hang in the air), whereas an iron bomb with a precision guidance kit is a much tougher proposition. This “target sturdiness” is then compared against the actual energy delivered by the laser impact (as part of this improvement, the atmospheric absorption model was also thoroughly renovated) and a probability of actually destroying the target is generated. As a result of this change, HELs are now much more faithfully modelled against their primary target set; it now become painfully clear why various armed forces worldwide are in a race for extended ranges and particularly vastly higher power output levels.

– Impact angle / crossing-target as a factor in guided weapon endgame calculations. This has been significantly improved since the original flawed implementation, and takes into account factors such as the target’s LOS bearing-rate toward the shooter, the agility & seeker cross-tracking features of the interceptor, the closing rate etc. So for example under the same difficult circumstances (high LOS rate or high closing speed) the modern ESSM suffers much less degradation than the older Sea Sparrow.

– Plus as always numerous smaller tweaks, improvements and fixes to the UI, simulation engine, connectivity and analysis options.


If you are wondering about the title, the CMO/CPE dev team is already relentlessly preparing a triad of new additions that feature prominently on Command’s development roadmap for the latter half of 2026:

  1. Real-time multiplayer on CMO. Need we say more? This has been announced, is already under testing in a closed-beta environment, and feedback is enthusiastic.
  2. Project Hannibal, a radical renovation of close-combat and ground operations in both CMO and CPE. We gave a glimpse of it on last year’s HOW video, but the whole project is vastly more massive than that. Command already has the best ground ops of any game not focused on them, but Hannibal takes it to another level.
  3. A brand new platform-to-platform comms & datalinks model. If you’ve been noticing that “improved comms & datalinks” is increasingly a major part of the equipment focus on either new or upgraded platforms (“Link-16 and IFDL/MADL everywhere!”), this upgrade will clearly show you what these improved comms give you – and what it means to fight an adversary who out-communicates you.

Stay tuned for updates on these and more developments as the year progresses!

“Tides Of War” and v1.09 update now available!

March 31, 2026 · Posted in Command · Comment 

Info on “Tides Of War” DLC

Info on game update

 

Companion to Tides Of War: The Command v1.09 update

March 26, 2026 · Posted in Command · Comment 

 “Tides Of War”, the new DLC pack for Command, is launching very soon. (Make sure you don’t miss its unique new features, such as the persistent campaign progression!). As is often the case, the new DLC release is accompanied by a major CMO engine update, and in the fine tradition of past updates, this one too packs a wallop. The full release notes for the update are available HERE.

Let’s take a quick look through the major additions & tweaks:

* Explicit GNSS jamming and jammer units: This is effectively the follow-on to the abstract GNSS jamming made possible through the “Side Enablers” feature and introduced in v1.08. In addition to defining “access/no access” to specific GNSS networks (GPS, GLONASS, Beidou etc.) at the side- and area-level, you can now use distinct platforms that have the ability to jam these critical systems. Just like with radar & communication jammers, these platforms tend to be expensive and scarce, so you must position them carefully to maximize their coverage and prioritize the assets you wish to protect (or the area to negate). Also similar to other jammer types, their signal can be detected, localized and used to attack these platforms.

Moreover, the way that GNSS disruption affects terminal weapon accuracy has been tweaked. Instead of measuring the “time without a PNT fix” and using that to calculate the INS drift, the simulation now actually keeps track of the last 50 PNT-fix attempts (both successful and unsuccessful) and uses a simulated Kalman filter to derive the final internal drift. This provides a more true-to-life effect on disruption, as (for example) a single PNT fix is not sufficient to fully “reset” the navigation precision to nominal status.

* Salvo simultaneous weapon arrival: “I wish my cruise missiles arrived at the target area in a nice, strung-out line so that the defences could swat them down one by one” – said no strike planner, ever. The navigation logic on weapons that support TOT has been tweaked so that, within a salvo, all weapons will closely bunch up in order to arrive at the target simultaneously, overwhelming the defences. (Inter-salvo coordination remains the responsibility of the player, either manually or through the MDSP).

* Launch speed-dependent variable burnout speed for air-launched boost-coast AAW missiles. In other words: It is now actually important how fast an aircraft is flying when it launches a boost-coast missile (Optional, enabled by default on new-construction scenarios and quick-battles, disabled by default on existing scenarios).
When enabled, the burnout speed (per altitude) of boost-coast AAW missiles now varies according to the launch speed (in addition to the already-critical launch altitude). The weapon’s nominal range assumes a M1.5 launch at 36000ft. If the launch speed is lower (which is usually the case), the effective burnout speed and kinematic range of the weapon will be lower; if however the launch speed is higher this can significantly boost both the burnout speed and the reach of the weapon, way above nominal.
A faster burnout speed provides three critical advantages in the BVR “missile joust”, all other factors being equal:
* Your missile flies further out expanding your WEZ and reducing your exposure to counter-fire.
* Your missile flies at higher average speed, which shortens your commit-engage-disengage cycle and may even turn the tide in your favor if the other guy shoots first.
* Your missile will likely arrive at impact with a higher terminal speed, thus improving its hit probability against an alert and evading opponent.
If you’ve ever wondered why fighters tend to aggressively punch the afterburners while preparing to launch missiles, this new wrinkle will make it abundantly clear.

* Incremental / timestamped saves: You’ve long asked for an easy way to undo/rollback edits or changes on a scenario, and this it. This new feature saves timestamped copies of the played scenario, instead of overwriting the existing scen/save file. This takes up more disk space, but makes it easy to go back to a past version.

* Vast A2AR improvements: An enormous amount of work has been dedicated to improving the mechanics and experience of air refueling operations:
– General reliability whit high sim speed: Increased reliability by throttling down sim speed (from double flame to single flame) when performing or about to perform AAR.– Prioritization and Reservation: Reworked prioritization logic to better handle concurrency between clients in scenarios with few tankers, taking better consideration of other enqueued clients when calculating availability of fuel and refueling equipment on the tanker. Also fixed various issues such as AAR being cancelled right after being scheduled, wrong tanker selection criteria being utilized in various situations.– Execution: Tankers and clients now follow refuel orders even when unassigned or without a course, forced and manual refuel orders are respected and refueling from a tanker that is being refueled is now prevented.Other fixes resolve issues with AAR triggering on the incorrect flight-plan waypoint, cargo missions not refueling on RTB and various other issues that caused AAR doctrine to not be followed as expected.
– Flight Plan Editor: Various fixes, and QOL tweaks to the Flight Plan Editor in the management of Refueling Waypoints and their doctrine setting

Improved manual salvo control: An “Execute” button has been added to the Manual Weapon Allocation (aka “Shift+F1”) window. Now when the player creates weapon salvos through this window, by default they are scheduled to be executed “far into the future”. If the player then clicks on “Execute” or closes the window, the created salvos are re-scheduled to be fired as soon as feasible.  The change causes salvos that are created when using this form to be scheduled impossibly far in the future.  When the user clicks ‘Execute’ or closes the form then the salvos are all updated to fire as soon as possible.

Therefore, the units assigned to these salvoes will NOT start executing them (or even maneuvering towards the targets if necessary) until the execution is signaled.  This gives the user the ability to delete the salvo, plot a course of the salvo, etc. without having to try and do it before the assigned units start firing.

* Improved “one-third rule” on patrol/support missions: Ever been frustrated when the patrol logic treats identical aircraft with even slightly different loadouts as “separate” (for the 1-3rd rule purposes) and thus ruins your intended patrol rotation? The logic can now be made much more “relaxed”, accepting different loadouts, different subtypes and even not grouping aircraft by types at all. So, rotating patrols with heterogenous aircraft complements is a lot easier now.

* The Area & Reference-point Manager window gets a whole lot of deserved love: You told us you love the concept but found the execution missing a few things, and we (again) heard you. The Area & Refpoint manager has received numerous fixes, tweaks and enhancements that increase both its usability and power (check the release notes for details).

* Limpet mines revisited: The fundamental mechanics of limpet mines have been reworked and improved. These mines can be placed by their carrier platforms on ships or submarines, as long as the target is not moving. After being placed, the mines remain attached to the target hull and detonate after the delay (default is 2 hrs) has expired. Because of their direct attachment to the target, the damage effects of limpet mines are similar to impact-detonated weapons (e.g. iron bombs or rockets) rather than the underwater-shock damage incurred by other mine types or torpedoes. Because of their nature, these mines are arguably the ultimate “sneak attack” naval weapon.

* Improved map settings UI: The various map-settings menu options have been duplicated on a dedicated “Map Settings” window (accessible through top menu –> Map Settings –> Map Settings Window). This makes it much faster & simpler to change multiple settings in quick succession.

 

Other bits & pieces:

* New doctrine option: “Threat Max Distance” (Default: 50nm). This specifies the distance at which units will actively manouver against incoming missile threats. You asked for this to be user-customizable and per-unit configurable, and now it is.
* “Agressive Tile Management” option (available on Game Options). This improves the speed and apparent transition “smoothness” when zooming in/out the map.
* In addition to helicopters, now ships too can use dipping sonar – either manually or autonomously on patrol.
* Numerous new additions to the Lua scripting API. Check the release notes for the gory details.
* Search text-box for menus and submenus. This can be very useful if you do not remember where a specific menu command is located. Type the command text in the textbox and you will jump right into the appropriate menu.
* Effects of natural coolant circulation on nuclear-powered submarines (signaled via the submarine flag “Advanced Propulsor”). Ever heard of the term “quiet as a mouse fart”? These subs are it.
* A regularly-requested QoL add: You can now load a scen/save file simply by drag-&-dropping it into the main map window. (A message box will show up for confirmation (in case the file was dropped by mistake)). NOTE: This is possible only if Command is NOT running in Administrator context.
* If your AU count is exploding: New ability to convert an airbase installation to a single-unit airfield (Right-click –> Scenario Editor –> Convert to single-unit airfield). This can be useful during scenario creation to keep the unit count manageable in large scenarios.
* The quick-battle window and templates have been improved in appearance.
* Tooltips have been added in various aspects of the UI (e.g. scenario realism & features).
* Sinking ships stick around for longer: A sinking ship needs to receive 500% of its original DP value in order to “disintegrate”.
* The “Set orientation” menu item is now available also in normal-play mode, if the selected unit is a non-fixed facility.
* The “Jettison” button now gives you more options of weapon type for you to drop.
* Improved the way images are fetched on-demand from the server and populate the unit image thumbnail on the unit status panel (It is no longer necessary to select another unit and then back the original one in order to see the downloaded image)
*
Units tasked with SEAD patrol will engage not only detected radars but also jammers (both radar- and GNSS-jam emitters)
* Units that are within the relevant engagement range of another unit (e.g. aircraft inside nominal range of SAM site) and are being illuminated (for weapon fire control / guidance) by that unit will consider themselves under attack (and take relevant action, e.g. evade if allowed) even if no distinct weapon is detected incoming. This faithfully mirrors the real-life practice of “reacting to being painted”.

And as always, the new update benefits from the updated official scenarios and the most recent releases of the DB3000 and CWDB database.

With the decks now clear, the dev team is racing ahead to continue and complete the development of several new explosive features that are set to transform the Command experience within 2026. Stick around!

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