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-launched boost-coast AAW 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!