Tiny’s big brother: Command PE v2.2 now available

March 6, 2023 · Posted in Command PE 

It’s been a freakishly busy 12 months! Since the release of CPE v2.1, the Command dev team has been tirelessly working on assembling the next major update for Command PE, and now the day has come: Command PE v2.2 is available for download.

Phil Gatcomb has made a new series of tutorial videos detailing some of the new features (also present in CMO); watch them HERE.

A release every bit as gargantuan as its War Planner/”Tiny” stablemate on the commercial CMO side, the v2.2 update includes a massive range of groundbreaking new features as well as myriads of less major improvements and additions. Pro users who also dabble on the commercial version will likely recognize many features that debuted on the War Planner launch, but the update also introduces several additions exclusive to the professional edition.

Some of the hottest new features include:

Amphibious Planner & Operations Planner: Ever wished you had an ATO-like overview of all missions and operations planned or currently executing, their status and hierarchical priorities and dependencies? With units or even entire task forces automatically switching from one mission to the next as objectives are achieved. The brand-new Amphibious and Operation planners make this, and much more, a reality. The amphibious and operation planner, together with the serial editor, form a set of common-oriented tools that allow you to orchestrate complex, multi-layered operations (including, but not limited to comprehensive amphibious landings) and execute the different phases of an operation at different time points or based on customized conditions.

Multi-Domain Strike Planner: Coordinate massive, complex strike missions with time-on-target, complex flight plans (incl. in-flight refueling), multiple attack patterns and multi-domain strike combinations.

Cargo 2.0: Command’s existing cargo system was hitherto geared more towards the transfer of combat forces & personnel rather than materiel. This changes radically with Cargo 2.0. You can now transfer both combat units and also weapons, stores, fuel and any arbitrary material. Place your cargo on a multitude of different container types, from standard ISO-blocks to specialized boxes, each with its own peculiarities. Transload cargo at airbases, ports etc. in order to haul it over even transcontinental distances. Automate all this through cargo and (new) transfer missions. Set up complex logistical chains from mainland factories all the way to the front line.

“Double-flame” mode (5-sec sim timeslice): “I wish my simulation runs had executed more slowly, I had time to spare” – said no-one on their deathbed. Aside from an array of general sim-speed improvements, this update brings a brand-new exclusive (and optional) time accel mode: “Double Flame”. This cranks up the virtual timeslice to 5 seconds, massively speeding up simulation execution. And it manages to do so without the wierd bugs and repercussions normally (and wisely, from hard-won experience) associated with excessive time-slice sizes.

3D signature splat: We have a separate article for this addition, and for good reason. This brand-new mechanics override allows precisely specifying the per-angle signature (any type) of any given platform, both on azimuth (horizontal plane) and elevation (vertical plane), offering a true 360-deg signature sphere. Furthermore, it can directly use AFSIM-format signature tables. Not every pro user needs this, but to those who do: You’re welcome.

Intermittent EMCON: This band-new feature allows controlling the behavior of emitting sensors so they emit in intervals instead of only continuously or never. Radars and other active emitters no longer have to strictly choose between active and silent: You can now blink, and schedule exactly how to. No scripting necessary! (But scripting is still a very powerful option).

Palletized weapons: This is a new capability that has been making the public rounds lately, as a result of a series of videos by AFRL on the “Rapid Dragon” concept. Using pallets packed with guided weapons, aircraft not usually associated with frontline attack operations (such as transports) can contribute to the firepower volume allocated at enemy forces.
As usual, there are caveats. The fact that weapons are fired from released pallets, rather than individually fired from the parent platform, means that weapon allocations must happen in batches; if a single missile in say a 12-pack is allocated, the full dozen has to be allocated either on the same target or others. (There exists of course the theoretical option of allocating only the desired amount of weapons and just sacrificing the rest of the pack, but the cost of the majority of modern weapons makes this an unlikely scenario).

Custom Environment Zones: Using this new feature, you can define a zone where you can tailor the environment & weather properties. This can be useful if you want a “controlled environment” for sensor checks, mobility & damage tests etc., but can also be used as a localized “weather override” for scenario purposes.

One-click License Revoke: The license-revoke procedure has been further automated, allowing you to revoke the license on any existing machine, and re-apply it on another system, without any intervention by Matrix personnel.

Benchmark mode: If you are familiar with Monte-Carlo analysis using CPE, then this new feature can best be described as “Monte-Carlo without any data export”. This provides an objective way to measure & compare a system’s performance and suitability for CPE, by repeatedly running any selected scenario in headless mode. (By default, the execution is run using fine-grained pulse mode (i.e.. 0.1-sec pulses) in order to stress-test the simulation engine and the hardware resources; however, “coarse” and “very coarse” options are also available.

Barks & slug-trails: Barks are short text notifications that can be set to appear, briefly, anywhere on the map. The appearance and “styling” of the barks (color, text, duration etc.) is fully customizable through the Lua API, so you have full power to add them on any action performed.

“Slug trails” are a UI/map feature familiar to anyone with past experience with air-traffic control radar screens, sonar tactical consoles etc. They essentially display the past known locations of a given unit or contact in order to provide better context for their movement.

IRST/FLIR improvements: IRSTs and high-mag cameras are no longer near-magical counter-VLO sensors. They may still be your best bet for detection, but you won’t be volume-scanning for stealth fighters at >100nm anymore. (You can still spot/track them pretty far enough IF something/someone else first cues you there).
The relevant sensors now have a dual value in the search range listing in the DB value, to make it more explicit where their volume search extends to.
Visual and IR checks are now also susceptible to look-down clutter. For example, it is easier for an IRST (or the plain Mk1 Eyeball) to pick out an aircraft over the horizon line than against the surface background.

Radar & IR Stealth Improvements: Sensor improvements come coupled with a massive overhaul of signature modifiers in the DB, which significantly improve the realism of our stealth model by drawing clearer distinctions between shaping and RAM generations. We also added special DB “flags” to indicate the presence (or lack) of certain stealthy design features such as S-shaped intakes, exposed fan blockers, active cancellation, and stealth pylons. The overhaul also extended to IR modifiers, which now not only model whole-aircraft IRSS (distributed vs. conventional fuel tanks, low-E coatings) but also specific IRSS features such as shielded “anti-Strela” exhausts, masked exhausts, heavily masked / slit-shaped exhausts, and peak temperature reduction or “cool-air mixing”.

HGV improvements: Hypersonic Glide Vehicles (HGVs) can now have a waypoint/dogleg course assigned when launching them, with one or more waypoints. This reflects one of their core advantages compared to ballistic missiles. The trajectory profiles of HGV has also been improved, with updated information assembled from public sources about the typical boost, re-entry and glide portions of HGV employment.

Revised reaction times: The differences in reaction times, and their effects, are now more critical than ever. All units use common-reference “Combat System Generation” (“Cockpit Generation” for aircraft) to model the modernity of their combat systems, combined with an “Ergonomics” value to handle intra-generation differences (the atrocious switchology on early missile-age aircraft will most definitely get you killed now). Older, WW2-era ships may take up to 5 minutes to engage a target, while Aegis cruisers fire in <20 seconds. For more details see the paragraph “Overhauled Reaction Times” on this post.

Degree-definable sensor arcs and vertical scan limits: This is a seemingly small but important improvement to our sensor modelling: at last, sensor arcs can optionally be defined in degrees, rather than just in “pie wedge” set sectors. We have also implemented vertical sensor arcs, which were especially important during the Cold War. Older air-to-air radars were often limited to a small chunk of vertical space (20 degrees or so), which meant that fighters would struggle to detect aircraft far below or above them. For air planners, this meant “Low CAPs” and “High CAPs” were necessary.

Ground logistics improvements: As part of the Cargo 2.0 changes, both the UI and underlying mechanics for the replenishment of ground forces have been improved. Distinct ground units are now fuel-limited and will stop dead in their tracks if they are not properly refueled. Both fuel and munitions can be replenished by dedicated resupply trucks included in the database, and the unit-context menu (aka right-click menu) includes a host of new options for selecting which stores to restock in priority, as well as to select which provider to actually use for the replenishment rendezvous.

Improved torpedo evasion: Ships & submarines now attempt to evade incoming torpedoes more realistically, following these guidelines. Submarines will additionally alter their depth to avoid the torpedo(es) if appropriate.

Weather effects for surface ship speed: This is an optional new feature. When enabled, deteriorating weather conditions (and especially increasing sea state) has an adverse impact on the maximum speed that ships can travel. This effect is particularly acute on small-displacement ships. Depending on sea state and ship size, a ship may be forced to run at 3/4, half, 1/4 speed or even heave (effectively remain stationary). The information about the weather-related limitation is shown in various ways: On the ship datablock, on the “Unit Status” panel and on the throttle/altitude window. 

Aircraft maximum airborne endurance: This fixes the “aircraft may stay up indefinitely by multiple A2A-refuellings” realism flaw. Aircraft are now limited in their total airborne endurance depending on their size, type and crew complement. The information about current airborne total time and maximum endurance is listed on the fuel panel and is color-coded for at-a-glance evaluation (dark red is bad). If an aircraft reaches it max endurance limit, it enters an “RTB – Exhaustion” state, turns straight for its home base and will refuse any manual orders to change course or engage in any other activity.

New event-export event type – Cargo transfer: The event-export framework can now track and export all cargo-transfer operations being performed during a simulation. For details see the “Event Export” section on the CPE v2.2 manual.

Complete sensor detection reports: Perplexed as to why a given sensor detection failed? CPE now offers the ability to deep-dive into the detection process and examine each step and factor individually, to better understand which steps succeed and which fail into any detection attempt. A powerful but also CPU-expensive new feature that definitely demands wielding with caution, and using in moderation.

Expanded Lua event hooks: More hook types related to sensor checks and contact updates (in both on- and off-grid communications states), offering even greater mechanics-override functionality through this powerful framework.

All the content & database updates of CMO: All official scenarios (incl. DLCs) have been rebuilt in the latest DB releases and tweaked. This includes various fixes for reported issues. In all the scenarios the WRA firing ranges for AAW missiles have been adjusted to No-Escape Zone (NEZ) by default. Practically this means that units will delay their AAW shots until they estimate that the target cannot outrun the missile.
The very latest (v498a for the DB3000 and v498 for CWDB) revisions of the official databases have also been included; their miles-long changelog is available in the CMO War Planner update release notes.

The CPE development team is already busy assembling the follow-on update releases for CPE, featuring even more advanced features and major upcoming architectural upgrade. As always, stay tuned for more news.


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