Naval mines in Command

December 16, 2016 · Posted in Mines, Uncategorized · Comment 


Image result for naval mineThere has been a question about Command’s mine warfare model on the forum so we would like to cover our mine model in more detail than the current manual covers.

To start it’s a good idea to have a little background on what naval mines are how they are detected and neutralized. If you’re not familiar there are some really great resources online that do a good job explaining the basics. Please do give these a good read if you’re unfamiliar with the concepts.

Now how does CMANO model mines, mine deployment, mine strikes, mine detection, and mine neutralization?

Mines in the database

CMANO eschews the traditional “minefield area with % chance to stumble on one” wargaming model and instead treats mines as discrete individual objects (yes, that means you can have thousands of them in a scenario. The sim engine can take it.). Let’s take a look at the general mine categories currently modelled in Command:

  • Bottom Mine. As the name implies, laid on the sea bottom. These are quite hard to pick on sonar and (if they are properly camouflaged) even with visual cameras. They can be used only in relatively shallow waters (if they are laid deep, when they detonate their explosive shock will dissipate until it reaches the surface).
  • Moored Mine. These are deliberately filled with some light material to provide them with positive buoyancy and then anchored to the bottom, suspended in mid-water. Because of this they can be laid in deeper waters than bottom mines. They are, however, easier to detect and neutralize.
  • Floating/drifting Mine. These float on the surface. They can be spotted and neutralized more easily than other types.
  • Moving/Mobile Mine. These are often converted torpedoes, fired from standoff range by ships or submarines, traversing a distance before settling on the bottom.
  • Rising Mine. These nasty weapons are either bottom-lying or moored, and instead of an explosive warhead their payload is a homing torpedo or rocket. When they detect a suitable target, the payload is launched and homes on the target independently.
  • Dummy mine. A fake mine, meant to delay counter-mine operations.

The mine attributes listed in the database include fuse types (magnetic, passive acoustic, pressure, seismic), arming delays, different warhead explosives and properties etc. Some of these attributes are not currently used (for example target discrimination is currently listed but not actually used in code) but have been included nevertheless for future revisions to the model. We’ve also provided generic examples of each major type in the database and in case where we’ve found detailed information on real life mines we’ve added them.


Deployment: Pre-fab and in-game

Mines can be deployed in any water area that meets the depth requirements for the mine. You can find these depth requirements in the database viewer or, if using the scenario editor to add a minefield, in the drop down select menu next to the mines name.

Mines are deployable in CMANO in two ways.

The first way is via the mining mission in the mission editor in either game or editor mode during gameplay by an air, sea or subsurface unit. You can create a mission by first defining an area by dropping some reference points, then selecting them and finally creating a Mining mission. This will open the mission editor allowing you to modify the mission parameters and if the mine type supports it an option to add arming delays for fields you want to activate later. Once a unit is assigned it will launch and drop mines about 400 meters apart in random lines dispersed in your defined area.

Here is an example of laying mines via a mission:


Things to note:

  • Multiple assets of different type can be used for the mining mission. In this example we are using the Iran Ajr in combination with a squadron of B-52Hs based at Bandar Abbas. (Yes, “Red” would not normally have access to B-52s but the Buff is as good a mining demonstrator as any. Cope!). To ensure the bombers have enough mines to sow, we are adding 10.000 Quickstrike mines to the base’s stocks. Submarines can also be used in the same manner.
  • One of the most useful custom options for the mining  mission is arming delay. This can range from 1 second up to years. This can help significantly in preventing the assigned forces from literally mining themselves into a corner. This can happen both in real life and in Command, but the delay option makes it far less likely. It also adds an extra element of uncertainty for third-party observers (“can I pass through that area before the mines are armed?”). In this example the delay is 1 hour, and every sown mine has a visible timer indicating the countdown to being armed.
  • The laying pattern is highly irregular and very rarely are 3 mines laid in a straight line. This is deliberate, as it prevents the enemy from discovering a few mines and then using their regular pattern to determine the locations of the rest. It does of course mean an uneven distribution of the mines and the possible presence of gaps in the coverage, but with enough density this is acceptable.

If you ever want to add a mine rack to a surface or submarine unit you can do so. We have added a number of mine rack type weapons records which you can add to any mount. Many combatants actually have mine racks in real life (Chinese FF, Soviet Destroyers) but aren’t filled or used unless specifically tasked.

The second way to deploy mines is there is a function in the game editor. To do so simply drop some reference points to define an area and select them. Next, go the editor dropdown menu, select minefields and then create minefields in designated area. A dialog will then appear allowing you to pick the mine you’d like and number. The editor will then do its best to randomly disperse mines in the area you’ve chosen with the correct depth requirements.


Going BOOM

Mine strikes are resolved in the game as follows. Once a ship or submarine reaches a certain distance from the mine a calculation is made to see if the mine is armed and triggered. If so then the mine explodes or the payload is released. If it is an explosion than our CEP modeled is leveraged and damage is applied accordingly. If it’s a payload the torpedo hit is calculated like any other torpedo and if it’s a rocket munition it will be resolved using CEP on its own. Keep in mind that any unit in range of the explosion could take damage. This includes mine hunting UUVs and RMVs that could be destroyed as well as minesweepers themselves. This could also occur during mine neutralization involving explosives or a failed attempt.

Here is an example:


A small USN amphibious group (an Essex LHD and a Mars replenishment ship, escorted by a Ticonderoga cruiser and a Burke destroyer) is about to enter the Hormuz straits in order to transit to the Persian Gulf. Unknown to them, we are laying a pre-made minefield using the scenario editor. We are laying approximately 500 mines, half of them moored and the other half floating ones. Despite stumbling on some of the mines and setting them off, the group crosses the minefield seemingly intact – however, close examination of the ships’ damage reports reveals that most of them have suffered substantial hull damage and many of their critical systems have been damaged or destroyed; the group is thus now a significantly easier target for follow-up attacks or may even have to abandon its mission altogether.

Several things to note:

  • Each mine category (and indeed in most cases each individual mine type) has its own operating depth restrictions. This, combined with the fact that most seabeds are non-uniform in their depth, means that laying a single-type minefield is frequently impractical. A multiple-type minefield is both easier to lay and tougher for an adversary to sweep.
  • Most modern mines follow a two-step arming & detonation logic: First the detection of an incoming valid target “wakes up” the mine, and only when the distance to the target opens (ie. the target is passing its nearest point relative to the mine, almost certainly beam-on) the warhead detonates. This protects the mine against simple “prodding” sweeps, retains the element of surprise and ensures the maximum damage to the target. Command models this faithfully.
  • If the mine happens to be right under the target, its destructive potential is magnified because of the “gas bubble” effect; under ideal circumstances the mine can even literally break the ship’s back  (similar to an under-keel torpedo detonation).

Mines are very cost-efficient and, if properly used, a tremendously effective naval weapon. It is illustrative that they have damaged and sunk more ships than any other weapon since WW2. So how does one counter them?




Mine detection varies based on the type of mine and technology used to detect them. Floating mines can be detected visually with the constraints of time of day and weather. All mines can be detected using mine hunting sonar. We do mark them as such within the database so you can use the database viewer to see what kind of sonar or gear a unit has. In general, bottom and moving mines are the most difficult to detect followed by floating and then moored and rising.



Sweeping is the most common countermeasure. Basically the sweeper is trying to prematurely trigger the mine so that it detonates (or releases its payload) while friendly forces are at a safe distance. Mine-sweeping gear is included under the sensor grouping in the CMANO database. All sonar detection is impacted by range of the unit and speed of the host unit and all mechanical gear is constrained by speed of the host vessel and usable depth of the equipment. Keep in mind all sweeping equipment has width, depth and speed constraints (ex. Mechanical sweep can sweep down to -70m to -10m at 8 knts.). If you zoom in on any unit with sweeping gear the sweeping arc is visible behind the unit.

Let’s look at an example of sweep operations:


“Red” has created a mine barrier on the entrance to the straits of Hormuz, and side “Blue” has to neutralize it by clearing at least part of it to create a safe transit lane. Blue has access to two Avenger-class and one Osprey-class mine-warfare ships (MCM), plus a dozen MH-53E Sea Dragon helicopters at nearby airfield “Base 1”, fitted with the Mk105 mine-countermeasures equipment.

First, we take a peek “behind the scenes” by briefly enabling “God’s Eye” view, to see what Blue is up against. The minefield looks pretty thick (around 3000-4000 mines). Normally Blue does not have access to this information.

Switching back to normal view, we define an area for the safe transit corridor we want to open. Using the created reference points, we create a new mine-clearing mission and assign all available assets to it, enabling the 1/3rd rule (more on this later). Then we sit back and watch them get to work: The ships activate their HF sonars and plot a course towards the area, and some of the helicopters begin their air ops procedures for taking off. This is going to take a while, so time acceleration is widely used.

Some observations:

  • Zooming on the MCM ships and helicopters shows their mine-sweep coverage (the blue triangles). Once one or more mines are detected, the vessels maneuver in such a way as to place the target mine inside this coverage area in order to trigger it. (The odds of this happening depend on the tech levels of the sweep gear and the mine being prodded; an old mine is much easier to sweep with modern equipment and vice-versa). If no mines are detected the units will still patrol inside the designated area, aiming to set-off undetected mines (hopefully without being damaged by them).
  • Helicopters are much more efficient than ships at sweeps against detected mines thanks to their speed (and reduced vulnerability) but are less effective at detecting the mines in the first place. Ships on the other hand have the sensors suitable for detecting mines en-masse but are less effective at clearing them, and more vulnerable. As is obvious in this example, ships and helicopters are most effective in this mission when cooperating to maximize their strengths.
  • All ships (including MCMs) try as much as possible to avoid passing too close to detected mines (the pathfinding code takes known mines into account when plotting a course). The “minimum safe distance” is estimated based on the ship’s own signature characteristics (magnetic, noise etc.) and whatever information is available about the mine contact. Smaller ships have a smaller keep-out distance and MCM ships have a big advantage thanks to their special signature-suppression techniques (non-metallic hulls & structure, enhanced degaussing, low-noise motors, reduced pressure etc.). This enables them to maneuver much closer to mines than other ship types in order to sweep or hunt them.
  • Despite these measures however, all 3 ships progressively suffer blast damage. (MCM vessels are designed with the assumption that they will suffer multiple proximity blasts during their lifetime, much more intense than for frontline warships). Even the best MCM ships are vulnerable to this; during the mine-clearing operations off Inchon in 1950, multiple MCM ships and destroyers were lost. Normally the ships withdraw after a certain damage threshold and return to a tender or naval base for repairs, rotating with others.
  • Midway through the operation one of the helicopters is destroyed by fragments from a surface mine detonation. This is not a bug; helicopters occasionally do get damaged or lost while detonating nearby mines (the USN lost two helicopters this way while clearing the Haiphong harbor in 1973). One of the upcoming new features of Command is gradual aircraft damage; this will enable sending the half-damaged helo home for repairs instead of permanently losing it.
  • At 8:53 we enter the mission editor and deactivate the mission’s “1/3rd rule”. This option dictates that hosted aircraft & ships will depart for their missions in 1/3 increments rather than all together, in order to rotate and thus provide continuous coverage of the patrol/mission area. Disabling this option allows us to perform a “surge”: All available assets tasked to the mission are immediately launched, providing temporarily a significant increase of on-station assets at the cost of reduced coverage in the long term. This is one of the typical trade-off decisions that the player must make.
  • Different sweeping gear types have different probabilities of setting off a given mine, based on the fuse type involved and the technological level. Old equipment can only get you so far!

Towards the end of the video, we pause the scenario and activate “God’s Eye” once more, to witness if the sweep team has made a difference. As can be seen, a very obvious dent has been made on the mine barrier; there is still much work, but the safe-transit corridor is beginning to take form. There is also something else noteworthy: Some mines close to the sweep team have not been detected at all. Such is the uncertain nature of mine operations.

This example was presented under favorable conditions for the sweep team: No unsweepable mines were included, and these do exist. Other mine types can be swept but are really hard to detect in the first place. Sweeping in general is efficient but bound to miss some here and there; a hard proposition for the forces that have to pass through the supposedly sanitized area. Thus sweeping is typically complemented by active mine-hunting operations.



Compared to sweeps, hunting mines is extremely tedious and inefficient (it is sometimes described as the difference between using a lawnmower and cutting individual grass leaves one at a time); however, it is sometimes the only way to deal with sophisticated mines that ignore sweeping countermeasures.

CMANO includes a range of equipment types to neutralize mines in the game which gives players a range of options with different degrees of success. The equipment is deployed on traditional minelayers, aircraft, UUV, USV and RMVs and includes: divers with explosive charges; explosive charges hosted on units (killer type ROV/USV), moored mine and mechanical cable cutters (moored mine only) etc. Divers with explosive have the best probability of success, followed by explosive charges and all other equipment after.

Let’s look at an example mine-hunting operation:


In this video we present a typical mine-hunting scenario taking place inside the Persian Gulf. The Scout and Gladiator, two Avenger-class MCM vessels team up with The Sullivans, an Arleigh Burke-class destroyer and the Canadian frigate Halifax. The Avengers are the main mine-hunting force while the warships are screening them against any attacks. To hunt the mines, the Avengers are carrying SLQ-48 and Remus-600 tethered remote-operated vehicles (ROVs); these undertake the brunt of the mine neutralization process so that the ships stay (mostly) out of harm’s way. The Sullivans is also aiding the mine search by carrying and deploying a WLD-1 autonomous ROV.

At some point during the mine hunt, the force has to deal with some surprises. Things don’t always go as planned!


Delegating: The mine-clearing mission

CMANO provides a mine clearing mission within the mission editor. You create it by dropping some reference points, selecting them, selecting new mission from the Reference Point and Missions drop down and then add the units you’d like in the mission editor. The third rule is available for aircraft and ROVs. ROVs never appear in the mission editor but are added to the mission when their host unit is.


Hunting strategies

To effectively hunt mines in the game it is important to evaluate the constraints of the threat and the capabilities of your equipment.

The ocean is a big place and your ability to successful search any great swath of it for mines is pretty low even with the best gear. It is best to constrain your searches to areas that have the depth characteristics to contain mines and that the forces you are trying to protect might actually transit. Anything larger is a waste of time and resources. You may even consider rerouting transiting forces instead of trying to sweep lanes. It’s a strange game but the only winning move may be to not play.

Evaluating the mine hunting equipment you have is critical. Please do take a look at your order of battle and use the database viewer to see what units you have, the equipment they carry and evaluate their capabilities when developing a strategy.

Here are things we think you should consider and take note when make your decisions.

  • Traditional minesweeping ships are vulnerable even when successful at doing their job because depending on the size of a mine’s warhead it is likely the minesweeper will take points damage with any detonation from sweeping. We have coded in some things to reflect some of the design features to minimize this but it will happen and your ships have a limit as to how many close order detonations they can take.
  • Aircraft are preferable over ships because the likelihood of them being destroyed or damaged during sweeping is lower. Likewise UUV’s are somewhat more expendable and their losses hurt a little less than a mothership.
  • Many modern minesweepers act more as motherships for UUV or USV’s that sweep so it may be best to keep them out of the mine zones themselves thus only assign the UUV’s or aircraft to the mission.
  • Consider hunter-killer pairings. Aircraft and UUV/USV may have payload constraints so please review loads to make sure you actually have units that can detect and units that can kill mines. If it’s the case that a loadout can do one or the other please do assign both types.
  • Keep in mind the difference between a ROV and UUV. ROV equipment is tethered to the mothership. When a mothership is assigned to a mission all hosted ROV units will be assigned as well and launch once in the patrol zone or if a killer type once the mothership detects a mine. Keep in mind the tethers have a limited range which will constrain how far the ROV can travel from the mother ship and also means the mothership may have no choice but to move into the mined zone. On the other hand UUV and USV units are independent units that can be assigned directly to a mission within the mission editor. This is modeled this way to reflect their independent nature and lets the mothership standoff.
  • Do not create massive search areas when creating mine clearing missions. The patrol paths are random and the larger the area the more dispersed they are. Try to create search boxes smaller than 40 nautical miles (even smaller if just sweeping a lane) for best results and then create new ones or move the existing reference points to move ahead and shift the search area. If you don’t like a current plot you can just hit F3 for a new one.
  • If mines are smaller larger ships could be used to sweep with their own structures. You run an absolute risk of losing those ships but it’s a valid strategy that was utilized during the Iran/Iraq war.


We hope we’ve covered most of the basic questions about how the game models mine warfare and provided enough information for you to devise your own strategies. Please do feel free to contact us with any further questions!

Blood-Red Christmas: Fourteen new Command scenarios available

December 4, 2016 · Posted in Uncategorized · Comment 

1473421248459Miguel Molina has released the updated version of the Command community scenario pack. The new release includes fourteen new scenarios:

  • Air Incident Over Mageroya, 2016: Tensions have increased between Norway and Russia. Russia has repeatedly violated Norwegian airspace, testing both that nation’s defenses and its resolve.  Norway has cautioned, and finally warned Russia that it will not tolerate this activity. Two days ago, after a Russian fighter flew within 50 yards of a Norwegian passenger aircraft, Norway announced that any armed Russian aircraft entering its airspace without permission would be shot down.
  • BALTAP-Representative Schnellbootlage, 1970: In 1967 the Federal German Navy played a wargame to evaluate the cost-value ratio of the planned modernization of the "Zobel Class" (Type 142) FPBs to "Type 142A" (upgrade with M-20 fire-control radar and DM2A1 wire-guided torpedoes). This study also showed how the operational situation of FPBs in the Baltic was assessed by the experts of the Navy.
  • Caspian Darts, 2018: The Caspian Sea holds large energy resources both tapped and under development. Territorial claims and ambiguities fester amongst the nations bordering the inland sea. Russia’s modernized Caspian flotilla just announced another “Flash Exercise” that began roughly 3 hours ago. NATO is on alert. The USN has a small group of observers on the Caspian shore in Azerbaijan. Russia-backed rebels are shelling the disputed Nagorno-Karabakh region. Begin patrolling, remain flexible and await developments as they unfold via in-game messages.
  • Debt of Honor, 1996: Japan has “accidentally” damaged the USS Enterprise and USS John C. Stennis with torpedoes during an exercise, as well as sinking 2 American submarines. Concurrently, a computer virus sends the US stock market into a downward spiral, as Japanese forces simultaneously occupy Guam and Saipan. Japan follows up with formally announcing that they have fielded a small fleet of ICBMs. The US has struggled with a response to these acts, but through small complex operations, manages to destroy the entirety of Japan’s E-767 fleet, as well as successfully destroying the ICBMs without loss.  Now, the time has come to liberate the islands of Guam and Saipan. You are in control of the repaired John C. Stennis, operating on 2 screws instead of 4. Your task is to clear the skies of Japanese fighters and close the airports they are operating from with tomahawk missiles. Can you successfully liberate the American Islands once again from Japanese occupation?
  • Goodnight Irene, 2016: The influence of the United States in the Persian Gulf region rapidly diminishes in light of ongoing political, financial, military and world events. The final act of withdrawal, which was intended to foster peace and goodwill, turns into a much more difficult exercise as coincidental world events take center stage.
  • Limited War – The Siret River, 2020: Tensions between Romania and Ukraine have increased over the last several months. Disputes over the use of the Siret River have led to a series of increasingly violent border incidents. A new government has taken power in Ukraine and in the last year it has strengthened ties with Russia.  Accusations of corruption, that the current leaders of Ukraine have received extensive financial and even military support from Russia, are rampant but as yet little concrete evidence exists.
  • Patton Seamount Emergency, 2020: Tensions between America and Russia have increased during the last few years.  In part, this is because the collapse of fish populations around the world have led to increased poaching by fishermen in the Exclusive Economic Zones (EEZs) of various nations. In the last few months, the waters south of Alaska have seen a number of unfriendly encounters between American and Russian fishing boats.  The United States has closed some of its fisheries to foreign vessels and has moved a destroyer into the region to keep an eye on things.
  • Save the Day, 2017: The Islamic terrorist group ISIS has splintered under military and economic pressure into several factions. While newer members are hiding in what remains of northern Syria, a militant group calling themselves "Allah’s Fire" has caused world concern since the beginning of the summer. Intel reports and never ending "chatter" have indicated no particular concern this morning until stuff hit the fan a 0630. Reports hint at a major operation centered on the area around the Suez Canal and Israel.
  • Stalin’s Bulls, 1951: Stalin orders the deployment of Tu-4 Bull bombers (reverse-engineered copies of B-29s) in Korea in 1951.
  • Threat Vector, 2012: Internal political and economic strife has pushed China to the edge of disaster.  To distract from its internal troubles, China once again turns to harassing Taiwan and the Americans.  A sharp air-to-air engagement between PRC and ROC/USMC fighters results in the loss of 11 ROC aircraft and 5 PRC aircraft, with Marine pilots scoring 3 kills.  China retaliates by threatening to attack the American carrier groups, and successfully drive the Americans to the outer edge of a 300nm "Economic Exclusion Zone".  However, the US covertly sends 2 squadrons worth of experienced USMC pilots to Taiwan to man old F/A-18C Hornets and resume the fight for Taiwan.  The Americans and Taiwanese have a daunting task: Protect Taiwanese airspace without revealing the identity of the F/A-18C pilots – and starting a war!
  • Under African Skies, 2017: Following a state-sponsored terrorist attack against the US, France and the UK, the western powers attack the China-backed Nigerian armed forces. (NOTE: This summary doesn’t really do justice to the epic story; just read the whole damn thing already: )
  • Surface Group vs. Subs – Marakei, 2020: China’s relationship with Kiribati–always strained because Kiribati recognizes Taiwan rather than China–has virtually disintegrated during the last several months. Taiwan is increasingly concerned that China may commit an act of aggression against its small Pacific ally.  It has taken the unusual step of reactivating a retired S-2 Tracker and moving it to Kiribati.  Its stated purpose is to assist with search and rescue operations, but it is capable of conducting military missions as well. Taiwan has also taken the very unusual step of sending a small task force to Kiribati, ostensibly as a "good will tour," but in actuality to discourage any adventurism on the part of Beijing.
  • Baltic On Fire, 1988: On 12 February 1988 the USS Yorktown (CG-48) was bumped by the Soviet Krivak I class Frigate Bezzavetnyy in the Black Sea.  As a result of the collision two Harpoon canisters were torn lose from their mounts onYorktown, causing a fire that detonated both warheads.  The resulting fire severe damaged the American ship but the explosion also set the Bezzavetnyy ablaze. The Soviets were finally able to get the conflagration under control but only after a heavy loss of life. The succeeding months led to ever increasingly recriminations by both sides placing blame for the incident on each other. As diplomatic efforts became increasingly futile both sides began mobilizing their forces for war.
  • BALTAP – Mining Fehmarn Belt, 1983: Tensions are rising between NATO and Warsaw Pact. There are indications that United Baltic Fleets consisting of Soviet, Polish and East-Germany (GDR) naval forces could plan an amphibious assault on Danish and West-German (FRG) beaches to get control over Danish Straits and Baltic Approaches (BALTAP). NATO plans for mining the Fehmarn Belt area (and some Danish sounds) as preparation for an upcoming hostilities. You are commanding a Task Force consisting of German (FRG) forces with Danish support for mining Fehmarn Belt and Fehmarn Sund. Leave open a narrow shipping lane in the south of Fehmarn Belt for further transit of own naval forces.

As always, the community scenario pack is available for download from the Command downloads page: . The scenarios will also become available individually for download later on the Command workshop on Steam.

Holiday sale: CMANO 65% off, Northern Inferno 50% off!

November 23, 2016 · Posted in Uncategorized · Comment 

Available on MatrixGames and Steam !CMANO65Sale


Command LIVE #4 launched: Don of a New Era!

November 2, 2016 · Posted in Uncategorized · Comment 

It’s out! v1.11 Service Release 6, containing the new Command-LIVE DLC, is now available through MatrixGames and Steam . Includes the snazzy new high DPI-friendly side column!


And don’t forget the newspaper!

We hear you: High DPI-friendly UI on the way

October 18, 2016 · Posted in Command · Comment 

As always, it’s been a very busy time of the year for the WS team. Between the dev work for all the cool new stuff we have been preparing for [REDACTED] and our recent Pro tour on the US , there’s been truly no rest for the wicked – or the virtuous for that matter.

One of our top priorities on the commercial side of development has been to resolve the issues that have arisen related to the increasing use of high-DPI desktop setups. As our regular players know, we started tackling this issue already from summer, with the release of v1.11 SR1 and with the subsequent update releases supporting the Command-LIVE DLCs.

Microsoft’s Windows 10 Anniversary Update (aka “Redstone”), a massive update that appears to have left a bitter taste in the IT industry, also apparently wound back the clock on our hard work on DPI remedies. The combination of “Win10 Redstone + high-DPI desktop” was particularly hostile to our UI fixes and caused significant issues with readability, especially on important information displayed on the right vertical column. We released a number of hotfix executables to remedy this as much as possible but we were well aware that these, along with our “temporary workaround” recommendation to use 100% DPI settings, were only just temporary. Something more permanent was becoming necessary.

So we rolled our sleeves and went to work:

The right-column UI element was completely re-written using high-DPI-friendly technologies and techniques and we are happy to report that on our repeated tests so far, it scales beautifully from 1366×768 cheap laptops all the way to NORAD wall screens.

Re-writing the UI stack for this important screen element also gave us the chance to sneak-in some oft-requested improvements that we never seemed to have the time to devote to so far. For example:
* A vertical scrollbar now runs the full length of the column and allows scrolling to the lowermost info panels without needing to collapse the (often essential) unit-status and unit-weapons panels.


* At-a-glance fuel summaries for group members. You asked for it, and we’re happy to oblige. Clicking on any of the fuel bars provides the full details on the relevant unit’s fuel status, radius, persistence etc.

* At-a-glance summary bar for the status of a unit’s components. The full damage-control window is still there for details, but now you no longer have to bring it up to get a feeling of how your unit’s internal guts are holding up. (Pro tip: The less green on that bar, the more in trouble you are).

We hope to be able to include these and other improvements on the forthcoming v1.11 SR6 update, which will accompany the release of Command LIVE #4: Don of a New Era. We thank everyone who has reported to us the high-DPI issues and shared with us their patience for a definite solution, and we are confident you will enjoy this revised portion of the UI as much as we and the beta team currently do.

Stay tuned!

Next Page »