NEW PUBLIC RELEASE: BUILD 568

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Dimitris
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Joined: Sun Jul 31, 2005 10:29 am
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NEW PUBLIC RELEASE: BUILD 568

Post by Dimitris »

Download HERE.

This is a recommended update for all existing players.

You must first have Command v1.04 installed before applying this update.

To apply this update, simply unzip to your Command directory (incl. subfolders) and answer "yes" to any overwrite prompts.


Fixed/Added:
----------------
- 0007960: RBU-6000 "no armor penetration"
- 0008102: CBU 87 doesn't hit Inf platoon
- 0007581: Build 521 TLAM-D Bug
- 0007138: Himars/GMLRS accuracy against moving targets very poor
- 0007487: [524] MLRS not killing tanks
- 0008094: Aircraft launch torpedoes against KNOWN targets way too early
- 0004520: Sverdlov armor issues
- 0008117: AARGMs missing active emitters by large margin
- 0007973: BVR cranking
- 0007593: NCTR
- 0008112: Asroc Shot short; Not landing in Torpedo sensor range of target
- 0007862: Cluster Muntions Issues
- 0008100: Weapons Damage model Issues Roundup
- 0004935: Automatic fire vs Armor Issue
- 0008107: 562- Delete Mission Crash
- 0007245: MGs ineffective against Mobile targets
- 0008119: 565: Intercept Mission Issue- Fighters launch due south well away from intercept target
- 0008121: Strange post-crank behaviour
- 0008051: CTD when deleting mission
- 0005633: LOAD LAST RECORD BUTTON CRASH
- 0008129: Exception received while command was running in background
- 0008126: SARH Missiles seem to guide well outside their archs while aircraft is cranking
- 0008127: SARH Amos shots really problematic with cranking
- 0007778: Naval F-117 RCS too small?
- 0007786: DB3k: 948 Elli-Kortaener Helo facilities issue
- 0007787: DB3k: AV-8B Harrier II loadout 1565 issue
- 0007781: DB3k: Need a 2015 Kusnetsov Magazine with Adders
- 0007782: DB3k: DRPK Issues. Missing Najin and Nampo
- 0007752: New J-7's a number of African nations have
- 0001891: Damage Status Window Refresh
- 0003199: Damaged Sub rise to surface issue
- 0003324: DB3K: Swiss Hawker Hunter
- 0006619: AAW Mission Enhancement: Add A response area
- 0004284: SCUD B-100 (Project-T)
- 0006103: Add infantry weapons such as M72, RPG7, Milan, Javelin, etc
- 0006364: DB3k Update: Add Irish Samual Becket class OPV
- 0006508: DB3k Update: Add FLIRS to USGG aircraft
- 0003758: DB3k Update: P31 Eithne Update (Ireland)
- 0003760: DB3k Update: Add P21 Emer/Diedre (Ireland)
- 0007061: Offensive ECM marked as DECM
- 0007453: Mike's tank and IFV's to finish up list
- 0006713: Cragside converted as USN/SOF mothership
- 0007785: DB3k: AT-16 Scallion too slow
- 0007679: AS-9 Kyle hits ships but doesn't cause any damage point loss
- 0007777: Super Frelons (Size Class: Lrg) should be able to take off from Clemenceau-class carriers
- 0007842: Milas failing
- 0007883: Add AN/PAQ-1 to Laser Maverick's director list (and other LGBs)
- 0007885: DB3k: HMS Ocean Upgrade 2014
- 0007902: SLAMER-ATA cannot hit submarine
- 0007829: Add CWDB Platform requests
- 0007822: CWDB: DOB of Chinese Naval Aviation and initial aircraft
- 0008053: DB3k: New LRASM data
- 0007975: 1982-1990 FB-111 does not have the conventional loadouts
- 0007942: Hound Dog missile issue...or not
- 0008065: DB3k: UAE Baynunah fix
- 0008064: DB3k: French Floreal Upgrades
- 0008062: DB3k Update: Add AGM-88F
- 0008099: Israeli Cobra helicopters out of service this year (2014)
- 0008098: Seawolf and Ohio AN/BLQ-10(v3)(v4) aren't detecting anything
- 0008095: [DB Editor] Raptor pod sensor ranges
- 0008093: DB3k: More flight deck space on San Antonio's
- 0008114: DB3k: New towed arrays for US navy DDG and CG
- 0008118: A-6E Snakeeye loadout
- 0008125: Soviet SEAD pretty useless if Viyuga can't pick up NATO TPS-63/FPS-117 Radars
- 0008133: DB3k: Add refueling flags to E-2D
- 0008132: DB3k: Add Krypton KH-31A ASM loadout to Malaysian Flankers
- 0007900: UGM-109E attacks on mobile units
- 0008003: Sub snorkling with nearby contacts
- 0008122: AS-6B ARM still not killing radars
- 0008080: Magic depth charge
- 0007411: [522] Depth Charge Malfunctions
- 0007865: [554] Nuclear Depth Charges that miss should still explode and kill nearbye targets.
- 0007986: [General program infrastructure] Crash after RAF Falkirk was destroyed
- 0008044: Sub Transits too deep
- 0008074: [B557] Exception
- 0008038: Diesel bouncing up and down to recharge batteries
- 0007241: [509] Land units assigned to Asuw Patrol Ground and Mixed dont' move
- 0007089: HARM hits are not damaging targetted radar
- 0007046: HARM vs. Ships damage issue


New features & improvements:
---------------------------------------

* Simulation Performance. Major portions of the core execution pipeline have been re-architected to optimize performance and scalability. The boost is most noticeable on "heavy" scenarios (not just in terms of number of units but also activity, e.g. numerous concurrent pathfinding processes, everybody jamming and scanning everybody etc.). Stability is also improved.

* Air Refueling fixes. You asked for smarter and more dependable refueling AI & mechanics, and we listened.
The list of tweaks & improvements is too long to list here, but three major changes stand out:
a) Crews are now context-aware in their logic of picking the most suitable tanker. Depending on what the aircraft is supposed to be doing (enroute to mission, returning, free-roaming, on patrol, on support circuit etc.) the optimal choice is often significantly different.
b) Tankers are now smart enough to avoid overbooking (and thus getting completely drained). They now reject refuelling requests that they estimate they will not be able to service.
c) Aircraft returning from a mission (e.g. strikers on the RTB leg) will opt to bypass available tankers and head straight for their home bases if possible. This lightens the load on available tanker assets and eliminates the need to manually change the "use refuel" doctrine mid-mission. If they do need to refuel on the return leg they do as before.

* NCTR (Non-Cooperative Target Recognition) for select radar systems has been added, enabling active type/class-identification of air targets. See here for introduction to the technology: http://en.wikipedia.org/wiki/Radar_MASI ... ecognition

NCTR as modelled in Command is broken into two techniques:
* JEM: Jet engine modulation (aka fan blade counting). This is simpler to process and more widespread but works only within a frontal arc of 15 degress offset from the target's front (so that the fan blades are visible to the radar).
* NBILST: Narrow-beam Interleaved Search & Track (aka synthetic pseudo-imaging). This is far more demanding computationally and is possible only with phased-array radars, but can work regardless of target aspect.
Interestingly enough, even some quite old radar systems (like Square Pair on SA-5 batteries) have an NCTR ability. However, because of its manual/semi-automated nature (the operator literally looks on raw radar return modulation data on an oscilloscope) the classification time varies highly with operator proficiency. In modern systems the highly automated nature of the process (point the radar at the target and wait) means that crew skill is irrelevant.
When a target is classified using NCTR a relevant message is added to the message log.

* BVR cranking: Fighters launching BVR missiles now regularly attempt to "crank" (turn to the side while still tracking/painting as necessary, and throttle back) once they have taken all their shots. The purpose of the manouver is to reduce the rate of approach with the enemy and thus delay enemy countershots as much as possible.

* Damage repair rates (for sub-systems) have been increased and messages are now provided when a subsystem is repaired for a heavier to a lighter state of damage or fully restored.

When examining subsystems damage on a unit (Damage Control window), the different degrees of subsystem damage (light, medium, heavy) are represented by different colors (yellow, orange and orange-red). Destroyed systems retain the red color.

* Numerous fixes and tweaks to damage modelling including ARM impacts, cluster munitions, proximity blast damage, depth charge damage & duds etc.

* Includes the v418 versions of the DB3000 & CWDB databases with numerous fixes and additions.
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airwinger63
Posts: 53
Joined: Thu Sep 26, 2013 7:49 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by airwinger63 »

Thanks.. Keep up the great work.....[:)]

V/R

Airwinger63
IYAOYAS

If You Ain't Ordnance You Ain't Shit.
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Randomizer
Posts: 1497
Joined: Sat Jun 28, 2008 8:31 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Randomizer »

Excellent, Thanks!

-C
kaburke61
Posts: 225
Joined: Wed Sep 25, 2013 12:34 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by kaburke61 »

Thx guys!! That was perfect timing, right at the weekend (ok...ok..I'm retired but weekends for some reason
are still cool).
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Korvar
Posts: 813
Joined: Wed Sep 03, 2014 4:04 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Korvar »

Thanks to the dev team for your continued dedication!

Command shares the distinctions of (1) having one of the highest price points I've paid for a PC "game" and (2) being one of the most satisfying titles I've ever owned. Best of all, it's exciting to know that Command will continue to get even better!
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Mgellis
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RE: NEW PUBLIC RELEASE: BUILD 568

Post by Mgellis »

So far, it looks good. Thanks, guys!

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SSN754planker
Posts: 448
Joined: Wed Oct 02, 2013 5:48 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by SSN754planker »

Another great piece of work done!
MY BOOK LIST
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tk208
Posts: 139
Joined: Mon Nov 06, 2006 8:35 am
Location: Australia

RE: NEW PUBLIC RELEASE: BUILD 568

Post by tk208 »

Excellent guys!
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Marder
Posts: 247
Joined: Fri Oct 25, 2013 10:03 am

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Marder »

Yeah, BVR fixed. Thanks for the hard work! [&o]
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Dide
Posts: 177
Joined: Sun May 10, 2009 10:42 am
Location: Italy

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Dide »

Thanks for Milas and Elettra! [:D]
tombo
Posts: 362
Joined: Fri Aug 03, 2007 10:34 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by tombo »

[:D]

wow...just the best. all other game developers should take notice.
Moebius40
Posts: 9
Joined: Mon Aug 18, 2014 8:09 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Moebius40 »

Great!
Stevechase
Posts: 161
Joined: Sat Oct 05, 2013 3:37 am

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Stevechase »

Were ac ready times modified. I don't see it listed above.
Dimitris
Posts: 14773
Joined: Sun Jul 31, 2005 10:29 am
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RE: NEW PUBLIC RELEASE: BUILD 568

Post by Dimitris »

When they are, it will definitely be listed.

It's far more complex than simply changing a few numbers.
Lawdog1700
Posts: 54
Joined: Thu Jun 05, 2014 11:30 pm

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Lawdog1700 »

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.
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DerGrenadier
Posts: 106
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Location: Germania Superior

RE: NEW PUBLIC RELEASE: BUILD 568

Post by DerGrenadier »

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

Same here. Cant play a single mission without CTD or the need to ALT-TAB out and termintae the programm. Is there a way to uninstall the beta update?
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tk208
Posts: 139
Joined: Mon Nov 06, 2006 8:35 am
Location: Australia

RE: NEW PUBLIC RELEASE: BUILD 568

Post by tk208 »

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

Yep getting the same problem, trying to save a lot more now so I don't loose as much progress
Dimitris
Posts: 14773
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Dimitris »

ORIGINAL: Lawdog1700
Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

Save?
Dimitris
Posts: 14773
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Dimitris »

ORIGINAL: DerGrenadier
ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

Same here. Cant play a single mission without CTD or the need to ALT-TAB out and termintae the programm. Is there a way to uninstall the beta update?

Save?
Dimitris
Posts: 14773
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: NEW PUBLIC RELEASE: BUILD 568

Post by Dimitris »

ORIGINAL: tk208
ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

Yep getting the same problem, trying to save a lot more now so I don't loose as much progress

Save?
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