Command v1.06 - The new features Part II

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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comsubpac
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RE: Command v1.06 - The new features Part II

Post by comsubpac »

Yeah!
chemkid
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RE: Command v1.06 - The new features Part II

Post by chemkid »

.
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Dide
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RE: Command v1.06 - The new features Part II

Post by Dide »

Great!!! [:D]
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Randomizer
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RE: Command v1.06 - The new features Part II

Post by Randomizer »

Thank You!

-C
ParachuteProne
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RE: Command v1.06 - The new features Part II

Post by ParachuteProne »

Awesome ! Can't wait !
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ClaudeJ
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RE: Command v1.06 - The new features Part II

Post by ClaudeJ »

Someone hand me a tissue please!

In the Satellite pass predictions view, why is each entry displayed twice?
http://www.warfaresims.com/WarSimsWP/wp ... edict1.png


The new patrol & support mission feature and behaviors are very much welcomed. As is the DB viewer refresh, will make things more comfortable.

Are there more details available regarding the "new import files by Mike Mykytyn and Jakob Wedman."?

And what will be the callsign of cloned units?

Last but not least, is it anywhere one can take a peak at each available mission profile?
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
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hellfish6
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RE: Command v1.06 - The new features Part II

Post by hellfish6 »

Ohmygodohmygodohmygod... list of changes is pretty great, though the LUA thing kinda makes my brain hurt. I'm gonna need to spend time with that.
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OnFire
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RE: Command v1.06 - The new features Part II

Post by OnFire »

awesome!!!
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AdmiralSteve
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RE: Command v1.06 - The new features Part II

Post by AdmiralSteve »

Excellent. [&o]
An absolutely fabulous product and well worth the money spent. Not that I'm greedy or not thankful but will Command have a better ground modeling such as accurate LOS firing (i.e. ballistics not true to life and hitting targets that sit behind mountains even at maximum range.)?
“There are no extraordinary men...just extraordinary circumstances that ordinary men are forced to deal with.”
Admiral William Frederick Halsey Jr. 1882-1959

Dimitris
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RE: Command v1.06 - The new features Part II

Post by Dimitris »

ORIGINAL: Jan Masterson
In the Satellite pass predictions view, why is each entry displayed twice?
http://www.warfaresims.com/WarSimsWP/wp ... edict1.png

It was an early UI bug, it has been fixed for the v1.06 release.
NickD
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RE: Command v1.06 - The new features Part II

Post by NickD »

That's a very impressive set of improvements.
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Marder
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RE: Command v1.06 - The new features Part II

Post by Marder »

Thanks! Can't imagine how v2.0 will be...
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hellfish6
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RE: Command v1.06 - The new features Part II

Post by hellfish6 »

ORIGINAL: Marder2075

Thanks! Can't imagine how v2.0 will be...

In version 2.0, Command becomes merely the continuation of policy by other means...

(h/t to old Carl)
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DirtyFred
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RE: Command v1.06 - The new features Part II

Post by DirtyFred »

ORIGINAL: hellfish6

ORIGINAL: Marder2075

Thanks! Can't imagine how v2.0 will be...

In version 2.0, Command becomes merely the continuation of policy by other means...

(h/t to old Carl)

you made my day!

thanks to the devs [&o] ... take the rest of the month off [:)]
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.
Dimitris
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RE: Command v1.06 - The new features Part II

Post by Dimitris »

Somehow we doubt our day-job bosses will oblige us. Appreciate the thought though!
hawkeye_de
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RE: Command v1.06 - The new features Part II

Post by hawkeye_de »

Integration of Lua is cool :)

I had a look at the tutorials @ Github ^^

Do you plan to include functions to get the current objects in the simulation ?
For instance:
GetKnownObjects (Side)

Wasicun
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RE: Command v1.06 - The new features Part II

Post by Wasicun »

release the 1,06 and you'll can take a vacation !

[:)]
Casinn
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RE: Command v1.06 - The new features Part II

Post by Casinn »

I'd just like to thank everyone that plays and votes on/makes suggestions that the dev's are able to turn into these new releases.

I've admittedly been a lousy beta tester but been able to see the program grow and improve immensely and see the dedication that some put into this. /salute to the Devs, Tomcat, Baloogan, Rudd and many others who work very hard on this, and those that make the great scenarios.





MrLink
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RE: Command v1.06 - The new features Part II

Post by MrLink »

Hi,

First of all, thanks for all your hard work. Watching how dedicated you are in making this beast bigger and better had been a thing of beauty.

Now, noob and/or stupid question that have been asked bizzilion times before alert, how far back does save game compatibility goes, if at all?

I have not updated since 1.02 (build 480) because I am a micromanaging, AI non-trusting snob, so Operation Bass Drum is literally taking me months to go through.
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