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Build 460 is available - 11/10/2013 8:43:03 AM   
Dimitris


Posts: 10784
Joined: 7/31/2005
Status: online
A new public build is now available, Command Build 460. This is another stepping stone on our road towards the "official" v1.02 update. As with previous releases this build addresses the most immediate issues voiced by the Command user community while also generally improving the quality & functionality of the game.

As with all updates be aware that some issue may yet remain unresolved; we are aware of them and are continuing our path of steadily improving the game.

Download the new build HERE.

How to use: Unzip the contents of the file to your Command installation directory (the default is "C:\Matrix Games\Command Modern Air Naval Operations"). Answer "yes" to any overwrite questions.

This update is cumulative; it includes the work of all previous beta & public releases from v1.01 until today (incl. builds 446 & 451, the previous public builds). Please ensure you have a working v1.01 installation before applying this update. We recommend you backup your current Command.exe file as a failsafe - just in case the new build for any reason presents problems on your setup.

Release Notes

Fixed:
- 0005924: Aircraft cannot be manually launched - Flight Ops Broke
- 0005839: [443] Winchesters Lockup
- 0005888: Winchester Showing up in Air Ops Dialog Again
- FIXED: Excessive CEP on anti-ship missiles (e.g. Gabriels on "Battle of Latakia" or everything in "First Contact").
- 0005935: Unlimited not quite working
- 0005877: Unit continues to burn fuel after stopped
- 0005631: Add Satelltite UI Bug reported by customer
- 0004708: RCOD when loading scen
- 0005499: B426 - Error Message Allocating SAM
- 0005871: Save Game Not Loading
- 0005937: Game crashes - The Pincer
- 0005239: Sonobuoy fixes
- 0005123: Four Horsemen scenario: tons of sonobuoys causes scen to run slowly
- 0005832: Corrupt Save Game
- 0005908: [445] Maria and Victoria Crash Bug
- 0005515: Type VII Uboat can fire deck gun underwater
- 0005840: Edge case of sub with Deck Gun
- 0005920: Kilters are hitting but not damage target
- 0005942: HARMs not damaging Launchers
- 0005949: Unlimited Ordinance Still not there yet
- 0005893: B446: SUBROC and Nuclear ASROC don't work
- 0005948: When you manually type in a sub depth while commmand is running the game will crash
- 0005456: Aircraft assigned to AAW Patrol keep leaving their zone
- 0005574: CAP ignores 'Investigate Outside Patrol Area' flag
- 0005794: AAW Mission Ignoring unchecked investigate contact outside patrol area
- 0005941: New Speed and Alt Dialog defaults to 0 speed first time you enter it to edit
- 0005653: When side EMCON is radar=passive and a new AAW mission is created, side EMCON is changed to Active
- 0005969: Can't see units
- 0005927: FB-111A Conventional loadouts
- 0005858: Add YF-12A
- 0005900: Attacker Mk 1/2 max speed
- 0005899: Misc DB Platforms
- 0005898: USAF F-4C 66-69 with Sidewinder AAW loads. Right now it's just Falcon.
- 0005897: Soviet R-7 ICBM family (SS-6 Sapwood) and Italian cruiser Giuseppe Garibaldi
- 0005896: Sea Venom and Vautour IIN SNEBs and speed
- 0005860: Canberra B Mk6
- 0005842: Advanced ASW Scenario Text Fix
- 0005861: Canberra B(I)Mk6 and B(I)Mk8
- 0005867: 12.7mm Aircraft Mgs
- 0005859: P-47 D 12.7mm guns
- 0005911: USN Guppies
- 0005983: Loadout for Lincoln B.30 RAF 2000lb LDGP, RAF 250lb LDGP includes RAF 500lb LDGP not RAF 250lb LDGP.
- 0005981: Avenger of Royal Navy has agility 3.
- 0005979: Add Boom refueling for F-105. F-105s were able to be refueled by both boom or probe-drogue.
- 0005976: Hunter F.1 / F.2 / F.4 / F.6 should be fighter instead of attacker.
- 0005980: Independence class CVL has 17 medium A/C space in current database.
- 0005952: Canadian CP-107 mk 2: 20 built, carried the ASV-21 radar like the Nimrod MR.1 in CWDB.
- 0005977: Sea King HAR.3's operator should be Royal Air Force instead of Royal Navy.
- 0005975: Egypt, Syria and Israel used Meteor NF Mk13, not Mk14.
- 0005955: RVN Barnegat PF (1 X 5"/38; 2 x 81mm mortars)
- 0005953: PCE-45 Chien Men (ex-AM-387 Toucan, Auk class)
- 0005954: RVN Edsall DE (3 x 3"/50 guns)•
- 0005978: Internal Guns" loadout for the Tu-91 Boot Strike (id = 572) with an appropriate range?
- 0005902: DB3k: Columbia KFir C Radar Arc not appearing- Brother vs. Brother needs to be updated to show
- 0005903: TA-50 AGM-65 loadout has Mk82 instead
- 0000772: DB3k Update: Israeli Dvora 3 Typhoon mounts fitted with 2 Spike ER Mounts and Missiles
- 0005510: [427] Hydra APKWS II Guidance
- 0005926: FREMM gun issue
- 0005936: RC-135 unable to do air to air refueling
- 0005940: Correction Swedish coastal missile battery RB 08
- 0005933: FB-111A conv weapons
- AC-47 Spooky Winchester problem
- RAF 250lb LDGP, RAF 500lb LDGP, and RAF 2000lb LDGP have min launch altitude 10m
- Javelin Radar all variants amended

* New major feature: Proficiency levels. (First-pass implementation, side-level only)

Proficiency modifiers are applied on a side level (on the "Add/Edit Sides" window in ScenEdit mode) and can affect a wide number of factors. The available levels are Novice, Cadet, Regular, Veteran & Ace. Default proficiency level for each side is Regular.

* Aircraft turn rates and agility modifiers on missile evasion attempts are now affected by proficiency levels. The changes, as percentages of the original values, are as follows:

Novice : 60% of nominal
Cadet : 70% of nominal
Regular : 80% of nominal
Veteran : 100% of nominal
Ace : 110% of nominal

The weapon endgame messages have been updated to display the information of these modifiers.


* Significant improvements on the "Speed / Altitude" window (F2): Altitude presets for aircraft, similar to existing submarine depth presets, and ability to input precisely the desired speed & altitude/depth with arithmetic values in addition to the slider bars.

* Added DB-hyperlinks for weapons on the "Unit Weapons" window.

* Significant performance increase, both for UI and sim-engine.

* Faster start-up.

* Units listed on the mission editor and the air ops window now use natural sorting for the list order. So instead of this:
Archer #1
Archer #10
Archer #11
Archer #12
Archer #2
Archer #3
Archer #4

...you get this:
Archer #1
Archer #2
Archer #3
Archer #4
[...]
Archer #10
Archer #11
Archer #12

* More fixes & tweaks for the new features on the Throttle/Altitutde window, particularly for unit groups.

* Includes the v399 updates of the DB3000 & CWDB databases. Platforms added / updated:
YF-12A
XF-108 Rapier
Auk Class MCM
Buccaneer S.2
Anti-Tank Sect B-10 recoilless rifle (82mm) -- Generic (Army)
Anti-Tank Sect Carl Gustav recoilless rifle (84mm) -- Generic (Army)
Anti-Tank Sect M18 recoilless rifle (57mm) -- Generic (Army)
Anti-Tank Sect M40 recoilless rifle (105mm) -- Generic (Army)
Anti-Tank Sect M67 recoilless rifle (90mm) -- Generic (Army)
Anti-Tank Sect SPG-82 recoilless rifle (82mm) -- Generic (Army)
Anti-Tank Sect SPG-9 recoilless rifle (77mm) -- Generic (Army)
All MCM Type vessels have correct MCM Sensors
All Guppy Class propulsion systems amended
RB-57 D/F Canberra Max Alt amended
Collossus and Majestic Class CV’s hanger and open parking areas amended
3” Rocket pk % amended
2” Rocket pk % amended
Javelin Radar all variants amended
AN/APS-20 radar amended for Surface Search
SSM Bn (YJ-62) -- China (Coastal Artillery), 2006
Vehicle (Truck, HMMWV x 1) -- Generic (Generic), 1985
841 Salawaku [Waspada] -- Indonesia (Navy), 2012, Ex-Brunei Navy
AFSB(I) 15 Ponce [Austin Class] -- United States (Navy), 2013, ex-LPD 15, Experimental
Commercial Fishing Boat [35m, Armed] -- Pirates (Civilian), 1979, Mothership
Dvora MkIII [Super Dvora MkII] -- Israel (Navy), 2009, Spike-ER
F 90 Thunder [Hamilton Class] -- Nigeria (Navy), 2012
L 16 Shardul -- India (Navy), 2007
L41 Jalashwa [Austin Class] -- India (Navy), 2007, Ex- LPD 14 Trenton
LCM-8 -- India (Navy), 2007, x4 for INS Jalashwa
M 62 Porbandar [Pr.266M] -- India (Navy), 1978
PF 15 Gregorio del Pilar [Hamilton Class] -- Philippines (Navy), 2012

* Added extra option on "Start Game" window: Resume from last Autosave. This makes it even easier (and more immediate) to continue a game session after a crash, freeze or other problem.

* The player can no longer select and drag-move the waypoints of non-datalinked weapons.

* Fixed performance slowdown when numerous sonobuoys or datalinked weapons are present.

* Aircraft dropping sonobuoys are now constrained by the channel capacity of their sonobuoy datalinks. In most cases this means they will drop fewer sonobuoys per "string". To compensate for this, the default minimum spacing between successive sonobuoys has been doubled.

* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.

* Includes an updated version of the AAW tutorial, with the original mixed Shrike+CBU SEAD loadouts (as they were before the CBU-drop problem was reported, investigated and fixed).

< Message edited by Sunburn -- 11/28/2013 10:37:27 PM >


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RE: Build 460 is available - 11/10/2013 9:23:22 AM   
JCR

 

Posts: 159
Joined: 11/4/2013
Status: offline
Great work!

Small bug (since I requested it it is natural I would discover it)
Selecting C 551 Garibaldi in the DB crashes the program
This cruiser is too awesome for command ;)

(in reply to Dimitris)
Post #: 2
RE: Build 460 is available - 11/10/2013 9:23:45 AM   
DavidRob0


Posts: 279
Joined: 4/5/2008
Status: offline
Downloading now. That's a lot of fixes and especially improvements over 1.01. Looking forward to running it.

Most of the improvements have been tested by the beta testers, and work well within the structure of the game.




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Only the Dead have seen an end to war

David Rob

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Post #: 3
RE: Build 460 is available - 11/10/2013 9:43:24 AM   
SSN754planker


Posts: 445
Joined: 10/2/2013
Status: offline
Very excited to get home and try out this new build! Some awesome new features!

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MY BOOK LIST
ST1/SS SSN 754

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Post #: 4
RE: Build 460 is available - 11/10/2013 11:11:12 AM   
chemkid

 

Posts: 1240
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 7:19:07 AM >


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Post #: 5
RE: Build 460 is available - 11/10/2013 11:24:28 AM   
mrfeizhu


Posts: 131
Joined: 10/13/2013
Status: offline
its like Christmas every week with this game.

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Post #: 6
RE: Build 460 is available - 11/10/2013 12:37:09 PM   
deepdive

 

Posts: 113
Joined: 10/28/2013
Status: offline
Thanks soooo much, it seems to have solved my startup problems so far.

Bjørn

(in reply to mrfeizhu)
Post #: 7
RE: Build 460 is available - 11/10/2013 12:40:20 PM   
thewood1

 

Posts: 4002
Joined: 11/27/2005
Status: offline
Thanks for navigation options on waypoints...does that apply to sensors also? I couldn't make it work and didn't see it mentioned.

(in reply to deepdive)
Post #: 8
RE: Build 460 is available - 11/10/2013 1:03:37 PM   
ExMachina


Posts: 456
Joined: 9/25/2013
Status: offline
Thanks for the update!

quote:

ORIGINAL: thewood1
Thanks for navigation options on waypoints...


The option appears to be there (select waypoint then F2), but the feature doesn't seem to be functional yet.

(in reply to thewood1)
Post #: 9
RE: Build 460 is available - 11/10/2013 1:19:19 PM   
djoos5


Posts: 367
Joined: 10/25/2013
From: Ohio
Status: offline
We don't need to have the previous builds installed before we run this one, do we?

(in reply to ExMachina)
Post #: 10
RE: Build 460 is available - 11/10/2013 1:46:16 PM   
Tomcat84

 

Posts: 1942
Joined: 7/10/2013
Status: offline
you need 1.01 (the first and so far only official non beta patch) but none of the public beta builds

(so you need to have build 442 or something around that number)

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Post #: 11
RE: Build 460 is available - 11/10/2013 2:14:17 PM   
thewood1

 

Posts: 4002
Joined: 11/27/2005
Status: offline
You appear to be correct. The dialogs are there, but it is non-functional even for navigation. No other commands seem to even have the dialogs available.


quote:

ORIGINAL: ExMachina

Thanks for the update!

quote:

ORIGINAL: thewood1
Thanks for navigation options on waypoints...


The option appears to be there (select waypoint then F2), but the feature doesn't seem to be functional yet.

(in reply to ExMachina)
Post #: 12
RE: Build 460 is available - 11/10/2013 3:14:34 PM   
Marder

 

Posts: 210
Joined: 10/25/2013
Status: offline
does it mean: Clean install -> Patch 1.01 -> Build 452 -> Build 460 does not work flawlessly?

(in reply to thewood1)
Post #: 13
RE: Build 460 is available - 11/10/2013 3:20:51 PM   
Mac Linehan

 

Posts: 1469
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

ORIGINAL: SSN754planker

Very excited to get home and try out this new build! Some awesome new features!


Plus One on this!

A Kudos for the Command Team, Gents - Well Done.

Mac

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Post #: 14
RE: Build 460 is available - 11/10/2013 3:41:49 PM   
JRyan


Posts: 555
Joined: 3/29/2005
Status: offline
I keep getting network errors...got to 105MB even..speeds are good so I don't know what is up. I have tried 8 times. The last time I tried off google drive, I could not get it, so I moved it to my Google Drive and was able to get it. Not so this time, I will keep trying..

Edit : Got it on the 14th try from my Google Drive...

< Message edited by JRyan -- 11/10/2013 4:45:11 PM >

(in reply to Mac Linehan)
Post #: 15
RE: Build 460 is available - 11/10/2013 4:30:57 PM   
JSF


Posts: 137
Joined: 7/29/2011
Status: offline
thx, guys, for working so hard and continuously on the sim!

(in reply to JRyan)
Post #: 16
RE: Build 460 is available - 11/10/2013 6:00:22 PM   
Tomcat84

 

Posts: 1942
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: Marder2075

does it mean: Clean install -> Patch 1.01 -> Build 452 -> Build 460 does not work flawlessly?


That should work too. It just means the 452 step is not required. Can just go 1.01 -> 460

(in reply to Marder)
Post #: 17
RE: Build 460 is available - 11/10/2013 6:34:37 PM   
Marder

 

Posts: 210
Joined: 10/25/2013
Status: offline

quote:

ORIGINAL: Tomcat84


quote:

ORIGINAL: Marder2075

does it mean: Clean install -> Patch 1.01 -> Build 452 -> Build 460 does not work flawlessly?


That should work too. It just means the 452 step is not required. Can just go 1.01 -> 460


Thanks for the clear answer.
This fantastic sim gets better and better.

I love looking at my boxed version, thinking of all the possibilities with this program...

(in reply to Tomcat84)
Post #: 18
RE: Build 460 is available - 11/10/2013 6:38:36 PM   
JRyan


Posts: 555
Joined: 3/29/2005
Status: offline
One small thing..running allied force and when my AC packages are out of ammo, they automatically head to refuel...and I have to group them, unassign them and then RTB Winchester....I am having to do this multiple times....these guys want to refuel even though they do not need it???

Uploaded file...check the 14's and 18's headed back across Italy, check the 14's and 18's heading back to the Aegean Sea...this is odd. I have told EACH of them more than 4 times...

Attachment (1)

< Message edited by JRyan -- 11/10/2013 7:42:46 PM >

(in reply to Marder)
Post #: 19
RE: Build 460 is available - 11/10/2013 7:54:15 PM   
smudge56

 

Posts: 667
Joined: 1/17/2009
From: UK
Status: offline
Woe you guys have been busy. Thanks for the work.

(in reply to Dimitris)
Post #: 20
RE: Build 460 is available - 11/10/2013 8:59:15 PM   
JCR

 

Posts: 159
Joined: 11/4/2013
Status: offline
Ah I forgot to say Thank You
Sorry I'm german

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Post #: 21
RE: Build 460 is available - 11/10/2013 10:02:29 PM   
renders


Posts: 1146
Joined: 8/13/2013
From: italy bologna
Status: offline
Tryed many times to re download it, but always the same problem... it's only me?





Attachment (1)

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Post #: 22
RE: Build 460 is available - 11/10/2013 11:27:48 PM   
Cafe


Posts: 121
Joined: 9/9/2010
Status: offline
Great job devs, you are continuously adding value and I am one happy customer. Keep up the good work.

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Be nice.

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Post #: 23
RE: Build 460 is available - 11/11/2013 12:18:54 AM   
JRyan


Posts: 555
Joined: 3/29/2005
Status: offline

quote:

ORIGINAL: renders

Tryed many times to re download it, but always the same problem... it's only me?


I had a hard time DL off of Google Drive also...I just stayed with it.....something about the size but I can not put a finger on it..

(in reply to renders)
Post #: 24
RE: Build 460 is available - 11/11/2013 1:55:44 AM   
ArmyVet2004

 

Posts: 52
Joined: 10/2/2013
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Great update guys.....really liking this

Thank you very much

(in reply to Dimitris)
Post #: 25
RE: Build 460 is available - 11/11/2013 5:42:46 AM   
Dimitris


Posts: 10784
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: ExMachina

Thanks for the update!

quote:

ORIGINAL: thewood1
Thanks for navigation options on waypoints...


The option appears to be there (select waypoint then F2), but the feature doesn't seem to be functional yet.


We are still working on per-waypoint commands (not just speed & altitude, but also EMCON & doctrine). We deliberately left it out of this build because it's still not release-grade. You'll probably see it on the immediate next build(s).

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Post #: 26
RE: Build 460 is available - 11/11/2013 5:45:33 AM   
SSN754planker


Posts: 445
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Is a Time on Target counter/timer still in the works?

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Post #: 27
RE: Build 460 is available - 11/11/2013 6:03:42 AM   
Russian Heel


Posts: 214
Joined: 10/8/2013
From: Metro Station Vasileostrovskaya
Status: offline

quote:

ORIGINAL: renders

Tryed many times to re download it, but always the same problem... it's only me?





It appears you are trying to update the game while it is running.

(in reply to renders)
Post #: 28
RE: Build 460 is available - 11/11/2013 6:36:19 AM   
Tomcat84

 

Posts: 1942
Joined: 7/10/2013
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quote:

ORIGINAL: Sunburn

(not just speed & altitude, but also EMCON & doctrine).


best news ever!

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Post #: 29
RE: Build 460 is available - 11/11/2013 7:09:22 AM   
SSN754planker


Posts: 445
Joined: 10/2/2013
Status: offline

quote:

ORIGINAL: Tomcat84


quote:

ORIGINAL: Sunburn

(not just speed & altitude, but also EMCON & doctrine).


best news ever!


Wow...cannot wait for that to become reality!

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Post #: 30
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