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Command v1.14 update - Build 998.8

 
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Command v1.14 update - Build 998.8 - 4/24/2018 7:41:14 AM   
Dimitris


Posts: 9779
Joined: 7/31/2005
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Download: https://drive.google.com/file/d/1VG71teAgP4yVcKZgL6uxhA0HbgCeRRdq/view?usp=sharing

Unzip to your current CMANO installation.

(This will also become available through Steam and the Matrix updater soon. But if you are currently facing any of the issues resolved, give it a try.)


Build 998.8 Release Notes (changes from B998.7)
-----------------------------------------------------------------------

* FIXED: Lua bug that occurs on 1% of intel updates on "The Enemy Below"
* FIXED: Not being able to progress TSS campaign after reaching the pass-score on scen #4
* FIXED: Campaign name not showing up for "The Silent Service" when browsing campaign saves
* FIXED: Torpedo hitting a sub 1000ft deeper
* FIXED: Deployed RVs from MRV-armed ICBM (not MIRV-armed) are treated as ICBMs, causing a silent null crash
* FIXED: ASW helos evaluate wrong parameter, preventing them from deploying dipping sonar on ASW Strike missions
* FIXED: Prevent helicopters from chasing after subs under ice
* FIXED: Sea Control mission adds and drops targets continously
* FIXED: Mission Editor Assigned Units display issue
* FIXED: DB Viewer launch altitude errors
* FIXED: Submarines operating on the surface were not able to use radar/ESM/periscope at high speed
* FIXED: Right-clicking on unit, while DB viewer is already open, prevents the context menu from appearing
* FIXED: When re-selecting the same unit, don't re-load the DB viewer window if it's already open
* FIXED: Ship condition in dock not being retained between saves
* FIXED: Campaign description not being editable as HTML
* FIXED: "Campaign" window slow to show up when numerous campaign-save files are present
* FIXED: RTB/Called-off problem for helicopters landing on ships
* FIXED: Repeating POSSUB messages if sub has been destroyed but torpedoes are still present
* FIXED: SM-6 going autonomous is going dumb because it is targeted at a surface ship
* FIXED: Winchester/Shotgun check is not evaluating mount damage
* FIXED: #12303 - "Primary Stores for Loadout Not Available" message when changing loadouts, despite "Unlimited Base Magazines" feature enabled
* Tweaks to submarine dive/climb rates (they now partially depend on true-water speed, so e.g. a sub at high speed will rise faster)
* AI tweak: Do not re-check bingo state of members when evaluating slow-down due to Bingo
* UI tweak: Notify player (through message log) when sub forcefully dives due to threat
* UI tweak: Added "Filter-out" and "Mark Position" to the Contacts Tool-Strip
* UI tweaks to ORBAT window:
- Positioned Group/Mission to top of nodes.
- Added +/- keys to expand/collapse nodes
* [Lua] Added method to set the current scenario's date & time (ScenEdit_SetTime)
* [Lua] Added "GetLoadout" method
* [Lua] Added .hostFacility property to unit wrapper
* [Lua] You can now apply a delta template via SE_UpdateUnit (Example: ScenEdit_UpdateUnit({guid='2cd64757-1b66-4609-ad56-df41bee652e5',mode='delta',file='new.ini'}))
* [Lua] Added property "DesiredHeading" on Lua ActiveUnit wrapper and on AddUnit/SetUnit parameters (This solves the issue where static facilities placed via Lua will always rotate to North even if explicitly placed with another heading).
* [Lua] Added method GetBuildNumber that returns the current exe build version. Scen authors can use this info to alter Lua logic depending on feature availability.
* [Lua] Added method "SE_UpdateUnitCargo"
* SBR: Added any unit damage to the delta template.
* Allow player to manually force a sub to go over the wire-breakage speed when guiding torpedoes
* Various performance tweaks

* Includes four more submarine tutorials (2.1-2.4) by Apache85.

< Message edited by Dimitris -- 5/11/2018 5:56:22 AM >


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RE: Command v1.14 update - Build 998.8 - 4/24/2018 7:57:46 AM   
Bert Blitzkrieg

 

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Hail to the development team!

(in reply to Dimitris)
Post #: 2
RE: Command v1.14 update - Build 998.8 - 4/24/2018 12:02:57 PM   
Primarchx


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Have I said recently how great you guys are?

(in reply to Bert Blitzkrieg)
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RE: Command v1.14 update - Build 998.8 - 4/24/2018 12:26:20 PM   
Sigma8510

 

Posts: 124
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quote:

ORIGINAL: Primarchx

Have I said recently how great you guys are?

Concur! Truly awesome!

(in reply to Primarchx)
Post #: 4
RE: Command v1.14 update - Build 998.8 - 4/24/2018 2:44:05 PM   
giantsquid

 

Posts: 204
Joined: 9/8/2014
From: Milan, Italy
Status: offline
Thanks a lot, great work

(in reply to Sigma8510)
Post #: 5
RE: Command v1.14 update - Build 998.8 - 4/24/2018 9:52:21 PM   
Primarchx


Posts: 2744
Joined: 1/20/2013
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Missing 'points' at vertices in laid courses. They appear temporarily if the vertex is clicked, though.

(in reply to giantsquid)
Post #: 6
RE: Command v1.14 update - Build 998.8 - 4/25/2018 12:37:43 AM   
ultradave


Posts: 1056
Joined: 8/20/2013
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quote:

ORIGINAL: Primarchx

Missing 'points' at vertices in laid courses. They appear temporarily if the vertex is clicked, though.


Yes. Just noticed that. Was that intentional?

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"When the Boogeyman goes to sleep he checks his closet for paratroopers"

(in reply to Primarchx)
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RE: Command v1.14 update - Build 998.8 - 4/25/2018 2:57:42 AM   
michaelm75au


Posts: 12060
Joined: 5/5/2001
From: Sydney, Australia
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I don't think it is intentional.

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Michael

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Post #: 8
RE: Command v1.14 update - Build 998.8 - 4/25/2018 3:07:08 AM   
Scorpion86

 

Posts: 73
Joined: 2/26/2017
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Thanks for your continuing effort! Just one question: do these smaller updates contain any DB fixes or is it only the bigger v1.xx updates?

(in reply to michaelm75au)
Post #: 9
RE: Command v1.14 update - Build 998.8 - 4/25/2018 3:13:32 AM   
michaelm75au


Posts: 12060
Joined: 5/5/2001
From: Sydney, Australia
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If there were any DB changes, it should be in the release notes.
But I would doubt there would be any DB updates in these interim releases unless something got really messed up in the latest DB update. The database updates come out a new version (473 is latest) of the database.

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Michael

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RE: Command v1.14 update - Build 998.8 - 4/25/2018 10:12:10 AM   
c3k

 

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Thanks!

(in reply to michaelm75au)
Post #: 11
RE: Command v1.14 update - Build 998.8 - 4/26/2018 3:00:42 AM   
tjhkkr


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Thank you!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

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RE: Command v1.14 update - Build 998.8 - 4/26/2018 3:34:24 PM   
Doctorwarthog

 

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Thanks.

(in reply to tjhkkr)
Post #: 13
RE: Command v1.14 update - Build 998.8 - 4/26/2018 10:00:57 PM   
Badlandz

 

Posts: 33
Joined: 3/18/2016
Status: online
First, Thanks for the great work!

I don’t understand this :

“ Added +/- keys to expand/collapse nodes”



< Message edited by Badlandz -- 4/26/2018 10:01:40 PM >

(in reply to Doctorwarthog)
Post #: 14
RE: Command v1.14 update - Build 998.8 - 4/26/2018 10:01:55 PM   
HalfLifeExpert


Posts: 515
Joined: 7/20/2015
From: California, United States
Status: offline
Excellent, I await the Steam release.

and I am in agreement with Badlandz in that I don't know what that means ether.

(in reply to Badlandz)
Post #: 15
RE: Command v1.14 update - Build 998.8 - 4/27/2018 9:11:01 AM   
AlGrant


Posts: 711
Joined: 8/18/2015
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Badlandz & HalfLifeExpert
I think you'll find that “Added +/- keys to expand/collapse nodes” refers to some of the GUI tweaks to the Order Of Battle screen.

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RE: Command v1.14 update - Build 998.8 - 4/27/2018 10:14:10 AM   
michaelm75au


Posts: 12060
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Yes, the +/- is a quick way to collapse/expand the groups in the OOB screen. Just click in the window, use the key. If you use it outside the window, it zooms the map from memory.

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RE: Command v1.14 update - Build 998.8 - 5/1/2018 6:50:30 PM   
mavfin

 

Posts: 121
Joined: 6/22/2010
Status: offline
Do we know if this has made it to Steam yet? Still showing 998.7 as of last night.

Edit: No, hasn't made it to Steam, I checked, and subs wouldn't cut the wires.

Installed this patch, and it shows 998.8, and you can cut the wires and take the sub deep. Got away from the Udaloy in the sub tutorial I was using to test. Well, after I let him close to 4 miles, and launched 4 torpedoes in his direction. I managed to outfox the first torpedo by clearing datum at flank speed lateral to the drop, and then just managed to quiet myself at the right time, and just about that time, the Udaloy sunk.

Whee! Usually I die about that point.



< Message edited by mavfin -- 5/2/2018 4:53:57 AM >

(in reply to michaelm75au)
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