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RE: Command v1.11 Release Candidate (CURRENT: RC5 - B806)

 
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RE: Command v1.11 Release Candidate (CURRENT: RC5 - B806) - 3/26/2016 3:34:07 PM   
ComDev

 

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It also follows database version

If there is a problem, please post savegame and screenshots in the Troubleshooting section.

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(in reply to sergiopl)
Post #: 91
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/26/2016 9:10:54 PM   
Dimitris


Posts: 11293
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Command v1.11 Release Candidate 6 - Build 807
======================================================================

Superseded by v1.11 RC7 - Build 808: http://www.matrixgames.com/forums/fb.asp?m=4054029


CHANGES/ADDITIONS FROM v1.11 RC5 - B806
=====================================================================


FIXED: [B806] a/c ignore patrol zone, just head north
ADDED: #10487: Sort weapons in mags alphabetically

* On Doctrine-WRA form, the weapons are now listed in natural-alphabetic order (e.g. AIM-9 goes before AIM-120)

* AI tweak: Targets that identified as waste of ammo (e.g. tarmac already heavily damaged [cannot be totally destroyed]) are deliberately avoided in targeting evaluations.


< Message edited by Sunburn -- 3/29/2016 9:45:28 PM >


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(in reply to sergiopl)
Post #: 92
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/27/2016 5:43:54 AM   
magi

 

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cool.... thank you...

(in reply to Dimitris)
Post #: 93
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/28/2016 6:17:57 PM   
Rockingham76

 

Posts: 38
Joined: 1/23/2014
Status: offline
I'm having serious problems launching CMANO and I'd like to uninstall and then re-install. What's the best way of doing this?

(Sorry if this is a stupid question but I'm not used to downloading titles)

(in reply to magi)
Post #: 94
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/28/2016 6:35:57 PM   
Gizzmoe


Posts: 146
Joined: 8/24/2005
From: Germany
Status: offline
quote:

ORIGINAL: Rockingham76

I'm having serious problems launching CMANO and I'd like to uninstall and then re-install. What's the best way of doing this?


What does "serious problem" mean? Have you installed one of the 1.11 release candidates and now it no longer starts? In that case simply download and install a later version (or earlier if RC6 B807 causes that). If you still have 1.09 or 1.10 install the latest 1.11 version (RC6 Build 807) and see if that fixes it. To actually uninstall Command go to Control Panel/Programs, if you bought it on Steam then right-click the game entry and select Delete Local Content. Good luck :)

(in reply to Rockingham76)
Post #: 95
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 1:55:35 PM   
Rockingham76

 

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As in the majority of the UI not loading, not being able to load scenarios etc. This is with the latest build.

(in reply to Gizzmoe)
Post #: 96
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 5:12:13 PM   
darkhelix


Posts: 46
Joined: 3/26/2016
Status: offline
I have the problem in this build that if I want to affect any kind of change in the Throttle/Altitude control panel, I need to click on the screen away from the control panel to make it 'active'.
Good example is tutorial 2. If I select my sub and open the control panel I cannot see the blue markers.
If I click anywhere on the screen, they will suddenly appear and I can change depth or speed.
Would be great if I could fix this behaviour so that it works all the time.
Steam version using latest Build 807 patch, manually applied.

(in reply to Rockingham76)
Post #: 97
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 8:56:33 PM   
LarryP


Posts: 3494
Joined: 5/15/2005
From: Carson City, NV
Status: offline
My Steam version is 1.10 and is fine. My manually installed version is 1.11 build 807 from the above link. Since I installed the update 1.11, the database does not show anything on the right to choose from until I start clicking in the lists on the left. It requires some kind of changes in the lists to start displaying items to choose from.

The Steam version shows choices on the right side of the database as soon as I open it up. Oh boy...

< Message edited by LarryP -- 3/29/2016 9:07:37 PM >

(in reply to darkhelix)
Post #: 98
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 9:43:51 PM   
Dimitris


Posts: 11293
Joined: 7/31/2005
Status: offline
Command v1.11 Release Candidate 7 - Build 808
======================================================================

Superseded by RC8 - Build 809: http://www.matrixgames.com/forums/fb.asp?m=4055007


CHANGES/ADDITIONS FROM v1.11 RC6 - B807
=====================================================================


#10032 [Build 757.9] Mine Sweep Issues with Save Games
#09668 [Build 678.4] DeMining AI-Lot of Wiggling
#09299 [B670] Double click on sensor checkboxes desyncronizes them
#07524 Sensor Dialog- UI displaying checkbox for pods
#07275 Sensor window: radars may show up with active flag 'ticked' even when they're destroyed
#06923 Feature Request: Player would like a select all button for arcs when adding sensors and weapons
#01852 Destroyed sensor's "Active" checkbox isn't cleared
#10491 Ship Groups assigned to ship strike missions won't attack
#10489 AGM-114N warhead not working
#10490 Target Waste of Ammo Problem
Fixed: ECM lists includes landed aircraft
Fixed: Underwater nuke explosion
Fixed: Backfire vs Carrier weird case
FIXED: AOU of filtered-out contact showing up
Fixed: GBUs should not make a sound when being dropped
Fixed: Hostile sides sometimes go neutral and then back

* Added more detailed mechanics for thermobaric/FAE warheads.

Upon impact, this type of warhead creates an instant "killing cloud" (size is dependent on warhead weight) which detonates uniformly and creates a strong overpressure wave. The maximum damage applied is less than that on the epicenter of a conventional HE detonation, but contrary to HE (where the effective blast damage falls sharply with distance) the explosive force is applied almost the same at any point in the cloud; naturally, this makes FAE an excellent area-effect weapon against non-hardened targets. In addition, any target within the cloud suffers severe fire damage.

Targets outside the detonation cloud but near it can also receive blast damage, depending on their distance from the cloud border.

Contrary to HE and because of the way they operate, FAE warheads are highly sensitive to rain (intense storm severely degrades them) and high altitude (because they use atmospheric oxygen as the explosion oxidant, they are severely less effective at high altitudes where the air is thinner). This makes them less versatile than conventional HE warheads.


< Message edited by Sunburn -- 3/31/2016 10:26:03 AM >


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(in reply to LarryP)
Post #: 99
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 10:03:41 PM   
Schr75


Posts: 600
Joined: 7/18/2014
From: Denmark
Status: offline
Hi D

The link to RC7 B808 links to the RC6 B807 file.

S

(in reply to Dimitris)
Post #: 100
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 10:03:54 PM   
kritter

 

Posts: 239
Joined: 12/3/2007
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the download appears to be 807?

(in reply to Dimitris)
Post #: 101
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 10:08:42 PM   
tjhkkr


Posts: 2369
Joined: 6/3/2010
Status: offline
Yes, on my download too...
STILL: thank you for all you guys do!

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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.

(in reply to kritter)
Post #: 102
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 10:10:34 PM   
somi83


Posts: 59
Joined: 2/6/2016
From: Novi Sad, Serbia
Status: offline
Hi,
The download link is the previous RC6 B807.
Am I doing something wrong?

(in reply to kritter)
Post #: 103
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/29/2016 11:03:16 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
Status: offline
Sorry guys. Looks like he did this right before bed. Assume he'll get to it when he awakens.

Mike

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(in reply to somi83)
Post #: 104
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/30/2016 5:57:54 AM   
Dimitris


Posts: 11293
Joined: 7/31/2005
Status: offline
Thanks for the heads up! Correct link posted.

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(in reply to mikmykWS)
Post #: 105
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/30/2016 6:18:36 AM   
somi83


Posts: 59
Joined: 2/6/2016
From: Novi Sad, Serbia
Status: offline
No worries, we are all humans, mistakes are acceptable.

(in reply to Dimitris)
Post #: 106
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/30/2016 8:54:22 AM   
Reg


Posts: 2749
Joined: 5/26/2000
From: Victoria, Australia
Status: offline

....unless you work at a nuclear launch panel!!!



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Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to somi83)
Post #: 107
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/30/2016 2:16:36 PM   
Dysta


Posts: 1892
Joined: 8/8/2015
Status: offline
... or someone who know he/she will die on the next day.

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(in reply to Reg)
Post #: 108
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/31/2016 10:23:55 AM   
Dimitris


Posts: 11293
Joined: 7/31/2005
Status: offline
Command v1.11 Release Candidate 8 - Build 809
======================================================================

Superseded by Build 810: http://www.matrixgames.com/forums/fb.asp?m=4058132


CHANGES/ADDITIONS FROM v1.11 RC7 - B808
=====================================================================

FIXED:
#5588 Removing sensor from ship causes sensors to duplicate
#10492 v1.11B807 - DB442 - On Docking Ops window, clicking on "Damage" column brings up the Damage window only the first time
#10494 [Build 803+] NI campaign videos aren't launching
FIXED: "Waste of ammo" check should happen only for auto-targeting, not for manual targeting
Fixed: [B808] SS-18 crash
Fixed: Crash in 100730 (Ping intercept)

* Various map/UI and sim-core speed improvements.

< Message edited by Sunburn -- 4/5/2016 12:07:49 PM >


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(in reply to Dysta)
Post #: 109
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 3/31/2016 12:42:21 PM   
leo321

 

Posts: 29
Joined: 2/28/2016
Status: offline
THX, FOR THIS KEEP IT BETTER, DAY BY DAY.

(in reply to Dimitris)
Post #: 110
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/31/2016 7:39:15 PM   
BaronJurgen


Posts: 3
Joined: 8/23/2015
From: Tennessee
Status: offline
Thanks, really appreciate the support and updates. You guys rock!

(in reply to anxiousbob)
Post #: 111
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/31/2016 8:32:20 PM   
Raptorx7_slith

 

Posts: 332
Joined: 7/27/2013
Status: offline
Its been said before but deserves to be said again, the performance increase in this release is incredible, in a scenario with over 500 units I almost never get frame rate drops or bad slow down. Outstanding work devs!

(in reply to BaronJurgen)
Post #: 112
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/31/2016 9:39:02 PM   
riekelt

 

Posts: 49
Joined: 8/21/2014
From: Netherlands
Status: offline
Thanks guys

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Born to be a sailor

(in reply to Raptorx7_slith)
Post #: 113
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/31/2016 11:48:35 PM   
apache85

 

Posts: 1469
Joined: 12/18/2014
From: Melbourne, Australia
Status: offline
The performance increases are unbelievable; as a direct result I'm able to play scenarios I'd never been able to play before, and am working on my own large scenario. Thanks Devs

(in reply to riekelt)
Post #: 114
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/2/2016 2:01:59 AM   
tjhkkr


Posts: 2369
Joined: 6/3/2010
Status: offline

Thank you again!

_____________________________

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.

(in reply to apache85)
Post #: 115
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 4/2/2016 8:00:54 AM   
ComDev

 

Posts: 5741
Joined: 5/12/2006
Status: offline

quote:

ORIGINAL: darkhelix

I have the problem in this build that if I want to affect any kind of change in the Throttle/Altitude control panel, I need to click on the screen away from the control panel to make it 'active'.
Good example is tutorial 2. If I select my sub and open the control panel I cannot see the blue markers.
If I click anywhere on the screen, they will suddenly appear and I can change depth or speed.
Would be great if I could fix this behaviour so that it works all the time.
Steam version using latest Build 807 patch, manually applied.


Is this still an issue?

_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to darkhelix)
Post #: 116
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 4/4/2016 5:47:20 PM   
darkhelix


Posts: 46
Joined: 3/26/2016
Status: offline
It is for me.

(in reply to ComDev)
Post #: 117
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 4/5/2016 4:40:01 AM   
FTBSS

 

Posts: 152
Joined: 8/25/2014
Status: offline
Have a question about Unrep that I have seen brought up numerous times but never really answered Or I believe it may have been changed but I can't see when/where.

Is it possible in this game to unrep weapons VLS on US destroyers and CGs either the ones with the loading crane or the newest units with full vls tubes?

I know it is no longer done even on the units that had the capability in real life want to know status of this in game.

I have tried setting up scenario in game but ship just does fuel and moves on.

(in reply to darkhelix)
Post #: 118
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 4/5/2016 8:13:25 AM   
Dimitris


Posts: 11293
Joined: 7/31/2005
Status: offline

quote:

ORIGINAL: FTBSS

Have a question about Unrep that I have seen brought up numerous times but never really answered Or I believe it may have been changed but I can't see when/where.

Is it possible in this game to unrep weapons VLS on US destroyers and CGs either the ones with the loading crane or the newest units with full vls tubes?

I know it is no longer done even on the units that had the capability in real life want to know status of this in game.

I have tried setting up scenario in game but ship just does fuel and moves on.


Yes, VLS mounts are reloaded the same as all other mounts.

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(in reply to FTBSS)
Post #: 119
RE: Command v1.11 Release Candidate (CURRENT: RC6 - B807) - 4/5/2016 9:34:21 AM   
Dimitris


Posts: 11293
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: darkhelix
I have the problem in this build that if I want to affect any kind of change in the Throttle/Altitude control panel, I need to click on the screen away from the control panel to make it 'active'.
Good example is tutorial 2. If I select my sub and open the control panel I cannot see the blue markers.
If I click anywhere on the screen, they will suddenly appear and I can change depth or speed.
Would be great if I could fix this behaviour so that it works all the time.
Steam version using latest Build 807 patch, manually applied.


Tried to reproduce this erroneous behavior with Build 810, without succcess. I selected the submarine on the map, pressed F2 and the throttle/depth window came up without any apparent UI issues:



Once B810 is released, can you please give this another try and if the issue persists open a new thread on the Tech Support forum?

Thanks!

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(in reply to darkhelix)
Post #: 120
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