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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802)

 
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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 3:21:35 AM   
michaelm75au


Posts: 12471
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: stilesw

Good suggestion. I uninstalled CMANO and started with the original v1.00 from October 2013. Did the CMANO update through v10. I then applied each of the v11 updates through Build 819. Everything worked fine - able to load all scenarios including some that I had been having some problems with. Obviously something had gotten screwed up somewhere along the line and the complete re-install seems to have fixed it. Thanks.

-Wayne Stiles

To reinstall, you really only need to start from 1.09 which had a complete installer (as the patch) from memory.

_____________________________

Michael

(in reply to stilesw)
Post #: 241
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 3:33:40 AM   
Mgellis


Posts: 1900
Joined: 8/18/2007
Status: offline

quote:

ORIGINAL: michaelm


The warnings are about the areas that the AI will have issues with trying to navigate in/thru/around. The validation on load of these areas was introduced to stop strange AI behavior, a few builds back.
The community pack is being worked on to fix these warnings.


Yes, when I hear about an error in one of my scenarios, I rebuild it and post the new version to the Community Scenario Pack thread. So please, if you see an error, post a report and let people know. Thanks!

(in reply to michaelm75au)
Post #: 242
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 8:41:28 AM   
Meroka37

 

Posts: 753
Joined: 7/31/2009
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I have already fixed all these errors in the Community Package scenarios, finishing now to migrate to latest DB, soon I'll release it.

_____________________________

'Better honor without ships, than ships without honor"

(in reply to Mgellis)
Post #: 243
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/23/2016 4:48:08 PM   
Moltke71


Posts: 1253
Joined: 9/23/2000
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If we're using the Steam version, we install this to the Steam directory, right?

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Jim Cobb

(in reply to Dimitris)
Post #: 244
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/23/2016 5:04:39 PM   
Moltke71


Posts: 1253
Joined: 9/23/2000
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I went ahead and installed on my Steam dir. Small glitch: the scenario selection screen seems to be moved to the left so a few characters of the titles are lost.

Never mind; just drag the screen to the right,

N.B. Never install before your first cuppa in the morning.

< Message edited by Bismarck -- 4/23/2016 5:19:38 PM >


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Jim Cobb

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Post #: 245
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/23/2016 6:03:22 PM   
Primarchx


Posts: 2960
Joined: 1/20/2013
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BTW, will there be a hotkey to jettison ordnance in 1.11? It would be nice to have since this function is now supported. Thanks!

(in reply to Moltke71)
Post #: 246
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/23/2016 8:58:40 PM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: Primarchx
BTW, will there be a hotkey to jettison ordnance in 1.11? It would be nice to have since this function is now supported. Thanks!


No, currently you control this only through doctrines.

Doing this by a manual command may be tricky because there is a certain delay involved between identifying an incoming threat and actually punching out the stores. (This also means that if the threat is identified too late the pilot may not be able jettison and maneuver in time, just like in RL.)

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Post #: 247
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/23/2016 8:59:30 PM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: Bismarck
N.B. Never install before your first cuppa in the morning.


I've had entire build pipelines get wrecked due to that

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(in reply to Moltke71)
Post #: 248
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 9:03:06 PM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
Command v1.11 Release Candidate 19 - Build 820
======================================================================

Superseded by Build 821: http://www.matrixgames.com/forums/fb.asp?m=4071107


CHANGES/ADDITIONS FROM v1.11 RC18 - Build 819
=====================================================================


TWEAK: GMTI radars detect moving targets more easily
Fixed: [B819] Silent exception handling on Salvo Execution
TWEAK: Nuclear Detonation Adjustments
FIXED: [B819] Nuclear AAW/ABM weapons not detonating at target coordinates on impact
ADDED: Short-range neutron wave effect from nuclear detonations

< Message edited by Sunburn -- 4/26/2016 10:59:20 AM >


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Post #: 249
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 10:17:27 PM   
Randomizer

 

Posts: 1232
Joined: 6/28/2008
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Wow, Thank You!

-C

(in reply to Dimitris)
Post #: 250
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/23/2016 10:21:42 PM   
DWReese

 

Posts: 1128
Joined: 3/21/2014
Status: offline
For the future, could this be done?

Individual planes on the UNIT screen, if they are being jammed, have that notation next to them, as they should. But, if the plane is part on the GROUP SCREEN, the group does not have the JAMMED notation next to it. If you switch to the unit, you can verify, individually, that they are JAMMED. It would be nice if the GROUP SCREEN would indicate that, as well. Perhaps there is a reason as to why it isn't done? I don't know. In any case.....

Thanks

Doug

(in reply to Dimitris)
Post #: 251
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/24/2016 12:14:22 AM   
jimcarravall

 

Posts: 642
Joined: 1/4/2006
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quote:

ORIGINAL: DWReese

For the future, could this be done?

Individual planes on the UNIT screen, if they are being jammed, have that notation next to them, as they should. But, if the plane is part on the GROUP SCREEN, the group does not have the JAMMED notation next to it. If you switch to the unit, you can verify, individually, that they are JAMMED. It would be nice if the GROUP SCREEN would indicate that, as well. Perhaps there is a reason as to why it isn't done? I don't know. In any case.....

Thanks

Doug


The theory in a networked battle environment is that certain platforms can suffer adverse effects from countermeasures, but the group does not suffer a cumulative effect if each platform in the network group operates under a separate electronic signature whose information can be shared collectively.

Basically, opfor can't jam the collective combat intelligence of a group unless opfor has the capability to all possible source of feedback any aircraft could use to gather intelligence for the group function or stops the communications among the aircraft so they can't share individual platform intelligence in real time.


_____________________________

Take care,

jim

(in reply to DWReese)
Post #: 252
RE: Command v1.11 Release Candidate (CURRENT: RC18 - B819) - 4/24/2016 3:20:14 AM   
Sakai007


Posts: 277
Joined: 3/12/2012
Status: offline
quote:

ORIGINAL: Bismarck


N.B. Never install before your first cuppa in the morning.


You, sir, certainly hit the nail squarely on the head right there. My kids know not to ask for anything too complex before Father has had at least 1/2 his first cuppa. They think they need to eat everyday, I mean seriously now.

Recently I forgot to set my un-zip program to use the file hierarchy like it should, unzipped a decent sized build into the main dir......my CMANO folder is now so cluttered I am scared to even look in there if i don't need too. I left it as is cause the game is working properly and I don't want to break it, lol.

Friends don't let friends patch before first cuppa!!

< Message edited by Sakai007 -- 4/24/2016 3:23:42 AM >

(in reply to Moltke71)
Post #: 253
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/25/2016 4:28:05 AM   
DWReese

 

Posts: 1128
Joined: 3/21/2014
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I understand what you wrote, but when you look at all four of the planes in the group individually, they all show as being jammed. You would think that if that was the case then the group should collectively show as being hammed, wouldn't you?

I'm just asking because it doesn't make sense to me.

Doug

(in reply to jimcarravall)
Post #: 254
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/25/2016 1:15:43 PM   
jimcarravall

 

Posts: 642
Joined: 1/4/2006
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quote:

ORIGINAL: DWReese

I understand what you wrote, but when you look at all four of the planes in the group individually, they all show as being jammed. You would think that if that was the case then the group should collectively show as being hammed, wouldn't you?

I'm just asking because it doesn't make sense to me.

Doug

That circumstance doesn't make sense to me either.

I was discussing the theory behind networked combat by a unit rather than how the game functions.

My background included handling the sustainment planning for information gathering and exchange technologies in a networked combat unit design for the Army. Would have been significantly less challenging had it required sustaining a single sensor type to create a mutually shared battlefield view for any platform in the combat unit. Instead, each platform design and each combat skill assigned to the unit had its own or several unique means to gather information, and that was collated into a single battlefield picture that potentially allowed different units to collaborate on spotting, identifying, prioritizing, firing, and aiming the projectile to kill any single target in real time.

It was hard to jam any collective unit's combat capability to gather battlefield intelligence under that circumstance.


_____________________________

Take care,

jim

(in reply to DWReese)
Post #: 255
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/25/2016 2:16:34 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: DWReese

I understand what you wrote, but when you look at all four of the planes in the group individually, they all show as being jammed. You would think that if that was the case then the group should collectively show as being hammed, wouldn't you?

I'm just asking because it doesn't make sense to me.

Doug


That's nice.

Could you please put this into the request string? We'll never find your request here.

RUNNING POLL - gameplay features Feature Requests Go Here

Thanks!

Mike

_____________________________


(in reply to DWReese)
Post #: 256
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/25/2016 3:00:16 PM   
DWReese

 

Posts: 1128
Joined: 3/21/2014
Status: offline
Thanks for the info, Jim.

I agree with everything that you said.

Doug

(in reply to jimcarravall)
Post #: 257
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/25/2016 3:55:46 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
Status: offline
Hi all

I'm going to give this a day to wrap up any discussion but starting tomorrow I'm going to delete all non release related posts. People have really been complaining that its hard to find the builds in this thread because of all the discussion and I think they're right. This is nobody's fault etc. we just need to be more organized to better assist people. Going forward we'll just lock the thing after we we post. Going forward all questions and input can either go to tech support or as a general post.

Thanks!

Mike



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(in reply to DWReese)
Post #: 258
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/26/2016 10:55:13 AM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
Command v1.11 Release Candidate 20 - Build 821
======================================================================

Superseded by Build 822: http://www.matrixgames.com/forums/fb.asp?m=4071611


CHANGES/ADDITIONS FROM v1.11 RC19 - Build 820
=====================================================================

#09401 - Bars-M IMINT satellite
#08200 - DB3k: Chinese Surveillance Satellite Info
#10548 - [DB3k Update] Add Dyugon class LCU (Russia 2010)
#10534 - [DB3k] Add Japanese AAV7A1 mech platoons (IOC 2017)
#10166 - Russian Project 636 (Vashavyanka-class / Improved Kilo) subs can fire Kalibr cruise missile
#10235 - Add HIMARS arty system to UAE (2013)
#10129 - DB3K Update: Turkish AMRAAM Loadout Fix
#02665 - USMC Rifle Battalion Components
#10339 - DB3k: Add Taiwanese Chapparal (Taiwan Army 1984)
#10218 - [DB3k update] Sensor issue on A389 Wave Knight
#10522 - [DB3k] Need one more version of US AE's
#10343 - DB3k: Singapore AAA, SHORAD, Radar
FIXED: Submarine on land-attack mission doesn't always move
FIXED: When cloning an EE SimEvent, the lists of Triggers/Conditions/Actions pointed to the very same instances (thus when e.g. removing a trigger, the trigger would be removed from both events)

Includes the v444 version of the DB3000 database.

Additions:
Add Facility 2786 SAM Sqn (Bloodhound 2)--Singapore (Army) 1974-1990, 2 Sec
Add Facility 2787 SAM Sec (SA-18 Grouse[9k38 Igla]MANPADS x 3)--Singapore(Army)1998
Add Facility 2788 Radar (AN/TPS-43)Singapore Air Force 1975
Add Facility 2789 Radar (AR-320) Singapore Air Force 1983 x 1
Add Faciltiy 2790 Radar (AN/TPS-77) Singapore Air Force 1997 1
Add Facility 2791 Plt (Mistral I MANPADS x 3) Singapore Army 1996
Add Ship 3023 T-AE 26 Kiluaea United States Navy 1998-2004
Add Ship 3024 T-AE 27 Butte [Kilauea]United States Navy 1996-2011
Add Facility 2792 SAM Sec (SA-16 Gimlet [9k310-Igla-1]MANPADS x 3)Peru 1994
Add Facility 2793 Radar (Giraffe 40) Malaysia Airforce 1989 2x for use with AAA
Add Facility 2794 AAA Sec (40mm/70 Bofors x 2) Malaysia Air Force
Add Facility 2795 Inf Plt (Royal Malay Regiment)
Add Facility 2796 Inf Plt (Paratrooper Brigade)
Add Facility 2797 Inf Plt (Royal Ranger Regiment) Malaysia Army 1 Regiment
Add Facility 2798 Arty Bty (ss-60 Astros II MLRS x 6), 2007 x 54
Add Facility 2799 Sec (FN-6 MANPADS) Malaysia Army 2009
Add Facility 2780 Arty Bty (155mm/39 FH-70 Towed Howitzer x 6) Malaysia Army 1989
Add Facility 2801 Mech Inf Plt (Adnan AIFV x 3) Malaysia Army 2004
Add Facility 2802 Armored Plt (Scorpion 90 Light Tank x 3) Malaysia Army 1990
Add Aircraft 4587 Mi-17V5 Hip H Indian Army 2008
Add loadouts 24956-24960
Add Facility 2803 SAM Plt/2 (Chaparral x 2) Taiwan Army 2000
Add Facility 2804 SAM Plt/2 (Chaparral x 2) Taiwan Army 1987
Add Facility 2805 Inf Plt (Marines) China Navy
Add Facility 2806 Inf Plt (Paratroopers) China Army
Add Facility 2807 Art Plt (HIMARS) UAE Army 2013
Add Facility 2808 SAM Plt (Starstreak LML) Thailand Army 2012
Add weapon 3364 155mm/30 HE
Add weapon 3365 155mm/30 HE Rocket Assisted
Add mount 2930 155mm/39 Type 74 Howitzer
Add Facility 2809 Arty Bty (155mm/39 Type 74 Self-Propelled Howitzer x 6) Japan Army 1976
Add mount 2931 155mm/39 Type 99 Self Propelled Howitzer
Add Facility 2810 Art Bty (155mm/52 Type 99 Self-Propelled Howitzer x 6)Japan Army 1999
Add Facility 2811 Art Bty (203mm/25 M110 Self-Propelled Howitzer x 6Japan Army 1963
Add Faciltity 2812 Plt/2 (20mm/85 VADS[Vulcan M163A2]Japan Army 1983
Add Facility 2813 Arty Bty (155mm/45 PLZ-45 Self-Propelled Howitzer x 6)Saudi Arabia Army 2009
Add Facility 2814 Arty Bty (155mm/45 PLZ-45 Self-Propelled Howitzer x 6)Algeria Army 2009
Add Facility 2815 Mech Inf Sec (AAV-P7A1 IFV x 3)Japan Army 2017
Add Weapon 3366 9M5521 122mm Rocket [Tornado G]
Add Warhead 1108 9M218 (45) .5kg
Add Weapon 3367 9M218 122mm HE Cluster Rocket Tornado G
Add Mount 2932 Tornado G
Add Facility 2816 Arty Bty (2B17 Tornado G MLRS x 6) Russia Army 2012 Grad Replacement
Add Warhead 1109 9M217 (2 SFW) Anti-Tank cluster bomb submunitions
Add weapon 3368 122mm Anti Tank Cluster Rocket
Add Facility 2817 Armored Plt (AMX-56 Leclerc MBT) UAE Army 1995
Add Facility 2818 Mech Inf Plt (BMP-3 IFV x 3) UAE Army 1993
Add Facility 2819 Inf Plt UAE Army UAE Army 00
Add Facility 2820 Armored Plt (M60A3 Patton MBT x 3)Saudi Arabia Army 1981-2016
Add Facility 2821 Armored Plt (M1A2 Abrams MBT x 3)Saudi Arabia Army 1994
Add Facility 2822 Mech Inf Plt (M2A2 Bradley AFV x 3) Saudi Arabia Army 1991
Add Propulsion 2735 DKA Dyugon 2 zveda diesels
Add Ship 3025 DKA Dyugon [Pr.2182.0]Russia Navy 2011 x 5
Add satellite 81 Huanjing [SAR Optical] China (generic) 2012, 3x Triplet
Add Ship 3026 Shikishima Japan Coast Guard 1992 x 2
Add Propulsion 2736 PLH31 Shikishima
Add Mount 2933 Bushmaster II MK44 Mod 2
Add Propulsion 2737 PL 61 Hateruma
Add Ship 3027 PL 61 Hateruna Japan Coast Guard 2008 x 9
Add Facility 2823 Ary Bty (152mm/34 2s3 Akatsiya M1973 Self Propelled Howitzer) Algeria Army 1986 x30
Add Facility 2824 Arty Bty (122mm/36 2S1 Gvozdika M1974 Self-Propelled Howitzer x 6) Algeria Army 2960 x144
Add Facility 2825 Armored Plt (T-72 MBT x 4) Algeria Army 1986
Add Facility 2826 Armored Plt (T-72BM MBT x 4)Algeria Army 2000
Add Facility 2827 Armored Plt (T-90S MBT x 4) Algeria Army 2008
Add Facility 2828 Mech Inf Plt (BMP-1(AT-3 Sagger A)IFV x 3) Algeria Army 1974
Add Facility 2829 Mech Inf Plt (BMP-2 IFV x3)Algeria Army 1990
Add Faciltiy 2830 Mech Inf Plt (BMP-3 IFV x 3)Algeria Army 2005
Add Facility 2831 Arty Bty (BM-30 Smerch MLRS x 6)Algeria Army 2000 x 50
Add Facility 2832 AAA Plt/2(23mm ZSU-23-4 Shilka x 2)Algeria Army 1980
Add Facility 2833 Inf Plt (Peoples National Army) Algeria Army
Add Facility 2834 Arty Bty (BM-21 Grad MLRS x 6) Algeria Army 1998
Add Facilty 2835 Arty Bty (BM-27 Urugan MLRS x 6) Algeria Army 1978
Add Facility 2836 Arty Bty (122mm/38 D-30 2A18 Towed Howitzer x 6)Algeria Army
Add Facility 2837 AAA Sec (23mm ZU-23-2 x 2)Algeria Army 1969
Add Facility 2838 Motor Rifle Plt (BTR-80 APC x 3) Algeria Army 1995-2015
Add Facility 2839 Motor Rifle Plt (BTR-60 APC x 3)Algeria Army 1980-2010
Add Facility 2840 Motor Rifle Plt (TPz Fuchs APC x 3) Algeria Army 2014
Add Facility 2841 (AN/TPS-70) Algeria Air Force 2001 4x
Add Faciltiy 2842 SAM Sec (SA-7B Grail [9k32m Strela -2m]Manpads x 3 Algerian Army 1980
Add Ship 3028 471 SDK Polnochny B [Pr.771]Algeria Navy 1977, 1, 470
Add Ship 3029 RK Osa II [Pr.205ER]Algeria Navy 1978-2000, 9x
Add Ship 3030 RI Osa I [Pr.205] Algeria Navy 1967-200, 3x
Add Propulsion 2738 472 Kalaat Beni Hammed
Add Ship 3031 Kalaat Beni Hammed Algeria Navy 1985 2x
Add Satellite 82 Bars-M [Electro Optical]2015, Russia

< Message edited by Sunburn -- 4/27/2016 8:13:55 AM >


_____________________________


(in reply to mikmykWS)
Post #: 259
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/27/2016 8:11:39 AM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
Command v1.11 Release Candidate 21 - Build 822
======================================================================

Superseded by Build 823: http://www.matrixgames.com/forums/fb.asp?m=4071958


CHANGES/ADDITIONS FROM v1.11 RC20 - Build 821
=====================================================================

Fixed: [B821] Wingman on navigator course uses "head to lead" throttle and runs out of fuel
Fixed: [B821] Damage trigger being called twice & billions of times
TWEAK: Do not display fuel bar for nuclear-powered units
Fixed: [B821] AutoSideID difficulty level doesn't always update stance


< Message edited by Sunburn -- 4/27/2016 10:16:41 PM >


_____________________________


(in reply to anxiousbob)
Post #: 260
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 4/27/2016 10:13:51 PM   
Dimitris


Posts: 11265
Joined: 7/31/2005
Status: online
Command v1.11 Release Candidate 22 - Build 823
======================================================================

Download: https://drive.google.com/file/d/0B205vpZC1pGmVmd0Q0NEZTBNQ3c/view?usp=sharing

Unzip to your existing CMANO v1.10 installation folder; answer "Yes" to any overwrite prompts.


CHANGES/ADDITIONS FROM v1.11 RC21 - Build 822
=====================================================================

Fixed: [B822] Some CWDB ships lack Dock/Pier size - temporary workaround
Fixed: [B822] Damage control window may accidently activate 'Insert Platform' function

< Message edited by Sunburn -- 4/27/2016 10:16:58 PM >


_____________________________


(in reply to Dimitris)
Post #: 261
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