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RE: Command v1.11 Service Release 7 - Release Candidate

 
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RE: Command v1.11 Service Release 7 - Release Candidate - 2/15/2017 5:35:11 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
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quote:

ORIGINAL: gosnold

Hi,

Just wanted to report on my 906.16 experience. Everything seems to be working, except a few times I couldn't launch a saved game: the "accept scenario options" button did not work (for "The Big Stick" scenario). Launching it with the scenario editor did work though.

Also I tried a few things based on the update log:
* "#11166 - SBIRS sats not working as expected": I added SBIRS to the game and it did not detect a DF-21D launch, so I am not sure they are working. Sensor range in the DB viewer is also at 2000nm so I am not sure they can see the ground.
* "#11129 - DB3k: DB-110 and Areos Pod Range updates": they have a 20nm range in the DB, so when using a Rafale to do recon, I get all of my detections from the onboard IRST (at a 30nm distance), and not from the recon pod. So there is no point using the recon pod. I think the range should be further increased, to at least the same value as modern laser designation pods.


Hi addressed these items in the new db in 906.18. Let me know.

Mike

_____________________________


(in reply to gosnold)
Post #: 91
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 9:36:36 AM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online
Command v1.11 Service Release 7 - Release Candidate - Build 906.19

Download: Superseded by Build 906.20

See OP for instructions, warnings and release notes.

Fixes/Changes
#11360 -[B906.18] Engagment of aircraft beyond AAM range
#11356 - (B906.18) Aircraft altitude all over the sky over land
#11348 - Display or hide city country names
#11359 - [B906.18] Ship heading constantly changing during ASuW patrol mission
#9512 - ARM shots against unknown radar type's id'ing them in their datablock
#11354 - [B906.18]Subs continously diving to max depth and teleporting to surface
FIXED: Aircraft has trouble intercepting from low altitude
FIXED: [B906.18] aircraft suddenly drop to min Alt in patrol zone

< Message edited by Sunburn -- 2/17/2017 11:48:25 AM >


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(in reply to Dimitris)
Post #: 92
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 11:00:09 AM   
Kitchens Sink

 

Posts: 402
Joined: 5/4/2014
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906.19 upload link doesn't seem to be working for me. Anyone else?

(in reply to Dimitris)
Post #: 93
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 11:19:51 AM   
Eggstor

 

Posts: 280
Joined: 1/24/2016
Status: online

quote:

ORIGINAL: Kitchens Sink

906.19 upload link doesn't seem to be working for me. Anyone else?

Ignore the spinning icon in the middle of the window and click on the download icon in the upper-right corner. That works.

(in reply to Kitchens Sink)
Post #: 94
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 12:32:51 PM   
Kitchens Sink

 

Posts: 402
Joined: 5/4/2014
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Bravo! That worked. Thanks

(in reply to Eggstor)
Post #: 95
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 3:35:18 PM   
DWReese

 

Posts: 1174
Joined: 3/21/2014
Status: online
I just saw your response here. I had re-posted it over in tech support. You can disregard that, of course.

I don't doubt anything that you have said. I makes perfect sense. Diving planes have more speed, and speed keeps them alive. Climbing means that they will go slower. So that makes sense.

Regarding your option, perhaps a button or toggle could be created and placed in with the Missions that instruct the pilots to stay above a certain altitude during all times, except under dire emergency? That might keep them going. Another aspect of this, to my situation anyway, is that the attackers have to launch from 11000 feet above the target. They see the SAMs being fired at them. These are old Sa-6 SAMs that only have a 1% chance of hitting them from that great of distance. The attacking planes all dive. Of course, the SAM comes nowhere near hitting them. The planes start to climb again so that they can attack. The SA-6 fires another SAM. The attackers all dive again. And, this goes on for awhile. Eventually, the SA-6 runs out of missiles, but it seems odd that all of 24 of the attackers would continue to dive and climb because of one Sa-6 missile being fired at them. Plus, as I said, it takes a while to be able to climb up to 11000 feet again.

Just a thought.

Thanks for responding.

Doug
Post #: 96
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 4:42:46 PM   
AceOfSpadeszzzzzz

 

Posts: 43
Joined: 4/12/2016
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I think there is something wrong with in-game windows, like when I tried to create a new mission I can't even click the confirm button because it was missing.

(in reply to DWReese)
Post #: 97
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 5:33:12 PM   
lowchi


Posts: 420
Joined: 10/14/2013
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quote:

ORIGINAL: AceOfSpadeszzzzzz

I think there is something wrong with in-game windows, like when I tried to create a new mission I can't even click the confirm button because it was missing.


try to delete your command.ini


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(in reply to AceOfSpadeszzzzzz)
Post #: 98
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 5:37:53 PM   
wild_Willie2


Posts: 2934
Joined: 10/8/2004
From: Arnhem (holland) yes a bridge to far...
Status: offline
Yep, deleting the .ini file in the game directory will remedy this....

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In vinum illic est sapientia , in matera illic est vires , in aqua illic es bacteria.

In wine there is wisdom, in beer there is strength, in water there are bacteria.

(in reply to lowchi)
Post #: 99
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 7:57:50 PM   
mikefolks

 

Posts: 10
Joined: 7/11/2013
Status: offline
Wow team, I'm very impressed with the update!
I've been following development since the Red Pill days, and been playing since beta testing began. One of things that slightly irked me from the beginning was the way in witch there didn't seam to be a difference between air speed and ground speed. Imagine my shock last night to see my JDAMs appear to slow down as they approached their target. a quick check reviled that it was the ground speed slowing as they started a terminal dive!
Every iteration just keeps getting better and better. Keep up the good work guys, you are doing some truly amazing things

(in reply to wild_Willie2)
Post #: 100
RE: Command v1.11 Service Release 7 - Release Candidate - 2/16/2017 8:16:52 PM   
apache85

 

Posts: 1480
Joined: 12/18/2014
From: Melbourne, Australia
Status: offline
I thought the same thing. Watching the GBUs slow down I was think "Uh-oh, a bug" quickly replaced with "Oh cool another feature!"

(in reply to mikefolks)
Post #: 101
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 2:17:52 AM   
AceOfSpadeszzzzzz

 

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Status: offline
problem solved, thx:D

(in reply to lowchi)
Post #: 102
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 2:28:00 AM   
Hongjian

 

Posts: 792
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Yeah, CMANO is one of the few games that gets better and better as time goes. Literally the best 80 Euros I have ever spent.

(in reply to AceOfSpadeszzzzzz)
Post #: 103
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 4:42:15 AM   
Marder


Posts: 232
Joined: 10/25/2013
Status: offline
"Filter-out" command on the contact context/right-click menu seems not to work in Build 906.19 (Nothern Inferno Second mission)
Maybe it's my fault but even tried starting other scenario.

edit: CTRL+F11 Window is too small, cant see all options.

same for F2- Window

< Message edited by Marder2075 -- 2/17/2017 7:08:14 AM >

(in reply to Hongjian)
Post #: 104
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 7:38:38 AM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online
quote:

ORIGINAL: Marder2075

"Filter-out" command on the contact context/right-click menu seems not to work in Build 906.19 (Nothern Inferno Second mission)
Maybe it's my fault but even tried starting other scenario.

edit: CTRL+F11 Window is too small, cant see all options.

same for F2- Window


Can you please post each of these on a separate thread on the tech support forum.

For the "window too small" issues, as we warned in the OP, you have to delete your Command.ini file.

Thanks!

< Message edited by Sunburn -- 2/17/2017 7:40:41 AM >


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Post #: 105
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 9:34:28 AM   
butch4343

 

Posts: 286
Joined: 3/26/2015
Status: offline
Guys,

I know I am probably being incredibly thick here, I noticed the following

#9149 - [B658] Aircraft using LGB keep overflying the target


Now two questions, does that mean:

That from now on AC will continue toward their targets when LGBs are released?

Or

Is that a bug in the old bug that has been corrected

If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.

Regards

(in reply to Dimitris)
Post #: 106
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 9:48:40 AM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online

quote:

ORIGINAL: butch4343

Guys,

I know I am probably being incredibly thick here, I noticed the following

#9149 - [B658] Aircraft using LGB keep overflying the target


Now two questions, does that mean:

That from now on AC will continue toward their targets when LGBs are released?

Or

Is that a bug in the old bug that has been corrected

If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.

Regards


It means that aircraft will now try to avoid overflying the target, while also staying near enough to illuminate (for semi-active weapons like LGBs) or re-attack immediately if necessary.

Similar to this:



...but without the loft. Yet.


_____________________________


(in reply to butch4343)
Post #: 107
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 11:47:38 AM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online
Command v1.11 Service Release 7 - Release Candidate - Build 906.20

Download: Superseded by Build 906.21

See OP for instructions, warnings and release notes.

Fixes/Changes
#11362: Problem with AAW engagement of Ambiguous Targets
#11363: Strike Mission failing to start after entire strike group launched [B906.19]
FIXED: Paveways not launching (B906.19)

< Message edited by Sunburn -- 2/18/2017 11:40:00 AM >


_____________________________


(in reply to Dimitris)
Post #: 108
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 12:22:25 PM   
butch4343

 

Posts: 286
Joined: 3/26/2015
Status: offline

quote:

ORIGINAL: Sunburn


quote:

ORIGINAL: butch4343

Guys,

I know I am probably being incredibly thick here, I noticed the following

#9149 - [B658] Aircraft using LGB keep overflying the target


Now two questions, does that mean:

That from now on AC will continue toward their targets when LGBs are released?

Or

Is that a bug in the old bug that has been corrected

If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.

Regards


It means that aircraft will now try to avoid overflying the target, while also staying near enough to illuminate (for semi-active weapons like LGBs) or re-attack immediately if necessary.

Similar to this:



...but without the loft. Yet.




Sunburn,

Thanks that answers the question

Now if only we could simulate the loft in game.......


(in reply to Dimitris)
Post #: 109
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 6:53:25 PM   
gosnold

 

Posts: 190
Joined: 7/10/2013
Status: offline

quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: gosnold

Hi,

Just wanted to report on my 906.16 experience. Everything seems to be working, except a few times I couldn't launch a saved game: the "accept scenario options" button did not work (for "The Big Stick" scenario). Launching it with the scenario editor did work though.

Also I tried a few things based on the update log:
* "#11166 - SBIRS sats not working as expected": I added SBIRS to the game and it did not detect a DF-21D launch, so I am not sure they are working. Sensor range in the DB viewer is also at 2000nm so I am not sure they can see the ground.
* "#11129 - DB3k: DB-110 and Areos Pod Range updates": they have a 20nm range in the DB, so when using a Rafale to do recon, I get all of my detections from the onboard IRST (at a 30nm distance), and not from the recon pod. So there is no point using the recon pod. I think the range should be further increased, to at least the same value as modern laser designation pods.


Hi addressed these items in the new db in 906.18. Let me know.

Mike


Hi Mike, thanks for looking into that. I tested again with build 906.20.
#11166 is working fine, SBIRS detected the DF-21D launch, works like a charm.
#11129 : I think the detection ranges are OK now: I did a flyoff between a recon pod and a laser designation pod, and the recon pod gets the detection first, as it should. However, the designation pod is the first to classify the newly detected contacts, which is strange. I think the recon pod should also classify first. Maybe there is something to adjust in the zoom levels? I am putting the scenario and its log in the attachments if you want to look into it.







Attachment (1)

(in reply to mikmykWS)
Post #: 110
RE: Command v1.11 Service Release 7 - Release Candidate - 2/17/2017 9:50:19 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Ok will take that on next update. I've still got some satellite stuff pending as well

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(in reply to gosnold)
Post #: 111
RE: Command v1.11 Service Release 7 - Release Candidate - 2/18/2017 11:37:58 AM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online
Command v1.11 Service Release 7 - Release Candidate - Build 906.21

Download: https://drive.google.com/file/d/0B205vpZC1pGmYmh0eG9yczU2MHc/view?usp=sharing

See OP for instructions, warnings and release notes.

Fixes/Changes
FIXED: "Mobile group" contacts displayed as groups instead of individual contacts
FIXED: #11370: B906.20 - AAMs running out of energy; A/C not engaging defensive

_____________________________


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Post #: 112
RE: Command v1.11 Service Release 7 - Release Candidate - 2/24/2017 6:47:17 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
is this done automatically for steam players?

(in reply to Dimitris)
Post #: 113
RE: Command v1.11 Service Release 7 - Release Candidate - 2/24/2017 8:17:32 PM   
apache85

 

Posts: 1480
Joined: 12/18/2014
From: Melbourne, Australia
Status: offline
No, download the file and extract it to your game directory.

(in reply to inanetunaman)
Post #: 114
RE: Command v1.11 Service Release 7 - Release Candidate - 2/24/2017 10:19:14 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
um... it has caused problems, it make the add mission too small, and it can't be resized, and also made it so lasers won't fire

< Message edited by inanetunaman -- 2/24/2017 10:51:56 PM >

(in reply to apache85)
Post #: 115
RE: Command v1.11 Service Release 7 - Release Candidate - 2/24/2017 11:06:36 PM   
michaelm75au


Posts: 12509
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Please refer to the first post on the thread for the answers to question

_____________________________

Michael

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Post #: 116
RE: Command v1.11 Service Release 7 - Release Candidate - 2/26/2017 9:01:04 AM   
Galahad78

 

Posts: 370
Joined: 9/28/2009
Status: offline
Thanks for thre great job!

(in reply to mikmykWS)
Post #: 117
RE: Command v1.11 Service Release 7 - Release Candidate - 2/28/2017 2:37:26 PM   
inanetunaman

 

Posts: 27
Joined: 1/29/2017
Status: offline
there is another error with this version, when i try and dock my modified protectors on a FFG7s it usually crashes when i open the "boats" menu,there was one time when it did not, it may of just been luck, or it may have something to do with the fact that the boats were in a group and i tried the group boat menu



tried it again, it is not the group menu that causes problems

< Message edited by inanetunaman -- 2/28/2017 7:38:46 PM >

(in reply to Galahad78)
Post #: 118
RE: Command v1.11 Service Release 7 - Release Candidate - 2/28/2017 2:39:24 PM   
Dimitris


Posts: 11523
Joined: 7/31/2005
Status: online
v1.11 SR7 final is now released.

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Post #: 119
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