BETA PATCH v1.01 GET IT HERE

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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aluminumx
Posts: 32
Joined: Mon Sep 23, 2013 7:18 pm

RE: Build 438 is available

Post by aluminumx »

ORIGINAL: emsoy

ORIGINAL: aluminumx

I am still getting a slow down on the games clock at times about 1:-2 to 1:-3 sseconds.. Strangly the game it's self does not have any noticeable slow down. Just the clock.but since it's so small of a time effect, game wise it would be hard to detect.

Does this happen in all scenarios, or just big ones? Have you unchecked the high-fidelity option in the Game Options?

Any mission, big or small. I have since even tripled the amount of units in game. And strangely time does not ever slow down past 1:-3 seconds. The gane it self runs fine. It just seems to be a odd issue with the clock. That does it at random. Even when I open a blank scenario. It not a big issue as the game does not share the issue, it's just an annoyance that I spot out of my peripheral vision when it happens.
aluminumx
Posts: 32
Joined: Mon Sep 23, 2013 7:18 pm

RE: Build 438 is available

Post by aluminumx »

ORIGINAL: emsoy

ORIGINAL: aluminumx

I am still getting a slow down on the games clock at times about 1:-2 to 1:-3 sseconds.. Strangly the game it's self does not have any noticeable slow down. Just the clock.but since it's so small of a time effect, game wise it would be hard to detect.

Does this happen in all scenarios, or just big ones? Have you unchecked the high-fidelity option in the Game Options?

Any mission, big or small. I have since even tripled the amount of units in game. And strangely time does not ever slow down past 1:-3 seconds. The gane it self runs fine. It just seems to be a odd issue with the clock. That does it at random. Even when I open a blank scenario. It not a big issue as the game does not share the issue, it's just an annoyance that I spot out of my peripheral vision when it happens.
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Agathosdaimon
Posts: 1043
Joined: Sun Jul 08, 2012 2:42 am

RE: Build 438 is available

Post by Agathosdaimon »

playing teh First Contact 1986 mission and everytime i select MTB group 3 the section where the ROE options are just disappears and usually just a duplication of the status information appears though its unclickable , also is it right that when a group is selected if i go to the weapons option in the menu that the weapons window that appears is always blank?
Mac Linehan
Posts: 1518
Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

RE: Build 438 is available

Post by Mac Linehan »

ORIGINAL: Primarchx

You guys are seeing what we Beta Testers saw then. The Devs are outstanding in listening to our feedback and acting on it quickly & effectively.

I second this!

Mac
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Cafe
Posts: 121
Joined: Thu Sep 09, 2010 2:04 pm

RE: Build 438 is available

Post by Cafe »

Build: 440
Scenario: General Behaviour

Observation:

When the message log has a separate window and actively writing messages, the focus is lost on the main game window. This means the player is left ineffectually clicking on the game window or using keyboard shortcuts, which also do not seem to work when the game window does not have focus. This is especially problematic when the time compression is higher and the message log is being bombarded with messages. Suggest an auto focus back to the main game window or a non-focus change in the first place to the message log window.
Be nice.
Dimitris
Posts: 15188
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RE: Build 438 is available

Post by Dimitris »

ORIGINAL: Cafe
Build: 440
Scenario: General Behaviour

Observation:

When the message log has a separate window and actively writing messages, the focus is lost on the main game window. This means the player is left ineffectually clicking on the game window or using keyboard shortcuts, which also do not seem to work when the game window does not have focus. This is especially problematic when the time compression is higher and the message log is being bombarded with messages. Suggest an auto focus back to the main game window or a non-focus change in the first place to the message log window.

Thank you. We will take this into consideration.
Dimitris
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RE: Build 438 is available

Post by Dimitris »

v1.01 Release Candidate 4 (Build 441)
---------------------------------------------


Download from here: http://www.warfaresims.com/RC/UpdatePack_B441.zip

Unzip to the main Command folder. Answer "yes" to any overwrite requests.

This pack is cumulative; it includes all previous v1.01 RCs. The release notes below cover only items that have changed since RC3. For the full release notes see RC1 (Build 438), RC2 (Build 439) and RC3 (Build 440).

This build fixes a serious problem related to ARMs that appeared in RC3. Because of its importance, we opted to do one more RC instead of sending this directly to the official release.

RC4 Release notes

Fixed:
-------
- 0005771: ARM's not firing at Search Radar
- 0005770: F-4G Wild Weasel w/ AGM-78 Standard ARM not working at all (Build 440)
- 0005693: [434] BCGN Shooting SA-N-6 at Tico with no hits.

* Ships can now effectively use semi-active SAMs in anti-surface mode, as they are taking terminal illumination concerns into account during pre-fire checks.

* Includes the v396 versions of DB3000 and CWDB. Main change is necessary mods to ARMs to fix firing issues.
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SSN754planker
Posts: 448
Joined: Wed Oct 02, 2013 5:48 pm

RE: Build 438 is available

Post by SSN754planker »

I am just in amazement at your timely response to issues that are popping up, devs! a big for that.

But reading the notes..

- 0005693: [434] BCGN Shooting SA-N-6 at Tico with no hits. Does this mean that the tico is guaranteed to get clobbered, or is the probability of a hit by the BCGN just raised? And is this just for the SA-N-6 or all missiles?
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Cafe
Posts: 121
Joined: Thu Sep 09, 2010 2:04 pm

RE: Build 438 is available

Post by Cafe »

Build: 441
Scenario: General Behaviour

Observation:

When manually allocating weapons, un-committed quantities of weapons are not being counted down as they are allocated.


Observation:

When manually allocating weapons, the "To Anyone" and "By Anyone" tabs do not seem to work as intended. They remain blank regardless of weapon allocations.
Be nice.
thewood1
Posts: 9908
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Build 438 is available

Post by thewood1 »

Hey, I noticed in 440, the scenario files are dated 10/5/13 and the db is 395. In the 441 package, the dates are 10/1/13 and the db seems to be 394. 396 does not appear to be used by an scenarios. Is this correct?
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Build 438 is available

Post by mikmykWS »

Yes the scenarios haven't been updated yet. Will put a note in to be sure its done for the path.

Mike
thewood1
Posts: 9908
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Build 438 is available

Post by thewood1 »

Yeah, but they appear to have been downgraded. The dates are older and db is older than 440.
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SSN754planker
Posts: 448
Joined: Wed Oct 02, 2013 5:48 pm

RE: Build 438 is available

Post by SSN754planker »

ORIGINAL: Cafe

Build: 441
Scenario: General Behaviour

Observation:

When manually allocating weapons, un-committed quantities of weapons are not being counted down as they are allocated.


Observation:

When manually allocating weapons, the "To Anyone" and "By Anyone" tabs do not seem to work as intended. They remain blank regardless of weapon allocations.

I can verify this. Manually allocating weapons does not count down the amount as they are allocated
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thewood1
Posts: 9908
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

RE: Build 438 is available

Post by thewood1 »

I can verify that weapon allocation counter. It only decrements the number after execution, not while allocating.
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Build 438 is available

Post by mikmykWS »

Known issue guys. Thanks!

Mike
ComDev
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RE: Build 438 is available

Post by ComDev »

ORIGINAL: Mgellis

Just curious...was anyone able to check on whether machine guns still do damage? I'm assuming, "yes," but since it's showing at 0 DP, I figured I better let people know so someone can check. Thanks.

Yes they do 0.2 DP. Could be an integer thingie, will check. Thanks!
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Developer "Command: Modern Air/Naval Operations" project!
ComDev
Posts: 3116
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RE: Build 438 is available

Post by ComDev »

ORIGINAL: thewood1

Hey, I noticed in 440, the scenario files are dated 10/5/13 and the db is 395. In the 441 package, the dates are 10/1/13 and the db seems to be 394. 396 does not appear to be used by an scenarios. Is this correct?

The 'official' scens have not been rebuilt since DB 394, the two latests builds were intended for scenario designers only. But in any case I'm rebuilding them now...
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Developer "Command: Modern Air/Naval Operations" project!
sneekyzeke
Posts: 61
Joined: Mon Oct 07, 2013 4:26 am

RE: Build 438 is available

Post by sneekyzeke »

After using update pack build 440, my original desktop icon (the one that points to "autorun.exe") produces the following error: "Error in initializing main form: mixed mode assembly is built against v1.1.4332 of the runtime and cannot be loaded in the 4.0 runtime without additional configuration information". However, game would still run using "command.exe". Further, after build 441, got same error message once and now game won't run at all. Ouch! No big deal; I'll just re-install and stick with original until official v1.1 releases. Using Win 7 Home Premium 64 bit with service pack 1; fully up to date.
Dimitris
Posts: 15188
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RE: Build 438 is available

Post by Dimitris »

Did you rename the exe to anything else other than Command.exe? (e.g. Command_B440.exe or something).
sneekyzeke
Posts: 61
Joined: Mon Oct 07, 2013 4:26 am

RE: Build 438 is available

Post by sneekyzeke »

No, I just backed up the original as recommended by the readme. I can click on "command.exe" in explorer, run as administrator, etc.; same result.
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