Command v1.14 Update - Build 998.14
Moderator: MOD_Command
Command v1.14 Update - Build 998.14
Download: https://drive.google.com/open?id=1TuEvT ... iAHdYrKs7L
To apply: Unzip the zipfile to the CMANO installation folder (back up the existing Command.exe, just in case).
Build 998.14 Release Notes (changes/additions from B998.12)
=====================================================================
* MAJOR FIX: Resolved the long-standing issue of "blind AMRAAM shots":
- Units firing AAW ARH weapons (e.g. AMRAAM) must now actively detect the target on their own radar before being able to fire the weapon (ie. it's no longer enough to receive offboard contact from e.g. AWACS and fire based purely on that). This makes it much more challenging to employ AMRAAM-class weapons against stealthy targets or in a heavy-OECM environment.
- After launching an AMRAAM-class weapon, the unit must still keep detecting the contact in order to provide mid-course guidance to the missile. If radar contact is lost for more than 5 seconds, the missile goes into a "blind" state and flies stright ahead (similar to SARH weapons who lose guidance). (Appropriate AI/EMCON logic has been added to encourage this).
Note that CEC-capable weapons can still be launched and mid-guided by a suitable outside datalink-parent platform, as before.
* FIXED: Re-attacking torpedo failing to engage
* FIXED: Unload cargo from non-group units
* FIXED: Text on checkbox controls not aligned vertically with checkbox
* FIXED: No space between aircraft name & class when refreshing aircraft hosted on air-facility
* FIXED: #10799: [B845] Ships overland
* FIXED: Contact recent detections not persisted on scenario save/load
* FIXED: Jitter when ship is constantly turning
* FIXED: Sub drives across island in its way
* FIXED: Mine Laying mission - Ships don't RTB when out of mines
* FIXED: Wrong tab-key order on controls on "Edit AC"
* FIXED: Freeze in weapon fuel re-calculation
* FIXED: [B1018] "Weapon impact" icon persists
* Fixed: Event trigger cloning - not getting a new oblect for target Filter and Area
* Fixed: Color-coded cargo items that wont load
* Fixed: Exception on un/load when a/c has no cargo
* Fixed: #12543 - Don't reset Ready time if no cargo moved
* Fixed: Allow ship Ferry missions (via Lua) Part 1
* Mission Editor UI addition: Buttons to re-order list of strike targets
* Tweak: Don't show 'Un/load cargo' button if unit can't do cargo ops
* Tweak: Cargo Ops Control - user-friendly changes
* Tweak: Suppress Load/Unload button if cargo unit wont fit
* Tweak: cargo limited type check - overstated
* Lua: "embarkedUnits" and "assignedUnits" properties for unit wrapper
* Lua: SelectedUnits() returns a table of unts selected on the map
* "Load Scenario" window UI tweak: make it clearer to user if a matching DB is missing
* Added "DBVersion" field to scenario container XML (read-only)
* Allow cargo to be unloaded direct from a base
Includes the new .inst files for Spain and Germany by Roby7979.
To apply: Unzip the zipfile to the CMANO installation folder (back up the existing Command.exe, just in case).
Build 998.14 Release Notes (changes/additions from B998.12)
=====================================================================
* MAJOR FIX: Resolved the long-standing issue of "blind AMRAAM shots":
- Units firing AAW ARH weapons (e.g. AMRAAM) must now actively detect the target on their own radar before being able to fire the weapon (ie. it's no longer enough to receive offboard contact from e.g. AWACS and fire based purely on that). This makes it much more challenging to employ AMRAAM-class weapons against stealthy targets or in a heavy-OECM environment.
- After launching an AMRAAM-class weapon, the unit must still keep detecting the contact in order to provide mid-course guidance to the missile. If radar contact is lost for more than 5 seconds, the missile goes into a "blind" state and flies stright ahead (similar to SARH weapons who lose guidance). (Appropriate AI/EMCON logic has been added to encourage this).
Note that CEC-capable weapons can still be launched and mid-guided by a suitable outside datalink-parent platform, as before.
* FIXED: Re-attacking torpedo failing to engage
* FIXED: Unload cargo from non-group units
* FIXED: Text on checkbox controls not aligned vertically with checkbox
* FIXED: No space between aircraft name & class when refreshing aircraft hosted on air-facility
* FIXED: #10799: [B845] Ships overland
* FIXED: Contact recent detections not persisted on scenario save/load
* FIXED: Jitter when ship is constantly turning
* FIXED: Sub drives across island in its way
* FIXED: Mine Laying mission - Ships don't RTB when out of mines
* FIXED: Wrong tab-key order on controls on "Edit AC"
* FIXED: Freeze in weapon fuel re-calculation
* FIXED: [B1018] "Weapon impact" icon persists
* Fixed: Event trigger cloning - not getting a new oblect for target Filter and Area
* Fixed: Color-coded cargo items that wont load
* Fixed: Exception on un/load when a/c has no cargo
* Fixed: #12543 - Don't reset Ready time if no cargo moved
* Fixed: Allow ship Ferry missions (via Lua) Part 1
* Mission Editor UI addition: Buttons to re-order list of strike targets
* Tweak: Don't show 'Un/load cargo' button if unit can't do cargo ops
* Tweak: Cargo Ops Control - user-friendly changes
* Tweak: Suppress Load/Unload button if cargo unit wont fit
* Tweak: cargo limited type check - overstated
* Lua: "embarkedUnits" and "assignedUnits" properties for unit wrapper
* Lua: SelectedUnits() returns a table of unts selected on the map
* "Load Scenario" window UI tweak: make it clearer to user if a matching DB is missing
* Added "DBVersion" field to scenario container XML (read-only)
* Allow cargo to be unloaded direct from a base
Includes the new .inst files for Spain and Germany by Roby7979.
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- Posts: 391
- Joined: Fri Jul 26, 2013 10:14 pm
RE: Command v1.14 Update - Build 998.13
Thanks a lot guys, its nice to see that AMRAAM "issue" fixed, that will make scenarios A LOT more interesting.
Keep up the great work!
Keep up the great work!
RE: Command v1.14 Update - Build 998.13
*Allow cargo to be unloaded direct from a base
Could you please explain this one in a little more detail?
I tried dismounting Marines (Infantry section) from AAV-P7/A1 IFVx3 "shooting for the Sun I know"
Also
Unloading from an airport ( single unit airfield 1x 2600-3200m
Non mihi, Non tibi, Sed nobis
RE: Command v1.14 Update - Build 998.13
ORIGINAL: temkc5
*Allow cargo to be unloaded direct from a base
Could you please explain this one in a little more detail?
I tried dismounting Marines (Infantry section) from AAV-P7/A1 IFVx3 "shooting for the Sun I know"
Also
Unloading from an airport ( single unit airfield 1x 2600-3200m
Hi,
If you have a problem, tech support forum, new thread, save file, you know the drill....
Thanks [:)]
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- Posts: 31
- Joined: Wed Sep 24, 2014 9:20 am
RE: Command v1.14 Update - Build 998.13
I am having a problem trying to run 'command.exe' from the download. All I get when double clicking on it is an hourglass cursor for about two seconds and then back to the normal pointer cursor. Tried running as admin, running windows troubleshooter, turning all virus protection off (I only have Windows Defender). Anyone have any other suggestions?
RE: Command v1.14 Update - Build 998.13
Download the file.
Unzip the file into your CMANO folder.
It will ask you if you want to replace the old file with the new file. Hit YES.
It will copy the new file over the old file.
Start the game as usual by clicking on your CNANO icon.
The game will now be using the new file.
Up at the top it will display the new build numbers.
It's that easy.
Doug
Unzip the file into your CMANO folder.
It will ask you if you want to replace the old file with the new file. Hit YES.
It will copy the new file over the old file.
Start the game as usual by clicking on your CNANO icon.
The game will now be using the new file.
Up at the top it will display the new build numbers.
It's that easy.
Doug
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- Posts: 31
- Joined: Wed Sep 24, 2014 9:20 am
RE: Command v1.14 Update - Build 998.13
Thanks DWReese, I assumed it was an updater, not the main program itself. Obviously, what you explained worked as expected.
RE: Command v1.14 Update - Build 998.13
Glad that I could help out.
Have fun.
Doug
Have fun.
Doug
RE: Command v1.14 Update - Build 998.13
Amazing job!!!!!!! This change totally the air-to-air combat and many other things.
RE: Command v1.14 Update - Build 998.13
Nice work.And I have a question:is this fix also work in SAM(those have ARH+Datalink)?
RE: Command v1.14 Update - Build 998.13
Yes, it also applies to e.g. PAC-3 ERINT or 9M96 & 40N6 (S-400).ORIGINAL: M1A2G
Nice work.And I have a question:is this fix also work in SAM(those have ARH+Datalink)?
RE: Command v1.14 Update - Build 998.13
Thanks guys
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And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
RE: Command v1.14 Update - Build 998.13
Posted a new, slightly revised update (B998.14) and updated the original post and link.
RE: Command v1.14 Update - Build 998.13
nice job![;)]
RE: Command v1.14 Update - Build 998.13
ORIGINAL: Kobu
Amazing job!!!!!!! This change totally the air-to-air combat and many other things.
Yes indeed, amraam no longer a Zeus bolt [:D]
RE: Command v1.14 Update - Build 998.13
the change in amramm-like missiles use has gone in favour of Semi-active missile carriers and has made air battles more fair.
however i don't understand whether a plane can track and guide in mid terminal course its amramm-like missiles through IRST device, because to my knowlendge IRST carriers like F-35, SU-35, J-20 have this ability in the real world
Correct me if i'm wrong
however i don't understand whether a plane can track and guide in mid terminal course its amramm-like missiles through IRST device, because to my knowlendge IRST carriers like F-35, SU-35, J-20 have this ability in the real world
Correct me if i'm wrong
RE: Command v1.14 Update - Build 998.13
ORIGINAL: eleos
the change in amramm-like missiles use has gone in favour of Semi-active missile carriers and has made air battles more fair.
however i don't understand whether a plane can track and guide in mid terminal course its amramm-like missiles through IRST device, because to my knowlendge IRST carriers like F-35, SU-35, J-20 have this ability in the real world
Correct me if i'm wrong
Depends on the range - on close range they (the camera + laser range finder) can give weapons grade track, on longer range no - the IR sensor can just provide bearing. To give you some perspective the IR sensor can detect a target at up to 100km, but that is not weapons grade that you can use for missile launch or mid course update. The EO sensor combined with Laser rangefinder can track targets at up to 40km and that's the tool that can provide you the firing solution or send mid course updates.
If you want longer range the option is ofc fusing data for few such bearings which can create weapons grade solution.
A single Block III Super Hornet will be able to passively scan with the IRST, spot targets, and present the pilot with a rough bearing overlaid on the aircraft’s radar screen. The sensor-fuzed CTP allows two or more aircraft to not only get a bearing on an opponent, but determine their range and altitude. Boeing says this data will be accurate enough to create three-dimensional target tracks and allow F/A-18E/F crews to actually engage their opponents at extended ranges.

And there will still be some changes coming, so it won't look like straight favouring of SARH missile as it might look now


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- Posts: 262
- Joined: Sun Feb 26, 2017 1:19 pm
RE: Command v1.14 Update - Build 998.13
ORIGINAL: Sharana
And there will still be some changes coming, so it won't look like straight favouring of SARH missile as it might look now![]()
Oh you tease!
RE: Command v1.14 Update - Build 998.13
The way you put it, it does make sense.
I will take a closer look and see whether the laser range finder provide mid course guidance
I will take a closer look and see whether the laser range finder provide mid course guidance
RE: Command v1.14 Update - Build 998.13
Is there anyway we can get the status of missile is guided by datalink, INS or ARH?
Wargame is fun if war is unreal