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RE: Build 438 is available

 
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RE: Build 438 is available - 10/4/2013 1:28:50 AM   
Mgellis


Posts: 2054
Joined: 8/18/2007
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Just curious...when is the final version of v1.01 likely to be released? A week? A month? Thanks.

(in reply to ArmyVet2004)
Post #: 61
RE: Build 438 is available - 10/4/2013 1:48:32 AM   
Mgellis


Posts: 2054
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Quick question...some weapons like 12.7 mm. machine guns are now showing 0 DP for damage...is the display just rounding things to the nearest integer or did the actual damage values get erased somehow?

Thanks.

(in reply to Mgellis)
Post #: 62
RE: BETA PATCH v1.01 GET IT HERE - 10/4/2013 1:48:55 AM   
aluminumx

 

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quote:

ORIGINAL: AndrewKurtz


quote:

ORIGINAL: aluminumx

Looks better, but it's still not zooming on the mouse when using the mouse wheel. Is there something I need to do to get it to work?



Did you turn the option on? Go to game settings to set it.



Boy I feel dumb. Yep that's it. Thanks.

(in reply to MorningDew)
Post #: 63
RE: Build 438 is available - 10/4/2013 1:52:52 AM   
mikmykWS

 

Posts: 11524
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quote:

ORIGINAL: Mgellis

Just curious...when is the final version of v1.01 likely to be released? A week? A month? Thanks.


Within a week.

Thanks!

Mike

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(in reply to Mgellis)
Post #: 64
RE: Build 438 is available - 10/4/2013 1:54:52 AM   
aluminumx

 

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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.

(in reply to Mgellis)
Post #: 65
RE: Build 438 is available - 10/4/2013 2:28:02 PM   
Mgellis


Posts: 2054
Joined: 8/18/2007
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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.

(in reply to aluminumx)
Post #: 66
RE: Build 438 is available - 10/4/2013 4:16:40 PM   
Primarchx


Posts: 3102
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Noticed that most 12.7mm guns can't target a/c, either.

(in reply to Mgellis)
Post #: 67
RE: Build 438 is available - 10/4/2013 4:32:29 PM   
Dimitris

 

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IIRC that was deliberate. Paul? Rag?

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Post #: 68
RE: Build 438 is available - 10/5/2013 4:00:23 AM   
Anathema


Posts: 93
Joined: 10/4/2013
From: Australia
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Not sure if someone has pointed this out already, but there is a 'Save As' menu option, which allows you to save files to any location on your computer, but no 'open' menu option to then open them back up and Command is only able to open files in the default location.

Edit: This is in the release version, haven't tried beta yet.

< Message edited by Anathema -- 10/5/2013 4:01:26 AM >

(in reply to Dimitris)
Post #: 69
RE: Build 438 is available - 10/5/2013 6:53:31 AM   
BKLANDIN

 

Posts: 106
Joined: 10/3/2013
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quote:

ORIGINAL: Anathema

Not sure if someone has pointed this out already, but there is a 'Save As' menu option, which allows you to save files to any location on your computer, but no 'open' menu option to then open them back up and Command is only able to open files in the default location.

Edit: This is in the release version, haven't tried beta yet.


Just save to a directory in the Scenario folder, or create your "save as" directory in the Scenario folder, using your preferred name for the newly created folder, and you will be able to load your saved game from there next time. You will be able to access it from the start menu.


< Message edited by BKLANDIN -- 10/5/2013 6:55:03 AM >

(in reply to Anathema)
Post #: 70
RE: Build 438 is available - 10/5/2013 9:22:09 PM   
Cafe


Posts: 121
Joined: 9/9/2010
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Build: 439
Scenario: Basic Training Air Ops 1983

Observation:

After completing a mission task (Land Strike - SAx at airbase - individually selected targets in the mission editor) the group dissolves into individual units and they then seem to do their own thing. Would be nice if they stayed in a group until they either RTBed or I detached them from the group.

_____________________________

Be nice.

(in reply to BKLANDIN)
Post #: 71
RE: Build 438 is available - 10/5/2013 10:48:59 PM   
Dimitris

 

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v1.01 Release Candidate 3 (Build 440)
---------------------------------------------


Download from here: http://www.warfaresims.com/RC/UpdatePack_B440.zip

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

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

If nothing show-stopping pops up, this will probably constitute the final v1.01 codebase. So please everyone give this a try. We took great pains to address the currently most urgent issues (e.g. air-dropped weapon envelope problems) as well as provide features and fixes for players who have asked them.

RC3 Release notes

Fixed:
-------
- 0005675: Repetative BDA Reports
- 0005734: Assorted tutorials issues
- 0005556: [427] SEAD patrol kirks
- 0005121: It should not be possible to arm/take off aircraft with maintenance/unavailable loadouts
- 0005698: Kilter misses by stupid amount
- 0005730: [438] Weird Shrike Behavior
- 0005069: Shrike ARM misses by several kilometers
- 0005699: Maria and Victoria Again
- 0005672: Mixed Shrike and CBU Issue
- 0005750: A-7 CBU-59 an Shrike Loadout a bad match
- 0005735: Excessive dive rates for subs & aircraft
- 0004279: IRIAF F-14 update
- 0005560: DB3k Update: Combat Aircraft Mag Article on Iranian F-14's

* Aircraft now drop their ordnance much more reliably without manual control (we'd love to boast "100% reliably" but that's just an invitation for an edge case to pop up and throw egg on our face).

* Helmet-mounted sights (HMS) are now taken into account when deciding how much off-boresight an aircraft can shoot an AAM.

* Aircraft & submarines have more realistic dive rates.

* Includes the v395 versions of DB3000 and CWDB. Some of the changes include:
- CH-47F Chinook -- Australia (Army), 2015, 7x
- LHD 01 Canberra [Juan Carlos Class] -- Australia (Navy), 2017, 4x LCM-1E
- LCM-1E -- Australia (Navy), 2015, 12x
- LCM-8 -- Australia (Navy), 1967, 11x
- L 100 Choules [Bay Class] -- Australia (Navy), 2013, Ex-Largs Bay, 1x LCM-8, 2x LCVP, No LCM-1E
- Combined ARM/CBU loadouts have new mission profiles, using Hi-Lo-Hi instead of Hi-Med-Hi.
- SUU-23 gun pods in A/G loadouts on F-4C/D
- SUU-23 loadouts on RAF Phantoms


_____________________________


(in reply to Cafe)
Post #: 72
RE: Build 438 is available - 10/5/2013 11:12:12 PM   
Tomcat84

 

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Sweet!

(in reply to Dimitris)
Post #: 73
RE: Build 438 is available - 10/6/2013 12:57:35 AM   
SSN754planker


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Joined: 10/2/2013
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This is great! TY devs for a great start to this sim and listening to your die hard fans.

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(in reply to Dimitris)
Post #: 74
RE: Build 438 is available - 10/6/2013 1:20:09 AM   
Primarchx


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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.

(in reply to SSN754planker)
Post #: 75
RE: Build 438 is available - 10/6/2013 1:44:50 AM   
Casinn

 

Posts: 343
Joined: 7/27/2013
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quote:

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.


Indeed, I'd have bought the game regardless, but seeing the work and desire of the devs to make this a fantastic product sold me instantly.

(in reply to Primarchx)
Post #: 76
RE: Build 438 is available - 10/6/2013 10:41:55 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
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quote:

ORIGINAL: Cafe

Build: 439
Scenario: Basic Training Air Ops 1983

Observation:

After completing a mission task (Land Strike - SAx at airbase - individually selected targets in the mission editor) the group dissolves into individual units and they then seem to do their own thing. Would be nice if they stayed in a group until they either RTBed or I detached them from the group.


This is only a temporary solution. The permament solution is being worked right now but is kinda complex as it affects most aspects of the (highly complex!) mission code.

Thanks!

_____________________________



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

(in reply to Cafe)
Post #: 77
RE: Build 438 is available - 10/6/2013 10:44:45 AM   
ComDev

 

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quote:

ORIGINAL: Primarchx

Noticed that most 12.7mm guns can't target a/c, either.


This is intended, they are pretty useless in the anti-air role.

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

(in reply to Primarchx)
Post #: 78
RE: Build 438 is available - 10/6/2013 11:27:33 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
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quote:

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?

_____________________________



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

(in reply to aluminumx)
Post #: 79
RE: BETA PATCH v1.01 GET IT HERE - 10/6/2013 11:43:00 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
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quote:

ORIGINAL: Jimapp

This patched update continually crashes..if I replace the command.exe file with my original install will it be more stable?





To solve this one, load the scenario in the original Command.exe and set time-compression to 1:1. The sim should then load older saves just fine.

_____________________________



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

(in reply to Jimapp)
Post #: 80
RE: Build 438 is available - 10/6/2013 12:11:47 PM   
aluminumx

 

Posts: 32
Joined: 9/23/2013
Status: offline

quote:

ORIGINAL: emsoy


quote:

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.

(in reply to ComDev)
Post #: 81
RE: Build 438 is available - 10/6/2013 12:13:22 PM   
aluminumx

 

Posts: 32
Joined: 9/23/2013
Status: offline

quote:

ORIGINAL: emsoy


quote:

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.

(in reply to ComDev)
Post #: 82
RE: Build 438 is available - 10/6/2013 4:25:19 PM   
Agathosdaimon


Posts: 1034
Joined: 7/8/2012
Status: offline
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?

(in reply to aluminumx)
Post #: 83
RE: Build 438 is available - 10/6/2013 7:04:38 PM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline

quote:

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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LAV-25 2147

(in reply to Primarchx)
Post #: 84
RE: Build 438 is available - 10/6/2013 7:41:19 PM   
Cafe


Posts: 121
Joined: 9/9/2010
Status: offline
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.

(in reply to Mac Linehan)
Post #: 85
RE: Build 438 is available - 10/6/2013 10:18:57 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

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.


_____________________________


(in reply to Cafe)
Post #: 86
RE: Build 438 is available - 10/6/2013 10:29:16 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
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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Post #: 87
RE: Build 438 is available - 10/6/2013 11:52:37 PM   
SSN754planker


Posts: 448
Joined: 10/2/2013
Status: offline
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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Post #: 88
RE: Build 438 is available - 10/7/2013 12:25:45 AM   
Cafe


Posts: 121
Joined: 9/9/2010
Status: offline
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.

(in reply to Dimitris)
Post #: 89
RE: Build 438 is available - 10/7/2013 1:04:25 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
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?

(in reply to Cafe)
Post #: 90
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