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RE: v1.03 Release Candidate thread - 3/1/2014 9:10:16 PM   
rafale

 

Posts: 18
Joined: 10/20/2013
Status: offline
Thanks for so big update
I checked few new things and have questions:

U-boat type 7c:

surface:

CMANO DATA
creep 5kts - time/range: 1m 2d
cruise 8kts - time/range: 1m 2d - why the same in different speed???
full 15kts - time/range: 15w 1d - impossible

should be: cruise speed 10kts - time/range: 1m 6d (because 8850nmi@10kts)
max speed 17kts - time/range: 8d 11h (because 3450nmi@17kts)

submerged:

CMANO DATA
creep 3kts - time/range: 1d 2h
cruise 6kts - time/range: 6h 40min

I found 4kts@80nmi and 2kts@120nmi, it gives
creep 2kts - time/range: 2d 12h
cruise 4kts - time/range: 20h


U-boat type 9b:

surface:

CMANO DATA
creep 3kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" 9B has lower travel speeds than "coastal" 7C???
full 9kts - time/range: 3w 5d - why 9kts is the max speed for 9B??? how can I pursuit cargo ships and tankers??? max speed for 9B is 18kts

should be: cruise speed 10kts - time/range: 1m 20d (because 12000nmi@10kts)
cruise speed 12kts - time/range: 1m 5h (because 8700nmi@12kts)
max speed 18kts - time/range: 8d 11h (because 3800nmi@18kts)

submerged:

CMANO DATA
creep 3kts - time/range: 1d 2h - why the same as 7C???
cruise 6kts - time/range: 6h 40min - why the same as 7C???

I found 4kts@80nmi, it gives
cruise 4kts - time/range: 16h


and
U-boat type XXI:

surface:

CMANO DATA
creep 2kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" XXI has lower travel speeds than "coastal" 7C???
full 10kts - time/range: 3w 5d - why 10kts is the max speed for XXI??? how can I pursuit cargo ships and tankers??? max speed for XXI is 15kts

should be: cruise speed 10kts - time/range: 2m 4d 14h (because 15500nmi@10kts)
cruise speed 12kts - time/range: 1m 10d 2h (because 11500nmi@12kts)


submerged:

CMANO DATA
creep 2kts - time/range: 1w
cruise 5kts - time/range: 8h 40min - with this speed XXI could go nearly 3 days (340nmi) not few hours !!!
full 10kts - time/range: 2h 30min
flank 13kts - time/range: 1h

I found this:
4kts 420nmi
5kts 340nmi
6kts 280nmi
10kts 110nmi
12kts 60nmi
15kts 30nmi
17kts 11nmi, it gives:

creep 4kts - time/range: 4d 8h
cruise 6kts - time/range: 2d
full 10kts - time/range: 11h
flank 17kts - time/range: 40min

thanks for everyone who reed all above, I will be very happy if some u-boats data will be corrected in future

PS: still have hope some days Su-7 will be corrected as I wrote before
*400liter for ferry - why??? 600 or 950 only
*su-7b and 6xfab-100 - su-7b NEVER had 6 hardpoints, only su-7bkl and later also on older su-7bm/bmk
*F-16C and D the same ferry range and fuel capacity - how its possible?
*F/A-18C and D the same ferry range and fuel capacity - how its possible?

thanks to all for keeping CMANO up to date, its hard work but I never seen before so good and fast customer service

if you will found

(in reply to Dide)
Post #: 31
RE: v1.03 Release Candidate thread - 3/1/2014 9:14:14 PM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline

quote:

ORIGINAL: rafale

Thanks for so big update
I checked few new things and have questions:



The devs are going to need sources on any info you found, it speeds the entire process up.

(in reply to rafale)
Post #: 32
RE: v1.03 Release Candidate thread - 3/1/2014 9:16:18 PM   
rafale

 

Posts: 18
Joined: 10/20/2013
Status: offline
sorry for "if you will found" at the end, I was using CTRL+A, CTRL+C and CTRL+V from notepad and I pasted one line "too far"

(in reply to rafale)
Post #: 33
RE: v1.03 Release Candidate thread - 3/1/2014 9:16:48 PM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline

quote:

ORIGINAL: Primarchx

Mike said something about 'stepping on the gas', but the time-compression rates (5x, 15x, etc) are still the rates of compression given. If these rates are changed under No-Pulse, what are they?


Take traditional hi-fi mode as an example, it only works in 1:1 time accel, and instead of ticking once every second it ticks multiple times within that second. As I understand it the pulse setting does the same in higher time acceleration settings, lots of ticks instead of just one per whatever you have it set at.

(in reply to Primarchx)
Post #: 34
RE: v1.03 Release Candidate thread - 3/1/2014 9:19:59 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.

(in reply to Primarchx)
Post #: 35
RE: v1.03 Release Candidate thread - 3/1/2014 9:25:06 PM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline
quote:

ORIGINAL: thewood1

Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.


As I said, it helps the game run smoother when large unit counts are involved, if you think it's too fast just turn it off and use normal time acceleration at higher speeds.

(in reply to thewood1)
Post #: 36
RE: v1.03 Release Candidate thread - 3/1/2014 9:31:03 PM   
Dimitris

 

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

ORIGINAL: tobias02
Hi. The patch work great especially "no pulse" option, but i don't see the new patrol type: Naval Blockade and the new side posture: Visible one sided friendly, something wrong?
Thanks!


The first one was fulfilled by the "Sea Control" patrol type. The second one was a UI bug that has been fixed.

_____________________________


(in reply to Dide)
Post #: 37
RE: v1.03 Release Candidate thread - 3/1/2014 9:35:59 PM   
rafale

 

Posts: 18
Joined: 10/20/2013
Status: offline
if devs need sources:


http://www.u-boot.org/typy/xxi/
http://www.u-boot.org/typy/ix_b/
http://www.u-boot.org/typy/vii_c/

http://www.uboat.net/types/xxi.htm
http://www.uboat.net/types/ixb.htm
http://www.uboat.net/types/viic.htm

and attached zip

all I can collect in few minutes, if more needed I will upload later

Attachment (1)

(in reply to dandin384)
Post #: 38
RE: v1.03 Release Candidate thread - 3/1/2014 10:10:20 PM   
Primarchx


Posts: 3102
Joined: 1/20/2013
Status: offline
I suppose I get it. I thought it was just a different method of smoothing out the action. It would be nice to have a recap of what the various time compression schemes mean.

For example, I thought Hi Def just meant that action was adjudicated 10x per second instead of 1x per second, which favors high performance systems that keep up with the processing overhead, but had no time compression effect otherwise.

ETA:

Enabling this option leads to two changes:
* At any time acceleration setting, the map & UI do not refresh every second but every 0.1 sec.
* The sim engine executes each turn not in "pulsing" mode (to emulate Harpoon's presentation), but as fast as possible.

Okay, so it is 10x faster...


quote:

ORIGINAL: dandin384

quote:

ORIGINAL: thewood1

Again, further up he tries to explain that the list time ratios don't mean much. It is near the very top. I am not sure what it means. It does seem to be about 10x in reality. I think there needs to something in between. 1:1 is good, but the next step up on my machine is so fast as to be unmanageable.


As I said, it helps the game run smoother when large unit counts are involved, if you think it's too fast just turn it off and use normal time acceleration at higher speeds.



< Message edited by Primarchx -- 3/1/2014 11:21:16 PM >

(in reply to dandin384)
Post #: 39
RE: v1.03 Release Candidate thread - 3/1/2014 10:46:18 PM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline
quote:

ORIGINAL: Primarchx

I suppose I get it. I thought it was just a different method of smoothing out the action. It would be nice to have a recap of what the various time compression schemes mean.

For example, I thought Hi Def just meant that action was adjudicated 10x per second instead of 1x per second, which favors high performance systems that keep up with the processing overhead, but had no time compression effect otherwise.



This is how the devs phrased it on release...

"The net result of these changes is that at time acceleration (particularly at high values, e.g. 1:30 or 1:60 sec) the map updates much more smoothly and the overall game speed is significantly improved."

(in reply to Primarchx)
Post #: 40
RE: v1.03 Release Candidate thread - 3/2/2014 12:33:20 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
So I am dense...does the accel setting matter at all. I am not sure what each stage of accel means in non-impulse.

(in reply to dandin384)
Post #: 41
RE: v1.03 Release Candidate thread - 3/2/2014 12:51:08 AM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline
quote:

ORIGINAL: thewood1

So I am dense...does the accel setting matter at all. I am not sure what each stage of accel means in non-impulse.


With pulse mode and hi-fi off this is what is going on...
1:1 - 1 tick = 1 second
1:5 - 1 tick = 5 seconds
1:15 - 1 tick = 15 seconds

That goes all the way up to 1 tick = 30 minutes. Hi-fi changes 1:1 from a tick every second to multiple ticks per second.

If you try to play a large scenario on 1:60 or 1:300 things tend to slow down a bit because a lot more stuff is going on under the hood per tick. The pulse mode makes it easier to run your game at higher time acceleration factors.

(in reply to thewood1)
Post #: 42
RE: v1.03 Release Candidate thread - 3/2/2014 12:55:50 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
"That goes all the way up to 1 tick = 30 minutes. Hi-fi changes 1:1 from a tick every second to multiple ticks per second. "

This is the part...how much does each change in the level of accel in the drop down effect the actual time in the game.

btw, I have played the game since release...I know how the standard accel works. That is why I explicitly stated non-pulse.

(in reply to dandin384)
Post #: 43
RE: v1.03 Release Candidate thread - 3/2/2014 1:06:43 AM   
NickD

 

Posts: 163
Joined: 2/14/2014
Status: offline
Excellent update - thanks a lot.

Out of interest, where are you heading for by including the World War II-era platforms? Is the plan to flesh this out into a full World War II/pre-1945 database?

(in reply to thewood1)
Post #: 44
RE: v1.03 Release Candidate thread - 3/2/2014 1:09:43 AM   
dandin384


Posts: 176
Joined: 11/5/2013
From: United States
Status: offline
quote:

ORIGINAL: thewood1

This is the part...how much does each change in the level of accel in the drop down effect the actual time in the game.



Well the normal acceleration factors are already there, and that's based off one tick a second. The devs tell us:

"Enabling this option leads to two changes:
* At any time acceleration setting, the map & UI do not refresh every second but every 0.1 sec.
* The sim engine executes each turn not in "pulsing" mode (to emulate Harpoon's presentation), but as fast as possible."

So instead of a once a second it's ten times a second, so 10x the time factor. At least that's the way I see it. I'm fully aware that I may be wrong though, one of the devs will have to confirm this

(in reply to thewood1)
Post #: 45
RE: v1.03 Release Candidate thread - 3/2/2014 1:13:42 AM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
OK, while I appreciate your trying to help...telling me how the previous system works and repeating what the devs have already said isn't getting me anywhere. I have been hoping to hear something official.

(in reply to dandin384)
Post #: 46
RE: v1.03 Release Candidate thread - 3/2/2014 5:54:43 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline

quote:

ORIGINAL: Barny

Hi mikmyk
One Country from 1971 -Abu Dhabi can be deleted from DB3000
Abu Dhabi and UAE both have ships. aircraft, facilities and weapons in
DB3000 (funny not identical)
Barny


Thanks, wil fix that

_____________________________



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

(in reply to Barny23)
Post #: 47
RE: v1.03 Release Candidate thread - 3/2/2014 6:11:16 AM   
ComDev

 

Posts: 5735
Joined: 5/12/2006
Status: offline
Have created a new ticket on the u-boats and assigned to Paul

Will have a new look at the Su-7 as well when time permitts.

The F-16 and F/A-18 single and two-seaters habe identical range for the sake of simplicity.

quote:

ORIGINAL: rafale

Thanks for so big update
I checked few new things and have questions:

U-boat type 7c:

surface:

CMANO DATA
creep 5kts - time/range: 1m 2d
cruise 8kts - time/range: 1m 2d - why the same in different speed???
full 15kts - time/range: 15w 1d - impossible

should be: cruise speed 10kts - time/range: 1m 6d (because 8850nmi@10kts)
max speed 17kts - time/range: 8d 11h (because 3450nmi@17kts)

submerged:

CMANO DATA
creep 3kts - time/range: 1d 2h
cruise 6kts - time/range: 6h 40min

I found 4kts@80nmi and 2kts@120nmi, it gives
creep 2kts - time/range: 2d 12h
cruise 4kts - time/range: 20h


U-boat type 9b:

surface:

CMANO DATA
creep 3kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" 9B has lower travel speeds than "coastal" 7C???
full 9kts - time/range: 3w 5d - why 9kts is the max speed for 9B??? how can I pursuit cargo ships and tankers??? max speed for 9B is 18kts

should be: cruise speed 10kts - time/range: 1m 20d (because 12000nmi@10kts)
cruise speed 12kts - time/range: 1m 5h (because 8700nmi@12kts)
max speed 18kts - time/range: 8d 11h (because 3800nmi@18kts)

submerged:

CMANO DATA
creep 3kts - time/range: 1d 2h - why the same as 7C???
cruise 6kts - time/range: 6h 40min - why the same as 7C???

I found 4kts@80nmi, it gives
cruise 4kts - time/range: 16h


and
U-boat type XXI:

surface:

CMANO DATA
creep 2kts - time/range: 1m 2d
cruise 5kts - time/range: 1m 2d - why "oceanic" XXI has lower travel speeds than "coastal" 7C???
full 10kts - time/range: 3w 5d - why 10kts is the max speed for XXI??? how can I pursuit cargo ships and tankers??? max speed for XXI is 15kts

should be: cruise speed 10kts - time/range: 2m 4d 14h (because 15500nmi@10kts)
cruise speed 12kts - time/range: 1m 10d 2h (because 11500nmi@12kts)


submerged:

CMANO DATA
creep 2kts - time/range: 1w
cruise 5kts - time/range: 8h 40min - with this speed XXI could go nearly 3 days (340nmi) not few hours !!!
full 10kts - time/range: 2h 30min
flank 13kts - time/range: 1h

I found this:
4kts 420nmi
5kts 340nmi
6kts 280nmi
10kts 110nmi
12kts 60nmi
15kts 30nmi
17kts 11nmi, it gives:

creep 4kts - time/range: 4d 8h
cruise 6kts - time/range: 2d
full 10kts - time/range: 11h
flank 17kts - time/range: 40min

thanks for everyone who reed all above, I will be very happy if some u-boats data will be corrected in future

PS: still have hope some days Su-7 will be corrected as I wrote before
*400liter for ferry - why??? 600 or 950 only
*su-7b and 6xfab-100 - su-7b NEVER had 6 hardpoints, only su-7bkl and later also on older su-7bm/bmk
*F-16C and D the same ferry range and fuel capacity - how its possible?
*F/A-18C and D the same ferry range and fuel capacity - how its possible?

thanks to all for keeping CMANO up to date, its hard work but I never seen before so good and fast customer service

if you will found




_____________________________



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

(in reply to rafale)
Post #: 48
RE: v1.03 Release Candidate thread - 3/2/2014 9:46:29 AM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Build 498 - v1.03 Release Candidate 2
--------------------------------------------------------

Download here: https://drive.google.com/file/d/0B205vpZC1pGmb0JZMGVIYXlmbXc/edit?usp=sharing

This can be applied to any existing Command installation.

Release Notes (changes since B497)

Fixed/Added:
-----------------
- 0006903: Illumination radars/laser fail to illuminate targets for LGM
- 0006902: Illumination radars/laser fail to illuminate targets for SARH missiles
- 0006891: Need (0/10000) weapons record for KD-20
- 0006500: Japanese F-4 Phantoms
- 0006444: DB3k: Italian Navy fixes
- 0006443: DB3k Update: Ground Master 400/406 series
- 0006436: Su-34 loadout mods
- 0006383: MALD range
- 0006362: SAM Adjustment
- 0006264: CV 90 AP ammo
- 0006246: Russian BMEWS assets update
- 0006512: N-001V Mech vs. APG-63 (R-27RE)
- 0006532: DB3K Update: #135 F-4 Phantom II [Kurnass 2000] Fixes
- 0006633: DB3k Update: Polish Radars
- 0006890: KD-88 Can't hit land targets
- 0006885: ISCB-1 mine cluster bomb
- 0006869: SA-24 marked as rear-aspect
- 0006867: DB3k: South African Aircraft Adds
- 0006779: DB3k: Add RQ-21A Blackjack small UAV
- 0006689: DB3k Update: Sonar on second block of Chinese Type 056
- 0006681: S-13 rocket variants
- 0006680: S-8 rocket variants
- 0006183: F125 German Frigate
- 0006058: SA-15 Tor M2 Upgrade
- 0004266: Iskander update
- 0004345: Soviet/Russian ground radars update
- 0004510: Add HMS Carlskrona
- 0005193: DB3k: Add Thai and South African Gripens
- 0005437: Spanish Dedalo and Cobras
- 0005524: 42S6 Morfey SR-SAM
- 0006884: HADES CBU
- 0005951: DB3k Update: AW159 Super Lynx
- 0005716: Add Cypriot SA-11b and SA-15b
- 0005659: Swedish HMS Belos, HMS Pelikanen
- 0000923: Boeing ScanEagle
- 0003241: DB3K: Tor M2 (SA-15D)
- 0003589: DB3K: Voronezh-DM BMEWS radar
- 0003447: DB3K: ISCB-1 cluster mine
- 0003588: DB3K: Voronezh-VP BMEWS radar
- 0002993: DB3K: Vostok-E EW/GCI radar
- 0003620: Add tech gen to anti-mine sonars and hunt/sweep equipment
- 0003697: DB3K: Chinese LCAC
- 0003959: J 35F loadouts
- 0004167: Sweden orders IRIS-T SLS
- 0004204: IRIS-T SLS SAM
- 0006209: Sat orbit problem

* Includes the v408 versions of the DB3000 & CWDB databases.

* Includes rebuilt & updated versions of all official scenarios.




_____________________________


(in reply to ComDev)
Post #: 49
RE: v1.03 Release Candidate thread - 3/2/2014 10:16:12 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Do you guys ever sleep or eat?

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Dimitris)
Post #: 50
RE: v1.03 Release Candidate thread - 3/2/2014 12:10:08 PM   
thewood1

 

Posts: 6529
Joined: 11/27/2005
Status: offline
Thanks...was about to reload 490...good timing.

(in reply to Sardaukar)
Post #: 51
RE: v1.03 Release Candidate thread - 3/2/2014 4:30:42 PM   
Vici Supreme

 

Posts: 558
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From: Southern Germany
Status: offline
Thanks a lot!

(in reply to Primarchx)
Post #: 52
RE: v1.03 Release Candidate thread - 3/2/2014 6:30:06 PM   
Ginetto

 

Posts: 170
Joined: 10/17/2013
Status: offline
If I want to download and install v. 1.03 Candidate 2, do I have to first do the same with candidate 1? Or can I just skip it?

(in reply to Dimitris)
Post #: 53
RE: v1.03 Release Candidate thread - 3/2/2014 6:48:14 PM   
RoryAndersonCDT

 

Posts: 1830
Joined: 6/16/2009
Status: offline
This can be applied to any existing Command installation.


_____________________________

Command Dev Team
Technical Lead

(in reply to Ginetto)
Post #: 54
RE: v1.03 Release Candidate thread - 3/3/2014 1:25:45 AM   
Vici Supreme

 

Posts: 558
Joined: 12/4/2013
From: Southern Germany
Status: offline
appreciating the F125 frigate add!

(in reply to RoryAndersonCDT)
Post #: 55
RE: v1.03 Release Candidate thread - 3/3/2014 11:02:09 AM   
.Sirius


Posts: 1404
Joined: 1/18/2013
Status: offline
Whats Sleep
quote:

ORIGINAL: Sardaukar

Do you guys ever sleep or eat?



_____________________________

Paul aka Sirius
Command Developer
Warfaresims
Cold War Data Base 1946-1979 Author

Old radar men never die - Their echoes fade away in accordance with the inverse fourth power law

(in reply to Sardaukar)
Post #: 56
RE: v1.03 Release Candidate thread - 3/3/2014 11:03:32 AM   
.Sirius


Posts: 1404
Joined: 1/18/2013
Status: offline
who knows

_____________________________

Paul aka Sirius
Command Developer
Warfaresims
Cold War Data Base 1946-1979 Author

Old radar men never die - Their echoes fade away in accordance with the inverse fourth power law

(in reply to NickD)
Post #: 57
RE: v1.03 Release Candidate thread - 3/3/2014 12:11:21 PM   
guanotwozero

 

Posts: 651
Joined: 12/27/2013
Status: offline
So, you devs are hooked up to coffee drip feeds?

Coffeeeeee...

< Message edited by guanotwozero -- 3/3/2014 1:16:18 PM >

(in reply to .Sirius)
Post #: 58
RE: v1.03 Release Candidate thread - 3/3/2014 1:18:12 PM   
rjm51973

 

Posts: 45
Joined: 12/4/2013
From: Cabot, AR
Status: offline
Amazing! Thanks guys!

(in reply to guanotwozero)
Post #: 59
RE: v1.03 Release Candidate thread - 3/5/2014 5:18:49 AM   
magi

 

Posts: 1529
Joined: 2/1/2014
Status: offline
this is what i get when i try to install....... and i really want it....


Attachment (1)

< Message edited by magi -- 3/5/2014 6:19:54 AM >

(in reply to rjm51973)
Post #: 60
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