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NEW PUBLIC RELEASE: BUILD 568 - 9/6/2014 9:19:58 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Download HERE.

This is a recommended update for all existing players.

You must first have Command v1.04 installed before applying this update.

To apply this update, simply unzip to your Command directory (incl. subfolders) and answer "yes" to any overwrite prompts.


Fixed/Added:
----------------
- 0007960: RBU-6000 "no armor penetration"
- 0008102: CBU 87 doesn't hit Inf platoon
- 0007581: Build 521 TLAM-D Bug
- 0007138: Himars/GMLRS accuracy against moving targets very poor
- 0007487: [524] MLRS not killing tanks
- 0008094: Aircraft launch torpedoes against KNOWN targets way too early
- 0004520: Sverdlov armor issues
- 0008117: AARGMs missing active emitters by large margin
- 0007973: BVR cranking
- 0007593: NCTR
- 0008112: Asroc Shot short; Not landing in Torpedo sensor range of target
- 0007862: Cluster Muntions Issues
- 0008100: Weapons Damage model Issues Roundup
- 0004935: Automatic fire vs Armor Issue
- 0008107: 562- Delete Mission Crash
- 0007245: MGs ineffective against Mobile targets
- 0008119: 565: Intercept Mission Issue- Fighters launch due south well away from intercept target
- 0008121: Strange post-crank behaviour
- 0008051: CTD when deleting mission
- 0005633: LOAD LAST RECORD BUTTON CRASH
- 0008129: Exception received while command was running in background
- 0008126: SARH Missiles seem to guide well outside their archs while aircraft is cranking
- 0008127: SARH Amos shots really problematic with cranking
- 0007778: Naval F-117 RCS too small?
- 0007786: DB3k: 948 Elli-Kortaener Helo facilities issue
- 0007787: DB3k: AV-8B Harrier II loadout 1565 issue
- 0007781: DB3k: Need a 2015 Kusnetsov Magazine with Adders
- 0007782: DB3k: DRPK Issues. Missing Najin and Nampo
- 0007752: New J-7's a number of African nations have
- 0001891: Damage Status Window Refresh
- 0003199: Damaged Sub rise to surface issue
- 0003324: DB3K: Swiss Hawker Hunter
- 0006619: AAW Mission Enhancement: Add A response area
- 0004284: SCUD B-100 (Project-T)
- 0006103: Add infantry weapons such as M72, RPG7, Milan, Javelin, etc
- 0006364: DB3k Update: Add Irish Samual Becket class OPV
- 0006508: DB3k Update: Add FLIRS to USGG aircraft
- 0003758: DB3k Update: P31 Eithne Update (Ireland)
- 0003760: DB3k Update: Add P21 Emer/Diedre (Ireland)
- 0007061: Offensive ECM marked as DECM
- 0007453: Mike's tank and IFV's to finish up list
- 0006713: Cragside converted as USN/SOF mothership
- 0007785: DB3k: AT-16 Scallion too slow
- 0007679: AS-9 Kyle hits ships but doesn't cause any damage point loss
- 0007777: Super Frelons (Size Class: Lrg) should be able to take off from Clemenceau-class carriers
- 0007842: Milas failing
- 0007883: Add AN/PAQ-1 to Laser Maverick's director list (and other LGBs)
- 0007885: DB3k: HMS Ocean Upgrade 2014
- 0007902: SLAMER-ATA cannot hit submarine
- 0007829: Add CWDB Platform requests
- 0007822: CWDB: DOB of Chinese Naval Aviation and initial aircraft
- 0008053: DB3k: New LRASM data
- 0007975: 1982-1990 FB-111 does not have the conventional loadouts
- 0007942: Hound Dog missile issue...or not
- 0008065: DB3k: UAE Baynunah fix
- 0008064: DB3k: French Floreal Upgrades
- 0008062: DB3k Update: Add AGM-88F
- 0008099: Israeli Cobra helicopters out of service this year (2014)
- 0008098: Seawolf and Ohio AN/BLQ-10(v3)(v4) aren't detecting anything
- 0008095: [DB Editor] Raptor pod sensor ranges
- 0008093: DB3k: More flight deck space on San Antonio's
- 0008114: DB3k: New towed arrays for US navy DDG and CG
- 0008118: A-6E Snakeeye loadout
- 0008125: Soviet SEAD pretty useless if Viyuga can't pick up NATO TPS-63/FPS-117 Radars
- 0008133: DB3k: Add refueling flags to E-2D
- 0008132: DB3k: Add Krypton KH-31A ASM loadout to Malaysian Flankers
- 0007900: UGM-109E attacks on mobile units
- 0008003: Sub snorkling with nearby contacts
- 0008122: AS-6B ARM still not killing radars
- 0008080: Magic depth charge
- 0007411: [522] Depth Charge Malfunctions
- 0007865: [554] Nuclear Depth Charges that miss should still explode and kill nearbye targets.
- 0007986: [General program infrastructure] Crash after RAF Falkirk was destroyed
- 0008044: Sub Transits too deep
- 0008074: [B557] Exception
- 0008038: Diesel bouncing up and down to recharge batteries
- 0007241: [509] Land units assigned to Asuw Patrol Ground and Mixed dont' move
- 0007089: HARM hits are not damaging targetted radar
- 0007046: HARM vs. Ships damage issue


New features & improvements:
---------------------------------------

* Simulation Performance. Major portions of the core execution pipeline have been re-architected to optimize performance and scalability. The boost is most noticeable on "heavy" scenarios (not just in terms of number of units but also activity, e.g. numerous concurrent pathfinding processes, everybody jamming and scanning everybody etc.). Stability is also improved.

* Air Refueling fixes. You asked for smarter and more dependable refueling AI & mechanics, and we listened.
The list of tweaks & improvements is too long to list here, but three major changes stand out:
a) Crews are now context-aware in their logic of picking the most suitable tanker. Depending on what the aircraft is supposed to be doing (enroute to mission, returning, free-roaming, on patrol, on support circuit etc.) the optimal choice is often significantly different.
b) Tankers are now smart enough to avoid overbooking (and thus getting completely drained). They now reject refuelling requests that they estimate they will not be able to service.
c) Aircraft returning from a mission (e.g. strikers on the RTB leg) will opt to bypass available tankers and head straight for their home bases if possible. This lightens the load on available tanker assets and eliminates the need to manually change the "use refuel" doctrine mid-mission. If they do need to refuel on the return leg they do as before.

* NCTR (Non-Cooperative Target Recognition) for select radar systems has been added, enabling active type/class-identification of air targets. See here for introduction to the technology: http://en.wikipedia.org/wiki/Radar_MASINT#Non-Cooperative_Target_Recognition

NCTR as modelled in Command is broken into two techniques:
* JEM: Jet engine modulation (aka fan blade counting). This is simpler to process and more widespread but works only within a frontal arc of 15 degress offset from the target's front (so that the fan blades are visible to the radar).
* NBILST: Narrow-beam Interleaved Search & Track (aka synthetic pseudo-imaging). This is far more demanding computationally and is possible only with phased-array radars, but can work regardless of target aspect.
Interestingly enough, even some quite old radar systems (like Square Pair on SA-5 batteries) have an NCTR ability. However, because of its manual/semi-automated nature (the operator literally looks on raw radar return modulation data on an oscilloscope) the classification time varies highly with operator proficiency. In modern systems the highly automated nature of the process (point the radar at the target and wait) means that crew skill is irrelevant.
When a target is classified using NCTR a relevant message is added to the message log.

* BVR cranking: Fighters launching BVR missiles now regularly attempt to "crank" (turn to the side while still tracking/painting as necessary, and throttle back) once they have taken all their shots. The purpose of the manouver is to reduce the rate of approach with the enemy and thus delay enemy countershots as much as possible.

* Damage repair rates (for sub-systems) have been increased and messages are now provided when a subsystem is repaired for a heavier to a lighter state of damage or fully restored.

When examining subsystems damage on a unit (Damage Control window), the different degrees of subsystem damage (light, medium, heavy) are represented by different colors (yellow, orange and orange-red). Destroyed systems retain the red color.

* Numerous fixes and tweaks to damage modelling including ARM impacts, cluster munitions, proximity blast damage, depth charge damage & duds etc.

* Includes the v418 versions of the DB3000 & CWDB databases with numerous fixes and additions.

< Message edited by Sunburn -- 9/26/2014 1:55:02 PM >


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Post #: 1
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/6/2014 10:38:32 PM   
airwinger63


Posts: 53
Joined: 9/26/2013
Status: offline
Thanks.. Keep up the great work.....

V/R

Airwinger63

_____________________________

IYAOYAS

If You Ain't Ordnance You Ain't ****.

(in reply to Dimitris)
Post #: 2
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/6/2014 10:38:53 PM   
Randomizer


Posts: 1473
Joined: 6/28/2008
Status: offline
Excellent, Thanks!

-C

(in reply to Dimitris)
Post #: 3
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 12:49:01 AM   
kaburke61

 

Posts: 225
Joined: 9/25/2013
Status: offline
Thx guys!! That was perfect timing, right at the weekend (ok...ok..I'm retired but weekends for some reason
are still cool).

(in reply to Dimitris)
Post #: 4
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 12:50:22 AM   
Korvar


Posts: 813
Joined: 9/3/2014
Status: offline
Thanks to the dev team for your continued dedication!

Command shares the distinctions of (1) having one of the highest price points I've paid for a PC "game" and (2) being one of the most satisfying titles I've ever owned. Best of all, it's exciting to know that Command will continue to get even better!

(in reply to Randomizer)
Post #: 5
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 1:17:56 AM   
Mgellis


Posts: 2054
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Status: offline
So far, it looks good. Thanks, guys!


(in reply to Korvar)
Post #: 6
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 1:28:40 AM   
SSN754planker


Posts: 448
Joined: 10/2/2013
Status: offline
Another great piece of work done!

_____________________________

MY BOOK LIST
ST1/SS SSN 754

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Post #: 7
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 1:42:07 AM   
tk208

 

Posts: 140
Joined: 11/6/2006
From: Australia
Status: offline
Excellent guys!

(in reply to SSN754planker)
Post #: 8
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 6:49:28 AM   
Marder


Posts: 242
Joined: 10/25/2013
Status: offline
Yeah, BVR fixed. Thanks for the hard work!

(in reply to tk208)
Post #: 9
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 6:56:00 AM   
Dide


Posts: 156
Joined: 5/10/2009
From: Italy
Status: offline
Thanks for Milas and Elettra!

(in reply to Marder)
Post #: 10
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 12:49:46 PM   
tombo

 

Posts: 356
Joined: 8/4/2007
Status: offline


wow...just the best. all other game developers should take notice.

(in reply to Dide)
Post #: 11
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/7/2014 1:18:27 PM   
Moebius40

 

Posts: 9
Joined: 8/18/2014
Status: offline
Great!

(in reply to tombo)
Post #: 12
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/8/2014 2:33:33 AM   
Stevechase

 

Posts: 161
Joined: 10/5/2013
Status: offline
Were ac ready times modified. I don't see it listed above.

(in reply to Dimitris)
Post #: 13
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/8/2014 1:41:52 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
When they are, it will definitely be listed.

It's far more complex than simply changing a few numbers.

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Post #: 14
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 2:51:31 AM   
Lawdog1700

 

Posts: 54
Joined: 6/6/2014
Status: offline
Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.

(in reply to Dimitris)
Post #: 15
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 7:01:04 AM   
DerGrenadier


Posts: 106
Joined: 12/11/2011
From: Germania Superior
Status: offline

quote:

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.


Same here. Cant play a single mission without CTD or the need to ALT-TAB out and termintae the programm. Is there a way to uninstall the beta update?

_____________________________







(in reply to Lawdog1700)
Post #: 16
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 7:44:25 AM   
tk208

 

Posts: 140
Joined: 11/6/2006
From: Australia
Status: offline

quote:

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.


Yep getting the same problem, trying to save a lot more now so I don't loose as much progress

(in reply to Lawdog1700)
Post #: 17
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 8:16:15 AM   
Dimitris

 

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

ORIGINAL: Lawdog1700
Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.


Save?

_____________________________


(in reply to Lawdog1700)
Post #: 18
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 8:16:32 AM   
Dimitris

 

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

ORIGINAL: DerGrenadier

quote:

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.


Same here. Cant play a single mission without CTD or the need to ALT-TAB out and termintae the programm. Is there a way to uninstall the beta update?


Save?

_____________________________


(in reply to DerGrenadier)
Post #: 19
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 8:16:48 AM   
Dimitris

 

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

ORIGINAL: tk208

quote:

ORIGINAL: Lawdog1700

Build 568 seems far less stable than 562 was. Playing a large scenario (no problem under 562), my PC keeps freezing. No error message, the game just slows and stops. I can't "click" on any units, I can't close the program. Everything just stops and I have to Shut Down and Force Shut Down on Command to get everything to re-set.


Yep getting the same problem, trying to save a lot more now so I don't loose as much progress


Save?

_____________________________


(in reply to tk208)
Post #: 20
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 4:09:01 PM   
kaburke61

 

Posts: 225
Joined: 9/25/2013
Status: offline
quote:

ORIGINAL: Sunburn

Save?

Save?

Save?



LOL....I've got an echo here.....can you fix that please?


< Message edited by kaburke61 -- 9/14/2014 5:43:19 PM >

(in reply to Dimitris)
Post #: 21
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 7:18:55 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Thanks Kevin that helps.

Guys if you can post a save it helps us figure out the problem quicker.

Thanks

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Post #: 22
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 8:09:00 PM   
DerGrenadier


Posts: 106
Joined: 12/11/2011
From: Germania Superior
Status: offline

quote:

ORIGINAL: mikmyk

Thanks Kevin that helps.

Guys if you can post a save it helps us figure out the problem quicker.

Thanks


I know but since I turned in game music off it didnt show for me again.

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(in reply to mikmykWS)
Post #: 23
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 8:49:52 PM   
kaburke61

 

Posts: 225
Joined: 9/25/2013
Status: offline
quote:

ORIGINAL: mikmyk

Thanks Kevin that helps.

Guys if you can post a save it helps us figure out the problem quicker.

Thanks


Assuming that's sarcasm....wow...sorry...I forgot (from our past messages) that you don't have much of a sense
of humor....my mistake. If not...never mind!

< Message edited by kaburke61 -- 9/14/2014 9:51:00 PM >

(in reply to mikmykWS)
Post #: 24
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 9:48:30 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: kaburke61

quote:

ORIGINAL: mikmyk

Thanks Kevin that helps.

Guys if you can post a save it helps us figure out the problem quicker.

Thanks


Assuming that's sarcasm....wow...sorry...I forgot (from our past messages) that you don't have much of a sense
of humor....my mistake. If not...never mind!


I find you hilarious. I promise

Just do us a favor and keep the funnies out of anything troubleshooting related. We just want to do our thing and fix stuff.

Thanks

Mike


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(in reply to kaburke61)
Post #: 25
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/14/2014 9:55:39 PM   
kaburke61

 

Posts: 225
Joined: 9/25/2013
Status: offline

quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: kaburke61

quote:

ORIGINAL: mikmyk

Thanks Kevin that helps.

Guys if you can post a save it helps us figure out the problem quicker.

Thanks


Assuming that's sarcasm....wow...sorry...I forgot (from our past messages) that you don't have much of a sense
of humor....my mistake. If not...never mind!


I find you hilarious. I promise

Just do us a favor and keep the funnies out of anything troubleshooting related. We just want to do our thing and fix stuff.

Thanks

Mike



Hehehe...love that sarcasm!

Yes Sir! <salutes> Will do.......

(in reply to mikmykWS)
Post #: 26
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/17/2014 11:07:25 PM   
ArmyVet2004

 

Posts: 52
Joined: 10/2/2013
Status: offline
Hello Everyone,

I've updated the 1.04 patch. Looks really good guys......

I now have tried to upload this Build and not successfull. It still shows Build 554.
I have it in winzip and sending it to the Command folder. It seems like its not going.
Can someone help me out. Much appreciated

Thanks

Orlando

(in reply to kaburke61)
Post #: 27
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/18/2014 4:08:41 AM   
ArmyVet2004

 

Posts: 52
Joined: 10/2/2013
Status: offline
figured it out.....

Orlando

(in reply to ArmyVet2004)
Post #: 28
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/18/2014 6:05:54 AM   
tk208

 

Posts: 140
Joined: 11/6/2006
From: Australia
Status: offline
Save of brass drum which has locked up on me 4 or 5 times, seems to be related to changing time compression from my observations (which maybe totally off the mark lol)

Attachment (1)

(in reply to ArmyVet2004)
Post #: 29
RE: NEW PUBLIC RELEASE: BUILD 568 - 9/18/2014 10:18:35 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: tk208

Save of brass drum which has locked up on me 4 or 5 times, seems to be related to changing time compression from my observations (which maybe totally off the mark lol)

quote:

tk208
Save of brass drum which has locked up on me 4 or 5 times, seems to be related to changing time compression from my observations (which maybe totally off the mark lol)

Attachment (1)


Sorry that happened. Logged

Mike

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(in reply to tk208)
Post #: 30
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