Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Command v1.06 - The new features Part II

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Command v1.06 - The new features Part II Page: [1]
Login
Message << Older Topic   Newer Topic >>
Command v1.06 - The new features Part II - 12/10/2014 2:56:53 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
http://www.warfaresims.com/?p=3565

_____________________________

Post #: 1
RE: Command v1.06 - The new features Part II - 12/10/2014 3:00:39 PM   
comsubpac


Posts: 114
Joined: 9/2/2014
Status: offline
Yeah!

(in reply to Dimitris)
Post #: 2
RE: Command v1.06 - The new features Part II - 12/10/2014 3:12:48 PM   
chemkid

 

Posts: 1238
Joined: 12/15/2012
Status: offline
.

< Message edited by chemkid -- 4/25/2018 7:23:34 AM >

(in reply to comsubpac)
Post #: 3
RE: Command v1.06 - The new features Part II - 12/10/2014 3:56:05 PM   
Dide


Posts: 156
Joined: 5/10/2009
From: Italy
Status: offline
Great!!!

(in reply to chemkid)
Post #: 4
RE: Command v1.06 - The new features Part II - 12/10/2014 4:15:30 PM   
Randomizer


Posts: 1473
Joined: 6/28/2008
Status: offline
Thank You!

-C

(in reply to Dide)
Post #: 5
RE: Command v1.06 - The new features Part II - 12/10/2014 5:01:48 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline
Awesome ! Can't wait !

(in reply to Randomizer)
Post #: 6
RE: Command v1.06 - The new features Part II - 12/10/2014 6:17:13 PM   
ClaudeJ


Posts: 1213
Joined: 3/8/2006
From: Belgique
Status: offline
Someone hand me a tissue please!

In the Satellite pass predictions view, why is each entry displayed twice?
http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/10/Predict1.png


The new patrol & support mission feature and behaviors are very much welcomed. As is the DB viewer refresh, will make things more comfortable.

Are there more details available regarding the "new import files by Mike Mykytyn and Jakob Wedman."?

And what will be the callsign of cloned units?

Last but not least, is it anywhere one can take a peak at each available mission profile?

(in reply to ParachuteProne)
Post #: 7
RE: Command v1.06 - The new features Part II - 12/10/2014 7:14:07 PM   
hellfish6


Posts: 843
Joined: 6/15/2008
Status: offline
Ohmygodohmygodohmygod... list of changes is pretty great, though the LUA thing kinda makes my brain hurt. I'm gonna need to spend time with that.

_____________________________


(in reply to ClaudeJ)
Post #: 8
RE: Command v1.06 - The new features Part II - 12/10/2014 7:36:13 PM   
OnFire


Posts: 79
Joined: 6/12/2014
Status: offline
awesome!!!

_____________________________


(in reply to hellfish6)
Post #: 9
RE: Command v1.06 - The new features Part II - 12/10/2014 8:56:28 PM   
AdmiralSteve


Posts: 270
Joined: 3/28/2011
From: Red Bluff, CA
Status: offline
Excellent.
An absolutely fabulous product and well worth the money spent. Not that I'm greedy or not thankful but will Command have a better ground modeling such as accurate LOS firing (i.e. ballistics not true to life and hitting targets that sit behind mountains even at maximum range.)?

_____________________________

“There are no extraordinary men...just extraordinary circumstances that ordinary men are forced to deal with.”
Admiral William Frederick Halsey Jr. 1882-1959


(in reply to OnFire)
Post #: 10
RE: Command v1.06 - The new features Part II - 12/11/2014 5:32:20 AM   
Dimitris

 

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

ORIGINAL: Jan Masterson
In the Satellite pass predictions view, why is each entry displayed twice?
http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/10/Predict1.png


It was an early UI bug, it has been fixed for the v1.06 release.

_____________________________


(in reply to ClaudeJ)
Post #: 11
RE: Command v1.06 - The new features Part II - 12/11/2014 6:08:13 AM   
NickD

 

Posts: 163
Joined: 2/14/2014
Status: offline
That's a very impressive set of improvements.

(in reply to Dimitris)
Post #: 12
RE: Command v1.06 - The new features Part II - 12/11/2014 10:13:38 AM   
Marder


Posts: 242
Joined: 10/25/2013
Status: offline
Thanks! Can't imagine how v2.0 will be...

(in reply to NickD)
Post #: 13
RE: Command v1.06 - The new features Part II - 12/11/2014 3:21:35 PM   
hellfish6


Posts: 843
Joined: 6/15/2008
Status: offline

quote:

ORIGINAL: Marder2075

Thanks! Can't imagine how v2.0 will be...


In version 2.0, Command becomes merely the continuation of policy by other means...

(h/t to old Carl)

_____________________________


(in reply to Marder)
Post #: 14
RE: Command v1.06 - The new features Part II - 12/11/2014 6:38:57 PM   
DirtyFred


Posts: 99
Joined: 5/22/2014
Status: offline

quote:

ORIGINAL: hellfish6


quote:

ORIGINAL: Marder2075

Thanks! Can't imagine how v2.0 will be...


In version 2.0, Command becomes merely the continuation of policy by other means...

(h/t to old Carl)


you made my day!

thanks to the devs ... take the rest of the month off

_____________________________

One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield.

(in reply to hellfish6)
Post #: 15
RE: Command v1.06 - The new features Part II - 12/11/2014 8:17:46 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
Somehow we doubt our day-job bosses will oblige us. Appreciate the thought though!

< Message edited by Sunburn -- 12/11/2014 9:22:49 PM >


_____________________________


(in reply to DirtyFred)
Post #: 16
RE: Command v1.06 - The new features Part II - 12/12/2014 6:24:36 AM   
hawkeye_de

 

Posts: 51
Joined: 4/19/2009
Status: offline
Integration of Lua is cool :)

I had a look at the tutorials @ Github ^^

Do you plan to include functions to get the current objects in the simulation ?
For instance:
GetKnownObjects (Side)



< Message edited by hawkeye_de -- 12/12/2014 7:25:12 AM >

(in reply to Dimitris)
Post #: 17
RE: Command v1.06 - The new features Part II - 12/12/2014 3:47:06 PM   
Wasicun

 

Posts: 139
Joined: 11/10/2013
From: Verona, Italy
Status: offline
release the 1,06 and you'll can take a vacation !


(in reply to hawkeye_de)
Post #: 18
RE: Command v1.06 - The new features Part II - 12/13/2014 2:00:27 AM   
Casinn

 

Posts: 343
Joined: 7/27/2013
Status: offline
I'd just like to thank everyone that plays and votes on/makes suggestions that the dev's are able to turn into these new releases.

I've admittedly been a lousy beta tester but been able to see the program grow and improve immensely and see the dedication that some put into this. /salute to the Devs, Tomcat, Baloogan, Rudd and many others who work very hard on this, and those that make the great scenarios.






(in reply to Wasicun)
Post #: 19
RE: Command v1.06 - The new features Part II - 12/15/2014 9:38:44 PM   
MrLink

 

Posts: 8
Joined: 1/9/2014
Status: offline
Hi,

First of all, thanks for all your hard work. Watching how dedicated you are in making this beast bigger and better had been a thing of beauty.

Now, noob and/or stupid question that have been asked bizzilion times before alert, how far back does save game compatibility goes, if at all?

I have not updated since 1.02 (build 480) because I am a micromanaging, AI non-trusting snob, so Operation Bass Drum is literally taking me months to go through.

(in reply to Casinn)
Post #: 20
RE: Command v1.06 - The new features Part II - 12/16/2014 7:28:38 PM   
rjm51973

 

Posts: 45
Joined: 12/4/2013
From: Cabot, AR
Status: offline
Can't wait, guys! Thanks for all the hard work!

_____________________________


(in reply to MrLink)
Post #: 21
RE: Command v1.06 - The new features Part II - 12/18/2014 4:47:10 AM   
Casinn

 

Posts: 343
Joined: 7/27/2013
Status: offline

quote:

ORIGINAL: MrLink

Hi,

First of all, thanks for all your hard work. Watching how dedicated you are in making this beast bigger and better had been a thing of beauty.

Now, noob and/or stupid question that have been asked bizzilion times before alert, how far back does save game compatibility goes, if at all?

I have not updated since 1.02 (build 480) because I am a micromanaging, AI non-trusting snob, so Operation Bass Drum is literally taking me months to go through.


I'm not 100% positive on the compatibility of every facet, so with the huge number of changes since then, I'd personally restart it anyhow. Refueling logic, strike stuff, patrol zones etc. etc. have come a long way since 1.02.

(in reply to MrLink)
Post #: 22
RE: Command v1.06 - The new features Part II - 12/18/2014 4:17:56 PM   
MrLink

 

Posts: 8
Joined: 1/9/2014
Status: offline

quote:

ORIGINAL: Casinn
I'm not 100% positive on the compatibility of every facet, so with the huge number of changes since then, I'd personally restart it anyhow. Refueling logic, strike stuff, patrol zones etc. etc. have come a long way since 1.02.


Well since the last time I played it with 1.02, the game crashed while dealing with a particularly nasty SA-10 site, I figured I might as well just update and move on to something else anyways.

Thanks for the reply!

(in reply to Casinn)
Post #: 23
RE: Command v1.06 - The new features Part II - 12/19/2014 12:23:37 PM   
Dimitris

 

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

ORIGINAL: MrLink
Now, noob and/or stupid question that have been asked bizzilion times before alert, how far back does save game compatibility goes, if at all?


We do everything in our power to ensure that scenarios created in past versions remain faithful to their original design when loaded in the current version.

For example, when we make a certain AI behavior configurable whereas previously it was hardwired, we explicitly set its default setting to the previously hardwired one (even if the default is not the optimal way to function), so that if the scen author never touches the scen again, the AI behaves as before.

Sometimes things may change due to fixes/tweaks/improvements to mechanics, physics models, AI etc. For example from v1.06 onwards aircraft in patrols will, by default, follow the altitudes described on their loadout's mission profile rather than sticking to the optimum altitude (fuel consumption-wise) as they did before. This may have unforeseen gameplay consequences - for example a P-3 on ASW patrol will now have a shorter endurance because its mission profile includes a lot of uneconomical low-altitude cruising. If the scen author was counting on the previous longer endurance for [something], this can create issues. So the author must re-balance this.
(In this case, an easy fix is to use the patrol altitude override value to force the P-3 back up high again. Alternatively, if the author does prefer the new improved behavior but has issues because of its implications, he can e.g. increase the number of P-3s assigned to the patrol in order to maintain coverage).

So, in a nutshell. We do the best we can to retain compatibility, but it's not a 100% guarantee. Changes, sometimes (hopefully rarely) breaking ones, are part of the game's rapid evolution.

Thanks!

_____________________________


(in reply to MrLink)
Post #: 24
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Command v1.06 - The new features Part II Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.844