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Command: Modern Operations update - Build 1121.1

 
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Command: Modern Operations update - Build 1121.1 - 12/9/2019 10:47:59 AM   
Dimitris

 

Posts: 13282
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Download: https://drive.google.com/open?id=1RUUGr9bCX20_QfOEryJiAZ4Ap_eqeAhl

To apply: Unzip contents on your CMO installation, overwriting as necessary.

This is a public beta. Standard disclaimers apply.

Changes from B1115.8.1
-------------------------------------

* Improved speed of loading map tiles for each layer (this addresses the "slow map refresh" issue)
* New game option: Configurable volume for music & sound effects (Game --> Game Options --> Sound)
* Mission Editor window enhancement: Clicking on the assigned & unassigned units selects them and centers the map on them. . This makes it easier to check the general status of a mission ("Where are right now the forces I've tasked for this job? Where are the units that I might be interested to add to this task if they are close enough?") without having to jump to the ORBAT window.
* Tacview: Force terrain mode to "full 3D" (ie. incl. underwater)
* Added more tweaks to Tacview appearance (hide flight & lift vector, height bars & labels)
* Map tweak: Show the flight plans of airborne flights
* Numerous sim-core performance tweaks
* The main map window now always starts in windowed mode (even if it was last used in full-screen)
* Replaced color "Red" with "Indian Red" in various forms to stand out more clearly against dark background (example: https://i.imgur.com/8xM60vF.png)
* Map tweak: Made the "Selected: [....]" text font slightly smaller
* UI tweak: Include the DB version name in the "You have (explicitly or implicitly) attempted to load a database that does not exist on the DB folder" message
* ADDED: #13415: Make the location details available through Lua
* Includes updated version of "King Of The Border" which fixes UI lag issues
* All sound effects have their default volume altered to match the soundtrack.
* Includes new Tacview 3D models for the J-35 Draken, JA-37 Viggen & JAS-39 Gripen, F-105 Thunderchief, A-29 Super Tucano, Wildcat, MQ-8 Fire Scout, MQ-4 Global Hawk, SS-N-26 ASCM, Spruance & OH Perry classes and their variants, Virginia-class SSN, Vanguard-class SSBN, DDH280 Iroquois-class, City/Town/Village Marker.
* Includes updated versions of the remastered standalone scenarios: Added gameplay notes for scenarios that have special features, fixed scripts not firing in "Green Tide", fixed dev prompts appearing on first run of "North Pacific Shootout", fixed SAR action in "Brother Against Brother".
* Includes updated versions of the "Surface Warfare Tutorial" series by Paul Bridge.

* FIXED: Ballistic missiles not assigning their MIRVs correctly
* FIXED: HoverInfo options not showing up
* FIXED: #13345: Escorts returning from a strike do not land together with the main group, but only when they are bingo
* FIXED: When gathering around group lead, wingmen AC were heading for the deck instead of the lead altitude
* FIXED: Casting error when displaying error message during startup
* FIXED: Airgroup wingmen not always following's lead's desired altitude
* FIXED: Error during writing-out of the message log can leave the scenario graph in a dirty state
* Fix for altitude issues with strike mission (Caused other issues)
* FIXED: Units usually not evaluating targets (and thus not auto-engaging contacts)
* FIXED: Airgroup wingmen not following lead's desired altitude during overwater flight
* FIXED: Hang on startup in high-DPI systems
* FIXED: Unit Doctrine panel text alignment
* Fixed: #13354: Helicopters descend instantaneously
* Fixed issues with pathfinder for mobile ground units
* FIXED: #13353: Strike flight with escorts aborts and RTBs after mid-air refuelling
* Fix for personal map profile not loading.
* Fix for Game Options throwing an (invisible) exception on launch.
* FIXED: Compressed DLZ envelope at frontal shots due to over-conservative outer-range value (see here for details : https://steamcommunity.com/app/1076160/discussions/0/3356799628320729999/#c1740008576841507766)
* FIXED: On strike egress leg, wingmen were not sticking to their formation station (pulling ahead or behind)
* FIXED: Layout glitches in "Tanker Planner" window
* FIXED: Wire-guided torpedoes attempting to retarget while still having a plotted course
* FIXED: Weapon "Attempt retargeting: XXX" indicator drawn in wrong vertical offset from icon
* FIXED: #13461: SetScore function weirdness


< Message edited by Dimitris -- 12/9/2019 4:30:49 PM >


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RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 10:53:27 AM   
guanotwozero

 

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Good stuff - thanks!

(in reply to Dimitris)
Post #: 2
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 11:53:27 AM   
alexzhz


Posts: 84
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So terrific!

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Post #: 3
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 12:06:37 PM   
Dragnaath

 

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Thank you.

(in reply to alexzhz)
Post #: 4
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 12:10:15 PM   
davidoux

 

Posts: 60
Joined: 11/28/2014
Status: offline
thanks a lot.

FYI : there is a small duplicate in the patch notes

* Includes updated versions of the "Surface Warfare Tutorial" scenarios.
* Includes updated versions of the "Surface Warfare Tutorial" series by Paul Bridge.

(in reply to Dragnaath)
Post #: 5
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 12:18:34 PM   
Lowlaner2012

 

Posts: 779
Joined: 11/20/2011
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Thanks for the fixes good stuff, just one question, has the sub bug been fixed, the one that resets the manually set speed when a new plot has been set....

Thanks

< Message edited by Lowlaner2012 -- 12/9/2019 4:18:18 PM >

(in reply to davidoux)
Post #: 6
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 4:31:26 PM   
Dimitris

 

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Joined: 7/31/2005
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quote:

ORIGINAL: Lowlaner2012
Thanks for the fixes good stuff, just one question, has the sub bug been fixed, the one that resets the manually set speed when a new plot has been set....

Thanks


Not yet, we had to take care of other things first.

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(in reply to Lowlaner2012)
Post #: 7
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 4:34:11 PM   
Lowlaner2012

 

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Cool, thanks for the reply and fixes 😀

(in reply to Dimitris)
Post #: 8
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 5:15:03 PM   
magi

 

Posts: 1529
Joined: 2/1/2014
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Just wonderful.... thank you....
I noticed immediate difference in improvement When loading and starting… Much better guys…
I still think you can reduce the date and time stamp of the scenario by half though .... it’s really pretty darn big ......

< Message edited by magi -- 12/9/2019 6:25:00 PM >

(in reply to Dimitris)
Post #: 9
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 7:08:32 PM   
giantsquid

 

Posts: 270
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From: Milan, Italy
Status: offline
Awesome, you already did all those improvements!
Congratulations

Francesco

(in reply to magi)
Post #: 10
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 8:36:49 PM   
konstpan

 

Posts: 23
Joined: 12/9/2019
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Great, although I'll wait till it comes to Steam...

Μπραβο στον Δημητρη και σε ολη την ομαδα!!!

(in reply to Dimitris)
Post #: 11
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 9:05:04 PM   
Darren_H_slith

 

Posts: 69
Joined: 3/21/2019
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Thank-you Warfare Sims team!

(in reply to konstpan)
Post #: 12
RE: Command: Modern Operations update - Build 1121.1 - 12/9/2019 11:58:22 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Note on new Lua method:

quote:

print(World_GetLocation({latitude='51.5052833557129', longitude='-2.27636313438416'}))
{ layer = { ceiling = -4, floor = -8, strength = 0.409999996423721 }, altitude = -17 }
{ altitude = 128, slope = 0, cover = { text = 'Land: Croplands ', value = 'Croplands' } }


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Michael

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Post #: 13
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 12:39:56 AM   
goodwoodrw


Posts: 2661
Joined: 2/14/2005
Status: offline
I have manually applied this update to my Steam version appears to be working

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Formerly Goodwood


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Post #: 14
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 3:00:28 AM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
Thank you!

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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to goodwoodrw)
Post #: 15
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 3:30:10 AM   
Rob322

 

Posts: 578
Joined: 8/16/2004
Status: offline
I keep trying to post a screen and Matrix keeps giving me reasons why I can't. I notice with the new patch the Unit Status drop-down appears more towards the middle of the map. It doesn't move or minimize but it does go to the correct place (far right side of screen) if I minimize the game. So that's a little odd.

(in reply to goodwoodrw)
Post #: 16
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 4:11:52 AM   
magi

 

Posts: 1529
Joined: 2/1/2014
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quote:

ORIGINAL: Rob322

I keep trying to post a screen and Matrix keeps giving me reasons why I can't. I notice with the new patch the Unit Status drop-down appears more towards the middle of the map. It doesn't move or minimize but it does go to the correct place (far right side of screen) if I minimize the game. So that's a little odd.

I agree I am having this problem also… And I’ve seen posts on the Facebook page that is also made comment on this ...

(in reply to Rob322)
Post #: 17
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 4:26:00 AM   
Rob322

 

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Like I said, it would go away if I minimized but I shouldn’t have to do that.

I also haven’t noticed much of a speed increase for the different maps loading.

(in reply to magi)
Post #: 18
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 6:44:21 AM   
Technopiper

 

Posts: 182
Joined: 2/11/2019
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quote:

ORIGINAL: Rob322

Like I said, it would go away if I minimized but I shouldn’t have to do that.

I also haven’t noticed much of a speed increase for the different maps loading.

This solves the problem for me:
Right click on the shortcut > "Properties". Pick "Run: Maximized".
Now unit status panel will stick to the rightmost even after I choose fullscreen.

Problem for me is the scenario will always launch windowed. It won't stay fullscreen after I quit and start a scenario again. I check "\Config\Command.ini" and it says "StartFullScreen = True".

This definitely isn't normal.

(in reply to Rob322)
Post #: 19
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 12:21:02 PM   
LaughingBuccaneer

 

Posts: 52
Joined: 11/23/2017
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Just out of interest what is the current version for the Non Beta version of CMO ?

(in reply to Technopiper)
Post #: 20
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 12:38:34 PM   
Scar79

 

Posts: 183
Joined: 8/9/2013
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It would be cool if the game could remember the position and size of the Main, Message Log and 3D window. Or even make some sort of the "working layout", with Message Log and 3D window docked to the left from the Main, with ability to change their relative size with a help of movable borders.


(in reply to Technopiper)
Post #: 21
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 12:47:01 PM   
thewood1

 

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It might be a little more helpful if you posted requests in the requests thread instead of here.

(in reply to Scar79)
Post #: 22
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 1:14:22 PM   
Scar79

 

Posts: 183
Joined: 8/9/2013
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quote:

ORIGINAL: thewood1

It might be a little more helpful if you posted requests in the requests thread instead of here.

NP, reposted it in the Features Request thread.

(in reply to thewood1)
Post #: 23
RE: Command: Modern Operations update - Build 1121.1 - 12/10/2019 7:40:13 PM   
daveoreno


Posts: 64
Joined: 8/27/2016
From: Toronto, Canada
Status: offline

quote:

ORIGINAL: Scar79

It would be cool if the game could remember the position and size of the Main, Message Log and 3D window. Or even make some sort of the "working layout", with Message Log and 3D window docked to the left from the Main, with ability to change their relative size with a help of movable borders.





I raised this issue In the Tech support area a while back. Evidently it is something that will be fixed.

https://www.matrixgames.com/forums/tm.asp?m=4716866

Dave

(in reply to Scar79)
Post #: 24
RE: Command: Modern Operations update - Build 1121.1 - 1/17/2020 5:52:06 PM   
sabre109

 

Posts: 1
Joined: 5/25/2019
Status: offline
Thanks for your great work

The only problem I have is that the F-105 model show's up as an F-100. All others are fine.

Thanks again

(in reply to daveoreno)
Post #: 25
RE: Command: Modern Operations update - Build 1121.1 - 1/18/2020 8:44:21 AM   
tiag

 

Posts: 91
Joined: 6/21/2018
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Quick question (from someone that never update manually CMO or CMANO): Are the updates cumulative? Or should I manually update all versions from my 1158 one by one?

(in reply to sabre109)
Post #: 26
RE: Command: Modern Operations update - Build 1121.1 - 1/18/2020 11:56:45 AM   
Amono

 

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Joined: 2/15/2008
From: Finland
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Yes, updates are cumulative.

(in reply to tiag)
Post #: 27
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