Command v1.06 - The new features Part II (Full Version)

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Dimitris -> Command v1.06 - The new features Part II (12/10/2014 2:56:53 PM)

http://www.warfaresims.com/?p=3565




comsubpac -> RE: Command v1.06 - The new features Part II (12/10/2014 3:00:39 PM)

Yeah!




chemkid -> RE: Command v1.06 - The new features Part II (12/10/2014 3:12:48 PM)

.




Dide -> RE: Command v1.06 - The new features Part II (12/10/2014 3:56:05 PM)

Great!!! [:D]




Randomizer -> RE: Command v1.06 - The new features Part II (12/10/2014 4:15:30 PM)

Thank You!

-C




ParachuteProne -> RE: Command v1.06 - The new features Part II (12/10/2014 5:01:48 PM)

Awesome ! Can't wait !




ClaudeJ -> RE: Command v1.06 - The new features Part II (12/10/2014 6:17:13 PM)

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?




hellfish6 -> RE: Command v1.06 - The new features Part II (12/10/2014 7:14:07 PM)

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.




OnFire -> RE: Command v1.06 - The new features Part II (12/10/2014 7:36:13 PM)

awesome!!!




AdmiralSteve -> RE: Command v1.06 - The new features Part II (12/10/2014 8:56:28 PM)

Excellent. [&o]
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.)?




Dimitris -> RE: Command v1.06 - The new features Part II (12/11/2014 5:32:20 AM)

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.




NickD -> RE: Command v1.06 - The new features Part II (12/11/2014 6:08:13 AM)

That's a very impressive set of improvements.




Marder -> RE: Command v1.06 - The new features Part II (12/11/2014 10:13:38 AM)

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




hellfish6 -> RE: Command v1.06 - The new features Part II (12/11/2014 3:21:35 PM)


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)




DirtyFred -> RE: Command v1.06 - The new features Part II (12/11/2014 6:38:57 PM)


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 [&o] ... take the rest of the month off [:)]




Dimitris -> RE: Command v1.06 - The new features Part II (12/11/2014 8:17:46 PM)

Somehow we doubt our day-job bosses will oblige us. Appreciate the thought though!




hawkeye_de -> RE: Command v1.06 - The new features Part II (12/12/2014 6:24:36 AM)

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)





Wasicun -> RE: Command v1.06 - The new features Part II (12/12/2014 3:47:06 PM)

release the 1,06 and you'll can take a vacation !

[:)]




Casinn -> RE: Command v1.06 - The new features Part II (12/13/2014 2:00:27 AM)

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.









MrLink -> RE: Command v1.06 - The new features Part II (12/15/2014 9:38:44 PM)

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.




rjm51973 -> RE: Command v1.06 - The new features Part II (12/16/2014 7:28:38 PM)

Can't wait, guys! Thanks for all the hard work!




Casinn -> RE: Command v1.06 - The new features Part II (12/18/2014 4:47:10 AM)


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.




MrLink -> RE: Command v1.06 - The new features Part II (12/18/2014 4:17:56 PM)


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!




Dimitris -> RE: Command v1.06 - The new features Part II (12/19/2014 12:23:37 PM)

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!




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