A new public build is now available, Command Build 451. This is another stepping stone on our road towards the "official" v1.02 update. As with previous releases this build addresses the most immediate issues voiced by the Command user community while also generally improving the quality & functionality of the game.
As with all updates be aware that some issue may yet remain unresolved; we are aware of them and are continuing our path of steadily improving the game.
How to use: Unzip the contents of the file to your Command installation directory (the default is "C:\Matrix Games\Command Modern Air Naval Operations"). Answer "yes" to any overwrite questions.
This update is cumulative; it includes the work of all previous beta & public releases from v1.01 until today (incl. Build 446, the previous public build). Please ensure you have a working v1.01 installation before applying this update. We recommend you backup your current Command.exe file as a failsafe - just in case the new build for any reason presents problems on your setup.
Build 451 Release Notes
Fixed: - 0005924: Aircraft cannot be manually launched - Flight Ops Broke - 0005839: [443] Winchesters Lockup - 0005888: Winchester Showing up in Air Ops Dialog Again - FIXED: Excessive CEP on anti-ship missiles (e.g. Gabriels on "Battle of Latakia" or everything in "First Contact").
* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.
* Faster startup time.
< Message edited by Sunburn -- 11/10/2013 9:43:25 AM >
Posts: 188
Joined: 9/24/2013 From: Bovril, Argentina Status: offline
quote:
ORIGINAL: Sunburn
* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.
Thanks Sunburn!!!
unlimited aircraft weapons is only for the Human Player or the AI can use this too?
Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?
Interesting... I just always assumed as a given condition that if you run faster than 1:1 that it would affect the ph of any hit, so I always slow down when resolving. Is it intended that either in this build or at some later point that the ph would always be calculated the same no matter what time compression you are using?
Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?
Interesting... I just always assumed as a given condition that if you run faster than 1:1 that it would affect the ph of any hit, so I always slow down when resolving. Is it intended that either in this build or at some later point that the ph would always be calculated the same no matter what time compression you are using?
Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?
ORIGINAL: Sunburn * Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.
This will help cause serious amounts of virtual destruction!!!
* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.
Just how does this work...i selected the option in realism options, then put some aircraft on a base, selected a loadout, then the planes all said --winchester--?
Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?
I ran those tests on a user-submitted save file and I found that hi fi settings at 1sec compression repeatedly gave drastically different combat resolution results than any of the non-hi-fi time compression settings (including 1sec compression w/ hi-fi turned off).
EDIT: just confirmed that this behavior remains in the current build
< Message edited by ExMachina -- 10/25/2013 3:34:02 AM >
But does the sim when you have hi fidelity mode on..does it run slower than a second? ive had game seconds sometimes last 2 or more real time seconds while having hi fi mode on? And are there any performance tweaks coming in the form of patches that will make hi fi mode run better?
quote:
ORIGINAL: ExMachina
quote:
Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?
I ran those tests on a user-submitted save file and I found that hi fi settings at 1sec compression repeatedly gave drastically different combat resolution results than any of the non-hi-fi time compression settings (including 1sec compression w/ hi-fi turned off).
I used both the OP's posted .save file and the stock First Contact 2016 scenario (playing as Norway to prove that I could save my ships by simply switching HD mode off during SS-N final homing/attack)
Please let me know what more information you'd like. Feel free to PM/email me.
But does the sim when you have hi fidelity mode on..does it run slower than a second? ive had game seconds sometimes last 2 or more real time seconds while having hi fi mode on? And are there any performance tweaks coming in the form of patches that will make hi fi mode run better?
quote:
ORIGINAL: ExMachina
quote:
Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?
I ran those tests on a user-submitted save file and I found that hi fi settings at 1sec compression repeatedly gave drastically different combat resolution results than any of the non-hi-fi time compression settings (including 1sec compression w/ hi-fi turned off).
If you are getting --WINCHESTER-- try just running the scenario a bit. I've found that you sometimes need to just let the game's engine 'tick' once to get quite a few features to appear. Things like ground units with sensors on component vehicles; the sensors do not show up in the "Sensors" list till you let the game 'tick'. Just something to be aware of when making a scenario.
< Message edited by Baloogan -- 10/25/2013 11:31:44 PM >
for me, all i did was create an airbase using the import feature, added some aircraft...then picked a loadout for them. It let me click the red scenedit load button, but right after that, the planes all went winchester. and starting the clock on the sim didnt help either. i actually told them to take off, and they did, and immediately turned around and landed.
Yeah, I'm in the same boat as you now SSN. I _did_ get it to work once, loading some sidewinders onto f16s at a base I imported. Now I can't seem to get it to work.