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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802)

 
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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/15/2016 9:24:48 PM   
ComDev

 

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Please start separate threads in the Tech Support forum if there are questions or errors.

It is impossible for us to keep track of stuff otherwise, and things may accidently be missed. We really want to address all issues so please help us out. Thanks!

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/15/2016 9:25:35 PM   
Airborne Rifles

 

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Awesome! Thanks devs!

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Post #: 32
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/15/2016 10:01:21 PM   
kritter

 

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Thanks now my scenario runs and does not crash. Great job.

(in reply to anxiousbob)
Post #: 33
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/15/2016 10:21:31 PM   
bradinggs


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edited: Will post my question in the tech area. Thanks... just saw previous post.


< Message edited by bradinggs -- 3/15/2016 10:23:47 PM >

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Post #: 34
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/15/2016 11:51:47 PM   
zclark

 

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By far, the most stable and high performing release I've seen so far with CMANO. I've been running a huge scenario for over 12 hours straight without a single crash. Prior to this release, it would always crash frequently.

I'm extremely impressed with the developers dedication and passion with this program and to us, the user. Very much appreciated.

(in reply to Dimitris)
Post #: 35
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/16/2016 12:05:40 AM   
mikmykWS

 

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quote:

ORIGINAL: zclark

By far, the most stable and high performing release I've seen so far with CMANO. I've been running a huge scenario for over 12 hours straight without a single crash. Prior to this release, it would always crash frequently.

I'm extremely impressed with the developers dedication and passion with this program and to us, the user. Very much appreciated.


Yeah Rag and D worked hard on that. You should all be seeing more speed and stability.

Mike

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Post #: 36
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/16/2016 12:26:04 AM   
Raptorx7_slith

 

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Yeah this update has given me the best performance increase so far, amazing work devs.

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Post #: 37
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/16/2016 12:30:27 AM   
Glenn Beasley

 

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Thank You.

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/16/2016 1:51:21 AM   
JPFisher55

 

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I have a couple of questions about aircraft performance in 1.11 RC1.

1. What does attack speed mean? I have noticed that when my a/c take "offensive engagement" they use the speed that they determine which is sometimes afterburner which sometimes cause them to run out of fuel before reaching target. I tried setting the attack speed to full or cruise, but this did not affect the a/c once they went into the offensive engaged mode.

2. Are a/c supposed to RTB on afterburner instead of full speed if they have some fuel above the bingo setting? I thought that it would be afterburner in 1.11, but it still seems to be full.

Otherwise, v1.11 performs great.

Sorry, just saw Mike's previous post in this thread. Will post in tech forum.

< Message edited by JPFisher55 -- 3/16/2016 1:53:58 AM >

(in reply to Glenn Beasley)
Post #: 39
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/16/2016 7:06:54 PM   
ScottGridley

 

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I really did not expect this so close on the heels of 1.10! GREAT WORK AND HUGE THANKS!

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/17/2016 3:07:50 AM   
VFA41_Lion


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An absolutely stunning improvement to speed and smoothness, especially on older machines. This will go very far in making it more accessible to a wide range of people, once they get over whining about the price

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/17/2016 8:22:00 AM   
wild_Willie2


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Great work on this update, the game now runs much smoother and much more stable. I still had to reload a really big scenario (kingdom come) every couple of gameplay hours because it was slowing down, but this known issue is now much less prevalent than before. So the game is not running perfect yet, but you are getting there…

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/17/2016 11:52:45 AM   
ComDev

 

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Erm... can you send me that scen?

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/17/2016 12:03:30 PM   
wild_Willie2


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I'll post a copy of this scenario when I get home this evening, but it's also available in de scenario pack (you just need to update the database).

This scenario is discussed here:

http://www.matrixgames.com/Forums/tm.asp?m=3884946&mpage=1&key=�

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/17/2016 8:15:52 PM   
wild_Willie2


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Here is the scenario in question. After playing for a few real time hours there still is a problem with the game slowing down.

W.

Attachment (1)

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Post #: 45
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 7:00:07 AM   
ComDev

 

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Hmmmmm I'm trying to reproduce this but not having much luck.

I've let the scenario run for several hrs and there isn't any slowdown. I've also run the profiler and it looks all good.

Can you send me your Command.ini file, and let me know what settings you're using. I.e. map settings, fidelity, etc.

Can you also activate the diagnostics bar? Next time you notice a slowdown, can you check if there is a navigator request in the queue?

How much CPU and RAM is used at the time of the slowdown?

Can you also send me a savegame a few minutes before the slowdown occured?

Thanks!

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 11:10:11 AM   
wild_Willie2


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I'll look into it this or tomorrow evening.

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 11:59:11 AM   
ComDev

 

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Thanks! Any chance you could also make a video? It is very helpful to see how people actually play the game when trying to chase down issues like the one you have reported. Found one issue last weekend simply by watching Kushan's video stream.

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 2:32:52 PM   
wild_Willie2


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Good idea, I'll whip out my phone the next time there is an issue.

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In wine there is wisdom, in beer there is strength, in water there are bacteria.

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Post #: 49
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 6:02:36 PM   
ComDev

 

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Been digging deep into the code for possible stuck events or other weird issues but everything seems to behave well, even after 12+ hrs of gameplay. So I have a couple more questions:

Do you play with sound?

Do you play with permanently windows open, like the Speed/Alt window, Weapon Allocation window, Mission window, or Doctrine window?

Are you editing events or creating lua scripts while playing?

Anything else that might be worth noting?

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 8:38:35 PM   
MichaelJCuozzo

 

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Not a bad update. Lots of useful new goodies, but I'm worried that the developers are turning the game into a micromanager's paradise. A lot of the new choices are not things that senior commanders have to worry about. They're more for squadron COs or ship captains. It's beginning to become obvious that a lot of the developers are tech guys. Hope you have a few decent warfighters in there as well.

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 8:39:48 PM   
Dimitris

 

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Command v1.11 Release Candidate 2 - Build 803
======================================================================

Superseded by v1.11RC3/B804: http://www.matrixgames.com/forums/fb.asp?m=4047861


CHANGES/ADDITIONS FROM v1.11 RC1 - B802
=====================================================================


Fixed:
#10460 Bombs not dropping to the ground (1.11 RC1 B802)
#10459 [B802] AIP not switching on
#10455 [Build 802] Attack speed set to full but attacking at afterburner
#10453 [Build 801] Automatic at sea replenishment broken

* Added: Rename ships in Boat Ops window
* Added: Hotkeys to open add/remove aircraft/boats
* UI Tweak: On the "Edit Event" window, the dropdown lists for Triggers, Conditions and Actions are sorted alphabetically

< Message edited by Sunburn -- 3/21/2016 1:09:48 PM >


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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 9:49:40 PM   
iborg

 

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quote:

ORIGINAL: Mikewritesfic

Not a bad update. Lots of useful new goodies, but I'm worried that the developers are turning the game into a micromanager's paradise. A lot of the new choices are not things that senior commanders have to worry about. They're more for squadron COs or ship captains. It's beginning to become obvious that a lot of the developers are tech guys. Hope you have a few decent warfighters in there as well.


Actually, it is important for scenario designers. The more options, the more intricate and complex the AI behavior can be set.

On RC 2 : hotkey for adding planes/boats yay !

(in reply to MichaelJCuozzo)
Post #: 53
RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 9:50:17 PM   
mikmykWS

 

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quote:

ORIGINAL: Mikewritesfic

Not a bad update. Lots of useful new goodies, but I'm worried that the developers are turning the game into a micromanager's paradise. A lot of the new choices are not things that senior commanders have to worry about. They're more for squadron COs or ship captains. It's beginning to become obvious that a lot of the developers are tech guys. Hope you have a few decent warfighters in there as well.


Mike we have lots of active and retired military folks involved. Paul is active RN (has been since the Falklands), D was in the Greek Army, Rag has worked for major defense contractors and I'm the only pure civilian. We are also working with military folks on pro and non pro stuff. I think we're all tech guys including the pro's were working with. Not sure what's wrong with that but its great when our customers are able to leverage our technical skills to get what they need. The smart one's seem to be doing so.

As far as you we know you're a pilot or analyst of some sort however you've never come forward with you're real identity and many of your posts under various names don't actually follow DoD guidelines on how officers should be posting online. I know you think you're doing it anonymously but you're not. This being said in the end we don't really don't care what you say or do. It doesn't cost us a thing, you're just annoying but if you're serious about improving the game its probably the worst approach ever.

Anyways if you have concerns feel to email or post to let us know exactly what they are. I'm not sure what we can do about our civilian jobs etc but I feel we can tackle most hurdles with the game. It would be great if you'd let us know who you actually are as well as we would likely take you a little more seriously. No other pro seems to have to be anonymous so not sure what your deal is and getting to the point of really not caring.

Thanks!

Mike




< Message edited by mikmyk -- 3/18/2016 9:51:59 PM >


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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 10:30:12 PM   
mikmykWS

 

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Command v1.11 Release Candidate 2 - Build 803
======================================================================

Download: https://drive.google.com/file/d/0B205vpZC1pGmUUFnODMxUjFUNGM/view?usp=sharing

Unzip to your existing CMANO installation folder; anser "Yes" to any overwrite prompts.


CHANGES/ADDITIONS FROM v1.11 RC1 - B802
=====================================================================


Fixed:
#10460 Bombs not dropping to the ground (1.11 RC1 B802)
#10459 [B802] AIP not switching on
#10455 [Build 802] Attack speed set to full but attacking at afterburner
#10453 [Build 801] Automatic at sea replenishment broken

* Added: Rename ships in Boat Ops window
* Added: Hotkeys to open add/remove aircraft/boats
* UI Tweak: On the "Edit Event" window, the dropdown lists for Triggers, Conditions and Actions are sorted alphabetically

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 10:51:31 PM   
tjhkkr


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MikMyk, you might of warned us about this new feature of release candidate 2...
Some Russian Delta 2 submarines fired nukes, and then this came up....




Attachment (1)

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(in reply to mikmykWS)
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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 10:57:47 PM   
mikmykWS

 

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LOL

Mike

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 11:03:17 PM   
tjhkkr


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quote:

ORIGINAL: mikmyk
LOL
Mike


Not so funny for me though...







Attachment (1)

< Message edited by tjhkkr -- 3/18/2016 11:04:33 PM >


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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.

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 11:13:15 PM   
mikmykWS

 

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One of these days we do got to look at end game screens too

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RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) - 3/18/2016 11:23:44 PM   
BrianinMinnie

 

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MikMyk

A follow-up to what Mikewritesfic wrote.

I’m a civie with past aspirations of military greatness, that being said, I greatly enjoy the ability to micro if I want to or let the generals\admirals do the deciding. I think this game is sort of about figuring out how to make the Tech and Tactics work best at making war. I don’t worry much about geo-political aspect or real lives being lost, it’s a game right? I’m appreciative and willing to let the real sailors, airmen and soldiers do the "warfighting" while I’m having a blast with a great Sim.

Keep up the great work gang!

Thanks
Brian

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