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RE: Command v1.14 update - Public Beta

 
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RE: Command v1.14 update - Public Beta - 2/4/2018 5:29:04 AM   
morphin

 

Posts: 572
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From: Switzerland
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Hmm

i can make rectangle Reference points, but circle does not work (First select "Define Area" and then right click on map moves the map a litte bit but nothing else occurs)
Thank's
Andy

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Post #: 31
RE: Command v1.14 update - Public Beta - 2/4/2018 5:30:26 AM   
Dimitris

 

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quote:

ORIGINAL: morphin
Hmm

i can make rectangle Reference points, but circle does not work (First select "Define Area" and then right click on map moves the map a litte bit but nothing else occurs)
Thank's
Andy


Please post this on the Tech Support forum and provide more details. A step-by-step would help a lot.

Thanks!

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Post #: 32
RE: Command v1.14 update - Public Beta - 2/4/2018 1:08:25 PM   
stilesw


Posts: 1497
Joined: 6/26/2014
From: Hansville, WA, USA
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quote:

Hmm

i can make rectangle Reference points, but circle does not work (First select "Define Area" and then right click on map moves the map a litte bit but nothing else occurs)
Thank's
Andy


Works same as a rectangle.

1. Use Cntl + right click to bring up menu (Unit, Reference Pt, Rectangle, Circle).
2. Select "Define Area - Circle"
3. When the "pointing hand" cursor appears place it where you want the center of the circle.
4. Hold the left button down and drag the "hand". It should create a circle around the area selected by the "hand" pointer. At least it does for me.

-Wayne Stiles

(in reply to morphin)
Post #: 33
RE: Command v1.14 update - Public Beta - 2/4/2018 2:03:08 PM   
Gunner98

 

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quote:

Works same as a rectangle.


Yeah it works well. Looks really good but has a lot of RPs, understandablly. Haven't tried it out yet to see how patrols react, probably quite well.

B

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Post #: 34
RE: Command v1.14 update - Public Beta - 2/4/2018 11:31:07 PM   
tjhkkr


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Thank you, very much!

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Post #: 35
RE: Command v1.14 update - Public Beta - 2/5/2018 7:39:29 AM   
Grazyn

 

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Will the beta be available on steam as well?

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Post #: 36
RE: Command v1.14 update - Public Beta - 2/5/2018 7:43:27 AM   
Dimitris

 

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No.

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Post #: 37
RE: Command v1.14 update - Public Beta - 2/5/2018 11:37:41 AM   
Eggstor

 

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quote:

ORIGINAL: Grazyn

Will the beta be available on steam as well?

You can, however, unzip the beta into your Steam game folder.

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Post #: 38
RE: Command v1.14 update - Public Beta - 2/5/2018 12:22:29 PM   
Luckschaden

 

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quote:

ORIGINAL: Eggstor


quote:

ORIGINAL: Grazyn

Will the beta be available on steam as well?

You can, however, unzip the beta into your Steam game folder.

Will that mess things up once the steam version is updated?

(in reply to Eggstor)
Post #: 39
RE: Command v1.14 update - Public Beta - 2/5/2018 4:41:04 PM   
Sardaukar


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quote:

ORIGINAL: Luckschaden


quote:

ORIGINAL: Eggstor


quote:

ORIGINAL: Grazyn

Will the beta be available on steam as well?

You can, however, unzip the beta into your Steam game folder.

Will that mess things up once the steam version is updated?


No, there won't be problems.

_____________________________

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(in reply to Luckschaden)
Post #: 40
RE: Command v1.14 update - Public Beta - 2/6/2018 3:10:42 PM   
Sigma8510

 

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“• ADDED: UI request: Auto-focus on main map and secondary windows when mouse cursor enters them (ie. no need to mouse-click in order to focus“

Does this feature work across multiple monitors?

(in reply to Dimitris)
Post #: 41
RE: Command v1.14 update - Public Beta - 2/7/2018 9:30:12 AM   
Dimitris

 

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Command v1.14 Public Beta - Build 998.2

Download: https://drive.google.com/file/d/1KKRXlgtZWSAYtNRe-bPWT8SSmvXpQe4B/view?usp=sharing

Unzip to your existing v1.14 beta installation.


v1.14 BETA - BUILD 998.2 RELEASE NOTES
===================================================

* FIXED: [B998.1] The "Browse Scenario Platform" only shows one item for each nation and each Platform type
* FIXED: [B998.1] Guided weapon at terminal dive attempting sudden reversal to cruise altitude
* FIXED: [B998.1] AirOps window can be slow to open if there is a humongous number of AC present
* FIXED: [B998.1] Radar detection altitude logic doesn't evaluate AGL correctly
* FIXED: SLBM isn't creating sub-salvo for MIRVs with correct Shooter ID
* FIXED: [B998.1] Error in mission-wakeup code
* FIXED: Ship reacting defensively against threat at excessively long range
* FIXED: [B998.1] Aircraft and boats assigned to cargo-drop mission never depart
* FIXED: When on the "Docking Ops" window, the DB viewer should open only when clicking on a grouping of ships/subs, not on the boats themselves
* Lua: Fixed #12256 - unit manualAltitude not being passed
* Lua: align SE with wrapper for manualAltitude
* The "Campaign Editor" window now also lists scenario IDs and enables changing a scenario's ID (In order to solve the problem where, because of duplicate IDs, the campaign flow jumps back to a previous scenario instead of just moving to the next one).
* Numerous sim-core performance tweaks.



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Post #: 42
RE: Command v1.14 update - Public Beta - 2/7/2018 9:39:26 AM   
morphin

 

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Great Thank's....

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Post #: 43
RE: Command v1.14 update - Public Beta - 2/7/2018 12:52:56 PM   
Lowlaner2012

 

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Cool thanks :-)

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Post #: 44
RE: Command v1.14 update - Public Beta - 2/7/2018 1:59:16 PM   
Cik

 

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ey dimitris, can the "flaming datum" feature be expanded to SAMs?

that is to say, generate a SAM contact if a missile is spotted along the approach axis of the missile?

i'm curious if that would work or be desirable?

though i have not seen it in action on the torpedo side yet, so i am not certain it will transfer over well, it might be interesting.

(in reply to Lowlaner2012)
Post #: 45
RE: Command v1.14 update - Public Beta - 2/9/2018 1:04:50 AM   
DWReese

 

Posts: 1824
Joined: 3/21/2014
From: Miami, Florida
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D,

I was up to date before, but I didn't update to 113.7. Can I update to 114 without adding the last 113.7 update?

Doug

(in reply to Dimitris)
Post #: 46
RE: Command v1.14 update - Public Beta - 2/9/2018 3:51:12 AM   
ComDev

 

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Hi Doug,

Yes, no problem

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Developer "Command: Modern Air/Naval Operations" project!

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Post #: 47
RE: Command v1.14 update - Public Beta - 2/9/2018 4:59:42 AM   
Dimitris

 

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quote:

ORIGINAL: Cik

ey dimitris, can the "flaming datum" feature be expanded to SAMs?

that is to say, generate a SAM contact if a missile is spotted along the approach axis of the missile?

i'm curious if that would work or be desirable?

though i have not seen it in action on the torpedo side yet, so i am not certain it will transfer over well, it might be interesting.


That's something we have been considering for surface-to-air fire in general (e.g. you spot triple-A bursts coming up but you haven't actually seen the gun(s) yet).

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Post #: 48
RE: Command v1.14 update - Public Beta - 2/9/2018 7:39:52 PM   
djoos5


Posts: 382
Joined: 10/25/2013
From: Ohio
Status: offline
Not sure if everyone is seeing this, or just me, but after the 998.2beta update, I am not able to open the message window in its own window (under game options). I can provide pics, if you want.

Thanks!




Attachment (1)

< Message edited by djoos5 -- 2/9/2018 8:09:40 PM >


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Post #: 49
RE: Command v1.14 update - Public Beta - 2/9/2018 8:10:39 PM   
djoos5


Posts: 382
Joined: 10/25/2013
From: Ohio
Status: offline
Also, the top border still says 998.1 even though I unpacked the 998.2 beta into my Command folder.

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Post #: 50
RE: Command v1.14 update - Public Beta - 2/9/2018 8:44:42 PM   
Cik

 

Posts: 671
Joined: 10/5/2016
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quote:

ORIGINAL: Dimitris


quote:

ORIGINAL: Cik

ey dimitris, can the "flaming datum" feature be expanded to SAMs?

that is to say, generate a SAM contact if a missile is spotted along the approach axis of the missile?

i'm curious if that would work or be desirable?

though i have not seen it in action on the torpedo side yet, so i am not certain it will transfer over well, it might be interesting.


That's something we have been considering for surface-to-air fire in general (e.g. you spot triple-A bursts coming up but you haven't actually seen the gun(s) yet).



that's good news!

at least for SAMs and burst-based flak, whether you are being fired at is usually more immediately obvious than who is doing the firing and exactly where they are. there are usually reasonably visible indications (giant trails of smoke hanging motionless in the sky relative to you, and giant explosions around your airplane respectively) i think it would be excellent to have such a feature.

(in reply to Dimitris)
Post #: 51
RE: Command v1.14 update - Public Beta - 2/10/2018 12:32:30 AM   
DWReese

 

Posts: 1824
Joined: 3/21/2014
From: Miami, Florida
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Mine says 988.2 from the regular download, if that helps.

(in reply to djoos5)
Post #: 52
RE: Command v1.14 update - Public Beta - 2/10/2018 3:39:15 AM   
djoos5


Posts: 382
Joined: 10/25/2013
From: Ohio
Status: offline
Okay, my game now says it is the 998.2 beta release, but it still will not show the message log as a separate window.

Any suggestions?

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Post #: 53
RE: Command v1.14 update - Public Beta - 2/10/2018 3:57:17 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Have you set the Game Option to show in a separate window? On first page of options..

Also try pressing the 'reset secondary windows'.

< Message edited by michaelm75au -- 2/10/2018 3:58:39 AM >


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Michael

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Post #: 54
RE: Command v1.14 update - Public Beta - 2/10/2018 7:32:22 AM   
jarraya

 

Posts: 321
Joined: 9/10/2007
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I am getting this error when running the new .exe.:

Error found during application startup. Error details: The type initializer for 'Command.Client' threw an exception.

Have copied all the files from the link at the top of this thread to my Steam CMANO folder.

Can you please let me know what I'm doing wrong?

Alternatively, can you tell me how to get the beta via Steam? It is not available in the betas version like it is for other games.


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Post #: 55
RE: Command v1.14 update - Public Beta - 2/10/2018 12:11:59 PM   
thewood1

 

Posts: 6529
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Can I suggest to all to put tech issues in the tech support forum? It just makes it hard all the way around to keep track of new updates and issues people are finding.

(in reply to jarraya)
Post #: 56
RE: Command v1.14 update - Public Beta - 2/10/2018 10:55:07 PM   
KHawk

 

Posts: 61
Joined: 7/3/2004
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djoos5

If you look at your attachment example.
Try right clicking in the gray area of the Message Log mini window.
Select Maximize in the popup.

See if that works.

KHawk

(in reply to djoos5)
Post #: 57
RE: Command v1.14 update - Public Beta - 2/11/2018 3:48:17 AM   
rmunie0613

 

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I think earlier on this thread, on Page 1, Devs had answered that the Beta was not available on Steam.

(in reply to KHawk)
Post #: 58
RE: Command v1.14 update - Public Beta - 2/11/2018 4:19:04 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
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quote:

ORIGINAL: rmunie0613

I think earlier on this thread, on Page 1, Devs had answered that the Beta was not available on Steam.


That's true, but it means that the beta has not been pushed to Steam, so the Steam version of CMANO will not auto-update to the current beta.

However, you can still download the beta from the links in this thread and unzip the files into your \steamapps\common\Command Modern Air Naval Operations\ folder to install the beta.

I use the Steam version and can confirm this works.

If you have any issues with stuff not working after doing that, you can always 're-verify game files' through Steam which will essentially reset your installation back to stable release.

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Post #: 59
RE: Command v1.14 update - Public Beta - 2/12/2018 1:56:31 PM   
jarraya

 

Posts: 321
Joined: 9/10/2007
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I was able to install the update as described by apache85 with a small glitch which the devs then helped me with (see in the tech support forum). I've been playing CMANO on and off since it was launched, and I'd like to say to the devs that you've outdone yourselves once again with the latest update. This game is more awesome than ever! Seriously good work guys.

(in reply to Rory Noonan)
Post #: 60
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