Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Command: Modern Air Naval Operations has been updated to 1.15.7 !

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Command: Modern Air Naval Operations has been updated to 1.15.7 ! Page: [1]
Login
Message << Older Topic   Newer Topic >>
Command: Modern Air Naval Operations has been updated t... - 3/31/2020 3:50:25 PM   
Daniele

 

Posts: 1812
Joined: 2/7/2015
Status: offline
Command: Air Naval Operations has been updated to version 1.15.7.

This update brings many improvements and changes, like making location details available thru Lua or fixing the not performing terminal dive for Inertial-guided weapons fired in BOL-mode, and many more.

You can download the update from here

Take a look at the changelog below

1.15.7 Patch Notes
* Fixed: Flank arrays not able to detect passive sonar contacts
* FIXED: Null-reference exception when loading default coverage arcs on older scenarios
* Aircraft AI tweak: When in normal loiter mode (no mission flight or plotted course), wingmen ignore their formation station and just stick close to the leader
* Relaxed the "have reached formation station" check threshold for aircraft (makes them less eager to throttle up to get to station)
* FIXED: On strike egress leg, wingman were not sticking to their formation station (pulling ahead or behind)
* Lua: Added VP_PauseSimulation(), VP_RunSimulation() and VP_SetTimeCompression()
* Lua: GameContext property added to Scenario proxy-object
* Various sim-core performance tweaks
* FIXED: SystemAccessViolationException thrown in various Lua scripts
* Speed boost in Lua under heavy load
* MAJOR CHANGE & FIXED: Engagements re-using same random number Replaced the random number generator system with a cryptographically seeded Random object and each thread gets their own dedicated Random rather than doling them out.
* Numerous sim-core performance tweaks
* UI tweak: When selecting a group member on the group-status panel, switch to unit view
* ADDED #13415: Make the location details available thru Lua
* Lua: new method GetTimeOfDay()
* ADDED: When clicking on a non-operative (hosted) unit, center the map on the location of its current host
* Tweak: Lua Doctrine methods
* Added missing "Low construction standards" flag for submarines
* Lua: Changed unit property .RTB and .Launch into methods (:)

* FIXED #13480: "Unit is Damaged" Trigger goes off multiple times for the same unit
* FIXED #13461: SetScore function weirdness
* FIXED #13415: Make the location details available thru Lua
* FIXED: Compressed DLZ envelope at frontal shots due to over-conservative outer-range value
* FIXED: Cruise missile with high-altitude terminal waypoint (e.g. HOB for nuclear airburst) not detonating because it arrived under the estimated "Impact Altitude"
* FIXED #13293: Not all weapons being picked up by some unit wrapper methods
* FIXED #13274: SE_SetDoctrineWRA() doesn't work for side or mission
* FIXED: [Lua] It is possible to use the ScenEdit_RefuelUnit script method on a non-operative unit
* FIXED: Incorrect parsing of decimal values from Command.ini in Finnish-locale
* FIXED: Inertial-guided weapons fired in BOL-mode not performing terminal dive
* FIXED: The "Choose side" window must always show up at the main screen
* FIXED: Submarines following over/under layer depth preset may rise above periscope depth, thus exposing themselves
* FIXED #8696: [B623] The Unit enters area trigger with modifier NOT selected does not work
* FIXED #13162: Trigger Definitions
* FIXED: Not escaping the side name in a contact object can lead to the scenario file being non-parsable on load
* FIXED #13023: Doctrines not being saved as uneditable
* FIXED #13135: Get/Set a Units WCS for Land/Surface etc
* FIXED: Lua: GetDoctrine is showing binary values
* FIXED: ALBM fuel re-calculation causing freeze (infinite loop)
* FIXED: Submarine depth logic works differently for human- and AI-side
* FIXED: Unguided weapons get destroyed immediately if their salvo shooter is destroyed
* FIXED: Cluster-warhead guided weapon never resolving its fuel re-calculation
* FIXED #13110: ROV datalinks
* FIXED: Locale (double-vs-comma) issue in deserializing group-kinematics properties
* FIXED: UNREP Stores not Working from T-AKE to CVN
* FIXED: Visibility of "Edit hosted AC" button
* FIXED: Unit selection not updating right-column info
* FIXED #13069: AC at airbase refusing to move from hangar
* TWEAK #13059: Removed check from dropping friendly contacts
* FIXED #13059: Autodetect on 'friendly' posture not correct
* Numerous sim-core performance tweaks
* UI tweak: When selecting a group member on the group-status panel, switch to unit view
* ADDED #13415: Make the location details available thru Lua
* Lua: new method GetTimeOfDay()
* ADDED: When clicking on a non-operative (hosted) unit, center the map on the location of its current host
* Tweak: Lua Doctrine methods
* Added missing "Low construction standards" flag for submarines
* Lua: Changed unit property .RTB and .Launch into methods (:)

* FIXED #13480: "Unit is Damaged" Trigger goes off multiple times for the same unit
* FIXED #13461: SetScore function weirdness
* FIXED #13415: Make the location details available thru Lua
* FIXED: Compressed DLZ envelope at frontal shots due to over-conservative outer-range value
* FIXED: Cruise missile with high-altitude terminal waypoint (e.g. HOB for nuclear airburst) not detonating because it arrived under the estimated "Impact Altitude"
* FIXED #13293: Not all weapons being picked up by some unit wrapper methods
* FIXED #13274: SE_SetDoctrineWRA() doesn't work for side or mission
* FIXED: [Lua] It is possible to use the ScenEdit_RefuelUnit script method on a non-operative unit
* FIXED: Incorrect parsing of decimal values from Command.ini in Finnish-locale
* FIXED: Inertial-guided weapons fired in BOL-mode not performing terminal dive
* FIXED: The "Choose side" window must always show up at the main screen
* FIXED: Submarines following over/under layer depth preset may rise above periscope depth, thus exposing themselves
* FIXED #8696: [B623] The Unit enters area trigger with modifier NOT selected does not work
* FIXED #13162: Trigger Definitions
* FIXED: Not escaping the side name in a contact object can lead to the scenario file being non-parsable on load
* FIXED #13023: Doctrines not being saved as uneditable
* FIXED #13135: Get/Set a Units WCS for Land/Surface etc
* FIXED: Lua: GetDoctrine is showing binary values
* FIXED: ALBM fuel re-calculation causing freeze (infinite loop)
* FIXED: Submarine depth logic works differently for human- and AI-side
* FIXED: Unguided weapons get destroyed immediately if their salvo shooter is destroyed
* FIXED: Cluster-warhead guided weapon never resolving its fuel re-calculation
* FIXED #13110: ROV datalinks
* FIXED: Locale (double-vs-comma) issue in deserializing group-kinematics properties
* FIXED: UNREP Stores not Working from T-AKE to CVN
* FIXED: Visibility of "Edit hosted AC" button
* FIXED: Unit selection not updating right-column info
* FIXED #13069: AC at airbase refusing to move from hangar
* TWEAK #13059: Removed check from dropping friendly contacts
* FIXED #13059: Autodetect on 'friendly' posture not correct

< Message edited by AlbertoC -- 10/15/2020 12:33:04 PM >
Post #: 1
RE: Command: Modern Operations has been updated to vers... - 3/31/2020 4:30:31 PM   
PaulWRoberts

 

Posts: 897
Joined: 4/22/2001
Status: offline
Thanks again!

(in reply to Daniele)
Post #: 2
RE: Command: Modern Operations has been updated to vers... - 3/31/2020 4:39:55 PM   
bghvip1

 

Posts: 9
Joined: 7/16/2013
Status: offline
Hello,
Is this apply to CMO ?
Version number is surprising me

Edit----------------------------------------------
Thread title has been modified, it's clear now
Thanks

< Message edited by bghvip1 -- 3/31/2020 4:43:44 PM >

(in reply to Daniele)
Post #: 3
RE: Command: Modern Operations has been updated to vers... - 3/31/2020 5:03:38 PM   
OldSarge


Posts: 642
Joined: 11/25/2010
From: Albuquerque, NM
Status: offline
Thanks!

_____________________________

You and the rest, you forgot the first rule of the fanatic: When you become obsessed with the enemy, you become the enemy.
Jeffrey Sinclair, "Infection", Babylon 5

(in reply to bghvip1)
Post #: 4
RE: Command: Modern Operations has been updated to vers... - 3/31/2020 5:27:26 PM   
BrianinMinnie

 

Posts: 136
Joined: 5/7/2015
Status: offline
quote:

Command: Air Naval Operations


I Believe this only applies to: Command: Air Naval Operations not CMO ie "Command: Modern Operations"

(in reply to bghvip1)
Post #: 5
RE: Command: Modern Operations has been updated to vers... - 3/31/2020 6:15:50 PM   
Dimitris

 

Posts: 13282
Joined: 7/31/2005
Status: offline
quote:

ORIGINAL: BrianinMinnie
quote:

Command: Air Naval Operations


I Believe this only applies to: Command: Air Naval Operations not CMO ie "Command: Modern Operations"


Correct. As previously stated, we continue to support CMANO with updates.

_____________________________


(in reply to BrianinMinnie)
Post #: 6
RE: Command: Modern Operations has been updated to vers... - 4/26/2020 5:13:12 PM   
CHM


Posts: 63
Joined: 9/17/2017
Status: offline
Has this update been pushed through Steam?

(in reply to Dimitris)
Post #: 7
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Command: Modern Air Naval Operations has been updated to 1.15.7 ! Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.641