Open Beta v1.05.1328.1 - Available now! (Steam Only)

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

Post Reply
User avatar
SamSlitherine
Posts: 304
Joined: Fri Feb 17, 2017 1:38 pm

Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by SamSlitherine »

Hi Everyone,

The latest ATO beta build is available now.

It is available on Steam only currently, via the open beta branch. Please use the following guide as reference if you need assistance in accessing the beta branch on Steam.

the changelog can be seen below:

* NEW FEATURE: Weapon-deployable platforms (initially aircraft).
Some aircraft can be carried as payloads from other platforms and released to fly. This allows moddeling various systems that are carried as payloads (with the full penalties of drag, weight etc.) and are launched weapons, but are actually recoverable platforms.
The DB3000 v499 database contains one such example the Altius 600 UAV, carried as a loadout option for the XQ-58A Valkyrie UCAV. More systems (like the D-21 and WZ-8 Mach-3 UAVs) are to be added in the future. The UAVs are launched just like tactical decoys, using a BOL launch mode.

* ADDED: Button to change cargo transfer destination unit in mission editor
* ADDED: #15024: [Lua] "Unit in Zone" in the lua template for operation planner triggers
* ADDED: Added the ability to view/edit the assigned cargo for cargo missions using a list of cargo consolidated by unit type. This is done with a new check box "Show items grouped by unit type" under the cargo item list in the cargo settings tab. (So for example if you have 1500 individual rifleman units in your cargo, you can click this to see one "0/1500 Rifleman" entry in the list instead of 1500 individual Rifleman list entries)
* ADDED: #15049: A button to clear all slug trails
* ADDED: Relinkable decoys: https://i.imgur.com/QKl41zf.png
* ADDED: #14903: [Request] Allow Rapid Dragon use with missions
* ADDED: [Lua] Integrated IsDecoy property (to existing unit-wrapper object) with new logic + displayed decoy info into print(unit). Example: https://i.imgur.com/Q3C2SqZ.png
* ADDED: Several new type-specific icons for ground units
* ADDED: You can now customize the size of unit icons, per-type and per-shape: https://imgur.com/a/3tVU6cr
* ADDED: The QuickSink-configured JDAMs (background: https://www.youtube.com/watch?v=41bCXburV2s) now correctly dive in front of the target ship and (try to) detonate under its keel (due to the CEP-based accuracy, the exact detonation point can vary). The underwater blast usually delivers much more severe damage than direct impact to the target ship.

* TWEAK: [DX11 renderer] Stamen terrain tiles display from server download if not found in local cache
* TWEAK: Air Ops screen cleanup
* TWEAK: Ground vehicles now require sea-going propulsion to operate at sea. Ground units with the 'Amphibious' capability code but without sea-going propulsion can cross water (incl. rivers, lakes etc.) at higher speeds.
* TWEAK: "Cargo Ops" window now shows group member names when viewing group cargo
* TWEAK: Ground units out of fuel/ammo automatically attempt UNREP from group members
* TWEAK: The calculation method for underwater shock now uses the empirical shock-factor formula (https://en.wikipedia.org/wiki/Shock_factor) to estimate the shock damage imparted on a ship or submarine from an underwater explosion.
* TWEAK: Aligned Editor "Set Unit" property menu items:
- Replaced 'Set unit fuel & airborne time' with a new 'Set Unit Properties' which does fuel, air/sea time and alt/depth.
- Replaced the 'Set time at sea' with call to the above.

* FIXED: Aircraft on cargo mission don't unload to specific destination facility
* FIXED: Aircraft on cargo mission may reload cargo at destination
* FIXED: [DX11 renderer] Stamen map layers not being shown
* FIXED: [DX11 renderer] Custom layers would crash for computer with cultures using "," as comma separators
* FIXED: Long-burn AAW missiles were not terminal-diving on their target if they were still boosting at the time (Example: https://www.matrixgames.com/forums/view ... 0&t=394652 )
* FIXED: #15050: Swapped message when indicating whether or not the program runs as administrator
* FIXED: [DX11 renderer] Custom layer images not rendering
* FIXED: Incorrect calculation of off-board passive sonar sensors (e.g. towed array) detection range modifier
* FIXED: Fixed case where amphib doesn't re-dock with parent ship during cargo mission
* FIXED: #15047: Area & ref point UI update issue when deleting tags.
* FIXED: Minimaps crashing the Game
* FIXED: "Edit Boats" can add the wrong type of unit when number is 'Applied'
* FIXED: Exceptions on Docking Ops window
* FIXED: #15023: Operation planner H/L hour didn't use standard hour format
* FIXED: Strike Plan doesn't work as expected
* FIXED: #15014: Aircraft bouncing on altitude band (especially in flame and double flame)
* FIXED: #14918: Strike Mission WRA not discriminating between Escort and Striker munitions
* FIXED: Copy decoys was changing them in actual units + fixed datablock for decoys units
* FIXED: Decoy being displayed as they should in the "losses & expenditures" count
* FIXED: Un-assigning unit changes condition of a non-operating unit
* FIXED: #15061: Ford Showcase - ScenEdit_SetEMCON doesn't toggle sensors
* FIXED: Ground unit may refuse to move after re-supplying from fixed facility
* FIXED: #15053: [DX11 renderer] Selecting mission areas through the mission editor moves the map to the mission area correctly without the apparent positions of icons and mission areas desynchronizing from their correct map-relative positions.
* FIXED: [DX11 renderer] Map render does not flash to another area of the map (sometimes the poles) and back in certain situations including startup because of latitude and longitude being confused with each other.
* FIXED: Flightplan weapon WP not fixed when reloading a scenario
* FIXED: Ground unit UNREP fails after one time, or to group lead by group member
* FIXED: [DX11 eenderer] Surface range sensor circles continue to draw when unit is not facing north. #15019.
* FIXED: RTB with shift+RMB could sometime fail
* FIXED: #15048: [Event Editor] "Unit is Damaged" Trigger goes off multiple times for the same unit
* FIXED: Aircraft on A2G attack were descending to minimum launch altitude for the weapon even if the weapon had an AGL/ASL max launch altitude
* FIXED: Unable to add custom weapon records to aircraft loadout in ScenEdit
* FIXED: Security vulnerabilities in outdated 7z.dll (replaced with current version)
gennyo
Posts: 202
Joined: Wed Apr 03, 2019 8:08 pm

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by gennyo »

Having a busy week, will test this asap.
hamza99
Posts: 13
Joined: Mon May 30, 2022 9:04 pm

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by hamza99 »

Question: When I install Open Beta v1.05.1328.1 can I install updates, for example Build 1307.14 again, or do I not want all these additions?
thewood1
Posts: 9931
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by thewood1 »

Don't mix the Steam beta with the release version. You'll regret having to reinstall.
PaulWRoberts
Posts: 904
Joined: Sun Apr 22, 2001 8:00 am

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by PaulWRoberts »

thewood1 wrote: Wed Apr 26, 2023 6:24 pm Don't mix the Steam beta with the release version. You'll regret having to reinstall.
OK, I'm confused again.

I recently saw mention of a separate 64-bit version of CMANO, and now I hear that the Steam betas are not to be applied to the "release version."

Is there a definitive guide to how to install (and how NOT to install) CMANO?
User avatar
ultradave
Posts: 1635
Joined: Tue Aug 20, 2013 7:01 pm
Location: Rhode Island, USA

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by ultradave »

Basically, if you stick with the regular Steam version, and you want to update without the 64-bit update, you can do it manually, or just wait until an official update and let Steam do it. If you want the latest beta, you'll have to download the update from the link and copy/paste the files to the Steam installation.

If you want to try the 64-bit open beta, then in Steam, go to manage your installation of CMO and select open beta.

If you don't like it and want to go back, just unselect open beta and it will revert to the last official version

Hope that helps.

Dave
----------------
Dave A.
"When the Boogeyman goes to sleep he checks his closet for paratroopers"
artao5
Posts: 124
Joined: Fri Feb 24, 2023 7:24 am

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by artao5 »

Regarding having multiple versions: What I've done is to copy the original vanilla official install and re-name it as such, then tell steam to use the beta version. The game (nor Steam) doesn't care which folder you run it from and will properly run whichever .exe you choose. Of course, Steam will only track hours played from the folder with the default name; if you care about that.
What I'm wondering about is feature parity between the 32- and 64-bit versions? For instance, it's my understanding that the only the 64-bit version has aircraft day-nite-weather affects. Is that correct?
What, exactly, are the feature differences between the two versions please?
Last edited by artao5 on Thu Apr 27, 2023 5:05 am, edited 1 time in total.
gennyo
Posts: 202
Joined: Wed Apr 03, 2019 8:08 pm

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by gennyo »

The 64-bit build is really a bleeding-edge branch. If you want to get the best experience from most of the premade scenarios, keep to the official branch IMHO.

64-bit application is essential if you run a scenario with AI units counts beyond 5000 on a slow CPU, as piled up calculations easily eat up the 3G limit of 32-bit applications.

About how to manage multiple versions and even branches, I chose a brute-force way. I have backups of almost all officials and beta versions of CMO since its release, and having two licenses of the game, one from Steam (I bought it there first) and one from Matrix Games for offline use.

I let the steam version updates itself in the 64-bit branch, and copy all the executable and other necessary files to a folder when a new build is announced and archive them. The only running copy of CMO on my machines is the offline licensed one (I never logged too many hours on Steam with CMO, even I played literally days on a single run).

When I want to update to the version I want, I grab an archived file of certain build and replace the files in the running copy of CMO. Some scenarios get their achieved versions, too, as some are built with certain specific workarounds or features for a specific build.
foxid259
Posts: 25
Joined: Wed Aug 10, 2022 1:31 pm
Location: Ukraine

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by foxid259 »

Downloaded the open beta version of the game. First impression - nice modified icons of ground units.
The only thing that really impressed me is that my pretty good PC (16 GB DDR-4 RAM, 12-core Xeon, video card - GTX-750Ti) worked very hard in a scenario where there were about 70 different units. Be productive of the game dropped by half, while all settings were made for maximum speed.
My advice to the developers is to not release this beta version as it will be impossible for most users to complete the difficult scenarios of the game. Or the developers should work on increasing the speed and performance of the game. Because when I removed the beta version - the performance and speed of the game was normal.
thewood1
Posts: 9931
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by thewood1 »

How about mentioning what scenario? How about posting an issue in the tech support forum? How about seeing if anyone else has the issue.
thewood1
Posts: 9931
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Open Beta v1.05.1328.1 - Available now! (Steam Only)

Post by thewood1 »

btw, a common and recommended practice is not to develop scenario under a beta. You never know whats going to change.
Post Reply

Return to “Command: Modern Operations series”