Version 1.01.11431 available

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.

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Daniele
Posts: 1797
Joined: Sat Feb 07, 2015 2:27 am

Version 1.01.11431 available

Post by Daniele »

CMO has been updated to version 1.01.11431

You can download the update from here

Updated release notes (changes from B1134.3):

* Submarines with shrouded propulsor have higher cavitation speed (+10%)
* Submarines with shrouded propulsor accelerate slightly faster (+10%)
* Submarine battery recharge rate is now also dependent on current battery level (faster when near-empty, slower at near-full)
* Submarines with LiOn battery recharge 25% faster (full recharge in ~6 hrs instead of 8)
* Submarines with LiOn battery are more likely to have fire secondary damage after being hit, and the fire is much harder to contain/control
* The sound penalty due to cavitation is now gradual instead of all-or-nothing, so vessels at the early stages of cavitation are somewhat quieter
* Various sim-core performance tweaks
* Tweaked user feedback for cargo ops
* Significant speed boost on map render (zoom/pan) in large scenarios
* [Lua] Added method: ScenEdit_DistributeWeaponAtAirbase
* [Lua] Added method: ScenEdit_ClearAllAircraft
* [Lua] Added ScenEdit_ClearAllMagazines
* TWEAK: Lua - Removing Weapons from aircraft in air
* [Lua] Added unit property obeyEMCON (get & set) [boolean]
* [Lua] Added set ability when using on unit.sensors for the sensor_status and sensor_isactive properties.

Usage example:

Code: Select all

 
 local unit = ScenEdit_GetUnit({name="SomeUnit #1"});
 u.obeyEMCON = false;    --Unit will not use emcon setting [required].
 local s = {sensor_guid='guidOfSpecificSensor', sensor_isactive=true, sensor_status='Operational'}; 
 unit.sensors = s;    --Apply changes for that specific sensor (turn on in this case)
 s.sensor_status = 'Damaged'   -- Can be Damaged,Operational, or Destroyed.
 unit.sensors = s;    --Trigger light damage on the sensor and turn it off without doing damage % to unit.
 s = nil; unit=nil;
 
(Caveat - for the set on unit.sensors to work obeyEMCON must logically be in the off\false state first, same restriction as GUI. Kudos to KnightHawk75 for the observation & example!)

* FIXED: #13365: Define Area - Circle: mouse draws rectangle instead of circle
* FIXED: #13779: "Group Lead Slow Down" tick-box doesn't stay unticked for subs
* FIXED: Out-of-memory exception preventing autosave & manual save in large scenarios
* FIXED: Show MCM equipment for subs
* TWEAK: Sweeping inactive mines (inactive moored mines can now be swept by cable-cutters and mine-disposal divers)
* FIXED: #13767: Fixed issue in calculating buffered area of missions
* FIXED: #13766: Special Actions window default description / selection not consistent
* FIXED: When the airgroup lead reached a waypoint, the waypoint's throttle preset and speed overrides were not applied to the entire group (As a result, wingmen may not always stick together or may have different throttle settings (thus burning more/less fuel))
* FIXED: Lua missing case-insensitive clause on GUID comparison check
* FIXED: #13637: Lua trigger on mines
* FIXED: "Recon" mobile-unit category not reported correctly
* FIXED: Sensor time-to-next-scan value not persisted on save/load
* FIXED: GUID comparison failing when adding aircraft to a base via Lua
* FIXED: When removing a side's mission, off-grid units were not notified of this mission's removal
* FIXED: Lua date not handling non-integers
* FIXED: "Browse scenario platforms" inconsistent view
* ADDED: Helicopters and tilt-rotors now orbit after cargo transfer complete to save fuel
* ADDED: Compatible mounts from 'regular' facilities can now be picked up as cargo
* FIXED: Browse scenario platforms inconsistent view
* UI TWEAK: Prevent the accidental drawing of the drag-selection rectangle from the top-left corner
* TWEAKED: Lua functions
* FIXED: #13725: Scenario Editor lost saves
* ADDED: UI feedback for attempts to plot course for weapons without datalinks
* FIXED: #13742: Browse scenario platforms opens DB twice
* TWEAKED: Event triggers for weapons
* FIXED: #13730: Detecting Weapons
* FIXED: #13653: AAW Patrol Missions with 'Repeatable Loop' Do not obey Mission speed and altitude (1121.8)
* FIXED: #13529: Unit on patrol going offensive at long-distance contact
* FIXED: #13732: Ctrl+NumPad0 Hotkey not working in CMO
* FIXED: #13622: Build 1121.6 - unable to load saved game
* FIXED: Patrol mission attack distance check not working for altitude when outside speciified attack range
* FIXED: Exception on ground unit refueling
* FIXED: #13720: SetUnit Oddity - 2nd part
* FIXED: Allow Lua 5.3 default integer (long type) in some conversion functions
* FIXED: Cargo mass capped at 32.768
* FIXED: Cavitation speed for ships/subs was calculated on current vessel speed (instead of current screw speed)
* FIXED: #13839: [Lua] Error in .manualAltitude wth Submarines
* FIXED: #13834: Praying Mantis, 1988 - CTD
* FIXED: UUV on ships can end up hosted by ship's host
* FIXED: Lua function SE_GetEvents() not registered

* Includes updated version of C-LIVE "The King of the Border" (fixed map performance issue on US side, cleaned-up briefing texts)
* Includes updated version of C-LIVE "Spratly Spat" (improvements in Lua scripts)
* Includes updated version of Shifting Sands #17 (Bekaa Valley) - improved Lua script for comms disruption (thanks to Eboreg for the tweaks)
* Includes updated version of "Brother against Brother" (fixed issue with SAR special action)
* Includes new & updated Tacview 3D shapes by BogdanM (SH-60, Lynx, Gotland, Nautilus), pclaurent (Agosta, Rubis Mod 1/2, Triomphant, "school of fish" biological) and BLiboy (numerous submarines)
c3k
Posts: 440
Joined: Mon Apr 24, 2017 11:06 pm

RE: Version 1.01.11431 available

Post by c3k »

Outstanding!

Thanks.
Parel803
Posts: 932
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

RE: Version 1.01.11431 available

Post by Parel803 »

Nice, thx
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

RE: Version 1.01.11431 available

Post by KnightHawk75 »

Changes missing from the list above from 1142.1:
[Lua] Added unit property obeyEMCON (get & set) [boolean]
[Lua] Added set ability when using on unit.sensors for the sensor_status and sensor_isactive properties.

Code: Select all

 
 --usage example:
 local unit = ScenEdit_GetUnit({name="SomeUnit #1"});
 u.obeyEMCON = false;    --Unit will not use emcon setting [required].
 local s = {sensor_guid='guidOfSpecificSensor', sensor_isactive=true, sensor_status='Operational'}; 
 unit.sensors = s;    --Apply changes for that specific sensor (turn on in this case)
 s.sensor_status = 'Damaged';   -- Can be Damaged,Operational, or Destroyed.
 unit.sensors = s;    --Trigger light damage on the sensor and turn it off without doing damage % to unit.
 s = nil; unit=nil;
 -- Caveat - for the set on unit.sensors to work obeyEMCON must logically
 -- be in the off\false state first, same restriction as gui.
 

Dimitris
Posts: 15201
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: Version 1.01.11431 available

Post by Dimitris »

ORIGINAL: KnightHawk75

Changes missing from the list above from 1142.1:
[Lua] Added unit property obeyEMCON (get & set) [boolean]
[Lua] Added set ability when using on unit.sensors for the sensor_status and sensor_isactive properties.

Code: Select all

 
 --usage example:
 local unit = ScenEdit_GetUnit({name="SomeUnit #1"});
 u.obeyEMCON = false;    --Unit will not use emcon setting [required].
 local s = {sensor_guid='guidOfSpecificSensor', sensor_isactive=true, sensor_status='Operational'}; 
 unit.sensors = s;    --Apply changes for that specific sensor (turn on in this case)
 s.sensor_status = 'Damaged'   -- Can be Damaged,Operational, or Destroyed.
 unit.sensors = s;    --Trigger light damage on the sensor and turn it off without doing damage % to unit.
 s = nil; unit=nil;
 -- Caveat - for the set on unit.sensors to work obeyEMCON must logically
 -- be in the off\false state first, same restriction as gui.
 


Nice catch, thanks!
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Gunner98
Posts: 5940
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
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RE: Version 1.01.11431 available

Post by Gunner98 »

Thanks guys
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
guanotwozero
Posts: 651
Joined: Fri Dec 27, 2013 1:53 am

RE: Version 1.01.11431 available

Post by guanotwozero »

Thanks!
pxl919092
Posts: 12
Joined: Tue Jan 28, 2020 3:39 am

could not install

Post by pxl919092 »

I downloaded the ZIP file and try to run the install executable. only for it to report : "cannot detect a installed version of CMO". but I indeed had it installed under steam. Is this patch for steam version of the game?

Many Thanks
User avatar
Gunner98
Posts: 5940
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
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RE: could not install

Post by Gunner98 »

Sounds like your Anti-virus software might be quarantining the .exe file. This happens to me from time to time as these are Beta's and the number of users you A-V software knows about is too small.

Re-load the patch and watch what your A-V does then override it if it quarantines the file.
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
User avatar
JosephM
Posts: 204
Joined: Tue Mar 18, 2014 7:13 am

RE: could not install

Post by JosephM »

ORIGINAL: pxl919092

I downloaded the ZIP file and try to run the install executable. only for it to report : "cannot detect a installed version of CMO". but I indeed had it installed under steam. Is this patch for steam version of the game?

Many Thanks

I'm sorry you are having problems with this. Sorry, but note that the Steam versions of the games and the standalone ones cannot read from each other, so if you own the CMO base game from Steam and the DLC from our site, you'll need to redeem a Steam key to unlock this in Steam.

If the key is already in the alpha-numeric format XXXXX-XXXXX-XXXXX then this will work in Steam without issue. If it is not in this format then the below forum post explains how to redeem Steam keys for the games:
https://www.slitherine.com/forum/viewto ... 58&t=93585
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