Build 451 is 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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Dimitris
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Build 451 is available

Post by Dimitris »

A new public build is now available, Command Build 451. This is another stepping stone on our road towards the "official" v1.02 update. As with previous releases this build addresses the most immediate issues voiced by the Command user community while also generally improving the quality & functionality of the game.

As with all updates be aware that some issue may yet remain unresolved; we are aware of them and are continuing our path of steadily improving the game.

Download the new build HERE.

How to use: Unzip the contents of the file to your Command installation directory (the default is "C:\Matrix Games\Command Modern Air Naval Operations"). Answer "yes" to any overwrite questions.

This update is cumulative; it includes the work of all previous beta & public releases from v1.01 until today (incl. Build 446, the previous public build). Please ensure you have a working v1.01 installation before applying this update. We recommend you backup your current Command.exe file as a failsafe - just in case the new build for any reason presents problems on your setup.

Build 451 Release Notes

Fixed:
- 0005924: Aircraft cannot be manually launched - Flight Ops Broke
- 0005839: [443] Winchesters Lockup
- 0005888: Winchester Showing up in Air Ops Dialog Again
- FIXED: Excessive CEP on anti-ship missiles (e.g. Gabriels on "Battle of Latakia" or everything in "First Contact").

* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.

* Faster startup time.
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snowburn
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RE: Build 451 is available

Post by snowburn »

ORIGINAL: Sunburn

* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.


Thanks Sunburn!!!

unlimited aircraft weapons is only for the Human Player or the AI can use this too?
chemkid
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RE: Build 451 is available

Post by chemkid »

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stevenpannell
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RE: Build 451 is available

Post by stevenpannell »

+1
thewood1
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RE: Build 451 is available

Post by thewood1 »

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?
Temple
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RE: Build 451 is available

Post by Temple »

ORIGINAL: thewood1

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?
Interesting... I just always assumed as a given condition that if you run faster than 1:1 that it would affect the ph of any hit, so I always slow down when resolving. Is it intended that either in this build or at some later point that the ph would always be calculated the same no matter what time compression you are using?
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RE: Build 451 is available

Post by thewood1 »

I just remember a thread where it was brought up and one of the devs seemed concerned and said someone would look into it.
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SSN754planker
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RE: Build 451 is available

Post by SSN754planker »

ORIGINAL: Temple

ORIGINAL: thewood1

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?
Interesting... I just always assumed as a given condition that if you run faster than 1:1 that it would affect the ph of any hit, so I always slow down when resolving. Is it intended that either in this build or at some later point that the ph would always be calculated the same no matter what time compression you are using?

Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?
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RoryAndersonCDT
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RE: Build 451 is available

Post by RoryAndersonCDT »

ORIGINAL: Sunburn
* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.

[:D][:D][:D][:D][:D][:D][:D][:D][:D]
This will help cause serious amounts of virtual destruction!!!
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SSN754planker
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RE: Build 451 is available

Post by SSN754planker »

[/quote]
* Added new realism option: Unlimited Aircraft Weapons. When enabled, aircraft have unlimited loadout packs available even if their bases are not loaded with weapons at all. This is not recommended for realistic prolonged scenarios (it makes airpower too omnipotent) but can be useful for quick experimentation.

Just how does this work...i selected the option in realism options, then put some aircraft on a base, selected a loadout, then the planes all said --winchester--?
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ExMachina
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RE: Build 451 is available

Post by ExMachina »

Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?

I ran those tests on a user-submitted save file and I found that hi fi settings at 1sec compression repeatedly gave drastically different combat resolution results than any of the non-hi-fi time compression settings (including 1sec compression w/ hi-fi turned off).

EDIT: just confirmed that this behavior remains in the current build
RoryAndersonCDT
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RE: Build 451 is available

Post by RoryAndersonCDT »

I've noticed that dog fights don't resolve without HD mode on.
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ExMachina
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RE: Build 451 is available

Post by ExMachina »

ORIGINAL: Sunburn

- FIXED: Excessive CEP on anti-ship missiles (e.g. Gabriels on "Battle of Latakia" or everything in "First Contact").

CEP...cool. Learned a new concept. Thanks, Sunburn. CMANO is more sophisticated that I ever could imagine [8D]
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SSN754planker
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RE: Build 451 is available

Post by SSN754planker »

But does the sim when you have hi fidelity mode on..does it run slower than a second? ive had game seconds sometimes last 2 or more real time seconds while having hi fi mode on? And are there any performance tweaks coming in the form of patches that will make hi fi mode run better?
ORIGINAL: ExMachina
Id like to know if having the "hi-fidelity mode" unchecked is making a difference. I haven't used "hi fi" mode since they gave us the option to, but is 1:1 mode without "hi-fi" screwing up calculations also?

I ran those tests on a user-submitted save file and I found that hi fi settings at 1sec compression repeatedly gave drastically different combat resolution results than any of the non-hi-fi time compression settings (including 1sec compression w/ hi-fi turned off).
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thewood1
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RE: Build 451 is available

Post by thewood1 »

In hi-fi, the sim runs in .1 s/pulse. In Non-hi-fi mode, it is 1 s/pulse. That is my understanding. Hi-fi can put a lot of strain on some systems.
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RE: Build 451 is available

Post by ComDev »

ORIGINAL: thewood1

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?

Yes I think so.
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ExMachina
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RE: Build 451 is available

Post by ExMachina »

I tested it a few more times and the problem appears to still be there. I rebuilt the scenario (First Contact) to be sure.

ORIGINAL: emsoy

ORIGINAL: thewood1

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?

Yes I think so.
Dimitris
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RE: Build 451 is available

Post by Dimitris »

ORIGINAL: ExMachina

I tested it a few more times and the problem appears to still be there. I rebuilt the scenario (First Contact) to be sure.

ORIGINAL: emsoy

ORIGINAL: thewood1

Just curious...has the issue of missile ph differing between 1:1 time and higher time compression settings been resolved with this build?

Yes I think so.

Hi, can you please send me the scenario you use for these tests? And also describe the test process? That would help us a lot, thanks!
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ExMachina
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RE: Build 451 is available

Post by ExMachina »

Hi Sunburn,

I posted pretty much everything I did here

I used both the OP's posted .save file and the stock First Contact 2016 scenario (playing as Norway to prove that I could save my ships by simply switching HD mode off during SS-N final homing/attack)

Please let me know what more information you'd like. Feel free to PM/email me.

-ExM
BKLANDIN
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RE: Build 451 is available

Post by BKLANDIN »

Really liking this build. Things are finally working the way I expect. Of course, I can only speak about the things I have played so far.
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