Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.21]
Moderator: MOD_Command
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RE: Command v1.11 Service Release 7 - Release Candidate
I thought the same thing. Watching the GBUs slow down I was think "Uh-oh, a bug" quickly replaced with "Oh cool another feature!"

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RE: Command v1.11 Service Release 7 - Release Candidate
problem solved, thx:D
RE: Command v1.11 Service Release 7 - Release Candidate
Yeah, CMANO is one of the few games that gets better and better as time goes. Literally the best 80 Euros I have ever spent.
RE: Command v1.11 Service Release 7 - Release Candidate
"Filter-out" command on the contact context/right-click menu seems not to work in Build 906.19 (Nothern Inferno Second mission)
Maybe it's my fault but even tried starting other scenario.
edit: CTRL+F11 Window is too small, cant see all options.
same for F2- Window
Maybe it's my fault but even tried starting other scenario.
edit: CTRL+F11 Window is too small, cant see all options.
same for F2- Window
RE: Command v1.11 Service Release 7 - Release Candidate
ORIGINAL: Marder2075
"Filter-out" command on the contact context/right-click menu seems not to work in Build 906.19 (Nothern Inferno Second mission)
Maybe it's my fault but even tried starting other scenario.
edit: CTRL+F11 Window is too small, cant see all options.
same for F2- Window
Can you please post each of these on a separate thread on the tech support forum.
For the "window too small" issues, as we warned in the OP, you have to delete your Command.ini file.
Thanks!
RE: Command v1.11 Service Release 7 - Release Candidate
Guys,
I know I am probably being incredibly thick here, I noticed the following
#9149 - [B658] Aircraft using LGB keep overflying the target
Now two questions, does that mean:
That from now on AC will continue toward their targets when LGBs are released?
Or
Is that a bug in the old bug that has been corrected
If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.
Regards
I know I am probably being incredibly thick here, I noticed the following
#9149 - [B658] Aircraft using LGB keep overflying the target
Now two questions, does that mean:
That from now on AC will continue toward their targets when LGBs are released?
Or
Is that a bug in the old bug that has been corrected
If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.
Regards
RE: Command v1.11 Service Release 7 - Release Candidate
ORIGINAL: butch4343
Guys,
I know I am probably being incredibly thick here, I noticed the following
#9149 - [B658] Aircraft using LGB keep overflying the target
Now two questions, does that mean:
That from now on AC will continue toward their targets when LGBs are released?
Or
Is that a bug in the old bug that has been corrected
If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.
Regards
It means that aircraft will now try to avoid overflying the target, while also staying near enough to illuminate (for semi-active weapons like LGBs) or re-attack immediately if necessary.
Similar to this:

...but without the loft. Yet.
RE: Command v1.11 Service Release 7 - Release Candidate
Command v1.11 Service Release 7 - Release Candidate - Build 906.20
Download: Superseded by Build 906.21
See OP for instructions, warnings and release notes.
Fixes/Changes
#11362: Problem with AAW engagement of Ambiguous Targets
#11363: Strike Mission failing to start after entire strike group launched [B906.19]
FIXED: Paveways not launching (B906.19)
Download: Superseded by Build 906.21
See OP for instructions, warnings and release notes.
Fixes/Changes
#11362: Problem with AAW engagement of Ambiguous Targets
#11363: Strike Mission failing to start after entire strike group launched [B906.19]
FIXED: Paveways not launching (B906.19)
RE: Command v1.11 Service Release 7 - Release Candidate
ORIGINAL: Sunburn
ORIGINAL: butch4343
Guys,
I know I am probably being incredibly thick here, I noticed the following
#9149 - [B658] Aircraft using LGB keep overflying the target
Now two questions, does that mean:
That from now on AC will continue toward their targets when LGBs are released?
Or
Is that a bug in the old bug that has been corrected
If its the former, thats great. If its the latter am slightly confused by the move on the part of the Devs, the reason being that pretty much from PAVE TACK onwards targeting pods are designed to allow the carrier aircraft to manouver so as to avoid penetrating terminal air defences.
Regards
It means that aircraft will now try to avoid overflying the target, while also staying near enough to illuminate (for semi-active weapons like LGBs) or re-attack immediately if necessary.
Similar to this:
...but without the loft. Yet.
Sunburn,
Thanks that answers the question [:)]
Now if only we could simulate the loft in game.......
[;)]
RE: Command v1.11 Service Release 7 - Release Candidate
ORIGINAL: mikmyk
ORIGINAL: gosnold
Hi,
Just wanted to report on my 906.16 experience. Everything seems to be working, except a few times I couldn't launch a saved game: the "accept scenario options" button did not work (for "The Big Stick" scenario). Launching it with the scenario editor did work though.
Also I tried a few things based on the update log:
* "#11166 - SBIRS sats not working as expected": I added SBIRS to the game and it did not detect a DF-21D launch, so I am not sure they are working. Sensor range in the DB viewer is also at 2000nm so I am not sure they can see the ground.
* "#11129 - DB3k: DB-110 and Areos Pod Range updates": they have a 20nm range in the DB, so when using a Rafale to do recon, I get all of my detections from the onboard IRST (at a 30nm distance), and not from the recon pod. So there is no point using the recon pod. I think the range should be further increased, to at least the same value as modern laser designation pods.
Hi addressed these items in the new db in 906.18. Let me know.
Mike
Hi Mike, thanks for looking into that. I tested again with build 906.20.
#11166 is working fine, SBIRS detected the DF-21D launch, works like a charm.
#11129 : I think the detection ranges are OK now: I did a flyoff between a recon pod and a laser designation pod, and the recon pod gets the detection first, as it should. However, the designation pod is the first to classify the newly detected contacts, which is strange. I think the recon pod should also classify first. Maybe there is something to adjust in the zoom levels? I am putting the scenario and its log in the attachments if you want to look into it.
RE: Command v1.11 Service Release 7 - Release Candidate
Ok will take that on next update. I've still got some satellite stuff pending as well
RE: Command v1.11 Service Release 7 - Release Candidate
Command v1.11 Service Release 7 - Release Candidate - Build 906.21
Download: https://drive.google.com/file/d/0B205vp ... sp=sharing
See OP for instructions, warnings and release notes.
Fixes/Changes
FIXED: "Mobile group" contacts displayed as groups instead of individual contacts
FIXED: #11370: B906.20 - AAMs running out of energy; A/C not engaging defensive
Download: https://drive.google.com/file/d/0B205vp ... sp=sharing
See OP for instructions, warnings and release notes.
Fixes/Changes
FIXED: "Mobile group" contacts displayed as groups instead of individual contacts
FIXED: #11370: B906.20 - AAMs running out of energy; A/C not engaging defensive
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RE: Command v1.11 Service Release 7 - Release Candidate
is this done automatically for steam players?
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RE: Command v1.11 Service Release 7 - Release Candidate
No, download the file and extract it to your game directory.

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RE: Command v1.11 Service Release 7 - Release Candidate
um... it has caused problems, it make the add mission too small, and it can't be resized, and also made it so lasers won't fire
- michaelm75au
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RE: Command v1.11 Service Release 7 - Release Candidate
Please refer to the first post on the thread for the answers to question
Michael
RE: Command v1.11 Service Release 7 - Release Candidate
Thanks for thre great job!
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RE: Command v1.11 Service Release 7 - Release Candidate
there is another error with this version, when i try and dock my modified protectors on a FFG7s it usually crashes when i open the "boats" menu,there was one time when it did not, it may of just been luck, or it may have something to do with the fact that the boats were in a group and i tried the group boat menu
tried it again, it is not the group menu that causes problems
tried it again, it is not the group menu that causes problems
RE: Command v1.11 Service Release 7 - Release Candidate
v1.11 SR7 final is now released.