Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.21]

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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Rory Noonan
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Rory Noonan »

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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AceOfSpadeszzzzzz
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by AceOfSpadeszzzzzz »

problem solved, thx:D
Hongjian
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Hongjian »

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.
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Marder
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Marder »

"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
Dimitris
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Dimitris »

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!
butch4343
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by 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
Dimitris
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Dimitris »

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:

Image

...but without the loft. Yet.
Dimitris
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Dimitris »

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)
butch4343
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by butch4343 »

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:

Image

...but without the loft. Yet.


Sunburn,

Thanks that answers the question [:)]

Now if only we could simulate the loft in game.......

[;)]
gosnold
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by gosnold »

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.





mikmykWS
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by mikmykWS »

Ok will take that on next update. I've still got some satellite stuff pending as well
Dimitris
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Dimitris »

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
inanetunaman
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by inanetunaman »

is this done automatically for steam players?
Rory Noonan
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Rory Noonan »

No, download the file and extract it to your game directory.
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inanetunaman
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by inanetunaman »

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
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michaelm75au
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by michaelm75au »

Please refer to the first post on the thread for the answers to question
Michael
Galahad78
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Galahad78 »

Thanks for thre great job!
inanetunaman
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by inanetunaman »

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
Dimitris
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RE: Command v1.11 Service Release 7 - Release Candidate

Post by Dimitris »

v1.11 SR7 final is now released.
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