v1.03 Release Candidate thread

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

Casinn
Posts: 271
Joined: Sat Jul 27, 2013 2:12 am

RE: v1.03 Release Candidate thread

Post by Casinn »

Are you "extracting all" over the command directory and letting it replace everything or trying to run it straight out of the zip?
User avatar
dandin384
Posts: 102
Joined: Tue Nov 05, 2013 5:17 pm
Location: United States

RE: v1.03 Release Candidate thread

Post by dandin384 »

ORIGINAL: Casinn

Are you "extracting all" over the command directory and letting it replace everything or trying to run it straight out of the zip?

Extract to C:\Matrix Games\Command Modern Air Naval Operations (That's the default file path, if you installed command somewhere else extract it to that location) and overwrite all existing files.
magi
Posts: 1533
Joined: Sat Feb 01, 2014 1:06 am

RE: v1.03 Release Candidate thread

Post by magi »

ORIGINAL: dandin384
ORIGINAL: Casinn

Are you "extracting all" over the command directory and letting it replace everything or trying to run it straight out of the zip?

Extract to C:\Matrix Games\Command Modern Air Naval Operations (That's the default file path, if you installed command somewhere else extract it to that location) and overwrite all existing files.

Ok..... Thank you.......
Dimitris
Posts: 15289
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: v1.03 Release Candidate thread

Post by Dimitris »

Build 499 - v1.03 Release Candidate 3
--------------------------------------------------------

Download here: https://drive.google.com/file/d/0B205vp ... sp=sharing

This can be applied to any existing Command installation.

Release Notes (changes since B498)

Fixed/Added:
---------------
- 0006925: [Build 498] SAMS go blind and Command crashes about 50 percent of time
- 0000600: Afterburner in IR calcs
- 0006911: [498] Game crash during Indian Ocean Brawl
- 0006921: Sensors from pods are added twice
- 0006787: [491]Minehunting got weird

* Autosave now allows going farther "back in time": When an autosave is performed, the existing autosave file is renamed to autoscen_20, the existing (if any) autoscen_20 file is renamed to autoscen_40 etc. all the way to autoscen_100. This way, whenever there is a reported problem the dev team can go back up to 100 (RL) seconds to troubleshoot reported issues. This solves the "autosave after the fact" problem.

* Engine throttle (cruise, full, flank etc.) is now taken into account when calculating the IR signature of aircraft, and thus its detection range by a sensor.

* As requested, the no-pulse mode can now be toggled on/off via two additional ways (other than Game -> Options etc.):
a) Drop-down selector "Map Update Mode", placed to the right of the "Time Compression" drop-down selector.
b) Keyboard shortcut: Ctrl+Q .

* Includes all the latest AD imports by Rudd.
Pukeko
Posts: 16
Joined: Wed Jan 15, 2014 3:24 am
Location: New Zealand

RE: v1.03 Release Candidate thread

Post by Pukeko »

Did other people settings all change after applying build 499? Sound turned on, sonobuoy visibility changed, map cursor databox, etc. Have not had this happen before when applying any other builds.
User avatar
dandin384
Posts: 102
Joined: Tue Nov 05, 2013 5:17 pm
Location: United States

RE: v1.03 Release Candidate thread

Post by dandin384 »

ORIGINAL: Pukeko

Did other people settings all change after applying build 499? Sound turned on, sonobuoy visibility changed, map cursor databox, etc. Have not had this happen before when applying any other builds.

Yes, my settings reset as well, those large reference points bring back some memories [:D]
Dimitris
Posts: 15289
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: v1.03 Release Candidate thread

Post by Dimitris »

Are the settings reset only once after applying the update, or every time you start the game?
User avatar
lowchi
Posts: 173
Joined: Mon Oct 14, 2013 4:39 pm

RE: v1.03 Release Candidate thread

Post by lowchi »

ORIGINAL: Sunburn


* Engine throttle (cruise, full, flank etc.) is now taken into account when calculating the IR signature of aircraft, and thus its detection range by a sensor.


nice! Thanks!!
Image
Pukeko
Posts: 16
Joined: Wed Jan 15, 2014 3:24 am
Location: New Zealand

RE: v1.03 Release Candidate thread

Post by Pukeko »

Are the settings reset only once after applying the update, or every time you start the game?

Just once. Not really a big deal, but I thought I would make a note of it as I'm not sure this was deliberate on your part or not.
User avatar
dandin384
Posts: 102
Joined: Tue Nov 05, 2013 5:17 pm
Location: United States

RE: v1.03 Release Candidate thread

Post by dandin384 »

ORIGINAL: Sunburn

Are the settings reset only once after applying the update, or every time you start the game?

Only once for me as well.
User avatar
Sardaukar
Posts: 12459
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

RE: v1.03 Release Candidate thread

Post by Sardaukar »

Probably it overwrites .ini file.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
User avatar
Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: v1.03 Release Candidate thread

Post by Primarchx »

A few questions here...

o Is this a 360 degree enhancement or just from the rear arc?

o Does this enhancement kick in at the moment of an IRM attack or when the weapon is launched? IE, if I see a missile launched, can I chop the throttle to Loiter as a countermeasure?

o Does this enhancement effect ships as well as aircraft?

ORIGINAL: Sunburn


* Engine throttle (cruise, full, flank etc.) is now taken into account when calculating the IR signature of aircraft, and thus its detection range by a sensor.


Dimitris
Posts: 15289
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: v1.03 Release Candidate thread

Post by Dimitris »

1. Side and rear.

2. It works for any IR sensor check. IR missiles typically have to detect the target prior to launch and they also have to keep detecting it continuously post-launch, otherwise they'll fall behind. So in theory you can indeed pull the stunt you are describing. The catch is that by the time you are within the weapon's DLZ, a decent IR seeker will likely detect you at both idle and AB.

3. Aircraft only.
User avatar
Primarchx
Posts: 1954
Joined: Sun Jan 20, 2013 9:29 pm

RE: v1.03 Release Candidate thread

Post by Primarchx »

Understood. So it's not a to-hit modifier, but rather a detection modifier. This may widen the envelope (DLZ) of some earlier IRMs with creaky seekers, at least against a target with a high power setting. IRSTs seem to benefit in the rear/side quarters, too.
Dimitris
Posts: 15289
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: v1.03 Release Candidate thread

Post by Dimitris »

Build 500 - v1.03 Release Candidate 4
----------------------------------------------------------------

Download here: https://drive.google.com/file/d/0B205vp ... sp=sharing

This can be applied to any existing Command installation.

Release Notes (changes since B499)

Fixed:
-------
- 0006946: Crash and 'SAM hanging in air' with simple scenario with S-400 vs A/C
- 0006948: Crash when running SARH scenario at high time acceleration
- 0006944: During Sea Eagle Raid Soviet SAM's go blind and hang in place
- 0006945: Crash: SA-20a firing against AARGM
- 0006924: [Build 498] Salvo SARH Launches and strange lock breaking behavior
- 0006935: [499] If targets move out of radar arc SARH missiles do not go blind
- 0006926: [498] ABM intercept Crash
User avatar
lowchi
Posts: 173
Joined: Mon Oct 14, 2013 4:39 pm

RE: v1.03 Release Candidate thread

Post by lowchi »

Thank you!
Image
User avatar
Dide
Posts: 184
Joined: Sun May 10, 2009 10:42 am
Location: Italy

RE: v1.03 Release Candidate thread

Post by Dide »

Always better! Thanks!!!
rjm51973
Posts: 45
Joined: Wed Dec 04, 2013 1:41 pm
Location: Cabot, AR

RE: v1.03 Release Candidate thread

Post by rjm51973 »

Very nice! Thanks!
ipe
Posts: 20
Joined: Sat Oct 19, 2013 11:11 am

RE: v1.03 Release Candidate thread

Post by ipe »

Hey great job with updates but i cant download Build 500 from google drive. It says something like too many downloads/usage on your drive account. I was able to download Build 499.
User avatar
renders
Posts: 1209
Joined: Mon Aug 12, 2013 9:11 pm
Location: italy bologna

RE: v1.03 Release Candidate thread

Post by renders »

yeah mee too..
Image
Post Reply

Return to “Command: Modern Operations series”