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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Thu Sep 26, 2024 5:09 pm
by Nikel
Ok, do not worry.

No more unwanted nitpicking.

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Sun Sep 29, 2024 8:36 pm
by giantsquid
Hello devs,
I have CMO, but it is NOT installed on my already running Steam account. Do you think it’s better to redeem my key and include the program in Steam for this BETA and future updates?
If I switch to Steam, will I need to install CMO again?

Thanks,

Francesco

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Sun Sep 29, 2024 10:08 pm
by thewood1
There is no reason to not install the Steam version, other than disk space. I run both versions with no issues.

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Mon Sep 30, 2024 12:38 pm
by tylerblakebrandon
thewood1 wrote: Sun Sep 29, 2024 10:08 pm There is no reason to not install the Steam version, other than disk space. I run both versions with no issues.
I have started running both with the latest open beta using Steam opted in on the Beta and my Matrix install staying on the official release and this setup is working well for me and makes comparing versions easy.

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Wed Oct 02, 2024 2:07 pm
by giantsquid
Thanks for your advices. I'm installing a steam version too.

Francesco

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Thu Oct 03, 2024 9:17 pm
by giantsquid
I just installed CMO on steam and everything is working fine.

To manually apply the latest beta patch I just need to copy B1459.7 zip files into this folder: G:\SteamLibrary_games\steamapps\common\Command - Modern Operations

Is this one the correct procedure? Same as normal matrix version.

I made copies of my scenarios and saves.

Thanks
F

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Thu Oct 03, 2024 9:55 pm
by thewood1
Where did 1459.7 come from?

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Fri Oct 04, 2024 10:51 am
by tylerblakebrandon
giantsquid wrote: Thu Oct 03, 2024 9:17 pm I just installed CMO on steam and everything is working fine.

To manually apply the latest beta patch I just need to copy B1459.7 zip files into this folder: G:\SteamLibrary_games\steamapps\common\Command - Modern Operations

Is this one the correct procedure? Same as normal matrix version.

I made copies of my scenarios and saves.

Thanks
F
If you opted into the BETA in Steam then it should auto update to v1463.

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Fri Oct 04, 2024 1:44 pm
by giantsquid
Thank you.
B1459 should be the latest beta, always in this discussion: https://www.mediafire.com/file/reps9v9f ... 59.7z/file

So it's better if I join the steam dialog:

"Command Beta Test Sign-up

Hello Commanders!

The Command: Modern Operations team is looking for beta testers. This is your chance to get the first look at our newest piece of DLC and have a role in shaping it's development. Feedback and bug reports are a crucial part of game development, and we are looking for beta testers to do just that"

F

Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Posted: Fri Oct 04, 2024 2:55 pm
by thewood1
https://www.matrixgames.com/forums/view ... 2#p5190642

btw, its the "B1459.7 zip" that you wrote that is confusing. The name should be "B1459.7z file". Otherwise people in the forum are going to think you are talking about a nonexistent "1459.7" patch in a plain zip file.

CMO - NEW PUBLIC BETA

Posted: Sat Oct 05, 2024 3:40 pm
by Dimitris
New public-beta update (available only as a manual update right now); Build 1468.

Download: https://www.mediafire.com/file/k9fg60jn ... a.zip/file
To apply: Unzip on your CMO folder, overwrite when prompted.

!!!IMPORTANT!!!
This is a cumulative B1328.xx-to-now fileset; it contains all the files necessary even if you haven't used any of the previous beta patches. It can be applied both on a Steam installation AND a Matrix standalone installation (looking at you never-Steamers).

CMO Build 1468 Changelog (from B1463)
--------------------------------------------------------

ADDED: Formation Editor accessible in unit mode when group member is selected
TWEAK: Removed the obsolete "Test Scripts" top-level menu
TWEAK: scenario duration color on Begin Scenario Button set to white
FIXED: #16280: BOL-Launched torpedoes disappear immediately upon being launched
FIXED: Saved window size of multi-unit sensors form may cut off controls
FIXED: #16284: Flightplan WPs don't update position of moving base (e.g. carrier) causing aircraft to fly to wrong position while RTB and crash
FIXED: [1436 CIV] Unimplemented method involving WRA
FIXED: #16286: Group members do not follow group leads speed while lead is engaged offensive during patrol mission
FIXED: WebView2 cache now uses AppData folder (not Command's binaries folder)
FIXED: Fixed case of SBR Platform List being written under app directory (not logs path)
FIXED: Reference points adapting to the zone visibility settings once they have been added to the no navigation or exclusion zones
FIXED: Aircraft emergency diversion logic only after tanker checks failed
FIXED: Tacview not updated when Contact ID status changes
FIXED: Cropped text in Area Editor
FIXED: NoNavZones and ExclusionZones Window Layout
FIXED: #16289: Reference points visibility state not saved properly

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Sat Oct 05, 2024 3:52 pm
by kahta
Great work, thank you!

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Sat Oct 05, 2024 8:13 pm
by eleos
That's a good patch after months. It seems to work properly. I will test it to see if there is anything wrong...
Good job devs

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Sat Oct 05, 2024 10:04 pm
by thewood1
Anyone else having issues with Defender SmartScreen throwing up on Steam Matrix install with 1468?

edit: I get the "run anyway" option for the error on my backup laptop, not my main one. Will keep investigating.

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Sun Oct 06, 2024 2:46 pm
by Swant
Can I apply this on a fresh install of version 1.05.1307 (non steam) or do I need the patch [PC][64-bit] Update v1.06.1328.18.1 first?

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Sun Oct 06, 2024 3:02 pm
by Dimitris
Swant wrote: Sun Oct 06, 2024 2:46 pm Can I apply this on a fresh install of version 1.05.1307 (non steam) or do I need the patch [PC][64-bit] Update v1.06.1328.18.1 first?
You'll need to have a working B1328.xx installation on which to apply this.

Re: CMO - NEW PUBLIC BETA

Posted: Fri Oct 18, 2024 10:44 am
by Dimitris
Alright, here's the big cheese. CMO v1.07 Final (Build 1483).

Download: https://www.mediafire.com/file/3fxsnjjr ... 3.zip/file

This is going to be officially released through the standard channels very soon, but we got the greenlight to share it "unofficially" for everyone interested in a preview. If you're uncertain on how to apply it, best to wait for the official release - it won't be long!

Command v1.07 (Build 1483) Release Notes (changes from v1.06 - Build 1328.xx)
==============================================================================================================

* NEW FEATURE: Show aerospace units in their true altitude (a.k.a. "pin-cushion view"). Disabled by default (for now), it can be enabled in "Game Options --> Map Display --> Draw units at true altitude". When enabled, air & space units are shown in their true altitudes rather than as "ground-tracks" on the planet surface. To help visualize their vertical placement, a gray vertical pole is drawn from the unit to the surface (similar to Tacview's "Display Object Height" setting). If a unit is out of the visible viewpoint but its ground-track is still visible, the unit's icon is ghost-drawn at the ground-track position, to indicate the unit's horizontal location.

* ADDED: Revised HTML-rendering backend, using Microsoft's new WebView2 rendering engine. You should notice improved HTML rendering on the DB-viewer and other UI elements that use HTML sources. This also allows richer custom UI elements at the beginning of a scenario (e.g. to define custom options for the scenario, difficulty settings etc.)

* ADDED: Aircraft fuel on-load rate restriction (requires v508+ DBs). When activated, the bottleneck on A2A fuel transfer is not just the offload capacity of the tanker, but also the onload capacity of the aircraft. Also the calculation for transfer rate is now the same for CMO & CPE.

* ADDED: Indicators for aircraft contrails and ship/submarine wakes can be displayed on the map, under a unit's datablock. This makes it easier for the player to be more aware that his units may be visually detected at significantly longer ranges because of these factors. These indicators can be disabled on the "Map Settings" menu if they clutter the map unacceptably.
(Clarification: Contrails and wakes have been part of the simulation engine since CMANO's original 2013 release. This change adds visual indicators for them)

* ADDED: [Lua] New method "ScenEdit_WeaponAllocation" to show weapon allocation from attacker to target. Syntax: ScenEdit_WeaponAllocation(attackerGUID, contactGUID, attackingSideGUID)
1. supply attacker and contact GUIDs to see salvos generated between the 2
2. supply attacker GUID and empty contact to see salvos from the attacker to anyone
3. supply contact GUID and empty attacker to see salvos against contact. Note in this case, you MUST supply the side from which attacks are coming from.

* ADDED: [QOL] Possibility to copy and paste zones through the zone context menu (Shift+RMB)
* ADDED: Notification bark to let the player know if the AC reached the weapon release point too early (explanation for the occasional "hover on waypoint" behavior)
* ADDED: [Lua] Added TimeZulu to the flightplan WP wrapper
* ADDED: Formation Editor accessible in unit mode when group member is selected

* Includes updates & fixes to these official scenarios:
- Standalone - Chasing Aphrodite, 2019
- Standalone - Iron Hand, 2014
- Kashmir Fire - 2. Retaliation
- Kashmir Fire - 4. Doomsday Clock
- Kashmir Fire - 8. Flaming Dragon
- Kashmir Fire - 12. Thunder From The Sea
- Showcase Ford Class
- Standalone - Maria and Victoria - Updated scoring, was missing aircraft DBIDs.
- The Silent Service - 2. Ground Pounder - Moved Iranian bottom fixed array farther from Asheville firing point.
- The Silent Service - 3. Chicken Kiev - Reapplied Kievs disabled sonars. Updated delta ini.

* Includes the v506, v507 and v508 releases of the DB3000 & Cold-War DB databases. This concludes the months-long China national overhaul, one of the most ambitious projects undertaken by the DB team (details: https://github.com/PygmalionOfCyprus/cm ... ssues/4131). The Command database is now arguably one of the most comprehensive open-source compilations of information on modern Chinese military platforms.
DB3000 v506 additions: https://drive.google.com/file/d/1n0UWMU ... sp=sharing
CWDB v506 additions: https://drive.google.com/file/d/1n8oSgf ... sp=sharing
DB3000 v507 additions: https://drive.google.com/file/d/1myeLWr ... sp=sharing
CWDB v507 additions: https://drive.google.com/file/d/1nBHZT2 ... sp=sharing
DB3000 v508 additions: https://drive.google.com/file/d/1wD5-lO ... sp=sharing
CWDB v508 additions: https://drive.google.com/file/d/1w4IIuX ... sp=sharing

* TWEAK: The Sentinel-2 map layer is now disabled by default
* TWEAK: Better formatting for camera altitude text
* TWEAK: Speed boost in DLZ calcs if the target is higher than the weapon's ceiling
* TWEAK: Weapon Endgame reports with more specific wording
* TWEAK on lofted AAW weapon trajectory: If climbing post-burnout and getting close to stalling, begin terminal dive towards the target
* TWEAK: Improvement on secondary targets management for bombing + WRA check
* TWEAK: On "Head To First Waypoint", start the climb/dive to the next waypoint's desired altitude only when we are within the horizontal distance needed for the climb/dive (this prevents aircraft from starting their climb/dive too early)
* TWEAK: The flight planner will now always set the weapon release altitude according to the mission profile's "attack altitude ingress" value - allowing for minimum safe height
* TWEAK: Force sim to pause on File-> StartMenu
* TWEAK: Removed the obsolete "Test Scripts" top-level menu
* TWEAK: scenario duration color on Begin Scenario Button set to white
* TWEAK: Spread the OpenTopoMap tile calls to the three different known servers, to increase download throughput (and bypass throttling blocks)
* TWEAK: The slug-trails are now rendered as an actual fading trail instead of unselected ref-points
* TWEAK: Rotated icons and vectors at the edge of the globe will no longer show heading as if they were looked at directly from the top, but will instead be rendered as pointing to the heading they are actually moving towards
* TWEAK: On Docking Ops window, list the hosted units of each platform in natural-sort order
* Numerous significant sim-speed improvements.



* A large number of miscellaneous issues from B1328.xx have been resolved.
FIXED: Outline not being rendered and overlapping text for caption bar
FIXED: Contact vertical speed was not recomputed each pulse
FIXED: Exception when Primary Target isn't a unit (aimpoint, etc.)
FIXED: #16156 Cold War DB possible matches for emission detection incorrect (if previously played a DB3000 scenario)
FIXED: [Build 1405 CIV] Nooo! Manually plotted courses disappear when units fire
FIXED: Name of selected GPU not displayed on caption bar
FIXED: ACs flying north and not RTB due to trying to maintain standoff while following a FP
FIXED: Scenario "Canary's Cage" forcibly deleted on startup
FIXED: Severe slowdown in salvo creation with AAW missiles when the WRA-range setting is "No Escape Zone"
FIXED: In some cases a weapon would resolve its impact twice, before and after the target's point-defence resolution, thus ignoring the point defence's outcome
FIXED: Aircraft climbs to maximum altitude (when at weapon release point) instead of FP or weapon release altitude
FIXED: #16174: Rapid Dragon strike behavior: Ordering the target in descending distance order ensures that the Wpn launching point is valid for all the targets. Also fixed an issue that was preventing the generation of a FP with multiple targets if the targets were too spread out.
FIXED: Crash when trying to import units due to missing "folder exists?" check
FIXED: [B1405] Aircraft armed with AIM-174B descend to surface level
FIXED: [MDSP] AC stucked looping in place
FIXED: Formation type list not being cleared properly when reloaded.
FIXED: #16118: The formation type index 0 is being ignored as a formation type
FIXED: #16093: Manually allocate MALD, clears unit plotted course
FIXED: ACs in a patrol mission persists to the FP instead of engaging
FIXED: The message window was not correctly parsing LOADDOC directives if they were preceded by any other text & tags (e.g. <BODY>)
FIXED: Harpoon not being fire due to altitude
FIXED: #16197: Weapons with HE blast-frag warheads would have an excessive effective frag radius, thus easily wiping out multi-aimpoint faciities (e.g. TLAM vs SA-10 battery)
FIXED: ASuW bomb not engaging due to altitude issue
FIXED: #15838: SS-N-27 variants do not deploy supersonic final stage
FIXED: Concurrency-caused DB freak exception
FIXED: TerrainFollowingFlag not set
FIXED: Satellite names not listed correctly on Losses & Expenditures
FIXED: Special messages with external HTML content not displayed on the message log
FIXED: Aircraft with flight plan fly away without guiding weapons onto target
FIXED: Helicopters following flight plan may hover forever after take-off
FIXED: ACs were not respecting the zulu time of the mid-flight WPs
FIXED: Sometimes the wrong weapon was retrieved for FP weapon engagement check
FIXED: Winchester ACs were not RTB if there were some leftover targets
FIXED: Filter-by-keyword causing crash to desktop (unable to add weapon/sensor)
FIXED: Unit cloning not working for anything having a coverage arc definition (weapons, sensors)
FIXED: ToT was calculating Weapon range as part of the flightleg for ACs
FIXED: Aircraft on flight plan miss window to create salvos on double-flame speed
FIXED: #16154 Air-Intercept aircraft fly off in random directions
FIXED: Individual aircraft ignoring flight plan when engaged offensive
FIXED: Crew quantity not retrieved correctly when instantiating facilities. (This led to the Mk1 Eyeball sensor not being present on manned facilities)
FIXED: #16212: [B1434] UE migration scenario
FIXED: AC using the next waypoint altitude instead of the current one
FIXED: Navigation issues (added a little slack to WP reach threshold + missing PC length check)
FIXED: #16216: Doctrine mission reset when units assigned on air
FIXED: ACs in separate targets were hovering at waypoints
FIXED: Keyword-search method when adding a sensor was case-sensitive
FIXED: #16220: JDAMs, aircraft getting stuck in mid-air and circling target/waypoint
FIXED: Support missions not generating TOT for all flights
FIXED: Aircraft circle at waypoints indefinitely with unreachable altitudes
FIXED: WRA Winchester issue (erroneous "Follow Plotted Course" for winchester ACs ignoring leader)
FIXED: #16237: DLZ check causing soft-lock and exception fuse
FIXED: #16215: Wrong WRA Allocation
FIXED: #16239: SAMs engaging targets below their engagement floor
FIXED: #16241: Ordering manual refuel clears the selected tanker's plotted course
FIXED: Multiple improvements on Flightplans altitude managment
FIXED: "Horizontal distance needed to climb/dive to desired altitude" was sometimes returning a negative value
FIXED: Issue when closing window with hotkey (Escape And/or dedicated)
FIXED: ACs reverting back to "Altitude Before Engaged Offensive" even if they had a flight-path to follow (and thus should ignore this value)
FIXED: #16230: Boats cannot dock at a port that is part of a group
FIXED: Mission Profile values are always used for determine weapon release altitude - UNLESS AC loadout is null (in such case Upper Release Altitude Limit (ASL) - 100 is used)
FIXED: Aircraft Minimum Safe Height value is used instead of Profile Altitude value if if the latter is lower than the former (this protects aircraft from getting self-blasted/fragged on low-level delivery)
FIXED: Adding minimum weapon altitude and land altitude taken into consideration (with 0 as min value)
FIXED: Aircraft must finish firing weapon salvos before continuing flight plan
FIXED: WebView2 cache/user folder now uses Command's WritableRoot folder (fixing I/O issues on some computers)
FIXED: Weapon endgame being reported as a miss if intended target was a miss even if another unit was hit
FIXED: ACs were heading to the target ignoring the fact that they had not reached weapon-release WP + ACs were circling weapon release target after weapon launch
FIXED: #16247: ABM missiles flying inefficient/impossible paths, fail to intercept BMs
FIXED: Game-Mode not being preserved during scenario migration to different DB
FIXED: #16268: Aerial Refueling taking priority over RTB even if aircraft are in range of airbase (units RTB not in bingo toward the base ignore bingo doctrine and do not refuel)
FIXED: [Lua] Fixed case of empty list when trying to find units
FIXED: The MDSP had issues plotting flight paths around no-nav zones.
FIXED: #16181 Rapid Dragon pallet was being destroyed before it could fire
FIXED: Constant exception thrown when landing aircraft was on a strike mission
FIXED: #16234: Different airbase composition (single-unit vs complex) causing issues
FIXED: #16224: Wrong Bingo fuel calcs depending on base type
FIXED: #16280: BOL-Launched torpedoes disappear immediately upon being launched
FIXED: Saved window size of multi-unit sensors form may cut off controls
FIXED: #16284: Flightplan WPs don't update position of moving base (e.g. carrier) causing aircraft to fly to wrong position while RTB and crash
FIXED: [1436 CIV] Unimplemented method involving WRA
FIXED: #16286: Group members do not follow group leads speed while lead is engaged offensive during patrol mission
FIXED: Fixed case of SBR Platform List being written under app directory (not logs path)
FIXED: Reference points adapting to the zone visibility settings once they have been added to the no navigation or exclusion zones
FIXED: Aircraft emergency diversion logic only after tanker checks failed
FIXED: Tacview not updated when Contact ID status changes
FIXED: Cropped text in Area Editor
FIXED: NoNavZones and ExclusionZones Window Layout
FIXED: #16289: Reference points visibility state not saved properly
FIXED: #16297: Aircraft (no FP) not adjusting pitch to meet boresight limit on target
FIXED: #16303: Weapons dissapearing if firing unit is Out-Of-Comms
FIXED: Gameplay Freezes, possibly due to Strike Missions
FIXED: External (LOADDOC-provided) side-briefing and scenario-description texts broken after saving campaign scenario to somewhere other than its original campaign folder
FIXED: Stationary ship group never changes throttle when given an new plotted course
FIXED: #16305: Ships in formation do not change speeds properly to return to formation
FIXED: Added weapon min-range check to avoid creating salvos that cannot be fired
FIXED: The UI was changing the status of the AC when drawing the targeting Vector
FIXED: Resolve unguided weapon defensive shot (CIWS) before target weapon impact
FIXED: #16009: Escorts engage targets at altitude/speed of aircraft they are escorting
FIXED: #16287: Aircraft circle weapon launch after firing during strike mission if target list contains unengaged target
FIXED: #16291: CAP mission FPs not generated because "currently generated flight profile requires too much fuel"
Fixed: #15705: Mission Deactivation checkboxes are non-functional
FIXED: [MDSP] Wrong leg time estimation when climb time is present
FIXED: Engagment was wrongfuly dropped if one of the weapon was incapable of fire
FIXED: Hellfire Won't Shoot - Not Authorized to use SAMs Against Surface Targets
FIXED: Target detected due to omniscience not correctly inheriting its unit-side posture
FIXED: Some UI element anchoring issues on Docking-Ops window
FIXED: Various issues related to area-effect explosions and aimpoint-facilities
FIXED: Exception in Numeric Up-Down control when opening "Satellite Pass Prediction" window
FIXED: Inconsistent application of "Use SAMs on ASuW" doctrine when selecting weapons

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Fri Oct 18, 2024 3:13 pm
by kahta
Great work, looking forward to testing it!

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Fri Oct 18, 2024 9:02 pm
by Quark73
Wow, that's a huge one!

Re: CMO - NEW PUBLIC BETA (Current: Build 1468)

Posted: Fri Oct 18, 2024 9:26 pm
by KLAB
Splendid. Thank you.