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Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 12:56 pm
by Dimitris
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 1:00 pm
by comsubpac
Yeah!
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 1:12 pm
by chemkid
.
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 1:56 pm
by Dide
Great!!! [:D]
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 2:15 pm
by Randomizer
Thank You!
-C
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 3:01 pm
by ParachuteProne
Awesome ! Can't wait !
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 4:17 pm
by ClaudeJ
Someone hand me a tissue please!
In the Satellite pass predictions view, why is each entry displayed twice?
http://www.warfaresims.com/WarSimsWP/wp ... edict1.png
The new patrol & support mission feature and behaviors are very much welcomed. As is the DB viewer refresh, will make things more comfortable.
Are there more details available regarding the "new import files by Mike Mykytyn and Jakob Wedman."?
And what will be the callsign of cloned units?
Last but not least, is it anywhere one can take a peak at each available mission profile?
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 5:14 pm
by hellfish6
Ohmygodohmygodohmygod... list of changes is pretty great, though the LUA thing kinda makes my brain hurt. I'm gonna need to spend time with that.
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 5:36 pm
by OnFire
awesome!!!
RE: Command v1.06 - The new features Part II
Posted: Wed Dec 10, 2014 6:56 pm
by AdmiralSteve
Excellent. [&o]
An absolutely fabulous product and well worth the money spent. Not that I'm greedy or not thankful but will Command have a better ground modeling such as accurate LOS firing (i.e. ballistics not true to life and hitting targets that sit behind mountains even at maximum range.)?
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 3:32 am
by Dimitris
It was an early UI bug, it has been fixed for the v1.06 release.
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 4:08 am
by NickD
That's a very impressive set of improvements.
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 8:13 am
by Marder
Thanks! Can't imagine how v2.0 will be...
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 1:21 pm
by hellfish6
ORIGINAL: Marder2075
Thanks! Can't imagine how v2.0 will be...
In version 2.0, Command becomes merely the continuation of policy by other means...
(h/t to old Carl)
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 4:38 pm
by DirtyFred
ORIGINAL: hellfish6
ORIGINAL: Marder2075
Thanks! Can't imagine how v2.0 will be...
In version 2.0, Command becomes merely the continuation of policy by other means...
(h/t to old Carl)
you made my day!
thanks to the devs [&o] ... take the rest of the month off [:)]
RE: Command v1.06 - The new features Part II
Posted: Thu Dec 11, 2014 6:17 pm
by Dimitris
Somehow we doubt our day-job bosses will oblige us. Appreciate the thought though!
RE: Command v1.06 - The new features Part II
Posted: Fri Dec 12, 2014 4:24 am
by hawkeye_de
Integration of Lua is cool
I had a look at the tutorials @ Github ^^
Do you plan to include functions to get the current objects in the simulation ?
For instance:
GetKnownObjects (Side)
RE: Command v1.06 - The new features Part II
Posted: Fri Dec 12, 2014 1:47 pm
by Wasicun
release the 1,06 and you'll can take a vacation !
[:)]
RE: Command v1.06 - The new features Part II
Posted: Sat Dec 13, 2014 12:00 am
by Casinn
I'd just like to thank everyone that plays and votes on/makes suggestions that the dev's are able to turn into these new releases.
I've admittedly been a lousy beta tester but been able to see the program grow and improve immensely and see the dedication that some put into this. /salute to the Devs, Tomcat, Baloogan, Rudd and many others who work very hard on this, and those that make the great scenarios.
RE: Command v1.06 - The new features Part II
Posted: Mon Dec 15, 2014 7:38 pm
by MrLink
Hi,
First of all, thanks for all your hard work. Watching how dedicated you are in making this beast bigger and better had been a thing of beauty.
Now, noob and/or stupid question that have been asked bizzilion times before alert, how far back does save game compatibility goes, if at all?
I have not updated since 1.02 (build 480) because I am a micromanaging, AI non-trusting snob, so Operation Bass Drum is literally taking me months to go through.