Command: Modern Operations update - Build 1121.1

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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Dimitris
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Command: Modern Operations update - Build 1121.1

Post by Dimitris »

Download: https://drive.google.com/open?id=1RUUGr ... 4Ap_eqeAhl

To apply: Unzip contents on your CMO installation, overwriting as necessary.

This is a public beta. Standard disclaimers apply.

Changes from B1115.8.1
-------------------------------------

* Improved speed of loading map tiles for each layer (this addresses the "slow map refresh" issue)
* New game option: Configurable volume for music & sound effects (Game --> Game Options --> Sound)
* Mission Editor window enhancement: Clicking on the assigned & unassigned units selects them and centers the map on them. . This makes it easier to check the general status of a mission ("Where are right now the forces I've tasked for this job? Where are the units that I might be interested to add to this task if they are close enough?") without having to jump to the ORBAT window.
* Tacview: Force terrain mode to "full 3D" (ie. incl. underwater)
* Added more tweaks to Tacview appearance (hide flight & lift vector, height bars & labels)
* Map tweak: Show the flight plans of airborne flights
* Numerous sim-core performance tweaks
* The main map window now always starts in windowed mode (even if it was last used in full-screen)
* Replaced color "Red" with "Indian Red" in various forms to stand out more clearly against dark background (example: https://i.imgur.com/8xM60vF.png)
* Map tweak: Made the "Selected: [....]" text font slightly smaller
* UI tweak: Include the DB version name in the "You have (explicitly or implicitly) attempted to load a database that does not exist on the DB folder" message
* ADDED: #13415: Make the location details available through Lua
* Includes updated version of "King Of The Border" which fixes UI lag issues
* All sound effects have their default volume altered to match the soundtrack.
* Includes new Tacview 3D models for the J-35 Draken, JA-37 Viggen & JAS-39 Gripen, F-105 Thunderchief, A-29 Super Tucano, Wildcat, MQ-8 Fire Scout, MQ-4 Global Hawk, SS-N-26 ASCM, Spruance & OH Perry classes and their variants, Virginia-class SSN, Vanguard-class SSBN, DDH280 Iroquois-class, City/Town/Village Marker.
* Includes updated versions of the remastered standalone scenarios: Added gameplay notes for scenarios that have special features, fixed scripts not firing in "Green Tide", fixed dev prompts appearing on first run of "North Pacific Shootout", fixed SAR action in "Brother Against Brother".
* Includes updated versions of the "Surface Warfare Tutorial" series by Paul Bridge.

* FIXED: Ballistic missiles not assigning their MIRVs correctly
* FIXED: HoverInfo options not showing up
* FIXED: #13345: Escorts returning from a strike do not land together with the main group, but only when they are bingo
* FIXED: When gathering around group lead, wingmen AC were heading for the deck instead of the lead altitude
* FIXED: Casting error when displaying error message during startup
* FIXED: Airgroup wingmen not always following's lead's desired altitude
* FIXED: Error during writing-out of the message log can leave the scenario graph in a dirty state
* Fix for altitude issues with strike mission (Caused other issues)
* FIXED: Units usually not evaluating targets (and thus not auto-engaging contacts)
* FIXED: Airgroup wingmen not following lead's desired altitude during overwater flight
* FIXED: Hang on startup in high-DPI systems
* FIXED: Unit Doctrine panel text alignment
* Fixed: #13354: Helicopters descend instantaneously
* Fixed issues with pathfinder for mobile ground units
* FIXED: #13353: Strike flight with escorts aborts and RTBs after mid-air refuelling
* Fix for personal map profile not loading.
* Fix for Game Options throwing an (invisible) exception on launch.
* FIXED: Compressed DLZ envelope at frontal shots due to over-conservative outer-range value (see here for details : https://steamcommunity.com/app/1076160/ ... 6841507766)
* FIXED: On strike egress leg, wingmen were not sticking to their formation station (pulling ahead or behind)
* FIXED: Layout glitches in "Tanker Planner" window
* FIXED: Wire-guided torpedoes attempting to retarget while still having a plotted course
* FIXED: Weapon "Attempt retargeting: XXX" indicator drawn in wrong vertical offset from icon
* FIXED: #13461: SetScore function weirdness
guanotwozero
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RE: Command: Modern Operations update - Build 1121.1

Post by guanotwozero »

Good stuff - thanks!
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alexzhz
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RE: Command: Modern Operations update - Build 1121.1

Post by alexzhz »

So terrific!
Dragnaath
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RE: Command: Modern Operations update - Build 1121.1

Post by Dragnaath »

Thank you.
davidoux
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RE: Command: Modern Operations update - Build 1121.1

Post by davidoux »

thanks a lot.

FYI : there is a small duplicate in the patch notes

* Includes updated versions of the "Surface Warfare Tutorial" scenarios.
* Includes updated versions of the "Surface Warfare Tutorial" series by Paul Bridge.
Lowlaner2012
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RE: Command: Modern Operations update - Build 1121.1

Post by Lowlaner2012 »

Thanks for the fixes good stuff, just one question, has the sub bug been fixed, the one that resets the manually set speed when a new plot has been set....

Thanks
Dimitris
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RE: Command: Modern Operations update - Build 1121.1

Post by Dimitris »

ORIGINAL: Lowlaner2012
Thanks for the fixes good stuff, just one question, has the sub bug been fixed, the one that resets the manually set speed when a new plot has been set....

Thanks

Not yet, we had to take care of other things first.
Lowlaner2012
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RE: Command: Modern Operations update - Build 1121.1

Post by Lowlaner2012 »

Cool, thanks for the reply and fixes 😀
magi
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RE: Command: Modern Operations update - Build 1121.1

Post by magi »

Just wonderful.... thank you....
I noticed immediate difference in improvement When loading and starting… Much better guys…
I still think you can reduce the date and time stamp of the scenario by half though .... it’s really pretty darn big ......
giantsquid
Posts: 280
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Location: Milan, Italy

RE: Command: Modern Operations update - Build 1121.1

Post by giantsquid »

Awesome, you already did all those improvements!
Congratulations

Francesco
konstpan
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RE: Command: Modern Operations update - Build 1121.1

Post by konstpan »

Great, although I'll wait till it comes to Steam...

Μπραβο στον Δημητρη και σε ολη την ομαδα!!!
Darren_H_slith
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RE: Command: Modern Operations update - Build 1121.1

Post by Darren_H_slith »

Thank-you Warfare Sims team!
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michaelm75au
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RE: Command: Modern Operations update - Build 1121.1

Post by michaelm75au »

Note on new Lua method:
print(World_GetLocation({latitude='51.5052833557129', longitude='-2.27636313438416'}))
{ layer = { ceiling = -4, floor = -8, strength = 0.409999996423721 }, altitude = -17 }
{ altitude = 128, slope = 0, cover = { text = 'Land: Croplands ', value = 'Croplands' } }
Michael
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goodwoodrw
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RE: Command: Modern Operations update - Build 1121.1

Post by goodwoodrw »

I have manually applied this update to my Steam version appears to be working
Formerly Goodwood

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tjhkkr
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RE: Command: Modern Operations update - Build 1121.1

Post by tjhkkr »

Thank you!
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
Rob322
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RE: Command: Modern Operations update - Build 1121.1

Post by Rob322 »

I keep trying to post a screen and Matrix keeps giving me reasons why I can't. I notice with the new patch the Unit Status drop-down appears more towards the middle of the map. It doesn't move or minimize but it does go to the correct place (far right side of screen) if I minimize the game. So that's a little odd.
magi
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RE: Command: Modern Operations update - Build 1121.1

Post by magi »

ORIGINAL: Rob322

I keep trying to post a screen and Matrix keeps giving me reasons why I can't. I notice with the new patch the Unit Status drop-down appears more towards the middle of the map. It doesn't move or minimize but it does go to the correct place (far right side of screen) if I minimize the game. So that's a little odd.
I agree I am having this problem also… And I’ve seen posts on the Facebook page that is also made comment on this ...
Rob322
Posts: 620
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RE: Command: Modern Operations update - Build 1121.1

Post by Rob322 »

Like I said, it would go away if I minimized but I shouldn’t have to do that.

I also haven’t noticed much of a speed increase for the different maps loading.
Technopiper
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RE: Command: Modern Operations update - Build 1121.1

Post by Technopiper »

ORIGINAL: Rob322

Like I said, it would go away if I minimized but I shouldn’t have to do that.

I also haven’t noticed much of a speed increase for the different maps loading.
This solves the problem for me:
Right click on the shortcut > "Properties". Pick "Run: Maximized".
Now unit status panel will stick to the rightmost even after I choose fullscreen.

Problem for me is the scenario will always launch windowed. It won't stay fullscreen after I quit and start a scenario again. I check "\Config\Command.ini" and it says "StartFullScreen = True".

This definitely isn't normal.
LaughingBuccaneer
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RE: Command: Modern Operations update - Build 1121.1

Post by LaughingBuccaneer »

Just out of interest what is the current version for the Non Beta version of CMO ?
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