Command Modern Operations v1.01 update - Build 1139.2

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

Dimitris
Posts: 15318
Joined: Sun Jul 31, 2005 10:29 am
Contact:

Command Modern Operations v1.01 update - Build 1139.2

Post by Dimitris »

Download: https://drive.google.com/open?id=1TcE6z ... qhdD92Hhst

To apply: Unzip to the installation folder, overwriting as necessary.

Release Notes (changes from B1134.3)
----------------------------------------------------------------

* Tweaked user feedback for cargo ops
* Significant speed boost on map render (zoom/pan) in large scenarios
* The sound penalty due to cavitation is now gradual instead of all-or-nothing, so vessels at the early stages of cavitation are somewhat quieter
* Various sim-core performance tweaks
* Submarines with shrouded propulsor have higher cavitation speed (+10%)
* Submarines with shrouded propulsor accelerate slightly faster (+10%)
* Submarine battery recharge rate is now also dependent on current battery level (faster when near-empty, slower at near-full)
* Submarines with LiOn battery recharge 25% faster (full recharge in ~6 hrs instead of 8)
* Submarines with LiOn battery are more likely to have fire secondary damage after being hit, and the fire is much harder to contain/control
* ADDED: Helicopters and tilt-rotors now orbit after cargo transfer complete to save fuel
* ADDED: Compatible mounts from 'regular' facilities can now be picked up as cargo
* FIXED: Browse scenario platforms inconsistent view
* UI TWEAK: Prevent the accidental drawing of the drag-selection rectangle from the top-left corner
* TWEAKED: Lua functions
* FIXED: #13725: Scenario Editor lost saves
* ADDED: UI feedback for attempts to plot course for weapons without datalinks
* FIXED: #13742: Browse scenario platforms opens DB twice
* TWEAKED: Event triggers for weapons
* FIXED: #13730: CMO : Detecting Weapons
* FIXED: #13653: AAW Patrol Missions with 'Repeatable Loop' Do not obey Mission speed and altitude (1121.8)
* FIXED: #13529: Unit on patrol going offensive at long-distance contact
* FIXED: #13732: Ctrl+NumPad0 Hotkey not working in CMO
* RE-FIXED: #13622: Build 1121.6 - unable to load saved game
* FIXED: Patrol mission attack distance check not working for altitude when outside speciified attack range
* FIXED: Exception on ground unit refueling
* FIXED: #13720: CMO : SetUnit Oddity - 2nd part
* FIXED: Allow Lua 5.3 default integer (long type) in some conversion functions
* FIXED: Cargo mass capped at 32.768
* FIXED: Cavitation speed for ships/subs was calculated on current vessel speed (instead of current screw speed)
Parel803
Posts: 937
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Parel803 »

Nice, thank you
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by michaelm75au »

There may be an issue with UnitX() which I am looking at.
Michael
cmanouser1
Posts: 221
Joined: Fri Feb 28, 2020 7:41 pm

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by cmanouser1 »

When deciding whether or not to buy Command, my biggest concern was whether or not the project had sufficient support, avoiding the typical pitfall of adding new features to sell while not fixing legacy issues. Investigation indicated support was great, and so far this confirms it. I've reported a couple of trivial/low priority bugs over the last month that were fixed in a week, impressive.
Dimitris
Posts: 15318
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Dimitris »

Uploaded a tweaked exe (Build 1139.2) which fixes the Lua issue that MichaelM mentioned. If you already downloaded B1139.1, please re-download!
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by JPFisher55 »

Thank you for the update. I used it to test two bugs that I reported some time ago. They are now on page 6-7 of the tech support forum. I realize that it will take a long time to fix all the current bugs of CMO. However, I would suggest that the developers fix the oldest reported bugs first (first reported, first fixed.) That way we can all be sure that all the bugs eventually get fixed and know when our reported bugs are fixed to test the fix.
User avatar
cdnice
Posts: 195
Joined: Wed May 06, 2009 11:17 pm
Location: Ottawa, Ontario, Canada

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by cdnice »

ORIGINAL: JPFisher55

Thank you for the update. I used it to test two bugs that I reported some time ago. They are now on page 6-7 of the tech support forum. I realize that it will take a long time to fix all the current bugs of CMO. However, I would suggest that the developers fix the oldest reported bugs first (first reported, first fixed.) That way we can all be sure that all the bugs eventually get fixed and know when our reported bugs are fixed to test the fix.

We all have to remember that some bugs are easier fixes than others and that a fix of one could lead to others. I think we need to trust that they will do as many as they can in the time they have, they have earned that imho.
Image
JPFisher55
Posts: 589
Joined: Sat Nov 22, 2014 7:54 pm

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by JPFisher55 »

Ok, but how will we know when all the older bugs are fixed?
FTBSS
Posts: 206
Joined: Mon Aug 25, 2014 12:17 am

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by FTBSS »

Once again I get the land-cover maps not present aborting when trying to launch this update, I have this on all the trial releases lately the official updates work great, anyone have any ideas what may be causing this issue?
JFS737
Posts: 168
Joined: Fri Sep 08, 2017 4:04 am

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by JFS737 »

So a question as I'm confused as usual. You listed this interesting little nugget

"ADDED: Compatible mounts from 'regular' facilities can now be picked up as cargo"

I am trying to figure out what this means. So a question or 3.
1. Compatible with what? Is this a further restriction in addition to Weight/Volume/Personnel?
2. What is a "regular" facility?
3. Does this finally mean we can restock/reload airbases and move stores and weapons around?! ?

Thanks for any info.

Regards,
John
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Rory Noonan »

ORIGINAL: JPFisher55

Ok, but how will we know when all the older bugs are fixed?
weapons

They will be listed in the changelog.
Image
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Rory Noonan »

ORIGINAL: JFS737

So a question as I'm confused as usual. You listed this interesting little nugget

"ADDED: Compatible mounts from 'regular' facilities can now be picked up as cargo"

I am trying to figure out what this means. So a question or 3.
1. Compatible with what? Is this a further restriction in addition to Weight/Volume/Personnel?
2. What is a "regular" facility?
3. Does this finally mean we can restock/reload airbases and move stores and weapons around?! ?

Thanks for any info.

Regards,
John

Cargo is modelled using mounts; so when you edit cargo for a platform you are actually seeing a list of mounts that have cargo properties--from a 7.62mm MG to a forward observer to a tank, these are all mounts in the database.

A 'regular' facility for the purposes of this discussion is any facility you place on the map using the 'add a unit' function in the scenario editor (or equivalent Lua code). Previously the mounts on these facilities were not able to be picked up. Now they can.

Example:
Place a facility of type Inf Plt (US Marines) (DBID 714) and then place an aircraft of type CH-53E Super Stallion (DBID 1986) with the loadout 'Marines, 38x'.

Right click the aircraft and select 'Select units to pickup', then click the infantry platoon. The helicopter will fly over and pick up the infantry platoon, which can then be deposited elsewhere if you wish.

Previously this was not possible, only entities added as cargo in the editor were able to be picked up. So, this is a huge change.

Unfortunately the answer to 3 is no for now, but stay tuned [:)]
Image
JFS737
Posts: 168
Joined: Fri Sep 08, 2017 4:04 am

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by JFS737 »

Thanks Apache! Great info and great news. I'll keep my fingers crossed for the airbase stores for the future :).

Regards,
John
Dimitris
Posts: 15318
Joined: Sun Jul 31, 2005 10:29 am
Contact:

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Dimitris »

ORIGINAL: FTBSS

Once again I get the land-cover maps not present aborting when trying to launch this update, I have this on all the trial releases lately the official updates work great, anyone have any ideas what may be causing this issue?

This could be an indication that you are unzipping the exe at the wrong folder, and for this reason when it starts up it cannot locate the land-cover files.

You may be better off waiting for the official release, as that will always install it at the correct folder.
User avatar
Gunner98
Posts: 5956
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
Contact:

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Gunner98 »

Right click the aircraft and select 'Select units to pickup', then click the infantry platoon. The helicopter will fly over and pick up the infantry platoon, which can then be deposited elsewhere if you wish. Previously this was not possible, only entities added as cargo in the editor were able to be picked up. So, this is a huge change.

Wow that is a huge change - thank you.

Pondering if I need to retrofit older cargo based scenarios? Do you have any thoughts on that?

Thanks again

Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
Rory Noonan
Posts: 2418
Joined: Thu Dec 18, 2014 1:53 am
Location: Brooklyn, NY

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by Rory Noonan »

Hey Gunner,

The changes are all code based so there's no need to update databases or anything like that; generally I wouldn't think changes to scenarios that already work are necessary. If this will improve an existing scenario though, that's great!
Image
bghvip1
Posts: 6
Joined: Tue Jul 16, 2013 5:19 pm
Contact:

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by bghvip1 »

Hi guys,
Is there any ETA for the steam version update ?
Thanks
exsonic01
Posts: 1133
Joined: Tue Jul 26, 2016 6:45 pm
Location: Somewhere deep in appalachian valley in PA

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by exsonic01 »

Anyone is having error message when start quick battle after the patch? I see something like:
Error: [string "?"]:133: attempt to index a nil value

kaburke61
Posts: 225
Joined: Wed Sep 25, 2013 12:34 pm

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by kaburke61 »

See it also
cgn-9
Posts: 9
Joined: Thu Aug 08, 2019 11:24 pm

RE: Command Modern Operations v1.01 update - Build 1139.1

Post by cgn-9 »

I just got the attached error msg while playing Korean Missile Crisis.
(Could not autosave out of memory exception.)
Also, I can't save the game now so no .save file.


Image
Attachments
CommandError.jpg
CommandError.jpg (57.76 KiB) Viewed 688 times
USS Long Beach ‘75 - ‘79 Talos FTM-2
Post Reply

Return to “Command: Modern Operations series”