CMANO v1.10 Release Candidate [CURRENT: RC7 - B775.16]
Moderator: MOD_Command
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- Posts: 128
- Joined: Wed Jan 28, 2015 4:13 am
RE: CMANO v1.10 Release Candidate
Got it, thanks guys. Feel free to delete my posts.
RE: CMANO v1.10 Release Candidate
ORIGINAL: Sunburn
Save file? Tech support forum? Thanks [:)]
Posted a thread in the tech support forum with a scenario I made to test these. Thanks for all the hard work on this amazing sim!
RE: CMANO v1.10 Release Candidate
Great work!
RE: CMANO v1.10 Release Candidate
Thanks many. Just wonderful effort!
Its like getting a new game with each of these major releases. Keeps us coming back again and again.
I also learn allot about the technology in todays air/naval warfare...thats a extra benefit to having this game. [;)]
cheers.
Its like getting a new game with each of these major releases. Keeps us coming back again and again.
I also learn allot about the technology in todays air/naval warfare...thats a extra benefit to having this game. [;)]
cheers.
- alexileboucher
- Posts: 4
- Joined: Tue Jan 12, 2016 12:43 pm
- Location: France
- Contact:
RE: CMANO v1.10 Release Candidate
OMG! Cruise weapon course waypoints!!!! I've waited over 25 years for this! A tear comes to the eye of an old 'Pooner and CMANO plank owner. 

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RE: CMANO v1.10 Release Candidate
Awsome Update,Thank you !
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- Posts: 30
- Joined: Thu Oct 24, 2013 11:22 am
- Location: The Netherlands
RE: CMANO v1.10 Release Candidate
Hi from a long time Lurker,
Like Primarchx says: waypoints for cruise missiles! When the first post announced this feature in December or so, I started working on a Excel ToT Planner. I wanted it to be finished before the v1.10 update... I failed [:D] However, today I finished it AND can immediately use it [8D]
CMANO is such an incredible game, and I love the way it's going.
Like Primarchx says: waypoints for cruise missiles! When the first post announced this feature in December or so, I started working on a Excel ToT Planner. I wanted it to be finished before the v1.10 update... I failed [:D] However, today I finished it AND can immediately use it [8D]
CMANO is such an incredible game, and I love the way it's going.
RE: CMANO v1.10 Release Candidate
Command v1.10 Release Candidate 2 - Build 775.11
This is an incremental update to CMANO v1.09.
Superseded by B775.12 - v1.10 RC3: fb.asp?m=4017302
==========================================
CHANGES FROM v1.10 RC1 - B775.10
==========================================
FIXED: #10272: [B775.8] TALDs flying through mountains
FIXED: SA-20 TVM guidance: Overshoot edge case
FIXED: EMP-set RV not detonating at high altitude
FIXED: Blank error message
FIXED: #10279: [775.10 RC1] Repeatable slowdown to crash with Missile Strike
FIXED: Ships fire on impresise target that is out of range
ADDED: #10148: AAW gun attack logic that accounts for tail guns
FIXED: Harriers on Intercept mission RTB when target is uknown
FIXED: SBR stops on missing weapon
FIXED: Weird missile endgame twist-and-turn
FIXED: Sonobuoy datalinks not connecting to MPAs
* Includes updated versions of the scenarios "Green Tide" and "Operation Brass Drum".
This is an incremental update to CMANO v1.09.
Superseded by B775.12 - v1.10 RC3: fb.asp?m=4017302
==========================================
CHANGES FROM v1.10 RC1 - B775.10
==========================================
FIXED: #10272: [B775.8] TALDs flying through mountains
FIXED: SA-20 TVM guidance: Overshoot edge case
FIXED: EMP-set RV not detonating at high altitude
FIXED: Blank error message
FIXED: #10279: [775.10 RC1] Repeatable slowdown to crash with Missile Strike
FIXED: Ships fire on impresise target that is out of range
ADDED: #10148: AAW gun attack logic that accounts for tail guns
FIXED: Harriers on Intercept mission RTB when target is uknown
FIXED: SBR stops on missing weapon
FIXED: Weird missile endgame twist-and-turn
FIXED: Sonobuoy datalinks not connecting to MPAs
* Includes updated versions of the scenarios "Green Tide" and "Operation Brass Drum".
RE: CMANO v1.10 Release Candidate
ORIGINAL: Sunburn
* Includes updated versions of the scenarios "Green Tide" and "Operation Brass Drum".
One issue I've noticed with the latest version of Brass Drum is that the Reapers don't have the range to get around the larger exclusion zone.
RE: CMANO v1.10 Release Candidate
RC2 does not seem to over write RC1 when I extract to Command Folder. Any suggestions?
RE: CMANO v1.10 Release Candidate
@ FTBSS
You can try to extract the files to a folder on your desktop and manually move the files to their appropriate place. Select YES when Windows asks if you would like to overwrite the files.
You can try to extract the files to a folder on your desktop and manually move the files to their appropriate place. Select YES when Windows asks if you would like to overwrite the files.
RE: CMANO v1.10 Release Candidate
ORIGINAL: Mini_Von
@ FTBSS
You can try to extract the files to a folder on your desktop and manually move the files to their appropriate place. Select YES when Windows asks if you would like to overwrite the files.
Thanks did it from inside command file but worked like a charm thanks.
RE: CMANO v1.10 Release Candidate
Windows SmartScreen on my PC seems to be having issues with Command.exe from Post #30. [:(] (Yes, I know I can override it).
Interestingly it didn't mind mind RC1 from post #1. [&:]
Gotta love MicroSoft......
Cheers,
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
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- Joined: Sat Jul 12, 2014 12:32 am
RE: CMANO v1.10 Release Candidate
Not sure where the v1.10 release party will be held... But if it was around here I would totally buy you guys a round. [:)] Your stuff is awesome.
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- Posts: 181
- Joined: Sat Jan 08, 2011 1:17 am
RE: CMANO v1.10 Release Candidate
I have Build 757.12 (v 1.092) up and running and have downloaded v 1.10, B757.10 and B757.11, but I can't get either of them to update my program. They seem to download from the Matrix link much faster than the 48M file size would typically download, but nothing hangs up and the "extract all" function seems to work fine also. I've been waiting to play the new version for some time as the updates look awesome. Any ideas?
Richard
RE: CMANO v1.10 Release Candidate
Command v1.10 Release Candidate 3 - Build 775.12
This is an incremental update to CMANO v1.09.
Superseded by v1.10 RC4 - B775.13: fb.asp?m=4018151
==========================================
CHANGES FROM v1.10 RC2 - B775.11
==========================================
FIXED: No installation icon displayed for "naval base"-type group
FIXED: [B775.11] - Super binoculars / weather
* Significant enhancements to unguided weapon accuracy calculations, and ship gunnery in particular:
1) The moving-target accuracy penalty (as target speed increases, accuracy errors may increase up to double) applies only for local-control mounts, e.g. a pedestal-mounted machine gun with no automated sight or a main gun that has lost its normal FC director and is used in emergency "manual" mode. Weapons that retain their FC director are assumed to easily compensate for target movement (if the TDC could do it in WW2...).
2) As more than 5 rounds in a salvo are shot, the accuracy of each shot/burst gradually increases, eventually stabilising to 33% of original CEP (against land/sea targets) and double the original PoK (against air targets) after the 25th shot. This models the ability of FC systems (particularly those with radar) to observe the errors on the first firings and adjust their aim.
For example, with an LCS shooting 100 bursts of 57mm gunfire against a target ship, the first 5 bursts use the nominal CEP and PoK values, and then accuracy starts to improve:
* Bursts #6-#10: CEP reduced by 10%, PoK improved by 10%
* Bursts #11-#15: CEP reduced by 20%, PoK improved by 25%
* Bursts #16-#20: CEP reduced by 30%, PoK improved by 50%
* Bursts #20-#25: CEP reduced by 50%, PoK improved by 75%
* Subsequent bursts: CEP reduced by 70%, PoK improved by 100%
(This, incidentally, also means that "one pass, haul a$$" becomes even more critical for aircraft in penetrating AAA-heavy areas. If you stick around to re-attack or observe/DBA, not only do the gunners get more shots are you but each shot gets ever more likely to nail you.)
3) As range to target decreases and shots become flatter-trajectory, the siluette of the target becomes more visible to the weapon aim rather than the flat target area. This significantly increases the probability of a direct hit. (It also makes it more imperative to control the "open fire" range through WRA rather than simply blast at maximum range.)
This is an incremental update to CMANO v1.09.
Superseded by v1.10 RC4 - B775.13: fb.asp?m=4018151
==========================================
CHANGES FROM v1.10 RC2 - B775.11
==========================================
FIXED: No installation icon displayed for "naval base"-type group
FIXED: [B775.11] - Super binoculars / weather
* Significant enhancements to unguided weapon accuracy calculations, and ship gunnery in particular:
1) The moving-target accuracy penalty (as target speed increases, accuracy errors may increase up to double) applies only for local-control mounts, e.g. a pedestal-mounted machine gun with no automated sight or a main gun that has lost its normal FC director and is used in emergency "manual" mode. Weapons that retain their FC director are assumed to easily compensate for target movement (if the TDC could do it in WW2...).
2) As more than 5 rounds in a salvo are shot, the accuracy of each shot/burst gradually increases, eventually stabilising to 33% of original CEP (against land/sea targets) and double the original PoK (against air targets) after the 25th shot. This models the ability of FC systems (particularly those with radar) to observe the errors on the first firings and adjust their aim.
For example, with an LCS shooting 100 bursts of 57mm gunfire against a target ship, the first 5 bursts use the nominal CEP and PoK values, and then accuracy starts to improve:
* Bursts #6-#10: CEP reduced by 10%, PoK improved by 10%
* Bursts #11-#15: CEP reduced by 20%, PoK improved by 25%
* Bursts #16-#20: CEP reduced by 30%, PoK improved by 50%
* Bursts #20-#25: CEP reduced by 50%, PoK improved by 75%
* Subsequent bursts: CEP reduced by 70%, PoK improved by 100%
(This, incidentally, also means that "one pass, haul a$$" becomes even more critical for aircraft in penetrating AAA-heavy areas. If you stick around to re-attack or observe/DBA, not only do the gunners get more shots are you but each shot gets ever more likely to nail you.)
3) As range to target decreases and shots become flatter-trajectory, the siluette of the target becomes more visible to the weapon aim rather than the flat target area. This significantly increases the probability of a direct hit. (It also makes it more imperative to control the "open fire" range through WRA rather than simply blast at maximum range.)
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- Posts: 181
- Joined: Sat Jan 08, 2011 1:17 am
RE: CMANO v1.10 Release Candidate
Don't know what you did, but I just downloaded B 775.12, RC3, and it worked like a charm. Not sure why RC1 and 2, wouldn't (per my last post) but not going to fret the small stuff now. Thanks. [&o]
Richard
RE: CMANO v1.10 Release Candidate
Those new updates are brilliant, I love it so far
.
However, with the new aircraft weight and maneuvrability mechanic, which is great, will the aircrafts loadouts be updated new loadouts with 1 fueltank or no fueltank ?
Like for example :
- 6 AAM or 4 AAM or 2 wingtip AAM ?
- 1 central line tank and 6 AAM or 4 AAM ?
Indeed, such air defense loadouts give the plane the ability to move in its entire flight domain without restriction and with no to very low maneuvrability decrease (outside fuel load).
Also, in the next updates, can you include a jettison fuel tanks/armements(except self defense AAM) function ?
As well as an option in the loadouts screen which would be like take off with 50% inboard fuel with a little check box ? Indeed, this fuel setup is very common for air-defense scenarios and is often use as a benchmark to compare aircraft. So since it's quiet common, it would spare the time of setting a fuel value manually.
Thanks

However, with the new aircraft weight and maneuvrability mechanic, which is great, will the aircrafts loadouts be updated new loadouts with 1 fueltank or no fueltank ?
Like for example :
- 6 AAM or 4 AAM or 2 wingtip AAM ?
- 1 central line tank and 6 AAM or 4 AAM ?
Indeed, such air defense loadouts give the plane the ability to move in its entire flight domain without restriction and with no to very low maneuvrability decrease (outside fuel load).
Also, in the next updates, can you include a jettison fuel tanks/armements(except self defense AAM) function ?
As well as an option in the loadouts screen which would be like take off with 50% inboard fuel with a little check box ? Indeed, this fuel setup is very common for air-defense scenarios and is often use as a benchmark to compare aircraft. So since it's quiet common, it would spare the time of setting a fuel value manually.
Thanks
