CMO - NEW PUBLIC BETA (Current: Build 1468)

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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Kushan04
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Kushan04 »

Scorpion86 wrote: Sat Aug 17, 2024 12:04 am Where can I see the changelog of the beta?
Dimitris wrote: Fri Aug 16, 2024 3:34 pm There is no detailed rundown this time, sorry. We did give priority to the issues most consistently reported here the last few months, so do give it a try. Thanks!
TBLackey
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by TBLackey »

Nikel wrote: Fri Aug 16, 2024 3:10 pm Well, at least something to read for the non steamers.

But what about the bugs fixing list?


A lot of Chinese stuff in the new dbs.

DB3K_506 includes the following entries.
Person In Water -- Generic (Generic), Alive
Person In Water -- Generic (Generic), Deceased

I think this is the first human casualty in the game.

Will there be a pic? :shock:
I take it the alive person can move/swim, the deceased one cannot?

Alive has mark 1 eyeball and binoculars, deceased no sensors?

Does the alive swimmer have torpedoes?
Nikel
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Nikel »

TBLackey wrote: Sat Aug 17, 2024 2:40 am
I take it the alive person can move/swim, the deceased one cannot?

Alive has mark 1 eyeball and binoculars, deceased no sensors?

Does the alive swimmer have torpedoes?

You tell me, I am not trying the new beta :)
Nikel
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Nikel »

Why the new version is 1.05?
thewood1
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by thewood1 »

Nikel wrote: Sat Aug 17, 2024 6:38 am
TBLackey wrote: Sat Aug 17, 2024 2:40 am
I take it the alive person can move/swim, the deceased one cannot?

Alive has mark 1 eyeball and binoculars, deceased no sensors?

Does the alive swimmer have torpedoes?

You tell me, I am not trying the new beta :)
I think we all get the fact you don't like Steam and won't use the beta.
Dragnaath
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Dragnaath »

Patiently waiting for the Matrix patch.
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KLAB
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by KLAB »

Thank you for the update (and fixes) and thank you for the DB update. X2
Cheers
K
Quark73
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Quark73 »

In case you have capacity for a small brush over, I'll throw this one in the ring again: click
gabravo2005
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by gabravo2005 »

Awesome, nice little surprise. Just out of curiosity what is "Create AGU from selected units" under EDITOR -> UNIT ACTIONS
Dimitris
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Dimitris »

gabravo2005 wrote: Mon Aug 19, 2024 7:07 am Awesome, nice little surprise. Just out of curiosity what is "Create AGU from selected units" under EDITOR -> UNIT ACTIONS
An accidental inclusion for now. Pay it no mind.
flex0r
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by flex0r »

How do you update the database?
I have installed the beta, I have version 1.06.1405 but the database is db3k_504

I have tried searching for new stuff from changelog in case there is the bug and I have the latest version but I cant find none of them.
thewood1
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by thewood1 »

507 is included in the update, but scenarios have to be updated to it. New scenarios will default to 507.
Nikel
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Nikel »

flex0r wrote: Mon Aug 19, 2024 3:00 pm How do you update the database?
I have installed the beta, I have version 1.06.1405 but the database is db3k_504

I have tried searching for new stuff from changelog in case there is the bug and I have the latest version but I cant find none of them.


If you want to check manually, this is the location of the db files in the steam setup:
C:\Program Files (x86)\Steam\SteamApps\common\Command Modern Operations\DB

The game will load by default the db the scenario you want to play uses.

The fastest way to load the last db is creating a new scenario when you start the game.
thewood1
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by thewood1 »

flex0r wrote: Mon Aug 19, 2024 3:00 pm How do you update the database?
I have installed the beta, I have version 1.06.1405 but the database is db3k_504

I have tried searching for new stuff from changelog in case there is the bug and I have the latest version but I cant find none of them.
Might also want to check the manual section 8 on the database. It explains in general how the dbs work.
Pygmalion
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Pygmalion »

TBLackey wrote: Sat Aug 17, 2024 2:40 am
I take it the alive person can move/swim, the deceased one cannot?

Alive has mark 1 eyeball and binoculars, deceased no sensors?

Does the alive swimmer have torpedoes?
It's mostly just a difference in dimensions and visual/IR signature. Living person is "upright" in the water and hotter. Dead person is lying in the water and colder. They were added primarily for Coast Guard scenarios and the like as we've had some pro/pro-adjacent requests for them.
Ethan "Pygmalion" Hermanson
Database Manager, Command Development Team
srb2nv
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by srb2nv »

New beta is much much quicker than the non beta, i use a lot of ground units and this is so much better. Only issue is the unit copy function not working, as i add weapons and modify ground/aircraft units a lot.
Nikel
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Nikel »

P Gatcom first video with the beta.

https://www.youtube.com/watch?v=pKplBmeft4k
Dimitris
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Dimitris »

New public-beta update (available only through Steam); Build 1436.

Build 1436 changelog (from B1405):
----------------------------------------------------
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
Various sim-speed tweaks

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

Post by Dragnaath »

Any chance for non steam users to receive the latest beta?
Dimitris
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Re: CMO - NEW PUBLIC BETA (Steam only for now!)

Post by Dimitris »

Non-steam will take a while yet, sorry.
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