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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #150 on: April 03, 2017, 03:21:51 PM »
CMANO and NI 1.11 SR7 (Hotfix 2) Patchnotes

Hi everybody!
Command: Modern Air / Naval Operations and Northern Inferno have been updated to version 1.11 SR7 (Hotfix 2)!
This new version brings a lot of improvements, including an improved version of the Korean Missile Crisis scenario, it fixes a "stutter" issue that popped up after the last update and a much improved ASAT logics!

You can download the link from here


CMANO Public Members Area


CNI Public Members Area

v1.11 SR7 Hotfix 2 Changelog

#11428 - DB3k: Update Burke and Tico Torp Mounts and Mags to be Mk54 Dominant
#11330 - [DB3k Update] Thailand IOCs KS-1SM/HQ-12 SAM
#11427 - DB3k; Add AR-2
#11425 - DB3: Add Hypothetical EV-22E Crowsnest Variant
#11413 - DB3k: UK Sea Skua out of service 2017
#11423 - DB3k: Cuban MiG-23 Checks
#11415 - Air-launched Harpoons, Sea Eagles, etc etc do not use waypoints
#11434 - [B920] 'CAPTOR' mine engages target it cannot hit
#11457 - DB3K; Add Saudi Arabian CH-4B Drone (2016)
#6331 - DB3k Update; Myanmar Airforce Units
#10200 - Myanmar Navy Updates
#11455 - DB3K Add HT-16PGJ Manpads and Sextuplet Mount for Myanmar Navy
#11446 - DB3k: Make sure all apache's have quick turnarounds
#11447 - DB3k: Look at swordfish UUV sensors
#11448 - SM-3 Needs to be able to intercept higher speed targets to be useful as ASAT
#11486 - DB3k: GBU-49 for USAF F-35A

• FIXED: Illumination issue with Hellfire and Standoff Setting
• FIXED: Silent crash when firing guided projectiles
• FIXED: BOL Launch orders don't survive a game save/restart
• FIXED: Crash when clicked on ship magazine button
• FIXED: 1000 lb bombs (proximity blast) damaging hardened shelters significantly
• FIXED: BOL Launch (Ctrl-F1) allows allocating within min range
• FIXED: JASSM range varies
• FIXED: "Out of target-range; distance to target is 0nm" message when assigning units to strike
• FIXED: Aerostats all start at RTB so all dive etc. into the default RTB flight parameters
• FIXED: Facilities with high aspect ratio (e.g. runways) screw up the CEP-based direct-hit determinations
• FIXED: Speed of some satellites reported as negative
• FIXED: Unable to see projected orbit of non-friendly satellite
• FIXED: Gameplay Pulsing/Stutter/"Hiccup"
• FIXED: Improved speed on scenario-loading
• FIXED: Unit Cloning causes corrupted scen saves
• FIXED: Creating new mission and opening Mission Editor does not display times correctly
• FIXED: AGM-65 Maverick descend rate

• ASAT calculations are much more reliable; as a result ASAT-capable units have a lot more valid shot opportunities

• Added loiter ability for tactical decoys that have the flag

• Includes updated version of the "Korean Missile Crisis" scenario. Changes include:
o Tweaked the start scenario event slightly
o Replaced the KN-06 with updated DB entry
o Upgraded South Korean and US SAM systems
o Upgraded the US F-16s in Korea to the CM versions
o Added No-Nav zones to corral North Korean MiGs
o Briefing adjustments & message tweaks
o Mission tweaks
o Moved Aus FFG
o Adjusted US Tanker disposition
o Added a series of ‘Win checks’ to end the scenario
o Adjusted the US and Russian VP thresholds up
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #151 on: April 20, 2017, 03:41:05 PM »
Red Phoenix, Team Carney and some fixes: Community scenario pack updated

April 20, 2017



Sometimes this happens too.
The last major update of the Community Scenario Pack contained some scenarios that had been erroneously rebuilt to the latest database versions and, as a result, produced a crash when loaded. The problem was located in the rebuild code and fixed, and Miguel Molina has correctly rebuilt the problematic scenarios.

In addition, two new community scenarios have been included to the refreshed pack:

•   Red Phoenix – Christmas Day, 1986: North Korea has decided to try and complete the re-unification of the peninsula, by force. Kunsan AFB has already been hit by MiG-23s and sustained damage.  The main raid is only minutes away.  Take your F-16s to the skies and defend your airbase!

•   Team Carney, 2019: A variety of minor conflicts have erupted around the world.  The United States and its allies have responded by creating a number of “joint response forces” that will operate under the leadership of America’s various Unified Combatant Commands. In this scenario, USAFRICOM and allied forces are called upon to protect commercial shipping from a sudden increase in rebel-sponsored piracy and terror attacks off the coast of Western Sahara.

As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 .

The new & updated scenarios will also become available for download later on the Command workshop on Steam.
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Offline Dimitris

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #152 on: April 20, 2017, 06:55:38 PM »
Hi all, Asid invited me so here I am.
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Offline Dimitris

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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #154 on: April 20, 2017, 07:06:22 PM »
Hi all, Asid invited me so here I am.

Hi Dimitris

Welcome to our group.

Quite a few of us own and play CMANO. Great simulation. I look forward to your posts.

Regards

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Offline Attila

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #155 on: April 20, 2017, 07:51:09 PM »
Hi Dimitris,

good to see you here  :bonaparte
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #156 on: April 27, 2017, 06:24:57 PM »
Command v1.12 Release Candidate (Build 936)

Download: Superseded by Build 936.1

To install: Unzip the contents to your existing Command installation folder, answering Yes to any overwrite prompts.

NOTE #1: Backup your existing installation.
NOTE #2: You must have an existing working v1.11 SR7 installation. Unzipping over an older installation is not supported and may have unpredictable results.
NOTE #3: The major new features of the "Chains Of War" DLC are included in this build but disabled. They will be enabled when the DLC is installed.


Build 936 Release Notes (changes/additions since v1.11 SR7 - Build 906.26)
=============================================================================================

* Two significant tweaks on time acceleration:
- An extra time accel setting, "2x", has been added.
- The sim resolution (ie. pulse timeslice) is now 0.1 sec not only when running at 1-1, but also at 2x and 5x accel.
The practical result should be that the player gets a smoother "acceleration curve" when moving from 1x to 2x and 5x time compression.

* Numerous performance improvements
* Significant improvements to automatic flight plan generator
* Misc tweaks to tanker & bingo calculations
* Lua: Fix manual/desired speed on SetUnit()
* Lua: Enhance EndScenario trigger/action
* Lua: Enhanced "Unit Detected" event trigger

* FIXED: DE Submarine not rising to recharge battery if on plotted course without mission
* FIXED: Diesel subs RTBs when battery empties (with plenty of diesel fuel left)
* Fixed: Air groups not displaying altitude correctly
* Fixed: SH-60 attacking with Hellfires turns away, losing illumination
* Aircraft stand-off adjustments
* FIXED: #11436: [920] VLAD Sonobouy range cause spacing issues with MPA's with mixed sonobouy loadouts
* FIXED: #11554: ASW-only mines triggered by ships
* FIXED: Startup crash by incorrect date parsing in Arabic locale
* ADDED: #4815: Double-clicking on a weapon rec in 'Add Weapon Record' menu should add it to the magazine
* FIXED: #7795: 552 Edit event action window - Hightlight units list needs to be wide enough to accomodate text or growable
#11338 - Possible missile bug (Ships firing more missiles then necessary)
#11441 - [B906.24] Activation Times and Creating New Mission Issue
#11464 - Modifying a ships magazine weapons records and then cloning causes a crash
* FIXED: Unit Cloning causes corrupted scen saves
* FIXED: Creating new mission and opening Mission Editor does not display times correctly
* Fixed: Crash when selecting speed/alt checkbox for waypoint
#11477 - [B923] Aircraft in Weather Shelters not damaged
#11504 - Add paradrop flag to unit 357
#11454 - CWDB bug - Early British Diesel Subs not recharging batteries
#11501 - Ohio SSGN with DDS
#10795 - MGK-608, MGK-608E (export) & MGK-608M SEVER (Imprv Russian SOSUS)
#10169 - KS-139 Belgorod (Project 09852 submarine)
#11556 - DB3k: Add Krasnopol rounds to Chinese Type 66 and PLZ-05 Artillery
#11555 - DB3k: Fix China Smerch and PHL-03 issue
#11549 - DB3k: Complete UAE Army
#11548 - DB3k: Indian Tu-142MK Retired 2017
#11547 - [DB3k Update] BMD weight is 8 tons
#11538 - Burke 2015 torpedo mags
#10918 - CWDB AIM-9C and Talos H issue
#11540 - Juneau fuel issues
#11528 - Gabriel I -- -Yom Kippur 73 is capable vs Land but has Anti-Air range and PoK

* Includes the latest versions of the DB3000 and CWDB databases. All standalone, tutorial and Northern Inferno scenarios have been tweaked and rebuilt to the current DBs.
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Offline Dimitris

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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #158 on: April 27, 2017, 06:32:36 PM »
The new features of Chains Of War: Aircraft Damage

April 27, 2017



The “Release Candidate” (ie. public beta) phase of the v1.12 update (the companion to the upcoming “Chains Of War” DLC pack) continues steadily on the MatrixGames forum. The feedback on the new  additions like the new 2x time compression step and much improved 4K/UHD support has been overwhelmingly positive, and the new sonar masking feature has also been well received. Chains of War, however, will introduce a number of major new features with significant effects on scenario design and gameplay. We already had a look at communications disruption. Today we are looking at another significant enhancement, aircraft damage.


Getting back home – in one or more pieces



– The other problem is that the A-10 is vulnerable to hits because its speed is limited […]. We had a lot of A-10s take a lot of ground fire hits. Quite frankly, we pulled the A-10s back from going up around the Republican Guard and kept them on Iraq’s [less formidable] front-line units. That’s fine [sic] if you have a force that allows you to do that. In this case, we had F-16s to go after the Republican Guard.

– At what point did you do that?

– I think I had fourteen airplanes sitting on the ramp having battle damage repaired, and I lost two A- 10s in one day [February 15], and I said, "I’ve had enough of this…"

(Interview of Chuck Horner to Air Force Magazine, June 1991)

Comprehensive aircraft damage modeling, while well-modelled on most combat flight simulators, is something of a rare appearance on grand-tactical, operational or strategic-level simulations and wargames, for a number of reasons. Command, following the paradigm of numerous other similar titles before it, started with the simple binary “100% healthy until shot down” model for aircraft. It has always, however, been our intention to do something more comprehensive. With v1.12 we are taking a significant step forward in this regard.

When the “Aircraft Damage” feature is enabled on a scenario (it is “off” by default in order to avoid disrupting existing scenarios), aircraft are evaluated for specific damage when hit by a weapon. Each aircraft now has a damage-point value representing its fundamental structural tolerance (similar to ships, subs and land units & facilities) plus three distinct armor levels – for cockpit, fuselage and engines. When a weapon impacts the aircraft, the damage is applied to the overall structure and in addition the chance of penetration is evaluated against each armor level. Each penetration probability is obviously dependent on the armor level and the nature and severity of the weapon warhead (e.g. penetrating rounds have a better chance than impact-explosive ones), but geometry factors are also taken into account; for example a cockpit hit is far more probable if the weapon impacts in the frontal quarter, engine hits are most common in rear-quarter impacts, while the fuselage is most vulnerable to side hits.


This Fulcrum driver is having a rather bad day

Similar to other platform types, when immediate damage is sustained, secondary fires can also erupt. The aircraft crew will attempt to suppress those every 5 seconds. The fire burns through the aircraft fuselage quite rapidly, causing structural damage, and if it evolves to conflagration can even cause a fuel explosion, destroying the aircraft (few things are as infuriating as blowing up from uncontrollable fire just as you are on final approach to land…). Critical hits from penetration are also possible; if the cockpit is compromised the aircraft is immediately out of control and destroyed, whereas a critical hit to an engine will damage or destroy it (for single-engine aircraft this has rather unpleasant consequences). Aircraft with at least one operational engine can still limp back home but all their kinematic properties are negatively affected. A plane with more than 80% structural damage will disintegrate in mid-air.


Because the existing armor levels were geared mostly towards surface & land targets (the smallest amount of armor being 40mm RHA equivalent), we also had to add several lesser armor levels in order to properly differentiate the differences in armor commonly found on aircraft. The revised armor levels are:

•   None (Human flesh, unarmored aircraft etc.)
•   Armor – Handgun (Human body armor or equivalent – can stop a handgun/pistol round)
•   Armor – Rifle (human body armor or equivalent – can stop a rifle or LMG round (5.56 / 7.62mm etc.))
•   Armor – HMG (can stop a heavy machine gun or heavy sniper rifle round (12.7 / 14.5mm etc.))
•   RHA – 20mm (20mm RHA – can stop a 20mm AP round)
•   RHA – 25mm (25mm RHA – can stop a 25mm AP round)
•   RHA – 30mm (30mm RHA – can stop a 30mm AP round)
•   RHA – 35mm (35mm RHA – can stop a 35mm AP round)
•   Light (41-90mm RHA – as before)
•   Medium (91-140mm RHA – as before)
•   Heavy (141-200mm RHA – as before)
•   Special (201+ mm RHA – as before)



The topmost armor levels will naturally have to be revised in the future as we [ REDACTED ].

Aircraft are also assigned "damage tolerance" levels before they abort/RTB. For fighter and attack aircraft this is set to 30%, for CAS aircraft 50%, and for all other aircraft to 10%. Once this threshold is exceeded, the aircraft breaks off and attempts to RTB. The player can of course issue an RTB order before this level is exceeded. Damaged aircraft will jettison their heavy stores when RTBing due to damage (regardless of the "Jettison stores under attack" doctrine setting).

Down for repairs



Damaged aircraft that manage to return to their base are not “magically” restored; they need an extensive amount of time to be repaired. The so-called “Estimated Time To Commission” (ETIC) value is calculated based on the extend and types of damage and may range from a few additional hours to entire days or even weeks. Obviously, depending on the duration of the scenario, this may mean that an aircraft is effectively out of the fight (On the Professional Edition, the method for calculating the ETIC is far more extensible and can use private customer data). The estimate for the repair time is communicated to the player through the message log, for example: "Aircraft-X (class Y) has damage that requires an estimated time-Z to restore. The repair time will be added to the aircraft’s ready-time."

Developing and testing the improved damage model for aircraft has been a lot of fun for the dev & beta teams. There are cases where the differences in combat resolution are not significant; for example heavy AAMs or SAMs will take down a small aircraft, no ifs and buts. On the other hand, with light-caliber AAA or missiles with small warheads (Stinger, AIM-9 etc.) and particularly against large or well-armored aircraft the effect is quite dramatic. We were never comfortable with the fact that a single Stinger or machine-gun burst could bring down a B-52 with a lucky hit; this is now rectified.

Another factor (and a significant “last straw” in making us not delay this feature any longer) is the gradual service introduction of high-energy lasers. By their nature, these are currently not powerful enough to take down an aircraft (or in fact even large drones) with a single burst; concentrated or consistent fire is necessary (oddly, this is reminiscent of gunfire-vs-aircraft in WW2). The improved AC damage model is ideal for modeling this peculiarity which will probably last for at least the near future.

May your battle damage repairs never keep you down for long!


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Offline Dimitris

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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #160 on: May 09, 2017, 12:38:42 PM »
Command: Chains of War Release Date Announced!
9 May - Krooza Nob   



Command: Modern Air Naval Operations is renowned to be the most advanced modern military simulator in the market.

We are happy to share with you that the last expansion for Command: Chain of War  is coming out 18th May, next Thursday!

Prepare yourself for a new kind of electronic warfare, with EMP nukes to bring your enemy back to the Stone Age and futuristic laser weapons to blast any incoming threat!

Have you missed the latest post about the new features in Chains of War? Check here to know more!
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #161 on: May 11, 2017, 03:26:05 PM »
The new features of Chains Of War: Cargo, amphibious and airdrop operations

 The public beta phase of the v1.12 update (the companion to the upcoming “Chains Of War” DLC pack) has been concluded, and the "Gold" version is now going through the production paces. We have already covered most of the new major features in the DLC, such as communications disruption, aircraft damage and the new weapon types. Today we are looking at arguably the most anticipated new feature of v1.12: Cargo, amphib and airdrop operations.

"Professionals study logistics"
 
Faithful representation of landing & airdrop operations was a high user request even back on the early alpha development days of Command. The v1.0 release shipped with a respectable system that combined the new docking-operations ability and the rich new capabilities offered by the powerful event editor (and later Lua), the classic example being along the lines of "once amphib/transport/airdrop vehicle X reaches area/point Y, teleport/spawn unit-Z on the vehicle location to simulate the drop off".



 This worked, but was of course limited (for example the player was restricted in which areas he could disembark forces); poaw illustrated the limits of this system hilariously in his not-a-review of CMANO v1.0. We were aware of these restrictions and have been gradually working on "something better".
 
Probably a lot better.

Transportable forces, and the people who love carry them
 
In Command’s terminology, all units that that can be transported by other able units are counted as "cargo". This can cover anything from foot infantry up to super-heavy vehicles or transportable facilities.



In order to realistically restrict what any unit can carry, we had to expand the available information both for the units marked as carry-able and the units that can act as transports:
 
•   For transportable units, the volume, weight and crew properties are populated in the databases. The general type of the unit is also delineated as one of five basic types (personnel teams [Squads, MANPADS, ATGM], small cargo [Car, AAA Guns, light guided weapon], medium cargo [APC, Towed Arty, heavy guided weapon], large cargo [Tank, missile TEL, Trailer], and very large cargo [IRBM / ICBM TEL]).
•   For units that can act as transports, their available weight, volume and crew limits are also present in the databases. Each unit also has a "maximum cargo type" indicator for the kind of load it can carry. For example, while you can cram quite a few people into a C-130 if you get creative, you cannot really load a medium tank on it (It’s been tried. Once.)

When the time comes to actually start loading, manually or automatically, these properties are cross-checked and either presented to the player as restrictions or obeyed by the crew AI in its decisions as to what to load where.

Transfer of units can occur both between one independent unit and another (e.g. personnel from one ship to another), or from a parent host to its hosted unit (e.g. from a pier to a docked ship, or from LPD to hosted LCAC), or from a host unit to any arbitrary point on the map.

The loading of able units in suitable hosts, as well as the actual transport from X to Z, can happen in either mission AI-driven mode or with direct player intervention.
 
By hand and heart
 
Like every feature in Command, there is always the option to perform every action manually. Cargo is no different.
Pictured below is the interface for exchanging cargo between docked units and their hosts (think: hovercraft in the well-deck of a LHD, or a C-130 at an airbase).





This example illustrates a typical airdrop, with all the steps performed manually by the player:



And this video demonstrates transloading a heavy assault force from a naval base to a Wasp-class LHD that is currently docked at the pier, and preparing for an amphibious landing:



We’re on a cargo mission from God
 
So only the micromanagers get to have all the fun? No way! A new class of mission ("cargo mission") has been added for those who prefer a more "hands off" approach (and of course for the benefit of non-friendly AI sides).



 Cargo missions are broken down by the units (hovercraft, helicopters, aircraft) assigned to unload, and then by the cargo items themselves. Multiple cargo missions can be assigned to fine-tune the locations where the units are unloaded.
 
The mission progresses in a cycle, the units assigned to the mission load up units from their assigned base – either a ship at sea (LHD, LHA, CV etc) or an airbase – then take off, set course to the mission area reach the mission, then unload, and RTB. This continues until every piece of cargo has been unloaded.
 
Using our previous example with the amphibious assault force now in position, we can either manually again transfer the mobile units from the large amphib to its hosted LCACs and helicopters and fly/sail them to the beach…
….or we can create a cargo mission to handle the landing, and sit back and watch:




Looking forward
 
One future direction the cargo functionality could move in is allowing weapons to be moved from airbase to airbase by cargo aircraft. An example of this might be an embattled Norwegian airbase in the opening hours of WWIII eating through AMRAAMs like they were candy. Large stocks of AMRAAMs exist in bases in the UK, so let’s pack up 40x AMRAAM on the next C-130 flight heading towards the frontlines. There are quite a few similar use cases and we are open to community feedback as to which cases deserve development priority and why.
 
Next: The scenarios of "Chains of War"

 
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #162 on: May 16, 2017, 12:27:08 AM »
The scenarios of Chains Of War



The Command v1.12 update, and its companion “Chains Of War” DLC pack are now in the home stretch for their May 18th release. We covered the new groundbreaking features in the DLC, such as communications disruption, aircraft damage , the new weapon types and the immensely popular cargo, amphibious and airdrop ops. Ultimately though, it’s the scenarios that drive a simulation’s narrative. So let’s take a look at the campaign and standalone scenarios comprising the new DLC release.

“Chains Of War” campaign


Blue Dawn: The uneasy “peace” that has lasted for 65 years across the Korean DMZ is about to be shattered, as the DPRK is mobilizing for an all-out attack. NK preparations have not gone unnoticed, and now that the war-warning indications are unambiguous, South Korean forces must put decades-old contingency plans into effect.

North Korea enjoyed a great deal of military and public relations success in 2010, with the sinking of ROKS Cheonan and the artillery strikes on Yeonpyeong island on Korea’s west coast. Not only did the North Korean public perceive them as military victories but South Korea, US and Japan were perceived as weak and malleable by demonstrations of force. It was a lesson that a now nuclear capable Kim Jong-un would try and leverage again. Unfortunately for him, forces south of the DMZ were in motion as well to beat him to the punch. The first task was to preemptively strike at the most immediately threatening elements of the North Korean arsenal. The clock was ticking!

Read on: HERE
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #163 on: May 16, 2017, 03:10:23 PM »
CMANO and Northern Inferno updated to version 1.12!
16 MAY   - SLITHFOX

Hi everyone!

Just few days before the release of Chains of War! Are you excited?

In the meantime, brace yourself with this huge upgrade for Command: Modern Air Naval Operations and Northern Inferno!

This update (Version 1.12) improves the game in many ways, introducing four major new features (Communication Disruption, Aircraft damage, Cargo / landing / airdrop operations and new weapons type), numerous tweaks to the User Interface and tons of further enhancements!

The changelog is very long so be sure the check it out entirely below!

Command v1.12 Changelog

GENERAL
------------------------------

* Major new feature: Communications disruption.
* Major new feature: Aircraft damage.
* Major new feature: Cargo / landing / airdrop operations.
* Major new weapon types:
- Enhanced High-Energy Lasers (HELs)
- Railguns & High-velocity Projectiles (HVPs)
- Tactical electromagntic pulse (EMP) weapons

All new major features are optional (enabled per-scenario, just like the pre-existing features "Detailed gunfire control" and "Unlimited base munitions"), and available for use only when the Chains Of War license is present. Attempting to load a scenario with any of the new features without having the corresponding license results in a block, with a window shown that informs the player of the unlicensed features and how they can be unlocked/enabled.

* Numerous performance improvements


SIMULATION
----------------------

* Addition to passive sonar model: Target masking. When the sub/ship being detected is within X degrees bearing (relative to the sonar sensor) of another one, the (comparatively) louder one may prevent the other(s) from being detected.
(X = a given angular difference referred to as the "bearing gate". This value decreases in more modern sonar sets (as low as 4 degrees) and increases in older ones (as high as 20 deg). To fool a modern passive sonar by masking under another vessel on the same bearing, you need to get very close to the other unit angularly).

* Significant improvements to automatic flight plan generator

* Misc tweaks to tanker & bingo calculations

* Mine navigation updates


USER INTERFACE
-----------------------------------------

* Two significant tweaks on time acceleration:
- An extra time accel setting, "2x", has been added.
- The sim resolution (ie. pulse timeslice) is now 0.1 sec not only when running at 1-1, but also at 2x and 5x accel.
The practical result should be that the player gets a smoother "acceleration curve" when moving from 1x to 2x and 5x time compression.

* Improved support for 4K/UHD screens (no longer necessary to temporarily downscale to 1080p).

* UI tweak: Display "No-Cav" on Unit Status panel for vessel that is reducing speed to avoid cavitation

* If the scenario save path does not "sit under" the \Scenarios folder, the game forcefully defaults to the latter

* Fix for Steam workshop issues


SCENARIO EDITOR:
----------------------------------------

* Lua: Fix manual/desired speed on SetUnit()
* Lua: Enhance EndScenario trigger/action
* Lua: Enhanced "Unit Detected" event trigger


MISC. FIXES / CHANGES
-----------------------------------------------

* Hide speed info for fixed facilities/groups
* Fixed: Helo climbs after last Hellfire and gets killed by SAM
* Fixed: Aircraft with Stand-off enabled doesn't fire all weapons on first pass
* Fixed: Doctrine crash for waypoints
* FIXED: DE Submarine not rising to recharge battery if on plotted course without mission
* FIXED: Diesel subs RTBs when battery empties (with plenty of diesel fuel left)
* Fixed: Air groups not displaying altitude correctly
* Fixed: SH-60 attacking with Hellfires turns away, losing illumination
* Aircraft stand-off adjustments
* FIXED: #11436: [920] VLAD Sonobouy range cause spacing issues with MPA's with mixed sonobouy loadouts
* FIXED: #11554: ASW-only mines triggered by ships
* FIXED: Startup crash by incorrect date parsing in Arabic locale
* ADDED: #4815: Double-clicking on a weapon rec in 'Add Weapon Record' menu should add it to the magazine
* FIXED: #7795: 552 Edit event action window - Hightlight units list needs to be wide enough to accomodate text or growable
* FIXED: #11338 - Possible missile bug (Ships firing more missiles then necessary)
* FIXED: #11441 - [B906.24] Activation Times and Creating New Mission Issue
* FIXED: #11464 - Modifying a ships magazine weapons records and then cloning causes a crash
* FIXED: Unit Cloning causes corrupted scen saves
* FIXED: Creating new mission and opening Mission Editor does not display times correctly
* Fixed: Crash when selecting speed/alt checkbox for waypoint
* FIXED: #11477 - [B923] Aircraft in Weather Shelters not damaged
* FIXED: #11454 - CWDB bug - Early British Diesel Subs not recharging batteries
* Fixed: Mission planner edge case for airborne helo and close (<20nm) target
* Added: Check on submerged contact's age before shooting
* Fixed: Aircraft ordered to refuel crash into NoNav Zones and get stuck
* Fixed: Various sidebar UI fixes
* Added: Set "Unit Status" panel to show a unit on load of scenario
* Fixed: Flightplans without pre-planned times are forced to hold
* Fixed: ASW Strike missions do not launch
* Fixed: [Lua] True/False in LuaWrapper_Mission
* Added: [Lua] Common mission options to SE_SetMission()
* FIXED: Incorrect weapons in Weapon Allocation window
* FIXED: Multiple "contact lost" messages in scenarios with multiple allied sides
* Fixed: [Lua] "Unit enters area" trigger problem when multiple triggers reference the same unit
* FIXED: #11583: Subs on a patrol won't ignore plotted course when attacking, despite doctrine telling it to
* FIXED: Sub not changing course without pressing U key
* #11591 - Merging emissions from allies sometimes can result in emissions not being updated for fixed facilities
* #11589 - EMCON changed event
* #8801 - No-nav zones visible through the planet
* Lua: Added OODA to unit wrapper
* Various speed improvements
* Fixed: Existing Steam workshop scenarios were not getting updated
* Fixed: Mission creation crash (edge case)
* Improved pathfinding in waters with mines
* Fixed: SA-5 shoots at Tomahawk over water
* Revised sonobuoy drop spacing
* FIXED: Irregular exceptions during recording
* Fixed: Fuel panel is not updated correctly
* Fixed: Force Destroyed event on hosted ships
* EnterArea trigger fix for a 'NOT in area' issue
* Fixed: Submarine out of battery goes to wrong speed
* Fixed: ASW on RTB should stop dropping sonobuoys
* Tweaks in MCM and Minehunting sonar evaluation
* FIXED: Abnormal AC turn-rate at below corner velocity
* Fixed: Tankers are less eager to meet clients half-way
* Fixed: Improved RTB logics in presence of tankers
* RE-FIXED: Duplicate log messages
* FIXED: #11586: Harpoons fired on a Bearing Only are not following waypoints
* FIXED: Mission Editor UI problem (cannot assign group members to mission)
* Fixed: Mine navigation improvements
* FIXED: Hosted units not removed when host unit is removed (ScenEdit mode)
* Lua: Fixed 'Destroyed Unit' event kicking in on DeleteUnit()
* Fixed: "Ignore Plotted Course" edge case for A/C on ASW with localization course
* FIXED: Group lead took into account sprint-drifters when slowing down to allow group reform (thus entire group freezing in place)
* Fixed: Aircraft don't turn on radars in patrol zones when using high fidelity
* Fixed: Grouped tankers with "Allow Refuel Tankers" doctrine do all kinds of weird stuff
#11504 - Add paradrop flag to unit 357
#11501 - Ohio SSGN with DDS
#10795 - MGK-608, MGK-608E (export) & MGK-608M SEVER (Imprv Russian SOSUS)
#10169 - KS-139 Belgorod (Project 09852 submarine)
#11556 - DB3k: Add Krasnopol rounds to Chinese Type 66 and PLZ-05 Artillery
#11555 - DB3k: Fix China Smerch and PHL-03 issue
#11549 - DB3k: Complete UAE Army
#11548 - DB3k: Indian Tu-142MK Retired 2017
#11547 - [DB3k Update] BMD weight is 8 tons
#11538 - Burke 2015 torpedo mags
#10918 - CWDB AIM-9C and Talos H issue
#11540 - Juneau fuel issues
#11528 - Gabriel I -- -Yom Kippur 73 is capable vs Land but has Anti-Air range and PoK

* Includes the latest versions of the DB3000 and CWDB databases. All standalone, tutorial and Northern Inferno scenarios have been tweaked and rebuilt to the current DBs.
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Offline Asid

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Re: Command: Modern Air/Naval Ops Discussion
« Reply #164 on: May 18, 2017, 12:04:49 AM »
The updated Command.

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