The "Uber" Command: Modern Air/Naval Ops Thread

Started by Grim.Reaper, December 19, 2012, 03:07:57 PM

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republic

I don't know that I can old off until payday to buy this game...  My mind is swimming with scenarios I'd like to play, mostly in the 1950's era in the transition from gun to missile and piston to turbine...

Is the full database published anywhere online?  I'm wondering if the early mission conversion ships like the Albany class cruisers are there...or even the USS Mississippi as a missile testbed from 1946-1956 (maybe too obscure?)

jomni

Quote from: republic on October 07, 2013, 06:06:16 AM
I don't know that I can old off until payday to buy this game...  My mind is swimming with scenarios I'd like to play, mostly in the 1950's era in the transition from gun to missile and piston to turbine...

Is the full database published anywhere online?  I'm wondering if the early mission conversion ships like the Albany class cruisers are there...or even the USS Mississippi as a missile testbed from 1946-1956 (maybe too obscure?)

The DB is very extensive.  In fact, it has two sets.  One for 1946 - 1979.  And one for 1980 to present.

I see Albany there and many types.

BB41 is probably too old for the scope of the DB.

Actually the devs say is that you should not ask what is there in the DB.  Because it is easier to ask what is not covered.
The DB includes a lot of countries for your obscure match ups. :)

Pictures are from the cold war DB (1946-1979)


republic

Wow, I hadn't expected to see those older battleships!

Nefaro

Quote from: jomni on October 06, 2013, 09:45:04 PM
Eureka moment:

To launch aircraft in groups with assigned missions you have to open the aircraft  panel, select a few aircraft and press launch as group button below. Open the Mission Editor panel and you will see the newly created group number in the available units box. Then you are free to assign them to a mission. Unpause the game and see them launch and do their thing as a group.

I mentioned this method earlier, but it must've been in one of my long TL;DR rants.

Unfortunately, I don't think it's possible to do this for the AI side since you have to do some extra micro-management.

CptHowdy

Quote from: CptHowdy on October 07, 2013, 12:49:21 AM
playing the advanced asw mission where you have to escort the green rover to a certain reference point. I have set up a patrol area in front of my ships that moves along with them. I have all my helicopters patrolling this area. I have contacted two goblins. all of my helos are hovering over one of the contacts and none have moved to check out the second contact. have they actually got a sub on the run or are they just sitting there dropping their sonars and hoping to make contact? thanks.

finished this out and got my ship to the R/V point but scenario didn't end. even moved all 3 groups past the point but no end. do I need to let the timer expire? I went ahead and ended it manually got an average score =0 so not sure what is up with that. I am not digging the way the helos act though. have like 6 in the air plus that nimrod and they all converge on one contact and switch status to offensive engaged. I tried to order 3 of them to investigate another contact but they wouldn't budge. pulled up f3 to plot them a course but no go. once the contact they were all hovering over was gone, those 3 did go on their plotted courses, little to late though. micromanaging this scenario is ok but wouldn't want to do it on a larger scenario. is there any way to get these helos to investigate multiple contacts? thanks.

republic

Well I've gone and bought it...  When my wife kicks me out of the house for spending too much money this month...you guys will let me sleep on your couch right?

mirth

You can stay in the Grogheads basement. It's not bad, but Gus likes to wear his thong when he's down there.
"45 minutes of pooping Tribbles being juggled by a drunken Horta would be better than Season 1 of TNG." - SirAndrewD

"you don't look at the mantelpiece when you're poking the fire" - Bawb

"Can't 'un' until you 'pre', son." - Gus

Bismarck

Quote from: republic on October 07, 2013, 04:11:45 PM
Well I've gone and bought it...  When my wife kicks me out of the house for spending too much money this month...you guys will let me sleep on your couch right?

You bet!
Jim Cobb

republic

Wow...I love this game.  I've already encountered the Shrike/CBU bug but I'm pretty sure that is fixed in the beta patch.  I'm holding off a bit until they get a lasting release candidate.

The game is surprisingly intuitive for being so complex.  I was expecting to be thrown to the wolves like War in the Pacific, but it was not the case.

GDS_Starfury

Quote from: mirth on October 07, 2013, 04:39:53 PM
You can stay in the Grogheads basement. It's not bad, but Gus likes to wear his thong when he's down there.

Jarhead - Yeah. You're probably right.

Gus - I use sweatpants with flannel shorts to soak up my crotch sweat.

Banzai Cat - There is no "partial credit" in grammar. Like anal sex. It's either in, or it's not.

Mirth - We learned long ago that they key isn't to outrun Star, it's to outrun Gus.

Martok - I don't know if it's possible to have an "anti-boner"...but I now have one.

Gus - Celery is vile and has no reason to exist. Like underwear on Star.


republic

And now I'm up before 5am Jonesing for a Command fix...what have you all done to me!?

Bismarck

Ver 1.01 is out!

ust two weeks after its arrival, which set a new standard in the modern naval/air warfare simulation games genre, Command: Modern Air/Naval Operations is about to get even better thanks to the v1.01 Update provided by Warfare Sims (www.warfaresims.com).

The v1.01 Update fixes virtually all consistent crash bugs and AI bugs (vastly reduced airbase traffic jams, no more "my bombs aren't dropping"). It also features a massive performance increase, both for UI (map zoom/pan) and sim execution (which in turn means even better scalability). Also the high-fidelity mode (0.1 sec pulse in real-time) is now optional instead of mandatory so Command runs great even on low-spec machines - and screams on capable rigs.

This first update contains also enhancements in the UI and the Data Base viewer and improvements in the Scene Editor and in the Simulation mechanics.

Four new scenarios previously available separately (community downloads) are now part of the standard release too:
- Brother against Brother
- Canary's Cage
- Choking Halifax
- Fighter Weapons School - GAT 5&6

Read below the full changelog:

V1.00 – October 8, 2013
• Bug Fixes:
o 0005443: [420] Crash on Zoom
o 0005533: Game just stops, get error message when trying to save scenario
o 0005546: [430] No Nav Zones not working properly
o 0005528: [427] Edit Exclusion zoneDialog bug
o 0005543: [430] Freeze in basic air ops
o 0005496: Sensor dialog Crash
o 0005503: [426] Maria & Victoria
o 0005605: Crash: Stanavforlant crashes with a NullReferenceException
o 0005646: [432] Can still clog a carrier or airbase by readying aircraft on elevators
o 0005592: Aircraft should accept ready/rearm command _only_ when parked
o 0005260: Zooming on mouse scroll wheel
o 0004409: Sonobouys clutter the display. Possibly to fade the or have an on/off view.
o 0005650: Deselect all RPs hotkey
o 0005667: OOM Exception, Red-X-of-doom
o 0005652: Loading a scenario while another scenario runs causes sim to freeze up
o 0005617: SOSUS not working
o 0005013: Add Unit dialog should remember the country from the previous inserted platform
o 0005676: [434] Can't manually deploy active sonobouy from TU-142 bear
o 0005488: KDX update
o 0004857: Chinese OTH-B and OTH-SW radars
o 0005562: Swiss radars
o 0003319: DB3K: Swiss BL-64
o 0005570: Swiss radar ER-220
o 0005569: Swiss radar LGR-1
o 0005610: Load out mispelling
o 0005576: Swiss radar TPS-1E
o 0005571: Swiss radar ZW9/ZW10
o 0003320: DB3K: Swiss "FLORIDA" EW radar
o 0005577: Photos and text placed incorrectly in DB viewer
o 0005596: Zumwalt Needs Helo Magazine
o 0005598: DB3k Minor Text Edits
o 0005714: [438] Slow down after assigning Backfire groups to ASuw Mission
o 0005511: Possible for a Player to set a 0 speed.
o 0005718: Get rid of NUM LOCK requirement
o 0005675: Repetative BDA Reports
o 0005734: Assorted tutorials issues
o 0005556: [427] SEAD patrol kirks
o 0005121: It should not be possible to arm/take off aircraft with maintenance/unavailable loadouts
o 0005698: Kilter misses by stupid amount
o 0005730: [438] Weird Shrike Behavior
o 0005069: Shrike ARM misses by several kilometers
o 0005699: Maria and Victoria Again
o 0005672: Mixed Shrike and CBU Issue
o 0005750: A-7 CBU-59 and Shrike Loadout a bad match
o 0005735: Excessive dive rates for subs & aircraft
o 0004279: IRIAF F-14 update
o 0005560: DB3k Update: Combat Aircraft Mag Article on Iranian F-14's
o 0005771: ARM's not firing at Search Radar
o 0005770: F-4G Wild Weasel w/ AGM-78 Standard ARM not working at all (Build 440)
o 0005693: [434] BCGN Shooting SA-N-6 at Tico with no hits.

• New Features and Improvements
o Significant performance improvements both on UI map operations (zoom/pan) and sim execution.
o Enhanced stability.
o Added button "Abort Launch" on Air Ops menu. When clicked, any of the selected aircraft which is preparing to launch will abort the sequence and attempt to return to an available parking facility.
o Only aircraft that are in a parking facility can be armed (solves problem of airbase traffic jams due to aircraft being readied while on transit points).
o Added game option: Zoom map to mouse cursor location (instead of camera center).
o Added new game option: Sonobuoy Visibility. Available settings are: Normal, Ghosted and Do Not Show (not reccomended).
o Added new reference-point menu command: De-select all reference points.
o Command's hitherto mandatory high-fidelity mode (0.1-sec pulse length) at 1:1 time setting, is now optional: New game option, "High Fidelity Mode", enabled by default. To switch to 1-sec pulse length at 1:1 (aka coarse mode, similar to how Harpoon 3 runs at 1:1), disable this option. This has the effect of dramatically speeding up gameplay at 1:1 setting.
o DB viewer addition: Dedicated weapon page. Search, filtering etc. work just like any other unit type (except that country-level filtering is not available for weapons). File naming conventions for images & text
o descriptions are Weapon_XXX.jpg and Weapon_XXX.txt respectively.
o While having a weapon selected on the map, clicking on the weapon-class button on the unit status window will bring up the weapon's relevant page in the DB viewer.
o Hold-fire can now be issued on multi-selected units, in addition to single units and groups.
o DB viewer improvements: Valid Targets on weapon page, per-engine maximum speed displayed on powerplant section for all platforms (particularly useful for diesel-electric submarines).
o The "Add Unit" window now remembers all selection filters used on the last unit addition and re-applies them whenever called up.
o Aircraft now drop their ordnance much more reliably without manual control (we'd love to boast "100% reliably" but that's just an invitation for an edge case to pop up and throw egg on our face).
o Helmet-mounted sights (HMS) are now taken into account when deciding how much off-boresight an aircraft can shoot an AAM.
o Aircraft & submarines have more realistic dive rates.
o Ships can now effectively use semi-active SAMs in anti-surface mode, as they are taking terminal illumination concerns into account during pre-fire checks.
o Includes four scenarios that were previously available on the community scenario pack:
 Brother against Brother
 Canary's Cage
 Choking Halifax
 Fighter Weapons School - GAT 5&6

• Data Changes
o Includes updated versions of DB3000 and CWDB. Some of the changes include:
 CH-47F Chinook -- Australia (Army), 2015, 7x
 LHD 01 Canberra [Juan Carlos Class] -- Australia (Navy), 2017, 4x LCM-1E
 LCM-1E -- Australia (Navy), 2015, 12x
 LCM-8 -- Australia (Navy), 1967, 11x
 L 100 Choules [Bay Class] -- Australia (Navy), 2013, Ex-Largs Bay, 1x LCM-8, 2x LCVP, No LCM-1E
 Combined ARM/CBU loadouts have new mission profiles, using Hi-Lo-Hi instead of Hi-Med-Hi.
 SUU-23 gun pods in A/G loadouts on F-4C/D
 SUU-23 loadouts on RAF Phantoms
o Aircraft:
 Bo-105CBS -- Canada (Coast Guard), 1984, 16x
 AC-130J Ghostrider -- United States (Air Force), 2015, Upgr MC-130J Commando II
 MC-130J Commando II -- United States (Air Force), 2013, 4x + Xx, Ex-Combat Shadow II
 Camcopter S-100 -- China (Navy), 2012, 18x
 Camcopter S-100 -- Libya (Army), 2010, 4x, Khamis Brigade
 Ship:
 CCGS Cape Roger -- Canada (Coast Guard), 1978
 CCGS Cape Roger -- Canada (Coast Guard), 1997, Refit
 Civilian RHIB [11m] -- Civilian (Civilian)
 Civilian RHIB [7m, Armed] -- Civilian (Civilian), Pirate
 Civilian RHIB [7m] -- Civilian (Civilian)
 DDG 991 Sejong the Great [KDX-3] -- South Korea (Navy), 2014, K-ASROC, Hyunmoo-3C
 DDH 971 Gwanggaeto the Great [KDX-1] -- South Korea (Navy), 2003
 DDH 978 Wang Geon [KDX-2 Mod] -- South Korea (Navy), 2014, K-ASROC, Hyunmoo-3C
 F 230 Norfolk [Type 23 Duke] -- United Kingdom (Royal Navy), 2013, Type 997
 F 230 Norfolk [Type 23 Duke] -- United Kingdom (Royal Navy), 2017, CAMM(M)
 F 236 Montrose [Type 23 Duke] -- United Kingdom (Royal Navy), 2014, Type 997
 F 236 Montrose [Type 23 Duke] -- United Kingdom (Royal Navy), 2017, CAMM(M)
 P 71 Serviola -- Spain (Navy), 1993
o Ground Stuff:
 Radar (9ZW/10ZW HF) -- Switzerland (Air Force), 1966-1998, 2x, Assoc w AN/FPS-20A
 Radar (AN/FPS-20A) -- Switzerland (Air Force), 1966-1998, 1x, Assoc w 9ZW/10ZW HF
 Radar (AN/TPS-1E) -- Switzerland (Air Force), 1958-1989, 24x, AAA Support
 Radar (Big Bird C [64N6]) -- Algeria (Air Force), 2009, SA-20
 Radar (China OTH-B Receiver) -- China (Air Force)
 Radar (China OTH-B Transmitter) -- China (Air Force)
 Radar (China OTH-SW Receiver) -- China (Air Force), 2003
 Radar (China OTH-SW Transmitter) -- China (Air Force), 2003
 Radar (H(R)-500) -- Switzerland (Air Force), 1970-2003, 3x, Florida System
 Radar (Jindalee JORN Receiver) -- Australia (Air Force), 1983
 Radar (PS-47/F) -- Sweden (Air Force), 1965-1993, 9x
 Radar (PS-68/F) -- Sweden (Air Force), 1964-1980, 1x
 SAM Bn (SA-20b Gargoyle [S-300PMU-2]) -- Algeria (Air Force), 2009, 4x TEL, 2x Bn + 96L6E, 8x Bn
 SAM Bn (SA-21a/b Growler [S-400 Triumph]) -- Russia [1992-] (Air Force), 2013, 12x TEL
 SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 1x Training Site, 1x Sec, 4x lnchr
 SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 2x Sites, 1x Sec, 8x lnchr
 SAM Sqn (Bloodhound 2 [BL-64]) -- Switzerland (Royal Air Force), 1965-1999, 3x Sites, 2x Sec, 16x lnchr
o Weapons:
 AIM-54A Phoenix [Fakour-90] -- 2012, SARH
 Sea Ceptor [CAMM(M)] -- 2017
 Hyunmoo-3C -- South Korea, 2013, Xuanwu 3

To download the update, players can run "Check for Update" via the game menu or download it directly from the game's download page.

Get more information about Command Modern Air/Naval Operations on its official product page


< Message edited by Philkian -- 10/8/2013 1:29:38 PM >
Jim Cobb

republic


Kushan

Didn't realize just how extensive the list of changes was. Too bad I'm going out of town for a week tomorrow and won't have a chance to play until I get home.
PanzersEast: Have to think to myself.... will I play the first one by the Winter Sale?  Probably not, then I should remove Dragonfall
PanzersEast: but that is thinking too logically.... and Steam Sales are about ignoring Logic

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Bismarck

What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.
Jim Cobb