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Digital Gaming => Computer Gaming => Topic started by: Grim.Reaper on December 19, 2012, 03:07:57 PM

Title: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on December 19, 2012, 03:07:57 PM
Well, looks like the news was announced today...

http://www.matrixgames.com/forums/tm.asp?m=3236081
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 19, 2012, 03:12:53 PM
please tell me its finished and theyre just publishing it

dont let them unleash the might and power of the War In Flames PR machine and i have to wait another 12 years
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on December 19, 2012, 03:13:44 PM
Wow.  This is big news.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on December 19, 2012, 03:15:48 PM
According to the press release, seems like they still have to go through final beta yet...so I am guessing we might have some time left and wouldn't be surprised if Matrix tries and adds their own flavor to it before released:)  Now the fun part will be is how much they will charge for this.  Anyone thinking in the $80+ range like their more popular big games?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bison on December 19, 2012, 03:18:50 PM
Mixed feelings here.  I like that wargames are being consolidated under one roof for easy of access, but I fear the fact that in 10 years it'll cost as much as on release day.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 19, 2012, 03:19:00 PM
yup 80-100 and ill leave a note in my will telling my grandchildren to expect it anytime soon

its awesome news, i think its great they have a publisher and im onboard with matrix/slitherine - as long as it just doesnt get buried.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 19, 2012, 03:20:25 PM
and why do they insist on having a forum on matrix for it and a forum on slitherine for it recently - just put 'see matrix' in the other one, theres always info in one that isnt in the other
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Zulu1966 on December 19, 2012, 03:30:28 PM
Well he said they would announce a release date in his post. "Still in development" is about as loose as it can get - and news about a publisher is about as unexciting news as it can be. 70 - 80 buks at least I would think.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on December 19, 2012, 03:30:35 PM
Quote from: Bison on December 19, 2012, 03:18:50 PM
Mixed feelings here.  I like that wargames are being consolidated under one roof for easy of access, but I fear the fact that in 10 years it'll cost as much as on release day.

Very true....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on December 19, 2012, 03:31:40 PM
Quote from: undercovergeek on December 19, 2012, 03:20:25 PM
and why do they insist on having a forum on matrix for it and a forum on slitherine for it recently - just put 'see matrix' in the other one, theres always info in one that isnt in the other

This is one of my biggest issues with Matrix and Slitherine....if you are one company now, why not have combined forums and stores?  I have a feeling they are setup this way in cas they ever dissolve and go separate ways in the future:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on December 19, 2012, 03:45:56 PM
Good news, thanks...hope they can keep the price out of the WitPAE and WitE ballpark.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on December 19, 2012, 03:54:01 PM
Quote from: Zulu1966 on December 19, 2012, 03:30:28 PM
Well he said they would announce a release date in his post. "Still in development" is about as loose as it can get - and news about a publisher is about as unexciting news as it can be. 70 - 80 buks at least I would think.

I think Matrix may be able to help them since they have some kind of a game, but aren't sure how to package it.  Three crucial steps:

1) Change the name (anything at all is better than "Command" -- that's like naming something "Big Thing")
2) Make sure it actually works installation and graphics-wise on a wide range of machines
3) package it and sell it
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 19, 2012, 04:21:24 PM
2a - get an old guy with a heart condition to finish the programming for you
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on December 19, 2012, 04:40:22 PM
Quote from: undercovergeek on December 19, 2012, 04:21:24 PM
2a - get an old guy with a heart condition to finish the programming for you

1a change the name to Byzantium 1908.  With a 'z' that's +60 bucks for the next decade!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on December 19, 2012, 05:32:15 PM
I thought the name "Command" was one chosen as a winner out of a competition to name the game!

I still think Red Pill was a better more identifiable/catchy name.

Perhaps "Naval War Z" will sell more copied? ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on December 19, 2012, 06:38:53 PM
Better that paradox.  ;D
A premium publisher for a premium game. (At a premium price)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Sigma One on December 19, 2012, 07:34:07 PM
Quote from: spelk on December 19, 2012, 05:32:15 PM

Perhaps "Naval War Z" will sell more copied? ;)

Undead pirates? Undead submarines that bite aircraft carriers?  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on December 19, 2012, 09:18:55 PM
Quote from: spelk on December 19, 2012, 05:32:15 PM
I thought the name "Command" was one chosen as a winner out of a competition to name the game!

I still think Red Pill was a better more identifiable/catchy name.

Perhaps "Naval War Z" will sell more copied? ;)

True.  Armchair was nice enough to host the contest and their poster's decided.


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on December 20, 2012, 03:06:32 AM
Quote from: ScottP on December 19, 2012, 07:34:07 PM
Undead pirates? Undead submarines that bite aircraft carriers?  :)

That sounds like it could be in the next Paradox "quirky" range. :)

I was thinking more like the Zombies have now become sentient and they're using our hardware against us! *shudder* Hmmmm, sentient Zombies, not sure that will work. How about Moon Nazis instead? :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 05:58:16 AM
is it just language/semantics/me or does " we are very confident for a 2013 release" sound like theres a chance it wont be 2013?

would you not have used - it will be out Q-whatever in 2013 or thereabouts?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Zulu1966 on December 20, 2012, 06:05:34 AM
Quote from: undercovergeek on December 20, 2012, 05:58:16 AM
is it just language/semantics/me or does " we are very confident for a 2013 release" sound like theres a chance it wont be 2013?

would you not have used - it will be out Q-whatever in 2013 or thereabouts?

Where does it say that ?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 06:15:44 AM
matrix forum from sunburn from the devs
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 06:20:14 AM
Thanks guys :)

Regarding the release date, as some of you know we originally hoped for late 2012. By now it's probably a bit late for that but we are very confident for a 2013 release. We know you'd like it right now (hell, we too!) but from the start we've been very careful to avoid painting ourselves into the proverbial corner of a premature release - and those of you who have been watching the air/nav scene for the last year or so are probably aware of another such recent example, which has generated unpleasant vibes.

All we can say at the moment is that we are working on this game round the clock, putting into it all the free time & energy that our other real-life commitments permit. As you know this is very much a labor of love for us and we believe the media samples we have released so far already demonstrate this clearly. We are also keen on further engaging the community both before and after the v1 release in order to maximize the degree to which the game fits into the players' desires and expectations.

We will soon have some more media material to display so that you can see what we have been up to recently. Good stuff on the way :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on December 20, 2012, 06:48:01 AM
At minimum, certainly does not seem like an early part of 2013 release.  I had thought the way they were talking originally it was near completion.  I guess not a major deal for me since this one really hasn't occupied my thoughts that much so far, but no doubt I will get it when it comes out:). I am sure matrix will request changes as well which will chew up time.  Reading those quotes alone, seems like a 4th quarter release at best, but I would be happy to be wrong:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on December 20, 2012, 07:07:48 AM
Quote from: Grim.Reaper on December 20, 2012, 06:48:01 AM
At minimum, certainly does not seem like an early part of 2013 release.  I had thought the way they were talking originally it was near completion.  I guess not a major deal for me since this one really hasn't occupied my thoughts that much so far, but no doubt I will get it when it comes out:). I am sure matrix will request changes as well which will chew up time.  Reading those quotes alone, seems like a 4th quarter release at best, but I would be happy to be wrong:)

I got the impression it's near beta stage.  So there is still plenty of time left to go.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 07:09:49 AM
I think you're right grim

I too thought it was a case of 'its ready we better get a publisher'

Looks like there's a way to go yet..... Like you I'd like to be wrong
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on December 20, 2012, 08:33:21 AM
So this is that "Red Pill" game?

And the winning name was "Command"? Wth were the other options? did they only have like 1?

As for release - paint me cynical, but I'm going with 2014...yep - I'm putting that out there.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on December 20, 2012, 08:47:55 AM
Quote from: JudgeDredd on December 20, 2012, 08:33:21 AM
So this is that "Red Pill" game?

And the winning name was "Command"? Wth were the other options? did they only have like 1?

As for release - paint me cynical, but I'm going with 2014...yep - I'm putting that out there.

Since they likely have a year before release, maybe they consider renaming it at some point, especially now that Matrix is involved....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on December 20, 2012, 09:40:05 AM
Quote from: JudgeDredd on December 20, 2012, 08:33:21 AM
So this is that "Red Pill" game?

And the winning name was "Command"? Wth were the other options? did they only have like 1?

As for release - paint me cynical, but I'm going with 2014...yep - I'm putting that out there.

Red pill gets them to matrix games.  Now that they know the truth about things (something like: "you live in a bathtub stuck on a
wall so that your mental energy can power the cosmos") -- time for a new name -- How about "the game formerly known as command"
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on December 20, 2012, 10:07:49 AM
Just change the name to Commander: Naval War so that it fits the Slitherine series.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on December 20, 2012, 10:22:14 AM
Quote from: jomni on December 20, 2012, 10:07:49 AM
Just change the name to Commander: Naval War so that it fits the Slitherine series.

LOL
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bison on December 20, 2012, 10:42:27 AM
I'm looking forward to Herman's take on the game. 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:17:29 PM
Hi guys, and thanks for the positive comments. We appreciate all useful feedback and most of all constructive criticism.

I'll try to address some of your concerns (those that I can anyway).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:24:57 PM
Quote from: Bison on December 19, 2012, 03:18:50 PM
Mixed feelings here.  I like that wargames are being consolidated under one roof for easy of access, but I fear the fact that in 10 years it'll cost as much as on release day.
This is a valid concern. However one needs to take into account that our long-term plan calls for numerous significant updates to the game over the course of its life. If the Command of, say 2023 is head and shoulders above Command-2013 then charging full price is not an unreasonable claim. You did pay full price for StarCraft 2 right?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:26:56 PM
Quote from: undercovergeek on December 19, 2012, 03:20:25 PM
and why do they insist on having a forum on matrix for it and a forum on slitherine for it recently - just put 'see matrix' in the other one, theres always info in one that isnt in the other
There is only one new forum on Matrix, plus the old forum on our own site. Nothing unusual on that.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:31:03 PM
Quote from: MengJiao on December 19, 2012, 04:40:22 PM
Quote from: undercovergeek on December 19, 2012, 04:21:24 PM
2a - get an old guy with a heart condition to finish the programming for you

1a change the name to Byzantium 1908.  With a 'z' that's +60 bucks for the next decade!
We can always fall back to "Debbie does Falklands" as someone suggested.

Relax, guys. It's just a name. "Red Pill" served its purpose, and CMANO is currently serving its own. Not to sound too much like a scriptwriter for "Lost", but There Is a Reason For Everything (TM).

At the end of the day, all of us buy good games, not good names.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:32:22 PM
Quote from: spelk on December 19, 2012, 05:32:15 PM
Perhaps "Naval War Z" will sell more copied? ;)

I actually like that. Writing it down just in case MengJiao asks for royalties for Byzantium.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on December 20, 2012, 01:36:37 PM
Quote from: Dimitris on December 20, 2012, 01:31:03 PM
At the end of the day, all of us buy good games, not good names.

Let's hope the same applies to websites ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:36:57 PM
Quote from: Nefaro on December 20, 2012, 07:07:48 AM
Quote from: Grim.Reaper on December 20, 2012, 06:48:01 AM
At minimum, certainly does not seem like an early part of 2013 release.  I had thought the way they were talking originally it was near completion.  I guess not a major deal for me since this one really hasn't occupied my thoughts that much so far, but no doubt I will get it when it comes out:). I am sure matrix will request changes as well which will chew up time.  Reading those quotes alone, seems like a 4th quarter release at best, but I would be happy to be wrong:)

I got the impression it's near beta stage.  So there is still plenty of time left to go.
That impression is understandable, given how in the zeroes "beta" has effectively substituted "alpha" on software project roadmaps (not helped by its crippling overuse by the Web 2.0 onslaught).

Let's just say that Command is "old school" beta.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 01:37:52 PM
i appreciate you coming here and answering questions you can Dimitris - i would imagine the whole community has burst into eagerness for the final product, can you be pressed at all on a release schedule given a successful Beta?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:38:45 PM
Quote from: JudgeDredd on December 20, 2012, 08:33:21 AM
As for release - paint me cynical, but I'm going with 2014...yep - I'm putting that out there.

Let's hope not. We want this bad boy to get out there at least as much as you do.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on December 20, 2012, 01:42:38 PM
A voice-over on some of those videos would help.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:44:21 PM
Quote from: Bismarck on December 20, 2012, 01:42:38 PM
A voice-over on some of those videos would help.

I agree. We'd like to keep "muties" to a minimum from now on. Text descriptions have helped but they can only go so far.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 01:47:35 PM
Double post, please remove.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 20, 2012, 02:04:47 PM
Quote from: undercovergeek on December 20, 2012, 01:37:52 PM
i appreciate you coming here and answering questions you can Dimitris - i would imagine the whole community has burst into eagerness for the final product, can you be pressed at all on a release schedule given a successful Beta?

I cannot provide numbers, but I can say with certainty that a smooth official beta will shorten the lead time dramatically. You might in fact be pleasantly surprised if things turn out as good as we hope.

(I was typing here a somewhat lengthy explanation for our reluctance to take a blood oath on schedule matters but then I realized..... most of us here have a day job. We/you have seen the story much too often. Make one too many bold promises and the universe conspires to prove you wrong. So I think you already "get it" as much as we do. We know the patience we ask is not easy, but the payoff is worth it. That one, in fact, we can safely promise.)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JasonPratt on December 20, 2012, 02:11:41 PM
Quote from: bostonmyk on December 19, 2012, 09:18:55 PM
Quote from: spelk on December 19, 2012, 05:32:15 PM
I thought the name "Command" was one chosen as a winner out of a competition to name the game!

I still think Red Pill was a better more identifiable/catchy name.

Perhaps "Naval War Z" will sell more copied? ;)

True.  Armchair was nice enough to host the contest and their poster's decided.


So... wait, this isn't a new Command:Ops game from Panther??

I have confusion...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on December 20, 2012, 02:24:31 PM
with no disrespect to dimitris meant if its a little off target, but for me this is all the harpoons and arctic naval war and then some and a lot more rolled into one.

Dimitris - i guess everyone pressing you on your own forum for a release date and you eventually saying 'its ok, a publisher had been found and will be revealed shortly' led a few (including me) to believe that was the only obstacle in the way of release. But i fully understand the reluctance to name a date - i dont agree ( :) ) but i understand
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on December 20, 2012, 06:13:32 PM
If Dimitris is willing to drip feed us information about the game, progress, features, addressing concerns, I'm sure there'll be a flotilla of salivating purchasers lined up to dock with the money machine - and keeping the games profile high in our thoughts is way better publicity that even the mighty Matrix can deliver... probably.

Thanks Dimitris, for stepping in and providing answers for us, especially here.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on December 20, 2012, 06:30:05 PM
Quote from: JasonPratt on December 20, 2012, 02:11:41 PM


So... wait, this isn't a new Command:Ops game from Panther??

I have confusion...

No, it's not a Command Ops game; it's a naval game ala Harpoon.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 21, 2012, 06:13:19 AM
Quote from: Bismarck on December 20, 2012, 06:30:05 PM
No, it's not a Command Ops game; it's a naval game ala Harpoon.

I would rather emphasize the "air/naval" description. Harpoon was always heavy on the naval side with a bit of air stuff sprinkled on top almost as an afterthought. Command is much more balanced on the modelling between air and naval operations, and also brings in additional assets that influence this domain (land units, satellites etc.).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on December 21, 2012, 06:33:12 AM
Question Dimitris (and my apologies for not going to your site and read - I will do!) - as this is modelling air and naval warfare with lots of detail, are there any Falklands Conflict scenarios?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on December 21, 2012, 06:53:19 AM
We had a "modern Falklands" scenario created during development called "Stand Up", here's a screenshot from it:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2011%2F02%2F8.PNG&hash=eb7337c8eefbff05a474b8764f44851b32fa4642)

I don't know yet if this is going to be included on the v1 release, I will have to ask its author if he intends to update it to Command's current functionality.

We also have a backlog of both historic (1982) and modern what-if Falklands scenarios from our Harpoon-3 days, see here: http://www.warfaresims.com/?page_id=19#1 . We intend to port these to Command at some point after v1, either as individual free releases or as an add-on scenario pack.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on December 21, 2012, 07:04:43 AM
I have to say if you get Falklands scenarios in there, then I'll defo buy. I know you aren't going to put them in on the say so of a Scotsman saying he'll buy - just letting you know I need them in there  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JasonPratt on December 21, 2012, 08:43:30 AM
Quote from: Bismarck on December 20, 2012, 06:30:05 PM
Quote from: JasonPratt on December 20, 2012, 02:11:41 PM


So... wait, this isn't a new Command:Ops game from Panther??

I have confusion...

No, it's not a Command Ops game; it's a naval game ala Harpoon.

Well yes, I got the latter part pretty quickly when I read the thread title.  :P

In principle the two concepts aren't mutually exclusive, though.

Of course, the real title isn't "Command: Ops" or some variation--that was just a handy abbreviation for the purpose of thread titling. Still, when I read the thread title, I immediately wondered if Panther Games had snuck a march without anyone knowing about and was close to releasing a Harpoonish game using a variation of their proprietary game engine!

Thus my joke.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on April 18, 2013, 07:10:01 AM
Matrix has posted some new screenshots (https://www.facebook.com/media/set/?set=a.558181977536024.1073741834.143046602382899&type=3).

Also glad to hear there will be tutorial scenarios (http://www.matrixgames.com/forums/tm.asp?m=3308177)...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 12, 2013, 10:22:55 AM
And the countdown to v1 continues: http://www.warfaresims.com/?p=1802
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on July 12, 2013, 01:05:28 PM
Quote from: Dimitris on July 12, 2013, 10:22:55 AM
And the countdown to v1 continues: http://www.warfaresims.com/?p=1802

Congrats! Very eagerly looking forward to the final product.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on July 12, 2013, 01:31:15 PM
Good lord...LETS GOOOOOOO. I've been watching this game for years and development just keeps going.... I just get the feeling they are just continuing to add new and more and more things, i mean, eventually you have to stop adding stuff and just release the game.

There... okay..... I feel better. got that out of my system. glad to hear guys! I can't wait for this game!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 12, 2013, 01:38:04 PM
This is the standard curse of late-night projects..... timescales are a lot different when you can dedicate at best a couple hours each day (and occasionally have to do long dry spells depending on family or day-job needs).

Not much one can do other than keep on.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: SgtRock on July 12, 2013, 01:58:29 PM
Looking at the screen shot, there are major things I don't like:

1. Unit Names & Types, What is mummy brothers, What is HMS Portland, the game needs to display unit types, along with the name.

2. Game needs Aircraft, Ship, Sub, etc, icons, same as above, other wise your going to eliminate anyone who isn't a super hard core grog.

Anyone know of a board wargame that just use doesn't have ship/aircraft icons?, Matrix should know better than this! This is the type of crap that keeps Wargames limited and unaccessible to most game players. What's the marketing plan, sell it to just Harpoon fans?



Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 12, 2013, 02:10:53 PM
Thanks for your feedback!

1. Detailed information on the selected unit is literally one click away. This is an example of the integrated DB viewer:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2013%2F01%2FDBViewer21.png&hash=79fe88eb611e0cf08fdc4564467a647882f63be6)

2. The unit icons are stored as graphics files and are thus customizable. Players are free to use whatever icons they feel comfortable with.

May I also point out that numerous land-warfare strategy titles use standard military icons to display military formations, and their users are happy with it.

We are certain someone out there is making a more mass-market oriented game dealing with the same subject and we wholeheartedly wish them all the best (the genre needs entry-level, beer & pretzels titles as much as it needs grog-oriented offerings). May they fare better than NWAC.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: sandman2575 on July 12, 2013, 02:47:43 PM
Wow -- that looks great.  And good to know this is a feature.  I can tell an F-4 from a MiG-23 as well as the next guy, but sure as heck can't easily differentiate between various ship weapons systems based only on technical designations!  So, it looks like a very hard core game, but not one where you have to have attended naval war college to be able to play  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on July 12, 2013, 06:08:46 PM
Nice platform viewer.  8)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on July 12, 2013, 07:43:18 PM
Quote from: Nefaro on July 12, 2013, 06:08:46 PM
Nice platform viewer.  8)

That's what she said.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on July 12, 2013, 07:51:56 PM
In all seriousness, I think the sim looks great and can't wait for it to come out.  This is pretty much an instant buy for me.

I'm delighted that it uses accurate military symbols and icons.  This is a complex simulation and not a game, and doesn't need cute little boat and plane graphics in day-glo colors.  So yes, it is mostly for the Harpoon fans.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on July 12, 2013, 10:34:25 PM
Except the maps I have seen look awesome. So it's got that on harpoon. I don't care too much about graphics as long as I get to see missiles launch and crap like that. Plus it's got nukes I believe...I can't wait
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on July 13, 2013, 11:12:17 AM
I showed some screenshots and a video to a friend of mine that is a naval officer.  His comment was that he thought he was looking at an improved version of one of their simulators, and just where exactly were they getting the information on these weapons systems?  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on July 13, 2013, 01:00:46 PM
I wish I could comment on the beta, but I can't...so I won't.  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on July 13, 2013, 01:19:45 PM
Quote from: Jarhead0331 on July 13, 2013, 01:00:46 PM
I wish I could comment on the beta, but I can't...so I won't.  ;D

lmao - ***hole!!!  :P

is it good, is it good
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on July 15, 2013, 01:47:51 PM
Quote from: Jarhead0331 on July 13, 2013, 01:00:46 PM
I wish I could comment on the beta, but I can't...so I won't.  ;D

Me too!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 20, 2013, 02:07:27 PM
The presentation at Historicon was a huge success. Thanks to everyone who had a word with us!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Skoop on July 20, 2013, 07:54:34 PM
This is a must buy for me, can't wait.  Looks like a classic that will be on my hard drive for years.

Here's a random thought, how would DCS Command sound ?  There's been joking speculation about naval warfare integration into DCS, seems like you guys would be the experts on a project like that.

I just thought of that because when I saw that pic of the s300 in platform view, just made me think of what a Biatch it is to take down an s300 site in DCS. 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on July 20, 2013, 08:42:53 PM
Quote from: Jarhead0331 on July 13, 2013, 01:00:46 PM
I wish I could comment on the beta, but I can't...so I won't.  ;D

Can you get that lifted as a previewer?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on July 20, 2013, 09:34:14 PM
Quote from: LongBlade on July 20, 2013, 08:42:53 PM
Quote from: Jarhead0331 on July 13, 2013, 01:00:46 PM
I wish I could comment on the beta, but I can't...so I won't.  ;D

Can you get that lifted as a previewer?

Can't hurt to ask.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on July 21, 2013, 02:06:28 AM
Quote from: Skoop on July 20, 2013, 07:54:34 PM
This is a must buy for me, can't wait.  Looks like a classic that will be on my hard drive for years.


Many of us have been waiting for something that will break out of the constant re-repurchasing of the venerable Harpoon series.  Finally a new engine.

Insta-buy!  Hopefully I don't have to rob a liquor store to get it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on July 21, 2013, 03:03:08 PM
I just noticed on the Matrix website that it's listed as a singleplayer game.
Doesn't it include multiplayer at all upon release? Are there known plans to include it at a later time?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 21, 2013, 03:24:49 PM
Hi,

Multiplayer is a future feature. We have been clear on this for a long time now. The focus of our initial release is on a solid single-player experience against a challenging AI and judging from our beta feedback so far we are meeting this goal.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on July 21, 2013, 04:38:56 PM
Thank you Dimitris.

I must confess I am not really up to date on what has and has not been discussed regarding your game, sorry. :) I just recently started with Harpoon, which I like pretty well. Especially in multiplayer. As I now have interest in Command because of that I was just inquiring.
Nothing beats the tension of playing against a human opponent.
But it's great to hear there might be mp in a future version.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 23, 2013, 05:51:36 AM
New July 2013 screenshots: https://www.facebook.com/media/set/?set=a.539935592726812.1073741825.418196891567350&type=1
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on July 23, 2013, 11:06:09 AM
You guys are gonna have this banged out & bug-free in about 2 months, right?   ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on July 23, 2013, 11:13:16 AM
Bug free is like the lost chord. In 30+ years of gaming, only the first X-Com was bug-free on my machine; others had one problem.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on July 23, 2013, 03:21:05 PM
**sigh**...looks like another Day 1 buy for me.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: son_of_montfort on July 23, 2013, 03:49:53 PM
Quote from: Bismarck on July 23, 2013, 11:13:16 AM
Bug free is like the lost chord. In 30+ years of gaming, only the first X-Com was bug-free on my machine; others had one problem.

I shot plenty of bugs in X-Com!  ;)

Yeah, this one looks complex, so I would settle of stable and accurate.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on July 23, 2013, 06:38:56 PM
Quote from: Bismarck on July 23, 2013, 11:13:16 AM
Bug free is like the lost chord. In 30+ years of gaming, only the first X-Com was bug-free on my machine; others had one problem.

I should've added a  :P after my rhetorical "2 month + bug free" question .  :-\

I've been quite impressed with how they're throwing in the kitchen sink.  I'm sure it'll be something that's tweaked for a long time, with all the sweet sweet stuff in it.  Stuff that the 'Pooners had been wanting for so long.

I'm still thinking I should've volunteered for the Beta, but wasn't sure how steady my time commitment would be over the long haul.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on July 24, 2013, 04:18:24 PM
Not much left for v1. We're getting there!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on July 24, 2013, 05:34:36 PM
I will celebrate by blowing up part of Norway with a Kirov-class BCGN (a.k.a. "The Death Star"), on release.  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on August 30, 2013, 01:36:38 PM
Saw in my Slitherine newsletter that I received today the official release date is September 24th.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on August 30, 2013, 03:21:37 PM
Quote from: Grim.Reaper on August 30, 2013, 01:36:38 PM
Saw in my Slitherine newsletter that I received today the official release date is September 24th.

:o

I need more hours in the day, with all these great games coming out this season!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on August 31, 2013, 03:15:25 PM
http://www.matrixgames.com/forums/tm.asp?m=3392507

looks very detailed and polished but far too close to Rome II to be a day one purchase
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on August 31, 2013, 04:47:16 PM
It doesn't matter - first day - pre-order - 365th day - it'll be the same price!  :D

But this does look like a good game...I think I will buy at some point
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on August 31, 2013, 05:00:18 PM
I suspect that my hardcore Rome 2 sleepless nights will be over a month later, when this comes out.  The conflict probably coincides more closely with Dominion 4's release. 

No matter.  I will buy Command fairly quickly after it's release.  A must-have!  8)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on August 31, 2013, 07:03:59 PM
Yeah, this and dominions 4 at the same time. ACW 2 coming soon as well! What's a girl to do?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on August 31, 2013, 07:13:58 PM
Quote from: mikeck on August 31, 2013, 07:03:59 PM
Yeah, this and dominions 4 at the same time. ACW 2 coming soon as well! What's a girl to do?

Close your eyes and think of England.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 13, 2013, 12:54:37 AM
We've had heaps of praise from our beta testers but this one really stands out, partially because it's by an ex-USN officer:

QuoteBut I can tell you, serving as a beta tester, that this is the most accurate and flexible commercial simulation of air/naval modern warfare bar none - there is no comparison with any existing sims. I am amazed at its scope, from counter-terrorism operations all the way up to global thermonuclear warfare simulated with realism and painstaking attention to detail. Conflicts from the Korean War to modern issues such as the Senkakus, South China Sea, Strait of Hormuz, and Syria are all simulated or can be simulated with the tools provided. I was able to whip up simple scenarios with the editor quickly and easily -this game is a superb sandbox game as well.

As a beta tester, the one thing I can tell you is that the COMMAND Team is truly relentless in their work to make this the premier naval simulation - they are always responding to feedback and updating the game. It's the COMMAND team that has convinced me more than anything else that this game will be here to stay - they are the most responsive team I've seen.

The effort and attention to detail that has gone into this system are very impressive. As a retired naval officer, I can say that you will not find more detailed and realistic simulation modelling, at least in the public domain - I have looked long and hard and this game has no peers. I want the game to be a great success, not just because the team richly deserves it but because I want it to thrive so we can continue to play simulations that challenge our intelligence and decision-making skills into the future. This game is a downloadable Naval War College, and should be a must be for any amateur or professional student of modern naval or joint warfare - or any taxpaying citizen who wants to understand what he is paying for, for that matter.

http://www.matrixgames.com/forums/tm.asp?m=3397540#
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 13, 2013, 01:07:59 AM
Did I read somewhere it had a Falklands scenario? If so I'm in.

I know you said before when I asked that it could be created - but I'm not a creator - I'm a player. So if it's in then so am I.

I know it's only a wee conflict, but for me, from a campaign perspective, it's a very important and interesting modern conflict. It was so close to the wire to be surreal - and I want to recreate it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 13, 2013, 01:17:15 AM
There are currently 3 Falklands-centric scenarios included in v1 (two historical and one modern hypothetical) and more are under construction/testing by 3rd-party authors.

Of the latter, one that I am particularly waiting for recreates the "pincer" situation just before the Belgrano was sunk and the Arg Navy withdrew. So you can have a go and see what could have happened if the Belgrano survived, or the Arg leadership didn't lose their nerve after its loss and instead pressed on. The De Mayo carrier was just about to launch A-4 strikes against the Brit HVUs so lots of possibilities to explore.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 13, 2013, 01:23:26 AM
Excellent.

Well that's £25 put aside....you did say it would cost £25 didn't you?  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: SgtRock on September 13, 2013, 12:26:33 PM
I still think it needs Ship & Plane icons vs just the Nato icons, something like Harpoon 1/ Harpoon classic that shows the direction ships & planes are headed.

What are the major differences between this and Harpoon?


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 13, 2013, 04:03:12 PM
As with Harpoon, the icons are fixed in orientation and you get separate vectors to denote heading. The only game I can remember where the icons are aligned to the unit heading is HPS's Modern Air Power duet.

In any case the icons are stored as individual graphics files so whatever you don't like, you can change. Guys have already come up with custom icon packs  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 13, 2013, 04:07:45 PM
Quote from: SgtRock on September 13, 2013, 12:26:33 PM
What are the major differences between this and Harpoon?

We've been publishing an extensive list of articles highlighting various aspects of Command here: http://www.warfaresims.com/?cat=126

...and we'll soon have a series of articles summarizing Command's high points and how it redefines the genre. Stay tuned!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 13, 2013, 05:07:34 PM
Not good enough. Beck the calendar; It's 2013; NATO counters without at least direction pointers aren't good enough. I ay this as someone who isn't an  eye-candy addict.   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 13, 2013, 05:25:26 PM
The icons do have direction lines.  Based on the screenshots I've seen, the display looks almost identical to the Tactical Action Officer display on a modern warship.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 13, 2013, 05:26:24 PM
Good enough for me...I've been waiting for an updated harpoon with depth (no naval war artic circus) for a decade and a half. I cannot wait for this. Going right for the good ol' Cold War gone hot scenarios.

Is there a "china v US over Taiwan " scenario?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 13, 2013, 05:40:01 PM
Quote from: mikeck on September 13, 2013, 05:26:24 PM
Good enough for me...I've been waiting for an updated harpoon with depth (no naval war artic circus) for a decade and a half. I cannot wait for this. Going right for the good ol' Cold War gone hot scenarios.

Is there a "china v US over Taiwan " scenario?

I hope you're right.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 13, 2013, 05:57:19 PM
Quote from: Bismarck on September 13, 2013, 05:07:34 PM
Not good enough. Beck the calendar; It's 2013; NATO counters without at least direction pointers aren't good enough. I ay this as someone who isn't an  eye-candy addict.

They have vector lines.  It's the standard NTDS symbology of grog choice.  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 13, 2013, 07:48:33 PM
Quote from: mikeck on September 13, 2013, 05:26:24 PM
Good enough for me...I've been waiting for an updated harpoon with depth (no naval war artic circus) for a decade and a half. I cannot wait for this. Going right for the good ol' Cold War gone hot scenarios.

Is there a "china v US over Taiwan " scenario?

This.  I'm anticipating this so much I deliberately avoided signing up for the beta so I wouldn't be the least bit burned out on it when it came out.  I just wish it was out NOW.

I'm in the same place with Flashpoint Campaigns.  I think these two games, along with AGEOD's Civil War 2, are going to eat up a lot of my Fall.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: SgtRock on September 14, 2013, 12:08:36 AM
Quote from: Dimitris on September 13, 2013, 04:03:12 PM
As with Harpoon, the icons are fixed in orientation and you get separate vectors to denote heading. The only game I can remember where the icons are aligned to the unit heading is HPS's Modern Air Power duet.



Not true, in Harpoon/Harpoon Classic the plane/helo/ship/carrier/sub icons would show direction it was headed along with a vector, the icons would flip when showing a reverse direction. Just changing an icon won't do this. I think your going to scare non-grogs away with just the NATO icons, no other game (computer/board) uses just NATO icons for ships/subs/carriers/planes.



Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 14, 2013, 12:46:13 AM
Quote from: mikeck on September 13, 2013, 05:26:24 PM
Is there a "china v US over Taiwan " scenario?
Not bundled with v1, but Tomcat84 (the lad who posted the marvellous FWS AAR (http://www.matrixgames.com/forums/tm.asp?m=3392507)) is making such a scenario, here's a screenshot:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbmetz2.home.xs4all.nl%2Fimages%2Fcommand%2Fmultnewcontact.jpg&hash=8cecc001a08e5a0317498b7b4a1dcd7953366954)

BTW notice the AUCount value (number of active units in game) is 1456 and the "Pulse Time" value is just 51ms, ie. the game is perfectly playable.... try doing that in any other similar game out there ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 14, 2013, 06:47:26 AM
I guarantee there will be all sorts of scenarios & locales portrayed once the 'Pooners start in. 

You guys here at Grogheads do see the steady stream of user-created Harpoon scenarios, don't you?  Expect a flood.   ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 14, 2013, 08:00:48 AM
Quote from: Bismarck on September 13, 2013, 05:40:01 PM
Quote from: mikeck on September 13, 2013, 05:26:24 PM
Good enough for me...I've been waiting for an updated harpoon with depth (no naval war artic circus) for a decade and a half. I cannot wait for this. Going right for the good ol' Cold War gone hot scenarios.

Is there a "china v US over Taiwan " scenario?

I hope you're right.

I think we're good Jim. I looked at some videos and as others have stated, there are icons with vector lines.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Boggit on September 14, 2013, 08:15:50 AM
I loved Harpoon. This looks like a rehash of that game with better graphics. Am I wrong, or being too simplistic?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 14, 2013, 10:14:19 AM
Quote from: Dimitris on September 14, 2013, 12:46:13 AM
Quote from: mikeck on September 13, 2013, 05:26:24 PM
Is there a "china v US over Taiwan " scenario?
Not bundled with v1, but Tomcat84 (the lad who posted the marvellous FWS AAR (http://www.matrixgames.com/forums/tm.asp?m=3392507)) is making such a scenario, here's a screenshot:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbmetz2.home.xs4all.nl%2Fimages%2Fcommand%2Fmultnewcontact.jpg&hash=8cecc001a08e5a0317498b7b4a1dcd7953366954)

BTW notice the AUCount value (number of active units in game) is 1456 and the "Pulse Time" value is just 51ms, ie. the game is perfectly playable.... try doing that in any other similar game out there ;D

in the screenshot I see 3 messages for bogey 980 and 3 for bogey 979. they appear to be duplicates, any reason to have 3 messages for each new contact? seems like a lot of extra clutter
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 14, 2013, 10:16:58 AM
Yes, that was a bug in that build. We've moved on.

Don't miss much ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 14, 2013, 10:23:30 AM
Quote from: Dimitris on September 14, 2013, 10:16:58 AM
Yes, that was a bug in that build. We've moved on.

Don't miss much ;D

hehe great. looking forward to the release!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 14, 2013, 06:20:21 PM
Quote from: Boggit on September 14, 2013, 08:15:50 AM
I loved Harpoon. This looks like a rehash of that game with better graphics. Am I wrong, or being too simplistic?

Same type of game.  Much more detailed and refined, however, from what I've seen.  Very likely to have a far more user-friendly interface too.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 15, 2013, 10:02:18 AM
And more goodies...like tactical nukes! Whaaaaaat?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 15, 2013, 10:13:15 AM
Quote from: mikeck on September 15, 2013, 10:02:18 AM
And more goodies...like tactical nukes! Whaaaaaat?

I never was a big fan of having those in such wargames.  It's the 'Noob Tube' of naval warfare.  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 15, 2013, 10:29:41 AM
If the game models them simplistically as a "wipe everything in radius-X" tool then yeah, there's not much point in it.

If OTOH you model them realistically, with different rates of shock/blast dissipation on open air, underwater and underground, and different effectiveness against various unit types and various levels of armor, things become _a lot_ more interesting.

Recently we had a beta tester raise as a possible bug that he nuked an airbase with an ASMP but a couple underground bunkers remained unscathed. It turned out that the ground zero was a bit too far from the effective damage radius for the bunkers, particularly since it was only a surface burst. We tried the same attack but this time with a B61-11 penetrating nuke, dropped accurately by an overflying B-2A. The combination of underground detonation and much closer proximity resulted in a much, much more powerful shockwave that shattered the bunkers.

The things one learns from a "game" :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 15, 2013, 12:34:28 PM
Quote from: Nefaro on September 15, 2013, 10:13:15 AM
Quote from: mikeck on September 15, 2013, 10:02:18 AM
And more goodies...like tactical nukes! Whaaaaaat?

I never was a big fan of having those in such wargames.  It's the 'Noob Tube' of naval warfare.  :P

But I'm a noob...and blowing up a whole airbase with one strike is fun!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 15, 2013, 05:08:28 PM
It's nice having even the proverbial "kitchen sink" in there, as an option.  That's certainly one of the strengths of this title.

In the case of nukes, it's just not something I'd often use myself .. if ever.   If I wanted to drill down to a specific facet modelled in Command, which I'm most looking forward to, I'd have to say it's the EW and sensors modelling.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 15, 2013, 07:52:15 PM
I like it all...just depends on the scenario. I always wanted to get into harpoon but it fought me the whole way
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 15, 2013, 09:00:08 PM
Quote from: mikeck on September 15, 2013, 07:52:15 PM
I like it all...just depends on the scenario. I always wanted to get into harpoon but it fought me the whole way

I just tried to play some Harpoon ANW tonight, but the game is so broken I can't make it work.  It's time for it to die and make way for its successor.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 15, 2013, 09:15:43 PM
I think this game will be far better than harpoon. Not just graphics and UI, but general presentation, AI, Etc. these guys have put a lot of work into this and it's been in beta for a year. Not due to big issues, but to fix every little issue and discrepancy.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: son_of_montfort on September 15, 2013, 09:16:30 PM
Dimitirs, how extensive would you say the training scenarios are? Will it give a total newb who never played Harpoon the tool needed to at least understand what is going on?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: agathosdaimon on September 15, 2013, 10:23:19 PM
I really like the harpoon games and command will no doubt be better, but as i am not a pro with harpoon what is it that one has found to be broken in that game? Actual buttons or ai? I wonder if things i had difficulty with was due to broken things? Sometimes radars did not seem to appear as active. I think though what i really disliked with harpoon was the mission editing functions - creating missiions seemed so nightmarishly difficult and sometimes the actual mission creation window would appear with the bottom part cut off and so i could close out of it. I expect that it will be much more intuitive in command
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 16, 2013, 12:27:02 AM
Quote from: agathosdaimon on September 15, 2013, 10:23:19 PM
I really like the harpoon games and command will no doubt be better, but as i am not a pro with harpoon what is it that one has found to be broken in that game? Actual buttons or ai? I wonder if things i had difficulty with was due to broken things? Sometimes radars did not seem to appear as active. I think though what i really disliked with harpoon was the mission editing functions - creating missiions seemed so nightmarishly difficult and sometimes the actual mission creation window would appear with the bottom part cut off and so i could close out of it. I expect that it will be much more intuitive in command

from the faq page at harplonkhq.com

FAQ: Why is this game so buggy?

A: The situation is quite baffling since a comprehensive and exhaustive List of Known ANW Issues http://www.harplonkhq.com/forum/viewtopic.php?p=47#p47 has been publicly available for years.

After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (080 Issues - 34 Fixed + 088 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 31 Fixed + 068 New) = 171 Issues
After 3.9.2 Patch: (171 Issues - 15 Fixed + 035 New) = 191 Issues
After 3.9.3 Patch: (191 Issues - 19 Fixed + 015 New) = 187 Issues
After 3.9.4 Patch: (187 Issues - 46 Fixed + 068 New) = 209 Issues
After 3.10. Patch: (209 Issues - 82 Fixed + 102 New) = 229 Issues
After 3.11. Patch: (229 Issues - 09 Fixed + 014 New) = 234 Issues
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 16, 2013, 01:02:10 AM
Quote from: son_of_montfort on September 15, 2013, 09:16:30 PM
Dimitirs, how extensive would you say the training scenarios are? Will it give a total newb who never played Harpoon the tool needed to at least understand what is going on?

I can't speak for any tutorial scenarios the game may have, but there are enough old hands around here, you wouldn't hurt for advice.  I'm sure the Matrix forum will have loads of Q&A too. 

If I were to guess, I would say the largest thing to learn is the categories of weapons and sensor systems.  Specifically, how they work and what types of platforms they work on.  Most of them have a specific use, and platforms generally have a few different types, for use against different types of (potential) targets.  Think of it like a toolbox of specialized equipment.   Only some of them will be meant to detect and/or engage any one type of target (aircraft, submarine, etc.), sometimes multiple ones. 

Considering the database looks quite extensive and packed full of info, I would think it easier for new people to know exactly what their "tools" are meant for, and capable of, due to the descriptions and stats.  The old Harpoon games just mainly had a few game stats and a very general description so they were left to deduce what everything did from the stat numbers.  Which isn't an easy way to learn.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 16, 2013, 02:56:58 AM
Quote from: son_of_montfort on September 15, 2013, 09:16:30 PM
Dimitirs, how extensive would you say the training scenarios are? Will it give a total newb who never played Harpoon the tool needed to at least understand what is going on?

It's tricky to guarantee everyone will "get it" the first time, but so far our feedback from the beta folks has been quite positive in their value. As Nefaro mentioned, a lot of first-timer support is in the form of interaction with more seasoned players.

We are also preparing some tutorial videos for scenario editing. Command has been called "the ultimate sandbox game" by some of our testers and we want to reinforce this good impression.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 16, 2013, 04:03:04 AM
Quote from: panzerde on September 15, 2013, 09:00:08 PM
Quote from: mikeck on September 15, 2013, 07:52:15 PM
I like it all...just depends on the scenario. I always wanted to get into harpoon but it fought me the whole way

I just tried to play some Harpoon ANW tonight, but the game is so broken I can't make it work.  It's time for it to die and make way for its successor.

Harpoon Classic is way better than ANW
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 16, 2013, 04:09:18 AM
Quote from: Dimitris on September 16, 2013, 02:56:58 AM
Quote from: son_of_montfort on September 15, 2013, 09:16:30 PM
Dimitirs, how extensive would you say the training scenarios are? Will it give a total newb who never played Harpoon the tool needed to at least understand what is going on?

It's tricky to guarantee everyone will "get it" the first time, but so far our feedback from the beta folks has been quite positive in their value. As Nefaro mentioned, a lot of first-timer support is in the form of interaction with more seasoned players.

We are also preparing some tutorial videos for scenario editing. Command has been called "the ultimate sandbox game" by some of our testers and we want to reinforce this good impression.

I'm actually scared when someone says sandbox.  That means a big library of content and an editor. But very little pre-made and wonderful missions.   I'm not very creative and meticulous regarding mission creation so I will depend on community contributions. Hope that takes off.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 16, 2013, 04:28:52 AM
On release day, Command will include 38 scenarios (3 of them tutorials). In addition there are a number of 3rd-party scenarios already done which will also be available for download, and lots more are currently under construction/testing.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: agathosdaimon on September 16, 2013, 05:08:47 AM
yeah i will be one for the pre-made scenarios too - one's made by people who know a little about force compositions. For a game of such consummate depth and execution it would be a disappointment to just fall on making my own missions which would probably just be a demolition derby of ships and aircraft. Playing something that is unknown has a zillion times more tension and enjoyment in it. This said  38 scenarios plus more 3rd party ones is pretty good. Eventually having the magnitude of scenarios that harpoon has will probably be inevitable.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 16, 2013, 06:25:05 AM
Quote from: Dimitris on September 16, 2013, 04:28:52 AM
On release day, Command will include 38 scenarios (3 of them tutorials). In addition there are a number of 3rd-party scenarios already done which will also be available for download, and lots more are currently under construction/testing.


Good enough for me.  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 16, 2013, 06:40:32 AM
There are a lot of comments I would like to add to the discussion, but I'm not sure where things stand with the beta NDA... :-X
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 16, 2013, 06:46:59 AM
Does the NDA preclude you from telling us if the game is a day-1 buy or not?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 16, 2013, 08:33:24 AM
Quote from: Staggerwing on September 16, 2013, 06:46:59 AM
Does the NDA preclude you from telling us if the game is a day-1 buy or not?

I got that impression from some of the betas, despite them not actually saying much. 

Another good point to make is that these guys took a poll whether to release the game earlier (a year or two ago??) or take their time and work on it longer.  The fans voted for working on it longer.  That bodes well, in itself, when a development team even has the option to do such a thing.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: agathosdaimon on September 16, 2013, 08:54:21 AM
it will pay off, some thing that perhaps the Rome Total War 2 team should have done by the looks of it were they not so seemingly giddy with their visions of such success for the game. The forums at he warfare sims page have shown developers of Command to be just consistently focussed and taking the slow and steady path is one for longevity and something to be proud of.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 16, 2013, 09:32:07 AM
Quote from: agathosdaimon on September 16, 2013, 08:54:21 AM
it will pay off, some thing that perhaps the Rome Total War 2 team should have done by the looks of it were they not so seemingly giddy with their visions of such success for the game. The forums at he warfare sims page have shown developers of Command to be just consistently focussed and taking the slow and steady path is one for longevity and something to be proud of.

Wholeheartedly agree but I suspect the command team dont have a shit ton of marketing execs making them rush nor a mass of share holders to suck up to..... even if there was someone who took the plunge and said rome 2 isnt ready I would imagine hed be disappeared by the sega police
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on September 16, 2013, 09:44:37 AM
Quote from: undercovergeek on September 16, 2013, 09:32:07 AM
Quote from: agathosdaimon on September 16, 2013, 08:54:21 AM
it will pay off, some thing that perhaps the Rome Total War 2 team should have done by the looks of it were they not so seemingly giddy with their visions of such success for the game. The forums at he warfare sims page have shown developers of Command to be just consistently focussed and taking the slow and steady path is one for longevity and something to be proud of.

Wholeheartedly agree but I suspect the command team dont have a shit ton of marketing execs making them rush nor a mass of share holders to suck up to..... even if there was someone who took the plunge and said rome 2 isnt ready I would imagine hed be disappeared by the sega police

  Plus the audiences for RomeII and Byzantium 1908...I mean Command (worst name ever!) are very different.  RomeII has a sort of superniche audience and it falls between Civ5 and CKII in terms of what it is trying to do.  I think RomeII's strategy of a messy release followed by insane ranting followed by endless patches, DLC and Mods is brilliant.  Command has an even crankier (if tiny) audience and does in fact plan to have some major changes (eg Multiplayer maybe) so did they have a choice?  In an ideal gaming world there would be something out there between Command and Rome II -- yes BYZANTIUM 1908 -- which would be released in a totally modular fashion, each one of which would provoke a CLOD-level perfect storm of horror rants, followed by endless Zombie mods etc. etc.  After 6-8 years Byzantium 1908 would be the most fantastic game of all time, though of course Byz-Z (the Zombie mod) would be the most popular.  There would be an ultra-realist mod where you go and get lectured to by professional creeps -- hey they are creeeps even in their real lives!

Oh well.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 16, 2013, 10:38:05 AM
MengJiao has the right of it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 16, 2013, 02:32:48 PM
Like JH, really wish I could comment.  ::)

Quote from: undercovergeek on September 16, 2013, 09:32:07 AM
Quote from: agathosdaimon on September 16, 2013, 08:54:21 AM
it will pay off, some thing that perhaps the Rome Total War 2 team should have done by the looks of it were they not so seemingly giddy with their visions of such success for the game. The forums at he warfare sims page have shown developers of Command to be just consistently focussed and taking the slow and steady path is one for longevity and something to be proud of.

Wholeheartedly agree but I suspect the command team dont have a shit ton of marketing execs making them rush nor a mass of share holders to suck up to..... even if there was someone who took the plunge and said rome 2 isnt ready I would imagine hed be disappeared by the sega police

I remember when SEGA took over CA from Activision and they were seen as the "saving grace" for the TW series. Seems a lot has changed in the last few years.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 16, 2013, 05:20:35 PM
Quote from: agathosdaimon on September 15, 2013, 10:23:19 PM
I really like the harpoon games and command will no doubt be better, but as i am not a pro with harpoon what is it that one has found to be broken in that game? Actual buttons or ai? I wonder if things i had difficulty with was due to broken things? Sometimes radars did not seem to appear as active. I think though what i really disliked with harpoon was the mission editing functions - creating missiions seemed so nightmarishly difficult and sometimes the actual mission creation window would appear with the bottom part cut off and so i could close out of it. I expect that it will be much more intuitive in command

Good post from Cpt Howdy, but yes to pretty much all of the above, in addition to the game nearly always just locking up on me at some point.  Nothing like being part way through a long scenario and having to force quit and lose everything.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: son_of_montfort on September 16, 2013, 07:04:17 PM
Quote from: Dimitris on September 16, 2013, 02:56:58 AM
Quote from: son_of_montfort on September 15, 2013, 09:16:30 PM
Dimitirs, how extensive would you say the training scenarios are? Will it give a total newb who never played Harpoon the tool needed to at least understand what is going on?

It's tricky to guarantee everyone will "get it" the first time, but so far our feedback from the beta folks has been quite positive in their value. As Nefaro mentioned, a lot of first-timer support is in the form of interaction with more seasoned players.

We are also preparing some tutorial videos for scenario editing. Command has been called "the ultimate sandbox game" by some of our testers and we want to reinforce this good impression.

The personal attention to forum questions and the obvious commitment to easing new players into the game really speaks volumes for you and your group Dimitris! I'm fairly confident this one is on my buy list.

Hey Nefaro, care to give me your phone #, so I can call you at 3:00am with questions about which AIM to load or what the technical differences are between the F-15 and F16?  ;) Actually, I have been trying to ease into Hornet Leader and I see that as a good entry point for thinking about these weapons and platforms.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 16, 2013, 07:32:38 PM
SoM,

I see what you and everybody else is saying but beware of building expectation as  we did with Naval War Attic.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 16, 2013, 07:44:57 PM
Quote from: panzerde on September 15, 2013, 09:00:08 PM
Quote from: mikeck on September 15, 2013, 07:52:15 PM
I like it all...just depends on the scenario. I always wanted to get into harpoon but it fought me the whole way

I just tried to play some Harpoon ANW tonight, but the game is so broken I can't make it work.
I only use ANW for MP battles or when there is no other choice.  I am curious as to which things you feel make it so broken that you cannot make it work.  Can you clarify?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 16, 2013, 08:34:08 PM
Herman.

.Fess up!  Which Harpoon do you play the most?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 16, 2013, 08:37:09 PM
I hope it's the one with the guy without sunglasses.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: son_of_montfort on September 16, 2013, 09:26:17 PM
Quote from: Bismarck on September 16, 2013, 07:32:38 PM
SoM,

I see what you and everybody else is saying but beware of building expectation as  we did with Naval War Attic.

I see what you did there - Naval War Attic, because we shelved it immediately! 

8) <--- Harpoon smilie.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 16, 2013, 10:22:20 PM
Quote from: son_of_montfort on September 16, 2013, 07:04:17 PM

Hey Nefaro, care to give me your phone #, so I can call you at 3:00am with questions about which AIM to load or what the technical differences are between the F-15 and F16?  ;) Actually, I have been trying to ease into Hornet Leader and I see that as a good entry point for thinking about these weapons and platforms.

Sure. 

I would probably be awake at that time of morning.  Consoling your wife.  :P

Perhaps you should also learn some modern anti-submarine warfare in Dangerous Waters while we wait?  Or take USS Stark out for a leisurely cruise in the Gulf?  High-tech style!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.lemon64.com%2Fgames%2Fscreenshots%2Ffull%2Fs%2Fstrike_fleet_02.gif&hash=e8f20098db010ac7412d16fc9da792245c9f1368)

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 17, 2013, 12:13:16 AM
Quote from: Bismarck on September 16, 2013, 08:34:08 PM
.Fess up!  Which Harpoon do you play the most?
I cannot tell a lie.  I have played all the H3 scenarios and I usually do not re-play any scenario.  Therefore, most of my recent games are only those involving MP battles.  Thus, I am forced to use the only version that allows MP fights and that is ANW.  :(

Quote from: Staggerwing on September 16, 2013, 08:37:09 PM
I hope it's the one with the guy without sunglasses.
It is.  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 17, 2013, 07:18:14 PM
Quote from: Herman Hum on September 16, 2013, 07:44:57 PM
I only use ANW for MP battles or when there is no other choice.  I am curious as to which things you feel make it so broken that you cannot make it work.  Can you clarify?

I should probably try 3.63 and abandon ANW.  I'm finding that things like sensor settings often don't "stick" but the most frustrating is the game seemingly just locking up on me.  This seems to be a new development since the last patch; it used to be fine.  I'd try and fix it, but I'm tired of trying to sort out Harpoon problems (it seems like there's always something wrong with ANW) and why bother?  Command will be out soon.

I was jonsing so hard last night for a modern naval warfare sim I actually reloaded Naval War: Arctic Circle and played a scenario.  It sucked.  Maybe I can tolerate the 4:3 screen ratio of Fleet Command for a few days...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 17, 2013, 07:25:05 PM
Harpoon 3.6.3 had it's own problems, but it sounds as if ANW's updates just added further issues. 

I don't think Harpoon 3 was ever in a great condition.  It always had some annoying bugs.  While H3 was more detailed than Harpoon Classic, it also had a lot more problems (including UI issues), so I usually ended up playing HC more often. 

Now that Command is coming out, hopefully I won't have to worry about dicking with either of them anymore, nor the regular re-releases every few years.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 17, 2013, 08:09:23 PM
Quote from: panzerde on September 17, 2013, 07:18:14 PM
I should probably try 3.63 and abandon ANW.  I'm finding that things like sensor settings often don't "stick" but the most frustrating is the game seemingly just locking up on me.  This seems to be a new development since the last patch; it used to be fine.  I'd try and fix it, but I'm tired of trying to sort out Harpoon problems (it seems like there's always something wrong with ANW) and why bother?  Command will be out soon.
Many of the problems found in ANW and HUE are not found in H3.  This is one example of a Jamming turning itself OFF:

QuoteECM turns itself off in MP
http://tinyurl.com/behg8a

    Prowlers on Plotted mission with active ECM will turn itself off in MP when plotted path is reached (Originally reported by Jeronimo Chiecchio)

And one that refuses to turn ON:

QuoteASuW mission never goes ECM active
http://tinyurl.com/23puufl

    ASuW mission never goes ECM active even though Mission Editor clearly shows that ECM is supposed to be active

I have tried HUD scenarios that lock up so solidly when I tried to fire weapons that I had to shutdown from the Task Manager.  I haven't seen such problems when using the PlayersDB and have not heard of any reported.  Stick with the H3 and I think many of the ANW/HUE frustrations can be avoided.

Quote from: Nefaro on September 17, 2013, 07:25:05 PM
Harpoon 3.6.3 had it's own problems, but it sounds as if ANW's updates just added further issues. 

I don't think Harpoon 3 was ever in a great condition.  It always had some annoying bugs.  While H3 was more detailed than Harpoon Classic, it also had a lot more problems (including UI issues), so I usually ended up playing HC more often. 

This is very true.  H3 has it's own problems, some of which are huge.  However, most seemed at least tolerable (when compared to ANW) or had work-around solutions.  I agree that every subsequent ANW release seemed only to add to the number of problems.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 12:45:06 AM
AAR - Fighter Weapons School GAT-5/6: http://www.matrixgames.com/forums/tm.asp?m=3392507
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 18, 2013, 03:20:49 AM
Quote from: panzerde on September 17, 2013, 07:18:14 PM
I was jonsing so hard last night for a modern naval warfare sim I actually reloaded Naval War: Arctic Circle and played a scenario.  It sucked.
I've got both ANW and NWAC.  If you are in the mood for an MP battle, give me a shout.  I'd be happy to oblige you with either game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 03:26:58 AM
Six days to release.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 18, 2013, 03:34:48 AM
has a price been set dimitris?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 03:54:25 AM
Yes, a price has been set.

No, we cannot disclose it before the release :)

So let's talk about the game instead.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 03:55:36 AM
AAR - Trapped Under Ice: http://www.matrixgames.com/forums/tm.asp?m=3404912
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 18, 2013, 06:28:00 AM
Quote from: panzerde on September 17, 2013, 07:18:14 PM
I was jonsing so hard last night for a modern naval warfare sim I actually reloaded Naval War: Arctic Circle and played a scenario.  It sucked.  Maybe I can tolerate the 4:3 screen ratio of Fleet Command for a few days...

(https://lh4.googleusercontent.com/-0i9gEMFMJ9U/UjfrbAqeMjI/AAAAAAAAGd0/LPHy9X7PL3I/s800-no/2013+-+1)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 06:40:34 AM
I can happily confirm that Command has a save function, as well as autosave and record & replay  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 18, 2013, 06:42:43 AM
Quote from: Dimitris on September 18, 2013, 06:40:34 AM
I can happily confirm that Command has a save function, as well as autosave and record & replay  :)

Good work!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 18, 2013, 09:54:46 AM
Quote from: jomni on September 18, 2013, 06:28:00 AM
(https://lh4.googleusercontent.com/-0i9gEMFMJ9U/UjfrbAqeMjI/AAAAAAAAGd0/LPHy9X7PL3I/s800-no/2013+-+1)
Very true!

However, I can happily confirm that both ANW and NWAC have multi-player capability. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 18, 2013, 10:44:16 AM
AAR - Brother against Brother: http://www.puntadelanza.net/Foro/phpBB3/viewtopic.php?f=41&t=15289
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 18, 2013, 07:11:39 PM
WOW! Just read through this AAR Raid on Kismayo : http://www.matrixgames.com/forums/tm.asp?m=3410675

Extremely small scenario that looks like a lot of fun.

Getting more and more interested in this title.... may have to pry open my wallet.....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 18, 2013, 07:37:57 PM
Quote from: jomni on September 18, 2013, 06:42:43 AM
Quote from: Dimitris on September 18, 2013, 06:40:34 AM
I can happily confirm that Command has a save function, as well as autosave and record & replay  :)

Good work!

A year ago I would have thought that even for a simple modern naval warfare sim that being able to save the game was part of the price of entry.  Now, post NWAC, it's obviously worth confirming! :o
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 20, 2013, 02:45:30 AM
Command - Inside the Features: General and User Interface : http://www.warfaresims.com/?p=1862
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 21, 2013, 06:55:20 PM
Can anyone recommend a modern warfare novel like "Hunt for Red October" or (a naval version) of Team Yankee? That type of military techno thriller. I haven't read one since 1991 (Red Phoenix I think) and I'm sure this book will put me in the mood.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 21, 2013, 06:59:37 PM
id still say Red Storm Rising
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 21, 2013, 07:53:09 PM
Yeah, I've read that 3 times though.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 21, 2013, 08:00:25 PM
Just 1 more time?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 21, 2013, 08:55:34 PM
No thanks. I just picked up "fourth crises" about a US v China fight over Taiwan. Cliche but whatever
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on September 21, 2013, 08:57:59 PM
only 3 times?

check out To Kill the Potemkin.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 21, 2013, 09:29:48 PM
I re-read RSR every summer. It's pretty much it for the techno-thriller/WW3 genre.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 21, 2013, 09:59:17 PM
Try "The War that Never Was", by Michael Palmer (if you can find it) or "The Sixth Battle", by Barrett Tillman.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 21, 2013, 10:02:33 PM
Quote from: GDS_Starfury on September 21, 2013, 08:57:59 PM
only 3 times?

check out To Kill the Potemkin.

I read that a while ago but forgotten all about it. IIRC it takes place in the late 60's or early 70's in the Med. I almost didn't read it because the title seemed a cheesy attempt to capitalize on Hunt for Red October. I'm glad I did.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 21, 2013, 10:06:37 PM
Patrick Robinson has a few naval war novels out as well, Kilo Class and Nimitz Class among them. They are a little bit over the top though.

If you want to read some cheesy fun get some of the Seventh Carrier novels. Quite far-fetched but entertaining.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 21, 2013, 10:12:52 PM
Quote from: Staggerwing on September 21, 2013, 10:06:37 PM
Patrick Robinson has a few naval war novels out as well, Kilo Class and Nimitz Class among them. They are a little bit over the top though.

If you want to read some cheesy fun get some of the Seventh Carrier novels. Quite far-fetched but entertaining.

Kilo was pretty good. Robinson is over-the-top though.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 21, 2013, 10:14:19 PM
Quote from: Herman Hum on September 21, 2013, 09:59:17 PM
Try "The War that Never Was", by Michael Palmer (if you can find it) or "The Sixth Battle", by Barrett Tillman.

Thanks, Herman. I'll see if I can find them. I'm always interested in new techno-thriller fiction, as long as it is good.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 21, 2013, 10:55:01 PM
I have read "the war that never was"...pretty entertaining
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 22, 2013, 12:24:30 AM
Command - Inside the Features: Game & Sim Mechanics Part I: http://www.warfaresims.com/?p=1873
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 22, 2013, 07:41:23 PM
Chelco has a nice post up about Command with some great screenshots.  I really can't wait to get my hands on this!

http://kriegsimulation.blogspot.com/2013/09/command-modern-air-naval-operations.html (http://kriegsimulation.blogspot.com/2013/09/command-modern-air-naval-operations.html)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 23, 2013, 11:34:05 AM
I'm wondering how it will be priced...



(https://i.chzbgr.com/maxW500/778568960/hC989FA7C/)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 23, 2013, 05:53:06 PM
Quote from: Nefaro on September 23, 2013, 11:34:05 AM
I'm wondering how it will be priced...



(https://i.chzbgr.com/maxW500/778568960/hC989FA7C/)

Should be interesting....my guess is $79.99.....but who knows.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 23, 2013, 05:57:45 PM
That's gonna sting a bit if so.  I broke down and bought War in the East last night along with one of the expansions.  I was going to get BOR, but oh no, I just had to finally pull the trigger on WitE...

Too bad Matrix doesn't do Blue Coins!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 23, 2013, 06:02:32 PM
Quote from: panzerde on September 23, 2013, 05:57:45 PM
That's gonna sting a bit if so.  I broke down and bought War in the East last night along with one of the expansions.  I was going to get BOR, but oh no, I just had to finally pull the trigger on WitE...

Too bad Matrix doesn't do Blue Coins!

Its going to be one of their premium games so hard to imagine it will be cheaper, but I hope I am wrong...we will know tomorrow.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 23, 2013, 06:59:03 PM
Quote from: Grim.Reaper on September 23, 2013, 06:02:32 PM
Quote from: panzerde on September 23, 2013, 05:57:45 PM
That's gonna sting a bit if so.  I broke down and bought War in the East last night along with one of the expansions.  I was going to get BOR, but oh no, I just had to finally pull the trigger on WitE...

Too bad Matrix doesn't do Blue Coins!

Its going to be one of their premium games so hard to imagine it will be cheaper, but I hope I am wrong...we will know tomorrow.

Seriously?  Eighty freakin' dollars?!

If that ends up being the case, my last vestiges of Matrix fanboyishness will have been drowned.  :-\   Haven't bought any of their titles at such high prices before, and don't plan on starting.  I kinda expected the dev team to prefer a more sensible price, but if they go with the Matrix default of eighty bucks... mer.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 23, 2013, 07:00:50 PM
Quote from: Nefaro on September 23, 2013, 06:59:03 PM
Quote from: Grim.Reaper on September 23, 2013, 06:02:32 PM
Quote from: panzerde on September 23, 2013, 05:57:45 PM
That's gonna sting a bit if so.  I broke down and bought War in the East last night along with one of the expansions.  I was going to get BOR, but oh no, I just had to finally pull the trigger on WitE...

Too bad Matrix doesn't do Blue Coins!

Its going to be one of their premium games so hard to imagine it will be cheaper, but I hope I am wrong...we will know tomorrow.

Seriously?  Eighty freakin' dollars?!

If that ends up being the case, my last vestiges of Matrix fanboyishness will have been drowned.  :-\

To be clear, I have no real idea...this is just my guess....with their other big releases being in that range, just figure it won't be any cheaper.....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 23, 2013, 07:03:54 PM
Let's hope it's not.  I doubt I'd be the only one to bring up the old hobgoblin of eighty dollar Matrix pricing. 

I expected more like forty or maybe fifty.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on September 23, 2013, 07:08:36 PM
I'd be surprised/shocked if its $79.99.  I'm betting/hoping it'll be in the $50 range....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 23, 2013, 07:15:36 PM
Quote from: steve58 on September 23, 2013, 07:08:36 PM
I'd be surprised/shocked if its $79.99.  I'm betting/hoping it'll be in the $50 range....

I don't know....I kind of consider this the type of game like Command Ops, WITE, and War in the Pacific which I believe all were originally around $80.  Don't get me wrong, hope your right, but I am thinking more than that personally.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 23, 2013, 07:41:29 PM
Quote from: Grim.Reaper on September 23, 2013, 07:15:36 PM
Quote from: steve58 on September 23, 2013, 07:08:36 PM
I'd be surprised/shocked if its $79.99.  I'm betting/hoping it'll be in the $50 range....

I don't know....I kind of consider this the type of game like Command Ops, WITE, and War in the Pacific which I believe all were originally around $80.  Don't get me wrong, hope your right, but I am thinking more than that personally.

considering that most of the content will be user generated scenarios I would hope for a lower price point
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 23, 2013, 07:49:10 PM
Quote from: CptHowdy on September 23, 2013, 07:41:29 PM
Quote from: Grim.Reaper on September 23, 2013, 07:15:36 PM
Quote from: steve58 on September 23, 2013, 07:08:36 PM
I'd be surprised/shocked if its $79.99.  I'm betting/hoping it'll be in the $50 range....

I don't know....I kind of consider this the type of game like Command Ops, WITE, and War in the Pacific which I believe all were originally around $80.  Don't get me wrong, hope your right, but I am thinking more than that personally.

considering that most of the content will be user generated scenarios I would hope for a lower price point

That's a good point too:)  By this time tomorrow, we will know for sure.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 23, 2013, 07:56:31 PM
Quote from: CptHowdy on September 23, 2013, 07:41:29 PM
Quote from: Grim.Reaper on September 23, 2013, 07:15:36 PM
Quote from: steve58 on September 23, 2013, 07:08:36 PM
I'd be surprised/shocked if its $79.99.  I'm betting/hoping it'll be in the $50 range....

I don't know....I kind of consider this the type of game like Command Ops, WITE, and War in the Pacific which I believe all were originally around $80.  Don't get me wrong, hope your right, but I am thinking more than that personally.

considering that most of the content will be user generated scenarios I would hope for a lower price point

As of the current build, there are 35 scenarios ranging in scale, scope and complexity, with an additional 3 tutorial scenarios covering air ops, surface warfare and submarine basics...what more could you possibly expect?  You make it sound like the limitless sandbox with the gaming world's most thorough OOB is just an added bonus.  ???
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 23, 2013, 08:18:20 PM
Yeah, I agree with Jarhead. By all accounts, it is an extremely complex and detailed game. It has loads of scenarios and a huge database of units. This seems far more like WitE or WitP than any other game. My bet is $79
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 02:13:34 AM
Someone brought up a valid point about price - though still speculative - the current Harpoon edition from Matrix is $60...this will likely be higher.

Unfortunately if that's the case, I'll likely pass...I have my eye on some global terrain software.

Never say never though...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 02:29:37 AM
Interview at Wargamer.com : http://wargamer.com/article/3428/interview-command-modern-air-naval-operations-exclusive-interview-with-warfare-sims
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:26:43 AM
Well - it does look intriguing - no doubt about that. I'll wait for the announcement and decide then.

I have ALWAYS thought, though, that it's a crap move by Matrix/Slitherine to keep the price until the game is actually ready for purchase. I understand that there are firefights springing up all the time in relation to cost...but that is surely exacerbated by  leaving it until launch day.

I can understand that all the fights about cost can ruin a release - but perhaps releasing the price a month earlier would be beneficial two fold...
1) Get the fights out the way so launch day is not marred by the surprise at the price
2) People can budget

I don't know how true number 2 is for people...for me, I'll buy games when they come out if they are games I would like...I'm not likely to forego buying a game I would like because another one is due out in a month...however, number 2 is often given as a reason by people to get Matrix/Slitherine to inform people of the cost of their up coming release.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:28:13 AM
Oh - and Dimitris - congratulations to you and your team on your impending release today and I hope it goes well and you make enough money to continue your work with it through enhancements and DLC.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 04:44:30 AM
Thanks Judge  :) We gave our best shot and we're confident people will appreciate that. And we'll be around for the long run, we're not off to some unrelated next game.

BTW, the "pincer" Falklands scen I mentioned before has been completed and is available for download :D . You can get it here (http://www.warfaresims.com/?page_id=1876).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:46:25 AM
Damn you and The Falklands Dimitris!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 24, 2013, 04:53:15 AM
Quote from: JudgeDredd on September 24, 2013, 04:46:25 AM
Damn you and The Falklands Dimitris!  ;D

I predict you will make the purchase by the weekend if not sooner:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:22:28 AM
lol - you know me so well. I'm already watching the Matrix page!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 05:24:14 AM
US Naval Insitute review: http://news.usni.org/2013/09/24/game-review-command-worthy-successor-harpoon
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bayonetbrant on September 24, 2013, 05:59:27 AM
so which one of y'all is writing the review for us?!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 06:07:02 AM
I never get into games deep enough or get to know then well enough to do a review...all sorts of mis-representations would be going on.

As much as I would like to, I don't read manuals anymore because I can't seem to retain information...so I look up as and when I need...or ask.

If (and it's a BIG if) I do buy it, I'll do an AAR - but I'm sure there will be plenty kicking about!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 24, 2013, 06:41:36 AM
Over at Matrix, it seems the beta testers are getting a $20 discount coupon fer helping out..... I think this points to a pretty high price point......  ???
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: tgb on September 24, 2013, 07:11:35 AM
This sounds like something I would try, since I never got into Harpoon, but I promised myself no more WitP/WitE-style $80 purchases.  All I ever do with them in install, stare at the screen in confusion, and move on to something else.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 07:13:21 AM
First tutorial videos: http://www.youtube.com/watch?v=-4UjyloNe-c&list=PLk5K-IfEIqTvO2n7cPAma7T_H9zrRI1PR
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: tgb on September 24, 2013, 08:39:23 AM
 It's official - $79.99.  Actually I'm glad they are selling it at this price.  If it were $30 or $40, I'd probably get it, look at it, but never play it.  Now I can spend that money on something that will hold my interest.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bison on September 24, 2013, 08:43:17 AM
Wow.  Just.  Wow.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 24, 2013, 08:46:27 AM
Le Sigh

http://www.matrixgames.com/store/483/Command:.Modern.Air.Naval.Operations

I had swore off on $80  Matrix games. 

I'm sorry, but I'm holding out on principal.  Was looking forward to this and feel rather disappointed with this Matrix pricing policy. 

Have fun guys.  :-\
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 24, 2013, 08:51:18 AM
Yep $88 CDN up here, too rich for me right now. Maybe later when I have more time.... hahahahahahahahahahahahahaha :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 24, 2013, 08:59:12 AM
Quote from: Barthheart on September 24, 2013, 08:51:18 AM
Yep $88 CDN up here, too rich for me right now. Maybe later when I have more time.... hahahahahahahahahahahahahaha :P

100+ SGD!!!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 09:00:05 AM
Yeah - sorry Dimitris. $50 +£10 VAT (British tax) is too steep.

Good luck though.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 24, 2013, 09:12:14 AM
Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

I've been eyeing picking up Distant Guns 1.5 lately since it's going for $35 at the moment.  And the original DRM was booted for something more reasonable, in a Steam-like setup.  I believe all the Jutland stuff is also on sale.   

Not really been in a naval warfare mood lately so no biggie.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on September 24, 2013, 09:18:40 AM
I would be willing to spend $80 bucks when we either get a firm discount on the version which has multiplayer down the line, or multiplayer turns out to be a patch for the current version.
Singleplayer only will not be going down at 80 bucks for me, I am afraid. Especially not when the crew is hinting at a seperate game which has multiplayer rather than an upgrade.
It's a fine game, Dimitris and crew, but I am not willing to pay the admission at this point in time, sorry.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 24, 2013, 09:20:23 AM
Lol.  Just realized we always complain about price like we are going to die if we spend a bomb on a game. :-[
To compliment the developers.  It does look nice and solid.  :P
Professional military simulation quality like Steel Beasts Pro, or VBS.  Not an armchair general's wargame or a boardgame.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 09:24:05 AM
No hard feelings guys, and thanks to everyone for the kind words. As I've said we're going to be around for the long run.

For us today is the beginning, not the end.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 24, 2013, 09:37:13 AM
Hope the release goes well Dimitris. Looking forward to playing the full game.

Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

Not to get too off topic, but I still wish Matrix would break off the Crown of Glory: EE naval combat into its own game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on September 24, 2013, 09:44:33 AM
Quote from: Nefaro on September 24, 2013, 09:12:14 AM
Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

I've been eyeing picking up Distant Guns 1.5 lately since it's going for $35 at the moment.  And the original DRM was booted for something more reasonable, in a Steam-like setup.  I believe all the Jutland stuff is also on sale.   

Not really been in a naval warfare mood lately so no biggie.

  I would skip all that Jutland and Distant guns stuff.  There's just not really enough there to satisfy a naval enthusiaast.  If I want a decent naval war I just play board games.  For me the graphics are soothing, the ebay bidding is interesting, and the interface is the floor.  Yes, one has to crawl to play naval board games I think.

Which reminds me (and I've mentioned this before -- I realize), I was playing Settlers of Catan with a bunch of people and my wife mentioned (when i was thought to be out of earshot) that i probably didn't take Settlers all that seriously since I played lots of board games solitaire.  I returned in time to exclaim that I took the game seriously -- but was asked whether in playing solitaire I switched sides of the table and I replied that no, I just rolled around on the floor.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 24, 2013, 10:06:14 AM
Downloading  8)
... i skipped Rome 2  (which will be on a sale soon, and the tactical AI may get patched to decent) while CMANO will not be on sale for a year or longer  ...and the AI is already there ! (or i hope so ;-) ) 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 24, 2013, 10:36:43 AM
I will pick it up. I think it's worth it but I certainly understand why others wouldn't.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 10:49:39 AM
I'm kind of waivering.

On the one hand, I could get FTX Global, on the other, this. I know I play FSX...I don't know how long I'll play this.

Price DOES NOT make me appreciate a game more or play a game more - as War in the East and Command Ops:Battles for the Bulge proved to me. It's either wasted or well spent money - end of.

I had Harpoon when it first came out and whilst I loved it, I didn't play it all that often...not as often as I wanted. I also bought the updated iterations Commander and Ultimate) at great expense from Matrix and still never gave it the time it deserved.

I have a strange feeling (given that track record) that I will waste £60...and that is a lot of gaming money to waste! (not that I'm saying spending £60 for you game is a waste Dimitris - just that I likely will not get the value other gamers will get from it)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 10:52:30 AM
Actually - when you think about it - it's less than £2 per scenario.

Putting it like that - it can't be a bad spend, can it?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 24, 2013, 10:55:12 AM
lmao - youre hopeless
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 11:00:50 AM
:-)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 24, 2013, 11:10:54 AM
Oh, I'll probably get it and at full price too. I think it's probably worth every penny. But right now the money/time/commitment matrix just doesn't line up to me giving it the attention I need to in order to get the value out.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 11:18:32 AM
^ same here tbh. I have Rome II I've hardly touched (waiting for it to have less issues) and I just bought Civil War II. On top of that I have X-Rebirth on pre order due in November.

I just don't know when I'd get to play this...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 11:23:48 AM
I'll let you know how it plays!  :-[
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 24, 2013, 11:25:18 AM
Quote from: JudgeDredd on September 24, 2013, 11:23:48 AM
I'll let you know how it plays!  :-[

LMAO! Thanks JD, looking forward to your insight.  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 24, 2013, 11:40:53 AM
so anyone in the beta not purchasing it? would love that $20 off code if you aren't  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on September 24, 2013, 12:29:13 PM
Quote from: CptHowdy on September 24, 2013, 11:40:53 AM
so anyone in the beta not purchasing it? would love that $20 off code if you aren't  ;)

  I wasn't aware of a $20 off code.  If I find it, I'll send it to you.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 01:10:14 PM
nevermind
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Barthheart on September 24, 2013, 01:31:27 PM
Quote from: JudgeDredd on September 24, 2013, 01:10:14 PM
nevermind

???
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 01:36:17 PM
I had reported Matrix website was down (or at least the forums) but was soon back online...

Just starting the first tutorial

Quote
Orders for Cmdr Carrier Air Wing Fifteen (CVW-15)
Situation

Red targets are located in the B-17 bombing range, 25nm southeast of NAS Fallon. The bombing range is at an elevation of 1250m and includes a myriad of targets including an airfield complex, an industrial complex, a missile assembly site and various air defence sites.

Enemy Forces

Red forces operate various modern Warsaw Pact weapon systems including Frontal Aviation tactical fighters and mobile air defences as well as fixed strategic air defences and early warning radars.

1. MiG-21 and MiG-23 fighters.

2. SA-2, SA-3 and SA-6 surface-to-air missile (SAM) systems.

3. Various types of anti-aircraft artillery (AAA).

4. Long-range early warning radars.

Friendly Forces

At your disposal are the figher, light and medium-attack, tanker, early warning and electronic warfare squadrons of CVW-15. In total about 60 fighter and attack aircraft and 12 support aircraft. About half of these have been readied to take part in this first air strike of the day.

Mission

This will be a multi-phased exercise involving fighter combat, suppression of enemy air defences (SEAD) and strike operations. When game popups do appear please read them as they'll give some great tips on gameplay.

You are to conduct a coordinated air strike also known as an Alpha Strike on the airfield and industrial complex in the B-17 bombing range. You are to learn how to prepare aircraft, create missions, take off and from up, detect and intercept air targets, and locate and attack ground targets and air defences using various sensors and weapon systems with minimum losses to your own forces. A minimum of 20 ground targets must be destroyed. You have four hours to complete the mission. 

Execution

The term Alpha Strike emerged during the Vietnam War for a large carrier air strike representing a deck load of aircraft. Typically, an Alpha Strike is composed of 25 to 32 aircraft which is roughly half the carrier's complement of fighter and attack aircraft.

The Alpha Strike would normally involve 10-18 attack aircraft split into three groups. Electronic countermeasure aircraft and fighters would escort the attack aircraft on their way to the targets. The attack aircraft groups would strike simultaneously from different directions, seeking to overwhelm the target's air defences. Ideally, the aircraft would approach, drop the ordnance, and leave the target in just three minutes.

Normally, fighters would launch from the carrier first, followed by the attack aircraft, tankers, and various support aircraft. The fighters would typically operate to the sides or behind the attack aircraft to deal with enemy fighters enroute to the target. The electronic warfare aircraft would stand off from the targets, transmitting jamming beams to blind enemy radars. Tankers would stand ready to refuel the aircraft on the return leg.

Phase I: Ready aircraft

Select NAS Fallon air base on the map. In the Unit Status pane press the Aircraft: 72/72 button to bring up the Air Ops (Air Operations) window. Press the + (plus) to the left of the aircraft types to list each individual aircraft on the base. Review the list of aircraft and their loadouts. The aircraft that will participate in the strike have been readied with combat or support loadouts, the rest are set to unavailable.

There are F-14A Tomcat fighters armed with long-range air-to-air missiles (AAMs), A-6E Intruder bomb trucks in the strike role armed with various types of bombs, A-7E Corsairs in the suppression of enemy air defenses (SEAD) role armed with anti-radiation (anti-radar) missiles (ARMs), and more A-7E Corsairs in the stand-off role and ground attack role armed with TV-guided glide bombs and iron bombs.

It is possible to change the loadouts but this will take time as the crews will have to be re-briefed, the mission planning re-done, the ordnance brought out of the ammo magazine for assembly, testing and mounting on the aircraft, and so on. So it is recommended to leave those as they are for now.

Phase II: Fighters

Start with getting the F-14A Tomcat  fighters airborne. The fighters can either be assigned to missions so that the computer will handle the job automatically, or they can be flown manually.

Tips:

1. You may choose to create an Anti-Air Warfare (AAW) patrol area in the Mission Editor to accomplish this task.

To do so:

The AAW patrol mission uses reference points to define the area to be patrolled. You will need to insert new reference points near the target area where you want the fighters to operate. Deselect any existing reference points and select the reference points to be used or define your own area by using the Define Area function.

You can deselect all reference points by left click drag selecting a box over all reference points. You'll know they're unselected when they appear to be gray x's.

You should then define the area you want to patrol by left click drag selecting the reference points to activate them. You'll know they are selected when they appear as gold diamonds and you see their names in bold white.

You could create your own box by pressing the control key while right clicking the mouse. When the drop down appears select Define Area and left click drag select the area you would like to create a zone which creates four selected reference points.

Next select Add new mission from the Missions + Ref. Points drop down menu at the top of the UI.

When the New Mission dialog appears give the mission a name, select class (Patrol), select type (AAW Patrol) and then click the okay button.

When the Mission Editor Dialog appears select the mission to edit by selecting your mission name from the mission list on the left. You'll know it is selected when the text is highlighted.

Select the armed F-14A Tomcat fighters from the Units unassigned list on the far right by clicking the check box to the right of the aircraft type or individual aircraft and then click the left arrow button moving them into the Units assigned to mission column. Your units are now assigned to the AAW Patrol mission you created.

Press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Active  to ensure that the Tomcats are using their impressive radars. Also verify that the RTB when Whinchester option is set to yes which means the aircraft will return to base when out of relevant weapons.

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.
Start the game (F12 key) and wait for the aircraft to take off.

2. The UI does provide some helpful clues about the environment your aircraft are operating in. Your mouse data block displays time-of-day, weather information, land elevation, and so on. To measure the range and bearing between two points, press Ctrl + D and click on the first point. Then move the mouse pointer to measure the range and bearing. To start a new measurement, press the mouse button again. To exit the range and bearing tool, press either Ctrl + D again or Esc.

The light red rings show the maximum range of your air-to-air weapons against a static target (0 knots), while white arcs show the range of your air-to-air radars.

3. Review the sensor dialog (F9 hotkey) to learn about the type of sensors your aircraft carry and how to best use them.

4. You may control your aircraft manually if you rather prefer to have full control over them. For details on how to fly them manually please refer to the last phase of this tutorial, Flying under manual control.

Phase III: Air-to-air combat

As soon as the Tomcats are airborne and start operating their radars you will detect unidentified aircraft also known as bogies. If assigned to missions, the fighters will automatically close on the bogies to intercept. To manually turn on or off radars you need to change the EMCON (Emission Control) settings. Select an aircraft or a group and press the F9 key to bring up the Unit sensor window.

When assigned to missions the aircraft will attack bogies automatically. If under manual control the aircraft can be ordered to automatic attack targets by selecting the aircraft or group you want to use in the attack and press the F1 key. Then select the target or targets, and these will be added to your aircraft's target list. Alternatively press Shift + F1 to bring up the Weapon allocation window to manually allocate weapons to targets. It is also possible to right-click on an aircraft or group, click Attack Options, and select one of the options. Pay attention to the Ignore Plotted Path When Attacking flag. When this flag is checked the planes will ignore the current flight path and bore in on the nearest target for an attack.

The TV Camera Set (TCS) on the F-14A Tomcat can identify airborne contacts at up to ten times the range of the naked eye. Typically 12-15nm against fighter-sized targets in clear weather. In order to avoid friendly fire incidents or shooting at neutral targets, the ROEs (Rules of Engagement) stipulate that air contacts have to be identified before opening fire. However this puts the F-14s with their impressive long-range weapons at a disadvantage as the fighters have to get quite close to their targets before firing.

If you are absolutely sure there are no neutral units nearby then you may allow the aircraft to engage unidentified contacts as if they were hostile. Select an aircraft or group, right-click and select Doctrine + ROE. Then set Engage non-hostile targets to Yes. You can also set this option for the mission itself in the Mission Editor window.

To change these settings for all own units, go to Game => Side Doctrine + ROE. The changes made there will apply to all units unless specifically overridden by the Doctrine and ROE for missions or on the individual units or groups.

It is also possible to create an Exclusion zone to create a free-fire zone. Please refer to the manual on how to do this.

Phase IV: Ground Strike

Take off with all attack aircraft that will take part in this Alpha Strike and proceed to the B-17 bombing range marked by the reference points on your map. There are three target complexes; an air base, an industrial target, and a missile assembly site. These targets are defended by various air-defence systems including surface-to-air missile (SAM) and anti-aircraft artillery (AAA) sites. The location of fixed ground objects such as runways, tarmacs and hardened aircraft shelters (HAS) are known on forehand and will automatically appear on the map when you press Play. Fixed SAM sites are marked as well, and can be struck relatively easily granted the batteries haven't been moved overnight. Mobile air defence units are far more difficult to suppress as the exact locations are not know. Be real careful when hunting down these.

Modern Red air defences are extremely lethal and have to be suppressed quickly before the main body of the Alpha Strike arrives. Some of your A-7E Corsair attack aircraft have been armed with AGM-45 Shrike anti-radiation missiles (ARM) that home in on the air-defence sites' fire-control radars. The aircraft also carry cluster bombs to neutralize any launch sites found. For the fixed sites you can create normal strike missions while for the mobile ones you can use a SEAD Patrol (Suppression of Enemy Air Defences) mission. It is also possible to control the aircraft manually.

The target complexes will be struck using both A-7E Corsair light-attack and A-6E Intruder medium-attack aircraft. Some A-7Es carry stand-off AGM-62B Walleye II glide bombs. These have a TV seeker and a datalink channel that transmit the target image back to the launching aircraft. The glide bombs can be dropped at high altitude and at a long distance from the target, outside the reach of most point-defence systems. But due to the high cost of the weapons these are in short supply and should be used sparingly, preferably against highly important and highly defended point targets such as bridges, military C3I targets, power stations, etc. The fact that the weapons use a TV seeker also make them a clear-weather day-only weapon.

Other A-7E Corsairs carry Mk82 iron bombs. These are cheap dumb bombs and are available in great numbers. They are typically released at low altitude and high speed, and require the releasing aircraft to overfly the target. Some A-6E Intruders are armed with Mk82 bombs as well but carry a much larger bomb load than the Corsairs. The accuracy of these bombs depends a lot on the release altitude and the bombs sight and navigation system type fitted to the carrying aircraft. A handful A-6E Intruders are armed with GBU-10 Paveway II laser-guided bombs. These bombs are guided to the target by the laser illuminator onboard the carrying aircraft, and can only be released from medium and high altitudes in clear weather. The weapons are expensive and are in short supply, and should be used only against critical targets.

Tips:

1. You may choose to create an SEAD patrol mission and ground strike mission in the Mission Editor to accomplish this task. To do so:

The SEAD patrol mission uses reference points to define the area to be patrolled.
Deselect all previous reference points. You'll know they're deselected when they appear to be dull gray x's.

You should then define the area you want to patrol by adding new reference points by left click drag selecting the reference points to activate them. You'll know they are selected when they appear as gold diamonds and you see their names in bold white.

You could create your own box by control + right clicking, select Define Area and left click drag selecting the area you would like which creates four reference points.

Next select add new mission from the Missions + Ref. Points drop down menu at the top of the UI.

When the New Mission dialog appears give the mission a name, select class (Patrol), Select Type (SEAD Patrol) and then click the okay button.

When the Mission Editor Dialog appears select the mission to edit by selecting your mission name from mission list on the left. You'll know it is selected when the text is highlighted.

Select the A-7E Corsair light-attack aircraft armed with AGM-45 Shrike missiles from the Units unassigned list on the far right by clicking the check box to the right of the aircraft type or individual aircraft and then click the left arrow button moving them into the Units assigned to mission column. Your units are now assigned to the SEAD Patrol mission you created.

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Passive  to ensure that the Corsairs don't give themselves away by radiating. Also verify that the RTB when Whinchester option is set to yes which means the aircraft will return to base when out of relevant weapons.

The defence suppression aircraft are now ready to take off. Proceed with creating the strike missions for the strike aircraft.

Zoom in on the Red air base and switch to unit view (the 9 key on the numeric keypad, numeric lock disabled).

Select a facility or drag select multiple facilities you would like to strike.

Next select add new mission from the Missions + Ref. Points drop down menu at the top of the UI. Create a Strike Mission, Land Strike, and assign one or more aircraft.

Then repeat for as many targets and aircraft as you want.

Start the game (F12 key) and wait for the aircraft to take off.

2. You may control your aircraft manually if you like to have full control over them. For details on how to fly them manually please refer to the last phase of this tutorial, Flying under manual control.

Phase V: Support missions

The fighters and strike aircraft will be supported by E-2C Hawkeye airborne early warning aircraft, EA-6B Prowler radar and communication jamming aircraft, and KA-6D Intruder tankers.

For the E-2C Hawkeye aircraft, add new reference points and set up a Support Mission. When the Mission Editor Dialog appears, assign all available Hawkeyes to the mission and set the 1/3 rule.
Next press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Active to ensure that the Hawkeye has its radar turned on while patrolling.

Repeat for the EA-6B Prowler aircraft, but instead of using active radar, set OECM (Offensive Electronic Counter Measures, i.e. radar jammers) to Active.

For the KA-6D Intruder tankers, create new reference points between the home base and the targets and make a support mission using the same procedure. Tanker aircraft on support missions will automatically refuel aircraft that come close.

Phase VI: Flying under manual control

It is possible to manually control the aircraft. If the aircraft are already assigned to a mission you can unassign them by removing them from the mission in the Mission Editor. For airborne aircraft it is also possible to select the units or groups and press the U (Unassign) key.

In the Air Ops window, it is possible to launch aircraft singly or in groups. To select multiple aircraft either drag-select the aircraft or alternatively select the first aircraft, then hold down the Control (Ctrl) button while selecting the rest. Then press the Launch Individually or Launch as Group(s) buttons.

The aircraft will leave their parking areas and proceed to the runway for takeoff. Select the Air Facilities tab in the Air Ops window to watch the aircraft move around the base. After the aircraft have taken off and the groups have formed up, select the group you want to plot a new course for, press F3 and then plot a course. Press F3 again to end plotting. To delete a plotted course, simply press F3 twice.

Next, set altitude and speed by pressing F2. Change the throttle and altitude, and close the window.

Change the EMCON settings by pressing F9. For fighters and airborne early warning aircraft turn radars on.

Set the doctrine and ROE (Rules of Engagement) for the aircraft. Right-click on an aircraft or group and select Doctrine / ROE option. Play around with the settings, including Engage Non-Hostile Targets and RTB (Return to Base) When Winchester settings.

Command & Signal

Command: NAS Fallon
Signal: EMCON State B, limited emissions
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 01:52:06 PM
Most briefings are usually not that long. It's just that this tutorial's creator is a certified airwar nut :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Tuna on September 24, 2013, 01:55:20 PM
Should've bought the Accusim B-17, you would've gotten a lot more time in it!  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 02:10:44 PM
^ trouble is - I generally fly Air Hauler - and I can't haul in anything but the Cessna because I choose the difficult career mode. And when I do fire up FSX I need to fly Air Hauler to make the money and get the rep so I can get on to jets and AI aircraft...

So flying the very beautiful B-17 isn't a realistic option for the time being.

I've forgone FTX Global for the moment and got this.

I don't like the pricing policy (yeah - I know they have the data) and nor do I like their "no demo" policy. I think the no demo policy is designed to get people (like me) to buy the game and suck it up that it's not my bag - whereas given a demo, I may well find that out. (again - nothing against this game Dimitris).

The pricing policy seems geared to keep the market niche. And if you are going to provide demos and price your products out of the "I'll take a punt" range, then I can't see how you would significantly increase that niche group - which surely would be ever dwindling.

Anyway...I bought...I paid...and I need to make this pay.

See ya  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 02:26:01 PM
No offense JD  :D

Let us know if there's anything we can help you with. We understand that the game can be a bit intimidating at first for guys who don't often play this stuff. The plus side is that once you cross the "hump", the game mechanics become second nature; particularly if you are familiar with their RL counterparts, just because they are so much alike.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 02:28:57 PM
Going through the first tutorial now.

One thing that immediately stands out like a sore thumb Dimitris is zooming in on the map - it doesn't seem to zoom in where the mouse is located...you have to right click on the position you want to zoom in on so it's centred in the area and then zoom. A slight niggle...I always like a map to zoom where my mouse is

Also - I would like the game to remember the size of the window I resized...it's a pain to open a window, resize it so you can see all the info (or reduce the size), close it and re-open it and have to again resize the window.

Just a couple of interface things
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 02:32:37 PM
Yes, that's a common request. We actually tried this for a while during our beta, and it turned out that for many folks centering on the "camera point" was actually more natural, so we reverted it.

Since both modes are sought, we'll probably have to add a game option for it. After the whole feet/meter storm this should be cakewalk ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 02:33:18 PM
I'm excited, and overwhelmed, and my laptop chugs a bit, but I've seen HMS Conquerer in the waters around the Falklands.. plus 800 squadron are readying their Sea Harriers!

Enough for marvelling at the custom 1982 Falklands community scenario, I'm knee deep in the first tutorial - managed to withstand Mig attacks on my patrolling Tomcats, with only one bird down for 8 of theirs.. but to co-ordinate this ground based alpha strike on the airfield, and hangers with the place littered with SAM sites and mobile air defence I'm going to need a Herman Hum Command for Dummies series of vids methinks. :) And that's after I've watched all the video instruction Matrix/Warfaresims could muster!

Very expensive, but it seems to bring the harpoon ethos up to date - a bit. Theres still a lot of hangover from the Harpoon era, like a multitude of databases to consider, along with zero images in the database (as extensive and detailed as it is). You can fill in some of the blanks with a community image pack, but you know £65 of software, should come with some images surely? Probably my biggest gripe so far. Plus the lack of any music, or extensive battle sounds. Lastly, the geoglobe looks very nice zoomed out, but your mainly concerned with action close in, and up close and personal the ground leaves a very artifacted blurry jpeg feel. I'd have provided the option to have a much plainer globespace so that the icons didn't look so out of place sharp and animated over a blurry artifacted landscape.

Anyway, enough enthusing and then griping, back to the job at hand.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 02:48:20 PM
^ Agreed.

Something else doesn't seem right.

When I select Relief Layer from the menu (so there is a tick next to it) nothing happened. I then went back to that menu option and clicked it again (removed the tick from it) and a totally different (and far more informative and pleasing to the eye) map showed...but disappeared when I zoomed out.

Any ideas?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 02:48:49 PM
Thanks for the compliments!

The only reason we did not ship images for the DB was IP/copyright concerns, it was simply too much of a risk and we didn't have the resources to procure commercial images in quantities to matter. So we did the next best thing, we provided the architecture to add images "after market" at leisure and the already growing Command community roared into action; check the Command downloads page here. (http://www.warfaresims.com/?page_id=1876)

Sounds - our experience from both Harpoon and now Command has been that folks almost invariably play with the sounds turned off :D . however we do recognize that some people do appreciate the presence of sound effects to enhance the action and have provided a number of sounds effects, which are in fact fully customizable (check the \Sound\Effect folder). We have been requested to add hooks for more sound-generating events and we will take this into consideration.

Terrain up close. That's a valid point no doubt but one has to remember that we are covering _the entire planet_ and we're already by far the biggest download Matrix has ever put (I bet their ISP is cursing us ATM ;D). We actually thought about upgrading to ASTER (up to 15m/cell) but that would probably mean having to distribute Command in multiple hard disks rather than DVDs. We are, however, looking at improved tile resolution for future releases but this time probably on a local theater basis (e.g. if we do a Falklands-centered scenario pack we'll include a super-detailed map for the Flaklands).

Again, thanks for the feedback! It is extremely important to us that we are aware of what our customers like and don't like, so we can do more of the former and less (or ideally none) of the latter.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 02:50:56 PM
Quote from: JudgeDredd on September 24, 2013, 02:48:20 PM
^ Agreed.

Something else doesn't seem right.

When I select Relief Layer from the menu (so there is a tick next to it) nothing happened. I then went back to that menu option and clicked it again (removed the tick from it) and a totally different (and far more informative and pleasing to the eye) map showed...but disappeared when I zoomed out.

Any ideas?

The relief layer (which indeed provides a far prettier overland map, and is also vital for exploiting terrain features) takes a few seconds to come up. So, select it on the menu and wiggle the camera a bit (zoom in/out, move a round a bit) and you'll see it appear. This is affected by how fast the game can load the layer tiles from your HDD (one of the reasons we recommend installing Command on your fastest disk, if you have a choice).

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 02:55:23 PM
^...mmm...it is installed on my SSD drive - and I've recently built a new i5 system with 3.4GHz processor, 8GB fast DDR3 and 3GB 7950 card. My Windows is a fresh install (everything on my system should be running super sweet at the moment because it's so fresh).

I'm just reporting things as I see em.

I'll give the relief layer a try as you suggest.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 03:04:43 PM
Thanks Dimitris...it doesn't show up unless you actually do something (move the map or zoom) but it does stay there.

But I have to be honest - it is slow Dimitris - and I am surprised given what I read about it being run on low spec machines. This is a pretty high end PC I have here and the game is installed on my SSD drive. And this is the tutorial - there's not a great deal going on here. I've only just put up a few F14s, shot down some Migs and avoiding some missiles.

I will say the game play is fast enough (I had it on 30 seconds and before I knew what was happening my F14s were engaged! But the map zoom, scroll and load is very slow.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 03:07:07 PM
Dimitris

Is there a way to get the "Event" window which displays for the tutorial to show again. I was presented with a window to tell me how to go about setting up the strike, but when you click the Start/Pause button to start the game, it closed and I don't know how to get it back up to see what I have to do.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 03:09:27 PM
The message displayed on that window is also stored on the message log, so you can find it there.

The message log can be displayed either directly on the map (WoW-style) or on a separate window. You can also print it to a file in order to read/process at leisure.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 03:19:38 PM
No - I know what you mean and I found that window and I know it says it on screen as well as being able to display in the window...

But I'm talking about in the tutorial when an event is fired, a popup window appears explaining what to do next...when I clicked Start/Pause to unpause the game, the window disappeared and now I don't know how to get it back to see what I have to do.

When I look at the message log, it says "09:10:00 - Event: 'Phase 4' has been fired." - but I can't see how to show the popup window for "Phase 4" to see what I have to do...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 03:24:05 PM
Judge, you can get to the whole briefing again, by selecting Game >> Side Briefing (although it puts you into an Edit mode box) but you can read the phase information that is presented in the events boxes.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 03:25:57 PM
Ah - I did see that - but I wondered if you could just get the particular Phase briefing window back.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 03:27:23 PM
I just whacked the airbase with some Corsairs tooled up with Walleyes, but just as my Iron bomb brigade set about their approach, the game has gone milky grey cataract coloured, with a "(Not Responding)" in the title bar :(

And I'd just got the Event message that I'd gained some points, to take me over the 0 (Minor Defeat) victory condition.

Hoping it will come back, so I can see those HAS's go boom, but its not looking good at the moment. :(((
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 03:33:41 PM
ANother "interface" thing...Looking at the Scenario Briefing window (for Side Briefing) you can increase the size of the window in height but the text area doesn't increase - it only increases if you adjust the width of the window after increasing the height (or by pulling diagonally down and right/up and left)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 03:33:48 PM
Quote from: spelk on September 24, 2013, 03:27:23 PM
I just whacked the airbase with some Corsairs tooled up with Walleyes, but just as my Iron bomb brigade set about their approach, the game has gone milky grey cataract coloured, with a "(Not Responding)" in the title bar :(

And I'd just got the Event message that I'd gained some points, to take me over the 0 (Minor Defeat) victory condition.

Hoping it will come back, so I can see those HAS's go boom, but its not looking good at the moment. :(((

That's a hard freeze, I'm afraid. You'll have to kill the Command.exe process from Task Manager and restart.

You can resume where you left off, by loading the autosave.scen file.

Once you do, can you mail me that very file? It helps a lot in troubleshooting cases like this. Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 03:40:15 PM
Quote from: Dimitris on September 24, 2013, 02:48:49 PM
The only reason we did not ship images for the DB was IP/copyright concerns, it was simply too much of a risk and we didn't have the resources to procure commercial images in quantities to matter. So we did the next best thing, we provided the architecture to add images "after market" at leisure and the already growing Command community roared into action; check the Command downloads page here. (http://www.warfaresims.com/?page_id=1876)

I suppose the amount of hardware you have detailed, it's tricky to source images without forking out to an artist to get busy. But still, it was the biggest initial disappointment I had with the game, when I opened up the database on my favourite Falklands kit, to see no imagery.

A suggestion I would make, would be to display any associated image in the right hand chrome at the bottom, when you select a object - just to add a little "militaryporn" style imagery whilst you're waiting for a long haul strike mission to play out. That would be really nice.

Also, while I'm on quick first impression suggestions, how about a slider, or button array for the time shifter, rather than a drop down list?

Quote from: Dimitris on September 24, 2013, 02:48:49 PM
Sounds - our experience from both Harpoon and now Command has been that folks almost invariably play with the sounds turned off :D . however we do recognize that some people do appreciate the presence of sound effects to enhance the action and have provided a number of sounds effects, which are in fact fully customizable (check the \Sound\Effect folder). We have been requested to add hooks for more sound-generating events and we will take this into consideration.

Sound effects, they can be quite simple, and it's a boon to have the ability for a modder to put together a community pack with cool ones for flavour. But I still think an atmospheric theme, even if its just for the splash screen, really does set the scene for the game. It doesn't have to play all the time, but it can make the difference compared with pure silence. First impressions and all that. I couldn't imagine playing the Decisive Campaigns games, without hearing their distinctive theme music playing. Only a few tunes, but they do really flavour the quite dry operational experience. This isn't a biggie, I just expected something, a rousing 80's number or some ephemeral cold war ambience.

Quote from: Dimitris on September 24, 2013, 02:48:49 PM
Terrain up close. That's a valid point no doubt but one has to remember that we are covering _the entire planet_ and we're already by far the biggest download Matrix has ever put (I bet their ISP is cursing us ATM ;D). We actually thought about upgrading to ASTER (up to 15m/cell) but that would probably mean having to distribute Command in multiple hard disks rather than DVDs. We are, however, looking at improved tile resolution for future releases but this time probably on a local theater basis (e.g. if we do a Falklands-centered scenario pack we'll include a super-detailed map for the Flaklands).

I think it really looks the part zoomed out, but zoomed in would the possiblity of a plain single coloured map be an option at all?

Falklands centered pack... sign me up. You've already sold your first copy! :)

Quote from: Dimitris on September 24, 2013, 02:48:49 PM
Again, thanks for the feedback! It is extremely important to us that we are aware of what our customers like and don't like, so we can do more of the former and less (or ideally none) of the latter.

Thanks for listening so intently.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 24, 2013, 03:44:15 PM
> I think it really looks the part zoomed out, but zoomed in would the possibility of a plain single coloured map be an option at all?

Try the relief map layer, I think you will like it quite a lot.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 03:56:25 PM
Quote from: Dimitris on September 24, 2013, 03:33:48 PM
That's a hard freeze, I'm afraid. You'll have to kill the Command.exe process from Task Manager and restart.
You can resume where you left off, by loading the autosave.scen file.

Ah ok, sweet - I thought I'd lost all of this evenings play - so back to it! Thanks for that.

Quote from: Dimitris on September 24, 2013, 03:33:48 PM
Once you do, can you mail me that very file? It helps a lot in troubleshooting cases like this. Thanks!

Will do.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:06:52 PM
More interface....

1. It would be nice to be able to resize the Mission Editor window
2. Mission Editor window - I can see what weapons are on the aircraft, but I can see quantity. So when I selected my targets (10 Aircraft Shelters) I went to assign aircraft - and I'm at risk of assigning too many or not enough because I can't see what's on each aircraft
3. When going to the Database Viewer - the information displayed there (for example the A-7E Corsair II) is different to that of the Mission Editor window...so if I wanted to check the database to view the aircraft and see loadouts, I am provided with 7 variants - but I don't know what ones are included in my mission when looking at the Mission Editor

I apologise if all this seems picky - but I'm trying things or wanting to try things and can't - and wonder why...

Maybe I'll stop now, go through this on my own, out of the forums and provide you a detailed list of things I am trying but can't...save you having to go through them piecemeal. Also - I'm fully aware I might not just get it and I haven't read the manual, but to me these are things I want to do - and it should be OK to do them (imo).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:07:31 PM
Quote from: spelk on September 24, 2013, 03:56:25 PM
Quote from: Dimitris on September 24, 2013, 03:33:48 PM
That's a hard freeze, I'm afraid. You'll have to kill the Command.exe process from Task Manager and restart.
You can resume where you left off, by loading the autosave.scen file.

Ah ok, sweet - I thought I'd lost all of this evenings play - so back to it! Thanks for that.

Quote from: Dimitris on September 24, 2013, 03:33:48 PM
Once you do, can you mail me that very file? It helps a lot in troubleshooting cases like this. Thanks!

Will do.
I just got the exact same issue   :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 24, 2013, 04:21:37 PM
Well I managed to get going again, from the autosave file, and I did some damage so heres the report:

Quote
MINOR VICTORY: 1300

SIDE: CVW-15
===========================================================

LOSSES:
-------------------------------
1x F-14A Tomcat
1x A-7E Corsair II
1x E-2C Hawkeye Basic


EXPENDITURES:
------------------
8x AIM-9L Sidewinder
13x Generic Chaff Salvo [5x Cartridges]
8x AIM-7F Sparrow III
9x AIM-54A Phoenix
11x 20mm/85 M61A1 Vulcan Burst [100 rnds]
6x AGM-62B Walleye II ER/DL
160x Mk82 500lb LDGP
12x AGM-45B Shrike [ARM]
16x GBU-10E/B Paveway II LGB [Mk84]



SIDE: Red Side
===========================================================

LOSSES:
-------------------------------
4x MiG-23ML Flogger G
4x MiG-21bis Fishbed N
12x SA-2f Guideline Mod 1/2 Single Rail
2x Vehicle (Spoon Rest C [P-12])
8x SA-7a Grail [9K32 Strela-2] MANPADS
2x Vehicle (Fan Song F [RSNA-75M])
1x A/C Tarmac Space (4x Very Large Aircraft)
6x A/C Hardened Aircraft Shelter (1x Medium Aircraft)
2x Runway Access Point (Very Large Aircraft)
1x Radar (Tall King A [P-14])
2x AvGas Bunker (400k Liter Tank)
5x Vehicle (Flat Face B [P-19])
2x SA-3c Goa Quad Rail


EXPENDITURES:
------------------
8x AA-7 Apex C [R-24R, SARH]
11x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
30x SA-3c Goa [5V27D, V-601PD]
4x 23mm Gsh-23L Burst [40 rnds]
26x SA-6b Gainful [9M336]
9x SA-6a Gainful [9M336]

I sort of ran out of hardware to chuck at them, and I probably didn't prioritise targets all that well, sending some expensive kit in to hit the main Runway, that might have been more effective on the SAM's. I found the HAS (Hardened Aircraft Shelters) quite numerous for the amount of kit I sent to take it out.

I killed it after all my missions had completed, and they were returning to gear up for some more - but I hadn't knocked out all the SAM's and I could see things were going to go south, with my limited armaments. So I settled for 3 losses for a Minor Victory. Not bad I think, for a complete novice, whose only dabbled a bit in Harpoon.

Aside from the hiccups, I enjoyed the rumble, and I've certainly learned a lot more about the aircraft and loadouts. I think I need to digest it all a bit more, and have a few more goes at the same tutorial scenario, to get a better feel for the game. And this is only the air war at the moment!

The relief map does look better zoomed in. It seems to cache a bit more, in square chunks, that I didn't notice with the normal map mode - but I guess the relief mode is a bit more detailed/higher res?.

I can see taking it all in is going to be a bit of a long haul investment in terms of time and knowledge of the interface.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 24, 2013, 04:34:45 PM
Hi Guys,

2nd Shift punching in.

Quote from: JudgeDredd on September 24, 2013, 04:06:52 PM
More interface....

Quote1. It would be nice to be able to resize the Mission Editor window

Request added to our list.

Quote2. Mission Editor window - I can see what weapons are on the aircraft, but I can see quantity. So when I selected my targets (10 Aircraft Shelters) I went to assign aircraft - and I'm at risk of assigning too many or not enough because I can't see what's on each aircraft

I made a video that discusses this abit. Short story go into the database viewer and look at the aircraft stores info (damage points, and target types) and then do the same for the target. This will get more intuitive the more you do it and learn the weapons.

http://www.youtube.com/watch?v=6CpRRAqI-mc

Quote3. When going to the Database Viewer - the information displayed there (for example the A-7E Corsair II) is different to that of the Mission Editor window...so if I wanted to check the database to view the aircraft and see loadouts, I am provided with 7 variants - but I don't know what ones are included in my mission when looking at the Mission Editor

We have a way. Game Drop Down->Browse Scenario Platforms . Few less clicks.


QuoteI apologise if all this seems picky - but I'm trying things or wanting to try things and can't - and wonder why...

Maybe I'll stop now, go through this on my own, out of the forums and provide you a detailed list of things I am trying but can't...save you having to go through them piecemeal. Also - I'm fully aware I might not just get it and I haven't read the manual, but to me these are things I want to do - and it should be OK to do them (imo).

Go here for a bunch of tutorial videos we've made. Save you a little time.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 04:56:53 PM
"2nd shift punching in"...lol

Thx bostonmyk

As I said to Dimitris - congratulations on the release

Would the ability to double click an aircraft on the Mission Editor to bring up the database viewer for that specific aircraft be do-able?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 24, 2013, 05:01:56 PM
I buckled like JD.    ;)

Found an old Matrix Coupon with some value left on it (thanks 2ndACR!) so it took the bite out of the price and broke my will. 

Besides.. these guys obviously need another UI-obsessed person to give it a shakedown.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 24, 2013, 05:06:47 PM
Quote from: MikeGER on September 24, 2013, 10:06:14 AM
Downloading  8)
... i skipped Rome 2  (which will be on a sale soon, and the tactical AI may get patched to decent) while CMANO will not be on sale for a year or longer  ...and the AI is already there ! (or i hope so ;-) ) 

Same reasoning here.  I decided to wait a bit on Rome II and decided I probably wouldn't play EU IV enough to justify the investment, but this I'll play.  Downloading (slowly) now.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 24, 2013, 05:11:33 PM
Quote from: JudgeDredd on September 24, 2013, 04:56:53 PM
"2nd shift punching in"...lol

Thx bostonmyk

As I said to Dimitris - congratulations on the release

Would the ability to double click an aircraft on the Mission Editor to bring up the database viewer for that specific aircraft be do-able?

Thanks man.

We will talk about this but I think we have another click event in that dialog. We are actively collecting what you guys tell us to make mods and hopefully make it easier to drive.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:12:35 PM
I meant to say - it's nice to see the devs here - I know they must be busy over at Matrix...so thx. Appreciated.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:14:07 PM
Quote from: bostonmyk on September 24, 2013, 05:11:33 PM
Quote from: JudgeDredd on September 24, 2013, 04:56:53 PM
"2nd shift punching in"...lol

Thx bostonmyk

As I said to Dimitris - congratulations on the release

Would the ability to double click an aircraft on the Mission Editor to bring up the database viewer for that specific aircraft be do-able?

Thanks man.

We will talk about this but I think we have another click event in that dialog. We are actively collecting what you guys tell us to make mods and hopefully make it easier to drive.
I just checked and double click adds the aircraft to a mission. So maybe a right click or a button that opens up the database viewer for the highlighted aircraft? I just think (definitely something I anted to do) was to get to the specific platform's data from that window.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 24, 2013, 05:19:21 PM
Quote from: JudgeDredd on September 24, 2013, 05:12:35 PM
I meant to say - it's nice to see the devs here - I know they must be busy over at Matrix...so thx. Appreciated.

This goes a long way toward me feeling okay about spend $80 on this.  Very much appreciated!

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:26:26 PM
Anyone know how to get aircraft to RTB?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 24, 2013, 05:31:22 PM
Quote from: JudgeDredd on September 24, 2013, 05:26:26 PM
Anyone know how to get aircraft to RTB?

Right click the unit. RTB from the drop down.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:33:54 PM
Thx - just discovered that before I came on to ask....anyway to do it for a group?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:34:25 PM
Shift-left click units and right click and RTB  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 24, 2013, 05:39:56 PM
Quote from: JudgeDredd on September 24, 2013, 11:23:48 AM
I'll let you know how it plays!  :-[

Wow...same day, thought it would be a least a couple of days:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:46:58 PM
I'm pathetic  ::)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 24, 2013, 05:52:32 PM
Quote from: JudgeDredd on September 24, 2013, 05:46:58 PM
I'm pathetic  ::)

Nah, just a compulsive gamer like the rest of us:)  Will be following your adventures to see if I should pick up...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 24, 2013, 05:52:36 PM
Minor Victory : 1300 points here too

SIDE: CVW-15
===========================================================

LOSSES:
-------------------------------
1x F-14A Tomcat
1x A-6E Intruder


EXPENDITURES:
------------------
8x AIM-9L Sidewinder
7x AIM-7F Sparrow III
9x AIM-54A Phoenix
34x Generic Chaff Salvo [5x Cartridges]
6x 20mm/85 M61A1 Vulcan Burst [100 rnds]
8x AGM-45B Shrike [ARM]
8x AGM-62B Walleye II ER/DL
8x CBU-59/B APAM [717 x BLU-77/B Dual-Purpose Bomblets]
12x GBU-10E/B Paveway II LGB [Mk84]
124x Mk82 500lb LDGP



SIDE: Red Side
===========================================================

LOSSES:
-------------------------------
4x MiG-23ML Flogger G
4x MiG-21bis Fishbed N
5x Vehicle (Flat Face B [P-19])
8x SA-3c Goa Quad Rail
7x SA-7a Grail [9K32 Strela-2] MANPADS
4x Vehicle (Low Blow [SNR-125])
4x A/C Hardened Aircraft Shelter (1x Medium Aircraft)
1x Radar (Tall King A [P-14])
2x SA-2f Guideline Mod 1/2 Single Rail
1x Vehicle (Spoon Rest C [P-12])
3x AvGas Bunker (400k Liter Tank)
2x Runway Access Point (Very Large Aircraft)
2x SA-6b Gainful [2P25] TEL
6x SA-6a Gainful [2P25] TEL
2x Vehicle (Straight Flush [1S91])
2x Vehicle (Fire Dome [9S35])
1x Building (Large)


EXPENDITURES:
------------------
8x AA-7 Apex C [R-24R, SARH]
17x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
1x 23mm Gsh-23L Burst [40 rnds]
21x SA-3c Goa [5V27D, V-601PD]
33x SA-6b Gainful [9M336]
9x SA-6a Gainful [9M336]
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 24, 2013, 09:34:43 PM
I'm also getting some sluggish game performance, notably on the map zoom.   Will see if it runs any different on the notebook.

The air mission AI was being a pain in the first tutorial scenario.  It refused to RTB my aircraft, and ended up flying around in three SAM's threat envelope, loitering for too long.  My SEAD A-7s did this while still carrying CBUs that they never used on these SAMs that were all within 2nm of them.  Perhaps they were staying low and masked, I don't know, but they weren't doing much good loitering there and not dropping anything but the RTB orders weren't working. *shrug*

I'll have to tinker with different scenarios and figure out if it's just my own noobish ignorance of the interface or something else before coming to any conclusions on that.  But at this time I'm definitely leaning towards keeping aircraft under manual control if I want to have some fun, as opposed to testing.

There is no Sounds that I've heard.  It's sorely missing.  They don't need to be anything big.  On the contrary some short & sweet sounds would be nice.  Having no sound effects at all is disappointing.  I rather enjoyed the contact report sounds from Harpoon Classic and the short helo sounds when they launched.  Things of that nature, sorely missed.  I'd also like to have some simple interface button clicks.. no high-pitched tinny stuff but a low one would be great.  Sounds like this will have to come in the form of community created packages.

No pics or art of all the platforms, in the database.  Due to IP issues with all the pics floating about out there, which I can understand.  Looks like the community will have to provide mods to fill it all out too.

If everything can come together, then it'll be what we've always wanted.  As to whether it's there right now.. I have doubts thus far, on my initial impressions.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 24, 2013, 09:47:38 PM
Downloading my copy now.

Quote from: Nefaro on September 24, 2013, 09:34:43 PM
There is no Sounds that I've heard.  It's sorely missing.  They don't need to be anything big.  On the contrary some short & sweet sounds would be nice.  Having no sound effects at all is disappointing.

Have the manually turn them on.

Along the top select Game -> Game Options, then check the check box that says "Use game sounds"
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 24, 2013, 11:05:42 PM
Looking like a trend in the scoring on the first tutorial mission:

SIDE: CVW-15
===========================================================

LOSSES:
-------------------------------
1x F-14A Tomcat
1x A-7E Corsair II


EXPENDITURES:
------------------
6x AIM-7F Sparrow III
12x AIM-54A Phoenix
26x Generic Chaff Salvo [5x Cartridges]
12x AGM-45B Shrike [ARM]
8x AGM-62B Walleye II ER/DL
32x Mk82 500lb LDGP
16x GBU-10E/B Paveway II LGB [Mk84]



SIDE: Red Side
===========================================================

LOSSES:
-------------------------------
4x MiG-21bis Fishbed N
4x MiG-23ML Flogger G
4x Vehicle (Low Blow [SNR-125])
8x SA-3c Goa Quad Rail
12x SA-7a Grail [9K32 Strela-2] MANPADS
2x Vehicle (Flat Face B [P-19])
3x Vehicle (Fan Song F [RSNA-75M])
12x SA-2f Guideline Mod 1/2 Single Rail
2x Vehicle (Spoon Rest C [P-12])
2x SA-6b Gainful [2P25] TEL
6x SA-6a Gainful [2P25] TEL
2x Vehicle (Fire Dome [9S35])
2x Vehicle (Straight Flush [1S91])
2x A/C Hardened Aircraft Shelter (1x Medium Aircraft)
8x Building (Large)


EXPENDITURES:
------------------
8x AA-7 Apex C [R-24R, SARH]
16x SA-2f Guideline Mod 1 [S-75M2 Volkhov, 5YA23 / V-759]
15x SA-3c Goa [5V27D, V-601PD]
23x SA-6b Gainful [9M336]
9x SA-6a Gainful [9M336]


Aside from the SEAD AI issue Nefaro mentioned, I have to say I'm pretty happy with what I've seen so far.  I've only tried the first tutorial mission so it's too early to make any sweeping judgments, but I had fun with it.  I'm one who would prefer no sounds, though it looks like it's just a matter of turning them on if you want them.

I am wondering about the SEAD patrol mission, and if I was doing something wrong or if there's something cocked up with the AI there.  Between crappy accuracy of the Shrikes and the pointless orbiting within SAM range, the entire mission was pretty worthless.

One of the guys that works with me is a naval aviator and Navy War College grad.  I'm dragging him over this weekend and getting him to give me tips.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on September 24, 2013, 11:41:41 PM
Quote from: Barthheart on September 24, 2013, 08:51:18 AM
Yep $88 CDN up here, too rich for me right now. Maybe later when I have more time.... hahahahahahahahahahahahahaha :P

Ouch!  That went from a must-buy to several weeks of me partially filling out the order form and then backing out at the last second.  Will I finally succumb?  Stay tuned!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 01:19:09 AM
Quote from: Nefaro on September 24, 2013, 09:34:43 PM
I'm also getting some sluggish game performance, notably on the map zoom.   Will see if it runs any different on the notebook.

The air mission AI was being a pain in the first tutorial scenario.  It refused to RTB my aircraft, and ended up flying around in three SAM's threat envelope, loitering for too long.  My SEAD A-7s did this while still carrying CBUs that they never used on these SAMs that were all within 2nm of them.  Perhaps they were staying low and masked, I don't know, but they weren't doing much good loitering there and not dropping anything but the RTB orders weren't working. *shrug*

I'll have to tinker with different scenarios and figure out if it's just my own noobish ignorance of the interface or something else before coming to any conclusions on that.  But at this time I'm definitely leaning towards keeping aircraft under manual control if I want to have some fun, as opposed to testing.

There is no Sounds that I've heard.  It's sorely missing.  They don't need to be anything big.  On the contrary some short & sweet sounds would be nice.  Having no sound effects at all is disappointing.  I rather enjoyed the contact report sounds from Harpoon Classic and the short helo sounds when they launched.  Things of that nature, sorely missed.  I'd also like to have some simple interface button clicks.. no high-pitched tinny stuff but a low one would be great.  Sounds like this will have to come in the form of community created packages.

No pics or art of all the platforms, in the database.  Due to IP issues with all the pics floating about out there, which I can understand.  Looks like the community will have to provide mods to fill it all out too.

If everything can come together, then it'll be what we've always wanted.  As to whether it's there right now.. I have doubts thus far, on my initial impressions.
Those A-7E's with the Shrikes - I had the same issue - They just would not drop those CBU's. Perhaps it was because they were on a SEAD - but if that was the case, then once their SEAD ordinance had gone, they should have RTB'd...if it wasn't because they were on SEAD, then they should've dropped the CBU's.

Later I discovered that you can manually target - but what is the point of my SEAD A-7E's flying over SAM's with CBU's if they aren'y going to use them...like I said, fire the Shrikes and RTB...or drop low and drop the CBU's.

I also had problems with my A-6's loaded with 500lbs - they just wouldn't drop them. When I eventually went to manually select a target - the report was they were too high (outside the weapon envelope) - sorry - but if I manually assign a target (or automatically assign one) and you are using a weapon that needs a height adjustment - then adjust...I had to get the damn things to manually drop their altitude to drop them...same with the A-7E SEAD aircraft and their CBUs

There are a few things I don't like in the interface....I'm not having the information to hand readily enough. Things are:
1. When I set a window size, keep it that size when I open it again
2. On the right hand side where the selected aircraft is, show me the weapon's left. You show me the fuel and there's PLENTY of space to show the weapons. Even have it as a wee drop down like Fuel and another drop down...not a button that brings up a box which has no additional purpose.
3. When in Mission Editor to set a mission for your aircraft, show the weapon loadouts...allow a click on the aircraft to see the weapons
4. When in Mission Editor, allow me to select the aircraft and "somehow" (right click, double click, click a button) to see THAT SPECIFIC aircraft in the Database Viewer
5. Same as above for weapons
6. Allow me to RTB a whole flight - so when I create a mission (my Anti Air F-14's) - allow me to select the group and select RTB. The only way I could find to do this last night (and it was late) was to SHIFT-CLICK each aircraft and then right click to select RTB - but instinctively I went to the Mission Editor and wanted to right click the AA-Patrol mission I had created to select RTB
7. More should be allowed from the Mission Editor - as mentioned above I should be able to right click and get the menu options that I get for individual or group selected aircraft...but also including perhaps selecting a target?
8. Allow me to select a group of anything when double clicking...like selecting a flight assigned to a mission
9. Map is slow to refresh on zoom and scroll...on my system, given Erik has mentioned playing this on a laptop) how can that be given how new and fresh my system is and with it installed on my SSD?
10. Map does not look good at all. Thankfully there's an option for a less ugly one
11. Sometimes I noticed the icons were very jumpy - and others it was nice and smooth...I'd liken it to a very cheap Seiko watch second hand and a Rolex second hand...I wasn't specifically looking at what was going on at the time

I'm not saying the information (mentioned in the points above is not available) - but I shouldn't have to dig for it...and by dig I mean no more than a click or two should be required - and if it CAN be displayed to you immediately, then it should - especially where it's pertinent (weapon loadouts on the Mission Editor or aircraft information)

As with Nefaro - I haven't read the manual and this stuff could be in there...but I'm reporting what I wanted to instinctively do - I was looking at the screens I instinctively thought I should be in to do something only to find I couldn't.

I'm absolutely fine with being told where I'm wrong - but a lot of that stuff, as mentioned, was intuitive to me. As a prime example - when I click a unit on the map, WHY do I not have the weapons displayed to me immediately...for me that is as important as seeing the fuel which is displayed. I didn't understand why I had to click a button to show the weapon loadout...and once there, I couldn't understand why I couldn't right click/double click to see the information for those weapons...WHY? That would be an intuitive thing to do, would it not?

I also missed the sounds - launching aircraft, launched ordinance...little things but I see there's an option so I will go back to check that out and see what's included.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 01:29:23 AM
Quote from: Nefaro on September 24, 2013, 09:34:43 PM
No pics or art of all the platforms, in the database.  Due to IP issues with all the pics floating about out there, which I can understand.  Looks like the community will have to provide mods to fill it all out too.
Weren't we discussing in the American Football thread about user created mods and how I could never be bothered and would pay extra for a game that had the licence....at no point in that conversation did I say I would pay extra even if they weren't in the game...lol

As it is it seems I do have to download the pics...which to be fair are immediately available and easy to install (though as with any mod for any game I have no idea on quality or quantity - and there could be better ones showing up in the future which is why, whilst I appreciate the work people put in to doing mods, I generally don't bother with them).

I know it sounds it from my post, but it's definitely not all bad. I had a great time last night but rather frustrating in places - and as I said that could be my lack of knowledge in places, but a lot of it seemed common sense - especially when looking for information.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 01:54:41 AM
Same again with Air Ops window - it should show weapon loadouts and you should be able to get to the database viewer for the aircraft/weapon selected...and going to the Ready/Arm from that window brings up another window that shows the weapons that can be loaded...again this would be the most obvious place for me to want to see the capabilities of a weapon.

I'm surprised there is no weapon database with the exception of looking at loadouts of aircraft. I would've expected to see that in the Database Viewer.

Another interface thing - would it really be a problem to show 2 database viewer windows - or replace the one that's open with whatever you double clicked? I selected Browse Scenario Platforms (good tool - but the information presented there should be accessible from other areas) and double clicked the Typhoon which brought up the Database Viewer - then I double clicked on the Sea King - and nothing happened - I had to close the Database Viewer window...just re-use the one that's there.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 25, 2013, 02:08:43 AM
JD, good that you bought it,  ...eventually   ;) ....and helps with the learning curve with your AARs :)
i saw the first 5 videos and the jumped in directly in that clandestine Somalia mission...

and marbled at the Encyclopedia 8)
...land units are there too,  so i can even testbed how Gepards, Rolands and Ozelots would protect a Tank platoon 8)

concerning 'the world' i would like to have a (maybe external) tool where i can mark an (probably small) area on a CMANO map ...and the tool magical retrieves the data from Google Earth or Maps (satelite and street maps) and stores it in a format to just import in the game as fitting overlays.

and Big Thanks! to the developer crew to hang out here :) and Congrats! to that promising Release

PS: i highly recommend a download manager for the wooping 2.5GB zip file ...i downloaded 3 times just with the browser functionality and got CRC errors -unitil i installed FDM tool- and got it right eventually  ...also the installation will take some time ...so plan ahead concerning those nasty RL-interferences ... I didnt had a chance to see much of the actually gameplay last eve  ;)       
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 02:27:56 AM
Yeah - I held out so long  ;)

It should be noted that all my critiques are purely based on what I discovered in the first tutorial and are mostly interface based and how to get to information specifically. There are certain things I think should just be there.

I think it was bostonmyk who mentioned the Browse Scenario Platforms - great window for looking at the Database Viewer with just the scenario platforms present...removes the need to search the Database Viewer

For what it's worth, I was playing the game in 1 second pulses last night - anything higher seemed unmanageable - presumably due to scale. Even 5 second pulses seemed fast. if anything I'd have liked a 0.5 sec impulse.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 25, 2013, 02:53:48 AM
Yeah, there needs to be a 2- or 3-second time acceleration option.  For air ops, 1-second realtime is a bit too slow and 5-seconds can be a bit too fast at times.

I also completely agree on the interface needing more functionality.  I'm finding myself digging having to click more than I should because the UI needs more shortcuts in various windows.  The parts are all there, we just need more direct routes to them in most cases.

Quote from: Kushan on September 24, 2013, 09:47:38 PM

Have the manually turn them on.

Along the top select Game -> Game Options, then check the check box that says "Use game sounds"

Thanks.  I actually found that during my second session and turned it on.  But only heard sounds for a torpedo and missile launches thus far.  They sounded good to me - short & to the point.  Was hoping there would be more for various notable events.  The 'New Sonar Contact' & other such speech sounds from Harpoon3 were great despite being rather loud.  Those actually named the contact IDs in each one, however, didn't they?  That would take some work to do something similar, but that's why they were nice IMO.

I also turned on the Pop-Up message boxes for 'New Contact Detected' and 'Weapon Detected', and turned on the pause option for them.  Very useful.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 03:17:34 AM
Yeah the customizable "slam the brakes" pop-up was one of the better brainwaves :D

We hear you on the UI things, particularly on air ops. Part of the issue lies with the fact that the devs are really into this stuff (dangerous combo, that one) and they can sometimes forget that not everyone is as crazy with it as them - yet ;D

We'll work on improving the usability of this, and yes, weapon pages on the DB viewer are definitely on the punch stack.

Thanks for sticking with it despite the bumps! I think you will soon discover just what sort of beast you've began tangling with... and we mean that in a good way :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 03:31:14 AM
They're only bumps Dimitris...and I understand the things I point out are just that - things noticeable to me.

I'm not suggesting that changes are made on my recommendation - but as Nefaro said - all the information is there - it just needs to be more readily available.

I think clicking on a unit on the map and seeing the current state of it's weapons underneath where it shows the fuel is a big one...I definitely always want to see what weapons a platform has. I did notice, looking at another scenario, that ships for example have many, many more weapons...but the list could be scrollable

One other thing I meant to mention - and this isn't a game criticism - just asking about real life...but when I looked at some of the aircraft I eventually RTB'd...they said 5+ hours to be readied...is that in real life? Things change I know, but didn't Yorktown and Enterprise turn round 30+ aircraft on an aircraft carrier in less than an hour?

Just saying - 5 hours seemed a long time to re-arm and refuel...not that I would know any better
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 03:33:18 AM
Quote from: Dimitris on September 25, 2013, 03:17:34 AM
...Part of the issue lies with the fact that the devs are really into this stuff (dangerous combo, that one) and they can sometimes forget that not everyone is as crazy with it as them - yet ;D
...
I'm a dev and I definitely know that when you are developing something you very often get feedback on things that don't seem so intuitive - and you really did think you were going about the issue in an intuitive way. It often takes people detached from code to notice the finer things...the little details that take your software from great to brilliant and a pleasure to use.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GJK on September 25, 2013, 06:02:29 AM
Quote from: Nefaro on September 25, 2013, 02:53:48 AM
Thanks.  I actually found that during my second session and turned it on.  But only heard sounds for a torpedo and missile launches thus far.  They sounded good to me - short & to the point.  Was hoping there would be more for various notable events.  The 'New Sonar Contact' & other such speech sounds from Harpoon3 were great despite being rather loud.  Those actually named the contact IDs in each one, however, didn't they?  That would take some work to do something similar, but that's why they were nice IMO.


I thought that the sounds in Janes Fleet Command "made" that game; they really helped with the immersion.  Does this one not have similar sounds?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 07:07:38 AM
Oh - and I've been quiet because I'm at work...I'll get back on it tonight.  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 25, 2013, 07:25:15 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi41.tinypic.com%2Fnyemq9.jpg&hash=a15565baa3b83a3d0955da264660d4ed108cf504)

i was able to set up a little scenario in a few minutes :) ... here ongoing test of the performance of German coldwar Flak against a OV 10 Bronco target simulator plane (historical, in the hills around my place) and let the Bronco do contour flight...  as planed in the post yesterday  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 08:17:23 AM
You see this trailer...



Thats the sounds and music the game needs! :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 25, 2013, 08:19:08 AM
Quote from: GJK on September 25, 2013, 06:02:29 AM
Quote from: Nefaro on September 25, 2013, 02:53:48 AM
Thanks.  I actually found that during my second session and turned it on.  But only heard sounds for a torpedo and missile launches thus far.  They sounded good to me - short & to the point.  Was hoping there would be more for various notable events.  The 'New Sonar Contact' & other such speech sounds from Harpoon3 were great despite being rather loud.  Those actually named the contact IDs in each one, however, didn't they?  That would take some work to do something similar, but that's why they were nice IMO.


I thought that the sounds in Janes Fleet Command "made" that game; they really helped with the immersion.  Does this one not have similar sounds?

No, you don't have any thrumming of turbines or extensive launch sounds.  Since this is a 2D sim, I don't expect it to have a sounds matching a 3D environment.  However, they're still pretty thin. 

(Edit:  I am starting to think that a similarly low & steady surface warship turbine sound in the background might not be too bad, as long as it didn't have any noticeable variation so it's doesn't have any rise & fall of the engine noise to make it sound repetitive.  That's one of my big complaints about the Third Wire flight sims - the engine noise sound file often has a knocking sound, a rise & fall, and you can hear the same 2.5 or 3 second sound file being repeatedly looped which is a no-no.  Your example of the old Jane's Fleet Command engine sound would be kinda cool if it was just sitting low in the background.  I'm not sure of which events currently have a sound trigger, but I might be willing to edit & crop some sound files if we can get the proper ones assembled.)

I suspect someone will gather some sounds from other sources into a mod, at some point, if the 'hooks' for firing them are there.  I expected there to be more sounds with the official version, however.  The current crop of weapon firing sounds are appropriate, but there should be more for other notable events too.

Dmitris, Mike, and others -  I think you should consider setting the Pop-Up and Pause features as activated by default for New Contact & Weapon Contact events.   It really felt like the auto-pause was missing for these, until I found them.  Probably the same for the Sound, even though there aren't many at the moment.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 11:10:19 AM
I've been going through some threads at Matrix - seeing the general vibe...seems to me I have it totally wrong. Not a single mention of any issues relating to the interface. Seems I must be one of the few who feels like I'm going where I shouldn't have to to get information.  :-[

On top of that, the place is still seems to be a cesspit for spitting venom at people.

And I don't know what it is - but sometimes it seems when Iain posts they sometimes come off condescending - joking or not, if people's backs are up, you should either just stay polite or back out. They could have saved themselves all the negativity on release day by telling people the price a month ago. But nope...they'd rather take the shite on release day.

I was going to post my initial impressions over there and maybe my views on the interface - but I shan't bother...It'll just get my back up.

I'll stay here where it's nice and friendly and post my thoughts. Hopefully Dimitris and bostonmyke will stick around.

Looking forward to home time.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 11:16:19 AM
Quote from: JudgeDredd on September 25, 2013, 11:10:19 AM
I've been going through some threads at Matrix - seeing the general vibe...seems to me I have it totally wrong. Not a single mention of any issues relating to the interface. Seems I must be one of the few who feels like I'm going where I shouldn't have to to get information.  :-[

One unhappy (or even just confused) customer is one too many. We'll do what we can do address your (and others') concerns. They may not get #1 priority (it looks like we first have to take care of a couple of crash cases, one of them reported here) but they're definitely on our radar.

And yes, we plan on sticking around as long as we're welcome :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 11:22:55 AM
Quote from: JudgeDredd on September 25, 2013, 11:10:19 AM
I've been going through some threads at Matrix - seeing the general vibe...seems to me I have it totally wrong. Not a single mention of any issues relating to the interface. Seems I must be one of the few who feels like I'm going where I shouldn't have to to get information.  :-[

I'm with you JD, it's easy to pull apart some of the UI, because its the first thing you wrestle with, and if it doesn't follow your intuition, it jars a little. I think a lot of folks who are Harpooners (if thats the correct term) are used to much worse UI's than Command can ever present, and as such Command is a real step forward. If you've NOT had to suffer many hours of Harpoon previously then perhaps you can come at Command a bit more critically?

The game is good, it has all the right mix of things many folks have been wishing for, for a long time. It's just missing a bit of TLC in the presentation department, and some usability quirks, but ultimately this is going to be a long term project and hopefully it will captivate us enough to keep us playing through the initial v1.00 release and beyond.

If the Warfaresims guys are willing to listen to their playerbase, as it seems they have been certainly here and on many other community sites, then I think good times are ahead. It certainly feels a lot more authentic than the likes of Naval War Arctic Circle, even if its not got all the dazzly bits that that game had.

A good sign, is that I've been thinking about the game and even the first tutorial scenario for most of todays daydreaming time - and I can't get it out of my head. I've even been looking for books that dish out some juicy details of modern naval/air ops combat - just to keep my appetite whet during the downtime when I'm not playing it. That's got to be down to the decent job the devs have done with the title. I know I certainly didn't feel any of these emotions after purchasing the rather pricey Harpoon collection, and finding it to be a bundle of overpriced old world confusing nonsense!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 25, 2013, 11:23:08 AM
Good...and I'm not unhappy...far from it.

I was just mentioning how I seem to be the only one (and Nefaro) who mentioned getting to information easier...maybe just being a bit picky and maybe it does become second nature. As I said, only one tutorial mission in.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 25, 2013, 01:18:18 PM
Quote from: JudgeDredd on September 25, 2013, 11:10:19 AM
I've been going through some threads at Matrix - seeing the general vibe...seems to me I have it totally wrong. Not a single mention of any issues relating to the interface. Seems I must be one of the few who feels like I'm going where I shouldn't have to to get information.  :-[ 

Naa.. I've been posting the issues I've been finding.  I'm not seeing all that many people posting who have played it, other than the occasional performance issue or question.  There's at least two of us.

Quote
On top of that, the place is still seems to be a cesspit for spitting venom at people.

This should be expected with the Matrix pricing.  It happens every time. 

QuoteAnd I don't know what it is - but sometimes it seems when Iain posts they sometimes come off condescending - joking or not, if people's backs are up, you should either just stay polite or back out. They could have saved themselves all the negativity on release day by telling people the price a month ago. But nope...they'd rather take the shite on release day.

I was going to post my initial impressions over there and maybe my views on the interface - but I shan't bother...It'll just get my back up.

I'll stay here where it's nice and friendly and post my thoughts. Hopefully Dimitris and bostonmyke will stick around.

I can perfectly understand that.  I don't want to give any major feedback just yet, until I spend a good amount of time becoming familiar with it.  However, I am trying to report the issues I'm finding (or my lack of knowledge with how something is programmed) for investigative reasons towards improvement. 

Definitely don't want to stir the beehive at the moment.  There is an understandably sizable portion of potential customers who are a bit frustrated and it wouldn't do anyone any good to "get their back up" more than it already is.  I'm with you on that one.  It's also likely the exact reason people are so reluctant to post - if we're thinking it then others will be too.  Besides a few who don't mind wading in.  Watch the tip-toeing!  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 01:44:44 PM
Found the perfect background music

Soundtrack to Introversions Defcon game!

http://www.introversion.co.uk/store/

http://grooveshark.com/#!/album/DEFCON+Soundtrack/8189305

http://www.youtube.com/watch?v=ey1-fx_1xlI&list=PLXyU3_p8d5cVfZPNpzFJmAugUyqkIdB8u

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 02:33:21 PM
Was just dabbling with the Submarine tutorial, got to region C, but took it off mission editor, and started manually plotting waypoints, controlling speed, and depth - just to see if I could have a bit better success taking out the helo's trying to sink me, and I crept ever so slowly towards the zone, detected a helo, and wanted to set up a strike mission on it. So I clicked on my farthest waypoint set, and pressed delete, and it deleted my Sub from the scenario!!!! Ulp! I know a double press of F3 can clear the manually placed waypoint path, but I've deleted waypoints singularly before by pressing Delete. Didn't expect to flood the balasts and put her on the bottom though :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 03:46:47 PM
LOL!

Any chance you were in ScenEdit mode? Deleting friendly units should be impossible in "normal" game mode.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 03:49:41 PM
Quote from: Dimitris on September 25, 2013, 03:46:47 PM
Any chance you were in ScenEdit mode? Deleting friendly units should be impossible in "normal" game mode.

Oh, if I'd gone into a ScenEdit mode, I did it without knowing about it :)

I'll play again and see if it happens again.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 25, 2013, 03:57:27 PM
It gets worse, thinking I was saving the autosave file in case I had to submit it, I seemed to have saved the broken scenario with the Blue submarine USS North Carolina deleted, and the scenario starts at that point! Bugger! Is there anyway I can get a fresh copy of that tutorial scenario without having to uninstall and install the game?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 04:01:16 PM
Certainly, unzip from the attached file.

No worries, it's happened to me too :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 25, 2013, 04:05:03 PM
Not sure whats going on but I can't seem to play the release version. So far I've tried installing multiple times on two different HD (one SSD, one Disk) and both with and without my anti virus turned on. I've also tried redownloading. I can open the launcher, but I can click play all day long and nothing happens. I checked the task manager and the command .exe doesn't even appear in the menu. Attempts to start the game from the command.exe in the install folder have also proved ineffective.

Anyone else having this problem? I've never had it happen with any game before. Strange that the beta ran just fine on my PC.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 04:06:57 PM
Just in case, can you manually re-install .NET 4 and the Direct-X pack from the \PreRequisites folder? Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 25, 2013, 04:13:55 PM
Quote from: Dimitris on September 25, 2013, 04:06:57 PM
Just in case, can you manually re-install .NET 4 and the Direct-X pack from the \PreRequisites folder? Thanks!

Thanks Dimitris, reinstalling direct-x fixed it. Strange that it didn't install even though the direct-x check box was checked during instal.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 25, 2013, 04:16:27 PM
I suspect Capt Darwin is right in his guess that UAC is silently rejecting the D-X installation during the full install. I'll have to discuss this with Matrix's installer gurus.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 25, 2013, 05:22:09 PM
A minor request -

Could we have a Hotkeys text page added to the Help menu?  A cheat sheet would be great!

There are some hotkeys which I can't easily find the accompanying interface order for (such as 'U' for Unassign).

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 25, 2013, 06:04:49 PM
Just a question.  Are there hot key commands that don't have an on-screen button counterpart? 
That is my pet peeve.  The best UI's does not require people to memorize hot keys.
And for each on-screen button, there should be a tool tip.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 25, 2013, 06:31:35 PM
Is there a way to get it to run "full screen"? When I play, I still have the windows task bar along the bottom. Isn't it like "alt+enter" or something?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 25, 2013, 07:03:34 PM
Quote from: spelk on September 25, 2013, 08:17:23 AM
You see this trailer...



Thats the sounds and music the game needs! :)

That is a very good video and there have been some very good AAR's released too......however, I have a question to everyone that has been playing it.  First, I have to admit I was in the early beta for the game, but life and other things got in the way where I could not participate much and really did not get much of chance to play it...never kept up with all the updates so haven't played the release version yet.

Now for the question and this doesn't necessarily just apply to this game, but we will use it as an example.  I always like watching videos of gameplay and also reading people's AAR's...a lot of those people have tremendous talent in telling a story as they play a game.  After reviewing these items, I get fired up and think I will get the same enjoyment out of the games, but in the end, I typically don't get the same outcome.  It seems I am excited about the story that is being told and somehow the game itself will give me the same immersion.  But then I open up the game and I see a bunch of circles, squares, lines shooting at each other, and I think to myself, where did all that immersion go?  Was I more interested in people telling stories than the gameplay itself?

It seems for some games you really have to have an active imagination to make it immersive versus what the actual game actually produces...if you try and play the game without it, seems the enjoyment falls flat.

So my question to those playing this game, are you finding it immersive and entertaining as the videos and AARs would make you believe?  Does the gameplay help tell a believable story on its own or is your own active mind a must to really maximize the enjoyment?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 25, 2013, 07:45:38 PM
Speaking in terms of an visual/auditory experience, I find that trailer somewhat misleading and deceptive, and that is putting it nicely.  There are none of those sounds, pop-up windows, radio comms, etc. in the game.  That is not to say that playing the game cannot be intense and immersive.  But it is not a visual/auditory treat in the least...that being said, nobody ever advertised it as such.  The game simulates exactly what the developers said it would, and it is at the top of the food chain when it comes to modern naval strategic simulation.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 25, 2013, 07:52:49 PM
Quote from: Jarhead0331 on September 25, 2013, 07:45:38 PM
Speaking in terms of an visual/auditory experience, I find that trailer somewhat misleading and deceptive, and that is putting it nicely.  There are none of those sounds, pop-up windows, radio comms, etc. in the game.  That is not to say that playing the game cannot be intense and immersive.  But it is not a visual/auditory treat in the least...that being said, nobody ever advertised it as such.  The game simulates exactly what the developers said it would, and it is at the top of the food chain when it comes to modern naval strategic simulation.

Those things crossed my mind too when I watched that video. Not really the best way to advertise what the game truly has to offer, imho.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 25, 2013, 08:18:57 PM
Quote from: jomni on September 25, 2013, 06:04:49 PM
Just a question.  Are there hot key commands that don't have an on-screen button counterpart? 
That is my pet peeve.  The best UI's does not require people to memorize hot keys.
And for each on-screen button, there should be a tool tip.

There's at least one that I can't find, Unassign, which clears current orders for selected unit - something I'm having to do regularly.  I wanted a hotkey list because there are probably more hotkey orders I'd be using, but I've not investigated them.  Besides, you don't have to memorize them all if there's a Hotkey list in-game.

Right now I'm becoming rather frustrated with the poor perfomance of Command on both my computers.  The cause isn't anything clear cut but it's dragging my experience down.  Some of the shortcomings with the interface, many of which JD mentioned, is adding to this feeling like it's a needless chore to track individual unit-specific info without having to sort through OOB, hangar, or scenario database lists.  There are also some occasional 'assistant' AI oddities getting in the way, such as when I couldn't get some of my aircraft to RTB for more than a couple seconds at a time.   I also can't help but recall some of the useful interface options from ye olde Harpoon games, such as being able to create a surface group formation for the purpose of posting an ASW helo patrol on-station (for example), even if there's only one ship in this group.  There are still usability features like this that are missing.  Add to all this the almost non-existant sound and no database pics/art and it feels unfinished in other areas, too.

Hopefully all this stuff gets addressed before long.  With the team's dedication, it likely will at some point.  But I'm having doubts whether adopting this title at release has been instant gratification from the start.  I think it needs more UI work, along with a focus on the usual release issues such as compatibility/performance.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 25, 2013, 09:30:51 PM
I re-ran the first tutorial tonight with an eye toward really allocating air missions in such a way as to coordinate an effective alpha strike rather than just to learn the basics of the game.  I was able to pretty efficiently plot courses to move groups of aircraft to multiple different points surrounding the target area, and once on station, set up the appropriate missions to be able to suppress the AD and subsequently launch effective strikes against multiple targets. 

It was great fun, but I did run across a few UI and gameplay issues that I hope get addressed.  JD and Nefaro have covered most of these I suspect, but here's my 2 cents:


Now, having said the above, let me clarify that this has quickly landed in my top three favorite games, ever.  I will play the crap out of this.  This is right up there with Command Ops in terms of both realism and and the ability to play the role of a commander rather than micromanage. 

So far, I'm not running into performance issues, so I'm not experiencing some of the frustrations others have mentioned.  I'll be interested to see what happens with a larger scenario. 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 25, 2013, 10:14:37 PM
Quote from: panzerde on September 25, 2013, 09:30:51 PM

  • My biggest gritch is that the OOB window doesn't auto update.  The OOB is a great quick tool for selecting groups quickly, but I have to keep closing and reopening it to get it to be current.
  • Windows really, really, really need to either be sized to display all content when first opened, and/or they need to retain their size once I've sized them.
  • Having the 1/3 Option checked by default makes me a sad panda.  I continually sending out missions that are under strength because of it.
  • I turned on the game sounds.  Game sounds really can add to immersion.  I'm turning these back off.  ;)


Logged OOB window issue. Doesn't seem like a tall order.
Updated an existing request to remember windows sizing settings (2 requests so far for that).
1/3 rule is a tough one as its commonly used with Patrol Missions. If there's a delta we'll likely get a request the other way. We'll talk and see what makes most sense.
Game sounds- Message loud and clear. We'll work on this.

Thanks for the great feedback!

Mike
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 25, 2013, 10:21:07 PM
Quote from: Nefaro on September 25, 2013, 08:18:57 PM
Quote from: jomni on September 25, 2013, 06:04:49 PM
Just a question.  Are there hot key commands that don't have an on-screen button counterpart? 
That is my pet peeve.  The best UI's does not require people to memorize hot keys.
And for each on-screen button, there should be a tool tip.

There's at least one that I can't find, Unassign, which clears current orders for selected unit - something I'm having to do regularly.  I wanted a hotkey list because there are probably more hotkey orders I'd be using, but I've not investigated them.  Besides, you don't have to memorize them all if there's a Hotkey list in-game.

Right now I'm becoming rather frustrated with the poor perfomance of Command on both my computers.  The cause isn't anything clear cut but it's dragging my experience down.  Some of the shortcomings with the interface, many of which JD mentioned, is adding to this feeling like it's a needless chore to track individual unit-specific info without having to sort through OOB, hangar, or scenario database lists.  There are also some occasional 'assistant' AI oddities getting in the way, such as when I couldn't get some of my aircraft to RTB for more than a couple seconds at a time.   I also can't help but recall some of the useful interface options from ye olde Harpoon games, such as being able to create a surface group formation for the purpose of posting an ASW helo patrol on-station (for example), even if there's only one ship in this group.  There are still usability features like this that are missing.  Add to all this the almost non-existant sound and no database pics/art and it feels unfinished in other areas, too.

Hopefully all this stuff gets addressed before long.  With the team's dedication, it likely will at some point.  But I'm having doubts whether adopting this title at release has been instant gratification from the start.  I think it needs more UI work, along with a focus on the usual release issues such as compatibility/performance.


Request for hotkey list in game added.

We've found the best performance is with Win 8 systems. We are looking at a couple fixes that may address it with other systems.

Mike
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 01:39:14 AM
Quote from: mirth on September 25, 2013, 07:52:49 PM
Quote from: Jarhead0331 on September 25, 2013, 07:45:38 PM
Speaking in terms of an visual/auditory experience, I find that trailer somewhat misleading and deceptive, and that is putting it nicely.  There are none of those sounds, pop-up windows, radio comms, etc. in the game.  That is not to say that playing the game cannot be intense and immersive.  But it is not a visual/auditory treat in the least...that being said, nobody ever advertised it as such.  The game simulates exactly what the developers said it would, and it is at the top of the food chain when it comes to modern naval strategic simulation.

Those things crossed my mind too when I watched that video. Not really the best way to advertise what the game truly has to offer, imho.
Having played the game - I totally agree.

Unfortunately we live in a world where marketing is king...and that is pure and simple a marketing video. It's designed to sell the game - not show people how the game plays.

The only way you'd ever really get the truth about how a game plays is to watch an unedited, perhaps even no commentary, video of someone playing the game
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 26, 2013, 01:46:58 AM
Quote from: Grim.Reaper on September 25, 2013, 07:03:34 PM
So my question to those playing this game, are you finding it immersive and entertaining as the videos and AARs would make you believe?  Does the gameplay help tell a believable story on its own or is your own active mind a must to really maximize the enjoyment?

I think your mileage may vary, depending upon how invested in the era, the theme, and the participants. It's always more entertaining to read a well crafted AAR, that to just poke about in a mission trying to find some spark of interest. Many AAR's (mine included) are shaped in the writing, the actual play is littered with having to frequently press the screenshot key, capturing every little detail, in case you need it for the write up. Obviously video AAR's are different in they often are captured in real time, and then your'e at the mercy of the skill of the player to be a presenter.

A good way to become invested in a game, is to take on the task of an AAR. It forces you to not only document your game religiously, but also you need to think about the decisions you're making, and why you chose one path over another.

For me, if the scenario is intimate enough, and the forces at your disposal realised in terms of historical information, my imagination can carry me a long way when watching small symbols on a map jiggle about and attack each other. Which is why I think the sterile nature of a radar style viewport onto the battle needs some auditory information, and a mood enhancer to help stoke people's imaginations. I know this sort of game is a numbers simulation at its heart, but the players become invested in the game based on their perception that they are commanding fighter planes, and warships, and their anti-sub helo is scouring the waters, and those incoming missiles are real and present danger to your troops.  Dressing it up in a bit of 'presentation' (images of units, sounds of radio chatter, ecm, missiles loading and launching, fighters exploding) would go a long long way in removing the sterility IMHO.

Just playing Introversions Defcon soundtrack in the background dramatically increased my sense of atmosphere when playing last night. It was no longer a silent movie, but it became a moody search alone in dangerous waters for the USS North Carolina. How can a game like this be haunting? Well until I deleted the fecking sub with my ineptitude. ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 26, 2013, 01:57:51 AM
Can I add auto-expansion of heirarchical lists to the featureset? (Airfield Aircraft lists, Mission Editor unit lists etc)

When I click on a menu item/button to see some information, its a bit of a pain to then have to expand a tree with a plus sign click, just to get to said info.

I think it behooves the designers to present information as close to the "front line interface" of the globe as possible, and that when large amounts of operational data is needed out in the field, that 'drilling down' isn't the most desired option.  Similar to JD wanting weapons data on the chrome in real time for the selected unit. Unit state should be visible - as much as is possible - buttons and sub-menus off that is just wasted UI effort for no real gain. 

Obviously make full blown encyclopedia front ends, for lots of drilling down for information seekers outside of the scenario action. But a scroll-able array of sensor/weapon/fuel/damage data thats updated real time for the selected unit would be so very handy. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 02:05:31 AM
Quote from: Nefaro on September 25, 2013, 08:18:57 PM
...such as when I couldn't get some of my aircraft to RTB for more than a couple seconds at a time.

Found this last night re-playing the first tutorial...RTB FFS. I think I eventually got them to RTB by switching off an option...but this ought to be switched off automatically if you take tell a unit to do something...BUT - I would say perhaps that's my lack of understanding of the a mechanic in the AI...standing orders perhaps...but I would still think the AI would do what I say - I am the goddamn commander (albeit a crap one)  :-[

First off - I want to say I ain't disappointed with the game. It's a good game and there's the potential for it to be a great game. It likely is - as people say - head and shoulders above Harpoon...I can't really remember much about playing Harpoon...but...

I'm not getting much of a feeling that this is much different...at least from a UI interface. I'm only saying this out of what I remember of Harpoon - so please bear in mind before you rip me a new one that a) I have a pretty bad memory and b) it was a long time ago -  so perhaps I should keep that thought to myself until I refresh my memory

Maybe that is really unfair and it's mega featured...I've not got there yet.

What I am more surprised about is two fold...
1) as I mentioned earlier in the thread, is that out of all the beta testing they had, no-one picked up on the issues in the UI that myself and Nefaro have mentioned. I'm particularly astonished that when you select a unit on the map, information relating to that unit is displayed on the right hand side but not it's weapon availability - which you have to click another button for
2) And I am going to say this - Matrix banging on about this being a premium title - that's their prerogative to perceive it as such and charge top dollar for it. But I guess a chunk of people have bought it on the back of that statement - and in it's current state, it's just not. Specifically, UI issues, map issues (installed on a VERY fresh OS install and an SSD drive), no weapon database, things like weapons not being dropped because the platform is too high (well...I ordered you to drop your CBU's - so drop low...you're flying over the SAM sites anyway, you're probably safer lower anyway!)
3) I'm not totally sure when an AI is doing something - and it gets me frustrated - that is down to my lack of knowledge more than likely - but I really would like the game to DO AS I SAY and switch off AI - so when I tell a submarine to head in direction X and it's heading in Y - then I want it to stop heading Y and head X - this wasn't my experience last night. Like I said, maybe (likely) down to my lack of understanding - but that could well be put down to another UI thing.

I think someone said it more eloquently than I can - but if you are going to charge this amount of money for a game - it has to hit the floor pretty full. It's not.

That's not to say it's severely lacking - but it's not what I was expecting for £65.

Thankfully - the devs seem to be listening and are being helpful. I've got it now - I'll work with it, get updates and hopefully see it to fruition...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 02:19:44 AM
Quote from: JudgeDredd on September 26, 2013, 01:39:14 AM
Quote from: mirth on September 25, 2013, 07:52:49 PM
Quote from: Jarhead0331 on September 25, 2013, 07:45:38 PM
Speaking in terms of an visual/auditory experience, I find that trailer somewhat misleading and deceptive, and that is putting it nicely.  There are none of those sounds, pop-up windows, radio comms, etc. in the game.  That is not to say that playing the game cannot be intense and immersive.  But it is not a visual/auditory treat in the least...that being said, nobody ever advertised it as such.  The game simulates exactly what the developers said it would, and it is at the top of the food chain when it comes to modern naval strategic simulation.

Those things crossed my mind too when I watched that video. Not really the best way to advertise what the game truly has to offer, imho.
Having played the game - I totally agree.

Unfortunately we live in a world where marketing is king...and that is pure and simple a marketing video. It's designed to sell the game - not show people how the game plays.

The only way you'd ever really get the truth about how a game plays is to watch an unedited, perhaps even no commentary, video of someone playing the game

To be fair, we've put up numerous gameplay videos both in the past and in the last few days, showing playing the game exactly as is.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 02:33:11 AM
^ yep - seen them.

My comment was purely on the marketing video. And nothing really against it - given it's a marketing video.

And also it's worth mentioning that those have been actively linked to

Also - the points being raised, I know you have taken them and are listening actively. You've said you want a weapon database - that's cool. You've said the devs were in "their zone" in relation to programming and some UI things - that's also great. And the sluggishness - didn't seem to show up in testing and being looked at - all big positives.

But - if I was brutally honest - for £65 I wouldn't be on the boards mentioning these things - I'd be playing.

Having said that - I am playing...just, as Nefaro mentioned - a wee bit with certain things which are tainting it somewhat.

But I'm on board now and in for the long haul...I'm looking forward to a patch or two.

In terms of the sluggish behaviour at times (I haven't played a big mission yet and if you let me know what one is, I'll give it a go) relating to the map and unit movement - can I help by giving you anything? Any info? Log files?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 02:38:56 AM
During beta testing, I got as far as getting into folks' desktops (TeamViewer etc.) and trying stuff out directly on their rig while talking with them on Skype. I'll have to check with Matrix if we can do that now (legal complications with fiddling into people's machines etc.).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 26, 2013, 02:40:06 AM
Quote from: JudgeDredd on September 26, 2013, 01:39:14 AM
Quote from: mirth on September 25, 2013, 07:52:49 PM

Those things crossed my mind too when I watched that video. Not really the best way to advertise what the game truly has to offer, imho.
Having played the game - I totally agree.

Unfortunately we live in a world where marketing is king...and that is pure and simple a marketing video. It's designed to sell the game - not show people how the game plays.

The only way you'd ever really get the truth about how a game plays is to watch an unedited, perhaps even no commentary, video of someone playing the game
+1

i hope interested customers view the 5 tutorial videos first, before they hit the buy-button in a kneejerk reflex ... and will not be disappointed later.

-on a side note: overlay works like a charm   
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F20pq4w.jpg&hash=e888a4a5bee9a6bb3c27c4b36cfab4beca89faf4)
now if i only get the Reds to attack the bridge ...yesterday the lonly Fishbed refused to do his assigned mission ....well, me and the learning curves ;) but exploring the sandbox is part of the fun! 8) 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 02:43:10 AM
It goes without saying that, had we been aware of the map zoom/pan lag during testing, it would have received top priority for resolution. It simply didn't appear - and that was with a substantial (500+) beta pool.

We are looking into this now very carefully.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 03:18:49 AM
MikeGer

Does the overlay "recognise/match" the terrain underneath?

Can you say how you did this with any degree of accuracy (making sure the overlay matched the terrain in the game engine?)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 03:24:22 AM
That's pretty easy if you export the image from a GIS app that provides geo-referencing for the file (almost all of them do).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 26, 2013, 03:37:30 AM
JD, the tool-program does it automatically, no hassle at all
(get the little program, mark the area of interest, let it do its work, save the file, rename it, switch to C:MNAO, import the file, wait a few seconds, its 132MB in this example  ...and its there )     
 
taking into account that C:MNAO works IIRC with a smoothed 900m tile elevation grid, its fitting quite well, actually the smaller deep valleys in the landscape get smoothed, so they are a little deeper in reality
(see the smaller road bridge, lower right corner, above the Autobahn guarded by the Infantry platoon, the hills are about 300m above sealevel, the valley is 261m in google earth and 281m in C:MNAO , and the bridge is 50m high in reality.... )     

the elevation of my HQ i am just typing from they got quite well  ;)

       
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:09:49 AM
Sorry - what little program?

And thanks for the explanation. I'd be very interested in doing things like this for little scenarios
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 04:11:18 AM
Maybe worth another tutorial video, as it seems to be a popular feature.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:11:26 AM
And Dimitris - can you change the colour of the range circles? Those (on MikeGers example) look difficult to see
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:13:16 AM
Dimitris

I can't remember - do you have a "dedicated" Youtube page for your videos? I think it would be worth linking to your "Lets Play" (if that's what they're called) videos rather than people searching for them.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 04:20:23 AM
We have a "welcome" thread at the very top of the Matrix forum for new guys coming in: http://www.matrixgames.com/forums/announcement.asp?id=26

This has the links to the tutorial videos plus links to our downloads page (extra scenarios, DB images etc.)/

Then there is our own pre-release video series: http://www.youtube.com/playlist?list=PL97A190B080EEF62C
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:21:59 AM
Thank you
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 26, 2013, 04:46:02 AM
JD its called GMAP and can be found here http://greatmaps.codeplex.com/ 

further evaluation of imported map with river, upper left corner (who is known to be at the deepest point in a valley ;-) ) shows there can be a horizontal mismatch derivation of about 150- 200m between the elevation map and the river shown in the overlay picture.
BUT 'my overlayed' river is still shown deep down in the big valley at 181m height instead of running at the deepest point of 169m in C:MNAO and in reality its 154m above see level...

Not bad considering its a planetary wide game! (900m tiles) and for the purpose of contour flight using the valley as a hidden approach quite sufficient:)   

....
Dimitris, the Ivans planes in my sandbox scenario refuse to go below 200m above the ground,  even so i ordered them to 61m
could that be a feet/meters problem? ...because 60 meters are about 200 feet and some little routine in the AI doesn't know i am using meters, and may have a hard-coded '200' digit in its line   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 05:10:54 AM
Hi Mike,

The AI calculates on its own the minimum safe height by taking into account a number of factors:
* Aircraft size - the smaller the aircraft, the lower it can go safely
* Weather conditions - the better the weather (particularly day/night, rain & wind/sea state), the lower the aircraft can go
* Terrain avoidance / following radar - allows aircraft to go half again as low
* Overland/overwater - tolerances are more relaxed over water

For an example of _extremely_ low flying (overwater and in good weather conditions) see the Arg A-4s in "Sea of Fire".

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 26, 2013, 07:36:39 AM
 ...i replaced the Red-side plane in this exercise with a Tornado (which is famous for its low altitude strike capability)  ...and it goes in with 61m above the ground as planed  8) :)

a F4 Phantom likes to be at least 200m above the surface  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: RedArgo on September 26, 2013, 07:39:41 AM
Quote from: Dimitris on September 26, 2013, 04:20:23 AM
We have a "welcome" threat at the very top of the Matrix forum for new guys coming in

That doesn't sound very friendly! :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 26, 2013, 07:41:06 AM
Fixed  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 26, 2013, 09:25:02 AM
Is there any way to place ASW helo patrol boxes (or any air patrols) in your surface ship formation?  The Formation Editor is very... bare-bones.


If so.. is there also a way to create a surface formation with just one vessel, so we can place it's helo in an ASW ring?

My intial impression with the Formation Editor is that it needs more features.  But perhaps there is some functionality in it that I'm not seeing?

I tend to gravitate towards scenarios with ASW and surface groups, so stationing some patrols in the Form Editor is a must.  It's also nice for placing any kind of patrol (not just ASW) that will move along with the group, of course.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 09:39:40 AM
I'm going to have to reinstall Harpoon tonight

Not to replace this, but I need to sort out what's bugging me...something is bugging me and I need to see what it is - and the only way I can get rid of that demon is to reinstall Harpoon Ultimate and have a look.  :-\

I want to know what Matrix/Slitherine charged me £65 for...I want to do a feature comparison...either so I can be proven wrong or so I can give constructive feedback.

I'll be back - don't fret.  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 26, 2013, 10:58:20 AM
Yeah.  I understand.  I find that I'm sorely missing some things, even though I've not fired up the old Harpoons in a few years.  One example is the Click-Drag for custom zoom area.  The Formation Editor features is another.  I keep seeing a lot of functionality features that it needs, every time I play, including the ones JD mentioned here.

This just feels unfinished regarding functionality and UI.  Some of the assistant AI behavior issues I've been having don't help my impressions now, either. 

There's a great successor to the Harpoon series in here, but it's not yet where it should be for such a 'premium' price.  I really didn't want to do any beta testing lately, but I find myself doing just that.  :-\

I hope the developers can get these things sorted before long but all the UI work it needs may take a lot of time and re-work, not to mention the usual bug squashing.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 03:00:22 PM
Quote from: MikeGER on September 26, 2013, 03:37:30 AM
JD, the tool-program does it automatically, no hassle at all
(get the little program, mark the area of interest, let it do its work, save the file, rename it, switch to C:MNAO, import the file, wait a few seconds, its 132MB in this example  ...and its there )     
 
taking into account that C:MNAO works IIRC with a smoothed 900m tile elevation grid, its fitting quite well, actually the smaller deep valleys in the landscape get smoothed, so they are a little deeper in reality
(see the smaller road bridge, lower right corner, above the Autobahn guarded by the Infantry platoon, the hills are about 300m above sealevel, the valley is 261m in google earth and 281m in C:MNAO , and the bridge is 50m high in reality.... )     

the elevation of my HQ i am just typing from they got quite well  ;)

     
Ok - reading the manual and creating a map...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:07:16 PM
Done it - thx to the manual and MikeGer
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 04:43:39 PM
Please - PLEASE - hurry up and make the windows, when resized, to be opened at the same size you left them.

Also - in the editor, when you select the things you want to select (Facility, United Kingdom etc) - please remember that information...AT LEAST the country because it's likely I'm going to be adding units for the same country...not wanting to scroll through the list of countries again (I'm making that sound harder than it actually is - but it is a pain).

Two more things...
1. Can you keep the popups to WITHIN your program please. When I have a popup open and then decide to look at the manual (or do something else out the game) the popup is still present and I have to move or close it
2. When creating a new mission - can you tell me BEFORE I enter the name and select the class and type that I need to create/select at least one reference point...or better still allow me to do it once I've filled in the relevant details. It may become second nature to create the reference points before I create a mission - but it's not at the moment and it's a bit annoying...and who knows...it might never become second nature. There's no reason AT LEAST for the game not to tell me to create reference points first if it knows it needs them for a mission.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 26, 2013, 05:05:54 PM
Quote from: Nefaro on September 26, 2013, 09:25:02 AM
Is there any way to place ASW helo patrol boxes (or any air patrols) in your surface ship formation?  The Formation Editor is very... bare-bones.


If so.. is there also a way to create a surface formation with just one vessel, so we can place it's helo in an ASW ring?

My intial impression with the Formation Editor is that it needs more features.  But perhaps there is some functionality in it that I'm not seeing?

I tend to gravitate towards scenarios with ASW and surface groups, so stationing some patrols in the Form Editor is a must.  It's also nice for placing any kind of patrol (not just ASW) that will move along with the group, of course.

Hi Nefaro

We didn't do air patrols in the formation editor. Its just meant for ships.

Instead you do air patrols in the mission editor with moving reference points you can anchor to the group or another ship. This is much more flexible.

To do this.

You can drop 4 reference points quickly by cntrl+right clicking and selecting define area. Left click and drag out the area you'd like. This will drop the 4 reference points which are already selected.
Now go to the mission and reference point drop down and pick one of the make selected reference point options and then select the group or unit.  Fixed stays relative to the group position and Rotating stays relative to the groups course. Rotating is what you want to patrol ahead.
Now just create an ASW patrol mission in the editor for the ASW air unit.

Thanks!

Mike

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 05:18:13 PM
I fired up Harpoon Commanders Edition...but I just don't have the knowledge of the workings of Harpoon to make any judgement on gameplay.

What I do confirm is that it was just as awkward (possibly slightly more awkward) getting information than in this. For £65 that isn't a great thing - but it is a step in the right direction. Someone else with intimate knowledge of Harpoon would have to make a call on mechanics and functionality to see what is and isn't present.

The interface needs work - as has been pointed out. Information should totally be readily available...absolutely no digging whatsoever should be required. Anywhere where there's a unit, you should be able to see the details of the platform. Looking at a weapon should allow you to look at the specs of the weapon. Looking at a platform should show you key information - including what weapons are available.

The windows need work - allowing growth (mission editor doesn't allow this). Keeping the windows sizes so they open in the same aspect. Not being visible outside the program.

The AI (I think) needs a bit of tweaking. If I tell a unit to attack a unit with a weapon, the platform needs to adjust it's operating parameters in order to achieve that - not just fly continually over the area doing nothing (air units)...or telling a submarine to head in direction x - it should do it - regardless of whether the SoP's or whatever they are say Auto avoid threats...I shouldn't have to go somewhere else to turn that off before getting the unit to do what I want. Also - once it gets to where I have told it, perhaps it should revert - so I don't have to switch it back on. That particular setup may need some investigation - but I certainly feel like the AI fights me...and if I am over-ruling something, it should listen to me...I am the (bad) commander

In the meantime, I'm going to create a mission using the Custom Overlay to get a feel for the editor...then I'm going to go through the manual for key aspects.

I'm happier now than I was this morning when I was thinking about Harpoon:CE...I must've been looking through rose tinted glasses...but I am still to convince myself that this was worth £65 and that it is the all singing all dancing Harpoon successor...but my eyes are still open.

The manual and a decent mission may help.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 26, 2013, 05:19:48 PM
Quote from: bostonmyk on September 26, 2013, 05:05:54 PM
Quote from: Nefaro on September 26, 2013, 09:25:02 AM
Is there any way to place ASW helo patrol boxes (or any air patrols) in your surface ship formation?  The Formation Editor is very... bare-bones.


If so.. is there also a way to create a surface formation with just one vessel, so we can place it's helo in an ASW ring?

My intial impression with the Formation Editor is that it needs more features.  But perhaps there is some functionality in it that I'm not seeing?

I tend to gravitate towards scenarios with ASW and surface groups, so stationing some patrols in the Form Editor is a must.  It's also nice for placing any kind of patrol (not just ASW) that will move along with the group, of course.

Hi Nefaro

We didn't do air patrols in the formation editor. Its just meant for ships.

Instead you do air patrols in the mission editor with moving reference points you can anchor to the group or another ship. This is much more flexible.

To do this.

You can drop 4 reference points quickly by cntrl+right clicking and selecting define area. Left click and drag out the area you'd like. This will drop the 4 reference points which are already selected.
Now go to the mission and reference point drop down and pick one of the make selected reference point options and then select the group or unit.  Fixed stays relative to the group position and Rotating stays relative to the groups course. Rotating is what you want to patrol ahead.
Now just create an ASW patrol mission in the editor for the ASW air unit.

Thanks!

Mike
I like the sound of that
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 26, 2013, 05:57:31 PM
hhmmm...I had intentions of purchasing this tonight but some of these issues/comments have me concerned.....besides the UI, any comments on the actual gameplay?  Are you enjoying it besides the UI, or is that really hampering the experience?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 26, 2013, 06:01:12 PM
The UI user-unfriendliness really hampers the experience.  I find the game a chore to play instead of a pleasure.  :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 26, 2013, 06:18:05 PM
Quote from: JudgeDredd on September 26, 2013, 05:18:13 PM
I fired up Harpoon Commanders Edition...but I just don't have the knowledge of the workings of Harpoon to make any judgement on gameplay.

What I do confirm is that it was just as awkward (possibly slightly more awkward) getting information than in this. For £65 that isn't a great thing - but it is a step in the right direction. Someone else with intimate knowledge of Harpoon would have to make a call on mechanics and functionality to see what is and isn't present.

The interface needs work - as has been pointed out. Information should totally be readily available...absolutely no digging whatsoever should be required. Anywhere where there's a unit, you should be able to see the details of the platform. Looking at a weapon should allow you to look at the specs of the weapon. Looking at a platform should show you key information - including what weapons are available.

The windows need work - allowing growth (mission editor doesn't allow this). Keeping the windows sizes so they open in the same aspect. Not being visible outside the program.

The AI (I think) needs a bit of tweaking. If I tell a unit to attack a unit with a weapon, the platform needs to adjust it's operating parameters in order to achieve that - not just fly continually over the area doing nothing (air units)...or telling a submarine to head in direction x - it should do it - regardless of whether the SoP's or whatever they are say Auto avoid threats...I shouldn't have to go somewhere else to turn that off before getting the unit to do what I want. Also - once it gets to where I have told it, perhaps it should revert - so I don't have to switch it back on. That particular setup may need some investigation - but I certainly feel like the AI fights me...and if I am over-ruling something, it should listen to me...I am the (bad) commander

In the meantime, I'm going to create a mission using the Custom Overlay to get a feel for the editor...then I'm going to go through the manual for key aspects.

I'm happier now than I was this morning when I was thinking about Harpoon:CE...I must've been looking through rose tinted glasses...but I am still to convince myself that this was worth £65 and that it is the all singing all dancing Harpoon successor...but my eyes are still open.

The manual and a decent mission may help.


Hi Judge.

You can find some tutorial vids here that might help take the edge off.

http://www.matrixgames.com/forums/announcement.asp?id=26

Thanks!

Mike
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 26, 2013, 07:03:39 PM
I need to chime in here and observe that I'm just not seeing the problems and issues that this thread is full of.  To me, information is very accessible.  Yes, as I indicated yesterday I think there are some minor UI problems like the OOB window not refreshing and windows not maintaining dimensions when I reopen them. However, I'm finding information readily and easily accessible.  I'm not at all having to hunt around; I seem to have what I need when I need it. 

Nor am I seeing performance issues and lag.  The system I'm running it on is a 2.67GHz i7 with 9GB of RAM, a pair of Nvidia 550Ti's, and the disk this is running from is a 5400 RPM 1 TB.  No SSD in the system.  Win7 64-bit.  This rig is a couple of years old now and while no slouch, is certainly not cutting edge, either.

My point here isn't to dispute or try and minimize JD and Nefaro's issues, just to indicate that YMMV.  It isn't that some of the issues raised don't exist, but rather that depending on your play style, approach to this game, and level of control you demand over individual units, some of these things might not be as bothersome or might not be issues at all to you.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 26, 2013, 07:07:55 PM
Quote from: panzerde on September 26, 2013, 07:03:39 PM
I need to chime in here and observe that I'm just not seeing the problems and issues that this thread is full of.  To me, information is very accessible.  Yes, as I indicated yesterday I think there are some minor UI problems like the OOB window not refreshing and windows not maintaining dimensions when I reopen them. However, I'm finding information readily and easily accessible.  I'm not at all having to hunt around; I seem to have what I need when I need it. 

Nor am I seeing performance issues and lag.  The system I'm running it on is a 2.67GHz i7 with 9GB of RAM, a pair of Nvidia 550Ti's, and the disk this is running from is a 5400 RPM 1 TB.  No SSD in the system.  Win7 64-bit.  This rig is a couple of years old now and while no slouch, is certainly not cutting edge, either.

My point here isn't to dispute or try and minimize JD and Nefaro's issues, just to indicate that YMMV.  It isn't that some of the issues raised don't exist, but rather that depending on your play style, approach to this game, and level of control you demand over individual units, some of these things might not be as bothersome or might not be issues at all to you.

So besides the ui and such, how is the actual gameplay?  Entertaining?  Is it engaging?  Is it easy to learn?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 26, 2013, 07:13:35 PM
If you are having some real doubts and concerns, I could arrange for you to try it out on my spare laptop via remote desktop.  Just let me know.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 26, 2013, 07:32:13 PM
Quote from: Grim.Reaper on September 26, 2013, 07:07:55 PM

So besides the ui and such, how is the actual gameplay?  Entertaining?  Is it engaging?  Is it easy to learn?

I'm really enjoying it.  It's been easy to pick up for me, and engaging enough that I spent all of yesterday when I had free time thinking about a better approach to the first tutorial mission.  When I played that evening I replayed the mission and was able to implement what I'd been thinking about without a lot of fumbling around.  Turned out to be a better approach and I did much better than the first time I played.

I then went on to play the second tutorial, in command of a SSN, which I was able to finish in about 45 minutes.  In the third phase of the tutorial I departed from the guided approach in the tutorial and launched a bearing only torpedo attack on a Russian DD, which immediately sent a pair of ASW helicopters after me.  There were a few tense moments as my fish went hunting for the DD and my sub went evasive trying to get away from the torpedoes dropped by the helos!  I really enjoyed that scenario.

What I'm finding is that if you try and micromanage units that are tasked with a mission via the mission editor, you're going to have a bad time.  An F-14 assigned to an AAW patrol mission is not going to RTB when you tell it to as long as it's still assigned to the mission.  If you want it to RTB, remove it from the mission and then tell it to RTB.  If the same aircraft isn't assigned to a mission, you can give it all sorts of orders - in fact, you probably will have to give it very specific orders if you try and perform a manual attack, for example, because the AI won't automatically posture the aircraft at the correct speed and altitude for a weapons release on it's own (it will if you use the automatic attack option).  That approach/behavior may be very frustrating and unclear to some players and I can understand why. It doesn't bug me.

Similarly, when the USS North Carolina was evading torpedoes last night, I couldn't control her.  I had the Evade check box ticked, and her crew was automatically evading.  I could have taken over and done the evasion myself, and a lot of players will want to.  I don't - I'm the CO, or the Admiral sitting in the TOC.  I want to let my well-trained crew handle the evasion while I worry about the mission and strategy. I don't want to see pictures of boats and airplanes, I want symbols on what looks like a radar screen or satellite map.  When playing NWAC or Fleet  Command if I could have completely turned off the 3D view port showing the ship and aircraft models, I would have.

When I play Command Ops, If I'm a regimental commander I give orders to the battalion COs and let them handle deployments except in the rare case where I want to detach a company to guard a flank or reinforce a position.  I'm finding I enjoy playing this the same way.  So, YMMV, what i find engaging might really put you off.  I'm enjoying the hell out of it, but I think I may have different game play expectations and I'm not having the performance issues that others very clearly are having.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 26, 2013, 08:16:35 PM
Quote from: bostonmyk on September 26, 2013, 05:05:54 PM

Hi Nefaro

We didn't do air patrols in the formation editor. Its just meant for ships.

Instead you do air patrols in the mission editor with moving reference points you can anchor to the group or another ship. This is much more flexible.

To do this.

You can drop 4 reference points quickly by cntrl+right clicking and selecting define area. Left click and drag out the area you'd like. This will drop the 4 reference points which are already selected.
Now go to the mission and reference point drop down and pick one of the make selected reference point options and then select the group or unit.  Fixed stays relative to the group position and Rotating stays relative to the groups course. Rotating is what you want to patrol ahead.
Now just create an ASW patrol mission in the editor for the ASW air unit.

Thanks!

Mike

Thanks for the tip Mike!

I had panicked when I didn't see any interface buttons for those in the Formation Editor.  I had checked the manual, but there was no reference in the Form Editor section, so I feared the worst.

I'd like to add some Interface suggestions to JD's, who has some great suggestions. 

1) The right Info Bar needs more readily apparent info.  I'm not really checking the Fuel and ROE readouts over there, and it could certainly use some of the more often checked data pertaining to the selected unit.  JD mentioned current weapons loadout, which is a biggie.  Some more at-a-glance additions would be helpful and save having to constantly open windows. 

a) EMCON Status: Passive/Active.  (text indicator).  I'm regularly having to open the individual unit or group's ROE window, then click on the EMCON tab, to see what it's currently set to.  It'd cut down on the extra busy work if we just had a Passive/Active summary listed here at all times.  I tend to turn quite a few of the on-map sensor indicators off to keep the clutter down as it can be difficult to make out for individual units.  It would be great having this listed on the main info window, without having to open any extra window.

b) Current Weapon Loadout (dropdown list?), as JD mentioned.

c) Current Target, listed for Weapons in flight.  Once again, cutting down on the on-map clutter.  The text boxes over weapons are nice but for keeping the map clear, I'd like to see a Text indicator here instead of words printed over the top of the weapons' NTDS symbols.  Or an option to use this instead of the on-map target listing.  The On-Map labels are very small and often jumbled together.

d) A link to the Mission Editor window entry for the Mission that an individual unit is currently on.  That would save some time opening the Editor and scanning through the list for it.

Those are the first off the top of my head but there may be more.  I think JudgeDredd already mentioned some much-needed ones awhile back, and I may end up repeating some of his so I apologize if that happens.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on September 26, 2013, 08:35:34 PM
Nefaro

Thanks for spending time thinking about and writing this. We do appreciate that.

I've added an entry to our bug tracker and it will be discussed.

M

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 26, 2013, 08:45:57 PM
Quote from: panzerde on September 26, 2013, 07:32:13 PM

What I'm finding is that if you try and micromanage units that are tasked with a mission via the mission editor, you're going to have a bad time.  An F-14 assigned to an AAW patrol mission is not going to RTB when you tell it to as long as it's still assigned to the mission.  If you want it to RTB, remove it from the mission and then tell it to RTB.  If the same aircraft isn't assigned to a mission, you can give it all sorts of orders - in fact, you probably will have to give it very specific orders if you try and perform a manual attack, for example, because the AI won't automatically posture the aircraft at the correct speed and altitude for a weapons release on it's own (it will if you use the automatic attack option).  That approach/behavior may be very frustrating and unclear to some players and I can understand why. It doesn't bug me.


If you're referring to my RTB issues, then you have the situation wrong.  The air units were 'Unassigned' which means they had the proper orders.  But they were regularly stopping their journey home to start loitering in place, even though still having the "Unassigned (RTB)" tag, which I take to mean that it's still under RTB orders and has no Mission assignment. 

It may have been caused by the aircraft going Defensive whenever a SAM was launched, and just reverting to loitering after the all-clear despite still having the overall RTB order.  I had to babysit them the whole way, which surely isn't how that should work.  Probably just a bug with the Assistant AI behavior not re-issuing the RTB command.

The other issue is the refusal of the A-7 SEAD aircraft to drop their CBU cluster bombs because they will not drop down to low enough altitude required by the CBU's launch limits.  This may or may not be a Mission problem (someone suggested the mission flight profile settings for this loadout prevent it from dropping to low altitude, which sounds like a possibility).

I expect some bugs like these on any launch.  I'm just hoping they're rare ones.  I'm really surprised nobody had found them before, being in the first tutorial mission, notably the second one.

But, yes, the sim itself is fun, but I feel it's being hampered by the need for more UI user-friendliness and the performance problems some of us are experiencing.  With regards to the UI, it's mostly about having to click down, or  back-over-and-across, a couple more times to get to something that should be just one click away.  The best UI is one that's efficient and doesn't cause people to notice it, and this one can be some work at times.  It can be improved, and I have faith they can add many of the requests to make it more user-friendly.   

I may be rather verbal about the shortcomings but I'm also making an attempt to give actionable feedback.  I really want this thing to be super-tastic.  It should be for the entry fee required.   :P ;)


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 26, 2013, 09:27:57 PM
Quote from: Nefaro on September 26, 2013, 08:45:57 PM
If you're referring to my RTB issues, then you have the situation wrong.  The air units were 'Unassigned' which means they had the proper orders.  But they were regularly stopping their journey home to start loitering in place, even though still having the "Unassigned (RTB)" tag, which I take to mean that it's still under RTB orders and has no Mission assignment. 

Nope, referring to my own attempts to RTB aircraft assigned to a mission, which didn't work.  In other sims, issuing an order to an aircraft tasked with a mission will often abort the mission and begin executing the manual order.  Doesn't look like that happens here, which I think could be a surprising behavior for people.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 27, 2013, 12:33:18 AM
Quote from: Nefaro on September 26, 2013, 08:45:57 PM
If you're referring to my RTB issues, then you have the situation wrong.  The air units were 'Unassigned' which means they had the proper orders.  But they were regularly stopping their journey home to start loitering in place, even though still having the "Unassigned (RTB)" tag, which I take to mean that it's still under RTB orders and has no Mission assignment. 

I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me.

I properly managed about 8-10 missions last night with the Air Tutorial, getting two AAW CAP's , one for base protection, one for neutrilising enemy aircraft, then my tankers for any refuelling, early warning cover in the attack corridor, SEAD patrols to knobble the Air defence threats, Walleye 'poon' strikes on known targets (runway, radar), and finally several Mk82 drops over the hangars. So I went mission creation crazy :)

My biggest problem with the whole management of my mission sets was getting them up in the air from my own base. I must be trying to push too many birds in the air at the same time. I tried to get this to happen logically, by making most of the missions inactive upon creation, and then flicking the switch to active at the time I wanted them launched. But even with this ordered approach, they were coming out slowly and in some odd order. Not sure whether theres any better way to do this. I suppose make a load of loitering patrol missions, just to get them all airbourne, and then swap them all into proper inactive missions, and then flick the active switches to set them off at the desired time.

Co-ordinating the arrival of your combined air strike force, would seem to be the key to hitting the area with minimum losses - but I just found this time dependant co-ordination to be difficult to achieve. Anyway, I scored 1200, which was worse than when I was clueless and I just set a load of them forward! Which was disappointing, I'd thought a structured well thought out mission approach would have netted me better. Could have been my fumbling around and inability to get them all over the area at the same time.  Anyone know of better ways to do this?

I must say though, I'm having a blast with it, despite some of the niggles. Theres something so satisfying about watching your plans play out, and seeing your ordinance hit successfully. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 27, 2013, 01:11:53 AM
Quote from: spelk on September 27, 2013, 12:33:18 AM
My biggest problem with the whole management of my mission sets was getting them up in the air from my own base. I must be trying to push too many birds in the air at the same time. I tried to get this to happen logically, by making most of the missions inactive upon creation, and then flicking the switch to active at the time I wanted them launched. But even with this ordered approach, they were coming out slowly and in some odd order. Not sure whether theres any better way to do this. I suppose make a load of loitering patrol missions, just to get them all airbourne, and then swap them all into proper inactive missions, and then flick the active switches to set them off at the desired time.

I had the same issue during the tutorial mission. If you click on the aircraft tab of the airbase menu, it will show you whether the aircraft is being readied, waiting for taxi, taking off, etc. Taxing and cluttered runway's seemed to be the bottleneck.

I let the AI manage the AAW phase of the mission. Set up a AAW mission with the 1/3 rule checked. My fighters automatically handled enemy fighters without any intervention from me, and kept the CAP up throughout the entire mission.

The SEAD phase didn't quite go as planned. My Corsairs launched their shrike missiles, but then instead of moving into drop their bombs, they just flew around in circles over the enemy airfield until the next flight arrived. Could just be me not checking something in the mission editor but I don't think so.

The bombing phase went ok, besides me ordering mark 82 armed intruders to attack hardened bunkers. Don't think I made a dent in them. But the rest of the strike that was targeted correctly, went off with only a few losses to SAMs.

I did notice, that the strike aircraft automatically orbited the airbase while waiting for the rest of the strike to take off. The continuous cycling of the CAP fighters, significantly delayed the strike forming up. Not sure how its going to work when fighting with a carrier and have even less taxi/take of space (if that's even modeled).

Dimiitris/bostonmyk: Not sure how hard it would be, but would it be possible to add a toggle in the options menu for a zoom to cursor instead of zoom to center? That way everyone is happy?

More time compression options would be nice as well. I'd like to see 1/2 second (if possible) and 2 and 3 second options.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 01:20:36 AM
Quote from: panzerde on September 26, 2013, 07:03:39 PM
...
My point here isn't to dispute or try and minimize JD and Nefaro's issues, just to indicate that YMMV.  It isn't that some of the issues raised don't exist, but rather that depending on your play style, approach to this game, and level of control you demand over individual units, some of these things might not be as bothersome or might not be issues at all to you.
I agree with this. My mentions on issues with the interface are mine (and apparently Nefaros). I have intuitively sought information and I'm left wondering why it's not where it should be - according to me.

It appears these are subjective - because it's only really me and Nefaro who have mentioned them. When I first saw that - I was perhaps under the impression that many people wanted to be "yes men" to justify their £65...who wants to look like a mug, right?

But I am totally willing to concede that it's subjective. Plenty of other people had not had issues with the interface.

The RTB issue I noticed - I don't know what was going on and I am also willing to concede that it may have been my lack of understanding.

For me - myself and purely myself - this game shouldn't have been released at £65. Not currently. The UI features I've mentioned, whilst subjective, annoy me. The lack of a weapons DB annoys me and no images...those alone make me feel a wee bit ripped off. At that price, I'm of the mind it should be feature complete and all little items should've been ironed out.

However - the devs have been active and polite (more than can be said for others) and downright helpful and they have listened - looking at the interface (apparently based on 2 peoples feedback) speaks volumes. The weapon database is coming, they are going to look at the lag. The issues I mentioned are absolutely not insurmountable - and they're looking at it.

I just wish for £65 I was playing and not having to mention these things - that's all.

There are also some great things in the game (which I may not have alluded to because I wanted to give my concerns). They appear to have streamlined some functions (looking at what bostonmk mentioned about the formation and asw) and I have yet to get into the game properly to get into these more. The modability looks amazing - loading your own wee map looks like a great feature and I hope they examine it more to allow you to overlay bigger files (currently recommended to be kept to the size of a small city). Within an seconds of mentioning no images, I was pointed to a user set - unzipped and installed in seconds. It's not complete - but there are some great images in there and I hope it's added to. There are already user scenarios and looking at how fast MikeGer was up and running, there's going to be a plethora of scenarios.

On top of that - as already mentioned, the devs are responsive and listening.

So I will likely get my £65 back and more in gameplay - but on release? I would've expected a bit more polish.

Now carry on  :) And thanks again to bostonmyk and Dimitris for stopping by here - they have their own site and Matrix to deal with.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 04:15:19 AM
Thanks guys. Your patience with the flaws observed is appreciated. And we are indeed listening.

Part of the challenge in doing UI items "right" prior to release is that, as you noted, these things can be very subjective. If the sim is slow or crashes a lot, or if there are realism WTFs or the stats are wrong, it's obvious to everyone (I think we've done pretty good on all these counts).

OTOH, deciding how to present a given piece of information can be a very tricky call. Do you put everything on the main screen? Guys are swamped with numbers and stats and they hate it. Put everything in separate windows with logical drill-downs? Guys are annoyed that they need more clicks to get to the info they want. Put summaries in front and details behind? You end up annoying everyone :)

So you do things as they seem right to you and you hope that they'll make sense to the majority (dogfooding and a solid beta process both help a lot with this). And because you're pretty certain that you'll have to change at least some of them, you make sure to structure them as flexibly as possible.

Then you launch.

And you listen to feedback.

And you start planning out & implementing changes depending on the consensus of said feedback, trying as much as possible to understand and apply what your customers want.

It's an iterative process, and an imperfect one, but it's one that has been proven to work quite effectively.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 27, 2013, 04:21:54 AM
is there a 1.1 in the works?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 04:25:07 AM
^ I don't know what they're calling it - but they are definitely on the move according to some posts I've seen
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 27, 2013, 05:56:56 AM
"I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me."

4 clicks to issue one command?? why cant I right click a unit and issue a command? telling it to RTB should automatically unassign it from a mission. I should be able to right click a unit and get a drop down of commands I can issue. hovering your mouse over a unit should give me info such as weapons loadout, fuel left, weapons left, current mission. as others have stated, the info is available is just needs to be more easily accessed. 4 clicks to issue a RTB, seems silly to me when you might have hundreds of units.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 27, 2013, 06:54:02 AM
Quote from: CptHowdy on September 27, 2013, 05:56:56 AM
"I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me."

4 clicks to issue one command?? why cant I right click a unit and issue a command? telling it to RTB should automatically unassign it from a mission. I should be able to right click a unit and get a drop down of commands I can issue. hovering your mouse over a unit should give me info such as weapons loadout, fuel left, weapons left, current mission. as others have stated, the info is available is just needs to be more easily accessed. 4 clicks to issue a RTB, seems silly to me when you might have hundreds of units.

And they should be able to RTB themselves.   Can they?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 06:56:51 AM
Quote from: CptHowdy on September 27, 2013, 05:56:56 AM
"I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me."

4 clicks to issue one command?? why cant I right click a unit and issue a command? telling it to RTB should automatically unassign it from a mission. I should be able to right click a unit and get a drop down of commands I can issue. hovering your mouse over a unit should give me info such as weapons loadout, fuel left, weapons left, current mission. as others have stated, the info is available is just needs to be more easily accessed. 4 clicks to issue a RTB, seems silly to me when you might have hundreds of units.

Getting unassigned from a mission when RTBing is not always a good idea. Let's say you have some fighters on AAW sweeps. They go up, dish it out, their winchester or bingo triggers kick in and they RTB. Do you want them pulled off the mission? No, you want them to head back, get turned around and up in the air again ASAP to continue the battle.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 06:58:48 AM
Quote from: jomni on September 27, 2013, 06:54:02 AM
Quote from: CptHowdy on September 27, 2013, 05:56:56 AM
"I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me."

4 clicks to issue one command?? why cant I right click a unit and issue a command? telling it to RTB should automatically unassign it from a mission. I should be able to right click a unit and get a drop down of commands I can issue. hovering your mouse over a unit should give me info such as weapons loadout, fuel left, weapons left, current mission. as others have stated, the info is available is just needs to be more easily accessed. 4 clicks to issue a RTB, seems silly to me when you might have hundreds of units.

And they should be able to RTB themselves.   Can they?

Yes, they should be able to. When a pilot determines he's bingo (this depends on a number of factors incl. the presence of tankers and his doctrine setting to use them or not) or winchester (this depends on the loadout & mission) the normal & expected course of action is to RTB.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 27, 2013, 07:18:54 AM
Quote from: Dimitris on September 27, 2013, 06:56:51 AM
Quote from: CptHowdy on September 27, 2013, 05:56:56 AM
"I was sending Tomcats back to base last night, by selecting the aircraft, pressing the 'U' hot key to remove it from an AAW patrol, and then right clicking on the unit and select RTB. That seemed to work for me."

4 clicks to issue one command?? why cant I right click a unit and issue a command? telling it to RTB should automatically unassign it from a mission. I should be able to right click a unit and get a drop down of commands I can issue. hovering your mouse over a unit should give me info such as weapons loadout, fuel left, weapons left, current mission. as others have stated, the info is available is just needs to be more easily accessed. 4 clicks to issue a RTB, seems silly to me when you might have hundreds of units.

Getting unassigned from a mission when RTBing is not always a good idea. Let's say you have some fighters on AAW sweeps. They go up, dish it out, their winchester or bingo triggers kick in and they RTB. Do you want them pulled off the mission? No, you want them to head back, get turned around and up in the air again ASAP to continue the battle.

if they are RTB because they are Winchester or bingo then no they shouldn't be unassigned, they are doing this on their own. if I manually tell them to RTB it is for a reason so they should drop mission automatically. spelk stated he had to unassign his tomcats to get them to RTB so whether or not it's a good idea is moot at this point. he will have to assign them another mission or the same mission again which will take how many more clicks? my point is why did he have to manually RTB them in the first place and why does it take 4 clicks to do so?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 27, 2013, 08:52:30 AM
Broke down and bought.  What a big download.  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 27, 2013, 09:00:25 AM
Yeah, I like the idea of automatically Unassigning them if the player hits the RTB button.  Otherwise they can RTB, R&R, and be back at their leisure while staying on-mission.  I generally only create Missions on a single-use basis, anyway, aside from the occasional 1/3rd patrol that's most likely to be used with the moving reference points in front of task forces.   Mainly because the situation will be different after the lengthy time it takes to rearm & refuel them.   Even if we want the Mission to continue, we can just go into the Editor and add more aircraft to it.  I mean.. Unassigned the last a/c in a Mission won't automatically delete that Mission, right?

I have some more suggestions from my experiences last night:

1) Add show/hide toggle for the reference points affixed to specific units/groups.  The ones that move with them.  Much like the Num9 key does for switching between groups and individual units, but make it so that you can turn the display of these off & on, on the map.  With the three surface groups in the FOST scenario, running in parallel, I was getting a huge mess of reference point 'X's all over the map and I even ended up dragging & dropping some of the wrong ones because they got so intermingled.   It became way too cluttered.  This is the one big drawback I see of not having such patrol missions within the Formation Editor - the extra map clutter.

a) Another point regarding the Numpad hotkeys.  Can we please have these adjusted to be usable with NumLock on?  This is an antiquated holdover from DOS days, and I'd rather not have to remember to turn NumLock on and off before/after playing Command.  I'm pretty sure there are separate key command references for NumPad numbers than the top row numbers on keyboards.  I don't know of any one who leaves their NumLock off by default, in everyday Windows use.  I had mentioned this one before, but thought I'd reiterate here in case it was missed.  If nothing else, give these same commands both options?

2)  Place an Automatic Evasion checkbox on the Info window, to the right.  I've had to use this in order to fire BOL shots with subs quite a bit, otherwise when a torpedo is detected, it will quickly turn around and run before I can get a shot off into it's forward firing arc, down the bearing.   This may end up being more of an issue in other ASW situations, with surface vessels too, but I'm not sure yet.  I just know that I had to keep opening the ROE window over & over to toggle it on & off between encounters.  Otherwise my subs wouldn't fire a counter-shot unless I quickly did this and ordered the BOL before it had turned too much.

3) Add a Preparing For Take-Off list to Airfields. A drop-down list on the right info panel, for airfields that has a list of a/c prep'ing for take-off and their estimated time to do so. This would save having to open the Airfield's Aircraft List, clicking the right tab, and scanning through the bottom to see which aircraft are preparing for take-off.  I find myself regularly checking on the time left to take-off for various a/c and having to drill down that far, on a regular basis, could be easily avoided if we had a drop-down list on the unit info panel, for airfields.

a) Just a reminder about JD's suggestion to link the a/c in the Airfields' Aircraft window to their database directly.   Otherwise, we're having to memorize the loadout, close the airfield window, open the 'Game' dropdown menu at top, select Scenario Platform Browser, click the + sign next to they type (surf/air/land) and then scan to find the aircraft type & double-click it.  We just need a double click functionality in that a/c list to directly go there.  This is probably a good example of why it feels like struggling against the UI.

b) Also on the Airfield Aircraft page, can we have a button that opens all the sub-menu '+'s at once?  I dunno if I'd use it a huge amount but there are times when I want to use that sweet Escort option in the Mission Editor, and add more than one type of aircraft.  So all I'd have to do is scroll down without clicking to open extra sub-menus.  Not a huge deal on this one, just an extra convenience.  I'm also a bit unsure about opening all those '+' submenus because opening only one at a time tends to take a second or two, and may be related to performance issues.  Not sure if things may freeze up with them all opening at once, right now.

I'll drop some more as I remember them. 

I've found that when it comes to testers & suggestions, each one tends to have their own focus when it comes to suggestions for improvement.  A specialty of sorts.  I tend to gravitate towards UI suggestions (as does JD?), and see some user-friendliness issues as pretty obvious even though not everyone else immediately does.   But many are quite happy with such UI improvements, when they see them implemented, and regularly say as much. 

On the other hand, I'm not much of a "numbers" guy in testing, so I'm not very good at catching some of the little oddities or differences in number calculations, databases, etc unless they're pretty big and blatant.  Some of those guys amaze me, they watch those things like hawks.


On another note, are you guys going to create some kind of Weapons Database?  I can suffice without it, although it would be some nice extra fluff.  But where it would help most is for those who haven't been long-time Harpooners or Naval Warfare enthusiasts.  I think the biggest learning curve with these games is figuring out how each weapon and sensor is supposed to work.  If nothing else, having a short description for how each type of weapon is deployed would probably help some of the new blood.  I mean.. they probably look at the stats for Anti-sub Rockets and wonder why a torpedo can do 600kts, not realizing that it flies through the air most of the distance, before dropping a torpedo.  ;D  Just an example but some generic info explaining such things for each specific type of weapon would be good.


*Crit'd by another wall of text from Nef*  :-\



Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 10:34:13 AM
Yes, a dedicated weapon page (similar to the ones we already have for planes, ships etc.) is in the cards.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 01:56:41 PM
Here's some requests regarding the editor...

1. Remember previously selected options (Type, Side, Country) - already mentioned
2. Allow resizing of columns (when no country is selected, it's difficult to read all the country information
3. Allow another selection category...for example aircraft - the role of the aircraft (bombers, fighters, fighter bombers, helicopters) - and if you can't do that, then have that as a sortable column
4. Allow double clicking to get the platform database for the selected item - I have NO IDEA what the things are you are listing under platform - and worse I cannot get to the Database Viewer to see what the platform is - so I have no idea if it's what I want to add to my scenario!!
5. (as with other windows) don't have them prominent outside the game window...so I can ALT-TAB to use the internet and not have to move the window out the way or close it - already mentioned
6. When Adding Unit - allow me to add more than one at a time

Number 4 (for me) makes the editor almost useless at the moment. I can't create anything really meaningful because I don't know what the platforms are or what they are capable of. I have a military background (7 years in HM British Army) - so there are things in there I know of...but the vast majority are totally unknown to me...what is a Radar (HF-200 Mk3 HF) or a SAM Plt (Starstreak II LML) and what are it's capabilities? No idea!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 03:40:55 PM
Quote from: JudgeDredd on September 27, 2013, 01:56:41 PM
1. Remember previously selected options (Type, Side, Country) - already mentioned

Will do.

Quote
2. Allow resizing of columns (when no country is selected, it's difficult to read all the country information

If it's practical, yes.

Quote
3. Allow another selection category...for example aircraft - the role of the aircraft (bombers, fighters, fighter bombers, helicopters) - and if you can't do that, then have that as a sortable column

Will check to see if we can do that.

Quote
4. Allow double clicking to get the platform database for the selected item - I have NO IDEA what the things are you are listing under platform - and worse I cannot get to the Database Viewer to see what the platform is - so I have no idea if it's what I want to add to my scenario!!

Let me check that.

Quote
5. (as with other windows) don't have them prominent outside the game window...so I can ALT-TAB to use the internet and not have to move the window out the way or close it - already mentioned

This has been dogging us for a while.

Quote
6. When Adding Unit - allow me to add more than one at a time

If you mean add more than one unit of the same exact type, you can already do that: Place the first unit, select it and press "C" (the cursor will change to a hand). Click on the desired map location and a clone of the first unit will appear there.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 03:49:41 PM
Thank you Dimitris.

2. The columns have the standard separator - and I'm sure I resized a column in another window somewhere (though I can't be too sure)
3. I pointed this out because I wanted to place some bombers and fighters - and it's a bit cumbersome looking through the list of units reading the descriptions to see what is what...and the unit identification doesn't mean anything to me for the majority of stuff...and the text wasn't consistent in the description box (like tabular) so it was difficult to pull the relevant bit out...not impossible - just difficult.
4. I really think that double clicking on a platform from ANY window where there's a platform is a must
5 isn't a huge issue - thought I would mention it because it happens - and it's the only program I know of (read remember) that does that.
6 is clearly down to me and the manual. I actually saw that in the key shortcut list in the manual.

Thanks for listening to a grumbling old Scot (is there any other kind?)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 03:59:39 PM
Is there anyway to make the message log clickable so that when you get a message relating to a unit it takes you to the unit? I guess if at all it could only be clickable in the window...because you don't want to get to the stage where there's a unit under the message log on screen - and trying to click on it took you to the subject of the message.

Also - map manoeuvrability - can we have the middle mouse button depressed to use to drag the map?

I was a wee bit disappointed to see the same scenario (First Contact 2016) played out pretty much the same - Norwegian units where they were in play video, the Norwegian chopper in the same location in my game as the play video. Can I ask whether scenarios are randomised in anyway or do they play out the same each time (in terms of starting positions of units)?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 04:02:52 PM
Most definitely yes, you can set up any number of units to have random starting locations within defined areas. You can also use the same mechanism to "teleport" units into theater, to model incoming reinforcements, either for you or the enemy.

For an example of random start locations, see "Maria & Victoria" (I know, Argie sub....) or "Trapped Under Ice".

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 04:31:13 PM
A few more things before I go to bed...

In the First Contact 2016 scenario...
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap2_zps5465e960.jpg&hash=7db7d66a59337a37f4ab195fa5f9cf920a17e28c)
1. In the picture, I couldn't get the select unit to switch off Radar. Now - you may think "Why were you doing that" and the answer is - I don't know. I guessed switching off radar would reduce the chance of incoming missiles hitting...I don't know much about naval warfare (clearly!)...anyway, I loaded the Sensors thingy, switched off radar...had a warning I was overriding something which I responded OK to and the radar seemed to flash (switch off for a millisecond and then come back on) - and sure enough when I clicked the sensors again, the radar was back on...why wouldn't it listen to me (and if this is another option somewhere, this is a prime example of the interface fighting you...I shouldn't have to go looking for another option to toggle to get the platform to do what I want...if however it's again my lack of knowledge - then virtually slap me and move along)

2. The yellow box - how to I get to see the weapons available on one of those ships? I know I can see what they carry by clicking on them and getting the database viewer - but how do I get to see what they have left?

3. This is where I was speaking of when I suggested that weapon loadout/remaining should be shown...even as a (hideable list like the Doctrine...but defaulted to showing)


In the same scenario, I selected the group (either one - didn't matter) and tried to click on the other platform - and was unable to...but I'm sure I was able to do that before - even in this scenario I'm sure.

Also - performance definitely seemed to get worse as the scenario went on...but I will check that further tomorrow.

And finally - I decided (as I had lost a ship from each group) that I would join the two remaining ships into a group...no reason - just trying it. Anyway I couldn't. I tried pressing D to detach a unit from the group, but that did nothing. I kept trying, in both groups...nothing. In the end, I thought maybe it was because they were the only units in their respective groups and therefore not actually in a group. So I selected both units and pressed G to group them...and was informed of this...
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap3_zpsedc2ef6c.jpg&hash=48df5d5f3d2eb44e868c3749e8618044cefcbd6c)
So I was unable to drop them from a group and unable to group them.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 04:31:35 PM
Quote from: Dimitris on September 27, 2013, 04:02:52 PM
Most definitely yes, you can set up any number of units to have random starting locations within defined areas. You can also use the same mechanism to "teleport" units into theater, to model incoming reinforcements, either for you or the enemy.

For an example of random start locations, see "Maria & Victoria" (I know, Argie sub....) or "Trapped Under Ice".

Thanks!
Great to know.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 04:34:54 PM
And lastly

I got this again...only second time...but out of 4 games (of prolonged play...other times I've booted it up for a mess around...mostly on the editor) that's a 50% hang rate  :(
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FSnap4_zps5a935a2e.jpg&hash=d8c22cbfc6a4da9c95ce919734b566d245d64ee6)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 27, 2013, 04:59:52 PM
1. Let us look into that. It may be an interface anomaly or core bug.

2. You are in group-view. To see the weapons of each ship you must switch to unit-view ("9" on keypad) and then select each ship and you will see a "Weapons" button appear on the unit status window.

WRT performance and crashes, we are now testing a new build which has fixed all known crashes and improved performance. Won't be long.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 27, 2013, 05:15:35 PM
Quote from: panzerde on September 26, 2013, 07:32:13 PM
Quote from: Grim.Reaper on September 26, 2013, 07:07:55 PM

So besides the ui and such, how is the actual gameplay?  Entertaining?  Is it engaging?  Is it easy to learn?

I'm really enjoying it.  It's been easy to pick up for me, and engaging enough that I spent all of yesterday when I had free time thinking about a better approach to the first tutorial mission.  When I played that evening I replayed the mission and was able to implement what I'd been thinking about without a lot of fumbling around.  Turned out to be a better approach and I did much better than the first time I played.

I then went on to play the second tutorial, in command of a SSN, which I was able to finish in about 45 minutes.  In the third phase of the tutorial I departed from the guided approach in the tutorial and launched a bearing only torpedo attack on a Russian DD, which immediately sent a pair of ASW helicopters after me.  There were a few tense moments as my fish went hunting for the DD and my sub went evasive trying to get away from the torpedoes dropped by the helos!  I really enjoyed that scenario.

What I'm finding is that if you try and micromanage units that are tasked with a mission via the mission editor, you're going to have a bad time.  An F-14 assigned to an AAW patrol mission is not going to RTB when you tell it to as long as it's still assigned to the mission.  If you want it to RTB, remove it from the mission and then tell it to RTB.  If the same aircraft isn't assigned to a mission, you can give it all sorts of orders - in fact, you probably will have to give it very specific orders if you try and perform a manual attack, for example, because the AI won't automatically posture the aircraft at the correct speed and altitude for a weapons release on it's own (it will if you use the automatic attack option).  That approach/behavior may be very frustrating and unclear to some players and I can understand why. It doesn't bug me.

Similarly, when the USS North Carolina was evading torpedoes last night, I couldn't control her.  I had the Evade check box ticked, and her crew was automatically evading.  I could have taken over and done the evasion myself, and a lot of players will want to.  I don't - I'm the CO, or the Admiral sitting in the TOC.  I want to let my well-trained crew handle the evasion while I worry about the mission and strategy. I don't want to see pictures of boats and airplanes, I want symbols on what looks like a radar screen or satellite map.  When playing NWAC or Fleet  Command if I could have completely turned off the 3D view port showing the ship and aircraft models, I would have.

When I play Command Ops, If I'm a regimental commander I give orders to the battalion COs and let them handle deployments except in the rare case where I want to detach a company to guard a flank or reinforce a position.  I'm finding I enjoy playing this the same way.  So, YMMV, what i find engaging might really put you off.  I'm enjoying the hell out of it, but I think I may have different game play expectations and I'm not having the performance issues that others very clearly are having.

Thank you for the response...seeing a ton of recommendations in this thread which most seem like reasonable requests makes me wonder if I should hold off...hate to get frustrated by the UI, but at the same time I could at least start diving into the details....I doubt I will survive the weekend without purchasing, but we'll see:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 27, 2013, 05:54:32 PM
Quote from: Dimitris on September 27, 2013, 04:59:52 PM
1. Let us look into that. It may be an interface anomaly or core bug.

2. You are in group-view. To see the weapons of each ship you must switch to unit-view ("9" on keypad) and then select each ship and you will see a "Weapons" button appear on the unit status window.

WRT performance and crashes, we are now testing a new build which has fixed all known crashes and improved performance. Won't be long.

Thanks!
Thank you.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 27, 2013, 07:00:23 PM
Crash on my first game.  :o
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 27, 2013, 08:49:05 PM
I'm enjoying it. Runs smooth (although it takes a second for some menus to expand). No crashes. I don't mind the UI but have nothing to compare it with. What I don't like is that when I click on a ship or whatever and get the description, there are no pics (I get why). Also, I should be able to double click any item in the game and have the description page pop up.

Anyway, I did the tutorials. Nothing earthshaking but they are tutorials. Things I had trouble with are just things I don't understand. For example. In tutorial 1, I can only launch 4 planes at a time. I want to launch 6 a7's for a strike mission to be accompanied by an ea-6b and 2 more A7's for SEAD. Problem is that the mission is land attack not SEAD...so how do I do that. I have to make them all part of the same mission or if not, how to I get the first batch of planes to wait on their mission while the others are launching? I think I can do the former by using the "escort" option but not sure how. Things like that...I know there is a way, just have to find it.

The sub tutorial seemed ungodly simple. 1. Detect contact 2. Shoot torpedo at contact. There was no development of a solution or anything. Hopefully that gets more fleshed out in the game

All in all, it's fun....if you like these types of games. I know between this and Rome 2 I sound like a broken record, but I am not experiencing any performance issues with light maps or crashes. Can't wait for the mods and to figure out how to add terrain !
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 27, 2013, 10:10:25 PM
Quote from: Dimitris on September 27, 2013, 04:59:52 PM

2. You are in group-view. To see the weapons of each ship you must switch to unit-view ("9" on keypad) and then select each ship and you will see a "Weapons" button appear on the unit status window.


Could we get a set of "Next/Previous Ship In Group" buttons on the Group Info window?  So that we could cycle through the ships in the group without having to toggle the Num9 key on & off, then click on each individual ship on the map every time we want to check individual ship loadouts, sensor status, etc? 

Or maybe a Pop-up window similar to the Aircraft list for Airfields, except one that lists each vessel in the group along with the '+' expansion list showing current weapons loadout underneath each?  One unified list for all of them, and their weapons loadout?

Geez.. you're gonna start associating these forums with work, at this rate.  :P

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 27, 2013, 10:13:19 PM
Quote from: mikeck on September 27, 2013, 08:49:05 PM
What I don't like is that when I click on a ship or whatever and get the description, there are no pics (I get why). Also, I should be able to double click any item in the game and have the description page pop up.

Not sure if you were aware or if this is what you were meaning, but looks like people are building an add-on pack for pictures and can be downloaded here.  Plus they have some additional scenarios and symbols.

http://www.warfaresims.com/?page_id=1876
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 27, 2013, 10:32:14 PM
Quote from: mikeck on September 27, 2013, 08:49:05 PM
Things I had trouble with are just things I don't understand. For example. In tutorial 1, I can only launch 4 planes at a time. I want to launch 6 a7's for a strike mission to be accompanied by an ea-6b and 2 more A7's for SEAD. Problem is that the mission is land attack not SEAD...so how do I do that. I have to make them all part of the same mission or if not, how to I get the first batch of planes to wait on their mission while the others are launching? I think I can do the former by using the "escort" option but not sure how. Things like that...I know there is a way, just have to find it.

The airfield capacities limit how many aircraft you can have taxiing or launching at any one time.  I believe the tutorial airfield has space for two or three aircraft to take off at once (3 strips?).  We need something in the Mission Editor that will force Mission units to loiter and form up, until all aircraft are airborne, before proceeding to the mission.  I haven't seen anything that does that.  One way to force this is to just Ctrl-Click each aircraft you want in the group (or Shift-Click to select ones in a row) in the Airfield's Aircraft List and select "Launch As Group".  They will all launch and loiter, and you'll get the two-circle symbol showing them as a Formation Group.  After all of them are airborne, then you go create a Mission and add those specific aircraft to that mission.  Fortunately the aircraft list in the Mission Editor will tell you which ones are already airborne, but if you already had a separate set of the same type of aircraft out doing something, you'll have to look at your group on the map and make sure you are selecting all the right aircraft.

QuoteThe sub tutorial seemed ungodly simple. 1. Detect contact 2. Shoot torpedo at contact. There was no development of a solution or anything. Hopefully that gets more fleshed out in the game

The passive sonar localization does seem really fast at times.  Then again, it's gonna depend on the situation.  Triangulating with multiple active sonobuoys that have a detection on a sub is probably gonna be fairly quick.  Flank-mounted sonar arrays on submarines can help narrow it down, if they're close enough to have a detection.  But the longer-range contacts made by a ship or sub (or single sensor) should take awhile to make a good fix if they're in passive mode. 

As for the sub tutorial being simple.. you're in a Virgina-class SSN.  You should be able to sneak up on pretty much anything.  It's like punching babies.  Unless you're lucky enough to get an ASW aircraft dropping right on top of you, perhaps.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 27, 2013, 10:37:22 PM
Punching babies feels different...but I get your point
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 28, 2013, 12:44:00 AM
In the Sub tutorial, I dived deep and fast to evade a torpedo - and I done this based on watching Crimson Tide many many times....but in the manual it suggests that Deep Water is THE WORST place to be for evasion...

...or - is it the worst place if you are trying to be stealthy? Presumably because the water is "pure" (nothing to interfere with sound and therefore even if you are quiet you are detectable)?

I know ZIP about naval warfare - though it intrigues me greatly. If I were in the Second World War in charge of a fleet I'd be Kelsey Grammer!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 12:48:37 AM
If going fast is paramount then you definitely want to go deep. The shallower you rise the slower your maximum speed gets, and the easier it is to cavitate (= bad!).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 01:14:23 AM
Going deep is absolutely the best place to be to have your speed up because, as Dmitris mentioned, if you cavitate as a sub then that neutralizes any stealth advantage you may have left.  When you are cavitating, you'll see a yellow text underneath the unit labelled "CAV".   It's not quite as bad when that happens to a surface ship, although it'll definitely be louder on sonar so still be wary. 

The deeper your depth, the higher speed it takes to cavitate as a sub.  Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

Hey Dmitris, this reminds me.. Will the assistant AI launch sub simulator decoys when a sub is engaged defensively?  Or do they only launch the regular torpedo decoys and leave the sub simulators to our discretion on a BOL?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 01:16:01 AM
Yes, when a torp is incoming they'll throw everything they can at it, incl. tactical decoys like MOSS. No sense keeping it for later if you have a gaping hole on the sub  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 01:20:02 AM
Also.. here was the Reference Point situation that persuaded me to ask for an RP toggle for the ones anchored to Formations.

So many 'X's, it was getting troublesome moving or selecting them and keeping track of which belonged to which.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F8067%2Fzits.jpg&hash=7dcdbfeca546bc1eb479e204692bca5c2723e870)

It's three Surface Formations, each with an attached ASW patrol box, and one extra unattached patrol box further out in the center.  If we could get a toggle, or even a 3-way switch that would go something like [Show Att'd RPs/Show Static RPs/Show All RPs] then it would help cut the clutter.  Make room for more, of course!  I dunno.. maybe this is an unusual situation, with 3 formations so close together.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 02:07:19 AM
Founder another hotkey we desperately need... Show/Hide Sonobuoys.

I got Nimrod'ed!

You should see this thing zoomed out one more level.  :o

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg823.imageshack.us%2Fimg823%2F9864%2Fwkzx.jpg&hash=231ec1aca9934b51edb0920101893e051ca8bd1d)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 28, 2013, 02:30:16 AM
Quote from: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

In short, I'm loving it.

Quote from: Nefaro on September 28, 2013, 01:14:23 AM
Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

I think you still want to go deep if you have a torpedo chasing you . I haven't tested it yet, but I'm pretty sure cavitation will effect the torpedo's chance of detecting you.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 28, 2013, 02:47:39 AM
Quote from: Dimitris on September 28, 2013, 01:16:01 AM
Yes, when a torp is incoming they'll throw everything they can at it, incl. tactical decoys like MOSS. No sense keeping it for later if you have a gaping hole on the sub  :D
lol  ;)

Talking about defensive action, I did notice something last night when I was playing First Contact 2016...when my Russian units detected inbound vampires - they fired a shed load of anti-missile missiles at the incoming...I don't know how many they fired to each inbound but they ran out of those in quick order. Personally, if I was in control of those, I would fire one...if it didn't hit, I'd fire another (possibly two depending on how close)...in the end, I was left 2 ships down - not purely because my ships had ran out of anti-missile missiles, but it certainly contributed...and meanwhile I saw quite a few anti-missile missiles heading off into the distance - wishing they were still on the ship. (I guess this might be linked to yours statement above - but I found myself wishing my ship had kept some back...)

I appreciate the effort gone in to take that away from the user - and certainly on big scenarios it can be construed as a helpful tool - but I don't know...I would like to fire those.

The same thing can be true of automated attacks - my units spit a shed load of weapons off leaving me nothing. I know that you can switch this off though...I forgot  :( Currently I have 5 detected hostiles with 16 SS-N-26 and 8 SS-N-9 missiles heading towards them...overkill especially as I have 4 more unidentified potential hostiles. Of course - it could be the AI is aware of something I am not (that the other 4 are not hostiles for example)...but I would not have launched 5 missiles at each target (though - as I've already stated - I have no naval knowledge and am probably a very bad commander)...it just seemed overkill to me. If the consensus is the engaging AI is doing a great job - then I bow to superior naval understanding.

Also - in the scenario - can I ask why some of the SKUNK contacts stayed as SKUNK contacts but showed as hostile? I presume SKUNK means unidentified - that's fine - but I guess I'm asking how did they suddenly become known hostile instead of unknowns? Was it down to radar emissions or something and just not confirmed the exact platform? I didn't see any reason popping up as to why they were now hostile.

Another minor issue. I notice when you close a window, you don't have control of the main map again. An example is pressing 9 on a group to see the individual units - then clicking the unit to view the database - then close that window and press 9 again - and nothing - you have to click on the map to give control back to the main window...and I'm pretty sure that's not the only place I saw this. In fact - noticed it again when I clicked on a unit and then sensors - closed the sensors and the map needed to be given focus again to interact (I tried to zoom in before I gave the map focus and nothing happened)

Clicking off a unit should get rid of all information on the map relating to the unit - currently clicking off a unit leaves it's range circles up (sensors should stay) and text info relating to the unit

Last night when playing First Contact I noticed a unit showing up as FFL (I think that was the designation) but I couldn't get the database viewer to display info about it...any reason?

When you select a group and then press the 9 key to see the units in the group, the right hand side should default to the unit selected (I believe the group leader?)...at present when you press 9 and go in unit mode, the right hand side stays in group mode...you have to click again to select the same unit when it's actually already highlighted.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 28, 2013, 03:49:00 AM
i am so glad that JD had invested his Pounds  ;)
which will be a benefit for all of us  pointing out 'those hook and eye' for users who are no salty old Harpoon veterans or had real life or simulated Naval career. :)

i am still exploring the sandbox part of the game to familiarize

-a hint for those overlay-lovers:
i found out that a zoom level of 14 (instead of 17 recommend in the manual) using the Gmap utility can be decent enuf to see larger buildings, bridges, railroad crossing and such as a trade off for importing a much larger area.
so if you build a scenario, i recommend try out what GMap zoom level suits you most (the 17 is not written in stone)
also i found out playing over the Arc Gis topo map (last entry in the scroll window) with zoom level 14 can be interesting in the target and the approach zone

a question
does anybody had loaded ground units on a chopper and delivered it to a location, how is this accomplished (how do i get the chopper to land in the landscape, and unload, i think Ferry mission is something different)   

@Dimitris,
i see i can import several overlays, but is it possible to shuffle in-game between several overlays covering the same spot?  That would be real great! 
i think the last imported one is the one shown if the overlays cover the same spot

@Grogs
this morn i woke up -with scales fell from my eyes off- with an idea for a kind of 'little scenarios generator' 
aren't those missions produced playing out DVG's Phantom Leader and Hornet Leader CAO a good blueprint/inspiration for setting up smaller scenarios for those newer to that corner of our niche like me, who don't yet have the deep military history knowledge on Naval/Air affairs through history and what stuff has to show up mandatory in those scenarios especially as OPFOR and which location to place those oppoing assets and target locations....               


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 28, 2013, 03:53:54 AM
Quote from: MikeGER on September 28, 2013, 03:49:00 AM

@Grogs
this morn i woke up -with scales fell from my eyes off- with an idea for a kind of 'little scenarios generator' 
aren't those missions produced playing out DVG's Phantom Leader and Hornet Leader CVO a good blueprint/inspiration for setting up smaller scenarios for those newer to that corner of our niche like me, who don't yet have the deep military history knowledge on Naval/Air affairs through history and what stuff has to show up mandatory in those scenarios as OPFOR and which location to place the those assets and target locations....             

Sounds interesting.  Pick random mission and defenses based on DVG game system then play it out in Command. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 03:58:00 AM
Quote from: jomni on September 28, 2013, 03:53:54 AM
Quote from: MikeGER on September 28, 2013, 03:49:00 AM

@Grogs
this morn i woke up -with scales fell from my eyes off- with an idea for a kind of 'little scenarios generator' 
aren't those missions produced playing out DVG's Phantom Leader and Hornet Leader CVO a good blueprint/inspiration for setting up smaller scenarios for those newer to that corner of our niche like me, who don't yet have the deep military history knowledge on Naval/Air affairs through history and what stuff has to show up mandatory in those scenarios as OPFOR and which location to place the those assets and target locations....             

Sounds interesting.  Pick random mission and defenses based on DVG game system then play it out in Command. :)

I second that. I'd gladly play any such scenario.

(Yeah I also play the game  ;D )
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 08:17:40 AM
Quote from: JudgeDredd on September 28, 2013, 02:47:39 AM
Talking about defensive action, I did notice something last night when I was playing First Contact 2016...when my Russian units detected inbound vampires - they fired a shed load of anti-missile missiles at the incoming...I don't know how many they fired to each inbound but they ran out of those in quick order. Personally, if I was in control of those, I would fire one...if it didn't hit, I'd fire another (possibly two depending on how close)...in the end, I was left 2 ships down - not purely because my ships had ran out of anti-missile missiles, but it certainly contributed...and meanwhile I saw quite a few anti-missile missiles heading off into the distance - wishing they were still on the ship. (I guess this might be linked to yours statement above - but I found myself wishing my ship had kept some back...)

I appreciate the effort gone in to take that away from the user - and certainly on big scenarios it can be construed as a helpful tool - but I don't know...I would like to fire those.

The same thing can be true of automated attacks - my units spit a shed load of weapons off leaving me nothing. I know that you can switch this off though...I forgot  :( Currently I have 5 detected hostiles with 16 SS-N-26 and 8 SS-N-9 missiles heading towards them...overkill especially as I have 4 more unidentified potential hostiles. Of course - it could be the AI is aware of something I am not (that the other 4 are not hostiles for example)...but I would not have launched 5 missiles at each target (though - as I've already stated - I have no naval knowledge and am probably a very bad commander)...it just seemed overkill to me. If the consensus is the engaging AI is doing a great job - then I bow to superior naval understanding.

At the beta folks' request, we added an option literally as the Gold was being packed, to tell the unit to "Hold Fire" (which is why you won't find it in the manual). Unit context menu -> Attack -> "Hold Fire (No AI attacks)". When that option is selected, the unit will not use any weapons whatsoever, except automatic point-defences (Phalanx etc.) & decoys/countermeasures (Nixie, Rubber-Duck etc.) when an enemy missile/torpedo is about to impact. This allows you to finetune with precision the amount & types of ordnance you want to be used and allocate them manually. It also means the unit's survival is entirely on your shoulders  ;)

Quote
Also - in the scenario - can I ask why some of the SKUNK contacts stayed as SKUNK contacts but showed as hostile? I presume SKUNK means unidentified - that's fine - but I guess I'm asking how did they suddenly become known hostile instead of unknowns? Was it down to radar emissions or something and just not confirmed the exact platform? I didn't see any reason popping up as to why they were now hostile.
Without seeing your tactical situation, my guess is that you were tracking them when they launched weapons at one of your units and thus auto-classified them as hostile.

Quote
Another minor issue. I notice when you close a window, you don't have control of the main map again. An example is pressing 9 on a group to see the individual units - then clicking the unit to view the database - then close that window and press 9 again - and nothing - you have to click on the map to give control back to the main window...and I'm pretty sure that's not the only place I saw this. In fact - noticed it again when I clicked on a unit and then sensors - closed the sensors and the map needed to be given focus again to interact (I tried to zoom in before I gave the map focus and nothing happened)
We tried this for a while, towards the end of the beta, and we had a flood of bugs. So we preferred to leave it as-is and tackle it again when we wouldn't have a deadline to meet. It's an extra click on the map.

Quote
Clicking off a unit should get rid of all information on the map relating to the unit - currently clicking off a unit leaves it's range circles up (sensors should stay) and text info relating to the unit
Ummm you will not find me in perfect agreement on this. Lots of times you want to view such information for a number of your units concurrently, without having to select them.

Quote
Last night when playing First Contact I noticed a unit showing up as FFL (I think that was the designation) but I couldn't get the database viewer to display info about it...any reason?
This sounds like a possible bug. Could you please post the autosave?

Quote
When you select a group and then press the 9 key to see the units in the group, the right hand side should default to the unit selected (I believe the group leader?)...at present when you press 9 and go in unit mode, the right hand side stays in group mode...you have to click again to select the same unit when it's actually already highlighted.

Interesting idea, that one. Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: markh on September 28, 2013, 10:36:04 AM
Hi Dimitris

Firstly, congratulations on this release.  I am a happy new customer, and I am happy to recommend this to fellow gamers who enjoy this genre.

I am very keen to get into creating my own scenarios with the scenario editor.  A reasonable part of the scenario editor process appears to be fairly intuitive - but there are parts that are not - and I do not have enough leisure/free time to stumble through the process.  I would rather spend my time constructing and playing simple scenarios.  I have had a look at the Youtube tutorials that you have posted (and they have also been helpful).  Having said that, is there a simple scenario-editor specific manual/wiki that is available?  Thanks in advance.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 28, 2013, 10:50:38 AM
Thanks Dimitris

Found the Hold Fire - just discovered it too late.

SKUNK - there were alot of missiles coming in...probably that - I'd ignore this one.

Map Focus - ok...thanks for looking - it is just a click - but with a lot of my other mentions relating to interface, the clicks do mount up  ;)

Removing data when clicking off - fine...I guess that could be a requirement in future games. No problem for me leaving that one.

For the FFL - I'm afraid I can't - I was busy playing today  ;)

Cheers - now to play  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 28, 2013, 11:14:06 AM
Quote from: Kushan on September 28, 2013, 02:30:16 AM
Quote from: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

In short, I'm loving it.

Quote from: Nefaro on September 28, 2013, 01:14:23 AM
Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

I think you still want to go deep if you have a torpedo chasing you . I haven't tested it yet, but I'm pretty sure cavitation will effect the torpedo's chance of detecting you.

I think it's about the thermal layer also right? If the torpedoe and you are above the layer, you want to get below it correct?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on September 28, 2013, 11:26:37 AM
Quote from: mikeck on September 28, 2013, 11:14:06 AM
Quote from: Kushan on September 28, 2013, 02:30:16 AM
Quote from: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

In short, I'm loving it.

Quote from: Nefaro on September 28, 2013, 01:14:23 AM
Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

I think you still want to go deep if you have a torpedo chasing you . I haven't tested it yet, but I'm pretty sure cavitation will effect the torpedo's chance of detecting you.

I think it's about the thermal layer also right? If the torpedoe and you are above the layer, you want to get below it correct?

Until the torpedo follows you under the layer. It also depends on the tactical situation. I've been playing a lot of the Trapper Under Ice scenario, and I've had plenty of engagements where both side where at max depth. No point in running above the layer and creating cavitation at that point, the only thing to do is to put the torpedo on your tail and run like hell.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 12:51:48 PM
Quote from: Kushan on September 28, 2013, 02:30:16 AM
Quote from: undercovergeek on September 27, 2013, 06:22:32 PM
having watched and waited for a while, pffft while - a year, i know theres plenty of posts about UI and price but can anyone whos playing it actually say if theyre enjoying it or not?

In short, I'm loving it.

Quote from: Nefaro on September 28, 2013, 01:14:23 AM
Of course, if you have incoming torpedoes close by, you'd better be cranking up the speed & damn the cavitation!  ;D

I think you still want to go deep if you have a torpedo chasing you . I haven't tested it yet, but I'm pretty sure cavitation will effect the torpedo's chance of detecting you.

No, it shouldn't unless the torpedo is forced to stay in a Passive acquisition mode.  I don't even think passive acq mode is modelled for torpedoes - just Active.  Except for the Wake-Homers but those can only target surface ships anyway.  Which is fine because Active homing mode for torpedoes is far more reliable.

Diving deep while running at high speed is always a good idea IMO.  If you're being attacked, the closer to the surface you are, the more likely they are to detect you and can theoretically attack you more quickly.  Not sure if torpedo depth is modelled, however.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 12:58:43 PM
Passive homing is included. Not many torps out there use it in terminal mode though.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 01:01:16 PM
Quote from: Dimitris on September 28, 2013, 12:58:43 PM
Passive homing is included. Not many torps out there use it in terminal mode though.

Just the Wake-Homers, right?  I don't recall any being Passive-only off the top of my head, other than that special case, but there probably was at some point.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 03:08:06 PM
As expected, I knew I would eventually buy it, so I decided why wait and purchased earlier today.  Not sure how I feel about it overall yet, way too early.  It has a little bit of an "old" feel to it, but could grow on me.  This does not mean the actual gameplay won't be good (which the gameplay is the most important thing), just my initial feel when navigating around.  However, I believe this will be a well maintained game with a lot of user content in the future and good developer support so at this point I more consider it an investment in the future versus something in the near term.  I am definitely going to stick with it and see how it evolves.

After spending some initial time with the game, here are some of my comments.  I apologize if this have been previously mentioned, but the lists are so long and hard to track them all:)  If I repeat something, maybe that just adds strength to see improvement:)

1)  I am not a big fan of how you move around the map within the game.  It requires you to right-click in areas to move you to that section of the map or use keyboard keys.  In a lot of games, scrolling to the edges or click-n-drag is very popular methods for moving around and much easier in my opinion.  I realize the right-click might be from Harpoon days, but don't like it much.  Minimally I would like to see my methods as options available.

2)  I don't like when popups come up and they are separate game windows.  If I alt-tab, I have to go through multiple game windows some times.  Most games will have their windows self-contained versus separate.

3)  For a complex game like this I would have liked to seen the tutorials done different.  I realize there are videos released, but not a big fan of the in-game tutorials.  What I most dislike is that it is not broken up into small enough steps.  A screen comes up and you have to read a lot of text and conduct multiple orders.  I would like to see it be much more step-by-step to ease a new person into the game.  At the end of the day, I really gave up on them and just moved on for right now.

4)  When you move over objects such as your formations, groups, units, etc., it would be nice if there was some kind of tooltip that came up giving you basic information about what you are hovering over versus having to always select the unit first.  Would be a great time saver as your reviewing your assets.

5)  Maintaining previous window sizes is a must.  Too tedious to keep resetting.

6)  When reviewing your message log, should be able to click on an event and the game take you to the action.  That is very common on games and with so much going on, would make it easier.

7)  I know I probably will be laughed at, but I am not a geography expert.  When I receive instructions I need to go to country x or location x, I don't always have a clue as to where it is in the world.  Would really love some kind of toggle/option that would show country names and key location names (if appropriate).

8.)  I am just getting into the gameplay, but reading through all the forums has me concerned about micromanagement versus AI management.  I prefer to play the game at a commander level versus micromanaging, but what I have heard is that at certain times, you still got to take control of units because they don't do certain things well.  I am hoping this is something that improves since I am just not good at managing all the details at once.

9)  Unless I am missing something, in the scenario editor, you can only show one side's units at a time on the map.  If I want to see blue, I toggle blue.  If I want to see Red, I toggle Red.  I did not see an option where I could see all units on the map at the same time.  As a designer, I would think this is important so you can see all the units in relation to each other, but right now it is a toggle-fest.

10)  Need much more tool tips.  If there is an option to select or change, would be great for tool tips to explain what changing the option does without having to hunt for the information in a user manual.

11)  A pet peeve of mine.  If an option is not available for a unit or during a certain situation, it should either be removed or grayed out to look disabled.  For example, if you right click on a ship that doesn't have any air capabilities, the Air Operations menu option should not be there or at least looked disabled.

12)  Unless I am missing something, I can't see a way to cancel air operations.  For example, if I start to get aircraft ready for launch, I don't see an option to cancel their launch.  Hopefully just missing it.

I am sure I will be back with more feedback as I get more into the details...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 28, 2013, 03:24:33 PM
Any comments from the guys on here who beta tested this?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 28, 2013, 03:32:45 PM
I just blame everything on Jarhead.  Since he isn't around, it seems safe enough.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 03:34:20 PM
JD or MikeGer,

I attempted to import my own layer, but did not have success.  I downloaded the program and followed all the steps (included the ones the devs posted on the official site) and no luck.  I get to the point of being able to add the layer to the game, but I never since the map/layer I just imported.  Once I do the custom layer, is there something else I must do within the game?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 28, 2013, 03:38:11 PM
Quote from: Grim.Reaper on September 28, 2013, 03:08:06 PM
6)  When reviewing your message log, should be able to click on an event and the game take you to the action.  That is very common on games and with so much going on, would make it easier.
There is a 'jump to location' button in some Message Pop-up windows.

Quote from: Grim.Reaper on September 28, 2013, 03:08:06 PM
9)  Unless I am missing something, in the scenario editor, you can only show one side's units at a time on the map.  If I want to see blue, I toggle blue.  If I want to see Red, I toggle Red.  I did not see an option where I could see all units on the map at the same time.  As a designer, I would think this is important so you can see all the units in relation to each other, but right now it is a toggle-fest.
You can select the "God's-Eye view" in the Editor.

Quote from: Grim.Reaper on September 28, 2013, 03:08:06 PM
12)  Unless I am missing something, I can't see a way to cancel air operations.  For example, if I start to get aircraft ready for launch, I don't see an option to cancel their launch.  Hopefully just missing it.
It is not possible to cancel a launch order once given.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 28, 2013, 04:07:11 PM
You need to change your avatar, Herman!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 04:07:38 PM
Thanks for the responses HH...I was unaware of god's eye view so that helps....as for messages, I do see you can do that when it prompts you, but was hoping to do it directly from the message log since the pop ups would interrupt all the time.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 04:26:39 PM
Quote from: Grim.Reaper on September 28, 2013, 03:08:06 PM
12)  Unless I am missing something, I can't see a way to cancel air operations.  For example, if I start to get aircraft ready for launch, I don't see an option to cancel their launch.  Hopefully just missing it.

You're right there is none. We've rectified this in v1.01, currently under testing.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 04:43:07 PM
Quote from: Dimitris on September 28, 2013, 04:26:39 PM
Quote from: Grim.Reaper on September 28, 2013, 03:08:06 PM
12)  Unless I am missing something, I can't see a way to cancel air operations.  For example, if I start to get aircraft ready for launch, I don't see an option to cancel their launch.  Hopefully just missing it.

You're right there is none. We've rectified this in v1.01, currently under testing.

Good to hear...I am hoping some of the other changes get consideration and possibly make it in a future update as well.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 28, 2013, 04:53:57 PM
Quote from: Grim.Reaper on September 28, 2013, 03:34:20 PM
JD or MikeGer,

I attempted to import my own layer, but did not have success.  I downloaded the program and followed all the steps (included the ones the devs posted on the official site) and no luck.  I get to the point of being able to add the layer to the game, but I never since the map/layer I just imported.  Once I do the custom layer, is there something else I must do within the game?
Nothing extra to do. If you have followed the instructions word for word, then your overlay should be in. Did you rename the PNGW file to PGW? And you imported the PNG file - not the PGW file? Also one thing I would say - when I first imported a file I didn't see it either - but the overlay (although big in size) was so small I didn't notice I had imported it in until I had zoomed in significantly...so make sure you have zoomed in far enough that you would see the (very) small overlay...and obviously you must be looking in the right place - and because the overlay is so small, you have to be pretty accurate where you're looking or you might miss it.

I've performed a couple now and both were successes...and that was just following the instructions in the manual (8.3)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 04:57:28 PM
Quote from: JudgeDredd on September 28, 2013, 04:53:57 PM
Quote from: Grim.Reaper on September 28, 2013, 03:34:20 PM
JD or MikeGer,

I attempted to import my own layer, but did not have success.  I downloaded the program and followed all the steps (included the ones the devs posted on the official site) and no luck.  I get to the point of being able to add the layer to the game, but I never since the map/layer I just imported.  Once I do the custom layer, is there something else I must do within the game?
Nothing extra to do. If you have followed the instructions word for word, then your overlay should be in. Did you rename the PNGW file to PGW? And you imported the PNG file - not the PGW file? Also one thing I would say - when I first imported a file I didn't see it either - but the overlay (although big in size) was so small I didn't notice I had imported it in until I had zoomed in significantly...so make sure you have zoomed in far enough that you would see the (very) small overlay...and obviously you must be looking in the right place - and because the overlay is so small, you have to be pretty accurate where you're looking or you might miss it.

I've performed a couple now and both were successes...and that was just following the instructions in the manual (8.3)

Thanks JD, I'll try again.....I did all the renaming and imported the PNG.  It showed as an added item in my customer layer list.....maybe like you said, it is so small I wasn't seeing it at first......let me take a look.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 28, 2013, 05:18:42 PM
Quote from: undercovergeek on September 28, 2013, 03:24:33 PM
Any comments from the guys on here who beta tested this?

The beta folks don't have release authority. The buck stops with the dev group, in this case me.

So if you have something to say about my work, tell it to me.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 28, 2013, 05:19:25 PM
Quote from: Grim.Reaper on September 28, 2013, 04:57:28 PM
Quote from: JudgeDredd on September 28, 2013, 04:53:57 PM
Quote from: Grim.Reaper on September 28, 2013, 03:34:20 PM
JD or MikeGer,

I attempted to import my own layer, but did not have success.  I downloaded the program and followed all the steps (included the ones the devs posted on the official site) and no luck.  I get to the point of being able to add the layer to the game, but I never since the map/layer I just imported.  Once I do the custom layer, is there something else I must do within the game?
Nothing extra to do. If you have followed the instructions word for word, then your overlay should be in. Did you rename the PNGW file to PGW? And you imported the PNG file - not the PGW file? Also one thing I would say - when I first imported a file I didn't see it either - but the overlay (although big in size) was so small I didn't notice I had imported it in until I had zoomed in significantly...so make sure you have zoomed in far enough that you would see the (very) small overlay...and obviously you must be looking in the right place - and because the overlay is so small, you have to be pretty accurate where you're looking or you might miss it.

I've performed a couple now and both were successes...and that was just following the instructions in the manual (8.3)

JD, you were correct...just wasn't zooming in enough....thank you!
Thanks JD, I'll try again.....I did all the renaming and imported the PNG.  It showed as an added item in my customer layer list.....maybe like you said, it is so small I wasn't seeing it at first......let me take a look.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 28, 2013, 05:37:13 PM
cool beans
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 28, 2013, 05:42:05 PM
Quote from: Toonces on September 28, 2013, 04:07:11 PM
You need to change your avatar, Herman!
Just maintaining the tradition of helping all who ask.  :)

Got a Q for the sub-hunter in you: How often do you drop sonobuoys?  In both this game and Harpoon, it seems like zillions of sonobuoys are dropped without much thought to logistics.  Is this a realistic expectation?  Was there some kind of prompt or 'detection level' (hunch) required before a pattern was deployed?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on September 28, 2013, 06:31:36 PM
Do you guys have no sympathy for me?  You guys keep going on about these amazing games...  Oh the humanity!   :)   I'm going to start having to scheduling my gaming time to get all these in.

If my wallet wasn't suffering from low supply (having been hit with the DCS sale, and some impulse purchases) I would have this game.  I was planning on getting a new Kindle but I'm beginning to think I'll buy this game instead.

How is the outlook on modding?  Could we see WW2 mods that replace all the units?  (or dare I say it....a space mod?)  Can things from one scenario carry over to another to create a sortof war campaign?  If you had a scenario with all units added, could you have an epic realtime war?  Can ships/aircraft repair?  Are there port facilities?

Sorry for so many questions...  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 28, 2013, 06:40:56 PM
Before you start searching with an MPA you have to have a datum where to start looking.  You don't just randomly drop buoys in the ocean; too much area to cover.  So you get cueing in some manner- ESM hit, intel, whatever, and use the datum and the time x speed to give you an area to search.  Depending on how big that area is will help determine how many buoys to use. 

You figure a P-3 carries something like 120 buoys, so a reasonable search pattern might be 40 buoys; an 8 x 5 grid, 7 x 6, or something like that oriented where you have the most uncertainty (course or speed).  Your spacing depends on your projected detection range.  For example, if your expected detection range is 2000 yards then you might space your buoys some multiple of that number apart with the expectation that if the sub drives though your pattern he might evade one buoy but sooner or later he'll get within that 2000 yard range and you'll get him.  An 8 buoy line could cover 20+nm of water depending on your predicted range and how far you want to space your buoys/how high you want your probability of detection.

After you get a hit you start dropping more buoys to localize him, and so on.

Keep in mind, at least when I flew, that you can't monitor all of the buoys at the same time.  Dangerous Waters models this stuff pretty well.  If the sub drives by a buoy that you're not monitoring, or is out of radio range, then you won't catch him.  Also, you'll have some bad buoys, and as your buoys start to expire you'll have to re-seed them, and some of your buoys are going to be passive, some active, so you don't want to put all of your buoys into your search pattern. 

Long version of saying that it takes a lot of buoys to do ASW effectively. 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 06:43:13 PM
Quote from: republic on September 28, 2013, 06:31:36 PM
  Could we see WW2 mods that replace all the units?


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Frlv.zcache.com%2Ffacepalm_round_stickers-rcd7cfa34ac6d473eb3a7f1b987b16846_v9waf_8byvr_512.jpg%3Fbg%3D0xffffff&hash=ddd89264a9c3353f1a640ac3916e07b87890497b)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on September 28, 2013, 07:05:06 PM
Quote from: Nefaro on September 28, 2013, 06:43:13 PM
Quote from: republic on September 28, 2013, 06:31:36 PM
  Could we see WW2 mods that replace all the units?


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Frlv.zcache.com%2Ffacepalm_round_stickers-rcd7cfa34ac6d473eb3a7f1b987b16846_v9waf_8byvr_512.jpg%3Fbg%3D0xffffff&hash=ddd89264a9c3353f1a640ac3916e07b87890497b)

Edit:  Ok ok...your right.  :)  After reading all the posts over Command, as Doc Holiday put it, "I can scarcely contain my glee"
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on September 28, 2013, 07:06:29 PM
Quote from: Dimitris on September 28, 2013, 05:18:42 PM
Quote from: undercovergeek on September 28, 2013, 03:24:33 PM
Any comments from the guys on here who beta tested this?

The beta folks don't have release authority. The buck stops with the dev group, in this case me.

So if you have something to say about my work, tell it to me.

It wasn't a request for some dirty insider knowledge - just their opinion on whether they were enjoying the game and had a handle on any of the ui wonkiness mentioned

Unless you locked down their enjoyment of the game too ;.p
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 28, 2013, 07:07:31 PM
C'mon nefaro...you know there is a severe lack of WW II games around
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 28, 2013, 08:00:48 PM
Actually, NWS had a harpoon-style WW2 naval game that you could use to generate tactical battles for their modded version of SSI's Steel Fury that was actually a lot of fun to play, despite bing quite bare-bones. A more comprehensive but still easy to get into update of that or a similar game would be nice to have, especially if it had the strategic layer and the tactical combined.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: markh on September 28, 2013, 09:37:13 PM
Quote from: markh on September 28, 2013, 10:36:04 AM
Hi Dimitris

Firstly, congratulations on this release.  I am a happy new customer, and I am happy to recommend this to fellow gamers who enjoy this genre.

I am very keen to get into creating my own scenarios with the scenario editor.  A reasonable part of the scenario editor process appears to be fairly intuitive - but there are parts that are not - and I do not have enough leisure/free time to stumble through the process.  I would rather spend my time constructing and playing simple scenarios.  I have had a look at the Youtube tutorials that you have posted (and they have also been helpful).  Having said that, is there a simple scenario-editor specific manual/wiki that is available?  Thanks in advance.


Woops, upon closer inspection of the e-manual this morning I see that the answers to my questions re: the scenario-editor are all there on pages 76 onwards.  Good job with the manual as well Dimitris.  Clear, concise and plain English.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 28, 2013, 10:09:25 PM
Quote from: mikeck on September 28, 2013, 07:07:31 PM
C'mon nefaro...you know there is a severe lack of WW II games around

LOL


Here's an old '09 Article.   ;D  You can only imagine how much further it's gone.  I start clawing at my own face when I hear someone ask for a WW2 version of some game set in a different period.   :P  I'm just thankful we've received a handful of WWI games in the past few years.  :-*

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.gawkerassets.com%2Fimg%2F18j4j6f4czf5hjpg%2Fku-medium.jpg&hash=2d6068f8a6bd8a1c6c34d277bf9f8b5a5126a9e8)

Quote
Wow, There Really ARE A Lot Of WWII Games


It's a common complaint: there are too many damn games set in the Second World War. But did you know just how many? This "casual census" performed by 1UP has the depressing results.

This graph here tallies the number of games released since 1980 set during six of the biggest conflicts (at least for Westerners) of the last 100 years. And as you can see, one war has been more popular than all others. By a considerable margin.

Sure, it's hardly hard science (the Korean numbers are off for starters, as they've ironically omitted PC strategy title "Korea: Forgotten Conflict"), but then, that's OK. They admit it's just a casual census. And besides, look at that graph. Does it matter if they're off by a game or two? Not like it'd make any difference.

http://kotaku.com/5337117/wow-there-really-are-a-lot-of-wwii-games
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on September 29, 2013, 12:04:11 AM
Quote from: Toonces on September 28, 2013, 06:40:56 PM
Before you start searching with an MPA you have to have a datum where to start looking.  You don't just randomly drop buoys in the ocean; too much area to cover.  So you get cueing in some manner- ESM hit, intel, whatever, and use the datum and the time x speed to give you an area to search.  Depending on how big that area is will help determine how many buoys to use. 

Thank you for the insight Toonces, have added your comments to our 'Sonobuoy patterns' feature request!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 01:34:26 AM
Quote from: markh on September 28, 2013, 09:37:13 PM
Woops, upon closer inspection of the e-manual this morning I see that the answers to my questions re: the scenario-editor are all there on pages 76 onwards.  Good job with the manual as well Dimitris.  Clear, concise and plain English.

Thank you!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 29, 2013, 01:36:10 AM
Quote from: markh on September 28, 2013, 09:37:13 PM
Quote from: markh on September 28, 2013, 10:36:04 AM
Hi Dimitris

Firstly, congratulations on this release.  I am a happy new customer, and I am happy to recommend this to fellow gamers who enjoy this genre.

I am very keen to get into creating my own scenarios with the scenario editor.  A reasonable part of the scenario editor process appears to be fairly intuitive - but there are parts that are not - and I do not have enough leisure/free time to stumble through the process.  I would rather spend my time constructing and playing simple scenarios.  I have had a look at the Youtube tutorials that you have posted (and they have also been helpful).  Having said that, is there a simple scenario-editor specific manual/wiki that is available?  Thanks in advance.


Woops, upon closer inspection of the e-manual this morning I see that the answers to my questions re: the scenario-editor are all there on pages 76 onwards.  Good job with the manual as well Dimitris.  Clear, concise and plain English.
From a quick look at the editor (Dimitris or botsonmyk can correct me if I'm wrong) but you are stuck with the units in the database(s?). You can't add to that list or edit the ones there...you can create any scenario, fictional or otherwise) between the dates of the weapons and platforms in the database(s?)...and I'm pretty sure I didn't see any WWII stuff in there (or space)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 01:59:42 AM
You can most certainly edit the existing units, and we've integrated the most common DB-editing functions (messing with mounts, weapons, sensors etc.) directly on the scen editor. There is also additional functionality via ini files (see the SBR section on the manual).

Any changes you do can be persisted on the scenario and even re-used on another scenario. Had a blast when Rag put the entire Aegis system on Iranian Boghammers  :D . And adding multiple Club-K containers to otherwise perfectly normal commercial ships was lots of fun (talk about "Arsenal Ship").
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 02:00:46 AM
Quote from: JudgeDredd on September 29, 2013, 01:36:10 AM
you are stuck with the units in the database(s?). You can't add to that list or edit the ones there...you can create any scenario, fictional or otherwise) between the dates of the weapons and platforms in the database(s?)...and I'm pretty sure I didn't see any WWII stuff in there (or space)
Yes, you are limited to the units already existing within the databases.  You cannot create any new ones.  You can modify the pre-existing platforms a bit, but you cannot create all new units.

Think of it like a deck of cards.  You can shuffle the pre-existing systems and mix and match them somewhat, but you cannot create anything new nor can you modify the current behaviour of any existing system.  Therefore, you can add Russian radar to NATO planes or Chinese missiles onto NATO ships, but you cannot create new systems or change specifications such as range, effectiveness, etc. of the current systems.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 02:03:07 AM
Of course, getting a completely new platform or component in the DB is as simple as requesting it from the DB author(s) and providing the necessary information.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on September 29, 2013, 02:29:37 AM
Quote from: republic on September 28, 2013, 06:31:36 PM
  Could we see WW2 mods that replace all the units? 

first most it would not be a replacement! It would be just a little extension to the database.

when experimenting with the sandbox  (over my hills in Germany) 
i also thought about the Battle of Britain, Eagle Day full scale and such could be done with the Command engine easily?
(i don't know how dog fighting and dive bombing is managed in the game yet, didn't seen it yet but I'm sure its in there (game start 1950) and with plausible results :))

needed to add are only
- a dozent of planes in the database
- a handful of historic AAA guns
- our grandfathers early Radar installations profile/behavoir (that could be a tough one)
- some new tailored to the time soft targetbuildings
- some minor older vessels added for ship traffic for the channel (Stuka bait)
           
...i think, maybe even a full blown Bombing the Reich with directing the whole air war is not impossible with vanilla Command just with database entries.

but WW2 Naval war with wolfpacks against convoy n such, is a complete different ball game to implement and need progamming new stuff deep in the code of the Command engine.

-on a sandbox side not
yesterday a Huey with 4 Marines  attacked an Inf section in my sandbox (it got down to 20m AGL and circled their position) on auto attack... how cool is that 8)


     
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on September 29, 2013, 04:41:01 AM
Quote from: Dimitris on September 29, 2013, 02:03:07 AM
Of course, getting a completely new platform or component in the DB is as simple as requesting it from the DB author(s) and providing the necessary information.

With all due respect, but that sounds needlessly complicated? If you can mess with the database and alter its contents completely, why isn't there the option to add new units?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 04:57:54 AM
The original database remains untouched (it is "read-only"). Whatever changes you do a platform are stored as "DB overrides" on the scenario itself (and can also be copied to other scenarios).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on September 29, 2013, 05:21:23 AM
I see, so in theory you could create a completely new database with new units for a given scenario.
Still, this sound like a lot of work, whereas if you had the option to add units to a database you would not have to worry about which database to use for what. It just looks like its needlessly cumbersome?
Especially for a game which is likely to thrive bigtime on user generated content. :)

What was the reason for going like this? Memory allocation limits, copyright issues, etc?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 29, 2013, 05:50:35 AM
As far as I know, it's locked down...that is you couldn't add your WWII aircraft or WWII ships or WWII systems.

Given the modability of the game, I guess it's a case of one of two things
1. It's locked down to protect it for future DLC
2. It's locked down because it complicated and the devs (rightly) don't want to be bug hunting non existent bugs because someone let out a new DB and balls'ed it up

It could be something else...but I'm with 1 (which is fine - if that's where they are going to make future money - they've spent a lot of time on the engine)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 29, 2013, 06:16:57 AM
Oh man, I have plenty to say on this, but I've had a few beverages so I have to keep this short to be coherent (until tomorrow at least).

We went through this when I was on the Freefalcon team and the head guys decided to "lock" the database, meaning nobody that didn't have the key could make changes to the database.

At first I was really opposed to this.  Freefalcon in and of itself came into existence due to people making edits to Falcon, including the DB, so to lock it seemed hypocritical.  However, after a lot of discussion and thought, I have come to understand the reasoning behind DB control.

In a nutshell, it keeps everyone on the same page.  First, for the devs it ensures that problems people report (including reports on wide-ranging forums) are truly the devs problems, and not some problem induced by people mucking around with the database files.  This wouldn't seem like a big deal, but Freefalcon got an early reputation as being buggy and we figured out that alot of our problems weren't bugs with our code so much, but rather bugs induced by people modifying their core installation- DB, etc.

Additionally, a locked DB keeps the game from spreading into multiple modding groups.  For example, IL-2.  If you've ever tried to figure out how to mod IL-2, you know what I mean.  There are multiple, non-compatible mod groups, and you can't mix them up, and some are more stable than others, and the whole thing is great when it works but it really is a mess for the novice.  If you keep the DB close you can avoid alot of that BS.

I hope that makes sense.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on September 29, 2013, 07:46:35 AM
There are many reasons why databases in Command are not editable.

First and foremost we did not want to repeat the database mess/confusion observed in Harpoon. We (the scenario authors) handled more than our fair share of support mails on database/scenario mismatches for that game. So in Command we wanted to shift all focus to scenarios. Command is pretty much a 'scenario sandbox' that started out as a scenario editor and evolved into a simulator. Everyone on the Command development team has a long history of scenario design behind them, mainly for Harpoon2/3, and we wanted to make the ultimate scenario editor for ourselves and other naval war gaming fans out there - without the noisy database element.

As such, in Command there is no need to copy/overwrite database files or edit configuration files, followed by odd behaviour and crashes if database and scenarios don't match 100%. Command scenarios know exactly what database they were built with based on the database's checksum (!), and a scenario will pick the right database upon load. We have received positive feedback on this solution, as the players only have to care about what scenario to play - rather than worrying about whether the scenario will crash with the currently installed database or not.

Second, the database for Command is very complex. Anyone who has spent time in the Harpoon2/3 database editor will immediately notice the increased number of parameters when they look in the Command DB Viewer. Editing or leaving out the wrong parameter could have rather negative impact on gameplay, generating a ton of unnecessary support tickets for the developer.

Third, having multiple user-created databases makes continued expansion of Command far more difficult. Any schema changes would also have to be applied (correctly!) to any 3rd party databases, each of which may or may not have been abandoned by its author at that point in time. There would also be the risk of making associated material (scenarios) unusable. The Command database schema & enum tables are updated regularly (last change 2 days ago!) and keeping all database hobbyists up-to-date would be a monstrous task, both on the dev end and on the 3rd party end. I wonder how many weeks (or days!) it would take before a new db author simply would give up.

It is understandable that comparisons are made between Harpoon and Command, but please remember that Command is not Harpoon!  8)

The databases contain something like 10,000 platforms but if you still need a new platform for a scenario that you're working on feel free to give us a pling. Preferably with links to information from reliable sources. The upcoming database has 7 new ships, 4 aircraft, 15 new ground stuff (SA-20, Swiss Bloodhound, some radars, etc). I've also added 4-Shrike/HARM loadouts to US Navy A-7Es and F/A-18A/Cs as these seem to have been used operationally on some rare occasions, incl in 1986 over Libya. Also made a bunch of other user-requested mods.

I hope this clears things up a bit.

Thanks!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on September 29, 2013, 11:01:50 AM
Indeed cleared up, thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 29, 2013, 11:52:15 AM
As I understand, from discussion over at Matrix forums, you can edit entries in the database, but theyre attached to the scenario as DB Overrides. The actual Database is read only and is locked, but it can be over-ridden from data in the scenario. Whether this means you can create WWII launch platforms, and sub them in for Cold war kit - I'm not sure. I guess you'd have to take out a lot of the sensor and missile stuff from a particular entry.

A guy named baloogan has done some Twitch.tv casts of his sessions with Command, and has now put them up on Youtube for viewing, worth a look-see for folks who want to see the game actually in play.



He's also done some fiddling with linking game data into Google Earth and watching them play out in 3d! Now that is an interesting development - if you have the kit to run it!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FhZ1WxMx.jpg&hash=1dbedfe23e79be6fecc881a58d8f804cd4d38a8e)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fv4rXX04.jpg&hash=2b27638d94ae298a0e2803904f2339d6af40aa79)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 12:09:58 PM
Quote from: Toonces on September 29, 2013, 06:16:57 AM
In a nutshell, it keeps everyone on the same page.  First, for the devs it ensures that problems people report (including reports on wide-ranging forums) are truly the devs problems, and not some problem induced by people mucking around with the database files.  This wouldn't seem like a big deal, but Freefalcon got an early reputation as being buggy and we figured out that alot of our problems weren't bugs with our code so much, but rather bugs induced by people modifying their core installation- DB, etc.
This is a legitimate concern.  However, I think they should be regarded as an opportunity instead of a hindrance.  Firstly, the problem of folks entering bad information into the database files is just an opportunity for the developers to make a better database editor.  In the Harpoon field, the Reimer database editor is based on MS Access and has many validation routines to ensure that the entries actually work.  It could use even more.  In fact, managers of the 'official' Harpoon databases are amongst the most guilty for making the same database errors you currently attribute to third-party users.  Remember, the developers control the DB editor program and can easily decide what is and what is not allowed as valid data within each database field.  A good database utility serves everyone better.

Quote from: Toonces on September 29, 2013, 06:16:57 AM
Additionally, a locked DB keeps the game from spreading into multiple modding groups.  For example, IL-2.  If you've ever tried to figure out how to mod IL-2, you know what I mean.  There are multiple, non-compatible mod groups, and you can't mix them up, and some are more stable than others, and the whole thing is great when it works but it really is a mess for the novice.  If you keep the DB close you can avoid alot of that BS.
This is a chicken-and-egg argument.  By keeping the number of groups making modifications down to a minimum, it also restricts the spread and popularity of the game.  Some mods are universally recognized for their general quality, while others satisfy more niche desires. This way both groups and single individuals are able to find what meets their needs - or to build it from scratch for personal use.  There is simply nothing wrong with different flavours of support even if the quality may differ.  Calling it BS is just one perspective; others might recognize it as an opportunity for developers to find a better way to help novitiates.  The important thing is folks are talking about and playing the game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 12:22:13 PM
Quote from: spelk on September 29, 2013, 11:52:15 AM
As I understand, from discussion over at Matrix forums, you can edit entries in the database, but theyre attached to the scenario as DB Overrides. The actual Database is read only and is locked, but it can be over-ridden from data in the scenario. Whether this means you can create WWII launch platforms, and sub them in for Cold war kit - I'm not sure. I guess you'd have to take out a lot of the sensor and missile stuff from a particular entry.
Unfortunately, this is not possible.  Remember, the database is like a deck of cards.  You can only shuffle and re-mix what already exists within the database; you cannot create anything new.  Therefore, every WWII weapon and sensor system must already be found within the database in order for you to use the scenario editor's "re-combination" function. 

Also, because you cannot create new ships, subs, aircraft, etc., this means you must take a pre-existing entry (along with its inherent radar cross-section, communications equipment, and acoustic signature) and switch out the weapons and sensors.  You cannot change any characteristics of the pre-existing entry.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on September 29, 2013, 12:30:07 PM
USNI review:  http://news.usni.org/2013/09/24/game-review-command-worthy-successor-harpoon (http://news.usni.org/2013/09/24/game-review-command-worthy-successor-harpoon)

I can't wait to get this game...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: SgtRock on September 29, 2013, 12:58:31 PM
I'm keeping my eye on this one, some what surprised no one released a ship/plane/missile icon mod yet. I look at the screen shots and have little idea what the hell I'm looking at, I always played Harpoon with the ship/plane icons.


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 12:59:40 PM
I can't believe this game does not have any background radio chatter. I like to feel like I'm in a CiC...not my den. Does anyone know of any clips of nothing but air/naval chatter? Could play it in seperate window or something?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 01:04:28 PM
Quote from: SgtRock on September 29, 2013, 12:58:31 PM
I'm keeping my eye on this one, some what surprised no one released a ship/plane/missile icon mod yet. I look at the screen shots and have little idea what the hell I'm looking at, I always played Harpoon with the ship/plane icons.
There is an icon mod possible from Terry Crawley (StalinTC).  It is pretty good.  However, Harpoon shipped with the ability to switch back and forth from NTDS symbols to Stylized icons.  You already paid for it with the official game.

In this game, you must locate and install third-party mods.
http://www.warfaresims.com/temp/CMANO_Stylised_Icons_005.zip
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 01:07:16 PM
Quote from: SgtRock on September 29, 2013, 12:58:31 PM
I'm keeping my eye on this one, some what surprised no one released a ship/plane/missile icon mod yet. I look at the screen shots and have little idea what the hell I'm looking at, I always played Harpoon with the ship/plane icons.

Hello,

There is a stylized icon pack available on our Command Downloads page: http://www.warfaresims.com/?page_id=1876 . it has been made by Terry Crawley (StalinTC).

On the same page you can find additional scenarios and an extensive (2000+) image pack for the DB viewer.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 29, 2013, 01:10:46 PM
Quote from: Herman Hum on September 29, 2013, 12:22:13 PM
Also, because you cannot create new ships, subs, aircraft, etc., this means you must take a pre-existing entry (along with its inherent radar cross-section, communications equipment, and acoustic signature) and switch out the weapons and sensors.  You cannot change any characteristics of the pre-existing entry.

Ah, thanks for the clarification Herman. Perhaps a WWII database and expansion would be a groovey addition to the title way down the line.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 29, 2013, 01:24:04 PM
Quote from: Dimitris on September 29, 2013, 01:07:16 PM
On the same page you can find additional scenarios and an extensive (2000+) image pack for the DB viewer.

Is it easy to add your own images to the DB, or create your own pack from a trawl of Google images? Where do you put them and how do you ensure they are linked to the DB entry?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 29, 2013, 01:26:22 PM
Yes, it's very easy. See the instructions here: http://www.matrixgames.com/forums/tm.asp?m=3421711
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 01:32:53 PM
Quote from: spelk on September 29, 2013, 01:24:04 PM
Is it easy to add your own images to the DB, or create your own pack from a trawl of Google images? Where do you put them and how do you ensure they are linked to the DB entry?
If you are just looking for a collection of images, you are also free to adapt the ones collected for Harpoon and the PlayersDB.  They are in the public domain so you can just re-configure them, if you like.

http://tinyurl.com/ANW-and-HUE-Images
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 29, 2013, 02:56:20 PM
Thanks for that, I could be tempted to roll my own image database - only for personal use - without regard of anyones copyrights ;)

After watching Baloogan's video, I attempted the Air tutorial scenario once again, with renewed vigour, and this time I managed to plan my missions well, organising an effective CAP, screening the forming up location and the support craft. Then I identified key targets and set up empty inactive missions.

Once my support was up, I set up a jamming support patrol, trying to lay a path that afforded the most time on target with the jammers facing. Once everything was ready and airborne, I began by sending my waved attacks in, SEAD first shrike attacks, followed up with Walleye strikes on the SAM's and the Radar, followed by iron bombs on Runway, runway approaches, and finally the gas tanks.

I also moved my CAP forward into the strike zone, to overwhelm the missile defense systems as best I could. It went very smoothly, but most of all, it didn't devolve into c haos, everything was according to my plan, and I wasn't left bewildered with aircraft all over the shop.

Finally when most of the SAM's were out, I finished the mobile one remaining with manually targetted cluster bombs (the Corsairs didnt seem to want to go below 4000ft, but they released the cbu's at that altitude) and even strafed the site with their Vulcan cannons! Once a few hangers had the last of my bombs, I RTB'ed everyone and checked the score. 1300, minor victory, with loss of only two aircraft - 1 Tomcat, 1 Corsair. Really pleased with that result, because I had my hands firmly on the reigns and planned everything.

Turning on the target indicators was very helpful, to see who was going after what with AI setup missions.  Hitting the gas tanks did an enormous amount of damage, and I figured as long as the runway was taken out with the approaches then the site was considered nutrilised.

Thoroughly enjoyed it. There is something quite satisfying about understanding the situation, planning up an attack and then executing it, with good timing, and seeing the missiles come in a strike.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 07:50:20 PM
I'm trying the brass drum scenario now. I launches a massive tomahawk strike against am airbase but hugs amounts of my tomahawks were shot down...which seems odd since they pop up only briefly. Anyway, I'm trying again. This time, I perfectly timed a SEAD strike right before my tomahawks got there. Took out a lot of the radars so most missiles got through. Also escorted by an EA-6B to jam.

Hardest part is coordinating missions
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 07:55:56 PM
I have had two crashes today...not good. Both times it just locked up. Not too much stuff going on. Maybe just me
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 29, 2013, 09:11:29 PM
A new review for CMO has been posted to SimHQ.
http://www.simhq.com/air-combat/command-modern-air-naval-operations-review.html

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 29, 2013, 09:20:05 PM
The game can't possibly be as painfully bad as that video review.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Toonces on September 29, 2013, 09:22:27 PM
Wow...just wow...  ???
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GibbyG on September 29, 2013, 09:40:58 PM
Erik's answer to the review.

They had Herman review Command? Seriously? That's review malpractice, choosing someone with a personal grudge against the developers as the author. Incredible.

Very disappointed that they chose such a biased reviewer. That review is a case study of how to pick apart a good game and make it seem like something else.

Here's the SimHQ preview by a different author. I think you can draw your own conclusions.

http://www.simhq.com/naval-combat/command-modern-air-naval-operations-preview.html

Regards,

- Erik


http://www.matrixgames.com/forums/tm.asp?m=3422661 (http://www.matrixgames.com/forums/tm.asp?m=3422661)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on September 29, 2013, 10:00:35 PM
^Different Erik.

This Erik will make up his mind after playing the game himself. After he skips enough fast-food meals to buy it, that is.
Tell me that an Atlantic WW2 DLC is in the works and I'll be eating nothing but Raman noodles...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 10:26:05 PM
Lol....that review is unfair. I've been playing the game for about 8 hours now. It's great. UI takes getting used to. Information that should be available easily often is not...and I had 2 crashes. I updated to net 4.5 and that seems to help. At any rate, it's miles ahead of harpoon (at least how I Remember it...inasmuch as I hated it). Give me any game and if I have decided I hate it before I play it, I can make it look like rubbish. Right now I don't think its worth $90 for one reason: not enough good scenarios. Sorry, I don't want to play Russia vs Ajerbajian or India vs Senegal or whatever. But after a time, user made scenarios will come forth.

If you want harpoon but you don't want to play harpoon (or want a game from the last 10 years), this is it boys...only game in town.

Game of the year? No...but that's ridiculous
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 29, 2013, 10:28:25 PM
Quote from: spelk on September 29, 2013, 02:56:20 PM
Thoroughly enjoyed it. There is something quite satisfying about understanding the situation, planning up an attack and then executing it, with good timing, and seeing the missiles come in a strike.

Well I got 1200 points with very little planning. Just sent CAP, SEAD, Strike packages in the zone without even thinking about coordination.  No groups are formed, just individual planes endlessly streaming out of the base doing their own thing.  Lost 3 planes.  :o
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Arctic Blast on September 29, 2013, 10:33:30 PM
The review is AN HOUR AND 11 MINUTES LONG? That's insane.

It is impressive that they apparently got a Speak & Spell to do the review, though...

Update : I am actually attempting to watch/listen to this video. I know nothing about the accuracy of the review's complaints. I DO know that it spends an awful lot of time obsessed with Harpoon.

I also know that this might be the single worst review I have ever experienced. What the Hell is with the Speak & Spell nature of the audio? The choppy editing done to this thing is so ham handed that it makes Joan Rivers' facelifts look like high-end chop work. I also enjoy the bizarre segments of dead air. Look at stuff happen on screen for half a minute while NOTHING IS SAID. Thrilling stuff! Also, if you're going to mention something specific as a pro or con, PERHAPS ACTUALLY SHOW IT. Finally, there is no way in Hell that a review should EVER be over an hour long. This is either an indication of sheer arrogance on the part of the reviewer, or perhaps a lacking ability to tell time.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 10:39:01 PM
Quote from: jomni on September 29, 2013, 10:28:25 PM
Quote from: spelk on September 29, 2013, 02:56:20 PM
Thoroughly enjoyed it. There is something quite satisfying about understanding the situation, planning up an attack and then executing it, with good timing, and seeing the missiles come in a strike.

Well I got 1200 points with very little planning. Just sent CAP, SEAD, Strike packages in the zone without even thinking about coordination.  No groups are formed, just individual planes endlessly streaming out of the base doing their own thing.  Lost 3 planes.  :o

It's a tutorial. The idea isn't to beat it, it's to follow the directions and learn the game. It's supposed to be easy! Play brass drum by just sending aircraft all over uncoordinated  and lose quick. On my second try, I just lost half my SEAD package because I failed to provide enough escorts. When about 6 enemy planes took off, I couldn't run fast enough. CAP wasn't close enough to help. Dunno,  pretty bad at these games though
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 10:44:41 PM
Here's an example of the absolute absurdity of that review: Herman's complaints about having to click on every unit individually to tell the AI not to fire. Makes a big production about how much of a pain it is to click on every unit. Well, why would you have to do that? Almost every unit that is doing something is doing it within the framework of a mission created in the editor. When you create that mission, you create the rules of Engagement. Standard would be "engage unidentified targets: no"

So, if my ROE is set to not shoot at crap when I don't know of its hostile, why would I have to run around and manually tell every pilot not to shoot at unidentified crap? Well, you don't...that's why we have Roe. Now, is there a time when you wouldn't want a ship or plane to fire at a hostile target when in weapons range? Perhaps...and when that occasion occurs, you can click on the unit and select "AI hold fire" simple.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 29, 2013, 10:47:59 PM
My  point is that I got similar result as spelk but with less coordination (plainly following instructions). I was wondering if sophisticated air tasking is necessary for other scenarios.

The enemy simply cannot deal with continuous streams of aircraft in that scenario.
In fact I tried coordinating with planes loitering (without mission assignment) until all are formed up for a giant strike but we just got picked off one by one.

I think it is because the airbase is very close to the hot zone.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 29, 2013, 11:14:40 PM
I understand. My point was that it is a tutorial designed to walk you through air ops. I don't think much time was put into making it more than that. It's not a reflection of the game...you did better than me, I lost about 8 planes from SAMs
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 12:11:19 AM
No-one who is aware of Herman's past history with the HHQ/WS (http://www.warfaresims.com/?p=1507) should be surprised by this "review".
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 30, 2013, 12:22:33 AM
No one who is familiar with the hhq/ws history behind databases should be 'surprised' why they are locked in this game.

Unannounced Database changes (http://forums.gamesquad.com/showthread.php?23874-Unannounced-Database-changes)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 30, 2013, 12:28:30 AM
Quote from: mikeck on September 29, 2013, 10:44:41 PM
Here's an example of the absolute absurdity of that review: Herman's complaints about having to click on every unit individually to tell the AI not to fire. Makes a big production about how much of a pain it is to click on every unit. Well, why would you have to do that? Almost every unit that is doing something is doing it within the framework of a mission created in the editor. When you create that mission, you create the rules of Engagement. Standard would be "engage unidentified targets: no"

So, if my ROE is set to not shoot at crap when I don't know of its hostile, why would I have to run around and manually tell every pilot not to shoot at unidentified crap? Well, you don't...that's why we have Roe. Now, is there a time when you wouldn't want a ship or plane to fire at a hostile target when in weapons range? Perhaps...and when that occasion occurs, you can click on the unit and select "AI hold fire" simple.
Your ignorance of this game is simply astounding.  To be perfectly clear, there is no way to order units to hold fire with the ROE setting.  That setting is only for "Engage non-hostiles".  In Harpoon and Naval War: Arctic Circle, Weapons Tight status is set with two clicks.

A player who wishes to exercise total control over his units and not permit them to fire without his express authorization cannot do so.  This is for both hostile and non-hostile targets.  The only way to prevent units from firing is to issue the Hold Fire command to each and every group along with every individual unit.  There is no other way.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 01:20:12 AM
Coming up next on SimHQ: Joseph Goebbels reviews Bertold Brecht.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 30, 2013, 01:22:35 AM
I would like to see harpoon-style even pauses in Command.
Important events like new contacts, ships sunk, should have a pop out message window and pause the game (like the tutorial events).   Unless I'm missing something already in the game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 30, 2013, 01:25:59 AM
Quote from: jomni on September 30, 2013, 01:22:35 AM
I would like to see harpoon-style even pauses in Command.
Important events like new contacts, ships sunk, should have a pop out message window and pause the game (like the tutorial events).   Unless I'm missing something already in the game.
Go to the Message Options and select "Pop Up" for the new contacts, etc.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 30, 2013, 01:26:08 AM


Which reminds me why my sub in the sub tutorial expended all but one of his torpedoes on the first sub contact (Phase 1). Leaving me with no weapon to sink the 2nd ship in Phase 3.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 30, 2013, 01:57:31 AM
Well - I wouldn't expect anything else from the publisher of a game - a game that has been touted as their "big ticket" items and doesn't stack up to that tag.

No disrespect Dimitris - really none intended - but this wasn't worth £65 out the door. It will be I hope - but not out the door. I've already listed my issues in this thread and won't go over them again...and to be fair to you have acknowledged and accepted for the most part and have said you are working on it. So I am happy things are moving forward.

But to everyone - if you want to discredit Herman's review (including you Erik and Dimitris) then do it by pointing out the things that are wrong or things that he doesn't get - RELATING TO HIS REVIEW. Don't discredit it with personal attacks and links to historical crap...we (the paying public) don't give a shit about your past with him...tell me what he's got wrong.

Many of the things in that review I have found myself. He may (given his love/hate relationship with Harpoon and it's development/lack of) have over stated some issues - but I have come across many of the issues myself. Especially the love the devs have put into the game for clicking.

So ffs - don't discredit the man - discredit the review!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 30, 2013, 02:00:17 AM
Quote from: Dimitris on September 30, 2013, 01:20:12 AM
Coming up next on SimHQ: Joseph Goebbels reviews Bertold Brecht.
Dimitris - this is extremely unprofessional, discourteous and not helpful in the slightest.

You have the potential here for a great game - don't waste it by acting like you're in the playground
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 02:02:40 AM
Quote from: jomni on September 29, 2013, 10:28:25 PM
Well I got 1200 points with very little planning. Just sent CAP, SEAD, Strike packages in the zone without even thinking about coordination.  No groups are formed, just individual planes endlessly streaming out of the base doing their own thing.  Lost 3 planes.  :o

You know what, I got almost the same score and losses, when I first played it. But I didn't feel in control at all. I can only assume that its the AI mission control doing a good job, even when I am not. It felt like a "better win" when I knew what I was doing and the planning all went off smoothly. I think my problem is that I wasn't marking up priority targets in terms of victory points netted - apparently Robear from Gamers With Jobs mentioned that taking out the missile assembly buildings will add a couple of hundred points to your score. So I guess there must be a way to see the VP value on your targets, and perhaps I can customise the run through with a more lucrative target package. I selected targets based on what I thought were the priority, SAMS/Radar, runway, runway access points, gas tanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 02:14:13 AM
@Judge: I could do a detailed "fisking" on this "review" and also point out how the very points it is raising could/would have been expressed by a non-biased writer.

Or I could continue working on the preparation of the first update, which already solves some of the issues he's picking on.

Guess which of the two is a better use of my time.

I'm actually glad that he posted this under his default identity. This will be an excellent touchstone every time someone tries to tell me or anyone else that he's an objective observer of all things air/nav.

It is also now crystal-clear who has moved on and who is still stuck 10 years back.

Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 02:16:57 AM
Quote from: Herman Hum on September 29, 2013, 09:11:29 PM
A new review for CMO has been posted to SimHQ.
http://www.simhq.com/air-combat/command-modern-air-naval-operations-review.html

Ah, I thought I recognised the voice (I've only watched the first few minutes). I suppose if you "review" a game with the initial premise that its NOT Harpoon then its going to come off badly any criteria you throw at it.

Bugger, I thought Herman would be all over Command and would be doing video tutorials by now. But it seems, because it's NOT Harpoon, theres an axe to grind. :(

All I can say is that, I struggled immensely to get anywhere with Harpoon and its confusing soup of versions and badly designed UI's. I tried. And I even had much welcomed tutelage from Herman himself. But I think after knocking my head against it for a while, I fell back on to Fleet Command - simply because I could play it without having to step back in time.

Command has opened up Modern combat and has given me a new enthusiasm for this subject - that Harpoon couldn't do - no matter how much money I threw in its direction. I've played the tutorial mission many times, just to get my skills with the system better so I can feel in control, and I didn't regret firing it up all those times. I actually enjoyed it! That in itself has Command higher up in the esteem tables than anything Harpoon could do.

Command (no-one has been calling it MNO by the way) is the way forward for this type of game, no-one else is doing this stuff. It's the future. Harpoon is the past. Lets not beat the future of the genre down with a sub-standard nostalgia stick. Lets go forward, and with constructive criticism make it the best it can be. We've got developers who are willing to listen!! They're here. On these forums! Full speed ahead Captain.
 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 30, 2013, 02:34:38 AM
Quote from: Dimitris on September 30, 2013, 02:14:13 AM
@Judge: I could do a detailed "fisking" on this "review" and also point out how the very points it is raising could/would have been expressed by a non-biased writer.

Or I could continue working on the preparation of the first update, which already solves some of the issues he's picking on.

And I for one would be much appreciated if you performed the latter. I don't want this place to turn into a vipers nest.

If you weren't going to pull his review apart bit by bit and let the paying public make their minds up - then you shouldn't have said anything. In all honesty - you've just taken a bit of a dive engaging in the tactics you did.

Dragging up history and pointing to other sources to help justify your admonishment of a review isn't the way to deal with your critiques.

I'm partly familiar with Herman's history with Matrix and Harpoon - I guess it's no surprise that he's treated in this fashion.

What's annoying is this - his review is there...like it or lump it - in the public domain...so it should be discredited by pointing out glaring issues with it - by doing anything else suggests there's a disregard for the points he raised.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 30, 2013, 02:37:50 AM
Quote from: spelk on September 30, 2013, 02:16:57 AM
Bugger, I thought Herman would be all over Command and would be doing video tutorials by now. But it seems, because it's NOT Harpoon, theres an axe to grind. :(

All I can say is that, I struggled immensely to get anywhere with Harpoon and its confusing soup of versions and badly designed UI's. I tried. And I even had much welcomed tutelage from Herman himself. But I think after knocking my head against it for a while, I fell back on to Fleet Command - simply because I could play it without having to step back in time.
I have been 'all over it'.  That's why the review is so painstakingly detailed.  :)
I want to like it.  It's just too much of a chore to enjoy in its present state.  My hand just hurts too much after playing this game.

Videos will still be made upon request.  Inquiries for videos have already been received for showing the differences between significant features such as the Formation Editor.  As always, the motto remains: help all who ask.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on September 30, 2013, 02:55:52 AM
Quote from: JudgeDredd on September 30, 2013, 02:34:38 AM
What's annoying is this - his review is there...like it or lump it - in the public domain...so it should be discredited by pointing out glaring issues with it - by doing anything else suggests there's a disregard for the points he raised.

Actually, I can point to one glaring error that totally unhinges the entire review:

"Most displays such as Weapons, Sensors, and Contacts can only be activated via the mouse-click on a button."

should read:

"Most displays such as Damage Control and Contacts can only be activated via the mouse-click on a button."
:P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 30, 2013, 04:56:05 AM
I don't usually get involved in all the drama of games because I just like playing them, but this topic has struck a nerve with me.  I am 99% with JD on this and believe this situation looks very unprofessional and leaves a negative impression on me for both the developer and publisher.  The only disagreement I have with JD is I actually think taking a moment of their day to thoughtfully and professionally dispute any of the review material is way more important than getting out the first patch.  If the developer/publisher would not have responded like they did, I would think differently, but because of their actions (mentioning past history, making it personal, unwilling to dispute specific detail, etc.) I think it is critical they back up their claims the review is wrong, otherwise it is all here say.  This comes across that only positive reviews are accepted and anything else is wrong.  If this review is not stickied in the official forums like other reviews, I will lose a lot of respect for the publisher/developer, unless they officially respond to the review and specifically point out all the places it is wrong, therefore invalidating the review.  To some degree they acknowledge portions might be true by saying some of it already was addressed in an upcoming patch.  However, the review is based on the "released" version as it should be, not based on future potential and future patches.  The moment you release a "premium" product for sale, your fair game for review, positive or negative.

I have no idea about the past history of Herman and the developers, nor do I care.  If bringing up that stuff is the only counter-argument, that doesn't prove anything to me.  In fact, it actually makes it seem like Herman's review struck a nerve, lending to the possibility it is an accurate representation of current state.  Let's face it, the product was advertised as a "premium" product worth a premium price tag so expectations should be very high.  Personally I do believe it is rough around the edges and not sure it was a "premium" product worth $79 at this point.  However, early indications were the developers being in it for the long haul and over time it would be improved.  That was refreshing to see, but because of this event, now it leaves a bad taste.  I will be the first to acknowledge I am not a great air/naval game expert, but whether you agree with Herman or not, it usually seems he knows what he is talking about and his written review does seem to provide very specific detail, not just throwing out high level thoughts.  Until I see confirmed written disputes of his points by the developer/publisher, there is little reason for me to assume they are not accurate.  I also think it was in very poor taste to lock the thread at the official forums, just disregarding it as past history without really answering it.

If this situation would have arisen before I bought the game over the weekend, I wouldn't have bought it.  Not because of the review itself, but because of how the situation was handled.  In fact, I had my finger over the purchase button for Civil War 2 all weekend and I am glad I did not buy it right now.  If this is going to be the common practice of the publisher, I will need to re-evaluate if its an organization I wish to continue supporting with my money, which everyone knows I am an impulse purchaser.

What a shame this had to come to this.....publishers/developers should never get emotional/involved with reviews, but if they do, they better be ready to back it up with facts, not personal history......

Very disappointed in the situation....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 30, 2013, 05:03:40 AM
Ok then - to anyone on here who actually plays Command - explain where he's wrong?

I don't know about the comparisons to Harpoon and don't particularly care - as long as I enjoy playing it - and for the most part I do...but there are issues that make me thing "ffs". And he mentions them in that video - along with other things I am not sure of.

So rather than anyone sling mud at Herman Hum, point out where the review is incorrect...because, whilst I think it was a bit on the harsh side and possibly did focus on Harpoon a bit too much, I have to say, I agreed with a fair whack of it...in particular too many mouse clicks and too cumbersome to get the info you want.

mickeck has already pointed out that that is subjective. And I agreed with that - but it still doesn't help that it hampers my enjoyment.

Dimitris has also agreed that the interface could use some tlc and hopefully it's going to get it.

Can I ask why the comparisons to Harpoon are so out of order? Over at Matrix there's been a price war going on about the price of the game and, specifically IN that thread, there were all sorts of comparisons made to price and other games and even genres....those were discounted by Matrix and Slitherine and many others as being a waste because there's no direct comparison to those other games and Command. So now someone comes out and compares Command to Harpoon - of which there is a HUGE similarity - and all of a sudden it's not appropriate to compare Command to Harpoon.

You can't have it both ways. Either you allow Command to be compared to other games (in relation to whatever) or you discount those but allow direct comparisons to be drawn between Command and Harpoon. So what if Harpoon is a 20 year old game. Matrix and Slitherine have reinvented it a few times - and it is ALMOST identical - and has to be - it's a different engine doing the same game. The comparisons are there to be made.

Herman Hum may be stuck with Harpoon and I don't know why. But he's IS comparing like for like. And many of the things he likely likes in Harpoon he's not seeing in Command. Are we just to trust reviews from people who have never played Harpoon or who haven't played Harpoon in years?

Read/watch the review and itemise it's faults. Discrediting it because of the writer is the wrong avenue to travel and gives no weight to why Command is a great game. You're doing the game and the community no favours

If we're only going to allow favourable reviews here - then I'm not sure what I'm doing reading these forums.  :(

EDIT
I posted this after you GR
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 05:15:30 AM
I'm sure if anyone else, other than Herman, had made such a "review", then Warfaresims would have responded with reasoned counters. The fact that there is such a history between them, I think, makes the comments made understandable - possibly not the right corporate view - but Dimitris is allowed his opinion here surely, without broad sweep judging his company? He's here as a groghead first, a dev second.

You see, whatever Herman has said about the game, and however Dimitris has responded to him, its not going to change the way I enjoy or not enjoy the game. The game will stand (or fall) on its own merits, and in my opinion, I'd rather have a close contact (and mutual rapport) with the developers than have them chased away by principal-based expectations of how a developer should respond to a supposed review.

Anyway, it certainly feels like our constructive criticism of the game, will help the devs build a better platform - surely we should encourage engaging with the developer here rather than becoming outraged, or slating them for what they did or didn't say?

I feel we need to filter out these past dramas and just look at the game itself, for what it is, and what it could become with our help and consultation - I mean we all want an up to date modern air/naval combat simulator don't we? I think we need to nurture it, otherwise its back to Harpoon with you! ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 30, 2013, 05:29:54 AM
Quote from: spelk on September 30, 2013, 05:15:30 AM
I'm sure if anyone else, other than Herman, had made such a "review", then Warfaresims would have responded with reasoned counters. The fact that there is such a history between them, I think, makes the comments made understandable - possibly not the right corporate view - but Dimitris is allowed his opinion here surely, without broad sweep judging his company? He's here as a groghead first, a dev second.

You see, whatever Herman has said about the game, and however Dimitris has responded to him, its not going to change the way I enjoy or not enjoy the game. The game will stand (or fall) on its own merits, and in my opinion, I'd rather have a close contact (and mutual rapport) with the developers than have them chased away by principal-based expectations of how a developer should respond to a supposed review.

Anyway, it certainly feels like our constructive criticism of the game, will help the devs build a better platform - surely we should encourage engaging with the developer here rather than becoming outraged, or slating them for what they did or didn't say?

I feel we need to filter out these past dramas and just look at the game itself, for what it is, and what it could become with our help and consultation - I mean we all want an up to date modern air/naval combat simulator don't we? I think we need to nurture it, otherwise its back to Harpoon with you! ;)

Spelk, we will have to respectfully disagree with this one.....I think it is one thing for game players to dispute games/reviews, etc., but I don't agree developers/publishers should get involved in this kind of mud slinging, unless they are willing to specifically dispute what parts of the review is wrong, versus ask if we want them to work on the patch or spend time addressing this.  If they did not want to address it, they shouldn't have said anything and certainly shouldn't have brought up all the past history.   Just comes across unprofessional.  I am also not a big fan of negative reviews being ignored and not treated the same as positive reviews.  There is little chance this one will be placed at the top of their official forums, like the positive reviews have been.

I agree with your last point about having an engaging relationship with the developer/publisher and that is what it was up until this point.  In this case, I think the developer/publisher overreacted too quickly and strained that relationship.  They should have just ignored it, respectfully disagreed with it, or took the time to specifically point out the wrong items mentioned in the review.  In time I am sure this will blow over depending on the actions from this point out.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on September 30, 2013, 05:50:11 AM
Quote from: spelk on September 30, 2013, 05:15:30 AM
I'm sure if anyone else, other than Herman, had made such a "review", then Warfaresims would have responded with reasoned counters. The fact that there is such a history between them, I think, makes the comments made understandable - possibly not the right corporate view - but Dimitris is allowed his opinion here surely, without broad sweep judging his company? He's here as a groghead first, a dev second.

You see, whatever Herman has said about the game, and however Dimitris has responded to him, its not going to change the way I enjoy or not enjoy the game. The game will stand (or fall) on its own merits, and in my opinion, I'd rather have a close contact (and mutual rapport) with the developers than have them chased away by principal-based expectations of how a developer should respond to a supposed review.

Anyway, it certainly feels like our constructive criticism of the game, will help the devs build a better platform - surely we should encourage engaging with the developer here rather than becoming outraged, or slating them for what they did or didn't say?

I feel we need to filter out these past dramas and just look at the game itself, for what it is, and what it could become with our help and consultation - I mean we all want an up to date modern air/naval combat simulator don't we? I think we need to nurture it, otherwise its back to Harpoon with you! ;)
My bold - so you disagree with his review? If his review means nothing then so be it. As long as you're enjoying it - and that's the important thing, right? Couldn't agree more. But that's different from discrediting someone's review based on history and nothing to do with the game. And just because you (and I to some extent) feel like that, it doesn't mean we stifle reviews does it?

I'm not wanting anyone chased away from anywhere. If anyone's going to leave it'll be me. Someone put a review out. If you disagree with that review, then counter it.

Apparently Herman has committed heresy bv creating a review of a game...a review that apparently goes against the grain...and the way we deal with that is to what? discredit the reviewer?...not counter his review.

I'm gonna bow out now. This has left a bad taste in my mouth.

And yep - I'm a sensitive bastard at heart and therefore scatty at times and I'd rather step away than get dragged in.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Emir Agic on September 30, 2013, 06:44:20 AM
It seems that review has been removed. I cannot open SimHQ link to review and video is declared "private". Can someone post review here?

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 30, 2013, 06:48:39 AM
I'm assuming simhq was unaware of the potential for bias from the author of the review, or they may have actually listened to the horror of the one hour and eleven minute video, finally removing it from the site due to the unavoidable urge it creates to jab sharp pencils into your ears.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on September 30, 2013, 06:56:26 AM
Quote from: JudgeDredd on September 30, 2013, 01:57:31 AM
Well - I wouldn't expect anything else from the publisher of a game - a game that has been touted as their "big ticket" items and doesn't stack up to that tag.

No disrespect Dimitris - really none intended - but this wasn't worth £65 out the door. It will be I hope - but not out the door. I've already listed my issues in this thread and won't go over them again...and to be fair to you have acknowledged and accepted for the most part and have said you are working on it. So I am happy things are moving forward.

But to everyone - if you want to discredit Herman's review (including you Erik and Dimitris) then do it by pointing out the things that are wrong or things that he doesn't get - RELATING TO HIS REVIEW. Don't discredit it with personal attacks and links to historical crap...we (the paying public) don't give a shit about your past with him...tell me what he's got wrong.

Many of the things in that review I have found myself. He may (given his love/hate relationship with Harpoon and it's development/lack of) have over stated some issues - but I have come across many of the issues myself. Especially the love the devs have put into the game for clicking.

So ffs - don't discredit the man - discredit the review!

No matter all the vitriol and childish remarks in this thread; the above is quoted for truth! Well spoken JD!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Tuna on September 30, 2013, 07:04:38 AM
Quote from: Emir Agic on September 30, 2013, 06:44:20 AM
It seems that review has been removed. I cannot open SimHQ link to review and video is declared "private". Can someone post review here?

Nothing like censorship and the power of publishers..
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on September 30, 2013, 07:14:54 AM
Quote from: Tuna on September 30, 2013, 07:04:38 AM
Quote from: Emir Agic on September 30, 2013, 06:44:20 AM
It seems that review has been removed. I cannot open SimHQ link to review and video is declared "private". Can someone post review here?

Nothing like censorship and the power of publishers..

Agreed.  Until someone can prove the review was full of errors, this is crazy.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 07:26:25 AM
Quote from: JudgeDredd on September 30, 2013, 05:50:11 AM
My bold - so you disagree with his review? If his review means nothing then so be it. As long as you're enjoying it - and that's the important thing, right? Couldn't agree more. But that's different from discrediting someone's review based on history and nothing to do with the game. And just because you (and I to some extent) feel like that, it doesn't mean we stifle reviews does it?

I only put "supposed" review, because its not normal practice to make a review so long and I haven't watched it all, because I haven't had time. But I did watch the first few textual points made on the video listing the good, the bad, and the downright ugly. Not sure I agreed with those as they stood.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: helm123 on September 30, 2013, 07:32:42 AM
Have lurked here and never posted to anything on the forum but feel compelled. 

This is becoming a practice that is happening all to often.  A review that falls short of what the publisher/developer expects gets pulled.  If you sell a title that has a $100 price tag you better make certain people don't find short comings or that you can explain\show how they are using the product incorrectly.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on September 30, 2013, 07:40:45 AM
I am disappointed that SimHQ pulled the review.  I can only guess that they either they didn't watch it before posting it, or submitted to community or publisher pressure.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 07:47:27 AM
Anyway, back to the fun of the actual game...

What was the first real scenario played and why?

I'm trying to decide where to take the plunge, because I like to invest some time - getting to know the era and equipment available, and I'm not really sure where to begin. Obviously the Falklands scenarios are looking enticing, but I want to savour them and take my time, when I've got a full command over all aspects of controlling the game/units.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 07:47:54 AM
Quote from: Herman Hum on September 30, 2013, 12:28:30 AM
Quote from: mikeck on September 29, 2013, 10:44:41 PM
Here's an example of the absolute absurdity of that review: Herman's complaints about having to click on every unit individually to tell the AI not to fire. Makes a big production about how much of a pain it is to click on every unit. Well, why would you have to do that? Almost every unit that is doing something is doing it within the framework of a mission created in the editor. When you create that mission, you create the rules of Engagement. Standard would be "engage unidentified targets: no"

So, if my ROE is set to not shoot at crap when I don't know of its hostile, why would I have to run around and manually tell every pilot not to shoot at unidentified crap? Well, you don't...that's why we have Roe. Now, is there a time when you wouldn't want a ship or plane to fire at a hostile target when in weapons range? Perhaps...and when that occasion occurs, you can click on the unit and select "AI hold fire" simple.
Your ignorance of this game is simply astounding.  To be perfectly clear, there is no way to order units to hold fire with the ROE setting.  That setting is only for "Engage non-hostiles".  In Harpoon and Naval War: Arctic Circle, Weapons Tight status is set with two clicks.

A player who wishes to exercise total control over his units and not permit them to fire without his express authorization cannot do so.  This is for both hostile and non-hostile targets.  The only way to prevent units from firing is to issue the Hold Fire command to each and every group along with every individual unit.  There is no other way.

Oh sorry your majesty... Didn't mean to challenge your knowledge of the game. I'm pretty sure I've made it through many hours of playing this game without having my AI controlled units randomly firing missiles all the targets all of the screen.

You do set rules of engagement in the mission editor and those rules are set to prevent an AI unit from firing on anyone except hostile contacts. Now, if for some reason I don't want my AI controlled units to fire at hostile targets within weapons range, then yes, I have to click on the hold fire icon but I can't think of a whole lot of times that I would want to do that so it's really not that annoying to go click on the one or two units you want to hold fire. You put the review online... you're the one who submitted it to the public. I'm pointing out something into your view that I thought was unfair and inaccurate and your response is to call me ignorant? why not you try to be a little less arrogant and listen the criticisms whether you find constructive or not.

This game has issues with performance and UI. Personally, I think there are too few scenarios and no campaigns is a problem. That said , it's a good game and I found your review to be inaccurate and unfair. If your response is just to call me ignorant , then fine.

Personally, I had spent years developing a game...a true labor of love, only to see it poorly reviewed, I would be upset too...REGARDLESS of whether the complaints were innaccurate. I don't think the developers reaction indicates defensiveness... It's because it's inaccurate (in some areas...not all to be fair).

That's all. I just thought your review was in poor form Herman.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 07:54:31 AM
Quote from: Herman Hum on September 30, 2013, 02:55:52 AM
Quote from: JudgeDredd on September 30, 2013, 02:34:38 AM
What's annoying is this - his review is there...like it or lump it - in the public domain...so it should be discredited by pointing out glaring issues with it - by doing anything else suggests there's a disregard for the points he raised.

Actually, I can point to one glaring error that totally unhinges the entire review:

"Most displays such as Weapons, Sensors, and Contacts can only be activated via the mouse-click on a button."

should read:

"Most displays such as Damage Control and Contacts can only be activated via the mouse-click on a button."
:P

Edit: misread the comment
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 08:02:12 AM
Sorry... Didn't see we were " back on topic" while I was ranting. Anyway, I have provided two examples of where he is wrong or nitpicky. And like jarhead , I couldn't listen. Heard about 30 minutes of the review and read the rest.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 30, 2013, 08:56:50 AM
I think there's a difference in UI philosophy in Command vs. Harpoon.

Command is a bit unconventional because you do a lot of clicking before the mission is executed via the all-important Mission Editor.  But once it's rolling you just leave it be with little fine tuning.  The challenge is in coming up with the greatest plan that needs the least adjustment.  But of course the truth of the matter is that "No plan of operations extends with any certainty beyond the first contact..."  But the key here is for the AI to actually be smart and realistic enough to execute a brilliant plan (like in Command Ops Battle of the Bulge).  The task is akin to high-level commanders, sorting out areas of operations, force composition and ROE.

Harpoon on the other hand employs a hands-on approach during combat where the system asks for your permission when firing weapons, you individually plot waypoints, speed, depth / altitude. (which you can also do in Command), etc.  This is the conventional way of playing games.   As for Harpoon, it is as if you are the commander of each individual platform with a "hive mind".

I like both games because the approaches are different and offers different experiences.

But I do agree that a bit more control options can be put into Command for more flexible and detailed planning and execution.  It may be more clicks for some parts or less clicks for some other aspect. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 30, 2013, 09:42:18 AM
Actually, I screwed up the first tutorial file. I was playing by phases, e.g. sending the Tomcats then saving. I sent in the Corsairs and took out no SAMs. I started over but, in both the save and original. The Tomcats and Corsairs are unavailable. I even uninstalled ad re-installed - same thing.

1. What did I do wrong when saving?
2. How do I get a fresh copy of the tutorial file back?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 09:45:16 AM
Hi Jim, here's a fresh copy of the scenario (see attached).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 30, 2013, 09:58:28 AM
Thanks, Dimitris. Any idea what I did wrong?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 10:00:59 AM
Difficult to say without examining the scenario file in detail. None of the actions you describe should cause this result.

Any chance you have the autosave file?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 30, 2013, 10:17:36 AM
Not yet.  I moved you new file over and had the same problem.  Very strange.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on September 30, 2013, 10:25:08 AM
Hi Jim,

We actually have an updated database and scenario ready for release, will zip and send over later tonight when kids are in bed and I'm back from the dojo  ;D

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 30, 2013, 10:28:41 AM
Great. Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on September 30, 2013, 10:38:18 AM
Quote from: Dimitris on September 30, 2013, 10:00:59 AM
Difficult to say without examining the scenario file in detail. None of the actions you describe should cause this result.

Any chance you have the autosave file?

I found the autosave. I can't attach here. How do I get it to you?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 10:39:31 AM
Send it at sunburngr@gmail.com .

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 30, 2013, 02:15:49 PM
using build 434, playing third tutorial warship operations. just finished area A and ship took some damage but both air facilities are operational. on the way to area B one of my seahawks repeatedly tried to land since it was low on fuel. it could not do so and eventually crashed. message says aircraft cannot be hosted by its current assigned base(USS Stockdale) Reason: the aircraft cannot be hosted by any air facility here.

I still have one helicopter available so just wondering why this one couldn't land and refuel but the other was able to? thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on September 30, 2013, 02:18:20 PM
Hello,

Can you please post a save of the situation before the helicopter crashed? It would help us a lot in figuring out if there is a problem.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on September 30, 2013, 02:52:11 PM
Quote from: Dimitris on September 30, 2013, 02:18:20 PM
Hello,

Can you please post a save of the situation before the helicopter crashed? It would help us a lot in figuring out if there is a problem.

Thanks!

have one autosave but when I load it just takes me back to beginning of scenario so don't think that will help! will try playing out again and save before heading to area B. thanks.

ran it a few more times and could not duplicate. I noticed a P3 orion flying around my ship, it was green. was this my unit or the enemies?? I just ignored it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 30, 2013, 04:38:49 PM
Quote from: Grim.Reaper on September 30, 2013, 04:56:05 AM

If this situation would have arisen before I bought the game over the weekend, I wouldn't have bought it.  Not because of the review itself, but because of how the situation was handled. In fact, I had my finger over the purchase button for Civil War 2 all weekend and I am glad I did not buy it right now.  If this is going to be the common practice of the publisher, I will need to re-evaluate if its an organization I wish to continue supporting with my money, which everyone knows I am an impulse purchaser.

I actually purchased Civil War 2 on Friday, after I noticed AGEOD had put up their first public Beta Update.  Despite the retina-burning interface background, I've been quite happy with it thus far.  And it was only $40.  Don't let your recent experience with a different Matrix 'Premium' title dissuade you from purchasing a soundly-priced one from the AGEOD guys.  I recommend it, from the couple hours I've put into it so far (with the update).

I'm with you and JD and the whole stink, of late.  Kinda glad I missed this drama over the weekend.  I'm not all that happy with the condition of Command's release state, for it's $80 price tag.  I didn't get to see Herman's review before it was yanked, but if JD and Grim think it had many valid points, then I would likely agree because we've been pointing out similar shortcomings between ourselves.  I hope Herman redoes it and posts it to YouTube of his own accord, because I'd like to make my own call.

I hope the developers can get Command to where it needs to be, notably with regards to issues I see with the UI and the assistant AI.  I didn't intend to spend eighty dollars in order to be a tester and recommend functionality that was available in the much older titles that inspired it.

In the meantime, I'll take a break and play some Civil War 2

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 05:07:47 PM
nefaro,  I don't know if you were aware or not but on the matrix forum for Civil War two in the mods and  scenario section,  there is a mod that removes the shiny steel looking display replaces them with period Looking paper
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on September 30, 2013, 05:11:49 PM
Quote from: mikeck on September 30, 2013, 05:07:47 PM
nefaro,  I don't know if you were aware or not but on the matrix forum for Civil War two in the mods and  scenario section,  there is a mod that removes the shiny steel looking display replaces them with period Looking paper

Yeah, I saw those the other night.  I believe some of them are still being improved but I'll probably drop one in soon.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on September 30, 2013, 05:22:40 PM
Quote from: Bismarck on September 30, 2013, 10:28:41 AM
Great. Thanks.

Hi Jim,

Have sent you a link to the updated scenario set & databases via mail.

Thanks!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on September 30, 2013, 06:47:42 PM
Quote from: spelk on September 30, 2013, 07:47:27 AM
Anyway, back to the fun of the actual game...

What was the first real scenario played and why?

I'm trying to decide where to take the plunge, because I like to invest some time - getting to know the era and equipment available, and I'm not really sure where to begin. Obviously the Falklands scenarios are looking enticing, but I want to savour them and take my time, when I've got a full command over all aspects of controlling the game/units.

I tried the "First Contact 2016" scenario first because it was small and modern.  After a couple of runs at it I was able to consistently score a minor victory, but all-in-all it felt too fast paced for much strategy beyond spray and pray.  I'm going to give "Raid on Kismayo" a run next.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 07:42:25 PM
Brass Drum is a good one. 2017 and you control the US. You are fighting your way through the straights of Hormuz. You have weapons free clearance from the start to attack Iranian targets. You get two carriers, three or four surface combatants and a sub (as well as a few land based refuelers). Get to start off attacking airbases and such with tomahawks or whatever. It's not huge but it's a long scenario (48 hours I think) biggest problem is not burning up all of your stores.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on September 30, 2013, 08:35:19 PM
Ok, I'm no naval warfare expert...but I just had 4 tomahawks knocked out by 8 Iranian Phoenix missiles. Now, assuming that 35 year old missiles still work off of 40 year old aircraft, seems a bit odd an aam Gould knock down my cruise missiles flying 18 meters above the ocean...no? Had this happen before with SAMs knocking them down. I mean , they are 18 meters off the ground!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on September 30, 2013, 08:38:38 PM
Hi all!

I just noticed this thread!

Just want to plug my website and youtube channel.  ;D Hope you don't mind.

I've done 2 mammoth streams last weekend and I'm planning an additional event on this upcoming Saturday.

http://baloogancampaign.com/ (http://baloogancampaign.com/) This site is where I'm going to announce all live web streams as well as recap previous streams' content.

http://www.youtube.com/baloogan (http://www.youtube.com/baloogan) My YouTube channel.

Hope you are all enjoying Command as much as I am.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 30, 2013, 08:40:35 PM
Quote from: mikeck on September 30, 2013, 08:35:19 PM
Ok, I'm no naval warfare expert...but I just had 4 tomahawks knocked out by 8 Iranian Phoenix missiles. Now, assuming that 35 year old missiles still work off of 40 year old aircraft, seems a bit odd an aam Gould knock down my cruise missiles flying 18 meters above the ocean...no? Had this happen before with SAMs knocking them down. I mean , they are 18 meters off the ground!

Is that the 2017 scenario? Do the Iranians have any Phoenixes left at all these days?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 30, 2013, 08:43:18 PM
Quote from: mirth on September 30, 2013, 08:40:35 PM
Quote from: mikeck on September 30, 2013, 08:35:19 PM
Ok, I'm no naval warfare expert...but I just had 4 tomahawks knocked out by 8 Iranian Phoenix missiles. Now, assuming that 35 year old missiles still work off of 40 year old aircraft, seems a bit odd an aam Gould knock down my cruise missiles flying 18 meters above the ocean...no? Had this happen before with SAMs knocking them down. I mean , they are 18 meters off the ground!

Is that the 2017 scenario? Do the Iranians have any Phoenixes left at all these days?

Well it wouldn't be fun if they are easily defeated.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on September 30, 2013, 08:51:16 PM
Quote from: jomni on September 30, 2013, 08:43:18 PM
Quote from: mirth on September 30, 2013, 08:40:35 PM
Quote from: mikeck on September 30, 2013, 08:35:19 PM
Ok, I'm no naval warfare expert...but I just had 4 tomahawks knocked out by 8 Iranian Phoenix missiles. Now, assuming that 35 year old missiles still work off of 40 year old aircraft, seems a bit odd an aam Gould knock down my cruise missiles flying 18 meters above the ocean...no? Had this happen before with SAMs knocking them down. I mean , they are 18 meters off the ground!

Is that the 2017 scenario? Do the Iranians have any Phoenixes left at all these days?

Well it wouldn't be fun if they are easily defeated.

Well heck, give em X-wings then :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on September 30, 2013, 09:00:54 PM


Well that's too much Sci-fi.   Since the US Navy retired their F-14 they sold all their Phoenix stockpiles to Iran.  A plausible story don't you think?  :-[
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on September 30, 2013, 09:08:21 PM
Quote from: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/


Thanks so much for helping me get the word out  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on September 30, 2013, 09:52:30 PM
Quote from: Baloogan on September 30, 2013, 09:08:21 PM
Quote from: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/


Thanks so much for helping me get the word out  ;D

Awesome videos Baloogan! Thanks for your efforts...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Mr. Bigglesworth on September 30, 2013, 10:32:09 PM
Quote from: Jarhead0331 on September 30, 2013, 09:52:30 PM
Quote from: Baloogan on September 30, 2013, 09:08:21 PM
Quote from: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/ (http://baloogancampaign.com/2013/09/30/command-episode-2/)


Thanks so much for helping me get the word out  ;D

Awesome videos Baloogan! Thanks for your efforts...

30 min. into episode 2 part 1. This really shows off the game as the update to Harpoon. I'm very excited about this game. The top feature IMO is how it shows the power of strategic air just like harpoon did. If the game is stable, it is a buy for me!

Thanks a lot for the videos.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 01, 2013, 12:06:20 AM
Quote from: Jarhead0331 on September 30, 2013, 09:52:30 PM
Awesome videos Baloogan! Thanks for your efforts...

Cheers! Anything for the naval combat simulation genre!

I was raised on Fleet Command, Harpoon and other combat simulation videogames.



Quote from: Mr. Bigglesworth on September 30, 2013, 10:32:09 PM
30 min. into episode 2 part 1. This really shows off the game as the update to Harpoon. I'm very excited about this game. The top feature IMO is how it shows the power of strategic air just like harpoon did. If the game is stable, it is a buy for me!

Thanks a lot for the videos.

Cheers!

I take questions from the chat during a live stream, and will try to answer any questions posted to the comments on the YouTube videos, or tweeted @BalooganCamp .

Thanks so much for watching. As you can probably tell from the videos I've really enjoyed making them.  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 01, 2013, 12:10:04 AM
Quote from: jomni on September 30, 2013, 09:00:54 PM


Well that's too much Sci-fi.   Since the US Navy retired their F-14 they sold all their Phoenix stockpiles to Iran.  A plausible story don't you think?  :-[

Other than having a weapons embargo on Iran for ages?  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 01, 2013, 12:31:45 AM
Quote from: jomni on September 30, 2013, 09:00:54 PM


Well that's too much Sci-fi.   Since the US Navy retired their F-14 they sold all their Phoenix stockpiles to Iran.  A plausible story don't you think?  :-[

what?  no... its not.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 12:48:25 AM
Iran is known to have kept a number of Phoenix missiles operational over the years, with black-market spare parts and reverse-engineering. They still fly with them.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 01, 2013, 12:54:19 AM
Ive heard and seen photos of them using converted HAWKs but I really doubt either the radar or missiles are working to spec at this point.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fuploaded.fresh.co.il%2F3fb75ed1315e6417.jpg&hash=174b2e297c54b32048df7161e4153826d8c0f71d)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fsimhq.com%2Fforum%2Ffiles%2Fusergals%2F2012%2F08%2Ffull-30977-39291-32266_23647.jpg&hash=c4c55b392797d8e6267e4fa990d351a523ca5124)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 12:59:43 AM
actually got to the end of the air tutorial without the white screen of death but had trouble taking out the industrial sites. I just couldn't get my aircraft to fly below the altitude needed to release their bombs. might I suggest instead of a slider for manual override that we just get a box to type in the altitude that we want? when I got near the bottom using the slider it would go all wonky and revert back to 40k. is there any way to order a group of planes to fly at a certain altitude? I tried dragging a box around them and then pressed f2 but it didn't affect them. I had to click on each aircraft individually. thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 01:01:46 AM
Quote from: CptHowdy on October 01, 2013, 12:59:43 AM
actually got to the end of the air tutorial without the white screen of death but had trouble taking out the industrial sites. I just couldn't get my aircraft to fly below the altitude needed to release their bombs. might I suggest instead of a slider for manual override that we just get a box to type in the altitude that we want? when I got near the bottom using the slider it would go all wonky and revert back to 40k. is there any way to order a group of planes to fly at a certain altitude? I tried dragging a box around them and then pressed f2 but it didn't affect them. I had to click on each aircraft individually. thanks.

Thanks! We'll see what we can do about that.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 01:03:04 AM
Command impressions at CSIPGWH: https://groups.google.com/d/msg/comp.sys.ibm.pc.games.war-historical/r-F3D97cQe0/LNxvluhs5F4J
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 01, 2013, 01:58:49 AM
Quote from: Nefaro on October 01, 2013, 12:10:04 AM
Quote from: jomni on September 30, 2013, 09:00:54 PM


Well that's too much Sci-fi.   Since the US Navy retired their F-14 they sold all their Phoenix stockpiles to Iran.  A plausible story don't you think?  :-[

Other than having a weapons embargo on Iran for ages?  :P

US govt shutdown. They need the money to keep going
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on October 01, 2013, 02:21:57 AM
In the Sub Training scenario I have created a Anti-Submarine mission for my sub and defined box A as the sector.
It goes to the sector, starts patrolling, detects the other sub and fires off its Torpedo's, but then the torpedo's keep on circling and intercepting the contact until they run out of energy.
They seem to 'go over' the target several times on the map, but never once one does explode. Am I doing something wrong?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 02:25:23 AM
Any chance the contact was very old? (The contact age is listed as XmYs under the contact icon). In that case the torp would head towards the location where the actual target no longer was.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 01, 2013, 02:32:14 AM
without accurate modeling of converted HAWKs and substandard AIM-54's with limited numbers and taking into account AGW I dont see how I can purchase this game.  I mean really... everyone knows the global ice sheet reflects thermal radiation that directly impacts the seeker heads on garage built missiles in the Middle East!
Im just at a loss for words due to this massive game killing oversight.




;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 01, 2013, 02:34:00 AM
Quote from: Yskonyn on October 01, 2013, 02:21:57 AM
It goes to the sector, starts patrolling, detects the other sub and fires off its Torpedo's, but then the torpedo's keep on circling and intercepting the contact until they run out of energy.
They seem to 'go over' the target several times on the map, but never once one does explode. Am I doing something wrong?

I noticed this happen to me too, although after it fired about 4 torps and they just kept circling over the enemy target - but as time went on, one of them took the enemy sub out and the scenario progressed to the next step. It is odd to see fish circle in the water directly around the target. IIRC they launched when the target was still a yellow contact.

I don't remember this happening the first time I run the tutorial. And I loaded that one in editor mode, and subsequently deleted my sub from the scenario and then saved it!!! So I'm currently using the replacement tutorial file Dimitris made available in this thread.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on October 01, 2013, 02:38:11 AM
As far as I know the sub had a solid fix on the target when it fired.

Ah, but indeed the contact was lost aparently. Time ticking towards the 20m even, so I guess that's pretty old. :)
What is odd though, is that my sub is still on patrol duty, but after it engaged the enemy sub without destroying it, my sub just lies in the water, waiting... then after 25 minutes it shoots 4 torps again at the same old contact... :S
Shouldn't it resume a search pattern?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 01, 2013, 03:06:45 AM
Quote from: Jarhead0331 on September 30, 2013, 09:52:30 PM
Quote from: Baloogan on September 30, 2013, 09:08:21 PM
Quote from: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/


Thanks so much for helping me get the word out  ;D

Awesome videos Baloogan! Thanks for your efforts...

+1

Baloogan, i had found your videos with a search at youtube, just the other day (before they showed u here) 8)
..."The way its meant to be played"-videos!  :)

That was what i was looking for as a newbie to the unfamiliar Naval stuff  i am more a Faust toting low crawl kind of grognard ;-) daring into dangerous waters...   

(reminds me on the tutorial videos of CO:BftB, where Arjuna -the developers- explained how the game engine is used best and why features are there and how to bring them to bear while he is playing the tutorials... like BfTB, Command is a sim for grogs.
and the true nature of a grog is: one mans loved feature is the other mans worst nightmare and the other way around, that may be the reason for some of the uproar...)

after some time in the sandbox (to kill the curiosity, and doing it wrong) and a glance at your vids i began now with the tutorial, seriously  ... and loving it :)     
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 03:34:45 AM
Quote from: Yskonyn on October 01, 2013, 02:38:11 AM
As far as I know the sub had a solid fix on the target when it fired.

Ah, but indeed the contact was lost aparently. Time ticking towards the 20m even, so I guess that's pretty old. :)
What is odd though, is that my sub is still on patrol duty, but after it engaged the enemy sub without destroying it, my sub just lies in the water, waiting... then after 25 minutes it shoots 4 torps again at the same old contact... :S
Shouldn't it resume a search pattern?

From the description, I suspect the sub was stalking the contact, hence the low-lay and re-shoot. If the contact has been lost or destroyed the sub would be expected to resume its patrol.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 01, 2013, 06:37:09 AM
Quote from: spelk on October 01, 2013, 02:34:00 AM
Quote from: Yskonyn on October 01, 2013, 02:21:57 AM
It goes to the sector, starts patrolling, detects the other sub and fires off its Torpedo's, but then the torpedo's keep on circling and intercepting the contact until they run out of energy.
They seem to 'go over' the target several times on the map, but never once one does explode. Am I doing something wrong?

I noticed this happen to me too, although after it fired about 4 torps and they just kept circling over the enemy target - but as time went on, one of them took the enemy sub out and the scenario progressed to the next step. It is odd to see fish circle in the water directly around the target. IIRC they launched when the target was still a yellow contact.

I don't remember this happening the first time I run the tutorial. And I loaded that one in editor mode, and subsequently deleted my sub from the scenario and then saved it!!! So I'm currently using the replacement tutorial file Dimitris made available in this thread.

Yeah I lost most of my Torps hunting that sub and unable to sink the 2nd ship because I ran out.  It is indeed attacking on an old contact made 1 hr ago.  Maybe reduce optimism threshold for firing next time.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 01, 2013, 08:28:42 AM
Frankly, I don't think it matters how they ended up with the missles. Point is, I don't think the Phoenix was ever capable of shooting down sea skimming cruise missles
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 08:43:28 AM
Fair point. I'll check to see if the Iranian AIM-54As in the DB are sea-skimmer capable (they shouldn't be, the -A was singularly optimized for high-altitude intercept of large targets) and if they are, remove that flag. This should make them significantly less capable.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 01, 2013, 10:11:17 AM
According to various official sources, the AIM-54A was successfully tested against sea skimmers down to 50ft:

http://vnfawing.com/forum/viewtopic.php?p=1253&sid=4f01c9dccde209a32ed1d33869a2ebb0

I can increase the minimum target altitude of the AIM-54A from 30 to 50ft, but that would still make it capable against Tomahawks at 60ft.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 01, 2013, 10:18:11 AM
I see some reviews are out. Frankly, I don't see how a good review of such a complex game can be written so quickly.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 01, 2013, 10:18:48 AM
Quote from: GDS_Starfury on October 01, 2013, 02:32:14 AM
without accurate modeling of converted HAWKs and substandard AIM-54's with limited numbers and taking into account AGW I dont see how I can purchase this game.  I mean really... everyone knows the global ice sheet reflects thermal radiation that directly impacts the seeker heads on garage built missiles in the Middle East!
Im just at a loss for words due to this massive game killing oversight.
;)

Lol  ;D

There are currently two Iranian F-14A entries in the Command database:

F-14A Tomcat -- Iran (Air Force), 1977
F-14A Tomcat -- Iran (Air Force), 1998

We plan to add another 2-3 versions to take into account the fact that the F-14s in periods only flew with certain types of ordnance (no Sparrows, etc). Just haven't had time to do that yet. Will bump it up on the priority list when you purchase the sim hehe.

The AIM-23B I-HAWK loadout is used on the 1998 version of the Iranian F-14, but some sources suggest that only two (!) aircraft were actually modified and that it really wasn't/isn't in widespread use.

Has anyone seen any recent photos of F-14s carrying I-HAWKs? What about Phoenixes?

Thanks!  8)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bayonetbrant on October 01, 2013, 10:22:33 AM
Quote from: Bismarck on October 01, 2013, 10:18:11 AM
I see some reviews are out. Frankly, I don't see how a good review of such a complex game can be written so quickly.

Which is one HUGE reason we're not rushing ours.  We're more interested in being solid and thorough than being first and mediocre.
We also plan to release the definitive review-to-end-all-reviews of Panthers in the Fog.










someday...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 01, 2013, 10:27:21 AM
The voice of a responsible site.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 01, 2013, 10:30:38 AM
Quote from: Bismarck on October 01, 2013, 10:27:21 AM
The voice of a responsible site.

I would hardly call myself a naval war expert. Or responsible.

However, I am planning on digging into this to see what is happening. Currently I have Command Ops: Battles for Greece primed, but I have downloaded Command and plan on firing it up this afternoon. It's a good problem to have: too many wargames. I just need more time.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on October 01, 2013, 10:38:59 AM
Quote from: emsoy on October 01, 2013, 10:18:48 AM
Quote from: GDS_Starfury on October 01, 2013, 02:32:14 AM
without accurate modeling of converted HAWKs and substandard AIM-54's with limited numbers and taking into account AGW I dont see how I can purchase this game.  I mean really... everyone knows the global ice sheet reflects thermal radiation that directly impacts the seeker heads on garage built missiles in the Middle East!
Im just at a loss for words due to this massive game killing oversight.
;)

Lol  ;D

There are currently two Iranian F-14A entries in the Command database:

F-14A Tomcat -- Iran (Air Force), 1977
F-14A Tomcat -- Iran (Air Force), 1998

We plan to add another 2-3 versions to take into account the fact that the F-14s in periods only flew with certain types of ordnance (no Sparrows, etc). Just haven't had time to do that yet. Will bump it up on the priority list when you purchase the sim hehe.

The AIM-23B I-HAWK loadout is used on the 1998 version of the Iranian F-14, but some sources suggest that only two (!) aircraft were actually modified and that it really wasn't/isn't in widespread use.

Has anyone seen any recent photos of F-14s carrying I-HAWKs? What about Phoenixes?

Thanks!  8)

Don't know about current stocks of Phoenixes and I-HAWKs (not sure they ever used HAWKS operationally with the F-14. I know they did some testing). Apparently they have developed a homebrew version  of the Phoenix.

http://theaviationist.com/tag/fakour-90/#.UkrqLJwkvMA (http://theaviationist.com/tag/fakour-90/#.UkrqLJwkvMA)

http://www.janes.com/article/10854/iran-tests-fakour-90-air-to-air-missile (http://www.janes.com/article/10854/iran-tests-fakour-90-air-to-air-missile)

Of course, according to the Iranians it's a greatly improved version. :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 01, 2013, 10:39:39 AM
Quote from: LongBlade on October 01, 2013, 10:30:38 AM
Quote from: Bismarck on October 01, 2013, 10:27:21 AM
The voice of a responsible site.

I would hardly call myself a naval war expert. Or responsible.

However, I am planning on digging into this to see what is happening. Currently I have Command Ops: Battles for Greece primed, but I have downloaded Command and plan on firing it up this afternoon. It's a good problem to have: too many wargames. I just need more time.

I said "site", not you.  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 01, 2013, 10:55:35 AM
Quote from: emsoy on October 01, 2013, 10:11:17 AM
According to various official sources, the AIM-54A was successfully tested against sea skimmers down to 50ft:

http://vnfawing.com/forum/viewtopic.php?p=1253&sid=4f01c9dccde209a32ed1d33869a2ebb0

I can increase the minimum target altitude of the AIM-54A from 30 to 50ft, but that would still make it capable against Tomahawks at 60ft.

Ok. Like I said, I'm no expert. From a laymen perspective though, seems a but odd that ancient Phoenix missles could have a better hit rate against sea skimming missles than my SM-2s. I mean, they fired six and took out 4 missles. 66% hit rate? Could have been luck as it's a small sample size. Anyway, take a look at it is all I ask. Thanks guys
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 01, 2013, 11:20:05 AM
it really depends on the version and timeline.  I think it would also depend on what kind of sea skimming missiles youre shooting at and whether or not your planes have AWACS or E-2 support.

http://en.wikipedia.org/wiki/AIM-54_Phoenix
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 01, 2013, 11:36:12 AM
It would. And in this case my sea skimmers were really tomahawks at 18 m above the surface and the enemy- the Iranians -did not have any airborne warning support.  just launched F-14s and started peppering missiles into my tomahawks., who knows maybe it's accurate maybe it's not it was still fun just a question
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 01, 2013, 12:22:18 PM
Thanks guys, re-researched the Iranian F-14s and thanks to new information I've updated the Command database:

F-14A Tomcat -- Iran (Air Force), 1977, AIM-54A Only
F-14A Tomcat -- Iran (Air Force), 1984, AIM-7E/-9J
F-14A Tomcat -- Iran (Air Force), 1986, No AIM-54A Thermal Batteries
F-14A Tomcat -- Iran (Air Force), 1987, AIM-23C
F-14A Tomcat -- Iran (Air Force), 1990, AIM-23C, AIM-54A Restored
F-14A Tomcat [F-14AM] -- Iran (Air Force), 2012, Fakour-90

Fair?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on October 01, 2013, 12:31:02 PM
Quote from: emsoy on October 01, 2013, 12:22:18 PM
Thanks guys, re-researched the Iranian F-14s and thanks to new information I've updated the Command database:

F-14A Tomcat -- Iran (Air Force), 1977, AIM-54A Only
F-14A Tomcat -- Iran (Air Force), 1984, AIM-7E/-9J
F-14A Tomcat -- Iran (Air Force), 1986, No AIM-54A Thermal Batteries
F-14A Tomcat -- Iran (Air Force), 1987, AIM-23C
F-14A Tomcat -- Iran (Air Force), 1990, AIM-23C, AIM-54A Restored
F-14A Tomcat [F-14AM] -- Iran (Air Force), 2012, Fakour-90

Fair?

That's it? I heard they were doing tests with R-27s too :P

kidding. very cool that you updated it so quickly!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 01, 2013, 01:15:10 PM
Quote from: CptHowdy on October 01, 2013, 12:59:43 AM
actually got to the end of the air tutorial without the white screen of death but had trouble taking out the industrial sites. I just couldn't get my aircraft to fly below the altitude needed to release their bombs. might I suggest instead of a slider for manual override that we just get a box to type in the altitude that we want? when I got near the bottom using the slider it would go all wonky and revert back to 40k. is there any way to order a group of planes to fly at a certain altitude? I tried dragging a box around them and then pressed f2 but it didn't affect them. I had to click on each aircraft individually. thanks.

The problem  you had with ordering them down so low is that the manual Altitude ordered is Barometric altitude.  So while you may be trying to force them down below 650m to release some cluster bombs, on the alt slider, they will actually be going down to their minimum allowed altitude (100m).  I'd like to see the manual altitude slider give them AGL orders, if possible.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 01, 2013, 01:17:53 PM
Quote from: mikeck on October 01, 2013, 11:36:12 AM
It would. And in this case my sea skimmers were really tomahawks at 18 m above the surface and the enemy- the Iranians -did not have any airborne warning support.  just launched F-14s and started peppering missiles into my tomahawks., who knows maybe it's accurate maybe it's not it was still fun just a question

This reminds me.. is LD/SD stuff modelled with aircraft radars and missile tracking limitations?   Notably when it comes to terrain-following/sea-skimming targets?  Or is it just a universal hit penalty?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 01:19:31 PM
Yes. Limited LD/SD too (e.g. F-4J, MiG-23, MiG-25PD).

Aircraft with limited LD/SD will descend towards the target's lower altitude (but still keep above it) if providing SARH illumination.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 01, 2013, 01:22:03 PM
Quote from: Dimitris on October 01, 2013, 01:19:31 PM
Yes. Limited LD/SD too (e.g. F-4J, MiG-23, MiG-25PD).

Great.  Thanks.

I don't recall but was the AIM-54A & F-14A able to lock and engage such small targets that low? 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 01, 2013, 01:26:01 PM
Yes, the AWG-9 was and remains a very powerful set for illumination and full LD/SD. In fact it was so good that the F-14 was often appreciated better as an AIM-7F shooter (compared to the F-15A with the same weapon) rather than for its AIM-54. Overwater it had excellent coverage down to VLow altitude, but overland it had problems that were really only resolved with the APG-71 on the F-14D.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 02:02:42 PM
Quote from: Nefaro on October 01, 2013, 01:15:10 PM
Quote from: CptHowdy on October 01, 2013, 12:59:43 AM
actually got to the end of the air tutorial without the white screen of death but had trouble taking out the industrial sites. I just couldn't get my aircraft to fly below the altitude needed to release their bombs. might I suggest instead of a slider for manual override that we just get a box to type in the altitude that we want? when I got near the bottom using the slider it would go all wonky and revert back to 40k. is there any way to order a group of planes to fly at a certain altitude? I tried dragging a box around them and then pressed f2 but it didn't affect them. I had to click on each aircraft individually. thanks.

The problem  you had with ordering them down so low is that the manual Altitude ordered is Barometric altitude.  So while you may be trying to force them down below 650m to release some cluster bombs, on the alt slider, they will actually be going down to their minimum allowed altitude (100m).  I'd like to see the manual altitude slider give them AGL orders, if possible.

hehe well I have no clue what the difference is between barometric altitude and altitude and what are AGL orders? I know in the new update that those bombs are being removed from the loadout and just going with the shrikes. is that plane capable of using that loadout with the low altitude bombs, ever?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 02:34:37 PM
another question! while playing the air tutorial I unassigned my tomcats from their patrol mission since there was no longer a threat of enemy air. I then deleted the patrol mission. what behavior should I expect from those tomcats after they are unassigned? the ones I had in the air remained in the air and their status was unassigned. should they RTB automatically since they have no mission and are just flying around aimlessly or will I need to manually order them to do so? thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 01, 2013, 02:35:40 PM
Quote from: MikeGER on October 01, 2013, 03:06:45 AM
Quote from: Jarhead0331 on September 30, 2013, 09:52:30 PM
Quote from: Baloogan on September 30, 2013, 09:08:21 PM
Quote from: spelk on September 30, 2013, 08:55:48 AM
Baloogan has just put up the videos from his Episode 2 of playing Command.
http://baloogancampaign.com/2013/09/30/command-episode-2/


Thanks so much for helping me get the word out  ;D

Awesome videos Baloogan! Thanks for your efforts...

+1

Baloogan, i had found your videos with a search at youtube, just the other day (before they showed u here) 8)
..."The way its meant to be played"-videos!  :)

That was what i was looking for as a newbie to the unfamiliar Naval stuff  i am more a Faust toting low crawl kind of grognard ;-) daring into dangerous waters...   

(reminds me on the tutorial videos of CO:BftB, where Arjuna -the developers- explained how the game engine is used best and why features are there and how to bring them to bear while he is playing the tutorials... like BfTB, Command is a sim for grogs.
and the true nature of a grog is: one mans loved feature is the other mans worst nightmare and the other way around, that may be the reason for some of the uproar...)

after some time in the sandbox (to kill the curiosity, and doing it wrong) and a glance at your vids i began now with the tutorial, seriously  ... and loving it :)   

Cheers!  Thanks so much for watching!


Here are some links for anyone who is interested!

Site: http://baloogancampaign.com (http://baloogancampaign.com)

YouTube Channel: http://youtube.com/baloogan (http://youtube.com/baloogan)

Follow my videos on Twitter: https://twitter.com/BalooganCamp (https://twitter.com/BalooganCamp)

Stream: http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign) (Saturdays at 5PM PDT)

Here is a list of my videos that are currently on YouTube:

Episode 1 (http://www.youtube.com/playlist?feature=addto&list=PLgRuKky0mojZE3AmK_fEZ5ACpnvflHi-o)

Episode 2 (http://www.youtube.com/playlist?list=PLgRuKky0mojZLZ6-qqm524zkS0nym_5C)

Going to be streaming live every weekend on Saturday at 5:00 pm PDT. Everyone welcome. :D

Stream: http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 01, 2013, 03:03:24 PM
Is there a sandbox mode that I am missing or are these missions created through the scenario designer?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 01, 2013, 03:54:09 PM
There's no sandbox mode - you create your own missions using the scenario editor
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 01, 2013, 03:58:55 PM
Quote from: CptHowdy on October 01, 2013, 02:34:37 PM
another question! while playing the air tutorial I unassigned my tomcats from their patrol mission since there was no longer a threat of enemy air. I then deleted the patrol mission. what behavior should I expect from those tomcats after they are unassigned? the ones I had in the air remained in the air and their status was unassigned. should they RTB automatically since they have no mission and are just flying around aimlessly or will I need to manually order them to do so? thanks.
I believe removing them from a mission just means you are removing them from their current mission. They will stay there until you RTB them. I guess the thinking is they could be assigned a new mission - in which case you don't want them heading home
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 04:30:50 PM
using the air tutorial as an example here. I make a mission for the 12 tomcats to patrol. can I make them a group while they are waiting to take off or do I need to wait until they are airborne and then drag a box around them and press G??
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 01, 2013, 04:54:59 PM
Quote from: CptHowdy on October 01, 2013, 02:02:42 PM
Quote from: Nefaro on October 01, 2013, 01:15:10 PM

The problem  you had with ordering them down so low is that the manual Altitude ordered is Barometric altitude.  So while you may be trying to force them down below 650m to release some cluster bombs, on the alt slider, they will actually be going down to their minimum allowed altitude (100m).  I'd like to see the manual altitude slider give them AGL orders, if possible.

hehe well I have no clue what the difference is between barometric altitude and altitude and what are AGL orders? I know in the new update that those bombs are being removed from the loadout and just going with the shrikes. is that plane capable of using that loadout with the low altitude bombs, ever?

AGL = Above Ground Level.  Regarding the altitude setting.  Barometric altitude is Above Sea Level.  The latter is lower than the ground, when you're over land, so setting 300m in the first tutorial (for example) is actually ordering it to fly much lower.  Fortunately it keeps it from flying into the ground, but the aircraft is still flying at around it's minimum 100m AGL instead of the 300m ordered.

As for the CBU cluster bombs in the SEAD loadout, yes you can force it to attack with them if you manually order the aircraft down under the 650m maximum launch altitude for that weapon.  The reason the AI will not drop them after it fires the Shrikes is that it refuses to drop below this launch requirement since it's loadout has it's own min-max flight profile that overrides the weapon's requirement. 

I'll be sad if such typical loadouts are gutted of some weapons because the mission AI can't attain their launch envelope.  Hopefully another solution is found and implemented that allows the AI to attain launch parameters for any weapons it carries, instead of just removing them to avoid the issue.  :-\
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 01, 2013, 05:07:50 PM
New open beta patch available on matrix forums. Lots of fixes and stability\performance behavior improvements.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 01, 2013, 05:51:59 PM
Right - how about this...

A Group of 2 Sea Harriers - they were on CAP and exited the CAP area (because investigate outside was ticked). They found and attacked 2 A-4 Skyhawks. I saw they were low on fuel and with only 1 Sidewinder left, I decided to RTB them.

a) How do you do that - RTB a group?
b) The way I did it was go into unit mode, clicked on the leader and then selected RTB...to my pleasure the other one also followed for RTB
c) However, they were showing as 2 units...I pressed 9 to go back to group mode - and they didn't - they stayed as individual units. So I selected both of them again and pressed G to group them - only to have the message "Group_706 has no units left; dissolving..." - so how do you get them to form a group again

The most important one though is why is RTB missing from an air groups list of possible actions. The right click menu system should be available for groups as well as units. What's the point in having a streamlined grouping system if you have to keep jumping in and out of unit mode to see various things or assign various orders...and I get that some are specific to platforms - so the Group menu system should be modified to only include the available actions that can be carried out by all the units in the group.

I also think the fuel left for the aircraft with the lowest fuel assigned to a group should be displayed...along with my other requests for weapons. In UNIT view, you should be able to see the weapons available in the right hand side under the fuel. In Group mode, you should see the fuel left for the platform with the lowest fuel level in the group and also the available weapons - in total...so a group of 2xHarriers would show 4xSidewinders and the fuel for the Harrier with the lowest amount of fuel. The fuel thing is especially important if you were having a mix of air assets in a group.

Just my opinion.

One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 01, 2013, 05:53:12 PM
Retracted - unfair.

It's got some faults - but I don't actually feel like I've been BETA testing.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 01, 2013, 06:38:59 PM
Quote from: CptHowdy on October 01, 2013, 04:30:50 PM
using the air tutorial as an example here. I make a mission for the 12 tomcats to patrol. can I make them a group while they are waiting to take off or do I need to wait until they are airborne and then drag a box around them and press G??

You can let them take off (without mission assigned) in the aircraft / hangar menu.
Just highlight several planes then there is button below to 'Launch as Group'.
They will take off as a group.  But take note the time to form up.
Then you assign a mission to them as a group.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 01, 2013, 06:58:20 PM
Quote from: jomni on October 01, 2013, 06:38:59 PM
Quote from: CptHowdy on October 01, 2013, 04:30:50 PM
using the air tutorial as an example here. I make a mission for the 12 tomcats to patrol. can I make them a group while they are waiting to take off or do I need to wait until they are airborne and then drag a box around them and press G??

You can let them take off (without mission assigned) in the aircraft / hangar menu.
Just highlight several planes then there is button below to 'Launch as Group'.
They will take off as a group.  But take note the time to form up.
Then you assign a mission to them as a group.

ok thanks. launch without mission and select launch as group option. where do they form up? will they just circle the base?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 01, 2013, 07:37:46 PM
Quote from: CptHowdy on October 01, 2013, 06:58:20 PM
Quote from: jomni on October 01, 2013, 06:38:59 PM
Quote from: CptHowdy on October 01, 2013, 04:30:50 PM
using the air tutorial as an example here. I make a mission for the 12 tomcats to patrol. can I make them a group while they are waiting to take off or do I need to wait until they are airborne and then drag a box around them and press G??

You can let them take off (without mission assigned) in the aircraft / hangar menu.
Just highlight several planes then there is button below to 'Launch as Group'.
They will take off as a group.  But take note the time to form up.
Then you assign a mission to them as a group.

ok thanks. launch without mission and select launch as group option. where do they form up? will they just circle the base?

Yup.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 01, 2013, 08:49:35 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
Right - how about this...

A Group of 2 Sea Harriers - they were on CAP and exited the CAP area (because investigate outside was ticked). They found and attacked 2 A-4 Skyhawks. I saw they were low on fuel and with only 1 Sidewinder left, I decided to RTB them.

a) How do you do that - RTB a group?
b) The way I did it was go into unit mode, clicked on the leader and then selected RTB...to my pleasure the other one also followed for RTB
c) However, they were showing as 2 units...I pressed 9 to go back to group mode - and they didn't - they stayed as individual units. So I selected both of them again and pressed G to group them - only to have the message "Group_706 has no units left; dissolving..." - so how do you get them to form a group again

The most important one though is why is RTB missing from an air groups list of possible actions. The right click menu system should be available for groups as well as units. What's the point in having a streamlined grouping system if you have to keep jumping in and out of unit mode to see various things or assign various orders...and I get that some are specific to platforms - so the Group menu system should be modified to only include the available actions that can be carried out by all the units in the group.

I also think the fuel left for the aircraft with the lowest fuel assigned to a group should be displayed...along with my other requests for weapons. In UNIT view, you should be able to see the weapons available in the right hand side under the fuel. In Group mode, you should see the fuel left for the platform with the lowest fuel level in the group and also the available weapons - in total...so a group of 2xHarriers would show 4xSidewinders and the fuel for the Harrier with the lowest amount of fuel. The fuel thing is especially important if you were having a mix of air assets in a group.

Just my opinion.

One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Hi Judge

Right click the unit and select RTB from the dropdown.  Groups break up when you order that.  Please let me know if you see an airgroup that you can't right click and see the RTB option.

As far as switching from unit/group you can use the pageup key as well.

Your other requests have been added to our list of things to look at when you first wrote them.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 01, 2013, 09:20:00 PM
A new review for CMO has been posted to SimHQ.
http://www.simhq.com/air-combat/command-modern-air-naval-operations-review.html



The review has been re-posted and, except for normal editorial amendments, remains unchanged.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 01, 2013, 10:34:45 PM
You might ask the editor to go over it again as there are still quite a few typos and grammatical errors present in the article.  It's not as bad as one of my postings, mind you but it still detracts from the review.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 01, 2013, 10:39:22 PM
The concern is appreciated.  I went over it, too.  I could not find many grammatical problems.  Would you please identify a few?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 01, 2013, 10:48:17 PM
its needs the use of the word gooder more.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Fetrik on October 01, 2013, 10:59:14 PM
Quote from: GDS_Starfury on October 01, 2013, 10:48:17 PM
its needs the use of the word gooder more.

Proper usage of gooder is only while speaking  of cake.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 01, 2013, 11:00:50 PM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Did you uncheck the 1/3 Rule checkbox?

Copy-paste from the tutorial text:

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 01, 2013, 11:09:35 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
Right - how about this...

A Group of 2 Sea Harriers - they were on CAP and exited the CAP area (because investigate outside was ticked). They found and attacked 2 A-4 Skyhawks. I saw they were low on fuel and with only 1 Sidewinder left, I decided to RTB them.

a) How do you do that - RTB a group?

Select the group, right-click, press RTB  8)

Quote
b) The way I did it was go into unit mode, clicked on the leader and then selected RTB...to my pleasure the other one also followed for RTB
c) However, they were showing as 2 units...I pressed 9 to go back to group mode - and they didn't - they stayed as individual units. So I selected both of them again and pressed G to group them - only to have the message "Group_706 has no units left; dissolving..." - so how do you get them to form a group again

The most important one though is why is RTB missing from an air groups list of possible actions. The right click menu system should be available for groups as well as units. What's the point in having a streamlined grouping system if you have to keep jumping in and out of unit mode to see various things or assign various orders...and I get that some are specific to platforms - so the Group menu system should be modified to only include the available actions that can be carried out by all the units in the group. I also think the fuel left for the aircraft with the lowest fuel assigned to a group should be displayed...along with my other requests for weapons. In UNIT view, you should be able to see the weapons available in the right hand side under the fuel. In Group mode, you should see the fuel left for the platform with the lowest fuel level in the group and also the available weapons - in total...so a group of 2xHarriers would show 4xSidewinders and the fuel for the Harrier with the lowest amount of fuel. The fuel thing is especially important if you were having a mix of air assets in a group.

This has been suggested on several occations and is already on our to-do list. Have added your comments and a link to your post from the feature request in our bug/feature tracking database.

QuoteJust my opinion.

One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Added as a request, prioritized, and assigned  ;D

Thanks for your feedback Dredd!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Arctic Blast on October 01, 2013, 11:37:35 PM
Perhaps also suggest that the proper editing tools be used on that train wreck of a video. Lighter fluid and a match should get the job done.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 12:23:01 AM
Quote from: emsoy on October 01, 2013, 11:00:50 PM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Did you uncheck the 1/3 Rule checkbox?

Copy-paste from the tutorial text:

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.


not sure how having that checked or unchecked matters? it was unchecked though. first 4 tomcats launched and I grouped them. once they were grouped they got removed from the patrol mission. I had to go back into the mission editor and assign their group to the patrol mission again. it was probably anticipating that I would assign them their own mission and thus removed them from the patrol mission. my only issue is that they did have a mission, grouping them shouldn't remove them from that mission. no big deal, ill just know better next time! love the new update. cant believe that weapons DB wasn't in from the start though!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 02, 2013, 12:28:02 AM
Quote from: Arctic Blast on October 01, 2013, 11:37:35 PM
Perhaps also suggest that the proper editing tools be used on that train wreck of a video. Lighter fluid and a match should get the job done.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fth02.deviantart.net%2Ffs70%2F200H%2Fi%2F2012%2F321%2F8%2F0%2Fkeep_calm_and_nuke_it_from_orbit_by_matthewwarlick-d5l9r4d.jpg&hash=85a8061d2d943205f4226c16bd28661e2664b4d7)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 02, 2013, 12:48:01 AM
Quote from: CptHowdy on October 02, 2013, 12:23:01 AM
Quote from: emsoy on October 01, 2013, 11:00:50 PM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Did you uncheck the 1/3 Rule checkbox?

Copy-paste from the tutorial text:

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.


not sure how having that checked or unchecked matters? it was unchecked though. first 4 tomcats launched and I grouped them. once they were grouped they got removed from the patrol mission. I had to go back into the mission editor and assign their group to the patrol mission again. it was probably anticipating that I would assign them their own mission and thus removed them from the patrol mission. my only issue is that they did have a mission, grouping them shouldn't remove them from that mission. no big deal, ill just know better next time! love the new update. cant believe that weapons DB wasn't in from the start though!

I find it to be completely logical especially in a coding standpoint. What happens if you joined elements with different missions? Which mission will be retained?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 01:06:32 AM
Quote from: jomni on October 02, 2013, 12:48:01 AM
Quote from: CptHowdy on October 02, 2013, 12:23:01 AM
Quote from: emsoy on October 01, 2013, 11:00:50 PM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Did you uncheck the 1/3 Rule checkbox?

Copy-paste from the tutorial text:

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.


not sure how having that checked or unchecked matters? it was unchecked though. first 4 tomcats launched and I grouped them. once they were grouped they got removed from the patrol mission. I had to go back into the mission editor and assign their group to the patrol mission again. it was probably anticipating that I would assign them their own mission and thus removed them from the patrol mission. my only issue is that they did have a mission, grouping them shouldn't remove them from that mission. no big deal, ill just know better next time! love the new update. cant believe that weapons DB wasn't in from the start though!

I find it to be completely logical especially in a coding standpoint. What happens if you joined elements with different missions? Which mission will be retained?
im sure it was expecting me to give them a mission since I grouped them so it went ahead and unassigned them for me. maybe a message saying your group now has no mission assigned or would you like to keep this group in the mission currently assigned? its fine if the game wants to do that but let me know. what happens now if you try to group elements with different missions? guess I have something to test!!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 02, 2013, 01:15:26 AM
Quote from: CptHowdy on October 02, 2013, 12:23:01 AM
Quote from: emsoy on October 01, 2013, 11:00:50 PM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Did you uncheck the 1/3 Rule checkbox?

Copy-paste from the tutorial text:

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.


not sure how having that checked or unchecked matters? it was unchecked though. first 4 tomcats launched and I grouped them. once they were grouped they got removed from the patrol mission. I had to go back into the mission editor and assign their group to the patrol mission again. it was probably anticipating that I would assign them their own mission and thus removed them from the patrol mission. my only issue is that they did have a mission, grouping them shouldn't remove them from that mission. no big deal, ill just know better next time! love the new update. cant believe that weapons DB wasn't in from the start though!

Ah I see. Reported, prioritized and assigned.

Thanks!  ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 01:25:04 AM
Quote from: bostonmyk on October 01, 2013, 08:49:35 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
Right - how about this...

A Group of 2 Sea Harriers - they were on CAP and exited the CAP area (because investigate outside was ticked). They found and attacked 2 A-4 Skyhawks. I saw they were low on fuel and with only 1 Sidewinder left, I decided to RTB them.

a) How do you do that - RTB a group?
b) The way I did it was go into unit mode, clicked on the leader and then selected RTB...to my pleasure the other one also followed for RTB
c) However, they were showing as 2 units...I pressed 9 to go back to group mode - and they didn't - they stayed as individual units. So I selected both of them again and pressed G to group them - only to have the message "Group_706 has no units left; dissolving..." - so how do you get them to form a group again

The most important one though is why is RTB missing from an air groups list of possible actions. The right click menu system should be available for groups as well as units. What's the point in having a streamlined grouping system if you have to keep jumping in and out of unit mode to see various things or assign various orders...and I get that some are specific to platforms - so the Group menu system should be modified to only include the available actions that can be carried out by all the units in the group.

I also think the fuel left for the aircraft with the lowest fuel assigned to a group should be displayed...along with my other requests for weapons. In UNIT view, you should be able to see the weapons available in the right hand side under the fuel. In Group mode, you should see the fuel left for the platform with the lowest fuel level in the group and also the available weapons - in total...so a group of 2xHarriers would show 4xSidewinders and the fuel for the Harrier with the lowest amount of fuel. The fuel thing is especially important if you were having a mix of air assets in a group.

Just my opinion.

One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Hi Judge

Right click the unit and select RTB from the dropdown.  Groups break up when you order that.  Please let me know if you see an airgroup that you can't right click and see the RTB option.

As far as switching from unit/group you can use the pageup key as well.

Your other requests have been added to our list of things to look at when you first wrote them.
Thanks bostonmyk. I had "Launch as Group" two Harriers - and they stayed as a group, but I didn't see an RTB option on the right mouse click until I went to unit mode. I'll double check
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 01:49:41 AM
Quote from: bostonmyk on October 01, 2013, 08:49:35 PM
Hi Judge

Right click the unit and select RTB from the dropdown.  Groups break up when you order that.  Please let me know if you see an airgroup that you can't right click and see the RTB option.

As far as switching from unit/group you can use the pageup key as well.

Your other requests have been added to our list of things to look at when you first wrote them.
mmm...I apologise. It was late last night. I actually don't know why I didn't see the RTB option...but it seems, today, it's there...so I can only draw the conclusion that it was there last night.  ???

I don't get it...but I'll report if I notice it's absence again.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 02:14:18 AM
Some more questions this morning...

The highlighted units were part of a Harrier group. That group was heading north east towards an as yet unidentified contact.Some other unidentified aircraft were discovered by southernmost Harriers (not part of that group - a group of their own). So the bottom two highlighted Harriers broke off following their lead (I guess it's the lead) and started heading south. Why?
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap1_zps1675d2b8.jpg&hash=620a0b4c26ecbb8dbd87098c9f6b7286199e99b2)


In this one, not a bug - aesthetic - when looking up potential contacts, I think leaving off future aircraft would be best? There's a Mirage listed there from 1998. Like I said - just aesthetic
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap3_zps2f2c6ee5.jpg&hash=8b9224bfa7f31c0cab142629b9a094d0285cea51)


And this one, my Harrier was being chased. I just had the type of radar showing it as likely a Mirage III. I thought (thought) it might be a good idea to dive and run. First of all, you will notice that the Harrier is showing 450kts...and that is the cruise speed for a Harrier...why is it not going full pelt to get away (likely because it's Bingo fuel)...but still - the bogey was catching. Secondly - I tried to get it to dive. I thought it could use gravity to give it more speed...but even though the tick box showed manual, the only time the altitude changed was when I was actually dragging it - when I stopped dragging it, it stayed where I left it, but still showed Desired Altitude as 12192.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap2_zps28641e9e.jpg&hash=ac7be4688ec0b9ed9e59a2da99d0dcba9a1e01bd)

As always - thx.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 02, 2013, 05:44:09 AM
Hi Wargamers!

I'm going to be streaming live today (Wednesday) at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?msg=5&iso=20131002T17&p1=256&ah=4)!

Stream is located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

I decided I couldn't wait till the weekend to continue Operation Lightning Strike (http://www.youtube.com/watch?v=_aHvrXV-rUo&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA); I really wanted to continue the scenario.

After the F-16 flights dueled some JF-17 elements northern Pakistan erupts into a cacophony of active radar emitters and new bogies! The F-22s are within 150 nm of the Pakistani coast! And some new surface contacts are detected between India and Pakistan! What will happen next? I have no idea...

I've upgraded my internet service, now I get 2.5 mbps rather than 0.5 mbps upload which means a faster, higher quality stream. An example of the new quality is the upload of my first Baloogan Highlight (http://www.youtube.com/watch?v=cGrP-MAWtx0&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA), in which I look at offensive electronic warfare.

Time till the stream goes live is listed on the sidebar on the right.

As always I'll try to answer any questions you might have about the game or about naval operations and tactics. Please pass the word!

Stream will be located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 02, 2013, 06:36:56 AM
Hey this is great Baloogan!  I'll be tuning in for sure.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 02, 2013, 07:42:16 AM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
Right - how about this...

A Group of 2 Sea Harriers - they were on CAP and exited the CAP area (because investigate outside was ticked). They found and attacked 2 A-4 Skyhawks. I saw they were low on fuel and with only 1 Sidewinder left, I decided to RTB them.

a) How do you do that - RTB a group?
b) The way I did it was go into unit mode, clicked on the leader and then selected RTB...to my pleasure the other one also followed for RTB
c) However, they were showing as 2 units...I pressed 9 to go back to group mode - and they didn't - they stayed as individual units. So I selected both of them again and pressed G to group them - only to have the message "Group_706 has no units left; dissolving..." - so how do you get them to form a group again

The most important one though is why is RTB missing from an air groups list of possible actions. The right click menu system should be available for groups as well as units. What's the point in having a streamlined grouping system if you have to keep jumping in and out of unit mode to see various things or assign various orders...and I get that some are specific to platforms - so the Group menu system should be modified to only include the available actions that can be carried out by all the units in the group.

I also think the fuel left for the aircraft with the lowest fuel assigned to a group should be displayed...along with my other requests for weapons. In UNIT view, you should be able to see the weapons available in the right hand side under the fuel. In Group mode, you should see the fuel left for the platform with the lowest fuel level in the group and also the available weapons - in total...so a group of 2xHarriers would show 4xSidewinders and the fuel for the Harrier with the lowest amount of fuel. The fuel thing is especially important if you were having a mix of air assets in a group.

Just my opinion.

One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Judge, I find it easier to just drag a box around all of the units and then right click on any of the - now highlighted- units. If you give an RTB order, should apply to all of them.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 02, 2013, 08:03:36 AM
Quote from: Baloogan on October 02, 2013, 05:44:09 AM
Hi Wargamers!

I'm going to be streaming live today (Wednesday) at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?msg=5&iso=20131002T17&p1=256&ah=4)!

Stream is located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

I decided I couldn't wait till the weekend to continue Operation Lightning Strike (http://www.youtube.com/watch?v=_aHvrXV-rUo&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA); I really wanted to continue the scenario.

After the F-16 flights dueled some JF-17 elements northern Pakistan erupts into a cacophony of active radar emitters and new bogies! The F-22s are within 150 nm of the Pakistani coast! And some new surface contacts are detected between India and Pakistan! What will happen next? I have no idea...

I've upgraded my internet service, now I get 2.5 mbps rather than 0.5 mbps upload which means a faster, higher quality stream. An example of the new quality is the upload of my first Baloogan Highlight (http://www.youtube.com/watch?v=cGrP-MAWtx0&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA), in which I look at offensive electronic warfare.

Time till the stream goes live is listed on the sidebar on the right.

As always I'll try to answer any questions you might have about the game or about naval operations and tactics. Please pass the word!

Stream will be located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

Boolagan, I saw in a previous post that you had recreated the Iceland invasion of red storm rising in the scenario editor. Any chance of posting that for others to play???? Hmmm?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 02, 2013, 08:16:00 AM
Baloogan, you seem to be a man of many talents about hooking up information flows with different media, devices and such. 8)

unfortunately 5pm PDT is 2am MEST so here is my idea/request for info upfront :)

...i would like to live-stream the content of the Command message window to my Note 10.1 Android tablet for improving my little CiC here... ;)
so something like a remote desktop utility which grabs a non visible W7 window (will it get refreshed in the background by Command? ) or defining a 'virtual' second display (instead the utility in question streams the content to the tablet)

any suggestions out there?

next step would be an official Command CiC App  from Matrix /Slitherine ;) 
which has the text  window and maybe optional some nice animated buttons too (which the user can configure himself from a list of functions)

well if those GTA 5 kids can train there virtual dog with an App, why should a Grog not activate Radar, Sonar, OECM , n' such with a fingertip while Command main display is filling the man cave wall with the help of a beamer ;)   
       
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Reckall on October 02, 2013, 08:22:28 AM
Quote from: Arctic Blast on October 01, 2013, 11:37:35 PM
Perhaps also suggest that the proper editing tools be used on that train wreck of a video. Lighter fluid and a match should get the job done.

So that people are invited to start learning how to *read* again? I fully agree!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 02, 2013, 08:48:02 AM
Quote from: JudgeDredd on October 02, 2013, 02:14:18 AM
In this one, not a bug - aesthetic - when looking up potential contacts, I think leaving off future aircraft would be best? There's a Mirage listed there from 1998. Like I said - just aesthetic
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap3_zps2f2c6ee5.jpg&hash=8b9224bfa7f31c0cab142629b9a094d0285cea51)

I think that attempting to restrict the database viewer entries according to the date of the scenario would be a less gooder idea.

I played a scenario depicting a European air battle.  I was quite surprised when I detected and classified Falcons from Singapore!  The scenario designer had obviously wanted them in the scenario for their unique capabilities.  Of course, he is able to add aircraft that are also out of the scenario's time frame, too.  For example, if his scenario was set in 1980 and he added planes from 1982, your viewer restriction idea would cause problems and might not even display the aircraft. 

IMO, it would be more gooder to leave the viewer as it is so that a scenario designer can enjoy more flexibility with his designs.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bayonetbrant on October 02, 2013, 09:07:52 AM
something I noticed toward the end of the review
QuoteLearning the NTDS icons is not an impossible task, but not everyone wants to memorize the entire gamut of symbols, either

Raise your hand if you can scribble out NATO ground unit icons from memory.

There's no practical application of that symbology beyond the military, and wargamers.  And yet how many wargamers have had no problem learning the symbols.?
Methinks this is one of those "not a real quibble, but just piling on" sorts of comments that others have pointed out.


I will note that only 2-3 places in the written review (I didn't watch the video) did I see things that were grammatically out of bounds ("malice aforethought" for instance).  There are certainly some stylistic points where I'd take a different tack* but that's personal preference and not grammatically incorrect.



* Look! Brant's using nautical terms!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 09:10:15 AM
Well given that explanation it does give scenario designers flexibility.

However - for me it reduces the realism/authenticity/immersion factor, call it what you will, "Oh look commander - I've detected a signature for an aircraft 16 years from now"  :o

And I get the "flexibility" thing - but I really don't want F35 Joint Strike Fighters taking off from HMS Invincible in 1982 - actually, that might be kind of cool!  8)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bayonetbrant on October 02, 2013, 09:16:01 AM
how else are you supposed to update The Final Countdown to the Falklands?!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 02, 2013, 10:53:44 AM
Quote from: JudgeDredd on October 02, 2013, 09:10:15 AM
However - for me it reduces the realism/authenticity/immersion factor, call it what you will, "Oh look commander - I've detected a signature for an aircraft 16 years from now"  :o
+1

how about just a switch in the Game Option menu
'Historic'  and 'What If'
historic, will be the default and only stuff that existed make it into those list for the given scenario timestamp for immersion reason.   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 11:04:58 AM
Dear Slow Kid,

Are you using "Add New Mission" first?

Yours truly,

Bright Kid
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 02, 2013, 11:05:42 AM
Is that an AAW Strike [Intercept] mission or an AAW [Patrol] mission?

On a strike mission, they may not be launching if there is a known/hostile contact detected.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 11:15:07 AM
It's a patrol.

The tutorial pop-ups can be hard to read.  What I did was, when the first came up, I click-dragged down to the end to get all instructions for that scenario and pasted it to a Word doc. Since the game is windowed, I could pause between steps and read the doc.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 02, 2013, 11:17:00 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.
I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi44.tinypic.com%2F2rdf53n.jpg&hash=9c4c411f3a1c86569f892cdc0e7cace6104ed89e)
;) ;) ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 11:17:33 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

create mission, select units for that mission and hit the arrow thingies to move those units over to the assigned window. do not hit ready aircraft button. they already have a loadout. im guessing you went into the ready aircraft window and selected a loadout for them. that means they go back and replan and rearm which could take several hours thus the reason you don't see them launching at all.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: SgtRock on October 02, 2013, 11:18:42 AM
Any talk of a demo? Would like to see how different this one is from Harpoon.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mirth on October 02, 2013, 11:20:33 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

You need to say this when issuing the orders. Rookie mistake.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 02, 2013, 11:21:26 AM
Quote from: MikeGER on October 02, 2013, 11:17:00 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.
I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Falpxf8.jpg&hash=e4d950d3f975cba09bc8a53ede5928dd40127b13)  ;) ;) ;)

Thanks. That's what I'm going to do next.

Yes, James, I was "adding new mission." Something is off. Hopefully Ballogan's vids will clarify.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 02, 2013, 11:43:27 AM
Quote from: SgtRock on October 02, 2013, 11:18:42 AM
Any talk of a demo? Would like to see how different this one is from Harpoon.

not a chance from Matrix
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 02, 2013, 12:20:26 PM
Anyone who absolutely needs to try a demo of this can contact me and I can try to arrange something via remote desktop for a trial run.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 02, 2013, 12:22:40 PM
Quote from: Bismarck on October 02, 2013, 11:15:07 AM
It's a patrol.

The tutorial pop-ups can be hard to read.  What I did was, when the first came up, I click-dragged down to the end to get all instructions for that scenario and pasted it to a Word doc. Since the game is windowed, I could pause between steps and read the doc.
Can you post the saved game of the tutorial here?  I quick glimpse at it might help explain the situation.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 12:32:32 PM
I would note that Boolangan's video, though fantastic and extremely instructive, doesn't follow the scenario tips. Having won using the tips, I learned more from the video.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Mr. Bigglesworth on October 02, 2013, 01:52:04 PM
Quote from: Herman Hum on October 02, 2013, 08:48:02 AM


I think that attempting to restrict the database viewer entries according to the date of the scenario would be a less gooder idea.



[reads - thinks of cleaning ears with Q-tip]
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 02, 2013, 01:52:47 PM
I posted this over at Warfaresims site, but I think it needs to be approved for your first post... so I thought I would clutter up the Grogs thread with a couple of my simple UI suggestions to add to the other voices here:

Reference Point and Defining Areas with Alt key combo? - I wondered if it was feasible for these to be attached to an Alt key hold event, with a single click for an RP placement, or an Alt+Left click and drag for a define area? Having to Ctrl+click and then select an option from a pop-up menu, to be able to do something that you really want to happen naturally and fluidly - seems counter-intuitive and overly "clicky" - when if it was possible a simply Alt+Left click, or Alt+Left drag would be so simpler to execute.

Slider control for Time phase changing? - Again having to pull drop down lists to change the time phase seems a bit awkward and clunky, whereas a slider with fixed nodes on it would be more natural.

Aircraft Ops dialogue - does it need to be hierarchical? - The Air Ops listing is displayed as collapsed lists of aircraft, that require a tiny + sign to be clicked to open up (with quite a delay) the current status of your aircraft. I don't think you need to collapsed subdivision really, it adds a lot of whitespace around the entries and makes them difficult to assess in a single view - putting all aircraft in a listview, sorted on type should be easier to quickly get to the info you want. You then have the option of sorting on various columns, and you can probably merge the Air Facilities heirarchy in as another field - location/status to the listview. Giving the player a single place to get all the info at a glance, without clicking/expanding/tabbing/scrolling a lot.

Weapon info for Selected Unit on info panel - I think this one has been covered by others, but ultimately you want to know the weapon info of your current target - I'd swap the Weapons button info to a scrolling panel, and push the Doctrine/ROE onto a button.

Anyway, I don't know how feasible in the Command engine, or even how needed the following suggestions are - but as someone who has done quite a bit of design with database interfaces, I thought I'd share a couple of my ideas as I'm playing through the game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: ERutins on October 02, 2013, 02:42:45 PM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

Did you already look through these?

http://www.matrixgames.com/forums/announcement.asp?id=26
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 03:06:30 PM
Quote from: Bismarck on October 02, 2013, 11:15:07 AM
It's a patrol.

The tutorial pop-ups can be hard to read.  What I did was, when the first came up, I click-dragged down to the end to get all instructions for that scenario and pasted it to a Word doc. Since the game is windowed, I could pause between steps and read the doc.

it is windowed so I just moved the pop-ups to the right side and did what it told me to do. if I needed to read more, I clicked on the pop-up and read more. everything I needed was on screen, no need to cut and paste stuff.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 03:09:07 PM
Yeah but I like to read during commercials and before booting the game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 02, 2013, 03:12:58 PM
Quote from: mirth on October 02, 2013, 11:20:33 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

You need to say this when issuing the orders. Rookie mistake.



Man, do I missed the Cold War!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 03:20:09 PM
Quote from: ERutins on October 02, 2013, 02:42:45 PM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

Did you already look through these?

http://www.matrixgames.com/forums/announcement.asp?id=26

already told him what he did wrong. he was hitting the ready selected aircraft button in the mission editor. nowhere in the tutorial does it say to do that. I just tested this. I even selected the same loadout that the planes already had. aim phoenix heavy barcap. I checked status and they were at 45 minutes. if he hadn't then they would have launched within 5 minutes. easy mistake to make but the aircraft were already ready to go no need to ready them again which caused a massive delay.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 02, 2013, 03:36:48 PM
Hi Everyone! I'm Baloogan. I've been live streaming Command last weekend and I'll be doing another stream today at 5:00pm PDT!

Thanks so much for the support macro web images and getting the word out! Its been a major blast!

My website is http://baloogancampaign.com/

I'm going to be streaming live today (Wednesday) at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?msg=5&iso=20131002T17&p1=256&ah=4)!

Stream is located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

I decided I couldn't wait till the weekend to continue Operation Lightning Strike (http://www.youtube.com/watch?v=_aHvrXV-rUo&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA); I really wanted to continue the scenario.

After the F-16 flights dueled some JF-17 elements northern Pakistan erupts into a cacophony of active radar emitters and new bogies! The F-22s are within 150 nm of the Pakistani coast! And some new surface contacts are detected between India and Pakistan! What will happen next? I have no idea...

I've upgraded my internet service, now I get 2.5 mbps rather than 0.5 mbps upload which means a faster, higher quality stream. An example of the new quality is the upload of my first Baloogan Highlight (http://www.youtube.com/watch?v=cGrP-MAWtx0&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA), in which I look at offensive electronic warfare.

Time till the stream goes live is listed on the sidebar on the right on my website!

As always I'll try to answer any questions you might have about the game or about naval operations and tactics. Please pass the word!

Stream will be located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on October 02, 2013, 03:42:51 PM
Quote from: Baloogan on October 02, 2013, 03:36:48 PM
Hi Everyone! I'm Baloogan. I've been live streaming Command last weekend and I'll be doing another stream today at 5:00pm PDT!

Thanks so much for the support macro web images and getting the word out! Its been a major blast!

My website is http://baloogancampaign.com/

I'm going to be streaming live today (Wednesday) at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?msg=5&iso=20131002T17&p1=256&ah=4)!

Stream is located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

I decided I couldn't wait till the weekend to continue Operation Lightning Strike (http://www.youtube.com/watch?v=_aHvrXV-rUo&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA); I really wanted to continue the scenario.

After the F-16 flights dueled some JF-17 elements northern Pakistan erupts into a cacophony of active radar emitters and new bogies! The F-22s are within 150 nm of the Pakistani coast! And some new surface contacts are detected between India and Pakistan! What will happen next? I have no idea...

I've upgraded my internet service, now I get 2.5 mbps rather than 0.5 mbps upload which means a faster, higher quality stream. An example of the new quality is the upload of my first Baloogan Highlight (http://www.youtube.com/watch?v=cGrP-MAWtx0&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA), in which I look at offensive electronic warfare.

Time till the stream goes live is listed on the sidebar on the right on my website!

As always I'll try to answer any questions you might have about the game or about naval operations and tactics. Please pass the word!

Stream will be located at http://www.twitch.tv/baloogancampaign (http://www.twitch.tv/baloogancampaign)

We know.  You posted this at Reply #612 earlier this morning.  No need for the bump.  The thread is very active and just about everyone who is participating is a huge fan of your work...including me!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 02, 2013, 03:52:57 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Your wish has been granted in Build 439.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 02, 2013, 03:53:25 PM
Quote from: mikeck on October 02, 2013, 03:12:58 PM
Man, do I missed the Cold War!

the world was a much simpler place wasnt it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 02, 2013, 03:54:23 PM
Sorry about that! You are right this thread IS very active! I looked back a page and didn't see my post and thought "hm well I guess I forgot to post".

Thanks so much :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 04:04:02 PM
That's OK; you're forgiven.

However, tell me why in your AAW tutorial, do you send the Tomcats up in penny packets instead of the whole group to blanket the CAP?  Was it to show an alternative?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 04:07:20 PM
Quote from: Dimitris on October 02, 2013, 03:52:57 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Your wish has been granted in Build 439.
This alone puts a grin on my face. Just the act that I described was making it a real pain. Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 02, 2013, 04:24:18 PM
Quote from: Bismarck on October 02, 2013, 04:04:02 PM
That's OK; you're forgiven.

However, tell me why in your AAW tutorial, do you send the Tomcats up in penny packets instead of the whole group to blanket the CAP?  Was it to show an alternative?

I wasn't expecting to see aircraft so soon! :D I was enacting what I would usually do if my airbase was a carrier out at sea, get some tomcats up with a Hawkeye and engage targets at extreme range with Pheonix.

The bad guys had other plans! If I had realized that it was more of a scramble situation I would have only launched tomcats initially.

I also wasn't reading any of the instructions that came with the tutorial, I thought I knew best. Obviously I didn't.  ;)


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 02, 2013, 04:38:43 PM
Quote from: GDS_Starfury on October 02, 2013, 03:53:25 PM
Quote from: mikeck on October 02, 2013, 03:12:58 PM
Man, do I missed the Cold War!

the world was a much simpler place wasnt it.

Even made the Olympics better
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 02, 2013, 04:41:12 PM
Quote from: ERutins on October 02, 2013, 02:42:45 PM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

Did you already look through these?

http://www.matrixgames.com/forums/announcement.asp?id=26

No. Thanks, Erik. I'm sure it's something dumb I'm doing.

I started watching Baloogan's intro vid but got side tracked. I appreciate the assist.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 04:48:11 PM
Issue with the Browse Scenario Platforms dialog

When the dialog loads, it shows Side: Argentina but the units listed are for the UK
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap6_zpsa11795de.jpg&hash=f32c1dd234bb7b452aed5723dc9b3cebd68d745b)

I was going to suggest that we don't get to see other sides forces because they're a bit of a spoiler - but it's an option - and I'm for options. I can avoid looking if I don't want to see the other sides platforms.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 02, 2013, 05:06:36 PM
Quote from: Dimitris on October 02, 2013, 03:52:57 PM
Quote from: JudgeDredd on October 01, 2013, 05:51:59 PM
One last thing - it's late - please PLEASE for the love of god remove the need to switch off the numlock. Nefaro requested this and it's driving me bloody nuts. Currently I'm playing through a scenario and I'm going out to the web to find a platform image, saving it, using my pic program to edit it and trying to save it - only realising when I've been typing the damn platform number that I had num lock off. So I switch it on and save the file, go back in game and at some point try to go back to unit/group mode and realise the damn num lock is on! Please get rid

Your wish has been granted in Build 439.

Thank you!  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 02, 2013, 05:11:17 PM
Quote from: JudgeDredd on October 02, 2013, 04:48:11 PM
I was going to suggest that we don't get to see other sides forces because they're a bit of a spoiler - but it's an option - and I'm for options. I can avoid looking if I don't want to see the other sides platforms.

Probably not a good idea since there's no good way to look up some enemy platforms that you've had confirmed in your Orders or have had a previous detection on and lost.  We probably don't want to dig through the full DB to find them.

If it were possible to only add them to the list when first detected, as a special scenario start situation, or when listed in the possible platforms list of the ESM emitter classification window then that would be pretty cool.  But I'm sure we agree there are bigger fish to fry at the moment.  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 02, 2013, 05:20:55 PM
Yep. Just pointing things out. I'm more of a presentation bug hunter than a under the hood inspector.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 02, 2013, 06:45:18 PM
Quote from: Nefaro on October 02, 2013, 05:11:17 PM
Quote from: JudgeDredd on October 02, 2013, 04:48:11 PM
I was going to suggest that we don't get to see other sides forces because they're a bit of a spoiler - but it's an option - and I'm for options. I can avoid looking if I don't want to see the other sides platforms.

Probably not a good idea since there's no good way to look up some enemy platforms that you've had confirmed in your Orders or have had a previous detection on and lost.  We probably don't want to dig through the full DB to find them.

If it were possible to only add them to the list when first detected, as a special scenario start situation, or when listed in the possible platforms list of the ESM emitter classification window then that would be pretty cool.  But I'm sure we agree there are bigger fish to fry at the moment.  :D

You do know our contact report dialog does do that right?

If there an emitting contact that you don't know much about select the contact report button. Will give you a list of possible contacts.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 02, 2013, 06:48:10 PM
Baloogan Campaign Live now at http://baloogancampaign.com/ and http://www.twitch.tv/baloogancampaign
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 02, 2013, 07:39:38 PM
Quote from: LongBlade on October 02, 2013, 11:21:26 AM
Quote from: MikeGER on October 02, 2013, 11:17:00 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.
I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Falpxf8.jpg&hash=e4d950d3f975cba09bc8a53ede5928dd40127b13)  ;) ;) ;)

Thanks. That's what I'm going to do next.

Yes, James, I was "adding new mission." Something is off. Hopefully Ballogan's vids will clarify.

OK, apparently my first mistake was trying to follow the tutorial's in-game instructions. I was trying to use the Mission Editor on the top menu bar, instead of using the Air Operations Dialog in Balooga's vid...

Hmmm.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 02, 2013, 07:51:55 PM
You misread the instructions.  Re-read and follow. I had no problems.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 02, 2013, 08:20:42 PM
Quote from: LongBlade on October 02, 2013, 07:39:38 PM
Quote from: LongBlade on October 02, 2013, 11:21:26 AM
Quote from: MikeGER on October 02, 2013, 11:17:00 AM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.
I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi42.tinypic.com%2Falpxf8.jpg&hash=e4d950d3f975cba09bc8a53ede5928dd40127b13)  ;) ;) ;)

Thanks. That's what I'm going to do next.

Yes, James, I was "adding new mission." Something is off. Hopefully Ballogan's vids will clarify.

OK, apparently my first mistake was trying to follow the tutorial's in-game instructions. I was trying to use the Mission Editor on the top menu bar, instead of using the Air Operations Dialog in Balooga's vid...

Hmmm.

told you twice what you did wrong, had nothing to do with air operations dialog. using the mission editor is correct, just don't hit the ready selected aircraft button. they are already ready.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 02, 2013, 08:55:41 PM
Thanks again to Balooga. Helps a lot.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 02, 2013, 08:59:47 PM
Yep. Just click on the box next to the planes you want on the mission and hit the arrow to send them over to the assigned box. If you have any planes you want as escorts (ea6 or air to air on a strike mission) click on the "mark as escort" box. That's it. Once you close the window, they launch automatically. Only use "launch as group" or " launch as individual " if you want that /those planes to launch and they are not yet assigned to a mission
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 02, 2013, 10:56:52 PM
But they will just fly and do their stuff without coordinating when you assign a mission before launch.
Is there a way to form a group first in that list?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 02, 2013, 11:11:18 PM
Quote from: LongBlade on October 02, 2013, 10:58:16 AM
I feel like the slow kid in class.

I'm playing the tutorial and can't even get my F-14's to launch an AAW mission.

In the mission editor I create the mission, ready the aircraft and wait. Phases 1-5 fire, but my F-14's just sit there. I feel like a complete moron. What am I missing?

Think Baloogan et al got this covered, but just posting the links to the tutorial videos real quick:

• Gameplay Demo: http://www.youtube.com/watch?v=-4UjyloNe-c

• Basic Plotting and Mission Editor Tutorial: http://www.youtube.com/watch?v=fIzX_zVufuk

• Basic Attack Tutorial: http://www.youtube.com/watch?v=6CpRRAqI-mc

• Event Editor Tutorial: http://www.youtube.com/watch?v=92dkBwVDX4Y

• Import Files Tutorial: http://www.youtube.com/watch?v=ogKL-96eFtM
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 12:12:08 AM
Weather systems. Are they modeled in the game?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 12:28:47 AM
Yes, but currently the parameters that you select will apply globally (except temperature, which varies).

Local-specific weather fronts are on the to-do list.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 03, 2013, 12:36:05 AM
Quote from: Dimitris on October 03, 2013, 12:28:47 AM
Yes, but currently the parameters that you select will apply globally (except temperature, which varies).

Local-specific weather fronts are on the to-do list.

I wish all developers spent the time to answer questions as you guys do.  but keep in mind the whole forum and the agw nuts that populate it.  ;)  if you dont model the north Atlantic current and ice sheet variations theres one Canadistanian that might not buy this game.  :P
if theres no accurate model of fresh water ice melt in northern oceans and seas how can there be an accurate model of sonar CZ and refractory echo of prop noise?  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 03, 2013, 01:30:27 AM
playing air tutorial. I keep getting further without the program locking up so I guess that's a good sign!! anyway my sead patrol has 6 planes, they go in but are unable to destroy the sam sites. they RTB(Winchester) like they are supposed to do but when they get back to base they have a 6 hour turnaround time. the scenario itself is only like 4 hours. I also ordered my 12 tomcats to RTB since there were no more air threats. I unassigned from mission. when they got back to base they went into readying status for like 10-20 minutes. why would they do this? there mission was complete. they should stand down and wait for further orders. my land strike aircraft also RTB(Winchester) and they now have 6 hour turnaround times and the mission will be over in 2. I find it odd that the tomcats returned to base and were able to be rearmed in about 15 minutes but my other aircraft have to wait 6 hours. I am using build 438.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 01:32:40 AM
Quote from: bostonmyk on October 02, 2013, 06:45:18 PM
Quote from: Nefaro on October 02, 2013, 05:11:17 PM
Quote from: JudgeDredd on October 02, 2013, 04:48:11 PM
I was going to suggest that we don't get to see other sides forces because they're a bit of a spoiler - but it's an option - and I'm for options. I can avoid looking if I don't want to see the other sides platforms.

Probably not a good idea since there's no good way to look up some enemy platforms that you've had confirmed in your Orders or have had a previous detection on and lost.  We probably don't want to dig through the full DB to find them.

If it were possible to only add them to the list when first detected, as a special scenario start situation, or when listed in the possible platforms list of the ESM emitter classification window then that would be pretty cool.  But I'm sure we agree there are bigger fish to fry at the moment.  :D

You do know our contact report dialog does do that right?

If there an emitting contact that you don't know much about select the contact report button. Will give you a list of possible contacts.
We know - and it's that dialog we're mentioning. It brings up aircraft in the future.

In my example I spotted an unknown and clicked on the Contacts button - and it showed me Mirage IIIs for various countries and eras - including one for Brazil for 1998 (as well as others) as the potential platform - for my 1982 scenario  :o
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 03, 2013, 01:34:47 AM
to be fair, Brazilian booty transcends time.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 01:46:57 AM
Quote from: CptHowdy on October 03, 2013, 01:30:27 AM
... anyway my sead patrol has 6 planes, they go in but are unable to destroy the sam sites. they RTB(Winchester) like they are supposed to do but when they get back to base they have a 6 hour turnaround time. the scenario itself is only like 4 hours...
I questioned the turnaround time - not highlighting it as a game bug, but questioned does it REALLY take that long to re-arm and refuel in this modern day?

If those turnaround times were around during WWII, the Hornet and the Enterprise might well have joined the Yorktown at the Battle of Midway!!

NB I'm not saying the turnaround times are wrong - but if those are factual turnaround times for modern day platforms, well...any future war would likely die out through lack of participation!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 01:56:29 AM
Quote from: CptHowdy on October 03, 2013, 01:30:27 AM
playing air tutorial. I keep getting further without the program locking up so I guess that's a good sign!! anyway my sead patrol has 6 planes, they go in but are unable to destroy the sam sites. they RTB(Winchester) like they are supposed to do but when they get back to base they have a 6 hour turnaround time. the scenario itself is only like 4 hours. I also ordered my 12 tomcats to RTB since there were no more air threats. I unassigned from mission. when they got back to base they went into readying status for like 10-20 minutes. why would they do this? there mission was complete. they should stand down and wait for further orders. my land strike aircraft also RTB(Winchester) and they now have 6 hour turnaround times and the mission will be over in 2. I find it odd that the tomcats returned to base and were able to be rearmed in about 15 minutes but my other aircraft have to wait 6 hours. I am using build 438.

  it's a scenario constraint to make the most out of your first strike (no second chances).
Remember not 100% of the squadron is available.  If they were then you can quickly launch a 2nd strike.
Hence the 1/3 rule.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 02:00:03 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.

What about the turn around time of F4s and A4s in the Arab Israeli wars?

Update: I did some reading and Israel can sortie up to 4x a day.  The Arabs only 1x or 2x a day.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 02:27:29 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
WOW!

So - would ANY shortcuts be taken in readiness if there was imminent danger? I'm just thinking, in the window of my Falklands scenario (not mine  :P) that if I send my Harriers up and they head back on bingo fuel and I see a few Mirage IIIs or A-4s heading in - is there anyway at all they would have corners cut in maintenance (in real life) - like not checking everything over (I'm not really sure what happens to an aircraft after a sortie)...so it could just land, load weapons and fuel and off it goes again?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 02:30:37 AM
Quote from: JudgeDredd on October 03, 2013, 02:27:29 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
WOW!

So - would ANY shortcuts be taken in readiness if there was imminent danger? I'm just thinking, in the window of my Falklands scenario (not mine  :P) that if I send my Harriers up and they head back on bingo fuel and I see a few Mirage IIIs or A-4s heading in - is there anyway at all they would have corners cut in maintenance (in real life) - like not checking everything over (I'm not really sure what happens to an aircraft after a sortie)...so it could just land, load weapons and fuel and off it goes again?

That's an interesting option. It could be combined with a % probability that the aircraft will crash because of mechanical failure (in the rush , someone left a wrench in the engine intake - ooops....).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 03, 2013, 03:07:30 AM
Would tie in great with a aircraft damage model! :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 03:08:44 AM
Yes, that's something else we're looking into. Pretty useful for many CAS/COIN setups.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 03, 2013, 05:46:33 AM
a question that came up doing the first tutorial  (800VP, 2 planes lost)

does the AI when i send bomber on a ASuW (ground) Patrol to finish of the buildings calculate the bombs need to bring down their target (hard) of choice and keep the rest and to do a second and maybe a third run (hello, its a patrol) with the reaming ordnance on the next targets of oportunity in the patrol area ?

My experience was: giving the plilots the liberty the bomber(s) dropped just all its 18 MK82 on the first target (hard) - and that's it.
well - that was not the commander's intention ;) 

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Tuna on October 03, 2013, 05:47:28 AM
Quote from: Baloogan on October 02, 2013, 06:48:10 PM
Baloogan Campaign Live now at http://baloogancampaign.com/ and http://www.twitch.tv/baloogancampaign

Fun watching last night, Matrix should put you on it's payroll!

Made the game very tempting!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 03, 2013, 06:11:54 AM
Quote from: LongBlade on October 02, 2013, 08:55:41 PM
Thanks again to Balooga. Helps a lot.

LB, Clarissa the puppet said watch Baloogans's vids not the BlueLagoon vids  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 03, 2013, 06:18:45 AM
Yes thank you Baloogan!  I went from "Should I buy this?" to "When should I buy this?"   :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on October 03, 2013, 06:21:17 AM
Surprised pilots from downed aircraft are not modeled. It would be nice if SAR ops were a real consideration in missin planning. Was this ever discussed as a possibility during development?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 07:06:49 AM
Anyone have problems with unresponsive UI.  I've been clicking the menu buttons frantically until I get a response.  Same with deleting waypoints.  Have to press delete twice or more and the screen does not refresh properly showing the way points are deleted.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Yskonyn on October 03, 2013, 07:14:08 AM
Yes I do. And the route mode seems to get stuck often too.
Also, if you want to move an already established waypoint, a new one gets added immediately resulting in you having to click and drag twice.
Pretty annoying.

The map would also benefit from better performance with zoom and scrolling IMHO.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 03, 2013, 07:14:44 AM
Cheers guys! All streams are archived so if you can't catch the stream you can always catch it on youtube!
As I upload recordings from the stream I'll put them on http://baloogancampaign.com

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 07:31:14 AM
Guys, if you are having UI performance issues please make sure to download the latest beta build, currently B439. (Back up your v1 Command.exe file just in case). Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 07:31:46 AM
Quote from: Dimitris on October 03, 2013, 07:31:14 AM
Guys, if you are having UI performance issues please make sure to download the latest beta build, currently B439. (Back up your v1 Command.exe file just in case). Thanks!

So when will this be live? :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 03, 2013, 07:45:05 AM
You can get the latest beta from this thread: http://www.matrixgames.com/forums/tm.asp?m=3424520

Be sure to read the release notes, and to get the very latest version.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: emsoy on October 03, 2013, 07:59:58 AM
Quote from: JudgeDredd on October 03, 2013, 02:27:29 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
WOW!

So - would ANY shortcuts be taken in readiness if there was imminent danger? I'm just thinking, in the window of my Falklands scenario (not mine  :P) that if I send my Harriers up and they head back on bingo fuel and I see a few Mirage IIIs or A-4s heading in - is there anyway at all they would have corners cut in maintenance (in real life) - like not checking everything over (I'm not really sure what happens to an aircraft after a sortie)...so it could just land, load weapons and fuel and off it goes again?

We're planning a 'quick turnaround' option for certain aircraft/loadout combos. Like Israeli attack a/c hot-fueling & re-arming during various wars, A-10s and Marine AV-8Bs doing several CAS sorties in quick succession, Swedish Viggens doing 15-min AAM re-arming, etc.

So the Israeli aircraft could do, say, 2-4 strike sorties with 30 min turnaround time (need to check the sources on the exact number) but would then have to step down for a prolonged period of time for aircraft maintenance and crew rest (say 18-24hrs vice 6hrs).

It should probably be up to the scenario author to enable/disable the quick re-arm option in his scenario. In many cases it would not make sense to have this ability.

How does that sound?

As for cutting corners on maintenance in real life, there are a bunch of 'less obvious' systems that you just do not fly without. Iranians occasionally flew without a working AN/AWG-9s on their F-14s etc, no problem, but not sure you want to step into a combat zone without a working IFF  :o
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 08:28:07 AM
Quote from: emsoy on October 03, 2013, 07:59:58 AM
Quote from: JudgeDredd on October 03, 2013, 02:27:29 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
WOW!

So - would ANY shortcuts be taken in readiness if there was imminent danger? I'm just thinking, in the window of my Falklands scenario (not mine  :P) that if I send my Harriers up and they head back on bingo fuel and I see a few Mirage IIIs or A-4s heading in - is there anyway at all they would have corners cut in maintenance (in real life) - like not checking everything over (I'm not really sure what happens to an aircraft after a sortie)...so it could just land, load weapons and fuel and off it goes again?

We're planning a 'quick turnaround' option for certain aircraft/loadout combos. Like Israeli attack a/c hot-fueling & re-arming during various wars, A-10s and Marine AV-8Bs doing several CAS sorties in quick succession, Swedish Viggens doing 15-min AAM re-arming, etc.

So the Israeli aircraft could do, say, 2-4 strike sorties with 30 min turnaround time (need to check the sources on the exact number) but would then have to step down for a prolonged period of time for aircraft maintenance and crew rest (say 18-24hrs vice 6hrs).

It should probably be up to the scenario author to enable/disable the quick re-arm option in his scenario. In many cases it would not make sense to have this ability.

How does that sound?

As for cutting corners on maintenance in real life, there are a bunch of 'less obvious' systems that you just do not fly without. Iranians occasionally flew without a working AN/AWG-9s on their F-14s etc, no problem, but not sure you want to step into a combat zone without a working IFF  :o

Sounds good.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 03, 2013, 08:44:54 AM
Quote from: Baloogan on October 02, 2013, 06:48:10 PM
Baloogan Campaign Live now at http://baloogancampaign.com/ and http://www.twitch.tv/baloogancampaign

Awesome stream last night Baloogan. Kept me away from working on my first RSR scenario. If work ever lightens up a little bit I'm going to watch the rest of your videos.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 09:41:45 AM
Quote from: emsoy on October 03, 2013, 07:59:58 AM
Quote from: JudgeDredd on October 03, 2013, 02:27:29 AM
Quote from: Dimitris on October 03, 2013, 01:51:17 AM
Yes, modern aircraft are significantly more maintenance-intensive and mission planning & preparation also takes much longer.

USAF's most overtasked airframes during Desert Storm, the F-4Gs, only managed 4 sorties per day during surge ops. Other aircraft such as A-10s and AV-8s managed more sorties and this is reflected in their lower ready times.
WOW!

So - would ANY shortcuts be taken in readiness if there was imminent danger? I'm just thinking, in the window of my Falklands scenario (not mine  :P) that if I send my Harriers up and they head back on bingo fuel and I see a few Mirage IIIs or A-4s heading in - is there anyway at all they would have corners cut in maintenance (in real life) - like not checking everything over (I'm not really sure what happens to an aircraft after a sortie)...so it could just land, load weapons and fuel and off it goes again?

We're planning a 'quick turnaround' option for certain aircraft/loadout combos. Like Israeli attack a/c hot-fueling & re-arming during various wars, A-10s and Marine AV-8Bs doing several CAS sorties in quick succession, Swedish Viggens doing 15-min AAM re-arming, etc.

So the Israeli aircraft could do, say, 2-4 strike sorties with 30 min turnaround time (need to check the sources on the exact number) but would then have to step down for a prolonged period of time for aircraft maintenance and crew rest (say 18-24hrs vice 6hrs).

It should probably be up to the scenario author to enable/disable the quick re-arm option in his scenario. In many cases it would not make sense to have this ability.

How does that sound?

As for cutting corners on maintenance in real life, there are a bunch of 'less obvious' systems that you just do not fly without. Iranians occasionally flew without a working AN/AWG-9s on their F-14s etc, no problem, but not sure you want to step into a combat zone without a working IFF  :o
Sounds great.

Though I would like to see the option available on ALL scenarios...I really don't want to be hampered against incoming bogeys because I've got a stubborn crew chief who wants to test every system before throwing up my Harriers - and if there were inbound bogey's the likelihood is everyone on that ship/airfield, including the pilots, would want to get up in the air as quickly as possible.

As Dimitris said - there should be a chance of failure of a system (when/if you introduce that) or, until then, of the plane crashing...which should escalate probably exponentially each time you choose that option for that airframe.

Just my opinion. As an interim, I'd be happy with having the option to "fast prep" aircraft for a sortie.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 03, 2013, 10:19:34 AM
Quote from: bostonmyk on October 02, 2013, 06:45:18 PM
Quote from: Nefaro on October 02, 2013, 05:11:17 PM
Quote from: JudgeDredd on October 02, 2013, 04:48:11 PM
I was going to suggest that we don't get to see other sides forces because they're a bit of a spoiler - but it's an option - and I'm for options. I can avoid looking if I don't want to see the other sides platforms.

Probably not a good idea since there's no good way to look up some enemy platforms that you've had confirmed in your Orders or have had a previous detection on and lost.  We probably don't want to dig through the full DB to find them.

If it were possible to only add them to the list when first detected, as a special scenario start situation, or when listed in the possible platforms list of the ESM emitter classification window then that would be pretty cool.  But I'm sure we agree there are bigger fish to fry at the moment.  :D

You do know our contact report dialog does do that right?

If there an emitting contact that you don't know much about select the contact report button. Will give you a list of possible contacts.

Yeah, I know the contact report does that.  Was just making sure that those would also be included in any scenario platform browser that may include some fog of war mechanic.  Along with previous contacts detected, of course.  Hypothetical FOW ideas.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 03, 2013, 11:45:51 AM
Quote from: jomni on October 03, 2013, 01:56:29 AM
Quote from: CptHowdy on October 03, 2013, 01:30:27 AM
playing air tutorial. I keep getting further without the program locking up so I guess that's a good sign!! anyway my sead patrol has 6 planes, they go in but are unable to destroy the sam sites. they RTB(Winchester) like they are supposed to do but when they get back to base they have a 6 hour turnaround time. the scenario itself is only like 4 hours. I also ordered my 12 tomcats to RTB since there were no more air threats. I unassigned from mission. when they got back to base they went into readying status for like 10-20 minutes. why would they do this? there mission was complete. they should stand down and wait for further orders. my land strike aircraft also RTB(Winchester) and they now have 6 hour turnaround times and the mission will be over in 2. I find it odd that the tomcats returned to base and were able to be rearmed in about 15 minutes but my other aircraft have to wait 6 hours. I am using build 438.

  it's a scenario constraint to make the most out of your first strike (no second chances).
Remember not 100% of the squadron is available.  If they were then you can quickly launch a 2nd strike.
Hence the 1/3 rule.

ok great. first strike or bust! the instructions tell me to turn off active radar for my sead patrol so they can approach more stealthily. should this remain passive the whole time or should I make it active once they reach the patrol area?? I had 6 planes with shrikes and 2 sam sites and 1 king radar. they missed horribly. can you even destroy the industrial and missile assembly sites with one pass? I think my bombs destroyed a building or two but not the whole complex. why were the tomcats able to rearm so quickly? is it because they are just air to air and don't need to plan anything?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 03, 2013, 11:59:27 AM
Is there a way to filer for images in the Database Viewer of do I have to go into the folder and use the image sub-folder? Thanks.

Never mind; I got what I needed. I've now successfully completed all tutorials.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 03, 2013, 03:19:08 PM
Hi guys. It's the slow kid in class, again.

First, I'd like to thank everyone for their kindness and understanding in my slowness on the uptake. I think I may have discovered one of the reasons. I think I may have a bug on the right hand menu interface. For some reason I can't see the entire right hand menu for my units. Below is a screenshot.

I've downloaded the 439 beta patch and installed it (as should be evident at the top of the screen). Any thoughts?

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1081.photobucket.com%2Falbums%2Fj349%2Flongblade%2FGrogHeads%2FCommand-Air-Naval-Ops-001_zps2da82b4a.jpg&hash=3c85e5fcccf51f6327c9e8ba858b31301890f2b0)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 03, 2013, 03:22:38 PM
I get that to...usually it's just info left over from an older highlighted unit
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 03, 2013, 03:53:34 PM
mikeck is right; your screen shows what's need. To check, select an unit.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 03, 2013, 03:57:27 PM
Quote from: mikeck on October 03, 2013, 03:22:38 PM
I get that to...usually it's just info left over from an older highlighted unit

Yes, but don't you assign orders to units from there? I can't ever see the entire menu - at least for planes.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 03, 2013, 04:04:32 PM
No, you assign orders from Unit Orders on the top menu, right-clicking the unit for a drop-down menu or by hot keys.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 03, 2013, 04:08:03 PM
Quote from: Bismarck on October 03, 2013, 04:04:32 PM
No, you assign orders from Unit Orders on the top menu, right-clicking the unit for a drop-down menu or by hot keys.

I'm really lost. I can order aircraft to take off from the airbase using that menu. I thought I saw Balooga using some of the right hand menu for activity, too.

I dunno. I'll go back and watch again.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 03, 2013, 04:11:43 PM
LB, you play with a windows text magnification setting (or how its called in English) of 125% (like i use also for better reading)

for Command (and some other Matrix titles also, like BftB for example) you must set it back to 100%, unfortunately
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 03, 2013, 04:28:04 PM
Quote from: LongBlade on October 03, 2013, 04:08:03 PM
Quote from: Bismarck on October 03, 2013, 04:04:32 PM
No, you assign orders from Unit Orders on the top menu, right-clicking the unit for a drop-down menu or by hot keys.

I'm really lost. I can order aircraft to take off from the airbase using that menu. I thought I saw Balooga using some of the right hand menu for activity, too.

I dunno. I'll go back and watch again.
Everything you need to do can be done by right clicking on the unit and selecting, by ctrl-right clicking on the map for reference points and using the mission editor. The only thing I use that right menu for is accessing the database or setting sensor policy for a formation
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 03, 2013, 04:30:14 PM
Does anyone know how much damage I have to do to a runway to make it inoperable? On Brass Drum, I opened with a tomahawk strike from my sub on the closest airbase. Targeted the radar and two airstrips. One is on fire and lightly damaged, the other is lightly damaged (enemy SAMs took out lot plus some failed). Just trying to buy some time for my strike craft to get there and to get my CAP in place
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 03, 2013, 04:38:38 PM
Quote from: CptHowdy on October 03, 2013, 11:45:51 AM


ok great. first strike or bust! the instructions tell me to turn off active radar for my sead patrol so they can approach more stealthily. should this remain passive the whole time or should I make it active once they reach the patrol area?? I had 6 planes with shrikes and 2 sam sites and 1 king radar. they missed horribly. can you even destroy the industrial and missile assembly sites with one pass? I think my bombs destroyed a building or two but not the whole complex. why were the tomcats able to rearm so quickly? is it because they are just air to air and don't need to plan anything?

My experience, playing the first tutorial a few times, is that the Shrikes nearly always miss.  I don't know whether the enemy SAM radars realize they're under ARM attack and shut down to lessen the chance of being hit, but whatever is happening they aren't finding a target.  If you want to have a good chance of taking the SAM radars out, you'll have to manually coax the aircraft into dropping their cluster bombs.  Those are far more effective, but you'll also have to be close and low to drop them. 

I dunno if the issue with the AI not dropping the cluster bombs on it's own has been addressed in an upcoming update, so you'll probably still have to manually order their altitude down lower than the weapon's launch limits to do so, preferably awhile before they reach the target or they will loiter above the SAMs.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 03, 2013, 04:47:57 PM
Shrikes suck. HARMS don't $&@ around...especial the improved models. They can turn off the radar and even move it. Doesn't matter. Of course, that doesn't help you in 1979 I suppose
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 04:53:54 PM
For air assets, particularly for naval air assets, both helicopter and aircraft, I'd like to see, on the left hand side, the platform they belong to.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 05:01:19 PM
Quote from: Nefaro on October 03, 2013, 04:38:38 PM
...
I dunno if the issue with the AI not dropping the cluster bombs on it's own has been addressed in an upcoming update, so you'll probably still have to manually order their altitude down lower than the weapon's launch limits to do so, preferably awhile before they reach the target or they will loiter above the SAMs.
That was a pain in the arse - some did after considerable pissing around with them and some didn't - and there didn't seem to be a rhyme or reason for getting them to do so.

However I'm sure I saw mentioned that they were going to remove the CBU's from the aircraft...if that's the case, to me that isn't fixing the problem though, just avoiding it.

But we'll see what they do with it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 03, 2013, 05:04:56 PM
Quote from: JudgeDredd on October 03, 2013, 05:01:19 PM

However I'm sure I saw mentioned that they were going to remove the CBU's from the aircraft...if that's the case, to me that isn't fixing the problem though, just avoiding it.

But we'll see what they do with it.

Woah!  Yeah, I hope they don't remove the CBUs from the SEAD loadout(s).  That would just be covering up the issue.  :o  I'd rather be able to manually order them to drop than not have them at all, especially since most earlier ARMs aren't very effective!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 03, 2013, 05:08:41 PM
I could be wrong - I just want to say that - but I thought I had read that somewhere. If not - I apologise for spreading fear :P and my bad  :-[
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 03, 2013, 05:52:31 PM
Quote from: Nefaro on October 03, 2013, 05:04:56 PM
Quote from: JudgeDredd on October 03, 2013, 05:01:19 PM

However I'm sure I saw mentioned that they were going to remove the CBU's from the aircraft...if that's the case, to me that isn't fixing the problem though, just avoiding it.

But we'll see what they do with it.

Woah!  Yeah, I hope they don't remove the CBUs from the SEAD loadout(s).  That would just be covering up the issue.  :o  I'd rather be able to manually order them to drop than not have them at all, especially since most earlier ARMs aren't very effective!

the cbu were removed from that loadout. only shrikes now. I guess I could add them back but then my planes would never launch as they would take 6 hours to re-arm and re-plan!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 06:32:08 PM
Quote from: LongBlade on October 03, 2013, 03:19:08 PM
Hi guys. It's the slow kid in class, again.

First, I'd like to thank everyone for their kindness and understanding in my slowness on the uptake. I think I may have discovered one of the reasons. I think I may have a bug on the right hand menu interface. For some reason I can't see the entire right hand menu for my units. Below is a screenshot.

I've downloaded the 439 beta patch and installed it (as should be evident at the top of the screen). Any thoughts?

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1081.photobucket.com%2Falbums%2Fj349%2Flongblade%2FGrogHeads%2FCommand-Air-Naval-Ops-001_zps2da82b4a.jpg&hash=3c85e5fcccf51f6327c9e8ba858b31301890f2b0)

I also get stuff cut off in that screen, even the menu drop downs.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 03, 2013, 06:40:24 PM
Quote from: mikeck on October 03, 2013, 04:30:14 PM
Does anyone know how much damage I have to do to a runway to make it inoperable? On Brass Drum, I opened with a tomahawk strike from my sub on the closest airbase. Targeted the radar and two airstrips. One is on fire and lightly damaged, the other is lightly damaged (enemy SAMs took out lot plus some failed). Just trying to buy some time for my strike craft to get there and to get my CAP in place

Hi Mike

You have to do a lot of damage but certain weapons are more suitable. Try and go for the taxiways or access points as planes need them to do to the runways.

If you look at the back of the manual we wrote a bit on the air base construction but also provided some hints on air base deconstruction.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 03, 2013, 07:04:46 PM
I was watching Baloogan's 1967 scenario and I was wondering...if someone had the time to create it would it be feasible for Command to simulate the entire Vietnam war?  Can the engine handle that many units?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 03, 2013, 07:33:10 PM
Quote from: republic on October 03, 2013, 07:04:46 PM
I was watching Baloogan's 1967 scenario and I was wondering...if someone had the time to create it would it be feasible for Command to simulate the entire Vietnam war?  Can the engine handle that many units?

The entire war is probably pushing it because of the sheet number of targets but you could get away with a couple week campaign.

We want players to take on challenges like these to see how far they can push it. When they hit the wall its up to us figure out how to overcome it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 03, 2013, 07:39:51 PM
Quote from: LongBlade on October 03, 2013, 04:08:03 PM
Quote from: Bismarck on October 03, 2013, 04:04:32 PM
No, you assign orders from Unit Orders on the top menu, right-clicking the unit for a drop-down menu or by hot keys.

I'm really lost. I can order aircraft to take off from the airbase using that menu. I thought I saw Balooga using some of the right hand menu for activity, too.

I dunno. I'll go back and watch again.

Baloogan was handling his ops via the OOB option under GAME.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 03, 2013, 07:59:12 PM
Quote from: CptHowdy on October 03, 2013, 05:52:31 PM
Quote from: Nefaro on October 03, 2013, 05:04:56 PM
Quote from: JudgeDredd on October 03, 2013, 05:01:19 PM

However I'm sure I saw mentioned that they were going to remove the CBU's from the aircraft...if that's the case, to me that isn't fixing the problem though, just avoiding it.

But we'll see what they do with it.

Woah!  Yeah, I hope they don't remove the CBUs from the SEAD loadout(s).  That would just be covering up the issue.  :o  I'd rather be able to manually order them to drop than not have them at all, especially since most earlier ARMs aren't very effective!

the cbu were removed from that loadout. only shrikes now. I guess I could add them back but then my planes would never launch as they would take 6 hours to re-arm and re-plan!

RAWR!!  >:(

The 'fix' just made the situation worse.  :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 03, 2013, 08:07:40 PM
Quote from: mikeck on October 03, 2013, 04:28:04 PM
Quote from: LongBlade on October 03, 2013, 04:08:03 PM
Quote from: Bismarck on October 03, 2013, 04:04:32 PM
No, you assign orders from Unit Orders on the top menu, right-clicking the unit for a drop-down menu or by hot keys.

I'm really lost. I can order aircraft to take off from the airbase using that menu. I thought I saw Balooga using some of the right hand menu for activity, too.

I dunno. I'll go back and watch again.
Everything you need to do can be done by right clicking on the unit and selecting, by ctrl-right clicking on the map for reference points and using the mission editor. The only thing I use that right menu for is accessing the database or setting sensor policy for a formation

Thank you :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 08:56:09 PM
Dynamic Aircraft range ring. In harpoon, we have this ring that indicates how far the plane can fly with current fuel level at current speed. Any plans to do something similar?

What's the best way to plan how to use the planes based on range?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 03, 2013, 09:15:32 PM
Quote from: jomni on October 03, 2013, 08:56:09 PM
Dynamic Aircraft range ring. In harpoon, we have this ring that indicates how far the plane can fly with current fuel level at current speed. Any plans to do something similar?

What's the best way to plan how to use the planes based on range?

Go to the database viewer the operating radius is under aircraft stores as its dependent on loadout.

M
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 03, 2013, 09:49:27 PM
Quote from: bostonmyk on October 03, 2013, 09:15:32 PM
Quote from: jomni on October 03, 2013, 08:56:09 PM
Dynamic Aircraft range ring. In harpoon, we have this ring that indicates how far the plane can fly with current fuel level at current speed. Any plans to do something similar?

What's the best way to plan how to use the planes based on range?

Go to the database viewer the operating radius is under aircraft stores as its dependent on loadout.

M

Good.  Gotta start digging for info.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 03, 2013, 10:04:31 PM
Crap, you know, back in the mid to late '80s I knew every weapon and vehicle in the US arsenal. I was obsessed. Now, some are the same but most are alien. I look at a bb load out on am F18 and I can't tell whether it's supposed to attack a runway, bunker or vehicle. *sigh* I need a Janes book
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 03, 2013, 11:24:27 PM
Quote from: mikeck on October 03, 2013, 10:04:31 PM
*sigh* I need a Janes book

I believe Jane's originally started off as a tabletop naval wargame long long ago.   ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 03, 2013, 11:28:09 PM
alrighty tried the air tutorial again! aaw patrol lost a couple of tomcats. sent out sead patrol with 10 planes, 6 carrying the shrikes and 4 with the walleyes. the altitude release envelope for both of those weapons has a max set at 19812 feet. I highlighted one of each and watched as they approached. they stayed at 40k feet and launched their weapons. shouldn't they have dropped in altitude to at least 19812 to launch? I did take out the 2 sam sites and the king radar though. going to launch my ground strike next and see if they can take out the mobile sam plus the 3 sites listed in the briefing.

made the airstrike and watched them. weapons had an alt release envelope of 19812 as well. this time the planes dropped to around 5000 feet and delivered their payload. working as expected. so why didn't the sead aircraft do the same? will assign those to a land strike mission and see if they drop or still launch at 40k.

major victory scored 1500!

tested sead patrol with active and passive radars=launched shrikes and walleyes at 40k
tested land strike with active and passive radars and 3 targets=launched both at 40k
bugged or not?? couple of more things I can try but im leaning toward bugged!
tested sead patrol with passive radar=launched mk82 ldgp, short range lower than 19k feet so that's working!
tested sead patrol with passive radar=launched gbu-10 e/b lgb mk84 at 39840 feet even though launch window is 3k-19.8k

so we have the shrikes, walleyes and gbu-10 e/b not launching at the correct altitude and this is only the air tutorial. once again using build 438. game is running smooth on my laptop and haven't had a crash while testing this mission!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 04, 2013, 01:28:43 AM
Quote from: bostonmyk on October 03, 2013, 09:15:32 PM
Quote from: jomni on October 03, 2013, 08:56:09 PM
Dynamic Aircraft range ring. In harpoon, we have this ring that indicates how far the plane can fly with current fuel level at current speed. Any plans to do something similar?

What's the best way to plan how to use the planes based on range?

Go to the database viewer the operating radius is under aircraft stores as its dependent on loadout.

M
Hi bostonmyk

I think this is one of those times which have been mentioned here many, many times in the past throughout this thread - THAT kind of information should not be needed to be searched for - it should be at hand and not only that, but it shouldn't just be a figure...it should be visual.

Correct me if I'm wrong - but I think what you are suggesting is that the user check the database given the loadout of the aircraft and then use the measuring tool to determine the range left...and wouldn't that have to be done for all aircraft currently up?

I have no problem with it being in the database, but it most certainly should be shown on the map as a ring. Not only that, but it should be real time - so if the aircraft uses afterburner, that ring should reduce. The ring, I think, should relate to BINGO fuel...perhaps with a percentage of grace built in (so people don't get complacent and start seeing their F18's drop into the ocean.

Also - as I mentioned before with the fuel being displayed on the right hand side when viewing a group of aircraft (suggested by me earlier in the thread), this bingo fuel ring probably should relate to the unit with the LEAST amount of fuel in a  group.

There are a few things, already mentioned, including this that make air ops a bit lacking.

Anyway - that's by tuppence  :D

oh - and meant to say - those "dynamic rings" should most definitely not show for all aircraft or even all groups on the map - the user should click the unit to see the range ring.

Also meant to say - you KNOW that information anyway...based on the loadout of the aircraft because you are tracking fuel. So all you have to add (sounds simple, eh?) is display a bingo fuel ring when the unit is selected...and display the bingo fuel ring for the airframe with the lowest amount of fuel in a group. Simples.  :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 02:52:29 AM
Quote from: Nefaro on October 03, 2013, 04:38:38 PM
My experience, playing the first tutorial a few times, is that the Shrikes nearly always miss.  I don't know whether the enemy SAM radars realize they're under ARM attack and shut down to lessen the chance of being hit, but whatever is happening they aren't finding a target.  If you want to have a good chance of taking the SAM radars out, you'll have to manually coax the aircraft into dropping their cluster bombs.  Those are far more effective, but you'll also have to be close and low to drop them. 

Okay need to clarify this a bit. Weapons that have airburst warheads, like the Shrike & HARM, will almost always "miss" (the more correct term is "they deliberately detonate at a small distance from their target". We probably need to tweak the message log to say "airburst" instead of "miss"). They almost never hit directly. A miss of a few tens of meters is not important; the emitter as well as any vehicles nearby will be peppered with supersonic red-hot fragments and will almost certainly suffer damage (unless they're armored). At greater miss distances the damage inflicted goes down rapidly.

Another misunderstanding is the idea that you have to physically destroy the radar facility in order to take out the radar. Using an anti-radar missile, and if it airbursts close enough, it is very likely that the radar _sensor_ will be damaged or destroyed (thus achieving the desired effect), but the radar _vehicle or facility_ will still survive. Of course the heavier the warhead and the closer it detonates, the more likely it is that the carrier platform will also be obliterated. But at the end of the day all you care about is not seeing anymore the "pulsing" radar emission over the contact icon. If that happens, you've done the job.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 04, 2013, 03:42:13 AM
Just to add to judge's comment. Though you have the info in the database, cruise alt, speed and loiter time will make the effective range deviate from what is indicated.

But of course I suppose planners don't have that ring in real life.  They really estimate  the effective range and loiter time through detailed calculation before the mission and no updates during the mission.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 04, 2013, 04:09:02 AM
Dimitirs, another UI wish about not movable targets / fixed instaltion
when i destroy a target completely its not more on the map   (ok, its not a valid target or threat any more)  but i wish for an toggable option to show already destroy buildings -of course in in different color, maybe dark brown or something - to see the ongoing strategic achievement without browsing a list       
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 04, 2013, 05:33:25 AM
Just started a write up of the Air Tutorial (which seems popular with folks) - I try to explain the process of creating form up points, and inactive empty missions, so you can schedule the air wing waves onto the target..

Part 1
http://sugarfreegamer.com/?p=83502

Part 2
http://sugarfreegamer.com/?p=83580
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 04, 2013, 05:45:20 AM
we need a Command -wiki sticky somewhere
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 04, 2013, 06:26:40 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F2w1s0wg.jpg&hash=ae4bb8fc5b15ad64efccf96a2edc87d1dff3e60a)
F#ck Yeah!   8)

its with an IDisplay utility (GooglePlaystore)
the honor of recommending it goes to JiminyJickers / New Zealand :)  from the Matrix Games forum
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 04, 2013, 06:35:57 AM
It's times like this I wish I had bought an Android device and not my Kindle  :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 04, 2013, 07:34:55 AM
Oh wow! Thanks for the info MikeGER, I'm going to try that on my Nexus 7.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 09:16:52 AM
Quote from: JudgeDredd on October 04, 2013, 06:35:57 AM
It's times like this I wish I had bought an Android device and not my Kindle  :(

It's also times like this that I feel really good about our decision to go with standard Windows desktop :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: LongBlade on October 04, 2013, 09:44:00 AM
Quote from: undercovergeek on October 04, 2013, 05:45:20 AM
we need a Command -wiki sticky somewhere

I should be able to do that. I've received suggestions in private that we create a separate forum/sub-forum for this game given all its activity and questions around it.

If you folks think that's a good idea I'd be happy to see what I can do.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 04, 2013, 10:26:29 AM
Quote from: LongBlade on October 04, 2013, 09:44:00 AM
Quote from: undercovergeek on October 04, 2013, 05:45:20 AM
we need a Command -wiki sticky somewhere

I should be able to do that. I've received suggestions in private that we create a separate forum/sub-forum for this game given all its activity and questions around it.

If you folks think that's a good idea I'd be happy to see what I can do.

+1 here - it would be a shame to lose all the hints and tips and vid links in the mass of posts
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 04, 2013, 11:39:05 AM
Quote from: Dimitris on October 04, 2013, 02:52:29 AM
Quote from: Nefaro on October 03, 2013, 04:38:38 PM
My experience, playing the first tutorial a few times, is that the Shrikes nearly always miss.  I don't know whether the enemy SAM radars realize they're under ARM attack and shut down to lessen the chance of being hit, but whatever is happening they aren't finding a target.  If you want to have a good chance of taking the SAM radars out, you'll have to manually coax the aircraft into dropping their cluster bombs.  Those are far more effective, but you'll also have to be close and low to drop them. 

Okay need to clarify this a bit. Weapons that have airburst warheads, like the Shrike & HARM, will almost always "miss" (the more correct term is "they deliberately detonate at a small distance from their target". We probably need to tweak the message log to say "airburst" instead of "miss"). They almost never hit directly. A miss of a few tens of meters is not important; the emitter as well as any vehicles nearby will be peppered with supersonic red-hot fragments and will almost certainly suffer damage (unless they're armored). At greater miss distances the damage inflicted goes down rapidly.

Another misunderstanding is the idea that you have to physically destroy the radar facility in order to take out the radar. Using an anti-radar missile, and if it airbursts close enough, it is very likely that the radar _sensor_ will be damaged or destroyed (thus achieving the desired effect), but the radar _vehicle or facility_ will still survive. Of course the heavier the warhead and the closer it detonates, the more likely it is that the carrier platform will also be obliterated. But at the end of the day all you care about is not seeing anymore the "pulsing" radar emission over the contact icon. If that happens, you've done the job.

Thanks!

That's cool.  I'm glad you guys have airbursts modelled.  You should definitely look at revising the log output, though.

Does this also mean that such airburst weapons will tend to damage radars and other such vulnerable superstructure equipment on vessels, more than anything else?  Such as when, for example, a Sea Sparrow or some other shipborne SAM is fired at a surface target? 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 04, 2013, 11:52:35 AM
Quote from: Nefaro on October 04, 2013, 11:39:05 AM
Quote from: Dimitris on October 04, 2013, 02:52:29 AM
Quote from: Nefaro on October 03, 2013, 04:38:38 PM
My experience, playing the first tutorial a few times, is that the Shrikes nearly always miss.  I don't know whether the enemy SAM radars realize they're under ARM attack and shut down to lessen the chance of being hit, but whatever is happening they aren't finding a target.  If you want to have a good chance of taking the SAM radars out, you'll have to manually coax the aircraft into dropping their cluster bombs.  Those are far more effective, but you'll also have to be close and low to drop them. 

Okay need to clarify this a bit. Weapons that have airburst warheads, like the Shrike & HARM, will almost always "miss" (the more correct term is "they deliberately detonate at a small distance from their target". We probably need to tweak the message log to say "airburst" instead of "miss"). They almost never hit directly. A miss of a few tens of meters is not important; the emitter as well as any vehicles nearby will be peppered with supersonic red-hot fragments and will almost certainly suffer damage (unless they're armored). At greater miss distances the damage inflicted goes down rapidly.

Another misunderstanding is the idea that you have to physically destroy the radar facility in order to take out the radar. Using an anti-radar missile, and if it airbursts close enough, it is very likely that the radar _sensor_ will be damaged or destroyed (thus achieving the desired effect), but the radar _vehicle or facility_ will still survive. Of course the heavier the warhead and the closer it detonates, the more likely it is that the carrier platform will also be obliterated. But at the end of the day all you care about is not seeing anymore the "pulsing" radar emission over the contact icon. If that happens, you've done the job.

Thanks!

That's cool.  I'm glad you guys have airbursts modelled.  You should definitely look at revising the log output, though.

Does this also mean that such airburst weapons will tend to damage radars and other such vulnerable superstructure equipment on vessels, more than anything else?  Such as when, for example, a Sea Sparrow or some other shipborne SAM is fired at a surface target?

if you are going to adjust whether it says hit or miss can you also adjust when it tells me I missed by so many meters even though I have use feet checked off. also the tutorial still states that my shrike aircraft are carrying iron bombs as well. could be confusing for anyone that might read it. so anyone else can confirm that the shrikes, walleyes and gbu-10 e/b are not launching from correct altitude?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 11:56:32 AM
Quote from: Nefaro on October 04, 2013, 11:39:05 AM
Does this also mean that such airburst weapons will tend to damage radars and other such vulnerable superstructure equipment on vessels, more than anything else?  Such as when, for example, a Sea Sparrow or some other shipborne SAM is fired at a surface target?

Yes.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 12:42:48 PM
Quote from: CptHowdy on October 04, 2013, 11:52:35 AM
so anyone else can confirm that the shrikes, walleyes and gbu-10 e/b are not launching from correct altitude?

What is the "correct altitude" ?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 04, 2013, 01:32:26 PM
Quote from: Dimitris on October 04, 2013, 12:42:48 PM
Quote from: CptHowdy on October 04, 2013, 11:52:35 AM
so anyone else can confirm that the shrikes, walleyes and gbu-10 e/b are not launching from correct altitude?

What is the "correct altitude" ?

Within the maximum & minimum listed altitudes for weapon launch.

I believe CptHowdy reported that they were launching above the max launch altitude, earlier in the thread.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 01:34:29 PM
Is there any save file for this?

Without save files, it is extremely difficult for us to recreate a reported problem (unless it is brain-dead trivial).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 04, 2013, 02:06:10 PM
Quote from: Dimitris on October 04, 2013, 01:34:29 PM
Is there any save file for this?

Without save files, it is extremely difficult for us to recreate a reported problem (unless it is brain-dead trivial).

same problem that was reported for the CBU's and those got removed from the loadout. weapon page lists an altitude launch window. the three weapons I mentioned all have a window between 61-19812 feet. the planes are launching them 40k feet. where should I post or send a save file? thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 04, 2013, 03:05:31 PM
Quote from: Dimitris on October 04, 2013, 01:34:29 PM
Is there any save file for this?

Without save files, it is extremely difficult for us to recreate a reported problem (unless it is brain-dead trivial).

sent two save files to the address you posted earlier in this thread. hope you can make heads or tails out of it! thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 04, 2013, 03:29:07 PM
Thanks! Please give me some time to go over them (and all the other items on my plate).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 04, 2013, 05:50:33 PM
I've been playing this for awile now. I think it's a great game; very detailed and well done. I have only one real complaint. Scenarios. I can't believe there are no major Soviet v NATO fleet engagements (1985-1989) a la red storm rising. Also no big China v US over Taiwan scenarios. There is one minor scenario but with only a sub, destroyer and a few land based aircraft for the US side, it's small.

This game is begging for Soviet v NATO fleet v fleet scenarios or major convoy actions. Instead all I get is a 1979 scenario, Norwegian patrol boats or 2 sub scenarios.

I guess I expected a vibrant mod community point out these scenarios but so far...not one outside of the community pack. I experimented with the editor but as my game Time is limited, I hate to use it trying to build scenarios. I dunno, I just don't get why the two biggest hypothetical scenarios (US v China in major fleet action)(NATO v Soviet north fleet) or anything similar aren't here. Even one Cold War scenario involving a US carrier battle group. I have no interest in playing Columbia as they attack Venezuela...or Ajerbaijan as they go toe to toe with Russia.

I'm sure over time someone will make some, I'm just surprised.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 04, 2013, 06:51:12 PM
Quote from: spelk on October 04, 2013, 05:33:25 AM
Just started a write up of the Air Tutorial (which seems popular with folks) - I try to explain the process of creating form up points, and inactive empty missions, so you can schedule the air wing waves onto the target..

Part 1
http://sugarfreegamer.com/?p=83502

Part 2
http://sugarfreegamer.com/?p=83580

Great write up spelk!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 04, 2013, 06:59:37 PM
Quote from: mikeck on October 04, 2013, 05:50:33 PM
I've been playing this for awile now. I think it's a great game; very detailed and well done. I have only one real complaint. Scenarios. I can't believe there are no major Soviet v NATO fleet engagements (1985-1989) a la red storm rising. Also no big China v US over Taiwan scenarios. There is one minor scenario but with only a sub, destroyer and a few land based aircraft for the US side, it's small.

This game is begging for Soviet v NATO fleet v fleet scenarios or major convoy actions. Instead all I get is a 1979 scenario, Norwegian patrol boats or 2 sub scenarios.

I guess I expected a vibrant mod community point out these scenarios but so far...not one outside of the community pack. I experimented with the editor but as my game Time is limited, I hate to use it trying to build scenarios. I dunno, I just don't get why the two biggest hypothetical scenarios (US v China in major fleet action)(NATO v Soviet north fleet) or anything similar aren't here. Even one Cold War scenario involving a US carrier battle group. I have no interest in playing Columbia as they attack Venezuela...or Ajerbaijan as they go toe to toe with Russia.

I'm sure over time someone will make some, I'm just surprised.

Just convert the Harpoon scenarios and see how they play out in Command.

I'm making a Singapore scenario and I'm quite surprised that arming A-G weapons on F-16s and F-15s takes 6000 minutes as opposed to 60 for A-A. @_@
6000mins is 10 hours!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 04, 2013, 07:24:06 PM
what the hell are you loading?

btw 6000 minutes is 100 hours.  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 04, 2013, 07:39:20 PM
Quote from: jomni on October 04, 2013, 06:59:37 PM
Quote from: mikeck on October 04, 2013, 05:50:33 PM
I've been playing this for awile now. I think it's a great game; very detailed and well done. I have only one real complaint. Scenarios. I can't believe there are no major Soviet v NATO fleet engagements (1985-1989) a la red storm rising. Also no big China v US over Taiwan scenarios. There is one minor scenario but with only a sub, destroyer and a few land based aircraft for the US side, it's small.

This game is begging for Soviet v NATO fleet v fleet scenarios or major convoy actions. Instead all I get is a 1979 scenario, Norwegian patrol boats or 2 sub scenarios.

I guess I expected a vibrant mod community point out these scenarios but so far...not one outside of the community pack. I experimented with the editor but as my game Time is limited, I hate to use it trying to build scenarios. I dunno, I just don't get why the two biggest hypothetical scenarios (US v China in major fleet action)(NATO v Soviet north fleet) or anything similar aren't here. Even one Cold War scenario involving a US carrier battle group. I have no interest in playing Columbia as they attack Venezuela...or Ajerbaijan as they go toe to toe with Russia.

I'm sure over time someone will make some, I'm just surprised.

Just convert the Harpoon scenarios and see how they play out in Command.

I'm making a Singapore scenario and I'm quite surprised that arming A-G weapons on F-16s and F-15s takes 6000 minutes as opposed to 60 for A-A. @_@
6000mins is 10 hours!

Ok... Is there some type of converter?
If you mean do it manually, then yes, eventually I will figure out the editor. That takes a lot of time though and the editor instructions seem cryptic and confusing to me. It's not a huge issue really...I'm just a little annoyed that I can't fire up a mission where my Tico has to launch a ton of Sm-2s to protect my carrier from a soviet onslaught
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 04, 2013, 07:55:42 PM
Quote from: GDS_Starfury on October 04, 2013, 07:24:06 PM
what the hell are you loading?

btw 6000 minutes is 100 hours.  ;)

Sorry just 600
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 04, 2013, 09:20:26 PM
Quote from: mikeck on October 04, 2013, 05:50:33 PM
I've been playing this for awile now. I think it's a great game; very detailed and well done. I have only one real complaint. Scenarios. I can't believe there are no major Soviet v NATO fleet engagements (1985-1989) a la red storm rising. Also no big China v US over Taiwan scenarios. There is one minor scenario but with only a sub, destroyer and a few land based aircraft for the US side, it's small.

This game is begging for Soviet v NATO fleet v fleet scenarios or major convoy actions. Instead all I get is a 1979 scenario, Norwegian patrol boats or 2 sub scenarios.

I guess I expected a vibrant mod community point out these scenarios but so far...not one outside of the community pack. I experimented with the editor but as my game Time is limited, I hate to use it trying to build scenarios. I dunno, I just don't get why the two biggest hypothetical scenarios (US v China in major fleet action)(NATO v Soviet north fleet) or anything similar aren't here. Even one Cold War scenario involving a US carrier battle group. I have no interest in playing Columbia as they attack Venezuela...or Ajerbaijan as they go toe to toe with Russia.

I'm sure over time someone will make some, I'm just surprised.

My favorite scenario settings are those set in the 80's, under such circumstances, perhaps followed by some Asian conflicts set in later years.  All hypothetical, of course.  Considering there has been a large amount of those made by the Harpoon community in the past, I suspect we'll see a slew of them show up.  Hopefully whole series.

I was also a bit surprised that there weren't many of them in the vanilla game.  I'd chalk it up to having such a wide-ranging database, complete in one whole set, as the reason.  Since the timeframe available is so much larger than the old Harpoon games, where you had to manually switch out databases for different periods and even areas,  I'm sure the large range of scenarios were more of a quick showcase. 

One concern I have regarding user-created scenarios is tracking them down.  Their official site has some, but I'd like to see all submitted user-created scenarios bundled together in big packs so we don't have to download individual scenarios one-by-one.  I'd suggest even including them in official updates, but that would mean they're liable for troubleshooting them if they had issues which probably isn't something they'd want to worry about.  Nevertheless.. regular consolidation would be great.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 05, 2013, 12:27:01 AM
This is something we've already been doing, in fact. On the v1 launch, all community scenarios that were not maintained by WS were included on the downloads page. At the time of the v1.01 beta, some of them have been included on WS's LTS (long term support) list and you'll see them on the "official" scenario list.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 05, 2013, 02:37:24 AM
Quote from: Baloogan on October 04, 2013, 06:51:12 PM
Quote from: spelk on October 04, 2013, 05:33:25 AM
Just started a write up of the Air Tutorial (which seems popular with folks) - I try to explain the process of creating form up points, and inactive empty missions, so you can schedule the air wing waves onto the target..

Part 1
http://sugarfreegamer.com/?p=83502

Part 2
http://sugarfreegamer.com/?p=83580

Great write up spelk!
+1  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on October 05, 2013, 05:56:16 AM
Quote from: spelk on October 04, 2013, 05:33:25 AM
Just started a write up of the Air Tutorial (which seems popular with folks) - I try to explain the process of creating form up points, and inactive empty missions, so you can schedule the air wing waves onto the target..

Part 1
http://sugarfreegamer.com/?p=83502

Part 2
http://sugarfreegamer.com/?p=83580

Spelk, really nice job with this tutorial and taking the time to explain your thought process.....was enjoyable and seemed like valuable advice....thanks for creating.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 05, 2013, 06:08:40 AM
Why didn't I think of that?  That FORM UP mission is genius.  Because if I let my planes just loiter without any command, they will get picked up easily by the enemy.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Grim.Reaper on October 05, 2013, 06:12:33 AM
Quote from: jomni on October 05, 2013, 06:08:40 AM
Why didn't I think of that?  That FORM UP mission is genius.  Because if I let my planes just loiter without any command, they will get picked up easily by the enemy.

It would be great someday if someone puts together a full strategy guide that includes this kinds of tips plus a lot more....sort of like the old Harpoon books.  I think this would help newbies who don't necessarily understand all the mechanics but yet want to play the game.  I am sure there are a lot of hidden gems once you become very familiar.  I know I could use it:)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 05, 2013, 07:06:47 AM
Editor question.  How to change a Ship Name if I already added them on the map?

Edit:  Never mind.  The answer is the r key.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 05, 2013, 09:27:01 AM
Quote from: jomni on October 05, 2013, 06:08:40 AM
Why didn't I think of that?  That FORM UP mission is genius.  Because if I let my planes just loiter without any command, they will get picked up easily by the enemy.

... also liked that Form up pooling, maybe letting them circle at min altitude ...if the enemy don't have flying long range radar active and a own OECM plane circling high above the flock can mask them too
(Does OECM only saturate illuminators or does it scramble longer range air surveillance radars too ?)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 05, 2013, 11:27:50 AM
Both, if its operating frequencies cover both. Some jammers are optimized for one of the two categories only.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 05, 2013, 03:23:42 PM
I agree. The manual instructions are very unclear and after awile, it looks like I'm programming in fortran or something.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 05, 2013, 04:44:58 PM
Quote from: jomni on October 05, 2013, 07:06:47 AM
Editor question.  How to change a Ship Name if I already added them on the map?

Edit:  Never mind.  The answer is the r key.

Thanks. I was looking for this the other night. I ended up just deleting an air base and recreating it with the right name.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 05, 2013, 05:02:39 PM
Quote from: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.

Sorry about that! I go fast because I value my viewers' time.

I'll do a slow video about scenario creation offline soon.


I'm going to be streaming live in exactly 2 hours! Any questions you might have please tune in at http://twitch.tv/baloogancampaign or at http://baloogancampaign.com

I'm going to be playing the ASuW tutorial, followed by an announcement of a multiplayer plugin (turn based) followed by me either continuing Operation Lightning Strike or any suggestions/questions/requests from the attached chat room!


Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 05, 2013, 05:05:31 PM
Quote from: Grim.Reaper on October 05, 2013, 05:56:16 AM
Spelk, really nice job with this tutorial and taking the time to explain your thought process.....was enjoyable and seemed like valuable advice....thanks for creating.

Thanks for the kind words, I can't take all the credit for the FORMUP methodology, I think I read about it on one of the community forums - where someone suggested using a single reference point support mission to get your birds up in the air. I didn't really feel I had any kind of control until I started using empty inactive missions to pre-arrange what I wanted to do, and then I got to schedule them properly myself.  By dropping units into the appropriate missions.

I think most folks will want a personal handle on the important bits to make sure they go right. But if you can plan out your big tactical brush strokes and rely on the AI to do a decent enough job, you can then focus down on the minutiae at the critical points. Its the micro-management I'm completely hopeless at :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: spelk on October 05, 2013, 05:09:39 PM
Quote from: MikeGER on October 05, 2013, 09:27:01 AM
Quote from: jomni on October 05, 2013, 06:08:40 AM
Why didn't I think of that?  That FORM UP mission is genius.  Because if I let my planes just loiter without any command, they will get picked up easily by the enemy.

... also liked that Form up pooling, maybe letting them circle at min altitude ...if the enemy don't have flying long range radar active and a own OECM plane circling high above the flock can mask them too

You know, I often thought when creating these pre-made empty inactive missions about how it would be nice to set the travel window, with options (like you have with the ROE and the EMCON) to set max and min altitudes, perhaps speeds etc. Stick in the ranges you want, perhaps use sliders for generalisations and then the Mission will follow what you want. I suppose you could have just Low altitude, Medium and High Altitude. That sort of thing. Would just let you refine the mission planner a bit more. You get a fine level of control with other behaviours and emissions, why not basic variables like altitude and speed?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 05, 2013, 05:16:17 PM
Quote from: Baloogan on October 05, 2013, 05:02:39 PM
Quote from: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.

Sorry about that! I go fast because I value my viewers' time.

I'll do a slow video about scenario creation offline soon.


I'm going to be streaming live in exactly 2 hours! Any questions you might have please tune in at http://twitch.tv/baloogancampaign or at http://baloogancampaign.com

I'm going to be playing the ASuW tutorial, followed by an announcement of a multiplayer plugin (turn based) followed by me either continuing Operation Lightning Strike or any suggestions/questions/requests from the attached chat room!

I need you to walk through the scenario creation basics - mistakes, no hesitations, just 1-2-3.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 05, 2013, 05:23:10 PM
well, im downloaded and ready to go - feel like im stood at the bottom of a massive mountain - im going to start with Spelk and see how we get on
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 05, 2013, 05:53:07 PM
Quote from: undercovergeek on October 05, 2013, 05:23:10 PM
well, im downloaded and ready to go - feel like im stood at the bottom of a massive mountain - im going to start with Spelk and see how we get on

Spelk's review is the best one on the internet! Really well written!

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 05, 2013, 05:56:01 PM
Quote from: Bismarck on October 05, 2013, 05:16:17 PM
Quote from: Baloogan on October 05, 2013, 05:02:39 PM
Quote from: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.

Sorry about that! I go fast because I value my viewers' time.

I'll do a slow video about scenario creation offline soon.


I'm going to be streaming live in exactly 2 hours! Any questions you might have please tune in at http://twitch.tv/baloogancampaign or at http://baloogancampaign.com

I'm going to be playing the ASuW tutorial, followed by an announcement of a multiplayer plugin (turn based) followed by me either continuing Operation Lightning Strike or any suggestions/questions/requests from the attached chat room!

I need you to walk through the scenario creation basics - mistakes, no hesitations, just 1-2-3.

Will do! Currently the plan is to play the ASuW tutorial; followed by a quick explanation of the multiplayer plugin I've been working on, and how I'll need some volenteers to try it out and help me fix the bugs. Then I'll show a simple opposed amphibious landing sandbox!

Edit: Stream is up at http://twitch.tv/baloogancampaign
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 05, 2013, 06:51:57 PM
Quote from: Baloogan on October 05, 2013, 05:53:07 PM
Quote from: undercovergeek on October 05, 2013, 05:23:10 PM
well, im downloaded and ready to go - feel like im stood at the bottom of a massive mountain - im going to start with Spelk and see how we get on

Spelk's review is the best one on the internet! Really well written!

and you're after Spelk on my list - both of you are easily the most comprehensive, and less confusing of all the hints and tips and where to go for info sites
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 05, 2013, 07:34:51 PM
Quote from: Baloogan on October 05, 2013, 05:02:39 PM
Quote from: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.

Sorry about that! I go fast because I value my viewers' time.

I'll do a slow video about scenario creation offline soon.


I'm going to be streaming live in exactly 2 hours! Any questions you might have please tune in at http://twitch.tv/baloogancampaign or at http://baloogancampaign.com

I'm going to be playing the ASuW tutorial, followed by an announcement of a multiplayer plugin (turn based) followed by me either continuing Operation Lightning Strike or any suggestions/questions/requests from the attached chat room!


Please address setting up an airbase and putting aircraft at it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 05, 2013, 07:42:19 PM
Testing my work-in-progress scenario.

Singapore vs. Malaysia (Air force only).  Malaysian Air Force is decimated but inflicted a heavy toll on Singapore which I did not expect.  With this result, I wonder how they will fare against a Malaysian + Indonesian coalition.
Next on the To Do list: 
1) Set Up Malaysian Air Defense. I easily shut down one of their air bases because I forgot to set up the defense.
2) Tweak Malaysian missions.  The Malaysian F-18's with Harpoons are useless because I mix them up with Land Attack missions.  They flew into the Singapore city and not finding the ships.   I have to give them specific anti-ship zone.
2) Set Up Malaysian Navy.
3) Test. Then setup Indonesia.  With Indonesia in the picture, it would really be a tough one for Singapore given their performance against Malaysia.
4) Scoring.  I need some detailed tutorial on this.


SIDE: Singapore
===========================================================

LOSSES:
-------------------------------
12x F-5S Tiger II
12x F-16D Blk 52+ Falcon
3x F-15SG Eagle
4x RB 97 I-HAWK
2x Vehicle (PE-541/M HPI)
2x Vehicle (Giraffe AMB 3D)
1x F-16C Blk 52 Falcon
1x Rapier Mk2 Fire Unit B1X
4x Gulfstream G550 AEW


EXPENDITURES:
------------------
2x 20mm M39 Burst [40 rnds]
23x Python 4
59x AIM-120C-5 AMRAAM P3I.2
27x Generic Flare Salvo [3x Cartridges, Single Spectral]
37x Generic Chaff Salvo [5x Cartridges]
14x 20mm/85 M61A1 Vulcan Burst [100 rnds]
12x AIM-9P Sidewinder
8x AIM-9X Sidewinder
24x Mk82 500lb LDGP
79x RB 97 I-HAWK [MIM-23G]
16x GBU-12D/B Paveway II LGB [Mk82]
2x Rapier Mk2
3x RB 70 Rayrider Mk1
2x Aster 15 PAAMS [GWS.45 Sea Viper]



SIDE: Malaysia and Indonesia
===========================================================

LOSSES:
-------------------------------
8x MiG-29N Fulcrum A
12x Hawk 208
17x Su-30MKM Flanker C
8x F/A-18D Hornet
13x F-5E Tiger II
1x Super King Air 200T
1x Single-Unit Airfield (1x 3201-4000m Runway)


EXPENDITURES:
------------------
15x AA-11 Archer [R-73]
79x AA-12 Adder A [R-77, RVV-AE]
5x 30mm Gsh-30-1 Burst [30 rnds]
30x Generic Chaff Salvo [5x Cartridges]
3x 30mm ADEN Mk4 Burst [30 rnds]
43x Generic Chaff Salvo [4x Cartridges]
11x Generic Flare Salvo [3x Cartridges, Single Spectral]
9x Generic Flare Salvo [4x Cartridges, Single Spectral]
12x AIM-7M Sparrow III
1x AIM-9L Sidewinder
10x AIM-9P Sidewinder
15x AA-11 Archer [R-73M1]
1x AS-14 Kedge [Kh-29T]
2x AGM-65B Maverick EO

Quesiton:  The strike on against the Malaysian airbase was a success, destroying the runway.  But they got pounced by CAP on the way home. This resulted in a number of F-16 losses. They did not fight back despite having some spare missiles.  I tried manually assigning an attack but the dialog box says 'target not detected'.  Why is that?  They are clearly 'red' and identified. 



Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 05, 2013, 09:12:16 PM
Quote from: Baloogan on October 05, 2013, 05:02:39 PM
Quote from: Bismarck on October 05, 2013, 01:04:44 PM
As interesting as Boologan's sandbox videos are, he goes too fast for me.  The manual is a bet dense on creating scenarios.  Could somebody direct me to a simple step-by-step tutorial on scenario creation? Thanks.

Sorry about that! I go fast because I value my viewers' time.

I'll do a slow video about scenario creation offline soon.


I'm going to be streaming live in exactly 2 hours! Any questions you might have please tune in at http://twitch.tv/baloogancampaign or at http://baloogancampaign.com

I'm going to be playing the ASuW tutorial, followed by an announcement of a multiplayer plugin (turn based) followed by me either continuing Operation Lightning Strike or any suggestions/questions/requests from the attached chat room!

You mentioned somewhere that you had created a "red storm rising" Iceland scenario to test. Did I misunderstand? If you did, can you post it?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 06, 2013, 04:09:57 PM
Latest build:


Download from here: http://www.warfaresims.com/RC/UpdatePack_B440.zip

Unzip to the main Command folder. Answer "yes" to any overwrite requests.

This pack is cumulative; it includes both previous v1.01 RCs. The release notes below cover only items that have changed since RC2. For the full release notes see RC1 (Build 438) and RC2 (Build 439).

If nothing show-stopping pops up, this will probably constitute the final v1.01 codebase. So please everyone give this a try. We took great pains to address the currently most urgent issues (e.g. air-dropped weapon envelope problems) as well as provide features and fixes for players who have asked them.

RC3 Release notes

Fixed:
-------
- 0005675: Repetative BDA Reports
- 0005734: Assorted tutorials issues
- 0005556: [427] SEAD patrol kirks
- 0005121: It should not be possible to arm/take off aircraft with maintenance/unavailable loadouts
- 0005698: Kilter misses by stupid amount
- 0005730: [438] Weird Shrike Behavior
- 0005069: Shrike ARM misses by several kilometers
- 0005699: Maria and Victoria Again
- 0005672: Mixed Shrike and CBU Issue
- 0005750: A-7 CBU-59 an Shrike Loadout a bad match
- 0005735: Excessive dive rates for subs & aircraft
- 0004279: IRIAF F-14 update
- 0005560: DB3k Update: Combat Aircraft Mag Article on Iranian F-14's

* 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).

* Helmet-mounted sights (HMS) are now taken into account when deciding how much off-boresight an aircraft can shoot an AAM.

* Aircraft & submarines have more realistic dive rates.

* Includes the v395 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


_____________________________

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Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Mr. Bigglesworth on October 06, 2013, 04:24:47 PM
With more than 50 pages in this thread we need a summary or review of this game! Is it stable? Does it improve on Harpoon ultimate edition? Does it have all the old scenarios from Harpoon?

At over $80 the publisher is implying this is a very premium game that works. Does it live up to that?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 06, 2013, 04:25:53 PM
Can I ask - is the "fix" for this...

Mixed Shrike and CBU Issue

...corrected by removing the CBU's? If so - I'm sorry - but that does not constitute a fix. The problem was the SEAD platforms were not reducing their altitude enough to drop their CBU's - therefore the fix should be to correct that - NOT remove the CBU's. I was quite happy to have my SEAD platforms carry some CBU's (or even Mk82/84s if possible)...so they can launch their Shrikes and follow up with some damage dealers.

If - on the other hand - you have fixed it by getting them to drop low, then that's cool  8)

And whilst I'm posting - what's the difference between DB3000 and CWDB? It's quite confusing and I don't understand why there are two locations. This has particularly thrown me with getting images to be displayed in the DB Viewer.

Thanks
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 06, 2013, 04:34:32 PM
Quote from: JudgeDredd on October 06, 2013, 04:25:53 PM
Can I ask - is the "fix" for this...

Mixed Shrike and CBU Issue

...corrected by removing the CBU's? If so - I'm sorry - but that does not constitute a fix. The problem was the SEAD platforms were not reducing their altitude enough to drop their CBU's - therefore the fix should be to correct that - NOT remove the CBU's. I was quite happy to have my SEAD platforms carry some CBU's (or even Mk82/84s if possible)...so they can launch their Shrikes and follow up with some damage dealers.

If - on the other hand - you have fixed it by getting them to drop low, then that's cool  8)

The immediate & temporary measure was to remove the mixed Shrike+CBU loadouts and replace them with Shrike-only loadouts, to give us the necessary time to investigate the CBU-drop issue. This we did, and the issue has now (we believe) been resolved for good, beginning with Build 440 / v1.01 RC3, available on the v1.01 beta thread on the Matrix forums. (http://www.matrixgames.com/forums/fb.asp?m=3429574)

Quote
And whilst I'm posting - what's the difference between DB3000 and CWDB? It's quite confusing and I don't understand why there are two locations. This has particularly thrown me with getting images to be displayed in the DB Viewer.

CWDB covers 1946-1979, DB3000 covers 1980-2020+. They exist as separate DBs primarily because this timespan is simply too much for a single person to manage.

Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 06, 2013, 04:37:30 PM
We just released another (hopefully last) v1.01 RC, to provide a fix for the ARM problem that appeared in RC3.

Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 06, 2013, 05:13:03 PM
Quote from: Dimitris on October 06, 2013, 04:37:30 PM
We just released another (hopefully last) v1.01 RC, to provide a fix for the ARM problem that appeared in RC3.

Thanks.

Here's the link:


Download from here: http://www.warfaresims.com/RC/UpdatePack_B441.zip
(http://www.warfaresims.com/RC/UpdatePack_B441.zip)
Unzip to the main Command folder. Answer "yes" to any overwrite requests.

This pack is cumulative; it includes all previous v1.01 RCs. The release notes below cover only items that have changed since RC3. For the full release notes see RC1 (Build 438), RC2 (Build 439) and RC3 (Build 440).

This build fixes a serious problem related to ARMs that appeared in RC3. Because of its importance, we opted to do one more RC instead of sending this directly to the official release.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 06, 2013, 07:14:54 PM
I set up a simple mission of 24 F-14 flying from Stornoway (Scotland) against an equal number of MIG-29s on Iceland. I fly my F-14's over to Iceland and all the MIG-29s do is sit on the ground. I provided the Soviet forces with an air search radar, and when I switch to that side I can see that the unidentified aircraft. But the Soviet AI won't launch any aircraft. Then when I manually launch the soviet MIG's all they and the NATO F-14s do is fly around each other. I set them to hostile in the side set up menu, and I also set the ROE to engage non-hostile targets.

Anyone have any ideas of what I might be doing wrong?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 06, 2013, 07:45:09 PM
where are screenshots saved?  :-[
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on October 06, 2013, 07:52:56 PM
A question for the developers and those who have looked through the game's features:

I'm curious- what aircraft from 1946 (the 1st year mentioned as part of the database) are included? F4U's? F7Fs? F8Fs? Flying boats? Are the Essex class CVs in there also? Just curious as to what could be gamed from the immediate post war period.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 06, 2013, 07:56:44 PM
Oh wow, I didn't know the DB went that far back.  Are the various refits to the Essex's in there as well?  What about Gato/Balao refits?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on October 06, 2013, 08:25:04 PM
Yeah, Dimitris just stated in a few posts above ours that there are two sets of data.

Quote from: Dimitris on October 06, 2013, 04:34:32 PM

CWDB covers 1946-1979, DB3000 covers 1980-2020+. They exist as separate DBs primarily because this timespan is simply too much for a single person to manage.

Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 06, 2013, 08:31:01 PM
Quote from: Kushan on October 06, 2013, 07:14:54 PM
I set up a simple mission of 24 F-14 flying from Stornoway (Scotland) against an equal number of MIG-29s on Iceland. I fly my F-14's over to Iceland and all the MIG-29s do is sit on the ground. I provided the Soviet forces with an air search radar, and when I switch to that side I can see that the unidentified aircraft. But the Soviet AI won't launch any aircraft. Then when I manually launch the soviet MIG's all they and the NATO F-14s do is fly around each other. I set them to hostile in the side set up menu, and I also set the ROE to engage non-hostile targets.

Anyone have any ideas of what I might be doing wrong?

Are you setting up AAW patrol or intercept missions in the mission editor?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 06, 2013, 08:36:30 PM
Quote from: Staggerwing on October 06, 2013, 07:52:56 PM
I'm curious- what aircraft from 1946 (the 1st year mentioned as part of the database) are included? F4U's? F7Fs? F8Fs? Flying boats? Are the Essex class CVs in there also? Just curious as to what could be gamed from the immediate post war period.

F4U's, P-51D's, F7F-1 Tigercats and F7U Cutlass's, F-86's, F-8, and F-80's look like they are all included.

Various versions of CV's 09 (Essex), 10 (Yorktown), 20 (Benington), and 21 (Boxer), the Alaska class CB's, most of the late war BB's and even some of the CVE/CVL's are included. Unfortunately, I am not seeing the Gato/Balao boats. I'm not seeing any USN submarines in the 1946-1979 Cold War database.....
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 06, 2013, 08:53:01 PM
Quote from: Kushan on October 06, 2013, 08:36:30 PM
Quote from: Staggerwing on October 06, 2013, 07:52:56 PM
I'm curious- what aircraft from 1946 (the 1st year mentioned as part of the database) are included? F4U's? F7Fs? F8Fs? Flying boats? Are the Essex class CVs in there also? Just curious as to what could be gamed from the immediate post war period.

F4U's, P-51D's, F7F-1 Tigercats and F7U Cutlass's, F-86's, F-8, and F-80's look like they are all included.

Various versions of CV's 09 (Essex), 10 (Yorktown), 20 (Benington), and 21 (Boxer), the Alaska class CB's, most of the late war BB's and even some of the CVE/CVL's are included. Unfortunately, I am not seeing the Gato/Balao boats. I'm not seeing any USN submarines in the 1946-1979 Cold War database.....

I see plenty including Gato/Balao.  How are you looking for them? I start a blank scenario, switch to CWDB the filter on subs and US.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Staggerwing on October 06, 2013, 09:02:13 PM
What about the stuff that the Soviets might have fielded in 46-49 in the Baltic, NA, and North Atlantic? Tu-4s? Mig-9s? K-class subs?

I'm thinking of what equipment might have been in play in case the Berlin Airlift flashed over into actual combat or something similar occurred.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: 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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: 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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 07, 2013, 01:17:01 AM
Quote from: Dimitris on October 06, 2013, 04:34:32 PM
Quote from: JudgeDredd on October 06, 2013, 04:25:53 PM
Can I ask - is the "fix" for this...

Mixed Shrike and CBU Issue

...corrected by removing the CBU's? If so - I'm sorry - but that does not constitute a fix. The problem was the SEAD platforms were not reducing their altitude enough to drop their CBU's - therefore the fix should be to correct that - NOT remove the CBU's. I was quite happy to have my SEAD platforms carry some CBU's (or even Mk82/84s if possible)...so they can launch their Shrikes and follow up with some damage dealers.

If - on the other hand - you have fixed it by getting them to drop low, then that's cool  8)

The immediate & temporary measure was to remove the mixed Shrike+CBU loadouts and replace them with Shrike-only loadouts, to give us the necessary time to investigate the CBU-drop issue. This we did, and the issue has now (we believe) been resolved for good, beginning with Build 440 / v1.01 RC3, available on the v1.01 beta thread on the Matrix forums. (http://www.matrixgames.com/forums/fb.asp?m=3429574)

Quote
And whilst I'm posting - what's the difference between DB3000 and CWDB? It's quite confusing and I don't understand why there are two locations. This has particularly thrown me with getting images to be displayed in the DB Viewer.

CWDB covers 1946-1979, DB3000 covers 1980-2020+. They exist as separate DBs primarily because this timespan is simply too much for a single person to manage.

Thanks.
Thanks Dimitris  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: 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?)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 07, 2013, 06:53:41 AM
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)

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 07, 2013, 07:48:32 AM
Wow, I hadn't expected to see those older battleships!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 07, 2013, 12:57:26 PM
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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: CptHowdy on October 07, 2013, 03:42:31 PM
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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: 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?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: 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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 07, 2013, 04:44:45 PM
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!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 07, 2013, 08:14:48 PM
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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 07, 2013, 09:28:10 PM
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.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1.cpcache.com%2Fproduct%2F683564899%2Fgrogheads_text_logo_classic_thong.jpg&hash=c6e731b17f71f1d6149270b6d2ccf7fcf1a70d60)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 08, 2013, 04:58:25 AM
And now I'm up before 5am Jonesing for a Command fix...what have you all done to me!?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 08, 2013, 09:48:34 AM
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 >
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 08, 2013, 06:26:53 PM
Has anyone dabbled in custom overlays yet?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 08, 2013, 07:12:01 PM
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.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 08, 2013, 07:50:02 PM
What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 08, 2013, 07:51:57 PM
Quote from: Bismarck on October 08, 2013, 07:50:02 PM
What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.

Last part of the manual has the details.
But I usually use the generic single unit airbase with embedded structures in my scenarios.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 08, 2013, 08:01:07 PM
Do you guys have any good scenarios to share yet?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 08, 2013, 08:08:54 PM
Quote from: jomni on October 08, 2013, 07:51:57 PM
Quote from: Bismarck on October 08, 2013, 07:50:02 PM
What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.

Last part of the manual has the details.
But I usually use the generic single unit airbase with embedded structures in my scenarios.

Thanks.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: GDS_Starfury on October 08, 2013, 08:30:41 PM
Im pretty sure they need a runway.   ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 09, 2013, 01:21:05 AM
Quote from: Bismarck on October 08, 2013, 07:50:02 PM
What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.
I haven't read it yet - and my apologies if you have and the info isn't there, but there's a section in the manual (near the back I believe) about constructing (and also destructing) airfields.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 09, 2013, 01:21:45 AM
Quote from: republic on October 08, 2013, 08:01:07 PM
Do you guys have any good scenarios to share yet?
Yep - myself and MikeGer have. he has done much more - I've only created an overlay and imported it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 09, 2013, 01:23:24 AM
Quote from: JudgeDredd on October 09, 2013, 01:21:45 AM
Quote from: republic on October 08, 2013, 08:01:07 PM
Do you guys have any good scenarios to share yet?
Yep - myself and MikeGer have. he has done much more - I've only created an overlay and imported it.

I'm wrapping up a counter piracy mission. Something different from the warfare scenarios.  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 09, 2013, 03:27:11 AM
Quote from: jomni on October 09, 2013, 01:23:24 AM

I'm wrapping up a counter piracy mission. Something different from the warfare scenarios.  :)
Cool  8)  please upload when ready :)

- about the full detailed airbases

....it bet its possible to import known existing airbases in our own scenario and and also lasso them and teleport them to your wanted location on the globe for your own scenario   ...even so the landscape, when zoomed in, doesn't fit anymore  (i found myself using the relief layer most of the time anyway now)

@Dimitris,
how about a 'higher resolution' relief layer pictures? (on land, option for the machines that can handle it)
...it feels like its not as detailed rendered as the underlaying data?

in a future step, i would ask for a even more detailed elevation grid on land, based on a dynamic grid
pattern. 
in scientific calculation the grid size varies with 'roughness of' of the observed phenomena structures to make calculations based on (well those ppl even change the grid density on the fly when the physics phenomena get more structered in the time flow ... 'dynamic grid') to get a finer resolution grid where you need it, but with a still manageable number of data entries (think global weather sim calcs and finite elements simulation 'n such)

so in CMANO a flat rolling plain terrain your underlaying data pool entires can be  wider (wider then now) and gets more dense in the hills and mountains.
the height/slope value at one point you need in your warfare-simulations calculations will be a mathematical fit taking the three nearest data entries into account.
   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 09, 2013, 05:46:31 AM
Hi Mike,

1) We are thinking strongly about that, in the future.

2) If I understand this correctly you are referring to structures like TINs (http://en.wikipedia.org/wiki/Triangulated_irregular_network). We gave this a lot of thought back when we were "terrain shopping". The allure of far more efficient data storage for a given desired resolution was very strong, but eventually we chose to go with classic grids for the time being for a number of reasons. We haven't stopped looking around however.

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 09, 2013, 06:42:36 AM
I too would really like a higher resolution map.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 09, 2013, 09:12:35 AM
Quote from: JudgeDredd on October 09, 2013, 01:21:05 AM
Quote from: Bismarck on October 08, 2013, 07:50:02 PM
What are the minimum components of an airbase? Do they need to be in a certain order or proximity?  Thanks.
I haven't read it yet - and my apologies if you have and the info isn't there, but there's a section in the manual (near the back I believe) about constructing (and also destructing) airfields.

Yeah, my bad. I got absorbed in 7.1 that I forgot to read further.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 10, 2013, 01:15:24 PM
What is the largest number or size of custom overlays anyone has tried?  I'm fiddling with GMAP and really thrilled with the results...but I don't want to run into problems once I start building the scenario.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 10, 2013, 04:18:05 PM
I've just got version 1.01 of this and the very first thing I wanted to try was zooming to cursor and it doesn't, though it's listed on the New Features and Improvements list  :(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 10, 2013, 04:42:30 PM
It's available as an option, but not enabled by default (so that we don't confuse existing users). To enable it, go to Game -> Game Options -> Zoom map to mouse cursor.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 10, 2013, 05:11:12 PM
Hi everyone!

This coming Saturday (5pm PDT Oct 12th) I will have a special guest on the show: Mike Mykytyn!!!! I'll be asking him questions about Command, WarfareSims and about the future of computer wargaming and modern naval combat!

Also if you want to ask questions about the game you are more than welcome to join the chat to ask questions!

If you have used the Editor=>Import/Export Units feature in Command then you might have blown up some of Mike's content! I know I have!

Command's ability to create a ready made scenario via the Import/Export units feature is absolutely one of my favorite features! If I want to invade Syrian airspace to blow up Assad I turn to the huge amount of Syrian units in Command's import system, it lends credibility to sandbox scenarios... If I'm blowing up real SA-5 positions in the real Syria it makes the game seem so much more immediate!

I like the import feature so much that the background of my website at http://baloogancampaign.com is entirely from the CentFront import files! You can make that huge scenario in about 20 clicks and a few minutes in game!

Please join us LIVE on Saturday (5pm PDT Oct 12th (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131012T1700&p1=256))!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 10, 2013, 05:28:58 PM
Quote from: Dimitris on October 10, 2013, 04:42:30 PM
It's available as an option, but not enabled by default (so that we don't confuse existing users). To enable it, go to Game -> Game Options -> Zoom map to mouse cursor.
My bad. Thank you.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 10, 2013, 08:40:26 PM
Hi everyone!

This coming Saturday (5pm PDT Oct 12th) I will have a special guest on the show: Mike Mykytyn!!!! I'll be asking him questions about Command, WarfareSims and about the future of computer wargaming and modern naval combat!

Also if you want to ask questions about the game you are more than welcome to join the chat to ask questions!

If you have used the Editor=>Import/Export Units feature in Command then you might have blown up some of Mike's content! I know I have!

Command's ability to create a ready made scenario via the Import/Export units feature is absolutely one of my favorite features! If I want to invade Syrian airspace to blow up Assad I turn to the huge amount of Syrian units in Command's import system, it lends credibility to sandbox scenarios... If I'm blowing up real SA-5 positions in the real Syria it makes the game seem so much more immediate!

I like the import feature so much that the background of my website at http://baloogancampaign.com (http://baloogancampaign.com) is entirely from the CentFront import files! You can make that huge scenario in about 20 clicks and a few minutes in game!

Please join us LIVE on Saturday (5pm PDT Oct 12th (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131012T1700&p1=256))!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 10, 2013, 10:46:39 PM
Why don't you post those scenarios you create for is to play. Was just looking at your "Guadalcanal" scenario. Most of us can't work the editor but would love to play that. Also the Iceland invasion from Red Storm. I asked before but you didn't respond.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 10, 2013, 11:44:10 PM
Quote from: mikeck on October 10, 2013, 10:46:39 PM
Why don't you post those scenarios you create for is to play. Was just looking at your "Guadalcanal" scenario. Most of us can't work the editor but would love to play that. Also the Iceland invasion from Red Storm. I asked before but you didn't respond.

Oh sorry, I did post them

http://baloogancampaign.com/episodes/sandbox-scenarios/

It has the game at every point I saved it during the stream.


I'm trying to not spam so much... They are not very good scenarios especially compared to the ones shipped with the game. Good examples of what can be done in 1-2 hours with the game though!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 11, 2013, 04:34:31 AM
Baloogan, i am missing the follow ups on COMMAND Episode 3 Part 7 Lets Plays over at Youtube

to the position shown when you load the scenario at the end of your last streaming event.
(in video of the stream at the end of it, you dashed short into that scenario and called it a day for that eve,  but i saw the situation in E3 had already developed much further then end of E3 P7...) 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 11, 2013, 07:39:27 AM
Hi MikeGER,

Sorry about not uploading anything past Part 7, I've been rationing bandwidth to prevent myself from hitting my monthly bandwidth cap.

Part 8 Tomahawk Strike v Radar should be available here in about an hour or two (for the upload and for YouTube to process it).

http://www.youtube.com/watch?v=1_-cyyV-26M&list=PLgRuKky0mojbReQrJj6F1UNr5k5xBBmfI&index=8

About 2 hours of Episode 3 is yet to be uploaded, it gets really quite exciting.

Part 8 Tomahawk Strike v Radar
Part 9 Pakistan Shock and Awe
Part 10 Collective Responsibility
Part 11 The Unstable World
Part 12 Tomahawk Interception


Update: Episode 3 is completely uploaded:
http://baloogancampaign.com/episodes/
http://www.youtube.com/playlist?list=PLgRuKky0mojbReQrJj6F1UNr5k5xBBmfI



Thanks for watching!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 11, 2013, 11:34:42 PM
Hey guys.  Try out my small counter piracy scenario.

AAR and download link in my blog.
http://jomnisgames.blogspot.com/2013/10/commandmodern-air-naval-operations.html
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 12, 2013, 07:03:20 AM
Thanks for posting that jomni, I plan on trying it out this weekend.  I can't wait to see what our community creates.

I've discovered that I spend most of my time in CMANO just looking through the database.  The database alone is worth the asking price, as I've paid far more for books that didn't contain 1/4th the info in there...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 12, 2013, 06:29:42 PM
Baloogan Campaign stream is going live with one of the Command developers in about 30 minutes :D http://www.twitch.tv/baloogancampaign
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 12, 2013, 08:29:11 PM
Baloogan, I want to thank you very much for all you're doing to cover Command.  I look forward to your streams and watch your videos regularly to try and become less inept.  :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 12, 2013, 09:16:08 PM
Quote from: Baloogan on October 10, 2013, 11:44:10 PM
Quote from: mikeck on October 10, 2013, 10:46:39 PM
Why don't you post those scenarios you create for is to play. Was just looking at your "Guadalcanal" scenario. Most of us can't work the editor but would love to play that. Also the Iceland invasion from Red Storm. I asked before but you didn't respond.

Oh sorry, I did post them

http://baloogancampaign.com/episodes/sandbox-scenarios/

It has the game at every point I saved it during the stream.


I'm trying to not spam so much... They are not very good scenarios especially compared to the ones shipped with the game. Good examples of what can be done in 1-2 hours with the game though!

Thanks for posting these. I notice that eAch is divided into seperate scenarios...can I play any of them? For example, for Iceland, I have 5 "Iceland 1980 scenario 1", "Iceland 1980 Scenario2", Etc   

Edit: each one seems to be a different "stage" of the scenario ...is this correct? If so, can I start with 1 and play through or does it stop and I have to then load 2?

Edit2: nevermind...saw your post above that they are saves. Got it. Don't underestimate your scenarios. I would love if an Iceland attack and another US v China scenario had been included
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 16, 2013, 05:01:29 AM
Someone is working on a huge US vs China scen. May take a while because of the size & complexity  :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 18, 2013, 10:47:59 AM
New community scenario pack today, with four brand-new scens: http://www.warfaresims.com/?p=1987
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on October 18, 2013, 05:00:07 PM
Thanks Dimitris, downloading now!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 18, 2013, 05:51:46 PM
I love this game but the scenarios are weak. Looking at the new ones...Russia v Georgia? Venezuela vs Columbia? Argentina vs pirates??? C'mon man!

So, I decided to screw around with the editor and  creating a scenario where the USS Nimitz and some supporting ships will be attacking remnants of the USSR northern fleet off the coast of the Kola Peninsula, the purpose is to open up the sea. Several subs loaded with tomahawks will try to neutralize the kola airbase.

I'm editing planes now. Will post when done. I have to limit the ships or it becomes too much; therefor, the Nimitz fleet will likely include the Nimitz,2 DDgs and - Tico. The accompanying subs will be 2 LA class.

On Kola, I will put a wing of Aoviet backfires, a few bears, flight or two of mig 29's. I will likely give the Soviets a Kiev, few Udaloys and 2 Krivaks. Also 3-4 subs...one of which will be an SSG

In the process of importing the proper air wings for the Nimitz.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 18, 2013, 09:05:01 PM
Quote from: mikeck on October 18, 2013, 05:51:46 PM
I love this game but the scenarios are weak. Looking at the new ones...Russia v Georgia? Venezuela vs Columbia? Argentina vs pirates??? C'mon man!

So, I decided to screw around with the editor and  creating a scenario where the USS Nimitz and some supporting ships will be attacking remnants of the USSR northern fleet off the coast of the Kola Peninsula, the purpose is to open up the sea. Several subs loaded with tomahawks will try to neutralize the kola airbase.

I'm editing planes now. Will post when done. I have to limit the ships or it becomes too much; therefor, the Nimitz fleet will likely include the Nimitz,2 DDgs and - Tico. The accompanying subs will be 2 LA class.

On Kola, I will put a wing of Aoviet backfires, a few bears, flight or two of mig 29's. I will likely give the Soviets a Kiev, few Udaloys and 2 Krivaks. Also 3-4 subs...one of which will be an SSG

In the process of importing the proper air wings for the Nimitz.

It sounds like you are playing the game the way I like to play the game. :D



Speaking of... I'm going to be live in about 20 hours from now!
Edit: I'm LIVE RIGHT NOW! Cheers!

I will focus on the scenario editor; essentially doing a tutorial for the editor. I'm going to be taking questions from the chat as well as creating a few simple scenarios, playable from either side.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fscen_tut.jpg&hash=f6ca6027530680a3fbae4d858764ea647cf379bf) (http://baloogancampaign.com)

Link to the stream: http://twitch.tv/baloogancampaign/
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 19, 2013, 07:18:59 AM
DB Images updated

http://www.warfaresims.com/?page_id=1876
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 19, 2013, 08:36:17 AM
Thanks Jomni
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: undercovergeek on October 19, 2013, 09:42:26 AM
Do you leave these in the folder called 8000 images they come in or do they need extracting out of there into the root images folder
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 19, 2013, 10:27:05 AM
Quote from: Baloogan on October 18, 2013, 09:05:01 PM
Quote from: mikeck on October 18, 2013, 05:51:46 PM
I love this game but the scenarios are weak. Looking at the new ones...Russia v Georgia? Venezuela vs Columbia? Argentina vs pirates??? C'mon man!

So, I decided to screw around with the editor and  creating a scenario where the USS Nimitz and some supporting ships will be attacking remnants of the USSR northern fleet off the coast of the Kola Peninsula, the purpose is to open up the sea. Several subs loaded with tomahawks will try to neutralize the kola airbase.

I'm editing planes now. Will post when done. I have to limit the ships or it becomes too much; therefor, the Nimitz fleet will likely include the Nimitz,2 DDgs and - Tico. The accompanying subs will be 2 LA class.

On Kola, I will put a wing of Aoviet backfires, a few bears, flight or two of mig 29's. I will likely give the Soviets a Kiev, few Udaloys and 2 Krivaks. Also 3-4 subs...one of which will be an SSG

In the process of importing the proper air wings for the Nimitz.

It sounds like you are playing the game the way I like to play the game. :D



Speaking of... I'm going to be live in about 20 hours from now!

I will focus on the scenario editor; essentially doing a tutorial for the editor. I'm going to be taking questions from the chat as well as creating a few simple scenarios, playable from either side.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fscen_tut.jpg&hash=f6ca6027530680a3fbae4d858764ea647cf379bf) (http://baloogancampaign.com)

Link to the stream: http://twitch.tv/baloogancampaign/

I've actually modified it into a modern scenario. Same location, 2015. The scenario is that there had been huge oil reserves identified in the area of the Barents near Kola. As Norway began to construct platforms here, Russia announced that the area in question was within the territorial waters of Russia. The US dispatches combat carrier group 11 consisting of the Nimitz, 2 DDgs and a FFG. Also escorted by a La class SSN and a Virginia class SSN.

Now, to get around the fact that I used the 1985 import for the Kola bases instead of doing it by hand, in my scenario, Russia anticipated pushback from NATO and reopened many of the Kola facilities to protect the area. Although new aircraft are available, many of the radars and SAMS are left over mid 1980s systems...newer models are limited and protecting more sensitive areas.

The Russians, besides SAMs, will have 2 squadrons of TU-22s and 2 of Su-33s and two squadrons of mig 29
The Russian northern fleet will have a Kirov class CG, 2 Udaloys, 3 Sovremneny DDs and 4 subs...2 kilos and 2 alfas.

I am hoping to trigger hostilities once the Nimitz crosses a certain point...is there a way to do that with the trigger system? Draw a line that if crossed causes the AI to declare the player hostile?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 19, 2013, 02:59:35 PM
Quote from: mikeck on October 19, 2013, 10:27:05 AM
Quote from: Baloogan on October 18, 2013, 09:05:01 PM
Quote from: mikeck on October 18, 2013, 05:51:46 PM
I love this game but the scenarios are weak. Looking at the new ones...Russia v Georgia? Venezuela vs Columbia? Argentina vs pirates??? C'mon man!

So, I decided to screw around with the editor and  creating a scenario where the USS Nimitz and some supporting ships will be attacking remnants of the USSR northern fleet off the coast of the Kola Peninsula, the purpose is to open up the sea. Several subs loaded with tomahawks will try to neutralize the kola airbase.

I'm editing planes now. Will post when done. I have to limit the ships or it becomes too much; therefor, the Nimitz fleet will likely include the Nimitz,2 DDgs and - Tico. The accompanying subs will be 2 LA class.

On Kola, I will put a wing of Aoviet backfires, a few bears, flight or two of mig 29's. I will likely give the Soviets a Kiev, few Udaloys and 2 Krivaks. Also 3-4 subs...one of which will be an SSG

In the process of importing the proper air wings for the Nimitz.

It sounds like you are playing the game the way I like to play the game. :D



Speaking of... I'm going to be live in about 20 hours from now!

I will focus on the scenario editor; essentially doing a tutorial for the editor. I'm going to be taking questions from the chat as well as creating a few simple scenarios, playable from either side.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fscen_tut.jpg&hash=f6ca6027530680a3fbae4d858764ea647cf379bf) (http://baloogancampaign.com)

Link to the stream: http://twitch.tv/baloogancampaign/

I've actually modified it into a modern scenario. Same location, 2015. The scenario is that there had been huge oil reserves identified in the area of the Barents near Kola. As Norway began to construct platforms here, Russia announced that the area in question was within the territorial waters of Russia. The US dispatches combat carrier group 11 consisting of the Nimitz, 2 DDgs and a FFG. Also escorted by a La class SSN and a Virginia class SSN.

Now, to get around the fact that I used the 1985 import for the Kola bases instead of doing it by hand, in my scenario, Russia anticipated pushback from NATO and reopened many of the Kola facilities to protect the area. Although new aircraft are available, many of the radars and SAMS are left over mid 1980s systems...newer models are limited and protecting more sensitive areas.

The Russians, besides SAMs, will have 2 squadrons of TU-22s and 2 of Su-33s and two squadrons of mig 29
The Russian northern fleet will have a Kirov class CG, 2 Udaloys, 3 Sovremneny DDs and 4 subs...2 kilos and 2 alfas.

I am hoping to trigger hostilities once the Nimitz crosses a certain point...is there a way to do that with the trigger system? Draw a line that if crossed causes the AI to declare the player hostile?

Sounds like quite a scenario! I do have a 'hack' method for making hostilities begin when you cross a line; which I'll be explaining on the stream then up on youtube!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 19, 2013, 04:15:26 PM
Won't be very realistic in terms of OOB ...but I just want a scenario where I get to attack an enemy fleet and base. Big boy scenario. No littoral combat ships, no Uraguay vs Bolivia...nope, Bigboy navies
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 19, 2013, 04:33:25 PM
Quote from: mikeck on October 19, 2013, 04:15:26 PM
Won't be very realistic in terms of OOB ...but I just want a scenario where I get to attack an enemy fleet and base. Big boy scenario. No littoral combat ships, no Uraguay vs Bolivia...nope, Bigboy navies

Be sure to post it where we can get it. :)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 20, 2013, 02:57:49 AM
Quote from: JudgeDredd on October 19, 2013, 08:36:17 AM
Thanks Jomni

Were you able to download the DB images.  I can't seem to get past the bloody captcha!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on October 20, 2013, 03:22:04 AM
Yeah - they eventually showed an image of words which I had to enter - but I had to sit and wait a while - and I did end one task
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 20, 2013, 10:03:07 AM
Update to 1.01:


Fixed:
------
- 0005890: Damage Status Dialog: Entering letters instead of numeric characters in Overall Damage field Crashes Command
- 0005887: Air Ops Dialog- Aircraft linking a little off
- 0005599: Cold War DB Mods
- 0005612: DEW line radars
- 0005688: Air-dropped anti-ship torpedoes should have correct firing range (shorter than max kinematic range)
- 0005810: A130 Ranger and A 207 Wave Class fuel consumption rate off
- 0005824: Fool112342000 Update requests
- 0005759: Game Crash Cold War Database Build 394 - If you filter it a certain way
- 0005829: A 60 Dharini Class should have 1000 tons fuel
- 0005816: Nuke Talso carries wrong warhead
- 0005827: HN-5 Minimum altittude off
- 0005806: Need to Update aircraft mags for R08 Queen Elizabeth
- 0005807: E-3B may not have had ESM system in 1985
- 0005785: F-14 loadouts: 3x AIM-7 and 1/1/2 loadouts.
- 0005762: SUU-23 pods on RAF Phantoms in CWDB
- 0005801: RAF Tornado nuclear bombs & B61 for NATO aircraft
- 0005866: Griffin Mk60 four-round launcher
- 0005019: Add T/A-50 and/or F/A-50
- 0005010: KAI T-50 Golden Eagle
- 0005874: User needs a high speed sailboat
- 0005843: Issues with UK units in the database
- 0005857: F-14 loadout updates
- 0005851: KA-6D
- 0005865: SA-6 should have 40k ft max altitude?
- 0005831: Make the Praire Masker stat visible to the users
- 0005828: Add 'Iceland' as country in database
- 0005681: Australian Canberra Class LHD
- 0005799: Maritime Surveillance ready time for helo's
- 0005680: Australia HMAS Choules, Bay Class (UK)
- 0005870: Duelist Lockup
- 0005872: Crash when disabling radars
- 0005883: Minesweeping sonar doesn't seem to be working.
- 0005875: Event Editor: Conditions need to fully integrated into edit event dialog
- 0005803: Sensors window crash
- 0005813: Aircraft Ready message in message log
- 0005800: Massive Missile Strike CTD

* Command now handles the 125% desktop font setting (increased DPI) much more gracefully, and adjusts the dimensions of the right-column panels to compensate. (We welcome feedback on any UI problem/mismatch we have missed.)

* New event-engine addition: Event Conditions.
Conditions are managed and added to/removed from events just like triggers and actions. An event without conditions fires normally (probability check etc.). If conditions are present, all of them must be satisfied in order for the event to fire. (We intend to add the option to configure whether all conditions must be satisfied or at least one of them, for greater flexibility).

* Added first event condition: Side posture. (e.g. Side-A must consider Side-B as [friendly|neutral|unfriendly|hostile]). The condition also has an optional "NOT" operator (e.g. Side-A must not consider Side-B as friendly).

* Simulation performance improvements, particularly in heavy DLZ code (e.g. large airgroups evaluating their missile shot against a target all at the same time).

* Added DB-hyperlinks to weapons on aircraft loadout selection window. Click on the weapon name and the DB-viewer will display the page for that weapon.

* Added DB-hyperlinks to the aircraft types in the air-ops window. Click on the aircraft type and the DB-viewer will display the page for that aircraft.

* The "Unassign" command ("U" key) has been added to the unit-context (aka right-click) menu.

* Includes the v398 versions of the DB3000 & CWDB database.

CWDB Additions:

Facilities:
Armored Plt (BMP-2 AT-4 Spigot IFV) -- Generic (Army)
Armored Plt (BMP-2 AT-5 Spadrel IFV) -- Generic (Army)
Armored Plt (BMP-3 AT-10 Stabber IFV) -- Generic (Army)
Inf Plt (RAF Regt) -- United Kingdom (Royal Air Force)
Inf Sec (SAS Recon) -- United Kingdom (Royal Army)
Inf Sec (SAS) -- United Kingdom (Royal Army)
Inf Sec (SBS Recon) -- United Kingdom (Royal Army)
Inf Sec (SBS) -- United Kingdom (Royal Army)
Mech Inf Plt (FV-432 APC) -- United Kingdom (Royal Army)
SAM Bty (CIM-10B Bomarc) 28 Launchers -- Canada (Air Force), 1961-1972
SAM Bty (CIM-10B Bomarc) 28 Launchers -- United States (Air Force), 1960-1972
SSM Bn (SS-6 Sapwood] TEL) -- Soviet Union [-1991] (Red Army), 1959-1968

Ships:
BB 70 TCG Yavûz Sultân Selîm -- Turkey (Navy), 1938-1950, -work in progress
C 551 Giuseppe Garibaldi -- Italy (Navy), 1961-1972
DD 14 Lo Yang [Benson-Mayo] -- Taiwan (Navy), 1953-1975
DD 15 Han Yang [Benson-Mayo] -- Taiwan (Navy), 1953-1975
DD 17 Nan Yang [Gleaves Class] -- Taiwan (Navy), 1954-1973
DD 901 Hsiang Yang [Sumner] -- Taiwan (Navy), 1970
DD 903 Hua Yang [Sumner] -- Taiwan (Navy), 1970-1976
DD 905 Yue Yang [Sumner] -- Taiwan (Navy), 1970-1975
DD 906 Hueai Yang [Sumner] -- Taiwan (Navy), 1971-1978
DD 910 Po Yang [Sumner] -- Taiwan (Navy), 1970-1975
DDG 903 Hua Yang[Wu Chin I Sumner] -- Taiwan (Navy), 1976
DDG 905 Yue Yang [Wu Chin I Sumner] -- Taiwan (Navy), 1976
DDG 906 Hueai Yang [Wu Chin I Sumner] -- Taiwan (Navy), 1978
LSM Class -- United States (Navy), 1944
PGM 9 Class -- United States (Navy), 1944
Type 53A Huangpu Class -- China (Navy), 1956
Type 55A Shantou/Swatow Class -- China (Navy), 1956
Type 55A Shantou/Swatow Class -- North Vietnam [-1975] (Navy), 1956

DB3K additions:

Aircraft:
FA-50 Golden Eagle -- South Korea (Air Force), 2015, 20x
TA-50 Golden Eagle -- South Korea (Air Force), 2012
T-50 Golden Eagle -- South Korea (Air Force), 2007, 50x

Facilities:
SAM Plt (HN-5B MANPADS x 4) -- Pakistan (Army), 1990
SAM Plt (HN-5B MANPADS x 4) -- China (Army), 1990

Ships:
Civilian Sailboat [20m, High-Speed] -- Civilian (Civilian), 15kt Cruise, 24kt Max

< Message edited by Sunburn -- 10/20/2013 11:21:18 AM >

_____________
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 20, 2013, 04:15:57 PM
The beta version of my first scenario is ready for testing. It's a short and simple NATO fighter sweep over Soviet controlled Iceland. At the moment it is playable from the NATO side only.

Is there anyway to edit fuel levels of aircraft after you have placed them with the editor? I checked the editor section of the manual but it doesn't mention anything about editing fuel levels.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: panzerde on October 20, 2013, 06:46:04 PM
^ Grabbed.  I'll give it a try once I get done fooling with Operation Brass Drum.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 20, 2013, 07:46:21 PM
Quote from: Bismarck on October 19, 2013, 04:33:25 PM
Quote from: mikeck on October 19, 2013, 04:15:26 PM
Won't be very realistic in terms of OOB ...but I just want a scenario where I get to attack an enemy fleet and base. Big boy scenario. No littoral combat ships, no Uraguay vs Bolivia...nope, Bigboy navies

Be sure to post it where we can get it. :)

I've finished putting in the OOB and missions. Now I am play testing. The scenario will be unpolished but I just don't have the expertise in these matters and the editor isn't self explanatory. That said, I couldn't stand playing these small scenarios. I've said it ad nauseum, but I can't believe this game didn't come with a US carrier group vs a Soviet fleet or airbase. In fact, there is not a single 1983-1989 Cold War scenario involving a US CVN at all...not even a Tico scenario where it has to defend against a massive air attack. Kind of pisses me off since I paid almost $100.

Rant over...it's a great engine and a blast to play. When I polish it up, I will find some way to post since I have never posted anything.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: bostonmyk on October 20, 2013, 07:59:28 PM
Hi Mike

North Pacific Shootout.  Granted its an Air to Air scenario.

I'll add something like what you want to our to do list.

Mike
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 20, 2013, 09:50:41 PM
Quote from: bostonmyk on October 20, 2013, 07:59:28 PM
Hi Mike

North Pacific Shootout.  Granted its an Air to Air scenario.

I'll add something like what you want to our to do list.

Mike

Yeah, played that but it's only planes...no ship to ship.

No worries, its a great game. The skeleton is there, just needs to be fleshed out. I'm just surprised that the community hasn't put one together yet.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 21, 2013, 07:34:57 AM
Want to bet how long before this epic (http://www.warfaresims.com/?page_id=19#13) is ported to Command? ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 21, 2013, 09:07:13 AM
Quote from: Dimitris on October 21, 2013, 07:34:57 AM
Want to bet how long before this epic (http://www.warfaresims.com/?page_id=19#13) is ported to Command? ;D

Those are the type of scenarios I would like to see more of. I don't care about Columbia vs Venezuela, I want to see firsts/second rate navies going at.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 21, 2013, 07:22:27 PM
I through together a Russia v US scenario involving 6 ships from a US carrier group and 6 from the Russian Northern Fleet. It takes place near Kola and the Russian have access to Tu 22s and Su 33s there as well. Your mission is to destroy the Russian fleet presence somewhere to your southeast. The reason is that the Russians have declared the southern Barents to be off limits. The US conducted a Freedom of navigation exercise and was fired upon by land based missles out of Kola. all Russian ships and planes are considered hostile.

I have never posted a file on any of those download sites and hate screwing around with it. I tried attaching it to this thread but it wouldn't let me. Is there someone on the forum to whom I could email it for you to post if you have a way of doing so?

It's rather unpolished and i haven't really even played it...BUT, you can load it up as a scenario in the editor and change what you like. I tried to be accurate in terms of number of aircraft and available weapons. Takes place in 2016.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 21, 2013, 07:29:35 PM
You can put it on something like Skydrive https://skydrive.live.com/ (https://skydrive.live.com/) and share the link with us.  I can do it for you if you'd like, just shoot me a PM and I'll give you my email address.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 21, 2013, 07:54:40 PM
Quote from: mikeck on October 21, 2013, 07:22:27 PM
I through together a Russia v US scenario involving 6 ships from a US carrier group and 6 from the Russian Northern Fleet. It takes place near Kola and the Russian have access to Tu 22s and Su 33s there as well. Your mission is to destroy the Russian fleet presence somewhere to your southeast. The reason is that the Russians have declared the southern Barents to be off limits. The US conducted a Freedom of navigation exercise and was fired upon by land based missles out of Kola. all Russian ships and planes are considered hostile.

I have never posted a file on any of those download sites and hate screwing around with it. I tried attaching it to this thread but it wouldn't let me. Is there someone on the forum to whom I could email it for you to post if you have a way of doing so?

It's rather unpolished and i haven't really even played it...BUT, you can load it up as a scenario in the editor and change what you like. I tried to be accurate in terms of number of aircraft and available weapons. Takes place in 2016.

You can zip it and put in the Matrix forums. Or even submit it for compilation in the warfaresims scenario pack.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 21, 2013, 10:09:09 PM
Quote from: jomni on October 21, 2013, 07:54:40 PM
You can zip it and put in the Matrix forums. Or even submit it for compilation in the warfaresims scenario pack.

You can even zip it and post it here  ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 22, 2013, 05:48:28 AM
When a problem comes along, you must zip it
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Jarhead0331 on October 22, 2013, 05:59:03 AM
Quote from: republic on October 22, 2013, 05:48:28 AM
When a problem comes along, you must zip it

You're dating yourself.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 22, 2013, 06:23:58 AM
Quote from: Jarhead0331 on October 22, 2013, 05:59:03 AM
Quote from: republic on October 22, 2013, 05:48:28 AM
When a problem comes along, you must zip it

You're dating yourself.

:D

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbatesmeron.com%2Fwp-content%2Fuploads%2F2012%2F09%2Fzip-it-real-good.jpg&hash=7218368c963e217927920c75c1f592be1daf772a)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 22, 2013, 10:44:52 AM
My review.  This game should be GOTY!

http://www.wargamer.com/article/3460/pc-game-review-command-modern-air-naval-operations-1.01-review (http://www.wargamer.com/article/3460/pc-game-review-command-modern-air-naval-operations-1.01-review)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 22, 2013, 11:37:16 AM
Quote from: Kushan on October 21, 2013, 10:09:09 PM
Quote from: jomni on October 21, 2013, 07:54:40 PM
You can zip it and put in the Matrix forums. Or even submit it for compilation in the warfaresims scenario pack.

You can even zip it and post it here  ;)
[/quote

Tried that...said I couldn't because it wasn't the right kind of file. When I get home I will try again...maybe will PM republic.  I  incompetent when it comes to this stuff
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 22, 2013, 01:00:33 PM
I'm late to the game.  Are there any DB3000 image packs for Soviet/Russian platforms?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 22, 2013, 02:08:04 PM
Hi,

The currently available image packs (http://www.warfaresims.com/?page_id=1876) include lots of images for Soviet/Russian platforms (not all of them but many of them).

Thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 22, 2013, 02:12:22 PM
Thanks.  D/L ing now.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: republic on October 23, 2013, 04:44:28 AM
Here's your scenario mikeck
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 23, 2013, 09:26:59 AM
Thank you republic for posting my scenario. Okay guys it's pretty unfinished but I think you'll have some fun with it. It's playable as NATO. Your job is to locate the Russian fleet somewhere to your Southeast and destroy it. Also be aware that the large base to your south houses multiple Naval aviation bombers and interceptors that threaten your fleet. There's also a few Russian subs looking about.

I just made this scenario to practice doing it and to have some ship on ship fights. Feel free to open it up in the editor and change whatever the heck you want. 
If a few of you guys play it and let me know that it is at least serviceable then I will post it on the matrix forms. I just don't want to posted there and have it completely suck
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 23, 2013, 01:49:31 PM
Looks good.  I started it just to see if I installed it correctly and I shot down a Bear with 2 AMRAMS and a Sidewinder, perhaps making a case for manual targeting to save munitions.

The only glitch I see is that the on-screen log entry doesn't go away or scroll because I use pop-ups.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 23, 2013, 01:56:03 PM
Hmm, can't help you there. Hint: don't let your CAP get too close to that base.

I should say that I set up a CAP mission with enough planes to run a 4x cap. There are 12 planes assigned with 1/3 rule active. Obviously you can change it by canceling the mission.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 24, 2013, 01:52:20 AM
yesterday i scored 1800 on that "1967 Down Town" on my first try :)

...but where is that warehouse near the railyard ?
there is a 5x5 m 'city marker' with 50 000 damage point next to the railyard .... do i have to flatten the city(marker) or is there a location nearby that has to be found with recon aircraft first? 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 24, 2013, 06:02:41 PM
Hey Wargamers!

Episode 7 will focus on how to use Command's Custom Overlay feature as well as an Image Database updater, which will make it easier to add new images to Command.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2FBC_E7.jpg&hash=6d7d4515a78431f450e1b69ca2561cc568af63da) (http://baloogancampaign.com)

Please join us at 5:00 PM PDT at http://baloogancampaign.com

Cheers,
Baloogan
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 24, 2013, 06:11:50 PM
Quote from: republic on October 23, 2013, 04:44:28 AM
Here's your scenario mikeck

Ok, I played through my scenario. Seems to work pretty well although the Russians did some disjointed strikes. Would have liked them to concentrate a little more.

Anyway, it was fun. Would love to see what others who know how to do this stuff could turn it into. Made me really miss TASMs though. harpoons blow
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 25, 2013, 03:09:53 AM
Quote from: Baloogan on October 24, 2013, 06:02:41 PM
Episode 7 will focus on how to use Command's Custom Overlay feature as well as an Image Database updater, which will make it easier to add new images to Command.

don't forget to continue episode 3 fighting  .... maybe more to the end of the streaming session ;)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 25, 2013, 02:05:14 PM
Quote from: Baloogan on October 24, 2013, 06:02:41 PM

Episode 7 will focus on how to use Command's Custom Overlay feature as well as an Image Database updater, which will make it easier to add new images to Command.

Baloogan

Whos getting nuked this weekend? :D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 25, 2013, 02:16:52 PM

Quote from: Kushan on October 25, 2013, 02:05:14 PM
Whos getting nuked this weekend? :D

Heheheheh! The newest patch has "Unlimited Aircraft Logistics" which I really hope works with Nukes too  :D Plus I hear Talos nuke-tipped sams are fixed too!

I think quite a few Soviet pilots might be consumed in nuclear fire!!


Quote from: MikeGER on October 25, 2013, 03:09:53 AM
don't forget to continue episode 3 fighting  .... maybe more to the end of the streaming session ;)

Will do! Hope you don't mind if I turn on the option to have "Unlimited Aircraft Logistics" heheheh!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 25, 2013, 02:39:45 PM
Quote from: Baloogan on October 25, 2013, 02:16:52 PM

Quote from: Kushan on October 25, 2013, 02:05:14 PM
Whos getting nuked this weekend? :D

Heheheheh! The newest patch has "Unlimited Aircraft Logistics" which I really hope works with Nukes too  :D Plus I hear Talos nuke-tipped sams are fixed too!

I think quite a few Soviet pilots might be consumed in nuclear fire!!


I saw that. The developers must have added with you in mind lol.

The soviets always make for good targets.

Hope we see some editor additions in the near future.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MikeGER on October 26, 2013, 01:17:20 AM
Quote from: Baloogan on October 25, 2013, 02:16:52 PM
Quote from: MikeGER on October 25, 2013, 03:09:53 AM
don't forget to continue episode 3 fighting  .... maybe more to the end of the streaming session ;)

Will do! Hope you don't mind if I turn on the option to have "Unlimited Aircraft Logistics" heheheh!

Do not trust 'Lt Dumb' with a nuke, it will fall from the hardpoint a stonethrow from Bagram and take out half of the own airbase  ;) .... hunt those TELs better down classy ;D

... i am off to the 'Spiel 2013 in Essen' now 8)
also there is VP penalty of -1000 points on every 1kT spend like in the oustanding FC:RS :) ...at least in that CMANO scenario (as a houserule) :P
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 26, 2013, 06:43:45 PM
Baloogan Campaign stream live right now! Stream at http://baloogancampaign.com
Covering Custom Overlays and Introducing Database Image Auto Update!



Edit:

Thanks everyone for tuning in! Great stream tonight, lots of interesting chat topics!

I'll be uploading the stream to YouTube.

Episode 7

Part 1  Custom Overlay Tutorial  (http://www.youtube.com/watch?v=VY9SGBLtyN8&list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf)
Welcome back to Baloogan Campaign! Episode 7 focuses on creating and importing custom overlays for Command as well as what a Carrier Battle Group in 2025 might look like!
Part 2 The Airbase in Britain (http://www.youtube.com/watch?v=VY9SGBLtyN8&list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf)
I work on Custom Overlays for RAF Fairford! I overlay an overlay on top of an overlay, it gets confusing from here on in!
Much more to come!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 29, 2013, 06:17:46 AM
Episode 7 Uploaded :D


Part 1 Custom Overlay Tutorial (http://www.youtube.com/watch?v=VY9SGBLtyN8&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf) 
Welcome back to Baloogan Campaign! Episode 7 focuses on creating and importing custom overlays for Command as well as what a Carrier Battle Group in 2025 might look like!
Part 2 The Airbase in Britian
(http://www.youtube.com/watch?v=CfVepPE5Zsw&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=2%5B/url)I work on Custom Overlays for RAF Fairford! I overlay an overlay on top of an overlay, it gets confusing from here on in!
Part 3 Operation Lightning Strike
(http://www.youtube.com/watch?v=ZYcv0PtMdzE&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=3)
I return to Operation Lightning Strike and discuss creating a custom overlay for Bin Laden's compound.
Part 4 The Chase
(http://www.youtube.com/watch?v=MsSQ7Frax-I&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=4)
Air battles continue! A P-3 Orion is chased out to sea; a pair of F-22 Raptors are tasked to clear the P-3's six. They supercruise and fire BVR!
Part 5 Raptors to the Rescue
(http://www.youtube.com/watch?v=2rcm8AvkjBA&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=5%5B/url)My F-22 Raptors reach the P-3 Orion and fire AMRAAM BVR down the axis of the detected bogey!
Part 6 Capt. James Kirk of the Zumwalt (http://www.youtube.com/watch?v=AMY998CeGnw&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=6)
I start a new scenario with a 2025 USN CVBG vs Brazil Land Based Air. James Kirk commanding the DDG-1000 Zumwalt!
Part 7 Brazil Air Defense (http://www.youtube.com/watch?v=TKY86GAouAg&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=7)
I compose the Brazilian land based air defense. I guess as to who Brazil would buy aircraft and weapons from. I decided on French aircraft and Russian SAM.
Part 8 Magazine vs Mount vs Magazine (http://www.youtube.com/watch?v=WtjSuyMUlAQ&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=8)
I look at the difference between Weapons and Mounts and Magazines; as well as bring in custom overlays for the Brazilian airbases.
Part 9 Exocet Counterstrike (http://www.youtube.com/watch?v=oOVqzhXqwlA&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=9)
I prepare the Brazilian Air Force to respond to any detected surface contact with a Exocet Strike.
Part 10 Brazilian BARCAP (http://www.youtube.com/watch?v=2LWWfhUcH5w&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=10)
I set up Brazil's defenses; they will respond automatically to any air contacts or surface contacts. Air contacts will get all the currently airborne aircraft to converge on the contact and surface contacts will make the Exocet armed aircraft to sortie.
Part 11 Phased Array (http://www.youtube.com/watch?v=K1q7ChmX-iM&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=11)
I take a look at all the cool sensors in a Modern American Carrier Battlegroup! Including Phased Array radars that can be electronically steered!
Part 12 Convergence Zones (http://www.youtube.com/watch?v=I_8aawrodso&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=12)
I discuss physical oceanography as it pertains to modern naval combat!
Part 13 ICBMs, Espionage, and TOGO! (http://www.youtube.com/watch?v=DDaL7ntk1Cc&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=13)
I spawn Minot AFB complete with a good chunk of our Nuclear Deterrent! I also create overlays for a random airbase in Africa and discuss how Command might be breaking the law!
Part 14 Land Combat and the Ballistic Missiles! (http://www.youtube.com/watch?v=SV_j7D28Mcs&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=14)
I spawn a small land combat simulation, a company of T-72s vs a platoon of Abrams! Also I track a ballistic missile as it flies into Canada!
Part 15 The AMRAAM Dataurl (http://www.youtube.com/watch?v=WDl5Z6j7tv8&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=15)
I fire AMRAAMs from my F-35s at the hostile bogies! I discuss dataurls and how they are modeled in Command.
Part 16 Tactical Tomahawks! (http://www.youtube.com/watch?v=OjIKAhUIefY&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=16)
I end off Episode 7 with a Tomahawk strike on Brazilian ammo bunker installations! And the difference between the Blk III and Blk IV Tomahawk. Hint: The Blk IV Tactical Tomahawk is worth the extra $$$ :).
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 30, 2013, 05:14:19 AM
It's 3 am and I'm on nightshift and a bit foggy so maybe I missed it but I could use some help with creating flightplans.  I'm trying to play the Falklands scenario where you play as the Argies and have a couple of flights of A-4s with iron bombs and you have to try and use the islands for cover and get close enough to bomb a couple of UK ships.

How do I edit each waypoint so that I can manually enter the speed and altitude I want the planes to fly at?  If I leave it in auto, the planes fly way too high and get smoked by Sea Darts long before they get into range.  If I enter a manual value, the game takes that as a global value so the planes will stick to the manually inputted speed and altitude for the entire flight.  What I would like to know is if there is a way that I can set up a flight path with several waypoints and enter in different speeds and altitudes for each waypoint and then just let the planes do their thing without me having to babysit them constantly?  I can't seem to be able to find any posts on this myself. 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on October 30, 2013, 06:38:56 AM
Quote from: Silent Disapproval Robot on October 30, 2013, 05:14:19 AM
How do I edit each waypoint so that I can manually enter the speed and altitude I want the planes to fly at?  If I leave it in auto, the planes fly way too high and get smoked by Sea Darts long before they get into range.  If I enter a manual value, the game takes that as a global value so the planes will stick to the manually inputted speed and altitude for the entire flight.  What I would like to know is if there is a way that I can set up a flight path with several waypoints and enter in different speeds and altitudes for each waypoint and then just let the planes do their thing without me having to babysit them constantly?  I can't seem to be able to find any posts on this myself.

Sadly, Speed and Altitude manual intervention is not a per-waypoint thing.  It will persist until you the player changes them.
The Lo-Hi-Lo, Hi-Hi-Hi attack profiles are hard coded in the load out options in the database.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 30, 2013, 06:52:06 AM
Quote from: jomni on October 30, 2013, 06:38:56 AM
Sadly, Speed and Altitude manual intervention is not a per-waypoint thing.  It will persist until you the player changes them.
The Lo-Hi-Lo, Hi-Hi-Hi attack profiles are hard coded in the load out options in the database.
I do know that speed and altitude per waypoint is the top of the development list right now! There is an ongoing poll at http://www.matrixgames.com/forums/tm.asp?m=3437496 for the most requested feature for the devs to work on.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 30, 2013, 05:47:05 PM
Well that's disappointing.  With no way to pre plot a flight plan and no easy time-on-target planner either, effectively playing the A-4 strike mission becomes a real micro-management chore.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on October 30, 2013, 06:30:31 PM
Yeah, I was surprised that I couldn't organize a mission where my planes proceeded at high level with EMCON and then at a preset point, have them drop to low level, then at another, turn on radars...that sort of thing
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 30, 2013, 07:35:14 PM
Yes, I'm very surprised that it's not in there already.  It seems like such a no-brainer to include said feature that I was sure I was just missing something in the interface that allowed me to edit waypoints.  Boggles the mind that they wouldn't include it.

Things I'd like to see:

A context sensitive smart tool icon.  If I'm plotting waypoints for a flight, I'd like to see the black box mouse pointer display things like time of flight to said point, predicted fuel remaining, etc. 

Map options for flight radius based on remaining fuel.  Sea state, winds, weather, etc.

More fine control over engagement protocols, perhaps on a per weapon-basis.  When I first tried the surface ship tutorial, I was surprised to see my ship riffle off all available missiles at the land-based targets that I was meant to practice gunnery on.  It seems kind of silly that I have to disable all AI fire in order for me to be able to use just guns.

They also need a slider for ammo usage.  The AI is way too trigger happy for my tastes.  Seems like they'll fire every available missile, torp, or round at the first target to pop up, leaving them worthless for the rest of the mission.

Time compression cut-out system.  I'd like the ability to select parameters to force the game to drop back to 1:1 time such as when I detect an enemy missile launch.

Finally, I'd like to be able to create a side window listing all my units or groups of units so that I could just click on each assigned unit or group and have the map cursor jump straight to them.




   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Herman Hum on October 30, 2013, 09:05:59 PM
Quote from: Silent Disapproval Robot on October 30, 2013, 07:35:14 PM
Time compression cut-out system.  I'd like the ability to select parameters to force the game to drop back to 1:1 time such as when I detect an enemy missile launch.
This one is already possible.  You can set the Message Pop Up window to appear when a weapon is launched.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 30, 2013, 09:11:58 PM
OK, for clarification I'd like to have the time compression drop to 1:1 without having to implement a pop-up window.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on October 30, 2013, 09:28:54 PM
Quote from: Baloogan on October 29, 2013, 06:17:46 AM

I spawn a small land combat simulation, a company of T-72s vs a platoon of Abrams! Also I track a ballistic missile as it flies into Canada!



(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.wargamer.com%2Fforums%2Fsmiley%2Fbeaver.gif&hash=e9b0392d437502f1635173f10b2ca54466fec176)

Poor Canuckistanis. 

Why God, WHY!?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 30, 2013, 10:06:04 PM
Quote from: Nefaro on October 30, 2013, 09:28:54 PM
Quote from: Baloogan on October 29, 2013, 06:17:46 AM
Part 14 Land Combat and the Ballistic Missiles! (http://www.youtube.com/watch?v=SV_j7D28Mcs&amp;list=PLgRuKky0mojbpBemf2Zr2F9w-16pTAgTf&amp;index=14)
I spawn a small land combat simulation, a company of T-72s vs a platoon of Abrams! Also I track a ballistic missile as it flies into Canada!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.wargamer.com%2Fforums%2Fsmiley%2Fbeaver.gif&hash=e9b0392d437502f1635173f10b2ca54466fec176)

Poor Canuckistanis. 

Why God, WHY!?

For a couple of reasons; I wanted to use the built-in Minot AFB's facilities (with actual locations and ICBMs) and I wanted the ICBM to not take too long to hit its target. Plus it seemed that the soviets had set up some Anti-ballistic missile radars up there.  ;D

Quote from: Silent Disapproval Robot on October 30, 2013, 07:35:14 PM
Finally, I'd like to be able to create a side window listing all my units or groups of units so that I could just click on each assigned unit or group and have the map cursor jump straight to them.

Under Game=>Order-Of-Battle:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FlP4aWFM.png&hash=8c6c2c2ef6c97c7d5a76fd899455d8d403967727)

Game=>Browse Scenario platforms gives you this useful dialog:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1qojoUV.png&hash=f2375197044c43f2b911bd324ae433f59098f765)

I do really like your ideas Silent Disapproval Robot; I'd recommend posting them in the Matrix games forums; the devs actually do listen! I requested carrier capable Yak-25s for a alternate timeline group of 1950s scenarios where the soviets have about as many CVBGs as the states does.

Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Kushan on October 30, 2013, 10:43:30 PM
Quote from: Baloogan on October 30, 2013, 10:06:04 PM
For a couple of reasons; I wanted to use the built-in Minot AFB's facilities (with actual locations and ICBMs) and I wanted the ICBM to not take too long to hit its target. Plus it seemed that the soviets had set up some Anti-ballistic missile radars up there.  ;D

Which of course required a few nukes rather then a more limited non-escalating air strike.... ;D
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 31, 2013, 01:23:02 AM
Quote from: Baloogan on October 30, 2013, 10:06:04 PM
Under Game=>Order-Of-Battle:

I guess I should clarify a bit.  I'd like the ability to group a bunch of units together and create a battle group or tasking and then have a small side window with each group listed (without the lengthy lists of all aircraft available to each platform) that I can click on and have the map hop straight to said group.   

Oh well.  I wanted to get my naval fix and ended up firing up Silent Hunter IV.  I started a new campaign from Dec 8, 1941 with me based out of the Philippines.  I was having a grand old time listening to old timey radio broadcasts (I have a tonne of radio broadcast mods installed.)  I was given a mission to drop supplies off at Formosa and ran into a Japanese invasion fleet headed to the Philippines.  I got a good plot on a Mogami heavy cruiser and a troop transport and got all 4 of my forward facing torpedoes off.  I hit the cruiser with 2 out of 3 shots but one was a dud.  I missed the transport.  I then dodged angry destroyers for the next half hour before they finally left and I was able to get back to periscope depth and finish off the damaged cruiser with another 3 torpedoes.  Then I dropped off my supplies and got a few patrol missions around Formosa.  I sank 3 small fishing boats with the deck gun and was planning to head back to the new base in Java when the game crashed.  My only save was right when I first encountered the Philippines invasion fleet!  DAMN IT!!!!!! 
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 31, 2013, 01:31:07 AM
I'd recommend taking a look at that order of battle window. I think it does what you are interested in.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Tuna on October 31, 2013, 12:55:01 PM
Quote from: Silent Disapproval Robot on October 31, 2013, 01:23:02 AM
Quote from: Baloogan on October 30, 2013, 10:06:04 PM
Under Game=>Order-Of-Battle:

I guess I should clarify a bit.  I'd like the ability to group a bunch of units together and create a battle group or tasking and then have a small side window with each group listed (without the lengthy lists of all aircraft available to each platform) that I can click on and have the map hop straight to said group.   

Oh well.  I wanted to get my naval fix and ended up firing up Silent Hunter IV.  I started a new campaign from Dec 8, 1941 with me based out of the Philippines.  I was having a grand old time listening to old timey radio broadcasts (I have a tonne of radio broadcast mods installed.)  I was given a mission to drop supplies off at Formosa and ran into a Japanese invasion fleet headed to the Philippines.  I got a good plot on a Mogami heavy cruiser and a troop transport and got all 4 of my forward facing torpedoes off.  I hit the cruiser with 2 out of 3 shots but one was a dud.  I missed the transport.  I then dodged angry destroyers for the next half hour before they finally left and I was able to get back to periscope depth and finish off the damaged cruiser with another 3 torpedoes.  Then I dropped off my supplies and got a few patrol missions around Formosa.  I sank 3 small fishing boats with the deck gun and was planning to head back to the new base in Java when the game crashed.  My only save was right when I first encountered the Philippines invasion fleet!  DAMN IT!!!!!!

Bummer on the crash!!!.. Silent Hunter Rocks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 31, 2013, 12:57:18 PM
New release of the Community Scenario pack!

http://www.warfaresims.com/?p=2032

Command now has 54 available scenarios!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 31, 2013, 01:48:03 PM
Please start including install instructions for your various downloads.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 31, 2013, 01:49:44 PM
They are present on the WS post right next to the download links, aren't they?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on October 31, 2013, 01:56:32 PM
Yup, you're right.  I missed it.  Anyway, could you also include them within the .doc file in the download is case we grab it from a forum repost?   
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on October 31, 2013, 01:58:05 PM
Will try to include this from now on, thanks!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on October 31, 2013, 02:02:23 PM
Never mind. Good point.  It took me awhile.

+1
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on October 31, 2013, 08:02:29 PM
Hey Everyone!


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep8.jpg&hash=a08cb8e561786ca5c29e5368cc31f00447df56ea)
(http://baloogancampaign.com)

This week's live stream will be focusing on the Cold War Database and 1950s strategic nuclear combat! We are going to go toe-to-toe with the rooskies!

Please join us this Saturday, 5:00PM PDT and help us explore WWIII in the 1950s!

I will be playing the newest beta Build 454!

BalooganCampaign.com (http://baloogancampaign.com/)

List of previous episodes. (http://baloogancampaign.com/episodes)

Saturday, 5:00 PM PDT in your time zone (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131102T1700&p1=256)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Baloogan on November 02, 2013, 06:46:09 PM
Episode 8 is currently live! We will be focusing on the Cold War Database and 1950s strategic nuclear combat!

http://baloogancampaign.com
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Silent Disapproval Robot on November 04, 2013, 03:33:20 AM
I downloaded the latest DB3000 update.  I noticed that there is an .mp3 sound file within it that plays background CIC sounds.  Does this go into the game's sound folder or should we just play it on a loop in the background?

Thanks for the updated database, BTW.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on November 05, 2013, 04:25:07 PM
I'm bumping this because I have the same question . Where does that file go?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 05, 2013, 08:31:00 PM
My guess is you just play it in your MP3 player.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 05, 2013, 09:13:35 PM
Something interesting. An external program that reads the CMANO logs and plays an appropriate sound. http://www.matrixgames.com/forums/tm.asp?m=3457871
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on November 05, 2013, 09:28:35 PM
Quote from: jomni on November 05, 2013, 09:13:35 PM
Something interesting. An external program that reads the CMANO logs and plays an appropriate sound. http://www.matrixgames.com/forums/tm.asp?m=3457871

Sounds great; somebody else go first.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 06, 2013, 05:49:26 PM
^I just gave SeaHag (http://www.matrixgames.com/forums/tm.asp?m=3457871) a try and so far it seems to work OK. Followed the instructions in his Matrix post (http://www.matrixgames.com/forums/fb.asp?m=3458134).  Hopefully, his mod will get updated/tweaked, so we don't have to keep updating the side info...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 06, 2013, 06:17:01 PM
Quote from: steve58 on November 06, 2013, 05:49:26 PM
^I just gave SeaHag (http://www.matrixgames.com/forums/tm.asp?m=3457871) a try and so far it seems to work OK. Followed the instructions in his Matrix post (http://www.matrixgames.com/forums/fb.asp?m=3458134).  Hopefully, his mod will get updated/tweaked, so we don't have to keep updating the side info...

Can you get the speech to work?  I am lost at how to configure it.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 06, 2013, 06:28:19 PM
jomni -- yes, speech is working on my PC.  Didn't really have to configure anything.  Just followed the instructions from his post (http://www.matrixgames.com/forums/tm.asp?m=3457871&mpage=1&key=&#3458134). 

You do seem (at least until his next update) have to enter the side you are playing in each scenario....and enter it exactly as shown in the Command scenario (e.g., US Navy, United nations, Soviet Union, etc), case sensitive.

p.s  I'm running Windows 7 Pro 64-bit SP1.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 06, 2013, 06:32:54 PM
Quote from: steve58 on November 06, 2013, 06:28:19 PM
jomni -- yes, speech is working on my PC.  Didn't really have to configure anything.  Just followed the instructions from his post (http://www.matrixgames.com/forums/tm.asp?m=3457871&mpage=1&key=&#3458134). 

You do seem (at least until his next update) have to enter the side you are playing in each scenario....and enter it exactly as shown in the Command scenario (e.g., US Navy, United nations, Soviet Union, etc), case sensitive.

p.s  I'm running Windows 7 Pro 64-bit SP1.

I did the same thing but nothing happened. :/
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 06, 2013, 06:38:50 PM
Quote from: jomni on November 06, 2013, 06:32:54 PM
Quote from: steve58 on November 06, 2013, 06:28:19 PM
jomni -- yes, speech is working on my PC.  Didn't really have to configure anything.  Just followed the instructions from his post (http://www.matrixgames.com/forums/tm.asp?m=3457871&mpage=1&key=&#3458134). 

You do seem (at least until his next update) have to enter the side you are playing in each scenario....and enter it exactly as shown in the Command scenario (e.g., US Navy, United nations, Soviet Union, etc), case sensitive.

p.s  I'm running Windows 7 Pro 64-bit SP1.

I did the same thing but nothing happened. :/

Step 3 almost caught me a bit since the buttons are so so similar. Did you click both buttons?

  3) First Time only Click Default Speech Grid, then click Default Sound Grid, then Click Save Settings.


Are your sound drivers up-to-date, etc??
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 06, 2013, 08:00:57 PM
I couldn't find where and what to click.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 06, 2013, 08:51:35 PM
Seahag is separate from Command. You must download the separate Seahag/sound program/mod. Run it according to the instructions (http://www.matrixgames.com/forums/tm.asp?m=3457871&mpage=1&key=#) in Sluggy's Matrix thread (Seahag is the attachment at the bottom of post #1 in sluggy's Matrix post), then fire up Command.

When you fire up Seahag for the first time, a window should pop up.  You should see a Default Speech Grid and Default Sound Grid button.. Click both of those and then click Save Settings...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 06, 2013, 09:36:56 PM
I must have missed that. Any way to get those buttons to pop up again?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 06, 2013, 10:06:10 PM
You should be able to just re-run SeaHag.exe.  Here is a picture of Seahag when I run it:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi186.photobucket.com%2Falbums%2Fx14%2Flangev%2FSeahag_zpsd672faea.png&hash=6629672ef56e3c649db8b62ae26ef095f8a4e3f5).


Click on 1 and 2, 3 enter the side you'll be playing in your current scenario (cap sensitive), then click on 4 Save settings.  Hope this helps...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on November 06, 2013, 11:25:05 PM
Seems like a lot of work for some background noise no?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: jomni on November 07, 2013, 12:25:58 AM
Thanks. No its easy to setup. I'm just blind.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: steve58 on November 07, 2013, 09:15:05 AM
Jomni -- does that mean you got it to work??

@Mikeck -- the dev is still working on the mod and the next version should be even easier to use.  From what I can gather, it'll just be a matter of running Seahag before firing up Command.  No buttons to push, no side info will need to be entered...
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on November 07, 2013, 01:16:39 PM
Don't get me wrong I'm not blaming the sea hag developer. I just don't understand why the developers of command don't have background ambient noise playing in the same way that many games have music that plays in the background for birds chirping or something like that.  just kind of a glaring omission in an otherwise awesome game
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on November 07, 2013, 01:46:54 PM
^ Just one of the many annoying missing features.

Don't get me wrong - there's a lot in here =- but there's also a fair bit missing for a Premium Release.  >:(
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Rekim on November 07, 2013, 05:06:36 PM
I don't get the complaints about missing background music. I almost always have some Internet radio stream going while I play. Even if there was some canned music on the install CD, I fail to see how that would improve my enjoyment.

I find Chill-out music works perfectly with Command: http://www.shoutcast.com/radio/Chillout

I would enjoy the addition of more sounds for in game events though. In a perfect world they would be highly configurable like the system sounds are in the Windows OS.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on November 07, 2013, 05:10:50 PM
I wouldn't have music on...but I would like some sound feedback from the game when things happen...harriers taking off, radar being switched on, missiles/torpedoes being launched.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on November 07, 2013, 05:16:20 PM
I agree with Rekim. Please start a separate topic about the sound, leaving this one for game play, etc.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on November 07, 2013, 05:19:01 PM
Bismarck - it's a bit late in the day to suggest this is a "game play" only thread. The title is nothing to do with gameplay, but about the game in general and there are a whole host of topics in this thread.

In short - the thread is about the game in general, about it gameplay, it's missing features, it's superb features and every other thing to do with the game.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on November 07, 2013, 05:28:52 PM
BOOORING. Signing off this thread now.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on November 07, 2013, 05:32:39 PM
lol - well that's your prerogative. But the thread is full of all kinds of info - I was just pointing that out.

What would likely make much more sense is to start a dedicated tactics thread and keeping it on topic. This has no specific topic to keep on
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Bismarck on November 07, 2013, 05:34:29 PM
I already did.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: mikeck on November 07, 2013, 08:41:15 PM
Quote from: Rekim on November 07, 2013, 05:06:36 PM
I don't get the complaints about missing background music. I almost always have some Internet radio stream going while I play. Even if there was some canned music on the install CD, I fail to see how that would improve my enjoyment.

I find Chill-out music works perfectly with Command: http://www.shoutcast.com/radio/Chillout

I would enjoy the addition of more sounds for in game events though. In a perfect world they would be highly configurable like the system sounds are in the Windows OS.

Don't mean music. I mean "sounds of the CiC"...radio chatter and such. So I feel like I'm in the CiC of a ship. A perfect example is Flashpoint campaigns. There is all sorts of background noise; everything from ambient machinegun fire to tank track noises and distant artillery explosions. Simple

The more I play this the more I think they tried to make it too big. It's a huge game but then little things are missing. For example, issuing orders at waypoints, limiting munition expenditures, etc
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on November 07, 2013, 09:13:24 PM
Isn't sound and aspect of gameplay? 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on November 08, 2013, 12:34:46 AM
Quote from: Bison on November 07, 2013, 09:13:24 PM
Isn't sound and aspect of gameplay?

I believe it should be. The game shipped with sounds of guns, explosions, jets. But it does not suit a game like this. Should be command center sounds. Good thing we have this sea hag mod now.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: JudgeDredd on November 08, 2013, 02:37:40 AM
Quote from: mikeck on November 07, 2013, 08:41:15 PM
Quote from: Rekim on November 07, 2013, 05:06:36 PM
I don't get the complaints about missing background music. I almost always have some Internet radio stream going while I play. Even if there was some canned music on the install CD, I fail to see how that would improve my enjoyment.

I find Chill-out music works perfectly with Command: http://www.shoutcast.com/radio/Chillout

I would enjoy the addition of more sounds for in game events though. In a perfect world they would be highly configurable like the system sounds are in the Windows OS.

Don't mean music. I mean "sounds of the CiC"...radio chatter and such. So I feel like I'm in the CiC of a ship. A perfect example is Flashpoint campaigns. There is all sorts of background noise; everything from ambient machinegun fire to tank track noises and distant artillery explosions. Simple

The more I play this the more I think they tried to make it too big. It's a huge game but then little things are missing. For example, issuing orders at waypoints, limiting munition expenditures, etc
Which is why the icon sits there waiting, begging for me to fire it up. IT needs ALOT of little final things. Sounds, better layout of information, less digging by the user, interface to be less annoying (resizing windows all the time).

Unfortunately - and I fully understand I might be missing out on a great game - but the interface issues and (as you say mikeck) the little things just make a mental block for me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on November 08, 2013, 02:45:15 AM
Quote from: JudgeDredd on November 08, 2013, 02:37:40 AM
Which is why the icon sits there waiting, begging for me to fire it up. IT needs ALOT of little final things. Sounds, better layout of information, less digging by the user, interface to be less annoying (resizing windows all the time).
Exactly right.  The game is way too much of a chore to play than a pleasure (especially when fighting against the UI instead of the AI.)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 08, 2013, 09:09:22 AM
I've created a PBEM multiplayer plugin for Command I call Joint Command (http://baloogancampaign.com/command-plugins/joint-command/); its still in a closed beta stage but I wouldn't mind a few more beta testers to find bugs and problems before a general release.

Also there will be no Baloogan Campaign show tomorrow, I'll be spending the weekend with family.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on November 08, 2013, 10:35:12 AM
Quote from: JudgeDredd on November 08, 2013, 02:37:40 AM
Which is why the icon sits there waiting, begging for me to fire it up. IT needs ALOT of little final things. Sounds, better layout of information, less digging by the user, interface to be less annoying (resizing windows all the time).

Sounds: We've already said that we're going to add more sound hooks and also background music as option.

Better layout of information: Can you please list precisely which bits of information you need better presented? The more the better.

Less Digging: This is the flip-side of the above. Less digging means more info being thrown to you up-front. Less info thrown at you up-front means more drilling. Where lies the balance for you?

Resizing windows all the time: We'll get this sorted out. Interestingly, while this seems to be a very big issue for a (very) vocal minority, it hasn't gathered that many votes on our "features" running poll.

Quote
Unfortunately - and I fully understand I might be missing out on a great game - but the interface issues and (as you say mikeck) the little things just make a mental block for me.
We want to help you, and everyone else having issues with the game, overcome them and get the best out of it. But this includes helping us understand your most pressing concerns so that we can prioritize. You can do it even now. Come over to the Matrix forums and vote on our running polls. Help us help you.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jgreen on November 08, 2013, 11:02:13 AM
Quote from: Dimitris on November 08, 2013, 10:35:12 AM

Quote
We want to help you, and everyone else having issues with the game, overcome them and get the best out of it. But this includes helping us understand your most pressing concerns so that we can prioritize. You can do it even now. Come over to the Matrix forums and vote on our running polls. Help us help you.

It seems that you have stopped putting out updates. When is the next update?

Thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 08, 2013, 11:25:36 AM
I totally understand you're still working on the game.

Just a couple of things though...
1. I have already given my feedback in this thread - and you already acknowledged them. To be brutally honest, I don't really want to go through playing the game again to rediscover what I found before and report it again. The issues I found affected my gaming experience enough that I dropped this until things had changed. I didn't demand anything changed. I made requests - and there were quite a few - when I bought the game.

2. I get why you are giving the "interestingly" bit - but I only gave you my opinions on the little things I noticed immediately playing the game. I'm not saying it's everyone's number one priority. Alot of people are going to be hardcore into this game and spot various DEEP things that I never got to...and one of the reasons for me never getting to them was the interface was annoying me to the point I lacked the enthusiasm to play.

Something I recall re the interface was groups. Having to split the group up into individual components before being fed REALLY IMPORTANT information - like fuel, weapons, I think electronics employed (I don't know the fancy words) - specifically re groups of aircraft.

And one thing that did bug me was the "fix" for the CBU's in the tutorial mission...i:e removing them! If you don't mind, I'm not going to call that a fix. The aircraft were fitted with anti-radar (can't remember specifically) and CBU...so you send the aircraft up, fire off your anti radar missiles and then run in to drop the CBU's and all they did was loiter around the area within firing range of the hell around them. There was something broken there and it was "fixed" by removing the CBU's.

If I have that wrong, then could you explain exactly what the nature of the problem was? AFAIK there was no real reason for those platforms to carry anti radiation (radar?) missiles and CBU's.

I know you are wanting to help/going to help but me listing my opinions over at Matrix will do NOTHING but stir up the fanbois. I don't take kindly to "But you can do this...it's no big deal" when in actual fact it's a dead block mentally for me - and that's the kind of responses my feedback would get. Alot of what I pointed out is not hardcore enough to warrant immediate attention - they were interface issues. Yep - they've stopped me playing, but there are plenty of other people with other far more difficult and required changes.

Besides - as I've already said, I've listed them here and they were acknowledged. If they were not "added to the list", that's hardly my fault.

As for the Matrix forums - no thank you.

I'm waiting for the game to be what I expected on release.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Nefaro on November 08, 2013, 05:24:35 PM
Quote from: mikeck on November 06, 2013, 11:25:05 PM
Seems like a lot of work for some background noise no?

I'm just glad someone did something to add more sound to the game.  I hope the guy(s) continues to improve the thing.
Title: Game Review
Post by: Herman Hum on November 08, 2013, 06:58:12 PM
Quote from: JudgeDredd on November 08, 2013, 11:25:36 AM
And one thing that did bug me was the "fix" for the CBU's in the tutorial mission...i:e removing them! If you don't mind, I'm not going to call that a fix. The aircraft were fitted with anti-radar (can't remember specifically) and CBU...so you send the aircraft up, fire off your anti radar missiles and then run in to drop the CBU's and all they did was loiter around the area within firing range of the hell around them. There was something broken there and it was "fixed" by removing the CBU's.
I loved that 'solution', too.  I guess they could simply delete the Tomcats to eliminate this problem, as well.   :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 09, 2013, 04:53:15 PM
@JD:

I don't think I asked you to play the game and record your grievances. What I am continuously asking is, since you obviously have your list of annoyances/wishes/etc. fresh in memory, to re-iterate them and list their order of priority so that I won't have to go through 63 pages of posts looking for them. If what I am asking is unbearably difficult then I do apologize.

On your other points.

* Info about units on groups. Switch to unit-view (9 on keypad - IIRC your requested that this work with and without NumLock and we made it work), select the unit of interest, get every data down to the last bolt.

* The CBU thing. We followed the standard process of every software/IT department in the world when responding to a crisis:
1) Apply a temporary fix to remove the manifestation of the problem ASAP. In this case this meant swapping the CBU+ARM loadouts with ARM-only loadouts. Ideal? No. The quickest way to eliminate the symptom while investigating the root cause? Yes.
2) Investigate the issue. In this case a complex & subtle AI flaw.
3) Permanently resolve the root cause and circulate the solution. The permanent fix for this problem (addressing both the release altitude of CBUs and the sometimes excessive miss distance of ARMs) was included on the first official update (v1.01) which was released _barely two weeks_ after v1.00 was released (and indeed was made available to impatient players even sooner than that, through unofficial public releases in the forum). If that's not fast enough for you then we're sorry.

I know posting at Matrix is a sore spot for you and many other guys here, so I was not asking you to write a thesis there. A single vote action on our running polls would have done the job, plus maybe a single post "Here's what I'd most like to see added/fixed:, 1, 2, 3.". I'm fairly certain that unless your post had a troll tone nobody would've bitten your head off.

Now if you prefer sitting here and bringing up (a)issues long resolved and/or (b)things that we're aware of and are in the queue, that's of course your prerogative but you're not much helping us understand your needs & priorities better. The guys who engage us constructively, do. Unless of course that's not your intention, in which case my time on this matter may be wasted.

And yes, you are missing out on the best modern air/nav wargame out there bar none. Which is a shame, particularly considering that the vast majority of our customers are having the time of their life with it.

@herman hum:
Thanks for pointing this! This problem has been fixed in Build 458 and the fix will be included on the next public build, to be released probably very soon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 09, 2013, 04:55:47 PM
[..double..]
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 09, 2013, 05:08:07 PM
Miguel Molina has updated the Command Community scenario pack with a new release!

DOWNLOAD SCENARIOS HERE: https://docs.google.com/file/d/0B205vpZC1pGmZFpxY0dDQl9mMTQ/edit?usp=sharing . Unzip to the "Community" folder in the Scenarios folder (or create one if there is none).

This new release includes 5 brand-new scenarios:

    Annaba Constant, 1960 (France vs Egypt)
    Stag Yellow, 1968 (USN vs USSR/Peru)
    Gulf of Tonkin incident, 1964 (USN vs NVN)
    Hunter-Killers, 1962 (US/NATO vs USSR)
    Caribbean Crisis – The Showdown, 2012 (Netherlands vs Venezuela)

Also includes existing & updated scenarios:

    Sakhalin or Karafuto, 2013
    Operasi Seroja Dua (Pitch Black), 2017
    Cape Road, 2023
    ASW EX – 1971 Spanish Coast, 1971
    Operation Allied Force, 1999
    Caribbean Crisis – The Prelude, 2012
    Operation Soberania, 1978
    Operation Guardian, 2013
    Hunting Day, 2008
    Malvinas 1982 – The Pincer, 1982
    COMAO Training – Transport Day, 2014
    Op Lingkod Timog I, 2013

With this release, the total number of scenarios (official + community) available for Command is now 59.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 09, 2013, 07:07:56 PM
Dimitris

I'll fire it up again and have a look.

I didn't know that the CBU "fix" had been updated to a proper fix. From what I recall reading, the only "fix" I recall was to drop the CBU's from the loadout. If that was addressed since, then I apologise - but I was only aware of one update to the game (and yes, a quick update at only two weeks in) and from what I recall it was the "temporary" fix.

I picked up from your post a certain tone - that I'm not being helpful and, in fact, being less than constructive. That's unfair. I was very vocal when I purchased the product about certain issues. These were, to your credit, more interface related than deep programming issues. That's my MO - I see interface issues and seem to lack the understanding of the more complex matters. However I was constructive about them and you DID acknowledge them. I would like to think if someone raises an issue and you acknowledge it that makes it to your list, whatever the priority. I do not think you should read all 64 pages of thread to find my issues that I mentioned, but by the same token, I would like to think you wouldn't expect people to reiterate the issues that I have already raised and had acknowledged.

These issues are not important to others - though they are to me. But I'll mention them and I'll wait for them to be addressed. There are, I presume, other more pressing issues for you lot to get your heads around.

Like I said - I'll load it up and see how it's changed.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 09, 2013, 07:47:31 PM
I just loaded up the tutorial and the Corsair II's still just have Shrikes.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on November 09, 2013, 08:14:07 PM
Quote from: JudgeDredd on November 09, 2013, 07:07:56 PM
These issues are not important to others - though they are to me. But I'll mention them and I'll wait for them to be addressed. There are, I presume, other more pressing issues for you lot to get your heads around.
No, the UI issues you identified are most definitely shared by many others.  I reported many of them in the SimHQ review and virtually everyone to whom I show the game comments on the UI unfriendliness almost immediately.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on November 09, 2013, 08:59:34 PM
Well I learned to live with the UI and find it acceptable.  It has good and bad points.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 10, 2013, 05:37:50 AM
WarfareSims has just released Command Build 460, the next public release available to both new and existing Command users. B460 is a massive update and consolidates a long line of private beta releases with tons of fixes, improvements and brand-new additions.

Release notes summary:

    * New major feature: Proficiency levels. You can now better recreate situations where large differences in skill were/are a deciding factor (most ME clashes, Desert Storm, air combat in general etc.)
    * Resuming from autosave after a crash is now literally a two-click job (and the first click is to restart the program).
    * Added new realism option: Unlimited aircraft weapon loadouts. (Test weapons & tactics quickly without bothering with logistics)
    * More speed & altitude options.
    * DB-hyperlinks for weapons added on the "Unit Weapons" window (you can explore your unit's weapons with a single click)
    * Massive performance increase, both for UI and sim-engine.
    * Faster start-up.
    * Tons of bug fixes.
    * Lots of new DB additions.

Build 460 is a highly-recommended upgrade for all players of Command. Go to the announcement on the Matrix forum to read the download and usage details, as well as the full release notes: http://www.matrixgames.com/forums/tm.asp?m=3463182
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on November 10, 2013, 07:37:43 AM
Just to be clear, this is a BETA release only and not an official release by the Matrix publisher.  Users who don't mind spending $80 to test Beta software will be happy.  Paying customers who only want official releases will have to wait until an official patch appears on:

ftp://ftp.matrixgames.com/pub/CommandModernAirNavalOperations/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on November 10, 2013, 08:24:35 AM
Quote from: Herman Hum on November 10, 2013, 07:37:43 AM
Just to be clear, this is a BETA release only and not an official release by the Matrix publisher.  Users who don't mind spending $80 to test Beta software will be happy.  Paying customers who only want official releases will have to wait until an official patch appears on:

ftp://ftp.matrixgames.com/pub/CommandModernAirNavalOperations/

Herman, knock it off already. You're not going to use our forums to harass an obviously hard working developer of a game you just don't like. You're encouraged to post about why you don't like it, but these obviously spiteful comments won't be tolerated.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: republic on November 10, 2013, 09:24:31 AM
Where can I get the beta database updates?  It seems like I read somewhere I can get database updates before actual game updates, but I haven't been able to find them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 10, 2013, 12:44:58 PM
Quote from: Dimitris on November 10, 2013, 05:37:50 AM
WarfareSims has just released Command Build 460, the next public release available to both new and existing Command users. B460 is a massive update and consolidates a long line of private beta releases with tons of fixes, improvements and brand-new additions.

Release notes summary:

    * New major feature: Proficiency levels. You can now better recreate situations where large differences in skill were/are a deciding factor (most ME clashes, Desert Storm, air combat in general etc.)
    * Resuming from autosave after a crash is now literally a two-click job (and the first click is to restart the program).
    * Added new realism option: Unlimited aircraft weapon loadouts. (Test weapons & tactics quickly without bothering with logistics)
    * More speed & altitude options.
    * DB-hyperlinks for weapons added on the "Unit Weapons" window (you can explore your unit's weapons with a single click)
    * Massive performance increase, both for UI and sim-engine.
    * Faster start-up.
    * Tons of bug fixes.
    * Lots of new DB additions.

Build 460 is a highly-recommended upgrade for all players of Command. Go to the announcement on the Matrix forum to read the download and usage details, as well as the full release notes: http://www.matrixgames.com/forums/tm.asp?m=3463182

Thanks Dimitri! Just in time for me to finish my Carrier Strike Groups.

Quote from: republic on November 10, 2013, 09:24:31 AM
Where can I get the beta database updates?  It seems like I read somewhere I can get database updates before actual game updates, but I haven't been able to find them.

I remember it being posted as well, but not sure which of the 64 pages it would be on. All of the DB updates from that should be in the 460 beta patch however.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: LongBlade on November 10, 2013, 02:31:30 PM
Quote from: Jarhead0331 on November 10, 2013, 08:24:35 AM
Quote from: Herman Hum on November 10, 2013, 07:37:43 AM
Just to be clear, this is a BETA release only and not an official release by the Matrix publisher.  Users who don't mind spending $80 to test Beta software will be happy.  Paying customers who only want official releases will have to wait until an official patch appears on:

ftp://ftp.matrixgames.com/pub/CommandModernAirNavalOperations/

Herman, knock it off already. You're not going to use our forums to harass an obviously hard working developer of a game you just don't like. You're encouraged to post about why you don't like it, but these obviously spiteful comments won't be tolerated.

Thanks, JH. I was just dropping in to see how things are going here.

There's nothing wrong with having an opinion about a game, but let's not go overboard with the criticism. We get the fact that not everyone loves this game. Point well taken. Now, let's move on.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 10, 2013, 02:36:23 PM
Quote from: republic on November 10, 2013, 09:24:31 AM
Where can I get the beta database updates?  It seems like I read somewhere I can get database updates before actual game updates, but I haven't been able to find them.

You can, but as a rule we usually distribute them as part of new builds.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: republic on November 11, 2013, 07:03:22 AM
Quote from: Dimitris on November 10, 2013, 02:36:23 PM
You can, but as a rule we usually distribute them as part of new builds.

Makes sense, thank you.  I just thought I was missing a link or something.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 11, 2013, 10:32:43 PM
I've released additional information about the Command multiplayer plugin I've made. http://www.matrixgames.com/forums/tm.asp?m=3464981
Still looking for additional beta testers. The basic system works but I'm starting to get interested in scenario balancing. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on November 12, 2013, 07:01:32 PM
Ive always thought the idea of scenario was flawed as it would never happen in the real world.  someones always going to have an advantage.  Ive always found one of the joys of wargaming was overcoming that imbalance and still winning.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 12, 2013, 08:07:31 PM
So far I've been balancing the multipalyer scenarios by making them exactly equal.

Also I've solved the problem of seeing what happened during your opponet's turn.

Presenting something I call 'Geostream'
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FUkwQxOS.jpg&hash=6e1f62ed354392be6914ea72b961988434a8b6f8)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnwnmIGT.jpg&hash=c4a2c1828ce9c780c2a3b5d0a3b67d9f475f124b)

I'm going to use something other than yello pins though .... heh!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on November 12, 2013, 09:59:55 PM
thats a whole lotta AMRAAMs flying about.  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 12, 2013, 11:56:12 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Ffarm6.staticflickr.com%2F5515%2F10831725196_e2072d4cb7_o.jpg&hash=cb5d9143ad66977a31ad47d507ab0f6cce161767)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Ffarm4.staticflickr.com%2F3770%2F10831841214_b7e14d34b8_o.jpg&hash=24a3a0985c2cc3fb6c33ebc9a87e3f205d57c06a)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Ffarm3.staticflickr.com%2F2848%2F10831726446_c2c2a29b4e_o.jpg&hash=0979db2875d7a7626e19b047163a09e815e03467)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 13, 2013, 07:03:17 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep9.jpg&hash=25f9ce1ffb15307d7e373c31e6c0c2093bc8bcba) (http://baloogancampaign.com)


I'd like to arrange a public test of my multiplayer plugin for this Saturday! I've created a plugin for Command called Joint Command (http://baloogancampaign.com/command-plugins/joint-command/). It is turn-based, and has a real PBEM (Play by email) feel to it; though Joint Command takes care of sending the required files around.

I will be accepting all beta applications during and before the stream. Please email me at baloogan@baloogan.com, or comment on my site with your email to apply in advance (http://baloogancampaign.com), but also feel free to request beta access during the stream!

I will play with you in your own scenario of your own creation, or in any scenario you would like! I'll be playing my turns on the live during the stream! 1v1, 2vAI, 2v2, 2v1 what ever setup you might like can happen!

Please limit your scenarios' size, 500 unit maximum. My poor computer can't take live streaming, running Command multiplayer turns, creating Google Earth databases, and huge Command scenarios all at once!

Also if anyone wants to play versus each other in the chat at the same time as the stream please feel free! I will be commenting on the Google Earth output as your scenarios progress on the stream! Please have Command build 460 (http://baloogancampaign.com/command-documentation/patches/) and Google Earth (http://www.google.com/earth/download/ge/agree.html) installed before the stream.

Joint Command is still in beta; there have been some very successful matches so far but the purpose of this test is to overload Joint Command so I can see where it fails when it's overloaded with games and players.

So please join us this Saturday November 16th, 5:00 PM PST (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131116T1700&p1=256) and let's destroy things together!!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 13, 2013, 03:14:01 PM
If anyone wants to see the Google Earth plugin in action, here is my F/A-18's getting shot down by Baloogan. Its a little hard to follow at the moment. But it gives a good overall picture of what happened during your opponents turn.

http://www.youtube.com/watch?v=rzCdD2e3FM4&feature=c4-overview&list=UU2F5VVrGfSlZXCxoUppJoWA

Not sure why it wont let me embed the video.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on November 15, 2013, 12:33:34 PM
Does anyone know the trick for releasing aircraft from maintenance?

Whenever I attempt to arm/launch one I receive a message that it is 'unavailable'.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on November 15, 2013, 12:39:53 PM
Along those lines, I'd like an option to set up a sort of "expected threat" deck loading queue system for aircraft carriers.  If I feel that I can get away with minimal CAP and instead want to concentrate on launching strike aircraft, it can get pretty annoying to have to sit through a 90 minute turn around time when they return because my CAG refuses to move the returning CAP to a lower reload priority.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 15, 2013, 03:15:12 PM
Quote from: Rekim on November 15, 2013, 12:33:34 PM
Does anyone know the trick for releasing aircraft from maintenance?

Whenever I attempt to arm/launch one I receive a message that it is 'unavailable'.

That's because you can't. If an aircraft is set to maintenance it is unavailable for the duration of the scenario. Events might be able to modify this (not sure, but I don't think they can at the moment) but by default the player cannot change it. Its there to simulate aircraft that are part of an air wing/squadron/etc but down for maintenance thus unavailable for the current mission. Would be nice if that could be changed with events. Especially in larger scenarios that take place over multiple days.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on November 15, 2013, 06:00:04 PM
Baloogan makes liberal use of A/C in maintenance in some of his video sessions. Me confused.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 15, 2013, 09:20:43 PM
Quote from: Rekim on November 15, 2013, 06:00:04 PM
Baloogan makes liberal use of A/C in maintenance in some of his video sessions. Me confused.

I had thought that A/C in maintenance was optional, and until the first patch you could just use those aircraft without an issue. I still kinda miss being able to use them :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on November 16, 2013, 05:31:35 AM
Quote from: Baloogan on November 15, 2013, 09:20:43 PM
Quote from: Rekim on November 15, 2013, 06:00:04 PM
Baloogan makes liberal use of A/C in maintenance in some of his video sessions. Me confused.

I had thought that A/C in maintenance was optional, and until the first patch you could just use those aircraft without an issue. I still kinda miss being able to use them :)

Tks for clarifying. Strange that unusable A/C are added in some cases then. Guess they are there just there to add some flavour when working in the hangers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 16, 2013, 05:56:37 AM
Quote from: Rekim on November 16, 2013, 05:31:35 AM
Tks for clarifying. Strange that unusable A/C are added in some cases then. Guess they are there just there to add some flavour when working in the hangers.

I think they are there to add to the flavor of airbases. If you strafe an airbase with 500 or so 20 millimeter rounds you are going to kill a couple dozen aircraft.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 16, 2013, 07:38:45 PM
Stream is up [:)] Focusing on Command Multiplayer!
http://baloogancampaign.com
http://twitch.tv/baloogancampaign

Joint Command BETA download link: http://baloogan.com/Baloogan_Campaign_Launcher_Setup.exe
(Also available as a zip http://baloogan.com/Baloogan_Campaign_Launcher_Setup.zip)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 17, 2013, 12:47:57 AM
Cheers! Great stream [:)]

I was terrified before the stream that JC wasn't going to perform as well as she did.

I've also moved from a closed beta to an open beta, please join us at https://jabbr.net/#/rooms/baloogan to arrange for some multiplayer fun. : )

Joint Command BETA download link: http://baloogan.com/Baloogan_Campaign_Launcher_Setup.exe

(Also available as a zip http://baloogan.com/Baloogan_Campaign_Launcher_Setup.zip)
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on November 20, 2013, 06:00:20 AM
Quote from: Yskonyn on October 01, 2013, 02:21:57 AM
In the Sub Training scenario I have created a Anti-Submarine mission for my sub and defined box A as the sector.
It goes to the sector, starts patrolling, detects the other sub and fires off its Torpedo's, but then the torpedo's keep on circling and intercepting the contact until they run out of energy.
They seem to 'go over' the target several times on the map, but never once one does explode. Am I doing something wrong?

This has been significantly tweaked in Build 464; most torps now follow a snake rather than circular search pattern and are thus more likely to pick up their target. Torps dropped from aircraft/helicopters/ASROC still follow a circular pattern.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 21, 2013, 10:05:21 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep10.jpg&hash=fb35be4d6336057437d24ae8900cd99a14904f2f) (http://baloogancampaign.com)

Date/Time: 19 January, 1976 / 23:00:00 Zulu (November 23rd 2013, 5:00 PM PST)

Location: Gulf of Aden

Introduction

In 1972 the Soviet Union signed an agreement with Somalia to improve and modernize the port of Berbera in return for Soviet access to the facility. Access to Berbera gave the Soviet Union the ability to counter United States military activities in the strategically important Indian Ocean and Persian Gulf region. The port was built into a Soviet naval base with missile storage facilities for the Soviet Fleet, an airfield with runways capable of handling naval bombers, and extensive radar and communications facilities. Berbera became even more important after Egypt expelled all Soviet advisers that same year.

Six hours ago an EKA-3B from USS Oriskany crashed in northern Somalia, the EKA-3B Raven 21 was on a Ferret mission to the Soviet bases at Berbera in Somalia. Last comms report from the Raven 21 was "SAM lock-on activating counter-measures".

The USS Tarawa Amphibious Group en-route from Aden has deployed a recovery team to the "Down Bird" site, and the USS Oriskany Strike Group is moving at flank speed to provide support. Somalia has told the United States that any further encroachments into her air space with be met by hostile force. At present Somali and Soviet forces are trying to locate the crash site to recover the crew and any intelligence information.

Mission

1. Effect safe rescue of downed bird crew (CSAR helos will be airborne in 3 hrs).

2. CSAR helos are to be given full protection whilst on the ground and in the air.

3. Any hostile intent from Soviet and Somali forces will be met with similar force.

4. Any loss of CSAR helo's will result in a "Mission Failure".

Command & Signal

Command: USS Oriskany

Signal: EMCON State B, limited emissions: Plan Falcon



Current Joint Command matches state:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FInDJJrh.png&hash=27d3d97ce9744b462841004af64c6c9e084a2996) (http://baloogancampaign.com/command-plugins/joint-command/)

We finished out the first couple of matches last week! Joint Command is also much faster now than it was during Episode 9.

Stream will be at the usual time, Saturday at 5:00 PM PST!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 23, 2013, 07:46:51 PM
Streaming live at http://baloogancampaign.com !! Please join us :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 25, 2013, 06:47:19 AM
From Build 466, we have two UI additions which IIRC were intensively requested here:

* Secondary windows now remember their last position and size (these are saved on the Command.ini file so they can be tweaked offline). So you can set up your desired "working environment" once and the windows will retain the customizations accross scenarios and game sessions. To reset the locations & sizes to their default values, click on the button "Reset positions of secondary windows" on the Game Options window.

* Secondary windows now correctly minimize/maximize together with the main game window, and they no longer visually block other program windows.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 25, 2013, 06:54:46 AM
Quote from: Dimitris on November 25, 2013, 06:47:19 AM
From Build 466, we have two UI additions which IIRC were intensively requested here:

* Secondary windows now remember their last position and size (these are saved on the Command.ini file so they can be tweaked offline). So you can set up your desired "working environment" once and the windows will retain the customizations accross scenarios and game sessions. To reset the locations & sizes to their default values, click on the button "Reset positions of secondary windows" on the Game Options window.

* Secondary windows now correctly minimize/maximize together with the main game window, and they no longer visually block other program windows.
Excellent. Thanks.  :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on November 25, 2013, 07:16:33 AM
is there any way to recover a window that was open and then closes?

im doing the first air tutorial and syncing that with Baloogans vids - i get the handy pop ups but then they close and i cant find where theyre logged for to open again
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 25, 2013, 05:52:12 PM
If you mean the special messages, these are normally saved as part of the message log (if you have configured them to appear there; check Game -> Game Options -> Message Log). You can read them on the message log printed on the left side of the map.

If they have been buried under other fresher messages, you can set the message log to appear on a separate window (Game -> Game Options -> Message Log on separate window) and scroll down on it to find them.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on November 25, 2013, 06:27:09 PM
Its the pop ups that come through the tutorial advising you how to conduct air ops, how to use the hawkeyes etc
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 25, 2013, 07:27:36 PM
Sorry for spamming the thread :) here are the messages from the air tutorial.


Quote
Phase I: Ready aircraft

Select NAS Fallon air base on the map. In the Unit Status pane press the Aircraft: 72/72 button to bring up the Air Ops (Air Operations) window. Press the + (plus) to the left of the aircraft types to list each individual aircraft on the base. Review the list of aircraft and their loadouts. The aircraft that will participate in the strike have been readied with combat or support loadouts, the rest are set to unavailable.

There are F-14A Tomcat fighters armed with long-range air-to-air missiles (AAMs), A-6E Intruder bomb trucks in the strike role armed with various types of bombs, A-7E Corsairs in the suppression of enemy air defenses (SEAD) role armed with anti-radiation (anti-radar) missiles (ARMs), and more A-7E Corsairs in the stand-off role and ground attack role armed with TV-guided glide bombs and iron bombs.

It is possible to change the loadouts but this will take time as the crews will have to be re-briefed, the mission planning re-done, the ordnance brought out of the ammo magazine for assembly, testing and mounting on the aircraft, and so on. So it is recommended to leave those as they are for now.
QuotePhase II: Fighters

Start with getting the F-14A Tomcat  fighters airborne. The fighters can either be assigned to missions so that the computer will handle the job automatically, or they can be flown manually.

Tips:

1. You may choose to create an Anti-Air Warfare (AAW) patrol area in the Mission Editor to accomplish this task.

To do so:

The AAW patrol mission uses reference points to define the area to be patrolled. You will need to insert new reference points near the target area where you want the fighters to operate. Deselect any existing reference points and select the reference points to be used or define your own area by using the Define Area function.

You can deselect all reference points by left click drag selecting a box over all reference points. You'll know they're unselected when they appear to be gray x's.

You should then define the area you want to patrol by left click drag selecting the reference points to activate them. You'll know they are selected when they appear as gold diamonds and you see their names in bold white.

You could create your own box by pressing the control key while right clicking the mouse. When the drop down appears select Define Area and left click drag select the area you would like to create a zone which creates four selected reference points.

Next select Add new mission from the Missions + Ref. Points drop down menu at the top of the UI.

When the New Mission dialog appears give the mission a name, select class (Patrol), select type (AAW Patrol) and then click the okay button.

When the Mission Editor Dialog appears select the mission to edit by selecting your mission name from the mission list on the left. You'll know it is selected when the text is highlighted.

Select the armed F-14A Tomcat fighters from the Units unassigned list on the far right by clicking the check box to the right of the aircraft type or individual aircraft and then click the left arrow button moving them into the Units assigned to mission column. Your units are now assigned to the AAW Patrol mission you created.

Press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Active  to ensure that the Tomcats are using their impressive radars. Also verify that the RTB when Whinchester option is set to yes which means the aircraft will return to base when out of relevant weapons.

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Click Close to complete process of assigning the fighters to the AAW Patrol mission.
Start the game (F12 key) and wait for the aircraft to take off.

2. The UI does provide some helpful clues about the environment your aircraft are operating in. Your mouse data block displays time-of-day, weather information, land elevation, and so on. To measure the range and bearing between two points, press Ctrl + D and click on the first point. Then move the mouse pointer to measure the range and bearing. To start a new measurement, press the mouse button again. To exit the range and bearing tool, press either Ctrl + D again or Esc.

The light red rings show the maximum range of your air-to-air weapons against a static target (0 knots), while white arcs show the range of your air-to-air radars.

3. Review the sensor dialog (F9 hotkey) to learn about the type of sensors your aircraft carry and how to best use them.

4. You may control your aircraft manually if you rather prefer to have full control over them. For details on how to fly them manually please refer to the last phase of this tutorial, Flying under manual control.
QuotePhase III: Air-to-air combat

As soon as the Tomcats are airborne and start operating their radars you will detect unidentified aircraft also known as bogies. If assigned to missions, the fighters will automatically close on the bogies to intercept. To manually turn on or off radars you need to change the EMCON (Emission Control) settings. Select an aircraft or a group and press the F9 key to bring up the Unit sensor window.

When assigned to missions the aircraft will attack bogies automatically. If under manual control the aircraft can be ordered to automatic attack targets by selecting the aircraft or group you want to use in the attack and press the F1 key. Then select the target or targets, and these will be added to your aircraft's target list. Alternatively press Shift + F1 to bring up the Weapon allocation window to manually allocate weapons to targets. It is also possible to right-click on an aircraft or group, click Attack Options, and select one of the options. Pay attention to the Ignore Plotted Path When Attacking flag. When this flag is checked the planes will ignore the current flight path and bore in on the nearest target for an attack.

The TV Camera Set (TCS) on the F-14A Tomcat can identify airborne contacts at up to ten times the range of the naked eye. Typically 12-15nm against fighter-sized targets in clear weather. In order to avoid friendly fire incidents or shooting at neutral targets, the ROEs (Rules of Engagement) stipulate that air contacts have to be identified before opening fire. However this puts the F-14s with their impressive long-range weapons at a disadvantage as the fighters have to get quite close to their targets before firing.

If you are absolutely sure there are no neutral units nearby then you may allow the aircraft to engage unidentified contacts as if they were hostile. Select an aircraft or group, right-click and select Doctrine + ROE. Then set Engage non-hostile targets to Yes. You can also set this option for the mission itself in the Mission Editor window.

To change these settings for all own units, go to Game => Side Doctrine + ROE. The changes made there will apply to all units unless specifically overridden by the Doctrine and ROE for missions or on the individual units or groups.

It is also possible to create an Exclusion zone to create a free-fire zone. Please refer to the manual on how to do this.
QuotePhase IV: Ground Strike

Take off with all attack aircraft that will take part in this Alpha Strike and proceed to the B-17 bombing range marked by the reference points on your map. There are three target complexes; an air base, an industrial target, and a missile assembly site. These targets are defended by various air-defence systems including surface-to-air missile (SAM) and anti-aircraft artillery (AAA) sites. The location of fixed ground objects such as runways, tarmacs and hardened aircraft shelters (HAS) are known on forehand and will automatically appear on the map when you press Play. Fixed SAM sites are marked as well, and can be struck relatively easily granted the batteries haven't been moved overnight. Mobile air defence units are far more difficult to suppress as the exact locations are not know. Be real careful when hunting down these.

Modern Red air defences are extremely lethal and have to be suppressed quickly before the main body of the Alpha Strike arrives. Some of your A-7E Corsair attack aircraft have been armed with AGM-45 Shrike anti-radiation missiles (ARM) that home in on the air-defence sites' fire-control radars. The aircraft also carry cluster bombs to neutralize any launch sites found. For the fixed sites you can create normal strike missions while for the mobile ones you can use a SEAD Patrol (Suppression of Enemy Air Defences) mission. It is also possible to control the aircraft manually.

The target complexes will be struck using both A-7E Corsair light-attack and A-6E Intruder medium-attack aircraft. Some A-7Es carry stand-off AGM-62B Walleye II glide bombs. These have a TV seeker and a datalink channel that transmit the target image back to the launching aircraft. The glide bombs can be dropped at high altitude and at a long distance from the target, outside the reach of most point-defence systems. But due to the high cost of the weapons these are in short supply and should be used sparingly, preferably against highly important and highly defended point targets such as bridges, military C3I targets, power stations, etc. The fact that the weapons use a TV seeker also make them a clear-weather day-only weapon.

Other A-7E Corsairs carry Mk82 iron bombs. These are cheap dumb bombs and are available in great numbers. They are typically released at low altitude and high speed, and require the releasing aircraft to overfly the target. Some A-6E Intruders are armed with Mk82 bombs as well but carry a much larger bomb load than the Corsairs. The accuracy of these bombs depends a lot on the release altitude and the bombs sight and navigation system type fitted to the carrying aircraft. A handful A-6E Intruders are armed with GBU-10 Paveway II laser-guided bombs. These bombs are guided to the target by the laser illuminator onboard the carrying aircraft, and can only be released from medium and high altitudes in clear weather. The weapons are expensive and are in short supply, and should be used only against critical targets.

Tips:

1. You may choose to create an SEAD patrol mission and ground strike mission in the Mission Editor to accomplish this task. To do so:

The SEAD patrol mission uses reference points to define the area to be patrolled.
Deselect all previous reference points. You'll know they're deselected when they appear to be dull gray x's.

You should then define the area you want to patrol by adding new reference points by left click drag selecting the reference points to activate them. You'll know they are selected when they appear as gold diamonds and you see their names in bold white.

You could create your own box by control + right clicking, select Define Area and left click drag selecting the area you would like which creates four reference points.

Next select add new mission from the Missions + Ref. Points drop down menu at the top of the UI.

When the New Mission dialog appears give the mission a name, select class (Patrol), Select Type (SEAD Patrol) and then click the okay button.

When the Mission Editor Dialog appears select the mission to edit by selecting your mission name from mission list on the left. You'll know it is selected when the text is highlighted.

Select the A-7E Corsair light-attack aircraft armed with AGM-45 Shrike missiles from the Units unassigned list on the far right by clicking the check box to the right of the aircraft type or individual aircraft and then click the left arrow button moving them into the Units assigned to mission column. Your units are now assigned to the SEAD Patrol mission you created.

Make sure to uncheck the 1/3rd Rule option so that all aircraft are launched immediately.
Press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Passive  to ensure that the Corsairs don't give themselves away by radiating. Also verify that the RTB when Whinchester option is set to yes which means the aircraft will return to base when out of relevant weapons.

The defence suppression aircraft are now ready to take off. Proceed with creating the strike missions for the strike aircraft.

Zoom in on the Red air base and switch to unit view (the 9 key on the numeric keypad, numeric lock disabled).

Select a facility or drag select multiple facilities you would like to strike.

Next select add new mission from the Missions + Ref. Points drop down menu at the top of the UI. Create a Strike Mission, Land Strike, and assign one or more aircraft.

Then repeat for as many targets and aircraft as you want.

Start the game (F12 key) and wait for the aircraft to take off.

2. You may control your aircraft manually if you like to have full control over them. For details on how to fly them manually please refer to the last phase of this tutorial, Flying under manual control.
QuotePhase V: Support missions

The fighters and strike aircraft will be supported by E-2C Hawkeye airborne early warning aircraft, EA-6B Prowler radar and communication jamming aircraft, and KA-6D Intruder tankers.

For the E-2C Hawkeye aircraft, add new reference points and set up a Support Mission. When the Mission Editor Dialog appears, assign all available Hawkeyes to the mission and set the 1/3 rule.
Next press the Mission Doctrine / ROE / EMCON (Rules of Engagement / Emission Control) button. Click on the EMCON Settings tab and uncheck the Inherit From Parent checkbox. Then set Radar to Active to ensure that the Hawkeye has its radar turned on while patrolling.

Repeat for the EA-6B Prowler aircraft, but instead of using active radar, set OECM (Offensive Electronic Counter Measures, i.e. radar jammers) to Active.

For the KA-6D Intruder tankers, create new reference points between the home base and the targets and make a support mission using the same procedure. Tanker aircraft on support missions will automatically refuel aircraft that come close.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on November 25, 2013, 07:29:25 PM
oh man youre a legend, thanks - ive just got to the point in the vid where you lose the tomcats after switching the radars on at about 17 mins - i paused there to take some notes and thats when i lost the hawkeye pop up

again, thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on November 27, 2013, 11:49:20 PM
Quote from: Baloogan on November 21, 2013, 10:05:21 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep10.jpg&hash=fb35be4d6336057437d24ae8900cd99a14904f2f) (http://baloogancampaign.com)

Date/Time: 19 January, 1976 / 23:00:00 Zulu (November 23rd 2013, 5:00 PM PST)

Location: Gulf of Aden

Introduction

In 1972 the Soviet Union signed an agreement with Somalia to improve and modernize the port of Berbera in return for Soviet access to the facility. Access to Berbera gave the Soviet Union the ability to counter United States military activities in the strategically important Indian Ocean and Persian Gulf region. The port was built into a Soviet naval base with missile storage facilities for the Soviet Fleet, an airfield with runways capable of handling naval bombers, and extensive radar and communications facilities. Berbera became even more important after Egypt expelled all Soviet advisers that same year.

Six hours ago an EKA-3B from USS Oriskany crashed in northern Somalia, the EKA-3B Raven 21 was on a Ferret mission to the Soviet bases at Berbera in Somalia. Last comms report from the Raven 21 was "SAM lock-on activating counter-measures".

The USS Tarawa Amphibious Group en-route from Aden has deployed a recovery team to the "Down Bird" site, and the USS Oriskany Strike Group is moving at flank speed to provide support. Somalia has told the United States that any further encroachments into her air space with be met by hostile force. At present Somali and Soviet forces are trying to locate the crash site to recover the crew and any intelligence information.

Mission

1. Effect safe rescue of downed bird crew (CSAR helos will be airborne in 3 hrs).

2. CSAR helos are to be given full protection whilst on the ground and in the air.

3. Any hostile intent from Soviet and Somali forces will be met with similar force.

4. Any loss of CSAR helo's will result in a "Mission Failure".





I'm playing this mission now.  How do I get the CSAR helicopters to pick up the crash survivors and end the mission?  I have them at the extraction marker but I can't get them to do anything but circle.  I've tried setting up ferry missions but they don't seem to do anything.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 28, 2013, 04:53:05 AM
Quote from: Silent Disapproval Robot on November 27, 2013, 11:49:20 PM
I'm playing this mission now.  How do I get the CSAR helicopters to pick up the crash survivors and end the mission?  I have them at the extraction marker but I can't get them to do anything but circle.  I've tried setting up ferry missions but they don't seem to do anything.

I unfortunately ran into a couple of bugs running the scenario myself during the stream. In the end I had to spawn a Huey and a Seastallion due to a missing aircraft accesspoint at the landing site.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 28, 2013, 07:26:46 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep11.jpg&hash=37bbeff57b1ed02497c806cdc3255b599f3dd42c) (http://baloogancampaign.com/)

Desert Storm was the most meticulously planned and decisive air campaigns to be carried out in human history to date. War planners were given a massive arsenal designed to fight Warsaw Pact forces in Europe to systematically incapacitate and defeat one of the larger and more battle experienced armies in the world at the time. Target lists were large and complex and challenged planners to match the right platforms and weapons to the right targets while still moving the war forward with minimal loss.

This week I'll be playing Shamal, a scenario which comes with Command designed to simulate the air war on the 4th day of Desert Storm! I'll be commanding the USAF forces, operating in tandem with USN forces! We will be neutralizing a number of airfields and chemical weapons manufacturing plants.

Please join us on Saturday Nov 30th, 5:00 PM PST! : )

Also if you have any questions about Joint Command, the Multiplayer Plugin for Command (http://baloogancampaign.com/command-plugins/joint-command/), I'll be fielding them during the show.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 29, 2013, 07:44:17 AM
New public release - Build 469: http://www.warfaresims.com/?p=2090

Tons of new features, improvements & fixes.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on November 29, 2013, 10:30:22 AM
fantastic news

I assume I'll need to finish my current scenario prior to upgrading?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 29, 2013, 10:57:01 AM
Probably not necessary to do so.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 29, 2013, 04:48:52 PM
The game menu update utility won't update. The last version I have is v1.01 Build 442
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 29, 2013, 04:52:35 PM
Quote from: JudgeDredd on November 29, 2013, 04:48:52 PM
The game menu update utility won't update. The last version I have is v1.01 Build 442

That's because its a beta patch.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on November 29, 2013, 05:02:40 PM
Quote from: JudgeDredd on November 29, 2013, 04:48:52 PM
The game menu update utility won't update. The last version I have is v1.01 Build 442

yeah, youve got to do it manually JD - it does include changing speed and height at waypoints
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on November 29, 2013, 05:13:24 PM
ok - sorry. Took "public release" to mean official
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 29, 2013, 09:31:55 PM
Please note that for the best multiplayer command experience I'd highly recommend Build 469
Current multiplayer game status:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiEoYAgq.png&hash=0197c64acae1b09e4e5d0d1b3606144d537b1257)

There is one game open for a new player! Please sign up now for Command Multiplayer at http://baloogancampaign.com :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 30, 2013, 07:36:01 PM
Stream is up live! http://baloogancampaign.com I'll be focusing on the air war during Desert Storm!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 02, 2013, 06:35:04 PM
a little help from anyone that knows - im going thru Baloogans AAR guides now i can spend some time on the game - on the first air tutorial Baloogan launches from Fallon airbase and plays thru the game - when i fire up the game to follow his advice i have 2 Fallons, an 'actual' Fallon and a training 'Fallon' and the one i launch from is way way further west - did something change in a patch or did i break something?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on December 02, 2013, 07:06:05 PM
Quote from: undercovergeek on December 02, 2013, 06:35:04 PM
a little help from anyone that knows - im going thru Baloogans AAR guides now i can spend some time on the game - on the first air tutorial Baloogan launches from Fallon airbase and plays thru the game - when i fire up the game to follow his advice i have 2 Fallons, an 'actual' Fallon and a training 'Fallon' and the one i launch from is way way further west - did something change in a patch or did i break something?

It's supposed to be that way. The base you launch from was moved back in one of the first patches. I believe it was moved to move your aircraft out of SAM range right as they launch.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 02, 2013, 07:21:25 PM
splendid - my OCD mind was shouting - this isnt like Baloogans, what have i done wrong!!!

if thats the case im all good thanks Kushan
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 02, 2013, 07:22:44 PM
Quote from: undercovergeek on December 02, 2013, 06:35:04 PM
a little help from anyone that knows - im going thru Baloogans AAR guides now i can spend some time on the game - on the first air tutorial Baloogan launches from Fallon airbase and plays thru the game - when i fire up the game to follow his advice i have 2 Fallons, an 'actual' Fallon and a training 'Fallon' and the one i launch from is way way further west - did something change in a patch or did i break something?

I think they might have modified the scenario in response to my AAR :)
I think its a good modification: You should have a moment to figure things out before you are jumped by hostile bogies.  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on December 03, 2013, 10:51:39 AM
this may have been answered elsewhere, but does the physical copy of the game come with a "real" manual, or just some 10-page pamphlet that tell you to go read a PDF for details?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 03, 2013, 11:08:16 AM
Quote from: bayonetbrant on December 03, 2013, 10:51:39 AM
this may have been answered elsewhere, but does the physical copy of the game come with a "real" manual, or just some 10-page pamphlet that tell you to go read a PDF for details?

It comes with a full color 140 page manual roughly a centimeter thick. Very, very blue. Hope this helps. : )

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on December 03, 2013, 11:23:56 AM
^^^ perfect, thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 03, 2013, 11:39:36 AM
BB's naval ops are limited to finding new bathroom reading material.  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on December 03, 2013, 12:32:07 PM
Quote from: GDS_Starfury on December 03, 2013, 11:39:36 AMBB's naval ops are limited to finding new bathroom reading material.  ;)

If that...

I have a buddy at work who's interested in the game, but he prefers physical copies with the in-depth manuals he can flip thru while playing.  He hates reading PDFs on-screen.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 03, 2013, 12:52:01 PM
few things beat a thick, well written manual.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 03, 2013, 02:11:44 PM
Well to adequately do this game justice you would need a HUGE 1000+ page manual : )

I'd recommend Wayne Hughes' Fleet Tactics and Coastal Combat
and 2nd ed. Milan Vego's Soviet Naval Tactics
and ADM Sandy Woodward's One Hundred Days: The Memoirs of the Falkland Battle Group Commander
and Modern Naval Combat 1987 by D.M.O.and C Miller (Salamander book)
and SeaPower rev. 2013 by Geoffrey Till
Oh and The Naval Institute Guide to World Naval Weapon Systems 5th Edition 2005 Friedmaan
Also Inside the Danger Zone US Military in the Persian Gulf 1987-1988 Harold Lee Wise

I wish I could say I've read them all ... but I'm on my way :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on December 03, 2013, 03:03:30 PM
My problem with matrix manuals is that there too small. I understand they want to keep the cost down but I always feel like I can never fully open one of their manuals without ripping the binding.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 04, 2013, 10:40:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep12.jpg&hash=9df4642c38c6f25d356189de5561b92304360ba9) (http://baloogancampaign.com/)

Hi everyone! For my next stream I'm going to stream much earlier! Specifically 11:00 AM PST on Saturday! Please refer to the table urled here for the time in your time zone! (http://www.timeanddate.com/worldclock/fixedtime.html?continent=europe&p1=256&iso=20131207T1100&sort=1)

I'll be playing Canary's Cage! A scenario set in 2005 where some terrorists have taken control of the Moroccan government and they took some spanish islands! We gotta get the islands back for Spain! We will be encountering and destroying surface, subsurface and air contacts!

Also I have a special surprise which will be revealed during the stream; plus I will be discussing additional plans for a Command MBX-style campaign!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 06, 2013, 05:12:09 PM
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 07, 2013, 03:40:24 AM
I got this error

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap1_zps38dc5f4b.jpg&hash=67c8f2af8d259593f8bcaea5b70af80dca5b6236)

When I got it, I had literally just heard a noise like a helicopter taking off and had just right clicked (at the same time as hearing the noise) on a ship and was about to select Throttle & Altitude...

Cancelling brought up a message asking if I was sure I wanted to quite. I cancelled that message to stay in the game but the error kept appearing...in the end the only way was to exit the game
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 07, 2013, 01:39:44 PM
Stream is live right now! Early stream today!

I'll be playing a community submitted scenario called Canary's Cage! Basically terrorists take North Africa and only Spain stands between terrorists and their goals!

Please join us at http://baloogancampaign.com !

Special guest Dimitris of Warfare Sims aka Sunburn will be joining us on the chat!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on December 08, 2013, 04:53:18 AM
that was a cool event and an impressive knowledgeable crowd 8)
(i lasted maybe until 0050 Alpha... will have to see the end at YT .... i doubt the scenario got finished so, it was almost 1:1 time;) ) 

and cause of Saturday eve, i cloned the video-output to the beamer to watch in the man-cave from a comfy chair instead infront of the PC... Twitch-Chat was plagued by overload, but the solution to switch to that other service on the fly worked well! .... How is it called again  'jabbr.net' ?  I have to sign me up for the next event and use my tablet to chat wireless from the cave then as the back channel  ....was to lazy to set i all up while the show was already in full swing)
 
I like the new European (prime)time ....even so it may interfere with RL on some occasions, but there is always the YT upload later. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 08, 2013, 11:32:46 AM
Quote from: MikeGER on December 08, 2013, 04:53:18 AM
and cause of Saturday eve, i cloned the video-output to the beamer to watch in the man-cave from a comfy chair instead infront of the PC... Twitch-Chat was plagued by overload, but the solution to switch to that other service on the fly worked well! .... How is it called again  'jabbr.net' ?  I have to sign me up for the next event and use my tablet to chat wireless from the cave then as the back channel  ....was to lazy to set i all up while the show was already in full swing)
 
I like the new European (prime)time ....even so it may interfere with RL on some occasions, but there is always the YT upload later.

I'm glad that https://jabbr.net/#/rooms/baloogan worked out  ;D I certainly prefer it to the twitch chat! It would have been disastrous to have 3 of the devs on but them unable to chat!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 11, 2013, 05:56:57 AM
Geoscape (http://baloogancampaign.com/)

Hey all! Just wanted to make a formal announcement of my next plugin: "Geoscape"!

Geoscape is a multiplayer dynamic campaign for Command.  Geoscape will take commands from players and determine when combat needs to be resolved. It then generates Joint Command matches for each theater and then Joint Command in turn generates Command scenarios!

Geoscape is about persistence, units will exist before multiplayer matches and will exist (potentially damaged!) after multiplayer matches. Logistics will also be tracked, weapons will need to be shipped or flown around.

If you would like to help beta test Geoscape please sign up by chatting with us here: https://jabbr.net/#/rooms/baloogan or emailing me at baloogan@baloogan.com !


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F9afbe4a615745e8711e0435a071f4be8.png&hash=724aa51bb769f65fcf5a670ae7c225253d80f8cc)(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F28b4f795a3bca2f9306ffacb7b06324b.png&hash=d41bff72687885ce3caf4f33167451aae805d1f2)(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F183eb35fd330d658170193e61449a80f.png&hash=4ba897a63d2fa1d1ffb6a9c7f0a99bc32a353efa)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F92ab849e5be66a7151c05a36fae7babc.png&hash=44d57cbdb3aa99273a8dc6619839f768b863667c)(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2Ffe82862b0e5bb33ee017317f332922cd.png&hash=042728004609765f3ebc4352fa7e57169364af39)(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F8371a8844de5abe5350d3868f583ce6b.png&hash=60100126728e80ae4aa4d837abe7020d92083b40)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogancampaign.com%2Fwp-content%2Fuploads%2F2013%2F12%2F7a84f3c656868e2138be96606f3c080a.png&hash=ba48f0ee7c2b8281ac444913f6fb35cb78bea687)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 07:35:37 AM
if i knew more about the game id love to - im still learning from your vids im afraid
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 07:38:25 AM
spot of help if anyone can - if i click on an individual unit i can see its weapons loadout, even a member of a group thats split off to RTB but i cannot find anyway to check the weapons loudout of an intact group as its flying toward its target
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 11, 2013, 07:40:12 AM
This is not possible ATM, and it looks like it's one of the hottest requests recently so it has a good chance of being resolved in the near future.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 07:49:16 AM
ah cool - as long as its not me!!!

second question if i may and youre still circling -

going thru the air tutorial, and following Baloogans video i have 4 Corsairs heading into bomb a sam site, i have controll/F1-ed the 2 sams to allocate 2 planes to each target and selected the wall-eyes to hit the 2 sites - the corsairs launch the wall eyes but then carry on closing on the target until theyre destroyed by the sams

my only thought is i selected the walleyes but may have left the cannons also selected and thats why theyre still closing
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 11, 2013, 07:57:13 AM
That's possible. Another possibility is that the crew AI also considered using the guns as appropriate for the given loadout & mission. Any chance you can post a save for investigation?

This BTW is one of the thorniest issues WRT aircraft gun employment. For every player who wants his aircraft to keep pummeling the bad guys and return home only empty ("why have the gun if it's not gonna use it?"), you'll find another who accepts nothing but "one pass, haul a$$". And trying to satisfy everyone is, as you well know, the easiest way to fail.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 08:04:13 AM
lol, yeah i can see that - its not a complaint at all and something i just figured id done wrong - after it went wrong i quit to restart, if it happens again tonight ill save it and send it - would it make a difference if i just let the AI decide what to do instead of allocating the weapons myself
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 11, 2013, 08:18:00 AM
Quote from: Dimitris on December 11, 2013, 07:57:13 AM
That's possible. Another possibility is that the crew AI also considered using the guns as appropriate for the given loadout & mission. Any chance you can post a save for investigation?

This BTW is one of the thorniest issues WRT aircraft gun employment. For every player who wants his aircraft to keep pummeling the bad guys and return home only empty ("why have the gun if it's not gonna use it?"), you'll find another who accepts nothing but "one pass, haul a$$". And trying to satisfy everyone is, as you well know, the easiest way to fail.
How is trying to satisfy everyone an easy way to fail?  ???

Make it an option - simples. Maybe have a better implementation - but in it's simplest form, if guns are selected as active for the platform on it's current mission, the guy closes and uses guns. If it's not, then he fires his missiles and heads home.  ;D

It's your game. You have far more understanding of the mechanics than I do...but you CAN satisfy both here. There will likely be spring offs to this (like - well if I'm in AtA mode then I want to use guns) - but that becomes another and further implementation of your issue...and even then, if engaged in AtA you can switch the guns on and then turn them off...it's all about options really

Still - that's my simplistic answer. I'm sure it's much more difficult to implement.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 07:31:24 PM
Quote from: Dimitris on December 11, 2013, 07:40:12 AM
This is not possible ATM, and it looks like it's one of the hottest requests recently so it has a good chance of being resolved in the near future.

ive found a possible work around - it certainly provides me with the info i needed and that is to select the group, press keypad '9' to switch to unit view as opposed to group view and then i can click on each aircraft and see its weapons loadout

hope that helps for anyone else thats stuck
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 11, 2013, 08:41:16 PM
and while im here................ instead of just assigning the planes to the targets using shift F1, i actually assigned the weapons to the targets this time also (!!) launch from safety and RTB - what a beautiful sight, i was very proud, right up until the SAM sites took all the bombs down - good for the AI, round of applause

So, men of knowledge, how do i fix this, do i stick a prowler on the limit of the SAM range and have him switch his jammers on? And is there an easily recognisable flag for fire and forget bombs - the walleyes were launched from 10k out, i tried some MK82 bombs - they turned out to be standard 'i fly over you and drop you on the target' bombs - not many of that squadron made it home!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 12, 2013, 05:29:41 AM
hey, it worked, ha - i parked a prowler behind the advancing corsairs on the same bearing, switched everything on and the SAMs never saw me coming, scratch an S2 and an S3 sam site

i dont know if its too gamey or something one would know IRL - is it possible to 'know' the enemy is being jammed, am i missing a flag in the game, or do i take for granted that if my prowler is pointing offensive ECM at the enemy then its jammed?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 12, 2013, 05:32:51 AM
Quote from: undercovergeek on December 12, 2013, 05:29:41 AM
hey, it worked, ha - i parked a prowler behind the advancing corsairs on the same bearing, switched everything on and the SAMs never saw me coming, scratch an S2 and an S3 sam site

i dont know if its too gamey or something one would know IRL - is it possible to 'know' the enemy is being jammed, am i missing a flag in the game, or do i take for granted that if my prowler is pointing offensive ECM at the enemy then its jammed?
I would think that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 12, 2013, 05:51:48 AM
Its worth whipping up a simple command scenario and take a look at what each side sees during OECM operations.
I made a (short!) video about OECM ops here: http://baloogancampaign.com/command-documentation/offensive-ecm/ They are kinda tricky to get right!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 12, 2013, 07:50:54 AM
watched it - yup thats pretty much what i did - i didnt know you could switch sides however, lol - ill remember that
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bboyer66 on December 12, 2013, 09:16:53 AM
Can someone tell me if their is a modern day Falkland Islands scenario included?
Has anyone played it out?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 12, 2013, 09:26:00 AM
I believe there's an '82 and a more modern one (one of which I think is available as a downloadable)

I am currently playing through the '82 Malvinas one
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 12, 2013, 11:34:12 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep14.jpg&hash=951b3c890859d13e58e694c2f6b3dc4d5e4eb1d8) (http://baloogancampaign.com)
This Saturday on the Baloogan Campaign!

Trafalgar: The Rematch! Set in 2017!

Starring Napoleon as the french petite-admiral, along with De Gaulle in person and in carrier!

In the other corner we have Lord Nelson along with the original British bulldog, Winston Churchill!

Queen Elizabeth class aircraft carriers and F-35s!

I'll be creating this scenarios live during the stream from pre-researched theoretical Orders of Battle for the Spanish Armada, French Forces and the pride of the Royal Navy!

England expects that every man will do his D U T Y!

I will also be showing off Geoscape in its very earliest form. In addition a new Command Wiki has been created at http://wiki.baloogancampaign.com so please start creating wiki pages! Everyone can edit!

So please join us at the new stream time at 11:00 AM PST on Saturday! 11:00 AM PST in YOUR time zone (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131214T1100&p1=256)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 13, 2013, 02:56:24 AM
Quote from: Baloogan on December 12, 2013, 11:34:12 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep14.jpg&hash=951b3c890859d13e58e694c2f6b3dc4d5e4eb1d8) (http://baloogancampaign.com)
This Saturday on the Baloogan Campaign!

Trafalgar: The Rematch! Set in 2017!

Starring Napoleon as the french petite-admiral, along with De Gaulle in person and in carrier!

In the other corner we have Lord Nelson along with the original British bulldog, Winston Churchill!

Queen Elizabeth class aircraft carriers and F-35s!

I'll be creating this scenarios live during the stream from pre-researched theoretical Orders of Battle for the Spanish Armada, French Forces and the pride of the Royal Navy!

BRITAIN expects that every man will do his D U T Y!

I will also be showing off Geoscape in its very earliest form. In addition a new Command Wiki has been created at http://wiki.baloogancampaign.com so please start creating wiki pages! Everyone can edit!

So please join us at the new stream time at 11:00 AM PST on Saturday! 11:00 AM PST in YOUR time zone (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131214T1100&p1=256)
Fixed that for you!

Independence for Scotland is NOT a foregone conclusion and even if it was, the UK would still consist of Northern Ireland and Wales. Until the Scottish people determine whether they want to be independent or not the residents of Scotland, Wales and Northern Ireland are members of the "English" forces - otherwise known as British Army, British Royal Navy and British Royal Air Force.

Sorry - calling Britain "England" or referring to our forces as "English" is a huge annoyance in the other countries in the UK.

Carry on  :D

Oh - and I should ask. I've not been able to see any of your broadcasts - I presume you have a Youtube channel? - never mind - found it. I also meant to say thanks for doing them. Hopefully they'll help me get over my mental block with the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 13, 2013, 03:59:37 AM
its rough calling them English when they dont speak the language properly.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on December 13, 2013, 06:07:14 AM
So, are the English still scared of the Scots? ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 13, 2013, 06:13:43 AM
You'd have to ask them  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 13, 2013, 07:13:19 AM
no
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 13, 2013, 07:13:43 AM
*he is really*  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 13, 2013, 07:21:03 AM
lmao

that looks like a great scenario Baloogan - i have your page bookmarked - as soon as im done tutorialising ill be right on it
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 14, 2013, 12:52:33 PM
Episode 14!!

One thing I'm doing for this episode is a special live Geostream of the Command data! If you download Baloogan Campaign Launcher and fire up "Episode 14 Geostream" you can watch the action live on your own computer! You do not need to have Command installed to do so!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4sO0ZSA.png&hash=cd73fd38adceb4a68fc15f88c01c3d6ee2f55230) (http://baloogancampaign.com/baloogan-campaign-launcher/)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwMWHhMe.png&hash=f8b083091161de682211f944af465d9ff8625338) (http://baloogancampaign.com/baloogan-campaign-launcher/)
You can view both sides, and the contacts that each side holds!

Stream will start at the top of the hour, 11:00 AM PST! I'll be showing off 3 things this episode!

First is the live Geostream mentioned above!

Next is the current status of Geoscape!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FgygZagq.png&hash=b39bb8d3497fece30feaefbce289f97cf6fef75c) (http://baloogancampaign.com)

And finally there is a scenario researched by Elouda and Awesomesauce set in 2017 featuring a rematch between the Brits and France/Spain!

Hope to see you there! Remember new time: 11:00 AM PST! And new chat room at https://jabbr.net/#/rooms/baloogan !


Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on December 15, 2013, 05:52:50 AM
 ...a great Episode as usual, but i got some mild criticism growing up in me from time to time watching those Episodes

1. the scenario should be set up offline completely before the show starts and the stream starts only with a short introduction what's in there   
(well its a lecture for newbies how a scenario can be done on the fly ... or 'right from the bat' how Baloogan would say it;) ...but there are already short instructional videos on this topic from your earlier Episodes, and you can also record and upload the prelude on YT too) 
It takes away to long from the actual "fighting-time" , and produces lots of 'spoilers' (see below) 

2. playing in god mode, switching sides back and for ...maybe adding in some new forces too, (hope not inavoidable Baloogan's  nukes at the end ...as usual ;D  well not in #14) ... is a different kind of experiencing CMANO.
Well, it might be interesting to see: Did this radar or sonar picks something up already. how does this or that equipment work against stealth or certain types of tactics , is there a detection yet ... and so one.... but that's more like constantly 'Testing the game-engine'  and 'Exploring the database / features in the box' on thy fly... in a consantly changing test bed ... not like letting a scenario unfold for good, and with surprises ... even to the player

its hard to explain in my not native language, so rants above can be sounding to harsh  ...maybe like i expecting to see a nice FIFA rules  2014 soccer match of England vs Spain, but where i get the first hour is putting on jersey and tie up shoes, then the games is interrupted for some analysis with a POV of the keeper when a corner is done (he has a GoPro on his cap) , and then ...know let's see how its plays out when we suddenly add in retired Beckham for that corner and give the Spaniards a '1974 Beckenbauer' for compensation, then let's add 2 more soccer balls,  and finally give the Spaniards a half an Australian rugby team too and the Brits get Mike Tyson for knocking out the Spanish keeper Iker Casillas between the poles ....Know what i mean?   ... that's not a soccer match (with 2 x 45 min play and 2 x 11 on the field with 3 changes of active players and one ball)           

....maybe because its aired now at European prime (movie / entertainment) time
i would like to see more a unfolding movie-like immersing 'lets play' of of a already preset situation with already random located known (expected) units and maybe some random surprise (show up or not showing up) forces too, where you take one side (and maybe in the near future against another Player in MP, who record his screen for YT too), stick to it! ,  and try to crush the enemy, win and solve the puzzle ... at the end of the scenario, finally lifting the fog of war for the spectators and analyse smoldering remains and what was really there on the map and what tactics had worked, and what not so good, would be a good final of an episode so :)             
 

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 15, 2013, 12:41:47 PM
does anyone know if there is an optimal resolution/dpi/size for the db pics? ive uploaded a few i like better than the current ones but theyre all blurred
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 15, 2013, 03:19:53 PM
Quote from: MikeGER on December 15, 2013, 05:52:50 AM
...a great Episode as usual, but i got some mild criticism growing up in me from time to time watching those Episodes

1. the scenario should be set up offline completely before the show starts and the stream starts only with a short introduction what's in there   
(well its a lecture for newbies how a scenario can be done on the fly ... or 'right from the bat' how Baloogan would say it;) ...but there are already short instructional videos on this topic from your earlier Episodes, and you can also record and upload the prelude on YT too) 
It takes away to long from the actual "fighting-time" , and produces lots of 'spoilers' (see below) 

2. playing in god mode, switching sides back and for ...maybe adding in some new forces too, (hope not inavoidable Baloogan's  nukes at the end ...as usual ;D  well not in #14) ... is a different kind of experiencing CMANO.
Well, it might be interesting to see: Did this radar or sonar picks something up already. how does this or that equipment work against stealth or certain types of tactics , is there a detection yet ... and so one.... but that's more like constantly 'Testing the game-engine'  and 'Exploring the database / features in the box' on thy fly... in a consantly changing test bed ... not like letting a scenario unfold for good, and with surprises ... even to the player

Hey MikeGER :) Thanks for your constructive criticism. I do want to improve my stream, and the more responses I get the easier it is to figure out what needs to be changed

Quoteits hard to explain in my not native language, so rants above can be sounding to harsh  ...maybe like i expecting to see a nice FIFA rules  2014 soccer match of England vs Spain, but where i get the first hour is putting on jersey and tie up shoes, then the games is interrupted for some analysis with a POV of the keeper when a corner is done (he has a GoPro on his cap) , and then ...know let's see how its plays out when we suddenly add in retired Beckham for that corner and give the Spaniards a '1974 Beckenbauer' for compensation, then let's add 2 more soccer balls,  and finally give the Spaniards a half an Australian rugby team too and the Brits get Mike Tyson for knocking out the Spanish keeper Iker Casillas between the poles ....Know what i mean?   ... that's not a soccer match (with 2 x 45 min play and 2 x 11 on the field with 3 changes of active players and one ball)           

Hahahaha :D an accurate assessment

Quote....maybe because its aired now at European prime (movie / entertainment) time
i would like to see more a unfolding movie-like immersing 'lets play' of of a already preset situation with already random located known (expected) units and maybe some random surprise (show up or not showing up) forces too, where you take one side (and maybe in the near future against another Player in MP, who record his screen for YT too), stick to it! ,  and try to crush the enemy, win and solve the puzzle ... at the end of the scenario, finally lifting the fog of war for the spectators and analyse smoldering remains and what was really there on the map and what tactics had worked, and what not so good, would be a good final of an episode so :)             

A multiplayer focused stream would be very interesting :) good idea to do another multiplayer episode

One of the reasons why I played this match the way that I did was for the last couple of episodes I had played one side


Thanks again for writing this up, I will improve :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 17, 2013, 08:44:15 AM
heh - all that red october and crimson tide watching works!!!

me v a chinese sub, he gets contact first and fires a torpedo, all ahead full, dive deep, turn into the path and fire 3 on the bearing of attack - i lose the chinese torp, he gets 2 in the face - score 1 for the geek navy
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on December 19, 2013, 01:58:00 PM
Version 1.02 is available. The bug fix/features list is toooo long to repost, so checkout the link to Martix forums which has the details plus a link to the goods:

http://www.matrixgames.com/forums/tm.asp?m=3501243

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on December 19, 2013, 02:10:11 PM
thanks - thats a lot of stuff!!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Capn Darwin on December 19, 2013, 03:20:24 PM
I can see some time on the high seas over the holidays. Nice work guys!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on December 19, 2013, 03:30:03 PM
erm....WOW!  ;D

A lot of work in there. Well done guys.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 19, 2013, 04:59:19 PM
Thanks guys. Hope you enjoy it!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: panzerde on December 19, 2013, 06:24:33 PM
Very impressive update!  Thanks for all the ongoing work.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 20, 2013, 12:43:04 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep15.jpg&hash=2f3a3f97d0bc310cbc20d9c354e349fe2ae43962) (http://baloogancampaign.com)

Version 1.02 of Command is out (http://baloogancampaign.com/command-documentation/patches/); just one more present under your tree from the folks at Warfare Sims!

During this week's episode I'll be playing V1.02 and playing one of the shorter scenarios that comes with the game: The Tiger and the Dragon! I will be exploring the new features of Command V1.02!

This hypothetical scenario assumes another dramatic collapse of relations between India and China takes place in mid-2019. India moves a strong naval force centered on the aircraft carrier Vikramaditya (Ex-Gorshkov) into the South China Sea. Worried about India's growing naval presence in such areas of strategic concern, China has decided to answer the Indian move which they view as nothing less than a challenge, and sends the aircraft carrier Liaoning (Ex-Varyag) to intercept.

No Hornets in this carrier vs carrier fight!

Please join us at Saturday, 11:00 AM PST (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20131221T1100&p1=256)!

Stream will be at http://twitch.tv/baloogancampaign
Chat is at https://jabbr.net/#/rooms/baloogan

One last thing! Please check out the new Command documentation wiki located at http://wiki.baloogancampaign.com/ !
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 01, 2014, 02:44:59 PM
* Command has been named "Best "Simulator of the Year" by Eurogamer.dk (http://www.warfaresims.com/?p=2149)

* Build 481 (first post-v1.02 update) has been released, with a bunch of fixes and some new functionality straight from player feedback: http://www.matrixgames.com/forums/tm.asp?m=3508885

* Steven Lohr (CV60) has released new updated versions for the DB3000 image pack (6670 images!) and the DB3000 & CWDB description packs. Get them from the Command downloads page: http://www.warfaresims.com/?page_id=1876
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 03, 2014, 10:18:08 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep17.jpg&hash=20d76c54b38950c0f6e57b47040b651d41f3a9ba) (http://baloogancampaign.com)

The episode this Saturday will show you how to make tileset modifications! Also there will be an update on the current status of Geoscape!

I'll be showing off how Geoscape will detect battles, as well as dynamically generate Command scenarios for the battle to play out! I'll be accepting Geoscape applications during the stream as well, and talking a bit more about the story of the first Geoscape campaign.

Please join us this Saturday, 11:00 AM PST!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 07, 2014, 07:35:43 AM
New year, new stuff. Build 483 and eight new scenarios: http://www.warfaresims.com/?p=2179
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on January 07, 2014, 07:37:39 AM
awesome, thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on January 11, 2014, 11:11:32 PM
Quote from: Baloogan on January 03, 2014, 10:18:08 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep17.jpg&hash=20d76c54b38950c0f6e57b47040b651d41f3a9ba) (http://baloogancampaign.com)

The episode this Saturday will show you how to make tileset modifications! Also there will be an update on the current status of Geoscape!

I'll be showing off how Geoscape will detect battles, as well as dynamically generate Command scenarios for the battle to play out! I'll be accepting Geoscape applications during the stream as well, and talking a bit more about the story of the first Geoscape campaign.

Please join us this Saturday, 11:00 AM PST!

I dig the idea of a dynamic campaign for command, have you thought of doing a single player version?  Could you play the MP version of Geoscape like a solitare board game ?  Will the command senarios generated by geoscape have an AI so you could just play the senarios in SP ?

Even if you don't support SP, it's still a great project your working on.  Definitely made me put command on the list of purchases some time this year.  I was going to pass on it all together cause of the price.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 12, 2014, 01:33:15 AM
Quote from: Skoop on January 11, 2014, 11:11:32 PM
Quote from: Baloogan on January 03, 2014, 10:18:08 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep17.jpg&hash=20d76c54b38950c0f6e57b47040b651d41f3a9ba) (http://baloogancampaign.com)

The episode this Saturday will show you how to make tileset modifications! Also there will be an update on the current status of Geoscape!

I'll be showing off how Geoscape will detect battles, as well as dynamically generate Command scenarios for the battle to play out! I'll be accepting Geoscape applications during the stream as well, and talking a bit more about the story of the first Geoscape campaign.

Please join us this Saturday, 11:00 AM PST!

I dig the idea of a dynamic campaign for command, have you thought of doing a single player version?  Could you play the MP version of Geoscape like a solitare board game ?  Will the command senarios generated by geoscape have an AI so you could just play the senarios in SP ?

Even if you don't support SP, it's still a great project your working on.  Definitely made me put command on the list of purchases some time this year.  I was going to pass on it all together cause of the price.

I initially programmed a singleplayer version during the Command beta: http://baloogancampaign.com/baloogan-campaign/

Didn't work too well, and WWIII is just too much for a single person to play.  :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 14, 2014, 03:29:27 AM
Trifecta: Command wins the Usenet Wargame of the Year award
http://www.warfaresims.com/?p=2183
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on January 14, 2014, 01:23:04 PM
FYI I was able to pick up a boxed copy of command on amazon wich was being sold from matrix.  The price was the same as buying it on the matrix site but you don't get the instant download feature.  The reason this was a score was that I was able to use an amazon gift card and Amex reward points which enabled me to get a $100 game for 25 bucks.  If I was matrix I'd put the whole catalog on amazon.  Could bridge the gap for some of us stingy wargamers spoiled by the age of steam and gamersgate sales.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on January 14, 2014, 02:26:56 PM
This game scares me off because I have no knowledge whatsoever of modern naval warfare and all the various planes, ships and weapons systems in this game. But I must say....I can't remember when a new release game thread has run this long and with over 70 pages of posts.....there must be something special about this game for this thread to still be active.  Most new release game threads run their course after a few weeks when people move on to yet another new game or back to an older one. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on January 14, 2014, 02:48:55 PM
I keep blowing up whales with my torpedoes off the coast of Spain in Canary's Cage.  Bad sonar-man!  BAD!

(I wish they'd let you pre-select your aircraft load-outs at the beginning of each mission.  It feels like the mission makers go out of their way to ensure that you have exactly what you don't want or need at the start of each scenario.)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 14, 2014, 03:08:36 PM
Quote from: Silent Disapproval Robot on January 14, 2014, 02:48:55 PM
(I wish they'd let you pre-select your aircraft load-outs at the beginning of each mission.  It feels like the mission makers go out of their way to ensure that you have exactly what you don't want or need at the start of each scenario.)

Thanks, added on our stack.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 16, 2014, 09:02:34 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep18.jpg&hash=69be9cb8155ae7310398126e70977c1fd92fa352) (http://baloogancampaign.com)

Hey all! This Saturday I'll be showing you how to apply mount, weapon record and sensor modifications to your ships, submarines, facilities, and aircraft in Command! I will cover things like mounting the new LRASM, or sticking anti ballistic missile lasers on your F-16! Join us on Saturday, January 18th at 11:00 AM PST and lets make a container ship the most dangerous ship afloat!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on January 17, 2014, 03:23:14 AM
Quote from: Baloogan on January 16, 2014, 09:02:34 PM
or sticking anti ballistic missile lasers on your F-16! Join us on Saturday, January 18th at 11:00 AM PST

...we need that laser to take down the Chinese WU-14 hyperspeed 'object' from the news ;)
knowing COMANO i would not be surprised if that WU-14 is already in the database ;D

Dimitirs, Congrats! to all the new welldeserved prizes :)
Now please give the land component a little love in future updates (or even a payed Addon) turning it into Command Air/Naval/(and Ground) Ops and it will be 'The One and for All ! theatersized interlinked modern warfare Simulation'  :)   
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 17, 2014, 12:03:09 PM
Are nuclear weapons modeled in this game? Tridents and tomahawks? ICBMs?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on January 17, 2014, 01:28:34 PM
Yes they are!   8)
you might browse through some of Baloogans vids over at YT to see them put into action   
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 17, 2014, 01:46:05 PM
MIRVs and ABMs too :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 17, 2014, 02:41:44 PM
ABM Lasers also! Nuke bombs! Nuke torps! Nuke depth charges! Nuke cruise missiles! Nukes, from Little Boy and Fat Man all the way to sats to detect ICBMs in their launch phase!

Soviets really liked nuke tipped anti ship missiles : )
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 17, 2014, 03:20:40 PM
Quote from: Baloogan on January 17, 2014, 02:41:44 PM
ABM Lasers also! Nuke bombs! Nuke torps! Nuke depth charges! Nuke cruise missiles! Nukes, from Little Boy and Fat Man all the way to sats to detect ICBMs in their launch phase!

Soviets really liked nuke tipped anti ship missiles : )

You forgot nuclear tipped air-to-air missiles!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 17, 2014, 03:21:34 PM
Ahaha! I wonder how in the world I forgot those... :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on January 17, 2014, 03:49:07 PM
you've got to love the Cold War. Those crazy bastards put nukes on everything. Mortars, bazookas, briefcases, WTF!?!?!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on January 17, 2014, 04:50:45 PM
Quote from: Jarhead0331 on January 17, 2014, 03:49:07 PM
you've got to love the Cold War. Those crazy bastards put nukes on everything. Mortars, bazookas, briefcases, WTF!?!?!

Mortars and bazookas? What was the thinking there? Did either side get tac-nukes down to a blast radius that would be inside a mortar or bazooka firing range, or are these fairly strange suicide devices?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on January 17, 2014, 05:00:13 PM
Quote from: skeptical.platypus on January 17, 2014, 04:50:45 PM
Quote from: Jarhead0331 on January 17, 2014, 03:49:07 PM
you've got to love the Cold War. Those crazy bastards put nukes on everything. Mortars, bazookas, briefcases, WTF!?!?!

Mortars and bazookas? What was the thinking there? Did either side get tac-nukes down to a blast radius that would be inside a mortar or bazooka firing range, or are these fairly strange suicide devices?

http://en.wikipedia.org/wiki/Davy_Crockett_%28nuclear_device%29 (http://en.wikipedia.org/wiki/Davy_Crockett_%28nuclear_device%29)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on January 17, 2014, 05:33:04 PM
Quote from: Jarhead0331 on January 17, 2014, 05:00:13 PM
Quote from: skeptical.platypus on January 17, 2014, 04:50:45 PM
Quote from: Jarhead0331 on January 17, 2014, 03:49:07 PM
you've got to love the Cold War. Those crazy bastards put nukes on everything. Mortars, bazookas, briefcases, WTF!?!?!

Mortars and bazookas? What was the thinking there? Did either side get tac-nukes down to a blast radius that would be inside a mortar or bazooka firing range, or are these fairly strange suicide devices?

http://en.wikipedia.org/wiki/Davy_Crockett_%28nuclear_device%29 (http://en.wikipedia.org/wiki/Davy_Crockett_%28nuclear_device%29)

Wow, I had no idea we got blast radii down to 500 feet.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 18, 2014, 01:48:49 PM
Streaming right now : )
http://baloogancampaign.com
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 18, 2014, 02:29:37 PM
I would love to get into a limited nuclear exchange and then fight some conventional battles with what's left
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 18, 2014, 05:47:15 PM
Quote from: mikeck on January 18, 2014, 02:29:37 PM
I would love to get into a limited nuclear exchange and then fight some conventional battles with what's left

1950s kit is great for that : ) I've been working on a 1950s alternate history where huge nuclear naval confrontations between the USSR and Allied forces occur.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 18, 2014, 06:22:33 PM
I  am reading a book called "arc light" about a limited nuclear exchange between the US and Russia in 1993. A conventional war follows. Would love some modern scenarios where I have to send B1-b strikes against soviet airbases or carrier borne nuclear strikes against Russian naval bases...plus a few ICBM strikes against Russian bases
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 18, 2014, 06:23:22 PM
Make them  :D . The tools are all right there!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 18, 2014, 07:37:13 PM
Yeah, I tried before...didn't come out well trying to get the enemy script down. I'm not good at that stuff. That's why I buy games with scenarios!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 18, 2014, 07:57:51 PM
Quote from: skeptical.platypus on January 17, 2014, 05:33:04 PM

Wow, I had no idea we got blast radii down to 500 feet.

lethal rad dosage at 500 feet.  the blast radius was a bit bigger.  ;)
Quoteinstantly lethal radiation dosage (in excess of 10,000 rem) within 500 feet (150 m), and a probably fatal dose (around 600 rem) within a quarter mile (400 m)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 18, 2014, 09:16:53 PM
Well, in loving this book so I am bound and determined to create a seaborne nuclear strike. I know there are some soviet bases already put together . Can anyone recommend one of baloogans scenario videos that might be most relevant to help me?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on January 18, 2014, 10:44:29 PM
Quote from: GDS_Starfury on January 18, 2014, 07:57:51 PM
Quote from: skeptical.platypus on January 17, 2014, 05:33:04 PM

Wow, I had no idea we got blast radii down to 500 feet.

lethal rad dosage at 500 feet.  the blast radius was a bit bigger.  ;)
Quoteinstantly lethal radiation dosage (in excess of 10,000 rem) within 500 feet (150 m), and a probably fatal dose (around 600 rem) within a quarter mile (400 m)

It's still a heck of a lot more tactical than I had ever assumed, and while "survivability" is a very loose concept in a nuclear war that manages to get to the part where you are tossing freaking nuclear softballs at each other, it doesn't appear that the Davy Crockett was certainly a suicide weapon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 18, 2014, 10:50:53 PM
unless youre the Army grunt told to hold the bend in the road 200 meters away from your firing position in your jeep.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on January 19, 2014, 03:18:25 AM
Quote from: mikeck on January 18, 2014, 09:16:53 PM
Well, in loving this book so I am bound and determined to create a seaborne nuclear strike. I know there are some soviet bases already put together . Can anyone recommend one of baloogans scenario videos that might be most relevant to help me?

I think episode 5 or 6 covers the whole building a scenario from scratch
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on January 19, 2014, 03:34:14 AM
Quote from: mikeck on January 18, 2014, 02:29:37 PM
I would love to get into a limited nuclear exchange and then fight some conventional battles with what's left

check out Flashpoint Campaigns: Red Storm  ;D
(there is the blast and after effect of aprox. 1kt tactical nukes, lasting and non lasting chems on the battlefield in the late 80ies)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 19, 2014, 11:19:39 AM
I have that too...looking for more naval and strategic warfare. I will check out. Baloogans episodes 5 and 6. I built a scenario before but if wasn't very fun.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 19, 2014, 11:20:37 AM
Quote from: GDS_Starfury on January 18, 2014, 10:50:53 PM
unless youre the Army grunt told to hold the bend in the road 200 meters away from your firing position in your jeep.

Is does seem like in the 1950's they were trying to put nukes on everything
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on January 19, 2014, 11:37:45 AM
Quote from: mikeck on January 19, 2014, 11:20:37 AM

Is does seem like in the 1950's they were trying to put nukes on everything

You're not kidding. They even wanted a nuclear powered bomber (http://en.wikipedia.org/wiki/Nuclear_aircraft) to carry the nukes:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2Fthumb%2F1%2F1a%2FNB-36H_front_section.jpg%2F1024px-NB-36H_front_section.jpg&hash=a548160408a3565d7e0f50033dc440f92600c12e)

(Note: the a/c shown merely carried a reactor in the bomb bay to test shielding. The XB-60 was the most likely candidate to be actually nuke-powered.)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on January 21, 2014, 10:15:42 AM
Arc Light is a great book. Lots of fertile territory there for scenarios.  The Nuclear exchange at the beginning of the book goes much worse for the Russians than the US, opening up all sorts of possibilities.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 21, 2014, 12:39:46 PM
I just like the idea of trying to continue the conventional war after a nuclear exchange.
Life goes on so- to- speak
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 21, 2014, 12:42:55 PM
Quote from: mikeck on January 21, 2014, 12:39:46 PM
I just like the idea of trying to continue the conventional war after a nuclear exchange.
Life goes on so- to- speak
Me too, that is something I'm fascinated with as well. Post nuclear exchange; large or small; and the combat operations that occur after that event. Logistics and resupply becomes very difficult!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 21, 2014, 01:13:49 PM
Yep... Shipboard nukes take out Russian naval base and airbase meanwhile the Russians try to scramble together what they have left to take out the American aircraft carrier and accompanying ships that kind of thing ... Including attempting to use their own nuclear cruise missiles against the carrier
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 23, 2014, 07:09:56 AM
Please take a look at my online command database!


Can anyone guess which aircraft this is?
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRsDMjZP.png&hash=23faa22890fac8faf659fcacd959da7b1cd8ff14)

Answer: http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=2282



All ships: http://wiki.baloogancampaign.com/index.php/DataShip
All aircraft: http://wiki.baloogancampaign.com/index.php/DataAircraft


Fencer http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=1010
Tornado http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=1122
Burke http://wiki.baloogancampaign.com/index.php/DataShip?ID=438
Wasp http://wiki.baloogancampaign.com/index.php/DataShip?ID=1087


Still have to do ship magazines, and airfacilities, subs, land units and weapons but its on its way! I consider the aircraft display to be complete.

(You can click on the image to expand it)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on January 23, 2014, 03:49:55 PM
^

By the looks of it I'd say it's an AC-130 Spectre gunship.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 23, 2014, 04:20:47 PM
Yup! 100% Correct!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 23, 2014, 09:53:36 PM
Yeah, not many planes carry 105 mm howitzers and 40mm bofors.

So...you can "upload this" into the database and use it in a hand made scenario? Cool.

You know Baloogan, you could do God's work producing some bad ass NATO v WP, US v Russia and US v China scenarios for the community collection. A MEF landing to take back Iceland.... A limited tactical nuke exchange over the South China Sea as the US and China duke it out, etc
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 23, 2014, 10:13:46 PM
Well, the tricky part about making a scenario is setting up the AI. Avoiding setting up the AI for scenarios is one of the reasons why I made Joint Command, my multiplayer plugin for Command. I figured I'd cheat a little and just have a human be my opponent rather than work to set up a suitably clever AI. :D

Plus, I'm a tool-maker, not a story-teller. Its just my nature to build tools, rather than create scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 23, 2014, 10:38:28 PM
use RSR or any number of tabletop Harpoon scenerios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 24, 2014, 12:22:34 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep19.jpg&hash=23fcc4b3b0054f065f0beab256a1add972550518) (http://baloogancampaign.com)

This Saturday I'll be covering modern land combat! Putin has decided to 'assist' the Ukranian government in pacifying Kiev! Europe has decided to get involved in protecting the pro-EU protesters! Let us take a look at how Command treats Land Combat and what sort of effect an A-10 has on T-80s!!

Plus: take a look at the new Online Database Viewer! MRK Nanuchka III (http://wiki.baloogancampaign.com/index.php/DataShip?ID=68)
Aircraft Index (http://wiki.baloogancampaign.com/index.php/DataAircraft)
Ship Index (http://wiki.baloogancampaign.com/index.php/DataShip)

Please join us on the 25th! 11:00 AM PST!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on January 24, 2014, 02:17:05 AM
Land combat is broken because ammo stores are so little and there's no way to replenish the units. A quick land battle is OK but battles that last hours / days are not enjoyable. Land units stop fighting because of lack of ammo.

I've been out of the scene for too long already. Did they fix this limitation?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 24, 2014, 04:04:16 AM
Hi jomni,

This is a fair point. Land combat in Command suffers from two main weaknesses at the moment:

1) As you pointed out, ground units currently are not replenished by outside units (you can, however, group an ammo vehicle together with e.g. a tank platoon and if it has suitable ammo it will provide it to them).

2) Because the engine is geared towards air/naval warfare, units in contact with the enemy fire as fast as their guns/launchers/etc. allow. This is very often the case in air/naval combat but very rarely in land combat. In the latter much of the time is spent under cover, trying to precisely locate the enemy (who is also under cover most of the time) in order to fire, sprinting between cover points, suppressed because of enemy bombardment etc. Open-plain shootouts like 73-Easting are fun but are the exception rather than the rule.

We have been discussing options for resolving both these deficiencies both in the short and longer-term. If you can, drop by at Baloogan's Jabbr chat room (https://jabbr.net/#/rooms/baloogan). Lots of good ideas floating around.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 24, 2014, 04:05:16 AM
Quote from: jomni on January 24, 2014, 02:17:05 AM
Land combat is broken because ammo stores are so little and there's no way to replenish the units. A quick land battle is OK but battles that last hours / days are not enjoyable. Land units stop fighting because of lack of ammo.

I've been out of the scene for too long already. Did they fix this limitation?

Land unit replenishment works! : ) Just have to fill your ammo trucks with the right ammo!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 24, 2014, 04:05:57 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjGqo9yj.png&hash=6baba71f1a387b122b565ac0d298cd6524425d07)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)


Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 25, 2014, 01:51:11 PM
Streaming live right now! http://baloogancampaign.com
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 25, 2014, 04:34:06 PM
Quote from: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)

have you put together like a US Nimitz class carrier that already has all of the aircraft on it? I see you to have the ship itself with all the sensors but what I'm trying to avoid is having to put together a aircraft battle group and having to put each and every aircraft on the ship has an hourly been done somewhere that you know of?

I want to throw together a Nimitz class ship, Ticonderoga's and a submarine but trying to find out how many of each type of aircraft go on the ship is just a pain...would be easier if I could just going to the database pick a ship pick a Ticonderoga pick a carrier and place them on the map in the same way that I grab a "base" and place it on the map (already included SAMs and such)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 25, 2014, 05:04:13 PM
Quote from: mikeck on January 25, 2014, 04:34:06 PM
Quote from: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)

have you put together like a US Nimitz class carrier that already has all of the aircraft on it? I see you to have the ship itself with all the sensors but what I'm trying to avoid is having to put together a aircraft battle group and having to put each and every aircraft on the ship has an hourly been done somewhere that you know of?

I want to throw together a Nimitz class ship, Ticonderoga's and a submarine but trying to find out how many of each type of aircraft go on the ship is just a pain...would be easier if I could just going to the database pick a ship pick a Ticonderoga pick a carrier and place them on the map in the same way that I grab a "base" and place it on the map (already included SAMs and such)


Kushan has done all that for us! :) http://www.matrixgames.com/forums/tm.asp?m=3466348
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on January 25, 2014, 05:50:33 PM
Quote from: Baloogan on January 23, 2014, 07:09:56 AM
Please take a look at my online command database!


Can anyone guess which aircraft this is?
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRsDMjZP.png&hash=23faa22890fac8faf659fcacd959da7b1cd8ff14)

Answer: http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=2282



All ships: http://wiki.baloogancampaign.com/index.php/DataShip
All aircraft: http://wiki.baloogancampaign.com/index.php/DataAircraft


Fencer http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=1010
Tornado http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=1122
Burke http://wiki.baloogancampaign.com/index.php/DataShip?ID=438
Wasp http://wiki.baloogancampaign.com/index.php/DataShip?ID=1087


Still have to do ship magazines, and airfacilities, subs, land units and weapons but its on its way! I consider the aircraft display to be complete.

(You can click on the image to expand it)

Shouldn't the Vulcans have the highest rate of fire?

EDIT: NM, I see that the Vulcan fires 100 rounds per cycle to the Bofor's 2 rounds.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 25, 2014, 05:52:53 PM
its a gatling howitzer!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 25, 2014, 05:55:00 PM
They do. In fast-firing guns, the ROF values represent the time lapse between *bursts*, not individual shots. So e.g. the Vulcan spews out a 100-round burst at very high speed, then stops for 5 seconds to cool down, then can fire the next burst.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 25, 2014, 11:02:45 PM
the idea of a gatling howitzer is a lot more gooder.  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 25, 2014, 11:03:56 PM
this thought just crossed my mind.
is there a way to model the USAF 747 airborne laser?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 26, 2014, 12:02:17 AM
http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=718

I also shot down some ICBMs during one of my episodes with this. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on January 26, 2014, 12:14:33 AM
this is pretty much the first game Im getting when my dead pc is rebuilt.  good show!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 26, 2014, 01:40:03 PM
By the way, if you were looking for a good book to go along with your command air and naval gameplaying experience I highly recommend Arclight. It starts out with a brief nuclear exchange between United States and Russia around 1996...which is limited but it then turns into a series of conventional military attacks between the two countries around the world
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 27, 2014, 05:13:59 PM
Quote from: mikeck on January 26, 2014, 01:40:03 PM
By the way, if you were looking for a good book to go along with your command air and naval gameplaying experience I highly recommend Arclight. It starts out with a brief nuclear exchange between United States and Russia around 1996...which is limited but it then turns into a series of conventional military attacks between the two countries around the world

Thanks mikeck. Picked it up yesterday afternoon when I got home form work and haven't been able to put it down. According to my kindle I have about 15% of the book left.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 27, 2014, 08:47:35 PM
It's a good one. I plan on starting "Armageddons song" trilogy next then black effect

Unfortunately, there just are not a whole lot of modern techno-war thrillers with a lot of naval action outide of Red Storm rising. I am enjoying arclight because although there is some questionable editing (like one character complaining that Army personnel are too undisciplined to fire an m-16 on single shot so they fire full auto ... Ignoring that the M-16a2 used at that time didn't fire full auto and that army infantry are perfectly capable of firing single shots) the book does an interesting job describing the challenges of fighting a conventional was after a nuclear exchange.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on January 27, 2014, 10:38:19 PM
The Black Effect was good.  Not a lot of naval combat though.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on January 28, 2014, 04:23:19 AM
Quote from: mikeck on January 27, 2014, 08:47:35 PM
It's a good one. I plan on starting "Armageddons song" trilogy next then black effect

Unfortunately, there just are not a whole lot of modern techno-war thrillers with a lot of naval action outide of Red Storm rising. I am enjoying arclight because although there is some questionable editing (like one character complaining that Army personnel are too undisciplined to fire an m-16 on single shot so they fire full auto ... Ignoring that the M-16a2 used at that time didn't fire full auto and that army infantry are perfectly capable of firing single shots) the book does an interesting job describing the challenges of fighting a conventional was after a nuclear exchange.

bought on amazon to inspire creating some similar scenarios in the game
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 28, 2014, 01:15:50 PM
Quote from: Baloogan on January 25, 2014, 05:04:13 PM
Quote from: mikeck on January 25, 2014, 04:34:06 PM
Quote from: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)

have you put together like a US Nimitz class carrier that already has all of the aircraft on it? I see you to have the ship itself with all the sensors but what I'm trying to avoid is having to put together a aircraft battle group and having to put each and every aircraft on the ship has an hourly been done somewhere that you know of?

I want to throw together a Nimitz class ship, Ticonderoga's and a submarine but trying to find out how many of each type of aircraft go on the ship is just a pain...would be easier if I could just going to the database pick a ship pick a Ticonderoga pick a carrier and place them on the map in the same way that I grab a "base" and place it on the map (already included SAMs and such)


Kushan has done all that for us! :) http://www.matrixgames.com/forums/tm.asp?m=3466348
.

I saw that. But didn't think it included aircraft
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 28, 2014, 01:17:19 PM
Quote from: mikeck on January 28, 2014, 01:15:50 PM
Quote from: Baloogan on January 25, 2014, 05:04:13 PM
Quote from: mikeck on January 25, 2014, 04:34:06 PM
Quote from: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)

have you put together like a US Nimitz class carrier that already has all of the aircraft on it? I see you to have the ship itself with all the sensors but what I'm trying to avoid is having to put together a aircraft battle group and having to put each and every aircraft on the ship has an hourly been done somewhere that you know of?

I want to throw together a Nimitz class ship, Ticonderoga's and a submarine but trying to find out how many of each type of aircraft go on the ship is just a pain...would be easier if I could just going to the database pick a ship pick a Ticonderoga pick a carrier and place them on the map in the same way that I grab a "base" and place it on the map (already included SAMs and such)


Kushan has done all that for us! :) http://www.matrixgames.com/forums/tm.asp?m=3466348
.

I saw that. But didn't think it included aircraft

It include the carrier, it's air wing, and it's escorting cruisers and destroyer squadron.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 28, 2014, 02:23:36 PM
Quote from: Kushan on January 28, 2014, 01:17:19 PM
Quote from: mikeck on January 28, 2014, 01:15:50 PM
Quote from: Baloogan on January 25, 2014, 05:04:13 PM
Quote from: mikeck on January 25, 2014, 04:34:06 PM
Quote from: Baloogan on January 24, 2014, 11:52:36 AM
Links to my database viewer :D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FpP6txse.png&hash=4e3c9fe677f251cde0d5572c979bc4ea4ae38f47) (http://wiki.baloogancampaign.com/index.php/DataAircraft)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYplU8SN.png&hash=52fb78b25ebdecbc3471a3ca82c2ee94b321c5ee) (http://wiki.baloogancampaign.com/index.php/DataShip)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FjhUQtTC.png&hash=46318d8d95318264c8342b2f386ff6da13b105b4) (http://wiki.baloogancampaign.com/index.php/DataSubmarine)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtzrOllR.png&hash=cebe10bc2641f84cd2441fc3972a20c46d813f28) (http://wiki.baloogancampaign.com/index.php/DataFacility)

have you put together like a US Nimitz class carrier that already has all of the aircraft on it? I see you to have the ship itself with all the sensors but what I'm trying to avoid is having to put together a aircraft battle group and having to put each and every aircraft on the ship has an hourly been done somewhere that you know of?

I want to throw together a Nimitz class ship, Ticonderoga's and a submarine but trying to find out how many of each type of aircraft go on the ship is just a pain...would be easier if I could just going to the database pick a ship pick a Ticonderoga pick a carrier and place them on the map in the same way that I grab a "base" and place it on the map (already included SAMs and such)


Kushan has done all that for us! :) http://www.matrixgames.com/forums/tm.asp?m=3466348
.

I saw that. But didn't think it included aircraft

It include the carrier, it's air wing, and it's escorting cruisers and destroyer squadron.

Awesome!!! Well done... Of I go
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 28, 2014, 05:56:48 PM
Kushan, I downloaded your set up battle groups but can't figure out how to get them onto the map for my scenario. Here is my post at matrix:

Ok, I'm confused. I placed the file where it supposed to go when I create a new scenario is when I am running into problems. Normally if I want to place a ship on the map I simply click on editor then go down to "add unit" go to whatever type of unit I want, select it, and then click on the map and it appears at that location, However with the carrier battle groups I have to click on editor, drop down to "import export" highlight that and then import the carrier battle group. I find it and I selected and it says "successfully imported" but it doesn't appear on the scenario map...so my question is how do I get that successfully imported carrier battle group to appear somewhere on the map?

I don't see anything that allows me to select it and place it off the coast of Iceland or wherever my hypothetical scenarios is whereas with individual ships, I just "add u
nit", "select unit" and click on the map.

(in reply to trismidt)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 28, 2014, 09:54:48 PM
Quote from: mikeck on January 28, 2014, 05:56:48 PM
Kushan, I downloaded your set up battle groups but can't figure out how to get them onto the map for my scenario. Here is my post at matrix:

Ok, I'm confused. I placed the file where it supposed to go when I create a new scenario is when I am running into problems. Normally if I want to place a ship on the map I simply click on editor then go down to "add unit" go to whatever type of unit I want, select it, and then click on the map and it appears at that location, However with the carrier battle groups I have to click on editor, drop down to "import export" highlight that and then import the carrier battle group. I find it and I selected and it says "successfully imported" but it doesn't appear on the scenario map...so my question is how do I get that successfully imported carrier battle group to appear somewhere on the map?

I don't see anything that allows me to select it and place it off the coast of Iceland or wherever my hypothetical scenarios is whereas with individual ships, I just "add u
nit", "select unit" and click on the map.

(in reply to trismidt)

In order to use an import file, you need to go to the editor drop down menu, import/export units tab, and select load uits/groups from file. Unlike normal ships/aircraft/facility placement, imports are not placed like normal units. They get dropped in wherever the person who created it had it set up to. The carrier will get dropped in near the carrier current homeport. You can use the move command ("m" key) to move it anywhere you like after that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 28, 2014, 10:34:21 PM
Ok, so if I select the Nimitz battle group and import it, it will appear at the Norfolk naval air station. Do i have to have placed the Norfolk naval base on the map to begin with?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 28, 2014, 11:00:32 PM
Quote from: mikeck on January 28, 2014, 10:34:21 PM
Ok, so if I select the Nimitz battle group and import it, it will appear at the Norfolk naval air station. Do i have to have placed the Norfolk naval base on the map to begin with?

Yea, the Nimitz will drop in close to Norfolk. No you don't need to have the actual facility on the map. It was just a convenient way of sorting the strike groups. At one point the scenario file I use had the groups all spread throughout the Atlantic and it was getting a bit confusing. An import file is just group of units that have been saved out as one file. You could (its probably already there) build a Norfolk NAS import, down to each individual runway, runway access point, pier, etc.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on January 29, 2014, 04:20:01 AM
Thanks for the heads up about ammo trucks. Then focusing on taking out the ammo supply is a neat tactic.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on January 29, 2014, 06:03:29 PM
Worked...thank you
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 31, 2014, 02:48:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep20.jpg&hash=175012090dbf43df5e13c5d3cfca629d7c35f742) (http://baloogancampaign.com)

This week's episode will focus on submarine combat! We shall be destroying hostile 'boomer' subs, other attack subs, setting up attacks on surface action groups and destroying entire soviet air regiments all from the safety of periscope depth!

How can a submarine destroy aircraft? We will execute a time on target attack to destroy rearming soviet air regiments while they sit on the tarmac! You might remember this scene from Red Storm Rising, where a daring attack on an airbase from submarines results in the crippling of the air wing of the northern soviet fleet!

Please join us on Saturday! At 11:00 AM PST.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 01, 2014, 01:35:43 PM
Stream is up live at http://baloogancampaign.com !
Going to take a in depth (hah) look at modern submarine warfare!
Plus I'll be taking a look at my online database viewer!
Please join us, stream is live now!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 03, 2014, 08:52:33 PM
Quote from: Kushan on January 28, 2014, 11:00:32 PM
Quote from: mikeck on January 28, 2014, 10:34:21 PM
Ok, so if I select the Nimitz battle group and import it, it will appear at the Norfolk naval air station. Do i have to have placed the Norfolk naval base on the map to begin with?

Yea, the Nimitz will drop in close to Norfolk. No you don't need to have the actual facility on the map. It was just a convenient way of sorting the strike groups. At one point the scenario file I use had the groups all spread throughout the Atlantic and it was getting a bit confusing. An import file is just group of units that have been saved out as one file. You could (its probably already there) build a Norfolk NAS import, down to each individual runway, runway access point, pier, etc.

Ok, I got Nimitz to appear ( outside of Seattle) now how-using the editor) do I "move it" to where I want it? Do I have to start the game and plot a cores with time accel? Had to be an easier way??
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 03, 2014, 09:12:38 PM
Quote from: mikeck on February 03, 2014, 08:52:33 PM
Quote from: Kushan on January 28, 2014, 11:00:32 PM
Quote from: mikeck on January 28, 2014, 10:34:21 PM
Ok, so if I select the Nimitz battle group and import it, it will appear at the Norfolk naval air station. Do i have to have placed the Norfolk naval base on the map to begin with?

Yea, the Nimitz will drop in close to Norfolk. No you don't need to have the actual facility on the map. It was just a convenient way of sorting the strike groups. At one point the scenario file I use had the groups all spread throughout the Atlantic and it was getting a bit confusing. An import file is just group of units that have been saved out as one file. You could (its probably already there) build a Norfolk NAS import, down to each individual runway, runway access point, pier, etc.

Ok, I got Nimitz to appear ( outside of Seattle) now how-using the editor) do I "move it" to where I want it? Do I have to start the game and plot a cores with time accel? Had to be an easier way??

Select it, then press "m" then click where you want it to move to. If you just want to move an individual unit (adjust a group formation ,etc.), you can switch between group and unit view modes with the numpad 9 key.

Baloogan has a complete list of all the shortcut keys

http://baloogancampaign.com/command-documentation/command-keyboard-shortcuts/ (http://baloogancampaign.com/command-documentation/command-keyboard-shortcuts/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 05, 2014, 12:25:54 PM
Thanks not trying to be a pain but I have a lot of difficulty navigating beloogans videos trying to tell which video is which
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 05, 2014, 12:30:30 PM
He's not making it easy by having so many :D

Feel free to ask any other questions either here or on the Matrix forum.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 05, 2014, 05:35:06 PM
Quote from: mikeck on February 05, 2014, 12:25:54 PM
Thanks not trying to be a pain but I have a lot of difficulty navigating beloogans videos trying to tell which video is which

Heh; sorry about that!
I have an index here: http://baloogancampaign.com/episodes/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 05, 2014, 05:58:16 PM
Lol...not your fault. It's just that you area king these videos for thousands of people,..not me individually. So sometimes you skip a step or go quickly through something I am un familiar with. Your videos are great
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 05, 2014, 06:17:59 PM
:)


Just checked my uploaded video count; I'm at 180 videos uploaded... That is quite a few! Certainly doesn't feel like I uploaded 180 videos heh : )

Is there a topic you would like to see me cover on this coming Saturday? After 20 episodes I'm starting to run out of ideas : )

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 05, 2014, 08:34:56 PM
What you ought to do is put together a bad ass campaign or some scenarios. A series of scenarios based on a. Southeast Asia conflict .... Japan v China over the islands or something
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 05, 2014, 08:37:50 PM
!! :)

I have!! http://wiki.baloogancampaign.com/index.php/Geoscape_2008_Campaign

I'm writing a piece of software called Geoscape: http://baloogancampaign.com/command-plugins/geoscape/ which keeps track of 10s of thousands of units.


Here, let me copy paste a post I made elsewhere about this :)

Geoscape is a multiplayer campaign plugin for Command. You set up a Geoscape game by importing 100s of Command scenarios, which then exist entirely in Geoscape. In Geoscape you can give simple orders to formations of your units, for example you could tell Carrier Strike Group 7 and a Convoy to move to a waypoint in the Northern Atlantic. Your opponents would tell their soviet submarines to move to waypoints as well, using recon assets to try to set up an interception on your CARSTRKGRU. When Geoscape detects that these units would pass within (say) 100nm of each other then Geoscape would generate a Joint Command multiplayer scenario which has the position of all the Units near this interception from Geoscape. The multiplayer scenario would have a duration of 1hr or 6hrs (or something). Then the battle is fought in Joint Command which creates Command scenarios to play multiplayer. After the multiplayer battle is over Geoscape will read back in the status of the units, the amount of munitions expended, who died, etc.

Then, if the battle isn't over, Geoscape will move time forward 6 hours (or however long the mutliplayer battles are set to last for) and generate additional Joint Command scenarios wherever it detects BLUFOR and REDFOR units in close proximity. Plus during these Joint Command scenarios time also passes in Geoscape so you can direct reinforcements to scenarios under way.

Geoscape will also keep track of logisitics and things like "6th Marine Regiment is stored aboard this amphibious assualt ship". I also plan to have a land combat component as well.

The inspiration for Geoscape came from MBX (mail battle experience) games run about a decade ago. Essentially Geoscape and Joint Command are plugins designed to make running an MBX game much less painful; as well as allow the players to take charge of their own units during combat.

I also take inspiration for Geoscape from War in the Pacific.

I wrote a singleplayer version of this about 4 months ago called "Baloogan Campaign" which I've kept a few screenshots of here: http://baloogancampaign.com/baloogan-campaign/ Geoscape is a multiplayer rewrite of Baloogan Campaign.

Myself and a few other guys are working on researching Orders of Battle for Geoscape campaigns; there are two campaigns planned one set in the western pacific 2008 which takes quite a few ques from a Tom Clancy book. And then next one (4-5 months down the line) set in Europe, 1988!

Ultimately I want to simulate a multiplayer World War 3 with full attention to detail and logistics. I shall achieve this via creating a multiplayer plugin for Command (already done
) and then creating a multiplayer campaign plugin for Command. Geoscape sits firmly on top of Joint Command, the only way munitions are spent will be via Command. Geoscape will move units around and detect when they might get close to each other, then send the resulting possible interceptions to Joint Command who then creates Command scenarios in a way which facilitates multiplayer gameplay. Then Command simulates the actual combat! After a Joint Command match is complete the surviving units and their states (munitions expended, fuel expended, damage, etc) is read back into Geoscape!



We are looking for more players!

BLUFOR Roster: http://wiki.baloogancampaign.com/index.php?title=Special:ListUsers&group=Geoscape_08_BLUFOR
REDFOR Roster: http://wiki.baloogancampaign.com/index.php?title=Special:ListUsers&group=Geoscape_08_REDFOR
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on February 06, 2014, 01:11:53 PM
Just got command and got it installed on my main gaming rig.  This is on beefy computer that I use for Dcs world and it has 4 monitors that can be used for command as well.  The game looks great when I fire it up on all displays, it's like my room becomes NORAD. 
  I down loaded the latest beta 488 build and all the db viewer stuff, fired up the Malvinas senario and had a freeze after 10 min of play.  Might be an issue with the beta build.  I'll switch to my laptop which has the basic 1.02 version until that gets sorted.  No biggie I don't even know what I'm doing yet, still tinkering and learning.
I installed the balloogan campaign to take a look, installed seamlessly but looks like you need a login / password to run it.  Not that I'm ready for multiplayer but I'm just checking things out and exploring the potential.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 06, 2014, 04:00:23 PM
Quote from: Skoop on February 06, 2014, 01:11:53 PM
Just got command and got it installed on my main gaming rig.  This is on beefy computer that I us for Dcs world and it has 4 monitors that can be used for command as well.  The game looks great when I fire it up on all displays, it's like my room becomes NORAD. 
  I down loaded the latest beta 488 build and all the db viewer stuff, fired up the Malvinas senario and had a freeze after 10 min of play.  Might be an issue with the beta build.  I'll switch to my laptop which has the basic 1.02 version until that gets sorted.  No biggie I don't even know what I'm doing yet, still tinkering and learning.
I installed the balloogan campaign to take a look, installed seamlessly but looks like you need a login / password to run it.  Not that I'm ready for multiplayer but I'm just checking things out and exploring the potential.

Welcome to Command! We had reports of a crash bug in B488 and we are looking into it, so you may have had the bad luck to run into it. v1.02 has been reported as very stable so it's not a bad choice until we get this sorted. Let us know how we can help you and if you have any questions. We want you to get the best entertainment and education value out of it.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 06, 2014, 08:47:12 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep21.jpg&hash=5bae3ba358aaf79962fb5c9474e233730f14ae00) (http://baloogancampaign.com)

This Saturday's episode will focus on a plausible counterforce (//http://) strike performed by the USA on China set in 2014. We will infiltrate Chinese airspace with B-2s (http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=496) and B-1s (http://wiki.baloogancampaign.com/index.php/DataAircraft?ID=2860). Drop some serious ordinance on China's ballistic missiles (http://wiki.baloogancampaign.com/index.php/China_OOB_Current) some of which can hit the continental USA as well as set up Anti Ballistic Missile defenses around our allies, South Korea and Japan.
This will be a pretty violent episode!

Please join us, Saturday Febuary 8th 11:00 AM PST for the End of the World! Or ... at least of China's long range ballistic missile program.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 06, 2014, 09:07:52 PM
Alright baloogan...definitely watching that one.. There are some serious bad-ass scenarios being put out by fans. This one is an attack on soviet controlled Iceland by a us carrier group and UK support from Red Storm Rising

http://www.matrixgames.com/forums/tm.asp?m=3531834

In 1990, inside the Soviet Republic, hardline Communists within the politburo and military who do not abide President Gorbachev's perestroika and glasnost stage a coup d'état and wrest control of the Soviet power to themselves. Knowing NATO would be quick to react against them and would try to return the former president to power; they unleash the Soviet Navy and ramp up Eastern European Bloc forces. It is the onset of World War III.

NATO, having been taken by surprise by the coup, reacts as quickly as possible but fails to stop the capture of Iceland by the Soviets. With the G-I-UK gap now compromised, the American, Norwegian and British Navies rush to fill the gap with attack subs so as to contain the Soviet forces. With SOSUS out of commission, it is the only way that NATO can keep Soviet Boomers from sailing off their coasts. In France and Germany, the land forces clash and the Europeans desperately cry to the United States for resources. The US Navy 2nd Fleet, hampered by scheduled servicing of its ships, turns its one active carrier, the USS Nimitz, north towards Iceland and the Faroe Islands to project power at the island nation as well as into the Norwegia
n Sea.

Here is another from "the war that never was". It was the huge battle in the eastern med between the soviets/Syrians and the Israelis /us

http://www.matrixgames.com/forums/tm.asp?m=3532968
(Post #14 has the latest version)

This is the first scenario I am working on from the book The War That Never Was. This battle takes place in the eastern Mediterranean Sea at the outbreak of the war. The Soviet Baltic Fleet has broken out into the Aegean and is closing in on a lone US CVBG. Lots of air and surface warfare.


And then South China Sea slides how about US v Vietnam/USSR action at the outbreak of WW3
http://www.matrixgames.com/forums/tm.asp?m=3514752

The basis of the scenario is at its heart a fight between the 3rd Fighter Wing at Clark (with a few added forces) and the 169th Guards Independent Aviation Regiment (Composite) at Cam Ranh Bay for the control of the South China Sea at the outbreak of WW3. I have added the Deus Ex Machina of the 7th Fleet moving forces out of the South China Sea until the base is neutralized for balance and design purposes - I just wanted a fight between the 2 bases. I also added an SR-71 at Anderson just for fu
n.

So happy I don't have to play Brazil vs. Venezuela or India vs Somali pirates!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 07, 2014, 05:02:59 PM
A few more were added as well so you got about five or six new great scenarios to be played this weekend
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 07, 2014, 06:55:01 PM
2 quickies -

1 - in scenario builder can i build a navy for anyone? More to the point is the spanish navy represented in anyway, and if not can i make it?

2 - and to the grogs here, not the game makers, who do you reckon Spain would pull in as allies in a war against UK? Brazil? Argentina?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 07, 2014, 08:30:06 PM
Quote from: undercovergeek on February 07, 2014, 06:55:01 PM
2 quickies -

1 - in scenario builder can i build a navy for anyone? More to the point is the spanish navy represented in anyway, and if not can i make it?

2 - and to the grogs here, not the game makers, who do you reckon Spain would pull in as allies in a war against UK? Brazil? Argentina?

1. http://wiki.baloogancampaign.com/index.php/DataShipList#Spain Spanish navy!

2. The french are a traditional ally for Spain v the UK : ) In fact I wargamed a reimagining of the battle of trafalgar set in 2017 between the UK and the French/Spanish armada! http://baloogancampaign.com/episodes/episode-14-trafalgar-2017/

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 07, 2014, 08:33:13 PM
yeah, i keep meaning to watch your video on that one - France is a bit too close for comfort for me!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 07, 2014, 09:15:46 PM
I suppose the Spanish ally would depend on what the fight is about...But I could see France and Italy. If it's against Brazil or UK, they may also ally with the Argentinians! Maybe a deal where Argentina gets the Malvinas (Falklands) if they assist Spain in its endeavor.

Maybe Spain and Argentina form a close relationship when the two ally to fight Brazil over something (make it up). This new alliance brings them into was with the UK when Argentina attacks the Malvinas and requests Spanish help. Maybe the continental Europeans like France and Spain are less apt to ally with the UK after the UK leaves the EU and joins a new North Atlantic Trading bloc.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 08, 2014, 03:31:19 AM
I was thinking Spain walks into Gibraltar and declares it theirs again and a carrier task force is sent from the UK to go get it back...... under increasing pressure to repatriate or liberate the inhabitants the task force is also attacked by an unexpected ally
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 08, 2014, 01:44:41 PM
Streaming the end of the world right now! 2014 USA Counterforce strike on China! http://baloogancampaign.com
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 09, 2014, 06:27:23 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F1vi6NY7.png&hash=2360237d9c8a1fffa7b4344a15e8a3fe0469f8db) (http://baloogancampaign.com/command-plugins/joint-command/)

Joint Command (http://baloogancampaign.com/command-plugins/joint-command/), the multiplayer plugin for Command has been released!

After a number of months of grueling beta testing and optimization, Joint Command is good to go. JC is out of beta and is ready to be played!

To download any Baloogan Campaign Software you will need the Launcher (http://baloogancampaign.com/baloogan-campaign-launcher/).

Might also be a good idea to take a look at the (slightly outdated) documentation (http://baloogancampaign.com/command-plugins/joint-command/documentation/).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on February 09, 2014, 06:55:33 PM
Baloogan, fwiw, your campaign software is at least a 1/3 of the reason why I want this game. It adds the "story" wrapping that adds, for me, just so much more to a military encounter.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 09, 2014, 07:01:00 PM
Quote from: skeptical.platypus on February 09, 2014, 06:55:33 PM
Baloogan, fwiw, your campaign software is at least a 1/3 of the reason why I want this game. It adds the "story" wrapping that adds, for me, just so much more to a military encounter.

Yeah! You can actually join the Geoscape Campaign without owning Command. Geoscape doesn't need Command to run; you need Command to run the battles, but you could leave the battles to your team mates and focus on the 'big picture'!

If you are interested come by our chat room: https://jabbr.net/#/rooms/baloogan and chat with a few of the team members to see which side you might like to be on!

A bit of information about the campaign is located here: http://wiki.baloogancampaign.com/index.php/Geoscape_2008_Campaign
Also please take a look at a few of our Campaign OOBs!
Indonesia: http://wiki.baloogancampaign.com/index.php/Indonesia_OOB_2008
United States: http://wiki.baloogancampaign.com/index.php/United_States_OOB_2008
Australia: http://wiki.baloogancampaign.com/index.php/Australia_OOB_2008

And even more! All on the wiki: http://wiki.baloogancampaign.com/index.php/Main_Page


I'm using the wiki so the campaign players themselves can edit all of the different pages related to the campaign; and we use the wiki as a clearing house for ideas! Plus we track things like logistics on the wiki.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on February 10, 2014, 09:10:38 AM
I will certainly be checking in to chats and streams and seeking MP opportunities and stuff . . . once I get I the game. Before then, it would be too tempting, lol!

Plus, I've got to read Arclight, which may arrive after Under a Graveyard Sky, and in couple of weeks there's apparently going to be a group of Banished villagers that need an idiot to save them and someone (presumably) cuter than Nefaro asking for a SR5 one-off and the Flashpoint update is gonna drop soon and I'm fairly certain I'd like to see a roman heavy cavalry charge in the snow and TESO has got to finish downloading at some point right?. . .

Jeez, Grogheads. Thanks for filling up my gaming plate.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2014, 06:27:00 AM
Command news of the week: PBEM extension gets out of beta, new Command release, new review: http://www.warfaresims.com/?p=2200
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2014, 06:29:34 AM
Miguel Molina has updated the Command community scenario pack with a new release!
The pack includes 12 brand-new scenarios:

* Albania Airstike, 1984 - Last hurrah of the Italian Starfighters against targets in Albania.
* Battle of Strait of Tiran, 1978 – The Israeli navy & air force must escort ships through the Tiran passage, through determined Egyption attacks.
* Battle of the First Salvo, Eastern Med (The War that Never Was), 1989 - The opening moves of "Round Three" in the Aegean & eastern Med.
* Operation Folgore, 2013 – Italy goes it alone on Libya. Tornados galore.
* Sideshow in the South China Sea, 1985 - WW3 is erupting and all eyes are on CentFront, but the western Pacific is every bit as active.
* Top Gun, 1986 – A recreation of the movie's climatic final air battle.
* Connie and Qatif, 1980 - The Islamic revolution is spreading from Iran to Saudi Arabia. A US carrier group openly assists the local military by striking at an airbase under rebel control.
* Lucid Angel, 1993 – Algeria is thrown into chaos. Several US citizens are detained & tortured by local authorities. A US MAU is tasked with extracting them.
* Oyashio on Patrol, 2014 - An intelligence-gathering patrol into N.Korean waters, with a modern submarine of the Japanese navy.
* Sawfish and the Shower Posse, 2010 - The US coast guard races to catch the leaders of a notorious Jamaican crime ring.
* Red Episodes – No Sandbox No Joy, 1989 - The Kiev task force has to make a hasty retreat from Iceland – depleted of long-range missiles and with a NATO carrier group hot on their heels.
* The Lobster War, 1962 – Brazil and France clash over fishing rights in the Atlantic.

You can download the new scenario pack HERE: http://www.warfaresims.com/?page_id=1876

With this release, the total number of scenarios (official + community) publicly available for Command is now 86!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 12, 2014, 06:52:24 AM
the lobster war??

bring it on

looking good dimitris
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: skeptical.platypus on February 12, 2014, 11:00:48 AM
I pulled the trigger. I imagine I'll be posting a dangerous assortment of inane questions here shortly, so consider yourselves all warned. Seriously, run for the hills. Now. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2014, 11:19:57 AM
Welcome aboard!

Be sure to update to, at the very least v1.02 (through the autorun launcher) and preferably also B490 (http://www.matrixgames.com/forums/tm.asp?m=3542375) to maximize your game's value.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 13, 2014, 06:22:23 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWKjIcJE.png&hash=83aad19bc15d8d0dc12beda43f15ee43cd121da1)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNQauuU0.png&hash=15b0ca530a1edfc0d6896eaa86dc637a59c09967)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F5bpR0SA.png&hash=0d5d139223e495f4f3a7c5d1ec84b52f5376bd00)
Messaging feature added to Joint Command. Anyone can message any battle at any time; I foresee this being especially useful setting up games!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 21, 2014, 04:26:28 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fbaloogan.com%2Fep22.jpg&hash=e8bda3ebd07ba0f99cf4033d3bdc384dfc964fdd) (http://baloogancampaign.com)

Comrades!

As I'm sure you are all aware, there has been a greatly heightened degree of security at Northern Fleet Headquarters these past several weeks, a condition imposed by the General Staff in anticipation of an important, top-secret mission. The nature of that mission can now be revealed.

For the past several months, our finest strategic thinkers, military planners and war colleges have been working out the various possible outcomes of a war between the Soviet Union and NATO --  a war that seems to be more imminent than ever as tensions between East and West increase by the day.

Your mission: simulate encounters between NATO and Soviet air and naval assets to refine your skills; which will be needed in the coming days.

This week the People's Stream will introduce every late cold war scenario released by the Command Community! The stream will be at 11:00 AM PST; on the 22nd of February.

Red Episodes – Stop that Convoy, 1989
Red Episodes – SOS SOSUS, 1989
Red Episodes – Boomer to Sea, 1989
Red Episodes – No Sandbox No Joy, 1989
First Contact, 1986
Duelists, 1989
The Four Horsemen, 1987
Top Gun, 1986
Sideshow in the South China Sea, 1985

Glory to the Revolution!

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 21, 2014, 08:18:04 AM
Commies....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on February 21, 2014, 01:28:03 PM
Quote from: mikeck on February 21, 2014, 08:18:04 AM
Commies....

But it's always fun to run with some of the late Soviet hardware.  Especially when it comes to naval and air units.   :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 21, 2014, 04:41:26 PM
Quote from: Nefaro on February 21, 2014, 01:28:03 PM
Quote from: mikeck on February 21, 2014, 08:18:04 AM
Commies....

But it's always fun to run with some of the late Soviet hardware.  Especially when it comes to naval and air units.   :D

Only when I'm blowing it up!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 22, 2014, 01:38:58 PM
Comrades! Northern Fleet Headquarters streaming now: http://baloogancampaign.com
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 05, 2014, 10:49:38 AM
(https://pbs.twimg.com/media/Bh98iDFCEAAWGkz.jpg) (http://wiki.baloogancampaign.com/index.php/Flashpoint:_Ukraine_2014)

On Saturday, March 8th I'll be presenting a simulation of the situation in Ukraine using Command version 1.03. With me, will be Dimitris Dranidis and Michael Mykytyn of Warfare Sims.

Version 1.03 Changelog (http://baloogancampaign.com/command-documentation/patches/)

Preliminary Ukrainian Crisis order of battle: Flashpoint: Ukraine 2014 (http://wiki.baloogancampaign.com/index.php/Flashpoint:_Ukraine_2014)

Stream starts at 11:00 AM PST.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 08, 2014, 01:45:04 PM

Ukraine 2014 and Command 1.03 stream is currently up!  (http://=http://baloogancampaign.com)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 14, 2014, 02:54:32 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRRImGZs.png&hash=b92f7607bdd4912636936baf13a97f96ccfb79a6) (https://www.youtube.com/watch?v=0kjJ68lnrak&list=UU2F5VVrGfSlZXCxoUppJoWA)

I've whipped up a simple scenario of a possible strike on Crimea by EUCOM and the HW Bush. The objective of the scenario is to destroy the 11th Anti-Submarine Brigade, a S-400 and a Bastion Bn on Crimea.

Please give it a try and tell me what you think! Its my first 'real' scenario. It has AI for the Russians, triggers, events, scoring and a briefing!

Download here! (http://baloogancampaign.com/2014/03/13/crimean-war-episodes-operation-tiger-rifle/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on March 14, 2014, 05:28:10 AM
Baloogan you are always as closes to the world news as it gets  8)

so how about a missing / search for Flight MH370 scenario?  ;)

well, more like an analysis tool: which (military) ground based radar would have seen what  ...and what sonar could  hear a black-box active pinger with transmission power of 160.5dB re 1µPa @ 1m at an acoustic frequency of 37.5kHz  from according ocean bottom depths (wrack-location is placed randomly )  :)

where there  E-2C Hawkeye in the area belonging to a carrier-group? what could they have seen that is not communicated officially cause diplomatic sensitivities between all the nations involved and operating vessels in the AO ...and talking about radar raw data logged could hurt OPSEC and unintended would demonstrate sensor capabilities 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 15, 2014, 08:30:38 PM
Downloaded it (although I had to go to like 5 links to get there)
I will give it a shot tomorrow night. I love these user made campaigns. These are what should have come with the game. Giving credit where it's due however, the devs intentionally made the game so that people could easily create scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 16, 2014, 03:29:56 AM
Quote from: mikeck on March 15, 2014, 08:30:38 PM
I love these user made campaigns. These are what should have come with the game. Giving credit where it's due however, the devs intentionally made the game so that people could easily create scenarios.

"Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime."

:)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on March 16, 2014, 03:41:55 AM
I wish I could follow what you're doing but you've far surpassed my comfort level.  I'm still struggling with the basics of the game and have pretty much given up on it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 16, 2014, 11:17:31 AM
Quote from: Dimitris on March 16, 2014, 03:29:56 AM
Quote from: mikeck on March 15, 2014, 08:30:38 PM
I love these user made campaigns. These are what should have come with the game. Giving credit where it's due however, the devs intentionally made the game so that people could easily create scenarios.

"Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime."

:)

Lol: "charge a man for a fish and he has the right to groan a little"
You guys made a great game...a little touchy in some areas but that's expected in a game this complex.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on March 16, 2014, 12:28:41 PM
Quote from: Silent Disapproval Robot on March 16, 2014, 03:41:55 AM
I wish I could follow what you're doing but you've far surpassed my comfort level.  I'm still struggling with the basics of the game and have pretty much given up on it.

I hear you, I was almost headed that way, but I learn a lot by just jumping in and getting blown up.  For me trial and error is really effective.  Keep messing with tutorials and small scenarios,  the matrix forums for the game has a thread about this as a matter a fact it's titled " starter scenarios".  I would like to see more simple threads on tactics that act as a guide for noobs.  There's all kinds of YouTube stuff out there, but sometimes a simple 1 or 2 page PDF might be better to follow for the basics.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 16, 2014, 12:33:35 PM
I'm thinking of doing a sequence of youtube videos titled "Baloogan Basics" and teach the very basic building blocks of modern warfare. The question is how basic should I get; could you give me a few examples of what questions which come to mind when you play?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on March 16, 2014, 01:00:22 PM
Quote from: Baloogan on March 16, 2014, 12:33:35 PM
I'm thinking of doing a sequence of youtube videos titled "Baloogan Basics" and teach the very basic building blocks of modern warfare. The question is how basic should I get; could you give me a few examples of what questions which come to mind when you play?
It might seem like paint drying for you but how about starting with describing every detail of the ui and the range arc colors.  I learned a lot of this through trial and error, here's one I haven't guessed at, what does CAV mean ? I assume it's either the flagship or platform for launching AC.
Then just build off that.  Like ASW or ASuW Naval each step in detail.  I know a lot of this is explained in the manual and can be done in the mission editor, but sometimes having it spelled out in detail or even giving your opinion on when to go active or passive and is it better to fire in optimistic, pessimistic, or ignor ambiguity.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 16, 2014, 01:01:51 PM
Quote from: mikeck on March 16, 2014, 11:17:31 AM
Lol: "charge a man for a fish and he has the right to groan a little"

Touche ;) . Going forward you'll probably see more emphasis on content and less feature-cram. Part of the evolutionary cycle.

Considering that there are now ~100 scens available for Command I'd say things are already looking bright.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 16, 2014, 01:13:37 PM
I believe "Cav" means "cavitation". It means that particular ship is going at a rate of speed where the propeller is making bubbles and thus...Noise.  So if your trying to stay hidden from the other side "Cav" means you probably aren't anymore
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on March 16, 2014, 02:22:56 PM
Quote from: mikeck on March 16, 2014, 01:13:37 PM
I believe "Cav" means "cavitation". It means that particular ship is going at a rate of speed where the propeller is making bubbles and thus...Noise.  So if your trying to stay hidden from the other side "Cav" means you probably aren't anymore

You would be correct  ;) Cavitation is just going to happen for surface ships, no getting around it. But if you sub is cavitating you either want to slow down or go deeper. The deeper you go, the faster you can go without cavitating, but then your own sonar will be unable to hear surface ships or subs that are above the layer.

Baloogan did a whole show on sub ops a month or so ago, and went into a very detailed explanation of CZ's, Sonar, Cavitation, etc.:

Part 1 - Modern Submarine Operations: http://www.youtube.com/watch?v=RNQmDfRMWEM

Part 2 - Towed Array Sonar: http://www.youtube.com/watch?v=mj1XMOvMq7A

Part 3 - Convergence Zones: http://www.youtube.com/watch?v=3HJB5jaDOSw
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 16, 2014, 04:25:29 PM
Quote from: Dimitris on March 16, 2014, 01:01:51 PM
Quote from: mikeck on March 16, 2014, 11:17:31 AM
Lol: "charge a man for a fish and he has the right to groan a little"

Touche ;) . Going forward you'll probably see more emphasis on content and less feature-cram. Part of the evolutionary cycle.

Considering that there are now ~100 scens available for Command I'd say things are already looking bright.

Lol. I'm just bitchin a little. I've brought up my disappointment with the original scenarios before...BUT since then, there have been so many community scenarios that it doesn't matter. It's a great game and I couldn't be happier
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on March 16, 2014, 09:32:57 PM
Quote from: Kushan on March 16, 2014, 02:22:56 PM
Quote from: mikeck on March 16, 2014, 01:13:37 PM
I believe "Cav" means "cavitation". It means that particular ship is going at a rate of speed where the propeller is making bubbles and thus...Noise.  So if your trying to stay hidden from the other side "Cav" means you probably aren't anymore

You would be correct  ;) Cavitation is just going to happen for surface ships, no getting around it. But if you sub is cavitating you either want to slow down or go deeper. The deeper you go, the faster you can go without cavitating, but then your own sonar will be unable to hear surface ships or subs that are above the layer.

Baloogan did a whole show on sub ops a month or so ago, and went into a very detailed explanation of CZ's, Sonar, Cavitation, etc.:

Part 1 - Modern Submarine Operations: http://www.youtube.com/watch?v=RNQmDfRMWEM

Part 2 - Towed Array Sonar: http://www.youtube.com/watch?v=mj1XMOvMq7A

Part 3 - Convergence Zones: http://www.youtube.com/watch?v=3HJB5jaDOSw

Thanks guys, that makes sense.  I'm going to have to break down and watch the balloogan youtoobs, I'm just so stubborn sometimes.  It sound like that's the best place to get tips on improving gameplay and tactics.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 18, 2014, 06:53:02 PM
Quote from: Baloogan on March 14, 2014, 02:54:32 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FRRImGZs.png&hash=b92f7607bdd4912636936baf13a97f96ccfb79a6) (https://www.youtube.com/watch?v=0kjJ68lnrak&list=UU2F5VVrGfSlZXCxoUppJoWA)

I've whipped up a simple scenario of a possible strike on Crimea by EUCOM and the HW Bush. The objective of the scenario is to destroy the 11th Anti-Submarine Brigade, a S-400 and a Bastion Bn on Crimea.

Please give it a try and tell me what you think! Its my first 'real' scenario. It has AI for the Russians, triggers, events, scoring and a briefing!

Download here! (http://baloogancampaign.com/2014/03/13/crimean-war-episodes-operation-tiger-rifle/)

Baloogan, when I try to load it...my game crashes. Anyone else reported this to you?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on March 18, 2014, 07:32:29 PM
What version of Command are you using? I believe Baloogans scenario was made with the latest v1.03 Release Candidate. It will crash if your still using v1.02

You can get the latest RC here:

http://www.matrixgames.com/forums/tm.asp?m=3559631&mpage=4 (http://www.matrixgames.com/forums/tm.asp?m=3559631&mpage=4)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 18, 2014, 07:51:01 PM
I was on 1.02 originally, saw that as an issue and upgraded to 1.03. It still won't load. I select it and hit "load" and the screen turns "light" like it does whenever it goes tits up. Then I have to use the task thingy and shut it down from there.

The other scenarios work
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 18, 2014, 08:13:37 PM
Quote from: mikeck on March 18, 2014, 07:51:01 PM
I was on 1.02 originally, saw that as an issue and upgraded to 1.03. It still won't load. I select it and hit "load" and the screen turns "light" like it does whenever it goes tits up. Then I have to use the task thingy and shut it down from there.

The other scenarios work

Hi Mikeck;
I was wondering what build you were running? And, if I had to guess, the crashes you are experiencing are from not having the right database.
If you could get the most up to date version of command from here: http://baloogancampaign.com/command-documentation/patches/ and make sure to overwrite all the files that might fix things.

The file "Command Modern Air Naval Operations\DB\DB3K_409.db3" is important to open up this scenario. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 19, 2014, 10:05:13 AM
Ok, your site has 501 as the most recent but lays nights I updated from matrix and it had 500 as the most recent?

Disregard...I see on page three of the update thread they have build 501 candidate 5. I will get it tonight

Edit: thanks Baloogan, updated to 501 and that did the trick. Thanks for the scenario!!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 19, 2014, 05:47:53 PM
Quote from: mikeck on March 19, 2014, 10:05:13 AM
Ok, your site has 501 as the most recent but lays nights I updated from matrix and it had 500 as the most recent?

Disregard...I see on page three of the update thread they have build 501 candidate 5. I will get it tonight

Edit: thanks Baloogan, updated to 501 and that did the trick. Thanks for the scenario!!

Good to hear it works :) and thanks to Kushan as well for letting me know you were having trouble!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on March 21, 2014, 09:12:53 PM
Looks like 1.03 patch officially released....

http://www.matrixgames.com/forums/tm.asp?m=3575582
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 22, 2014, 12:35:03 PM
This week on the Baloogan Campaign Stream I'll be playing a scenario that comes with Command: Iron Hand 2014! Stream is up right now! (http://baloogancampaign.com)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 26, 2014, 06:58:23 AM
Community scenario pack updated - Six new scenarios!

http://www.warfaresims.com/?p=2299
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 26, 2014, 10:21:55 AM
I posted this over at the matrix forms. My HARM missiles are being shot down at an alarming rate by Russian SA-n-6 (s-300) missiles. I am wondering if one the missile is capable of even shooting down harms with some saying  it is, but not at that success rate. In the matrix forum people keep saying that that's normal for harpoons missing the fact that it's a HARM...or telling me to post my game log which I've done twice already.  so I haven't really received much except someone explain that it is possible for this to happen... I guess I'm just hoping to catch Dmitris here or get everybody on here's take on this.

Is the 75% hit rate of the S-300 against the HARM WaD or is it a bug?


" weapon (SA-n-6a Grumble is attacking AGM-88c harm #1419 with a base PH of 75%. Final PH: 75%. Die roll: 56 - Hit

3/14/2014 5:47:47 PM: Weapon (SA-N-6a Grumble [5R55RM] #1447) is attacking AGM-88C HARM #1419 with a base PH of 75%. Final PH: 75%. Die Roll: 21 - HIT

3/14/2014 5:47:46 PM: Weapon (SA-N-6a Grumble [5R55RM] #1445) is attacking AGM-88C HARM #1418 with a base PH of 75%. Final PH: 75%. Die Roll: 23 - HIT

3/14/2014 5:47:46 PM: Weapon (SA-N-6a Grumble [5R55RM] #1446) is attacking AGM-88C HARM #1418 with a base PH of 75%. Final PH: 75%. Die Roll: 40 - HIT

3/14/2014 5:47:44 PM: Contact VAMPIRE #77 has been lost.

3/14/2014 5:47:44 PM: Contact VAMPIRE #73 has been lost

3/14/2014 5:48:39 PM: Weapon (SA-10b Grumble [5V55R] #1464) is attacking AGM-88C HARM #1436 with a base PH of 75%. Final PH: 75%. Die Roll: 73 - HIT

3/14/2014 5:48:39 PM: Weapon (SA-10b Grumble [5V55R] #1465) is attacking AGM-88C HARM #1436 with a base PH of 75%. Final PH: 75%. Die Roll: 63 - HIT

3/14/2014 5:48:22 PM: Weapon (SA-N-6a Grumble [5R55RM] #1457) is attacking AGM-88C HARM #1439 with a base PH of 75%. Final PH: 75%. Die Roll: 37 - HIT

3/14/2014 5:48:22 PM: Weapon (SA-N-6a Grumble [5R55RM] #1456) is attacking AGM-88C HARM #1439 with a base PH of 75%. Final PH: 75%. Die Roll: 83 - MISS

3/14/2014 5:48:22 PM: Contact: MOBILE #80 has been type-classified as: SAM (Classification by: AN/ASQ-213 HTS R7 Pod [Sensor: AN/ASQ-213 HTS R7 [PIP]] at Estimated 122 nm)

3/14/2014 5:48:22 PM: New contact! Designated MOBILE #80 - Detected by 510th Fighter Squadron [F-16C Blk 40 Falcon] #1 [Sensors: AN/ASQ-213 HTS R7 [PIP]] at 102deg - Estimated 122NM

3/14/2014 5:48:22 PM: Contact: SAM #79 was observed attacking a friendly unit and is now considered as hostile!

3/14/2014 5:48:22 PM: Weapon (SA-N-6a Grumble [5R55RM] #1459) is attacking AGM-88C HARM #1440 with a base PH of 75%. Final PH: 75%. Die Roll: 79 - MISS

3/14/2014 5:48:22 PM: Weapon (SA-N-6a Grumble [5R55RM] #1460) is attacking AGM-88C HARM #1440 with a base PH of 75%. Final PH: 75%. Die Roll: 98 - MISS

3/14/2014 5:48:21 PM: Weapon (SA-N-6a Grumble [5R55RM] #1455) is attacking AGM-88C HARM #1438 with a base PH of 75%. Final PH: 75%. Die Roll: 26 - HIT

3/14/2014 5:48:18 PM: Weapon (SA-N-6a Grumble [5R55RM] #1453) is attacking AGM-88C HARM #1435 with a base PH of 75%. Final PH: 75%. Die Roll: 9 - HIT

3/14/2014 5:48:17 PM: Contact: MOBILE #79 has been type-classified as: SAM (Classification by: AN/ASQ-213 HTS R7 Pod [Sensor: AN/ASQ-213 HTS R7 [PIP]] at Estimated 125 nm)

3/14/2014 5:48:17 PM: New contact! Designated MOBILE #79 - Detected by 492nd Fighter Squadron [F-15E Strike Eagle] #9 [Sensors: AN/ALR-56C TEWS] at 91deg - Estimated 114NM

3/14/2014 5:48:17 PM: Weapon (SA-N-6a Grumble [5R55RM] #1452) is attacking AGM-88C HARM #1436 with a base PH of 75%. Final PH: 75%. Die Roll: 85 - MISS

3/14/2014 5:48:17 PM: Weapon (SA-N-6a Grumble [5R55RM] #1449) is attacking AGM-88C HARM #1434 with a base PH of 75%. Final PH: 75%. Die Roll: 26 - HIT

3/14/2014 5:48:17 PM: Weapon (SA-N-6a Grumble [5R55RM] #1450) is attacking AGM-88C HARM #1436 with a base PH of 75%. Final PH: 75%. Die Roll: 98 -
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 26, 2014, 10:23:00 AM
Yes, I'm here  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 26, 2014, 10:36:13 AM
For those who missed the discussion at the Matrix forum: http://www.matrixgames.com/forums/fb.asp?m=3579316

The original query is whether modern Russian "double-digit" SAMs are (significantly) capable against missiles like the HARM. The dev team posits that this is indeed the case, considering that both legs of the S-300 family were designed to counter (among other target types) very fast, low-signature targets like SRAMs and even tactical ballistic missiles.

The main counter-argument of those who consider this ability exaggerated is that, to our knowledge, no HARM is known to have been shot down in combat. While true, this overlooks the fact that the HARM (and any other ARM for that matter) has never been pitted against systems like the SA-10. The inability of older Russian SAM systems (SA-2/3/4/5/6 etc.) to intercept the HARM is well documented and is modelled realistically in Command.

The USAF technical evaluation & foreign exploitation services are known to have acquired some early SA-10A/B systems from IIRC Belarus in the 90s (indeed, the compromise of these early variants has been one of the chief drivers for the development of the improved versions like SA-20, SA-21/S-400 etc.). It is reasonable to assume the ability of these systems to track & engage difficult targets has been tested. If they know something we don't, they're not telling.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 26, 2014, 01:57:32 PM
Okay, so this is as designed. It just comes down to whether you buy the numbers or not. I'm good with that l
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 26, 2014, 02:09:12 PM
Needless to mention, all our data are amenable to modification if new information is provided/discovered.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 26, 2014, 03:20:18 PM
I appreciate your response. For some reason, people became very upset over my post in matrix. Accusing me of a false premise, editing posts indicating I'm changing reports, causing a ruckus etc.

Anyway, all I wanted was an answer...you gave it...question answered, thank you.

Hopefully you hang out here because I'm done with the matrix forum.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on March 27, 2014, 12:54:49 PM
So I took a stab at baloogan's Crimea 2014 episode 1 tiger rifle senario and man was there an intense little exchange for air superiority.  Frustrating as well because some of my f-15s went all maverick and charged head long right into the wall of SAMs while trying to engage red air.  My intent was to create a wall of amraams over the Black Sea and just sniper from standoff, but a couple of my planes did ignore orders and forced bad situations.  Not sure if by design or just didn't have the right box checked some where that lead to the behavior but man was I screaming at those pixel pilots...break off... Break off... Now that I have full air superiority, it's cruse missile spam payback, already sank a Russian frigate which netted 600 pts to the objective score and made up for some of the air losses.

So just as 30 tomahawks are about to impact the final land objectives, I get a massive crash which kills the scenario.  Tried the 20sec autosave reload 5 times and won't advance to the impact, just locks up.  Oh well, I will have to finish this up later, if I wasn't juggling 4 different games I might have been mad. Oh and this was with the latest patch by the way.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on March 27, 2014, 01:06:04 PM
On another note, if my novice commander skills can inflict this kind of damage on the Russians in just the first 2 hours of hostilities, maybe someone should send Putin a copy of command, so he can see what he's in for..... A lot of dead Russians.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 27, 2014, 03:11:31 PM
Hello,

Can you post the autosave file? It would help us troubleshoot the crash issue.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on March 27, 2014, 04:34:10 PM
Quote from: Skoop on March 27, 2014, 01:06:04 PM
On another note, if my novice commander skills can inflict this kind of damage on the Russians in just the first 2 hours of hostilities, maybe someone should send Putin a copy of command, so he can see what he's in for..... A lot of dead Russians.

Thats one of the reasons why I created that scenario; to demystify the S-400 (you face 2x battalions of S-400) and quite a few S-300 sites too on Crimea. Plus you don't get any really advanced A/C like the B-2, F-22 or F-35. Right now with F/A-18, F-15 and F-16 we can damage Russia significantly.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 01, 2014, 01:55:19 AM
And now for something completely different: http://www.warfaresims.com/?p=2306
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on April 01, 2014, 03:23:37 AM
...its April fools day ;)... i hope not :)
WW2 would be cool, i would like to have a full blown Battle for Britain 1940 scenario(s)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on April 01, 2014, 05:11:10 AM
Nice!

There's a Final Countdown scenario in Matrix/SSG's Carriers ar War as well. You could call it a teensy bit one-sided...  :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 01, 2014, 08:52:51 AM
Quote from: MikeGER on April 01, 2014, 03:23:37 AM
...its April fools day ;)... i hope not :)
WW2 would be cool, i would like to have a full blown Battle for Britain 1940 scenario(s)

April fools jokes aside...I would rather they spend their time on a medieval fantasy version than f'ing WW2. Maybe my little ponies: carrier command
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 01, 2014, 09:13:34 AM
That's far in the future. First we must finish and release the Babylon-5 DLC.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 01, 2014, 07:26:48 PM
Quote from: Dimitris on April 01, 2014, 09:13:34 AM
That's far in the future. First we must finish and release the Babylon-5 DLC.

Finally!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 02, 2014, 05:40:56 AM
Build 507 (first post-v1.03 public update) is now available: http://www.matrixgames.com/forums/tm.asp?m=3583708
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on April 02, 2014, 03:14:04 PM
Is there an alternate download sight?  Google Drive reports that the download quota has been exceeded.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 03, 2014, 05:18:19 PM
I just don't get it. I must be the only one because everyone here seems to love it...but the interface either doesn't show you enough, doesn't "summarise" or shows you WAY too much.

Why do I have to see this...
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap5_zps7d975f59.jpg&hash=2e9e34220e6b7f3b3bc8a9d14ce013ff6de8f980)
when I want to view units instead of groups...

And I really don't see the point of this except to declutter the screen...
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap6_zps172ae43c.jpg&hash=e220caf2cbeffe88223721f10ac1d592656f3cdb)

And when I select a group...why can I not see the fuel and weapons available on the right of the screen?
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap7_zps62cc5ac4.jpg&hash=d85387471d9b0e9a3ad42d775c0c792085304f4a)

And when I go to unit view...why can't I see the weapons available without having to select the weapons button and have some other window show up?
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap8_zpsdb97120a.jpg&hash=3d26e3d53a69081fc561d21f04700b6e48c6f950)

And why oh why oh why do I have to resize this screen every single time I open it? I mentioned this on release and I'm still bloody doing it...and tbh, as you are often viewing this window, it's bloody annoying (clearly others are less bothered!)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2FSnap9_zps5a74f118.jpg&hash=7622427800c40426d1d94d00cbe4492b62f4f0a0)

I fire this up occasionally and within 10-15 minutes close it again. I just think the interface is too much work. Too much information is hidden rather than being on show.

Merged range rings don't show you the specific info you need. Showing all rings without having merge on is just a mess. Where is the option to see the rings for the selected unit when in unit view?

Why is there all that wasted space over on the right? I can see fuel - why can't I see weapons. I see the requirement for the separate window - but I'm talking about "at a glance".

If I carry on feeling like this everytime I fire this up, I can't imagine it'll be too long before I head over to the Trading Post forum.

Can someone please explain to me what you're seeing in this and what I'm missing. I should be all over this. The particular scenario in these screens is one of The Falklands scenarios with the game...right up my street...but I just find the interface confusing and infuriating in places!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on April 03, 2014, 06:37:42 PM
Quote from: JudgeDredd on April 03, 2014, 05:18:19 PM

I fire this up occasionally and within 10-15 minutes close it again. I just think the interface is too much work.

No, you are not alone.  I am in the same boat as you and for the same reason.  It is just too much work to fight through the interface to be any fun.  The game is still a chore to play.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 03, 2014, 08:00:43 PM
Have you tried turning off the range circles.  If you turn them all on in Harpoon you get the same thing.  I only keep a couple on at a time...and even then I tuen them on and off a lot.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: emsoy on April 04, 2014, 12:59:47 AM
Hi Dredd,

Okay I'll bump a few earlier feature requests on this, and write at least one new. To summarize, what you're asking for is:

- Ability to Show All/Show Selected/Show None range rings
- Ability to see weapons in Unit Status for single units
- Ability to see weapons in Unit Status for groups
- Ability to see fuel in Unit Status for groups
- Have the Database Viewer remember last position & size

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 04, 2014, 01:02:34 AM
What I actually want is to turn the range circles off for anything I'm not looking at.

There will be times I want to see my groups range circles - and even use the merged features...but what I constantly want to do is JUST see the circles for the unit I'm looking at - ALL the range circles for the unit I'm looking at. I want to see ALL sensors and ALL weapons circles for the unit
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 04, 2014, 01:05:18 AM
Quote from: emsoy on April 04, 2014, 12:59:47 AM
Hi Dredd,

Okay I'll bump a few earlier feature requests on this, and write at least one new. To summarize, what you're asking for is:

- Ability to Show All/Show Selected/Show None range rings
- Ability to see weapons in Unit Status for single units
- Ability to see weapons in Unit Status for groups
- Ability to see fuel in Unit Status for groups
- Have the Database Viewer remember last position & size

Yes please. I understand in a large group there would be a lot to show in terms of fuel and weapons, but a "summary" - and "at a glance" view of what's there. For example, I have a flight of 3 Harriers on the map. When I select that group, I'd like to see, at a glance, what weapons are available and probably show the fuel for the one with THE LEAST fuel...so I'm looking at the minimum fuel available in the units in the group.

I get that's handy for a non-mixed group...but it's to drag my eye to a "danger"...one of the units (at least) being low on fuel

One other one to add please that kept popping up last night was the position of any windows being open. Can you store the location for future openings?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: emsoy on April 04, 2014, 01:57:38 AM
Okay just double-checked and Command 1.03 stores the size and position for all windows, including the database viewer window. So suspect you may be running an outdated version of the sim?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 04, 2014, 02:03:23 AM
I have 103
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 04, 2014, 02:04:30 AM
A different build, but I definitely have 103 and I recently fired the game up and it didn't remember the size of my windows

I will double check tonight when I get home...but I'm positive on that
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 04, 2014, 04:29:56 PM
I've just checked.

I'm on version 1.03, release candidate 1 build 497 and the size and location of the windows does not work
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 04, 2014, 06:48:22 PM
Latest is 1.03 build 507.  But there is an official update 1.03 before that.

Besides, I am constantly resizing windows and they take.  There is an option to reset them, I don't remember of there is an option to retain them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: emsoy on April 05, 2014, 02:47:06 AM
Hahahaha  ;D ;D ;D ;D

Okay... in some cases the resize/move won't stick, esp if you resize from the _right_ window frame. Had a chat with Dimitris on this, and seems we've found the problem. Thanks to the brilliant code (we're really lucky who have Dimitris, he's a godsend to us naval wargaming fans!) a single code adjustment has fixed all windows ;)

Also found that the Esc key wasn't working for the Database Viewer. Fixed also.

Thanks again for your feedback Dredd.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on April 05, 2014, 04:43:34 AM
Merci  :D

I know it's minor - but minor interface things really hit me and tend to prevent me getting into something...anything. Hopefully ironing these very small things out might assist in freeing my head from the rotten lock it was in and I can get into the game.

Thanks you.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 05, 2014, 05:39:40 AM
Imagine if you would, the morning of December 7th 1941, Pearl Harbor, Hawaii. The Imperial Japanese Navy steaming towards the Hawaiian Islands in preparation for one of the most significant carrier strikes in history.

Yesterday, December 7th, 1941 — a date which will live in infamy — the United States of America, 1941 was suddenly and deliberately assisted by naval and air forces of the United States of America, 1980!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F14934%2FDA0C1F51E3804580A0EFD3045C380FBC.jpg&hash=f31999d0c5240affa761bbf590e5c42f104ea9cf)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F14934%2FDF8495AE689D4495B7B2B5EF599DDB73.jpg&hash=00d4c699c2019ee0de49fb05f81f6939b9667fa2)
The Kido Butai
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Fforums%2Fupfiles%2F14934%2FB04FB9033DA2416A96586738AF85C2BC.jpg&hash=8d2c0a9a6cdcf59f1ec4b776ce59e56c08305a99)

Simply put: the stream this Saturday is going to be a bit silly! What sort of damage could a single supercarrier cause? Tune in to find out!

Stream will be at 11:00 AM PDT, Saturday April 5th! (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20140405T1100&amp;p1=256)

url to stream: http://baloogancampaign.com
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on April 05, 2014, 06:50:33 AM
The timespan from now to 1980 is only about 4-5 years less than as it was from 1980 to Dec, 1941. Anyone else feeling old now?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 05, 2014, 10:36:39 AM
When I first went to college in 1990...1980seemed like ages ago. Somehow, the difference between 2014 and 2004 doesn't seem as big.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 05, 2014, 12:45:52 PM
Stream up at http://baloogancampaign.com  !
The Date: December 7th 1941
The Place: Pearl Harbor, Hawaii
The Carrier: USS #Nimitz CVN 68!!!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on April 05, 2014, 01:50:33 PM
Are the Japanese 20mm modeled with the correct ROF and ammo load? IRRC they only had 30 rounds per cannon around the time of Dec, 1941 which would only be about 5 seconds worth of firing time.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 07, 2014, 03:02:00 AM
Community scenario pack updated - Six new scenarios: http://www.warfaresims.com/?p=2327
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 07, 2014, 05:53:29 PM
https://www.youtube.com/watch?v=QBMXVKdQ0yc&index=9&list=PLgRuKky0mojZ1ikq_gb-iVpli2ZMczep5
^^ The "Baloogan option" :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on April 07, 2014, 06:24:20 PM
^Well there's something you don't see every day...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 08, 2014, 11:55:47 AM
Poor Japanese...now it's 4 nukes dropped in history and they are now on the business side of all four
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 09, 2014, 11:54:58 AM
Quote from: emsoy on April 04, 2014, 12:59:47 AM
- Ability to Show All/Show Selected/Show None range rings

Added in Build 509.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 14, 2014, 10:35:41 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.defence-point.gr%2Fnews%2Fwp-content%2Fuploads%2F2013%2F12%2FCHINA_LIAONING_J-15.jpg&hash=921679a61436cff752d9ad4b2cb53b851b92dc87)

Miguel Molina has updated the Command community scenario pack. The new release contains six brand-new scenarios:

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 24, 2014, 05:42:39 AM
New major public update - Build 517: http://www.matrixgames.com/forums/tm.asp?m=3596652
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 24, 2014, 07:04:56 AM
Good to see the refueling bug was fixed! Thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 25, 2014, 05:19:22 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fmedia.defenceindustrydaily.com%2Fimages%2FAIR_F-18F_RAAF_Armed_AIM-9X_ATFLIR_AGM-154C_lg.jpg&hash=92f64ea9dfcaaff91fe55cfe485ae434bbfad73d)

Miguel Molina has released an updated version of the Command community scenario pack. The new release contains six brand-new scenarios:     

Excellent Loon, 1976 (http://www.warfaresims.com/?p=2671) : Canada turns up the pressure on Soviet naval vessels transiting through its home waters. How far can they push the Bear before something breaks out?    

US Naval Air Power Debate: Baseline, 2016 (http://www.warfaresims.com/?p=2673) : What is the ideal mix of fighter assets for USN carrier ops in the near future? Experiment and find out in this triad of hypothetical crisis scenarios. First, a balanced fleet of JSFs and Super Hornets.    

US Naval Air Power Debate: F-35, 2016 (http://www.warfaresims.com/?p=2675) : The debate continues. This time an all-JSF air wing.    

US Naval Air Power Debate: Super Hornet, 2016 (http://www.warfaresims.com/?p=2677) : Concluding the debate with a variation of an all-Super Hornet wing.    

Operation Journeyman, 1977 (http://www.warfaresims.com/?p=2679) : Argentina and the UK clash over a base on Thule, five years ahead of the Falklands story.    

Crimean War Episodes: Operation Tiger Rifle, 2014 (http://www.warfaresims.com/?p=2681) : Based on the evolving crisis in the Ukraine. A combined USN task force with support from Romania-based USAF assets must kick down the Russian A2/AD door (including formidable Yakhont and S-400 batteries) and sink the bulk of Russia's Black Sea surface force. And with no stealth assets. Can it be done? 

As always, the community scenario pack is available on the Command downloads page at WarfareSims: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 26, 2014, 10:23:04 AM
Today I'll be covering the newly introduced Auto Strike Planner! This newly introduced feature (in Build 517, complete change log at http://baloogancampaign.com/command-documentation/patches/ ). This means your aircraft are going to follow their strike profiles and also plan out off-axis ingress and egress routes!

Stream at 11 am PSD at http://baloogancamapgin.com


Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on April 29, 2014, 04:07:17 AM
Baloogan, where is the fresh YT upload for the offline-timeshift followers  of your last Episode (#26)  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 29, 2014, 06:10:06 AM
Hehe, you caught me procrastinating on that; I'll start the render and upload process :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 18, 2014, 01:55:09 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.freewebs.com%2Fjeffhead%2Fmodelbuilds%2Flcs01b.jpg&hash=0e01d203107abd9c1b18beb5d82c12cfe5d2804a)

A new updated version of the Command community scenario pack has been released. The new version contains fourteen brand-new scenarios:     

USS Baltimore SC2 – Two Birds One Stone, 1983 (http://www.warfaresims.com/?p=2729): USS Baltimore emerges from the Greenland ice sheath on the sixth day of hostilities, after killing a Soviet Typhoon SSBN and a Victor III SSN in the Barents Sea on the opening days of the conflict. Meanwhile the Soviets have taken Reykjavik, Iceland and Narvik, Norway. USS Baltimore must do what she can to stem the flow of Soviet subs into the North Atlantic and suppress the resupply of Reykjavik.    

Deter, Detect, Defend, 1962 (http://www.warfaresims.com/?p=2731): A few months before the historical Cuban missile crisis, another hypothetical crisis erupts between the superpowers. Unlike Cuba, this one escalates out of control, and a strategic exchange commences. As hundreds of SAC bombers depart for Soviet targets, waves of Soviet bombers have been detected enroute to the United States. You are in charge of the north-western sector of NORAD. Use your US & Canadian interceptors, some of them nuclear-armed, to defend against the onslaught.    

Regaining Honor, 2015 (http://www.warfaresims.com/?p=2733): The instability within Yemen has led to the United States stationing increasingly large numbers of troops and equipment in nearby Djibouti and dramatically increasing drone activity. Several collateral damage incidents and the constant presence of UAVs have angered both the Yemeni public and politicians. Faced with this pressure, the Yemeni minister of defense has proposed a limited show of strength, to "restore his country's honor": Shoot down as many American drones as possible, and any fighters that will interfere.    

Mururoa 1973 (http://www.warfaresims.com/?p=2735): France has ignored repeated requests (including an International Court injunction) to stop the nuclear tests on the Mururoa atoll. Realizing that only active force will settle the issue, a joint Australia-NZ task force is sailing to the area authorized to destroy the test facilities. However, French forces carrying the next test device are also arriving. Will the HMAS Melbourne have to go toe-to-toe with Clemenceau?    

Chillied Sea Slugs, 1988 (http://www.warfaresims.com/?p=2737): The long-standing Chile-Peru maritime border dispute escalates as Chile attempts to enforce its claims by driving Peruvian vessels away using its sole Brooklyn-class light cruises. But will Peru turn the other cheek?    

Spanish Guinea, 1995 (http://www.warfaresims.com/?p=2739): Oil exploration and production has boomed in the Gulf of Guinea. The once Spanish colony of Equatorial Guinea's corrupt government has asked for Spanish assistance with protection of the country's offshore oil and gas platforms. Tensions with Nigeria have escalated as they continue to press their claims on the offshore oil fields. A minefield has been detected stopping all access to oil platforms, and Spanish mine sweepers have been dispatched to clean it up. But mines are the least of concerns: Pirates lurk in the thick commercial traffic, and a resurgent Nigeria is unlikely to let events unfold without intervening.    

Four Ounces Can Move Four Thousand Pounds, 2016 (http://www.warfaresims.com/?p=2741): Early in the outbreak of hostilities between China and Japan, both nation's surface fleets face off for control of the East China Sea. The JMSDF must maintain sea control in order to protect the maritime trade routes that are its nation's lifeline from interdiction by the PLAN. The PLAN must implement its doctrine of early anti-access measures to delay an offensive response to their operations.    

Play The Fool, 2016 (http://www.warfaresims.com/?p=2744): US and Chinese naval forces clash in the western Pacific. To roll back Chinese territorial expansion, a USMC amphibious assault is launched against selected outposts in the Parcel Islands, primarily the Woody Island airfield. Get the landing force in place and protect it while the Marines storm the islands.    

Tanker Wars, 2017 (http://www.warfaresims.com/?p=2746): Thirty years after Praying Mantis, Iran and the USN are at it again. Iran has declared a quarantine on military traffic in the region. The USN contests the blockade and dispatches a small group to enforce freedom of navigation in international waters. Can the LCS prove its mettle on the environment it was designed for?    

Splendid George, 1985 (http://www.warfaresims.com/?p=2748): Rebel factions in Guinea, aided by the Soviet Union, have staged a successful guerilla campaign against the local government. The US has assigned the Iwo Jima LPH to aid the local military in suppressing the rebels. However, the Soviets are also in the area. To avoid escalation, US forces are on a tight leash: No Soviet forces are to be engaged even if they shoot first.    

Kolkata Thresher, 1982 (http://www.warfaresims.com/?p=2750): Bangladesh has collapsed into civil war and China has supported the anti-government rebels, hoping to turn Bangladesh into an ally against India. Increasingly, India is frustrated with the situation. It sees China as adding to the political instability in the region and as contributing to the amount of human suffering the civil war in has created. It has warned China that action may be taken against Chinese vessels delivering further military supplies to the rebels in Bangladesh. The time has come to make these warnings real.    

Tempest Marlin, 2016 (http://www.warfaresims.com/?p=2752): Following a coup, the new military government of Cameroon has put down all resistance with extraordinary brutality. The remaining rebel forces have withdrawn to the coastal town of Kribi. The specter of another massacre looms. Experts fear sanctions will not work, or at least not work quickly enough to prevent tens of thousands of deaths, and the rest of the world has a very unpleasant choice to make: take action against Cameroon now or wait and perhaps be partly responsible for the massive death toll.    

The Raisa Affair, 1969 (http://www.warfaresims.com/?p=2754): Following the Six-Day War, the Soviet Union rapidly resupplied Egypt with regular arms shipments. Israel frequently intercepted and inspected these cargo vessels. You are tasked with making such an inspection. This could be a routine task.... or it could get ugly real fast.    

The Snipe Incident, 1958 (http://www.warfaresims.com/?p=2756): In the 1950s, Chile and Argentina were engaged in a dispute over the possession of several islands off the southern coast of Tierra del Fuego. An Argentinian destroyer has been spotted approaching the Snipe lighthouse and Chilean forces are standing by on alert. Will everyone back off? This is often how wars start. 

As always, the complete community scenario pack is available for download on the WarfareSims site: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
With this release, there are now 140 scenarios available in total.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 18, 2014, 02:24:13 PM
Dimitris, when this game was first released I was fairly vocal about my disappointment with the lack of scenarios.  I felt the game was too good and too big to be limited to small Third World conflicts in the 60s and the 70s. I must congratulate you on your current scenario builds! You are up to 140 scenarios and many of them are great scenarios taking place in the Cold War or near future conflicts... pretty much any battle you want to fight is included and I thank you for it!!

you guys are done a terrific job with this. Sincerely....outstanding
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 18, 2014, 04:02:52 PM
i will get into this game one day!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 18, 2014, 04:10:32 PM
Mike, thank you for the very kind words. The credit for the community scenarios really goes to all the scen authors out there who have embraced Command as their new wargaming & simulation platform and are using it to model, recreate and experiment, and then share their work with everyone.

Our role as devs is to enable and support this creative explosion by providing enhancements, new functionality, fixes for problems etc. We do our part, just in a different way.

Thanks again.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 03, 2014, 04:39:13 AM
New updated DB3000 image pack available: http://www.matrixgames.com/forums/tm.asp?m=3441939
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 06, 2014, 02:34:47 PM

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F06%2FLockheed_Martin_F-22A_Raptor.jpg&hash=849098ffc1f3d463b14a16f5d5f0f14048ba9321) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/06/Lockheed_Martin_F-22A_Raptor.jpg)

Miguel Molina has released a new version of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains six brand-new scenarios:     

Caribbean Clinch, 1956: (http://www.warfaresims.com/?p=2772) The Suez conflict has gone downhill in a big way. The Soviet Union has intervened on Egypt's behalf and atacked Israeli, British and French forces. The US, far from simply reigning in their NATO allies, are now forced to actively participate. Around the world, US forces are mobilizing to engage Soviet and Warsaw Pact forces in their immediate vicinity. In the southern Caribbean, this means your SAG force, centered on the batleship Iowa and the prototype missile cruiser Canberra, is about to taste blood. What are you up against?    

Vivid Sentry, 2018: (http://www.warfaresims.com/?p=2774) In the near future, tensions between Venezuela and the Netherlands continue to mount. Venezuela repeatedly harasses Dutch vessels and aircraft en route to and from Aruba. The Dutch government attempts to control the situation by moving naval vessels into the region as a "show of force" to demonstrate their commitment to their Caribbean territories. This gives Venezuela the opportunity they have been waiting for.    

Salalah station, 1986: (http://www.warfaresims.com/?p=2777) The civil war in Yemen has led to the government firing on targets in western Oman. Oman responded by bombing targets in eastern Yemen. Yemen has declared war on Oman and both sides have requested assistance from their allies, the Soviet Union and United States respectively. The Soviets have sent several ships into the area and are using various diplomatic and economic channels to pressure and punish Oman. The United States, having to tread a fine line between insufficient support and uncontrollable escalation, has moved a small task force into the region.    

Operation Square Peg, 2013: (http://www.warfaresims.com/?p=2779) Although designed as a superlative fighter, the F-22 also has a secondary strike role. How capable is the Raptor in this task? Find out in a time-critical strike against chemical weapon targets in Syria.    

Needle in a Wet Haystack, 2009: (http://www.warfaresims.com/?p=2781) Think that the USCG counter-drug/smuggler patrols are hard? Step into the shoes of the Ecuadorian coast guard and try to pick out and prosecute the smuggler submarines. And maintain your sanity.    

A Day at Red Flag, 1977: (http://www.warfaresims.com/?p=2783) The Red Flag exercises introduced in the 1970s brought a new level of realistic training to the American air forces. This early Red Flag features the USAF's fighter squadrons against highly trained Aggressors in a mission to attack a heavily defended target. 

As always, the community scenario pack is available for download at the Command downloads page on the WarfareSims site: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 22, 2014, 03:08:00 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F06%2F2013d-page-003-1024x768.jpg&hash=f46c81d96dfa2e96d9164e15758f85bbed96b443) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/06/2013d-page-003.jpg)

Miguel Molina has released a new version of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains seven brand-new scenarios:     

Turkmen Bombardment, 1998: (http://www.warfaresims.com/?p=2799) The Turkmen government, alarmed by the formation of the new Islamic Emirate of Afghanistan, has ordered airstrikes on enemy positions. There are more opportunities for conventional airstrikes now that a state has formed, and more targets due to the new government moving its heavy units north. Load up those Su-25s and let rip.    

Mission 2013D – Part I, 2014: (http://www.warfaresims.com/?p=2801) China has staged a series of exercises opposite Taiwan throughout 2013. Is this another one, or the real thing?    

Mission 2013D - Part II, 2014: (http://www.warfaresims.com/?p=2804) It is now positive: China is attacking Taiwan. Massive waves of Chinese air, surface & subsurface forces are maneuvering and assaulting ROC assets. Can the island fortress hold?    

Hungarian-Serbian Border Incident, 2017: (http://www.warfaresims.com/?p=2821) Hungary's support for the independence and EU acceptance of Kosovo is (surprise!) coming back to bite it. Hungarian radicals have murdered several Serbs in the border town of Tompa, and the Serbian government has used the incident to steadily rise tensions. The situation is about to get out of control.    

Out of Meggido - Team Sunfish, 1973: (http://www.warfaresims.com/?p=2823) In response to Soviet threats to intervene on behalf of Egypt and Syrian during the Yom Kippur War, President Nixon has ordered a massive series of attacks on Soviet forces around the world. Nixon is not insane: he is bluffing that the Soviets will be sufficiently rattled to back down from the confrontation. This scenario follows a trio of three frontline US attack submarines as they engage Soviet tactical and strategic submarines in their area of operations.    

Out of Meggido - Battle of the Arabian Sea, 1973: (http://www.warfaresims.com/?p=2827) As part of Nixon's strategic gamble, the Coral Sea battlegroup is about to engage a large Soviet convoy at the Gulf of Oman. Can this attack succeed without being "too successful" - ie. leading to nuclear escalation ?    

Trouble at Trevelyan, 2013: (http://www.warfaresims.com/?p=2829) Portuguese fishing boats have repeatedly violated areas near the Trevelyan Escarpment in the Bay of Biscay, which France has designated as a marine preserve to help restore fish populations destroyed by overfishing. France has warned Portugal that it will be forced to take action against Portuguese fishing boats violating the preserve. In response, Portugal has moved a warship into the Bay of Biscay "to observe the situation, to maintain law and order, to preserve the peace, and to protect the rights of Portuguese citizens." 

As always, the Command community scenario pack is available at the WarfareSims downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 05, 2014, 03:34:39 AM
Manual addendum pages are finally up: http://www.warfaresims.com/?p=3000
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on July 05, 2014, 07:18:16 PM
Well, I'm a bit late to the party, but I just added my $80 to the Matrixgames coffers.  Downloading now!

For some reason I was drawn into playing another game of this type and I finally decided it was time to upgrade.   8)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on July 05, 2014, 08:58:08 PM
Quote from: Toonces on July 05, 2014, 07:18:16 PM
Well, I'm a bit late to the party, but I just added my $80 to the Matrixgames coffers.  Downloading now!

For some reason I was drawn into playing another game of this type and I finally decided it was time to upgrade.   8)

Make sure you pick up the Database Pics/Line Drawings from the Warfare Sims site, to beautify the unit info pages.  Not sure if anyone has added more sounds yet.

There is also a package of user-created scenarios there too.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on July 06, 2014, 03:10:55 AM
Dimitris, I don't suppose you're planning to support Linux at some point?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 06, 2014, 04:19:11 AM
We've been thinking about this for longer than most people suspect.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on July 06, 2014, 04:29:06 AM
thats a very congressional answer.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 06, 2014, 04:39:59 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.quickmeme.com%2Fimg%2Fc7%2Fc7ebeda087856995589eff515b629edb5419843bb162d78b70df3ff7c7244cdd.jpg&hash=166b46273576ccc5899f64025ca29e9a34480963)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on July 06, 2014, 09:57:01 AM
Haha, thanks Sir Humphrey!

Well, I'm sold on the game but I've stopped buying Windows-only games.  A Linux version would be a guaranteed sale to me, plus I would shout about it loudly from the rooftops for all my fellow Linux gamers to hear! ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on July 06, 2014, 12:58:59 PM
Windows > Linux

I can't believe I didn't pick this up sooner.  I don't want to open a CMANO vs. Harpoon war (have we had one of those yet?) but after playing Harpoon for more than a dozen years I can't believe how much cleaner the UI for CMANO is compared to Harpoon. 

I don't want to wade through 84 pages...what's the status of multiplayer for CMANO?  I saw Boolagan's mod, but I'm talking something more integrated or traditional.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on July 06, 2014, 01:43:28 PM
Hi guys

Baloogan is running his turn by turn Multiplayer now. Info on that here:

http://baloogancampaign.com/command-plugins/joint-command/

In terms of developing multiplayer natively into CMANO its still on the plan but when and if it happens depends on how popular it really is. Baloogan's application is key in helping us understand that. A little BI helps us work smarter and keep focused on what a majority of our players really want.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on July 06, 2014, 04:05:35 PM
Mike-
I'm thinking something more traditional like Wargame: Air-Land Battle type multiplayer.  Real time with both players playing at the same time over the internet.  Ideally you could use the compress time feature, and it would default to whoever has the slowest speed...I did this alot when I played Defcon multiplayer.  The game would run at the slowest speed selected by all of the players who were playing. 

I haven't tried Baloogan's tool yet, but turn-based might work just fine as well. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 08, 2014, 01:35:47 AM
Toonces < We hope you like the increased emphasis on air warfare. Command is from scratch a balanced air-naval game instead of "starting with ships and then adding aircraft" thing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 09, 2014, 05:23:08 AM
Four of a kind: Command v1.04 has been released!

http://www.warfaresims.com/?p=3082

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F07%2FF18.jpg&hash=ca7a11f21d5ad799ac4d1334c6862e89ef6d8311)
Title: Command: Modern Air/Naval Operations gets new update
Post by: Boggit on July 09, 2014, 08:43:36 AM
Matrix Games Press Announcement

For Immediate Release


New target designated, locked and eliminated!

Enhanced simulation mechanics, new features and expanded database

Arlington, VT, July 9, 2014.

Acclaimed by both modern warfare specialists and wargaming enthusiasts, Command: Modern Air/Naval Operations has swept the awards since its release last September, including the Usenet's Wargame of The Year 2013 and the gold medal for Grogheads Game of the Year 2013 readers' award. Developers Warfare Sims (www.warfaresims.com) have not rested on their laurels though as they have been working on several updates since the release of the game. These patches, including the newest 1.04 released today, have included a whole host of new features, improvements on the simulation engine and user interface, bug fixes and a veritable avalanche of database updates and additions.

To download the update, players can run "Check for Update" via the game menu or download it directly from this link. http://bit.ly/1jowCjW

Here is the list of some of the major improvements implemented in this new version. Check the full list of changes by reading the dedicated post on our forum: http://www.matrixgames.com/forums/tm.asp?m=3653233

Configurable strike auto-planner. Your planes plot intelligent paths for their missions (complete with multiple off-axis ingress and egress lines, split-to-attack and form-up waypoints, suitable altitudes for each leg etc.). As always you can tweak the strike plan to perfection.
An extensive array of UI enhancements such as wireframe-only map view, selection-only range symbols, new hotkeys, menu list for quick-jump slots, additional information on the database viewer, configurable ghosted-unit visibility, configurable plotted course visibility, one-click jump to unit mission, single-icon enemy groups and more.
AI and mission editor additions such as configurable sprint-and-drift, optional prosecution areas for patrols (goodbye fainted drawn-out patrol assets and edge-of-envelope SAM shots, hello true SAM-ambushes!), new doctrine options and more.
Improved simulation mechanics such as multiple cloud conditions, refined offboard-sonar modelling, ABM/ASAT guidance refinements, realism improvements for anti-missile engagements, longer-range AI torpedo shots and more.
Significant performance & stability improvements.
A mile-long list of database additions including future Virginia SSGN versions, Tomahawk MMT, M982 Excalibur guided 155mm artillery, KC-46 tanker, MC-130 with the BLU-82 "Daisy Cutter" & GBU-43 MOAB mega-bombs, Chinese "High New" C4-ISR series, the entire Ukraine naval OOB, Oscar-III SSGN, JLENS, tons of Vietnam-era units, hypothetical systems like the F-19A, A/F-117X, Boeing 747 ALCM carrier and generic CATOBAR mini-carrier, and much more. 

Get more information on Command: Modern Air/Naval Operations from its official product page.


Matrix Games is part of the Slitherine Group

About the Slitherine Group

The Slitherine Group is the world's leading producer and publisher of digital wargames and strategy games. Under the Slitherine (www.slitherine.com), Matrix Games (www.matrixgames.com) and Ageod (www.ageod.com) brands it has published literally hundreds of games, with many award-winning titles in its portfolio and spanning all digital platforms, from home consoles to modern Smartphone's and Tablets. Slitherine is also involved with book publishing, board gaming and works with a wide array of key licensing partners, such as HISTORY®, MILITARY HISTORY®, Games Workshop®, Horrible Histories™, Showtime, BBC, Osprey, Scholastic, Buzz Aldrin Enterprises and many others to deliver the best blend of historical accuracy in an exciting and entertaining way. Together the Group companies form the world's largest organization specializing in this important and vibrant niche. The Slitherine Group's mission over the coming years is to lead the way in innovation and growth in an ever expanding segment of the entertainment industry.




Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on July 09, 2014, 06:17:50 PM
I don't know if warfare sims planned it this way, but command rocks on a windows 8 tablet.  Why f with a watered down iOS game when you can play a real mans wargame on a tablet.  Best piece of hardware I bought this year, then see command scale perfectly to it was icing on the cake.  This is my secret weapon to finally making a dent in my back log of need to play games.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 09, 2014, 07:34:26 PM
I agree...I have the 8" Dell Venue with win 8.1.  It can't run the big scenarios effectively, but it sure is fun to play some the csmaller scenarios.  It's also fun just browsing the database.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 09, 2014, 08:09:51 PM
Quote from: Skoop on July 09, 2014, 06:17:50 PM
I don't know if warfare sims planned it this way, but command rocks on a windows 8 tablet.  Why f with a watered down iOS game when you can play a real mans wargame on a tablet.  Best piece of hardware I bought this year, then see command scale perfectly to it was icing on the cake.  This is my secret weapon to finally making a dent in my back log of need to play games.

What windows tablet are you using Skoop? I've been considering getting a Surface Pro for awhile, mainly to have something other then my phone when I travel, but with  the"coincidental" side effect of being able to play Command or FPRS when not at my desktop.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on July 09, 2014, 09:13:52 PM
^ I went big and got the razer edge pro, I like the idea of having the horse power to play fps if necessary.  I it got discounted off amazon, the only complaint is I cant find any of the handy accessories for it any where.  If I could get the game pad pack that it sits in, I could play steel beasts pro pe on it. It plays CMRT well, but you have to plug in a wireless mouse, the ui is impossible with out it.  That's what's cool about command is that you can play totally by touch screen if needed, so it's been my go to game on the tablet so far.

The surface pro would probably work fine or the dell model ryanE was talking about, I bet you will save cash with those options.  You might want check out the surface pro 3 which I think just came out, there's commercials on tv for it.  The only difference between my razor and surface pro is a dedicated video card.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on July 10, 2014, 06:50:33 AM
I tried Command on my i7 powered laptop earlier this year and found it quite laggy compaired to on the PC. It sounds like recent improvements have fixed this. Time to give it another try.

Command seems a good fit for portable devices. Perfect for playing on the couch while the boss watches something boring.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: smittyohio on July 10, 2014, 07:01:42 AM
Quote from: Kushan on July 09, 2014, 08:09:51 PM
Quote from: Skoop on July 09, 2014, 06:17:50 PM
I don't know if warfare sims planned it this way, but command rocks on a windows 8 tablet.  Why f with a watered down iOS game when you can play a real mans wargame on a tablet.  Best piece of hardware I bought this year, then see command scale perfectly to it was icing on the cake.  This is my secret weapon to finally making a dent in my back log of need to play games.

What windows tablet are you using Skoop? I've been considering getting a Surface Pro for awhile, mainly to have something other then my phone when I travel, but with  the"coincidental" side effect of being able to play Command or FPRS when not at my desktop.

I have a Surface Pro 2 and love it.   I can play a surprising number of newer games on it quite well, including Skyrim and XCom.   Civ5 seems ok, but EU IV is kinda slugglish, so go figure.   Some older games work fine, and some the integrated video card doesn't handle correctly.   The biggest issue is usually reading the font, if it's too small.    Oh, and battery life is hit or miss.  Really depends on the game... so I always have a charger handy.    The new Surface Pro 3s look amazing.  The screen is noticeably bigger, when I compared it to the older ones in the store.   Almost wish i'd waited...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 16, 2014, 04:53:54 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F07%2FUS-Navy-Submarine-300x225.jpg&hash=dbbe8429ddeaeec2176607dd1ef799d340582998)

(http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/07/US-Navy-Submarine.jpg)Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains nine brand-new scenarios:     

Andromeda at the Ready, 1984 (http://www.warfaresims.com/?p=3128): Caught in the crossfire of the "tanker wars" in the Persian Gulf, an English-flagged merchant vessel has been damaged by mines and limps to the nearest friendly port. Iranian forces however believe she is carrying contraband and intend to boar dher or sink her. The only available British asset in the area is the frigate HMS Andromeda. Can she alone protect the merchant?    

The Grecale Affair, 2017 (http://www.warfaresims.com/?p=3130): The Italy-Tunisia dispute over the Strait of Sicily heats up again. The Italian navy dispatches the Grecale with air support to monitor Tunisian naval activity and respond to provocations. Sounds simple... except Tunisia is far more committed to this standoff and the Med is full of neutral traffic, so ROEs are tight.

Rebel Yell, 2015 (http://www.warfaresims.com/?p=3133): A bloody rebellion in the ranks of the Slovakian army has been largely contained and the remaining rebels have barricaded themselves on an airbase, with modern SAMs and fighters. Can a hastily assembled NATO task force break into the base and recapture it?    

SEAL Submarine Exercise, 2010 (http://www.warfaresims.com/?p=3135): An exercise for an option that officially the USN "never uses": deliver SEALs to foreign territory and destroy a tactical target.    

Facing the Dragon, 2014 (http://www.warfaresims.com/?p=3137): An AAW-centric view of a massive Chinese assault towards Taiwan, and a massive brawl in its own right. Not for airwar beginners :)    

Team Worden, 1983 (http://www.warfaresims.com/?p=3143): Tensions over the ownership of Pratas Island (whose possession dramatically affects the range of legal territorial waters) have risen between China and Taiwan. Intel reports suggest the PRC may be planning an assault on the island to force the issue. To discourage Chinese intentions the USN dispatches a mixed surface/sub force to the area. If the Chinese are bluffing, this token force should suffice. If they're not...    

On Stalin's Order, 1945 (http://www.warfaresims.com/?p=3145): The ruins of WW2 are still smoldering in Czechoslovakia, and the triumphant Red Army is racing to seize the country's strategically vital western industrial sector. However, western allied forces are still in this area and they won't just pack and leave. Soviet forces are ordered to push ahead regardless. Will the Third World War start while the Second is barely over?    

US-UK Fellowship Exercise, 2012 (http://www.warfaresims.com/?p=3147): So you stalk Akulas for breakfast? Here's a little exercise to really test your silent-hunting skills. The most modern attack subs of the US and Royal navies go mano a mano with no holds barred. May the best driver win.    

Red Episodes: Recon in Force, 1989 (http://www.warfaresims.com/?p=3149): Fifth in the "Red Episodes" series of WW3 from the Soviet point of view. Norwegian FAC hit-and-run ambush attacks from the countless northern fjords have been very successful against Northern Fleet forces, so much so that the Kirov SAG has been assigned to root them out of their hiding holes and neutralize them permanently. The Kirov has its main SSM launcher damaged but still leads a powerful surface group. Can it do the job, or are the fjords too tough? 

As always, the community scenario pack is available at the WarfareSims download page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on July 16, 2014, 01:05:00 PM
Question about the Database Mods:

What are the DB "Descriptions" file(s)?  Are they actual background descriptions added to the units & systems in the DB?  Where does it go, if so?

Or is it like a ReadMe of some sort? 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 16, 2014, 01:29:35 PM
Yes, they are the optional text description that accompanies a platform's presentation on the DB viewer. If you bring up a platform (or weapon etc.) on the viewer and see a text describing it, it means there is a corresponding text file for it on the "Descriptions" folder.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on July 16, 2014, 03:06:45 PM
Quote from: Dimitris on July 16, 2014, 01:29:35 PM
Yes, they are the optional text description that accompanies a platform's presentation on the DB viewer. If you bring up a platform (or weapon etc.) on the viewer and see a text describing it, it means there is a corresponding text file for it on the "Descriptions" folder.

So can it be added to the DB or is it an external supplement?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on July 16, 2014, 03:22:23 PM
It's built in to the game, every platform has a DB link that comes up if you click on it.  It is updated both pictures and descriptions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 16, 2014, 03:30:38 PM
Quote from: Nefaro on July 16, 2014, 03:06:45 PM
So can it be added to the DB or is it an external supplement?

The text description? It is stored deliberately on a separate file from the main DB file so that it can be edited independently of the DB (likewise for images). This also allows descriptions and images to be compatible with the DB even when the DB versions change rapidly due to updates.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on July 16, 2014, 05:45:18 PM
Quote from: Skoop on July 16, 2014, 03:22:23 PM
It's built in to the game, every platform has a DB link that comes up if you click on it.  It is updated both pictures and descriptions.

Yes, I know.  Just wondering if the Descriptions mod file just drops into the install folder so you can read it in-game.

In other words.. is it an actual Mod file or just some extra reading material outside the sim?  I'm guessing it's an actual mod file, judging by Dimitris response.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 16, 2014, 07:11:00 PM
Its a "mod" file.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on July 17, 2014, 02:27:05 AM
Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on July 19, 2014, 12:50:14 AM
Quick question, and I apologize if it's already been answered somewhere.

With respect to creating a scenario, is it possible to assign units a random start location?  For example, have a SAG spawn into the scenario somewhere within 100nm of a point?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 19, 2014, 12:53:55 AM
Yes. You can use the "teleport into area" event action.

You can chain this not just to the beginning of the scenario but to any of the available event trigger types (e.g. Unit-X steps into forbidden area Y, hitherto neutral country-Z responds by providing reinforcements to the enemy).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 25, 2014, 10:07:17 PM
Quote from: Skoop on July 09, 2014, 09:13:52 PM
^ I went big and got the razer edge pro, I like the idea of having the horse power to play fps if necessary.  I it got discounted off amazon, the only complaint is I cant find any of the handy accessories for it any where.  If I could get the game pad pack that it sits in, I could play steel beasts pro pe on it. It plays CMRT well, but you have to plug in a wireless mouse, the ui is impossible with out it.  That's what's cool about command is that you can play totally by touch screen if needed, so it's been my go to game on the tablet so far.

I picked up a Surface Pro 3 the other day. So far I've only played a few small scenarios. Surface runs them like a dream but not without a few touch screen related issues. I found on the surface its a little difficult to scroll/zoom without using the keyboard attachment, which limits game play while lounging on the couch. Same issue applies to FCRS. Have you found a workaround for this? or do you use a mouse and keyboard for all your tablet gaming?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on July 26, 2014, 11:25:31 AM
Command does play better with a mouse and keyboard, but it's completely playable without it because the ui has multiple ways of pulling up different screens or functions.  I use the ui buttons across the top for everything, And zoom works with the finger pinch but it's not as good as a mouse wheel.  I notice my play style is different, I use the ai more and less micro managing.  If you do micro manage, it just takes more time to some things.
I have a wireless lodgitech trackball mouse that I use for cmrt that makes that playable on tablet.  I could use it with command if needed but with cm it's a must.  You could try pulling up the onscreen keyboard for hot keys if needed, that works with command.  Overall I'm happy with it on the tablet, by far out does the iOS games I was playing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 11, 2014, 07:36:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F08%2FGrowler_thumb.jpg&hash=39bf7d23e1d65b6f9a8af7d6fd3f901b86c6487c)

Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains nine brand-new scenarios:     

The Old Regime and the New Nation, 1966: (http://www.warfaresims.com/?p=3198) Franco's regime is reluctant to abandon its colonial possessions and responds forcibly to provocations from Nigeria. This hypothetical scenario features the combat swan song of the famous He-111 bomber.    

Team Mysore, 2017: (http://www.warfaresims.com/?p=3200) Tensions between India and Myanmar have continued to mount. Indian intelligence indicates that Myanmar plans to attack Indian-flagged merchant vessels. Available Indian forces, centered around the new destroyer Mysore, are limited and far closer to Myanmar threats than any support. Will they be enough?    

Marinha do Brasil - PASSEX 2010 - Carl Vinson, 2010: (http://www.warfaresims.com/?p=3204) Based on an actual 2010 exercise. Take command of a Brazilian diesel submarine, penetrate a US carrier group's defences and claim the big prize, the carrier itself.    

Growler vs Growler, 2014: (http://www.warfaresims.com/?p=3206) EA-18G Growler, the USN's top-line SEAD and electronic attack aircraft. S-400 (NATO: SA-21 ""Growler"), the most modern operational long-range Russian SAM system. FIGHT!

Team Dido, 1964: (http://www.warfaresims.com/?p=3208) Based on the historical conflict between Indonesia, Malaysia and the UK. The British government offers increased assistance to Malaysia including two of its RN frigates in the region. But Indonesia may up the ante more than usual this time.    

Shangri-la Comes Calling, 1965: (http://www.warfaresims.com/?p=3211) In the mid-1960s, tensions increased dramatically between Egypt and the United States. With Egypt threatening maritime traffic in the eastern Mediterranean, the United States has decided to act pre-emptively. An air strike against an Egyptian air base has been selected as a suitable demonstration of American resolve. The Shangri-la carrier group is the nearest available force for this operation.    

Memphis Goes North, 1981: (http://www.warfaresims.com/?p=3213) During 1981, the submarine USS Memphis completed an around-the-world cruise. This scenario assumes that during this time she was also called upon to assist in the completion of a covert CIA mission.    

Helping Brothers, 1990: (http://www.warfaresims.com/?p=3215) Egypt is in social unrest and riots due to the ascendance of extreme Islamic elements. The country is on the brink of civil war. The military government try to control of the situation by means of martial law. Libya decides to support the Islamist rebels by supplying weapons and sends a small convoy with supplies for them. Egypt will have none of this.    

Frozen War, 2014: (http://www.warfaresims.com/?p=3217) Chile and Argentina are at it again over oil exploration in the Antarctica. Can things get hot in the coldest part of the world? Yes, they can. 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
With the new scenario pack release, the total number of released Command scenarios is now 172!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on August 11, 2014, 09:22:24 AM
How's the Linux port coming along, Dimitris? :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 11, 2014, 04:40:31 PM
Show us the money boss.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on August 11, 2014, 05:26:33 PM
Heh.  I wish I had some data for you.  All I can say is that it's estimated that there are at least a million Linux users on Steam alone, and the ultra hardcore strategy market is currently severely underrepresented. ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on August 11, 2014, 06:27:53 PM
Growler v Growler sounds great....that damn s-400 kills me all the time. Shoots down my Harms and it's hard to get close enough for much else. Really need a lot of EW support. I use that and overload it with multi directional tomahawk attacks if i can. Doubt the pentagon would want me to use that much money on a SAM site in real life
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on August 11, 2014, 06:44:43 PM
Quote from: Dimitris on August 11, 2014, 04:40:31 PM
Show us the money boss.

If Hue and I both preorder is it a deal then?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 12, 2014, 01:33:52 AM
Quote from: Staggerwing on August 11, 2014, 06:44:43 PM
If Hue and I both preorder is it a deal then?

Actually that's a nice idea. We could put this up as a Kickstarter project and see how many people back it up with their wallets instead of their mouths.

Thanks for the suggestion!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on August 13, 2014, 07:40:42 PM
If Elite hadnt totally taken over my gaming time id like to get more involved with this. As always a great AAR sells a game more to me than any review and 'wot i think' and this

http://forums.sufficientvelocity.com/threads/poaw-commands-modern-air-and-naval-operations.230/

has almost made me put Elite to one side for a while - kind of a rolling thread of scenarios and advice, dont be put off by the 52 pages, its great fun if you have the time to read it
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on August 13, 2014, 08:23:41 PM
It's funny but mention of the scenario with the Spanish HE-111s (aka CASA 2.111) has brought me closer to purchasing than anything else before. I remember seeing them as stand-ins for the Luftwaffe Kampfgeschwader bombers in the movie 'Battle of Britain'.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 14, 2014, 06:27:57 AM
That thread is a joy to read.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on August 21, 2014, 10:03:19 AM
Dimitris , ...its so quiet
what features are in the work queue in COMANO development?  (i guees you guys did some well deserved summer vacation first :))
with either the next patch or maybe even a DLC which could add "Land Ops with more decent AI" as a dynamical changing  target enviroment to Air and Naval scenarios
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 23, 2014, 08:27:45 AM
We have a number of new features in development. The order and form in which they will see the light of day is an excellent question.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 29, 2014, 09:02:47 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F08%2FSR72.jpg&hash=f78bd683c0e1d5217dd26c9b8ea1eb8a54aaa0c4)

New public release: Build 562 (http://www.warfaresims.com/?p=3240)

Speed, refueling fixes, speed and MOAR SPEEEED...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on August 29, 2014, 08:35:07 PM
Triangular auroras? Donuts-on-a-rope?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 30, 2014, 03:14:38 AM
I think this is apropos:

https://www.youtube.com/watch?v=N0GdQyIm7DU

(YT embedding doesn't seem to work...)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on August 30, 2014, 06:33:32 AM
Take the 's' out of https//

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 30, 2014, 08:37:49 AM
Ah ok thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on September 01, 2014, 08:26:32 AM
I would like to give the Operation Allied Force (community) scenario a try. The Allied OB includes several transport planes loaded with airborne troops. I have no idea how to drop these troops on a LZ. I can't see any UI features for this task. Anyone know the secret?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 05, 2014, 06:18:52 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F08%2FMissileFiiring_1963-300x212.jpg&hash=568ebfa492e881e9555a5b9bb627fe76b526c0b1) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/08/MissileFiiring_1963.jpg)(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F08%2FB-52D-300x198.jpg&hash=405e8cd308f140d7415057faa9cb24bea8ebc0b5) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2014/08/B-52D.jpg)

Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains nine brand-new scenarios:     

688 Attack Sub #4: Mumar Cadaver: The Libyan government continues to support terrorist attacks against US interests. You are in command of the USS Los Angeles and have been ordered to sink a Libyan tanker convoy and send a clear message to the errant regime.    

688 Attack Sub #8: Surprise Party: Command a deep and fast Alfa-class SSN against an American carrier task force or defend it in a silent, high-tech Los Angeles-class SSN. Prime targets and formidable adversaries.    

Baltimore on the Prowl: The years following the 1948 Arab-Israeli war saw numerous attacks conducted by Palestinian terrorists. This scenario assumes that, while the American President had no intention of putting troops on the ground to protect Israel, he was willing to commit naval forces to reduce the smuggling of arms in the Mediterranean    

Caribbean Task For Ruby: Post-Cuban Missile Crisis, Soviet and Cuban forces continue to arouse the suspicions of America. Your task force has been sent to investigate and uncover possible tactical missile deployments in this cold war thriller.    

Corvette Group off Bressay: It is 2022 and the political cards have shuffled, leaving the UK and Norway to square off in the North Sea. Can you lead British forces to victory or will Norwegians rule the north once again?    

Resolution 1737: Command US forces in conducting an opposed blockade in the Gulf against America's perennial adversary Iran. Another hard-hitting scenario from one of the Command community's most prolific scenario writers, Mark Gellis.    

Seawolf #1: Ivan Marches: In this Cold War remake of a classic SSN21 scenario, civil war has broken out and US and Soviet forces are moving quickly to support their allies. Command the USS Seawolf in the critical task of shadowing a large Soviet convoy and determining if Soviet missile submarines are on the move.    

The Transit: Its 1985, the Third World War has been raging over a week and you are in command of the Spruance class destroyer DD-969 USS Peterson. Your mission is collecting your convoy in Savannah Georgia and getting them to Bordeaux France.    

Wargasm: It is 1962 and you are one of the Strategic Air Command's finest. Your job is conducting thermonuclear war against the forces of the Soviet Union. A massive and and well-researched scenario. (Note: The corny-sounding title is from authentic declassified nuclear war plans of the era!) 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 05, 2014, 06:20:45 AM
Quote from: Rekim on September 01, 2014, 08:26:32 AM
I would like to give the Operation Allied Force (community) scenario a try. The Allied OB includes several transport planes loaded with airborne troops. I have no idea how to drop these troops on a LZ. I can't see any UI features for this task. Anyone know the secret?

Hello,

At the moment you can only drop troops in areas pre-designated by the scenario author (by scripting). You cannot drop them arbitrarily.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 05, 2014, 03:29:08 PM
I just want to hand it to the developers...this is the most fun I have had playing a game while also learning a lot since CM1 originally came out in 2000.

I just started building a scenario for my own giggles that has the US and China showing down in the Pacific.  I call it the Line in the Sea.  The US shot down several Chinese planes for harassing US aircraft, vessels, and allied vessels.  China has drawn a line between southern Formosa and northern Philippines.  Any USN vessel crossing that line will encounter a forceful response from China.

I did this to play with some features and units in Command.  It contains the new Chinese carriers, their version of the navalized SU-27, the anti-carrier ballistic missile DF-21, newer Chinese AEW and recon aircraft, carrier-capable UAVs, US F-35s, EF-18 Growlers, newer Tico cruisers with SM-3 anti-ballistic missile missiles, newer Burke destroyers with same, etc.  I am using exclusion zones, prosecution zones, formation management, complex patrol missions, coordination with allied navies, satellites, SAM bases protecting shore facilities, etc.

I really wanted to test out the Chinese military using a layered and mutually supporting approach to dealing with a full-strength US carrier battle group.  The Chinese carrier is close to shore and supported by shore bases.  There are anti-carrier missiles bases on standby.  Their are some anti-carrier bombers with carrier killer missile ready to launch when the line is crossed.  I am trying to have the AI coordinate bombers, missiles, and carrier strikes all hitting the carrier group within minutes.

I have it about half done.  It was maybe two hours of steady work.  Not too bad in my opinion.  Right now, I still have to put in some allies and flesh out the satellite usage.  The hard part for the Chinese is they can't fire until they have a positive ID on ships crossing the line.  It is all about getting recon past US fighter screens.  The hard part for the US is waiting for Chinese planes to either do something hostile or cross the exclusion line around the carrier.  There is also no scoring right now.

My initial tests show the US losing 1-2 Burkes and 1 Tico at most.  The average is 1.5 ships before China has spent its missiles.  Then its just mopping up with the US carrier aircraft.  The only reason it isn't worse for the US is I am struggling a little with coordinating all the disparate Chinese units for a time-on-target strike.  I expect to have this one done over the weekend.  This will be my first published scenario.

I just wanted people to see how amazing this game is.  It was good on release, but the newer versions have made it into a "best ever" type game for modern wargamers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 05, 2014, 04:56:46 PM
Thank you for your very kind words.

You can instruct the Chinese forces to "fire early" (don't wait for positive ID) by setting the doctrine option "engage non-hostiles" to true. Since it is a doctrine option you can enable it either side-wide or specifically for the units you wish to behave this way.

We'll be eagerly waiting to see and play your scenario!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 05, 2014, 05:30:55 PM
That is how I am doing it.  I was hoping to use the delayed activation of the mission.  But it launched at a specific time after activation, not as a set amount of time from activation.  Maybe a feature for the future.

I have yet to find a way to have all missiles and strike aircraft hitting at once without manual intervention.  I know its hard in real life too, but I'll keep trying.

My work around was to have the bombers leave as soon as any ship crosses the line.  The missiles wait until positive ID.  That helped, but still left a ,ot of time between missiles and planes hitting.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 14, 2014, 02:59:52 PM
Great AAR on "Deter, Detect, Defend": http://www.warfaresims.com/?p=3442
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on September 14, 2014, 07:27:51 PM
Dimitris,

Just curious if you guys have had any inquiries from any Navies regarding using your game as a training tool?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 15, 2014, 12:06:08 AM
Yes, and not just navies.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 20, 2014, 03:19:04 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F09%2FSeaWolf.jpg&hash=dba8a91801a6ba75d2177f9cac2f91d5545967cc)

Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains six brand-new scenarios:

Myanmar Defense, 1995 : An ordinary day in a Myanmar Air Force base commander's life. Ordinary? Maybe.

PN Patrol Force PWS – Shoal Patrol, 2013 : The Philippine Navy has built a new Patrol Force base at Oyster Bay on the island of Palawan. Facing directly into the Western Philippine Sea, it provides easy access to the security zone around the vital Malampaya Oil Fields on the North End,  as well as the contested shoals to the West and South. Oyster Bay is now home port for most of the Navy's major combatants, including two former USCG high-endurance cutters and new additions of Navantia-made OPVs. From here, patrols will be conducted to ensure territorial security and reinforce maritime claims.

Submarines off Sao Tome, 2020 : Tensions have increased between China and São Tomé and Príncipe. The tiny African nation's close ties with both the United States and Taiwan, combined with its harsh criticism of some of China's African allies, have made it very unpopular with the People's Republic. Two weeks ago, two Chinese businessmen were targeted by radical anti-Chinese activists and murdered. The Chinese have blamed the São Tomé government and made it clear that unless their demands for a formal apology (and a softening of São Tomé and Príncipe's stance on China) are satisfied that the situation will escalate.

Task Force 45, 1989 : In 1989, the Soviet Union, although facing severe economic difficulties, made some efforts to support some of the remaining communist regimes around the world.  In this scenario, a Soviet convoy with military aid is on its way to Nicaragua.  The United States intends to block this convoy. At the present time, the only force  available is Task Force 45, a surface group with air & submarine reinforcements.

The Okhotsk Bastion, 1961 : In response to the USSR declaring the Sea of Okhotsk as Soviet sovereign waters, the Kennedy administration has ordered a more aggressive naval policy and flooded the area with submarines. In response, the Soviets have responded with one of their largest anti-submarine operations. This scenario features hypothetical Soviet aircraft carrier and naval aircraft designs being deployed against the American undersea force.

Seawolf #2, Duckshoot, 1996 : US subs and vessels have been ordered to blockade all Cuban ports and patrol the entire Cuban coastline. The goal is to cut supplies and arms from reaching pro-Castro forces on the Island. The Seawolf is to patrol a wide section of the northern Cuban coast. All non-US vessels in this area, are either pro-Castrol naval ships or merchant ships that have ignore our repeated warnings. The Seawolf is free to fire, but only after having clearly identified the target as a non-US naval vessel.

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876
With the new scenario pack release, the total number of released Command scenarios is now 187!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on September 22, 2014, 08:10:50 AM
Congratulations to Command!!! O0

Wargame of the Year Edition will be released on the 26th of September (latest version + user made scenarios + Baloogan's Joint Command multiplayer app).
Steam keys will be given to current owners.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 22, 2014, 08:19:46 AM
Thanks!

To clarify, the WOTY version is free for existing users and includes all official updates and the manual addendum material added to the user manual. User scenarios and DB images are as always freely available on the WS download page.

Steam page: http://bit.ly/1rhduWC
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on September 22, 2014, 08:21:18 AM
I thought the scenarios are included based on the Matrix press release.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 22, 2014, 08:26:51 AM
Quote from: jomni on September 22, 2014, 08:21:18 AM
I thought the scenarios are included based on the Matrix press release.

Sounds like they will be. I think Dimitris was just pointing out they are already available to those that own the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 22, 2014, 06:24:56 PM
Did I miss the announcement of Command being on Steam?  I see some mentions on the Matrix forum, but no announcement other than this WOTY edition.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 22, 2014, 06:47:21 PM
Quote from: RyanE on September 22, 2014, 06:24:56 PM
Did I miss the announcement of Command being on Steam?  I see some mentions on the Matrix forum, but no announcement other than this WOTY edition.

http://www.matrixgames.com/news/1522/Command.gets.Wargame.of.the.Year.Edition

Quote
Command: Modern Air/Naval Operations Game of the Year Editionwill be available on the 26th of September on our stores and Steam. A Steam key of the game will be available for anyone who already owns a copy of the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 22, 2014, 06:55:11 PM
Huh...I did a search on the forum announcement and still missed it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 24, 2014, 06:06:40 AM
Command's birthday presents: Steam and WOTY Edition (http://www.warfaresims.com/?p=3462)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on September 24, 2014, 08:18:21 AM
Awesome news about Steam distribution. Congrats and Happy Birthday!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 24, 2014, 12:57:35 PM
So in the announcement the links point to current public builds.  Does 1.05 do anything that is not public yet?

I saw that the devs promised some big news and would deliver something people have been waiting in the next build.  Is the Steam integration the big news?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on September 24, 2014, 04:23:04 PM
Quote from: RyanE on September 24, 2014, 12:57:35 PM
So in the announcement the links point to current public builds.  Does 1.05 do anything that is not public yet?

I saw that the devs promised some big news and would deliver something people have been waiting in the next build.  Is the Steam integration the big news?

Hi Ryan

As far as game functionality yes. You're getting all public game and db updates. If you already own the game don't buy it. We'll be posting an update along with the steam release.  If you own it and wish to move to steam just grab a key (there are instructions on our forum at matrix).

Our publisher will be posting further details on what else is special about the release. Its more on their side.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 26, 2014, 07:23:54 AM
Command is now available on Steam (http://store.steampowered.com/app/321410), and at -25% price until October 3!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on September 26, 2014, 08:59:22 AM
Quote from: Dimitris on September 26, 2014, 07:23:54 AM
Command is now available on Steam (http://store.steampowered.com/app/321410), and at -25% price until October 3!

The best part of the steam page?  Our logo in the bottom right corner!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on September 26, 2014, 09:02:49 AM

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fcdn.akamai.steamstatic.com%2Fsteam%2Fapps%2F321410%2Fextras%2FUsenet_Gold_2013_s.png%3Ft%3D1411733376&hash=792d9fef2732ee94b5f164c1edf338446790bdad)

A prestigious honor indeed!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on September 26, 2014, 10:39:27 AM
The Baloogan Campaign stream will return this saturday with a special 'Command: Wargame of the Year' stream! On Friday Command is coming to Steam (http://store.steampowered.com/app/321410/)!

I'm planning to play Under African Skies (http://wiki.baloogancampaign.com/index.php/Scenario?Location=scens%2F%2FUnder+African+Skies+%282017%29+v1.5.scen), a community scenario made by Feltan. (Matrix thread (http://www.matrixgames.com/forums/tm.asp?m=3700311)) A scenario set in 2017 about a US task force attacking a China backed Nigeria.

The date of the event was Sunday, January 22, 2017. The time was 1:03 PM on the East Coast of the United States. The new American President had been sworn into office forty-eight hours ago, and this day he was in the White House with VIP guests, donors, campaign staff, family and friends. This privileged group, like tens of millions of Americans that day, is glued to the big screen television. Today is the highly anticipated American Football Conference Championship; the semi-final before the Super Bowl. The much hyped game was between the Denver Broncos and the Baltimore Ravens, and kick-off at Mile High Stadium in Denver just happened to the cheers of these elite party goers. The smart money said Denver would walk away with an easy victory – and since the new President hailed from Colorado, no one at the White House was wearing a Raven's jersey. No one, that is, except the Senate Minority Leader who was from the opposing political party. It was all great fun. Spirits were high, the beer was flowing and the White House Chief of Staff couldn't have been happier with the electric atmosphere and upbeat photo ops that could only benefit his new boss. Little did anyone know that before half-time arrived, the country would forever be changed.
Would you like to know more? (http://wiki.baloogancampaign.com/index.php/Scenario?Location=scens%2F%2FUnder+African+Skies+%282017%29+v1.5.scen)


Please join us on Saturday at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20140927T1700&amp;p1=256) for a live stream of Command: Wargame of the Year Edition.

In other news I've opened an affiliate sales account to sell Command; a special link to buy Command (https://www.bluesnap.com/jsp/buynow.jsp?contractId=3215772&amp;referrer=1087588) is available to the right. A Steam key as well as a DRM-free copy of Command. Using that link means that Baloogan Campaign gets 30%. :)

There have been a significant amount of improvements to Command since release. One might ask, "What does 'Wargame of the Year Edition' mean? (http://baloogancampaign.com/command-documentation/new/)" This page outlines all the new features since V1.00.

As always our chatroom (https://jabbr.net/#/rooms/baloogan) is open to all; if you have a question about Command or even just want to chat about geopolitics, military technology &amp; history please drop by!

And finally, I've set up a Tumblr Image/Video blog (http://baloogan.tumblr.com/) comprised of images and videos from the Baloogan Campaign Chatroom (https://jabbr.net/#/rooms/baloogan). Any image or youtube video posted to the chatroom is automatically uploaded there.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on September 27, 2014, 03:28:58 AM
Woot!  Got my free Steak key for Command already.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on September 27, 2014, 06:30:01 AM
Ooh, free steak?  That's a great promotion!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on September 27, 2014, 06:54:01 AM
LOL!

I just bought the game due to the sale. Now that I've got this and Frontier:Dangerous I'm going to have to shake the cobwebs out of my WinBox and move it to a better spot. I Maybe I'll reinstall Steel Beasts as well and see what all the fuss is about.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 07:18:10 AM
The interface was nowhere as streamlined as it should've/could've been. Also with some features missing, this was sold way too early. I always felt the game did some things better than Harpoon but also just as many worse iirc. From what I remember I used to think "Well I could do that in Harpoon, why can't I do it in a game 20(?) years on?".

It had a lot in it - don't get me wrong - but it was released unfinished. I probably shouldn't be surprised by it, but I had quite a few interface point right off the bat on the day of my purchase. I have no idea if they ever got ironed out as I gave the game away...but I hope they did.

I see it's available on Steam also (but not at the discounted price I might add).

Oh - and Matrix - I think it's a little disingenuous to show the release date as 26th September 2014 just because this is a repackaged (fixed?) version.  :tickedoff:

I think this was one of my most anticipated games of last year and my biggest let down.  :(
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on September 27, 2014, 07:23:49 AM
^Actually, I did get the 25% off price when I bought on Steam ($59 v $79). Maybe there some regional price thing going on?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on September 27, 2014, 07:28:38 AM
Quote from: Huw the Poo on September 27, 2014, 06:30:01 AM
Ooh, free steak?  That's a great promotion!

STEAM!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 07:53:39 AM
Quote from: Staggerwing on September 27, 2014, 07:23:49 AM
^Actually, I did get the 25% off price when I bought on Steam ($59 v $79). Maybe there some regional price thing going on?
My bad. It is 25% off on Steam.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 08:05:27 AM
Quote from: JudgeDredd on September 27, 2014, 07:18:10 AM
It had a lot in it - don't get me wrong - but it was released unfinished. I probably shouldn't be surprised by it, but I had quite a few interface point right off the bat on the day of my purchase. I have no idea if they ever got ironed out as I gave the game away...but I hope they did.

IIRC you busted our balls on a specific issue, ie. being able to see an individual selected unit's range-rings even when the "merge range rings" option is selected (which BTW was _not_ possible in any version of Harpoon, and Harpoon never had the "merge range rings" ability in the first place). We dedicated untold hours to make it work, we released it as part of a _free_ update... and then we found out that you had given your copy away.

Lesson learned.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 08:54:16 AM
Quote from: Dimitris on September 27, 2014, 08:05:27 AM
Quote from: JudgeDredd on September 27, 2014, 07:18:10 AM
It had a lot in it - don't get me wrong - but it was released unfinished. I probably shouldn't be surprised by it, but I had quite a few interface point right off the bat on the day of my purchase. I have no idea if they ever got ironed out as I gave the game away...but I hope they did.

You busted our balls on a specific issue, ie. being able to see an individual selected unit's range-rings even when the "merge range rings" option is selected (which BTW was _not_ possible in any version of Harpoon, and Harpoon never had the "merge range rings" ability in the first place). We dedicated untold hours to make it work, we released it as part of a _free_ update... and then we found out that you had given your copy away.

Lesson learned.
I actually gave it away because it wasn't being played. It wasn't being played because I didn't find the interface gave me what I wanted and I didn't like the interface. Once that was the case, I wasn't going to get round to getting any deeper. But I was one of very few who thought so. So I wasn't sure where that fitted in with your fixes...you were still working on it when I gave it away.

Actually the fact I gave it away was more an insight into who I am as to what the game was like. Read it as you will.

But I will fix your post for you if you don't mind

Quote
I busted my balls on testing your product after paying full price for what was an unpolished (and imo unfinished) product. I dedicated untold hours to try and play it but it just kept fighting me and by the time I found out you had made any of the changes I was hoping/thinking should've been there on release, I had given my copy away.

Lesson learned.
Your game is seemingly being well received by the vast majority or people who have it. I doubt that was the case when it was released - but to your credit you have been working long and hard on it.

But don't come on here telling me you bust your balls fixing an issue which, by the way was one of freaking many, and get pissy because I posted it was the biggest let down for me in 2013. I am actually only being honest. You and Matrix selling me an unfinished product for £60 were not being so honest.

For the record I thought, and still do, that your attitude to your product has been exemplary. You've stuck with the game and the customers and you've continually updated it. But your attitude to me, who was and still is simply a disgruntled customer stinks.

Maybe you should just be grateful the other people who are playing your game (with many hours of enjoyment) stuck with it. So I didn't - so what?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 09:03:12 AM
I would like to add however, Dimitris, that me posting "what happened" as opposed to what the system is like now is probably not a very constructive post...unfortunately as I don't have the game anymore (and hopefully whomever I gave it too is having a blast with it) I don't know what it's like.

I'll at least concede that.

I had high expectations for the game when it was released and whilst it wasn't as broken as some (and actually rather stable - I actually can't recall a single crash) it left me wanting. Once I was fighting the interface to find what I wanted, I just lost interest.

Whilst I'm sorry you worked to remedy some of the issues - I'm pretty sure they were not just for me - so I won't be losing any sleep over that - and I don't think for a second the "untold hours" you spent were wasted hours.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to pick this up and run with it....and 1..... and 2..... and 3....... and 4..........
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 09:10:40 AM
Quote from: JudgeDredd on December 06, 2013, 05:12:09 PM
    Right Dimitris

    This is my list of things I would like to see addressed. They are things I've noticed. They are minor interface issues and there are likely other things that are more important - but these are things I noticed in my own game.

    • Give focus back to map display when closing a popup
    • Limit Contact Report to platforms that are in the date range of the scenario
    • When you select non group mode (num 9) the fuel displays for the selected unit. When you press Group mode again (num 9) the fuel indicator stays for the selected unit even though you're back in group mode
    • The Unit Fuel Remaining bar should show BINGO fuel...and not just generic...it know where it's platform is and where it is...so it should tell you when you hit bingo fuel at that point...it would
      down to you to make sure your ship is in the correct position. In fact a BINGO + 10 mile (or something) indicator would be handy
    • Remaining weapons should be displayed below fuel when looking at a platform
    • When in Group Mode - overall information on weapons available should be available (at least from an air group perspective - ship groups may be too many to display)
    • The details on the left seem over-bearing (even in their own window). I don't want to see the base-Ph, adjustment for distance etc. That text is great for debugging - but all I need to see is "Sea Harrier Gun attacking *enemy platform here* and missed/hit". Some people may like the info - but imo, bearing in mind I have ZERO control over the combat, I'm happy with it just to tell me the action being carried out and the results
    • Remove requirement for NUMLOCK to be off before breaking down a group
    • When viewing air assets in the air, display their home plate
    • When you view the Message Log in a separate window and minimise it, I can't see anyway to get it back. I can see it in my Task Bar as a separate window - but it won't display
    • When using Browse Scenario Platforms it displays British platforms even though when the window opens, the SIDE at the top shows Argentine in the drop down list (in my Falklands Scenario)
    • When you press NUMKEY 9 to view individual units in a group, have one of the platforms already selected
    • An option to turn off all rings except for the selected group (or unit if in unit mode)
    • When checking Throttle & Altitude for aircraft and then right clicking a submarine and selecting Throttle & Altitude, the display doesn't change fully (MILITARY is still being shown as a speed unit for a submarine!) This only seems to happen when moving from an air unit to a seaborne unit - going the other way, the display does change

    Other people may disagree on some things and that's fine. But these things impact my enjoyment - and that's what I'm reporting on.

    I haven't really delved into the mechanics all that much - I leave that to your more hard core players. I need to like to play before I start seeing whether there's a broken missile or other mechanic.



    These are using your latest build 469.
That was the list on December 6th 2013. Those things (believe this if you wish) stopped me firing up the game - and I'm not even sure if that was all of them. That's why I gave it away. Not because it was broke, but because I had a £60 icon on my desktop.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Asid on September 27, 2014, 09:11:31 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to grab this and run with it....and 1..... and 2..... and 3....... and 4..........

Dimitris your support and dedication has been exemplary. Do not tarnish your reputation by posts like this.

Regards
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on September 27, 2014, 09:17:03 AM
Quote from: Asid on September 27, 2014, 09:11:31 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to grab this and run with it....and 1..... and 2..... and 3....... and 4..........

Dimitris your support and dedication has been exemplary. Do not tarnish your reputation by posts like this.

Regards

+1
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 09:18:12 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to pick this up and run with it....and 1..... and 2..... and 3....... and 4..........

Come on Herman, don't disappoint me now.
I'm not locking horns with you on this anymore Dimitris. Your Herman link is about as caustic as you, as a developer, could get.

By doing so, you are linking my concerns to his ramblings. My concerns on the game back then, regardless of what you thought or think now, were genuine concerns to me and not implanted into me. What's more they stopped me playing the game and ended in my loss of £60.

I hardly even played Harpoon but I did recall thinking "Well, Harpoon gave you that...why isn't this?". And I even recall reinstalling and firing up Harpoon to check.

So enjoy your argument between you and Herman whom you seem to want to bat with.  :idiot2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Tuna on September 27, 2014, 09:19:11 AM
Quote from: mirth on September 27, 2014, 09:17:03 AM
Quote from: Asid on September 27, 2014, 09:11:31 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to grab this and run with it....and 1..... and 2..... and 3....... and 4..........

Dimitris your support and dedication has been exemplary. Do not tarnish your reputation by posts like this.

Regards

+1

Boy, JD spent a lot of his own time actually trying help out by finding and posting constructive points at release time. He deserves better! Most people would be just pissed off at the bugs and be done with it..
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 09:40:09 AM
Quote from: Asid on September 27, 2014, 09:11:31 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to grab this and run with it....and 1..... and 2..... and 3....... and 4..........

Dimitris your support and dedication has been exemplary. Do not tarnish your reputation by posts like this.

Regards

If you have been watching this and other Command-related fora since release, you know exactly what would near-certainly have happened within a few minutes of JD's post if I hadn't posted this.

He may yet do it, but at least he'll know he's become utterly predictable in his Command-bashing campaign. Just like what he tried to pull yesterday.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Asid on September 27, 2014, 09:46:38 AM
Quote from: Dimitris on September 27, 2014, 09:40:09 AM

If you have been watching this and other Command-related fora since release, you know exactly what would near-certainly have happened within a few minutes of JD's post if I hadn't posted this.

He may yet do it, but at least he'll know he's become utterly predictable in his Command-bashing campaign. Just like what he tried to pull yesterday.

Dimitris i have been following it all. I have read about the "history". However i think the majority of this community will agree with my statement my statement . Personal "attacks" or anything resembling such are not welcome, be it by an individual or the developer. Very unprofessional.

This is your product and it is up to you how you wish customers and prospective purchaser to view you. I just think it is damaging.

Regards
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 09:54:40 AM
Quote from: JudgeDredd on September 27, 2014, 09:18:12 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to pick this up and run with it....and 1..... and 2..... and 3....... and 4..........

Come on Herman, don't disappoint me now.
I'm not locking horns with you on this anymore Dimitris. Your Herman link is about as caustic as you, as a developer, could get.

By doing so, you are linking my concerns to his ramblings. My concerns on the game back then, regardless of what you thought or think now, were genuine concerns to me and not implanted into me. What's more they stopped me playing the game and ended in my loss of £60.

I hardly even played Harpoon but I did recall thinking "Well, Harpoon gave you that...why isn't this?". And I even recall reinstalling and firing up Harpoon to check.

So enjoy your argument between you and Herman whom you seem to want to bat with.  :idiot2:

I gave priority to this single phrase JD because, like I said above, I knew exactly what was about to happen and time was of the essence. It was not a case of cherry-picking an argument of yours in order to make a strawman and beat it.

So let me make this abundantly clear, to avoid further misunderstanding:
1) I acknowledge that your grievances are your own, and not whispered to your ear by anyone else. IIRC I never accused you of such a thing.
2) Your criticism, from very early on, precisely because it had merit, was taken into account and factored in during the continous development of Command. I will elaborate on this below.

I said before that I will address the rest of your argument, and I am a man of my word. But I am also pressed for time.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on September 27, 2014, 09:55:29 AM
Quote from: Dimitris on September 27, 2014, 09:40:09 AM
Quote from: Asid on September 27, 2014, 09:11:31 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to grab this and run with it....and 1..... and 2..... and 3....... and 4..........

Dimitris your support and dedication has been exemplary. Do not tarnish your reputation by posts like this.

Regards

If you have been watching this and other Command-related fora since release, you know exactly what would near-certainly have happened within a few minutes of JD's post if I hadn't posted this.

He may yet do it, but at least he'll know he's become utterly predictable in his Command-bashing campaign. Just like what he tried to pull yesterday.

You give Herman to much credit and the rest of us too little. We all know Herman's schtick. Most have us have seen it for years and we're intelligent enough to see it for what it is.

The absolute worse thing a game dev can do is get into a pissing contest with users. Surest way to push away potential customers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on September 27, 2014, 10:11:06 AM
^+1

I just bought the game, haven't even gotten to play it, and already I'll feeling frustrated.  :(

How about a positive post, maybe a few suggestions for small scenarios set as early in the game's database timeline as possible? Prop plane and such?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 10:20:48 AM
Quote from: Staggerwing on September 27, 2014, 10:11:06 AM
^+1

I just bought the game, haven't even gotten to play it, and already I'll feeling frustrated.  :(

How about a positive post, maybe a few suggestions for small scenarios set as early in the game's database timeline as possible? Prop plane and such?
The positive post Staggerwing is that they have been working on it relentlessly since release. There is abundant evidence to suggest that the game you just bought will be far more enjoyable than I found it on release.

I even concede that there are many many people that either didn't see the things I saw, or they didn't have a block on the game because of them as I did or they just didn't think they were issues and there were (and there were) other more important things needing attention.

Suffice it to say, I fully expect you will enjoy the game if the genre is one you are interested in of course (not necessarily the case when buying a game - check me and Wastelands 2 - I don't really like RPG's!) and I have no doubt it's worth it's price tag now.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on September 27, 2014, 10:26:26 AM
Quote from: Staggerwing on September 27, 2014, 10:11:06 AM
^+1

I just bought the game, haven't even gotten to play it, and already I'll feeling frustrated.  :(

How about a positive post, maybe a few suggestions for small scenarios set as early in the game's database timeline as possible? Prop plane and such?

drop by the aar threads on matrix, and also go to baloogans page for everything!

theres the first 3 tutorials he goes through step by step, and then scenarios step by step, why, what, where and when
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on September 27, 2014, 10:34:38 AM
Quote from: Dimitris on September 27, 2014, 09:54:40 AM
Quote from: JudgeDredd on September 27, 2014, 09:18:12 AM
Quote from: Dimitris on September 27, 2014, 09:08:07 AM
I'll address the rest later, but I just want to reply to this real fast:

Quote from: JudgeDredd on September 27, 2014, 09:03:12 AM
Once I was fighting the interface to find what I wanted, I just lost interest.

Waiting for Herman to pick this up and run with it....and 1..... and 2..... and 3....... and 4..........

Come on Herman, don't disappoint me now.
I'm not locking horns with you on this anymore Dimitris. Your Herman link is about as caustic as you, as a developer, could get.

By doing so, you are linking my concerns to his ramblings. My concerns on the game back then, regardless of what you thought or think now, were genuine concerns to me and not implanted into me. What's more they stopped me playing the game and ended in my loss of £60.

I hardly even played Harpoon but I did recall thinking "Well, Harpoon gave you that...why isn't this?". And I even recall reinstalling and firing up Harpoon to check.

So enjoy your argument between you and Herman whom you seem to want to bat with.  :idiot2:

I gave priority to this single phrase JD because, like I said above, I knew exactly what was about to happen and time was of the essence. It was not a case of cherry-picking an argument of yours in order to make a strawman and beat it.

So let me make this abundantly clear, to avoid further misunderstanding:
1) I acknowledge that your grievances are your own, and not whispered to your ear by anyone else. IIRC I never accused you of such a thing.
2) Your criticism, from very early on, precisely because it had merit, was taken into account and factored in during the continous development of Command. I will elaborate on this below.

I said before that I will address the rest of your argument, and I am a man of my word. But I am also pressed for time.
Dimitris

As I said, I don't really care for the to-ing and fro-ing with you. I bought the game on release at over £60. I played it, gave feedback, played it, gave more feedback and got frustrated with the interface and gave the game away and, iirc, the words were along the lines of giving it to someone in they hope they will enjoy it.

I did not appreciate you telling me you had bust your balls doing something for me. It's your game. IMO the features I asked for should've been in game and I was amazed no-oine in BETA brought them up (or some of them at least).

You then attempted to draw in or thwart (who really cares) Herman Humm into this. You did say you were going to answer my posts - but that wasn't my concern. My concern was the way you were a) antagonistic to me and b) you decided to add more antagonism to the thread.

You can post more if you wish. Hell - site specifics if you want. Regardless of what you say, I was one customer who bought your product on faith at full price, finding out it had a fair few bugs left in it and the interface left me frustrated. I fed all the things I found back to you and still the product left me unsatisfied. That isn't to say you weren't doing anything about it nor is it saying I kept it long enough to see what was going on - because I didn't...but the point is, in short, I felt disappointed - and that is what I wrote in my post before you jumped on me about busting your balls.

And for the record - it's THAT statement that got my back up - because I busted my arse testing your product AFTER paying for it. And I say testing because I wasn't really playing. I was playing but wondering why I couldn't do A, couldn't implement B or the interface wasn't showing me C. So everytime I had the game open I had notepad open too and was ALT-Tabbing between them

So feel like a lesson was learned if you want. You weren't the only one to learn a lesson was my point.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on September 27, 2014, 10:38:56 AM
Hi Guys

FWIW I did notice losing Judge Dredd as a customer and it did bother me. This was not because of the cost in time but we legitimately value the input of our customers and take it hard when things don't work out. I'm guessing that and the lack of sleep are at the heart of Dimitris frustrations :)

Dredd hopefully we'll do better next game. Thanks for the opportunity.

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 10:55:18 AM
Quote from: mirth on September 27, 2014, 09:55:29 AM
Quote from: Dimitris on September 27, 2014, 09:40:09 AM
If you have been watching this and other Command-related fora since release, you know exactly what would near-certainly have happened within a few minutes of JD's post if I hadn't posted this.

He may yet do it, but at least he'll know he's become utterly predictable in his Command-bashing campaign. Just like what he tried to pull yesterday.

You give Herman to much credit and the rest of us too little. We all know Herman's schtick. Most have us have seen it for years and we're intelligent enough to see it for what it is.

The absolute worse thing a game dev can do is get into a pissing contest with users. Surest way to push away potential customers.

This was most definitely not my intention. If I have given this impression then I must apologize.

Not to offer any excuses, but I've been having a terrible day. I've been up since 2.30 AM and facing one crisis after another (none of them Command-related). Zen Temple this here ain't.

So, sorry. That is all.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 27, 2014, 11:15:28 AM
Quote from: Staggerwing on September 27, 2014, 10:11:06 AM
^+1

I just bought the game, haven't even gotten to play it, and already I'll feeling frustrated.  :(

How about a positive post, maybe a few suggestions for small scenarios set as early in the game's database timeline as possible? Prop plane and such?

Sometimes starting as early as possible with the lowest tech isn't the greatest.

I think the "US Naval Airpower Debate" scenarios from the community scenario pack would make for a good starting point for air combat. As would "Raven 21 is Down" from the base game.

"Trapped Under Ice" or the "First Contact" series from base game if you want something involving subs or surface combatants.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on September 27, 2014, 11:16:43 AM
Quote from: Baloogan on September 26, 2014, 10:39:27 AM
The Baloogan Campaign stream will return this Saturday with a special 'Command: Wargame of the Year' stream! On Friday Command is coming to Steam (http://store.steampowered.com/app/321410/)!

Please join us on Saturday at 5:00 pm PDT (http://www.timeanddate.com/worldclock/fixedtime.html?iso=20140927T1700&amp;p1=256) for a live stream of Command: Wargame of the Year Edition.

Baloogan, please upload the video captures to YT too as usual right when the stream has ended  8)...so the other site of the planet peoples have a chance to marble at it when the sunday morning sun has rizen over Europe   ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on September 27, 2014, 11:29:19 AM
Quote from: Staggerwing on September 27, 2014, 10:11:06 AM
How about a positive post, maybe a few suggestions for small scenarios set as early in the game's database timeline as possible? Prop plane and such?

Stagg, check out Baloogans video of his streams too ... then you know how that scenario unfolds (at least until he sometimes takes over and adds in some nukes with the editor and let the 'evil side' just have it ;-) ) ...and maybe just like me get the appetite to try that scenario yourself but with your own approach after things start rolling...

Also i recommend that Nam scenario "Down Town" for a beginner  it reminds me on some movies i have seen and so it can be right immersive 8)   
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2014, 11:51:39 AM
JD < Check your PMs.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on September 27, 2014, 11:57:40 AM
Thanks guys. I appreciate the pointers.  :)

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 27, 2014, 01:36:52 PM
I love Command as a game and simulator.  I think the devs are the most supportive I have ever seen.  The communicate daily on where things are and issues that people have.  They are fairly patient with customers who refuse to learn on their own.  They put out incredibly frequent game and database updates.

The game was a gem from the beginning.  The devs have continued adding significant features that should probably have been part of a paid addon.  That is how most devs do it today.

The downside is that some of the devs go off on random verbal benders against customers because they see HH lurking behind every post.  I pretty much stopped posting at Matrix because of it.  I was basically interrogated about connections to people I don't know.  The devs have turned away and off several good community contributors through that constant poking.

btw...I think the devs should limit posting in non-matrix boards.  I stumbled upon the subsim forums and they were over there with the same paranoid attitude.  It was a little unseemly.  Nothing good does or will come of public arguments from devs of a game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on September 27, 2014, 02:39:15 PM
This:

"The downside is that some of the devs go off on random verbal benders against customers because they see HH lurking behind every post.  I pretty much stopped posting at Matrix because of it. "


I have had nothing but positive comments from Dimitris on this forum but matrix was different. I questioned whether it was WAD when 75% of my HARM missiles were shot down by enemy SAMs. I was accused of complaining because my "favorite missile" wasn't a super weapon and such by one of the devs. It was a serious question...I didn't know a lot about that capability.

I asked here and Dimitris answered promptly and factually. So I just post here when I have a question
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on September 27, 2014, 06:44:13 PM
The Baloogan Campaign Stream is up! http://baloogancampaign.com/ Going to be bombing China-backed Nigeria today.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on September 27, 2014, 07:20:55 PM
Quote from: JudgeDredd on September 27, 2014, 09:18:12 AM
My concerns on the game back then, regardless of what you thought or think now, were genuine concerns to me and not implanted into me.


Quote from: Dimitris on September 27, 2014, 08:05:27 AM

IIRC you busted our balls on a specific issue, ie. being able to see an individual selected unit's range-rings even when the "merge range rings" option is selected (which BTW was _not_ possible in any version of Harpoon, and Harpoon never had the "merge range rings" ability in the first place). We dedicated untold hours to make it work, we released it as part of a _free_ update... and then we found out that you had given your copy away.

Lesson learned.

I had the same concerns that JD did when it was released regarding the interface functionality.  The exact same ones, in many cases. 

I've not played it since that time but I've not given it away since I expect such things to be, or have been, addressed by the time I get back to it.  However long that may take. 

So please, developers, don't write off UI requests just because someone gave their copy away.  There are others who would like to see more improvements in that area. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: republic on September 28, 2014, 05:39:20 AM
Every time a Matrix game has made it to Steam I grab a cup of coffee and read through the Steam forums.  I wonder what it is like for the developers seeing the general gaming public respond.  I also wonder whether they really do see a spike in sales as is always thought.  (I imagine they must or Matrix/Slitherine wouldn't keep releasing them to Steam).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on September 28, 2014, 08:09:50 AM
Quote from: republic on September 28, 2014, 05:39:20 AM
Every time a Matrix game has made it to Steam I grab a cup of coffee and read through the Steam forums.  I wonder what it is like for the developers seeing the general gaming public respond.  I also wonder whether they really do see a spike in sales as is always thought.  (I imagine they must or Matrix/Slitherine wouldn't keep releasing them to Steam).

In thought we had to rant and complain if you were going to post on the Steam forums? Didn't think we were allowed to write coherent criticisms or *god forbid, a compliment on any game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 28, 2014, 09:40:47 AM
I suspect there is at least a small bump in sales if not a bigger one.  Look at the noobs showing up on the Matrix forums.  Not sure if Steam or a $20 discount is the motivation.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on September 28, 2014, 01:44:10 PM
Quote from: RyanE on September 28, 2014, 09:40:47 AM
I suspect there is at least a small bump in sales if not a bigger one.  Look at the noobs showing up on the Matrix forums.  Not sure if Steam or a $20 discount is the motivation.

Sales are good so likely both. Won a few awards this year too :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on September 28, 2014, 01:49:22 PM
Quote from: mikeck on September 28, 2014, 08:09:50 AM
Quote from: republic on September 28, 2014, 05:39:20 AM
Every time a Matrix game has made it to Steam I grab a cup of coffee and read through the Steam forums.  I wonder what it is like for the developers seeing the general gaming public respond.  I also wonder whether they really do see a spike in sales as is always thought.  (I imagine they must or Matrix/Slitherine wouldn't keep releasing them to Steam).

In thought we had to rant and complain if you were going to post on the Steam forums? Didn't think we were allowed to write coherent criticisms or *god forbid, a compliment on any game.

Everywhere is a different experience but at the end of the day you're happy that somebody bought and enjoys your game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on September 28, 2014, 02:08:14 PM
I wouldn't expect the average Steam player to have a clue about the potential of this game.

I may have to head over to the forums just to check out the mayhem.  Steam forums are always good for shredding any hope I have for the future of mankind.   :idiot2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on September 28, 2014, 02:14:33 PM
It actually hasn't been that bad.  Mostly it's people coming on to express dissatisfaction about the price but other than that, most posters have been asking reasonable questions.  The glaring exception is this barely literate mouth-breather.

http://steamcommunity.com/app/321410/discussions/0/613937306767597142/
(http://steamcommunity.com/app/321410/discussions/0/613937306767597142/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on September 28, 2014, 02:54:06 PM
Ugh, I really shouldn't have clicked on that link!  Saw Cap'n Darwin making an appearance.  I hope he gets hazard pay for that!

<meh I better delete the rest of this post or we're going to derail completely>   :-X
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Capn Darwin on September 28, 2014, 04:29:22 PM
Trust me, just trying to post useful info and steer clear of the flame war points if possible. Freedom of speech on the internet does have a dark side.  :idiot2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on September 28, 2014, 04:37:18 PM
My Steam game collection is much more enjoyable to play when I avoid the intellectual slums that are the Steam forums.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Capn Darwin on September 28, 2014, 05:41:38 PM
Quote from: Bison on September 28, 2014, 04:37:18 PM
My Steam game collection is much more enjoyable to play when I avoid the intellectual slums that are the Steam forums.

+1  O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on September 28, 2014, 06:52:15 PM
If you want to see mouth breathing forum posters go apoplectic...you should have say back and read some when Rome 2 first came out. My problem with the Steam forum is that almost every poster declares every bug "game breaking". Hard to find legitimate discussion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 29, 2014, 03:10:35 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F5%2F5a%2FConvair_B-36_Peacemaker.jpg&hash=7b61ef43be5fa107d863ba4bb2bfce254e35069a)

Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains seven brand-new scenarios:

Operation Vulture, 1954 : The siege of Dien Bien Phu is entering its climax as the French garrison is about to be overrun. The Eisenhower administration decides to intervene decisively, both to help its allies in the region and to send a clear message to the Communist block. An entire SAC combat wing of B-36 strategic bombers is dispatched to Clark AFB and assigned to strike the assault waves of VN forces around the French fortress.

En Garde, 2013 : In exercise En Garde 2013, the French carrier group centered on the Charles De Gaulle is tasked to attack and defend against "OPFOR" air, sea and land assets represented by UK forces. Is the CdG up to the task or is another Trafalgar in the cards?

Cable-tap, 2015 : As a result of the 2014 election leading to New Zealand/Aotearoa leaving the FVEY Echelon/UKUSA shared-intelligence alliance (UK, USA, Canada, Australia, ex-NZ), the USN submarine Jimmy Carter (the last Seawolf, optimized for SpecOps) has been tasked to infiltrate and tap one of the backbone undersea internet cable links from New Zealand/Aotearoa to the rest of the world. But the mission is already off to a bad start and the NZ forces are now on full alert. Can the JC finish the job?

Falkland War, 1982 : The Falklands conflict from the British side. You have at your disposal the full RN task force plus RAF reinforcements at Ascension island. How will you prosecute the war?

Havana Daydreamin, 2017 : An emboldened Russia exploits perceived US diplomatic weakness to re-strengthen ties with Cuba, Venezuela, Nicaragua and other countries in the region and establish the so-called Havana Pact, firmly regaining a solid foothold in the Caribbean. A new US administration takes office in 2017 however, and is determined to break this new alliance by any means. Tensions rise steadily until the stage is set for a decisive confrontation. 

Shoot-out at Package One, 1952 : The Korean War is raging. You are in command of Task Unit 95.22, a joint US-Canadian task force that has spent several days ranging up and down the coast, shelling North Korean military and logistics installations with special attention to the coastal rail lines. Train-busting is a welcome diversion from ASW escort and plane-guard duties and some of the targets in the coastal area between Songjin and Singpo were known as Package One through Package Five, each Package denoting one of the tunnels with the railroad targets strung out between them. It is now dawn, the skies are clear, the winds are calm and it's time to go train hunting. 

Building a Cage, 2005 : September 2005. Islamic extremist parties have come to power in several Arab countries. Algeria was the first, despite of the efforts of Western Allies on both sides of Atlantic to stop these regimes. Soon, all North African countries fell under the rule of N.A.I.L., Northern Africa Islamic League, including Egypt, Libya, Algeria, Tunisia and the surprisingly the pro-western Kingdom of Morocco. The relationship between Spain and Morocco had deteriorated sharply after Perejil Islot affair and the Western Sahara referendum. Spain answered by reinforcing her military at those two cities. This is the prequel to the famous "Canary's Cage". 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
With the new scenario pack release, the total number of released Command scenarios is now 194!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on September 29, 2014, 03:30:05 PM
How will new scenarios work with steam?  Will they auto-update, or is this still something that needs to be done manually?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 29, 2014, 03:45:38 PM
Currently it is still a manual affair. We are currently exploring the ways we can use Steam's services to better serve Steam customers, while also continuing our support for non-Steam users.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on October 02, 2014, 07:28:35 AM
I'm playing the Downtown scenario and my walleyes won't launch.
I'm targeting the bridge with them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 02, 2014, 08:41:17 AM
I think Walleyes are TV driven...check cloud cover against release altitude.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on October 02, 2014, 08:57:49 AM
Quote from: RyanE on October 02, 2014, 08:41:17 AM
I think Walleyes are TV driven...check cloud cover against release altitude.

I guess that's the problem.  Dumb bombs took out the bridge anyway. :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on October 02, 2014, 10:29:40 AM
This may be a simple question but it has me confused

What if any are the advantages of going with Steam for these games over buying them at the Matrix Gamesite

The price is the same
Support I would give to Matrix since they are more able to provide it
Updates automatically from Steam
Forums better at Matrix
Downloads of Mods and scenarios- Matrix?

It just confuses me which channel I should use if I want to buy this game

Thanks
Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: steve58 on October 02, 2014, 10:37:03 AM
Probably no real difference, but you can get a Steam key from Matrixgames/Slitherine (http://www.matrixgames.com/forums/tm.asp?m=3702673), so I'd say buy directly from them.  You don't have to use the Steam key, but you may want it down the road if/when Command gets Steam Workshop support...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 02, 2014, 10:38:30 AM
I don't mind Steam, but for a game that gets such frequent beta updates and such an active forum with scenarios being built, I would go with Matrix.  Personal opinion of course.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on October 02, 2014, 11:03:29 AM
i would say once theyve figured out how it syncs steam is the way to go

itll pull in new scenarios, new updates and well........... new stuff, instead of having to go to matrix, find it, download it and put it in the right place
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Capn Darwin on October 02, 2014, 11:06:04 AM
But with Steam you get the added bonus of 220+ posts about the cost dynamic of Matrix Games.  :tickedoff:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 02, 2014, 01:25:04 PM
Quote from: undercovergeek on October 02, 2014, 11:03:29 AM
i would say once theyve figured out how it syncs steam is the way to go

itll pull in new scenarios, new updates and well........... new stuff, instead of having to go to matrix, find it, download it and put it in the right place

But that is only if the devs take it that far.  It also depends on the scenario developers.  If they post only on Matrix, you'll still have to go there.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on October 03, 2014, 03:42:44 AM
for the matrix users yes, because thats what they know

the intention of launching on steam is to give access to a much wider audience whove never heard of, and dont care who matrix are and theyll more than likely launch scenarios on the steam workshop

from what i understand this is something the devs are looking to do -

Quote from: Dimitris on September 29, 2014, 03:45:38 PM
Currently it is still a manual affair. We are currently exploring the ways we can use Steam's services to better serve Steam customers, while also continuing our support for non-Steam users.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on October 03, 2014, 07:37:18 AM
Quote from: undercovergeek on October 03, 2014, 03:42:44 AM
for the matrix users yes, because thats what they know

the intention of launching on steam is to give access to a much wider audience whove never heard of, and dont care who matrix are and theyll more than likely launch scenarios on the steam workshop

from what i understand this is something the devs are looking to do -

Quote from: Dimitris on September 29, 2014, 03:45:38 PM
Currently it is still a manual affair. We are currently exploring the ways we can use Steam's services to better serve Steam customers, while also continuing our support for non-Steam users.

There's a wealth of user-made scenarios outside Matrix.  Well the makers are Matrix members but the scenarios are hosted in the developer's site.
http://www.warfaresims.com/?page_id=1876
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on October 06, 2014, 07:12:00 PM
The plan is to try and use and maintain both although it will take us a bit to get up to speed with the steam features. 

Thanks!

Mike



Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 07, 2014, 06:00:53 PM
I saw there is a new beta build at Matrix (1.05.02).  Seemed to be a little cock up on the update but sorted now.

btw, I don't think I have ever seen this complex of a game updated as frequently as this one is.  I have so taken for granted the frequent updates, I get antsy if I don't hear anything in a week.  And what's cool is most of the updates are optimization, database updates, and new features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 08, 2014, 03:44:16 AM
Major Erich Swafford MD USAF (ret) reviews Command v1.05 / WOTY:
http://www.wargamer.com/article/3697/pc-game-review-what-a-difference-a-year-makes
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 04:56:40 AM
from the steam forum:

QuoteResearch farther back and harpoon was based on even earlier styles.

:2funny:  Im not aware of there being any earlier styles on the pc.  unless of course the poster ment playing Strike Fleet on an apple.
mouth breathers indeed.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 05:09:23 AM
Modern Naval Ops Review (Steam v1.05)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 08, 2014, 05:35:48 AM
mirth < Shtick time  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 08, 2014, 04:48:26 PM
Quote from: Herman Hum on October 08, 2014, 05:09:23 AM
Modern Naval Ops Review (Steam v1.05)

Being, as I am, dimly (and I do mean dimly) aware of some confrontation that apparently happened in the distant past, I feel like this is bait that I'm foolishly biting at.  However I am interested in CMANO and I watched the entire review.

It is absolutely clear, to the blindest of the blind, Herman, that you are exceptionally biased.  You mentioned Harpoon as many times as you mentioned CMANO.  Any similarities between the CMANO UI and the Harpoon UI are absolutely irrelevant to me as I have not played Harpoon.  By the way - 6/10 for graphics?  Have a guess what I'd award Harpoon's graphics?

Price.  "This game is not worth $80".  I struggled to contain my rage here.  The number of times I've been screamed at by hardcore grogheads for daring to criticise the astronomical (and in my mind unjustifiable) prices of games like these, and now you get to do it?  Just NO.  I find myself peddling the same line that has been peddled to me many times...it's worth it because it's niche and will last many months if not years.  I didn't buy it before and I don't buy it now, but to hear you say that whilst comparing CMANO to a 20-year-old game (your words) that you still play today made my blood boil.

I also thought you were being very overly picky with a lot of what you perceived as flaws.  You didn't offer examples for some (not all) of your criticisms while others are completely irrelevant to me (lack of multiplayer, lack of database editor).

However.  Some of your criticism seemed fair.  Do all airplanes really travel at the same speed?  I'm not as hardcore as many but that would certainly bother me.  And although I didn't know it before I watched the review, I now find myself wishing for "multi-map".  How representative was the dipping sonar example?  I noticed you had "manual override" set the whole time.  Is there really no way to program a mission into your helicopter units to make this task easier?

It was a thorough, if heavily biased, review and in all honesty, it left me still dying to have the game.  Developers: if you make a Linux port (and I can somehow convince my lady to let me spend ~£60 on it) I will be in. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 08, 2014, 05:05:25 PM
Dear God, please tell me you didn't watch the entire 1:02:09 of that review by Robbie the Robot  :o
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 08, 2014, 05:10:19 PM
Quote from: mirth on October 08, 2014, 05:05:25 PM
Dear God, please tell me you didn't watch the entire 1:02:09 of that review by Robbie the Robot  :o

I did!  I wouldn't be qualified to criticise it if I hadn't!  Like I said, I'm very interested in this game even though I can't currently play it. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 08, 2014, 05:11:01 PM
I think its on sale for $60 isn't it?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 08, 2014, 05:15:49 PM
Quote from: Huw the Poo on October 08, 2014, 05:10:19 PM
Quote from: mirth on October 08, 2014, 05:05:25 PM
Dear God, please tell me you didn't watch the entire 1:02:09 of that review by Robbie the Robot  :o

I did!  I wouldn't be qualified to criticise it if I hadn't!  Like I said, I'm very interested in this game even though I can't currently play it. :)

You deserve some kind of medal or award. Though I question your sanity.  :P

I haven't (and can't possibly) watch the whole thing, but I did enjoy this gem, "WAAAAY TOO MUCH CLICKOLOGY!"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 08, 2014, 05:16:02 PM
Quote from: RyanE on October 08, 2014, 05:11:01 PM
I think its on sale for $60 isn't it?

Admittedly I didn't check Steam, but on the Matrix website it says £53+tax.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 05:45:27 PM
Quote from: Huw the Poo on October 08, 2014, 04:48:26 PM
Any similarities between the CMANO UI and the Harpoon UI are absolutely irrelevant to me as I have not played Harpoon.  By the way - 6/10 for graphics?  Have a guess what I'd award Harpoon's graphics?
The comparative relevance is to show how other games do the same things more effectively and efficiently.  One can only hope that MNO will make the game even more like Harpoon.  It doesn't matter if Super Mario Bros is a 2 for graphics.  MNO rates a 6 all by itself.

Quote from: Huw the Poo on October 08, 2014, 04:48:26 PM
Price.  "This game is not worth $80".  I struggled to contain my rage here.  The number of times I've been screamed at by hardcore grogheads for daring to criticise the astronomical (and in my mind unjustifiable) prices of games like these, and now you get to do it?  Just NO.  I find myself peddling the same line that has been peddled to me many times...it's worth it because it's niche and will last many months if not years.  I didn't buy it before and I don't buy it now, but to hear you say that whilst comparing CMANO to a 20-year-old game (your words) that you still play today made my blood boil.
As stated in the review, price is subjective.  I stated my personal valuation since so many are already talking about it.  I will also relate a personal anecdote.  When this game came out, I was approached by a couple of beta testors.  They told me that they had received $20 discount coupons for their testing participation and that they weren't going to use them.  They asked if I could 'find a good home' for these coupons.  They knew that I try to help out players whenever possible, regardless of any personal sentiment. 

It set off alarm bells for me.  Here were two guys who had tried the game for months and weren't going to use use their discounts.  However, I took them and approached virtually anyone on various fora who expressed an interest in the game, but hesitated due to the high price.  No one would take them.  When asked, everyone came back and told me that $60 was still too high a price and that $40 was their valuation.  However, I was eventually able to find good homes for the discount coupons.  There are folks who don't mind the $80 price tag, but there are plenty of folks who disagree.  Price is subjective.

Quote from: Huw the Poo on October 08, 2014, 04:48:26 PM
I also thought you were being very overly picky with a lot of what you perceived as flaws.  You didn't offer examples for some (not all) of your criticisms while others are completely irrelevant to me (lack of multiplayer, lack of database editor).
I show how things do or do not work in the game.  If you require additional examples or clarification, please indicate which flaws or criticisms were not sufficiently detailed to your satisfaction.  You may not find Multi-Player capability or DB editing important, but there are others who do and specifically expressed their interest in these functions.  The review shows how these features do or do not exist.

Quote from: Huw the Poo on October 08, 2014, 04:48:26 PM
However.  Some of your criticism seemed fair.  Do all airplanes really travel at the same speed?  I'm not as hardcore as many but that would certainly bother me.  And although I didn't know it before I watched the review, I now find myself wishing for "multi-map".  How representative was the dipping sonar example?  I noticed you had "manual override" set the whole time.  Is there really no way to program a mission into your helicopter units to make this task easier?
Not all airplanes in MNO travel at the same speed.  I was quite specific and talked about the fighters when they were on afterburner at high altitude.  Most of the modern fighters found in MNO with an afterburner capability are capped at 950knots at high altitude.  There are exceptions, but most of them are artificially restricted in this manner.  I listed fighters such as Tomcat, Falcon, Fulcrum, Flanker, Eagle, Eurofighter, Tornado, and few others as examples.  You could go ahead and list them all.

The dipping sonar example is for units under manual control.  Of course, you could turn control over to the AI in both MNO and Harpoon and the AI would dip the sonar automatically.  However, the point is that players who wants to exert manual control in MNO are punished for doing so.  The AI is so weak that players will want to take manual control whenever possible because it is simply more effective.

The point of the review is to show viewers how things do or do not work before they spend their hard-earned money.  It should neither encourage nor discourage anyone.  However, folks should never find themselves saying, "I didn't know <<That>>!" after they purchase the game.

Thanks for the civil discussion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 05:47:40 PM
Quote from: Huw the Poo on October 08, 2014, 05:16:02 PM
Admittedly I didn't check Steam, but on the Matrix website it says £53+tax.

The Steam sale was over Oct 03 and the price is back to 80 USD.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 08, 2014, 05:56:44 PM
Yeah, but I thought there was a deal of the week that went longer.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on October 08, 2014, 06:51:32 PM
Hi guys

Another review of our Game of the Year Edition

Command: Modern Air Naval Operations Wargame of the Year Edition - Anmeldelse  (http://www.eurogamer.dk/articles/2014-10-08-command-air-naval-operations-wargame-of-the-year-edition)

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Coiler on October 08, 2014, 07:24:46 PM
Quote from: Herman Hum on October 08, 2014, 05:45:27 PM

The comparative relevance is to show how other games do the same things more effectively and efficiently.  One can only hope that MNO will make the game even more like Harpoon. 

Harpoon didn't interest me very much. I saw the Harpoondatabase site, saw the vast wealth of platforms, saw a few examples of play, and went-"ehh, kinda interesting but-eh.." Then I saw Command (why do you call it MNO by the way?), saw Baloogan's video with the scenario editor where he made 21st Century Guadalcanal, and then went "THISGAMELOOKSSOAWESOMEIHAVETOGETIT."

And I did. Took me a few hours to learn basic commands, and I was off. Happier with the $80 I spent on it than much smaller amounts I've spent on other games. That's another thing about both the reviews-they don't have any sense of perspective other than "This is a naval sim, and its _____ isn't as good as [the game I've been playing for years and years]."

Talk of the very adaptable, very easy to use, and very expansive scenario editor that is the most beautiful part of Command in the review is dismissed in one sentence as "This makes scenarios and theoretically has DB-editing capability-but it doesn't." Not "The scenario editor lets you make a simple yet fun and effective scenario in less than an hour, and can do some extremely advanced things if one puts more effort into it."
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 07:36:24 PM
Quote from: Coiler on October 08, 2014, 07:24:46 PM
Talk of the very adaptable, very easy to use, and very expansive scenario editor that is the most beautiful part of Command in the review is dismissed in one sentence as "This makes scenarios and theoretically has DB-editing capability-but it doesn't." Not "The scenario editor lets you make a simple yet fun and effective scenario in less than an hour, and can do some extremely advanced things if one puts more effort into it."

Every scenario editor from Battles from the Bulge to Operational Art of War to Harpoon to War in the Pacific and Flashpoint Campaigns already does the same: makes effective scenarios in less than an hour.  It's pointless to mention what everyone else already does.

However, since MNO boasts that their ScenEditor somehow has a database editing capability (that others may not have), then it is certainly something that should be examined more closely, especially since it is not true.  Of course, if you wish to believe that the "database shuffling or re-combination" function somehow qualifies as database editing, that is your prerogative.  I discuss what it does or, more importantly, does not do.  If someone needs to label something as good or bad, that is their choice.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 08, 2014, 08:16:10 PM
Herman, I fail to see the need for you to do yet another review of CMANO (oh yes I know you were "asked" to do it). You've previously reviewed the game and we are all well aware of your issues with it. You've made them abundantly clear, here and elsewhere, over the past year.

Most of us know your long history and feud with the folks who have created CMANO.  I don't think I'm alone in saying, it's time to give it a rest. You have the Players DB and continue to turn out scenarios for Harpoon. The Command guys have created their own game and been successful with it.

You clearly have an axe to grind and grind it at every opportunity you can find. You undermine the positive things you bring to the community by insisting on continuing to stir the pot over old grievances that most of us don't give a rat's ass about and are tired of seeing played out across multiple forums.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 08, 2014, 08:38:34 PM
The funny thing is some mods here told him to cool it also..he want away for quite a while...he must have gotten tired of beating up on other games.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 08:43:35 PM
once upon a time I played the everlovingshit out of Harpoon.  my first summer in Chicago for school I had the time off and all I did was bartend, smoke pot and sink ships.  it was wargaming nirvana.  that was over 20 frikin years ago.  new games do things different.  sometimes better and sometimes worse.  from what Ive seen out of CMANO it gets a lot more right then wrong.  if I spent as much time playing CMANO as I did Harpoon then its worth the money.
it might surprise you Herman but, there are other positions besides missionary.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bletchley_Geek on October 08, 2014, 08:44:05 PM
Quote from: Herman HumNot all airplanes in MNO travel at the same speed.  I was quite specific and talked about the fighters when they were on afterburner at high altitude.  Most of the modern fighters found in MNO with an afterburner capability are capped at 950knots at high altitude.  There are exceptions, but most of them are artificially restricted in this manner.  I listed fighters such as Tomcat, Falcon, Fulcrum, Flanker, Eagle, Eurofighter, Tornado, and few others as examples.  You could go ahead and list them all.

I think that the explanation or design rationale for this is quite clear

http://www.warfaresims.com/?page_id=2920#624

Quote
Why won't my fighter jets fly faster than 950kt (Mach 1.6)?

Warplanes never fly at their theoretic maximum speeds operationally. Over a fighter aircraft's 6000-8000hrs life span, less than 10% is spent at supersonic speeds. Most airframes will never even go beyond Mach 2, and certainly not while flying a combat sortie. Aircraft use a lot of fuel accelerating and maintaining those speeds, and going beyond 950kt is operationally impractical if not impossible simply due to the time and fuel needed to get there. Furthermore, in many cases getting to those speeds will be physically impossible due to weapon and drop tank drag, weapon release envelope limitations, and the possibility of damaging or even detonating external stores.

Command takes aim at simulating a modern battlefield and therefore uses practical operational aircraft speeds. Theoretical specs are left out. That means most modern combat aircraft will not fly faster than Mach 1.6 in the simulator. The fuel burn rates are adjusted accordingly, and for example the F-14D Tomcat can fly 230nm Deck Launched Intercept (DLI) missions at Mach 1.6 dash. There are of course numerous exceptions and fighters like F-22A Raptor, MiG-25 Foxbat and MiG-31 Foxhound can easily fly faster.

If you still think these speed limitations are unreasonable please grab a flight simulator like Falcon 4.0 and attempt to fly combat sorties at 1400kt, 1200kt or even just 1000kt. Make sense now?

at least to me. Indeed, in a simulator, one would be able to exploit tactically the boundaries of aircraft performance. And as the example implies, you certainly can't achieve those speeds in a sustained way with a combat load, let alone have the fuel to fly to the target area and back to the base.  In a war game like Command, where you're controlling tens of aircraft over vast spaces on real-time, I don't think that it is reasonable to expect the devs to provide with an AI that exploits these possibilities in an effective way - for instance, to evade incoming fires. The reasonable thing is to "abstract" these capabilities into some sort of agility rating which is used to determine the chances of success of an "abstract" evasive maneuver the AI can invoke under certain conditions (i.e. the AI is aware of the incoming threat, for instance). I will concede that some extreme micro-management on behalf of the player would be able to make some use of these maximum speeds for tactical purposes. But when I say "extreme" would be to run the game for one second, pause, and adjust the aircraft speed, heading and altitude - that would be pretty much like playing the game in WEGO-like fashion with 1 second turns!

You'll find abstractions like this at some point in any war game or simulator out there. Recently on the Pike & Shot thread on these forums I observed that the ranges of the firearms being simulated was way way shorter than the screenshots suggested. The designer came forward, confirmed my observation and offered a quite cogent rationale for having unrealistic ranges. I might find some points of that rationale dubious, but first, that's my personal, external assessment and second, I must conceded that given the scope and level of abstraction on other departments, the design decision was sound.

Quote from: Herman Hum
Every scenario editor from Battles from the Bulge to Operational Art of War to Harpoon to War in the Pacific and Flashpoint Campaigns already does the same: makes effective scenarios in less than an hour.  It's pointless to mention what everyone else already does.

I wonder what's your definition of "effective". If you mean "playable", yes, every one of those titles allow to make playable custom scenarios in less than an hour. But to be honest, pretty much anything can be "playable" or "enjoyable" (at least by the scenario designer), so I don't find it particularly meaningful. Let's look a bit more in detail in the tasks required to make an scenario:


You're making blanket statements that do not stand well under close scrutiny.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 08:45:04 PM
Quote from: mirth on October 08, 2014, 08:16:10 PM
Herman, I fail to see the need for you to do yet another review of CMANO (oh yes I know you were "asked" to do it). You've previously reviewed the game and we are all well aware of your issues with it. You've made them abundantly clear, here and elsewhere, over the past year.

I'm not the one digging up past grievances.  I'm talking about how a game does or does not work.  I am answering someone's request for assistance, which I would do for anyone.  The motto has always been, "Help all who ask."

The updated review was necessary since a new game version came out on Steam and some might think that many changes and improvements had been made, when they had not.  Others are writing reviews for v1.05 yet they are not subjected to the same questions and abuse only my review is critical and points out serious game deficiencies.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 08:49:35 PM
Im really not trying to be a dick about this but other people dont have your history with the game designers.
it is what it is man and it will always color your take on things to the rest of us.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 08:52:51 PM
Quote from: Bletchley_Geek on October 08, 2014, 08:44:05 PM
Quote from: Herman HumNot all airplanes in MNO travel at the same speed.  I was quite specific and talked about the fighters when they were on afterburner at high altitude.  Most of the modern fighters found in MNO with an afterburner capability are capped at 950knots at high altitude.  There are exceptions, but most of them are artificially restricted in this manner.  I listed fighters such as Tomcat, Falcon, Fulcrum, Flanker, Eagle, Eurofighter, Tornado, and few others as examples.  You could go ahead and list them all.

I think that the explanation or design rationale for this is quite clear

http://www.warfaresims.com/?page_id=2920#624
And totally irrelevant.

The aircraft in MNO are capped at 950 knots on afterburner.  It matters not a whit whether anyone agrees or believes in the excuses.  It cannot be changed by the player.  Either accept this artificial and arbitrary limit or else do not purchase the game.  It's as simple as that.

Quote from: Bletchley_Geek on October 08, 2014, 08:44:05 PM
Quote from: Herman Hum
Every scenario editor from Battles from the Bulge to Operational Art of War to Harpoon to War in the Pacific and Flashpoint Campaigns already does the same: makes effective scenarios in less than an hour.  It's pointless to mention what everyone else already does.

I wonder what's your definition of "effective". If you mean "playable", yes, every one of those titles allow to make playable custom scenarios in less than an hour. But to be honest, pretty much anything can be "playable" or "enjoyable" (at least by the scenario designer), so I don't find it particularly meaningful. Let's look a bit more in detail in the tasks required to make an scenario:


  • Making the Map - In Command, you have at your disposal a very high fidelity GIS database ready to use. This database covers the whole globe in an amazing level of detail, which is tactically and operationally relevant. The detail and fidelity just blows any Harpoon title out of the water. In WITP you are presented with a ready-made map, at a very, very coarse scale. In TOAW you can either reuse one of the maps in the many scenarios available (some of them are just plainly horribly researched though) or you can do your own, requiring you 1) obtain an original source map at an adequate scale, 2) process the map so you overlay a hex grid and 3) classify each hex with a particular terrain type. In Command Ops you have to trace the map manually using geometric primitives (lines, Bezier curves) allowing to use a source map as an underlay. In Flashpoint you can readily import HD5 GIS data and obtain auto-magically a hex-based map. So of the five examples you give, my ranking  w.r.t. useability would go as 1) Command & WITP, 2) Flashpoint, 3) Command Ops and 4) TOAW. A ranking according to flexibility would go as 1) Flashpoint & Command Ops, 2) TOAW, 3) Command and 4) WITP.
  • Working out the Order of Battle & Tables of Organization and Equipment - All of the games you mention offer a ready to use database of units that can be used to put together your combat forces. All of them but Command offer the capability of creating new databases from scratch. All of the games - including Command - allow to customize existing databases. In Command, the customize database is embedded in the scenario, in the other games, becomes an additional resource that needs to be managed appropiately (i.e. installed) by the user. Leaving aside "ideological" motives for having the ability to create databases, the truth is that probably less than 33% of war game players ever touch the content creation tools, and arcane - as in requiring a lot of research work - stuff like platform or weapon modeling is probably ever approached by less than a 10%. So, other considerations notwithstanding, Command caters for the 90% of their potential player base in this respect.
  • Working out the scenario itself - Leaving aside the obvious differences in subject matter, all of the games you discuss (including Command) offer the same capabilities regarding establishing objectives, programming/orienting the AI, etc. Yet in terms of flexibility, both Command and TOAW feature an freeform Event Editor (free-form as in catering for more than rather mundane reinforcement arrivals, force withdrawals or frustrating "frozen" status). This is a brilliant feature to have, as it empowers the scenario designer to account for stuff that the game engine cannot account for out of the box (like the consequences of political decision making). Indeed, TOAW allows - via Theater Options - to exert some influence on the likelihood of certain events, and Command doesn't, other than by achieving some tactical or operational result (i.e. sinking the wrong ship). In TOAW scenarios, theater options make more sense when the player is commanding a Theater rather than when commanding a Corps. There are not many "theater" level scenarios in Command, though. One could argue that if the "highest" role to be role-played is that of Task Force or strategic scope commands (like SAC/NORAD), little "political" or "administrative" options make sense to be available. If you're war gaming Nuclear War, the use of strategic weapons is a premise of the scenario.

You're making blanket statements that do not stand well under close scrutiny.
Every scenario editor can make wonderful detailed scenarios if given sufficient time.  The MNO scenario editor is no better nor different.  Of course, other editors such as War in the Pacific, Harpoon, and FPC (to name just a few) actually allow for real database editing capability; that means that they can actually change the performance of the units instead of just mixing up the various systems in new combinations (a.k.a. shuffling).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 08, 2014, 08:57:36 PM
Quote from: Herman Hum on October 08, 2014, 08:45:04 PM
Quote from: mirth on October 08, 2014, 08:16:10 PM
Herman, I fail to see the need for you to do yet another review of CMANO (oh yes I know you were "asked" to do it). You've previously reviewed the game and we are all well aware of your issues with it. You've made them abundantly clear, here and elsewhere, over the past year.

I'm not the one digging up past grievances.  I'm talking about how a game does or does not work.  I am answering someone's request for assistance, which I would do for anyone.  The motto has always been, "Help all who ask."

The updated review was necessary since a new game version came out on Steam and some might think that many changes and improvements had been made, when they had not.  Others are writing reviews for v1.05 yet they are not subjected to the same questions and abuse only my review is critical and points out serious game deficiencies.

IMHO, you don't do things for the community. You do them to promote yourself. That's based on years of observation of your behavior within the gaming community.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on October 08, 2014, 09:01:45 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fp40dTbU.png&hash=fabb11ceb39911e6d8d1d898242387d1d194c5b7)


You guys realize this guy is nuts, yes? You can't change his opinion or his idiot's crusade.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on October 08, 2014, 09:04:11 PM
Though, what we can do is refute the things he says for people who don't read naval warfare forums.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 08, 2014, 09:04:43 PM
Quote from: mirth on October 08, 2014, 08:16:10 PM
Herman, I fail to see the need for you to do yet another review of CMANO (oh yes I know you were "asked" to do it). You've previously reviewed the game and we are all well aware of your issues with it.

Which begs the question: Why Matrix asked to post on SimHQ a review of version 1.01 "pronto!" (made by an obvious fanatic) and thus sinking the original 1.00 review by Herman? Inquiring minds already know the answer.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on October 08, 2014, 09:06:17 PM
Quote from: Baloogan on October 08, 2014, 09:01:45 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fp40dTbU.png&hash=fabb11ceb39911e6d8d1d898242387d1d194c5b7)


You guys realize this guy is nuts, yes? You can't change his opinion or his idiot's crusade.

*1850kts*

^But... but... but, that's not possible! It's against the Laws of Critics!  :o
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 09:07:30 PM
Quote from: mirth on October 08, 2014, 08:57:36 PM
Quote from: Herman Hum on October 08, 2014, 08:45:04 PM
Quote from: mirth on October 08, 2014, 08:16:10 PM
Herman, I fail to see the need for you to do yet another review of CMANO (oh yes I know you were "asked" to do it). You've previously reviewed the game and we are all well aware of your issues with it. You've made them abundantly clear, here and elsewhere, over the past year.

I'm not the one digging up past grievances.  I'm talking about how a game does or does not work.  I am answering someone's request for assistance, which I would do for anyone.  The motto has always been, "Help all who ask."

The updated review was necessary since a new game version came out on Steam and some might think that many changes and improvements had been made, when they had not.  Others are writing reviews for v1.05 yet they are not subjected to the same questions and abuse only my review is critical and points out serious game deficiencies.

IMHO, you don't do things for the community. You do them to promote yourself. That's based on years of observation of your behavior within the gaming community.

You are certainly free to your opinion, even if I do not agree.  I do not criticize nor attack you for it, even if you feel the need to do the same over my opinion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 09:09:38 PM
Quote from: Staggerwing on October 08, 2014, 09:06:17 PM
Quote from: Baloogan on October 08, 2014, 09:01:45 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fp40dTbU.png&hash=fabb11ceb39911e6d8d1d898242387d1d194c5b7)


You guys realize this guy is nuts, yes? You can't change his opinion or his idiot's crusade.

*1850kts*

^But... but... but, that's not possible! It's against the Laws of Critics!  :o

Of course, the review already stated that there are exceptions to the rule, but most fighter aircraft in MNO are limited by the artificial limit of 950 knots.  It's all upfront and openly stated.  I've take the liberty of setting the video right to that point.  54min 44s



[55:50] Notice how each and every airplane flies at the exact same maximum speed of 950 knots.

[snip]

[56:12] Note that there are a few aircraft that can fly faster in MNO, so it's not a game engine constraint.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bletchley_Geek on October 08, 2014, 09:44:34 PM
Quote from: Herman Hum on October 08, 2014, 08:52:51 PM
Quote from: Bletchley_Geek on October 08, 2014, 08:44:05 PM
Quote from: Herman HumNot all airplanes in MNO travel at the same speed.  I was quite specific and talked about the fighters when they were on afterburner at high altitude.  Most of the modern fighters found in MNO with an afterburner capability are capped at 950knots at high altitude.  There are exceptions, but most of them are artificially restricted in this manner.  I listed fighters such as Tomcat, Falcon, Fulcrum, Flanker, Eagle, Eurofighter, Tornado, and few others as examples.  You could go ahead and list them all.

I think that the explanation or design rationale for this is quite clear

http://www.warfaresims.com/?page_id=2920#624
And totally irrelevant.

The aircraft in MNO are capped at 950 knots on afterburner.  It matters not a whit whether anyone agrees or believes in the excuses.  It cannot be changed by the player.  Either accept this artificial and arbitrary limit or else do not purchase the game.  It's as simple as that.

Why irrelevant? Because you don't want to listen? What you call an excuse I rather call a compromise. Indeed, the compromises the designer makes on a game can turn a purchase decision, and indeed, when making a review you can choose what compromises to criticize. And when choosing an aspect to highlight and criticize, please, be factual. Being fair - as in taking into account the context and seeking the designer's for comments - is indeed also quite voluntary: either you do it, or you don't.

Quote from: Herman Hum on October 08, 2014, 08:52:51 PM
Every scenario editor can make wonderful detailed scenarios if given sufficient time.  The MNO scenario editor is no better nor different.  Of course, other editors such as War in the Pacific, Harpoon, and FPC (to name just a few) actually allow for real database editing capability; that means that they can actually change the performance of the units instead of just mixing up the various systems in new combinations (a.k.a. shuffling).

There goes out of the window your previous statement about making effective scenarios in an hour. For me, an operational level scenario of Stalingrad that is as detailed as would be an 1980's design by R.T. Smith, see some of the stuff perpretated by Jim Rose on the TOAW classic scenarios, doesn't qualify as "effective".

Again, in this respect you pick up one single thing you don't agree with or just dislike and magnify its importance so to forgo commenting on other aspects that any other rational person would consider as very strong points of Command third-party content creation tools, especially when compared with other well known game engines relevant to the audience of Command. Singling out one aspect and ignoring the rest - and making meaningless comparisons that sound very well but mean little - I reckon is doing violence to the facts.

Quote from: Baloogan
Though, what we can do is refute the things he says for people who don't read naval warfare forums.

That's precisely why I am bothering to answer.

Quote from: Reckall
Which begs the question: Why Matrix asked to post on SimHQ a review of version 1.01 "pronto!" (made by an obvious fanatic) and thus sinking the original 1.00 review by Herman? Inquiring minds already know the answer.

Because someone complained about Herman's review to SimHQ editors, the editors assessed the complaint, decided it had some merit and then decided to ask for a second opinion. As for "sinking" reviews: Herman's original review is still posted on simhq.com site, and it appears - surprise, surprise - as the first result of a search on the site

http://www.simhq.com/?s=Command%3A+Modern+Air+%2F+Naval&submit=Search

To be honest, I take issue with people assuming that everyone on the Internet are gullible morons who can't check things by themselves and form an opinion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on October 08, 2014, 09:48:52 PM
If you're into this type of game, and let's be honest- you have to be a certain type of person to find gaming this stuff interesting- then you really have two choices: Harpoon or CMANO.

I can't imagine any reason why if this subject matter interests you, that you wouldn't own both.  Hell, I've probably bought Harpoon 3 or 4 times by now.

$80 is an absolute steal for CMANO, considering what you are getting, IMHO.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 09:53:50 PM
Quote from: Bletchley_Geek on October 08, 2014, 09:44:34 PM
Quote from: Herman Hum on October 08, 2014, 08:52:51 PM
Quote from: Bletchley_Geek on October 08, 2014, 08:44:05 PM
Quote from: Herman HumNot all airplanes in MNO travel at the same speed.  I was quite specific and talked about the fighters when they were on afterburner at high altitude.  Most of the modern fighters found in MNO with an afterburner capability are capped at 950knots at high altitude.  There are exceptions, but most of them are artificially restricted in this manner.  I listed fighters such as Tomcat, Falcon, Fulcrum, Flanker, Eagle, Eurofighter, Tornado, and few others as examples.  You could go ahead and list them all.

I think that the explanation or design rationale for this is quite clear

http://www.warfaresims.com/?page_id=2920#624
And totally irrelevant.

The aircraft in MNO are capped at 950 knots on afterburner.  It matters not a whit whether anyone agrees or believes in the excuses.  It cannot be changed by the player.  Either accept this artificial and arbitrary limit or else do not purchase the game.  It's as simple as that.

Why irrelevant? Because you don't want to listen? What you call an excuse I rather call a compromise. Indeed, the compromises the designer makes on a game can turn a purchase decision, and indeed, when making a review you can choose what compromises to criticize. And when choosing an aspect to highlight and criticize, please, be factual. Being fair - as in taking into account the context and seeking the designer's for comments - is indeed also quite voluntary: either you do it, or you don't.

You can call it whatever you like.  The 'compromise', 'excuse', or blueberry muffin is artificially and arbitrarily capped at 950 knots for planes on afterburner.  It cannot be changed.  You either live with it or do not buy the game.

Quote from: Bletchley_Geek on October 08, 2014, 09:44:34 PM
Quote from: Herman Hum on October 08, 2014, 08:52:51 PM
Every scenario editor can make wonderful detailed scenarios if given sufficient time.  The MNO scenario editor is no better nor different.  Of course, other editors such as War in the Pacific, Harpoon, and FPC (to name just a few) actually allow for real database editing capability; that means that they can actually change the performance of the units instead of just mixing up the various systems in new combinations (a.k.a. shuffling).

There goes out of the window your previous statement about making effective scenarios in an hour.

Again, in this respect you pick up one single thing you don't agree with or just dislike and magnify its importance so to forgo commenting on other aspects that any other rational person would consider as very strong points of Command third-party content creation tools, especially when compared with other well known game engines relevant to the audience of Command. Singling out one aspect and ignoring the rest - and making meaningless comparisons that sound very well but mean little - I reckon is doing violence to the facts.

Some take an hour. Some take more.  Some take less.  Same for the MNO scenario editor.  It is just one of many editors.  Nothing special, except for the inability to change a single performance variable.  Other scenario editors allow for it.  MNO does not.

Quote from: Bletchley_Geek on October 08, 2014, 09:44:34 PM
Quote from: Baloogan
Though, what we can do is refute the things he says for people who don't read naval warfare forums.

That's precisely why I am bothering to answer.

Quote from: Reckall
Which begs the question: Why Matrix asked to post on SimHQ a review of version 1.01 "pronto!" (made by an obvious fanatic) and thus sinking the original 1.00 review by Herman? Inquiring minds already know the answer.

Because someone complained about Herman's review to SimHQ editors, the editors assessed the complaint, decided it had some merit and then decided to ask for a second opinion. As for "sinking" reviews: Herman's original review is still posted on simhq.com site, and it appears - surprise, surprise - as the first result of a search on the site

http://www.simhq.com/?s=Command%3A+Modern+Air+%2F+Naval&submit=Search

To be honest, I take issue with people assuming that everyone on the Internet are gullible morons who can't check things by themselves and form an opinion.

Exactly, the SimHQ editors took the time to re-examine the original 1.0 review and re-posted it as soon as they found nothing amiss.  The problem lay with those who tried to have it removed with false claims that could not be proven, the same as is happening with the revised v1.05 review.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 08, 2014, 10:02:17 PM
Go troll Wargamer or Matrix, Herman.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 10:09:14 PM
Quote from: Herman Hum on October 08, 2014, 09:53:50 PM
The aircraft in MNO are capped at 950 knots on afterburner.  It matters not a whit whether anyone agrees or believes in the excuses.  It cannot be changed by the player.  Either accept this artificial and arbitrary limit or else do not purchase the game.  It's as simple as that.


and exactly how many planes are doing over mach 1 at altitude when not engaged in combat?
I can think of exactly 1 that can super cruise and all the rest dont hit the firewall unless absolutely necessary.
but I have an ex Strike Eagle pilot in the family so wtf do I know...
even then, when the merge happens, who the hell is maneuvering at mach 2+? 
I think you might want to step back and read this:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fecx.images-amazon.com%2Fimages%2FI%2F513P2687GSL._SL500_AA300_.jpg&hash=e117ae2c0f80067a773d42d34ba0f8801f69f63a)
great book by the way and an absolute must for flight simmers.  it advocates the use of cluster bombs when attacking helicopters.  O0
but I digress.
you seem to enjoy nitpicking specifics instead of enjoying the generalities of a broadly scoped simulation.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 10:13:55 PM
in fact I think that youre fixating on the top end abilities of equipment and making the mistake of thinking that thats available all of the time.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bletchley_Geek on October 08, 2014, 10:17:17 PM
Quote from: Herman Hum on October 08, 2014, 09:53:50 PM
You can call it whatever you like.  The 'compromise', 'excuse', or blueberry muffin is artificially and arbitrarily capped at 950 knots for planes on afterburner.  It cannot be changed.  You either live with it or do not buy the game.

Same as you do.

Regarding the three statements above:


My entirely subjective assessment is that this design decision is very liveable and doesn't detract in any significant way from the many merits of Command's engine.

Quote from: Herman Hum on October 08, 2014, 09:53:50 PM
Some take an hour. Some take more.  Some take less.  Same for the MNO scenario editor.  It is just one of many editors.  Nothing special, except for the inability to change a single performance variable.  Other scenario editors allow for it.  MNO does not.

Fair enough.

Quote from: Herman Hum on October 08, 2014, 09:53:50 PM
Exactly, the SimHQ editors took the time to re-examine the original 1.0 review and re-posted it as soon as they found nothing amiss.  The problem lay with those who tried to have it removed with false claims that could not be proven, the same as is happening with the revised v1.05 review.

Was it taken down? That's interesting, and obviously, was a temporary expedient -  the editors still considered a good thing that there were several opinions on their side.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 10:18:09 PM
Quote from: GDS_Starfury on October 08, 2014, 10:09:14 PM
Quote from: Herman Hum on October 08, 2014, 09:53:50 PM
The aircraft in MNO are capped at 950 knots on afterburner.  It matters not a whit whether anyone agrees or believes in the excuses.  It cannot be changed by the player.  Either accept this artificial and arbitrary limit or else do not purchase the game.  It's as simple as that.

and exactly how many planes are doing over mach 1 at altitude when not engaged in combat?
I can think of exactly 1 that can super cruise and all the rest dont hit the firewall unless absolutely necessary.
but I have an ex Strike Eagle pilot in the family so wtf do I know...
even then, when the merge happens, who the hell is maneuvering at mach 2+? 

It matters not the circumstances.  It does not matter if it is 'absolutely necessary', 'in combat', 'merge', or whatever.  The player has no choice in the matter.  The artificial limit is 950 knots regardless of the circumstances.  Your pilot family member might decide to fly slower than 950 knots, but he will never be allowed to fly faster in MNO (regardless of what he might have done in real life.)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 10:39:50 PM
Quote from: Herman Hum on October 08, 2014, 10:18:09 PM
  The player has no choice in the matter.  The artificial limit is 950 knots regardless of the circumstances.  Your pilot family member might decide to fly slower than 950 knots, but he will never be allowed to fly faster in MNO (regardless of what he might have done in real life.)

in the real world he might not be allowed to.  I would submit that a F-15e can hit mach 2.5 on paper.  clean....
loaded up with missiles and bombs it aint coming close to that.  an F-14 can hit roughly the same.  clean...
loaded on a full up air to air package it cant.  the weight and aerodynamics just dont work that way.
yes, many planes can reach amazing speeds.  but they arent allowed to because on the back end it results in down time for for the frame.
we ended up with the F-15 because some yahoo maxed a Mig-25 over Israel and freaked everyone out.  the reality was that he was lucky to land alive and burned out both engines during his sprint. 
what you call a limitation I'm willing to chalk up to real world operational realities in a game that isnt a military grade simulation.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 10:43:59 PM
I would also submit that you should stop bitching about it and turn your knowledge and abilities to more constructive endeavors and mod the fucking game.  its the new platform so go with it, work it and mod it until its where you want it.  if you cant do that then apply for a job as a tester.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 10:54:45 PM
Quote from: Herman Hum on October 08, 2014, 10:18:09 PM
It matters not the circumstances.  It does not matter if it is 'absolutely necessary', 'in combat', 'merge', or whatever.  The player has no choice in the matter. 

it absolutely does.  any service person has standing orders to not fuckup the equipment they are issued.  of course that are lots of oversights with this when shit hits the fan.  thats beyond the scope on this simulation and thats something you dont like or acknowledge.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bletchley_Geek on October 08, 2014, 11:06:05 PM
Quote from: GDS_Starfury on October 08, 2014, 10:39:50 PM
what you call a limitation I'm willing to chalk up to real world operational realities in a game that isnt a military grade simulation.

You might be surprised by some of the limitations you can find in allegedly "professional" "military grade" "simulations". A friend of mine, who served as a Platoon Leader in Iraq with the Australian Armored Forces described to me their tactical simulators... and boy, what a far cry from was that from anything that Steel Beasts can do  :) Regarding naval simulations, from what I've read about them, they look to me clunkier than Command and relying on "Mechanical Turk" kind of solutions to account for certain stuff like weather conditions or effects of weaponry and sensors...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:10:38 PM
granted but, I dont recall any real weather effects in Harpoon.  maybe sea state but nothing effecting anything above 1 foot above sea level.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 11:11:15 PM
Quote from: GDS_Starfury on October 08, 2014, 10:39:50 PM
Quote from: Herman Hum on October 08, 2014, 10:18:09 PM
  The player has no choice in the matter.  The artificial limit is 950 knots regardless of the circumstances.  Your pilot family member might decide to fly slower than 950 knots, but he will never be allowed to fly faster in MNO (regardless of what he might have done in real life.)

in the real world he might not be allowed to.  I would submit that a F-15e can hit mach 2.5 on paper.  clean....
loaded up with missiles and bombs it aint coming close to that.  an F-14 can hit roughly the same.  clean...

Quote from: GDS_Starfury on October 08, 2014, 10:54:45 PM
Quote from: Herman Hum on October 08, 2014, 10:18:09 PM
It matters not the circumstances.  It does not matter if it is 'absolutely necessary', 'in combat', 'merge', or whatever.  The player has no choice in the matter. 

it absolutely does.  any service person has standing orders to not fuckup the equipment they are issued.  of course that are lots of oversights with this when shit hits the fan.  thats beyond the scope on this simulation and thats something you dont like or acknowledge.

Maximum MNO fighter speed on Afterburner

950 kts - F15e Clean (only gas)
950 kts - F15e Fully loaded

950 kts - F-14 Clean
950 kts - F-14 Loaded

950 kts - Shit hits the fan
950 kts - Shit doesn't hit the fan

950 kts - Standing orders not to f***** equipment
950 kts - Standing orders to f***** equipment
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:14:58 PM
what cant you get down with 1100 mph?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:16:05 PM
better yet, why cant you mod it?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 11:21:24 PM
Quote from: GDS_Starfury on October 08, 2014, 11:16:05 PM
better yet, why cant you mod it?

That's exactly the point.  You cannot modify it in any way shape or form with a game like MNO.  That's an arbitrary 950kt limit.  You cannot increase or decrease this limitation.  You can change these types of values and limitations in virtually any other wargame.

If you don't mind the limitation, great.  However, there are others who do not agree with the limit and are forced to accept someone else's perception of reality.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:29:38 PM
how soon after its initial release were people able to mod Harpoon?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:35:53 PM
every game can be modded if your clever about it.   ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 08, 2014, 11:42:29 PM
Quote from: GDS_Starfury on October 08, 2014, 11:29:38 PM
how soon after its initial release were people able to mod Harpoon?
The scenario editor was available from day 1 and the dB editor appeared 13 months later, I think.

Quote from: GDS_Starfury on October 08, 2014, 11:35:53 PM
every game can be modded if your clever about it.   ;)

Some folks have already talked about how they use third-party programs to read and modify the MNO database.  However, this is a contravention to the terms of use issued by Matrix. I think that discussion of such topics is prohibited by the forum rules.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 08, 2014, 11:54:48 PM
not the scenario editor, the ability to change the game at its roots.
dont be a pussy and hide behind a EULA.  every good game gets modded.
its actually in the best interest of devs to let their game be modded as it adds legs and sales to said game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 08, 2014, 11:55:15 PM
Quote from: Reckall
Which begs the question: Why Matrix asked to post on SimHQ a review of version 1.01 "pronto!" (made by an obvious fanatic) and thus sinking the original 1.00 review by Herman? Inquiring minds already know the answer.

Quote
Because someone

[Like: Matrix]

Quote
Complained about Herman's review to SimHQ editors, the editors assessed the complaint, decided it had some merit and then decided to ask for a second opinion.

As for "sinking" reviews: Herman's original review is still posted on simhq.com site, and it appears - surprise, surprise - as the first result of a search on the site

http://www.simhq.com/?s=Command%3A+Modern+Air+%2F+Naval&submit=Search

No one ever said that Matrix's stunt always work. Actually, they mostly backfire (*) :smitten:

(*) Which, ironically, can do MACH 2, but in "Command" has its speed capped at 950kts...

Quote
To be honest, I take issue with people assuming that everyone on the Internet are gullible morons who can't check things by themselves and form an opinion.

Still, some people survive by selling goods EXACTLY to this kind of people.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 09, 2014, 12:46:57 AM
Quote from: Herman Hum on October 08, 2014, 11:42:29 PM
Some folks have already talked about how they use third-party programs to read and modify the MNO database.  However, this is a contravention to the terms of use issued by Matrix. I think that discussion of such topics is prohibited by the forum rules.

You very well know such topics are prohibited by the forum rules. You've been warned before when you tried to publicly post how to circumvent protections on scenarios in Flashpoint Campaigns.

Quote from: Herman Hum on March 21, 2014, 02:04:56 AM
I've worked out a way to unlock the scenarios so that they can be modified and saved.  If anyone wants the unlocked scenarios so that they can tinker, just drop me a PM with your e-mail address and I'll send them your way.


Quote from: Jarhead0331 on March 22, 2014, 09:32:05 AM
I haven't read through this entire thread to see how and where things began to spiral out of control, but here is what I have to say.

Herman, if you plan on distributing any modified, altered and/or unlocked content against the will/policy/EULA, etc. of the developers and designers of Flashpoint Campaigns through our forums you are placed on notice that doing so will violate the terms of your use of this website.  I am directing you to not facilitate this conduct through our forum.

If I discover that you have transferred files or instructions through our PM system or on our boards, you will be banned.

Thanks for cooperation.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 09, 2014, 12:57:55 AM
Quote from: GDS_Starfury on October 08, 2014, 11:54:48 PM
not the scenario editor, the ability to change the game at its roots.
dont be a pussy and hide behind a EULA.  every good game gets modded.
its actually in the best interest of devs to let their game be modded as it adds legs and sales to said game.
Very true and I couldn't agree with you more.  However, those are the terms for this game.  Let them sit alone in the dark and stroke the unsold CD copies of their games all the while whispering, "My PRECCCCCCCIOUSSSSSSSSS!"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 09, 2014, 05:53:29 AM
So let me get this straight....the last 5 or so pages of this thread are dedicated to someone arguing CMANO is a bad simulation because most aircraft have a maximum speed that is a few knots lower than spec?  In the face of all this simulation does, if that is the biggest thing one can find to bitch about, I'd say the argument is pretty transparent and all can see it for what it really is.

Some people will always try swimming against the current.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 09, 2014, 05:55:49 AM
Quote from: GDS_Starfury on October 08, 2014, 11:54:48 PM
not the scenario editor, the ability to change the game at its roots.
dont be a pussy and hide behind a EULA.  every good game gets modded.
its actually in the best interest of devs to let their game be modded as it adds legs and sales to said game.

Abiding by the law is not being a pussy. It's called being smart. Don't be a dumbass and encourage modification that may be in violation of the terms of a EULA. If you encourage that activity again in our forum, you'll be banned.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 09, 2014, 06:46:42 AM
 C:-)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 09, 2014, 08:31:02 AM
Quote from: Huw the Poo on October 08, 2014, 04:48:26 PM
How representative was the dipping sonar example?  I noticed you had "manual override" set the whole time.  Is there really no way to program a mission into your helicopter units to make this task easier?
You can of course assign the helicopter to a mission, but you can also easily control it manually.

There are two main differences:

* In Harpoon you must manually set the helo to hover at low altitude in order to deploy a dipping sonar. In Command you can use a hotkey which instructs the helo (regardless of its present throttle & altitude) to automatically hover at low altitude and deploy the sonar. So for example you can have a helo sprinting very fast to a fresh detection area, press the hotkey and not have to worry about throttle & altitude adjustment. This was a player request and we added it as it is obviously quite useful.

* In Harpoon the dipping process is instantaneous (the sonar is assumed to be lowered and retrieved in a blink), and the helicopter is not tied down to its dip location (you can move out again at any time). This (combined with the insta-acceleration and insta-turn kinematics) gives a significant advantage to the helicopter as essentially it is allowed to continuously monitor the submarine, almost like trailing a towed array, instead of taking "snapshots" (ie. the submarine has no window of opportunity to evade).
In Command it takes some time to hover, lower the sonar, operate it and retrieve it again, and it also takes time for the helo to move again. During this time the helicopter is "committed" to a specific location,  and during the lapses of sonar coverage a crafty or lucky submarine can avoid detection or degrade an existing one sufficiently to escape. Of course with multiple helicopters or sonobuoys etc. this becomes much more difficult.

So I think it's fair to say that the dipping sonar implementation in Command is both easier to manually control, and more faithfully models  its tactical limitations.

Quote
Developers: if you make a Linux port (and I can somehow convince my lady to let me spend ~£60 on it) I will be in. :)
We'll see  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 09, 2014, 12:57:31 PM
Quote from: Herman Hum on October 08, 2014, 11:21:24 PM
If you don't mind the limitation, great.  However, there are others who do not agree with the limit and are forced to accept someone else's perception of reality.

Uh, name one game which doesn't "force" you to accept someone else's perception of reality?

Quote from: Dimitris on October 09, 2014, 08:31:02 AM
Quote
Developers: if you make a Linux port (and I can somehow convince my lady to let me spend ~£60 on it) I will be in. :)
We'll see  :)

Linux version confirmed!!! \o/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 09, 2014, 01:25:41 PM
Quote from: Jarhead0331 on October 09, 2014, 05:53:29 AM
So let me get this straight....the last 5 or so pages of this thread are dedicated to someone arguing CMANO is a bad simulation because most aircraft have a maximum speed that is a few knots lower than spec?

No. The last "5 pages or so of this thread" are devoted to that specific limitation of CMANO. It is not the only one pointed in the review and the overall judgement comes from the sum of all the shortcomings (which are A LOT) as perceived by the author and explained in his video review (it is worth noticing that if a limitation generates five pages of debate, then by taking all of them together you could write a book about CMANO limitations :) ).

Quote
Some people will always try swimming against the current.

I can only agree.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 09, 2014, 01:36:20 PM
Quote from: Reckall on October 09, 2014, 01:25:41 PM
(it is worth noticing that if a limitation generates five pages of debate, then by taking all of them together you could write a book about CMANO limitations :)

Well, no, you could fill a book with one person being ridiculous and everyone else saying "wuh?"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 09, 2014, 01:39:25 PM
Quote from: Huw the Poo on October 09, 2014, 12:57:31 PM
Uh, name one game which doesn't "force" you to accept someone else's perception of reality?

Skyrim. There are professional archers which thought that the archery model is broken, and mod it so it is more realistic.

You could argue that this forces you to accept their perception of reality - but at least you have a choice. And to the modder the archery model becomes more coherent and realistic according to his experience in the field. And you can do the same and not being forced to accept someone else's perception of reality.

Now, try this with CMANO and tell me what you will be able to do in a scenario where a group of Backfires, after a surprise attack, tries to reach MACH 2 to avoid the forcedly delayed NATO reaction. Send a whistle when you find the answer.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 09, 2014, 01:41:33 PM
Quote from: Huw the Poo on October 09, 2014, 01:36:20 PM
Quote from: Reckall on October 09, 2014, 01:25:41 PM
(it is worth noticing that if a limitation generates five pages of debate, then by taking all of them together you could write a book about CMANO limitations :)

Well, no, you could fill a book with one person being ridiculous and everyone else saying "wuh?"

I can only agree that it would make for a funny book  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on October 09, 2014, 01:48:28 PM
Quote from: Huw the Poo on October 09, 2014, 01:36:20 PM
Quote from: Reckall on October 09, 2014, 01:25:41 PM
(it is worth noticing that if a limitation generates five pages of debate, then by taking all of them together you could write a book about CMANO limitations :)

Well, no, you could fill a book with one person being ridiculous and everyone else saying "wuh?"
As I mentioned earlier in the thread, I just couldn't get on with it and I think I gave it a fair shot. True - I didn't hold out for all these patches and enhancements but I did try, try and retry the game and just couldn't get into it. I found trying to find things out too difficult and some things were overload.

I don't necessarily see the game from HH's point of view - but it certainly wasn't a very enjoyable experience for me and it was a waste of the $100 I paid. By no stretch of the imagination am I suggesting that other people would see it as a waste of money...YMMV. As I also pointed out - plenty of people think it's the dog's bollox.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 09, 2014, 01:54:40 PM
Quote from: Reckall on October 09, 2014, 01:39:25 PM
Skyrim. There are professional archers which thought that the archery model is broken, and mod it so it is more realistic.

Skyrim is your basis for realism in gaming? I hate to break it to you, but dragons aren't real.

I guess you probably just run around with your uber-realistic archer hunting wabbits.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 09, 2014, 02:06:58 PM
The funniest part of this discussion about forcing someone to play their way...that is how command was born.  Parts of the Harpoon community got pissed off.  Instead of hanging around and trying force the rest of the community to come around to their way of thinking, guess what they did...

They went and built their own game.  They what worked/didn't work and built those lessons into Command.  To people who are incredibly wound up about that, you an very easily go back to Harpoon, or not so easily build your own game...what these guys did.  HH had a choice; he went with riding a dying horse that started on its death ride.  The Warfaresim guys built their own game.  They have been incredibly clear on how it would work.

If this was the only naval game out there, I would buy the argument that you feel the need to pursue this as along as possible hoping the only game in town changes.  But since there are options, use them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 09, 2014, 02:14:09 PM
Quote from: Reckall on October 09, 2014, 01:39:25 PM
Quote from: Huw the Poo on October 09, 2014, 12:57:31 PM
Uh, name one game which doesn't "force" you to accept someone else's perception of reality?

Skyrim.

LOL!  Thanks, I needed that!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 09, 2014, 05:35:02 PM
Quote from: mirth on October 09, 2014, 01:54:40 PM
I hate to break it to you, but dragons aren't real.

YOU RUIN EVERYTHING!!!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 09, 2014, 11:14:19 PM
My first scenario is ready for testing. Primarily designed for new players, it combines all of the concepts from the tutorials into one scenario.

This scenario puts you in command of a US carrier strike group vs the latest Russian aircraft, subs, SAMS, and surface ships.

Feedback, comments, suggestions would be welcome. Thanks

Download (http://www.matrixgames.com/forums/tm.asp?m=3714020&mpage=1&key=&#3714020)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 10, 2014, 04:32:07 AM
Quote from: mirth on October 09, 2014, 01:54:40 PM
Quote from: Reckall on October 09, 2014, 01:39:25 PM
Skyrim. There are professional archers which thought that the archery model is broken, and mod it so it is more realistic.

Skyrim is your basis for realism in gaming? I hate to break it to you, but dragons aren't real.

Command is your basis for realism in gaming? I hate to break it to you, but Backfires aren't limited to 950kts. And archery exists in our world, so you can do a comparison in realism.

Beside, Dragons in Skyrim do obey laws of physics.  :2funny:

And this debate wasn't even about the genre, but about the posibility to fix a broken perception of reality in a game. Next time you decide to paint yourself in a corner, firs look at the corner.

Cheers!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 10, 2014, 06:02:09 AM
I can't believe Skyrim was used as an example...a game with millions of players and very console oriented.

Again, these guys went out and built a game they wanted...to their perception of reality.  Harpoon doesn't have that supposed limitation.  Why is any one here complaining about it?  Speak with your wallets and go buy Harpoon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on October 10, 2014, 06:20:21 AM
Quote from: RyanE on October 10, 2014, 06:02:09 AM
I can't believe Skyrim was used as an example...a game with millions of players and very console oriented.


Skyrim was obviously an example of a game that could be heavily modified.

I believe HH's biggest complaint has been about not being able to modify databases and other such stuff in CMANO, if I understood correctly.  That rates under mod friendliness I suppose.  Users were told not to do it as it breaks the license agreement and people were specifically warned, here on these forums, that discussing workarounds would result in punishment. 

So the modding situation looks to be the primary subject of contention, if I've understood the ongoing criticism correctly. 


I've never modded databases & such in the Harpoon series so I can't comment on that.  However, the interface tools and the AI support for them have been my concerns since release.  I hope to see those continue to improve.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: chemkid on October 10, 2014, 06:35:41 AM
.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 10, 2014, 07:33:05 AM
Quote from: Reckall on October 10, 2014, 04:32:07 AMI hate to break it to you, but Backfires aren't limited to 950kts.

youre right.  with the current state of  Russian military maintenance theyre most likely limited to remaining on the ground.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 10, 2014, 07:59:06 AM
Quote from: Reckall on October 10, 2014, 04:32:07 AM
Quote from: mirth on October 09, 2014, 01:54:40 PM
Quote from: Reckall on October 09, 2014, 01:39:25 PM
Skyrim. There are professional archers which thought that the archery model is broken, and mod it so it is more realistic.

Skyrim is your basis for realism in gaming? I hate to break it to you, but dragons aren't real.

Command is your basis for realism in gaming? I hate to break it to you, but Backfires aren't limited to 950kts. And archery exists in our world, so you can do a comparison in realism.

Beside, Dragons in Skyrim do obey laws of physics.  :2funny:

And this debate wasn't even about the genre, but about the posibility to fix a broken perception of reality in a game. Next time you decide to paint yourself in a corner, firs look at the corner.

Cheers!

This isn't a debate about anything. It's you and Herman continuing to troll Command, the same way you used to troll Harpoon.

Cheers!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 10, 2014, 08:27:03 AM
Quote from: Nefaro on October 10, 2014, 06:20:21 AM
I've never modded databases & such in the Harpoon series so I can't comment on that.  However, the interface tools and the AI support for them have been my concerns since release.  I hope to see those continue to improve.

The developers have been very open to adding new platforms to the database, including experimental and "fantasy" platforms. I made an off hand remark in Baloogans chat room (no devs present at the time) before patch v1.04 about wanting the F-19 Frisbee from Red Storm Rising. I was happily surprised when the patch was released to see the Frisbee in the change log. And thats hardly the first case of something like that happening.

You also dont need access to the db to modify units. You can find a platform close to what you want, and add/remove sensors and weapons to your hearts content. I've used the Iowa BB's as the base for a BBG. I removed all of the gun turrets and add mk41 VLS launchers in their place. Reducing a country to nothing with a carrier strike group is fun, doing it with a single ship is even better.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Herman Hum on October 10, 2014, 11:54:50 AM
Quote from: Nefaro on October 10, 2014, 06:20:21 AM
I believe HH's biggest complaint has been about not being able to modify databases and other such stuff in CMANO, if I understood correctly.  That rates under mod friendliness I suppose.  Users were told not to do it as it breaks the license agreement and people were specifically warned, here on these forums, that discussing workarounds would result in punishment. 

So the modding situation looks to be the primary subject of contention, if I've understood the ongoing criticism correctly.

I can fully understand how you might have that perception, but it is not true.  The review identified six weak areas, but some folks have focused upon one in hopes of somehow disproving it and ended up with a lot of egg on their faces.

QuoteThe Bad

7. No multiple player capability exists.  The only opponent is the AI, which can be easily tricked once it is understood.
8. The Event Engine produces strange results from teleportation of units instead of the more recognized deployment from aircraft or ships.
9. A crude Formation Editor capability means that the solitary map is cluttered with unnecessary icons and symbols.  Confusion quickly ensues when aircraft assigned to protect the carrier group cannot easily be distinguished from those assigned to expeditionary missions.  Most other games have independent window displays to control formations so that units can function as organized groups.

The downright Ugly

10. No database editing capability exists.  The database is locked.  The current items, equipment, and systems can be shuffled, re-arranged, or re-combined, but nothing new can be added nor can the performance of any current system be modified.  Players are forced to accept false perceptions of reality.
11. The UI is severely overloaded, cluttered, and user-unfriendly.  The dependence upon a single map to display all the units and functions means that the number of icons and other data displayed is extreme.  Coupled with the inability to turn off some information, this means that the player is easily overwhelmed by the data, much of which he probably did not want to see in the first place.
12. Direct player control is difficult to exercise due primarily to the single map display.  The inability to differentiate between units at a distance or high altitude means that the user must constantly zoom in and out to locate units for his orders and targets.  This awkwardness triples the time and effort necessary for the most simple and basic orders and truly makes the game a chore to play instead of a pleasure.

In Conclusion

This game is theoretically functional, but could easily have used twelve additional months for optimization and polish. As it currently stands, MNO is a hodge-podge of ideas haphazardly thrown together. It is good that MNO replicates many functions from NWAC and Harpoon3. It is too bad that many bad ones are also duplicated while helpful ones were forgotten. Features such as the Formation Editor and Event Engine are prime examples of good ideas for functions that were poorly implemented and badly integrated. The awkwardness of the UI makes the game a chore to play instead of a pleasure. A thorough re-examination of the overall design phase might be prudent, especially considering how some features generally considered "standard" within the naval wargame genre are conspicuously missing.

To me, the biggest problem is how awkward the game is to play.  The gawky manner for deployment of the dipping sonar from a helicopter is a prime example.  The function works, but it is just so hard (as in awkward) to do.  I liken the game to seeing a quadrapalegic in a wheelchair with a pencil in his mouth tapping out words on a keyboard one letter at a time.  It eventually gets the job done, but I still feel sorry for the poor guy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 10, 2014, 12:42:25 PM
Quote from: mirth on October 10, 2014, 07:59:06 AM
This isn't a debate about anything. It's you and Herman continuing to troll Command, the same way you used to troll Harpoon.

Cheers!

Agreed, this is just trolling and I don't generally make that accusation lightly.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 10, 2014, 03:16:02 PM
Quote from: mirth on October 10, 2014, 07:59:06 AM
This isn't a debate about anything. It's you and Herman continuing to troll Command, the same way you used to troll Harpoon.

Cheers!

Yes, I already heard this lie - along with others. And, no, I and Herman neither "troll" Harpoon nor "destroyed its community": we create scenarios (many of them with hundreds of dowloads), video AARs (our record is almost 6,000 views for a single video) and give help to those who ask for it.

The problem "Command" developers never realised is that, like in a story or a movie script, the overall narrative is fictional, but it still has to be coherent within itself. Luckily for them many people are content with what they are feed - something which - BTW - explains the success of movies like "Transformers"  :)

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 10, 2014, 03:18:23 PM
Whut?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 10, 2014, 03:35:51 PM
Reckall, if you don't like CMANO, why don't you stay out of the thread?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 10, 2014, 03:46:01 PM
Quote from: RyanE on October 10, 2014, 06:02:09 AM
I can't believe Skyrim was used as an example...a game with millions of players and very console oriented.

True: SO console oriented that it spawned sites like this one: http://www.nexusmods.com/skyrim/ - PC only.

Anyway, if you want a more proper example, try ArmA. It doesn't need the same mental wattage needed to connect the dots.

Quote
Again, these guys went out and built a game they wanted...to their perception of reality.

Which we already saw what is. The scary thought.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 10, 2014, 03:48:40 PM
You missed my question - or just wilfully ignored it, like a troll would.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 10, 2014, 03:49:33 PM
Quote from: Huw the Poo on October 10, 2014, 03:35:51 PM
Reckall, if you don't like CMANO, why don't you stay out of the thread?

"Maybe because the thread title isn't: 'MNO, where only good things may be said.'"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 10, 2014, 03:51:44 PM
Quote from: Dimitris on October 09, 2014, 08:31:02 AM
So I think it's fair to say that the dipping sonar implementation in Command is both easier to manually control, and more faithfully models  its tactical limitations.

I forgot to say this - Dimitris, thank you for the explanation.  Yes, that does indeed sound considerably better than Harpoon's implementation.  I really appreciate you taking the time to explain that to someone who doesn't even have the game yet! O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 10, 2014, 03:52:14 PM
Quote from: Reckall on October 10, 2014, 03:49:33 PM
Quote from: Huw the Poo on October 10, 2014, 03:35:51 PM
Reckall, if you don't like CMANO, why don't you stay out of the thread?

"Maybe because the thread title isn't: 'MNO, where only good things may be said.'"

Evidently you think that answered my question...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on October 10, 2014, 03:55:00 PM
Any chance we can get back to discussing the game and game mechanics instead of this pissing contest?

Dimitris.  I'm not sure if this is possible now or not but what I'd like to be able to do is to assign escort fighters into the same mission as a strike group but be able to have a hotkey or somesuch where I can quickly pull the escorts out of their role to intercept any threats that appear rather than having to go into the mission editor and pluck them out or manually override their orders piece by piece.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 10, 2014, 04:11:34 PM
Quote from: Silent Disapproval Robot on October 10, 2014, 03:55:00 PM
Any chance we can get back to discussing the game and game mechanics instead of this pissing contest?


Yes...good idea.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 10, 2014, 05:43:15 PM
Quote from: Reckall on October 10, 2014, 03:16:02 PM
Yes, I already heard this lie - along with others. And, no, I and Herman neither "troll" Harpoon nor "destroyed its community": we create scenarios (many of them with hundreds of dowloads), video AARs (our record is almost 6,000 views for a single video) and give help to those who ask for it.

No, you're simply a troll and Herman is a troll. You can continue to troll as long as some in the community will tolerate it, but I for one will not hesitate to identify you for what you are - a bitter, pathetic internet troll.

Be gone troll, we have grown weary of you.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 10, 2014, 05:49:10 PM
Come on, Mirth...just ignore it. It's not worth it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 10, 2014, 06:00:31 PM
Quote from: Jarhead0331 on October 10, 2014, 05:49:10 PM
Come on, Mirth...just ignore it. It's not worth it.

It's been years of this BS, JH. I'm calling them out on it. These guys don't care about the community, they just want to cause problems.

I've never had a dog in the whole Harpoon, and now Command, fight, but I'm sick of the endless trolling.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on October 10, 2014, 06:11:55 PM
everyone please calm down. I will unlock this later tonight
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on October 10, 2014, 09:52:08 PM
{Mod hat on}

I hate having to lock threads because I hate having to stifle discussion, but this was going nowhere fast and didn't need to derail an otherwise productive thread highlighting one of the great games of the past 5 years.

The behavior in this thread by multiple individuals classically exemplifies why we don't try to set hard-and-fast behavioral rules, but instead have rule #3 (http://grogheads.com/forums/index.php?topic=66.0) - thou shalt not negatively attract the attention of the mods.

Well guess what, you've got our attention, and it ain't pretty.

Hermann -
Do not try to put on that false mask of innocence like an 8-year-old kid caught sneaking cookies into his room and trying to insist "I was just saving them until morning!" 
It is no secret among wargamers that CMANO and Warfare Sims exist in large part because the developers felt you were unfairly (or even illegally) ripping off their work on Harpoon, and they were just sick of fighting you about it.  So they left the Harpoon sandbox to you, and instead created their own, and they have found a large and enthusiastic audience for it.

There's one reason why the CMANO database is locked down:  You.
It is completely irrelevant what you think happened, or what justification you want to conjure for your actions around the Harpoon databases.  The fact remains that the devs thought you were ripping off their work, so they created their own that was completely, unequivocally, and totally theirs, and one in which you would have no opportunity to meddle.

Even if you don't want to admit it, there is a widespread perception among the wargaming community that you have an intense dislike for the developers behind CMANO and will find any possible reason to poke holes in their game.  Whether its resentment for their leaving the Harpoon community, or creating a game that has siphoned off Harpoon players, or locking down a game such that you are unable to meddle, no one cares.   

Your behavior in this thread has, in fact, turned trollish.  The example of aircraft speeds is a perfect one.
Hermann - "Aircraft speed in CMANO are artificially capped"
Everyone Else - "Eh, we don't care because there's enough other goodness in there"
Hermann - "But guys, aircraft speed in CMANO are artificially capped"
Everyone Else - "We got it.  We still don't care."
Hermann - "But guys, can you believe they limited aircraft speed in CMANO!  Clearly this game sucks!"

At this point, you have crossed into troll behavior in that the community as a whole has noted that they don't give a flying fuck, whether at full fuck-flying speed or at an artificially-limited speed of fuck-flyingness that ruins the game for you.  They just don't care.  Let it go.

You think Harpoon is a better game.  Fine.  Go play Harpoon.  Talk about Harpoon.  Create more scenarios for Harpoon   Make more videos for Harpoon.  Do it all here, for all we care - start a Harpoon thread.

But it's time to leave the Warfare Sims guys a break.  You've turned into a stalker boyfriend who can't accept that his girlfriend from 4 years ago has moved on.  They've broken up with Harpoon and are in a perfectly happy relationship with CMANO and instead of just letting it go, you're continuing to point out what a stupid haircut her new boyfriend has, or that he's wearing his belt upside down.
NO.  ONE.  CARES.


Reckall -
Your attempts to stick up for Hermann show great loyalty for a friend, but you're coming across as a guy who dives on the pile after the tackle is made, before the refs blow the whistle, and then jumps up and tries to high-five the linebacker that actually made the tackle.
Again, it does not matter the tiniest, least little insignificant bit what YOU think you're doing.  It matters how you're being perceived by the group as a whole, and that is barely above the level of a sock-puppet whose only purpose is to wait for the main hoodlum to take a breath and then yell "yeah!" while hiding behind his buddy.


Even if you guys have no intention of trolling the forums, when we as mods get multiple, repeated reports of trolling behavior, from guys who normally can't agree with each other on such basic truths as the color of the sky or the lameness of Aquaman, there's clearly something up, and it's not everyone else.


The rest of you - Mirth, Huw, Starfury, etc
Let the mods handle it.  This is not an instruction to passively let trollish behavior run free.  This is a basic and simple instruction to let the mods handle it.  Report it; PM it; email someone.  DO.  NOT.  ENGAGE.  Doing so only invites retaliation and then the inevitable downward spiral of nonsense that's been this thread for the past 3 days. 
You collectively bitch about the negative discussions of the game, but at least they're discussing the game, and not discussing the people discussing the game.  Put down the torches and pitchforks and let us handle it.

I am unlocking this thread for now, but we're keeping a close eye on it.

No one is getting banned.  No one is getting locked out.  No one is getting a time-out.  But everyone is on notice for their behavior over the last 3 days in this thread.
Hermann - stop talking about CMANO.  Just stop.  Even if you have something nice to say, it's going to be perceived as looking for a fight.  Your intentions are irrelevant at this point because of the reputation you've built over the past 6+ years.  It's time to walk away.
Reckall - when everyone else is so clearly pointing out poor behavior, do not try to rationalize or explain or justify it. 
Mirth & Star - you guys know better.  Don't pick a fight when you can just call the mods to deal with it.

And if you think I'm being a twit, fine.  You're welcome to think that.  But this could've been Jarhead telling y'all to cool it, and you would not have liked that at all.

{Mod Hat Off}
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 10, 2014, 09:59:58 PM
I wish I could moderate with the precision of a surgeon's scalpel the way you do. The truth is, I can only moderate with a broadsword and, yes, it is ugly. Limbs, blood and viscera liter the thread. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on October 10, 2014, 10:04:33 PM
I can't believe Brant said, "won't not" in that last sentence.

And he was doing so well up to that point.   :-[
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on October 10, 2014, 10:14:56 PM
Quote from: Toonces on October 10, 2014, 10:04:33 PM
I can't believe Brant said, "won't not" in that last sentence.

And he was doing so well up to that point.   :-[

Frankly autocorrect, I'm tired of your shirt!



I fixed it. :coolsmiley:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Steelgrave on October 10, 2014, 11:27:14 PM
^LMAO!!!

And Jarhead, we need broadswords and scalpels...it's that kind of world.   O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pinetree on October 10, 2014, 11:29:35 PM
There was trolling? I was too busy watching all the bouncing boobs....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on October 11, 2014, 05:56:08 AM
Quote from: Pinetree on October 10, 2014, 11:29:35 PM
There was trolling? I was too busy watching all the bouncing boobs....

The containment measures are working...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pinetree on October 11, 2014, 05:57:27 AM
Quote from: Staggerwing on October 11, 2014, 05:56:08 AM
Quote from: Pinetree on October 10, 2014, 11:29:35 PM
There was trolling? I was too busy watching all the bouncing boobs....

The containment measures are working...

They don't look very contained to me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 11, 2014, 07:26:08 AM
Trolling...?

And what is this..."lameness of Aquaman".

Clark Kent and Bruce Wayne will be along in a moment.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Stryker07 on October 11, 2014, 08:47:29 PM
Quote from: Staggerwing on October 11, 2014, 05:56:08 AM
Quote from: Pinetree on October 10, 2014, 11:29:35 PM
There was trolling? I was too busy watching all the bouncing boobs....

The containment measures are working...

Absolutely! There is a fine selection to choose from too!    :smitten:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 11, 2014, 11:11:29 PM
It's true. Aqua-man is lame
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 11, 2014, 11:14:02 PM
there is only, and exactly, one dissenting voice on that topic.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 12, 2014, 06:39:16 AM
Aquaman?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Steelgrave on October 13, 2014, 06:35:06 PM
Quote from: RyanE on October 12, 2014, 06:39:16 AM
Aquaman?

The only thing lamer than Aquaman would be an Aquaman supporter ***COUGHLongbladeCOUGH***  O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 13, 2014, 06:38:33 PM
Quote from: Steelgrave on October 13, 2014, 06:35:06 PM
The only thing lamer than Aquaman would be an Aquaman supporter ***COUGHLongbladeCOUGH***  O0

Aquafan, the blackhole of lame.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on October 13, 2014, 06:52:05 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fseries.batanga.com%2Fsites%2Fseries.batanga.com%2Ffiles%2F13-gifs-de-la-serie-animada-de-Aquaman-para-ir-pensando-en-la-pelicula-5.gif&hash=f7775c36f38f67e5a4727e5a45947d5efb20e768)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on October 13, 2014, 06:52:32 PM
If we implemented Aquaman in Command. He would be a unit with no mounts.

...and my wife just said. "yeah...good one...dork!"

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on October 13, 2014, 06:53:38 PM
Quote from: bostonmyk on October 13, 2014, 06:52:32 PM
If we implemented Aquaman in Command. He would be a unit with no mounts.

...and my wife just said. "yeah...good one...dork!"

Mike


;D


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2F27.media.tumblr.com%2Ftumblr_m1x0mmR6QB1qa1xnko1_500.gif&hash=ab44475f86f0208bddc9925a6e1760b53783a432)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 13, 2014, 06:57:26 PM
I have reported all of you to the mods.  I am tired of your  aquaman jokes and will go build myself a forum where I can support A-man without feeling dirty.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 13, 2014, 07:10:46 PM
Quote from: RyanE on October 13, 2014, 06:57:26 PM
I have reported all of you to the mods.  I am tired of your  aquaman jokes and will go build myself a forum where I can support A-man without feeling dirty.

Good luck with that. The not feeling dirty I mean :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on October 13, 2014, 09:15:12 PM
So would the silver surfer be acceptable if you had to choose aquatic super heros
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 13, 2014, 09:48:50 PM
Quote from: Skoop on October 13, 2014, 09:15:12 PM
So would the silver surfer be acceptable if you had to choose aquatic super heros

No because silver surfer surfs in space, not on water.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on October 13, 2014, 09:50:05 PM
This is actually somehow worse than the Herman/Rekall stuff.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on October 13, 2014, 10:18:46 PM
 :idiot2: :idiot2: :idiot2:  :uglystupid2: :knuppel2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 13, 2014, 11:46:11 PM
whens the price coming down?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 14, 2014, 01:28:59 AM
And the obsession continues: http://www.quartertothree.com/game-talk/showthread.php?75912-Command-Modern-Air-Naval-Operations-(-quot-The-Harpoon-that-Never-Was-quot-)&p=3648490&viewfull=1#post3648490
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on October 14, 2014, 03:33:11 AM
UI may be bad for some but it can be learned if you go out of the Harpoon mindset.

I like the idea of "missions" as opposed to manually plotting and directing attacks like Harpoon Classic. And once you learn the mission mechanics,  it's the exact same scheme in designing scenarios and setting AI plans.

I'm not geek enough to care about which game is more accurate in simulating warfare and equipment so I don't really care if the database is faulty and uneditable. I'm more into usage and general feel.

Hapoon classic still has a place in my heart but I'll play Command instead of that Hapoon 3 Advanced Naval Warfare anytime.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on October 14, 2014, 04:55:09 AM
Quote from: Dimitris on October 14, 2014, 01:28:59 AM
And the obsession continues: http://www.quartertothree.com/game-talk/showthread.php?75912-Command-Modern-Air-Naval-Operations-(-quot-The-Harpoon-that-Never-Was-quot-)&p=3648490&viewfull=1#post3648490

Hey Big D

Let it go, please.

Thanks!
:)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 14, 2014, 05:57:05 AM
OK.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Reckall on October 14, 2014, 12:47:26 PM
No offence taken. And, BTW, the address of the review has been posted here, too. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 14, 2014, 01:05:20 PM
Quote from: Reckall on October 14, 2014, 12:47:26 PM
No offence taken. And, BTW, the address of the review has been posted here, too. :)

Don't be a smartass. If you all refuse to get along, just ignore each other.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Coiler on October 14, 2014, 05:32:30 PM
To try and get the thread back on topic...

Are there any ideas for scenarios that the C:MANO players here think haven't been explored as much they should be?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 14, 2014, 07:11:21 PM
All eras of the Cold War, because backfires vs F-14's never gets old.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on October 14, 2014, 08:52:38 PM
The civil war scenario mentioned on the above link sounds interesting
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 14, 2014, 08:55:49 PM
Quote from: Kushan on October 14, 2014, 07:11:21 PM
All eras of the Cold War, because backfires vs F-14's never gets old.

Dance of the Vampires
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on October 14, 2014, 10:06:50 PM
Im going to cry....   :'(
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 15, 2014, 04:40:15 AM
Give this one a try: http://wiki.baloogancampaign.com/index.php/Scenario?Location=scens%2F%2FRed+Storm+-+Vampire+Vampire%2C+1990.scen

Also this: http://wiki.baloogancampaign.com/index.php/Scenario?Location=scens%2F%2FBattle+of+the+First+Salvo%2C+Eastern+Med+%28The+War+That+Never+Was%29%2C+1989.scen
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on October 15, 2014, 08:48:01 AM
With all the scenarios based on RSR and The War that Never Was I am going to have to buy this game eventually. Just waiting for the opportunity to run it by the wife. Any sales on the horizon?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 15, 2014, 02:59:19 PM
Quote from: Airborne Rifles on October 15, 2014, 08:48:01 AM
Any sales on the horizon?

Haha!  You're funny. ;)

(To be fair, it has recently been on a small discount on Steam but we're unlikely to see another for quite a while)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 16, 2014, 08:02:00 AM
For those paying attention there was also a sale on Matrix (I think for $60) for a week in the beginning of Oct.  I think it got lost in the noise around the Steam release.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 16, 2014, 03:03:44 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.eurofighter.com%2Ffiles%2Fthumbs%2Ffull%2F32.jpg&hash=eb317f8f387a948b45ef66f1bbb2404083b39f6d)

Miguel Molina has released a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains nine brand-new scenarios:

DACEX-14, 2014 : Each year the Spanish Air Force organize a multinational air-to-air combat exercise in the Canary Island. In addition to the local fighter squadron based in the Islands and others Spanish squadrons deploying fighters and support assets, several allied and NATO air forces send different aircrafts. You are the Joint Forces Air Component Commander (JFACC) of the Iberian Coalition and have full authority over a complex combined air component to fulfill just one order: to gain air superiority over the Canary Island. Are you up to the task? 

Northern Fury 5 – Bardufoss Blues, 1994 : Day two of a new global war. As commander of Allied Forces North, you are re-grouping your surviving units and bringing in new reinforcements as fast as you can get them. Your available aircraft are severely depleted, your pilots are tired, your ground crews are exhausted, your stock of AAW missiles is draining rapidly. Your grudgingly considering a further withdraw of forces to the South. The situation on land is stable, Soviet ground forces have linked up with the airborne forces at Banak but have not proceeded much beyond that. You must inflict damage and slow the Soviet progress. 

Northern Fury 5.5 – Trondheim Express, 1994 : The war has already gone badly. You are commander of Allied Forces North, and the situation went from being bad yesterday to disastrous this morning! You staff have focused on re-grouping your surviving units and bringing in new reinforcements as fast as possible. A major Soviet push this morning has forced your air units South, effectively closing Bardufoss, and Tromso, Evenes is still open but barely. Your heavily depleted air units have scrambled back to Bodo where 3 Norwegian and 1 Dutch F-16 squadrons with the F-15s of the US 493rd FS are attempting to hold back hundreds of Soviet A/C. The one bright spot is the arrival of a British Jaguar and 2 USAF F-16 squadrons. The situation on land is equally bad, Soviet ground forces have linked up with the airborne forces at Banak. Airmobile operation NE of Bardufoss this morning seized the passes and dislocated the units there - Bardufoss will fall in the next few hours, it is already under artillery fire. The Maritime situation is improving marginally, the Norwegian Navy has put to sea and STANAVFORLANT is moving to assist. You need to prevent the Soviet amphibious force from reaching Trondheim.

Battle Ocean '64 – Baltic Convoy, 1964 : This scenario assumes that an anti-Soviet rebellion erupted in Poland during the summer of 1964.  West Germany has decided to send a convoy with humanitarian aid to the Polish town of Kołobrzeg, currently the only port in Poland under rebel control.  Not surprisingly, the Soviet Union does not want this mission to succeed.

Battle Ocean '64 – North Sea ASW, 1964 : This scenario builds off the events in Battle Ocean '64 -- Baltic Convoy. West Germany's decision in August to send a convoy to aid Polish rebels has had results that concern the international community. While the convoy arrived safely, shots were fired by both West Germany and the Soviet Union, and both sides experienced losses. The Soviet Union has denounced West Germany's action in the Untied Nations, but its attempt to get a resolution for action in the Security Council was promptly vetoed by the United States and the United Kingdom. Less than a week later, a West German submarine on patrol just outside Polish waters was sunk by Soviet destroyers. The submarine had been in international waters, but the Soviets claimed it had made "threatening manuevers" and has refused to discipline the captain for "considering first and foremost the safety of his ship and his crew, and the interests of his country." NATO countries have warned the Soviet Union that recent events are forcing them to adopt "zero tolerance" policies.  Soviet aircraft violating the airspace of NATO countries, and surface vessels and submarines violating territorial waters of NATO countries, "will be dealt with harshly."

Battle Ocean '64 – Teesport Convoy, 1964 : This scenario is part of the Battle Ocean '64 series.  It assumes a limited "tit for tat" naval war has erupted between the Soviet Union and some of the nations in NATO. At present, the United States is playing a difficult game of diplomacy, talking with the Soviets to prevent escalation, talking to their allies in NATO to assure them that if a larger war erupts, America will stand with them. The events leading up to this scenario begin with a German convoy sending humanitarian aid to rebels in Poland in August.  The convoy came under attack, but arrived in Poland with minimal losses.  Days later, a German submarine was sunk by Soviet forces.  A couple of weeks later, in September, two Soviet submarines discovered off the coast of Scotland were sunk by British forces, which then came under attack by Soviet ships and aircraft.  Both sides have taken losses; both sides have drawn blood. The Soviet Union has stated that the "vicious and barbaric actions of the West will not be tolerated" and has threated to attack British shipping headed for Germany.  The United Kingdom has declared that such actions will be considered "nothing less than an act of war, and while the Soviets should understand we have no intention of threatening their homeland, neither will we accept any nation's attempt to deny us the freedom of the seas."

Operation Sombrero de Copa, 2000 : Tensions are mounting again in the Falklands. A British radar station being built on West Falkland and increasing Argentine economic difficulties leads to clashes resuming. But this time Argentina opts to use more covert means –specifically, submarine-delivered commandos - to accomplish its goals.

Operation Slam Gray, 1957 : The Dominican Republic was ruled for many years by a brutal dictator, General Rafael Trujillo. In history, Trujillo was assassinated in 1960. This scenario assumes that the assassination took place in 1957, and that in the chaos that followed a pro-Soviet government came to power in the Dominican Republic. The new government was immediately recognized by the Soviet Union, and rapidly given significant military aid. In accordance with the principles of the Monroe doctrine, the US government considered this an intolerable situation. A small task force centered on the carrier Intrepid is assembled to interdict all Soviet-backed forces in the area.

Jean Moulin Rouge, 1994 : This scenario assumes that tensions increased between France and Colombia in the early 1990s. The main cause is that a number of French fishing boats have not respected restrictions in Colombian fisheries and that France has not responded quickly or harshly enough to this problem to satisfy Colombia.  The problem took a rapid turn for the worse a few weeks before this scenario takes place when a French fishing boat was stopped for an inspection by a Colombian naval patrol boat; somehow, gunfire erupted and in the ensuing battle two French fishermen were killed and two Colombian sailors were seriously injured. Colombia has clamped down on the number of foreign boats allowed to enter its waters and has started aggressively patrolling the entire Caribbean looking for fishing boats engaged in illegal activities. The French government has decided to keep a close watch on Colombian activities in the Caribbean to ensure the safety and free passage of French citizens living and working in the region. 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)

With the new scenario pack release, the total number of released Command scenarios is now 203!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 18, 2014, 11:54:15 AM
Great scenarios!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 18, 2014, 12:10:30 PM
Quote from: Jarhead0331 on October 18, 2014, 11:54:15 AM
Great scenarios!

+1 The Battle Ocean'64 scenarios, in particular, sound very cool.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 26, 2014, 11:10:50 PM
Just finished up a new import file.

All the soviet airfields in the former DDR I have been able to track down using Orbat, Google, and Wiki. If I've missed any please let me know and I'll add it.

Unzip into the ImportExport folder in your Command directory. Import file will be located under the CentFront 1985 Folder.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 29, 2014, 09:28:35 AM
Thanks!

Do we have your permission to include this on the next update?
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: Dimitris on November 09, 2014, 10:50:33 AM
Quote from: CptHowdy on October 01, 2013, 06:35:53 PM
using the latest build 438. trying out the air tutorial again. made patrol mission and put 12 tomcats in it. first 4 launched so I decided to group them for the heck of it. when I grouped them it removed them from the patrol mission  >:(
why?? I set a mission for 12 tomcats to patrol just because I grouped 4 of them doesn't change the fact that they had a mission. I only realized they had had been dropped because they flew within range of the sam sites. my patrol zone was set up outside the range of those sites. once I assigned the group back to the patrol mission they immediately got their butts back into the patrol area and out of harms way :)  I also minimized the game on accident and when I went to switch back it froze up and had to shut down. luckily I had saved right before that!

Thank you! Added a clause in Build 593 that if all members forming a group are assigned to the same mission then the new group is automatically assigned to the mission.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 09, 2014, 12:39:23 PM
Quote from: Dimitris on October 29, 2014, 09:28:35 AM
Thanks!

Do we have your permission to include this on the next update?

Not sure how I missed this. Ok with me.

If you want to include my USN Carriers or ELbe river bridges, feel free to do so.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on November 09, 2014, 03:28:24 PM
Any word on timing of the update.  Couple of things I am working on could use a few of the new features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 10, 2014, 10:21:02 AM
We hope to be able to release it soon. Let's hope no major issues crop up on the testing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 10, 2014, 10:21:18 AM
Quote from: Kushan on November 09, 2014, 12:39:23 PM
Quote from: Dimitris on October 29, 2014, 09:28:35 AM
Thanks!

Do we have your permission to include this on the next update?

Not sure how I missed this. Ok with me.

If you want to include my USN Carriers or ELbe river bridges, feel free to do so.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on November 10, 2014, 02:57:13 PM
Sitting on pins and needles...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on November 10, 2014, 03:03:05 PM
Quote from: RyanE on November 10, 2014, 02:57:13 PM
Sitting on pins and needles...

well, dammit - find a cushion!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on November 11, 2014, 08:27:47 AM
I actually kind of like it...it makes me feel funny.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 26, 2014, 10:06:28 AM
Command-WOTY now on Christmas sale! (http://www.warfaresims.com/?p=3531)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on November 26, 2014, 11:56:14 AM
Quote from: Dimitris on November 26, 2014, 10:06:28 AM
Command-WOTY now on Christmas sale! (http://www.warfaresims.com/?p=3531)

The sale is tempting but I suspect I would be stymied by a nearly verticle learning curve. (Ps. I'm ignorant of modern warfare weapons systems and acronyms)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on November 26, 2014, 01:18:11 PM
That's the beauty of the game, you learn about modern weapon systems as you play.  The data base info screens are great educational tools.  I've spent hours just reading the database descriptions and not even played a scenario. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on November 26, 2014, 04:35:42 PM
Is the new update coming out soon.  There seemed to be a lot of discussion about for a month or so an now it seems very quiet.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 26, 2014, 07:32:46 PM
Yes, it should be released within December. Our next couple of blog posts will probably explain the major new features.
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on November 28, 2014, 03:55:56 PM
Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

  So a year later and Byzantium 1949 is out there for only 50 drachmas, plus I can extend the Spanish Civil war sort of to 1949 and let the Commie French try to finish off Franco's navy if they dare.  Now there's a scenario or two.  Those French Avengers pack a punch as does the pair of battleships, submarines and what have you as we say a fond farewell to the 18th century and start rev-ing up the engines of the revitalizing French naval forces yet again on as-yet undocumented adventures!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on November 29, 2014, 01:07:17 PM
I'll be streaming Changjiang Strike, 2016 at http://baloogancampaign.com/ at 11:00 AM PST.

A Carrier Strike Group supported by submarines and strategic bombers launches a raid on the Changjiang nuclear power plant facility on Hainan Island. Clear away the Chinese CAP and IADS so the bombers can do their work.

QuoteCommander US Forces

Background:

You have been tasked with launching a carrier raid on the Changjiang Nuclear Power Complex on Hainan Island, in support of future offensive operations against mainland Chinese miltary facilities. Cripple it's ability to provide power but do not attack the reactors themselves.

The island itself is heavily defended by both modern fighter aircraft and advanced SAMs, so you'll have to attack it in stages. You may attack their airfields and related facilities at your discretion. 

The B-2s will be taking off from Andersen AFB at 1020PM GMT and arrive over Hainan Island at approximately 0250AM GMT. They will be under your operational command for the duration of this mission.

Available Forces:

Submarine Forces:

USS Seawolf
USS Georgia
USS New Hampshire
Reagan CSG:

USS Reagan   
USS Cape St. George 
USS Momsen   
USS Sterett
Aviation Assets:

6x MH-60R Seahawks
12x F/A-18F Super Hornets
12x F/A-18C Hornets
24x F/A-18E Super Hornets
4x E-2C Hawkeyes
5x EA-6B Prowlers
Rules Of Engagement:

You are authorized to take any offensive action you deem necessary against Chinese military assets in order to accomplish your mission, however you are NOT to destroy the reactors themselves.

Also, we've managed to secure overflight rights from most of our partner nations in the region with the exception of Vietnam. We can't assure the security of their land border with China or promise any assistance in dealing with retaliatory attacks so they have to avoid provoking a response by staying officially neutral. Everywhere else in the AO is fair game.

Designer notes:

This scenario is intended for the player to use the the carrier's air wing for screening hostile fighters  and then using jamming, standoff weapon capabilities, and TLAMs concurrently to destroy the IADS on Hainan Island to clear a path for the B-2s. You score points by:

Degrading the Chinese IADS capability (destroying SAMs and Radars)
Knocking out airfield runways
Destroying the facilities of the Changjiang Reactor Complex
You are penalized for:

Losing aircraft
Destroying the reactors
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on November 29, 2014, 08:17:44 PM
Quote from: MengJiao on November 28, 2014, 03:55:56 PM
Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

  So a year later and Byzantium 1949 is out there for only 50 drachmas, plus I can extend the Spanish Civil war sort of to 1949 and let the Commie French try to finish off Franco's navy if they dare.  Now there's a scenario or two.  Those French Avengers pack a punch as does the pair of battleships, submarines and what have you as we say a fond farewell to the 18th century and start rev-ing up the engines of the revitalizing French naval forces yet again on as-yet undocumented adventures!

Wow!  I've only made a couple of very simple scenarios and already plenty of unexpected things have happened.  The French sank a 1930s style Spanish heavy cruiser with 5 passive acoustic torpedoes from their lastest sub!  Boom!
Title: Re: Command: Modern Air/Naval Ops...Publisher is Matrix
Post by: MengJiao on November 30, 2014, 08:33:09 AM
Quote from: MengJiao on November 29, 2014, 08:17:44 PM
Quote from: MengJiao on November 28, 2014, 03:55:56 PM
Quote from: MengJiao on September 24, 2013, 09:04:05 AM
Quote from: jomni on September 24, 2013, 08:57:05 AM
As expected.
I spent too much on flight simming (bought new hardware) and plan on playing more ARMA 3.  Both of these games take up most of my time.
I doubt Command will be able to capture my attention against these.

  Well, I played the beta and it was a fine game.  However, I've lost interest in the Cold War lately.  I'm working naval warfare in the 18th century, which at least really happened in a massive way and is moderately well documented.  In fact, I have a modified Flying Colors running a 7-ship battle right now with messier rigging rules and simplfied gunnery all subject to crew-quality checks for the perks of changing sails and firing an extra broadside and avoiding collisions.

  So a year later and Byzantium 1949 is out there for only 50 drachmas, plus I can extend the Spanish Civil war sort of to 1949 and let the Commie French try to finish off Franco's navy if they dare.  Now there's a scenario or two.  Those French Avengers pack a punch as does the pair of battleships, submarines and what have you as we say a fond farewell to the 18th century and start rev-ing up the engines of the revitalizing French naval forces yet again on as-yet undocumented adventures!

Wow!  I've only made a couple of very simple scenarios and already plenty of unexpected things have happened.  The French sank a 1930s style Spanish heavy cruiser with 5 passive acoustic torpedoes from their lastest sub!  Boom!

1949 seems like a tough year for Spain; they only have bf109s for aircraft in service and those have to last til 1965.  The French have an interesting array of planes, though the most potent for naval battles seems to be the Halifax with radar and 8 1000-pound bombs.  So far the Spanish have won every round since their aim is to blow up the antipope hiding in the wilds of the coastal Pyranees.  He is represented by a single terrorist platoon so a few dozen 8-inch HE shells from a heavy cruiser can finish him off in a few minutes.  Sacre Bleu!  So far the heavy cruiser always gets through and one of its big shells always gets its man.
I'll have to get the Spanish some more planes, though testing f86 against FW190s in DCS suggests the 109s can survive against the French Vampire fighters.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 30, 2014, 02:02:55 PM
Command v1.06 - The new features Part I : http://www.warfaresims.com/?p=3539
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on November 30, 2014, 05:03:38 PM
Finally! Quick turn around times and Operator Skill Levels.  That's great news.  A lot of people have been asking for that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 10, 2014, 11:09:51 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F12%2FT50-e1418227877673.jpg&hash=06e1dbf22b9e9f9f6edc91f592218f96209f098d)

Command v1.06 - The new features Part II : http://www.warfaresims.com/?p=3565
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on December 10, 2014, 11:18:31 AM
Quote from: Dimitris on December 10, 2014, 11:09:51 AM

Command v1.06 - The new features Part II : http://www.warfaresims.com/?p=3565

  Wow!  Fantastic!  I like the thermal layer thing!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bboyer66 on December 10, 2014, 11:44:49 AM
Watched Baloogan take on the Chinese, the other night on you tube.  Really great stuff.  O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on December 11, 2014, 04:42:13 PM
Quote from: MengJiao on December 10, 2014, 11:18:31 AM
Quote from: Dimitris on December 10, 2014, 11:09:51 AM

Command v1.06 - The new features Part II : http://www.warfaresims.com/?p=3565

  Wow!  Fantastic!  I like the thermal layer thing!
;D
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Feogitwf.png&hash=a5d182fbb5ffa005bca4eaf07b789d620ff1c0b6)

Slightly cloudy day over the Swiss Alps!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIiMMaRp.png&hash=a16d08e07ab425e1f27cc85b91e2563dbfd788ac)

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on December 16, 2014, 01:03:16 PM
Quote from: bboyer66 on December 10, 2014, 11:44:49 AM
Watched Baloogan take on the Chinese, the other night on you tube.  Really great stuff.  O0

  Very nice!  My full appreciation may be delayed by a small detour to crush Sparta in about 522 BC.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 18, 2014, 03:57:12 AM
Fox Three, Good Kill: Command v1.06 has been released: http://www.warfaresims.com/?p=3612 (http://www.warfaresims.com/?p=3612)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FuTEU6dm.jpg&hash=0febc26cce7eb13eca12f7ff0bf56c15a77bc10a) (http://'http://b5VVARWJ')

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on December 18, 2014, 10:04:08 AM
Quote from: Dimitris on December 18, 2014, 03:57:12 AM
Fox Three, Good Kill: Command v1.06 has been released: http://www.warfaresims.com/?p=3612 (http://www.warfaresims.com/?p=3612)


  BRAVO ALPHA BRAVO BRAVO  PURGE NINER NINER on your advised NEENER NEENER CAP BYZANTIUM 1908 AD ADD ADD NINER NINER NINER NINER NINER advise NINER {prolonged screams and then static and then ....silence...and then S. I. L. E. N. C. E. and then some more static}
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 18, 2014, 10:06:02 AM
very nice painting!  Ive tried doing aviation art at various times over the years but only once did I ever feel I captured to speed and momentum of the subject matter.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on December 18, 2014, 12:31:27 PM
Gawd, the F-4 is the awesomest plane evar!   :smitten:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 18, 2014, 12:36:29 PM
hardly.  >:(
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 18, 2014, 12:44:56 PM
all of your aviation opinions are irrelevant.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.herpy.net%2Fgallery%2Fdata%2Fmedia%2F69%2Fc-tyrannosaurs-in-f-14s.jpg&hash=f5503d10f793457eab44de05b07915a75ed39dfb)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on December 18, 2014, 12:58:54 PM
^ Well, ok, that IS pretty bad-ass!   :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 19, 2014, 10:25:26 AM
We might just have found our mascot pic for v1.07.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on December 19, 2014, 05:59:18 PM
Dimitris,

Haven't made a command scenario in a while.  Have we already solved the problem of ground units running out of ammo but no way of resupplying? 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on December 19, 2014, 10:17:03 PM
I feel sorry for you poor souls not knowing the truth....


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.wallpaperup.com%2Fuploads%2Fwallpapers%2F2013%2F04%2F27%2F79382%2F1be712ed76e7c5f9a8cca955ec7f03c0.jpg&hash=805b282118febb55d058be9ff95ea648f7608b61)


That the F-14 is the most amazing plane ever. End of discussion.  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on December 19, 2014, 11:56:08 PM
Quote from: Kushan on December 19, 2014, 10:17:03 PM
I feel sorry for you poor souls not knowing the truth....


That the F-14 is the fattest plane ever. End of discussion.  ;)

Fixed it for you!

:P


Seriously, though.  That thing was ridiculously huge for a fighter.  People always said the F-15 was big, but when you stand next to them, side by side, you realize just how massive the cat was.  :o
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GDS_Starfury on December 20, 2014, 12:58:59 AM
youre preaching to the faithful Kushan.

Nefaro, dont make me not like you.

this is what an F-14 is:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fstatic.comicvine.com%2Fuploads%2Fscale_super%2F5%2F54353%2F3303322-pose%2B-%2Bfemale_christina%2Bhendricks_busty_pulling%2Btop%2Bdown_short%2Bblack%2Bdress_sexy%2Bredhead_live%2Bmodel_color_10x-lrg.jpg&hash=a27ce9d7e2d3e814258b28d965d367b65a02e910)

if you aint man enough I cant help ya.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 20, 2014, 03:00:32 AM
Quote from: jomni on December 19, 2014, 05:59:18 PM
Dimitris,
Haven't made a command scenario in a while.  Have we already solved the problem of ground units running out of ammo but no way of resupplying?

Ground units have been able to resupply from other units _within the same group_ for a long time now. I _think_ in v1.06 we added the ability for them to resupply from out-of-group units but feel free to give it a try.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 20, 2014, 03:06:28 AM
Steam sale back on! Almost 40% off until January 2: http://store.steampowered.com/app/321410

The Matrix sale (-37%) is ongoing until January 11 : http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on December 20, 2014, 06:31:26 PM
Quote from: Dimitris on December 20, 2014, 03:00:32 AM
Quote from: jomni on December 19, 2014, 05:59:18 PM
Dimitris,
Haven't made a command scenario in a while.  Have we already solved the problem of ground units running out of ammo but no way of resupplying?

Ground units have been able to resupply from other units _within the same group_ for a long time now. I _think_ in v1.06 we added the ability for them to resupply from out-of-group units but feel free to give it a try.

Makes sense.  I'll go play around and group some supply trucks.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on December 22, 2014, 12:19:58 AM
Quote from: GDS_Starfury on December 20, 2014, 12:58:59 AM
youre preaching to the faithful Kushan.

Nefaro, dont make me not like you.

this is what an F-14 is:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fstatic.comicvine.com%2Fuploads%2Fscale_super%2F5%2F54353%2F3303322-pose%2B-%2Bfemale_christina%2Bhendricks_busty_pulling%2Btop%2Bdown_short%2Bblack%2Bdress_sexy%2Bredhead_live%2Bmodel_color_10x-lrg.jpg&hash=a27ce9d7e2d3e814258b28d965d367b65a02e910)

if you aint man enough I cant help ya.

:D

I can't argue with a metaphor like that. 

^-^




I still had an extra avatar left to cycle through for the bouncing avatar contest, even:


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fgifpinner.com%2Fwp-content%2Fuploads%2F2014%2F06%2Fthings-that-bounce-thursday-gifs-thechive-1401810440g48nk.gif&hash=9848f79449ab4848bbaba5ae924222a89294d215)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on December 22, 2014, 09:41:44 AM
Quote from: GDS_Starfury on December 20, 2014, 12:58:59 AM
youre preaching to the faithful Kushan.

Nefaro, dont make me not like you.

this is what an F-14 is:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fstatic.comicvine.com%2Fuploads%2Fscale_super%2F5%2F54353%2F3303322-pose%2B-%2Bfemale_christina%2Bhendricks_busty_pulling%2Btop%2Bdown_short%2Bblack%2Bdress_sexy%2Bredhead_live%2Bmodel_color_10x-lrg.jpg&hash=a27ce9d7e2d3e814258b28d965d367b65a02e910)

if you aint man enough I cant help ya.

   Isn't that the Radar engineer from Byzantium 1908?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 22, 2014, 09:44:23 AM
No, he's much prettier.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 23, 2014, 02:57:30 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ft3dWR63.jpg&hash=203c602872d98befc9da2d96d0712b838910976c)

Following the release of the massive v1.06 update (http://www.warfaresims.com/?p=3612), and concurrent with the ongoing Matrix and Steam holiday sales (http://www.warfaresims.com/?p=3618), Miguel Molina has delivered the final Christmas gift: A new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains sixteen brand-new scenarios:     

Old Feuds Have Now returned, 2014 : Instead of a vote for unity, the Scottish have voted for independence. Then the real troubles began. The rise in oil prices was just an illusion, a short one driven by jitters after the Oman-Pakistan war rather than any serious change in supply and demand. Both countries' economies sank after the messy, calamitous split. The pro-UK Shetland Islands held a referendum of their own, and since maritime boundaries determined who could control the resources, this was a problem. Warships were sent, the first shots were fired, and wars between the English and Scots have come back.    

Sink The Nautica, 1977 : The Canadian naval forces in the mid-70s have seen some very lean years. All but four of the major surface warships are based upon designs more than two-decades old, the venerable CS-2F Trackers have lost their ASW capabilities and the CP-107 Argus LRMP's are now long in the tooth and overdue for replacement. A Canadian version of the P-3 Orion is on order but delivery of the CP-140 Aurora is still some years away. However, even with the material shortcomings the personnel are well trained and the available "O" Class submarines are worked up and ready. Now there's a general war against the Warsaw Pact and protecting Canadian waters has to compete with NATO tasks for scarce ships and planes. Into this unsatisfactory defensive situation sails an aggressive Soviet submarine.    

Operation Charming Truth, 1985 : A coup in Sudan has led to widespread chaos and violence in that country. The Sudanese government believes that some American civilians are organizing anti-government protests, and prepares to crack down – hard. The United States has decided to evacuate Americans from Sudan.    

Operation Lawful Destroyer, 1985 : This scenario assumes that a coup has taken place in Tanzania in the early 1980s and that the new government is hostile to Western allies like Kenya. The Constellation carrier group is ordered to neutralize Tanzanian forces by striking at Ngerengere airbase and any targets of opportunity.    

Operation Lawful Avenger, 1985 : A variation on Lawful Destroyer, with different weather conditions and enemy compositions & strengths.    

Raid on Bir Morghein, 2020 : This scenario assumes that in the near future tensions have increased between Morocco and Mauritania.  The situation has been exacerbated by the fact that China has recently sold military aircraft to Mauritania, giving it for the first time in many years a way to control the skies over the disputed area of the Western Sahara.    

Terrorists In Anjar, 1984 : An operation that might have been conducted during the war that took place between Israel and Lebanon in the early 1980s. Available IAF air assets at Ramat David AB are tasked with striking at terrorist militia cells deep inside Lebanon, while evading Syrian air defences.    

The Escort Division, 1962 : A US Navy Escort Division composed of old WWII Destroyer Escorts manned by hastily recalled reservists brings a supply convoy to an isolated Iceland. Designed as a light ASW/minesweeper mission inspired by the 1962-1963 Jane's Fighting Ships edition. Also designed for maximum replayability with random starting positions for most forces.    

Incident at Le Perouse Strait, 2014 : The islands in North of Japan have been always a matter of conflict between Russia and Japan. The Russian Pacific Fleet is deployed near Le Perouse Strait in a exercise which is closely monitored by Japanese submarines. This kind of situations could develop in serious incidents. The scenario features the new Japanese 'Carrier' destroyers with a complement of F-35s against the new Russian naval units.    

The Soviet Test, 1964 : The Soviet Union, looking to expand the reach of its naval fleet, has drawn ire from its recent close approaches to the Philippines, Guam and now the Hawaiian Islands. Fearing that the Soviets may uncover the recent nuclear testing at Johnston Atoll, the US places CTF75 in the region to detect and deter the Soviets from encroaching the region and possibly testing their capability of a first strike on the Hawaiian Islands.    

Air Battle over Beraf-Kucove, 2020 : A civil war erupts in Albania in 2020.  After several months of ferocious fighting, the two sides have drifted into an uneasy cease fire.  However, North Albania has used the lull in the fighting to negotiate arms deals with Serbia and Russia.  Concerned with the direction the war was taking, and its implications for the region, Greece has sold a number of older Mirage fighters and other military equipment to South Albania.    

Those Who Hunt Goblins, 1973 : The Yom Kippur war is in full swing. Both the USN and Red Banner Fleets have rushed naval reinforcements into the Med and with the two navies operating at close proximity, the possibility for accident or opportunity sneak attack is considered very great. For the first time since the 1962 Cuban Missile Crisis the US has set DEFCON-3. The only significant naval force to protect the Eastern Seaboard of the United States is the Intrepid Battle Group with her hybrid air group and ad hoc collection of escorts.  This would not normally be an issue but the crisis in the Med has siphoned off most of the SSNs that normally track and trail the Soviet SSBNs operating in the Western Atlantic. The plots for at least two Soviet Yankee-class ballistic missile submarines operating near the American coast have been lost. Can the Intrepid group re-acquire the boomers and keep tabs on them without further escalating the standoff into a possible WW3?    

Red Flag, 2017 : Red Flag is a world famous exercise held multiple times per year at Nellis AFB, Nevada. It is the "mother of all Flags" and features everything a fighter pilot can wish for in an exercise: dedicated adversary fighters, lots of SAM transmitters, good airspace, and plenty of live bombing targets. It focuses primarily on fighter aircraft working together in COMAO packages to accomplish challenging objectives. Two missions (one day, one night) are flown each day for two weeks, with various assignments, such as Defensive Counter Air, Air Interdiction, Escort, Dynamic Targeting, combinations of the above and more.    

DCA Mini-EX, 2012 : A joint air-defence exercise pits the combined USAFE / Danish AF forces against OPFOR invaders from the Scandinavian north.    

Death of the Belgrano, 1982 : After following the ARA General Belgrano task group for one day and four hours, the British nuclear submarine HMS Conqueror receives permission from the Royal Navy Command to intercept and sink the Argentine cruiser. If possible, his escorts too. The green signal was given.    

The Fighter-Bomber Aviation Regiment, 1987 : You are the regimental commander of the 236th APIB, an elite Soviet MiG-27K regiment stationed in Hradcany-Mimon Air Base, Czechoslovakia. You have just been given your top-secret orders: War has abruptly broken out, without prior warning. According to established warplans, your assigned targets are a range of high-priority NATO installations. You have one hour to prepare your first airstrike of the war. 

Many of the new scenarios, as well as some rebuilt versions of existing ones, make extensive use of the new v1.06 features.

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)

With the new scenario pack release, the total number of released Command scenarios is now 219!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on January 03, 2015, 03:19:54 PM
OK picked this game up liking it a lot but still learning the ropes and my biggest one right now is bombing accuracy

Played through the air tutorial a couple of times and I am trying to find out if there is anyway to increase accuracy when bombing with iron bombs specifically the MK82 500lbs.  I have tried several things but got inconclusive results, havent found a specific action on the FAQs which addresses this and after getting over 20 pages deep on the boards just decided I needed to add this question to them.

How do I improve bombing accuracy esp with older type LDGP Iron bombs?

Does having your radars on help?
Is there a better altitude (ie low very low etc)
Will my accuracy go up if I go slow (loiter) vs Cruise or Max speed
If I come in with a straight flight patch long way out from the target does that improve my bombing?
Should I put a way point over the target and do it manually or is it better to designate a target and then check ignore waypoints and let the AI take over (does it do better than manual?)
Does attacking one target at a time work better than attacking a couple of different targets spaced together

Thanks for any help

Con

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 03, 2015, 04:15:17 PM
Hello, thank you for your purchase and welcome!

Quote from: Con on January 03, 2015, 03:19:54 PM
How do I improve bombing accuracy esp with older type LDGP Iron bombs?
As a general rule, if you are micromanaging the attack it is recommended to "step back" during the bomb run (ie. disable any manual throttle/altitude overrides) and let the AI crews do their thing. The AI knows the speed & altitude release envelope for each weapon (so right off the bat you avoid all "out of envelope" problems) and tries its best to maximize the effectiveness of the employed weapon. If you set its "auto-evade" doctrine option to YES it will even automatically evade missile fire (though this may be undesirable in the bomb run itself).

Quote
Does having your radars on help?
It helps against mobile target but in this case you're dropping on known fixed targets so it doesn't help.

Quote
Is there a better altitude (ie low very low etc)
Yes, the lower you go the less the bombs will drift off the intended aimpoints.

Quote
Will my accuracy go up if I go slow (loiter) vs Cruise or Max speed

Quote
If I come in with a straight flight patch long way out from the target does that improve my bombing?
No, it makes no difference.

Quote
Should I put a way point over the target and do it manually or is it better to designate a target and then check ignore waypoints and let the AI take over (does it do better than manual?)
See above.

Quote
Does attacking one target at a time work better than attacking a couple of different targets spaced together
When using unguided weapons (primarily bombs but also rockets, guns etc.) against closely-spaced targets you can often get lucky with collateral hits, e.g. a bomb impacts well-off intended target-1 but close enough to nearby target-2 to damage/destroy it. To really see this in action try an "Arc Light" B-52D attack against massed infantry units. This is one of the reasons why Mk82 loadouts used to be a lot more popular than Mk83/Mk84 loadouts of equivalent weight (greater number of bombs => higher chance of shotgun effect), at least when attacking area targets or soft targets. (Against hard targets you really want a "point" max-yield explosion with high accuracy)

Let us know how we can further help you.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on January 05, 2015, 08:55:10 PM
Thanks Dimitris for the reply and tips

Using this I managed to get a major victory now in the Air tutorial and my pilots planted a lot more bombs on target

Now on to the naval surface tutorial

Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 16, 2015, 10:58:33 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F01%2FAF117.jpg&hash=fc79704bfd3d229f25a7d80184b4dcf633f9d1e7) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/01/AF117.jpg)

Miguel Molina has posted a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains several scenario updates plus six brand-new scenarios:     

Boston's Battle, 1963 : This is an "alternate" scenario to Boston's Brawl, 1963. The assumption is that the American Surface Action Group centered around the Boston is on patrol off the coast of West Africa, instead of being in the South Atlantic, and is called upon to destroy a Soviet Surface Action Group.    

One Final Old-fashioned Banana War, 1947 : An economic slump in Mexico following the end of the WWII commodity boom leads to political unrest in the country, and thus the US military finds itself heading south once again, this time at the request of the Mexican government.    

Best of the West, Worst of the East, 1982 : Thanks to recently-declassified documents we now know that, had the Cold War escalated to a superpower conflict, the Soviet Navy would preferably keep its modern nuclear submarines in close escort to their all-important strategic missile subs in their bastions, and instead send their modern diesel subs to interdict NATO resupply lines. So as the turbulent early 80s spin up to a bonafide crisis, the Red Banner Northern Fleet's diesel sub force puts out to sea to challenge NATO's awesome anti-submarine screens..... and you are in command.    

Rollback - The First of Many, 1998 : The US military attempts to get rid of Saddam Hussain's regime via a number of active measures, first and foremost being a series of carrier-launched strategic strikes. This hypothetical scen features the A/F-117 "Seahawk", a carrier-suitable variant of the F-117 that was nearly adopted by the US Navy in the late 90s.    

Rollback - Hoisting the Net, 1998 : In addition to airstrikes, the US Navy took other measures to isolate the Hussain regime, one such being the identification and interdiction of supplies headed for Iraq. The USS Denton has been tasked to identify and seize a large container ship enroute to the port of Latakia. Will this be a run-of-mill call?    

Birmingham Strikes, 1992 : Sierra Leone has plunged into a brutal civil war with the deaths of tens of thousands. The rebels, known as the Revolutionary United Front (RUF) were infamous because of the atrocities they committed. The RUF captured a large number of weapons from Sierra Leone (and later from some of the UN peacekeepers dispatched to the area), but received further assistance and material from outside countries such as Libya. In this not-so-hypothetical scenario a small British task group centered on the destroyer HMS Birmingham is tasked to disrupt RUF operation in its vicinity. 


As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)

With the new scenario pack release, the total number of released Command scenarios is now 225!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on January 16, 2015, 06:30:29 PM
What aircraft is that?  Front looks like a Nighthawk but why does it have stabilizers?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on January 16, 2015, 11:49:49 PM
Hey guys,

Coiler12 has written a few articles about Command on my site, and I just realized I've been terribly remiss in not urling to them here!

Without further ado I have the pleasure of presenting Thoughts on Command Scenario Design (http://baloogancampaign.com/2014/12/20/thoughts-command-scenario-design/) by Coiler12.
QuoteOf all the excellent features in Command: Modern Air/Naval Operations, the scenario editor stands out. Both comprehensive and easy to use, it allows a vast amount of scenario creation and experimentation. In fact, it's so fluid that many of my "scenario plans" have turned into nothing but me fooling around in the editor, seeing how a flight of Corsairs do against a moderately defended fuel depot instead of making the Preah Vihear escalation I'd really wanted to do.

Having made many scenarios and played many more, I've formed many opinions on scenario design, what makes a good scenario, and what my favorite types of scenarios are. ]Now I finally hope to share those opinions. (http://[url=http://baloogancampaign.com/2014/12/20/thoughts-command-scenario-design/)

Future articles to come as well!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 17, 2015, 01:50:33 AM
Quote from: jomni on January 16, 2015, 06:30:29 PM
What aircraft is that?  Front looks like a Nighthawk but why does it have stabilizers?

That's the A/F-117, which the USN was strongly interested in after the A-12's collapse but eventually did not adopt. If it had been acquired the RN would probably also have bought it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 31, 2015, 05:44:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F01%2FJ20.jpeg&hash=02b3381cc18171b1e8a878b1bc463756b85a3c47) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/01/J20.jpeg)

Miguel Molina has posted a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains several scenario updates plus ten brand-new scenarios:     

Caribbean March 21st, 2022: Venezuela has attacked the islands of Curacao and Aruba and occupied them. The Dutch government has launched a counter-offensive to retake the islands. You are in command of the Dutch TF and the Air Force Base at St. Maarten, stocked with new F-35s. But Venezuelan forces are similarly upgraded with fresh Chinese equipment. Can you take the islands back?    

Carrier Battle Group ASW Test, 1984: It has been said that a carrier's biggest threat is not aircraft, but submarines. Time to put this theory to test. Multiple Soviet submarine threats are expected in the path of a CVBG. The CVBG needs to transit the area and defend itself at all times.    

Etendards in Her Majesty's Face, 1982: The Falklands conflict has gone on longer than it did historically. Having run out of Exocet missiles, the Argentines now prepare their Super Etendards for an attack on the British task force using conventional bombs.    

The Irish-Spanish Fish War, 2015: Tensions have increased between Ireland and Spain.  Ireland has responded by closing its Exclusive Economic Zone (EEZ) to Spanish fishing boats.  However, there have been reports of Spanish trawlers continuing to fish in Irish waters, and that Spain has even sent military vessels to make sure its fishing boats are not harassed.  Ireland, not surprisingly, considers this a breach of international law and a gross provocation.    

Mission of the Ile De Sein, 2015: The waters surrounding Île de Sein are part of a protected seascape lying within France's 200-mile Exclusive Economic Zone (EEZ). The responsibilities the French navy include protecting these natural resources from poaching, illegal dumping of chemicals, and other threats. This authority is now being challenged by Russian organized crime.    

Regulus, 1961: The Berlin Crisis is smoldering. Sneak a Regulus missile submarine through the Kurils and be prepared to conduct a nuclear strike on the industrial sites in Komsomolsk-na-amur. Naturally, Soviet forces in the area are on high alert.    

The Battle of Mitu, 1995: This scenario assumes that violence from the FARC conflict with Colombia has spilled over into Brazil.  Brazilian citizens have been kidnapped and killed. Among other crimes, FARC is blamed for the brutal murders of a Brazilian police captain and his family. FARC currently occupies the Colombian town of Mitú, close to the Colombia-Brazilian border. Brazil has decided to raid this FARC stronghold.    

The Battle of Seogeom-Ri, 2015: South Korean and North Korean forces are clashing again.  At stake is the South Korean island of Seogeom-ri, which lies close to the border between the two countries.    

The Five Powers, 2020: China has been aggressively pushing it's territorial claims in the South China Sea for over a decade, by the late 2010s it has begun to push those claims ever farther to the south and east. In response the Malaysia activates the Five Powers Defense Agreement; with Singapore, Australia, and New Zealand immediately retasking forces to the assistance of Malaysia, and the UK promising support as soon as possible. Can the Five Powers stem back the Red Tide? (NOTE: A highly entertaining AAR of this scenario can be found here (http://forums.sufficientvelocity.com/posts/1506500/))    

The Moheli Crisis, 1999: A bloodless coup took place in Comoros in 1999. This scenario assumes the coup was more violent and chaotic. Rebels have seized control of the island of Mohéli.  French nationals living on the island have been taken hostage and the rebels are threatening to kill them unless their demands are met--the rebels believe that France will pressure other factions in the Comoros in order to protect their citizens. As might be expected, France has taken a dim view of these actions and is mobilizing. 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on January 31, 2015, 05:59:57 AM
Have you made a decision whether to support Linux yet, Dimitris?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 31, 2015, 12:09:53 PM
Not yet, Poo. When we have news on that be sure we'll let everyone know.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on January 31, 2015, 04:50:19 PM
Quote from: Dimitris on January 31, 2015, 05:44:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F01%2FJ20.jpeg&hash=02b3381cc18171b1e8a878b1bc463756b85a3c47) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/01/J20.jpeg)

Caribbean March 21st, 2022: Venezuela has attacked the islands of Curacao and Aruba and occupied them. The Dutch government has launched a counter-offensive to retake the islands. You are in command of the Dutch TF and the Air Force Base at St. Maarten, stocked with new F-35s. But Venezuelan forces are similarly upgraded with fresh Chinese equipment. Can you take the islands back?    



I don't know why, but I am all geeked out to play this one.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on January 31, 2015, 05:52:26 PM
Quote from: Dimitris on January 31, 2015, 12:09:53 PM
Not yet, Poo. When we have news on that be sure we'll let everyone know.

Fair enough mate.  I appreciate you're keeping an open mind, at least. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: magnus on January 31, 2015, 06:30:09 PM
 I am sure it has been asked, but I cannot find any posts that plainly state a yes or no.

Do you plan to go back in time to WWII for an addon or sequel?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on January 31, 2015, 08:19:31 PM
Quote from: Silent Disapproval Robot on January 31, 2015, 04:50:19 PM
Quote from: Dimitris on January 31, 2015, 05:44:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F01%2FJ20.jpeg&hash=02b3381cc18171b1e8a878b1bc463756b85a3c47) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/01/J20.jpeg)

Caribbean March 21st, 2022: Venezuela has attacked the islands of Curacao and Aruba and occupied them. The Dutch government has launched a counter-offensive to retake the islands. You are in command of the Dutch TF and the Air Force Base at St. Maarten, stocked with new F-35s. But Venezuelan forces are similarly upgraded with fresh Chinese equipment. Can you take the islands back?    



I don't know why, but I am all geeked out to play this one.


I've been intending to recreate a scenario I did for Harpoon Classic years ago.  Where a Burke class destroyer and a very small amount of air support has to fight it's way into Venezuelan waters to extract a VIP by helo and make it back out.  Basically holding off the whole Venezuelan navy and air force in the process.   It had turned out more fun than I originally expected so I'd like to see it in CMANO eventually.


The Dutch retaliation scenario sounds very familiar (and quite fun).  Is that also a remake of an oldie?  Think I saw it for one of the 'Poons before too.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on January 31, 2015, 08:39:58 PM
There are already a couple of Dutch vs. Venezuelan scenarios in the game that take place in 2012.  This new one that takes place in 2022 adds newer toys to play with.

I wish I knew how to get my CAP to prioritize targets.  My F-35s just dumped all their AMRAAMs at a bunch of Venezuelan ASW choppers instead of at the wave of Su-30s and Su-35s behind them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on January 31, 2015, 09:18:05 PM
Quote from: Silent Disapproval Robot on January 31, 2015, 08:39:58 PM
I wish I knew how to get my CAP to prioritize targets.  My F-35s just dumped all their AMRAAMs at a bunch of Venezuelan ASW choppers instead of at the wave of Su-30s and Su-35s behind them.

Often I'll keep fighters 'unassigned' because of the AIs tendency to apply afterburner every time a hostile A/C pops up somewhere in theater. Same sort of issue with unloading all the AMRAAMs on a few helo's. I tend to loiter fighters near the CAP area and assign them to the CAP mission on the fly when something of interest pops up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on February 01, 2015, 04:52:12 AM
Quote from: magnus on January 31, 2015, 06:30:09 PM
I am sure it has been asked, but I cannot find any posts that plainly state a yes or no.

Do you plan to go back in time to WWII for an addon or sequel?

The cold war database already contains WW2 entries   (you can check these in Baloogans Wiki  - eg United States 1944 : http://wiki.baloogancampaign.com/index.php/EnumOperatorCountry?CountryID=2101&Year=1944 )
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: magnus on February 01, 2015, 07:47:37 AM
Yes, but the database has limited amounts of ships and aircraft for the different nations.

You could make some scenarios with the database but not many historic ones.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 01, 2015, 03:32:02 PM
Quote from: Silent Disapproval Robot on January 31, 2015, 08:39:58 PM
There are already a couple of Dutch vs. Venezuelan scenarios in the game that take place in 2012.  This new one that takes place in 2022 adds newer toys to play with.

I wish I knew how to get my CAP to prioritize targets.  My F-35s just dumped all their AMRAAMs at a bunch of Venezuelan ASW choppers instead of at the wave of Su-30s and Su-35s behind them.

We got you covered; this is one of the biggies coming in v1.07: http://www.warfaresims.com/?p=3598

(This also means by default no more stupid AI allocations like a Kirov emptying its SS-N-19 magazine against speedboats).

The beta folks are creaming their pants over this.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 01, 2015, 03:35:01 PM
Quote from: magnus on January 31, 2015, 06:30:09 PM
I am sure it has been asked, but I cannot find any posts that plainly state a yes or no.

Do you plan to go back in time to WWII for an addon or sequel?

We want to. Whether we'll be able to is an excellent question indeed.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 01, 2015, 04:48:46 PM
Quote from: magnus on February 01, 2015, 07:47:37 AM
Yes, but the database has limited amounts of ships and aircraft for the different nations.

You could make some scenarios with the database but not many historic ones.

My Command wet dream is a 1900-1949 DB. So much stuff in v1.07 I wish I could talk about, guess you guys will just have to wait and see ;). I've spent so much time in the beta I'm never really sure whats public or not anymore.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on February 01, 2015, 05:03:54 PM
A lot of the pre- and intra-WW2 naval fights would be slugfests occasionally punctuated by critical hits and such. A 'Pacific Jutland' a'la Plan Orange could be epic. If so there must be ZRCVs! (please?)

Is the damage modeling for ships detailed enough to randomly replicate something so specific as the Bismarck being forced to sail around in circles from a lucky torpedo hit to the rudder?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 02, 2015, 10:06:44 AM
Speaking of WW2, just in case anyone missed this: http://www.warfaresims.com/?p=2306
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 14, 2015, 02:32:19 PM
New v1.07 Mission Editor (http://www.warfaresims.com/?p=3653)

The new mission editor is by far my favorite thing in v1.07. I love the flexibility the new editor provides. I actually like using missions now rather then micromanaging everything. Not to mention the benefits for scenarios designers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 14, 2015, 02:49:11 PM
When is 1.07 due for release?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 14, 2015, 04:19:38 PM
Very soon. The public RC is going through its paces right now.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 14, 2015, 06:05:50 PM
is it too high a mountain to start at the bottom again, or are there some new tutorials out there?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on February 14, 2015, 06:07:55 PM
Quote from: Kushan on February 14, 2015, 02:32:19 PM
New v1.07 Mission Editor (http://www.warfaresims.com/?p=3653)

The new mission editor is by far my favorite thing in v1.07. I love the flexibility the new editor provides. I actually like using missions now rather then micromanaging everything. Not to mention the benefits for scenarios designers.


I think that's how it is supposed to be played in the first place.  And with all these new details in the editor, there's less reason to micromanage.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 14, 2015, 07:13:36 PM
Quote from: undercovergeek on February 14, 2015, 06:05:50 PM
is it too high a mountain to start at the bottom again, or are there some new tutorials out there?

Its not that steep of a learning curve.

Thing that really helped me was learning all of the hotkeys (http://baloogancampaign.com/command-documentation/command-keyboard-shortcuts/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on February 14, 2015, 08:26:08 PM
i got quite far the first time, and got sidetracked - as a refresher i thought id go through baloogans guides again, but the game has improved and moved on so much i dont know how relevent they are anymore
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 14, 2015, 11:47:34 PM
Quote from: undercovergeek on February 14, 2015, 08:26:08 PM
i got quite far the first time, and got sidetracked - as a refresher i thought id go through baloogans guides again, but the game has improved and moved on so much i dont know how relevent they are anymore

Most of them should be. For everything else there is Baloogans Chat Room (http://chat01.baloogancampaign.com/#/rooms/baloogan). Along with normal players, 5-6 of us beta testers and a few of the devs are usually on there. Collectively we know everything.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on February 15, 2015, 02:34:16 AM
Quote from: undercovergeek
i got quite far the first time, and got sidetracked - as a refresher i thought id go through baloogans guides again, but the game has improved and moved on so much i dont know how relevent they are anymore

Everything in Command builds off of the same foundation. You will be able to operate the new mission editor without too much difficulty.

An example is the altitude overrides; if you don't care to set an altitude setting for a mission it will default to the mission profile from the database. Which makes sense!

WRA, the new system for setting how many weapons to use on a per target basis, is also something that defaults in a way that makes sense. An example of WRA's use would be telling your Tico cruiser to not use its SAM against aircraft but to save all their fancy missiles for ballistic missile defence.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 15, 2015, 05:27:41 AM
Lua as a force-multiplier / time-saver in Command: http://baloogancampaign.com/2015/02/13/lua-force-multiplier/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on February 15, 2015, 11:59:22 AM
Quote from: Kushan on February 14, 2015, 02:32:19 PM
New v1.07 Mission Editor (http://www.warfaresims.com/?p=3653)

The new mission editor is by far my favorite thing in v1.07. I love the flexibility the new editor provides. I actually like using missions now rather then micromanaging everything. Not to mention the benefits for scenarios designers.


Less micro is great news.  :coolsmiley:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on February 16, 2015, 09:31:06 AM
Quote from: Staggerwing on February 01, 2015, 05:03:54 PM
A lot of the pre- and intra-WW2 naval fights would be slugfests occasionally punctuated by critical hits and such. A 'Pacific Jutland' a'la Plan Orange could be epic. If so there must be ZRCVs! (please?)

Is the damage modeling for ships detailed enough to randomly replicate something so specific as the Bismarck being forced to sail around in circles from a lucky torpedo hit to the rudder?

  I've made some small just-after-WWII scenarios for CMANO.  They were basically Socialist France against Franco's Spain.  The Spanish heavy cruisers did surprisingly well, but the French radar-search Halifaxes were the ultimate sea-control weapon systems.  And of course if the French battleship (all fixed up with US radar and what-not) turned up, it was curtains for Espana.

  I gotta get the latest CMANO loaded up on my current (back up) system from 5 years ago.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 16, 2015, 09:37:49 AM
New in v1.07: Scenario Attachments (aka auto-bundling): http://www.warfaresims.com/?p=3710
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 16, 2015, 11:24:17 AM
v1.07 RC1 has been posted on the MG forum: http://www.matrixgames.com/forums/tm.asp?m=3804002
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on February 16, 2015, 11:30:47 AM
Thanks for the update and the continued support.

Is this RC compatible with the steam version ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 16, 2015, 05:01:09 PM
No, Steam will automatically provide the update once the final version is released.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 18, 2015, 12:52:24 PM
There is a new release candidate and build over at Matrix.  Fixes a couple bugs and does some memory optimization for stability in large scenarios.  It is build 674.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on February 20, 2015, 08:51:16 AM
Build 676 is out :  http://www.matrixgames.com/forums/tm.asp?m=3804002&mpage=2&#3806414

I used it for the steam version without any problems by copying the files to the corresponding directories.

Immersion tip :  Speech and Ambient Sound Module  ( http://www.matrixgames.com/forums/tm.asp?m=3457871 )  https://www.youtube.com/watch?v=xGrW282fl8c&feature=youtu.be
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 09, 2015, 08:54:42 AM
Lucky Seven: Command v1.07 has been released! : http://www.warfaresims.com/?p=3718

(https://pbs.twimg.com/media/B_qPUKOWwAAoLBh.png:large)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on March 09, 2015, 09:13:20 AM
Quote from: Dimitris on March 09, 2015, 08:54:42 AM
Lucky Seven: Command v1.07 has been released! : http://www.warfaresims.com/?p=3718

(https://pbs.twimg.com/media/B_qPUKOWwAAoLBh.png:large)

When can we expect v1.08?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 09, 2015, 09:32:01 AM
Let's enjoy the goodies of v1.07 first  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on March 09, 2015, 10:10:59 AM
Quote from: Dimitris on March 09, 2015, 09:32:01 AM
Let's enjoy the goodies of v1.07 first  :)

What about v1.09?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 09, 2015, 10:25:18 AM
I'm pretty sure we have Jaeger prototypes scheduled for that one.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 13, 2015, 01:54:43 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F03%2FJ161.jpg&hash=063170bead595ea3d5716c943a6fa942225c1908) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/03/J161.jpg)

Miguel Molina has posted a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains all existing scenarios updated to the latest databases accompanying the v1.07 release (http://www.warfaresims.com/?p=3718), plus five brand-new scenarios:
As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 04, 2015, 03:39:06 AM
Happy Easter! 30% off on Command: Modern Air/Naval Operations and any other MatrixGames title until April 7th (http://www.matrixgames.com/news/1646/Happy.Easter!.)

(https://pbs.twimg.com/media/CBu9rgrW0AEPpLh.jpg:large)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 09, 2015, 01:53:29 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F04%2FIowa.jpg&hash=e19d8c601a6f477f5eb43ee3146d64524d9b1885)

Miguel Molina has posted a new revision of the Command community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains nine brand-new scenarios:     

They Came From The Museum, 2015: Soviet/Russian tactical aircraft have a long history of 'inexplicably' showing up in various conflicts under the hands of 'rebel', 'advisor' and otherwise non-official pilots. This scenario assumes that the "little green men" in Ukraine take this strong tradition one step further and piece together a hodgepodge air force from various odd sources, including a number of exhibits from the Luhansk Air Museum. How will these Cold War cast-offs and their mysterious pilots fare against Ukrainian air defences?    

The Battle of Langkawi, 1973: By 1973, the communist insurgency that erupted in Malaysia has taken control of most of the state of Kedah.  They have captured a number of artillery pieces, armored cars, and other military equipment, including a number of aircraft. An international coalition, led by the UK, and including forces from Australia, New Zealand, and Singapore are assisting Malaysia in its fight against the insurgents. However, the Soviet Union, China, India, North Korea, and Cuba have all  recognized the self-declared People's Republic of Kedah - and will actively assist it against blockades of its ports in the Kedah region, including the island of Langkawi.    

The Clash Of Titans II, 2018:  India started the year with intensive naval activity in both Indian Ocean and Arabian sea. The brief Indian incursion into littoral waters of French island Reunion was condemned by French diplomacy. Further diplomatic tension eventually resulted in a double embargo between France and India. A week ago, the French CVBG led by the Charles De Gaulle CV left Toulon naval base and headed to Suez. INS Vikramaditya with its escorts was ordered to head towards the Gulf Of Aden. Politics will continue by other means from now on.    

Closing the Kurile Gap (The War That Never Was) - US, 1989: The Soviet Pacific Fleet would have faced a difficult problem with geography if the Cold War ever went hot. Their largest base, Vladivostok, faces the Sea of Japan. Any units transiting to the Pacific either need to pass through the narrow Tsushima Strait, flanked by likely-hostile South Korea and Japan, or they need to head northwest and pass through the disputed Kurile Islands. The other major Soviet naval base, Petropavlovsk, opens to the Pacific. However, it is located at the end of the remote Kamchatka peninsula and has long, vulnerable supply lines. This scenario examines the Soviet Pacific Fleet's ability to break out through the Kuriles, and the US Navy's role in plugging the gap.    

Closing the Kurile Gap (The War That Never Was) - USSR, 1989: The Soviet side of the above scenario.    

Those Who Face Death, 2014: In this hypothetical "from the headlines" scenario ISIS has captured much more intact military equipment from the Iraqi and Syrian Armies; they also have the technical capabilities to put it to use. Expect to see American, Iraqi, Syrian, Iranian military equipment. You are hunting a convoy of artillery and APCs heading to Mosul from the south before turning west towards the Yazidi camp at Mount Sinjar. You will need to airdrop supplies and parachutists to the Yazidi camp to achieve success. You are sending British and American aircraft from bases in Turkey, Kuwait, and Cyprus.    

Log Bridge, 1989: World War III has been raging. The fighting over Keflavik has been so heavy that what remains of the airfield, currently held by NATO, is unusable.  At the same time, the fighting in Europe has pl aced demands upon available resources that preclude either side sending long range aircraft to attack or defend Iceland.  The fate of Iceland will therefore be decided by a decisive surface battle. The big guns are coming out - literally.    

Nuclear Storm, 1991: Desert Storm is underway, and the unthinkable has happened: Saddam's forces have launched chemical attacks on coalition troops, with significant casualties. Now a retaliation is in order - to illustrate within limits that some lines are not to be crossed.    

No Time for Mischief, 1995: Mischief Reef is in a disputed area of the South China Sea.  In 1995, China angered the Philippines by occupying the reef and constructing structures on it, ostensibly as shelters for fishermen.  In history, the matter did not escalate into violent confrontation. This scenario assumes the government of the Philippines has taken a more aggressive approach, assuming that if worst comes to worst they will be backed up by the United States. 

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on April 21, 2015, 07:33:32 AM
We talk CMANO in this week's GrogCast!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 21, 2015, 09:09:47 AM
Hmmm...might have to try that scenario where I nuke Iraq
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on April 24, 2015, 07:35:09 AM
v1.071 (B678.3) is available (http://www.matrixgames.com/forums/tm.asp?m=3845738).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on April 28, 2015, 07:18:47 AM
anyone have any recommendations for a first timer - done the tutorials looking for a scenario with a few units to get used to UI
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on April 28, 2015, 07:52:15 AM
South China Clash is the one I usually recommend.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on April 28, 2015, 07:54:01 AM
Quote from: Baloogan on April 28, 2015, 07:52:15 AM
South China Clash is the one I usually recommend.

awesome thanks - i was just whizzing through your youtube channel and almost went for under african skies - but it looks huge, although thats what i did with WitP, chose the grand campaign and just jumped in
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on April 28, 2015, 09:00:14 AM
Quote from: Kushan on April 24, 2015, 07:35:09 AM
v1.071 (B678.3) is available (http://www.matrixgames.com/forums/tm.asp?m=3845738).

When do they expect this to go live on steam?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 28, 2015, 09:03:31 AM
You can already use this on a Steam install, if you manually unzip the pack on the root folder. (Backup the existing exe just in case)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 03, 2015, 02:39:59 PM
quick question or two, dont want to mess up AA's awesome AAR thread

when youre advancing to a CAP or a possible interception and not anticipating combat what alt. should you be flying? highest, lowest, somewhere in between - the tutorial teaches me to use the land to sneak up on ground targets but not air

and once i do make contact should i be looking to be higher, lower or same alt as my enemy?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on May 03, 2015, 03:31:57 PM
A lot of factors go into it. If you're not concerned about being detected, the best transit altitude is high or max altitude for the aircraft, because this will be the most fuel-efficient, and gives you altitude and flexibility in an engagement. The lower you flight the harder the engines have to work to move the plane at the same speed. If I'm operating within friendly ground-based or aerial radar coverage, I have the fighters leave their radars off until they have to turn them on to engage. This can leave the enemy guessing who these planes are even if his radar can see them. Also, try to approach enemy aircraft from the side or behind to try to stay out of their radar arc.

I'm no fighter pilot, but I think you want to try to be higher then the enemy when engaging. You can always dive quickly, but gaining altitude takes time.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 03, 2015, 04:14:34 PM
thanks AA, im almost ready for my first scenario - just wanted to get a few things straight
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on May 03, 2015, 04:46:41 PM
AA is correct. In fighter combat the most important three things are energy, energy and energy. Altitude converts to energy in air combat. The aircraft that starts an engagement at a higher altitude typically possesses the advantage.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 03, 2015, 04:52:38 PM
Quote from: Jarhead0331 on May 03, 2015, 04:46:41 PM
AA is correct. In fighter combat the most important three things are energy, energy and energy. Altitude converts to energy in air combat. The aircraft that starts an engagement at a higher altitude typically possesses the advantage.

I figured this for WW2, didnt know if it was still relevant today
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on May 03, 2015, 04:58:10 PM
Another thing to keep in mind with Command is that the AI doesn't seem to handle clouds very well. This is important if you are engaging with IR missiles like Sidewinders since the missiles need to detect the target before firing, and the AI doesn't seem to grasp the need to get either above or below the clouds to allow the seeker to acquire. Same goes for laser-guided bombs.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 03, 2015, 05:44:48 PM
So the ai ignores the clouds?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on May 03, 2015, 06:11:33 PM
Seems to.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 09, 2015, 12:38:41 PM
right, <<sips brandy>>

off the coast of Cameroon i have a few support craft, on one of them is a sea hawk loaded with hellfires, and 150km away from them is a carrier with F35s on, and near the carrier is a SAG with harpoons, and near them is a sub with tomahawks - assuming these are all capable of anti shipping attacks (i think they are) - the Nigerian coast guard that ive nominated as my first target, what is the most efficient asset to prosecute the target with, the helo off the support ship, a carrier group, the sub or the SAG? just trying to get my head around the the doctrines required
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on May 09, 2015, 01:34:43 PM
The Tomahawks are land attack missiles.

What capabilities to the Nigerians have?  That will dictate your decision.  If they don't have any stand off capability then you could use your Harpoons to take them out easily; they have a good 50-60nm range.

You don't want to use your helo with Hellfires as they have a very short range, maybe 4nm and will be vulnerable to SAMs.  You could use the Helo's radar to identify the contacts and then use the Harpoons on the SAG to take them out.

Or you could use your sub to just torpedo them. 

Lots of variables dictate the proper way to proceed.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 09, 2015, 01:41:46 PM
so the basic premise is to be as far away from the pointy end as possible?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on May 09, 2015, 01:52:47 PM
If you have a bow and a dagger, and your opponent has a sword, do you shoot him with your bow, or rush in and stab him with your dagger?

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 09, 2015, 02:02:47 PM
gotcha

too used to the in your face action of Wargame, and i know this is a million miles from that - long range 'fk you' action it is!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on May 13, 2015, 06:59:13 AM
Any one use SeaHag?  Is it a useful tool or more for immersion?

Thanks
Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 13, 2015, 07:11:53 AM
It can be fun to use, but got tired of it pretty quickly.

I really don't get the immersion thing with Command.  Immersed in what?  A computer screen with icons that represent ships.  I have seen videos of Aegis warship command centers and it actually seems pretty quiet, even under threat.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 16, 2015, 12:14:58 PM
AMRAAMs - i launched 2 yesterday at a target that id firmed up enough for launch but obviously not enough to hit the target, when the missile got to where the target should be it turned out to be somewhere else, no biggie - something im not understnading i reckon

So when the AMRAAM is launched and its clear it needs a little help with guidance, do i switch on the planes radar to sort out the acquisition or do i switch on the missiles own radar?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 16, 2015, 01:29:26 PM
I wasn't aware you had to micro manage missle launch from individual AC in command.  I can say that in other sims like Dcs or falcon, you designate the target with the planes radar then the amram120 will go pitbull (on it's own radar) once it is in range for that.  Most western fighters have sophisticated radars that support track while scan so you can lock up 2 or 3 targets at once and put a 120 down range on each one.  Not sure if this is all modelled in command though, be interesting to see what Dymitrius says about it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 16, 2015, 01:34:34 PM
Was this a "bad" radar location or a decoy? I guess what I'm wondering is if your radar actually picked up a target in that location but once the missile arrived the computer brain realized it was an electronic or physician ghost/decoy?  Is that possible?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 16, 2015, 02:03:35 PM
i couldnt launch the missiles until a certain amount of resolution was achieved and then when i did twice the missile lost its lock and ended up beyond the target, it tried to reacquire but then was out of fuel - its worth noting that i play with all sensors and radars off until necessary
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on May 16, 2015, 02:14:39 PM
Quote from: undercovergeek on May 16, 2015, 12:14:58 PM
AMRAAMs - i launched 2 yesterday at a target that id firmed up enough for launch but obviously not enough to hit the target, when the missile got to where the target should be it turned out to be somewhere else, no biggie - something im not understnading i reckon

So when the AMRAAM is launched and its clear it needs a little help with guidance, do i switch on the planes radar to sort out the acquisition or do i switch on the missiles own radar?


While AMRAAMs have their own active radar seeker, it's only activated in the final attack once it is closer to the target.  So the launching craft still needs to guide it to the target much of the distance in long range shots. 

In other words, it still needs radar guidance from the launching aircraft until it goes active and to do so requires a hard radar fix to be effective at anything but short range.  I'm not sure how deeply this mix of semi-active and active-homing is modelled in CMANO but I'm sure the launcher requires it's radar to be active in the game in order to direct the weapon to the activation point.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 16, 2015, 02:18:43 PM
yeah, i always lost acquisition when i turned the F35 away, the times i fired following the missile in it hit the 2 F7s
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 16, 2015, 03:08:42 PM
Quote from: Nefaro on May 16, 2015, 02:14:39 PM
Quote from: undercovergeek on May 16, 2015, 12:14:58 PM
AMRAAMs - i launched 2 yesterday at a target that id firmed up enough for launch but obviously not enough to hit the target, when the missile got to where the target should be it turned out to be somewhere else, no biggie - something im not understnading i reckon

So when the AMRAAM is launched and its clear it needs a little help with guidance, do i switch on the planes radar to sort out the acquisition or do i switch on the missiles own radar?


While AMRAAMs have their own active radar seeker, it's only activated in the final attack once it is closer to the target.  So the launching craft still needs to guide it to the target much of the distance in long range shots. 
J
In other words, it still needs radar guidance from the launching aircraft until it goes active and to do so requires a hard radar fix to be effective at anything but short range.  I'm not sure how deeply this mix of semi-active and active-homing is modelled in CMANO but I'm sure the launcher requires it's radar to be active in the game in order to direct the weapon to the activation point.

As sophisticated as the 120c or d model is at going active, the fact that you still have to get realitively close to get an high near hundred percentage  kill, always made me wonder why the pheonix missles where nixed with that 50nm range.  I guess the joint chiefs said they don't need'em when f-22s and 35s can't be detected, so they easily get into 120 amraam range. But still a guided missle with 50nm range, why would we not continue that capability ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GibbyG on May 16, 2015, 03:56:47 PM
The main mission of the Phoenix was fleet defense against long range Soviet bombers.  They were not effective against small, more agile fighters.  As the Soviet threat went away, so did the need for the missile.  IIRC, it was an expensive weapon as well.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on May 16, 2015, 05:29:35 PM
As a point of interest, what does air doctrine say about a 1v1 BVR missile engagement when both parties fire missiles?  Do you keep your nose pointed at the enemy until your missile goes pitbull, or do you evade?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Coiler on May 16, 2015, 06:14:21 PM
Quote from: challerain on May 16, 2015, 03:56:47 PM
The main mission of the Phoenix was fleet defense against long range Soviet bombers.  They were not effective against small, more agile fighters.  As the Soviet threat went away, so did the need for the missile.  IIRC, it was an expensive weapon as well.

You can try the planned successor to the AIM-54, the AIM-152 AAAM, in Command. What-if Tomcat variants and the F-24 (think naval F-22) are in the DB3K.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 16, 2015, 07:44:20 PM
Quote from: Huw the Poo on May 16, 2015, 05:29:35 PM
As a point of interest, what does air doctrine say about a 1v1 BVR missile engagement when both parties fire missiles?  Do you keep your nose pointed at the enemy until your missile goes pitbull, or do you evade?

Not sure what official doctrine is, but when I face an su27 in my f15c in dcs in a head on merge, I fire a 120c as soon as I can and keep it locked until it goes active.  This has the effect of keeping them from firing one at you because they are forced defensive.  I even let fly outside the recommended launch parameters with the override switch just to gain initiative, then follow up with a 120c launched in high kill parameters.  Because the f15c can lock and launch on multiple targets, I'll put a 120c on the wingman too if my wingman hasn't engaged already.  Pretty effective, and hey, the f15 has never been beaten in Rl a2a combat.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 16, 2015, 08:01:16 PM
Quote from: challerain on May 16, 2015, 03:56:47 PM
The main mission of the Phoenix was fleet defense against long range Soviet bombers.  They were not effective against small, more agile fighters.  As the Soviet threat went away, so did the need for the missile.  IIRC, it was an expensive weapon as well.

Good point, big target.... big missile, but what about a super entendard firing excocets or an su25 firing kayaks, you don't think tomcats would put phoenix missiles downrange to make those planes break off from their firing runs ? 

Come to think of it, has the phoenix ever been fired in anger ?

Anyways, this is what's great about Command, you can test this stuff out.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: GibbyG on May 16, 2015, 08:04:08 PM
Fired twice by the US.  Both misses.  Iran has claimed kills with theirs its Iran so who really knows.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 16, 2015, 09:21:26 PM
Quick search using "phoenix" and got a couple threads with a little insight specific to the AIM-54 and AAM missile combat in general.

http://www.matrixgames.com/forums/tm.asp?m=3601682&mpage=1&key=phoenix&#3605421

http://www.matrixgames.com/forums/tm.asp?m=3499924&mpage=2&key=phoenix&#3520509
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on May 16, 2015, 09:25:12 PM
If I remember correctly, the Phoenix burned it's fuel pretty quickly, but because of speed and it's path actually being an arc, it could cover the entire range.  Because of burning it's fuel quickly, it didn't have anyway be make the radical turns that a smaller aircraft could make. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 01:58:35 AM
Quote from: undercovergeek on May 16, 2015, 12:14:58 PM
AMRAAMs - i launched 2 yesterday at a target that id firmed up enough for launch but obviously not enough to hit the target, when the missile got to where the target should be it turned out to be somewhere else, no biggie - something im not understnading i reckon
Your tactical picture can vary signifcantly from the "ground truth", depending on what your sensors are telling you. (A great way to understand this is to play in ScenEdit mode and occasionally activate "God's Eye view". You may be surprised as to the differences).

Quote
So when the AMRAAM is launched and its clear it needs a little help with guidance, do i switch on the planes radar to sort out the acquisition or do i switch on the missiles own radar?
The AMRAAM and its brethern (R-77, MICA, PL-12 etc.) employ inertial + datalink mid-course guidance with terminal active radar. For short-range shots it's OK to literally fire and forget, but for medium/long-range shots you almost always have to stick around for a while and provide datalink updates until the radar seeker turns on; otherwise there is a fair chance the target will have moved outside the acquisition box (particularly an alerted and maneuvering target). In Command, aircraft who launch such missiles, unless manually directed otherwise, will try to support them mid-flight by cranking (slowing down and turning sideways while keeping the target tracked).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:01:04 AM
Quote from: Skoop on May 16, 2015, 01:29:26 PM
I wasn't aware you had to micro manage missle launch from individual AC in command.  I can say that in other sims like Dcs or falcon, you designate the target with the planes radar then the amram120 will go pitbull (on it's own radar) once it is in range for that.  Most western fighters have sophisticated radars that support track while scan so you can lock up 2 or 3 targets at once and put a 120 down range on each one.  Not sure if this is all modelled in command though, be interesting to see what Dymitrius says about it.
Normally you don't have to micromanage, the aircraft does the whole "rise to optimum speed/altitude, turn on sensors as necessary, launch, crank if applicable, evade if necessary, observe results and re-engage or break off as necessary" story. You can of course take over and handle the whole thing manually (as UCG indicates he is doing) but then you are responsible for seeing it through.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:06:16 AM
Quote from: undercovergeek on May 16, 2015, 02:03:35 PM
i couldnt launch the missiles until a certain amount of resolution was achieved

This is by design (see also the manual p.32, doctrine option "Engaging ambiguous targets").

Notice the tip:
QuoteTIP: This setting is of great help if you want to make the AI (both friendly and enemy) conservative & cautious with its fire discipline (fire only under a solid fire control solution), or conversely model a trigger-happy or poorly-trained unit, group or entire side that throws weapons right and left without much caution.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:08:14 AM
Quote from: Nefaro on May 16, 2015, 02:14:39 PM
While AMRAAMs have their own active radar seeker, it's only activated in the final attack once it is closer to the target.  So the launching craft still needs to guide it to the target much of the distance in long range shots. 

In other words, it still needs radar guidance from the launching aircraft until it goes active and to do so requires a hard radar fix to be effective at anything but short range.  I'm not sure how deeply this mix of semi-active and active-homing is modelled in CMANO but I'm sure the launcher requires it's radar to be active in the game in order to direct the weapon to the activation point.

AMRAAM uses INS/datalink + TARH, not SARH + TARH. The only weapon that uses SARH (time-shared in fact) + TARH is the AIM-54. (And yes, we have a separate guidance mode in Command just for this missile).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:12:09 AM
Quote from: Huw the Poo on May 16, 2015, 05:29:35 PM
As a point of interest, what does air doctrine say about a 1v1 BVR missile engagement when both parties fire missiles?  Do you keep your nose pointed at the enemy until your missile goes pitbull, or do you evade?
You crank and hope your shot gets to the target before the incoming shot gets to you. If necessary (in order to evade), you break off completely. In the case of a SARH engagement this usually means your shot is wasted. If you have shot an AMRAAM, depending on how far downrange the weapon is, there is still a fair chance it will acquire. BVR engagements with AMRAAM-class weapons actually resemble torpedo duels a bit.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:12:47 AM
double post
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 17, 2015, 02:16:43 AM
Quote from: OJsDad on May 16, 2015, 09:25:12 PM
If I remember correctly, the Phoenix burned it's fuel pretty quickly, but because of speed and it's path actually being an arc, it could cover the entire range.  Because of burning it's fuel quickly, it didn't have anyway be make the radical turns that a smaller aircraft could make.

Kurt Plummer once had a great piece on the Phoenix (Tomcat fanboys can leave now :) )
Quote
Which brings me to the AIM-54. Called the Phoenix but known as the Buffalo,
despite a 'Mach 4 class' (Mach 3.8, AIM-54A Rocketdyne Mk.47 motor) and even
'Mach 5 class' (Mach 4.5, AIM-54C, Aerojet Mk.60 motor) what you have in
this weapon is a 'trainwreck' (or a thundering herd of buffalo, driven off a
cliff) mechanic in which a very slow start and midcourse also employs
terminal dive attacks that (though greatly complicating endgame intercept
geometry for the missile) reenergize it's final approach.

As an example of how bad this 'getting there' deficit can be- In April 1973,
a single Tomcat, flying a standard loiter at about Mach .67 and 25,000ft
(i.e. a preplaced FORCAP orbit), with one AIM-54 Phoenix aboard (minimum
weight and drag) was turned to intercept a BQM-34E which was _itself_
closing at Mach 1.5 and 50,000ft. Starting from initial detection at 132nm,
the F-14 flew an additional 20nm (1 minute) to achieve firing parameters of
Mach 1.5 and 44,000ft. The missile then flew for 2.62 minutes or 157
seconds. To achieve a downrange intercept at a mere 72.5nm. DURING THIS
TIME, average /missile/ velocity, including the parent boost and a specially
tailored (engineers spent all night tweaking the analogue autopilot gains,
something which would never happen in the fleet) profile of 103,500ft
altitude (as near zero-drag vacuum as you can get) was no more than 1,656
knots. Or roughly Mach 2.93.

What happens if, the target turns away? If the target is going slower? If
the target performs a beaming or 'notch' maneuver? If the target postholes
down into the clutter where the Hi-PRF looses it in the clutter? The missile
misses that's what.

In another 'miracle mile' event, an F-14, firing at a BQM-34A with an
initial setup of 10,000ft and Mach .72 vs 50ft and Mach .75 at 22nm
separation showed the weapon intercepted at around 16nm in 54 seconds.
DESPITE being a SARH-PDSTT all the way (no firing lag to account for time
share TWS on multiple missiles) in nominally 'snap down' assisted conditions
for acceleration, where there was no time spent climbing to the loft.
DESPITE the fact that the missile was indeed /powered throughout the
flight/. Average Missile Mach was only 1.88.

In the 'so impressive' 6v.6 engagement, the aircraft _could not_ achieve
'maximum kinetic assist' because, with six Phoenix aboard, it didn't have
the gusto to do more than about Mach 1.2 and could not achieve even this _in
the time available_ to initiate TWS tracking on 'fighter sized' (3-5m
augmented drones) targets. And the crew were pressed so hard already (in
retaining adequate radar scan volume overlay) that, instead of a wall or
conventional shelf, the UT-33 and BQM-34 were arranged in an 'extended card'
type formation with azimuth spacings on the order of 5nm in frontage (three
sets of two for 15nm) and with upwards of 35nm in trail (83 vs. 110nm) yet
only 5,000ft of altitude separation. What this allowed the F-14 to do was
generate a maximum X minimum scan of 120` X 2 bars in a giant pie-slice
sectoring of sky that kept everybody visible with missiles in the air and
with no AWS-27 (E-2) uplink.

Even so, at the outset of engagement, a completely bogus 'orchestration' of
formation behaviors had to occur so that none of the targets drifted out of
the scan volume or steamed right through it so that the initial drones flew
at Mach .6 and the trailing aircraft at Mach .8 while the last was a
'sprinter' coming in at about Mach 1.2 to play catchup. The F-14 initiated
firing at a mere 31nm and continued to do so over a steady-flight period of
38 seconds, opening up on the closest targets /last/ (exposing itself to
their weapons systems) to ensure that 'all missiles impacted within a few
seconds of each other' for a virtual simultaneous seeming engagement. As a
part of this exercise in idiocy, it 'maxxed the dot' (ASE starboard) so that
it could bias it's TWS volume into the target lane while setting the
geometry physically to engage the final AQM-37 (sprint) target coming up the
far right side of the engagement.

/Conveniently/, not only did the drones all arrive at co-pole distance with
the missiles due to their careful range distribution, but they actually
/curved inwards/ to follow the Tomcat (like a drunk crossing lanes into
oncoming traffic) so as to better stay in-volume.

'And So', over a total period of 3.92 minutes (235 seconds, 33 miles at Mach
.9, 55 miles at Mach 1.5, a /veritable eternity/ in fighter vs. fighter ops)
the Tomcat killed all but the furthest-out (lefthand biased) 2 targets,
thereby proving that multi-on-multi _did not_ work. Because even with all
this grooming of the engagement variables, the AWG could not keep everybody
under track long enough to get a missile out to each of them, dumping one
target completely before the AIM-54 could hand off. While the other drone
had its FQ augmentation now so far out of field that the AIM-54 itself could
not maintain the target track at the severe crossing angle.

Keep in mind that NONE of these were 'valid kills' because despite the
nominally /enormous/ LAR or 'Launch Acceptability Region' of the Phoenix
itself, the combination of scan lag and limited PRF ability to handle
various low closure/high crossing angle targets through the Hi/Lo interleave
ensured that TWS was unavailable until a point (roughly 50nm) at which the
structured missile flyout sequencing necessary to get all six targets
challenged the assumption of killing before being killed. And so, regardless
of supposed simultaneity, the entire raid behavior was suspect, not only for
being designed to bring the targets into the Phoenix envelope ONLY as the
weapons came to bear. But rather for what it did NOT require the Tomcat crew
to do so as to avoid threat bypass or direct engagement of the F-14 itself.

This is something which no halfway competent (threat) fighter pilot would
'step into' as he:

1. Doubled the altitude separation so as to force the F-14 RIO to compress
his azimuth scan field to deepen the bar search.
2. Transited the combat area at a MINIMUM 550 knots or Mach .95 to compress
the flyout vs. SARH timeshare problem even more.
3. Maximized his formation frontage densities to make sure the Tomcat had to
open fire at closer to maximum (TWS interleave) of 50-60nm to have a hope of
killing all targets in a very tight separation of missile guidance updates.
For which sudden, drastic, formation changes would leave little or no
ability to adjust final missile update steering into handoff conditions.

All of which leads to the generalized sarcasm of "Ignoring the Phoenix
shots..." among those AF pilots in particular who sparred with the USN
Tomcat community off Rota Spain during the late 70's and early 80's when the
AIM-54/AWG-9 was at the height of its 'mystical' powers (achievement is the
inverse of expectation, the Pentagon Paradox).

Indeed, the saddest element of this story is that no Tomcat has ever flown a
Fleet Defense Bravo loadout of six missiles in active (cruise) service. They
cannot safely recover or (single engine ROC) launch with that much weight.
And further they cannot themselves maintain adequate smash to aggressively
maneuver at altitude to set the geometry vs. fighter targets without going
supersonic which both eats fuel and instantly compresses the fight. Indeed,
most of the squadrons did even not deploy (before 1988 anyway) with the
outboard horn rails because they were draggy as hell and a pain to
mount/dismount in trade for the more common Sparrow or even Sidewinder (6X2
or 4X4) alternate loadouts. Lastly, the USN only produced about 5,000
AIM-54s and of those, only about half were the AIM-54C+ 'ECCM/Sealed'
(either as new or by conversion) which had the seeker, warhead fuzing and
autopilot upgrades to be any good against more than the dumbest threats. The
/total/ number is only sufficient to allow every Tomcat a Fleet Defense
Alpha loadout of 4 missiles. One time. And the actual magazine count during
cruise was never more than a fraction of even this (back when there were
actually two squadrons of 12 Tomcats on every deck).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on May 17, 2015, 01:19:34 PM
Quote from: challerain on May 16, 2015, 03:56:47 PM
The main mission of the Phoenix was fleet defense against long range Soviet bombers.  They were not effective against small, more agile fighters.  As the Soviet threat went away, so did the need for the missile.  IIRC, it was an expensive weapon as well.


This, in a nutshell.

While it had amazing range, the missile just sucked regarding effectiveness.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 17, 2015, 02:11:22 PM
Quote from: Nefaro on May 17, 2015, 01:19:34 PM
Quote from: challerain on May 16, 2015, 03:56:47 PM
The main mission of the Phoenix was fleet defense against long range Soviet bombers.  They were not effective against small, more agile fighters.  As the Soviet threat went away, so did the need for the missile.  IIRC, it was an expensive weapon as well.


This, in a nutshell.

While it had amazing range, the missile just sucked regarding effectiveness.

Yeah, I didn't understand a thing that article was talking about...but I know that the Phoenix was designed to hit slow lumbering Bear style bombers before they could enter ASM range. Aircraft that- in effect- couldn't really maneuver without bleeding far too much energy
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 17, 2015, 06:32:44 PM
The info was  enlightening as it seems that the phoenix was overated, the great range wasn't exactly translated into combat capable kills.

But here's a thought in tactics, you don't always have to kill a target to accomplish the mission. I take this way of thinking from dealing with radar in the SEAD role.  When you launch a HARM, it doesn't necessarily mean you kill a radar or SAM unit, but you will force them to turn off their radar, thus suppressing the air defenses. 

So if your in a small mirage aircraft maneuvering to get in range to fire an exocet at a carrier, a tomcat locks you up and sends a phoenix down range.  Your RWR is going to be screaming at you and your gut will be telling you to break off and dive for the deck to hide in the ground clutter.  It would take one extremely disaplined  pilot to just say oh that's just an overated phoenix coming at me it won't hit me, I'll just continue on. 

It's not the first time we put too much weight on missile capabilities, thinking of the original sparrow performance shamfrul dipray in Vietnam, and that they didn't even put guns on the phantoms cuz the joint chiefs though we wouldn't need em.....that changed real quick.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Mr. Bigglesworth on May 18, 2015, 11:59:57 PM
Quote from: Skoop on May 17, 2015, 06:32:44 PM
The info was  enlightening as it seems that the phoenix was overated, the great range wasn't exactly translated into combat capable kills.

But here's a thought in tactics, you don't always have to kill a target to accomplish the mission. I take this way of thinking from dealing with radar in the SEAD role.  When you launch a HARM, it doesn't necessarily mean you kill a radar or SAM unit, but you will force them to turn off their radar, thus suppressing the air defenses. 

So if your in a small mirage aircraft maneuvering to get in range to fire an exocet at a carrier, a tomcat locks you up and sends a phoenix down range.  Your RWR is going to be screaming at you and your gut will be telling you to break off and dive for the deck to hide in the ground clutter.  It would take one extremely disaplined  pilot to just say oh that's just an overated phoenix coming at me it won't hit me, I'll just continue on. 

It's not the first time we put too much weight on missile capabilities, thinking of the original sparrow performance shamfrul dipray in Vietnam, and that they didn't even put guns on the phantoms cuz the joint chiefs though we wouldn't need em.....that changed real quick.

How useful is it if they only have to turn it off for a handful of minutes? I think if you need that route, you need to kill that SAM battery.

With the phoenix, it is still useful if it forces them to turn away. If you can follow up with another type of shorter range missile, loosed with you in control, it is an advantage.

What is the opinion now on guns? Missiles have come so far, I wonder if guns mean much these days. If you have gun fights in the sky, it seems like you have failed in strategy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on May 19, 2015, 03:29:34 PM
^ The harm is pretty sophisticated, it will remember the location of the emission and continue to that spot and detonate.  The SAM will have to vacate the area or have medium range tunguskas shoot down the harm.  To truely suppress the SAM site it would take several harms launched at once from different trajectories to guarantee hits.  You have to overwhelm them.

Missiles have come a long way, the 120D is highly touted.  Notice they did put guns on F-22s and 35s though.  Heck the next gen will probaly have lasers to go along with its photon torpedoes, always got have something for those in close and personal engagements.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Nefaro on May 19, 2015, 06:16:58 PM
You can't jam or decoy a gun.

Also.. there are those pesky minimum range issues with missiles.  ^-^
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on May 19, 2015, 08:15:57 PM
The Phoenix's didn't have to have a great kill ratio.  If they could disrupt the bombers from firing as a group and force them to stagger their fire, it would give the ship defenses a better chance. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 20, 2015, 12:21:27 AM
Quote from: OJsDad on May 19, 2015, 08:15:57 PM
The Phoenix's didn't have to have a great kill ratio.  If they could disrupt the bombers from firing as a group and force them to stagger their fire, it would give the ship defenses a better chance.
Yes.

This is exactly what all the folks banging about the SA-2's poor Pk in VN (or the AIM-7's for that matter) don't grasp.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on May 20, 2015, 01:15:04 AM
Quote from: Dimitris on May 20, 2015, 12:21:27 AM
Quote from: OJsDad on May 19, 2015, 08:15:57 PM
The Phoenix's didn't have to have a great kill ratio.  If they could disrupt the bombers from firing as a group and force them to stagger their fire, it would give the ship defenses a better chance.
Yes.

This is exactly what all the folks banging about the SA-2's poor Pk in VN (or the AIM-7's for that matter) don't grasp.

But in a game where you know about this poor pk, then you won't get scared and just ignore it right?  or is the poor pk stats only because of evasive action and the missile can't keep up.  Does the game know the pk with and without evasive action?  Do we have stats for a clan pk without evasive action and counter measures In the first place?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 20, 2015, 01:24:35 AM
A low-pk weapon can still kill you if you do not respect it (and if you're out of luck it can kill you even if you do everything right). The evasion bonus is no longer granted automatically, you have to earn it (manouver to place the missile beam-on, and maximize speed). If you have the "weapon endgame"-type messages displayed on the message log, you can see (most of) what is going on.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on May 20, 2015, 02:20:27 AM
That's fine. And i like it.  But I'm just curious. The way you describe means the pk is clean without any action from target.  But do the sources that you use for the weapons stats use the same perspective.  Or is it clouded with evasion and countermeasure use. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 20, 2015, 02:46:44 AM
Tons of sources, tons of different conditions. There is no one-size-fits-all answer. It's up to the DB author to filter through the BS and determine the pristine Pk.

And test, test, test, test, test, test, test, test, test, test, test and (did I mention it?) test.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 24, 2015, 04:17:51 PM
we got any editor experts here?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on May 24, 2015, 05:11:59 PM
Whats up geek?

You can join us in Baloogans Campaign Chat]http://chat01.baloogancampaign.com/#/rooms/baloogan]Baloogans Campaign Chat (http://chat01.baloogancampaign.com/#/rooms/baloogan) as well :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 25, 2015, 03:45:45 AM
Thanks for the link

I'm wondering if it's possible to get a civilian ship to stop when blue forces are within a certain range, and then for that stop to trigger the launch of an allied air attack

To put it more simply, a ship leaving XXX in the Middle East is stopped by the U.S. suspected of carrying arms to terrorists, the Israelis already looking for a retaliatory strike after a previous attack see the ship is stopped, don't care if it's carrying weapons and launch an air strike against it before the U.S. can get on board, leading to much shenanigans and an award for me as an awesome scenario builder
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on May 25, 2015, 09:27:17 AM
Had to ask around, I'm know the editor but LUA still confuses me.

Step 1: Set the course, speed of the ship using the normal F3 course and speed menu.

Step 2: Put an RP area around the ship in question, and make them relative or fixed bearing (so they move along with the ship).

Step 3: Go into the event editor and create a new event. The trigger for the event would be a "unit remains in area" or "unit detected in area". I would use the first one but both would work.

The action portion of the event would be a LUA script:

ScenEdit_GetUnit([unit]).course = {}

example: ScenEdit_GetUnit({side="Test", name="DDG 96 Bainbridge"}).course={}

The {} will clear the course and the ship will stop.

LUA help provided by Ckfinite.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 26, 2015, 05:12:16 AM
Kushan - awesome thankyou, i have a lot to learn - im going to give it a try later

non editor related - i dont know whether its a setting ive messed with or its a in game LOS issue or something in a recent update - i cant zoom in on an enemy airfield and see anything but one single red square for the entire airfield, im sure the more you zoomed in it used to break out into seperate targets like airfield, ammo dumps, hangars and the like. I can target these seperate entities when launching missiles but cant see them on the map - im following a lets play of the same scenario and the player can see all the targets with their own seperate red squares - any thoughts?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 26, 2015, 05:44:43 AM
There are two types of airfields...a single unit that is easier to place and doesn't require extra CPU cycles...and a multi-unit airfield that is built from all its components.

If an airfield is not a key part of the game, I use the single unit to save on time and energy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 26, 2015, 05:47:59 AM
You may be viewing the map in "Group view" mode. Try switching between Group- and Unit-view (9 on keypad or PageUp) and see if the single-entity airfield becomes multiple units.

If it remains a single unit in both views, then it's probably a single-unit airfield as RyanE mentioned.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 29, 2015, 02:02:13 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F05%2Fvulcan-b2-at-low-level.jpg&hash=072e697ca020d264e328a98e919cd17704e51e84) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/05/vulcan-b2-at-low-level.jpg)

The summer is upon us, and Command's creative community is in full swing. Miguel Molina has posted a new revision of the community scenario pack, featuring a blistering fourteen new scenarios!     

Busy Day in Burundi, 1976: Widespread unrest has followed a sudden coup in the country, with rebel groups gaining control of military equipment. With the toll of civilian deaths increasing, an international coalition led by France and the United Kingdom has positioned itself to take action. SAS teams on the ground must cooperate with air support to hunt down rebel strongpoints.

Homerun, 1956: From 1952 onwards, RB-47 recon variants of the new B-47 Stratojet bomber started overflying the north of the Soviet Union in photo-recon and ELINT missions. By the mid-50s these flights were getting to be really hazardous as Soviet air defences were becoming both more capable and more agressive. This is such a mission.    

Indonesian War #1 - Convoy Lion, 1995: In the 1990s Indonesia became increasingly aggressive about protecting its territorial rights, hunting down rebels in various provinces etc.  Its occupation of Timor has been marked by increasing reports of violence and oppression. This includes an effective blockade of the island, which has led to shortages of food and medicine. The British Parliament voted to support "all reasonable efforts including the use of force to compel Indonesia to allow humanitarian aid to reach Timor." The Australian government passed a similar measure the same day and Australia has been given operational control of the mission. A hastily organized convoy escorted by British and Australian naval units is now en route to the island of Timor. Indonesia has responded by stating that attempts to enter its territorial waters without permission will be treated as an act of war.    

Indonesian War #2 - Air Battle Over Java, 1995: Indonesia attempted to stop the joint Australian-UK convoy and hostilities took place on April 17, 1995. As a result, the British and Australian governments have decided to eliminate Indonesia's ability to attempt further attacks against their ships and aircraft. The first and perhaps most important step in achieving this goal is to cripple Indonesia's air force.

Indonesian War #3 - Spartan Goes Hunting, 1995: After inflicting serious losses on Indonesia's navy and air force, the governments of Australia and the United Kingdom have decided to employ commerce raiding to put economic pressure on Indonesia and force them to sue for peace. As part of this, the nuclear submarine HMS Spartan been given a free hand.    

Better Bullets (AMRAAM), 1987: With development of the AMRAAM missile undergoing the all-too-common teething problems, an exercise is being held to justify its importance. This is an exercise presenting the possibility of a hostile air power using a similar missile against the USAF. The opponent is armed with advanced AMRAAMs and crewed by expert pilots, so expect a brutally difficult fight.    

Better Bullets (SARH), 1987: With development of the AMRAAM missile undergoing the all-too-common teething problems, an exercise is being held to justify its importance. In this variant the opponent is armed with SARH weapons only (like the AIM-7 and AA-10) and crewed by expert pilots, so expect a difficult fight.

Kuril Islands, 1999: Japan has established a major seabed-mining operation 20 nmi west of the island of Kunashiri. Hostilities between Japanese Maritime Defense Force (JMDF) and Russian forces have broken out over economic rights concerning the Kuril Islands.  Russian Naval forces have established a formidable blockading surface and submarine units also supported by several squadrons of long range strike aircraft based out of airfields. You are in tactical control of all U.S. forces which include USAF land-based aircraft and JMDF forces in the area. You must defend your forces against attack and take control of as much territory as possible, until a United Nations settlement can be negotiated.

Offensive CAP Belarus, 2015: Backed by Russia, Belarus has invaded Poland's eastern provinces in force. Further Russian forces will be brought into action when the Belorusian Army's offensive stalls. The USAF 555th Fighter Squadron (555 FS, 24 F-16C) and the Polish 40th Tactical Squadron (40.ELT, 24 Su-22M4) have been tasked to strike key logistic and support sites in Belarus to complicate enemy reinforcement efforts. They will be supported by a NATO E-3 Sentry and four EA-18Gs from the US Navy's VAQ-139. Your task is to provide air cover for the operation using the 18 Typhoon FGR.4s of 1 Sqdn RAF. Enemy air activity is expected to be heavy.

Bay Of Bengal, 1999: India has mobilized amphibious assault forces again Sri Lanka. The US embassy in Sri Lanka is urging all Americans to leave the country. The Indian CVBG is operating in the Gulf of Mannar. Russia and China have deployed naval bombers to India. Indian submarine activity in the region is significant. Sri Lanka fears Indian military buildup in preparation to final invasion force and collapse of the government. The United Nations has requested that a U.S. CVBG be sent to the area to stabilize the region. All Indian naval forces are considered hostile.

Operation Black Buck 1, 1982: The Falklands conflict begins in earnest. As the Royal Navy Task Force arrives to enforce a 200nm exclusion zone around the islands, RAF Vulcans fly the longest-range bombing mission in history to date, to fire the opening shots of the war.

April Storm #1 - The New Eastern Front, 1996: Boris Yeltsin was removed from power in late 1995. His replacement, a former general in the Red Army, has set an aggressive tone for the new Russia. In the first week of April 1996, Russia and Belarus invaded parts of eastern Poland. About one quarter of Poland is now under Russian control. The UN has been unable to effect any change. NATO has warned Russia that the current situation is intolerable and that it must withdraw from Poland or face serious consequences.

French Forces in the Gulf of Sidra, 1981: France frequently skirmished with Libya in various flashpoints in northern Africa (e.g. Chad) during the 1980s. In this hypothetical scenario, Libya raises the stakes by directly attacking a French naval task group in the Gulf of Sidra.

Boston's Brawl, 1963: Hostilities broke out between NATO and the Warsaw Pact in late 1963. A small force centered on the missile cruiser Boston is tasked with prosecuting all WP forces in its patrol area, between the Falkland islands and Argentina.

As always, the community scenario pack is available for download at the WarfareSims download section:  http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)

With the new additions, the number of total released scenarios now stands at 262!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Coiler on June 05, 2015, 10:46:19 AM
New public release candidate out (http://www.matrixgames.com/forums/tm.asp?m=3873653)

Fixes and a lot of DB additions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 05, 2015, 05:56:52 PM
I'll be streaming Command tomorrow Saturday June 6th, at 11am PST/2pm EST/7pm Zulu.

Twitch.tv (http://www.twitch.tv/Kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 06, 2015, 12:38:48 PM
Twitch stream is now up at http://www.twitch.tv/kushan04 (http://www.twitch.tv/kushan04).

I'll be playing April Storm #1 - The New Eastern Front, 1996 from the new scenario pack.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Asid on June 06, 2015, 08:33:35 PM
Quote from: Kushan on June 06, 2015, 12:38:48 PM
Twitch stream is now up at http://www.twitch.tv/kushan04 (http://www.twitch.tv/kushan04).

I'll be playing April Storm #1 - The New Eastern Front, 1996 from the new scenario pack.

Thanks for doing this.

I could only watch for a short while.

Regards
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 06, 2015, 11:02:49 PM
Thanks Asid. I had a blast doing it. Its definitely going to become a regular thing. Won't be playing Command every week, but it will be there a lot.

I think I broke some sort of record in how fast it escalated into using nukes.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Asid on June 06, 2015, 11:13:05 PM
Quote from: Kushan on June 06, 2015, 11:02:49 PM
I think I broke some sort of record in how fast it escalated into using nukes.

:knuppel2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 11, 2015, 02:31:46 PM
25% off on Steam until June 22!

(https://pbs.twimg.com/media/CHPipjEUIAAtehX.jpg) (http://store.steampowered.com/app/321410)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on June 11, 2015, 02:36:28 PM
Great to see Black Buck I in that latest scenario pack.  O0 :-X
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on June 13, 2015, 12:48:57 AM
I've added 21 new Command tutorials located here: https://www.youtube.com/playlist?list=PLgRuKky0mojZkb5tSIpJgEy0WR4rzt6tA
These tutorials are aimed at folks who are new to Command.

Hope they help! And please let me know if you would like me to focus on a particular area.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 13, 2015, 11:24:22 AM
Streaming Command today at 11am PST, at http://www.twitch.tv/Kushan04 (http://www.twitch.tv/Kushan04)

Will be showing off a number of hypothetical units; AST-21s, Mobile Offshore Base, the USS Arsenal, etc.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Asid on June 13, 2015, 11:44:48 AM
Quote from: Kushan on June 13, 2015, 11:24:22 AM
Streaming Command today at 11am PST, at http://www.twitch.tv/Kushan04 (http://www.twitch.tv/Kushan04)

Will be showing off a number of hypothetical units; AST-21s, Mobile Offshore Base, the USS Arsenal, etc.

Made a post on the DOW forum. I hope you don't mind? I would suggest using www.timeanddate.com/countdown/ so people from all over will understand the launch time better. Just a suggestion :)

Post: http://dogsofwarvu.com/forum/index.php/topic,84.30.html

Kushan is Streaming Command today

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1288.photobucket.com%2Falbums%2Fb498%2FAsid_1%2FStrategy%2520Sim%2FMisc%2Ftwitch20logo_zpsugzlsv7n.jpg&hash=94b842c97f2eccccda7845d044d6c440642a5846)
http://www.twitch.tv/Kushan04

Time: 11am PST/18:00 GMT
Countdown: http://www.timeanddate.com/countdown/generic?iso=20150613T18&p0=%3A&msg=Kushan+CMANO+Stream

He will be showing off a number of hypothetical units; AST-21s, Mobile Offshore Base, the USS Arsenal, etc.





Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on June 13, 2015, 01:54:16 PM
Quote from: Baloogan on June 13, 2015, 12:48:57 AM
I've added 21 new Command tutorials located here: https://www.youtube.com/playlist?list=PLgRuKky0mojZkb5tSIpJgEy0WR4rzt6tA
These tutorials are aimed at folks who are new to Command.

Hope they help! And please let me know if you would like me to focus on a particular area.

Damn you Baloogan...I was on the fence with this game for a long time and the limited time $39.99 summer sale had me teetering toward a purchase.  After viewing your youtube tutorials it pushed me over the edge.  Downloading it now.  Just kidding with the 'damn you' piece....thanks for the needed kick in the butt.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 13, 2015, 06:40:25 PM
v1.08 Release Candidate 3 is now available (http://www.matrixgames.com/forums/tm.asp?m=3873653&mpage=2)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 19, 2015, 02:57:46 PM
Streaming Command tomorrow, 6/20 at http://www.twitch.tv/kushan04 (http://www.twitch.tv/kushan04)

Time: 11am PST/18:00 GMT

Doing something a little different his week. Instead of playing a scenario or doing a sandbox game, I'm going to be streaming scenario creation. Rather then the "usual" US/NATO vs Russia/China, or a out of the headlines scenario, I'm going to be doing a blue on blue engagement. US/UK attack subs hunting french boomers in the Bay of Biscay.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on June 19, 2015, 03:35:41 PM
Quote from: Kushan on June 13, 2015, 06:40:25 PM
v1.08 Release Candidate 3 is now available (http://www.matrixgames.com/forums/tm.asp?m=3873653&mpage=2)


Nothing yet on Steam about this other than a 6/5/15 note that it available at a non-Steam site. Will this release be available directly through Steam?  Thanks.

Ps. Got it last week in the Steam summer sale. The learning curve is quite challenging but the more I play through the tutorials the more I am coming to appreciate what a deep and well made game this is.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on June 19, 2015, 03:53:22 PM
I think it is still in beta release.  You can get it at Matrix and just install to your Steam app directory if you can't wait for the formal release.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 19, 2015, 03:54:49 PM
Quote from: Rayfer on June 19, 2015, 03:35:41 PM
Nothing yet on Steam about this other than a 6/5/15 note that it available at a non-Steam site. Will this release be available directly through Steam?  Thanks.

Only the main patches are released on Steam, service patches and release candidates you have to get through Matrix's website. Service patches and RCs do work with the Steam version of the game.

RC8 was released to day (http://www.matrixgames.com/forums/tm.asp?m=3873653&mpage=4). Should be closing in on the final v1.08 release if you don't want the RC.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on June 19, 2015, 04:28:40 PM
Quote from: Kushan on June 19, 2015, 03:54:49 PM
Quote from: Rayfer on June 19, 2015, 03:35:41 PM
Nothing yet on Steam about this other than a 6/5/15 note that it available at a non-Steam site. Will this release be available directly through Steam?  Thanks.

Only the main patches are released on Steam, service patches and release candidates you have to get through Matrix's website. Service patches and RCs do work with the Steam version of the game.

RC8 was released to day (http://www.matrixgames.com/forums/tm.asp?m=3873653&mpage=4). Should be closing in on the final v1.08 release if you don't want the RC.

Thanks...I bought it through Matrix but used the Steam key to download solely for the purpose of not having to update games on my own. (yes, I'm a pc idiot when it comes to these things.).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on June 20, 2015, 12:57:08 PM
Stream is now live: http://www.twitch.tv/kushan04 (http://www.twitch.tv/kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on June 27, 2015, 08:02:47 PM
 Do any of you guys know of any scenarios where we get to use nuclear weapons? I know I can make my own but I'm not really big on producing my own scenarios .
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on June 27, 2015, 08:46:22 PM
There aren't many...

These have release for nukes I think...

Deter, Detect and Defend
Nuclear Storm...limited nukes
Wargasm 1962

Not sure they are what you are looking for.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Coiler on June 28, 2015, 07:09:52 AM
There's another "limited nuclear" scenario called Out of Megiddo, the Battle of the Arabian Sea.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on June 28, 2015, 01:17:12 PM
Thanks guys
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Baloogan on June 28, 2015, 01:25:19 PM
Couple more:

Goodnight Irene involves nukes; though you don't get to throw any.

Comte de Grasse's Squadron, 1988 http://www.matrixgames.com/forums/tm.asp?m=3883384
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on June 28, 2015, 03:34:38 PM
Quote from: Baloogan on June 28, 2015, 01:25:19 PM
Couple more:

Goodnight Irene involves nukes; though you don't get to throw any.

Comte de Grasse's Squadron, 1988 http://www.matrixgames.com/forums/tm.asp?m=3883384

Yeah...I have to be able to use them.lol
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on July 01, 2015, 08:07:25 PM
BAE Systems partners with Slitherine using Command as the platform.

QuoteA crucial appreciation of these efforts is now coming from experts at defense, security and aerospace multinational BAE Systems. In particular, real time wargame Command: Modern Air/Naval Operations has been chosen to start a collaboration with Slitherine and its development partners

Congratulations!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Al on July 01, 2015, 09:03:34 PM
Yea - congrats to the Command team.  Well deserved.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 01, 2015, 11:30:52 PM
Thanks guys  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on July 02, 2015, 01:22:50 PM
Hey guys,

    Can someone point me to a good source that explain how to handle my aircraft in some detail.  I'm confused as to why it takes hours to switch my S-4's from Torps to Bombs.  Why are my aircraft not available for hours after a flight, even when they're under attack.

Thanks.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 02, 2015, 01:25:32 PM
Hi,

Take a look here: http://www.warfaresims.com/?page_id=3262
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on July 02, 2015, 01:27:56 PM
http://baloogancampaign.com/tag/quick-turn-around/

Introduced in 1.06 :

Surge and Quick-Turnaround air operations allow players to faithfully recreate the frantic tempo of historical operations like the Six-Day War or the first nights of Desert Storm (or apply the same sortie rates on their own hypothetical conflicts), while also having to deal with the inevitable punishing wear and tear on both crews and airframes that this relentless pace enforces. The faithful depiction of the critical choice between sustained or "surge" rates is a first for any unclassified strategy/wargaming title on the market and pushes Command into the arena of hardcore flight simulators.

Edit : Dimitris beat me to it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on July 02, 2015, 01:37:32 PM
Thanks.  I've been enjoying CMANO the little bit I've been able to play.  Traveling too much for work. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 10, 2015, 05:24:05 PM
Going to be streaming tomorrow at 11am PST/18:00 GMT at Twitch.tv/Kushan04 (http://twitch.tv/Kushan04).

This weeks topic is going to be a US air strike on Irans nuclear infrastructure.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on July 10, 2015, 06:37:31 PM
Quote from: Kushan on July 10, 2015, 05:24:05 PM
Going to be streaming tomorrow at 11am PST/18:00 GMT at Twitch.tv/Kushan04 (http://twitch.tv/Kushan04).

This weeks topic is going to be a US air strike on Irans nuclear infrastructure.

Timely.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 14, 2015, 08:41:22 AM
Command v1.08 is now available (http://www.matrixgames.com/forums/tm.asp?m=3897234)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bboyer66 on July 14, 2015, 12:04:02 PM
I really have to spend more time with this game. Have hardly scratched the surface. Big thanks to Baloogan, love his tutorial videos.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 14, 2015, 04:12:55 PM
Just in time for v1.08.

This is the first in a series of scenarios I am doing that is roughly based off of "Cauldron" by Larry Bond.

In this scenario US and UK attack submarines conduct a sweep through the Bay of Biscay looking for French ballistic missile submarines.

All of the forces for both sides are completely randomized. Very interested in getting feedback and suggestions on the balancing. I've play tested several times and still have not completed it. Have some ideas for the next beta but want to get some other opinions before I start making changes.

I couldn't get the scenario attachment LUA function to work so the import files need to be manually placed in your ImportExport folder. The pathing should be: Command/ImportExport/Scenarios/Chaudron - La Chasse de Sous-marine, 2018.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 16, 2015, 04:05:25 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F07%2FSSGN.jpg&hash=a689842782ec46a0cb8d19652e4a80d726dad39f) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/07/SSGN.jpg)

It looks like Command's scenario authors are crafting new exciting works even on the beach! Miguel Molina has posted a new revision of the community scenario pack, featuring fourteen new scenarios.    

Saudi Arabia Crisis - Attack of IS, 2016: The IS terrorists control Yemen and part of Somalia and Saudi Arabia. Western forces are massing on Israel, Oman and Kuwait as a prelude to invasion of Saudi Arabia to counter the IS. But Iranian-backed elements within IS have one more card to play...    

Battle of Yavin, 1980: A plucky, rag-tag, and surprisingly well armed band of rebels has identified a weakness in an Imperial battle station. You're one of the pilots flying fighter cover for the attack. Good luck!    

Benny's Sweep, 1958: Pro-Communist rebels operating in the Philippines have seized control of part of the island of Luzon. Worse, the rebels are receiving aid from the Soviet Union, which hopes to trigger a Vietnam-like civil war in the Philippines. The situation is intolerable to the United States, but at the moment other international obligations mean that the only forces available to assist the government of the Philippines is a small task force based around the aircraft carrier Bennington.    

Kitty Comes To Kamchatka (The War That Never Was), 1989: Petropavlovsk is the only major Russian naval base that opens directly to the Pacific. That fact, plus its proximity to Alaska, made it a prime NATO target during the Cold War. This scenario, based upon the book by Michael A. Palmer, examines the ability of a single Carrier Task Force centered on the USS Kitty Hawk to attack and neutralize this important facility.    

Meteors Over Korea, 1952: A fictional raid conducted by Australian forces against the port of Haeju during the Korean War. When Australian forces, flying Gloster Meteors, first encountered North Korean MiG-15s, they suffered significant losses. Following this, the Meteor was used primarily as an attack aircraft rather than as an interceptor. This scenario assumes that no other forces were available to assist the Australians during this mission and that, for this reason, the Meteors from No. 77 squadron were employed both as attack and as escort aircraft.    

Northern Fury 6 - Keflavik Capers, 1994: War started Sunday and Keflavik was one of the first targets, a surprise missile attack which closed the two main runways and destroyed seven aircraft on the ground. You need time to reinforce and get the base onto a real war-footing. You must inflict damage and slow Soviet progress. Critical to success is the evacuation of non essential personnel and civilians.    

Northern Fury 7 - Plug the Gap, 1994: Steaming North as the fourth day of a new global war opens, you are in command of the HMS Invincible Task Group, and are heading into harm's way! Dawn yesterday saw an amphibious assault around Trondheim. It looks like the Norwegians with the able help of 3 Royal Marine Commando Bde are holding, but pressure from the north is forcing the Norwegian Army to collapse southwards. Narvik fell late yesterday afternoon. STANAVFORLANT is withdrawing in tatters with the remaining surface units of the Norwegian fleet – they are out of it for a bit. Reports from Iceland are vague but it appears that Spetsnaz forces have captured several out-ports and key radar installations have been knocked out. Critical to success is the transport of two parachute battalions to establish initial defences in the Shetland and Faroe Islands.    

Northern Fury 8 - Hold the Line, 1994: You are the commander of the USS Enterprise CVBG, (CVN-65). Due to heightened tensions, your refit/re-fueling was rushed through and completed 8 months ahead of schedule. On the 12th of Feb, while completing your workup trials off of Puerto Rico, you were sent a FLASH message to precede north at best possible speed. Just before midnight last night you received a warning order from CINCLANT informing you of some late developments – including the fall of Iceland. Your orders were to position the TG north east of Newfoundland and prepare for heavy engagement.    

Phoenix of Indochina, 1949: The Japanese ship Hosho was a vital pioneer in naval aviation, being the first ship built as an aircraft carrier. Miraculously surviving World War II, she was historically converted to a transport and then scrapped. In this scenario, the Hosho was given to France as a war prize, and her new owners, faced with a war in Indochina, have wasted no time in putting her to use. Here the Hosho (renamed in a new language that keeps the original meaning) now fights over Haiphong.    

Russian Civil War (Jane's F/A-18) - Phase I, 2004: Due to severe economic downturns and the collapse of the former Soviet Union, the political and military leadership in Russia has splintered into two discrete factions. The result of these divisions is an armed civil conflict. The political and security interests of NATO members and the western world preclude a return to Soviet-era leadership in post-Soviet Russia. In response to this threat, and to a request for assistance by 'Blue Russian' forces, NATO and the United States NCA have dispatched the USS Ronald Reagan Carrier Strike Group to the waters north of the Kola Peninusula. Although overt hostilities have not yet begun against 'Red Russian' forces, they are imminent.    

Russian Civil War (Jane's F/A-18) - Phase II, 2004: During Phase I of the campaign the Reagan Strike Group conducted a systematic attrition of Red Russian air assets and integrated counter-air defenses on the Kola Peninsula. In Phase II, the strike group will perform the function for which it was deployed here: to prevent rebel forces from obtaining and using WMDs or their delivery vehicles.    

Russian Civil War (Jane's F/A-18) - Phase III, 2004: The USS Ronald Reagan Carrier Strike Group was deployed to the waters north of the Kola Peninusula to defeat the threat of Red Russian forces obtaining WMD's and their delivery vehicles. During the first two phases of the operation, the strike group rolled back Red Russian integrated air defenses on the Kola Peninsula and conducted operations to destroy and/or deny various WMD assets to Red Russian forces. With Blue Russian forces obtaining the upper hand and rapidly moving north, the strike group intends to accelerate the Red Russian collapse by attacking their logistics lines and forces from the rear, coupled with an amphibious raid by the USMC in order to further demoralize the rebel leadership and perhaps draw forces away from the Blue Russian advance.    

Uncle Mark's Tutorials #1 - NATO Surface Group vs. Soviet, 1985: World War III has started in 1985, and you are in charge of a small surface action group (SAG). Your job is to hunt Soviet ships and submarines and destroy them before they can get out into the Atlantic ocean, where they could threaten NATO convoys. Your forces consist of three warships--a British destroyer, a Dutch frigate, and a German frigate. You also have three helicopters for scouting the seas ahead of your ships and for hunting submarines.    

Uncle Mark's Tutorials #2 - English Jets over Uganda, 1973: In 1972, Idi Amin broke diplomatic relations with the UK and nationalized several British companies operating in Uganda. This scenario assumes that following this a series of incidents have led to increased hostilities between Uganda and the UK. The UK has decided that a show of force is necessary. Kenya has provided the UK with access to one of its air bases. You are in command of a strike force formed from detachments from a number of RAF squadrons. You have three basic missions. You are to first cripple the Ugandan air force in the sky and gain air superiority. You are also to fly reconnaissance missions over Entebbe. Finally, you are to conduct air strikes against selected ground targets. 


All new scenarios use the v438 versions of the DB3000 and CWDB databases, which are included in the v1.08 upgrade (http://www.warfaresims.com/?p=3896) just released.

As always, the community scenario pack is available for download at the WarfareSims download section:  http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)

With the new additions, the number of total released scenarios now stands at 275!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 17, 2015, 01:59:59 PM
Going to be streaming tomorrow at 11am PST/18:00 GMT at Twitch.tv/Kushan04 (http://twitch.tv/Kushan04).

This week I really will be conducting a US strike on Iranian nuclear infrastructure. Unit count for the scenario I had set up for last week was going to be too much to run smoothly on the stream.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MinmatarCitizen on July 17, 2015, 06:44:59 PM
Definitely looking forward to messing with the new update over the weekend. So far from what I have seen the hypothetical aircraft are really interesting. Especially liking the idea of the hypothetical A-6. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 24, 2015, 09:52:29 PM
Streaming tomorrow, the usual time :D

Not sure what this weeks topic/scenario is going be. Was going to play Northern Fury 6 but I really hate the feeling I'm losing 5 minutes into a scenario.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Tinkershuffle on July 25, 2015, 01:37:43 PM
How's the land warfare in the game nowadays? Have the latest patches brought improvements and depth on that area?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 25, 2015, 02:19:05 PM
No.   They have put a few minor things in, but it is a naval and air warfare simulation If you watt land warfare in detail, this isn't the game for you, and I wold guess not for the near future.  There is still a lot that could be added to the base simulation of naval and air warfare.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on July 25, 2015, 03:40:51 PM
The land warfare really just serves as backdrop for the naval and air component. You may have to destroy a target to support an amphibious landing. The landing exists just to place some importance and timelines on the air attack
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on July 25, 2015, 04:12:58 PM
The land combat models isn't bad but its definitely not the focus of the game. My biggest complaint with it is scale. For example, I think infantry platoons should have 20-30 sub-units and not 4 that they currently have.

If you guys want to see it improved make sure to post what you guys want either here or on the Matrix forums.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MinmatarCitizen on July 26, 2015, 12:37:56 AM
I really don't see how they could possibly enhance land warfare significantly. They would need to have much higher height data resolution, and some sort of way to terrain features like woods, towns, roads etc to make it more realistic. Non AA ground units are just targets in it TBH.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on July 26, 2015, 02:56:51 AM
Quote from: MinmatarCitizen on July 26, 2015, 12:37:56 AM
I really don't see how they could possibly enhance land warfare significantly. They would need to have much higher height data resolution, and some sort of way to terrain features like woods, towns, roads etc to make it more realistic. Non AA ground units are just targets in it TBH.

they could make a 'kind of AI-routine-usage joint venture' on the land module with the Flashpoint Campaign developers.
(there both at Matrix Slitherine, so some kind of deal on licence, and consulting on AI-routines for shares in sales or something on that new module could be negotiated at JDM's round table in Epsom, couldn't it? )

FC:RS has a good working AI based only on units situational awareness, on 500m location distance, (an average of landscape feature percentage averaged into a 500m hex)  and only a 'abstracted height' based on the map in use (so one height level typical about 40m to 70m ...don't try to pinpoint or over analys that topic in FC:RS on a given map, that take the fun out of seeing a FP:RS battle unfold) it has abstracted ground and weather condition build in also

There are already (FC-developer)tools out there that transform open available geo-data into an FP:RS map-dataset
(well, for a full blown outstanding FC map a lot of adjustments by hand, finetuning and even artistic talent is still needed)

so the CMANO landmodule AI, could 'under the hood' transforms the landscape data from CMANO plus additional geo-data stored in the scenario (also there has to be victory location points set by the scenario author that 'attract' the AI driven units) on the fly only where the lands units are operating/clashing into a local 'virtual FC-map data set' (the difficulty is getting roads and rivers right) then the outstanding working FC:RS  AI routines kick-in and calculate movement / ground vs ground action for a 'landscape pulse' (which might be set longer then the CMANO pulses) 

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MinmatarCitizen on July 26, 2015, 10:00:35 AM
I haven't really messed with it much to know how FC:RS does things (I should change that though, but I got other things going on). I'm sure that some of the open GIS data would be useful for road networks, but I suspect that it would be very incomplete in some places. Though I wonder how that would influence performance to have an extra layer of AI decision making and having the extra GIS data.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on July 28, 2015, 09:45:12 AM
Quote from: mikeck on July 25, 2015, 03:40:51 PM
The land warfare really just serves as backdrop for the naval and air component. You may have to destroy a target to support an amphibious landing. The landing exists just to place some importance and timelines on the air attack

  Very true.  On the other hand, there are some interesting effects that make things seem slightly dynamic.  For example, I was bombing a Vietmin ammo dump last night with Vals from the Frenchified Hosho, when some big range circles came into view:  the Vals had spotted some rocket-launchers.  Maybe I can get a DD in range and blast those.  Mildly puzzling if nothing else.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 08, 2015, 01:25:14 AM
Streaming Play the Fool, 2016 [US vs China]. 11am PST/18:00 GMT @ http://twitch.tv/Kushan04 (http://twitch.tv/Kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 08, 2015, 06:29:51 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F08%2FF15SA.jpg&hash=1dd9eaea9296ea05e0eec50cd47a2fc5d6b7c564) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/08/F15SA.jpg)

Miguel Molina has posted a new revision of the community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains twelve brand-new scenarios:     

WEC Davos Attacked by Terrorists, 2016: The World Economic Forum (WEC) is hosted every year in Davos, Switzerland, and attended by numerous political, diplomatic and industry leaders. This year, anonymous threats of a terrorist attack on the event have prompted heavier-than-usual security measures by the local authorities, including the Swiss police and army as well as support by Austrian and NATO air forces.    

Black Tiger I, 2015: The last remnants of USMC Afghanistan veterans are returning to CONUS and transiting the straits of Hormuz, along with the Carl Vinson CSG. But a covertly Russia-backed Iran is determined not to allow safe passage.    

Black Tiger II, 2015: Earlier today, a section of Superhornets was forced to intercept and drive off Iranian MiGs that flew out over Gulf waters to harrass and 'thump' a maritime patrol plane. As the excitement of the morning fades and night falls, there are growing indications that fresh trouble may be brewing...    

Black Tiger III, 2015: In the past two days, several incidents have increased tensions to the boiling point. Iranian fighters have harrassed U.S. maritime patrol aircraft and flown aggressively in the airspace surrounding the two naval groups. Even worse, several missile-armed gunboats fought a surface action against the 5th Fleet on the night of February 6th. Although Iran claims that the boats were manned by Al Quaeda insurgents and that they had nothing to do with the incident, intelligence sources believe the craft involved were actually Iranian naval units flying under false colors, and the diplomatic fallout hasn't stopped yet. This afternoon, Carrier Strike Group 3 will stand on station just west of the Strait of Hormuz, watching tensely as the Tarawa group makes the transit.    

Black Tiger IV, 2015: In the past two days, several incidents have increased tensions to the boiling point. Today the USS Carl Vinson and her escorts plan to transit the strait behind their amphibious group, but they have no idea the horror that awaits them. For decades, it has been nothing more than a respect for the strength of the United States that has kept the Strait of Hormuz open to the world. With Iran on the brink of becoming a nuclear power and with the windfall of top line military equipment they have obtained, the time has come for the regional balance of power to shift decisively. The Iranians are planning to hand the United States Navy the most crushing defeat it has ever seen, seize control of the Persian Gulf - and hold it.    

Black Tiger V, 2015: Bolstered by a new secret alliance with Russia and the influx of a wealth of modern aircraft and weapons systems, the Iranians have executed their plans to become a nuclear power and seize permanent control of the Persian Gulf region. A surprise attack on US ships transiting the Hormuz has resulted in heavy casualties and effective blocking of the straits. Iran capitalyzed on the ensuing confusion and temporary paralysis to successfully test its first nuclear weapon and declare itself a nuclear power. Now the U.S. Navy plans to carry out an operation to re-open the straits and restore freedom of navigation in the Persian Gulf. For this operation, a couple of USN late Cold War projects, the F-14E Tomcat 21 and the AIM-152A AAAM missile (the replacement for the Phoenix) are coming out of the mothballs.    

Trans-Atlantic Convoy Duty, 1985: WWIII has broken out in Europe with the classic Soviet thrust through the Fulda Gap. Unfortunately, the Soviets have also managed to take Iceland, taking effective control of the GIUK gap and leaving the northern convoy routes exposed and vulnerable. Defend the convoy and your battle group from Soviet attack.    

Facing the Bear (The War That Never Was), 1989: Northern Norway may have been the most important theater in the world if the Cold War ever went hot. US reinforcements had to be shipped across the Atlantic in convoys of slow transports vulnerable to Soviet submarines and long-range naval aviation assets. The outcomes of the titanic battles in Germany were completely dependent upon a much smaller battle that would have unfolded in a sparsely-populated, harsh Nordic environment. This scenario, playable from the Soviet side, tries to capture the first stage of that battle.    

Comte De Grasse's Squadron, 1988: World War III has broken out. Limited-scale chemical and tactical-nuclear exchanges have been performed, but so far confined strictly to the Central Front and at sea. During these first few critical days of the war, one of the goals of the American navy is to secure the vital sea lanes of the Atlantic so that convoys will be able to resupply NATO forces in the coming weeks. As part of this effort, a task force centered around the American destroyer Comte de Grasse has been assigned to patrol the waters near the Azores.    

Uncle Mark's Tutorials #3 - Yorktown in the Gulf of Sidra, 1985: Libya has long made the claim that the entire Gulf of Sidra is its territorial waters, as opposed to the normal 12-mile limit prescribed under the United Nations Convention on the Law of the Sea (UNCLOS). The US is sending a message by deliberately moving its ships through what the rest of the world considers international waters. This time the Aegis cruiser Yorktown, damaged from a recent explosion but still battle-worthy, has drawn the lot.    

Kingdom Come, 2018: Following an abortive assassination attempt on the King of Saudi Arabia, compelling links between the assassins and the Egyptian national intelligence agency, the Mukhabarat, quickly came to light. In the ensuing furor, diplomatic attempts to resolve the crisis between the two countries failed as each side dug in their heels. The Saudis would tolerate nothing less than having the responsible parties delivered to them immediately, while the Egyptians were still reeling from the realization that the Mukhabarat had initiated such an outrage without official sanction - but to save face would not admit so. With only hours to go before the deadline of the Saudi's ultimatum, the Egyptians came to the conclusion, under the circumstances, that war was the more tenable option. The Kingdom would oblige.    

Sinking A Battlewagon, 1990: With the construction of the Kirov-class battlecruisers, the US Navy once again faces armored, large enemy combatants. This experiment, with an Iowa as the target, tests the effectiveness of submarine weapons against such targets. 


As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on August 08, 2015, 10:28:17 AM
Mmmmmmmm.....Black Tiger V...yeah :knuppel2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on August 08, 2015, 12:54:29 PM
Quote from: mikeck on August 08, 2015, 10:28:17 AM
Mmmmmmmm.....Black Tiger V...yeah :knuppel2:

that does sound tasty
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 09, 2015, 03:02:58 PM
Here is the first version of my Iran Strike, 2015 scenario. This version varies slightly from the version I played on my livestream. I did a little bit of research into Iran's nuclear program and cut out all of the "civilian" nuclear power plants. Your targets is the heavy water plant at Arak and the fuel enrichment facilities at Fordow and Natanz.

Comments, critiques, and suggestions are much appreciated.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 09, 2015, 03:32:18 PM
That's a heavy alright.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on August 09, 2015, 03:44:32 PM
How about "limited nuclear release authorized". Would love a modern scenario where I could use a few nukes. Tried making it myself but it just didn't work out
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 15, 2015, 12:55:53 PM
Todays stream is now live at http://www.twitch.tv/kushan04 (http://www.twitch.tv/kushan04). Playing Texas Crow, 2020.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on August 15, 2015, 07:14:56 PM
I was admiring the beautiful shape fo the Sea Vixen in some photos today.  I was surprised to learn that the Sea Vixen never fired a against other aircraft and that it also only carried missiles no guns.  I was wondering if there was a scenario in CMANO using sea vixens (set probably in the 1960s I would think)

https://en.wikipedia.org/wiki/De_Havilland_Sea_Vixen

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fstatic2.businessinsider.com%2Fimage%2F55cddc3b371d22723a8bd9ae-872-580%2Fscreen%2520shot%25202015-08-14%2520at%25208.12.39%2520am.png&hash=31933a6a4792053f2acd5f49113d7fedb70be379)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 15, 2015, 08:17:52 PM
Operation Vantage, 1961. It comes with the game, located under Standalone Scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 22, 2015, 12:51:41 PM
Todays stream is live @ twitch.tv/Kushan04 (http://twitch.tv/Kushan04). Will be starting in approx 10 minutes. Today I will be doing another scenario design stream. US/UK vs EU/France/Germany set in the North Sea.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on August 29, 2015, 01:05:44 PM
Streaming Operation Fei Lian @ http://twitch.tv/Kushan04 (http://twitch.tv/Kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 01, 2015, 12:21:48 PM
Beta build of 1.09 is out on the Matrix site.

http://www.matrixgames.com/forums/tm.asp?m=3923060

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 05, 2015, 09:58:16 AM
Will be streaming today at 11am PST/18:00 GMT. Going to be continuing scenario design on the Cauldron North Sea scenario I started a few weeks ago.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 06, 2015, 04:34:31 PM
v1.09 Release Candidate 3 is now available (B737). (http://www.matrixgames.com/forums/tm.asp?m=3923060&mpage=3&key=&#3926464)

Along with a huge list of db additions this build includes:

* New map feature: Day & Night lighting of the Earth (ON by default). It can be enabled/disabled through the "View" menu and is persisted per-side as part of the map view options.

* FIXED: Out-of-memory error causes "red X of doom" on main map <---- NEED CONFIRMATION ON THIS!

* Includes updated & rebuilt versions of the included 40 standalone scenarios and 6 tutorials.

* Includes the v440 versions of the DB3000 and CWDB databases.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pinetree on September 06, 2015, 04:56:56 PM
I hope they upgrade the coastlines at some stage. NZ still doesn't have it's two most important harbours available as they're considered land in the game. One of them (Waitemata harbour in Auckland) contains NZ's one major Naval base. Makes it a bit hard to set up an accurate representation. :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 07, 2015, 07:00:07 AM
That is only aesthetics.  It has no impact on the simulation itself.  There is no benefit for having a harbor, at least to moving around.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on September 19, 2015, 12:46:40 PM
Stream is now live! (http://www.twitch.tv/kushan04). Will be playing Operation Vantage, 1961 today.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 02, 2015, 11:35:34 PM
Streaming tomorrow, 11am PST/18:00 GMT. Will be continuing work on my next US/UK vs EU North Sea scenario. Also have an exciting announcement about next weeks stream.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 04, 2015, 12:11:22 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F10%2F10744079_940404262641074_10063182_o-1024x768.jpg&hash=216258fe50ba52c7128ff45b65683dc5b18d8c0c) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/10/10744079_940404262641074_10063182_o.jpg)

Miguel Molina has posted a new revision of the community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains ten brand-new scenarios:     

Attack Sub Duel Off Hokkaido, 2003: This scenario assumes that tensions have increased between Japan and Russia.  Japanese Coast Guard vessels have fired on Russian fishing boats that have strayed into Japanese territorial waters.  Russia has threatened to attack Japanese shipping in retaliation. The submarine Harushio has been ordered to support a surface group transiting to Nagasaki. Russian attacks are highly likely.    

First Battle of Donetsk Airport, 2014: On May 16, 2014 the Ukrainian government started an anti-terrorist operation against pro-Russian insurgents in the Donetsk Oblast in early April 2014. Pro-Russian protesters and insurgents affiliated with the DPR captured and occupied numerous government buildings, towns, and territories in the region. In Donetsk city itself, many government buildings were under separatist control. During the morning of May 26, pro-Russian insurgents captured the terminal buildings of Donetsk International Airport, and demanded the withdrawal of government forces from the area. Soon after, Ukraine issued an ultimatum to the insurgents, demanding they surrender immediately. This was rejected, causing paratroopers to launch an assault on the airport, accompanied by airstrikes against insurgent positions.    

Here, There And Everywhere, 1965:  On July 24, 1965 an F-4C flying CAP over North Vietnam was shot down by a Russian-supplied SA-2 missile. This was the first attack by SAMs on US aircraft and the shootdown took Washington by surprise. A reprisal raid was decided. On July 27 a large raid of F-105s was launched against the sites and nearby barracks where the SAM crews were living. The costliest yet day of the Vietnam air war was about to unroll.    

Northern Fury #9.1 - Eisenhower Moves North, 1994: Entering the sixth day of WW3, the situation in the North Atlantic remains desperate.  The rapid capture of North Norway and Iceland have allowed the Soviets to surge almost 100 submarines into the Atlantic.  The Enterprise CVBG spent two difficult days blunting an attempt by the Red Banner Northern Fleet to interdict the sea lanes, she is now retiring, as are the major Soviet surface units, to replenish. Now, as Enterprise steams south, the USS Eisenhower, after three days of hard fighting in the Mediterranean, has passed through the pillars of Hercules and is heading north. She and the Carl Vinson CVBG will strike at Soviet forces around Iceland three days from now.    

Northern Fury #3 - Dagger To The Heart, 1994: A quiet Sunday morning in New York Harbour, it's cold and windy and the main topic of conversation at the Sandy Hook, New Jersey Coast Guard Station is the ongoing fiasco at the Olympics...    

Scenario Editor Tutorial - Adding Weapons, 2015: Unlike other Command scenarios, this is intended to be played in scenario-editor mode. In this scenario, the player will add aircraft to an airfield, arm the aircraft, and then shoot down an easy target.    

Uncle Mark's Tutorials #4 - Boston Guards the Denmark Strait, 1985: Hostilities have broken out in Europe.  The war is only a few days old, but there has been limited use of chemical and tactical nuclear weapons, and American vessels have been cleared to use nuclear depth charges against enemy submarines. You are in command of the American nuclear attack submarine Boston.  You have been assigned to patrol the Denmark Strait, which lies between Iceland and Greenland.  Controlling the Denmark Strait would be vital in any conflict between NATO and the Soviet Union (or, today, Russia) as it connects the Norwegian Sea with the rest of the Atlantic Ocean.    

Uncle Mark's Tutorials #5 - Motozintla Incursion, 2015: Existing tensions between Mexico and Guatemala have increased in recent months.  Matters came to a head when Mexican forces fired on a Guatemalan fishing boat that had strayed into Mexico's territorial waters.  Accounts of the attack vary, but it appears that the fishing boat had initially refused to surrender to Mexican forces and had attempted to flee back into international waters. However, many believe the level of force used by Mexico was excessive. With Mexico's military already spread thin trying to keep the drug cartels under control, there is concern that Guatemala will launch some kind of punitive expedition. This scenario is designed to give players practice with air power vs. ground forces situations, on a low-intensity conflict.    

Waller Takes Charge, 1955: Hostilities erupted between NATO and the Soviet Union in 1955.  The war is less than one day old, and both sides have taken terrific losses in the Mediterranean. It falls to the American destroyer Waller and forces attached to her to seize control of the waters south of Crete.    

War of the Thirty-Fives, 2021: The Kurds have finally secured independence, and a windfall of now-rising oil prices and the investment opportunities that have come with formal recognition have allowed their (not entirely unjustifiably) paranoid leaders to embark on the kind of military overbuildup that has not been seen for a while. Among this buildup is a new air force, built from the ground up. With Western purchases coming with far too many strings attached, they have obtained a massive number of the most advanced Fulcrum variant, the MiG-35. Unfortunately, the Kurdish political problem has continued in Turkey, with emboldened Kurdish fighters in that country's east increasingly using their neighbor as a sanctuary. Clashes are an unfortunate routine. Now Ankara seeks to break the stalemate by using their finally-ready fifth generation stealth F-35s. But stealth or not, superior technology or not, the Kurdish government is prepared to defend its territorial integrity.... 


Some of the above scenarios use the most recent version (v440) of the Command databases, which are included with the v1.09 RC11 (B746) (http://www.matrixgames.com/forums/fb.asp?m=3933786) update. We therefore recommend downloading and applying this update before using the new scenarios. Alternatively, players can hold for the official release of the v1.09 update (http://www.warfaresims.com/?p=3918) which is approaching fast.

As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 09, 2015, 02:06:34 PM
Tomorrow I'll be streaming Northern Inferno at 11am PST/18:00 GMT @ Twitch.tv/Kushan04. Please be aware it is a beta version so some bugs might be present.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 15, 2015, 09:03:02 AM
Northern Inferno is coming on October 22nd! - http://store.steampowered.com//app/397180
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 21, 2015, 06:34:20 AM
The scenarios of Northern Inferno: http://www.warfaresims.com/?p=4000
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 23, 2015, 06:32:19 AM
Northern Inferno launch offer: Get CMANO 25% off until October 29!!!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2014%2F09%2Fheader_thumb.jpg&hash=4be9fa738cabca7079eb05bdbfd1a74cdafb5aea) (http://matrixgames.com/products/483/details/Command:.Modern.Air/Naval.Operations)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on October 23, 2015, 07:46:11 AM
Quote from: Dimitris on October 21, 2015, 06:34:20 AM
The scenarios of Northern Inferno: http://www.warfaresims.com/?p=4000

The Matrix site says there are 6 introductory tutorials...are they new or the same that came with the original game release? I was hoping for new...!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 23, 2015, 07:50:30 AM
It's actually seven. Three of them are the original tutorials, three more from the Uncle Mark collection, plus a dedicated A2A-refueling tutorial by Tomcat84.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Tinkershuffle on October 23, 2015, 01:45:10 PM
Should I grab this now or wait for possible Christmas -33/50% sales? I thought I'll skip CMANO for good but reading Clancy's Red Storm Rising changed my mind. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 23, 2015, 02:00:56 PM
Quote from: Tinkershuffle on October 23, 2015, 01:45:10 PM
Should I grab this now or wait for possible Christmas -33/50% sales? I thought I'll skip CMANO for good but reading Clancy's Red Storm Rising changed my mind. :)

I'm more then a bit biased but IMO Command is the best wargame to come out in the last few years.

If your looking to dip your toe in before buying the full game, I highly recommend picking up Northern Inferno first. You wont be able to use features like the editor or play the massive amount of scenarios that have been released by the community. But it would let you play the awesome scenarios the it has and get a feel for the game and whether the full game is for you.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 23, 2015, 06:15:19 PM
Some day I will have to wrap my head around this game....all the scenarios sound great and should be the type of game I like, but I just end up staring at the screen:(

My brain is just not advanced enough to "get" how to play it correctly....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 23, 2015, 09:59:29 PM
The main problem is it takes a fairly significant investment of time and effort to play it and get the most out of it.  Playing a scenario to try to beat the AI is only a small part of the game.  The biggest part is learning about the systems, units, strategy, tactics, etc. that are beyond what is in the manual.  It would be impossible for the devs to document all the ways to use the systems.  It takes using google, the resources on the website, reading, etc. to understand how it all fits together.

Command is about the only game I play now because the investment needed in time and effort is the only way to get the most out of it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 23, 2015, 11:15:29 PM
And that likely is the reason I haven't been able to play or wrap my head around it....seems like on the borderline of work, versus playing a game.  But I get it that some folks enjoy that, but apparently must not be for me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on October 24, 2015, 07:00:48 AM
Quote from: Grim.Reaper on October 23, 2015, 06:15:19 PM
Some day I will have to wrap my head around this game....all the scenarios sound great and should be the type of game I like, but I just end up staring at the screen:(

My brain is just not advanced enough to "get" how to play it correctly....

This channel (and a week spare time) could be very usefull :

https://www.youtube.com/user/baloogan/videos?flow=grid&sort=da&view=0

Also great (from forum member Kushan) :

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 24, 2015, 07:06:30 AM
Quote from: Grim.Reaper on October 23, 2015, 11:15:29 PM
And that likely is the reason I haven't been able to play or wrap my head around it....seems like on the borderline of work, versus playing a game.  But I get it that some folks enjoy that, but apparently must not be for me.

That's very much how I feel about all the Football Manager games :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 24, 2015, 07:16:10 AM
Quote from: Dimitris on October 24, 2015, 07:06:30 AM
Quote from: Grim.Reaper on October 23, 2015, 11:15:29 PM
And that likely is the reason I haven't been able to play or wrap my head around it....seems like on the borderline of work, versus playing a game.  But I get it that some folks enjoy that, but apparently must not be for me.

That's very much how I feel about all the Football Manager games :D

I tend to understand sports management games better, but yes even some of the football manager depth overwhelms me as well....trust me, I want to play this game (I own it) but to my own fault, just hard for me to invest an extreme amount of time in videos, googling to learn weapon systems, etc......this is not at all a knock on the game, just a realization may be beyond my scope of comprehension.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 24, 2015, 08:00:18 AM
The other problem is there are people who want to come in and play a 2000 unit USSR vs NATO scenario and have everything laid out for them.  These guys seem dead set against playing a Peru vs Chile scenario with 20 units.  Then they come and proclaim the game is too hard.

If you stick to some small scenarios and focus on learning the interface, the game is quite manageable.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 24, 2015, 08:15:27 AM
Quote from: RyanE on October 24, 2015, 08:00:18 AM
The other problem is there are people who want to come in and play a 2000 unit USSR vs NATO scenario and have everything laid out for them.  These guys seem dead set against playing a Peru vs Chile scenario with 20 units.  Then they come and proclaim the game is too hard.

If you stick to some small scenarios and focus on learning the interface, the game is quite manageable.

Not sure if that was meant towards me, but that is not the case at all....haven't even tried to touch the large scenarios.  There are some games that click with people and some games that don't....this just happens to be one of those that don't for me at the moment.  It's "hard" from my perspective right now, but not at all suggesting that is a reflection of the game or on the people who have figured it out.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on October 24, 2015, 08:16:25 AM
I agree. We've gotten more tools to work with over the course of patches. The only thing that annoys me is the auto-RTB of units that are on a mission. Once they RTB I can't find a way to cancel that and keep them in the AO.
For example, A-10C's have a BIG gun that's of much use after they've shot all their missiles and bombs off, but once it goes RTB I can't get them back.
The only way I know how, is to have them under manual control all the time, but that gets tedious with lots of units.
If there is another way, please enlighten me!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 24, 2015, 08:59:22 AM
Quote from: Grim.Reaper on October 24, 2015, 08:15:27 AM
Quote from: RyanE on October 24, 2015, 08:00:18 AM
The other problem is there are people who want to come in and play a 2000 unit USSR vs NATO scenario and have everything laid out for them.  These guys seem dead set against playing a Peru vs Chile scenario with 20 units.  Then they come and proclaim the game is too hard.

If you stick to some small scenarios and focus on learning the interface, the game is quite manageable.

Not sure if that was meant towards me, but that is not the case at all....haven't even tried to touch the large scenarios.  There are some games that click with people and some games that don't....this just happens to be one of those that don't for me at the moment.  It's "hard" from my perspective right now, but not at all suggesting that is a reflection of the game or on the people who have figured it out.

I'm fairly certain the criticism was not directed at you. In fact I have a sound idea who he has in mind  8)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 24, 2015, 09:02:28 AM
Quote from: Yskonyn on October 24, 2015, 08:16:25 AM
I agree. We've gotten more tools to work with over the course of patches. The only thing that annoys me is the auto-RTB of units that are on a mission. Once they RTB I can't find a way to cancel that and keep them in the AO.
For example, A-10C's have a BIG gun that's of much use after they've shot all their missiles and bombs off, but once it goes RTB I can't get them back.
The only way I know how, is to have them under manual control all the time, but that gets tedious with lots of units.
If there is another way, please enlighten me!

You can unassign them (U key), and then manually control them as you see fit. Have to be careful with their fuel if they were RTBing because of bingo.

Specifically for gun attacks, there's a doctrine option ("use gun for A2G attacks" or somesuch) that determines if the AC will stick around and keep strafing after dropping its heavy stores, or depart. We added it after players feedback that both behaviors can be valid, depending on context. (Quite a few cases where local air defences are so intense that you really don't want to stick around and spar)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on October 24, 2015, 09:05:14 AM
Quote from: Yskonyn on October 24, 2015, 08:16:25 AM
I agree. We've gotten more tools to work with over the course of patches. The only thing that annoys me is the auto-RTB of units that are on a mission. Once they RTB I can't find a way to cancel that and keep them in the AO.
For example, A-10C's have a BIG gun that's of much use after they've shot all their missiles and bombs off, but once it goes RTB I can't get them back.
The only way I know how, is to have them under manual control all the time, but that gets tedious with lots of units.
If there is another way, please enlighten me!

Hope this is what you are looking for :

Select side doctrine menu
General
Air operations
RTB when winchester -> select no



Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 24, 2015, 09:33:54 AM
Quote from: RyanE on October 23, 2015, 09:59:29 PM
The main problem is it takes a fairly significant investment of time and effort to play it and get the most out of it.  Playing a scenario to try to beat the AI is only a small part of the game.  The biggest part is learning about the systems, units, strategy, tactics, etc. that are beyond what is in the manual.  It would be impossible for the devs to document all the ways to use the systems.  It takes using google, the resources on the website, reading, etc. to understand how it all fits together.

Command is about the only game I play now because the investment needed in time and effort is the only way to get the most out of it.

I disagree. It takes no more effort then any other game. I've been playing since right before launch and I still don't know off hand the capabilities of half the units in it off the top of my head. I think people get too caught up in the the huge database and all the numbers but there are only a few that really "matter" to the average player. Lets take a SAM system, doesn't matter the type. For the most part the two things that matter are the range of the radar and the range of its weapons. Depending on the era of the scenario, the knowledge that older SAM system will probably be less effective against some modern aircraft will also come into play

Same goes for aircraft, what really matters in most situations is the range of the current loadout, whether or not its LO/stealth, sensors, etc. But you don't need to know off the top of your head the climb rate of an F-15 or its fuel consumption in the different fuel bands, other then faster = use more fuel, unless you really want to micro every little detail.

Quote from: Yskonyn on October 24, 2015, 08:16:25 AM
I agree. We've gotten more tools to work with over the course of patches. The only thing that annoys me is the auto-RTB of units that are on a mission. Once they RTB I can't find a way to cancel that and keep them in the AO.
For example, A-10C's have a BIG gun that's of much use after they've shot all their missiles and bombs off, but once it goes RTB I can't get them back.
The only way I know how, is to have them under manual control all the time, but that gets tedious with lots of units.
If there is another way, please enlighten me!

Go into the units ROE (you can multi select all the aircraft at a base) settings and turn off RTB when winchester. You will still have to watch your gun ammo on your A-10s, since when they run out they wont RTB until there fuel gets low.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 24, 2015, 09:39:05 AM
That is easy to say for someone who has been playing it as long as you have.  Someone just asked what the difference between DEAD and SEAD is on the forum.  That is the kind of stuff that jumping in and playing won't help you with.  You have to go ask or google it.  The game assume you either know a lot of nomenclature and tactics or are willing to make the effort to go look it up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 24, 2015, 09:41:47 AM
Another example...questions about WRA.  Its not in the manual anywhere.  You have to make the effort to not only look it up in the FAQ on another website.  Even then, it is not exactly intuitive.  There can be thousands of options in WRA settings and without playing around with it, it can seem very dense.

Not blaming the devs...it would be almost impossible to document every option in Command.  Sometimes its up to the player.  It does sometimes seem like work.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 24, 2015, 03:16:52 PM
Quote from: RyanE on October 24, 2015, 09:41:47 AM
Another example...questions about WRA.  Its not in the manual anywhere.
Touche  :) It was added in one of the free updates, and our "print version" manual is still stuck on v1.00 (which is why we have the "Manual Addendum" pages (http://www.warfaresims.com/?page_id=2695)).

We gave a brief description of the mechanics and its benefits when we first presented it (http://www.warfaresims.com/?p=3598), and Baloogan has dedicated one of his new UI tutorial videos to it: https://www.youtube.com/watch?v=XHiXU5Nil8M&list=PLgRuKky0mojZkb5tSIpJgEy0WR4rzt6tA&index=8

We're not perfect, but we're trying :)

Quote
You have to make the effort to not only look it up in the FAQ on another website.  Even then, it is not exactly intuitive.  There can be thousands of options in WRA settings and without playing around with it, it can seem very dense.

Not blaming the devs...it would be almost impossible to document every option in Command.  Sometimes its up to the player.  It does sometimes seem like work.

This is fair, and it's one of the unavoidable consequences of presenting a tool that is so powerful/flexible that it can be used in ways that the original creator cannot yet envision (imagine e.g. Graham Bell trying to write down operating instructions for the iPhone :) ). What we _can_ do, and most frequently try to, is to frame the practical benefits in setups most familiar to the user base ("yes, you can now tailor your AMRAAM shot doctrine so you easy-loft singles at long range against a transport while ripple-firing at medium range against a MiG-29") and then let players run with it.

If the logic sounds familiar, you may have fond memories of MicroProse's epic manuals - we sure do  ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on October 24, 2015, 03:17:01 PM
I appreciate the prompt responses, Dimitris, Pete and Kushan. As a reward I just bought NI. ;)

I never thought about using Unassign in this context. Thank you.
The benefit of Dimitris' tip over altering the ROE is that you get a msg when the unit goes RTB and you can react accordingly. If you alter it in the ROE, you will likely miss cues in a unit heavy scenario because they don't give feedback anymore.

That makes me wonder; if a unit RTB'd due to being Winchester and you cancel that by Unassigning it and take manual control, will it generate a msg once it becomes Bingo?
If not, that would be a grand addition to the system.


Nevermind, I pulled my head out of my arse, cause I already know its there.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 24, 2015, 03:24:43 PM
Double Team: Get CMANO and NI together and save 23% until October 29!
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIIsPXnX.jpg&hash=bde75e9b5638a5c6e70a247a9eb6810213d83552) (http://store.steampowered.com/sub/80730/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 25, 2015, 07:22:16 AM
In my quest to not totally give up, had some reasonably good times this morning.....still don't know fully what the heck I am doing, but good times nonetheless:)  Played a very small scenario, basically patrolling Libyan waters, had fun shooting down a few aircraft, destroying some surface ships/subs....but to my horror, I accidentely destroyed some neutrals:)  Going to need to show some weapon release restraint...things can get busy real fast so going to need to master how to control/monitor all these assets at once.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 25, 2015, 08:28:34 AM
Quote from: Grim.Reaper on October 25, 2015, 07:22:16 AM
In my quest to not totally give up, had some reasonably good times this morning.....still don't know fully what the heck I am doing, but good times nonetheless:)  Played a very small scenario, basically patrolling Libyan waters, had fun shooting down a few aircraft, destroying some surface ships/subs....but to my horror, I accidentely destroyed some neutrals:)  Going to need to show some weapon release restraint...things can get busy real fast so going to need to master how to control/monitor all these assets at once.

pfft...you're really going to half to get over the killing neutrals thing :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 25, 2015, 04:53:29 PM
You know you have an illness when one day your stating how difficult the game is and then the very next day you buy the expansion pack:)

Hello, my name is grim.reaper and I have a gaming problem.....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on October 25, 2015, 05:22:48 PM
LOL +1 you can count me in on this illness as well.  Its contagious :crazy2:

Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: DoctorQuest on October 25, 2015, 06:03:41 PM
At the end of the day isn't that why we are all here?  :uglystupid2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 25, 2015, 07:52:51 PM
I've learned two things from playing this game over the last year. First, the F-35 is so far beyond the capabilities of gen 4 that's it's not fair. Whether it's taking out a target with JASM or internal JSOW or whether it's ambushing a bunch of Enemy aircraft and escaping undetected...it's almost too easy.

Second, the U.S. Navy had a major brain fart when- for the last 20 years- they decided the main mission of the Navy was land attack. All this money on tomahawk upgrades and ballistic missile defense so we could get in tomahawk range...and no way for a big ass US destroyer to kill an enemy ship. Think about it. Most ships don't have harpoon boxes (even if they did they are slow, non stealthy and therefor, dead) and to kill a ship with SM-2s or SM-6s you have to be close and hit it ALOT. I'm a captain of the U.S. Arleigh Burke. I'm in a combat zone and identify 2 enemy frigates approaching. But I can't kill them. Now the NAVY is rushing production on the LRASM for that reason. Unbelievable
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 25, 2015, 08:18:22 PM
Quote from: mikeck on October 25, 2015, 07:52:51 PM
I've learned two things from playing this game over the last year. First, the F-35 is so far beyond the capabilities of gen 4 that's it's not fair. Whether it's taking out a target with JASM or internal JSOW or whether it's ambushing a bunch of Enemy aircraft and escaping undetected...it's almost too easy.

Second, the U.S. Navy had a major brain fart when- for the last 20 years- they decided the main mission of the Navy was land attack. All this money on tomahawk upgrades and ballistic missile defense so we could get in tomahawk range...and no way for a big ass US destroyer to kill an enemy ship. Think about it. Most ships don't have harpoon boxes (even if they did they are slow, non stealthy and therefor, dead) and to kill a ship with SM-2s or SM-6s you have to be close and hit it ALOT. I'm a captain of the U.S. Arleigh Burke. I'm in a combat zone and identify 2 enemy frigates approaching. But I can't kill them. Now the NAVY is rushing production on the LRASM for that reason. Unbelievable

I was an F-35 skeptic then I used it in a scenario I was making. If it works half as well in real life as it does the game then any potential OPFOR is ****** when it gets into full service. One of the scenario ideas I've been tossing around lately is a US fleet defense scenario comparing different combinations of the F-35, F-18C/E/F and AST-21.

That's because the current way of thinking is that subs are the main ASuW platform. Still its stupid not any ASuw capability on the surface force.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on October 26, 2015, 12:28:34 AM
Is the lack of surface to surface capability on US ships something that changed during the cold war? The ships in WW2's Pacific Theatre were pretty capable of returning devastating shots still.
I'd be interested to know more about the why!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 26, 2015, 12:30:31 PM
 It changed in the 1990s. I think the U.S. Navy wanted to remain relevant while they realize that there were no for navies that could even come close to competing for control of the seas. By transforming into a ship to shore attack roll the Navy insured it could be part of any operation. Now are faced with the Chinese lady which is growing in power and we are ill-equipped to deal with ship to ship combat.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 26, 2015, 12:46:56 PM
BTW, if you guys have ever wondered why devs in general are reluctant to discuss tech details (of bugs, fixes, new features etc.) with the public, here's an example of why: http://www.armchairgeneral.com/forums/showthread.php?p=3124262#post3124262
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 26, 2015, 01:19:08 PM
Quote from: Dimitris on October 26, 2015, 12:46:56 PM
BTW, if you guys have ever wondered why devs in general are reluctant to discuss tech details (of bugs, fixes, new features etc.) with the public, here's an example of why: http://www.armchairgeneral.com/forums/showthread.php?p=3124262#post3124262

It's a mistake to draw any attention to Herman. That's exactly what he wants. Responding to him at ACG is one thing, but we all know his schtick.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 26, 2015, 01:47:25 PM
Exactly. The game is certainly not buggy. I felt he was nit-picking when he first did his review and said as much. Just his thing. You guys out out a good game and support it. I've had my issues with some people on the matrix forum long ago but never with the game
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on October 26, 2015, 01:59:23 PM
I commend you guys for not lowering yourself to feeding the troll.  Its what he is looking for and starving him of attention is far more effective than any type of discourse. 

I dont know how you do it since I would be pissed if a project I worked on and labored over and loved was consistently and fanatically criticized by one individual with an agenda.   

Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 26, 2015, 02:18:00 PM
Quote from: Yskonyn on October 26, 2015, 12:28:34 AM
Is the lack of surface to surface capability on US ships something that changed during the cold war? The ships in WW2's Pacific Theatre were pretty capable of returning devastating shots still.
I'd be interested to know more about the why!

Ever since WW2 the US Navy's philosophy has been that the carrier is the primary striking element with everything else there to guard it. But once reliable missiles systems are introduced and renders armor ineffective there's an even less desire to get within range of an opponent.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 26, 2015, 02:22:56 PM
Quote from: Kushan on October 26, 2015, 02:18:00 PM
Quote from: Yskonyn on October 26, 2015, 12:28:34 AM
Is the lack of surface to surface capability on US ships something that changed during the cold war? The ships in WW2's Pacific Theatre were pretty capable of returning devastating shots still.
I'd be interested to know more about the why!

Ever since WW2 the US Navy's philosophy has been that the carrier is the primary striking element with everything else there to guard it. But once reliable missiles systems are introduced and renders armor ineffective there's an even less desire to get within range of an opponent.



I know in the 1980's the U.S. navy ships were equipped with Harpoons (modern for the time) and Tomahawk ASMs for a short time. The latter cancelled and the former never modernized.

And I would add that those carrier aircraft have nothing to strike with (although yes, it was intended to be the primary ASM platform. Harpoons outdated. Luckily, LRASM will be launched from B-1b's and F-18s. Eventually, f-35c
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 26, 2015, 02:27:31 PM
The problem is the decision to retire TASMs in the 90s. Now the USN's primary ASM is the Harpoon, which lacks the range, hitting power and flexibility of a Tomahawk.

Of course, now there's a push to bring back an anti-ship version of the Tomahawk

http://news.usni.org/2015/02/10/west-bob-work-calls-navys-anti-surface-tomahawk-test-game-changing (http://news.usni.org/2015/02/10/west-bob-work-calls-navys-anti-surface-tomahawk-test-game-changing)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 26, 2015, 02:28:01 PM
Quote from: mikeck on October 26, 2015, 02:22:56 PM
Ever since WW2 the US Navy's philosophy has been that the carrier is the primary striking element with everything else there to guard it. But once reliable missiles systems are introduced and renders armor ineffective there's an even less desire to get within range of an opponent.
And I would add that those carrier aircraft have nothing to strike with. Harpoons outdated. Luckily, LRASM will be launched from B-1b's and F-18s
[/quote]

True, I was just talking about general philosophy. LRASM is ok. Shame the LRASM-A (super sonic variant) was cancelled.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on October 26, 2015, 02:34:09 PM
Yeah, good point. I get that LRASM-B is stealthy...but why cancel a supersonic "A" version?
Like I said though, pitiful that the U.S. Navy relies on a torpedoe, iron bombs, a 35 year old missile or 5inch shells to sink ships
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 26, 2015, 02:37:17 PM
Quote from: mikeck on October 26, 2015, 02:34:09 PM
Yeah, good point. I get that LRASM-B is stealthy...but why cancel a supersonic "A" version?
Like I said though, pitiful that the U.S. Navy relies on a torpedoe, iron bombs, a 35 year old missile or 5inch shells to sink ships

Pitiful is the word for it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on October 26, 2015, 03:08:02 PM
Quote from: mikeck on October 26, 2015, 02:34:09 PM
Yeah, good point. I get that LRASM-B is stealthy...but why cancel a supersonic "A" version?
Like I said though, pitiful that the U.S. Navy relies on a torpedoe, iron bombs, a 35 year old missile or 5inch shells to sink ships

There is some interesting discussion of this over at the Matrix forums, can't find the thread right now...ah, here it is: http://www.matrixgames.com/forums/tm.asp?m=3572673&mpage=1&key=LRASM (http://www.matrixgames.com/forums/tm.asp?m=3572673&mpage=1&key=LRASM). Basically the gist of the thinking is that supersonic ASM are actually easier to engage vs. a slower stealthy missile because infra-red search and track (IRST) detect the supersonic missiles much further out. I'm not particularly well-versed in such things, but it would go a long way towards explaining why the Navy is putting their money into a slower stealthy version.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 31, 2015, 12:49:23 PM
Streaming Northern Inferno today at 11am PST/18:00 GMT @ twitch.tv/Kushan04 (http://twitch.tv/Kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 31, 2015, 01:35:39 PM
Quote from: Kushan on October 31, 2015, 12:49:23 PM
Streaming Northern Inferno today at 11am PST/18:00 GMT @ twitch.tv/Kushan04 (http://twitch.tv/Kushan04)

I'm watching a bit of this in preparation for the Linux port, and I couldn't help noticing that the map was really jerky when you were panning it or zooming in/out.  Is that the game or because it was on Twitch?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 31, 2015, 01:42:49 PM
It's an inherent limitation of how the map rendering currently works. We're working on something far smoother.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on October 31, 2015, 01:44:03 PM
Ah cool.  Thanks Dimitris.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: spelk on November 01, 2015, 01:18:49 PM
I did a Northern inferno thing.. in my usual layman's style.

http://sugarfreegamer.com/northern-affordable-inferno/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 01, 2015, 02:45:15 PM
Thanks! You are very kind.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on November 01, 2015, 10:16:51 PM
Just out of curiosity, where do you guys go to get your information on new weapon systems.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 02, 2015, 12:10:24 PM
Public-domain sources mostly...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 25, 2015, 03:36:48 PM
AUTUMN SALE ! CMANO 50% off, CMANO+NI bundle 45% off!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4VZUXgE.png&hash=e7986ad0723f3ece4e3e604c866f05a793a226b9)
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FksrnkiI.png&hash=93f06a617abd0f7298bf6895f5131c47c694c5d8) (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: gameleaper on November 28, 2015, 10:40:30 PM
dear god thankyou for this game!!!!!!!!! it looks complex, but its really really easy to get into it, the tutorials are easy simple steps that are well designed, and are interesting , I have never ever been so impressed with a wargame or any game ever and I have played games for 35 years since before space invaders.

I have learned a battle can flaire-up in seconds the aircraft are fighting in minites or seconds, when your air units need to rearm there out of the battle as it takes so long in battle time to get back in the fight(If I was designing a navy plane I would work on fast rearming like they did with in air refuleing, you could attach an in air arms package, sort of skills you would learn in F1 racing)

I've also droped in shock at how good the community Mod is, you get lots of scenarios and pictures of the units and weapons, its took a superb game and made it more so which seemed impossible to do

If anybody anywhere thinks they have ever played a better game there wrong, this is the ultimate game, better than harpoon and WitP, this is just a blast , Ive only played through the tutorials and looked at a few scenarios, even the deck guns have tracers when firing.

I'm sorry for sounding like a kid at Christmas, but I never have had a better time.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 07, 2015, 07:16:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2015%2F12%2FRW_CB.jpg&hash=d2cec9f15f0585a1ffc9eabb1212868dd364493b) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2015/12/RW_CB.jpg)

Miguel Molina has posted a new revision of the community scenario pack, the compendium of Command scenarios crafted by the user community. The new release contains fifteen brand-new scenarios:

Biddle's Team, 1982: Three weeks after the assassination of Anwar Sadat on October 6, 1981, Egypt has slipped into political chaos. A Soviet surface group is currently en route to offer support to the pro-Soviet faction now struggling for control. The United States, however, has recognized a pro-Western faction as the legitimate government of Egypt, and has no intention of allowing Egypt to turn into a Soviet puppet state.

Biddle's Quandary, 1982: The Middle East has become increasingly unstable since the assassination of Anwar Sadat in 1981. Egypt has avoided total collapse, but militant groups have been responsible for numerous acts of terrorism in the last several months. Evidence suggests that Syria and Libya have been sponsoring some of these terrorist groups. The US has moved some of its ships near Syria as a show of force, hoping the proximity of American military might will discourage further acts of terrorism. Egypt has sent one of its patrol boats into the area as well. Syria, however, has responded by threatening to attack any vessel that violates its territorial waters.

Biddle goes to Algeria, 1984: Tensions have increased between the United States and Algeria in the early 1980s. To increase presence in the region, a small force centered on the cruiser Biddle is tasked to patrol defensively off the Algerian coast, screened by RAF aircraft from Gibraltar.

Fall of Seoul, 1950: North Korean forces have crossed the 38th parallel and invaded South Korea, in violation of UN agreements. This scenario covers the first three days of fighting for the US forces in the Korean war. Your tasks are as follows:
* Coordinate an evacuation by air and sea from Seoul to US bases in Japan.
* Establish air superiority over South Korea.
* Conduct tactical interdiction against communist advance south of the 38th parallel.

MINUSMA, 2015: The atrocities commited by the rebel groups in Mali's north has taken a turn for the worse. The UN has authorized airstrikes to support the Malian goverment in its push to once again retake the north of the country. To support the UN's mission in Mali, Sweden has deployed its fighter jets abroad for the first time since the Congo Crisis. You are to employ airstrikes to weaken the rebels ability to wage an effective fight towards the goverment and you are to provide reconnissance support for the Malian goverment if requested. Collateral damage or friendly losses will not be tolerated!

Norrland Defense, 1990: Defense of Norrland and its strategically important F 21 Luleå Airbase and Luleå Harbour from a pre-emptive Soviet strike in preparation for a full blown invasion. Defend the Luleå airbase against Soviet assaults and engage the Soviet ships and submarines reported in the area.

Sandbox Scenario #1: Surface Encounter, 1991: In this adaptation of scenario "Surface Encounter" from the boardgame "Harpoon: Captain's Edition", an Arleigh Burke-class destroyer is escorting a Whidbey Island-class LSD in the Norwegian Sea and it happens to detect a Soviet Sovremenny-class destroyer with an Ivan Rogov-class landing ship. A skirmish ensues with both sides trying to sink the other's escorted ships. The Soviets win a victory if they sink the LSD while the US wins if it can sink the Rogov.

To Kill A Mockingbird, 1979: This scenario pits the Soviet air defenses on the Kola Peninsula against the legendary SR-71 - and against the equally-legendary Soviet command chain bureaucracy! To win this mission, you must not only shoot down the dreaded Blackbird, but also do so only after receiving Moscow's permission. Better yet, you will not know where and when exactly the secretive plane is coming - this mission is designed to be dynamic and will play differently each time. Sometimes you will have a good shot, while other times the Habu will elude you entirely.

USS Midway vs Cuba (The War That Never Was), 1989: When WW3 breaks out in the early 1990s, it spreads everywhere, quickly. One exception has been Cuba, issuing an open letter of neutrality to everyone. However, Cuba is now planning on entering the war. The Soviet Union has instructed them to enter the war just as the US is sending the first of their heavy divisions towards Europe. What if Cuba did enter the war at this percarious moment? All that the US has standing between an entire nation's armed forces and the lifeline to Europe is the USS Midway, fitted with a scratch SAG and reserve F/A-18 squadrons. Can they hold the line?

Northern Fury 9.2 - Changing Of The Guard, 1994: The situation in the North Atlantic remains desperate. The rapid capture of North Norway and Iceland have allowed the Soviets to surge almost 100 submarines into the Atlantic. The USS Enterprise CVBG spent two difficult days blunting an attempt by the Red Banner Northern Fleet to interdict the sea lanes, she is now preparing to retire for re-supply and re-organization, as are the major Soviet surface units. The USS Eisenhower, after three days of hard fighting in the Mediterranean, has passed through the Pillars of Hercules and is heading north. She will join the USS Carl Vinson CVBG to strike at Soviet forces around Iceland in three days. As the NATO player you must safely withdraw the Enterprise CVBG and replace it with the Carl Vinson CVBG in a holding area south of Iceland. As the WP player you have multiple submarines and significant air assets at your disposal. Your task is to sink one or both US aircraft carriers.

Northern Fury 9.3 - Command At Sea, 1994: The USS Carl Vinson CVBG is moving up to relieve the Enterprise. The USS Eisenhower, after three days of hard fighting in the Mediterranean, has passed through the Pillars of Hercules and is heading north. She will join the USS Carl Vinson CVBG to strike at Soviet forces around Iceland in three days. As the NATO player you must maneuver and protect the USS Mount Whitney as it transports the Commander of the US 2nd Fleet (NATO's CINCLANT) to a patrol area off the Azores. As the WP player you have multiple submarines and valuable intelligence indicating that a 'High Value Target' is arriving in your patrol area.

Northern Fury 9.4 - Cutting The Tether, 1994: This is a small but critical scenario in the battle to isolate Soviet forces on Iceland. Since taking the island of Jan Mayen in the first hours of the war, the desolate spot on the Greenland Sea has become a critical link in Iceland's supply chain, a long and arduous tether back to the Kola Peninsula. Your job in this scenario is to cut that tether.

Northern Fury 9.5 - Here Comes The Cavalry, 1994: The US 2nd Fleet is now ready for its first counter-attack. The 1st phase has the USS Eisenhower and the USS Carl Vinson CVBGs strike at Soviet forces around Iceland. In order to neutralize the significant Soviet forces on Iceland, your task is to move north and establish local air superiority over the Keflavik peninsula as a precursor to a large USAF strike tomorrow night. You have 28 hours to destroy Soviet Air Defences over Iceland. Detailed SEAD and Strike tasks will be the Air Force's job, but you need to clean the airspace to make that possible. You know that there are formidable air defences both on and over Iceland so this will not be an easy task.

Northern Fury 9.6 - Stab In The Dark, 1994: Your task is simple, as the Captain of the Canadian Submarine HMCS Onondaga, infiltrate Soviet ASW defences north of Reykjavik and insert a Special Forces team comprising of 4 Canadian JTF2 (Joint Task Force 2) and 4 British SBS (Special Boat Service) operatives. However you may find that in war – nothing is simple.

Northern Fury 10.1 - Poke in the Eye, 1994: 42 hours ago, your Special Forces team comprising of 4 Canadian JTF2 (Joint Task Force 2) and 4 British SBS (Special Boat Service) operatives arrived in Iceland. Now it's time to earn your paycheck.


As always, the community scenario pack is available for download at the WarfareSims download section: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IronX on December 07, 2015, 11:54:29 AM
Excellent. Thanks for the heads up!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on December 12, 2015, 06:13:34 AM
The devs posted this this morning. The Road to v1.10 - Cruise Missile Waypoints (http://www.warfaresims.com/?p=4043)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 21, 2015, 01:40:46 AM
The road to v1.10: Steam Workshop integration

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FkNspJAa.jpg&hash=664e21934086530dc1ea1b6f30d3e546d6bea6d1)
(http://www.warfaresims.com/?p=4059)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: chemkid on December 21, 2015, 05:22:08 AM
sound great, dimitris! i really hope downloading images for the database is also possible from steam workshop!?
the odd update of the community image pack makes me download the whole batch again and again...

cheers!
chem!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on December 21, 2015, 09:09:28 AM
Thanks for the continued support of this wonderful game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 21, 2015, 09:21:45 AM
Quote from: chemkid on December 21, 2015, 05:22:08 AM
sound great, dimitris! i really hope downloading images for the database is also possible from steam workshop!?
the odd update of the community image pack makes me download the whole batch again and again...
Initially we'll use this for scenarios. We would like to find a similar solution for images but the copyright restrictions complicate things. We are still investigating options for this.

Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 22, 2015, 01:30:40 PM
Steam sale back on! Ends January 4th

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(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FksrnkiI.png&hash=93f06a617abd0f7298bf6895f5131c47c694c5d8)
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Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 25, 2015, 02:23:12 AM
The road to v1.10: New weaponry capabilities

(https://pbs.twimg.com/media/CXDZwanW8AAkFrx.jpg)
(http://www.warfaresims.com/?p=4076)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 05, 2016, 06:14:17 AM
The road to v1.10: Electronic warfare improvements and weight-dependent aircraft kinematics

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fpbs.twimg.com%2Fmedia%2FCX85CGOWsAA_DgE.jpg%3Alarge&hash=96df9252701ed4971be9a26b301ee6c2bbc67dfe) (http://www.warfaresims.com/?p=4091)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bobarossa on January 05, 2016, 09:45:04 PM
Quote from: Dimitris on December 25, 2015, 02:23:12 AM
The road to v1.10: New weaponry capabilities

(https://pbs.twimg.com/media/CXDZwanW8AAkFrx.jpg)
(http://www.warfaresims.com/?p=4076)
JLENS has been a complete fiasco.  I hope it doesn't get added unless they add the likelihood of it breaking loose and getting shot down by local law enforcement.

Edit: forgot to add that it needs to cause power outages while it's wandering the countryside!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 05, 2016, 10:59:50 PM
Didn't read the actual post did you  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bobarossa on January 06, 2016, 03:54:12 PM
I saw JLENS in the image and my head exploded.  I thought reading the linked post was against internet protocol!  :uglystupid2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 23, 2016, 02:43:35 AM
Preparing To Launch: Command v1.10 Release Candidate 1 now available

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F01%2FX47Cat.jpg&hash=509a4edebc868cdf8c12dcac97d2d4b62b39ea76) (http://www.warfaresims.com/?p=4110)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 23, 2016, 11:26:56 PM
v1.10 Release Candidate (http://www.matrixgames.com/forums/tm.asp?m=4011908) is now available!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 07, 2016, 03:19:49 AM
Bundle Sale! 50% off until Feb 12

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOkNbBuY.jpg&hash=46083baf1d65d1a3f78cb8d0ed1b810be405bd09) (http://store.steampowered.com/sub/80730/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on February 07, 2016, 12:09:10 PM
How's the Linux port coming? :)

(Disclaimer: It's been three months since I last asked so this doesn't count as nagging!)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Skoop on February 07, 2016, 12:18:24 PM
So much new stuff has been added my hard copy manual mush be an out of date relic.  I assume the digital manual has been updated with an extensive addendum covering all the thousands of additions since release ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 07, 2016, 12:35:05 PM
Quote from: Huw the Poo on February 07, 2016, 12:09:10 PM
How's the Linux port coming? :)

(Disclaimer: It's been three months since I last asked so this doesn't count as nagging!)

We're looking at ways to rip out DirectX stuff (mostly 3D math) out of the sim-core so that it can run headless (or with a different UI) under Linux using Mono. Feel free to guess as to who asked for that  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 07, 2016, 12:35:43 PM
Quote from: Skoop on February 07, 2016, 12:18:24 PM
So much new stuff has been added my hard copy manual mush be an out of date relic.  I assume the digital manual has been updated with an extensive addendum covering all the thousands of additions since release ?

Yes, look here: http://www.warfaresims.com/?page_id=2695
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on February 07, 2016, 01:07:14 PM
Quote from: Dimitris on February 07, 2016, 12:35:05 PM
We're looking at ways to rip out DirectX stuff (mostly 3D math) out of the sim-core so that it can run headless (or with a different UI) under Linux using Mono. Feel free to guess as to who asked for that  :)

Splendid!  I can probably guess but I won't, as I suspect you have NDAs and whatnot.

I can't wait to get my grubby mits on CMANO!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 07, 2016, 02:00:46 PM
Quote from: Huw the Poo on February 07, 2016, 01:07:14 PM
Quote from: Dimitris on February 07, 2016, 12:35:05 PM
We're looking at ways to rip out DirectX stuff (mostly 3D math) out of the sim-core so that it can run headless (or with a different UI) under Linux using Mono. Feel free to guess as to who asked for that  :)

Splendid!  I can probably guess but I won't, as I suspect you have NDAs and whatnot.

I can't wait to get my grubby mits on CMANO!

You could get your grubby mits on it now if you used a real OS  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 07, 2016, 02:26:28 PM
< grabs popcorn >
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on February 07, 2016, 02:41:36 PM
Ha!  A real OS does nothing more than let you interact with your hardware.  Your OS regularly spies on you and sends all your data to Redmond.  You have it all backwards. :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 07, 2016, 03:56:20 PM
As far as I'm concerned, Bill Gates can sit next to me and watch everything I do.  That's not a major consideration in OS usage for me.  Frankly, I think MS would be bored with my mundane life.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 10, 2016, 01:15:52 AM
Now all we're missing is a good old Intel-vs-AMD bash  ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 23, 2016, 03:56:33 PM
MIDWEEK MADNESS SALE!!! Ends Feb 26. (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Ft9LOivz.jpg&hash=d009bd46f8102be1e7bdd632372a661b74e1251a) (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4keq3h4.jpg&hash=6900e73a117f34876af675ed6fc740eaaa4bd5e9) (http://www.matrixgames.com/products/589/details/Command:.Northern.Inferno)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNHX40DO.jpg&hash=27f84104618b95b17f4fe26acb6e66931e51ea79) (http://store.steampowered.com/sub/80730/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 26, 2016, 11:30:46 AM
v1.10 is released (http://bit.ly/1QkTprt).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 27, 2016, 05:10:28 AM
Out To Sea Again: Command v1.10 has been released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F02%2Fv1.10.jpg&hash=acdb825485fe53a4efba5fde40c1c9ecab831222) (http://www.warfaresims.com/?p=4177)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 08, 2016, 10:30:48 AM
The great leaps of v1.11: Winchester, Shotgun, Bingo, Joker and Chicken

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FF14.jpg&hash=06b1f616c21a0851216d3ad6eec7204acd2dbc82) (http://www.warfaresims.com/?p=4182)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 10, 2016, 02:04:55 PM
The great leaps of v1.11: Massive refuelling improvements

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FF15A2AR.jpg&hash=4d236032d118a8ff28d0df45de868376a898b90d) (http://www.warfaresims.com/?p=4190)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on March 12, 2016, 03:14:23 AM
I'll be streaming the Command v1.11 beta today, 11am PST/19:00 GMT at  (https://www.twitch.tv/kushan04) Tons of new stuff to show, you guys are going to love it!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 12, 2016, 04:23:50 AM
The great leaps of v1.11: AGL altitude settings, stores jettison and mission player feedback

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FA7lowlevel.jpg&hash=6b687e1962a4607fd565314341debc9c4088575b)
(http://www.warfaresims.com/?p=4199)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 13, 2016, 07:00:17 AM
The great leaps of v1.11: Pier Operations

(https://upload.wikimedia.org/wikipedia/commons/thumb/5/57/Norfolk_naval_base_aerial_1985.jpg/1280px-Norfolk_naval_base_aerial_1985.jpg)
(http://www.warfaresims.com/?p=4215)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on March 13, 2016, 07:26:26 AM
Quote from: Dimitris on March 13, 2016, 07:00:17 AM
The great leaps of v1.11: Pier Operations
(http://www.warfaresims.com/?p=4215)

What happens if you manually order a ship to dock but, once docked, it fulfils all of its redeploy criteria?  Would the AI immediately launch the ship again?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 13, 2016, 08:01:10 AM
Yes, if it's on a mission. You can keep the ship docked indefinitely by unassigning it from its mission.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 13, 2016, 10:19:11 AM
The great leaps of v1.11: ORBAT recon of air/naval bases

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FRecon1.jpg&hash=8f22cf849e1106725cd7f814505e3c1bcfc501f4)
(http://www.warfaresims.com/?p=4236)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 14, 2016, 01:27:41 PM
The great leaps of v1.11: Under the sea and under the hood

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2Fuss-north-dakota.jpg&hash=5bd1e363444b0a4c7e8acee84029a60578f2fc5b)
(http://www.warfaresims.com/?p=4243)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on March 14, 2016, 09:54:54 PM
Command v1.1 Release Candidate 1 is now available! (http://bit.ly/1TK2Vug)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 15, 2016, 03:46:53 AM
Cat launch: Command v1.11 Release Candidate 1 now available

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FF18G.jpg&hash=ee770d9b9170ecf77c75c1dccaf42706c8563611)
(http://www.warfaresims.com/?p=4252)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on March 15, 2016, 08:17:00 AM
Why do you guys keep posting the same message?  :idiot2: Do you even read the thread?  :2funny:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 15, 2016, 08:38:10 AM
Kushan's post is unofficial. Mine is official ;D

Also we're not pointing at exactly the same thing ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on March 15, 2016, 01:48:05 PM
Quote from: Dimitris on March 15, 2016, 03:46:53 AM
Cat launch: Command v1.11 Release Candidate 1 now available

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F03%2FF18G.jpg&hash=ee770d9b9170ecf77c75c1dccaf42706c8563611)
(http://www.warfaresims.com/?p=4252)

I just spent the last thirty Mins looking on your site for all the additions around catapult launches from Carriers ...  :-\
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 15, 2016, 07:00:52 PM
This has to be one of the best free updates around.  I am experiencing 4X to 10X performance in some very complicated scenarios.  Plus all the detailed options for managing missions and AI are truly beyond expectations...that's the good (very good) side.

The downside is the game is getting ever-increasingly more complicated to play.  It has become hard to figure out the effect of a lot of the options without going through a lot of trial and error.  The devs have done a masterful job of shielding the player from some of the complexity under the hood.  Some of that complexity is now starting to bleed through to the user, especially the casual user.

In fact, Command has been heading in this direction.  Now, its is even more so not a game for the casual player.  You have to be pretty dedicated or have some deep knowledge of naval warfare hardware and tactics to play medium to large scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on March 15, 2016, 07:18:15 PM
Turning into WITP?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 15, 2016, 07:26:42 PM
Ha!  Not quite there yet.  But like WITP, its the smaller more manageable scenarios where the game really shines.  You have the same attitude with some players that think bigger is better.  I am worried it is heading that way.

The big difference from WITP is the scenario editor is a breeze to use for building manageable scenarios.  Its that capability that keeps it on top, for now.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on March 15, 2016, 07:56:20 PM
I thought for large scenarios, you can just plot pre-canned missions and the AI will do everything for you? It's the same AI for the AI opponent.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 15, 2016, 09:15:14 PM
But mission building is becoming a lot more complicated.  The number of options on the surface appears to be great.  But if you don't know what you are doing, you can easily get lost in those options.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on March 15, 2016, 09:57:03 PM
Quote from: RyanE on March 15, 2016, 09:15:14 PM
But mission building is becoming a lot more complicated.  The number of options on the surface appears to be great.  But if you don't know what you are doing, you can easily get lost in those options.
That's true. The templates are a becoming groggy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on March 15, 2016, 10:03:22 PM
That's the problem with updates and DLC, after so many, the basic manuals really need to be rewritten, instead of making the users try and figure out which features still work and what changes have been made.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 15, 2016, 11:49:45 PM
I actually don't have an issue with the manuals as much as I normally would.  There is a ton of information on the forums and its relatively easy to find.  But the shear number of options available just screams for a checklist on missions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 16, 2016, 01:19:19 AM
Let's discuss the complexity again the next time that someone posts something like "I'd like an option on the Mission Editor to XXX instead of the normal YYY" ;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 16, 2016, 08:15:33 AM
And that is my point.  I read the Command forums and see people asking for options left and right.  Then those same people report bugs that are really them not understanding what they are doing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 18, 2016, 02:54:31 PM
And the alternative is...? Re-hardcode half of the options and then have everyone whine until the Second Coming that their pet option is gone?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on March 18, 2016, 03:32:40 PM
Quote from: Dimitris on March 18, 2016, 02:54:31 PM
And the solution is...?

I find drinking helps.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on March 18, 2016, 04:41:17 PM
Quote from: Dimitris on March 18, 2016, 02:54:31 PM
And the solution is...? Re-hardcode half of the options and then have everyone whine until the Second Coming that their pet option is gone?

I promise that when I finally get to play the Linux version I will not complain about the options. :)

(Let me know when you need a beta tester)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on March 18, 2016, 05:27:23 PM
In the meantime, you can play Huneypot.   :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on March 18, 2016, 05:44:18 PM
That's HuniePop, actually!  And what better preparation for controlling nuclear-equipped military assets is there than trying to keep a multitude of women happy?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MengJiao on March 24, 2016, 10:39:20 AM
Quote from: Silent Disapproval Robot on March 18, 2016, 03:32:40 PM
Quote from: Dimitris on March 18, 2016, 02:54:31 PM
And the solution is...?

I find drinking helps.

   I'm wondering how to simulate a dragon attack on a US surface task force in 1963.  What's the biggest EMP-thing in the game?  A huge nuke?
The Dragons could open with that and then close in with a swarm of jammers and napalm-armed c-130s or something.

   If drinking helps with all that, I'll let you know.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 01, 2016, 05:08:41 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F04%2F6a00d8341bfadb53ef01b7c7eeacea970b.jpg&hash=d3c1eaa343672a4fc15bce1400669085b5963d34) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/04/6a00d8341bfadb53ef01b7c7eeacea970b.jpg)

Miguel Molina has released the updated version of the Command community scenario pack. The new release includes a whopping twenty-six brand-new scenarios:     

Crossing the Line of Death (The War That Never Was), 1989: The two most powerful militaries in North Africa, Libya and Egypt, were not necessarily aligned with either NATO or the Warsaw Pact. This scenario, based upon the book The War That Never Was by Michael A. Palmer, begins with the neutrality of these states in doubt. Will Qaddafi side with the Soviets? Can the US cash in all the Egyptian IOUs?      

Air Battle - The Litani River, 2017: Syria has placed SAM facilities in southern Lebanon, near the Litani River, and close enough to the Israeli border that they represent a threat to Israeli aircraft. After an incident in which an Israeli F-15 was nearly shot down, Israel has decided to eliminate the threat.      

Battle of Kodel Channel (The War That Never Was), 1989: Geography was not kind to the Soviet Union and the Warsaw Pact. The Russian, Polish, and East German ports on the Baltic Sea were blocked from accessing the North Sea and ports beyond by the nation of Denmark. The Danish islands formed the "cork" that sealed Warsaw Pact forces in the "bottle" of the Baltic Sea. This scenario attempts to re-create the "battle of Kodel Channel" from Michael A. Palmer's novel The War That Never Was. The Warsaw Pact forces are charged with being the "corkscrew" by forcing an amphibious landing near Copenhagen. To do this they will have to overcome air, surface, and subsurface (including mines) forces.      

Great Pacific War - Breakout, 2020: It has been several years since the Taiwan reunification with China. War has broken out between the Sino-Russian (axis) alliance and Japan after an escalating crisis related to the ongoing dispute over the Senkaku Islands. The US and allies side with Japan but devastating Chinese and Russian strikes have crippled Japan and the major US bases in the Western Pacific. The axis have air and maritime dominance in the East China Sea and are preparing to invade Okinawa. An axis CSG group has passed through the Miyako Straight into the Western Pacific to cut off Okinawa and Japan from allied reinforcements. An allied carrier strike group sailing toward the area is tasked with the securing sea lanes leading to Japan.      

Great Pacific War - Breakout, 2020 [No subs]: A variation of the above scenario without submarines.      

Iran Airbase Attack Drill, 2014: The Iranian Air Force has decided to stage an exercise testing their offensive capabilities. Aircraft from an airfield in western Iran are to hit another airfield defended by the best technology the nation can provide.      

Littoral Mission - Cebu Strait, 2018: This scenario assumes serious civil unrest and terrorism has continued to plague the Philippines. The Philippines has turned to one of its closest allies, the United States, to assist them in hunting down terrorists based on Bohol Island.      

Mexican Fishery Conflict, 2017: Mexico's navy is not primarily designed for power projection, but rather to defend its long coastline and its large exclusive economic zone (EEZ). This scenario assumes that Guatemalan fishing boats have been violating Mexcian fisheries. The crews of these fishing boats have started to take matters into their own hands, ramming other boats and occasionally firing shots from pistols and rifles (not to mention the occasional black market machine gun). Both Mexico and Guatemala have deployed patrol vessels to the area to keep the peace.      

Northern Fury #9.7 - Sub Surge, 1994: The situation in the North Atlantic remains desperate. The rapid capture of North Norway and Iceland have allowed the Soviets to surge almost 100 submarines into the Atlantic. The USS Enterprise CVBG spent two difficult days blunting an attempt by the Red Banner Northern Fleet to interdict the sea lanes, she is now preparing to retire for re-supply and re-organization, as are the major Soviet surface units. The USS Carl Vinson CVBG is moving up to relieve the Enterprise. The USS Eisenhower, after three days of hard fighting in the Mediterranean, has passed through the Pillars of Hercules and is heading north. She will join the USS Carl Vinson CVBG to strike at Soviet forces around Iceland in three days. This scenario focuses on pushing NATO submarines and some unique capabilities through the Greenland Sea to the very edge of the Barents Sea and the Arctic Ocean. The Soviets consider this area home waters, and protect the Barents Sea, one of their critical 'Bastions', vigorously. In addition to standard sub vs. sub action you will be required to complete several special missions while the Soviets hunt for you with plentiful and alert air, surface and sub surface forces.      

Northern Fury #10.2 - Ant Eaters Revenge, 1994: The US 2nd Fleet is now conducting its first major counter-attack. The 1st phase by 2 CVBGs attacking to gain air superiority around Iceland is complete. Now it is time to shut down the Soviet airbases. You are tasked with conducting a decisive airstrike with the 27th Tactical Fighter Wing (TFW) reinforced, while transiting your forces to England. The 27th TFW consists of 3 squadrons of F-111s and a supporting squadron of EF-111 ECM aircraft; for this strike the wing has been reinforced by a squadron each of F-15C, F-15E, F-16CJ, F-4G Wild Weasel, F-117 Nighthawk and other supporting forces.      

Northern Fury #10.3 - Decapitation, 1994: The US 2nd Fleet is now conducting its first major counter-attack. The 2nd phase aimed at shutting down the Soviet airbases on Iceland has just completed. Now Phase 3 is starting: You are tasked with conducting precision strikes to eliminate HQ and C2 facilities on Iceland.      

Northern Fury #10.4 - BUFF Stampede, 1994: The US 2nd Fleet is now conducting its first major counter-attack. The 3rd phase occurred earlier today when the 2 CVBGs moved north again to conduct precision strike on C2 targets. Now it is time to bring in the heavy hitters and restore cave dwelling as an acceptable way of life for the Soviets on Iceland! You are to conduct a short, sharp bomb run of key facilities remaining on Iceland while transiting the 2nd Bomber Wing to bases in England. Your bomber wing is comprised of 3 Squadrons of B-52s and has been augmented by a squadron each of B-1Bs, EF-111s, F-16 Blk 40s and several squadrons of tankers. As well as support from elements of 2nd Marine Air Group (2MAG), and a U-2, the 'Spirit of Missouri' one of 8 operational B-2s will make that type's combat debut.      

Operation Adelaide, 2016: This scenario assumes an armed conflict has broken out between Liberia and Sierra Leone. Sierra Leone has crossed the border into Liberian territory, occupied the town of Bo Waterside and refused to withdraw. Liberia has requested help from the United States. The USS Jackson (LCS-6) has been fitted with a COIL laser weapon for this mission.      

Operation Baltic Vigilance, 2020: Sweden and Estonia are holding a joint Airforce and Navy exercise. You are tasked to destroy several key military and civil infrastructure targets deep inside Estonia, these will be protected by enemy aircraft and SAM sites. Destroying radar installations, SAM sites and airplanes is your secondary objective.      

Operation Bayern, 1965: Tanzania became independent of Great Britain in the early 1960s. This scenario assumes that the Soviet Union replaced its president, Julius Nyerere, with a puppet leader they could control and set about turning Tanzania into a militarized "African Cuba". President Johnson considers this unacceptable. However, rather than just wait for Tanzania to become a new Soviet fortress in the Third World, Johnson intends to nip the problem in the bud.      

Operation Reclaimed Might, 2015: A recreation of the Russian cruise missile strike on Islamic State targets in Syria, from ships in the Caspian Flotilla, on October 7, 2015.      

Protecting Peacekeepers on Samar, 2024: The civil unrest that has plagued the Philippines becomes significantly worse by the early 2020s. Several rebel groups are active in the archipelago, some engaged in guerilla activities against government forces, some ideologically-motivated terror groups, and others little more than well-armed gangs of bandits. The Philippines has requested assistance both from its allies and the United Nations. One current operation is the deployment of U.N. peacekeepers and aid workers on the island of Samar, which has become the stronghold of one of the guerilla groups. Recently the rebels were successful in stealing a few older tanks and artillery pieces from the Philippine government. U.N. forces on the island are engaged in peacekeeping and humanitarian operations. The United States has been charged with assisitng the Philippines in providing security for the peacekeepers.      

The Shores of Tripoli (The War That Never Was), 1989: The opening moves against Libya by NATO were a great success. The Libyan IADS around Tripoli has been virtually dismantled and the Marines of the 26th MEU have been successfully landed at Zuwara. Initial opposition has been very light and the Marines have driven to within 25 miles of Tripoli. Meanwhile, NATO's military successes have paid off on the diplomatic front. Egypt has agreed to attack Libya and will begin driving towards Tubruq. Will the Libyan army collapse under the weight of a two front attack? Or does the "Crazy Colonel" have some tricks up his sleeve?      

Turkish Revenge, 2012: In June 2012, Syrian air defenses shot down a Turkish RF-4, killing both crew and setting the tone for the confrontational Ankara-Damascus relationship that involved the TuAF shooting down multiple Syrian aircraft, and, most recently, a Russian Su-24. This scenario involves the Turks hitting back at sea instead, with a submarine being deployed to sink two Syrian corvettes. However, the Assad regime and its allies are prepared for any counterattack...      

Uncle Mark's Tutorials #6 - Toledo Hits 'Em Hard, 2004: Al-Queada camps have been discovered in northern Pakistan. The Pakistani government has been unwilling to allow the United States to strike directly at these terrorists, on the grounds that camps found within their sovereign territory are under their jurisdiction. However, in this case, HUMINT sources indicate that elements within the Pakistani military are sympathetic to Al-Queada and are trying to shield the terrorists. Washington intends to take action. Pakistan has warned the United States that it will not tolerate direct military action against targets within its territory. The US, however, have no intention of allowing the terrorists to escape justice.      

Sandbox Scenario #2: East Med A2/AD, 2016: On 13 January, 2016, a Turkish F-16 is shot down by Russian fighters after it crossed into Syrian airspace northwest of Idlib. Russia offers no apology and warns Turkey not to allow its fighters to stray into airspace where Russian military forces are conducting operations. In response, the Turks denounce the Russian action and warn against further Russian aggression. Heeding the advice of NATO military commanders, however, Turkey has been allowing Russian aircraft operating against rebel positions in close proximity to the border some wiggle room. Despite the hostile 'attack' against its F-16, Turkey allows the small buffer zone to remain in place. However, Adana has announced that it will regard any aircraft that menaces its airspace as hostile and they will be fired upon and brought down. For one week afterward, tensions have simmered, but Russian air activity over Syria has been nonexistent. Then on 19 January, 2016 Russia announces that airstrikes against rebel positions near the Turkish border will resume within 24 hours. The announcement increases the level of tension in the region as the possibility of a confrontation with Turkey increases. NATO has released a statement warning if Russia disregards the sovereignty of Turkish airspace and/or launches an attack on Turkish forces, Article 5 will be invoked immediately.      

Alfa Wolf Pack, 1987: The Third World War has begun. There are offensive operations around all the globe. Norway has signed a pact with the USSR, declaring neutrality. The world is teetering on the brink of a nuclear war. At this moment both sides are only using tactical nuclear weapons at sea due to the threat of Mutally Assured Destruction. A NATO anti-submarine surface group is trying to enter Soviet bastions in order to destroy their SSBN fleet. You will handle the Soviet response to this strategic threat.      

The King's Hand, 2016: The assasination of Saudi Arabia's King Muhammad bin Salman by Egyptian special forces draws the two countries with teetering relations into dire straits. A secret military plan known as "The King's Hand", an assault on an air base in Fayed and the home of the Egyptian military unit responsible for the assasination, comes into play. But some advisors worry that the plan is too little, too late as a military build-up by Cairo has been brewing for months. Can you beat an advisary that has a 2 to 1 advantage in air superiority?      

Good Morning Malvinas, 1982: In the aftermath of the re-capture of South Georgia by British forces, it became clear that the Argentine government would not be open to a diplomatic resolution. In light of this, Prime Minister Thatcher authorised operation Black Buck, a series of Vulcan B.2 raids against Argentine forces on the Falklands. Your mission, as commander of TF 317, is to conduct covert insertion of special forces on West Falkland, perform follow-up Sea Harrier strikes on Goose Green Airfield and Stanley Airport, and achieve and maintain air and sea control within the total exclusion zone.      

Bosphorus Blues (The War That Never Was), 1989: Thanks to controlling 75% of its borders, the Soviet Union had complete control over the Black Sea. This didn't provide much of a strategic advantage due to one of the most amazing geological features in the world: the Bosphorus. This narrow waterway, dominated on both sides by Turkey, is the only access from the Black Sea to the rest of the world. This scenario, based upon the book The War That Never Was by Michael A. Palmer, charges the Soviet forces with opening the straight through force. This requires careful coordination between air, land, and sea forces.      

Cold War Continued #1: Eve Of Destruction, 1995: On October 28, 1995, an explosion in the Baku Metro in Baku, Azerbaijan SSR, killed nearly 300 people. The Soviet Union and her allies blamed western agents for the attack, and promised that a harsh response would be met to the West. The West once again didn't take this threatening of an attack seriously. What happened on October 31, 1995, changed the world forever... 


As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876). The scenarios are also available individually for download on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent&section=readytouseitems).

NOTE: Some of the new scenarios (see the spreadsheet list included in the pack for details) use the new v442 version of the Command databases, thus requiring the v1.11Release Candidate (http://www.warfaresims.com/?p=4252) in order to work as intended. We recommend using the v1.11RC in any case, as it offers vast improvements on functionality, stability and performance.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on April 01, 2016, 08:08:09 AM
Quote from: Dimitris on April 01, 2016, 05:08:41 AM
The scenarios are also available individually for download on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent&section=readytouseitems).

If someone could group all these scenarios in the workshop into one pack that would be great.

Thanks again for this great game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 01, 2016, 10:20:25 AM
Isn't that what this package is?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on April 01, 2016, 03:46:03 PM
Quote from: RyanE on April 01, 2016, 10:20:25 AM
Isn't that what this package is?

Yes but this package is outside the steam workshop and requires manual installation.   All these scenarios are also present in the workshop but not grouped together.  If this group existed and you would subscribe to it you would always have the latest version of the package.  Not a big issue, just a bit more convenient.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on April 01, 2016, 04:03:10 PM
I'd just be happy if all of the scenarios had the year they are based in at the very beginning of the title.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 01, 2016, 05:18:53 PM
The problem is these are community built.  If the person putting them together isn't using Steam...well, tough luck.  Same with naming conventions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 01, 2016, 06:20:43 PM
I just double check...every community scenario already has the year in the title.  Do you really need it at the beginning?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: CptHowdy on April 01, 2016, 06:37:41 PM
Quote from: Pete Dero on April 01, 2016, 03:46:03 PM
Quote from: RyanE on April 01, 2016, 10:20:25 AM
Isn't that what this package is?

Yes but this package is outside the steam workshop and requires manual installation.   All these scenarios are also present in the workshop but not grouped together.  If this group existed and you would subscribe to it you would always have the latest version of the package.  Not a big issue, just a bit more convenient.

size limitation. workshop deficiency. a lot of mods for ck2 or eu4 cannot be put on the workshop as they are too large.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 01, 2016, 09:11:15 PM
And...you can sort by year within the scenario load screen.  So I am missing what is actually missing here.  The sim isn't perfect, but this seems to be a little on the nit-picky side of things if that's the only thing that keeps you from being "happy" with the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on April 01, 2016, 09:28:41 PM
You can do it like the ones for Pike and Shot and Battle Academy.  Scenarios are hosted by Slitherine and downloads are within the game either Steam or non-Steam.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on April 02, 2016, 08:30:25 AM
Quote from: RyanE on April 01, 2016, 09:11:15 PM
And...you can sort by year within the scenario load screen.  So I am missing what is actually missing here. 

It's been quite awhile since I fired up Command, but I never realized that option was there.  Thanks.



QuoteThe sim isn't perfect, but this seems to be a little on the nit-picky side of things if that's the only thing that keeps you from being "happy" with the game.

I'm not sure where you got that this was a nit pick of the game.  It has nothing to do with my liking or disliking the game.  If fact, my request wasn't even directed to the game design but to the naming convention that the community used.  But, because of the good game design, it's already taken care of.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 02, 2016, 10:12:50 AM
But the naming convention was already there.  That is my point.  You literally stated like it was the last hurdle to liking the game, yet not only can you sort by date, dates are in the file names.  It just appeared to me you didn't even look at the filenames but commented on them anyway.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: chemkid on April 03, 2016, 05:22:08 AM
...another reason to like the cmano-sim is it's awesome community!!

here's the link to cmano database viewer:
http://cmano-db.com/

first i thought this is another of baloogan's sites...
...actually it's by 'kojis': ( http://www.matrixgames.com/forums/fb.asp?m=4052008 )

enjoy!
chem!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 09, 2016, 12:21:49 PM
Triple Aces: Command v1.11 has been released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F05%2FF35JSM.jpg&hash=71bef9680624fddb33891adc3e0c401e1831daaf) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/05/F35JSM.jpg)

It took our longest-running public RC phase (http://www.warfaresims.com/?p=4252) yet, but it was worth it. Command v1.11 is now available through the MatrixGames and Steam updaters, and joins our long list of major free updates. (http://www.warfaresims.com/?page_id=3922)

To quickly recap why this is arguably our biggest v1.x release yet:     

Pier-docking Operations (http://www.warfaresims.com/?p=4215) add a whole new operational/strategic dimension to CMANO's gameplay: Ships and submarines can now dock to their parent hosting facilities (either a shore pier or a mother ship/sub) and refuel, re-arm and even repair their damages. Will you push your ships to the limit and risk withdrawing too late from the fight? Or too early and give your enemy free reign? Will you take your time to fully repair (and possibly let your enemy get away), or put back to sea too early and risk being outgunned? The choice is yours.    

Proper Winchester, Shotgun, Bingo, Joker and Chicken states for aircraft (http://www.warfaresims.com/?p=4182): Want your aircraft to do one-pass engagements and run away even with almost full weapons? Sure. Want them to fight until they're flying on fumes? Check. Want them to retreat early and fight another day? Done. "My pilots don't fight the way I want them to" is now officially dead as an excuse.    

Thoroughly revised air-to-air refueling mechanics and AI (http://www.warfaresims.com/?p=4190): Not only is the pilot AI a whole lot smarter on refuelling decisions, but the player is also given a lot more options to finetune refuelling plans if he wants to. Want to stick tankers to fixed orbits and serve anybody in need? Sure. Want them exclusively assigned to a mission instead? Check. Want them to tag along with the strike package and peel off after providing their fuel? Can do. With the v1.11 update CMANO leaves even many dedicated combat flight sims in the dust when it comes to refueling ops.    

ORBAT recon of air/naval bases: (http://www.warfaresims.com/?p=4236) "The last satellite pass 4 hours ago showed that an additional 12 fighter-bombers had been moved outside from their shelters and parked on the perimeter revetments, probably in preparation of a major sortie. Accordingly, the raid leader adjusted the targeting and weaponry of the second wave; instead of blasting the hardened shelters with precision penetrator munitions, most of the strikers would sprinkle the open parking spaces with cluster bombs". You can now do this stuff in CMANO.    

AGL altitude settings, stores jettison and mission player feedback (http://www.warfaresims.com/?p=4199): Sometimes it's the little things that make a big difference. Your terrain-following capable aircraft can now go really down in the weeds and stay there. You can now define (with doctrine, so per unit, group, mission or entire side) which aircraft will jettison their heavy stores when under attack, to amnouver better, and which will hang on to them. What risks will you take?    

New submarine options (http://www.warfaresims.com/?p=4243): Submarine captains are now even smarter, more evasive and take better advantage of their diesel-electric propulsion and especially AIP capability. If you thought hunting subs until now was tough, prepare to be amazed.    

Last but not least: (http://www.warfaresims.com/?p=4243) Massive performance/scalability gains: 3x to over 10x speed gains on large, complex scenarios. You read that right. And even more finetuning options for tailoring speed to your specific hardare & OS setup so you can squeeze every ounce of horsepower from your rig. Now bring on your world war creation. You know you want to. 

Go get it! And enjoy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 09, 2016, 12:40:13 PM
Steam Blitz sale! CMANO & Northern Inferno at 60% off (48 hrs)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F05%2FCMANO60Sale.jpg&hash=a45ee61e6ddc6ddb2d55c6eac19d72798fac7d5c) (http://store.steampowered.com/app/321410)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on May 11, 2016, 01:54:19 PM
WarfareSims seems to have done a stealth release of v1.11!

Patch notes and download can be found Here (http://www.matrixgames.com/forums/tm.asp?m=4078723)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on May 11, 2016, 02:04:35 PM
Quote from: Kushan on May 11, 2016, 01:54:19 PM
WarfareSims seems to have done a stealth release of v1.11!

Patch notes and download can be found Here (http://www.matrixgames.com/forums/tm.asp?m=4078723)

Not that stealthy (see two posts higher)

Quote from: Dimitris on May 09, 2016, 12:21:49 PM
Triple Aces: Command v1.11 has been released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F05%2FF35JSM.jpg&hash=71bef9680624fddb33891adc3e0c401e1831daaf) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/05/F35JSM.jpg)

It took our longest-running public RC phase (http://www.warfaresims.com/?p=4252) yet, but it was worth it. Command v1.11 is now available through the MatrixGames and Steam updaters, and joins our long list of major free updates. (http://www.warfaresims.com/?page_id=3922)

To quickly recap why this is arguably our biggest v1.x release yet:     

Pier-docking Operations (http://www.warfaresims.com/?p=4215) add a whole new operational/strategic dimension to CMANO's gameplay: Ships and submarines can now dock to their parent hosting facilities (either a shore pier or a mother ship/sub) and refuel, re-arm and even repair their damages. Will you push your ships to the limit and risk withdrawing too late from the fight? Or too early and give your enemy free reign? Will you take your time to fully repair (and possibly let your enemy get away), or put back to sea too early and risk being outgunned? The choice is yours.    

Proper Winchester, Shotgun, Bingo, Joker and Chicken states for aircraft (http://www.warfaresims.com/?p=4182): Want your aircraft to do one-pass engagements and run away even with almost full weapons? Sure. Want them to fight until they're flying on fumes? Check. Want them to retreat early and fight another day? Done. "My pilots don't fight the way I want them to" is now officially dead as an excuse.    

Thoroughly revised air-to-air refueling mechanics and AI (http://www.warfaresims.com/?p=4190): Not only is the pilot AI a whole lot smarter on refuelling decisions, but the player is also given a lot more options to finetune refuelling plans if he wants to. Want to stick tankers to fixed orbits and serve anybody in need? Sure. Want them exclusively assigned to a mission instead? Check. Want them to tag along with the strike package and peel off after providing their fuel? Can do. With the v1.11 update CMANO leaves even many dedicated combat flight sims in the dust when it comes to refueling ops.    

ORBAT recon of air/naval bases: (http://www.warfaresims.com/?p=4236) "The last satellite pass 4 hours ago showed that an additional 12 fighter-bombers had been moved outside from their shelters and parked on the perimeter revetments, probably in preparation of a major sortie. Accordingly, the raid leader adjusted the targeting and weaponry of the second wave; instead of blasting the hardened shelters with precision penetrator munitions, most of the strikers would sprinkle the open parking spaces with cluster bombs". You can now do this stuff in CMANO.    

AGL altitude settings, stores jettison and mission player feedback (http://www.warfaresims.com/?p=4199): Sometimes it's the little things that make a big difference. Your terrain-following capable aircraft can now go really down in the weeds and stay there. You can now define (with doctrine, so per unit, group, mission or entire side) which aircraft will jettison their heavy stores when under attack, to amnouver better, and which will hang on to them. What risks will you take?    

New submarine options (http://www.warfaresims.com/?p=4243): Submarine captains are now even smarter, more evasive and take better advantage of their diesel-electric propulsion and especially AIP capability. If you thought hunting subs until now was tough, prepare to be amazed.    

Last but not least: (http://www.warfaresims.com/?p=4243) Massive performance/scalability gains: 3x to over 10x speed gains on large, complex scenarios. You read that right. And even more finetuning options for tailoring speed to your specific hardare & OS setup so you can squeeze every ounce of horsepower from your rig. Now bring on your world war creation. You know you want to. 

Go get it! And enjoy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jamus34 on May 11, 2016, 02:34:07 PM
I really need to get back into this one...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: pfig on May 11, 2016, 03:02:55 PM
Should I...?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on May 11, 2016, 03:56:46 PM
I saw the announcement on twitter. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on May 11, 2016, 04:11:24 PM
The performance upgrades are really incredible. Huge scenarios that used to slow down my rig now run like a charm.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 18, 2016, 02:18:05 AM
Does this mean we'll see more wonderful AARs?  :smitten:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on May 18, 2016, 03:16:46 AM
Quote from: Pete Dero on May 11, 2016, 02:04:35 PM
Quote from: Kushan on May 11, 2016, 01:54:19 PM
WarfareSims seems to have done a stealth release of v1.11!

Patch notes and download can be found Here (http://www.matrixgames.com/forums/tm.asp?m=4078723)

Not that stealthy (see two posts higher)

Quote from: Dimitris on May 09, 2016, 12:21:49 PM
Triple Aces: Command v1.11 has been released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F05%2FF35JSM.jpg&hash=71bef9680624fddb33891adc3e0c401e1831daaf) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/05/F35JSM.jpg)

It took our longest-running public RC phase (http://www.warfaresims.com/?p=4252) yet, but it was worth it. Command v1.11 is now available through the MatrixGames and Steam updaters, and joins our long list of major free updates. (http://www.warfaresims.com/?page_id=3922)

To quickly recap why this is arguably our biggest v1.x release yet:     

Pier-docking Operations (http://www.warfaresims.com/?p=4215) add a whole new operational/strategic dimension to CMANO's gameplay: Ships and submarines can now dock to their parent hosting facilities (either a shore pier or a mother ship/sub) and refuel, re-arm and even repair their damages. Will you push your ships to the limit and risk withdrawing too late from the fight? Or too early and give your enemy free reign? Will you take your time to fully repair (and possibly let your enemy get away), or put back to sea too early and risk being outgunned? The choice is yours.    

Proper Winchester, Shotgun, Bingo, Joker and Chicken states for aircraft (http://www.warfaresims.com/?p=4182): Want your aircraft to do one-pass engagements and run away even with almost full weapons? Sure. Want them to fight until they're flying on fumes? Check. Want them to retreat early and fight another day? Done. "My pilots don't fight the way I want them to" is now officially dead as an excuse.    

Thoroughly revised air-to-air refueling mechanics and AI (http://www.warfaresims.com/?p=4190): Not only is the pilot AI a whole lot smarter on refuelling decisions, but the player is also given a lot more options to finetune refuelling plans if he wants to. Want to stick tankers to fixed orbits and serve anybody in need? Sure. Want them exclusively assigned to a mission instead? Check. Want them to tag along with the strike package and peel off after providing their fuel? Can do. With the v1.11 update CMANO leaves even many dedicated combat flight sims in the dust when it comes to refueling ops.    

ORBAT recon of air/naval bases: (http://www.warfaresims.com/?p=4236) "The last satellite pass 4 hours ago showed that an additional 12 fighter-bombers had been moved outside from their shelters and parked on the perimeter revetments, probably in preparation of a major sortie. Accordingly, the raid leader adjusted the targeting and weaponry of the second wave; instead of blasting the hardened shelters with precision penetrator munitions, most of the strikers would sprinkle the open parking spaces with cluster bombs". You can now do this stuff in CMANO.    

AGL altitude settings, stores jettison and mission player feedback (http://www.warfaresims.com/?p=4199): Sometimes it's the little things that make a big difference. Your terrain-following capable aircraft can now go really down in the weeds and stay there. You can now define (with doctrine, so per unit, group, mission or entire side) which aircraft will jettison their heavy stores when under attack, to amnouver better, and which will hang on to them. What risks will you take?    

New submarine options (http://www.warfaresims.com/?p=4243): Submarine captains are now even smarter, more evasive and take better advantage of their diesel-electric propulsion and especially AIP capability. If you thought hunting subs until now was tough, prepare to be amazed.    

Last but not least: (http://www.warfaresims.com/?p=4243) Massive performance/scalability gains: 3x to over 10x speed gains on large, complex scenarios. You read that right. And even more finetuning options for tailoring speed to your specific hardare & OS setup so you can squeeze every ounce of horsepower from your rig. Now bring on your world war creation. You know you want to. 

Go get it! And enjoy.

Well that's a STEALTH fighter RELEASING a cruise missile.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 31, 2016, 03:55:51 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F05%2Fimg0.jpg&hash=ade7433cf031df74b3b810c03624b46ca23fe9eb)

Miguel Molina has released the updated version of the Command community scenario pack. The new release includes a whopping fifteen brand-new scenarios:     

Frigate Duel in the Scotia Sea, 2023: Tensions have increased between Argentina and the United Kingdom, partly because of the recent discovery of large deposits of valuable minerals in the undersea basins south of the Falkland Islands. Argentina has replaced its aging destroyer fleet with a quartet of fast frigates based on the LCS-Independence design. One of these ships is steaming off Cape Horn to contest the area against a RN upgraded Type 23 frigate.

The Lost Province, 2017: Nearly 70 years after the Nationalists fled to Taiwan, the PRC leadership has decided that the time has come to retake the island. You are ordered to initiate the invasion with a large air and surface force, supported by a hail of ballistic missiles.    

Operation Mole Cricket 19, 1982: During the 1982 Israeli offensive into Lebanon, it became apparent that the strong presence of Syrian SAMs would threaten Israeli air superiority over Lebanon. As Syrian Forces moved even more SAMs into the region, Israeli leadership ordered strikes against the SAM sites. What followed would be subsequently known as the "Bekaa Valley turkey shoot".    

Skagerrak, 1963: A NATO task force must escort two ammunition ships through the Skagerrak Straits to the inlet of Oslo.    

Contigency, 2016: France has a long and accomplished history of successfully projecting military power in support of its national security goals from the American Revolution to the current war on terror. It does that by acquiring basing rights and staging small detachments of ground, air and naval forces worldwide that in the event of a crisis are in a better position to impact an outcome while more power is pushed into the theater. This scenario demonstrates the extend and limits of this ability in a series of evolving crises.    

The Honduran-Cuba War, March 12, 1968: In 1955 large quantities of iridium were discovered in Honduras. The country, which suddenly found itself in possession of most of the world's accessible supply of this rare metal, quickly took advantage of its new wealth to become a regional power, purchasing military aircraft, a flotilla of small warships, and even a submarine from the United States. Unfortunately, the newfound prosperity could not solve every problem, and Honduran relations with Cuba have deteriorated since the Communist Revolution in that country. By 1968, tensions with Cuba have reached a breaking point. When a Cuban patrol boat fired on a Honduran fishing boat that had strayed too close to (but, according to Honduras, not within) Cuban waters, a Honduran destroyer first requested it break off its attack. When it was clear the Cubans had no intention of ceasing their attack and that civilian lives were in peril, the Hondurans sank the Cuban warship. Cuba has declared this casus belli and is preparing for war.    

The Honduran-Cuba War, March 19, 1968: So far, Honduras is "winning"; while they have lost several aircraft, one of their elderly destroyers, and one of their minesweepers (which double as offshore patrol vessels), Cuba has lost three small frigates and more than a dozen combat aircraft. Cuba has sworn to make Honduras pay for its "crimes against world socialism". Honduras is concerned about merchant shipping; it relies, among other things, on being able to get the iridium it mines to wealthy buyers like the United States. It also needs to purchase and then transport munitions to replace those expended so far in the war. Of particular concern are the Komar-class missile boats operated by Cuba. Honduras operates a number of older vessels purchased from America which offer significant firepower in the form of naval gunnery but have limited anti-missile defenses.    

The Honduran-Cuba War, March 26, 1968: The war continues. Honduras has managed to negotiate an emergency purchase of F-4 Phantoms to replace those lost in combat; in addition, it has assigned some of its elderly but still capable F4U Corsairs to fly CAP missions over the northern coast. The real problem is ammunition--the supply of missiles for the Phantoms is running short. A convoy with badly needed supplies is en route from America. It is essential that at least some of these ships make it to Honduras.    

Warthogs Over Latakia, 2013: The 2013 Syrian chemical crisis has escalated into total war. NATO's initial strikes on Syria's chemical weapons facilities have proven insufficient, and the downing of several NATO aircraft during the attacks has made the government overconfident. The decision has been made to strike directly at the regime's army, as losing its conventional strength would mean being overrun by rebels. Two squadrons of A-10 Thunderbolts have been assigned to the task.    

The Bridges at Toko-Ri, 1952: The movie "The Bridges at Toko-Ri" was based on author James Michener's writings as an embedded reporter on USS Essex (CV 9) and USS Valley Forge (CV 45) in the winter of 1952. This scenario is loosely based on the movie. Take command of Task Force 77.9, centered on the USS Essex, and execute defense suppression strikes in support of a USAF attack on the two railroad bridges.    

Crimea River, 2016: The winter of 2015 was a brutal one for Russian-annexed Crimea. Due to the collapse in oil prices and continued economic sanctions by the West, the Russian Federation economy was in shambles. In January 2016 dissatisfaction turned to uprising, and the first Crimean rebellion was brutally supressed by Spetsnaz elements. After leaked footage of mass graves was published, NATO was politically forced to take sides. A large strike on Russian military assets in Crimea was planned and NATO assets were assembled. Russia was alerted in time, however, and placed significant forces in anticipation of this attack. Despite Russia's readiness, the political climate still necessitated direct action. NATO's strike, codename OPERATION CLEAN SWEEP, was authorized to proceed.    

Convoy '88, 1988: This scenario takes place in May 1988, five days into a hypothetical NATO-Warsaw Pact conflict in Europe. Had the Cold War escalated into a shooting war, control of the North Atlantic would have been essential for both sides. For NATO the objective would've been to keep the sealanes open and protect the convoys bound for Europe from Soviet submarines and bombers. The Soviets' primary goal was to close the Atlantic and deny NATO resupply from the sea. Convoy '88 puts the player in the role of Convoy 88-7's commander for 24 hours. This is primarily an ASW scenario, however a respectable air threat is also included.    

The 4th of July, 1989: It is the summer of 1989, and the revolutionary wave of dissent that has been sweeping through the Soviet Union and other Warsaw Pact Countries has been brutally put down. Soviet military forces on the Central Front have been reinforced, and NATO intelligence is seeing some disturbing movement of Soviet front-line tanks and troops in East Germany. Recent NATO troop withdrawals in Europe have once more made tactical nuclear weapons necessary to stop a possible Soviet breakthrough. The Soviets would also be expected to employ tactical nukes. It is now July 4th, 1989, and the Soviet Union has decided to lay claim to all of Germany.    

Korean Campaign, 2018: It is the spring of 2018, and it appears that Kim Jong-un is finally going to make good on his constant threats to launch an attack into South Korea. After upgrading some of his military equipment from China and Russia, Kim has massed over 600 tanks, long range artillery batteries, and infantry units along the border. The U.S. and South Koreans are prepared to launch OPERATION BROAD SWORD, a pre-emptive combined-arms attack on the North Korean Ground Forces. A reinforced convoy is en-route to the port of Busan with critical fighting forces and supplies. The Chinese also have substantial forces in the area, but are not considered hostile as of yet. Can the U.S. and S.Koreans stop the massed North Korean armor before it reaches Seoul, and get the convoy safely to Busan?    

White Piano, 1966: Italy and Yugoslavia are mobilizing against each other. Italian intelligence suggests that Yugoslav forces are about to attack Trieste, the important and long-contested port city. A surface group centered on the aviation cruiser Andrea Doria is dispatched to protect the city. 

As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876) . The scenarios are also available individually for download on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent&section=readytouseitems).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 23, 2016, 07:54:58 PM
Steam sale! CMANO and Northern Inferno half-price until July 4th

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNHX40DO.jpg&hash=27f84104618b95b17f4fe26acb6e66931e51ea79)
(http://store.steampowered.com/app/321410)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on June 25, 2016, 10:10:08 AM
So I've played the second scenario in your Northern Fury campaign, the one with the 5 submarines off of Checkpoint X-ray.  Two comments:  first, it would be nice if you could consolidate those scenarios in one place; I'd like to play them in order but I'll be doggoned if I can figure out the order without clicking on each one and reading the comments to see which it is in the timeline. 

Second, the Checkpoint X-ray scenario has to be impossible to win as NATO.  I've played it 3 times now...Connecticut gets killed within the first hour no matter what I do...you must have that May flying right on top of her at scenario start.  And, I've tried several different plans to attack this scenario with the other subs, but regardless of what I try they are detected and killed within a few hours.  An LA creeping at 5kts at 900 feet should be virtually undetectable on passive sonar unless the May is very, very lucky with his sonobuoy placement.  The Connecticut should be even harder, but she doesn't have as much water to work with.  Still, getting her passively should be almost impossible.  Maybe someone's getting a MAD hit, but even then, they'd have to be extremely lucky to get a random MAD. 

I don't want to check what you have red doing in the game editor as I really want to try to play it from Blue without knowing what I'm up against, but damn, man, that's a spicy meatball of a scenario.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on June 25, 2016, 10:22:31 AM
Aren't the scenarios in the community pack?  I don't download them individually.  I have a NF subfolder I move them into on new releases, just to make it easier.

Also, I thought the numbering system kept them in order.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on June 25, 2016, 10:29:51 AM
I've been pulling from the Steam Workshop...I know not this community pack of which you speak.

Edit: Searching "Northern Fury" on the Steam Workshop brings up this:  http://steamcommunity.com/workshop/browse/?appid=321410&searchtext=northern+fury&childpublishedfileid=0&browsesort=textsearch&section=home

They're not all numbered on the workshop, like I said, so to figure out which one is next you have to click through all of them.  I still haven't figured out which is first.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on June 25, 2016, 10:38:37 AM
Quote from: Toonces on June 25, 2016, 10:29:51 AM
I've been pulling from the Steam Workshop...I know not this community pack of which you speak.

Edit: Searching "Northern Fury" on the Steam Workshop brings up this:  http://steamcommunity.com/workshop/browse/?appid=321410&searchtext=northern+fury&childpublishedfileid=0&browsesort=textsearch&section=home

They're not all numbered on the workshop, like I said, so to figure out which one is next you have to click through all of them.  I still haven't figured out which is first.

Community pack
http://www.warfaresims.com/?page_id=1876
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on June 25, 2016, 12:45:38 PM
Quote from: Toonces on June 25, 2016, 10:29:51 AM
I've been pulling from the Steam Workshop...I know not this community pack of which you speak.

Edit: Searching "Northern Fury" on the Steam Workshop brings up this:  http://steamcommunity.com/workshop/browse/?appid=321410&searchtext=northern+fury&childpublishedfileid=0&browsesort=textsearch&section=home

They're not all numbered on the workshop, like I said, so to figure out which one is next you have to click through all of them.  I still haven't figured out which is first.

Might I suggest you look up two posts from your original question and also go to the Matrix site for Command.  The author is there all the time and their are threads all over the place on Northern Fury and how to work the community scenarios into a Steam set up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on June 25, 2016, 05:34:53 PM
Yep, I'm on board now- thanks for the hook up!

I repeat, though that mission 2 in Northern Fury is the Kobayashi Maru of CMANO scenarios!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on July 05, 2016, 06:30:09 AM
Quote from: Toonces on June 25, 2016, 05:34:53 PM
Yep, I'm on board now- thanks for the hook up!

I repeat, though that mission 2 in Northern Fury is the Kobayashi Maru of CMANO scenarios!

Toonces, I agree, NF2 is a Beast, but to give you some encouragement, it is possible to keep some of your subs alive, or at least it was under the version of the game I played it with. There have been several upgrades since then. I lost Connecticut several times in my play through before settling on a course (with some luck) that kept her from getting detected there in the shallows until the Soviet surface groups started to come through.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 05, 2016, 06:42:41 AM
Improving the best: Command v1.11 Service Release 1 now available

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F07%2FAGM-65_Maverick2.jpg&hash=03933fd6fdf7edaecfdb38cd103b7329fda9b8a2) (http://www.warfaresims.com/?p=4340)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 15, 2016, 04:16:03 AM
Command LIVE is announced – v1.11 SR2 released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F07%2FLIVE1_thumb.jpg&hash=f96d0134aea584530c01826326953ba17b7530cd) (http://www.warfaresims.com/?p=4352)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 19, 2016, 08:53:18 AM
Command LIVE #1 launched: Old Grudges Never Die!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F07%2FLIVE1_thumb.jpg&hash=f96d0134aea584530c01826326953ba17b7530cd) (http://www.warfaresims.com/?p=4357)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 27, 2016, 05:14:00 PM
Command LIVE #2 is announced – v1.11 SR3 released

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Famazon%2FArt%2FCMANO%2FCLIVE_II_Brexit_Spotlight_Announcement.jpg&hash=9490abc7a5bc5bcd3b51fd4d2c4cac6758f91728) (http://www.warfaresims.com/?p=4359)

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on July 30, 2016, 04:19:09 PM
I really need to find time to dedicate myself to the game....it absolutely is a game I should love, but every time I fire it up, I get lost......I own everything, except the latest LIVE mission, need to really just buckle down and figure this out finally!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: WallysWorld on July 30, 2016, 08:25:21 PM
I bought Command: Northern Inferno and really tried to get into it, but I must admit it was really tough to. I like games like CMANO as I've played Harpoon in the past, but I'm ashamed to say this game was way over my head. I ended up refunding it and getting Jane's Fleet Command instead with its easier to learn game play. Maybe someday I'll try CMANO again.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Tuna on July 31, 2016, 11:21:49 AM
Quote from: WallysWorld on July 30, 2016, 08:25:21 PM
I bought Command: Northern Inferno and really tried to get into it, but I must admit it was really tough to. I like games like CMANO as I've played Harpoon in the past, but I'm ashamed to say this game was way over my head. I ended up refunding it and getting Jane's Fleet Command instead with its easier to learn game play. Maybe someday I'll try CMANO again.

Roger, the same.. I refunded immediately, because the UI did not click. On paper, looking at videos looked awesome. But when I was lost in the tutorial, I just said "uh uh". have too much other stuff I can spend time on, that was a lot cheaper.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Stryker07 on July 31, 2016, 12:42:21 PM
I think the easiest way to get properly initiated into Command is to just play around in the editor at first. Then you can play with the units you specifically want, and just get a feel for how the game works. Once you become proficient with creating small skirmishes to play, you should find you have a much better grip on actual scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 13, 2016, 04:31:07 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F08%2FJSF_thumb.jpg&hash=2b35f0eda10c0faa6421152c9accd38391275632) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/08/JSF.jpg)

Miguel Molina has released the updated version of the Command community scenario pack. The new release includes thirteen brand-new scenarios:     

Big Fish In The Baltic, 1971: In recent days tensions have soared between Sweden and the Soviet Union and its allies due to an incident where a naval skirmish took place in international waters resulting in the sinking of several ships on both sides. Swedish intelligence now suggests that the East German navy is trying to launch a surprise naval attack on Gotland. The Swedish navy has been effectively blockaded by swarms of missile boats in the Southern Baltic, so the air force alone has to blunt the incoming onslaught.    

The Bear And The Dragon, 2023: Relations have broken down between China and Russia, and now a Chinese amphibious task force moves to capture Vladivostok. But they will have to run a gauntlet of Russian submarines and bombers to do so.    

Northern Fury #11.1 – Vagar Vengeance, 1994: Strike Fleet Atlantic is now conducting its first major counter-attack. The 1st phase was the softening up of Soviet defences on Iceland which has taken place over the past several days. Now as a preliminary move to the retaking of Iceland, the Faroe Island chain must be secured with a primary focus of the Vagar island airport.  You are the Commander of TG Invincible and supported by the French carrier Clemenceau, surface, subsurface and amphibious forces as well as land based air elements. Your task is to unhinge the Soviet defences, protect reinforcing airborne operations and clear the defenders out of the Faroe Islands, all while protecting civilian infrastructure and preserving your force. The Soviets however, have other ideas.    

Breaking Bad, 2015: In a shocking turn of events, the CIA has confirmed that Iran has turned its allegiance towards AQAP and supplying the terrorist group with money, arms and training. The Yemeni Civil War could turn for the worst as Iran attempts to fight a proxy war against the US and gain control of the Bab al-Mandab Strait and the Red Sea. The US president, going against the wishes of his civilian advisers, puts his trust into his military advisers and begins to put boots on the ground in Yemen.    

The Akusekijima Conflict, 2019: A variety of factors (crop failures caused by global warming, collapse of fish populations due to overfishing, etc.) have resulted in Chinese fishing boats violating Japanese fisheries on an increasing basis.  Japan has protested this behavior but Chinese officials have ignored it.  In addition, Japan's increasingly aggressive rhetoric about the issue has created tensions between the two countries. China has become less and less willing to tolerate even lawful actions by the Japanese when it involves their citizens.    

The Seventh Battle, 1992: In this unofficial sequel to Barret Tillman's famous "Sixth Battle", a shaky cease fire has been established off the coast of South Africa due to the presence of other countries joining the fight against the Soviet alliance, such as British subs and the French Indian Ocean Squadron, as well as the arrival of the USS Eisenhower CVBG. But the cease fire is now collapsing, and the seventh battle between carrier groups is about to commence.    

Ruby Slipper, 2016: North Korea is plunged into civil war, with the Kim regime (covertly supported by China) fighting for its survival against the so-called "Democratic Workers Party" (dissident elements supported by Russia). Russian intelligence suggest that the Kim regime, desperate to hold on to power, is preparing to use its cache of nuclear weapons against both rebel and Russian forces – and the PRC intends to help. Russia mobilizes to prevent this outcome.    

Peeling The Onion, 1957: You are Commander, 308th Bombardment Wing, Strategic Air Command equipped with B-47E medium bombers and normally based at Hunter Air Force Base (AFB), outside Savannah, GA. You are also the current OP REFLEX Commander on temporary duty at Sidi Slimane AFB in French Morocco and in the event of war will be responsible to conduct nuclear strikes against the Soviet Union out of the SAC forward bases. Hostilities with the Soviet Union have not commenced but if they do, your mission will be to attack Soviet industrial targets starting in southern Russia on the Black Sea coast. War could be just hours away...    

Standoff-21, 2019: With Argentina once again attempting to take the Falklands, the UK resorts to a standoff bombardment in a repeat of the legendary "Black Buck" raids of 1982. The never-was Nimrod MRA4 makes its combat debut in this scenario.    

Red Iceland, 1980: After the financial crash of 1979 the people of Iceland protested the presence of NATO forces on their home island as a base, effectively turning it into a nuclear target for the USSR. After violent demonstrations and the Icelandic government resigning, NATO agreed to leave the island on the condition that the island remain a de-militarized zone. The Soviets saw an opportunity in this, and with the help of infiltrators and what was presumed to be Spetsnaz units power was taken via a coup d'état by the Communist Party of Iceland. The Soviets maintain that they have only deployed a token force to the island in May, 1980 to "maintain the integrity of the Icelandic government" but this was clearly in violation to the agreement priory reached. More Soviet convoys are headed to Iceland, some of them even loaded with medium range nuclear ballistic missiles; these must be stopped at any cost.    

Northern Fury #10.5 – Sweep Up, 1994: The US 2nd Fleet is now entering the final phase of its first major counter-attack. A ceaseless combination of bomber and carrier borne attacks over the past 60 hours has reduced the defences on Iceland significantly! Now all that is left is the task of sweeping up the last few targets and preparing the ground for the amphibious assault by the Marines tomorrow. If you have learned anything this past week however; nothing is simple.    

Caribbean Fury #1 – Hot Tamales, 1994: You are commanding the USS John F. Kennedy CVBG on routine patrol in the Caribbean. Although homeport is Norfolk Virginia, the Battle Group has been operating out of New Orleans Louisiana for most of the past year due to the increased tensions in Central America. The air wing (CVW-7) has just completed 4 days of intense training with the Army up at Fort Hood, and you now heading to Roosevelt Roads Puerto Ricco for some ASW and ASuW work.    

Merry Christmas, 1998: This scenario is a fictional engagement between the Australian Commonwealth, US, Malaysian Forces and a fast moving Indonesian coup. The coup has arrayed two prongs you will to blunt, one, an outgoing invasion fleet and two, a bustling Naval Base supporting the invasion of a neighbor island.  They are not mutually exclusive problems, both need to be destroyed.  In addition, various other disconnected issues will need to be dealt with, from minesweeping to area defense. 


As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876) . The scenarios are also available individually for download on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent%C2%A7ion=readytouseitems).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on August 23, 2016, 10:06:23 AM
Command LIVE #2 launched: You Brexit, You Fix It!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F722TsLf.jpg&hash=263e27f8a805ab0755f713b570aff0e62ced4e92) (http://www.warfaresims.com/?p=4369)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 21, 2016, 11:46:17 AM
Command LIVE #3 launched: Spratly Spat!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoBPV8jv.jpg&hash=e8e027a1fa8a67e302000aa388f27dbd1d57dbcc) (http://www.warfaresims.com/?p=4371)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on October 27, 2016, 07:24:32 PM
Hey guys.

I'm trying to set up a scenario to demonstrate some warfare principles to some of my colleagues.  The problem I running into is that in our OOB we equip the LCS with the Naval Ship Missile (NSM).  From what I can tell in the database the LCS's don't come equipped with any ASM stronger than the Hellfire.

Am I missing something?  Is it possible to add the NSM to the LCS without damaging my install? 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Toonces on October 27, 2016, 07:29:58 PM
Ok, I figured it out.  Damn this is an amazing piece of software.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on October 27, 2016, 08:19:15 PM
I really need to try and get into this game again. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 28, 2016, 03:31:28 AM
Quote from: Toonces on October 27, 2016, 07:29:58 PM
Ok, I figured it out.  Damn this is an amazing piece of software.

Damn, missed the chance  :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JudgeDredd on October 28, 2016, 04:01:43 AM
Dimitris -I'm not currently interested in getting your Command:Live scenarios, but I will say this - your marketing is superb  O0

That You Brexit, You Fix It with the stars and one sinking is just superb.

Also the newspaper style write ups for them are extremely enticing. So full marks to whomever is coming up with this stuff.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 28, 2016, 04:42:49 AM
Thanks! I'll tell Marco and the crew.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on October 31, 2016, 06:13:59 PM
I have the Steam version. I want to download the Database Images from the warfaresims site. There are two files there, one is labeled DB3000, the other is CWDB.  Do I need both and where do I put them in the game's DataBase folder?  Do I extract them to Database Component, Descriptions, Images or Templates folder? Or somewhere else? Thanks!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IronX on October 31, 2016, 06:57:47 PM
It's been a while since I played the game, but a quick look in File Explorer shows that my image files - that is from both the CWDB and DB300 downloadables - are located in Steam> steamapps> common> Command Modern Air Naval Operations> DB > Images. Hope this helps.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on October 31, 2016, 07:05:18 PM
You need both files. One is the modern database and the other is Cold War.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on November 01, 2016, 03:40:59 PM
IronX and JH...thanks for your replies. Got it downloaded and installed....works fine.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IronX on November 01, 2016, 05:18:25 PM
 O0 it's a terrific game and I've got to fire it up again soon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 02, 2016, 03:56:59 PM
Command LIVE #4 launched: Don of a New Era!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F10%2FLIVE4.jpg&hash=5cac167300a76f17dcebd8038999386687cc77e3) (http://www.warfaresims.com/?p=4389)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Oche on November 03, 2016, 09:49:51 AM
Besides the fact that it looks great and that it is a very miniscule computer game market genre, i know that the devs and matrixgames need their moola but not wanting to point out the obvious, i would have honestly paid 100 bucks for a consolidated game engine from initial release a few years ago with at least 50% of all the eye candy in the UI, the sidebars, the picture database, etc...i'm not going to take to bait on all these DLCs...for now :(
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on November 03, 2016, 01:01:48 PM
I don't understand what your saying....you would have paid $100 for Half the stuff they have given you but won't pay for the DLC's?

I'm NOT criticizing you....I just didn't understand what your saying.

For me anyway, the DLCs have been worth it ESPECIALLY considering all of the scenarios We get for free
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 03, 2016, 02:20:06 PM
Quote from: Oche on November 03, 2016, 09:49:51 AM
Besides the fact that it looks great and that it is a very miniscule computer game market genre, i know that the devs and matrixgames need their moola but not wanting to point out the obvious, i would have honestly paid 100 bucks for a consolidated game engine from initial release a few years ago with at least 50% of all the eye candy in the UI, the sidebars, the picture database, etc...i'm not going to take to bait on all these DLCs...for now :(

If you'd actually bothered to read the patch notes you'd know that all the engine changes, including the new UI have all been in free patches.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on November 03, 2016, 03:28:52 PM
And I think they are all consolidated into the 1.10 version installer.

Tell you what, send me $100US and I'll buy the game with all the addons and send you the serials and a CD.  I might make $4 or $5 bucks...if I time it right.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 23, 2016, 07:11:20 AM
Paul Bridge interview at the Wargamer: http://www.wargamer.com/news/interview-paul-bridge-and-command-modern-airnaval-operations/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: HoodedHorseJoe on November 23, 2016, 07:51:06 AM
Quote from: Dimitris on November 23, 2016, 07:11:20 AM
Paul Bridge interview at the Wargamer: http://www.wargamer.com/news/interview-paul-bridge-and-command-modern-airnaval-operations/

Thanks Dimitris - I was wondering if there was a CMANO thread around here somewhere. We also recently reviewed Episodes 3 & 4 of the Command LIVE DLCs http://www.wargamer.com/reviews/review-command-live-episodes-3-and-4/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 24, 2016, 04:40:47 AM
Holiday sale! CMANO 65% off, Northern Inferno 50% off!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F11%2FCMANO65Sale.jpg&hash=927b2fa660e9ed25b2b964c18084f869c77999e6)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F11%2FNI50Sale.jpg&hash=ab437974791a75920a7c1ecd05de5e5958d5dfca) (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 26, 2016, 04:28:46 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F12%2F1473421248459_thumb.jpg&hash=217c23abe283f8c3900b9be9113a2cceedb9d179) (http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/12/1473421248459.jpg)

Miguel Molina has released the updated version of the Command community scenario pack. The new release includes fourteen new scenarios:     

Air Incident Over Mageroya, 2016: Tensions have increased between Norway and Russia. Russia has repeatedly violated Norwegian airspace, testing both that nation's defenses and its resolve.  Norway has cautioned, and finally warned Russia that it will not tolerate this activity. Two days ago, after a Russian fighter flew within 50 yards of a Norwegian passenger aircraft, Norway announced that any armed Russian aircraft entering its airspace without permission would be shot down.    

BALTAP-Representative Schnellbootlage, 1970: In 1967 the Federal German Navy played a wargame to evaluate the cost-value ratio of the planned modernization of the "Zobel Class" (Type 142) FPBs to "Type 142A" (upgrade with M-20 fire-control radar and DM2A1 wire-guided torpedoes). This study also showed how the operational situation of FPBs in the Baltic was assessed by the experts of the Navy.    

Caspian Darts, 2018: The Caspian Sea holds large energy resources both tapped and under development. Territorial claims and ambiguities fester amongst the nations bordering the inland sea. Russia's modernized Caspian flotilla just announced another "Flash Exercise" that began roughly 3 hours ago. NATO is on alert. The USN has a small group of observers on the Caspian shore in Azerbaijan. Russia-backed rebels are shelling the disputed Nagorno-Karabakh region. Begin patrolling, remain flexible and await developments as they unfold via in-game messages.    

Debt of Honor, 1996: Japan has "accidentally" damaged the USS Enterprise and USS John C. Stennis with torpedoes during an exercise, as well as sinking 2 American submarines. Concurrently, a computer virus sends the US stock market into a downward spiral, as Japanese forces simultaneously occupy Guam and Saipan. Japan follows up with formally announcing that they have fielded a small fleet of ICBMs. The US has struggled with a response to these acts, but through small complex operations, manages to destroy the entirety of Japan's E-767 fleet, as well as successfully destroying the ICBMs without loss.  Now, the time has come to liberate the islands of Guam and Saipan. You are in control of the repaired John C. Stennis, operating on 2 screws instead of 4. Your task is to clear the skies of Japanese fighters and close the airports they are operating from with tomahawk missiles. Can you successfully liberate the American Islands once again from Japanese occupation?    

Goodnight Irene, 2016: The influence of the United States in the Persian Gulf region rapidly diminishes in light of ongoing political, financial, military and world events. The final act of withdrawal, which was intended to foster peace and goodwill, turns into a much more difficult exercise as coincidental world events take center stage.    

Limited War – The Siret River, 2020: Tensions between Romania and Ukraine have increased over the last several months. Disputes over the use of the Siret River have led to a series of increasingly violent border incidents. A new government has taken power in Ukraine and in the last year it has strengthened ties with Russia.  Accusations of corruption, that the current leaders of Ukraine have received extensive financial and even military support from Russia, are rampant but as yet little concrete evidence exists.    

Patton Seamount Emergency, 2020: Tensions between America and Russia have increased during the last few years.  In part, this is because the collapse of fish populations around the world have led to increased poaching by fishermen in the Exclusive Economic Zones (EEZs) of various nations. In the last few months, the waters south of Alaska have seen a number of unfriendly encounters between American and Russian fishing boats.  The United States has closed some of its fisheries to foreign vessels and has moved a destroyer into the region to keep an eye on things.    

Save the Day, 2017: The Islamic terrorist group ISIS has splintered under military and economic pressure into several factions. While newer members are hiding in what remains of northern Syria, a militant group calling themselves "Allah's Fire" has caused world concern since the beginning of the summer. Intel reports and never ending "chatter" have indicated no particular concern this morning until stuff hit the fan a 0630. Reports hint at a major operation centered on the area around the Suez Canal and Israel.    

Stalin's Bulls, 1951: Stalin orders the deployment of Tu-4 Bull bombers (reverse-engineered copies of B-29s) in Korea in 1951.    

Threat Vector, 2012: Internal political and economic strife has pushed China to the edge of disaster.  To distract from its internal troubles, China once again turns to harassing Taiwan and the Americans.  A sharp air-to-air engagement between PRC and ROC/USMC fighters results in the loss of 11 ROC aircraft and 5 PRC aircraft, with Marine pilots scoring 3 kills.  China retaliates by threatening to attack the American carrier groups, and successfully drive the Americans to the outer edge of a 300nm "Economic Exclusion Zone".  However, the US covertly sends 2 squadrons worth of experienced USMC pilots to Taiwan to man old F/A-18C Hornets and resume the fight for Taiwan.  The Americans and Taiwanese have a daunting task: Protect Taiwanese airspace without revealing the identity of the F/A-18C pilots - and starting a war!    

Under African Skies, 2017: Following a state-sponsored terrorist attack against the US, France and the UK, the western powers attack the China-backed Nigerian armed forces. (NOTE: This summary doesn't really do justice to the epic story; just read the whole damn thing already: http://www.matrixgames.com/forums/fb.asp?m=3700311 (http://www.matrixgames.com/forums/fb.asp?m=3700311) )    

Surface Group vs. Subs – Marakei, 2020: China's relationship with Kiribati--always strained because Kiribati recognizes Taiwan rather than China--has virtually disintegrated during the last several months. Taiwan is increasingly concerned that China may commit an act of aggression against its small Pacific ally.  It has taken the unusual step of reactivating a retired S-2 Tracker and moving it to Kiribati.  Its stated purpose is to assist with search and rescue operations, but it is capable of conducting military missions as well. Taiwan has also taken the very unusual step of sending a small task force to Kiribati, ostensibly as a "good will tour," but in actuality to discourage any adventurism on the part of Beijing.    

Baltic On Fire, 1988: On 12 February 1988 the USS Yorktown (CG-48) was bumped by the Soviet Krivak I class Frigate Bezzavetnyy in the Black Sea.  As a result of the collision two Harpoon canisters were torn lose from their mounts onYorktown, causing a fire that detonated both warheads.  The resulting fire severe damaged the American ship but the explosion also set the Bezzavetnyy ablaze. The Soviets were finally able to get the conflagration under control but only after a heavy loss of life. The succeeding months led to ever increasingly recriminations by both sides placing blame for the incident on each other. As diplomatic efforts became increasingly futile both sides began mobilizing their forces for war.    

BALTAP – Mining Fehmarn Belt, 1983: Tensions are rising between NATO and Warsaw Pact. There are indications that United Baltic Fleets consisting of Soviet, Polish and East-Germany (GDR) naval forces could plan an amphibious assault on Danish and West-German (FRG) beaches to get control over Danish Straits and Baltic Approaches (BALTAP). NATO plans for mining the Fehmarn Belt area (and some Danish sounds) as preparation for an upcoming hostilities. You are commanding a Task Force consisting of German (FRG) forces with Danish support for mining Fehmarn Belt and Fehmarn Sund. Leave open a narrow shipping lane in the south of Fehmarn Belt for further transit of own naval forces. 

As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876) . The scenarios will also become available individually for download later on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent&section=readytouseitems).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on December 26, 2016, 04:47:35 AM
Steam sale back on! Only a few days left yet

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F11%2FCMANO65Sale.jpg&hash=927b2fa660e9ed25b2b964c18084f869c77999e6)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2016%2F11%2FNI50Sale.jpg&hash=ab437974791a75920a7c1ecd05de5e5958d5dfca) (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on December 26, 2016, 06:25:05 AM
Quote

As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876) . The scenarios will also become available individually for download later on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent&section=readytouseitems).

Would it be possible for Miguel to just update his pack under a general Steam Workshop entry so we can subscribe and have each new addition to the pack downloaded automatically?
It is quite a hassle to keep subbing to new iterations, especially since the numbering of the 'mod' isnt kept up to date.

At this point it easier to just download the latest pack from your site and manually place it inside your Steam game folder.
It defeats the purpose of Steam Workshop really. :)

Merry Xmas!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on December 26, 2016, 09:03:31 AM
You've got to admit...it's a good problem to have.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on December 27, 2016, 03:57:49 AM
Definately! :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on January 21, 2017, 09:14:30 PM
Are the Baloogan YouTube videos still the best ones to view to help learn CMANO, or are there better ones out there with all of the updates. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Hofstadter on January 21, 2017, 10:36:51 PM
I honestly don't like baloogans videos. I found them a bit waffly and not very too the point
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on January 22, 2017, 12:17:37 AM
Quote from: OJsDad on January 21, 2017, 09:14:30 PM
Are the Baloogan YouTube videos still the best ones to view to help learn CMANO, or are there better ones out there with all of the updates.

I have a few. None are tutorials but they have plenty of game play you might be able to pick stuff up from watching.

KushanGaming YouTube (https://www.youtube.com/channel/UCUNJdTKkZtkZIY5z7P2T8lg/playlists)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: spacht on January 22, 2017, 08:33:31 AM
SquattingFrog has a few very recent Let's Plays. These are not tutorials but he goes through the scenarios at a slow pace while making clear what he is doing and what his plans are.

https://www.youtube.com/channel/UCRk4-HOp1RA-eQMbwRDvdvQ/playlists
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on February 06, 2017, 05:32:38 PM
Interesting scenario for the next Command Live.
http://www.matrixgames.com/products/681/details/CommandLive:KoreanMissileCrisis
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rekim on February 07, 2017, 10:16:32 AM
I bought the Command Live bundle on the weekend and am impressed with the first scenario I've tinkered with, Don of a New Era. Not sure if I'll be able to wait for the season 2 bundle. A timely NK scenario sounds too good to resist.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 10, 2017, 10:35:41 AM
Beta for the next service release is out.  Lot of stuff.  But puzzled at the removal of the recording and playback feature.  It was a pretty cool feature and somewhat diminishes the game for me.

http://www.matrixgames.com/forums/tm.asp?m=4232494
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 11, 2017, 12:16:52 PM
It was a feature that, from the feedback we had, was used very little by commercial players but very much appreciated by professional customers. So we decided to reserve this for the professional version moving forward. There were several candidates for this "fate", and you probably would not have been happy with any of the others missing.

These decisions are never easy.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 12:28:00 PM
Just curious, why does any existing features of consumer version have to be taken out because of your professional version?  Why can't they coexist?  Hope not much else gets removed from a version people already paid for.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 11, 2017, 12:40:20 PM
Even so i seldom used it, taking away a feature from a customer who had paid for that feature , just to separate a commercial edition form a professional edition leaves a very bad taste.  :knuppel2:

adding a new feature and making that exclusive just for the professionals is a different story.

Just imagine you had bought a Porsche (form all the money you made with CMOANO professional version  ^-^) then you see the Porsche-dealer authorised garage for a scheduled inspection and they tell you ... well, by chip-tuning (today cars has software too)  we decided to removed the speed above 130 km/hm cause we will sell that feature of 'going racetrack speed'  to the professional race drivers doing their sport events on the circuits  ...well, but you don't have to do the service inspection of course
How would you feel?

   
     
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 11, 2017, 12:47:00 PM
Quote from: Grim.Reaper on February 11, 2017, 12:28:00 PM
Just curious, why does any existing features of consumer version have to be taken out because of your professional version?
So that those who use and need it most will pay for it.

Quote
Why can't they coexist? 
For the same reason that higher-end versions of e.g. MS Windows have features that the lower-end versions don't.

Quote
Hope not much else gets removed from a version people already paid for.
You mean a version we released 3.5 years ago and have steadily supported with regular _major_ updates (features that would _easily_ justify a new full-price SKU) released for free? That one?

In addition, we are not forcing anyone to lose their suddenly-now-favorite feature. Can't live without record & replay? Stick with v1.11 SR6. There's no built-in expiration or crappy DRM so it will work in 10 years just like it does right now.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 01:00:27 PM
I think the point is why remove a feature that was working perfectly fine with no discussion with your customers.  To me, the feature was a major game feature.  Maybe it wasn't the common feature used, but seems rather arbitrary.

Frankly, I expected the devs to come back and say it was some super-hard to fix feature that was overwhelmed by the advance of the engine.  But to just remove a feature  randomly, from a customer's perspective, so that it is different from a version of the game you see more revenue potential from sure seems to be heading the future development of the game down a dark path for consumers.  Very e-sim-esque.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 01:04:50 PM
Quote from: Dimitris on February 11, 2017, 12:47:00 PM
Quote from: Grim.Reaper on February 11, 2017, 12:28:00 PM
Just curious, why does any existing features of consumer version have to be taken out because of your professional version?
So that those who use and need it most will pay for it.

Quote
Why can't they coexist? 
For the same reason that higher-end versions of e.g. MS Windows have features that the lower-end versions don't.

Quote
Hope not much else gets removed from a version people already paid for.
You mean a version we released 3.5 years ago and have steadily supported with regular _major_ updates (features that would _easily_ justify a new full-price SKU) released for free? That one?

In addition, we are not forcing anyone to lose their suddenly-now-favorite feature. Can't live without record & replay? Stick with v1.11 SR6. There's no built-in expiration or crappy DRM so it will work in 10 years just like it does right now.

Pretty overly aggressive response to a customer who has bought everything you released who simply asked a question out of curiosity and hoped other features would not be removed.  Not seen many companies remove features from a purchased version of software via a patch.  Yes, it happens when new features introduced or new paid versions released.

Regardless, based on your response to me, likely will rethink my future support anyway.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 11, 2017, 01:07:20 PM
Quote from: MikeGER on February 11, 2017, 12:40:20 PM
Even so i seldom used it, taking away a feature from a customer who had paid for that feature , just to separate a commercial edition form a professional edition leaves a very bad taste.  :knuppel2:
See below.

Quote
adding a new feature and making that exclusive just for the professionals is a different story.
Take a look at the extra features of the pro version: http://www.warfaresims.com/?page_id=3822
As you can see, Command-PE already has a ton of features that you have never seen on the commercial release.

Quote
Just imagine you had bought a Porsche (form all the money you made with CMOANO professional version  ^-^) then you see the Porsche-dealer authorised garage for a scheduled inspection and they tell you ... well, by chip-tuning (today cars has software too)  we decided to removed the speed above 130 km/hm cause we will sell that feature of 'going racetrack speed'  to the professional race drivers doing their sport events on the circuits  ...well, but you don't have to do the service inspection of course
How would you feel?

Not quite a valid example, I think. A Porsche being speed-limited is a crippled Porsche, no ifs and buts, because going fast is one of its prime selling points. The recorder+reply ability was never strongly registered in the wild as a crucial feature of CMANO (litmus test: go check all the reviews out there and see how many even mention it in passing, let alone emphasize it), whereas on the professional space its functionality was highly praised.

A better car-themed analogy: The company used to make only small hatchbacks until now and one of its features was a very nice cup holder which was mostly ignored by the customers. The company has begun selling a more expensive sports sedan and has decided to reserve the nice cup holder for the latter, since the people who buy sports sedans pay more attention to things like that. The hatchback customers can either continue to enjoy the years-long free car service that the company provides to its existing customers (a rarity in the industry) but lose the cup holder, or retain the cup holder if they so desire but lose the free service.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 01:09:51 PM
"So that those who use and need it most will pay for it."

Just thought about this one...I would think a feature that has been in for over three years would have already been paid for.  What other features are at risk that have been in since day and might be needed to differentiate your pro version and retail version?

If you come to me and say thing like comms jamming are pro-only, because they haven't been put in yet, I am kind of OK with that.  So other than buying a new version of the game as a pro, I assume more and more features will be disappearing.  If you came to me and said we want to charge for a feature expansion pack that includes comms jamming, time-on-target planning, etc.  I am OK with that.  But saying you are removing existing features is a little troubling and changes my view of the entire product.  I bought the original on release, NI, and all the Lives.  Again, if development costs are so touchy, start charging for all the work you are doing to enhance the product.  Its crazy not to.  And if this is the result, I am more than a little concerned the retail side is going to eventually  get cast aside for the sake a defense contract.

When I saw you had started working towards a defense contract, based on what I see with eSims, I said to a friend of mine that this might be the demise of the commercial Command project eventually.  I am worried this is the start.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 11, 2017, 01:12:07 PM
Quote from: RyanE on February 11, 2017, 01:00:27 PM
Frankly, I expected the devs to come back and say it was some super-hard to fix feature that was overwhelmed by the advance of the engine.  But to just remove a feature  randomly, from a customer's perspective, so that it is different from a version of the game you see more revenue potential from sure seems to be heading the future development of the game down a dark path for consumers.  Very e-sim-esque.

Let's agree to disagree. We have to make decisions based on what we consider the best outcomes for the game and the company. And we have to live with those decisions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 01:15:18 PM
I'll say it again for emphasis and clarity...

No one begrudges you making money and charging for what you do.  Don't ever say we on this board don't want you to succeed.  We love the game.  We paid a lot of money for it relative to other games.  Some of us have been pretty consistent that you probably aren't charging enough for all the things you are adding.

But if taking out already implemented features for no other reason than to prop up the pro product is a the way you want to treat the loyal retail customer you have had since inception, then I think you might need to REALLY rethink your business model.  I view it as a very slippery slope.  I don't see how taking out a 3-year old feature helps with your cost position.  Maybe I am not as good at business as I thought.  Please explain it to me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 01:17:47 PM
Its also kind of cool how you slipped it into the middle of the release notes.  I would think that, beause you are actually removing something, it would be something to make sure gets out there.

Again, are you planning on removing any other features.  Is it going to be give us one and take away one?   I would gladly pay for any removed features to be left in.  It would seem to be a big win...all margin.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 11, 2017, 01:29:58 PM
Quote from: Dimitris on February 11, 2017, 01:12:07 PM

We have to make decisions based on what we consider the best outcomes for the game and the company. And we have to live with those decisions.

wo is we?  WarfareSims Ltd. ?
is that decision coordinated with Slitherine Marketing Department and JDM

"Slitherine Games, You can never be sure an existing feature will get removed from your game you had paid for later with a service patch"  

.... i guess that's not the slogan they want to be seen in the market and the headline in the gaming mags
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 01:51:23 PM
By the way...something small businesses forget.  We live with the decisions too, as customers.  We, as customers, do what we can to support companies that make good products.  But that also means reacting in disbelief when those same companies do something illogical from a customer standpoint.

Oh well, I guess the tide has turned for another customer-centric company.  Hopefully another is on the horizon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 02:09:46 PM
Quote from: Grim.Reaper on February 11, 2017, 01:04:50 PM
Quote from: Dimitris on February 11, 2017, 12:47:00 PM
Quote from: Grim.Reaper on February 11, 2017, 12:28:00 PM
Just curious, why does any existing features of consumer version have to be taken out because of your professional version?
So that those who use and need it most will pay for it.

Quote
Why can't they coexist? 
For the same reason that higher-end versions of e.g. MS Windows have features that the lower-end versions don't.

Quote
Hope not much else gets removed from a version people already paid for.
You mean a version we released 3.5 years ago and have steadily supported with regular _major_ updates (features that would _easily_ justify a new full-price SKU) released for free? That one?

In addition, we are not forcing anyone to lose their suddenly-now-favorite feature. Can't live without record & replay? Stick with v1.11 SR6. There's no built-in expiration or crappy DRM so it will work in 10 years just like it does right now.

Pretty overly aggressive response to a customer who has bought everything you released who simply asked a question out of curiosity and hoped other features would not be removed.  Not seen many companies remove features from a purchased version of software via a patch.  Yes, it happens when new features introduced or new paid versions released.

Regardless, based on your response to me, likely will rethink my future support anyway.

Yeah. Would agree with grim. Piss poor decision and even poorer response. Let's face it. Removing features from a game people have already paid for stinks. Saying  peoplet can rollo back to an earlier version stinks. All round pretty poor. If your ability to differentiate the two products relies on removing features from the product you have already taken money for then perhaps it is your business model that is at fault not those questioning the morals of doing so. If you had also been more explicit about it rather than simply including it in a release note suggests a certain acceptance that it is something you wanted to do and hope no one would notice. Seriously.  Seriously bad move
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 11, 2017, 02:16:17 PM
I'd just like to note that there would be no PE version if it wasn't for the consistent support of the commercial version. Serious recreational users made the PE version possible.

I called it when you guys started charging for "premium" scenarios. The concept just didn't sit well for me and I sort of saw the writing on the wall, eventhough others felt it more than reasonable. This, however...removal of features that owners have already paid for long ago? That is pretty unprecedented. The thinly veiled threat there were other features that were on the chopping block, and that we should be grateful that they were not removed is deeply troubling and very out of character for you Dmitiris...at what point exactly did you turn against your main customer base? Was it when we were no longer your main customer base?

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 02:27:44 PM
Excellent post.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Hartford688 on February 11, 2017, 02:36:19 PM
Very disappointing attitude and response. The feature itself, since I do not have the game, I cannot comment if I would miss it. But the attitude? I certainly can live without that.

Deleted from my Steam wishlist.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Staggerwing on February 11, 2017, 02:48:08 PM
All I can think is that the some country's 'professional' military such as the People's Liberation Army-Navy Store has started buying up the commercial/hobby game to train it's personnel instead of springing for the military-grade sim version costing thousands more and this is the response.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 02:53:25 PM
I'll vote with my dollars. Another company crossed off the list of future purchases.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 03:09:52 PM
Yep, agree with all the follow up posts....developers will obviously do what they want...I have no problem with consumer vs professional versions, but don't agree with removing features from bought products even if I don't use it.

Just not a model I will continue to support...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on February 11, 2017, 03:16:43 PM
Retroactively disabling features seems...underhanded.  Don't own the game, not my company, don't really care.  Just another reason in my books for people to get off the computer and play tabletop games. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 03:19:10 PM
Quote from: Bison on February 11, 2017, 03:16:43 PM
Retroactively disabling features seems...underhanded.  Don't own the game, not my company, don't really care.  Just another reason in my books for people to get off the computer and play tabletop games. 

Amen brother. Devs need to realize there are many, many places for customers to spend their gaming dollars.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 03:21:51 PM
I have become very leery of buying games from companies that also support the game, or have hopes of supporting the game, with a military service.  They quickly become fairly dismissive of the retail customers.  Frankly, I am not sure I would ever do it again looking at how eSims operates and Command seemingly heading in that direction.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 03:24:23 PM
Quote from: RyanE on February 11, 2017, 03:21:51 PM
I have become very leery of buying games from companies that also support the game, or have hopes of supporting the game, with a military service.  They quickly become fairly dismissive of the retail customers.  Frankly, I am not sure I would ever do it again looking at how eSims operates and Command seemingly heading in that direction.

I have to agree with your assessment based on the attitudes I've seen on display here from the primary members of both companies.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 03:26:19 PM
Wait til Herman Hum hears about this one.  He has been pretty quiet about Command for a while now.  Some part of the internet is blowing up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 03:28:44 PM
The schadenfreude will be palpable.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 03:37:41 PM
Surprisingly at the official forums, haven't seen any discussion on this.....either folks missed it in release notes or they actually don't care,
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 11, 2017, 03:43:06 PM
Does in POTUS D. Trump's America a military used air/navel simulation that is owned/programmed by a Greek, a Norwegian, a Brit, and only one American and is a LTD registered in London  registration pdf (https://s3-eu-west-1.amazonaws.com/document-api-images-prod/docs/u-_XqEStVCVsEab8pP09UVct-asyp6DJ8TEplpRAwrY/application-pdf?)  has a future anyway?  :buck2: 
i hope not, its a question of national security  :-X

...to sad they don't have a Mexican on the team, i would have send DT a tweet immediately  ;D 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 03:47:06 PM
Quote from: Grim.Reaper on February 11, 2017, 03:37:41 PM
Surprisingly at the official forums, haven't seen any discussion on this.....either folks missed it in release notes or they actually don't care,

Frankly, the only people left posting are rivet-counters.  As I predicted a couple years ago, the game is going so far down the path of painful granularity, that it might be overwhelming people.  Just read the database addition threads.  People are asking for things that most likely make no discernible difference in the game.  I bet 90% of the requested units never see the light of day in a scenario.

If they are pulling out features because they are spending so much time detailing out the visibity of a pilot out of individual aircraft, its lost.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on February 11, 2017, 03:53:07 PM
Quote from: mirth on February 11, 2017, 03:19:10 PM
Quote from: Bison on February 11, 2017, 03:16:43 PM
Retroactively disabling features seems...underhanded.  Don't own the game, not my company, don't really care.  Just another reason in my books for people to get off the computer and play tabletop games. 

Amen brother. Devs need to realize there are many, many places for customers to spend their gaming dollars.

It's not just money, but probably the more valuable commodity of time.  Only so many hours in a day and lifetime to spend. 

I'm sure people enjoy and love the game.  I've enjoy ARs AARs from time to time.  Anyway hopefully it works out for everyone.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 11, 2017, 03:55:27 PM
You guys are seriously bitching about a feature that no one ever used and can easily find a host of other software that does what it did better? Sometimes I think you guys just look for something to get your panties bunched up about.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 03:58:10 PM
Quote from: Kushan on February 11, 2017, 03:55:27 PM
You guys are seriously bitching about a feature that no one ever used and can easily find a host of other software that does what it did better? Sometimes I think you guys just look for something to get your panties bunched up about.

Not about the specific feature, heck the developer themselves implied could be more and ones we would care about.  It's about removing any features from a game via a patch.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 04:02:12 PM
Quote from: Kushan on February 11, 2017, 03:55:27 PM
You guys are seriously bitching about a feature that no one ever used and can easily find a host of other software that does what it did better?

Well, it's a feature they felt could be moved to the pro edition. And what I am troubled by is the removal of an existing feature with an "upgrade" patch. I'm also troubled by the response offered by Dmitris when asked about it by a long time customer.

QuoteSometimes I think you guys just look for something to get your panties bunched up about.

I don't know about the others, but I go commando. Prevents panty bunching.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 04:07:59 PM
Quote from: Kushan on February 11, 2017, 03:55:27 PM
You guys are seriously bitching about a feature that no one ever used and can easily find a host of other software that does what it did better? Sometimes I think you guys just look for something to get your panties bunched up about.

I am guessing you have no idea what the feature does.  Show me a program that does what the record/replay feature did?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on February 11, 2017, 04:09:07 PM
Kushan has done a lot of gameplay.  I'm sure he's familiar with the feature.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 04:13:15 PM
Quote from: Kushan on February 11, 2017, 03:55:27 PM
You guys are seriously bitching about a feature that no one ever used and can easily find a host of other software that does what it did better? Sometimes I think you guys just look for something to get your panties bunched up about.

Well - the award for completely missing the point goes to ....

Can you not see the sheer moral bankruptcy of removing something from a game that people have already paid for simply to make money elsewhere. May be you don't use the feature - but here is a question for you ... take a game you do play ... then a feature that you do use ... you still think its ok to take that away ? what they have removed makes no difference. As the developer implied - there were other things they thought of removing (perhaps still will). Jeezzz
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 04:13:39 PM
My biggest issue is the reasoning behind it.  Its a version of moving features from your commercial version to your pro version to make it loo more valuable.  Again, a dev's involvement in a defense project at the expense of retail.  Its devs chasing the golden egg of DoD contracts that will eventually only lead to heartache for everyone.

I wonder if there is some funding trade offs involved here where some stuff is eventually going to move from the pro version to the retail version.  Either way, coming in with a veiled threat that if we complain too much, other stuff might get removed is not a great conversation starter.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 04:15:39 PM
Quote from: Bison on February 11, 2017, 04:09:07 PM
Kushan has done a lot of gameplay.  I'm sure he's familiar with the feature.

Yeah, should have recognized the name.  The offer still stands.  I have seen no app that will let you replay a scenario and have all the views and menu access like the feature we are talking about.  I actually used it when playing large scenarios and debugging a scenario I was building.  I have not thought of building a big scenario without using it.

I don't want anyone to think I think the replay feature was some critical game-stopping part of the game.  I just made a comment about it and its a dev response that really got the hackles up.  Before someone gets their own panties ina  bunch, please read that whole part a couple pages back.  Don't do the typical internet thing and just jump in and throw down comments.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 11, 2017, 04:18:25 PM
I agree. I purchased a game with a certain content. It's BS for the developer to turn around and remove a feature I paid for. Imagine a car. You got it loaded. 1 year after you bought it, they replace your power seat adjustment with a manual seat. Then they tell you that if you want the power seat back, you have to pay for the pro upgrade. The fact that you never used the power seat adjustment is not the point
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 11, 2017, 05:21:11 PM
The Steam forum is more measured and polite then this place has become.

Quote from: RyanE on February 11, 2017, 04:07:59 PM
I am guessing you have no idea what the feature does.  Show me a program that does what the record/replay feature did?

Considering I've been playing since right before the initial launch I'm pretty sure I know what I'm talking about.

As for recording software; OBS, Bandicam, FRAPS, just to name a few.


Quote from: mikeck on February 11, 2017, 04:18:25 PM
I agree. I purchased a game with a certain content. It's BS for the developer to turn around and remove a feature I paid for. Imagine a car. You got it loaded. 1 year after you bought it, they replace your power seat adjustment with a manual seat. Then they tell you that if you want the power seat back, you have to pay for the pro upgrade. The fact that you never used the power seat adjustment is not the point

So the devs offered 11 FREE car services (http://www.warfaresims.com/?page_id=3922) when you actually wanted to pay for those services? Sure they will keep that in mind going forward.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 05:36:25 PM
Well I have been playing since release.  But if you insist on showing how little you know about Command, I'll jump down it to.

Can you tell me what the HUGE difference is between those apps you listed and Command's replay feature?  Since you are so experienced, I assume you know it off the top  of your head.  I'll drop a $10 Amazon gift card to you if you can find even a single app that does it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 05:37:28 PM
I also see you aren't reading the whole conversation.  Please, I beg you, before you dig your hole deeper, read the whole conversation today.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on February 11, 2017, 05:41:10 PM
Have not played in a while, but I always like to watch replays in all games that provide them, sometimes more than once. Which update did the dirty deed? I can always reinstall and update up to that point.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on February 11, 2017, 05:47:36 PM
I don't think the accusations toward Kushan are warranted.  He's made some damned fine live stream videos.  If you want to be pissed that the company pulled a feature, that's where the anger should be directed.  Otherwise you're just wildly lashing out for no good reason at all. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 05:48:48 PM
You go commando too, don't you?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Bison on February 11, 2017, 05:50:43 PM
Maybe....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 06:00:08 PM
I didn't go after anyone.  He is plain wrong in stating that something like Fraps will do the same thing.  So I'll spell it out...

1) Records entire session of game
2) Replays session
3) All menus of game are active
4) Views can be changed
5) is organic to game
6) You can jump into the game at any point of the recording

If the feature was so simple as Fraps, I suspect the pro users wouldn't be very interested.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 06:00:50 PM
Quote from: Kushan on February 11, 2017, 05:21:11 PM
The Steam forum is more measured and polite then this place has become.

Quote from: RyanE on February 11, 2017, 04:07:59 PM
I am guessing you have no idea what the feature does.  Show me a program that does what the record/replay feature did?

Considering I've been playing since right before the initial launch I'm pretty sure I know what I'm talking about.

As for recording software; OBS, Bandicam, FRAPS, just to name a few.


Quote from: mikeck on February 11, 2017, 04:18:25 PM
I agree. I purchased a game with a certain content. It's BS for the developer to turn around and remove a feature I paid for. Imagine a car. You got it loaded. 1 year after you bought it, they replace your power seat adjustment with a manual seat. Then they tell you that if you want the power seat back, you have to pay for the pro upgrade. The fact that you never used the power seat adjustment is not the point

So the devs offered 11 FREE car services (http://www.warfaresims.com/?page_id=3922) when you actually wanted to pay for those services? Sure they will keep that in mind going forward.

Well - none of those are an in game replay feature. And what is the point of your second point - they release upgrades - hardly an original concept - and that has a very sound commercial basis - it keeps people buying the game, DLC and likely anything they put out in the future - plus it enables them to develop the pro version.

Look Kushan - simply defending the indefensible because you have some connection with the game is simply not a sustainable position. You cannot possibly be defending a move to remove content from a game people have bought and paid for simply to establish a differential so they can sell that differential elsewhere. We are not even talking about them building additional features for the Pro version and not including them in the commercial version - we are talking about them retrospectively removing a feature from a game so they can establish that differential. Forgetting how big what they removed is please explain to me your logic in defending the principle of that ? I am not even sure I can remember anyone doing what they have done in any game  ever ? I am the worlds worst cynic - but jeezzz these guys have beaten me by a country mile.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 06:15:52 PM
I don't begrudge the devs making money.  I want them to make money.  I would pay for the features they have put in already.  But taking things out of retail and putting them into pro is a very cheap way to differentiate the versions.  Its taking from one to increase the other.  It portends some very bad things about the direction of the game.  Now I am suddenly suspicious that all the "cool" things being put into the game for retail are being put in to support pro.  Maybe we'll see some of those things move over and not be available.

I noticed a couple months ago that a dev said that comms jamming would be in the retail version.  Suddenly, its only in the pro version.  Wouldn't have thought twice about it, except this current issue makes me think its not technical problems at all for comms jamming.

These guys were a dev group I trusted and they wanted to do the right thing and loved the game as much as players.  Now I am seeing a side of the devs that makes me realize I shouldn't trust anyone trying to make money off of me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jamus34 on February 11, 2017, 06:38:15 PM
In all honesty this is worse to me than if they were to just say "Hey, the retail version is done and complete, no more updates for it but if you want a product that will continue to be support please buy the 'Pro' version".

This is even worse than day 1 DLC that ships on the game disc but they (devs and probably more precisely publishers) expect you to pay an additional $20 on top of the $50-$60 you just did to unlock it.

Oh and behold instead of making sure the game was launch ready the release a buggy mess, spend time on DLC and maybe in a month or three they will patch the game up.



I understand game development isn't cheap. And I don't fault a dev for wanting to make money. But to remove a feature from a retail release just so they can repackage in a higher priced version is unethical at best and criminal at worst.

To me it comes down to why did they remove it. I mean they spent coding time to actively take out functionality. It wasn't a whoops and it wasn't an accident.

It is almost as ridiculous a situation as the Dongle(tm) incident. Maybe moreso.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3 (http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/ (http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/)
I do believe there will be law on this someday, if there isn't already precedent.

EDIT - there already is precedent and it looks like the case was settled. I'm going to look into this in more detail, but it appears there is a possibility that a court could have found that removal of features from software that has been paid for is a violation of certain statutes and laws. 

The last link from October 2016 reveals Sony settled the case by paying at least $55 to a class of 10,000,000. Do the math.

I hope Dmitris is still reading this thread.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 07:05:52 PM
Quote from: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

I do believe there will be law on this someday, if there isn't already precedent.

Good finds.

QuoteWhile these Amazon, Google, Apple and Tesla examples may appear disconnected, taken together they are the harbinger of the future for 21st century consumers. Cloud-based updates and products have changed the landscape for consumers. The product you bought today may not be the product you own later.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jamus34 on February 11, 2017, 07:09:46 PM
Quote from: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

I do believe there will be law on this someday, if there isn't already precedent.

I remember the Amazon kerfluffle.

Hell, what about the MMO's who know they are going to close doors but don't say anything and get customers to purchase their software up to the day it shuts down. In general I try to stay away from any software that requires "constant internet access" because what happens if the powers that be decide to turn the servers off? Losing MP is one thing...but having a program unusable is unacceptable. I'm waiting to see what new wrench Adobe throws out there now they went this route. "Oh, now we need to charge you per file modified"...

It is also one of my strongest arguments against "usage rights"

If a media company (software, music, movie, etc) say I only have the right use their media, that I don't own it then guess what, as long as I can prove I purchased the "license" you should have to give me access. That means if my CD wears out I should either have the option of having it replaced or being able to DL the songs from the web...I mean I purchase the "licensing rights" to your media, correct?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 07:17:09 PM
While I think taking a legal approach is a little over the top.  I mean, the devs have been pretty good up to this point.  I am just curious to see if this issue goes any further.  I am worried that these devs tend to get a little vindictive when things don't go their way.  Its basically how the game got built.  I just don't want them to take any angst out on the product.

btw, the issue has just penetrated over on the main game forum.  We'll see how that plays out.  Maybe no one cares.

http://www.matrixgames.com/forums/tm.asp?m=4234287

I noted the same approach on their forum...look what else we have for you.  No one has asked what they might be taking away to make room for this new thing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 07:35:47 PM
Quote from: RyanE on February 11, 2017, 06:00:08 PM
I didn't go after anyone.  He is plain wrong in stating that something like Fraps will do the same thing.  So I'll spell it out...

1) Records entire session of game
2) Replays session
3) All menus of game are active
4) Views can be changed
5) is organic to game
6) You can jump into the game at any point of the recording

If the feature was so simple as Fraps, I suspect the pro users wouldn't be very interested.

I don't like quoting myself, but its easier.

Am I wrong?  Is there an app out there that does the above?  Was my assumption too broad?  Is Kushan reading this?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on February 11, 2017, 08:08:30 PM
Good lord RyanE

Two major game developer escalating issues that I 100% agree with that you have blown up in the last couple of months!  Instead of PimpHand you have TrollHand

Please let me know what else you play regularly but are casting a hairy eyeball on so that I can be prepared to avoid it as well

Con
PS Just to reiterate I am shocked that the same author has uncovered two totally separate but major developer faux pas along with a disturbing lack of empathy for the gamers that got them started.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 08:26:24 PM
Fortunately/Unfortunately Command and SB were 80% of my gaming time over the last year.  I do play a little CM and some IL2 Stalingrad.

What's funny is this one started out innocuous enough and then went all pear shaped.  If the dev hadn't come in and stomped around a little, this discussion would have been 4 or 5 posts.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 08:36:48 PM
Quote from: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3 (http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/ (http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/)
I do believe there will be law on this someday, if there isn't already precedent.

EDIT - there already is precedent and it looks like the case was settled. I'm going to look into this in more detail, but it appears there is a possibility that a court could have found that removal of features from software that has been paid for is a violation of certain statutes and laws. 

The last link from October 2016 reveals Sony settled the case by paying at least $55 to a class of 10,000,000. Do the math.

I hope Dmitris is still reading this thread.

The release is currently in beta. Users have an option to download it or not. Change isn't permanent yet.

Got any links on that?

Thanks

Mike

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 08:39:19 PM
Quote from: RyanE on February 11, 2017, 08:26:24 PM
Fortunately/Unfortunately Command and SB were 80% of my gaming time over the last year.  I do play a little CM and some IL2 Stalingrad.

What's funny is this one started out innocuous enough and then went all pear shaped.  If the dev hadn't come in and stomped around a little, this discussion would have been 4 or 5 posts.

Yeah probably but you also failed to mention its a beta which is a big miss.

How often do you use this feature and how often do you think others do? Part of the Beta is figuring out if changes are acceptable correct?

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 08:41:37 PM
Quote from: RyanE on February 11, 2017, 07:35:47 PM
Quote from: RyanE on February 11, 2017, 06:00:08 PM
I didn't go after anyone.  He is plain wrong in stating that something like Fraps will do the same thing.  So I'll spell it out...

1) Records entire session of game
2) Replays session
3) All menus of game are active
4) Views can be changed
5) is organic to game
6) You can jump into the game at any point of the recording

If the feature was so simple as Fraps, I suspect the pro users wouldn't be very interested.

I don't like quoting myself, but its easier.

Am I wrong?  Is there an app out there that does the above?  Was my assumption too broad?  Is Kushan reading this?

Yeah its pretty unique. Fact is though I've seen maybe one recording used anywhere and same for everybody else. Are we wrong? Do you record much?

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 08:45:29 PM
Like I said, but suspecting you didn't read the entire conversation, I use it when building scenarios a lot or looking to see how something works.  I assume that is what its built for.

OK, its beta, but are you putting it back in based on feedback?  Since we are talking semantics, the release is called a Service Release.  The definition of an SR is a release for standard product still under development and being serviced.  Whether its fixing bugs or delivering promised features, it is considered part of the original release.

In any software business, its very bad form to remove functions on SRs.  Its a good way to get into trouble.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 08:47:18 PM
Quote from: RyanE on February 11, 2017, 07:17:09 PM
While I think taking a legal approach is a little over the top.  I mean, the devs have been pretty good up to this point.  I am just curious to see if this issue goes any further.  I am worried that these devs tend to get a little vindictive when things don't go their way.  Its basically how the game got built.  I just don't want them to take any angst out on the product.

btw, the issue has just penetrated over on the main game forum.  We'll see how that plays out.  Maybe no one cares.

http://www.matrixgames.com/forums/tm.asp?m=4234287

I noted the same approach on their forum...look what else we have for you.  No one has asked what they might be taking away to make room for this new thing.

Yeah that was me. You can check out my other comments here and there.

Would you like us to post all features we've added since release here? I think you an I both know there are lots if you play the game with any regularity but I'm 100 percent willing to let the judge and jury here take a look and let us know that they think. Let me know.

Thanks

MIke
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 08:48:06 PM
I have 3-4 recordings on this machine alone.  And I play on a few different machines. 

You have stepped in the middle here.  Again, read the whole thing.  I am not going to repeat myself again just because you don't want to go back and read what's already been said.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 08:49:03 PM
Quote from: bostonmyk on February 11, 2017, 08:39:19 PM
Quote from: RyanE on February 11, 2017, 08:26:24 PM
Fortunately/Unfortunately Command and SB were 80% of my gaming time over the last year.  I do play a little CM and some IL2 Stalingrad.

What's funny is this one started out innocuous enough and then went all pear shaped.  If the dev hadn't come in and stomped around a little, this discussion would have been 4 or 5 posts.

Yeah probably but you also failed to mention its a beta which is a big miss.

How often do you use this feature and how often do you think others do? Part of the Beta is figuring out if changes are acceptable correct?

Mike

Thats a frankly ridiculous thing to say. What - you mean taking the feature out is in beta - to see if taking it out works - jeezzz you even say that when the Dev has come here himself and explained it has gone and why and told us all tough shit if we dont like it - now you are trying to say its only a Beta ... LMFAO
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 11, 2017, 08:49:14 PM
Quote from: bostonmyk on February 11, 2017, 08:36:48 PM
Quote from: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3 (http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/ (http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/)
I do believe there will be law on this someday, if there isn't already precedent.

EDIT - there already is precedent and it looks like the case was settled. I'm going to look into this in more detail, but it appears there is a possibility that a court could have found that removal of features from software that has been paid for is a violation of certain statutes and laws. 

The last link from October 2016 reveals Sony settled the case by paying at least $55 to a class of 10,000,000. Do the math.

I hope Dmitris is still reading this thread.

The release is currently in beta. Users have an option to download it or not. Change isn't permanent yet.

Got any links on that?

Thanks

Mike

I'm not here to argue with you, only to show that similar decisions could run afoul of various state and federal laws. I think the position that it's a "beta", though, and not permanent "yet", is a bit disingenuous. Anyway, if you want links to fully explore your risk, hire a lawyer. I happen to be one and will be glad to assist . Drop me a pm if interested.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 08:49:42 PM
Quote from: bostonmyk on February 11, 2017, 08:39:19 PM
Yeah probably but you also failed to mention its a beta which is a big miss.

How often do you use this feature and how often do you think others do? Part of the Beta is figuring out if changes are acceptable correct?

Mike

So is there a plan to keep it in then? That isn't how it was presented by Dimitris. What are the other features currently in the game you are considering possibly removing?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 08:51:04 PM
Guy, are you going to keep posting without reading anything.  That has already been discussed several times.  Can you please save everyone some time and PLEASE go back and read it.  Or are you going to do your usual "going off half-cocked" like you do on the Matrix forum.  PLEASE, PLEASE go back and read the last 2-3 pages.  If you really want answers to your questions, you'll get them there.

btw, this was all calming down and now you seem to want to just keep oit going.  Its not making you guys look very good.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 08:52:41 PM
These guys need a PR firm.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 08:56:22 PM
What a bizarre set of posts....now it's being implied it may not be removed?  I guess the other developer forgot to mention that while he was explaining it was purposely removed to make more money on the professional version.  So they were just testing us if w would miss it?  Ok....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 08:57:00 PM
Quote from: bostonmyk on February 11, 2017, 08:47:18 PM
Quote from: RyanE on February 11, 2017, 07:17:09 PM
While I think taking a legal approach is a little over the top.  I mean, the devs have been pretty good up to this point.  I am just curious to see if this issue goes any further.  I am worried that these devs tend to get a little vindictive when things don't go their way.  Its basically how the game got built.  I just don't want them to take any angst out on the product.

btw, the issue has just penetrated over on the main game forum.  We'll see how that plays out.  Maybe no one cares.

http://www.matrixgames.com/forums/tm.asp?m=4234287

I noted the same approach on their forum...look what else we have for you.  No one has asked what they might be taking away to make room for this new thing.

Yeah that was me. You can check out my other comments here and there.

Would you like us to post all features we've added since release here? I think you an I both know there are lots if you play the game with any regularity but I'm 100 percent willing to let the judge and jury here take a look and let us know that they think. Let me know.

Thanks

MIke

No - what I would like you to do is explain how any of the features you have added are relevant to deliberately removing something I paid a lot of money to you for. Regardless of whether I have used it once or a million times - I paid for it. Why cant you guys get into your heads just how bad that looks on any and all levels ?

And even so - now you have done that - you expect us to believe that all along you have been adding features merely cause you are good guys ? As opposed to winning a nice contract with the military - who were only interested in it in the first place cause we who paid a premium price for the game gave you time to develop it to the point they were. Jeeeez - you guys stink. Minus one customer for anything else you put out. Maybe Matrix as well.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 08:57:14 PM
Quote from: RyanE on February 11, 2017, 08:45:29 PM
Like I said, but suspecting you didn't read the entire conversation, I use it when building scenarios a lot or looking to see how something works.  I assume that is what its built for.

OK, its beta, but are you putting it back in based on feedback?  Since we are talking semantics, the release is called a Service Release.  The definition of an SR is a release for standard product still under development and being serviced.  Whether its fixing bugs or delivering promised features, it is considered part of the original release.

In any software business, its very bad form to remove functions on SRs.  Its a good way to get into trouble.

The title of the string you downloaded the files from is titled Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.15]. If this is not clear we're definitely open to suggestions on how to do it
better.

Once all Updates and SR's are done they get pushed via the update button or through steams pipeline.

I can't speak to your experience in the software business only mine. Our current paradigm has been successful because we've able to collect valuable feedback and catch bugs and fix them prior to release. I haven't seen much negative feedback on doing this and I'm pretty confident in saying its produced a better product. So it works, most our players seem happy so we're going with it until it doesn't work.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 09:00:28 PM
Quote from: bostonmyk on February 11, 2017, 08:41:37 PM
Quote from: RyanE on February 11, 2017, 07:35:47 PM
Quote from: RyanE on February 11, 2017, 06:00:08 PM
I didn't go after anyone.  He is plain wrong in stating that something like Fraps will do the same thing.  So I'll spell it out...

1) Records entire session of game
2) Replays session
3) All menus of game are active
4) Views can be changed
5) is organic to game
6) You can jump into the game at any point of the recording

If the feature was so simple as Fraps, I suspect the pro users wouldn't be very interested.

I don't like quoting myself, but its easier.

Am I wrong?  Is there an app out there that does the above?  Was my assumption too broad?  Is Kushan reading this?

Yeah its pretty unique. Fact is though I've seen maybe one recording used anywhere and same for everybody else. Are we wrong? Do you record much?

Thanks

Mike

Wait a minute here...You mean the guy who bragged about how much he knows the game and length of time playing didn't know this fact.  So I guess length of time playing doesn't count for much as we thought.  Sheesh!  There's a bunch of posts I had to make that I'll never get back.

While I am as appreciative as anyone of people like Kushan putting work into developing content for a game, it doesn't give them an automatic pass on throwing crap around on a forum.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 09:06:13 PM
Quote from: Jarhead0331 on February 11, 2017, 08:49:14 PM
Quote from: bostonmyk on February 11, 2017, 08:36:48 PM
Quote from: Jarhead0331 on February 11, 2017, 06:58:57 PM
Just for the record, not the first time this has happened.

http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/ (http://blogs.berkeley.edu/2013/11/21/when-product-features-disappear-amazon-apple-tesla-and-the-troubled-future-for-21st-century-consumers/)

https://www.techdirt.com/articles/20100331/0128358800.shtml (https://www.techdirt.com/articles/20100331/0128358800.shtml)

http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3 (http://www.ign.com/articles/2010/04/29/sony-sued-for-removal-of-linux-support-from-ps3)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html (http://law.justia.com/cases/federal/appellate-courts/ca9/11-18066/11-18066-2014-01-06.html)

http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/ (http://www.gamespot.com/articles/sony-might-owe-you-money-heres-why/1100-6441109/)
I do believe there will be law on this someday, if there isn't already precedent.

EDIT - there already is precedent and it looks like the case was settled. I'm going to look into this in more detail, but it appears there is a possibility that a court could have found that removal of features from software that has been paid for is a violation of certain statutes and laws. 

The last link from October 2016 reveals Sony settled the case by paying at least $55 to a class of 10,000,000. Do the math.

I hope Dmitris is still reading this thread.

The release is currently in beta. Users have an option to download it or not. Change isn't permanent yet.

Got any links on that?

Thanks

Mike

I'm not here to argue with you, only to show that similar decisions could run afoul of various state and federal laws. I think the position that it's a "beta", though, and not permanent "yet", is a bit disingenuous. Anyway, if you want links to fully explore your risk, hire a lawyer. I happen to be one and will be glad to assist . Drop me a pm if interested.


Ok
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 09:08:08 PM
I am not going to argue the quality of the product or your commitment to it.  My personal opinion is that both are very good.  I will argue your approach to customers and the trend I am seeing of turning your backs on the retail customers who gave you the money to potentially win big.  You haven't done it yet, but I am starting to see the cracks in the wall.  Its called "getting too big for your britches", "forgetting your root", "stepping on the backs of the people who got you there", etc.

You guys, as business people have a very obvious habit of alienating people all around.  You guys never seem to be able to say you made a mistake on things like this.

I'm sure your answer will be "they were all out to get me".  You giys should consider merging with esims, your business styles mesh well.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 09:10:22 PM
Quote from: RyanE on February 11, 2017, 09:00:28 PM
Quote from: bostonmyk on February 11, 2017, 08:41:37 PM
Quote from: RyanE on February 11, 2017, 07:35:47 PM
Quote from: RyanE on February 11, 2017, 06:00:08 PM
I didn't go after anyone.  He is plain wrong in stating that something like Fraps will do the same thing.  So I'll spell it out...

1) Records entire session of game
2) Replays session
3) All menus of game are active
4) Views can be changed
5) is organic to game
6) You can jump into the game at any point of the recording

If the feature was so simple as Fraps, I suspect the pro users wouldn't be very interested.

I don't like quoting myself, but its easier.

Am I wrong?  Is there an app out there that does the above?  Was my assumption too broad?  Is Kushan reading this?

Yeah its pretty unique. Fact is though I've seen maybe one recording used anywhere and same for everybody else. Are we wrong? Do you record much?

Thanks

Mike

Wait a minute here...You mean the guy who bragged about how much he knows the game and length of time playing didn't know this fact.  So I guess length of time playing doesn't count for much as we thought.  Sheesh!  There's a bunch of posts I had to make that I'll never get back.

While I am as appreciative as anyone of people like Kushan putting work into developing content for a game, it doesn't give them an automatic pass on throwing crap around on a forum.


I'm not exactly following you but guessing I'm not going to change your mind on this. Oh well.

Anyways sorry you're upset about this. We hope you enjoy the game and whats to come.

Have a nice night all!

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Stardog765 on February 11, 2017, 09:10:35 PM
My response at the main forums.

"I love this game but I have to agree here, that is just a smack in the face to everyone who has supported this game since release.
I understand your reasoning but that doesn't make it right. To pull a feature no matter how much used or not JUST so you have bullet point to show your "professional" customers see look it is worth what we are charging you.

Very uncool and as much as I love the game and will always play it going forward I will have to think twice about buying the new LIVE scenario and any further content you deem worthy to sell us lowly "commercial" customers.

Sorry if that sounds negative but that is just the taste it leaves in my mouth and for the price I paid for this game I figure I am entitled to voice that opinion. "
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 09:11:12 PM
Quote from: bostonmyk on February 11, 2017, 08:57:14 PM
Quote from: RyanE on February 11, 2017, 08:45:29 PM
Like I said, but suspecting you didn't read the entire conversation, I use it when building scenarios a lot or looking to see how something works.  I assume that is what its built for.

OK, its beta, but are you putting it back in based on feedback?  Since we are talking semantics, the release is called a Service Release.  The definition of an SR is a release for standard product still under development and being serviced.  Whether its fixing bugs or delivering promised features, it is considered part of the original release.

In any software business, its very bad form to remove functions on SRs.  Its a good way to get into trouble.

The title of the string you downloaded the files from is titled Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.15]. If this is not clear we're definitely open to suggestions on how to do it
better.

Once all Updates and SR's are done they get pushed via the update button or through steams pipeline.

I can't speak to your experience in the software business only mine. Our current paradigm has been successful because we've able to collect valuable feedback and catch bugs and fix them prior to release. I haven't seen much negative feedback on doing this and I'm pretty confident in saying its produced a better product. So it works, most our players seem happy so we're going with it until it doesn't work.

Thanks!

Mike


Removing an existing feature isn't a bug fix.

It sounds like you will remove existing features as you see fit and see if any notices or raises a stink about it.

Since this is a beta, is there a plan for leaving the record and playback tool in the final release for the update? And what are the other features Dimitris hinted you are considering for removal?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 09:15:25 PM
The problem I see now is that you two devs have argued youeselves into a corner.  I don't think you guys have it in you to lose face on reversing yourself now.  Its starting to percolate a little on your own site now.  But listening to how you talk on your own forums, I have to assume you really don't give a crap about the retail side of things, and maybe even secretly wish it would go away.

btw, you talk up your development process all you want.  But there are terms like Service Release and beta that have real meaning and are regarded legally to have specific meaning.  Beta means "feature or functionally complete".  If you are adding and pulling major features, its actually alpha.  Now many of terms have been watered down in the last 10 years, but if you are developing for the DoD, you better nail that down and stick to it.  It will eventually have rev rec implications.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 09:15:39 PM
Quote from: bostonmyk on February 11, 2017, 08:57:14 PM
Quote from: RyanE on February 11, 2017, 08:45:29 PM
Like I said, but suspecting you didn't read the entire conversation, I use it when building scenarios a lot or looking to see how something works.  I assume that is what its built for.

OK, its beta, but are you putting it back in based on feedback?  Since we are talking semantics, the release is called a Service Release.  The definition of an SR is a release for standard product still under development and being serviced.  Whether its fixing bugs or delivering promised features, it is considered part of the original release.

In any software business, its very bad form to remove functions on SRs.  Its a good way to get into trouble.

The title of the string you downloaded the files from is titled Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.15]. If this is not clear we're definitely open to suggestions on how to do it
better.

Once all Updates and SR's are done they get pushed via the update button or through steams pipeline.

I can't speak to your experience in the software business only mine. Our current paradigm has been successful because we've able to collect valuable feedback and catch bugs and fix them prior to release. I haven't seen much negative feedback on doing this and I'm pretty confident in saying its produced a better product. So it works, most our players seem happy so we're going with it until it doesn't work.

Thanks!

Mike

All I can say is you must be making a hell of a lot of money outa that military contract as you obviously dont want to sell any more games to the wargaming community anymore, but then that appears to have been the plan all along. You still havent had the guts to justify the central point though ... did I pay for that feature or not ? Is it right you now take it away - frankly your attempts to crawl out of the hole Dimitris dug you into by saying its a beta are laughable ...

Jeez man - this ... Recorder & replay ability still appears on the matrix website selling the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on February 11, 2017, 09:17:16 PM
How do you guys 3 pages in 5 hours...  WTF people?  Go find some porn or something
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 11, 2017, 09:18:21 PM
This is kind of like porn...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 11, 2017, 09:20:01 PM
Quote from: RyanE on February 11, 2017, 09:08:08 PM
I am not going to argue the quality of the product or your commitment to it.  My personal opinion is that both are very good.  I will argue your approach to customers and the trend I am seeing of turning your backs on the retail customers who gave you the money to potentially win big.  You haven't done it yet, but I am starting to see the cracks in the wall.  Its called "getting too big for your britches", "forgetting your root", "stepping on the backs of the people who got you there", etc.

You guys, as business people have a very obvious habit of alienating people all around.  You guys never seem to be able to say you made a mistake on things like this.

I'm sure your answer will be "they were all out to get me".  You giys should consider merging with esims, your business styles mesh well.

Have no idea who esims is but sounds like you don't like them.

Outside of our own game I play lots of Arma, boardgames and have even been looking at RPG's I haven't played since I was young. Generally I focus on having fun with them as its a way to get away from the job etc and not something that should be a cause for stress (well unless I botch that saving throw). Point is you can carry alot of angst about game or you can have fun with them.

As far as our company nobody is perfect and but people always try their best. Believe me we've made mistakes but we try and learn from them. I hope how much our product has grown since day one shows that. Finally what you guys and the community say is important to us and we do try and factor that into each decision.

Anyways nuff said. Have a nice weekend guys. Have fun!

Thanks!

Mike

Have a nice weekend guys.

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 09:20:14 PM
Quote from: bayonetbrant on February 11, 2017, 09:17:16 PM
Go find some porn or something

Why do you say that? Is PornHub taking away features too?!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 11, 2017, 09:22:26 PM
Quote from: mirth on February 11, 2017, 09:20:14 PM
Quote from: bayonetbrant on February 11, 2017, 09:17:16 PM
Go find some porn or something

Why do you say that? Is PornHub taking away features too?!

No - a porn company has far more respect for its morals and customers than Warfare sims and Matrix do...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 11, 2017, 09:22:46 PM
Quote from: bostonmyk on February 11, 2017, 09:20:01 PM
Finally what you guys and the community say is important to us and we do try and factor that into each decision.

I think it's safe to say we don't like to see features stripped out of the game and reserved for the "pro" edition.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 11, 2017, 09:23:04 PM
Quote from: mirth on February 11, 2017, 09:20:14 PM
Quote from: bayonetbrant on February 11, 2017, 09:17:16 PM
Go find some porn or something

Why do you say that? Is PornHub taking away features too?!

They are only in beta now....seems that is the new process of taking away features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jamus34 on February 11, 2017, 09:59:39 PM
Quote from: Grim.Reaper on February 11, 2017, 09:23:04 PM
Quote from: mirth on February 11, 2017, 09:20:14 PM
Quote from: bayonetbrant on February 11, 2017, 09:17:16 PM
Go find some porn or something

Why do you say that? Is PornHub taking away features too?!

They are only in beta now....seems that is the new process of taking away features.

Pasties and merkins will be digitally inserted until you pay the "full monty" fee?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 12, 2017, 03:05:20 AM
...Abwehr I i (SIGINT) was able to intercept some hectic late night Skype traffic yesterday between the developers.^-^
and that's what planed to remain finally after some more "service patches"   

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2ebbfra.jpg&hash=b5765c2eb2631c8a3d34e14dac36499ce9c62052)

an old native Groghead saying

"When the last feature got removed,
the last consumer right taken away,
and the last quantum of trust in developer marketing promises (before release) has faded 
CMANO fanboys will realize that they only look at an static credits screen left
"

;)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on February 12, 2017, 04:16:38 AM
Quote from: mirth on February 11, 2017, 09:20:14 PM
Quote from: bayonetbrant on February 11, 2017, 09:17:16 PM
Go find some porn or something

Why do you say that? Is PornHub taking away features too?!

It might even be worse   :o :

This week, the popular porn company Brazzers was placed on Russia's infamous "blocklist," becoming the third porn site in the last six months to be banned by the country's internet watchdog Roskomnadzor. The ruling came down from a Russian court, which argued that the Brazzers XXX site has a "purely negative impact on the human psyche".

http://www.thedailybeast.com/articles/2017/02/11/russia-has-declared-war-on-porn-will-the-gop-do-the-same.html
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2017, 04:29:59 AM
So let me get this straight. (I just want to make sure I understand your argument)

When you buy a new version of [ Windows / Office / Adobe suite / COD / FIFA / MSFS / etc. ] and a feature previously available has been removed, it's OK because you bought a new SKU so you're getting exactly what you paid for at that point (even though you pay more money overall, since you already paid for the previous version).

Whereas if the same feature removal happens during an optional free update (which has enough changes to easily qualify as a new paid-for SKU if we wanted to do that), it's a mortal sin because it's offered as an update and not a new SKU.

Right?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 12, 2017, 04:34:58 AM
Dimitris, with respect, but that is just an open ended flamebait post. You should at least provide more reference to what the feature being pulled was (used for).
You are talking about an Operating System, not a game, so that could be a rather skewed comparison. You need to specifiy more.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 12, 2017, 06:04:04 AM
Quote from: Dimitris on February 12, 2017, 04:29:59 AM
So let me get this straight. (I just want to make sure I understand your argument)

When you buy a new version of [ Windows / Office / Adobe suite / etc. ] and a feature previously available has been removed, it's OK because you bought a new SKU so you're getting exactly what you paid for at that point (even though you pay more money overall, since you already paid for the previous version).

Whereas if the same feature removal happens during an optional free update (which has enough changes to easily qualify as a new paid-for SKU if we wanted to do that), it's a mortal sin because it's offered as an update and not a new SKU.

Right?

Another laughable post from devs desperately trying to justify themselves. For the record  dimitris. Just so you don't use the same spurious argument again. Microsoft don't remove features people have paid for so they can sell them somewhere else to someone else for more money they do it for other reasons. So it's not the same thing as you have done at all. You are also not Microsoft and operate in a very small market where people's willingness to pay premium prices to support you are critical. It seems the dollars in all your eyes from the potential of a defence contract are blinding you both to where you have come from. How you got there. And where you may have to one day return.

Even Microsoft listened to their customers and returned something they removed even  though that was not for monetary gain. You guys seem more intent on coming here and being ignorant.

You still... after all these posts fail to fundamentally defend the moral of removing content from a game that people had previously paid for and are still advertising as a feature of the game on your website.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 07:11:43 AM
Quote from: Dimitris on February 12, 2017, 04:29:59 AM
So let me get this straight. (I just want to make sure I understand your argument)

When you buy a new version of [ Windows / Office / Adobe suite / COD / FIFA / MSFS / etc. ] and a feature previously available has been removed, it's OK because you bought a new SKU so you're getting exactly what you paid for at that point (even though you pay more money overall, since you already paid for the previous version).

Whereas if the same feature removal happens during an optional free update (which has enough changes to easily qualify as a new paid-for SKU if we wanted to do that), it's a mortal sin because it's offered as an update and not a new SKU.

Right?

It may not be a mortal sin, but it may not be legal either.

Your argument about a new SKU is a strawman. If it warrrants new SKU, make it a new SKU and charge for it. On the one hand, you talk about making business decisions that are best for your company when removing existing feautres. On the other, you claim to be giving away free product that could easily qualify as a new paid-for SKU.

I, for one, do not plan to support a company that forces me to examine each update release to determine which existing features have been removed. At the same time, the devs act like they are doing me favor by removing features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mkivcs on February 12, 2017, 07:21:26 AM
To be quite honest I've never noticed the replay feature even existed but that's partly because I only scraped the surface of the game so far, it looks such a great product that I've been saving it till I can devote the time to it that it deserves. That said I can understand peoples annoyance that a feature that they have had access to for a number of years suddenly being removed to justify a pricing structure that didn't even exist when they supported the project in it's early days.

However of more concern to me is the way the company are handling this. Since launch I have been hugely impressed by  Warfaresims/Dimitris commitment and willingness to engage with the users. (God knows it must be annoying to deal with the likes of H and the 'Why is this game not $1?' brigade on Steam.) Not to mention the continuing stream of fine updates.  This has really marked them out in my estimation as an AAA outfit and one who I look forward to purchasing future products from. However suddenly its as if the customer PR department has been outsourced to Battlefront and potential customers are marking it as a no buy. Presumably the more they sell the more chance we have of new versions  (And Warfaresims directors driving round in Porsches) so I think it would be in everyone's interest to learn from the mistakes made in this.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 08:14:50 AM
To try and cut through some hyperbole on both sides of the issue...

As I said back at the beginning, if the devs had said they were removing the replay feature because it didn't keep up with the game from a technology standpoint because of the added games features, I would have been bummed but understanding.  But taking a feature away, regardless of how much good stuff you add, because you want to artificially prop up a the pro product is just like a used car salesman would do.  I fear this is some contractual obligation they have with the military customers.  This is very similar to HPS and POA2 where they released POA2 with certain features and then pulled those features away on the first release because the DoD told them to.  There was a crap storm about it and I have never bought another game from HPS since.  And POA still doesn't work, as much as some people want to say it does.  I really don't want Command to head down that same path.

And the sensitivity and reaction to criticism that the devs have shown has always been just below the surface of all of their responses in the past.  They are quick to anger, somewhat vindictive, and hold a grudge.  They built the whole game on those three principles.  They did a great job building it, but we are seeing their love of the game transform into their love of the military contract.

As to all the added and lost feature:

1) We paid a pretty high premium with the trust that the devs were continuing to add features.
2) The devs at some point should have charged for some of the big updates.
3) I am hoping we are not in a period of having to trade off existing features to get new features.
4) The lost feature isn't going away to a paid add-on, its now out of reach to gamers in  the pro edition...lost forever.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: chemkid on February 12, 2017, 09:01:13 AM
@the warfaresims posse - great update and best wishes!

regarding the 'new pro feature' - i have a dream about paying pro-users who put their money into the development of a far, far more powerful version of the old 'free' recording feature and that someday warfaresims will split off a free version(somewhat less powerful but still better then the old feature, right?!) into the regular matrix/slitherine port of cmano!! yeah! that day will come and we all will be happy campers - till then, it's kinda 'vacation-time' for the free feature... let's take a break and enjoy this game as is!!

(...while the pros keep fine-tuning our 'free' features for days to come!!!)

cheers!
chem!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 09:13:55 AM
Reallly?  Based on the developer's own comments you think features will return as a better free versions?

For a trival feature nobody should care if taken out, the company still lists it as a selling point on their product page.  If such a small thing, why important enough to list as selling feature?

Powerful, detailed 3D-globe (Google Earth-style) with multiple map layers
Intuitive, point-and-click user interface for beginners backed up by a vast array of hotkeys for power users
Customizable map and info windows with persisted display settings and full multiple-monitor support - spread your tactical display across multiple screens or devote your secondary monitors to info windows
Aircraft, surface ships, submarines, land units, strategic & space forces and all their real-life sensors, weapons and other systems are at your disposal
Extensive, detailed simulation databases modeling faithfully the capabilities & limitations of each unit
More then 40 included scenarios covering multiple historic and hypothetical conflicts, plus 140+ free downaloadable user-created scenarios spanning the globe
Integrated scenario editor - make and share your own battles or modify existing scenarios
Integrated database viewer - browse through the stats for every platform, sensor and weapon in the game
Tremendous flexibility of scale: From counter-piracy skirmishes to strategic nuclear war
Detailed modeling of air (including near-space) and naval operations, both surface and underwater, supported by high-quality physics, sensor/EW, terrain and weather, weapon and damage models
Focused modeling of land-based forces relevant to air/naval/space operations
Mine and mine-countermeasure operations
Nuclear operations and other special-weapon categories
Recorder & replay ability
PBEM-style multiplayer with the free "Joint Command" add-on by Baloogan
Reviews - From the Press
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 09:21:08 AM
Quote from: chemkid on February 12, 2017, 09:01:13 AM
it's kinda 'vacation-time' for the free feature

It isn't a free feature. It is a feature bought and paid for with the rest of the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 12, 2017, 09:26:06 AM
I don't get the argument here or at matrix what it is they removed. That is pure semantics. It is irrelevant either from the Devs point of view or from their fanbois. They took something out of the game that people paid for to enable them to sell it to something else. I would like to have seen the reaction if say they had removed mid air refuelling. Simple fact is if you don't have an issue with what they have done now you can't do if they decided to do that in the future. Which of course leaves to one side the whole other argument that going forward it's obvious where their priorities lie.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 09:29:29 AM
It's an easy way to put a shine on the Pro Edition. Remove existing features from the commercial version and start touting them as exclusive to the PE.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 09:32:00 AM
It will be interesting to see how steam community reacts to this.  The feature is still listed there as well.  Since by default steam auto updates games, lot of customers will auto see things disappear without a choice.  Of course developers will say somehow they should know this is coming and disable auto updates forever.  Messy...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 09:58:05 AM
Quote from: RyanE on February 12, 2017, 08:14:50 AM
To try and cut through some hyperbole on both sides of the issue...

As I said back at the beginning, if the devs had said they were removing the replay feature because it didn't keep up with the game from a technology standpoint because of the added games features, I would have been bummed but understanding.  But taking a feature away, regardless of how much good stuff you add, because you want to artificially prop up a the pro product is just like a used car salesman would do.  I fear this is some contractual obligation they have with the military customers.  This is very similar to HPS and POA2 where they released POA2 with certain features and then pulled those features away on the first release because the DoD told them to.  There was a crap storm about it and I have never bought another game from HPS since.  And POA still doesn't work, as much as some people want to say it does.  I really don't want Command to head down that same path.

And the sensitivity and reaction to criticism that the devs have shown has always been just below the surface of all of their responses in the past.  They are quick to anger, somewhat vindictive, and hold a grudge.  They built the whole game on those three principles.  They did a great job building it, but we are seeing their love of the game transform into their love of the military contract.

As to all the added and lost feature:

1) We paid a pretty high premium with the trust that the devs were continuing to add features.
2) The devs at some point should have charged for some of the big updates.
3) I am hoping we are not in a period of having to trade off existing features to get new features.
4) The lost feature isn't going away to a paid add-on, its now out of reach to gamers in  the pro edition...lost forever.


1)Yes
2)Yes
3)No. We've added probably 10+ major features and probably 100's on minor things not including DB updates. So even if you don't trust us past history really doesn't support what you're saying.
4)True if you've used it.

You're very dramatic and spend lots of time writing what you think goes on or that you have some insight into our company and others that you really don't.  If you'd like some please feel free to ask questions etc. Will definitely answer as maybe having some more accurate info might help the angst.

Thanks

Mike

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:01:28 AM
Quote from: mirth on February 12, 2017, 09:29:29 AM
It's an easy way to put a shine on the Pro Edition. Remove existing features from the commercial version and start touting them as exclusive to the PE.

Its more like figuring out what feature is more valuable to what product and I'd agree its about making sure Pro's buy the correct edition for them. Bottom line is I've never seen a bug report or post with a recording in it. We've even had it broken for a short period and nobody said a thing. What does that tell you?

Now that we've established both editions I don't see many more shifts if any.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:04:45 AM
Quote from: Grim.Reaper on February 12, 2017, 09:32:00 AM
It will be interesting to see how steam community reacts to this.  The feature is still listed there as well.  Since by default steam auto updates games, lot of customers will auto see things disappear without a choice.  Of course developers will say somehow they should know this is coming and disable auto updates forever.  Messy...

Its not in beta there. Right now you can only download the update in the Release Candidate string and manually run the executable to update.  Once we go live and push the final updates you'll see the change.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 10:05:32 AM
Quote from: bostonmyk on February 12, 2017, 10:01:28 AM
Quote from: mirth on February 12, 2017, 09:29:29 AM
It's an easy way to put a shine on the Pro Edition. Remove existing features from the commercial version and start touting them as exclusive to the PE.

Its more like figuring out what feature is more valuable to what product and I'd agree its about making sure Pro's buy the correct edition for them. Bottom line is I've never seen a bug report or post with a recording in it. We've even had it broken for a short period and nobody said a thing. What does that tell you?

Now that we've established both editions I don't see many more shifts if any.

Thanks

Mike

But you think important enough to list as selling point on your product purchase page?  And saying you don't see "many more" shifts does not exactly confirm nothing else will be removed.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 10:07:14 AM
Quote from: bostonmyk on February 12, 2017, 10:04:45 AM
Quote from: Grim.Reaper on February 12, 2017, 09:32:00 AM
It will be interesting to see how steam community reacts to this.  The feature is still listed there as well.  Since by default steam auto updates games, lot of customers will auto see things disappear without a choice.  Of course developers will say somehow they should know this is coming and disable auto updates forever.  Messy...

Its not in beta there. Right now you can only download the update in the Release Candidate string and manually run the executable to update.  Once we go live and push the final updates you'll see the change.

Thanks!

Mike

Yes, I understand that...when do you plan to tell the steam community the next update will remove a feature and if they don't want that to occur, they must turn auto updates off forever and will never receive any other updates?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:07:50 AM
One of the reasons not many bug reports show up is that the files are quite large on even medium-sized scenarios.  I had a file from the other night at over 100Mb for 10 minutes of recording on 500 units.

The largest I have seen was over 1.5 Gb.  Not exactly easy to move around.  But still very valuable for debugging scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:10:14 AM
Quote from: mkivcs on February 12, 2017, 07:21:26 AM
To be quite honest I've never noticed the replay feature even existed but that's partly because I only scraped the surface of the game so far, it looks such a great product that I've been saving it till I can devote the time to it that it deserves. That said I can understand peoples annoyance that a feature that they have had access to for a number of years suddenly being removed to justify a pricing structure that didn't even exist when they supported the project in it's early days.

However of more concern to me is the way the company are handling this. Since launch I have been hugely impressed by  Warfaresims/Dimitris commitment and willingness to engage with the users. (God knows it must be annoying to deal with the likes of H and the 'Why is this game not $1?' brigade on Steam.) Not to mention the continuing stream of fine updates.  This has really marked them out in my estimation as an AAA outfit and one who I look forward to purchasing future products from. However suddenly its as if the customer PR department has been outsourced to Battlefront and potential customers are marking it as a no buy. Presumably the more they sell the more chance we have of new versions  (And Warfaresims directors driving round in Porsches) so I think it would be in everyone's interest to learn from the mistakes made in this.

I definitely understand and respect your opinion on this.

To be fair we did include it in the notes of a Release Candidate for all to see. To say we were somehow being shifty is not true but it makes good fodder for those who think developers are shifty in general.

I don't see this being an issue in the future but we've definitely learned something.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:10:38 AM
You assurances about losing other features are not reinforced by the other dev.  He left it kind of open ended that other features are considered.

So are you as a representative of the company guaranteeing that no more features will be taken out the retail edition solely for the purpose of being added to the pro edition?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:11:53 AM
Quote from: bostonmyk on February 12, 2017, 10:01:28 AM
Its more like figuring out what feature is more valuable to what product and I'd agree its about making sure Pro's buy the correct edition for them. Bottom line is I've never seen a bug report or post with a recording in it. We've even had it broken for a short period and nobody said a thing. What does that tell you?

It tells me you will continue to remove existing features if you think your customers won't notice.

Quote from: bostonmyk on February 12, 2017, 10:01:28 AM
Now that we've established both editions I don't see many more shifts if any.

What other features, currently in the commercial version, you are considering removing in future "updates"

Quote from: Dimitris on February 11, 2017, 12:16:52 PM
It was a feature that, from the feedback we had, was used very little by commercial players but very much appreciated by professional customers. So we decided to reserve this for the professional version moving forward. There were several candidates for this "fate", and you probably would not have been happy with any of the others missing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:12:15 AM
Quote from: Grim.Reaper on February 12, 2017, 10:07:14 AM
Quote from: bostonmyk on February 12, 2017, 10:04:45 AM
Quote from: Grim.Reaper on February 12, 2017, 09:32:00 AM
It will be interesting to see how steam community reacts to this.  The feature is still listed there as well.  Since by default steam auto updates games, lot of customers will auto see things disappear without a choice.  Of course developers will say somehow they should know this is coming and disable auto updates forever.  Messy...

Its not in beta there. Right now you can only download the update in the Release Candidate string and manually run the executable to update.  Once we go live and push the final updates you'll see the change.

Thanks!

Mike

Yes, I understand that...when do you plan to tell the steam community the next update will remove a feature and if they don't want that to occur, they must turn auto updates off forever and will never receive any other updates?

Similar to past updates it will show up in the release notes. Do you think that is the correct approach? If not what is?

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 10:14:41 AM
Quote from: bostonmyk on February 12, 2017, 10:12:15 AM
Quote from: Grim.Reaper on February 12, 2017, 10:07:14 AM
Quote from: bostonmyk on February 12, 2017, 10:04:45 AM
Quote from: Grim.Reaper on February 12, 2017, 09:32:00 AM
It will be interesting to see how steam community reacts to this.  The feature is still listed there as well.  Since by default steam auto updates games, lot of customers will auto see things disappear without a choice.  Of course developers will say somehow they should know this is coming and disable auto updates forever.  Messy...

Its not in beta there. Right now you can only download the update in the Release Candidate string and manually run the executable to update.  Once we go live and push the final updates you'll see the change.

Thanks!

Mike

I think removal of paid features require more than a small single line in release notes.  You should have an entire separate communication that clearly tells people this.  Plus on your product page you should start warning people this will be removed in next update.  Need to be ver transparent and not treat as a casual thing in release notes.

Yes, I understand that...when do you plan to tell the steam community the next update will remove a feature and if they don't want that to occur, they must turn auto updates off forever and will never receive any other updates?

Similar to past updates it will show up in the release notes. Do you think that is the correct approach? If not what is?

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:15:46 AM
I would respectfully point out that removing a feature solely for the purpose of trying to sell another product is kind of shifty, on its own.  But the fact it was buried down the notes a ways and was never even broached with your customers just adds to it.  Also the fact you can't see the issue, when confronted here and on your own forum, does not bode well for customer-centric actions on your part.

I would hope when you do this again, you would at least talk to your customers to gauge reception on it.  And I don't mean beta testers.  That is an issue BFC got into with all of its changes.  If you only talk to beta testers, you are biasing the conversation from the get-go.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:18:42 AM
Quote from: RyanE on February 12, 2017, 10:10:38 AM
You assurances about losing other features are not reinforced by the other dev.  He left it kind of open ended that other features are considered.

So are you as a representative of the company guaranteeing that no more features will be taken out the retail edition solely for the purpose of being added to the pro edition?

You are trying way to hard to put us and our product in a bad light. If I think your intent is bad what incentive is there to respond to you at all?

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:22:26 AM
Quote from: bostonmyk on February 12, 2017, 10:18:42 AM
Quote from: RyanE on February 12, 2017, 10:10:38 AM
You assurances about losing other features are not reinforced by the other dev.  He left it kind of open ended that other features are considered.

So are you as a representative of the company guaranteeing that no more features will be taken out the retail edition solely for the purpose of being added to the pro edition?

You are trying way to hard to put us and our product in a bad light. If I think your intent is bad what incentive is there to respond to you at all?

Mike

Why is the intent bad? You're planning to remove an existing feature from the game. Why shouldn't your customers ask about future plans to remove other features when one of your own devs has indicated it is being considered?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2017, 10:25:11 AM
Quote from: RyanE on February 12, 2017, 10:10:38 AM
You assurances about losing other features are not reinforced by the other dev.  He left it kind of open ended that other features are considered.

That's not what I said at all.

What I did say, and I ask you to go back and read it, is that a number of features were candidates on the chopping block and the recorder was the one we ended up with.

FWIW, our initial pick was something else. One of our pro customers flat out told us "you HAVE to reserve this for Pro". If we had listened to him you would have a legitimate complaint because it's a " core" sim mechanic. But we opted for something that has low commercial impact but is in great demand with the pro crowd. In our position you would likely have done the same.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:25:51 AM
Quote from: RyanE on February 12, 2017, 10:15:46 AM
I would respectfully point out that removing a feature solely for the purpose of trying to sell another product is kind of shifty, on its own.  But the fact it was buried down the notes a ways and was never even broached with your customers just adds to it.  Also the fact you can't see the issue, when confronted here and on your own forum, does not bode well for customer-centric actions on your part.

I would hope when you do this again, you would at least talk to your customers to gauge reception on it.  And I don't mean beta testers.  That is an issue BFC got into with all of its changes.  If you only talk to beta testers, you are biasing the conversation from the get-go.

We disagree. It was in the notes of a beta candidate and we're responding here and now.

Guy I can only sink so much time into this. At a certain point I just need to assume you're a hater and move forward. Nobody in our company or any other is evil, needs to be perfect or whatever else you think. People just do their jobs the best they can and try and produce good game for people to play.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:27:23 AM
Look, I didn't start this conversation.  I just pointed out a fact around the release.  It was you guys as devs that came in and got this ramped up.  I can't think of a single game, other than Command and POA2, where a feature was removed from one version and then added to another to make the other one more valuable.  I was really sure it was that big a deal until you guys came in all defensive and pointed out other features were under consideration.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:29:00 AM
Quote from: Dimitris on February 12, 2017, 10:25:11 AM
What I did say, and I ask you to go back and read it, is that a number of features were candidates on the chopping block and the recorder was the one we ended up with.

FWIW, our initial pick was something else. One of our pro customers flat out told us "you HAVE to reserve this for Pro". If we had listened to him you would have a legitimate complaint because it's a " core" sim mechanic. But we opted for something that has low commercial impact but is in great demand with the pro crowd. In our position you would likely have done the same.

Will you continue to remove existing game features as necessary to satisfy the demands of your Pro Edition clients? What other features are potentially on the chopping block?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 10:32:28 AM
You should have been proactive, not reactive to something being removed from the game.  Deservered much more than a release note but I suspect you had an idea of the potential negative reaction.

No haters of the game here, I own everything you released from the start.  But removing features from the game and reasoning is something I don't agree with, including how it was communicated.

It's obvious your not going to change your mind, which unfortunately will make me choose to support other games and developers.  No problem...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:33:05 AM
Quote from: Grim.Reaper on February 12, 2017, 10:32:28 AM
You should have been proactive, not reactive to something being removed from the game.  Deservered much more than a release note but I suspect you had an idea of the potential negative reaction.

No haters of the game here, I own everything you released from the start.  But removing features from the game and reasoning is something I don't agree with, including how it was communicated.

It's obvious your not going to change your mind, which unfortunately will make me choose to support other games and developers.  No problem...

+1
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:33:32 AM
So what you are telling us is every time the DoD customer tells you to remove a feature from the retail version, we, as retail customers, are at your mercy?  This is sounding so much like POA2.

I resent being called a hater.  It shows how mean, vindictive, and short-sighted you guys are.  I have gone to the mat defending Command and you guys as devs.  I have done nothing but praise the entire team.  Now, because you guys see the dollar signs at the Pentagon, the retailers are a risk of having the game head down a very bad path.

What are you willing to sacrifice your retail customers for?  The customers that fought for you guys on the Steam boards, paid a premium price, and had faith in your company.  Let's just call them haters and say screw them.  That very much seems to align with how you seem to approach any push back.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:35:14 AM
Asking questions about a game you paid for makes you a hater  ::)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:40:16 AM
I guess the people here aren't the target demographic any more.  I am truly bummed.  I was worried about the military contract distracting the devs, but trusted they would manage it.  I'm kind of glad they are getting their pay day.  I am just not happy that it most likely come at the eventual expense of retail customers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:40:41 AM
Quote from: Grim.Reaper on February 12, 2017, 10:32:28 AM
You should have been proactive, not reactive to something being removed from the game.  Deservered much more than a release note but I suspect you had an idea of the potential negative reaction.

No haters of the game here, I own everything you released from the start.  But removing features from the game and reasoning is something I don't agree with, including how it was communicated.

It's obvious your not going to change your mind, which unfortunately will make me choose to support other games and developers.  No problem...


Ok I though putting it in the notes of an Release Candidate was enough but maybe not. We'll do this ahead of time then the next time it comes up.

You know who the haters are as well as I do if you spent any time here :D I hope this issue isn't so large that you'd walk away from this game. That would be a shame.

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: tanqtonic on February 12, 2017, 10:41:24 AM
Quote from: Dimitris on February 11, 2017, 01:12:07 PM
Quote from: RyanE on February 11, 2017, 01:00:27 PM
Frankly, I expected the devs to come back and say it was some super-hard to fix feature that was overwhelmed by the advance of the engine.  But to just remove a feature  randomly, from a customer's perspective, so that it is different from a version of the game you see more revenue potential from sure seems to be heading the future development of the game down a dark path for consumers.  Very e-sim-esque.

Let's agree to disagree. We have to make decisions based on what we consider the best outcomes for the game and the company. And we have to live with those decisions.

Big difference between "choosing not to implement a feature, and implementing the feature in another version" and "yanking the feature out of existing customers hands JUST to put into another higher paying version."

No offense but kind of a c-ppy move.

Not one that promotes return business.

Not meaning to be mean or rude, just facts is facts on actions and the perceptions that occur from them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:45:05 AM
Quote from: bostonmyk on February 12, 2017, 10:40:41 AM
You know who the haters are as well as I do if you spent any time here :D I hope this issue isn't so large that you'd walk away from this game. That would be a shame.

I know exactly who the haters are and I've actively called them out when those asshats have shown up here.

So why is it a problem for customers and supporters of the game to ask you questions now? If you're going to remove a feature from the game and hint that other features might be removed in the future, you should expect some questions.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 10:47:21 AM
Quote from: bostonmyk on February 12, 2017, 10:40:41 AM
Quote from: Grim.Reaper on February 12, 2017, 10:32:28 AM
You should have been proactive, not reactive to something being removed from the game.  Deservered much more than a release note but I suspect you had an idea of the potential negative reaction.

No haters of the game here, I own everything you released from the start.  But removing features from the game and reasoning is something I don't agree with, including how it was communicated.

It's obvious your not going to change your mind, which unfortunately will make me choose to support other games and developers.  No problem...


Ok I though putting it in the notes of an Release Candidate was enough but maybe not. We'll do this ahead of time then the next time it comes up.

You know who the haters are as well as I do if you spent any time here :D I hope this issue isn't so large that you'd walk away from this game. That would be a shame.

Mike

Unfortunately the only method to persuade developers that I believe bad move and don't want it to further occur with other features is to vote with my wallet....if I continue supporting, then would mean I agree with your approach, which I can't do.  Nothing against the game, but disagree with the decisions made.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:49:01 AM
Again, I'll point out that Command was born out of a culture of revenge against a crowd of "haters".  I think what we are seeing now is that the devs still feel like they are fighting that battle.  So anyone that questions a shady move are labeled haters.  There is good and bad about paranoia.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:50:11 AM
I think I've ducked any question that wasn't just a set up to get yelled at Mirth. Sometimes you guys think that people that read your posts can't see the setup. We're all wargamers of course we do :)

If you're serious send us a list of questions and we'll be more than happy to answer what we can.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:52:41 AM
1) Is there a chance that more retail features will be removed based on your contractual obligations to pro users
2) Is development priority changing based on your new pro business
3) Is there a chance the replay feature might make it back in
4) Will the pro user business have an impact on retail pricing

Those are a few off the top of my head...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 10:53:27 AM
Quote from: RyanE on February 12, 2017, 10:49:01 AM
Again, I'll point out that Command was born out of a culture of revenge against a crowd of "haters".  I think what we are seeing now is that the devs still feel like they are fighting that battle.  So anyone that questions a shady move are labeled haters.  There is good and bad about paranoia.

Command was born out of us wanting to build the game we always wanted. Why do you keep posting like you know us?

Anybody that shows a continuous pattern of hate is a hater. Where do you fall? If its not a hater than give it a rest please :)

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:55:49 AM
I post based how you guys post.  I have been following you through Harpoon, DB2000, Red Pill, and original release of Command.  My posts are based see you guys go at with various people over the decades.

Its the same way you think I am a hater.  You don't know me, yet, you had no issues calling me a hater.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 10:57:28 AM
Please show me the continuous pattern of hating on you.  I am interested in seeing that because my memory is that I have been a pretty big supporter.  I don't have to know you intimately to see the pattern you guys have of turning supporters into "haters"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 10:57:39 AM
Quote from: bostonmyk on February 12, 2017, 10:50:11 AM
I think I've ducked any question that wasn't just a set up to get yelled at Mirth. Sometimes you guys think that people that read your posts can't see the setup. We're all wargamers of course we do :)

If you're serious send us a list of questions and we'll be more than happy to answer what we can.

Thanks!

Mike

I've asked my questions multiple times. What makes you think I'm not serious about asking them? You choosing to ignore them doesn't mean I'm not serious about the questions.

I own the base game and Northern Inferno. Given that you've set the precedent for removing a game feature, under pressure from a Pro Edition client, and indicated that other features were under consideration for removal, I feel my questions are warranted and fair. But hey, continue to ignore them and pretend I'm a hater for asking.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 11:00:14 AM
My four questions don't come from hate.  They come from wanting to know if I should keep investing my time in the game.  I just want to know.  I have invested a lot of time in the game and have had fun.  But if that door is closing, I'll just move on.  I like to invest my time in games for the long run.  No point in wasting my time if the retail version has the potential to be chipped away at.

btw, I have some experience with game companies having dual customers.  esims has always been a DoD contractor with its Steel Beasts games.  But they are VERY upfront that they are a contractor first and retail company 2nd or 3rd.  I have zero qualms about that because they are very upfront about their priorities and its impact on its retail customers.  It can be frustrating at times, but you go in knowing the score.  I would like you guys to take the same approach.  Tell us up front the impact on retail.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:03:45 AM
Quote from: RyanE on February 12, 2017, 10:52:41 AM
1) Is there a chance that more retail features will be removed based on your contractual obligations to pro users
2) Is development priority changing based on your new pro business
3) Is there a chance the replay feature might make it back in
4) Will the pro user business have an impact on retail pricing

Those are a few off the top of my head...

1)I don't think so. We do have some features on deck but we're in process of making decisions of what goes where.
2)No not really. We share the same resource pool but have brought on new full time staff as well. People will be assigned to tasks and teams like any other business.
3)Right now the plan is Pro only however we've seen the input and will discuss.
4)No we depend on our publisher to suggest retail prices. You'd have to go to Marco to discuss how he actually does that. Assume its all market driven.

Thanks!

Mike

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 11:05:52 AM
That's a start.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:07:10 AM
Quote from: mirth on February 12, 2017, 10:57:39 AM
Quote from: bostonmyk on February 12, 2017, 10:50:11 AM
I think I've ducked any question that wasn't just a set up to get yelled at Mirth. Sometimes you guys think that people that read your posts can't see the setup. We're all wargamers of course we do :)

If you're serious send us a list of questions and we'll be more than happy to answer what we can.

Thanks!

Mike

I've asked my questions multiple times. What makes you think I'm not serious about asking them? You choosing to ignore them doesn't mean I'm not serious about the questions.

I own the base game and Northern Inferno. Given that you've set the precedent for removing a game feature, under pressure from a Pro Edition client, and indicated that other features were under consideration for removal, I feel my questions are warranted and fair. But hey, continue to ignore them and pretend I'm a hater for asking.

Mirth if you can just send me a quick list. I'll answer.

Thanks!

Mike

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 12, 2017, 11:08:06 AM
One big question that ties a lot of the questions together...Is the Pro or Retail a bigger priority right now?...or in the near future?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 12, 2017, 11:09:54 AM
What other features are "on the deck" from being removed from the retail version and ported into the pro edition as an exclusive, and what is ultimately driving the decision to add a feature to the list?

Can NGO customers purchase the pro edition? If so, what is the cost and how is the licensing structured?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: tanqtonic on February 12, 2017, 11:10:23 AM
Quote from: bostonmyk on February 12, 2017, 11:03:45 AM
Quote from: RyanE on February 12, 2017, 10:52:41 AM
1) Is there a chance that more retail features will be removed based on your contractual obligations to pro users
2) Is development priority changing based on your new pro business
3) Is there a chance the replay feature might make it back in
4) Will the pro user business have an impact on retail pricing

Those are a few off the top of my head...

1)I don't think so. We do have some features on deck but we're in process of making decisions of what goes where.


Is the second sentence relating to new features of ones in the commercial version?  It is unclear.   

I do not begrudge anyone putting new features where they can get more for it at all. 

But, to be honest, pulling feature OUT to do that is a d-ck move.  Actually Jarhead's post is actually more accurate (being that  I have actually practiced that law specifically for over twenty years....), but notwithstanding the legal issues it is still a middle finger of move to your customer base.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 11:11:11 AM
Quote from: Jarhead0331 on February 12, 2017, 11:09:54 AM
What other features are "on the deck" from being removed from the retail version and ported into the pro edition as an exclusive?

Yep. This is the same question I've asked at least three times already.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:20:31 AM
Quote from: Jarhead0331 on February 12, 2017, 11:09:54 AM
What other features are "on the deck" from being removed from the retail version and ported into the pro edition as an exclusive, and what is ultimately driving the decision to add a feature to the list?

Can NGO customers purchase the pro edition? If so, what is the cost and is the licensing structured?


1. Answered the first one already. I don't see anything obvious today.
2. Pro users and civ users have different features they want that are driven by what they do. Some cross over and some don't. That's how you should divide things and given we didn't start with both businesses on day one we have to do it now. As you well know with your mil law background the military often requires things to be for their version only and some projects are classified as well.
3. NGO can purchase a pro license although its not like Steel Beasts Pro where its approachable to a civ user from a use or cost perspective. You got to have some dollars behind you and show a pro related purpose as well working for allies. Etc.

Let me know if I've missed something or was otherwise unclear?

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:21:47 AM
Quote from: RyanE on February 12, 2017, 11:08:06 AM
One big question that ties a lot of the questions together...Is the Pro or Retail a bigger priority right now?...or in the near future?

They have equal priority.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:24:15 AM
Quote from: tanqtonic on February 12, 2017, 11:10:23 AM
Quote from: bostonmyk on February 12, 2017, 11:03:45 AM
Quote from: RyanE on February 12, 2017, 10:52:41 AM
1) Is there a chance that more retail features will be removed based on your contractual obligations to pro users
2) Is development priority changing based on your new pro business
3) Is there a chance the replay feature might make it back in
4) Will the pro user business have an impact on retail pricing

Those are a few off the top of my head...

1)I don't think so. We do have some features on deck but we're in process of making decisions of what goes where.


Is the second sentence relating to new features of ones in the commercial version?  It is unclear.   

I do not begrudge anyone putting new features where they can get more for it at all. 

But, to be honest, pulling feature OUT to do that is a d-ck move.  Actually Jarhead's post is actually more accurate (being that  I have actually practiced that law specifically for over twenty years....), but notwithstanding the legal issues it is still a middle finger of move to your customer base.

Nobody's intent was to be a dick.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 11:28:13 AM
Quote from: bostonmyk on February 12, 2017, 11:21:47 AM
Quote from: RyanE on February 12, 2017, 11:08:06 AM
One big question that ties a lot of the questions together...Is the Pro or Retail a bigger priority right now?...or in the near future?

They have equal priority.

Thanks

Mike

Then why was a feature removed from the retail version to satisfy the demands of a Pro Edition client?

Quote from: Dimitris on February 12, 2017, 10:25:11 AM
What I did say, and I ask you to go back and read it, is that a number of features were candidates on the chopping block and the recorder was the one we ended up with.
FWIW, our initial pick was something else. One of our pro customers flat out told us "you HAVE to reserve this for Pro". If we had listened to him you would have a legitimate complaint because it's a " core" sim mechanic. But we opted for something that has low commercial impact but is in great demand with the pro crowd. In our position you would likely have done the same.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:30:11 AM
Quote from: mirth on February 12, 2017, 11:28:13 AM

Then why was a feature removed from the retail version to satisfy the demands of a Pro Edition client?


Answered here

Quote2. Pro users and civ users have different features they want that are driven by what they do. Some cross over and some don't. That's how you should divide things and given we didn't start with both businesses on day one we have to do it now. As you well know with your mil law background the military often requires things to be for their version only and some projects are classified as well.

Does that make sense?

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 12, 2017, 11:31:07 AM
- Question-
Is that decision of retroactive deleting features customers had paid for coordinated with Slitherine Marketing Department and its CEO?
Yes or No


- rant -
Why? you may ask. Because it would be a dam break if that is the new official policy of Slitherine
What's next to happen with all their beer and pretzel games that set a precedent?

"Slitherine Games, You can never be sure an existing feature will get removed from your game you had paid for later with a service patch"  

...i guess that's not the slogan Slitherine want to be seen in the market with its whole franchise in the future and as headline discussed in the gaming mags.

Why? because all Slitherine's developing studios are small too and also want to "re-sell" an existing feature to the same customer if that is made possible somehow
So let's all start downgrading an existing released product with a "service patch" and resell that feature combined in a new DLC or such.       

What's next?.... playing latest Sanctus Reach, and with the next patch the Land Raider is gone (well, because it was so seldom used in the MP matches we monitored anyway, and item never showed up in the bug reports) and has to be re-bought in an upcoming DLC inside of -let's say- Imperial Army DLCs or with a to be launched Gold edition?
you get the idea.   
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 11:35:08 AM
Quote from: bostonmyk on February 12, 2017, 11:30:11 AM
Quote from: mirth on February 12, 2017, 11:28:13 AM

Then why was a feature removed from the retail version to satisfy the demands of a Pro Edition client?


Answered here

Quote2. Pro users and civ users have different features they want that are driven by what they do. Some cross over and some don't. That's how you should divide things and given we didn't start with both businesses on day one we have to do it now. As you well know with your mil law background the military often requires things to be for their version only and some projects are classified as well.

Does that make sense?

Thanks

Mike

The quoted statement makes sense, but it doesn't tell me that both have versions have equal priority. We're not talking about deciding which new feature matches which version. If a Pro client demands exclusivity for a feature currently in the retail product, you're inclined to acquiesce.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on February 12, 2017, 11:39:50 AM
 C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)
MOD HAT ON
C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)

As an outside - and disinterested - observer on this one


1.  Both sides are digging in their heels

2.  Both sides are convinced of their holy righteousness to do so

3.  Neither of you are going to convince the other of any correctness related to the decision-making

4.  You guys have all gone over 150 posts in the past 36 hours and no one has changed their minds at all (hell, every time I try to post something, I'm told there's a new post in the thread)



Maybe, just maybe, everyone take a pause from this to get some fresh air and think about the other side's perspective, and then come back to the thread in 12 hours or so.

No one is being banned, and nothing is being locked.

But the trajectory of this thread, at this moment, is not encouraging, so I'm trying to head off the storm before it starts raging


thank you

C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)
MOD HAT OFF
C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:43:08 AM
Quote from: MikeGER on February 12, 2017, 11:31:07 AM
- Question-
Is that decision of retroactive deleting features customers had paid for coordinated with Slitherine Marketing Department and its CEO?
Yes or No

Yes. The team has also sat through 2 meetings where they've told us we give too much away. I'd love to drop one of you guys in our spot for one of these meetings btw. You'd immediately have a new perspective on what its like to be a developer etc.

Quote- rant -
Why? you may ask. Because it would be a dam break if that is the new official policy of Slitherine
What's next to happen with all their beer and pretzel games that set a precedent?

"Slitherine Games, You can never be sure an existing feature will get removed from your game you had paid for later with a service patch"  

...i guess that's not the slogan Slitherine want to be seen in the market with its whole franchise in the future and as headline discussed in the gaming mags.

Why? because all Slitherine's developing studios are small too and also want to "re-sell" an existing feature to the same customer if that is made possible somehow
So let's all start downgrading an existing released product with a "service patch" and resell that feature combined in a new DLC or such.

Not at all. We pulled the recorder because its a better fit for the pro version and nobody on the civ side seemed to be using it. There was nothing discussed with us beyond that.

QuoteWhat's next?.... playing latest Sanctus Reach, and with the next patch the Land Raider is gone (well, because it was so seldom used in the MP matches we monitored anyway, and item never showed up in the bug reports) and has to be re-bought in an upcoming DLC inside of -let's say- Imperial Army DLCs or with a to be launched Gold edition?
you get the idea.

I don't know anything about Sanctus Reach etc. Sorry.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:46:00 AM
Quote from: mirth on February 12, 2017, 11:35:08 AM
The quoted statement makes sense, but it doesn't tell me that both have versions have equal priority. We're not talking about deciding which new feature matches which version. If a Pro client demands exclusivity for a feature currently in the retail product, you're inclined to acquiesce.

I see your point but I don't really see many more features they could actually do that.

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 12, 2017, 11:47:46 AM
Quote from: bayonetbrant on February 12, 2017, 11:39:50 AM
C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)
MOD HAT ON
C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)

As an outside - and disinterested - observer on this one


1.  Both sides are digging in their heels

2.  Both sides are convinced of their holy righteousness to do so

3.  Neither of you are going to convince the other of any correctness related to the decision-making

4.  You guys have all gone over 150 posts in the past 36 hours and no one has changed their minds at all (hell, every time I try to post something, I'm told there's a new post in the thread)



Maybe, just maybe, everyone take a pause from this to get some fresh air and think about the other side's perspective, and then come back to the thread in 12 hours or so.

No one is being banned, and nothing is being locked.

But the trajectory of this thread, at this moment, is not encouraging, so I'm trying to head off the storm before it starts raging


thank you

C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)
MOD HAT OFF
C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-) C:-)

Ok no problem.

Thanks!

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 12, 2017, 11:52:33 AM
bostonmyk, THX, for answering my question  :)

i am off to actually game now
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 11:53:37 AM
Quote from: bostonmyk on February 12, 2017, 11:43:08 AM
Quote from: MikeGER on February 12, 2017, 11:31:07 AM
- Question-
Is that decision of retroactive deleting features customers had paid for coordinated with Slitherine Marketing Department and its CEO?
Yes or No

Yes. The team has also sat through 2 meetings where they've told us we give too much away. I'd love to drop one of you guys in our spot for one of these meetings btw. You'd immediately have a new perspective on what its like to be a developer etc.

If you guys decided to dial back what you provide in free updates or start charging for new versions of the game, I'd get it. Would I be happy about it? Not really, but I'd get it from a business standpoint and understand from a consumer standpoint.

Removing features that existed at time of purchase, in order to satisfy the demands of another client set,  is a troubling precedent from a consumer standpoint.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 11:55:17 AM
Quote from: bostonmyk on February 12, 2017, 11:46:00 AM
Quote from: mirth on February 12, 2017, 11:35:08 AM
The quoted statement makes sense, but it doesn't tell me that both have versions have equal priority. We're not talking about deciding which new feature matches which version. If a Pro client demands exclusivity for a feature currently in the retail product, you're inclined to acquiesce.

I see your point but I don't really see many more features they could actually do that.

Thanks

Mike

Fair enough. You've attempted to answer the question. I appreciate that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 12, 2017, 12:18:39 PM
Quote from: mirth on February 12, 2017, 10:29:00 AM
Quote from: Dimitris on February 12, 2017, 10:25:11 AM
What I did say, and I ask you to go back and read it, is that a number of features were candidates on the chopping block and the recorder was the one we ended up with.

FWIW, our initial pick was something else. One of our pro customers flat out told us "you HAVE to reserve this for Pro". If we had listened to him you would have a legitimate complaint because it's a " core" sim mechanic. But we opted for something that has low commercial impact but is in great demand with the pro crowd. In our position you would likely have done the same.

Will you continue to remove existing game features as necessary to satisfy the demands of your Pro Edition clients? What other features are potentially on the chopping block?


Of course they will - if their posts show anything - its that what is demanded by their "Pro" crowd is what matters - not the people who bought the game and allowed them to get it where it is for them to sell to the military. Frankly their attitude stinks - and is already enough to convince me they arent deserving of any more money from me.

If you wanted to "add" something to the pro version - you should have added something to the pro version - not simply subtracted it from the retail version.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 12:23:48 PM
I'm going to give it a rest for now. Mike's made an honest effort to answer questions. I may not like all the answers, but I appreciate him showing up to post.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2017, 12:34:33 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzgumLHf.png&hash=9f72046756f2b6e978ef9d0d869a04be825973bb)

Perspective.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 12, 2017, 12:34:58 PM
Quote from: mirth on February 12, 2017, 12:23:48 PM
I'm going to give it a rest for now. Mike's made an honest effort to answer questions. I may not like all the answers, but I appreciate him showing up to post.

+1

I think this morning's round of discussion was much more productive after everyone had a chance to cool off and reflect.

Dmitris, nobody is claiming that the product has not been supported and improved upon. To the contrary, most are saying that they would have paid for some of the free patches and upgrades. But raising it as a point repeatedly in the context of this discussion is a red herring. It is defensive and it has nothing to do with the issue that has disturbed the core of your commercial support base. Do you understand that?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 12:39:49 PM
Quote from: Dimitris on February 12, 2017, 12:34:33 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzgumLHf.png&hash=9f72046756f2b6e978ef9d0d869a04be825973bb)

Perspective.

It was never a discussion about what you added and many people would have gladly paid if contained within expansions and dlc.  It's about the removal of paid features and doesn't matter the amount of free content you choose to give out.

Like others, I am done for now in posting.....said what I needed and have chosen not to support the developers anymore.  I know it won't impact their revenue, but can't support the decision.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: tanqtonic on February 12, 2017, 12:41:47 PM
Quote from: bostonmyk on February 12, 2017, 11:43:08 AM
Yes. The team has also sat through 2 meetings where they've told us we give too much away. I'd love to drop one of you guys in our spot for one of these meetings btw. You'd immediately have a new perspective on what its like to be a developer etc.

Ive actually been in those meetings negotiating typically for the developer.  And granted your package is amazingly rich --- rich enough that you could have/should have done an 'expanded' engine much like Battlefront does with their CM series.  Kudos to you for that.

But the point is that now you have a third party *dictating* to you what your other commerical moves should be.  And to be blunt, you rolled over on the pre-existing issue -- to the detriment of your commercial product and commercial fan base. At the same time making that base at the very least unsure about you as a provider, and at worst mad.  And with that you have blown away all those positives stated above.

No offense, but I cant tell you how many times some outside buyer wants something extra.   It happens with *every* package I've ever dealt with that 'forked' from another codebase or another product.  And yes, its tough as a developer to make that sell with those extras that demand that extra income.

But when you have the third party tell you to go 'hobble' (a strong word, perhaps too strong) a pre-existing product in order to give *him* some exclusive, that is troubling.  It is even more troubling when a client of mine actually thinks about doing it -- there are both potential legal aspects to it, and a general feeling when the pre-existing consumer finds out (and they always find out at some point);  that goodwill is very hard to make back up.  Each of those has different bad effects.

I am sorry you made the choice that you did.  And I am sorry, do not tell us that we are 'equal' to those third parties that you buckled to, we are not.   Your actions themselves tell us that.   So please dont attempt to sugar coat that decision in those terms, it is somewhat disingenuous.

I supported your all's efforts way back in the Blue Pill days.   To say Im disappointed with you is a vast understatement.

Btw folks, dont expect our umbrage to help the situation.  To the end that they have disclosed their negotiations and what transpired when they caved to the "excusivity" 'request', they are probably under a contractual obligation to pull this feature out.  To that end the best thing they can do now is just try and weather this and point to the 'evil' third parties that 'forced' them to do this. 

But, to be blunt, Jarhead's previous points are highly accurate as well.

And again Command people -- shame on you.

Going back to lurker mode now.....




Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2017, 12:41:53 PM
Quote from: Jarhead0331 on February 12, 2017, 12:34:58 PM
Dmitris, nobody is claiming that the product has not been supported and improved upon. To the contrary, most are saying that they would have paid for some of the free patches and upgrades. But raising it as a point repeatedly in the context of this discussion is a red herring. It is defensive and it has nothing to do with the issue that has disturbed the core of your commercial support base. Do you understand that?

I did not originally intend to post this, but I noticed that the argument "They are taking away a feature THAT I ALREADY PAID FOR!!!" still holds significant traction with some of the contributors to the discussion. In light of this, I think it is important to put this feature removal in perspective.

"They are taking away a feature THAT I ALREADY PAID FOR after first giving me a truckload of very expensive features THAT I DIDN'T HAVE TO PAY A DIME FOR" has a rather different ring to it, would you agree?

Thanks.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 12:42:32 PM
Dimitris, seriously, why post that now? The thread is just settling down and you pour gas on the flames. You are your own worst enemy, dude.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 12, 2017, 01:07:37 PM
.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 12, 2017, 02:23:35 PM
Dimitris,

Your missing the point. We paid money for a product. We got that product. We agreed to pay as much as we did because we recognized the potential of the game. You added features, true...but you came back and removed something we paid for. It's not a zero sum game. You shouldn't come back and take away something that your customers have. Charge more for the next upgrade, but you can't take away what we already have
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 12, 2017, 02:26:06 PM
Thanks for your feedback. As Mike said, this is under discussion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 12, 2017, 03:12:01 PM
Alright everyone...I'm seeing a lot of repeat comments here and Brant is a bee's dick away from locking the thread for awhile. A lot of good comments have been posted by both sides.

Let's all take another breather, regroup, lick wounds, tend to the dead, etc.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 12, 2017, 03:15:24 PM
Fair enough, but that comment about Brant's bees dick seems out of line.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on February 12, 2017, 03:23:11 PM
I don't think this is inflammatory, but I'd like to repeat my request from back on page 132 (?). Having not played in a while, which update removed the replay? I have my original installation file and many of the subsequent updates. I can re-install and update as close as possible to the point at which the replay option was removed. I like to watch replays in all games that provide them. The game is a great and improved successor to Harpoon, but I can live without some of the newer fixes if I can have the replays.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 12, 2017, 03:24:25 PM
Quote from: solops on February 12, 2017, 03:23:11 PM
I don't think this is inflammatory, but I'd like to repeat my request from back on page 132 (?). Having not played in a while, which update removed the replay? I have my original installation file and many of the subsequent updates. I can re-install and update as close as possible to the point at which the replay option was removed. I like to watch replays in all games that provide them. The game is a great and improved successor to Harpoon, but I can live without some of the newer fixes if I can have the replays.

Latest beta version

Command v1.11 Service Release 7 - Release Candidate [CURRENT: B906.15] 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on February 12, 2017, 03:33:00 PM
Thank you.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 12, 2017, 04:02:20 PM
Quote from: mikeck on February 12, 2017, 02:23:35 PM
Dimitris,

Your missing the point. We paid money for a product. We got that product. We agreed to pay as much as we did because we recognized the potential of the game. You added features, true...but you came back and removed something we paid for. It's not a zero sum game. You shouldn't come back and take away something that your customers have. Charge more for the next upgrade, but you can't take away what we already have

Yes - and I recently bought Sanctus Reach from Matrix - I paid three times as much for Command. I dont feel I have had a lot of stuff "for free" in that context. Thats even before analyzing the list Dimitris is so fond of posting and working out whats fixing the game and whats additional. Half the list is maintenance stuff I would have expected - such as fixing the UI and speeding up the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 13, 2017, 12:36:05 AM
I have to say though, excluding this "hiccup", the game itself is simply amazing. With Steam workshop, there is an endless supply of scenarios. I would pay $150 for it easily. It is also very well supported getting constant updates of the .exe, middle/vehicle data as well as Miguel Molina's new scenarios. Obviously Dimitris checks here and I -at least-didn't want to come off as ungrateful for what they have built here.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 13, 2017, 12:40:20 AM
.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 01:39:06 AM
Quote from: mikeck on February 13, 2017, 12:36:05 AM
I have to say though, excluding this "hiccup", the game itself is simply amazing. With Steam workshop, there is an endless supply of scenarios. I would pay $150 for it easily. It is also very well supported getting constant updates of the .exe, middle/vehicle data as well as Miguel Molina's new scenarios. Obviously Dimitris checks here and I -at least-didn't want to come off as ungrateful for what they have built here.

Yes...and...no.

They built an exceptional product. Absolutely.
They have supported it extremely well after release. Unquestionably.
They have been responsive to user feedback. Definitely.

But I hesitate to use terms like "thankful" and "grateful". They are in a business. Their business is to sell a product. We are consumers. We buy products. This product was developed and distributed for sale, and we paid a premium for it. They created something we enjoy, that we have praised, and that we would pay more for continued expansion and support. However, make no mistake, they should be "grateful" and "thankful" too. Respect in retail is a two way street. When a developer stops respecting their customers, they start removing things from their products, and they start creating flow charts to rub it all in your face.

That's where we all come in. We post our thoughts, opinions, and feelings here publicly so that developers and their customers can speak to each other openly about the product so that ultimately we can come to the mutual conclusion that we support and need each other.

I hope we've accomplished that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Hartford688 on February 13, 2017, 05:51:53 AM
Quote from: bostonmyk on February 12, 2017, 11:43:08 AM
Quote from: MikeGER on February 12, 2017, 11:31:07 AM
- Question-
Is that decision of retroactive deleting features customers had paid for coordinated with Slitherine Marketing Department and its CEO?
Yes or No

Yes. The team has also sat through 2 meetings where they've told us we give too much away. I'd love to drop one of you guys in our spot for one of these meetings btw. You'd immediately have a new perspective on what its like to be a developer etc


Have to say, from the outside, Slitherine/Matrix talking of "giving too much away" feels slightly surreal given their frequently ludicrously high pricing.

Putting aside CMANO, given that this current kerfuffle aside it is a heavily supported product that goes a long way to justify the premium price tag -  I cannot say I am particularly conscious of Matrix giving stuff away.

They are prime offenders (albeit up to now improving ones) in the article below:

https://www.google.nl/amp/s/www.rockpapershotgun.com/2016/08/19/the-flare-path-slash-or-spurn/amp/?client=safari
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 13, 2017, 07:49:35 AM
Quote from: Jarhead0331 on February 13, 2017, 01:39:06 AM
Quote from: mikeck on February 13, 2017, 12:36:05 AM
I have to say though, excluding this "hiccup", the game itself is simply amazing. With Steam workshop, there is an endless supply of scenarios. I would pay $150 for it easily. It is also very well supported getting constant updates of the .exe, middle/vehicle data as well as Miguel Molina's new scenarios. Obviously Dimitris checks here and I -at least-didn't want to come off as ungrateful for what they have built here.

Yes...and...no.

They built an exceptional product. Absolutely.
They have supported it extremely well after release. Unquestionably.
They have been responsive to user feedback. Definitely.

But I hesitate to use terms like "thankful" and "grateful". They are in a business. Their business is to sell a product. We are consumers. We buy products. This product was developed and distributed for sale, and we paid a premium for it. They created something we enjoy, that we have praised, and that we would pay more for continued expansion and support. However, make no mistake, they should be "grateful" and "thankful" too. Respect in retail is a two way street. When a developer stops respecting their customers, they start removing things from their products, and they start creating flow charts to rub it all in your face.

That's where we all come in. We post our thoughts, opinions, and feelings here publicly so that developers and their customers can speak to each other openly about the product so that ultimately we can come to the mutual conclusion that we support and need each other.

I hope we've accomplished that.

I understand.  But although I pay for the product,  I say I'm am grateful to developers because they endeavor to create games that don't necessarily appeal to a wider market. I think it's probably actually more difficult to create such detailed and precise games than some fancy shooter with great graphics on Xbox.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 07:52:55 AM
^well, yes. I'm "grateful" that there are developers who still make high fidelity military simulations. But I don't take it for granted that they are only making those products because there are people like us who will buy them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Greybriar on February 13, 2017, 08:02:46 AM
Quote from: Hartford688 on February 13, 2017, 05:51:53 AM
....I cannot say I am particularly conscious of Matrix giving stuff away....

What drew me to Matrix Games all those years ago was their free offer of Pacific War (http://www.matrixgames.com/products/235/downloads/Pacific.War:.Matrix.Edition). According to Matrix (http://www.matrixgames.com/news/501/Matrix.Games.Announces.The.War.Engine.Tax.Day.Giveaway!), it is still free along with The War Engine, Titans of Steel (http://www.matrixgames.com/products/237/downloads/Titans.of.Steel:.Warring.Suns), Steel Panthers: World at War (http://www.matrixgames.com/products/297/downloads/Steel.Panthers:.World.at.War.-.Generals.Edition), and War in Russia (http://www.matrixgames.com/products/236/downloads/War.in.Russia:.Matrix.Edition).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Hartford688 on February 13, 2017, 08:37:42 AM
Quote from: Greybriar on February 13, 2017, 08:02:46 AM
Quote from: Hartford688 on February 13, 2017, 05:51:53 AM
....I cannot say I am particularly conscious of Matrix giving stuff away....

What drew me to Matrix Games all those years ago was their free offer of Pacific War (http://www.matrixgames.com/products/235/downloads/Pacific.War:.Matrix.Edition). According to Matrix (http://www.matrixgames.com/news/501/Matrix.Games.Announces.The.War.Engine.Tax.Day.Giveaway!), it is still free along with The War Engine, Titans of Steel (http://www.matrixgames.com/products/237/downloads/Titans.of.Steel:.Warring.Suns), Steel Panthers: World at War (http://www.matrixgames.com/products/297/downloads/Steel.Panthers:.World.at.War.-.Generals.Edition), and War in Russia (http://www.matrixgames.com/products/236/downloads/War.in.Russia:.Matrix.Edition).

Very true and fair comment. Carriers at War at €40 still makes my eyes water, and World in Flames...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 13, 2017, 09:02:38 AM
Quote from: Jarhead0331 on February 13, 2017, 07:52:55 AM
^well, yes. I'm "grateful" that there are developers who still make high fidelity military simulations. But I don't take it for granted that they are only making those products because there are people like us who will buy them.

Or people almost like you :D

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 13, 2017, 09:04:55 AM
Quote from: Jarhead0331 on February 13, 2017, 01:39:06 AM
Quote from: mikeck on February 13, 2017, 12:36:05 AM
I have to say though, excluding this "hiccup", the game itself is simply amazing. With Steam workshop, there is an endless supply of scenarios. I would pay $150 for it easily. It is also very well supported getting constant updates of the .exe, middle/vehicle data as well as Miguel Molina's new scenarios. Obviously Dimitris checks here and I -at least-didn't want to come off as ungrateful for what they have built here.

Yes...and...no.

They built an exceptional product. Absolutely.
They have supported it extremely well after release. Unquestionably.
They have been responsive to user feedback. Definitely.

But I hesitate to use terms like "thankful" and "grateful". They are in a business. Their business is to sell a product. We are consumers. We buy products. This product was developed and distributed for sale, and we paid a premium for it. They created something we enjoy, that we have praised, and that we would pay more for continued expansion and support. However, make no mistake, they should be "grateful" and "thankful" too. Respect in retail is a two way street. When a developer stops respecting their customers, they start removing things from their products, and they start creating flow charts to rub it all in your face.

That's where we all come in. We post our thoughts, opinions, and feelings here publicly so that developers and their customers can speak to each other openly about the product so that ultimately we can come to the mutual conclusion that we support and need each other.

I hope we've accomplished that.

The only thing you've shown me is you specifically want to be a lot more important in this business then you are. You bully people around on the forum for this reason. This is not altruism on your part slick.

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 13, 2017, 09:09:34 AM
Hi Guys

Orders came down from Epsom that nobody should post anymore. He's not the king but maybe he has a point.

Thanks for your continued support and hope you enjoy our game!

Thanks

Mike
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 13, 2017, 09:13:36 AM
OK, not sure where that is coming from.  Jarhead is a great contributor here and at the same time helps calm things down.  I am not sure why you think he is trying to act self-important.  He has an opinion and expressed it without any commercial bias.

This is a forum where opinions are welcome and personal attacks are frowned upon.  It is one of the last venues where wargamers can express opinions about games and call out companies for doing things that are stupid.

What I see here, in general, is company employees used to having some control on their own forums not knowing how to respond to criticism they can't shout down.  We see it play out over and over here.

Before calling someone a bully, I would take a very hard look at your responses to customers on the Matrix forum.  Looking at how things are going, I am expecting the next angle is somehow associate the "haters" here with Mr. Hum.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 13, 2017, 09:14:10 AM
Quote from: bostonmyk on February 13, 2017, 09:09:34 AM
Hi Guys

Orders came down from Epsom that nobody should post anymore. He's not the king but maybe he has a point.

Thanks for your continued support and hope you enjoy our game!

Thanks

Mike

He says after posting...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on February 13, 2017, 09:22:21 AM
Quote from: Jarhead0331 on February 13, 2017, 07:52:55 AMbecause there are people like us

There's no "people" like you!

There's only one you!

:hug:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Stardog765 on February 13, 2017, 09:25:11 AM
"The only thing you've shown me is you specifically want to be a lot more important in this business then you are." Mike

Wow!  That is a developers stance on the importance of the customer to their business?  That's pretty amazing and says alot about the problem.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 13, 2017, 09:26:24 AM
Quote from: bostonmyk on February 13, 2017, 09:04:55 AM
Quote from: Jarhead0331 on February 13, 2017, 01:39:06 AM
Quote from: mikeck on February 13, 2017, 12:36:05 AM
I have to say though, excluding this "hiccup", the game itself is simply amazing. With Steam workshop, there is an endless supply of scenarios. I would pay $150 for it easily. It is also very well supported getting constant updates of the .exe, middle/vehicle data as well as Miguel Molina's new scenarios. Obviously Dimitris checks here and I -at least-didn't want to come off as ungrateful for what they have built here.

Yes...and...no.

They built an exceptional product. Absolutely.
They have supported it extremely well after release. Unquestionably.
They have been responsive to user feedback. Definitely.

But I hesitate to use terms like "thankful" and "grateful". They are in a business. Their business is to sell a product. We are consumers. We buy products. This product was developed and distributed for sale, and we paid a premium for it. They created something we enjoy, that we have praised, and that we would pay more for continued expansion and support. However, make no mistake, they should be "grateful" and "thankful" too. Respect in retail is a two way street. When a developer stops respecting their customers, they start removing things from their products, and they start creating flow charts to rub it all in your face.

That's where we all come in. We post our thoughts, opinions, and feelings here publicly so that developers and their customers can speak to each other openly about the product so that ultimately we can come to the mutual conclusion that we support and need each other.

I hope we've accomplished that.

The only thing you've shown me is you specifically want to be a lot more important in this business then you are. You bully people around on the forum for this reason. This is not altruism on your part slick.

Mike

WTF?! Have you lost your mind, Mike? I am 100% done with your company. Not a single penny, not a single bit of praise from me going forward. If your business model has become driving off existing customers of the retail product, bravo.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 13, 2017, 09:31:55 AM
Quote from: RyanE on February 13, 2017, 09:13:36 AM
Before calling someone a bully, I would take a very hard look at your responses to customers on the Matrix forum.  Looking at how things are going, I am expecting the next angle is somehow associate the "haters" here with Mr. Hum.

At this point, Herman seems less antagonistic than Dimitris and Mike. Might be time to dust off Harpoon and the Players Database.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bostonmyk on February 13, 2017, 09:44:41 AM
Quote from: RyanE on February 13, 2017, 09:13:36 AM
OK, not sure where that is coming from.  Jarhead is a great contributor here and at the same time helps calm things down.  I am not sure why you think he is trying to act self-important.  He has an opinion and expressed it without any commercial bias.

This is a forum where opinions are welcome and personal attacks are frowned upon.  It is one of the last venues where wargamers can express opinions about games and call out companies for doing things that are stupid.

What I see here, in general, is company employees used to having some control on their own forums not knowing how to respond to criticism they can't shout down.  We see it play out over and over here.

Before calling someone a bully, I would take a very hard look at your responses to customers on the Matrix forum.  Looking at how things are going, I am expecting the next angle is somehow associate the "haters" here with Mr. Hum.

I like how only you're allowed to have opinions and voice them and not developers.

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 09:46:50 AM
Quote from: bostonmyk on February 13, 2017, 09:44:41 AM
Quote from: RyanE on February 13, 2017, 09:13:36 AM
OK, not sure where that is coming from.  Jarhead is a great contributor here and at the same time helps calm things down.  I am not sure why you think he is trying to act self-important.  He has an opinion and expressed it without any commercial bias.

This is a forum where opinions are welcome and personal attacks are frowned upon.  It is one of the last venues where wargamers can express opinions about games and call out companies for doing things that are stupid.

What I see here, in general, is company employees used to having some control on their own forums not knowing how to respond to criticism they can't shout down.  We see it play out over and over here.

Before calling someone a bully, I would take a very hard look at your responses to customers on the Matrix forum.  Looking at how things are going, I am expecting the next angle is somehow associate the "haters" here with Mr. Hum.

I like how only you're allowed to have opinions and voice them and not developers.

Well, Mike, you certainly won't be voicing anything here anytime soon. Dimitris can be your mouthpiece for now.

EDITED to add a pointless "thanks!"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 13, 2017, 09:50:26 AM
Quote from: bostonmyk on February 13, 2017, 09:44:41 AM
Quote from: RyanE on February 13, 2017, 09:13:36 AM
OK, not sure where that is coming from.  Jarhead is a great contributor here and at the same time helps calm things down.  I am not sure why you think he is trying to act self-important.  He has an opinion and expressed it without any commercial bias.

This is a forum where opinions are welcome and personal attacks are frowned upon.  It is one of the last venues where wargamers can express opinions about games and call out companies for doing things that are stupid.

What I see here, in general, is company employees used to having some control on their own forums not knowing how to respond to criticism they can't shout down.  We see it play out over and over here.

Before calling someone a bully, I would take a very hard look at your responses to customers on the Matrix forum.  Looking at how things are going, I am expecting the next angle is somehow associate the "haters" here with Mr. Hum.

I like how only you're allowed to have opinions and voice them and not developers.



So much for taking a break from posting  ::)

Have you been attacked personally here, Mike? Have you been called a hater or a  bully? No? Well let me help, you're a dick.

These forums suit your purpose when it's all praise and love for your game, but the minute your customs question a decision you made, you go on the attack. You've shown plenty here over the past 48 hours. Very little of it a favorable reflection on you or your company.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 09:51:57 AM
^I have no idea how this guy is going to handle dealing with DoD, Navy and government employees. If the company is wise, it will keep him far, far away from anything having to do with customer interaction.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on February 13, 2017, 10:20:21 AM
Jarhead, how about a Kickstarter that would cover your basic lawyer costs (or fees, or honorarium or how it called correctly)  if you file a consumer-rights violation lawsuit against WarfareSim the moment they actually dare to retroactive take out a feature from a piece of consumer entertainment software.

Not because of that recorder-thingy, just as a matter of principle  :)

I would help found it, just for the chuckles   >:D

       
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 10:23:24 AM
Quote from: MikeGER on February 13, 2017, 10:20:21 AM
Jarhead, how about a Kickstarter that would cover your basic lawyer costs (or fees, or honorarium or how it called correctly)  if you file a consumer-rights violation lawsuit against WarfareSim the moment they actually dare to retroactive take out a feature from a piece of consumer entertainment software.

Not because of that recorder-thingy, just as a matter of principle  :)

I would help found it, just for the chuckles   >:D

     

You're a riot, Mike. I have no interest in hurting these guys. I always have and will continue to support pretty much everything they do. I just hope they still think of all us little people when they make it to the big league.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 13, 2017, 10:42:56 AM
I think that point gets lost on the devs in some of the hyperbole...I want them to succeed for my own selfish reasons.  I really like the game.  I have probably spent thousands of hours playing over 3 years.  They support the product amazingly well.  But their conversations with customers is kind of crappy.  And the drift towards the military customers starting to dominate how the game is developed is worrying.  But I hope they pull it off, without leaving us behind.  Because if they leave us behind, I won't care at that point.  And they probably won't either.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on February 13, 2017, 02:10:54 PM
Jarhead, I bet with all of this incoming you wish you'd built that bunker.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 13, 2017, 02:45:13 PM
Quote from: solops on February 13, 2017, 02:10:54 PM
Jarhead, I bet with all of this incoming you wish you'd built that bunker.

Who says I didn't?  :crazy2:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: tanqtonic on February 13, 2017, 10:24:49 PM
Quote from: bostonmyk on February 13, 2017, 09:04:55 AM
Quote from: Jarhead0331 on February 13, 2017, 01:39:06 AM

Yes...and...no.

They built an exceptional product. Absolutely.
They have supported it extremely well after release. Unquestionably.
They have been responsive to user feedback. Definitely.

But I hesitate to use terms like "thankful" and "grateful". They are in a business. Their business is to sell a product. We are consumers. We buy products. This product was developed and distributed for sale, and we paid a premium for it. They created something we enjoy, that we have praised, and that we would pay more for continued expansion and support. However, make no mistake, they should be "grateful" and "thankful" too. Respect in retail is a two way street. When a developer stops respecting their customers, they start removing things from their products, and they start creating flow charts to rub it all in your face.

That's where we all come in. We post our thoughts, opinions, and feelings here publicly so that developers and their customers can speak to each other openly about the product so that ultimately we can come to the mutual conclusion that we support and need each other.

I hope we've accomplished that.

The only thing you've shown me is you specifically want to be a lot more important in this business then you are. You bully people around on the forum for this reason. This is not altruism on your part slick.

Mike

Wow.  Amazing gift of public relations you have there.   

Just.....  wow......  Added on to your "haters" comment on top of it *and* you teeing off another poster about how you have been supposedly "shut down" with your opinion.  You have definitely stated your opinion, just as we have stated ours.  Of course, you can surmise by my posts (and others here) that we may not agree with the decision on your software, and you all have made it crystal clear that you don't agree with ours.  But you have *not* been shut down.

Again...  wow....  How do you all think it is being constructive to call those who disagree with you "haters", by denigrating Jarhead, *and* stating snidely that others "are allowed to have opinions and voice them and not developers" ?

Again, just...  wow...

Pretty much sure at this point I will never buy another item from you all.   How does that do you, "slick"?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Rayfer on February 14, 2017, 09:16:36 AM
 :'( :'( :'(  Sad to see threads devolve like this.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 14, 2017, 09:56:05 AM
Its over, and there are no hard feelings on our end. As gamers, we still support warfaresims and what they have accomplished with CMANO.
.
I trust as soon as there are any developments with the next update, or another community scenario pack is released, Dimitris will be along to post the news. Hopefully, we can start talking about the game again soon!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on February 14, 2017, 11:14:39 AM
Wait! You can't stop now! We need to talk more about this bunker.
YOU might have a cool bunker :-)
I have no bunker :-(
All I was allowed to get was a big zombie apocalypse trunk. Maybe I can put it in a cave. Still not as cool as a Bunker.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 17, 2017, 01:40:37 PM
Just downloaded the latest beta for the update.rvice release.  Looks like record is back in, unless I installed the wrong update.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 17, 2017, 01:42:32 PM
Record is back, but now you need a dongle :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on February 17, 2017, 02:03:28 PM
Don't poke the badger with a spoon....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 17, 2017, 02:13:30 PM
Just a little dongle humor
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 17, 2017, 05:37:00 PM
Sounds like good news...didn't see mentioned in release notes but glad they reconsidered their approach
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 17, 2017, 10:01:36 PM
Yep. Now in the future, put bug fixes and such in the free patches but bundle all the new elements, database upgrades, dev created scenarios and what-not in a paid DLC. I don't think they should hand out stuff for free nor does anyone and I know i would pay. Glad they reconsidered as well
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 18, 2017, 05:43:41 PM
Quote from: mikeck on February 17, 2017, 10:01:36 PM
Yep. Now in the future, put bug fixes and such in the free patches but bundle all the new elements, database upgrades, dev created scenarios and what-not in a paid DLC. I don't think they should hand out stuff for free nor does anyone and I know i would pay. Glad they reconsidered as well

Well no - they can do what they like for free - they just cant take away things people have paid for and then try and sneak that into an "upgrade" hoping no one will notice. To a games company with even the first idea of how to treat paying customers - and premium paying customers at that - none of this would have been necessary.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 18, 2017, 05:55:44 PM
Quote from: Zulu1966 on February 18, 2017, 05:43:41 PM
Quote from: mikeck on February 17, 2017, 10:01:36 PM
Yep. Now in the future, put bug fixes and such in the free patches but bundle all the new elements, database upgrades, dev created scenarios and what-not in a paid DLC. I don't think they should hand out stuff for free nor does anyone and I know i would pay. Glad they reconsidered as well

Well no - they can do what they like for free - they just cant take away things people have paid for and then try and sneak that into an "upgrade" hoping no one will notice. To a games company with even the first idea of how to treat paying customers - and premium paying customers at that - none of this would have been necessary.

Right...which is why I said "in the future..."
As in, going forward, charge what you like for new stuff if it's so expensive"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MetalDog on February 18, 2017, 05:57:42 PM
No spoons please fellas.  O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on February 19, 2017, 06:41:42 AM
Quote from: mikeck on February 18, 2017, 05:55:44 PM
Quote from: Zulu1966 on February 18, 2017, 05:43:41 PM
Quote from: mikeck on February 17, 2017, 10:01:36 PM
Yep. Now in the future, put bug fixes and such in the free patches but bundle all the new elements, database upgrades, dev created scenarios and what-not in a paid DLC. I don't think they should hand out stuff for free nor does anyone and I know i would pay. Glad they reconsidered as well

Well no - they can do what they like for free - they just cant take away things people have paid for and then try and sneak that into an "upgrade" hoping no one will notice. To a games company with even the first idea of how to treat paying customers - and premium paying customers at that - none of this would have been necessary.

Right...which is why I said "in the future..."
As in, going forward, charge what you like for new stuff if it's so expensive"

Well the point I was making mikcek was that there are other reasons for adding stuff for free. Especially for a premium priced game such as this. Fulfill the promises you made to justify that price, keep your existing customer Base interested in product, attract new purchases, attract a defence customer. Adding stuff for free is not necessarily purely altruistic, which was one of my main problems with their attitude. That and the fact they seemed to think they were the only dev team that had ever added and improved their product without charging for everything
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 19, 2017, 07:00:10 AM
Although I absolutely did not like their approach of taking content out, I don't think I can question their commitment to the game and what they have provided over the last (4) years since it was released.  We have received a lot of updates (sure, someone could argue a number of things bug fixes) over this period of time where many other games get abandoned in a short amount of time (how many other games at Matrix are active, many forums are ghost towns).  Therefore, I have no problem with them celebrating and boasting of the many FREE things they have given us, but it certainly should never come at the expense of taking things away.  It was a premium game (although many people probably have bought for cheap through the numerous sales) and there should be higher expectations, but I think they have demonstrated that support, minus this last episode.

If this removed feature remains as per the last patch and they don't attempt this again, I'll return to supporting them and buying their next products/DLC.  In fact, I would have no issue if they decided to work on the "next version" and require some kind of cost to upgrade versus providing the free content.  Just my two cents. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 19, 2017, 08:14:38 AM
Guys, once again, I'm not seeing any arguments that I have not already seen 2 or 3 times in the last several pages. You all clearly made your point as it now seems nearly certain that warfaresims has reversed itself. I don't think it is a stretch to suggest that the noise you made here is single handedly responsible for the positive outcome.

Now, as stated earlier by Bostonmyk, he and dimitrus have been ordered to stand down. I don't think it's in good taste to continue rehashing the issues when they are not here or capable of responding. Also, for the record, I banned Bostonmyk for his direct personal attacks against me. I intend for the ban to be temporary.

It is our hope that we can bring this thread back to a substantive discussion of CMANO. A good start might be to comment on the new features that are in the latest build and how they may impact the game. Hopefully, the developers will then be able to come back and interact with our community positively.

Thanks, guys.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on February 19, 2017, 12:42:15 PM
Quote from: Zulu1966 on February 19, 2017, 06:41:42 AM
Quote from: mikeck on February 18, 2017, 05:55:44 PM
Quote from: Zulu1966 on February 18, 2017, 05:43:41 PM
Quote from: mikeck on February 17, 2017, 10:01:36 PM
Yep. Now in the future, put bug fixes and such in the free patches but bundle all the new elements, database upgrades, dev created scenarios and what-not in a paid DLC. I don't think they should hand out stuff for free nor does anyone and I know i would pay. Glad they reconsidered as well

Well no - they can do what they like for free - they just cant take away things people have paid for and then try and sneak that into an "upgrade" hoping no one will notice. To a games company with even the first idea of how to treat paying customers - and premium paying customers at that - none of this would have been necessary.

Right...which is why I said "in the future..."
As in, going forward, charge what you like for new stuff if it's so expensive"

Well the point I was making mikcek was that there are other reasons for adding stuff for free. Especially for a premium priced game such as this. Fulfill the promises you made to justify that price, keep your existing customer Base interested in product, attract new purchases, attract a defence customer. Adding stuff for free is not necessarily purely altruistic, which was one of my main problems with their attitude. That and the fact they seemed to think they were the only dev team that had ever added and improved their product without charging for everything

Well, your opinion is as valid as any other

But I think  they have more than fulfilled their original promise. This game has more than enough content in it to justify the purchase price. I'm not aware of anything that I was promised that I have not yet received and more. I would not have a problem from here on out if they charged for everything  not related to bug fixing personally.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on February 20, 2017, 09:27:54 AM
Latest Command Live intro video...

https://www.youtube.com/watch?v=SkDsZWOKM8A&feature=youtu.be
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Stardog765 on February 20, 2017, 11:24:32 AM
Very cool!

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 22, 2017, 11:27:39 AM
I have been getting very nervous about the direction of Command.  More and more flight simmers are showing up and demanding incredibly detailed features in the sim.  To the point, its doing some things more detailed than a 1990's flight sim.  These guys never learned the definition of abstraction.  Its to the point that one feature seems to screw up another feature.

But it seems like the voice of reason has finally come forward from the devs.

http://www.matrixgames.com/forums/tm.asp?m=4240920

Hopefully, some of the posters will take this to heart.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: chemkid on February 22, 2017, 11:33:33 AM
nervous? ...of flight simmers?!

i saw a request for a chinese language option - it's going to be an interesting year, i guess.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 23, 2017, 11:13:21 AM
Quote from: chemkid on February 22, 2017, 11:33:33 AM
i saw a request for a chinese language option - it's going to be an interesting year, i guess.

It is indeed, but for other reasons.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 23, 2017, 11:53:18 AM
Quote from: Dimitris on February 23, 2017, 11:13:21 AM
Quote from: chemkid on February 22, 2017, 11:33:33 AM
i saw a request for a chinese language option - it's going to be an interesting year, i guess.

It is indeed, but for other reasons.

(https://media.giphy.com/media/kKdgdeuO2M08M/giphy.gif)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 28, 2017, 10:13:46 AM
Command Live #5 released: The Korean Missile Crisis

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Famazon%2FArt%2FCMANO%2FC-Live%2520Korea%2520Spotlight%2FC-LIVE_KMC_spotlight-e-thumb%2FC-LIVE_KMC_spotlight.jpg&hash=0ec5c5461ebb3c11d8e52c4f709fe2a9e1e01bb9) (http://www.matrixgames.com/products/681/details/Command.Live:.Korean.Missile.Crisis)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 28, 2017, 09:01:55 PM
Streaming Command Live! Korean Missile Crisis now on Twitch.tv/kushan04 (https://www.twitch.tv/kushan04)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 09, 2017, 01:56:53 PM
Steam weekend sale!

(https://pbs.twimg.com/media/C6f2ND-XMAA1ueM.jpg) (http://store.steampowered.com/app/321410/)

(https://pbs.twimg.com/media/C6f2NEhWAAIjOfp.jpg) (http://store.steampowered.com/app/397180/)

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Destraex on March 11, 2017, 02:38:01 AM
Silly question. A mate wants to pick this up on sale. But I told him I thought number 2 or something similar was around the corner and would check?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 11, 2017, 03:07:44 AM
Command v2 has not been announced. There is in fact a lot coming for Command v1 in the next few months. Our private beta folks are going ecstatic :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Destraex on March 11, 2017, 03:26:18 AM
Thank you!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 24, 2017, 03:07:46 AM
March 30.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on March 30, 2017, 08:47:23 AM
Just saw this.

http://www.matrixgames.com/forums/tm.asp?m=4261480

Looks very cool for the new features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 30, 2017, 10:20:16 AM
Chains Of War announced! Are you ready for 21st century warfare?

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FJm9nwgc.jpg&hash=1da78867583085441cafc63a83fa5888da4cdc9a)

After the great success of Northern Inferno, WarfareSims and Matrix Games are proud to announce Chains of War (http://www.matrixgames.com/products/product.asp?gid=693), the second standalone expansion of Command: Modern Air / Naval Operations! (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)

A new generation of warfare is about to commence. In a world where the speed in communication is the blood of modern armed forces, new weapons are being developed to protect – or to poison – this blood. Through 12 thrilling campaign scenarios, you will experience a full escalation in conflict over the Pacific Ocean between the United States and China, in which the high level of technology has broken all the old rules! Or go back in time and experience conflict in 4 different historical hotspots! Are you ready for the next level of War?     

NEW! Communications disruption by network/cyber attack or any other arbitrary factor: Isolated units realistically limit their tactical awareness to only what they themselves can detect and engage, and are completely on their parent side of control. Say goodbye to Borg-view of the battlefield!

NEW! Cargo, landing and airdrop operations. Load mobile forces on ships, aircraft and even submarines, and unload them on any suitable point on the battlefield. Platforms are realistically limited by volume, weight and crew on what they can transport.      

NEW! Comprehensive damage model for aircraft. Aircraft may be shot down outright or receive damage that will still allow them to limp back home. Different aircraft can absorb different punishment on their fuselage, cockpit and engines. Depending on the amount of damage received a plane may be "mission killed" if its repairs take so long that it misses the fight.      

NEW! Advanced weapons for the new age of war. Tactical EMP weapons, railguns, high-energy lasers and more! 

Get more information about Command: Chains of War from its official Product Page! (http://www.matrixgames.com/products/product.asp?gid=693)

Command: Chains of War 
(http://www.matrixgames.com/products/product.asp?gid=693)can be played as a separate game (with the possibility to upgrade it to the base game with all the available database and scenarios at any point in time). Alternatively, it can be integrated as a new set of scenarios for owners of the original Command: Modern Air/Naval Operations Game of Year Edition! (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 30, 2017, 11:48:18 AM
Quote from: Dimitris on March 24, 2017, 03:07:46 AM
March 30.

I give up. What happens March 30? Is today the release of that new expansion?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 30, 2017, 11:51:08 AM
While we are on the cusp of another minor update release, the big news is what you see above.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on March 30, 2017, 11:53:32 AM
Quote from: Dimitris on March 30, 2017, 11:51:08 AM
While we are on the cusp of another minor update release, the big news is what you see above.

Got it. Looks great... can't wait until it's out
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on March 31, 2017, 11:15:47 AM
I'm excited about this!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 12, 2017, 06:08:19 AM
Release Candidate for 1.12 is out. 

http://www.matrixgames.com/forums/tm.asp?m=4268010

a bunch of fixes and you can see the foundation for the new features with will be out with the new expansion.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on April 12, 2017, 06:32:09 AM
Cool stuff! I suppose it will work as NI and integrate nicely into the full package if you also own CMANO?

Looks like some great additions to the platform.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 12, 2017, 06:36:04 AM
Quote from: Yskonyn on April 12, 2017, 06:32:09 AM
Cool stuff! I suppose it will work as NI and integrate nicely into the full package if you also own CMANO?
Yes, the plan is to work like Northern Inferno, ie. either as a standalone game or as an expansion to an existing CMANO installation.

Quote
Looks like some great additions to the platform.
My favorite in the list is the 2x compression and smoother time-acceleration.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on April 12, 2017, 11:01:08 AM
I am afraid to update CMANO any more. Did the final release of the latest patch 1.11 SR7 restore all of the features they removed in SR6 (replay, etc.)? I asked over in the Matrix forum but was ignored, like "What? Move along, no problem here." And now they have a beta patch 1.12 out. Honestly, I'll never update again without checking to see if I'm going to get screwed. The Devs made a great game, but they have destroyed my trust.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 12, 2017, 11:05:49 AM
It wasn't "all" those features.  It was the recording feature.  And it was restored.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on April 12, 2017, 11:07:10 AM
Dongle
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on April 12, 2017, 11:39:06 AM
Quote from: solops on April 12, 2017, 11:01:08 AM
I am afraid to update CMANO any more. Did the final release of the latest patch 1.11 SR7 restore all of the features they removed in SR6 (replay, etc.)? I asked over in the Matrix forum but was ignored, like "What? Move along, no problem here." And now they have a beta patch 1.12 out. Honestly, I'll never update again without checking to see if I'm going to get screwed. The Devs made a great game, but they have destroyed my trust.

I don't think that's fair. The developers listened, heard the message loud and clear, and reversed their course. This should be applauded in my opinion, as in my experience, most developers just dig their heels in.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on April 12, 2017, 11:50:37 AM
It was a little touch and go, but I respect that they heard the concerns and immediately reversed course.  I actually have a little more respect for a company that does that.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 20, 2017, 02:11:02 AM
(https://pbs.twimg.com/media/C91oJM_XUAEVadR.jpg)

Red Phoenix, Team Carney and some fixes: #CMANO Community scenario pack updated
http://www.warfaresims.com/?p=4467
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: solops on April 21, 2017, 12:52:58 PM
Quote from: Jarhead0331 on April 12, 2017, 11:39:06 AM
Quote from: solops on April 12, 2017, 11:01:08 AM
I am afraid to update CMANO any more. Did the final release of the latest patch 1.11 SR7 restore all of the features they removed in SR6 (replay, etc.)? I asked over in the Matrix forum but was ignored, like "What? Move along, no problem here." And now they have a beta patch 1.12 out. Honestly, I'll never update again without checking to see if I'm going to get screwed. The Devs made a great game, but they have destroyed my trust.

I don't think that's fair. The developers listened, heard the message loud and clear, and reversed their course. This should be applauded in my opinion, as in my experience, most developers just dig their heels in.

All true, you are correct. After a good whack, they heard and corrected. They did the right thing. They were responsive to their customers. They get a gold star when so many developers get only a dog poop (see avatar for source material). ALL Devs should respond that way and my support for them has been mainly restored. Nevertheless, I am no longer blindly installing every update.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 21, 2017, 01:21:13 PM
Quote from: solops on April 21, 2017, 12:52:58 PM
All true, you are correct. After a good whack, they heard and corrected.

Screenshoted.

Let's see if I'm the only one who considers this incredibly offensive & condescending.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on April 21, 2017, 01:23:14 PM
Here we go  ::)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on April 21, 2017, 04:11:42 PM
Quote from: mirth on April 21, 2017, 01:23:14 PM
Here we go  ::)

We're not going anywhere.

Not another word from anyone. I mean it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jamus34 on April 21, 2017, 05:38:49 PM
Quote from: Jarhead0331 on April 21, 2017, 04:11:42 PM
Quote from: mirth on April 21, 2017, 01:23:14 PM
Here we go  ::)

We're not going anywhere.

Not another word from anyone. I mean it.

"I'll turn this car around right now, I swear"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 08:14:00 AM
Chains of War DLC released.

http://www.matrixgames.com/products/693/details/Command.Chains.of.War

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on May 18, 2017, 08:20:59 AM
Are the new features for this standalone DLC included in a free patch? I don't particularly care for the campaign and scenarios, but the new features are very interesting. Not sure they are worth $20 to me, though...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 08:36:14 AM
Looks like it...

http://www.matrixgames.com/forums/tm.asp?m=4285679
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 08:38:14 AM
I will probably never play the campaign, But am buying it out of support for a developer that has added so much to a game and not really taken any extra money for it.  I feel kind of guilty that so much has been added.  There is about 10 full games worth of content and major feature adds that have been done in three years.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on May 18, 2017, 08:47:44 AM
This sounds a bit messy:

http://www.matrixgames.com/forums/fb.asp?m=4286195

Quote<blockquote>quote:

ORIGINAL:  AlexinCT
The content now telling me I can't even open my scenario in edit mode was available before. It was content I found in the DB while doing research to create stuff, and I added it without realizing it would now block the scenario I made until I got the expansion. Note that I definitely plan to buy the expansion, so it is just 2 days of waiting for me. But people not doing that immediately when it comes out, or more importantly, not planning to get the expansion at all, suddenly discovering home made scenarios built with content that was available before but now makes these scenarios I had created suddenly not usable, conceivably would not be happy.
 
Not really complaining. Just surprised I can't update a lot of my home made scenarios to the latest & greatest for a couple of days until the expansion comes out.
</blockquote>
 
Hi,
 
This is something that has come up before; see for example this thread (http://www.matrixgames.com/forums/fb.asp?m=4268744), where certain people had no qualms about labeling the game as "hostageware" (One may hope, in vain probably, that with WannaCry etc. in the news, some people will finally get some much-needed perspective).
 
Here's a short recap:
 
* The recent DB versions (last few months) include the new weapon types (railguns/HVPs, Phase-2 lasers etc.). Putting them on the DBs well before v1.12's release was unavoidable because otherwise we wouldn't be able to develop and test the mechanics for the new weapon types.
 
* To prevent people from using these new toys before their time and without the correct license, we added pre-fire license checks on each of them, both for manual and automatic fire. This "works", but it does mean that if these weapons are the linchpin of a scenario (or simply of the user's plan), suddenly discovering they don't work can be a nasty surprise (see my "axe murdering" post here (http://www.matrixgames.com/forums/fb.asp?m=4270805)).
 
* Beginning with the v1.12 RC, to avoid the axe-wielding problem, we essentially moved the licensing check & block from the weapon pre-fire phase to the scenario-loading step. We have also stated that if anyone has a scenario in which such systems have been inserted, and can thus no longer load it, can send it to us and we'll be happy to remove the offending systems for him, thus making it loadable. 
 
Let me emphasize this: Our priority is to minimize user annoyance. Being blocked at scen-load is irritating, no argument there. Now imagine how much worse it is to be blocked just as you're ready to fire the goddamn weapon (presumably after having invested a significant time on the scenario). Instant REDRUM!
 
(ALSO: Since the new weapon types were inoperative before v1.12 anyway, any "innocent argument" along the lines of "They are taking back features unless you pay!" is dead-on-arrival. I'm not saying that some people will deliberately try to spin it this way.... perish the thought.)
 
How to avoid this next time? Only reliable way I can see is to refrain from releasing updated DBs in-between major versions (since the whole thing originated with scen authors using platforms they shouldn't have). Good solution? Bad solution? Depends who you ask. If you can think of a better practical alternative we're all ears.
 
Thanks.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 18, 2017, 08:57:28 AM
Quote from: Jarhead0331 on May 18, 2017, 08:20:59 AM
Are the new features for this standalone DLC included in a free patch? I don't particularly care for the campaign and scenarios, but the new features are very interesting. Not sure they are worth $20 to me, though...

I don't think so....
My Steam version updated yesterday and provided a list of things like "laser weapons", "disrupted communications", "aircraft damage", etc. after each it said "available only with 'Chains of War'"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 09:25:35 AM
I think any time you add features that need an upgrade to use, it becomes messy.  The only solution is to start seperating into games and not DLC.  Which has its own issues.  Its not much different than BFC's upgrade policy.  In fact, that might have been a better solution. 

The issue that guy is dealing with is different.  He went and built a scenario on a beta build that had a warning on it about the new features.  Several people complained about it and the simple solution is don't build scenarios on beta builds without back ups.  I really hope the devs don't reward bad behavior by stopping beta releases of updates.  That would be the "unmessy" way of doing it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on May 18, 2017, 09:39:19 AM
I'm not faulting the developer for charging for engine updates and new content. Totally reasonable. I just need to make a judgment call if the engine upgrades and additional features are worth $20. In all reality, they are features I will rarely, if ever use, but I enjoy having a complete, up-to-date product...it helps me sleep better at night.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on May 18, 2017, 09:45:11 AM
You'll buy it before the day is over :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 18, 2017, 01:50:34 PM
That, and you may see a user scenario you REALLY want to play but it requires something only Chains of War has...maybe an EMP pulse detonation or some such. Maybe a piece of kit or whatever. Don't want tomiss out on your dream scenario because you don't have one component
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on May 18, 2017, 02:12:42 PM
Quote from: mikeck on May 18, 2017, 01:50:34 PM
That, and you may see a user scenario you REALLY want to play but it requires something only Chains of War has...maybe an EMP pulse detonation or some such. Maybe a piece of kit or whatever. Don't want tomiss out on your dream scenario because you don't have one component

Couldn't you go to the editor and edit the one component out (if you know what you are looking for) ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 02:39:25 PM
I don't think so.  Can run the game in the editor so I would think it would be hard for the devs to work around that.  I think its more like BFC and CM.  They don't give you access to the scenario if you don't own the features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 03:24:40 PM
I do have to wonder what makes some want to deal with the general public after they get a defense contract.  Look at this posts on facebook.

https://www.facebook.com/groups/400225503448206/permalink/1311313579006056/

While these devs have had a few missteps and aren't the best PR guys around, they have done enough for their community without asking for money that they really don't deserve this kind of stuff.  Its like people are just waiting for a screw up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Capn Darwin on May 18, 2017, 03:34:38 PM
 <:-) break out the popcorn and soda, here we go again.  :hide:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on May 18, 2017, 04:24:21 PM
Quote from: Pete Dero on May 18, 2017, 02:12:42 PM
Quote from: mikeck on May 18, 2017, 01:50:34 PM
That, and you may see a user scenario you REALLY want to play but it requires something only Chains of War has...maybe an EMP pulse detonation or some such. Maybe a piece of kit or whatever. Don't want tomiss out on your dream scenario because you don't have one component

Couldn't you go to the editor and edit the one component out (if you know what you are looking for) ?

Of course.... or you could just drop 20 bucks and not worry about it
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on May 18, 2017, 04:55:10 PM
...sooner or later there will be a sale for that DLC

i would have preferred in addition a separate 5 bucks for a features-only-update, or something 

i find that  Cargo / landing / airdrop operations feature might be interesting to test out for own little test scenarios and playing around with editor in a wider time frame beyond near future.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 04:59:55 PM
Funny, they got accused of nickel and dime-ing with the release of single scenarios.  Hate to imagine what would happen for single features.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on May 18, 2017, 05:16:51 PM
Quote from: RyanE on May 18, 2017, 04:59:55 PM
Funny, they got accused of nickel and dime-ing with the release of single scenarios.  Hate to imagine what would happen for single features.

They would be accused of the same thing.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on May 18, 2017, 05:21:31 PM
Quote from: Jarhead0331 on May 18, 2017, 05:16:51 PM
Quote from: RyanE on May 18, 2017, 04:59:55 PM
Funny, they got accused of nickel and dime-ing with the release of single scenarios.  Hate to imagine what would happen for single features.

They would be accused of the same thing.

Actually thought it might be more severe than that.  Considering what they have been accused of in just releasing features as an add on.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on May 18, 2017, 08:31:37 PM
Streaming Chains of War now https://www.twitch.tv/kushangaming/ (https://www.twitch.tv/kushangaming/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MikeGER on May 19, 2017, 01:55:26 AM
Quote from: RyanE on May 18, 2017, 04:59:55 PM
Funny, they got accused of nickel and dime-ing with the release of single scenarios.  Hate to imagine what would happen for single features.

sorry you got me wrong, not each of the 4 news features separate for 5 bucks.

just one! update including all 4 new features and maybe one single smaller 'show case' scenario, which doesn't has to do with Korea and its storyline at all, could be just an USA exercise where the damage done 'is counted as simulated' 

and that war-movie narrative developing crisis in Korea got hot campaign as the 20 buck DLC       
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 19, 2017, 03:37:47 AM
Has dimitris abandoned us?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on May 19, 2017, 03:44:50 AM
Quote from: undercovergeek on May 19, 2017, 03:37:47 AM
Has dimitris abandoned us?

No, but I doubt he would get involved in a conversation over pricing and value after what happened last time. Smart man.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: undercovergeek on May 19, 2017, 06:05:10 AM
Quote from: Jarhead0331 on May 19, 2017, 03:44:50 AM
Quote from: undercovergeek on May 19, 2017, 03:37:47 AM
Has dimitris abandoned us?

No, but I doubt he would get involved in a conversation over pricing and value after what happened last time. Smart man.

Yeah fair point
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 22, 2017, 03:07:24 PM
Steam summer sale!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2017%2F06%2FCMANO65Sale.jpg&hash=b2fa4e896fefc743cc4a4fd00d1c2a11ff393482) (http://store.steampowered.com/app/321410) (https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2017%2F06%2FNI50Sale.jpg&hash=58bc2b4862665d43e3dfbaf46223b2c106467bda) (http://store.steampowered.com/app/397180/Command_Northern_Inferno/) (https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2017%2F06%2FCOW10Sale.jpg&hash=4050b314f859381399e8bea5dcfef194e45f9310) (http://store.steampowered.com/app/614130/Command_Chains_of_War/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on June 22, 2017, 03:47:37 PM
Wow. Pretty damn good deal
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 07, 2017, 07:52:17 AM
Just saw a new Live episode is on the way...

http://www.matrixgames.com/forums/tm.asp?m=4311200

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on July 27, 2017, 09:11:18 AM
Command LIVE #6 released: Pole Positions!

(https://pbs.twimg.com/media/DFvuRMuW0AA9s__.jpg) (http://www.warfaresims.com/?p=4577)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 27, 2017, 09:28:46 AM
Cool and thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: bayonetbrant on July 27, 2017, 09:56:55 AM
O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 09, 2017, 03:04:31 AM
Command on sale, 67% off at Humble Bundle: https://www.humblebundle.com/store/command-modern-air-naval-operations-woty

(https://pbs.twimg.com/media/DJO4O3UXUAAVFgy.jpg:large)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 22, 2017, 03:20:38 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2017%2F03%2FCF-105_Arrow-225x300.jpg&hash=3f39d930ced3ed0f163c00b2ef16587f59c88812)

Miguel Molina has released the updated version of the Command community scenario pack. The new release includes a breathtaking twenty new scenarios

------------------------------------------------------------

Northern Fury #13.4 - Hammer (1994): Bart Gauvin's WW3 epic continues. You are commanding the USAF's 336th Fighter Squadron – The Rocketeers, and your mission is to sever the only ground link through central Norway – the E6 Highway. Several elements of 25th Air Force will be supporting you, in particular SEAD and OCA support from 81st Tactical Fighter Wing and some of the heavies from Scotland, but this is your time to show what your F-15Es can do.

Northern Fury #12.4 - Sneak & Peek (1994): As the Soviet ground and air campaign moves south, consuming massive amounts of supplies and resources, the Rear Services group for Archangel Corps struggles to keep pace. For much of Norway's coastline there is a single two-lane road connecting from the Arctic border near Murmansk all the way to Trondheim, over 2000 Km including an 8Km ferry SW of Narvik. In order to speed the delivery of supplies, coastal shipping is in fairly heavy usage. But that is vulnerable – and your job is to prove just how vulnerable that is.

One Ship, One Country (2017): The capabilities of the F-35 and LHA as a light carrier are to be put to the test in this wargame where a single amphibious ship is quickly diverted to attack a fictional nation comprised of highly skilled Aggressors. For many of the newly trained pilots, it will be their first big "battle". The hypothetical AEW-Osprey joins the Lightning II in the scenario. For the commander, it will also be a big battle-of how to deal with the 'rationing' of limited ammunition and many targets.

Confrontation near Tartus (2017): This scenario assumes the attack on Syria by U.S. forces in 2017 was quickly followed by another strike. By this time, however, Russia has a surface action group (SAG) in the area and it is not clear how they will respond.

Baltic Ballet (2019): The "Gotland Independence Front", a group suspiciously similar to Ukraine's "Little Green Men", has occupied the island of Gotland and its rich natural resources. How will the Swedish government respond?

Deter, Detect, Defend - CF-105 variant (1962): Chris Comars' already-classic nuclear air defence scenario gets spiced up with the addition of Canada's interceptor that never was, the mighty CF-105 Arrow. (And you thought TSR.2 buffs were bad)

Desperate Measures (2016): Bolivia and Chile are at war, and the Bolivian Air Force plots a desperation mission with its remaining strength.

String of Pearls - Lance the Boil (2020): Following months of negotiations, the Chinese military base in Sri Lanka is to be eliminated before it can be further developed. The USN Combined Task Force 151 (CTF-151) is ordered to destroy the facilities located at Port Hambantota on the southern coast. The attack must be a lean quick strike to send a firm message that any moves toward the Diego Garcia US base will not be tolerated.

Yankee Team (1966): Operation Rolling Thunder continues apace for the US Navy. For the next 24 hours, you will be overseeing air operations for Task Force 77, on station at Yankee Point and conducting strikes on North Vietnam. The targets for today, located in the USN's area of air operations at Route Packages 2, 3, 4 and 6B, have just been assigned with direct oversight from the White House. It is sure to be a long day.

Korean Crisis (1994): The Korean crisis of 1994 is a seldom studied incident the in timeline of US efforts to halt North Korea's nuclear and ballistic missile programs. Realistically, the '94 crisis was the starting point. In June of that year the United States found itself dangerously close to war with North Korea. It was becoming evident that North Korea was committed to developing nuclear weapons. The primary concern in Washington at the time was that any action the US might take could result in war on the Korean peninsula. The North Korean government had made it clear that even an act such as the implementation of sanctions would be regarded as an act of war. Tensions were rising and the possibility of war was quite real.

Duke of York Never Gives Up (1950): During the early days of the Korean crisis, the United Kingdom decided to send two large warships into the Sea of Okhtosk as an intelligence-gathering and show-of-force mission. They did not expect the Soviet Union to respond with open hostilities.

Khasab Helicopter Strike (2017): The turmoil of Middle Eastern politics has turned to Oman, and the UAE attempts a daring helicopter hop across the mountains to seize Khasab.

Cocos Islands (1978): The Cocos (Keeling) Islands in the Indian ocean occupy an important strategic location, allowing extension of regional force projection, surveillance and secure lines of communication. They are also located close to IO and South China Sea shipping lanes. This strategic importance is further boosted by the airfield that was constructed there in WWII. In 1978, due to the very poor treatment of the islanders and the feudal system of governance by the then owners, the Clunies-Ross family, the Australian government forced the islands owners to sell the island to them using the threat of compulsory acquisition. This scenario explores what may have happened if the disgruntled Clunies-Ross family instead sold the island to India.

Northern Fury #13.5 - Anvil (1994): Strike Fleet Atlantic (STRIKFLTLANT) is now in the second phase of its counter attack in the Atlantic. Fighting on Iceland continues but 2 MEF believes that they will have the island clear within the week. A massive NATO attack three days ago halted Soviet plans to seize Oslo but with Berlin and Copenhagen in Russian hands, the situation is not yet assured. Commander STRIKFLTLANT has set in motion a series of attacks designed set up the conditions for upcoming amphibious operations in central Norway – Operation Thor's Lightning. This is one of those actions.

Arctic Tsunami (2019): Following a massive cyber attack, "Little Green Men" units feature prominently in erupting riots accross all three Baltic states. At the same time the Russian Northern fleet is performing a major sortie centered around its strategic missile submarines and the upgraded flagship Admiral Nakhimov. To counter this, the RN carrier Queen Elizabeth embarks with a squadron of F-35Bs and the shut-down airbase at Keflavik in Iceland is hastily reactivated.

Indian Fury #2 - Mozambique Madness (1994): The chaos of WW3 fought in Europe (as chronicled in the "Northern Fury" series) now spills over into the Indian Ocean. A depleted battle group steaming into the IO after a visit to Cape Town is caught in the emerging maelstrom. Indian Fury #3 – Socotra Scramble (1994): Commanding the USS Nimitz CVBG, you have been tasked to steam at maximum possible speed north to join the 6th Fleet in the Mediterranean. Things are "interesting" in the Indian Ocean but positively frantic in the Med. You will need to assemble your Battle Group, neutralize several layers of enemy defences, and proceed through restricted, hazard-laden waters to enter the Red Sea on your journey to the main theater of operations.

Blood Diamonds (2018): On August 2018 an alleged coup d'état was attempted in Angola against state institutions, including (but not limited to) the government and President Jose Eduardo dos Santos. The attempt was carried out by a faction within the Angolan Armed Forces that organized themselves as the FNLA (Frente Nacional de Libertação de Angola). On August 5th, the ruling MPLA party, considering its strong economic relations with China (Angola is China's second biggest trading partner in Africa), appealed to the Chinese government with the request to help stabilize the situation in country.

Between Ascension and San Carlos (1982): Argentina's navy was quite powerful by South America standards, but never tried to attack the British lines of communication in the Atlantic between Ascension Islands and the Falklands. This hypothetical scenario depicts an aggressive Argentine blue water navy formation trying to attack escorted Royal Navy replenishment ships, carrying much needed fuel and spares to the British task force to the South.

Between Ascension and San Carlos - The carrier duel (1982): This hypothetical scenario depicts aggressive moves by Argentinian task forces, including the Venticinco de Mayo carrier, trying to attack escorted Royal Navy replenishment ships, carrying much needed fuel and spares to the British task force to the South. The Royal Navy, discovering the plan, calls the Invincible carrier with escorts and a SSN for help from the south, trying to stop the Argentine formation and save the replenishment ships. 

--------------------------------------

As always, the community scenario pack is available for download from the Command downloads page: http://www.warfaresims.com/?page_id=1876 (http://www.warfaresims.com/?page_id=1876) . Most of the scenarios are also available for individual download on the Command workshop on Steam (http://steamcommunity.com/workshop/browse/?appid=321410&browsesort=mostrecent%C2%A7ion=readytouseitems).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on September 22, 2017, 04:54:27 AM
If I subbed to the ' Community Scenario Pack ' in Steam Workshop, will that get updated as we go, or is that a pack by someone else? I don't see any reference to WarfareSims? Cheers.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on September 23, 2017, 04:25:39 AM
Quote from: Yskonyn on September 22, 2017, 04:54:27 AM
If I subbed to the ' Community Scenario Pack ' in Steam Workshop, will that get updated as we go, or is that a pack by someone else? I don't see any reference to WarfareSims? Cheers.

I subscribed to this one : http://steamcommunity.com/sharedfiles/filedetails/?id=744505350

Today it was updated with the 20 new scenarios.   I don't think WarfareSims are behind this pack on steam.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 27, 2017, 07:08:39 AM
Command: Shifting Sands is announced!

(https://i.imgur.com/KwpBYkx.jpg) (http://www.matrixgames.com/news/2366/Command.Shifting.Sands.is.announced)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on September 27, 2017, 05:37:19 PM
Ah something historical for a change.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 27, 2017, 07:19:22 PM
There are a bunch of historical scenarios that come with the game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 05, 2017, 11:13:41 AM
The scenarios of Shifting Sands - Part 1

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22221848_1492625167457845_4916098994966646997_n.jpg?oh=07ab42982f826e0d34bc031dc6e8573c&oe=5A7F8C88)

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22154593_1492625277457834_8323905717294778659_n.jpg?oh=3e6f34952da3f571bbb3ec03bc35e389&oe=5A42A695)

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22196306_1492625584124470_1652325806014868058_n.jpg?oh=29283218d4834eff9b7469b78fb9132f&oe=5A81222E)

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22279918_1492625724124456_8796982054183445660_n.jpg?oh=a0a4ce2923e7c15784d151a23a5b56f6&oe=5A7A5587)

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22281830_1492625857457776_3421100620006758303_n.jpg?oh=7f3e8291d406755f14a92327aef6c736&oe=5A3CD9A0)

(https://scontent.fath2-1.fna.fbcdn.net/v/t1.0-9/22228166_1492625947457767_2000755882767407201_n.jpg?oh=b890b09ec6e7e7e30eb7f8f2d67c002b&oe=5A43EB7A) (http://www.warfaresims.com/?p=4606)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 05, 2017, 01:52:39 PM
I am reading this book...

The Boats of Cherbourg: The Navy That Stole Its Own Boats and Revolutionized Naval Warfare.

It ties into the battle of Latakia which a very cool little battle for Command.  It also ties into a couple other new ones coming out.

I am pretty excited about this one.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on October 05, 2017, 02:16:29 PM
Quote from: RyanE on October 05, 2017, 01:52:39 PM
I am reading this book...

The Boats of Cherbourg: The Navy That Stole Its Own Boats and Revolutionized Naval Warfare.

I read that a number of years ago. It was excellent.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 05, 2017, 03:17:02 PM
More than any other game, I can translate real world military events to Command and get very plausible results. I can attempt it in others, but it always seems to be not quite what I would expect or have to jump through hoops to get an AI to react as expected.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 05, 2017, 04:41:30 PM
I may have missed it, but with this new expansion, are there any exclusive improvements/features included?  Or basically just the scenario pack?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 05, 2017, 06:04:41 PM
Its not out yet so there is no list of improvements.  I suspect it won't be as expansive in features as the last one. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on October 06, 2017, 02:55:22 AM
Ok, thanks....
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 09, 2017, 08:20:39 AM
1.13 has been released.  Change log is at the link also.

http://www.matrixgames.com/forums/tm.asp?m=4357448
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 09, 2017, 12:03:42 PM
(https://pbs.twimg.com/media/DLtan1IW0AELsMp.jpg) (http://www.matrixgames.com/news/2379/Command.Shifting.Sands.is.coming.in.two.weeks!)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 18, 2017, 05:24:30 AM
The Scenarios of Shifting Sands – Part 3: Mansoura, Fifth Eskadra, Osirak and Bekaa

(https://i.imgur.com/TONToKr.jpg?1)

(https://i.imgur.com/ydiI4xk.jpg?1)

(https://i.imgur.com/Z8WhL0H.jpg?1)

(https://i.imgur.com/o0VqTDM.png)
(http://www.warfaresims.com/?p=4623)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Zulu1966 on October 19, 2017, 09:25:08 PM
Quote from: Dimitris on October 09, 2017, 12:03:42 PM
(https://pbs.twimg.com/media/DLtan1IW0AELsMp.jpg) (http://www.matrixgames.com/news/2379/Command.Shifting.Sands.is.coming.in.two.weeks!)

Problems ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on October 20, 2017, 08:49:19 AM
Quote from: Zulu1966 on October 19, 2017, 09:25:08 PM
Quote from: Dimitris on October 09, 2017, 12:03:42 PM
(https://pbs.twimg.com/media/DLtan1IW0AELsMp.jpg) (http://www.matrixgames.com/news/2379/Command.Shifting.Sands.is.coming.in.two.weeks!)

Problems ?

Ian made a post over on Matrix that there is a delay, no eta, on the release due to an issue with steam.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on October 24, 2017, 08:54:44 AM
It is out now.

http://www.matrixgames.com/news/2395/Command.Shifting.Sands.has.been.released!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 26, 2017, 04:39:04 PM
Halloween sale!

(https://pbs.twimg.com/media/DNGDSWLW0AAkmzX.jpg:large) (http://store.steampowered.com/app/321410)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 07, 2017, 02:07:17 PM
Command LIVE #7 released: Black Gold Blitz!

(https://i.imgur.com/59VCkfE.jpg)
(http://www.matrixgames.com/products/713/details/Command.Live.Black.Gold.Blitz)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Greybriar on November 07, 2017, 07:39:48 PM
Command: Modern Air / Naval Operations WOTY is $27.19 (66% off) at Fanatical (https://www.fanatical.com/en/game/command-modern-air-naval-operations-woty).

Limited time offer ends in 7 days.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on November 08, 2017, 10:16:17 AM
 There has been a ton of content added to this game over the last year or so. Does anyone know if the manual online has been updated? For example:  with concepts contained in the last few DLC'S?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 08, 2017, 10:19:14 AM
Manual Addendum: http://www.warfaresims.com/?page_id=2695
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on November 08, 2017, 05:09:52 PM
Thank you
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: WallysWorld on November 11, 2017, 09:39:33 PM
I finally bought the game through Fanatical even though I tried Northern Inferno on Steam in the spring and had trouble understanding the game. But for the sale price (plus the 10% off coupon code), I just couldn't pass up a chance of buying the game and trying to learn it. I used to play a lot of Jane's Fleet Command so I'm hoping that I'll be able to understand CMANO.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on November 11, 2017, 10:52:33 PM
Quote from: WallysWorld on November 11, 2017, 09:39:33 PM
I finally bought the game through Fanatical even though I tried Northern Inferno on Steam in the spring and had trouble understanding the game. But for the sale price (plus the 10% off coupon code), I just couldn't pass up a chance of buying the game and trying to learn it. I used to play a lot of Jane's Fleet Command so I'm hoping that I'll be able to understand CMANO.

Well it's definitely more complex than Jane's but I find the UI to be pretty intuitive. Once you get the hang of setting up missions for your aircraft, it's pretty easy. The game itself isn't tough...mechanically anyway, it's the real world realism that gets you. Learning how not to have your 20 tomahawks get shot down by the SAM sites, electronic warfare, what types of aircraft to use, etc.

Watch a YouTube video or 2 and you will be on your way
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on November 12, 2017, 01:32:14 AM
Quote from: mikeck on November 11, 2017, 10:52:33 PM
Quote from: WallysWorld on November 11, 2017, 09:39:33 PM
I finally bought the game through Fanatical even though I tried Northern Inferno on Steam in the spring and had trouble understanding the game. But for the sale price (plus the 10% off coupon code), I just couldn't pass up a chance of buying the game and trying to learn it. I used to play a lot of Jane's Fleet Command so I'm hoping that I'll be able to understand CMANO.

Well it's definitely more complex than Jane's but I find the UI to be pretty intuitive. Once you get the hang of setting up missions for your aircraft, it's pretty easy. The game itself isn't tough...mechanically anyway, it's the real world realism that gets you. Learning how not to have your 20 tomahawks get shot down by the SAM sites, electronic warfare, what types of aircraft to use, etc.

Watch a YouTube video or 2 and you will be on your way

I agree; its definately not about controlling the game from a UI standpoint. Its learning how you actually use the assets available to complete the objectives of a mission.
This is what makes CMANO so interesting to me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 19, 2017, 04:36:07 AM
Limited-time sale on Humble Bundle

CMANO 65% off
(https://pbs.twimg.com/media/DO_BA9UW0AAUKNj.jpg)
(https://www.humblebundle.com/store/command-modern-air-naval-operations-woty)

Northern Inferno 50% off
(https://pbs.twimg.com/media/DO_BE1CWsAAERZ5.jpg)
(https://www.humblebundle.com/store/command-northern-inferno)

Chains Of War 25% off
(https://pbs.twimg.com/media/DO_BHnpXcAYKSom.jpg)
(https://www.humblebundle.com/store/command-chains-of-war)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Tactical Wargamer on November 19, 2017, 06:39:41 PM
Will love when they release the Multiplayer version of it. Since the Pentagon purchased a version should be soon they say. I would hope for 2018 :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on November 20, 2017, 03:51:23 AM
Quote from: Tactical Wargamer on November 19, 2017, 06:39:41 PM
Will love when they release the Multiplayer version of it. Since the Pentagon purchased a version should be soon they say. I would hope for 2018 :)

Baloogan once had multiplayer for the game but I don't know if it still works.

JC is a program which plugs into Command and makes it possible to play PBEM style Command matches with other members of the community!


https://baloogancampaign.com/command-plugins/joint-command/
https://baloogancampaign.com/command-plugins/joint-command/documentation/

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on November 20, 2017, 03:15:00 PM
Quote from: Dimitris on November 19, 2017, 04:36:07 AM
Limited-time sale on Humble Bundle

CMANO 65% off
(https://pbs.twimg.com/media/DO_BA9UW0AAUKNj.jpg)
(https://www.humblebundle.com/store/command-modern-air-naval-operations-woty)

Northern Inferno 50% off
(https://pbs.twimg.com/media/DO_BE1CWsAAERZ5.jpg)
(https://www.humblebundle.com/store/command-northern-inferno)

Chains Of War 25% off
(https://pbs.twimg.com/media/DO_BHnpXcAYKSom.jpg)
(https://www.humblebundle.com/store/command-chains-of-war)

Do these work with the non-steam version?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 20, 2017, 05:12:35 PM
Quote from: Pete Dero on November 20, 2017, 03:51:23 AM
Quote from: Tactical Wargamer on November 19, 2017, 06:39:41 PM
Will love when they release the Multiplayer version of it. Since the Pentagon purchased a version should be soon they say. I would hope for 2018 :)

Baloogan once had multiplayer for the game but I don't know if it still works.

JC is a program which plugs into Command and makes it possible to play PBEM style Command matches with other members of the community!


https://baloogancampaign.com/command-plugins/joint-command/
https://baloogancampaign.com/command-plugins/joint-command/documentation/



JC died a few years ago when Baloogans server blew up.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on November 21, 2017, 01:55:02 AM
Is Baloogan himself still around? I don't recall seeing him lately.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on November 21, 2017, 03:58:08 AM
Quote from: Yskonyn on November 21, 2017, 01:55:02 AM
Is Baloogan himself still around? I don't recall seeing him lately.

He is now part of the Command development team (still posts on the Steam and Matrix Command forums).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: tanqtonic on November 21, 2017, 07:32:56 PM
I seem to remember that Baloogan had a nifty thing to 'roll over' the results of one game to another --- a way to keep a dynamic campaign going.  Wonder if the CMANO team will roll that into their system. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on November 23, 2017, 05:12:09 PM
Quote from: Silent Disapproval Robot on November 20, 2017, 03:15:00 PM
Quote from: Dimitris on November 19, 2017, 04:36:07 AM
Limited-time sale on Humble Bundle

CMANO 65% off
(https://pbs.twimg.com/media/DO_BA9UW0AAUKNj.jpg)
(https://www.humblebundle.com/store/command-modern-air-naval-operations-woty)

Northern Inferno 50% off
(https://pbs.twimg.com/media/DO_BE1CWsAAERZ5.jpg)
(https://www.humblebundle.com/store/command-northern-inferno)

Chains Of War 25% off
(https://pbs.twimg.com/media/DO_BHnpXcAYKSom.jpg)
(https://www.humblebundle.com/store/command-chains-of-war)

Do these work with the non-steam version?

Hi there are some titles that appear in Steam as standalone.  Do they also appear in the Main game?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on November 23, 2017, 10:48:44 PM
Quote from: jomni on November 23, 2017, 05:12:09 PM
Hi there are some titles that appear in Steam as standalone.  Do they also appear in the Main game?

They should. You'll still have an standalone copy in your steam library but you shouldn't need to install it. They should get merged automatically into the main game.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Silent Disapproval Robot on November 23, 2017, 11:59:14 PM
But do the keys from Humble Bundle work with the non-steam version?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: MC on November 24, 2017, 12:35:19 AM
Fanatical has it on flash sale for $19.99. Use code BLACKFRIDAY10 for an additional 10% making it $18.00. If you want it you better hurry as there is only about 20 hours left before the sale ends. https://www.fanatical.com/en/black-friday (https://www.fanatical.com/en/black-friday)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: WallysWorld on November 28, 2017, 01:51:33 PM
After buying Northern Inferno in the spring and giving it a try and embarrassingly declaring it too hard to learn and getting a refund, I bought CMANO from Fanatical a couple of weeks ago for that great price and gave the game another try. I'm starting to enjoy the game now as I started with very small scenarios and after getting to know the interface, the learning curve is coming along slowly, but still nicely.

Still miss the nice graphics of Jane's Fleet Command and even Naval Warfare: Arctic Circle, but CMANO is growing on me.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 02, 2018, 01:23:20 PM
Opening the new year in style: The Command community scenario pack hits 400!

(https://i.imgur.com/6gEVA1c.png)
(http://www.warfaresims.com/?p=4673)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on January 30, 2018, 11:42:32 AM
Climb down the hatch ladder and join the ranks of The Silent Service

(https://i.imgur.com/X3MBObv.jpg) (http://www.matrixgames.com/news/2500/Fire.the.torpedoes!.Command.The.Silent.Service.is.coming!)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on January 30, 2018, 12:13:47 PM
 O0
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 02, 2018, 03:46:16 AM
 :smitten:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 02, 2018, 07:38:23 AM
They also just released 1.14 beta with a lot of cool UI features.

http://www.matrixgames.com/forums/tm.asp?m=4429886
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 13, 2018, 05:18:26 AM
The scenarios of The Silent Service - Part 1

(https://i.imgur.com/FgFb7kc.jpg)

(https://i.imgur.com/HAiaKQY.jpg)

(https://i.imgur.com/nIOslcn.jpg)

(https://i.imgur.com/0hCDN4l.jpg)

(https://i.imgur.com/cfnu2t3.jpg)

(https://i.imgur.com/rqxWZqp.jpg)

(https://i.imgur.com/GCs1F9E.jpg)

(https://i.imgur.com/jgoawFq.png)

(https://i.imgur.com/EnZj4vN.jpg) (http://www.warfaresims.com/?p=4701)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: spelk on February 16, 2018, 02:19:50 AM
3MA podcast do CMANO

https://www.idlethumbs.net/3ma/episodes/command-modern-air-naval-operations

Not resoundingly positive, but some good things to say.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Huw the Poo on February 16, 2018, 07:15:21 PM
I'll take "questions I'm too uncomfortable to answer" for $500, Alex!

So what happened to the Linux port, Dimitris?  You pansies chickened out of it or what?  :P
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 19, 2018, 10:43:52 AM
The Silent Service rises from the depths on March 1st
http://store.steampowered.com/app/785930/Command_The_Silent_Service/

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on February 19, 2018, 11:11:00 AM
Recently decided to jump back into CMANO Northern Inferno after a year long hiatus.  Still learning all the differences but my biggest question/gripe is that I cant save under the save as command.

I checked and save as works under normal scenarios.  Is this working as intended?  I can do save in Northern Inferno but then it saves as a string of random nonsensical numbers and letters.  I want to be able to make my saves so I can go back and look at the save file name to determine what point in the mission I am at so I use a day/time format for saving.

Any suggestions?

Thanks
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 19, 2018, 11:19:35 AM
Con < Campaign saves are not mean to be opened/resumed from the usual "Load Scenario" window.

Instead, from the main "Start Game" window, click on "Campaign". On the campaign window, click on the "Resume from save" tab.

There, you will see all your campaign saves, grouped by campaign session and sorted by date and time (both in-scenario and "real life", so you can pick up both from "that game I was playing last night" and also "that game where I was deep in Day-2 of scenario #4"). I believe this is the information you are looking for.

Thanks.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on February 19, 2018, 11:25:09 AM
Ah Ok

Followed your instructions and see it now.  Thanks for the info this will be useful.

Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on February 22, 2018, 09:13:28 AM
The scenarios of The Silent Service - Part 2

(https://i.ytimg.com/vi/wikzTukjK4o/maxresdefault.jpg) (http://www.warfaresims.com/?p=4718)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 22, 2018, 12:06:45 PM
I wonder wether TacView could be made to work with CMANO ?
If CMANO would export various bits of data in real time the program could become a GREAT asset to the game. Just a random thought.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 22, 2018, 12:17:30 PM
It already works with it I think.  But only in the pro version.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 22, 2018, 01:55:03 PM
The pro version of TacView or the pro version of CMANO?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 22, 2018, 01:56:22 PM
And do I need a dongle for each one?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 22, 2018, 01:57:35 PM
Oh my God! I can't believe I didn't score that one!
:facepalm:
Well played!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mirth on February 22, 2018, 02:00:29 PM
Dongle jokes. The gift that keeps on giving.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on February 22, 2018, 02:29:41 PM
Anyone have any advice or recommendations for ambient sound mods?  I had a look at seahag but didnt install it
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IICptMillerII on February 22, 2018, 05:45:19 PM
Quote from: Yskonyn on February 22, 2018, 12:06:45 PM
I wonder wether TacView could be made to work with CMANO ?
If CMANO would export various bits of data in real time the program could become a GREAT asset to the game. Just a random thought.

I just recently learned of this capability myself, and I am very intrigued by it. However, it appears that the feature is only available to the professional version of CMANO. You can see it listed under Features at this link: http://www.warfaresims.com/?page_id=3822

This is a picture of a breakdown of the various license versions of the professional version of CMANO, and it shows which specific professional editions have TacView as a supported feature:

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.warfaresims.com%2FWarSimsWP%2Fwp-content%2Fuploads%2F2018%2F02%2FPE-1.png&hash=85f73a2fd6e3a7898631c44f64e0d5c6beb42c9a)

Its also worth noting that it appears that eventually, you will be able to run CMANO and TacView at the same time, to give you an on going 3D representation of what is happening in CMANO, instead of just getting the after action review.

Looks like I need to look into how to get myself a copy of CMANO PE.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 23, 2018, 03:19:12 AM
TacView already has the live connection option patched in recently. At least for the various flightsims.
As the recording function is still inCMANO perhaps the rec files could be made to work with TacView somehow?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on February 28, 2018, 07:52:15 PM
Posting a question here since I couldnt find the answer on the Matrix forum or in the manual

1. Can you steer torpedoes now that they indicate that they have a wire guidance.  How do you set their depth (over under the layer etc)
2. How do you do a dog leg BOL of a torpedo in CMANO.  I have not been able to figure it out?

Any good resources to ask.  This is coming about because of Barents Sea Boomers mission I am playing on Northern Inferno

Thanks
Con
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on February 28, 2018, 08:18:57 PM
If its wire-guided, as most modern torpedoes are, just click on it and set the waypoint and speed/depth.  You can do a dogleg that way also.  You can do that stuff as long as the wired connection is maintained.  The sub has certain restrictions around its speed and movement while guiding.

You get a more official answer asking on the Matrix forums.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 01, 2018, 10:09:27 AM
Command: The Silent Service is out!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.matrixgames.com%2Ffiles%2Fspotlight%2F1043_image.jpg&hash=bf13f1db32aa9eb09bfbfab78676dff788447686) (http://www.matrixgames.com/products/product.asp?gid=725)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on March 01, 2018, 10:11:59 AM
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yooper on April 06, 2018, 08:41:06 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fweaponsrelease.com%2Fimages%2F4%2F4a%2FWRW.png&hash=3c395875c6325ff58c701265f72de8f649b87a1a)

We're putting together a CMANO Wiki over at http://weaponsrelease.com (http://weaponsrelease.com). If you're getting into CMANO hopefully it's helpful. If you're already well versed then pitch in and get a chance at some participation prizes including a model kit and a "Jane's Fighting Something" book.

This is another resource that's hopefully more easily browsable and digestable than scrambling around Google.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Airborne Rifles on May 04, 2018, 12:11:27 PM
Hey all, Bart Gauvin (Gunner98) and myself are excited to announce our CMANO-inspired novel, Northern Fury: H-Hour. Head over to the Books and Reading part of the forum to get the details: http://grogheads.com/forums/index.php?topic=22247.msg611293;topicseen#new (http://grogheads.com/forums/index.php?topic=22247.msg611293;topicseen#new)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on May 10, 2018, 03:40:38 PM
Command-LIVE: Commonwealth Collision has been released: http://www.matrixgames.com/products/731/details/Command.Live.Commonwealth.Collision (http://www.matrixgames.com/products/731/details/Command.Live.Commonwealth.Collision)

TL;DR : Combined UK + India carrier group (incl. QE & F-35Bs) vs combined Pakistan + China naval and coastal forces.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: OJsDad on May 18, 2018, 03:26:48 PM
I'm thinking about giving this another try.  Are the Baloogan tutorial videos still the best, or are there some newer ones that would be better to use. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on May 18, 2018, 03:59:52 PM
Quote from: OJsDad on May 18, 2018, 03:26:48 PM
I'm thinking about giving this another try.  Are the Baloogan tutorial videos still the best, or are there some newer ones that would be better to use.

His latest video is 3 years old and the game evolved in that time.  There are new tutorials in the game so you could start with them.
Kushan's channel could be a good source for information : https://www.youtube.com/channel/UCUNJdTKkZtkZIY5z7P2T8lg/playlists


Some recent user made tutorials (in game) :

http://www.matrixgames.com/forums/fb.asp?m=4443355 (tutorials covering Air-to-Air Warfare (both modern and historical combat), Cargo Operations, ASW Operations and Mining (mine-sweeping and mine-laying - post 33)

http://www.matrixgames.com/forums/fb.asp?m=4350541  (campaign file - post 26)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 30, 2018, 08:20:57 AM
Beta update with some cool changes and a bunch of fixes.

http://www.matrixgames.com/forums/tm.asp?m=4514036

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on July 30, 2018, 08:56:41 AM
Personally, I'm most excited about the addition of Gurkhas to the database!  :notworthy:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 30, 2018, 09:08:43 AM
I really wish they wouldn't waste a lot of time putting in small land units that have almost no differentiation in the game.  If all development was  complete, fire away.  But they are still working on a lot of stuff and it seems like half the tech issues they get are about land units and supporting them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on July 30, 2018, 09:22:51 AM
Quote from: RyanE on July 30, 2018, 09:08:43 AM
I really wish they wouldn't waste a lot of time putting in small land units that have almost no differentiation in the game.  If all development was  complete, fire away.  But they are still working on a lot of stuff and it seems like half the tech issues they get are about land units and supporting them.

I highly doubt adding something like Gurkha infantry units to the DB is a tremendous waste of time. Sure, it doesn't add much to the sim other than flavor and diversity, but it is probably fairly simple to include in the DB.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on July 30, 2018, 09:38:39 AM
Yeah, the Gurkhas don't add much time by themselves.  But take a look at the requests to add things like FN-FAL equipped infantry vs M-16 and what not.  There is a ton of work in adding all those units and testing them.

Now someone will want Gurkhas with No. 4 vs L1 vs L85, with L4 MG vs GPMG, with different sniping rifles, etc..  It has happened and is happening.  No game differentiation, but someone has to put them all in because of some immersion claim. 

That's not even getting into complaints about land unit movement debates around terrain.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on July 30, 2018, 10:12:52 AM
Quote from: RyanE on July 30, 2018, 09:38:39 AM
Yeah, the Gurkhas don't add much time by themselves.  But take a look at the requests to add things like FN-FAL equipped infantry vs M-16 and what not.  There is a ton of work in adding all those units and testing them.

Now someone will want Gurkhas with No. 4 vs L1 vs L85, with L4 MG vs GPMG, with different sniping rifles, etc..  It has happened and is happening.  No game differentiation, but someone has to put them all in because of some immersion claim. 

That's not even getting into complaints about land unit movement debates around terrain.

I agree, for a game of this scale, modeling nuance in small arms, may be unnecessary. Leave stuff like that to modders. 
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on August 13, 2018, 10:57:49 PM
I have a wish that there was a way to generate a immersive AAR from the message log.  I was looking to see if anyone had written a generator that could parse the message log and assign more prosaic AAR to the outcome.

I would like to know which of my pilots shot down the most planes - what ordnance did they use to achieve this (missiles/guns etc).  It would be great if a narrative could be established that showed the pilot fired 3 missiles at a target 1 was spoofed by Chaff, 1 missed completely (blew the hit percentage roll) 1 almost hit (very close to the percentage roll) and then the pilot closed with guns and shot the enemy out of the sky with his last burst.

A reverse case could be made to see how many times your pilot successfully evaded.  This could of course be extended to ships, enemies etc.  I lose sight of the emotional nail biting aspect of CMANO at the end of a scenario when it just tallies up expenditures and losses for both sides.  In complex battles too much is happening to see the drama that is unfolding and I would like to be able to capture that somehow.

My wish would be to have a narrative driven AAR outcome generated by the game - it seems the info is there(planes/squadrons/pilots (call signs assigned to them/plane type as a mission, ordnance fired and at whom/results etc) but is it possible? 

Con

Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on August 14, 2018, 03:08:45 AM
Quote from: Con on August 13, 2018, 10:57:49 PM
I have a wish that there was a way to generate a immersive AAR from the message log.  I was looking to see if anyone had written a generator that could parse the message log and assign more prosaic AAR to the outcome.

Con

Not 100% what you are looking for but a program Seahag exist and is made for CMANO (http://www.matrixgames.com/forums/tm.asp?m=3457871 Speech and Ambient Sound Module).

It reads the message log and speaks selected messages based on rules you can define yourself.
It can ignore part of the message, replace part of the message (e.g. DDG can be replaced by Guided Missile Destroyer, ..), ...

But the output is speech and not a text file...
It also requires some coding to get the results you want but when it works it is great for immersion (e.g. instead of playing a short sound you can make it say 'vampire detected by unit x').
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: HoodedHorseJoe on August 14, 2018, 03:19:02 AM
That'd probably be a good tool for video diaries etc..., liven the feed up a bit.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on September 05, 2018, 08:42:48 AM
New DLC announced:  Kuril Sunrise

http://www.matrixgames.com/forums/tm.asp?m=4528962
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 11, 2018, 09:23:24 AM
Command LIVE: Kuril Sunrise is out:
http://www.matrixgames.com/products/739/details/Command.Live.Kuril.Sunrise

(https://www.matrixgames.com/files/spotlight/1214_image.jpg)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: RyanE on October 11, 2018, 11:17:35 AM
Did I do somehting wrong on the update?  All my standalone scenarios that come with the game are still a couple db generations behind.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: smittyohio on October 19, 2018, 11:17:09 AM
Just out of curiosity, how long are the LIVE scenarios generally?  I'm trying to get into CMANO after giving up due to lag a few years back and am wondering if these would be good once I get the gaming system down.  Which should take a few years.... :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on October 19, 2018, 12:12:50 PM
Quote from: smittyohio on October 19, 2018, 11:17:09 AM
Just out of curiosity, how long are the LIVE scenarios generally?  I'm trying to get into CMANO after giving up due to lag a few years back and am wondering if these would be good once I get the gaming system down.  Which should take a few years.... :D

https://www.wargamer.com/articles/command-modern-airnaval-operations-dlc/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: smittyohio on October 19, 2018, 12:22:58 PM
Quote from: Pete Dero on October 19, 2018, 12:12:50 PM
Quote from: smittyohio on October 19, 2018, 11:17:09 AM
Just out of curiosity, how long are the LIVE scenarios generally?  I'm trying to get into CMANO after giving up due to lag a few years back and am wondering if these would be good once I get the gaming system down.  Which should take a few years.... :D

https://www.wargamer.com/articles/command-modern-airnaval-operations-dlc/

Thanks!  Ok, sounds like I won't need those anytime soon... "Huge" scenarios are probably beyond my grasp anytime soon.   :-)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Destraex on November 05, 2018, 08:23:54 AM
OK. I just played the first submarine tutorial. However what is bugging me is the way things are calculated in game.
What is the best way to calculate the closing speed and direction I should head my sub in to intercept a contact?
Is there a tutorial on how to do all the calculations for converging with a contact?

Perhaps it is covered in a future tutorial. I basically need a time that the contact will reach a point I draw and then need to be able to draw a line from my ship to the point I have chosen and have a speed indicated and time of arrival. So I know my various options.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on November 05, 2018, 08:32:53 AM
Well what happened with the elementary speed vs time equals distance?
You have speed and time you can read distance off the map.
Correlate your asset's speed and course to that of the contact you're tracking.
Just like the captains do. 😊
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Destraex on November 05, 2018, 04:58:01 PM
I actually have not found time yet on the map. That may be the key.
If I follow a contacts current course and draw a line with the tool. I can then do a time calculation using distance and speed. However I thought the game would do all of that for me. I imagine real captains\crew these days get computers to do it all for them.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on November 05, 2018, 05:09:57 PM
There is no auto intercept in the sim until a unit is able to prosecute a target by its own when its within sensor range.

You can create waypoints on the map and then tie missions to those waypoints to creat an area where the unit will act within mission parameters on its own to automate target search and prosecution, but for ships I often find it much quicker to just manually steer intercepts.

F1 - Auto attack by the way, but I have had mixed results with this. Sometimes a units won't actively move to intercept and just wait until the enemy comes to them (which usually never happens) :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on November 21, 2018, 12:58:26 PM
The Holiday Sale is here!

(https://i.imgur.com/xGqBiM5.png) (http://www.matrixgames.com/products/483/details/Command:.Modern.Air.Naval.Operations.Wargame.of.the.Year.Edition)

(https://i.imgur.com/RaIhlAf.jpg) (http://www.matrixgames.com/products/589/details/Command.Northern.Inferno.)

(https://i.imgur.com/InCoR9R.jpg) (http://www.matrixgames.com/products/693/details/Command.Chains.of.War)

(https://i.imgur.com/Klcl1em.jpg) (http://www.matrixgames.com/products/product.asp?gid=707)

(https://i.imgur.com/L86e2Rl.jpg) (http://www.matrixgames.com/products/product.asp?gid=725)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on November 21, 2018, 04:38:10 PM
So question......before I consider purchasing all the missing DLC that I don't have, any idea how much longer this version will be around?  Any news of a possible new version in the future?  And if so, are we still years away or sooner?  Not looking for an exact time frame, just in general.  Just seems like a some point another version would be due out.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Old TImer on December 14, 2018, 03:32:47 PM
Word is a new version with improved land combat units is on the horizon.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on December 15, 2018, 06:57:05 AM
Quote from: gregb41352 on December 14, 2018, 03:32:47 PM
Word is a new version with improved land combat units is on the horizon.

Thanks, any timing on when?  Next year?  2-3 Years? etc.  I wonder if all the DLC will be usable in future versions.  Just trying to determine if worth investing more into this game right now.  It's a game I want to like and play more, but never end up doing for one reason or another.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IICptMillerII on December 15, 2018, 10:08:36 AM
There hasn't been an official announcement on CMANO 2, though one of the developers said it was in the works during a recent interview iirc. My guess would be we aren't going to see CMANO 2 for at least a year.

My advice would be to pick up CMANO right now, as the sale price is quite generous. There is more than enough content with the base game if you don't want to spend any extra cash on the DLC packs or additional scenarios.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on December 15, 2018, 10:25:42 AM
Quote from: IICptMillerII on December 15, 2018, 10:08:36 AM
There hasn't been an official announcement on CMANO 2, though one of the developers said it was in the works during a recent interview iirc. My guess would be we aren't going to see CMANO 2 for at least a year.

My advice would be to pick up CMANO right now, as the sale price is quite generous. There is more than enough content with the base game if you don't want to spend any extra cash on the DLC packs or additional scenarios.

Already own the base game and some of the DLC...was more inquiring about adding more DLC to it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on February 28, 2019, 08:48:59 AM
Next standalone DLC has been announced! Been really looking forward to this one since in showed up in the beta group.

http://www.matrixgames.com/news/2795/Command.Desert.Storm.has.been.announced! (http://www.matrixgames.com/news/2795/Command.Desert.Storm.has.been.announced!)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Jarhead0331 on February 28, 2019, 10:45:55 AM
^Great! That'll be a must buy for me...
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on February 28, 2019, 03:26:45 PM
Wow!
That's definately a day 0 purchase!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: stolypin on February 28, 2019, 03:51:28 PM
Quote from: Yskonyn on February 28, 2019, 03:26:45 PM
Wow!
That's definately a day 0 purchase!

Yes.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: CJReich46 on February 28, 2019, 07:24:53 PM
Sweet! I was deployed on that!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: CJReich46 on February 28, 2019, 07:27:36 PM
Quote from: CJReich46 on February 28, 2019, 07:24:53 PM
Sweet. :)  This looks interesting.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 22, 2019, 03:02:36 AM
The scenarios of Desert Storm - Part 1

(https://i.imgur.com/fmRg67v.png) (http://www.warfaresims.com/?p=4899)


Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JasonPratt on March 22, 2019, 05:39:44 PM
QuoteIn this hypothetical scenario, the conversion was completed instead of abandoned, and BBG-1 Kentucky has been commissioned into service, receiving subsequent modernization during the 1980s similr to the Iowas. The Kentucky and her accompanying escorts and supply ships have been tasked to reinforce the Coalition's naval force in the Northern Persian Gulf and relieve the first-strike shooters.

:D :D :D :D :D :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JasonPratt on March 22, 2019, 05:42:45 PM
QuoteIn this hypothetical scenario, Saddam's gamble paid off: mounting public pressure in Israel from the relentless Scud bombardment has reached the breaking point. Rumors are spreading that dissident Arab factions within Palestine and the Gaza Strip are assembling material, supplies, equipment and personnel to launch independent attacks against Israel in support of Iraq's pressure. The government feels that it has to respond, even in a limited fashion, or completely lose legitimacy. Israel's gloves are about to come off.

...to quote Andre the Giant, "THERE SHALL BE NO SURVIVORS!"
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Kushan on March 24, 2019, 12:06:15 PM
Command: Desert Storm preview stream starting now at KushanGaming Twitch (https://www.twitch.tv/kushangaming)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 27, 2019, 01:45:49 AM
The scenarios of Desert Storm - Part 2

(https://i.imgur.com/8ZsyAFD.png) (http://www.warfaresims.com/?p=4906)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on March 27, 2019, 02:41:16 AM
Looking forward to Desert Storm!  :bd:

Heh, that's the same photo that the board game Birds of Prey uses on their box. :)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: IICptMillerII on March 27, 2019, 10:13:03 AM
Always excited for any new content for CMANO. The add on scenarios and modules are worth the price of admission just for the technical data and detailed accurate OOBs alone, for me. Looking forward to Desert Storm!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on March 28, 2019, 09:32:12 AM
Command Desert Storm = Released

http://www.matrixgames.com/products/product.asp?gid=797 ( $20 - € 19)

https://store.steampowered.com/app/1036420/Command_Desert_Storm/ ( € 15,11 or € 13,60 as part of Command : Desert Storm Pack)

(Steam is 10% off until 4/4)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on March 28, 2019, 10:54:25 AM
Bought it!  \m/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on March 29, 2019, 02:46:11 AM
Opening mission of Desert Storm is splendid! It gives you a good overview of the strategic situation and the fact that the player needs to handle basic logistics is a nice touch. It really gets you into the mindset of forging a plan with contingencies.
If the rest of the campaign tickles the mind similarly then this is quickly going to be my favorite CMANO content to date! Well done WarfareSims!  \m/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on March 29, 2019, 02:47:05 AM
Quote from: Yskonyn on March 29, 2019, 02:46:11 AM
Opening mission of Desert Storm is splendid! It gives you a good overview of the strategic situation and the fact that the player needs to handle basic logistics is a nice touch. It really gets you into the mindset of forging a plan with contingencies.
If the rest of the campaign tickles the mind similarly then this is quickly going to be my favorite CMANO content to date! Well done WarfareSims!  \m/

Wouldn't it be just a turkey shoot?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on March 29, 2019, 02:49:09 AM
Play it and you shall find out!  :dreamer:

But talking about Turkeys: https://www.defensemedianetwork.com/stories/gulf-war-20th-f-14-tomcat-in-combat/

And yes, they shoot.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on March 30, 2019, 12:13:25 PM
Command Defcon-One Edition: A Steam-exclusive bundle at an unprecedented price

(https://steamcdn-a.akamaihd.net/steam/bundles/10620/xa8h1pmqcdc5e8xe/header_586x192.jpg?t=1553697262)
(https://store.steampowered.com/bundle/10620/Command_Defcon_One_Edition/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on March 31, 2019, 05:33:15 AM
I am very tempted to go for this and complete my collection....missing several of the past DLC.  Only thing holding me back is the rumored next version and how close we might be to that.  If it is even true, curious if we are thinking a year plus away, which may make it more of an option for me.  Hate to go "all in" at this point and then find out new version as around the corner.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 02, 2019, 07:48:50 AM
Ok, but even if it is a year away....look at how long and how many DLCs it takes to flesh out a game like this. You'll be waiting years. Why miss out on Great game for two years waiting for another version? It's definitely worth the price
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Grim.Reaper on April 02, 2019, 08:02:41 AM
I have the game and several of the dlc but was debating whether to get all the remaining missing items.  Plus The reason for the question was to determine if indeed greater than a year or earlier.  Regardless I actually did buy the pack anyway so I am good.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on April 02, 2019, 09:01:31 AM
What could be in the next version that isn't already included in this one ?   4K next gen graphics ?
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?

Otherwise not sure.  :) It's a stellar product as it is.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on April 02, 2019, 08:44:00 PM
Interesting scenarios... and a broken one?
https://www.wargamer.com/reviews/command-desert-storm/
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on April 03, 2019, 01:14:16 AM
Quote from: jomni on April 02, 2019, 08:44:00 PM
Interesting scenarios... and a broken one?
https://www.wargamer.com/reviews/command-desert-storm/

Already fixed 3 days ago: http://www.matrixgames.com/forums/tm.asp?m=4612898
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on April 03, 2019, 09:14:29 AM
Thanks. Bought it.
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JasonPratt on April 03, 2019, 09:21:48 AM
Quote from: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?


Command Ops 3?!  :D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: JasonPratt on April 03, 2019, 09:56:59 AM
 :o :o :o

QuoteBONUS: Israeli Counterpunch

Israel vs. Iran

Date/Time: 06 April, 2019 / 04:30:00 Zulu
Location: Middle East
Duration: 72 Hours
Playable Sides: Israel

:smitten:
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on April 03, 2019, 09:58:50 AM
Quote from: JasonPratt on April 03, 2019, 09:21:48 AM
Quote from: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?


Command Ops 3?!  :D

Heh, well there you have it.
With the modelling of modern equipment there's no bounds to what that combined sim would be able to simulate, oh my!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on April 03, 2019, 12:31:06 PM
Quote from: Yskonyn on April 03, 2019, 09:58:50 AM
Quote from: JasonPratt on April 03, 2019, 09:21:48 AM
Quote from: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?


Command Ops 3?!  :D

Heh, well there you have it.
With the modelling of modern equipment there's no bounds to what that combined sim would be able to simulate, oh my!

Why not include DCS for air combat, Steel Beasts or ARMA3 for ground combat and Cold Waters for sub combat ...
You should be able to finish a small mission in a week or two  O:-)  :)).
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: mikeck on April 03, 2019, 02:05:26 PM
At this point, I don't think I really even NEED any new DLCs. All the weapons and gear from the past 40 years is in the game so you can pretty much create whatever scenarios you want. Pretty amazing game. I just suck at it
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: al_infierno on April 03, 2019, 02:26:29 PM
Quote from: Pete Dero on April 03, 2019, 12:31:06 PM
Quote from: Yskonyn on April 03, 2019, 09:58:50 AM
Quote from: JasonPratt on April 03, 2019, 09:21:48 AM
Quote from: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?


Command Ops 3?!  :D

Heh, well there you have it.
With the modelling of modern equipment there's no bounds to what that combined sim would be able to simulate, oh my!

Why not include DCS for air combat, Steel Beasts or ARMA3 for ground combat and Cold Waters for sub combat ...
You should be able to finish a small mission in a week or two  O:-)  :)).

Why stop there?  While we're at it, include Euro Truck Simulator 2 and Train Simulator 2019 for logistical gameplay, Tabletop Simulator for playing board games in the barracks with your battle buddies, and The Sims 3 for returning to the States on leave!   ;D
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: jomni on April 03, 2019, 10:24:23 PM
Quote from: al_infierno on April 03, 2019, 02:26:29 PM
Quote from: Pete Dero on April 03, 2019, 12:31:06 PM
Quote from: Yskonyn on April 03, 2019, 09:58:50 AM
Quote from: JasonPratt on April 03, 2019, 09:21:48 AM
Quote from: Yskonyn on April 02, 2019, 11:21:23 AM
More detailed ground ops? So the title would have to be a more generic Command 2 instead of MANO.
Multiplayer perhaps?


Command Ops 3?!  :D

Heh, well there you have it.
With the modelling of modern equipment there's no bounds to what that combined sim would be able to simulate, oh my!

Why not include DCS for air combat, Steel Beasts or ARMA3 for ground combat and Cold Waters for sub combat ...
You should be able to finish a small mission in a week or two  O:-)  :)).

Why stop there?  While we're at it, include Euro Truck Simulator 2 and Train Simulator 2019 for logistical gameplay, Tabletop Simulator for playing board games in the barracks with your battle buddies, and The Sims 3 for returning to the States on leave!   ;D

GOAT SIMULATOR!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on April 04, 2019, 03:05:31 AM
Almost forgot this one : Iron Sky Invasion for Space Force combat.  (https://store.steampowered.com/app/224900/Iron_Sky_Invasion/)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Con on April 04, 2019, 05:50:27 AM
I think you need to add tank mechanic for in between the battles
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Pete Dero on May 06, 2019, 09:03:14 AM
For those who only look at the Computer Wargaming forum  ;)

http://grogheads.com/forums/index.php?topic=22247.msg646884#msg646884

Northern Fury: H-Hour is available on Amazon, both ebook and paperback versions!
(based on Northern Fury scenarios for Command: Modern Air/Naval Operations)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on June 25, 2019, 01:54:19 PM
Steam summer sale

https://store.steampowered.com/bundle/10620/Command_Defcon_One_Edition/
https://store.steampowered.com/app/321410/Command_Modern_Air__Naval_Operations_WOTY/
https://store.steampowered.com/app/397180/Command_Northern_Inferno/
https://store.steampowered.com/app/614130/Command_Chains_of_War/
https://store.steampowered.com/app/718710/Command_Shifting_Sands/
https://store.steampowered.com/app/785930/Command_The_Silent_Service/
https://store.steampowered.com/app/1036420/Command_Desert_Storm/

(https://pbs.twimg.com/media/D97VyqeWkAQT-Qo.jpg)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 05, 2019, 08:07:23 AM
The king is back: CMANO2 announced

Trailer:
https://www.youtube.com/watch?v=X4LwqCBupyA

Announcement: https://www.matrixgames.com/news/the-king-is-back

Product page with full list of features: https://www.matrixgames.com/game/command-modern-operations

(https://i.imgur.com/D3CErGV.png)
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Yskonyn on September 05, 2019, 11:59:19 AM
Just take my money!
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 28, 2019, 11:06:58 AM
CMO developers interview: http://www.warfaresims.com/?p=4948
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on September 30, 2019, 04:57:52 AM
Command: Modern Operations – User interface and experience, Part I: http://www.warfaresims.com/?p=4954
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 08, 2019, 04:29:25 AM
Command: Modern Operations – User interface and experience, Part II: http://www.warfaresims.com/?p=4975
Title: Re: The "Uber" Command: Modern Air/Naval Ops Thread
Post by: Dimitris on October 16, 2019, 05:10:57 AM
Command: Modern Operations – The grunt's lot: Improvements to ground operations: http://www.warfaresims.com/?p=4982