C:MANO La ricchissima patch 1.11!

Discussione in 'Wargames - Generale' iniziata da qwetry, 14 Marzo 2016.

  1. qwetry

    qwetry

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    quanta roba!

    http://www.warfaresims.com/?p=4243
    http://www.warfaresims.com/?p=4182
    http://www.warfaresims.com/?p=4236
    http://www.warfaresims.com/?p=4215
    http://www.warfaresims.com/?p=4199
    http://www.warfaresims.com/?p=4190

    e forse gli sviluppatori riveleranno ancora qualcos'altro

    chi come me ha un vecchio pc può gioire con:

    Command v1.11 runs significantly faster than earlier versions of the simulator. Small/simple scens run just as fast as before (although older PCs may notice a difference in them too), but the benefits become most apparent in large complex scenarios, with speed increases between 3x-10x being common in many setups.
     
  2. qwetry

    qwetry

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    Uscita la prima release candidate:

    www.matrixgames.com/forums/tm.asp?m=4043669


    CHANGES/ADDITIONS FROM v1.10 - B775.17
    =====================================================================




    ==========================================================
    SIMULATION MECHANICS & AI
    ==========================================================

    * Massive improvements to simulation speed and RAM consumption.

    * MAJOR NEW: Detailed Winchester & Shotgun (weapons) and Bingo, Joker & Chicken (fuel) states for aircraft. See overview here: http://www.warfaresims.com/?p=4182

    * MAJOR NEW: Pier operations. See overview here: http://www.warfaresims.com/?p=4215

    To support pier operations, new 'Withdraw' and 'Redeploy' doctrine settings have been added to the AI behavior of ships/subs. These control the criteria/thresholds that the ship/sub AI will use in order to RTB (if it's underway) and re-deploy (if it is docked). The thresholds cover damage, fuel, primary attack & defence weapons. Each threshold type has several appropriate values.
    [NOTE #1: The definition of primary attack/defence weapon points to the longest-ranged ASuW weapon (attack) and AAW/ASW (defence) weapon, and uses the default DB-fed values for reference. So for example if an Aegis cruiser is stocked with SM-2s on its DB-pristine version but the scen author opts to clean them out and re-stock with TLAMs and a few ESSMs, the cruiser is considered as "primary defence weapon exhausted" even though it still has the ESSMs].
    [NOTE #2: The rules for picking the primary attack/defence weapon are slightly different for submarines. Normal attack subs (both nuclear and DE) consider torpedoes their primary weapon for both attack and defence even if they carry other longer-ranged weapons (missiles etc.). Cruise- and ballistic-missile subs however, consider their missiles their primary attack weapon.]

    Docked ships/subs can re-arm from either magazines on the pier itself or ammo facilities belonging to the same group (ie. naval base) as the pier, just like with ammo bunkers on airbases.

    When putting out from a pier to sea again, ships/subs first navigate to a point at the edges of the pier lane area and then re-plot for their destination.

    * MAJOR NEW: Aircraft in airbases and ships/subs at naval bases can now be spotted and catalogued during a BDA/recon run. See overiew here:http://www.warfaresims.com/?p=4236

    * MAJOR UPDATE: Significant improvements to air-to-air refuelling AI and mechanics. See here for details: http://www.warfaresims.com/?p=4190

    * MAJOR UPDATE to the Air-Independent Propulsion (AIP) model. While it is possible to recharge the submarine’s batteries using AIP, the low power of typical AIP systems relative to the diesel-powered generators means that it would take extremely long time to recharge a deeply discharged battery. Storing energy in batteries is also a less efficient than storing the energy in the AIP reactants. As such, AIP is best used to minimize discharge of the submarine’s batteries, and wait with conventional diesel engine recharging to a time and location that is more suitable. This means the AIP system will only be able to keep up with battery drainage at creep throttle setting. At higher speeds, the electric motors will require more power than the AIP can deliver, which forces the sub to eventually snorkel.

    * New and expanded submarine doctrine settings. See overview here:http://www.warfaresims.com/?p=4243

    * Significant changes to replenishment rates (both UNREP and pierside). The rate at which a given store can be transferred to the receiver unit is now determined by the characteristics of the item:

    - Guided weapons up to 10kg, gun & rocket rounds up to 15mm: One per second.
    - Guided weapons up to 50kg, gun & rocket rounds up to 24mm: One per 5 seconds.
    - Guided weapons up to 100kg, gun & rocket rounds up to 60mm: One per 15 seconds.
    - Guided weapons up to 150kg, gun & rocket rounds up to 80mm: One per 30 seconds.
    - Guided weapons up to 250kg, gun & rocket rounds up to 150mm: One per minute.
    - Guided weapons up to 500kg, gun & rocket rounds up to 200mm, depth charges, mines, decoys, dispensers, drop tanks, laser charges and everything else not covered: One per 5 minutes.
    - Guided weapons up to 1000kg, gun & rocket rounds up to 350mm: One per 15 minutes.
    - Guided weapons up to 2500kg, gun & rocket rounds up to 450mm: One per 30 minutes.
    - Guided weapons heavier than 2500kg, gun & rocket rounds larger than 450mm: One per hour.

    The rate is further affected by the UNREP capability of the receiving unit, doubled if the provider is a land facility (stability and more equipment), and halved if the receiver is a submarine (more complicated to get anything bulky inside a sub).

    * Aircraft will now jettison their A2G stores when evading an attack (if the relevant doctrine setting is set to YES). This is accompanied by a relevant message detailing the stores ejected. The jettison check is made every 5 seconds (it takes a few seconds to do this in the cockpit), so there is a chance that an aircraft that is caught by surprise will have no time to jettison its stores before the missile impact happens. Also only external stores can be jettisoned.

    The current implementation has a known issue: Conformal Fuel Tanks (CFTs), like those on the F-15E and numerous export F-16s, are treated like drop tanks and thus jettisoned (in RL they cannot be ejected). This is to be addressed in the future.

    * The pathfinding engine has been refined and made more performand and also user-configurable (see: http://www.warfaresims.com/?p=4243)

    * Unguided bombs and rockets fired in salvos are now impacting as "sticks" rather than treated as totally individual/indepedent impacts. So for example when weapon #1 impacts at coods X-Y the rest of the salvo will (CEP deviations aside) fall more or less on a line pattern starting from that first impact. This is particulatly important when attacking multiple-aimpoint facilities as it forces the attacking unit to "commit" to a specific aimpoint (straddle it with weapon impacts) and just hope for collateral damage on the other aimpoints.

    * Changed the way that facility aimpoints are affected by blast damage (tanks are a lot harder to kill with proximity blast now, while e.g. trucks are easy as ever).

    * Bomblets are very likely to start fires if they impact (lots of small explosions). For the same reason they are more likely to cause component hits even if they barely scratch the target structurally.

    * Units cannot perform component repairs if the unit has non-minor fire or flooding (all hands are busy!).

    * Only minor component damage can be repaired while underway (the unit must dock to parent boat/pier for heavier repairs).

    * The "unlimited weapons at airbases" realism option is now expanded to the more generic "unlimited base magazines", and affects both air and naval bases. So now you can use (or experiment with) pier re-arming without first having to populate ammo dumps with suitable weapon records.



    ===============================
    USER INTERFACE
    ===============================

    * Numerous changes/additions to UI windows to support new simulation mechanics (see above).

    * The Doctrine window now has an extra tab "Withdraw & Redeploy" (see Pier Operations feature above).

    * The "Docking Ops" window has additional columns to display fuel and (clickable) damage, weapon and magazine information.

    * The "Docking Ops" window now color-codes the various aspects of a unit's deployment readiness (compared against doctrine redeployment thresholds) in order to provide an at-a-glance overview. Example: http://i.imgur.com/gaSbI23.png . A unit will deploy under AI control only if it's "green across the board" (and if it is under a mission); otherwise the player can manually order it to deploy at any time, ready or not.

    * AGL altitude settings are now supported for aircraft. See example here:http://www.warfaresims.com/?p=4199

    * The mission AI now generates logged messages that explain why a mission has not launched aircraft. Example: http://www.warfaresims.com/WarSimsWP/wp-content/uploads/2016/02/UserFeedback.jpg

    * New window dedicated to game speed options. See overview here:http://www.warfaresims.com/?p=4243

    * ADDED: Display mine deployment depths in DB Viewer

    * "Load Scenario" Dialog: Expanded left table so longer scenario names are exposed

    * UI Tweak: Don't report "BDA change" if the previous BDA state is blank (ie. no more BDA message flood when you approach e.g. an enemy airbase)





    Ometto i cambiamenti riguardanti l'editor e il database (sono nel topic del link)



    L'ho appena provata col primo scenario di northen inferno, che è medio-grande, lo ho notato tantissimo il miglioramento in prestazioni usando un pc con core duo T9300 con 4 gb di ram
     
    Ultima modifica: 15 Marzo 2016
  3. Clemenza

    Clemenza

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    Ho scaricato la 1.11 ma consapevole della mia imbranazione allego foto dello zip prima di scaricare nelle varie cartelle; procedo in questo modo? o c'è da fare un backup delle medesime?
     

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  4. qwetry

    qwetry

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    si quei file devi metterli dentro la cartella del gioco, così:

    upload_2016-4-6_8-56-42.png
     
  5. Clemenza

    Clemenza

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    Ti sono grato della chiarissima spiegazione. Procederò appena terminato lo scenario in corso
     

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