Search found 288 matches

by AdmiralSteve
Wed Dec 25, 2024 3:26 pm
Forum: Tech Support
Topic: Does the number of sides affect game speed?
Replies: 5
Views: 492

Re: Does the number of sides affect game speed?


Can we get a copy of the scenario, even draft? Thanks.

As per your request. IADS Test Final Straw.zip
It runs on single flame well for about 20-22 minutes, bogs down for 30 minutes of game time then seems to be fine after that so I cant seem to really pinpoint what's happening so early into the ...
by AdmiralSteve
Sat Dec 21, 2024 5:45 pm
Forum: Tech Support
Topic: Does the number of sides affect game speed?
Replies: 5
Views: 492

Re: Does the number of sides affect game speed?

thewood1 wrote: Sat Dec 21, 2024 4:50 pm But a lot of no nav zones driven by numerous sides does slow things done because of the stress on pathfinding.
As I recall, nav zones, patrol zones, etc were more taxing than just a predetermined course? Is that your take?
by AdmiralSteve
Sat Dec 21, 2024 3:01 pm
Forum: Tech Support
Topic: Does the number of sides affect game speed?
Replies: 5
Views: 492

Does the number of sides affect game speed?

I've built a scenario with 22 sides to simulate an IADS as well as attempting to script different reactions from the different sides. With 500 units, multiple patrol zones, sonobuoys and multiple events with lua scripts, the scenario is getting a bit sluggish. Since the function of the scenario ...
by AdmiralSteve
Sun Apr 07, 2024 2:20 pm
Forum: Lua Legion
Topic: Lua for assigning A/C depending on number of detected airborne A/C
Replies: 0
Views: 489

Lua for assigning A/C depending on number of detected airborne A/C

Has anyone came across a way for a side to launch A/C depending on the number of detected red side aircraft? Or can this be accomplished with missions and events?
by AdmiralSteve
Thu Nov 23, 2023 4:04 pm
Forum: The War Room
Topic: Syrian AD and Recent Coalition Strikes
Replies: 0
Views: 461

Syrian AD and Recent Coalition Strikes

Happy Thanksgiving Everyone...I hope this finds you rich in food, family and fond memories.

With the strikes by Western countries onto Syria, it appears that the Syrian air defense network is seemingly lacking A LOT of capability. Just the US alone has, by my estimate, launched 3 strikes in the ...
by AdmiralSteve
Sun Sep 17, 2023 6:48 am
Forum: Command: Modern Operations series
Topic: Benchmarking CPU's in Command Modern Operations
Replies: 168
Views: 44781

Re: Benchmarking CPU's in Command Modern Operations

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by AdmiralSteve
Sun May 21, 2023 9:02 pm
Forum: Tech Support
Topic: Lua for changing name on contact
Replies: 5
Views: 426

Re: Lua for changing name on contact

No answer, sorry, but just wondering: woudn't a contact change names along the (WRA) classification/identification line?

Once the bogey, skunk or goblin is identified, the name will change to, what I believe, will be the name in the DB. I though wish to give the contact a specific track number ...
by AdmiralSteve
Sun May 21, 2023 2:30 am
Forum: Tech Support
Topic: Lua for changing name on contact
Replies: 5
Views: 426

Lua for changing name on contact

I've been looking for a Lua script (presumably) that will allow to change the name of a contact, similar to what the "R" hot key will do. SetUnit only changes the name on the units side, i.e. Red Side and the detecting side, Blue Side remains the original name. Can this be done?

Thanks, Steve
by AdmiralSteve
Sat Apr 08, 2023 1:32 pm
Forum: Command: Modern Operations series
Topic: Command 1.05.1307.12 Official Update Available now
Replies: 14
Views: 3212

Re: Command 1.05.1307.12 Official Update Available now

Not a big gamer here, CMO is about the only game I do play, but my goodness...the updates flow like cheap beer in an Olongapo bar. Thank you to the devs for their consistent work and the players that continuously submit bug reports.
by AdmiralSteve
Thu Oct 27, 2022 12:59 pm
Forum: Command: Modern Operations series
Topic: Aircraft mis-identification
Replies: 5
Views: 762

Re: Aircraft mis-identification




If your side has a Normal "Awareness Level," then you will classify a contact as unknown until a more powerfu sensor can make a more detailed determination. There are different levels of classification depending on your sensor capability.

It should be fairly easy for a contact to stay unknown ...
by AdmiralSteve
Sat Oct 22, 2022 8:12 pm
Forum: Command: Modern Operations series
Topic: Aircraft mis-identification
Replies: 5
Views: 762

Aircraft mis-identification

Hello Everyone,

Anyone ever come across a way for the simulation of mis-identifying aircraft such as the Iran Air 655 In July 1988? I'm looking to put several civilian A/C into a scenario that may be mistaken for a fighter/attack/bomber.

Thanks,

Steve
by AdmiralSteve
Sun Jul 10, 2022 12:16 pm
Forum: Command: Modern Operations series
Topic: CMO Public Beta - Build 1263.1
Replies: 31
Views: 3890

Re: CMO Public Beta - Build 1263.1


Download: https://drive.google.com/file/d/1qDPMucf8SHTBXLsbcZV-bKmOMnCDhdPN/view?usp=sharing

To apply: Unzip on the existing installation of CMO + "Tiny" update.

NOTE: This is a public beta. Standard disclaimers apply.

Build 1263.1 Release Notes (changes from B1261.1 ...
by AdmiralSteve
Sun Jun 26, 2022 3:19 pm
Forum: Tech Support
Topic: Build 1258.1 Performance
Replies: 2
Views: 177

Re: Build 1258.1 Performance

Fixed with correct folder. :roll:
by AdmiralSteve
Sun Jun 26, 2022 1:18 pm
Forum: Tech Support
Topic: Build 1258.1 Performance
Replies: 2
Views: 177

Build 1258.1 Performance

Hello Everyone,

I had a installed the "tiny" update 2-3 weeks ago and everything seemed to be working fine. I now have B1258.1 and I've have a self-designed scenario (its attached) that has become very sluggish. When no A/C are airborne, it's blazing fast. I launch 7 A/C and the the pulse time ...
by AdmiralSteve
Sat May 28, 2022 12:39 pm
Forum: Tech Support
Topic: [WAD] AIM-120C (and other AA missiles) Speed falloff
Replies: 30
Views: 1823

[WAD] AIM-120C (and other AA missiles) Speed falloff

I've noticed that the AIM-120C as well as other AA missiles have significant speed falloff well within their max range. This is a screen shot, .save file as well.
AIM-120 C Speed Falloff.png
AIM-120 C Speed Falloff.png (1.63 MiB) Viewed 1310 times
AIM-120 C Speed Falloff (2).zip
(4.07 MiB) Downloaded 27 times
by AdmiralSteve
Mon May 16, 2022 1:28 pm
Forum: Lua Legion
Topic: LUA script for adding points when unit arrives
Replies: 4
Views: 489

Re: LUA script for adding points when unit arrives


Do you need help with creating the trigger for a not yet existing unit, with dynamically creating that as part of the units getting generated, or just with the lua to do the simple point change after the triggers execute. You've said basically what you want but not what part you're having a ...
by AdmiralSteve
Sun May 15, 2022 5:17 pm
Forum: Lua Legion
Topic: LUA script for adding points when unit arrives
Replies: 4
Views: 489

LUA script for adding points when unit arrives

Hello all,

I'm struggling a bit with some Lua script and I'm in dire need for it. I have a scenario that will require a unit to enter an area which triggers points to be added to the respective side. This individual units arrival is key to completing the scenario. The unit though does not exist at ...
by AdmiralSteve
Sun Feb 27, 2022 6:00 pm
Forum: Mods and Scenarios
Topic: PT: The Ukraine Crisis
Replies: 1
Views: 1056

PT: The Ukraine Crisis

I usually don't get involved in big scenarios, creating or playing, but here I am. I ended up with a scenario that follows the current events in Ukraine in a basic sense; Russia invades Ukraine. Yet in my scenario design travels I have arrived at this point with a 600+ unit scenario and with cruise ...
by AdmiralSteve
Thu Feb 17, 2022 9:37 pm
Forum: Command: Modern Operations series
Topic: High Priority Targets
Replies: 2
Views: 210

High Priority Targets

<t> I'm looking to put into a scenario some high priority targets that if destroyed would the degrade the sides ability to perform certain functions, i.e. communicate with other elements of the side. Creating targets isn't the problem for me but coming up with ideas that would limit a sides ability ...
by AdmiralSteve
Sun Aug 29, 2021 11:14 am
Forum: Lua Legion
Topic: Lua script for changing points
Replies: 3
Views: 234

Lua script for changing points

I'm wanting to create a Special Action but I'm preferring a Lua script that can add/deduct points and be placed within the Special Action and thought that their was a script awhile ago but can't seem to locate it. Any ideas?

Thanks, Steve

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