RUNNING POLL - gameplay features [Feature Requests Go Here]

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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VIF2NE
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RE: RUNNING POLL - gameplay features

Post by VIF2NE »

If this is a marine simulator, you need sea currents. For example, the submarine moves on electric motors against the current of 5 knots. It is necessary to increase the speed to cruise.
Amnectrus
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RE: RUNNING POLL - gameplay features

Post by Amnectrus »

I have some UI suggestions relating to dipping sonars, in decreasing order of importance:

1. It would help a lot to have the game display the current depth of the dipping sonar, I would suggest in the Status text on the right-hand bar, like "Status: My ASW Mission (Deploying Dipping Sonar (3 min 45 sec), Depth -131 ft)".

2. Can we get a way to manually control the depth similar to how it's done for sonobuoys? For instance, right-click the unit, go to ASW-specific actions, Deploy Dipping Sonar, and then have an arrow like the sonobuoy options, and then show the various depth bands (Periscope, Shallow, Just Over, Just Under, Max Depth, or Random) or just "Shallow"/"Deep".

3. For times when the depth will be chosen automatically, like on ASW missions, can we get an option to bias the search? For instance, in the mission editor screen, a dropdown with options for Random, Shallow, and Deep, where Random keeps the existing behavior, and Shallow and Deep make it more likely by some percentage that a shallow or deep depth will be chosen. For instance, if you pick Shallow, maybe instead of 50% of the dips being above the layer and 50% below, it will be 75% above the layer and 25% below. Seems like this could be useful if you know the subs you're searching for are more likely to be above or below the layer.
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tjhkkr
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RE: RUNNING POLL - gameplay features

Post by tjhkkr »

D101 Anshan 135mm will not shell runway.
Is this a failure on my part or a bug?
Provided a zip file as an example.
You will have to switch to China to test.
Please let me know.
[I have to admit, the 4 Anshans blew the snot out of the rest of the base, but the runway is target I really want blasted.]
ORIGINAL: Dimitris
Yes, only HE weapons above a certain yield are valid for anti-runway work. This is deliberate, to prevent the AI from doing stupid things like peppering a runway with e.g. low-caliber shells that don't even scratch the pavement.

Would it be possible to add runways to both CWDB and DB3000 runways out of other material... for example Khe Sanh's runway was multiple metal plates and was damaged by rockets, and there are many 'rough fields'... those sorts of things more easily damaged?
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
Amnectrus
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RE: RUNNING POLL - gameplay features

Post by Amnectrus »

I've noticed that the AI doesn't seem to use the best tactics to ID enemies using NCTR-JEM. For that, you want to ideally have the enemy flying directly at you, or with a very small frontal aspect angle. But when the AI intercepts an unknown contact, it flies an intercept course, and then the enemy does the same, so they sometimes end up closing at a shallower angle to each other, and not getting an ID almost until the merge (or the Soviet plane gets an ID first with their IR system and fires, which usually marks it as hostile and finally allows the fight to start).

Attached save illustrates the issue. Both sets of planes are flying an intercept course on the others. If you let them go under AI control, they'll actually keep the targets outside of their radar cones. The F-15s will never get the needed angle to ID the Su-27s, and the Flankers will finally get the first ID with their IR system at knife-fighting range and fire first. But if you manually turn the F-15s toward the Flankers, they'll fly straight at you to intercept, allowing the F-15s to ID them at 50 miles with NCTR-JEM and start shooting first at much longer range. If you have AMRAAMs and they have Alamos, this means you will usually win the engagement.

I would suggest as a possible modification to the AI: for planes with NCTR-JEM, when doing an intercept of an unknown target, turn directly toward it every 20 or 30 seconds, wait for a couple of radar sweeps to see if you get an ID, and then resume the intercept course. Another thing I'd suggest is that if the enemy contact information gets more than about 10 seconds old, turn toward the enemy until it's in the fighter's radar cone to update the contact and keep it updated. Better to run a lag intercept than lose the contact and risk him turning toward you while you're not able to see him. In real life, this would be not be as big an issue as you could use the full gimbal range of your radar to look further to the side when doing an intercept.
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overkill01
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RE: RUNNING POLL - gameplay features

Post by overkill01 »

Make it less of a hassle to get things done. I.e. improvements to the interface.

- OBB, option to disable to center map, give orders from OBB-window (e.g. to launch aircraft)
- OBB, more info about the unit. ( e.g. is it launched or not ?)
- click on messages to go to location or select unit.
- ability to change hotkeys, more hotkeys
- delete all waypoints with 1 click or button
- ...

Archer53
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Archer53 »

If we can do 'sprint and drift' for speed - we have to be able to do 'intermittent sensors' for the emitters!
The old Harpoon even threw in a random factor for both on and off times for each unit.
That sure beats burning a hole in the (wet or dry) ether for all the units in the scenario and turning them all off at the same time - or manually doing the same for each unit ....
ARCNA442
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by ARCNA442 »

Under "Side Doctrine, EMCON Settings," would it be possible to have separate settings for Ships / Aircraft / Submarines / Facilities? I generally want aircraft and facilities to be active and submarines and ships to be passive, but there is no simple way to do that right now other then setting every unit/formation individually.
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Filitch
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RE: RUNNING POLL - gameplay features [Feature Requests Go Here]

Post by Filitch »

ORIGINAL: ARCNA442

Under "Side Doctrine, EMCON Settings," would it be possible to have separate settings for Ships / Aircraft / Submarines / Facilities? I generally want aircraft and facilities to be active and submarines and ships to be passive, but there is no simple way to do that right now other then setting every unit/formation individually.

You can do it using mission's Doctrine
TYHo
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RE: RUNNING POLL - gameplay features

Post by TYHo »

Is it possible that an unit can improve its status from novice to veteran after gaining combat experience, and eventually becoming an ace after shooting down enemy aircraft? And it'll be cool if we can track how many 'confirmed kills' an unit have made. [:)]
ARCNA442
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RE: RUNNING POLL - gameplay features

Post by ARCNA442 »

ORIGINAL: Filitch

You can do it using mission's Doctrine

That only works if the unit is assigned to a mission and they revert back to side doctrine if they are removed from the mission.

ORIGINAL: TYHo

Is it possible that an unit can improve its status from novice to veteran after gaining combat experience, and eventually becoming an ace after shooting down enemy aircraft? And it'll be cool if we can track how many 'confirmed kills' an unit have made. [:)]

I second this idea.
DWReese
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RE: RUNNING POLL - gameplay features

Post by DWReese »

Right now, escorts can only be assigned to units assigned to a Strike Mission.

I would like to also have the ability to assign escorts to units on a Patrol Mission. It would help in situations where a P-3 is searching the area for a sub, but that area is close to where the enemy can send some fighters to splash the P-3. With an escort, the P-3 might have a chance to get away while the fighters duel it out.

Doug
AlphaSierra
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RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

Sorry Doug

Replied to the wrong person
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
AlphaSierra
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RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

OPDEC - Operational Deception

I am sure this type of feature has been requested, possibly even more than IFF, but I have not been able to locate it.

I can neither confirm or deny scuttlebutt that back in the day, occasionally, before deployment a semi trailer looking "box" was loaded onto the ship. This Box Allegedly contained equipment capable of making a fleet tug look like a CBG (electronically speaking).

I would like to see a similar "Box" with radar and other electronic emissions, configurable as to number of platforms and type to allegedly emulate, this box can allegedly be ferried to basically anything with a flight deck.

I have had success in CMANO using a buoy with different emitters "loaded" on it. So much success in fact, more than one has been nuked by red forces. These are difficult to deploy on the fly.

Even though I am sure that nothing like this is ever actually done to confuse an enemy, I think maybe in a game/simulator like CMANO it might provide elements to the game many may find interesting.

Thank you.

HP
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
DWReese
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RE: RUNNING POLL - gameplay features

Post by DWReese »

I'm not saying that this is the same thing (maybe it is), but in one of Larry Bond's books on the South China Sea situation, Vietnam loads disguised SSMs (hidden under tarps)onto the deck of a merchant ship. The ship manages to surreptitiously a group of Chinese prized ships and sink a few before the return fire got them.

I decided to try this concept out in CMANO. I loaded the weapons and the sensors onto a merchant ship, and was able to duplicate the attack. The merchant ship, for game purposes, appears to be a simple merchant ship, therefore it wasn't deemed to be the enemy. So, I know that it can be done.

Perhaps this is what you were talking about. If not, just disregard.

Doug
AlphaSierra
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RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

I have done the same thing with civilian shipping and I suspect in just about any conflict we will see them in action for real.

The box I would like doesn't have any bullets only electronics, to make them look like something they are not.
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
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Filitch
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RE: RUNNING POLL - gameplay features

Post by Filitch »

Resistance of SAMs, radars to jamming could depends on its proficiency level. Able radar operator can more effective work in complex conditions.
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dpabrams
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RE: RUNNING POLL - gameplay features

Post by dpabrams »

I'm late to the game and I didn't read all the posts but I didn't see the following when skimming the ballot:

1. Orientation dial (Compass) instead of slider
2. Ability to save your map settings
3. "Last used" feature for the data base viewer and various other menu's. So you don't have to select "country" or "Show real-life platforms only"
4. Separate type category for land units that are not facilities.
5. Artillery that can fire.

This sim is the BOMB!
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AlphaSierra
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RE: RUNNING POLL - gameplay features

Post by AlphaSierra »

Any radar operator is taught on the first day to ignore "jamming" as it tells the Jammer it is "working"

In other words no operator worth their salt would ever change the freq of a jammed radar.

I suspect this is why most modern radar operate on several frequencies simultaneously.

IMO the SIM does an adequate job with jamming
I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way. -John Paul Jones
Tiramisu
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RE: RUNNING POLL - gameplay features

Post by Tiramisu »

I have many wishes, but for now I will make only a humble wish: Please add navigation buttons "back" and "forward" for the database page! A menu option for opening the mission briefing window would be also nice.
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mikkey
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RE: RUNNING POLL - gameplay features

Post by mikkey »

ORIGINAL: Tiramisu
... A menu option for opening the mission briefing window would be also nice.
Tiramisu, mission briefing can be opened by using main menu "Game" -> "Scenario Description" and "Side Briefing".


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