I asked something similar awhile ago regarding land areas that showed negative altitude (underwater). The reply I got was essentially "The map is the map. What do you want us to do about it. Tough nuts."Mgellis wrote: ↑Thu Sep 22, 2022 3:36 pm Not sure if this has been requested elsewhere (I think I did for the original poll a couple of years back)...
Would it be possible to update the map so major rivers, the African Great Lakes, and other large bodies of water can be navigated by ships? It doesn't have to be every river, but a few of the really big ones like the Amazon and the Mekong and perhaps the Congo offer possibilities for brown water scenarios. Smugglers. Pirates. Border incidents. River patrols during the Vietnam War. Same for the African Great Lakes.
Maybe it would be possible to convert anything listed as Land: Water in the terrain map to very shallow water (with a depth sufficient for small boats, amphibious craft, etc.)
Thanks for considering this.
CMO RUNNING POLL - Gameplay feature requests
Moderator: MOD_Command
Re: CMO RUNNING POLL - Gameplay feature requests
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Re: CMO RUNNING POLL - Gameplay feature requests
+1 to this feature request!Transient wrote: ↑Tue Aug 16, 2022 7:08 am With the wonderful Time on Target feature available now, can there be a button which would allow for the earliest synchronised ToT to be automatically calculated and automatically input in the ToT time input box?
Currently I am finding that I have to manually check every flight’s take off time to verify that none are ‘in the past’, and would therefore not take off.
If I am missing something that would allow me to avoid the above tediousness, would some kind soul let me know? Thanks.
One doesnt need to check every flight. It seems that after putting some time (even deault)-> click on create or update flightplans -> go to flighplan editor and select LAST callsign (it seems to be always sorted by time, descending time of start). It is going to show you exact time of launch of the first strike package ... then just do the math (time diff between current time and that above mentioned time , plus add some buffer like +5mins)..
But , yes it would be very nice to have it as as one button 'Calculate fastest possible coordinated strike time'
Re: CMO RUNNING POLL - Gameplay feature requests
Make the top part of the Database scalable and most important add a favourite button/folder.
Thank you for a great game!
Thank you for a great game!
Re: CMO RUNNING POLL - Gameplay feature requests
Unlimited Ammo for specific (AI) side only. It makes easier for scenario maker, if they care number of ammo in player side, but not AI side.
Wargame is fun if war is unreal
Re: CMO RUNNING POLL - Gameplay feature requests
could you add the turn-based model like the combat mission, and the turn-based model which assemble the turn in the harpoon such as one turn represents 30 minutes during traveling or 3 minutes during combat
Re: CMO RUNNING POLL - Gameplay feature requests
Any chance you could make database viewer photos rotate as the primary (large photo). So t1 the first time you open the entry. T2 the next time etc. etc?
Pretty selfish request, if I do say so myself. No worry or expectation on this one ever.
Pretty selfish request, if I do say so myself. No worry or expectation on this one ever.

Don't call it a comeback...
Re: CMO RUNNING POLL - Gameplay feature requests
Denial and Deception options - as examples:
Inflatable decoys: basic and advanced. basic decoy would look like the intended ground unit through EO sensors, but not radar or IR. Advanced decoys would have radar reflectors and heaters, to simulate radar returns and IR signatures. Decoys could simulate facilities, mobile units, or aircraft parked in an airfield.
Camouflage: basic and advanced. Basic would hide the type of unit (specific type of system - not generic mobile unit, etc) from EO, while advanced would protect from IR and radar sensors. This could be implemented as a toggle that can be manually selected from the UI or triggered via LUA.
Decoy radars: radars that look to ELINT sensors as a real radar, however to radar or EO sensors, can be determined t be a decoy.
Inflatable decoys: basic and advanced. basic decoy would look like the intended ground unit through EO sensors, but not radar or IR. Advanced decoys would have radar reflectors and heaters, to simulate radar returns and IR signatures. Decoys could simulate facilities, mobile units, or aircraft parked in an airfield.
Camouflage: basic and advanced. Basic would hide the type of unit (specific type of system - not generic mobile unit, etc) from EO, while advanced would protect from IR and radar sensors. This could be implemented as a toggle that can be manually selected from the UI or triggered via LUA.
Decoy radars: radars that look to ELINT sensors as a real radar, however to radar or EO sensors, can be determined t be a decoy.
Re: CMO RUNNING POLL - Gameplay feature requests
Hotkeys for the buttons "Expand aircraft list" and "Hide non-available" in the Air Ops window would help allot.
Alternative an option so every time you open the Air Ops window the list is already expanded and the non-available is hidden
Alternative an option so every time you open the Air Ops window the list is already expanded and the non-available is hidden
Re: CMO RUNNING POLL - Gameplay feature requests
This request is to fix something which I've screwed up before and did it again this morning. It is more of a PITA annoyance than anything but I am sure others have done it:
In the Editor
1. Open briefing on side A, do whatever changes
2. Flip to side B, briefing for side A is still open in its window
3. Continue making edits to the briefing because, you forget the last dozen times you've done this same thing...
4. Save or close the briefing window and then save or flip back to side A and save ...
5. Quit game
6. Start game and load scenario again only to find out that any edits or changes, even the ones before you switched sides are GONE
This is not a surprise, it has happened before. I think I know why it is happening. Can it be avoided - yes by remembering to close the briefing window before flipping sides. But -can you put up a warning or something, or fix it so that whatever you do saves no mater which side you are on etc.
Thanks, rant over - as I go back to re-editing what I lost a few hours ago...
In the Editor
1. Open briefing on side A, do whatever changes
2. Flip to side B, briefing for side A is still open in its window
3. Continue making edits to the briefing because, you forget the last dozen times you've done this same thing...
4. Save or close the briefing window and then save or flip back to side A and save ...
5. Quit game
6. Start game and load scenario again only to find out that any edits or changes, even the ones before you switched sides are GONE
This is not a surprise, it has happened before. I think I know why it is happening. Can it be avoided - yes by remembering to close the briefing window before flipping sides. But -can you put up a warning or something, or fix it so that whatever you do saves no mater which side you are on etc.
Thanks, rant over - as I go back to re-editing what I lost a few hours ago...
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And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
Re: CMO RUNNING POLL - Gameplay feature requests
Good evening,
Not impotant but more QoL questions:
- In Editor mode, seeing which side you're in screen.
- In editor mode the possibility to only see the side working on (not all freinds), and back.
best regards GJ
ps if it is already somewhere I do apologize, please let me known
Not impotant but more QoL questions:
- In Editor mode, seeing which side you're in screen.
- In editor mode the possibility to only see the side working on (not all freinds), and back.
best regards GJ
ps if it is already somewhere I do apologize, please let me known
Re: CMO RUNNING POLL - Gameplay feature requests
HI Guys
Any chance for a group function for reference points? Circle area moves are a ton of clicks.
Any chance for a group function for reference points? Circle area moves are a ton of clicks.
Don't call it a comeback...
Re: CMO RUNNING POLL - Gameplay feature requests
Any hope for these unlikely QoL changes?
1. 64-bit builds for world war scale scenario.
2. the old "Microsoft Gray" interface color scheme for easier playing with laptop on commuting bus in daylight.

1. 64-bit builds for world war scale scenario.
2. the old "Microsoft Gray" interface color scheme for easier playing with laptop on commuting bus in daylight.
- Mitchell_Gant
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Re: CMO RUNNING POLL - Gameplay feature requests
Hi,
I have only one request for CMO and that's to include the Tacview option currently only in the PE version, as in the ability to record and playback mission replays for ACMI analysis so we can finally have a proper record for AAR's.
When I bought CMO I thought this was a standard feature included in the Tacview Pro bundle - it would've been nice if this was made more obvious on the store page when I bought it that it was missing. Better still, just add the option, thanks!
I have only one request for CMO and that's to include the Tacview option currently only in the PE version, as in the ability to record and playback mission replays for ACMI analysis so we can finally have a proper record for AAR's.
When I bought CMO I thought this was a standard feature included in the Tacview Pro bundle - it would've been nice if this was made more obvious on the store page when I bought it that it was missing. Better still, just add the option, thanks!
Re: CMO RUNNING POLL - Gameplay feature requests
A better map. With elevations corrected - coastal areas not at negative elevation. Faster loading when zooming. I'd even pay $10 or $20 for a better map.
Re: CMO RUNNING POLL - Gameplay feature requests
Good evening,
Just a thought, sorry if it is already on this forum.
Would it be a possibility to have Out of Comms units be contact. So an OoC unit could still be on radar or visual if it is within sensor parameters.
best regards GJ
Just a thought, sorry if it is already on this forum.
Would it be a possibility to have Out of Comms units be contact. So an OoC unit could still be on radar or visual if it is within sensor parameters.
best regards GJ
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Re: CMO RUNNING POLL - Gameplay feature requests
When ships are damaged, it seems like you watch them slowly burn and take on water until they sink. I was excited to see "Damage Control" but this is just a more detailed summary of the watch it burn situation. Could there be something that a crew could be ordered to do to keep the ship from sinking and maybe return it to action, maybe in a reduced capacity. Given a 2 day scenario this might be within the time scale and a little bit more interesting than monitoring the demise.
Re: CMO RUNNING POLL - Gameplay feature requests
I think that is how it might have worked when the comms disruption was first introduced. But the issue became a lot of friendly fire because the AI had no memory of the unit out of comms. Depending how postures, ROEs, and zones were set up, wingmen would immediately attack wingmen when they were out of comms. It was almost comical watching a CAP flight lead immediately attack its own wingman when it went out of comms.
I suggest asking the question on the main forum and see if there is any clarification on it.
Re: CMO RUNNING POLL - Gameplay feature requests
thewood1,
thx for your clarification. That sounds like it is an impossible question, np.
best regards GJ
thx for your clarification. That sounds like it is an impossible question, np.
best regards GJ
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Re: CMO RUNNING POLL - Gameplay feature requests
Just a few suggestions
1. Aircraft on airfield, SAM and ground unit decoys (eg. During the Kosovo conflict the USAF hit as many Serbian decoys as they did real targets)
2. Separate training levels for air, land and naval forces, not just a global "veteran", "cadet" etc.
3. In the scenario editor, a menu that shows aircraft capacity by size - X# extra large, X# large etc.
4. Add deployment times to self propelled units - SAMs, artillery etc. From a few minutes to several hours. Also include in unit model if they can fire on the move or must stop first.
5. Underground/mountain a/c shelters for VL aircraft.
6. Ground unit entrenchment containers - dug in, overhead cover etc
7. Anti helo mines, land minefields
8. Balloons, aerostats etc for area denial, EW, surveillance, recce, AD, anti-rotary wing nets, barrage balloons etc
1. Aircraft on airfield, SAM and ground unit decoys (eg. During the Kosovo conflict the USAF hit as many Serbian decoys as they did real targets)
2. Separate training levels for air, land and naval forces, not just a global "veteran", "cadet" etc.
3. In the scenario editor, a menu that shows aircraft capacity by size - X# extra large, X# large etc.
4. Add deployment times to self propelled units - SAMs, artillery etc. From a few minutes to several hours. Also include in unit model if they can fire on the move or must stop first.
5. Underground/mountain a/c shelters for VL aircraft.
6. Ground unit entrenchment containers - dug in, overhead cover etc
7. Anti helo mines, land minefields
8. Balloons, aerostats etc for area denial, EW, surveillance, recce, AD, anti-rotary wing nets, barrage balloons etc