To apply: Unzip on the existing installation of CMO + "Tiny" update.
NOTE: This is a public beta. Standard disclaimers apply.
Build 1260.1 Release Notes (changes from B1258.1)
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* MAJOR NEW FUNCTIONALITY: Introducing:
- Multi-missioned units
- The Operations Planner
- Split/merge ground units
Geoffroy explains:
* UI TWEAK: On the DB-Viewer, the coverage arcs of mounts & sensors are now displayed graphically (pie segments) instead of text. (Kudos to MichaelM for this)MULTI-MISSION UNITS
It is now possible to have units assigned to multiple queued missions, the unit will then pick the mission by priority, and will reassign automatically to another mission given the mission's phase and priority.
It also means that mission are dynamic, the pool of assigned units to a mission can now evolve by itself.
Examples :
-A unit performs a strike mission and then automatically reassigns to a patrol mission for 2 hours, then it reassign to yet another mission.
-Once a unit has landed, it will automatically reassign to one of the 3 others queued missions it was queued to, namely the one with the highest priority. Priority could be a variable value here depending on the situation, or simply randomized by the scenario creator in order to create variety in the opponent's behaviour. For exemple, in this case, the landed detachment might decide to attack a radio tower instead of an airport simply because the first mission had a higher priority at a given time.
Priority is continuously evaluated, meaning that a unit may reassign by itself to a higher priority mission.
OPERATIONS PLANNER
A new level of mission logic has been added. Missions can now be managed in a hierarchized way and are able to live throughout the simulation, they are no longer standalone entities. It is now possible to have mission dependencies, allowing for much more complex scenarii with series of inter-dependent missions.
A new integrated trigger/action system has been added, allowing missions to react to completion of another missions, scenario time, predefined or customized lua scripts.
It is possible to predict the time of execution for each missions through the simulation function, that perform all the complex mission dependencies calculations in order to have a fairly accurate prediction.
MISSION PHASES & PRIORITY
In addition to status, a mission has now a phase and priority representing whether or not it will start allocating it's queued units, priority defines which mission the queued units will choose. A mission can also have a "satisfied" flag, an abstract indication that the mission has performed good/far enough.
These phases are used altogether to perform the operation behavior and are used alongside multi-mission units.
AMPHIBIOUS VEHICLE
The landing planner allows the launch of (self-transporting) amphibious vehicles such as AAVs
UI & QOL
A new set of windows were added to the game. Beside theirs intended support for the new features, we have allowed more control and quality of Life additions to the existing experience.
The operation planner is a realtime UI offering :
-A global visualization of all missions with realtime evolution of their phases;
-A way of sorting missions;
-Bulk actions on missions (Delete, unassign all units, unassign all queued units, activate, deactivate);
-A quick way of editing names;
-An advanced search option through the text filter;
-Description of missions, and the possibility to quickly edit it through the operation planner;
SPLIT/MERGE OF UNITS
It is now possible to split or merge facility-type ground units (NOT the new-style ground units, but these are mostly single-vehicle units to begin with). This can be especially useful for re-assembling landed detachments into full-fledged combat units.
To split the unit (if eligible) :
Brings you to this interface :
Where you split into 2:
Also you can split all individual units in a single click :
There is also a merge option (within a specific range) which merges all selected and eligible units :
LUA
Thanks to full Lua wrappers support to the mentioned features, the power is yours to automate even more.
* MAP TWEAK: When either ASW-sensor or ASW-weapon range rings are enabled, display the dynamic noise signature for ship/subs. Example: https://imgur.com/a/RyE01lV . Values are front / side / rear aspect, in decibels. The values displayed are always the loudest values among the 4 different noise bands (VLF, LF, MF & HF).
* SBR TWEAK: Apply scenario migration 'Preserve OODA Values' to batch rebuilds.
* FIXED: #14787 - Wire-guided torpedoes not redirecting to detected target
* FIXED: Set the default date format for Lua SetTime based on build type
* FIXED: #14788 - Exception Dialog Setting Emcon for an Empty Mission
* FIXED: Cloned AAW mission uses the same tanker
* FIXED: #14789 [B1258.2] Exception Pressing the "Generate flight Plan" button with no aircraft assigned
* FIXED: Flightsize fix when creating multiple flights over multiple airbases
* FIXED: #14782: Strike a/c stops attack, takes evasive action, circles, crashes + RTB fuel path logic
* FIXED: Changing TOT or take off time now automatically update flights
* FIXED: Always create new strike list on cloning
* FIXED: Take off time was not set from Mission Editor + missing null cheks
* ADDED: #14786: Hide/Update Old OODA Values in DB Viewer for 494+ DBs
* FIXED: #14783: [B1258.2/B1259] Aircraft ignoring doctrine, looking for fuel too often
* TWEAK: Cargo Mission - unit has check if new cargo has arrived before departing without full cargo
* TWEAK: Cargo Mission - units wait unless >80% full or no more cargo expected
* FIXED: [B1258.2] Aircraft Guns Not Working After All Loadout Expended
* FIXED : Orphan corrupted facilities where still saved in case of duplicated objectID
* FIXED: Lua event wrapper referenced wrong data
* TWEAK: Lua: additional property on fields
* TWEAK: Weapon boresight checks now provide more detailed failure feedback