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CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 10:39 am
by Dimitris
Download: https://drive.google.com/file/d/1pX-yHm ... sp=sharing

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)
========================================================================

* MAJOR NEW FUNCTIONALITY: Introducing:
- Multi-missioned units
- The Operations Planner
- Split/merge ground units


Geoffroy explains:
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.

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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.

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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;

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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) :
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Brings you to this interface :
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Where you split into 2:
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Also you can split all individual units in a single click :
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There is also a merge option (within a specific range) which merges all selected and eligible units :
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LUA

Thanks to full Lua wrappers support to the mentioned features, the power is yours to automate even more.
* 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)

* 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

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 11:00 am
by Dimitris
Unfortunately the Cargo 2.0 feature (originally listed) requires some DB elements which are not yet available in currently-released DBs, and is therefore not operative ATM. We apologize for this, and will do everything in our power to get it working properly in future update releases.

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 11:52 am
by hrfepo1
Dimitris, no problem with the cargo. These updates so far put the simulation on a different level. These changes are fantastic! Thank you!

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 12:29 pm
by gennyo
OK, I'm having problem following and testing all the new updates you are putting out. :mrgreen:

Edit: Just checked and my drone army is back. :mrgreen:

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 3:43 pm
by goldfinger35
Yes! Multi-missioned units functionality was on my wish-list

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 4:01 pm
by Karejar
Many thanks to all the team. This is an extraordinary game. Every day more and more.
Thank you very much.

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 4:46 pm
by CV60
Karejar wrote: Fri Jul 01, 2022 4:01 pm Many thanks to all the team. This is an extraordinary game. Every day more and more.
Thank you very much.
DItto!

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 6:14 pm
by mikerohan
gennyo wrote: Fri Jul 01, 2022 12:29 pm OK, I'm having problem following and testing all the new updates you are putting out. :mrgreen:
Same here! Not that I complain...I just wish I had more time :mrgreen:

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 8:10 pm
by Count Sessine
This is amazing work, guys! Amazing!

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 9:18 pm
by rmwilsonjr
I'm still trying to optimize all of the "Tiny" updates, and you keep throwing more at us! Amazing. And on top of that, you don't ask us to pay anything for this. I'd leave you a tip if I could figure out how to do that.

Re: CMO public beta - Build 1260.1

Posted: Fri Jul 01, 2022 9:23 pm
by FifthDomain
Excellent.

Re: CMO public beta - Build 1260.1

Posted: Sat Jul 02, 2022 7:45 am
by KnightHawk75
Seems the boys have been quite busy, so much to digest.

Thanks!
Edit: Just checked and my drone army is back. :mrgreen:
Haha glad that got sorted for you, had me worried. :lol:

Re: CMO public beta - Build 1260.1

Posted: Sat Jul 02, 2022 9:19 am
by Count Sessine
The TOT tool has been highest (next to better weather) on my wishlist for CMO since day 1 (10 years ago?, lose track of time haha). I see why it took time to make, it is super complex.

Re: CMO public beta - Build 1260.1

Posted: Sat Jul 02, 2022 11:15 am
by Blast33
Thank you for all the hard work! :!:

Re: CMO public beta - Build 1260.1

Posted: Sun Jul 03, 2022 12:22 am
by FTBSS
I never imagined you guys would continue to support this Game/sim for this amount of time. Between the developers and the scenario designers and community in general this has got to be the best money I have ever spent on any piece of software. Great job!!!

Re: CMO public beta - Build 1260.1

Posted: Mon Jul 04, 2022 4:41 pm
by sparky577
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!
Thank you!

This is absolutely INCREDIBLE! :D

Thanks to all of you for your fantastic work!

Re: CMO public beta - Build 1260.1

Posted: Tue Jul 05, 2022 5:54 am
by Mgellis
Yes, I noticed I could not get cargo operations to work--once I load cargo onto a ship, I cannot move it to an aircraft or boat. Is this what you were talking about or is this a separate issue?

Thanks.

Dimitris wrote: Fri Jul 01, 2022 11:00 am Unfortunately the Cargo 2.0 feature (originally listed) requires some DB elements which are not yet available in currently-released DBs, and is therefore not operative ATM. We apologize for this, and will do everything in our power to get it working properly in future update releases.