How to define the waypoints of an aircraft which has been assigned to a mission

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aerosky
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How to define the waypoints of an aircraft which has been assigned to a mission

Post by aerosky »

Hi everyone,

I'm newbie to CMO. I have watched videos and tried some tutorials.

In my opinion, mission planning is the most important part when playing this game, so I am learning the AI in the scenarios how to plan missions. When opening "Sultans Revenge, 2025.scen" with scenatio editor, I find that a plane assigned to a strike mission has already been defined the waypoints. But I can't find how to do that.

The attachments is the screenshots.

I can't find howto in the mission editor.
Mission Editor.PNG
Mission Editor.PNG (69.48 KiB) Viewed 669 times
I can't find howto in the airport's air operation.
Airport.png
Airport.png (454.99 KiB) Viewed 669 times
But when the aircraft launched from the airport, it had waypoints already.
Waipoint.PNG
Waipoint.PNG (720.26 KiB) Viewed 669 times
SO, How to define the waypoints of an aircraft which has been assigned to a mission?

Thanks.
In the future, no space, no win
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Gizzmoe
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by Gizzmoe »

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Last edited by Gizzmoe on Thu Jul 07, 2022 4:51 pm, edited 1 time in total.
Easy301
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by Easy301 »

Welcome to the community and to CMO, it's good to have you!

On the stable version you are unable to manipulate or edit waypoints for strike missions until the aircraft takes off.

afaik, this will be changing in the next version which is currently in beta testing.

You can however click those waypoints and press F2 to adjust the altitude/speed restrictions of the waypoints for the strike flight plan, or you can click and then drag to move each section of the waypoint once the aircraft takes off.

Generally speaking, most strike missions will do absolutely fine without manipulating or adjusting their waypoints though so this is not a huge deal.

Outside of strike missions as you probably know, you define the mission areas or tracks via reference points and those can be seen at any time.

If you're new to CMO I'd suggest whole heartedly staying on the stable version of the game but like I said, once the update is released you can view these waypoints prior to the strike launching.

Hope this helps some. "The War Room" is a great sub-forum to ask any further questions you may have about both mechanics and general operational or tactical theory as it related to CMO.

And of course, if you have not been introduced to it yet "PGatcomb" is going to be you're go-to video source for tutorials, the manual is also super easy to read and understand quickly, even if just trying to search it for a certain relative piece of information.

Lastly, two guides I'd recommend "Introductory Guide for New and Prospective Players": https://steamcommunity.com/sharedfiles/ ... 1919334405

"Why won't my units attack?!" How to avoid the special firing squad for gross incompetence." https://steamcommunity.com/sharedfiles/ ... 1383544306

As you learn and struggle a bit, I like to tell new folks to please remember don't get discouraged, losing units does not mean you're doing things wrong and things WILL eventually click, they are absolutely not as difficult, confusing, or daunting as they first seem. There's a lot to learn and with flexibility comes a learning curve but CMO is made to be as easy as possible while providing the user all that flexibility.
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Gizzmoe
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by Gizzmoe »

Easy301 wrote: Thu Jul 07, 2022 4:39 pm afaik, this will be changing in the next version which is currently in beta testing.
Cool, I didn't know that.
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aerosky
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by aerosky »

Easy301 wrote: Thu Jul 07, 2022 4:39 pm Welcome to the community and to CMO, it's good to have you!

On the stable version you are unable to manipulate or edit waypoints for strike missions until the aircraft takes off.

afaik, this will be changing in the next version which is currently in beta testing.

You can however click those waypoints and press F2 to adjust the altitude/speed restrictions of the waypoints for the strike flight plan, or you can click and then drag to move each section of the waypoint once the aircraft takes off.

Generally speaking, most strike missions will do absolutely fine without manipulating or adjusting their waypoints though so this is not a huge deal.

Outside of strike missions as you probably know, you define the mission areas or tracks via reference points and those can be seen at any time.

If you're new to CMO I'd suggest whole heartedly staying on the stable version of the game but like I said, once the update is released you can view these waypoints prior to the strike launching.

Hope this helps some. "The War Room" is a great sub-forum to ask any further questions you may have about both mechanics and general operational or tactical theory as it related to CMO.

And of course, if you have not been introduced to it yet "PGatcomb" is going to be you're go-to video source for tutorials, the manual is also super easy to read and understand quickly, even if just trying to search it for a certain relative piece of information.

Lastly, two guides I'd recommend "Introductory Guide for New and Prospective Players": https://steamcommunity.com/sharedfiles/ ... 1919334405

"Why won't my units attack?!" How to avoid the special firing squad for gross incompetence." https://steamcommunity.com/sharedfiles/ ... 1383544306

As you learn and struggle a bit, I like to tell new folks to please remember don't get discouraged, losing units does not mean you're doing things wrong and things WILL eventually click, they are absolutely not as difficult, confusing, or daunting as they first seem. There's a lot to learn and with flexibility comes a learning curve but CMO is made to be as easy as possible while providing the user all that flexibility.
Very helpful. Thank you!
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SeaQueen
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by SeaQueen »

Easy301 wrote: Thu Jul 07, 2022 4:39 pm Generally speaking, most strike missions will do absolutely fine without manipulating or adjusting their waypoints though so this is not a huge deal.
Actually it is. You must be flying against some wussy threats. This is why I don't recommend people use strike missions except maybe for very simple things. Generally speaking it's wise to avoid located SAMs, and make sure the routes are deconflicted and coordinated with other aircraft. One of my pet peeves about CMO is this idea that aircraft go straight in and straight out without thinking about how best to avoid threats. If the mission launches and it overflies SAMs and airbases it's a bad route. Sometimes it's unavoidable, and that's why there'd be escort and SEAD packages but if you can avoid a threat entirely and still hit your target, you win! That's great! Routing makes ISR more valuable.
Easy301
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by Easy301 »

SeaQueen wrote: Sun Jul 10, 2022 1:16 pm
Easy301 wrote: Thu Jul 07, 2022 4:39 pm Generally speaking, most strike missions will do absolutely fine without manipulating or adjusting their waypoints though so this is not a huge deal.
Actually it is. You must be flying against some wussy threats. This is why I don't recommend people use strike missions except maybe for very simple things. Generally speaking it's wise to avoid located SAMs, and make sure the routes are deconflicted and coordinated with other aircraft. One of my pet peeves about CMO is this idea that aircraft go straight in and straight out without thinking about how best to avoid threats. If the mission launches and it overflies SAMs and airbases it's a bad route. Sometimes it's unavoidable, and that's why there'd be escort and SEAD packages but if you can avoid a threat entirely and still hit your target, you win! That's great! Routing makes ISR more valuable.
That makes sense and I agree with what you're saying. Of course you don't want your strike assets overflying any air defenses, that should go into your basic planning. If you see you're strike flight-plan either manually plotted or automatically generated has waypoints through an abundance of air threat circles, that's probably not a good plan.

I can't speak for the deconfliction (with friendly aircraft, at least) because I've unfortunately never had to take that into consideration when planning any type of air operations in CMO. Though, I do wish there was more of a need to have to take stuff like friendly deconfliction into account, I've never seen it have an impact in a scenario one way or another.

I guess my comment comes from the way I personally utiilize and employ the auto generated strikes. I don't use auto-generated strike missions in air threat heavy environments nor do I personally even like using manually controlled strike assets/missions for the most part due to the poor nature of the (now hopefully improved) SAM evasion logic. I tend to err on the side of extreme caution and just hold back having to deal with the headache of dealing with manual or auto-generated strike missions until the area has been sanitized.

With the above in mind when I DO use those auto-generated strike plan the threat environment is usually at a point where the waypoints will need little manipulation. I should have been more specific on that and my usage as I absolutely agree you're going to want to avoid a lot of the AI not just the auto strike missions when it comes to prosecuting targets in a high threat environment.

Well said, and I agreed wholeheartedly.
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kevinkins
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Re: How to define the waypoints of an aircraft which has been assigned to a mission

Post by kevinkins »

Is this part of the new war planner or has any separate help been issued recently? So if, please point to the directions for use. Thanks.
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