CMO Public Beta - Build 1265.1

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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Dimitris
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Joined: Sun Jul 31, 2005 10:29 am
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CMO Public Beta - Build 1265.1

Post by Dimitris »

Download: https://drive.google.com/file/d/1rlo1-d ... sp=sharing

To apply: Unzip on the existing installation of CMO + "Tiny" update.

NOTE: This is a public beta. Standard disclaimers apply.

Build 1265.1 Release Notes (changes from B1263.1)
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* NEW SIM FEATURE (OPTIONAL): Weather affects the maximum speed of surface ships. When enabled, deteriorating weather conditions (and especially increasing sea state) has an adverse impact on the maximum speed that ships can travel. This effect is particularly acute on small-displacement ships. Depending on sea state and ship size, a ship may be forced to run at 3/4, half, 1/4 speed or even heave (effectively remain stationary).
The information about the weather-related limitation is shown in various ways:
- On the ship datablock: https://i.imgur.com/aIShD8P.png
- The Unit Status panel: https://i.imgur.com/qHZzZDO.png
- On the throttle/altitude window: https://i.imgur.com/j8VGrTw.png

Because this feature can potentially unbalance existing scenarios, it is optional (can be toggled on the "Scenario Realism Features" window) and is "ON" by default when making a new scenario, and "OFF" by default when loading an existing scenario.

* NEW SIM FEATURE: Aircraft maximum airborne endurance. This fixes the "aircraft may stay up indefinitely by multiple A2A-refuellings" realism flaw. Aircraft are now limited in their total airborne endurance depending on their size, type and crew complement. The information about current airborne total time and maximum endurance is listed on the fuel panel: https://i.imgur.com/mlsgADN.png ... and is color-coded for at-a-glance evaluation (dark red is bad). If an aircraft reaches it max endurance limit, it enters an "RTB - Exhaustion" state, turns straight for its home base and will refuse any manual orders to change course or engage in any other activity.

* ADDED: [Lua] Unit wrapper endurance-related properties (Unit.currentExhaustion & Unit.maxExhaustion)
* ADDED: [Lua] Added color to RP and Zone command and wrappers
* ADDED: [Lua] Color property in ReferencePoint functions
* FIXED: Mismatch in some Zone transform
* FIXED: Error creating 'mines' list
* FIXED: Lua setting formation caused crash in Formation Editor
* FIXED: Exception cause by missing groups
* FIXED: Exception for "Is Inside This Area" check collateraly causing OOM (heap full of exceptions) for large scenario
* FIXED: Slugtrail "use" option was entirely ignored
* FIXED: +/- key to adjust were not working as a shortcut to increase sim acceleration to "Double Flame"
alphali
Posts: 94
Joined: Fri Feb 12, 2016 8:56 am

Re: CMO Public Beta - Build 1265.1

Post by alphali »

The work you do guys is incredible. I bought over 50$ of DLC's today knowing am unlikely to touch them this year with the backlog of scenarios :lol: because I wanted to support the incredible work you've been doing especially the past couple of months.
hrfepo1
Posts: 244
Joined: Tue Sep 19, 2017 5:19 pm

Re: CMO Public Beta - Build 1265.1

Post by hrfepo1 »

Fantastic work! Thank you!
rmwilsonjr
Posts: 181
Joined: Sat Jan 08, 2011 1:17 am

Re: CMO Public Beta - Build 1265.1

Post by rmwilsonjr »

Thanks to the devs! Do you ever sleep?
Richard
boogabooga
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Joined: Wed Jul 18, 2018 12:05 am

Re: CMO Public Beta - Build 1265.1

Post by boogabooga »

I have a recommendation regarding the exhausted aircraft. Instead of forcing them to RTB when they reach the semi-arbitrary exhausted state, just force the AAR refueling doctrine to be 'never' at that time. Then A/C can RTB naturally as they reach Bingo/Joker. That should smooth it out a little bit...knowing that patrols MUST RTB and stop following orders after exactly 8 hours or whatever is potentially just another kind of exploit, IMHO.

I do really appreciate that you guys are considering this, however.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
alphali
Posts: 94
Joined: Fri Feb 12, 2016 8:56 am

Re: CMO Public Beta - Build 1265.1

Post by alphali »

boogabooga wrote: Fri Jul 15, 2022 2:38 am I have a recommendation regarding the exhausted aircraft. Instead of forcing them to RTB when they reach the semi-arbitrary exhausted state, just force the AAR refueling doctrine to be 'never' at that time. Then A/C can RTB naturally as they reach Bingo/Joker. That should smooth it out a little bit...knowing that patrols MUST RTB and stop following orders after exactly 8 hours or whatever is potentially just another kind of exploit, IMHO.

I do really appreciate that you guys are considering this, however.
Yes and that would introduce some variability as even aircrafts launched at the same time would likely have different fuel levels. So instead of having all the aircraft that launched at the same time return at the same time, there will some time between them.

Another interesting thing that could be added in the future is further exhaustion penalties for aircraft that engage in dog fights and extreme maneuvers and fights. This can be applied using the g-force as a proxy as that is already being calculated. Pilots who are on patrol just flying around will not have the same exhaustion time as pilots engaged in combat.
KnightHawk75
Posts: 1850
Joined: Thu Nov 15, 2018 7:24 pm

Re: CMO Public Beta - Build 1265.1

Post by KnightHawk75 »

NEW SIM FEATURE: Aircraft maximum airborne endurance.
---
Can a player or author also turn this off (or set the endurance limit time) at the scene or unit level at present? Or does one have to constantly reset the airborne time to override this?

Thanks for updates,esp color options for rps.
Count Sessine
Posts: 204
Joined: Thu Oct 30, 2003 4:13 pm

Re: CMO Public Beta - Build 1265.1

Post by Count Sessine »

Great work. Very happy to see more environmental factors having an impact.
ExNusquam
Posts: 530
Joined: Mon Mar 03, 2014 11:26 pm
Location: Washington, D.C.

Re: CMO Public Beta - Build 1265.1

Post by ExNusquam »

Where should we be posting issues with the new exhaustion times? For example things like El Dorado Canyon are no longer achievable.
thewood1
Posts: 9951
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO Public Beta - Build 1265.1

Post by thewood1 »

El Dorado Canyon is a community scenario so I would reach out to the author directly and post in the mod section.
ExNusquam
Posts: 530
Joined: Mon Mar 03, 2014 11:26 pm
Location: Washington, D.C.

Re: CMO Public Beta - Build 1265.1

Post by ExNusquam »

Not a question of the scenario, simply using a example. The time limits placed on certain aircraft are lower than what has historically been done with the platforms.
stww2
Posts: 281
Joined: Tue May 23, 2017 4:58 am

Re: CMO Public Beta - Build 1265.1

Post by stww2 »

Kushan (EDC's author) is aware of the potential issue; he discussed it in yesterday's stream.
Nikel
Posts: 1920
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO Public Beta - Build 1265.1

Post by Nikel »

Is it still beta or official?

In the title is said beta, but not in the name of the file.

https://www.matrixgames.com/game/comman ... operations
thewood1
Posts: 9951
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO Public Beta - Build 1265.1

Post by thewood1 »

The basic concept is if its a google or other filesshare service download, its beta. You can also easily check by looking at the My Games page for CMO on the matrix site.
Nikel
Posts: 1920
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO Public Beta - Build 1265.1

Post by Nikel »

I am talking about the new ftp patch.
thewood1
Posts: 9951
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO Public Beta - Build 1265.1

Post by thewood1 »

OK. I see it now. I assume its beta if it says it here and on the my games.
Scorpion86
Posts: 264
Joined: Sun Feb 26, 2017 1:19 pm

Re: CMO Public Beta - Build 1265.1

Post by Scorpion86 »

Thanks for pushing the Beta to the Steam release! It's much apreciated!
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