CMO v1.05 Update - Build 1307.6

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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CMO v1.05 Update - Build 1307.6

Post by Dimitris »

Download: https://www.mediafire.com/file/rwjqrj6w ... .6.7z/file

How to use: First, have in place a working install of CMO v1.05. Then, unzip this pack on top of the installation, overwriting the exe and other files when prompted.
Always backup your existing Command.exe, just in case.


Build 1307.6 Release Notes (changes from B1307.5)
=======================================================

* NEW SIM FEATURE: Per-sensor mast height (optional)

Apart from the existing ability to specify an overall mast-height for a platform/unit, it is now possibly to specify the mast-height value per sensor. This can be useful in modeling the different height placement (and thus horizon coverage, and the now-critical ability to clear the local skyline, see below) for each individual sensor in a platform.
In the DB3000 v499, two ship platforms have explicit per-sensor mast-height values:
* #2867 - DDG 51 Arleigh Burke [Arleigh Burke Flight I] -- United States (Navy), 2018, DMP, SM-3, AEGIS BMD
* #122 - DDG 51 Arleigh Burke [Arleigh Burke Flight I] -- United States (Navy), 1991


* NEW MAJOR SIM FEATURE: Terrain type-dependent skyline / land-cover height. The simulation now clearly distinguishes between terrain elevation height (ie. the actual ground) and the "skyline" height outlined by either natural features (forest trees, plantation etc.) or man-made structures (buildings, bridges etc.). This is critical for a number of different sim features, from land close-combat (e.g. land forces need to poke their sensors above local features to get sufficient LOS) to low-level flight (some aircraft can fly between the trees/buildings, most cannot).

Several new land-cover types have been added to the existing ones. The overall list of land-cover types and their associated skyline-height values is as follows:

Water => 0
Evergreen Needleleaf forest => 5
Evergreen Broadleaf forest => 5
Deciduous Needleleaf forest => 5
Deciduous_Broadleaf forest => 5
Mixed forest => 5
Closed shrublands => 1
Open shrublands => 1
Woody savannas => 5
Savannas => 1
Grasslands => 1
Permanent wetlands => 1
Croplands => 1
Cropland Natural Vegetation Mosaic => 1
Snow And Ice => 1
Barren Or Sparsely Vegetated => 1
Urban And Built Up => 9
Urban - Close Inner City => 30
Urban - Spaced High Rise => 45
Urban - Attached Houses => 6
Urban - Close Industrial => 9
Urban - Spaced Apartments => 20
Urban - Detached Houses => 6
Urban - Spaced Industrial => 9
Urban - Shanty Town => 4


Custom Environment Zone UI changes and new land-cover Types

The Custom Environment Zone window UI has been re-arranged, with sonar environment overrides grouped together on one side and land-cover overrides grouped on the other. You can now set a custom land cover height (skyline), which will override the default land cover height for the CEZ:

Image

The cover type ‘Use_Underlying_Values’ allows you to create a CEZ that doesn’t override land cover at all (for example if you only wanted to override weather and/or sonar conditions.) If you do select a specific land cover type, you can then check the ‘Set custom height’ checkbox to override the cover height for that CEZ. The height value is in whole meters.


Aircraft ‘Land Cover Masking’ Flight Mode

‘Land Cover Masking’ (aka "fly between the trees/buiildings") is a new flight mode for aircraft. Only aircraft with the DB capability flag for ‘land cover masking’ set will be capable of this flight mode (DB v499+ required). In DB3000 v499 all rotorcraft (incl. some UAVs) have this capability.

To set an aircraft to use this flight mode you use the Speed/Altitude window to set an aircraft (or aircraft waypoint) to use terrain-following mode. Once you set terrain following (and assuming the aircraft is capable of land-cover masking), a new check box will appear in the UI to set ‘Land Cover Masking.’ This can also be done via Lua (see below.)

Image

Aircraft flying ‘land cover masking’ will fly much lower than the existing terrain following mode, as low as 10 ft AGL at loiter speed in open terrain with good visibility.

If the scenario has the ‘Terrain Effects’ feature enabled, an aircraft flying ‘land cover masking’ will fly just low enough to be inside the land cover when possible. For example if land cover at the aircraft’s location is ‘urban/built up’ with a height of 9m then the aircraft will fly at 8m. This allows the aircraft to receive concealment from the land cover (see sensor changes below) while still exposing any mast-mounted sensors it may have (a good example is OH-58D with its mast-mounted optics).


Land Cover and Sensor Detection Ranges

The effect of land cover on the maximum sensor detection ranges for visual, IR, and radar sensors has been changed. (NOTE: as before, land cover only effects sensor detection range when the ‘Terrain Effects’ feature is enabled in the scenario settings.)

Previously, only the land cover at the target’s location influenced sensor detection range. Now the sensor itself is checked to see if it is ‘within land cover’ (ie. it clears the skyline or not) and this applies an additional reduction in detection range if the height of the sensor is below the local skyline. In addition, the land cover along the ‘line of sight’ between the sensor and the target will also reduce sensor detection range whenever the LOS point is below the local skyline.

These changes can result is significantly shorter detection ranges for ground-to-ground sensor detections when there is ‘high’ land cover in the area (e.g. woods and/or urban terrain.). Very low-flying aircraft (using the ‘land cover masking’ mode) can also have reduced detection ranges if they are flying below the local skyline (and dodging telephone poles or power lines, probably).


Lua Changes

New Lua support has been added for the features above:

Land Cover Masking Flight Mode

‘Land cover masking’ mode can also be set via Lua using the Unit wrapper. Set the ‘unit.TF’ property to ‘true’ to turn on terrain following and then set the new ‘unit.TFType’ property to 1 (for land cover masking) or ‘0’ (for traditional terrain following AGL flight.)

Custom Environment Zones

Lua support for custom environment zones has been expanded.
The ScenEdit_AddZone, ScenEditRemoveZone, and ScenEdit_TransformZone functions now support CEZs. CEZs are always added to/removed from the ‘nature’ side. CEZ values are set via the CEZ wrapper object (see below.)

Lua Side wrapper has a new property and a new method:
Side.Customenvironmentzones read-only property – returns a table of CEZ guid/name/description. Note: only the ‘Nature’ side will have CEZs normally.
Side:getcustomenvironmentzone(guid or name or description) method – returns the CEZ as a zone wrapper object.

Lua Zone object wrapper:

Zone.landcovertype property – get/set integer land cover type.
Zone.hascustomlandcoverheight read-only property – returns true if CEZ has custom land cover height set.
Zone.landcoverheight property – get/set integer land cover height in meters.
Zone.thermallayerceiling property – get/set thermal layer ceiling in meters.
Zone.thermallayerfloor property – get/set thermal layer floor in meters.
Zone.thermallayerstrength property – get/set thermal layer strength as floating point value.
Zone.convergencezoneinterval property – get/set convergence zone interval as floating-point value.
Zone.weatherprofile property – get/set weather profile as a Lua table with ‘temp’, ‘rainfall’, ‘undercloud’, and ‘seastate’ table fields with the same values as the weather model.


Other things


* ADDED: Added support for "multi-staged missile" flag. Multi-staged AAW missiles (e.g. SA-5) have a lower burnout weight in proportion to their overall launch weight. This helps them achieve better climb performance post-burnout, but if they loft it also means that they are less able to use their mass to re-energize on their post-loft dive.
* ADDED: Indication of which AC is the leader in an airgroup

* TWEAK: Mission's WRA now supports queued dynamic units.
* TWEAK: Battery-powered torpedoes accelerate much faster than thermal ones

* ADDED: Added support (incl. damage mechanics) for new "blimp" airship type
* FIXED: ACs with standoff weapons where flying toward the target after the WPnLaunch
* FIXED: Importing a unit with extra parking facilities reports overfilled for every extra aircraft
* FIXED: Special Message Window Sizing
* FIXED: #14909: Add "Ground Units" to Event Triggers
* FIXED: [Mission Editor] Deleting all missions in ME was impossible due to retained reference to the last mission selected; this then caused the last deleted mission to "resurrect" upon any interaction (such as assigning a new unit)
* FIXED: CTD when Clicking on ATO or flightplan editor button in ME with no mission selected
* FIXED: Exception in Balloon popup was causing a multitude of messages to appear on screen
* FIXED: [B1307.4] Strike Mission 'Enforced' Flight Size seems to max out at 6
* FIXED: Early Experience with the New Strike Planner (points 1 & 2)
* FIXED: #14892: Imported facilities don't maintain heading
* FIXED: Lua SetTrigger not allowing target filter of side only
* FIXED: Lua unit course - allow any desired speed up to unit maximum
* FIXED: #14904: Not all manually allocated missiles firing

* Includes the new v499 release of the DB3000 and CWDB databases.
DB3000 changelog: https://drive.google.com/file/d/1XmuwnZ ... sp=sharing
CWDB changelog: https://drive.google.com/file/d/1Y-vuNJ ... sp=sharing

* Includes a teaked & corrected version of the "Showcase #2: Ford Class" DLC scenario. The issue with the squadron selection at the start of the scenario has been fixed.
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blu3s
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Re: CMO v1.05 Update - Build 1307.6

Post by blu3s »

Wow, congratulations and thanks for the new feature, a pleasure.
BDukes
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Re: CMO v1.05 Update - Build 1307.6

Post by BDukes »

Thank you all!

DB team especially.

Mike
Don't call it a comeback...
Quark73
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Re: CMO v1.05 Update - Build 1307.6

Post by Quark73 »

WOW! That's a huge one. Thnx, alot!

Guess there's gonna come quite a wave of requests concerning sensor height change on the horizon.
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Dide
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Re: CMO v1.05 Update - Build 1307.6

Post by Dide »

Super!!!
tylerblakebrandon
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Re: CMO v1.05 Update - Build 1307.6

Post by tylerblakebrandon »

This is fantastic!
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Blast33
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Re: CMO v1.05 Update - Build 1307.6

Post by Blast33 »

I certainly like the design with the terrain features
Thank you!
KnightHawk75
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Re: CMO v1.05 Update - Build 1307.6

Post by KnightHawk75 »

Quark73 wrote: Fri Mar 10, 2023 12:22 pm WOW! That's a huge one. Thnx, alot!

Guess there's gonna come quite a wave of requests concerning sensor height change on the horizon.
If we could change said defaults values to customs ones as desired it might prevent a large part of that.
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HellcatOne
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Re: CMO v1.05 Update - Build 1307.6

Post by HellcatOne »

Awesome!!!
This Is the way to make more Land units scenarios?
[left]Image[/left]
[left]CMANO Italia[/left]
c3k
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Re: CMO v1.05 Update - Build 1307.6

Post by c3k »

Seeing the forest for the trees. ;)

Sounds great!
gennyo
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Joined: Wed Apr 03, 2019 8:08 pm

Re: CMO v1.05 Update - Build 1307.6

Post by gennyo »

Well, my systems finally met its terminator. :mrgreen:

In 1307.4 that notorious scen runs at most 200x in 1s per tick mode, with literally thousands of missile in the sky. Now it runs about 600x in the quiet initial stage with only couples of aircraft and ships, maybe because of the inhuman sensor counts.

I think the problem is more on my side, with too many sensors active and too little computation power in hand. Maybe a dual socket Xeon scrap server is the future.

edited: yup, just checked, disabling terrian effects makes it runs about 12-15x, a normal range for my system. But I do need terrian to provide some cover for small units for OPFOR forces, so still have to roll back to 1307.4/5 for now.
Last edited by gennyo on Fri Mar 10, 2023 11:33 pm, edited 1 time in total.
FifthDomain
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Re: CMO v1.05 Update - Build 1307.6

Post by FifthDomain »

Looks fantastic
Rain08
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Re: CMO v1.05 Update - Build 1307.6

Post by Rain08 »

Does anyone know how NEW SIM FEATURE: Per-sensor mast height actually works? I did some quick testing last night and I could not seem to find the option to change the sensor height on a unit.
Dimitris
Posts: 15203
Joined: Sun Jul 31, 2005 10:29 am
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Re: CMO v1.05 Update - Build 1307.6

Post by Dimitris »

Rain08 wrote: Sat Mar 11, 2023 1:23 am Does anyone know how NEW SIM FEATURE: Per-sensor mast height actually works? I did some quick testing last night and I could not seem to find the option to change the sensor height on a unit.
You cannot change it, it is a value recorded in the DB.
pgatcomb
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Joined: Mon Aug 10, 2015 11:17 am

Re: CMO v1.05 Update - Build 1307.6

Post by pgatcomb »

The download is blocked as a virus type on Windows 10:

Trojan:Script/Wacatac.B!ml

Any ideas? I've never had this issue downloading any other betas. It may be a new virus definitions update.
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