CMO public beta - Build 1261.1

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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CMO public beta - Build 1261.1

Post by Dimitris »

Download: https://drive.google.com/file/d/1pedeM7 ... sp=sharing

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

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

Build 1261.1 Release Notes (changes from B1260.1)
========================================================================

* NEW SIM FEATURE: Very coarse sim fidelity (aka "Double Flamer" mode): https://i.imgur.com/xP38CJn.png
When selected, the simulation engine uses a 5-second sim pulse. If weapons are in the air (either guided or unguided), the simulation automatically switches back to coarse (1-sec pulse) execution until the weapons are gone. This hybrid mode confers the scalability/performance benefits of a coarser sim pulse without sacrificing fidelity during weapon engagements.

* NEW SIM FEATURE: Cargo 2.0 - Containers and cargo-transfer mission (requires DB v495+). Summary description here: https://docs.google.com/document/d/1p4C ... ue&sd=true

* TWEAK: The dynamic noise values can now be enabled/disabled from the "Game Options" window.
* Fixed: On group fuel listings, Suppress units without fuel records
* Fixed: Group lead not being saved on scenario save
* Fixed: SetDoctrineWRA Bug prevents missile from auto firing
* ADDED: [Lua] Added command to allow transfer of mounts: ScenEdit_TransferMount(fromUnit As String, toUnit As String, mounts As LuaTable) <-- "mounts" has a to be list with the GUIDs of mounts to transfer
* ADDED: [Lua] Basic split/merge commands: ScenEdit_SplitUnit, ScenEdit_MergeUnits
* Fixed/Added: Extended Split/Merge feature to all mobile faciliies
* Fixed: Split/Merge of unit not accessible to player.
* FIXED: [B1260.1] Flights set to an AAW patrol mission seek fuel as soon as they launch
* TWEAK: Added Mission Editor window support for low-res monitors
* TWEAK: The checks for vertical/horizontal boresight weapon limits now provide better feedback
* Fixed: Slug trail RPs did not clear from the right RP render list, causing accumulation of RPs and potential large memory leak.
* FIXED: [B1147.45] F9 Group EMCON management sonar not working correctly

* Includes the v495 release of the DB3000 & CWDB databases, together with updated Tacview association files and numerous 3D-model additions courtesy of KJohnston.

DB3000 v495 changelog: https://drive.google.com/file/d/1pdNiYS ... sp=sharing
CWDB v495 changelog: https://drive.google.com/file/d/1pa28Aq ... sp=sharing

Ethan Hermanson on functional changes & additions in v495 DBs:
Though members of our team were out-of-office for part of the cycle supporting various Pro events, we’ve still managed to put together a release we hope you’ll enjoy. 495 includes over 500 new platforms between DB3K and CWDB (not counting over 700 new loadouts), and solutions to about 340 tickets from the public DB requests Github.

DB 495 also brings some new schema changes “under-the-hood.” Most of these support the continuing OODA overhaul we began in 494.

Aircraft Cockpit Generations

The flying equivalent to the “Combat System Generation” for ships, the “Cockpit Generation” is a way for us to approximate pilot load – and subsequently reaction times – based on cockpit design.

Aircraft can be assigned one of six cockpits: “Basic Instruments Only,” intended for the simplest aircraft; “Steam Gauges, ” as for WW2-era fighters; “Complex Steam Gauges,” for the nightmarish mid-Cold War fighters; “Partial Glass Cockpit,” for transitioning aircraft of the ‘70s-90s; “Glass Cockpit,” for most modern aircraft; or finally a “Panoramic Cockpit Display,” representing the new single-screen touch displays coming to a fifth-generation fighter near you.

Just as a ship is only as good as its CIC, your aircraft are only as good as their cockpits – and whether your pilots are forced to fiddle with a forest of knobs, switches, and dials or able to glance at an easy-to-read LCD will affect their performance. Of course, the difference between aircraft cockpit generations is far less than the difference between ship CS generations, measured in seconds rather than minutes.

But in a dogfight, seconds count.

Ergonomics

Not every aircraft built with steam gauges was equally difficult to fly; not every ship built in a certain decade could react with identical speed. Certain platforms gained a reputation for being especially easy to operate (the Viggen, for example, had a remarkably well-designed cockpit); others, like the Komar-class missile boat, were the bane of their operators. Much of this can be ascribed to ergonomics, the consideration (or lack thereof) of human factors in design.

The new “ergonomics” field – ranging from “Awful” to “Excellent” – is intended to reflect these intra-generation differences, acting as a sort of OODA “buff/debuff” and giving the ability to adjust values to reflect upgrades, etc. without needing to take the drastic step of upgrading the combat generation.

And, of course, you still have proficiency in the mix. Players now have an interesting mix of factors to consider:
- "Tech generation," e.g. CS/cockpit generation: when was your platform designed/built, and what sort of tech was in play at the time? Are you working with ancient WW2 plotting boards or Aegis?
- Usability/ergonomics/design: are you working with beautiful, top-of-the-line COTS human interface tech or the nightmare that was mid/late-Cold War Soviet systems?
- Proficiency: Do you have well-trained, well-rested/motivated crews, or are you dealing with bottom-of-the-barrel conscripts?

Those three factors will all have to play into your operational planning.

Definable Sensor Arcs and Vertical Scan Limits

495 also sees a small but important improvement to our sensor modelling: at last, sensor arcs can be defined in degrees, rather than in set sectors! We’ve also implemented vertical sensor arcs, which were especially important during the Cold War. Older air-to-air radars were often limited to a small chunk of vertical space (20 degrees or so), which meant that fighters would struggle to detect aircraft far below or above them. For air planners, this meant “Low CAPs” and “High CAPs” were necessary. Soon you too will have to consider altitude in your CAP coverage.

(Note that v495 does not have vertical sensor arc data backfilled, so this won’t have an immediate effect on gameplay until we can do a bit more research. Expect to see an RFI in the public Github for arcs and scan limits.)

Unmanned Autonomy Levels

Though still a work-in-progress and not yet supported sim-side, 495 also includes early work on “Unmanned Autonomy Levels” for UAVs. Essentially, this is intended to define the capabilities of a UAV when communications are disrupted. Some UAVs, nothing more than remotely controlled aircraft, will on loss of signal become “ghost planes,” flying off on their last heading until eventually crashing. Some can self-recover, i.e. search for a new signal and return to base if reconnection proves impossible. Newer UAVs are proving increasingly more autonomous, able to complete their last orders, self-analyze their ability to continue, work together, or even “think” for themselves. Once this is implemented, jamming drones will have platform-specific consequences beyond simply losing communications: some drones will crash immediately, while others may go off and hunt down John Connor.
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CV60
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Re: CMO public beta - Build 1261.1

Post by CV60 »

Wow. Thanks, Dimitris and the team. You are really knocking them out of the park!
“Do I not destroy my enemies when I make them my friends?” -Abraham Lincoln
hrfepo1
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Re: CMO public beta - Build 1261.1

Post by hrfepo1 »

DItto! This is awesome!
Easy301
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Re: CMO public beta - Build 1261.1

Post by Easy301 »

Aircraft cockpit generation and ergonomics is a really awesome idea and addition. It's going to add even more of a human factor to CMO in a scalable and easily controllable way which is something the sim is really going to benefit from.

Having to take more of the human factor into your tactical and operational scenarios is fantastic.

Thanks for taking the time to add, fix and work so hard on all these features for us, team.
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Blast33
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Re: CMO public beta - Build 1261.1

Post by Blast33 »

Smiling 8-)
pgatcomb
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Re: CMO public beta - Build 1261.1

Post by pgatcomb »

This is seriously cool stuff, especially now that missiles in flight are a bit more difficult to track. Question: I see the cockpit information in the database viewer, but I do not see the ergonomics?
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KLAB
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Re: CMO public beta - Build 1261.1

Post by KLAB »

Only just updated scenarios from 60 release.
This is amazing functionality and such value for money, thats even before the DB updates come into the equation, very much appreciated.
K
Dimitris
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Re: CMO public beta - Build 1261.1

Post by Dimitris »

pgatcomb wrote: Tue Jul 05, 2022 3:04 pm This is seriously cool stuff, especially now that missiles in flight are a bit more difficult to track. Question: I see the cockpit information in the database viewer, but I do not see the ergonomics?
We don't list it yet there because it's not yet "wired". Once it starts to matter, you'll definitely see it there.
Matharox
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Re: CMO public beta - Build 1261.1

Post by Matharox »

Is number of crew factored in 'Ergonomics'? For example in Two-seater fighters the workload is split between the two pilots as opposed to one doing all the work. This is why many modern fighters either have a two-seat variant or are two-seater by default. The French Air Force initially wanted 1/3 Rafale B (two-seater) and the rest Rafale C (single-seater), but they changed it to half-half! The reason was that the two-seater proved more useful in air-to-ground missions.
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Mgellis
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Re: CMO public beta - Build 1261.1

Post by Mgellis »

Is anyone else having issues with loading cargo? I may just be doing something wrong, but I'm finding that...

1. I can't load more than one unit of the same type on an aircraft, even if it is supposed to fit (e.g., 2 4-man sections on a helicopter with room for 8)...but if I have a similar unit, I can do it (e.g., 1 4-man section of infantry AND 1 4-man section of Canadian infantry). Aircraft is an SH-60S.

2. When I load cargo onto an aircraft, close the cargo window, and then open it again, it does not show that cargo has been loaded. It seems to show it on the main game screen (e.g., load a cargo unit onto an aircraft and take off and it shows the total number of cargo units on the ship being reduced by 1) but not the window that shows you moving cargo from, say, a ship to an aircraft.

Is this a bug or am I just not using the controls properly?

Thanks.
Dimitris
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Re: CMO public beta - Build 1261.1

Post by Dimitris »

Mgellis wrote: Tue Jul 05, 2022 4:32 pm Is anyone else having issues with loading cargo? I may just be doing something wrong, but I'm finding that...

1. I can't load more than one unit of the same type on an aircraft, even if it is supposed to fit (e.g., 2 4-man sections on a helicopter with room for 8)...but if I have a similar unit, I can do it (e.g., 1 4-man section of infantry AND 1 4-man section of Canadian infantry). Aircraft is an SH-60S.

2. When I load cargo onto an aircraft, close the cargo window, and then open it again, it does not show that cargo has been loaded. It seems to show it on the main game screen (e.g., load a cargo unit onto an aircraft and take off and it shows the total number of cargo units on the ship being reduced by 1) but not the window that shows you moving cargo from, say, a ship to an aircraft.

Is this a bug or am I just not using the controls properly?

Thanks.
Mark, can you please spawn a new thread for this on Tech Support so that we can properly track and resolve? Thanks!
taylorgeorge
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Re: CMO public beta - Build 1261.1

Post by taylorgeorge »

Thank you SO MUCH for updating the "platforms that never were". Playing those ships, aircraft, weapons, etc. is one of my favorite parts and brings an opportunity that cannot be found anywhere else. Thank you, thank you, THANK YOU!!!
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Mgellis
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Re: CMO public beta - Build 1261.1

Post by Mgellis »

Done. (Or, rather, I added a bit of extra information to a thread that someone else started.)
Dimitris wrote: Tue Jul 05, 2022 4:36 pm
Mgellis wrote: Tue Jul 05, 2022 4:32 pm Is anyone else having issues with loading cargo? I may just be doing something wrong, but I'm finding that...

1. I can't load more than one unit of the same type on an aircraft, even if it is supposed to fit (e.g., 2 4-man sections on a helicopter with room for 8)...but if I have a similar unit, I can do it (e.g., 1 4-man section of infantry AND 1 4-man section of Canadian infantry). Aircraft is an SH-60S.

2. When I load cargo onto an aircraft, close the cargo window, and then open it again, it does not show that cargo has been loaded. It seems to show it on the main game screen (e.g., load a cargo unit onto an aircraft and take off and it shows the total number of cargo units on the ship being reduced by 1) but not the window that shows you moving cargo from, say, a ship to an aircraft.

Is this a bug or am I just not using the controls properly?

Thanks.
Mark, can you please spawn a new thread for this on Tech Support so that we can properly track and resolve? Thanks!
tylerblakebrandon
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Re: CMO public beta - Build 1261.1

Post by tylerblakebrandon »

Yet another awesome update. Y'all are the best. Looking forward to playing some of the units from my DB requests. :twisted:
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HalfLifeExpert
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Re: CMO public beta - Build 1261.1

Post by HalfLifeExpert »

I'm completely stunned at how many new features are being added one on top of another.

When ready for full release, this update is going to be massive in the capabilities it launches. The biggest upgrade in 4 years!!!!
rmwilsonjr
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Re: CMO public beta - Build 1261.1

Post by rmwilsonjr »

I've downloaded and installed Build 1261.1 successfully, but my DB 3000 and CWDB are still v. 493, not 495. What did I overlook?
Richard
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Re: CMO public beta - Build 1261.1

Post by Pygmalion »

Matharox wrote: Tue Jul 05, 2022 4:12 pm Is number of crew factored in 'Ergonomics'? For example in Two-seater fighters the workload is split between the two pilots as opposed to one doing all the work.
Not yet, but the advantages of multi-crew aircraft is something we've discussed and would absolutely like to work into the new OODA system (along with other "tweaks," such as giving a targeting speed boost to HMDs) once we've finished laying the basic groundwork in the other annexes.
Ethan "Pygmalion" Hermanson
Database Manager, Command Development Team
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KLAB
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Re: CMO public beta - Build 1261.1

Post by KLAB »

rmwilsonjr wrote: Wed Jul 06, 2022 1:58 am I've downloaded and installed Build 1261.1 successfully, but my DB 3000 and CWDB are still v. 493, not 495. What did I overlook?
You may have to "manually" update each scenario to the latest DB? 495 via the editor function and save a new ini file? .
Not sure if legacy scenarios will have been updated automatically?
Editor allows you to check which DB the scenario is using and offers to upgrade it, and you can opt to update a list of scenarios. (With the OODA changes theres also the option to update these as well or not.)
Hope this is some help?
K
c3k
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Re: CMO public beta - Build 1261.1

Post by c3k »

Another huge uplift to the sim!

Thanks.
rmwilsonjr
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Re: CMO public beta - Build 1261.1

Post by rmwilsonjr »

KLAB wrote: Wed Jul 06, 2022 8:26 am
rmwilsonjr wrote: Wed Jul 06, 2022 1:58 am I've downloaded and installed Build 1261.1 successfully, but my DB 3000 and CWDB are still v. 493, not 495. What did I overlook?
You may have to "manually" update each scenario to the latest DB? 495 via the editor function and save a new ini file? .
Not sure if legacy scenarios will have been updated automatically?
Editor allows you to check which DB the scenario is using and offers to upgrade it, and you can opt to update a list of scenarios. (With the OODA changes theres also the option to update these as well or not.)
Hope this is some help?
K
By jove, I believe that is the ticket. Thanks, K
Richard
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