CMO Public Beta - Build 1276.1

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 1276.1

Post by Dimitris »

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

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

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

Build 1276.1 Release Notes (changes from B1274.1)
========================================================================

* TWEAK: NEZ option was set for missile targets and other target types; it should be allowed for aircraft targets only
* TWEAK: Post refuel throttle
* FIXED: Added sub-type filter to adding ground unit
* FIXED: Pier and Docks Orientation and Size Lost on Reload
* FIXED: Unable to Export Carrier Strike Group
* FIXED: #14830: DLZ for SAM against surface targets <-- This will also require some DB tweaks to fully resolve. Boost-coast SAMs are now fired on a pseudo-ballistic trajectory (most efficient) when employed against surface targets.
* ADDED: Ability to add an aircraft to host unit through "Air Ops" window
* ADDED: Blacklisted process notification is listed into the exception log
* FIXED: ESM detection against an OTH sensor prevents other potential detections
* FIXED: Error in DB with Surf TargetTrainingShip (https://www.matrixgames.com/forums/view ... 8#p5033098 )
* FIXED: Exception when cloning an aircraft with customized air/dock facilities
* FIXED: Random UI exception was preventing correct rendering of "Doctrine" window
* FIXED: Cargo mission aircraft overshooting area
* FIXED: [B1274.1] ToT(DF-21B+Bombers+Carrier Wing) Error while selecting time for ToT
* FIXED: Scan Eagle, Unable to Launch from Ships

* Includes the new v496 release of the DB3000 and CWDB databases.

DB release notes by Ethan:
v496 has arrived, bringing over 500 new additions across DB3K and CWDB (not counting nearly 500 new loadouts) and solutions to about 540 tickets from the public DB requests Github. We focused especially on our internal backlog this cycle, achieving an additional 200 private tickets cleared. Another goal for 496 was to handle the growing pile of “minor milestones” accumulating in the public tracker, usually consisting of 10-20 related requests (e.g. Malaysian Navy additions); a good 100 of those 540 public tickets were cleared doing that.

We continue to carry out targeted “national reviews” in both DBs, in which we check a given country’s extant entries for accuracy and add platforms as needed to complete its current and/or historic inventory. This cycle, we formalized the “flashpoint review,” a sort of national review-lite intended for hot spots. Unlike national reviews, which tackle all platforms in a DB’s given time range, flashpoint reviews focus only on platforms currently in-service. This cycle we wrapped up our national review of Taiwan in CWDB, and completed flashpoint reviews for Greece and Turkey. We’re looking forward to seeing scenarios using their newly fleshed-out inventories!

Finally, as usual, DB 496 comes with several schema changes. Some of them are even interesting.

Submarine, Facility, and Ground Unit Combat System Generations (supported in B1275+)

At last, the saga is complete! With this, our OODA overhaul is finished (future edits notwithstanding). Just as with ships and aircraft in DBs 494 and 495 respectively, subs, facilities, and ground units now have their own combat system generations, which can be paired with ergonomics to determine OODA.

Similar to ships, we’ve split submarine combat systems into six distinct “generations,” ranging from the early Mk1/3/4 TDC used in WW2 to the modern AN/BYG-1 and future witchcraft as featured in SSN(X). Facilities and ground units required a slightly different system: rather than using multiple “generations” as with ships and subs, these annexes distinguish between fixed and mobile systems and whether said system uses manual or assisted guidance. For example, radar-assisted AAA (e.g. Skyshield) will be faster to engage than a manual gun (ZSU-57); both (towed) systems will be slower at evasion than a SPAAG. The same is true for manually laid artillery vs. those with digital fire control, towed artillery vs. SPGs, etc. While less detailed than our system for ships, subs, and aircraft, we felt this was “good enough” for the level at which these platforms are simulated in Command. (And, of course, we always have the manual override for when we have specific platform data.)

LIDAR Sensors (not yet supported in-sim)

Still mostly a curiosity in the defense world, LIDAR sensors have nevertheless seen limited use in airborne minesweeping applications, primarily with the US Navy’s AN/AES-1 ALMDS. Now, these unusual sensors are properly represented in the DB. In certain circumstances, these sensors can be potent mine detectors, especially against surface/drifting or moored mines. In shallow waters, even bottom mines can be detected… but whether you’d be comfortable floating your fleet through a channel cleared solely by this nascent technology is up to you.
DB3000 v496 changelog: https://drive.google.com/file/d/1yF9YXJ ... sp=sharing
CWDB v496 changelog: https://drive.google.com/file/d/1yMX75c ... sp=sharing
BDukes
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Re: CMO Public Beta - Build 1276.1

Post by BDukes »

Excellent! Thank you!

M
Don't call it a comeback...
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KLAB
Posts: 492
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Re: CMO Public Beta - Build 1276.1

Post by KLAB »

Thank you.
hrfepo1
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Re: CMO Public Beta - Build 1276.1

Post by hrfepo1 »

Awesome! Thank you!
c3k
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Re: CMO Public Beta - Build 1276.1

Post by c3k »

Keep the goodness coming!
Parel803
Posts: 940
Joined: Thu Oct 10, 2019 3:39 pm
Location: Netherlands

Re: CMO Public Beta - Build 1276.1

Post by Parel803 »

Thank you all for the hark work and continuously updating the game and DB.
best regards GJ
tylerblakebrandon
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Joined: Mon May 11, 2020 5:16 pm

Re: CMO Public Beta - Build 1276.1

Post by tylerblakebrandon »

Fantastic!!!
Karejar
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Joined: Mon Aug 19, 2019 4:45 pm

Re: CMO Public Beta - Build 1276.1

Post by Karejar »

You are the best. Thanks to all the team.
JFS737
Posts: 170
Joined: Fri Sep 08, 2017 4:04 am

Re: CMO Public Beta - Build 1276.1

Post by JFS737 »

I'm on 1276.1 and DB 3000 496. Is anyone else getting ROE for Crank/Drag/Follow not working? I've tried a few of my scenerios, upgraded to latest DB using 1276.1 and none of the fighters (F15, F16, F18, Eurofighter) are doing anything but follow straight in. They do "run away" when they detect the missiles but no cranking, no dragging and no crank then drag. Wondering if this is just me.

Regards,
John
Kushan04
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Re: CMO Public Beta - Build 1276.1

Post by Kushan04 »

JFS737 wrote: Fri Sep 16, 2022 5:00 pm I'm on 1276.1 and DB 3000 496. Is anyone else getting ROE for Crank/Drag/Follow not working? I've tried a few of my scenerios, upgraded to latest DB using 1276.1 and none of the fighters (F15, F16, F18, Eurofighter) are doing anything but follow straight in. They do "run away" when they detect the missiles but no cranking, no dragging and no crank then drag. Wondering if this is just me.

Regards,
John
If you're having an issue, it really needs to be posted in the Tech Support forum (with saves and screenshots) and not here.
JFS737
Posts: 170
Joined: Fri Sep 08, 2017 4:04 am

Re: CMO Public Beta - Build 1276.1

Post by JFS737 »

Thanks, I know. Don't want to post there until I can confirm.... lots more testing or a confirmation here would allow that. I am lazy AND short of time this week.

Regards,

John
boogabooga
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Re: CMO Public Beta - Build 1276.1

Post by boogabooga »

JFS737 wrote: Fri Sep 16, 2022 5:00 pm I'm on 1276.1 and DB 3000 496. Is anyone else getting ROE for Crank/Drag/Follow not working? I've tried a few of my scenerios, upgraded to latest DB using 1276.1 and none of the fighters (F15, F16, F18, Eurofighter) are doing anything but follow straight in. They do "run away" when they detect the missiles but no cranking, no dragging and no crank then drag. Wondering if this is just me.

Regards,
John
Shameless plug if you want to test this out in a systematic manner (at the end of the thread):
https://www.matrixgames.com/forums/view ... ?p=5020193

From my testing, I still see a lot of cranking if there is an opportunity to. What ends up happening a lot is that the auto-evasion behavior interferes with the BVR behavior if the enemy is also firing.

Dragging is/was always rare in fighter duels when using most missile types unless you use the new Drag Immediately setting. Otherwise, the drag happens only after ARH missiles go active, which is only a matter of seconds before impact with things like AMRAAM, so the drag is hard to notice.
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.
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