CMO RUNNING POLL - Gameplay feature requests
Moderator: MOD_Command
Re: CMO RUNNING POLL - Gameplay feature requests
Natural order in the name of the aircrafts in the mission editor. Now it appears W #1, W #10,W #11, W #12, W #2 W #3 and it would be more helpful if it was W #1 W#2... W#10 W #12...
Re: CMO RUNNING POLL - Gameplay feature requests
Hello
The ability to have missile systems that can be retargeted in-flight e.g SSM-700K C-Star
DavidRN
The ability to have missile systems that can be retargeted in-flight e.g SSM-700K C-Star
DavidRN
Re: CMO RUNNING POLL - Gameplay feature requests
Pretty sure that's already possible, as long as the weapon has a datalink connection to a suitable platform....?
Re: CMO RUNNING POLL - Gameplay feature requests
Thanks for that!
Re: CMO RUNNING POLL - Gameplay feature requests
Hi
This would be good, any plans for this? ....
Here Is Our First Look At Japan’s Type 12 SSM (Upgraded)
https://www.navalnews.com/naval-news/20 ... -upgraded/
DavidRN
This would be good, any plans for this? ....
Here Is Our First Look At Japan’s Type 12 SSM (Upgraded)
https://www.navalnews.com/naval-news/20 ... -upgraded/
DavidRN
Re: CMO RUNNING POLL - Gameplay feature requests
David,
Not sure if I understand correctly but did you chaeck: https://github.com/PygmalionOfCyprus/cm ... sts/issues
beste regards GJ
Not sure if I understand correctly but did you chaeck: https://github.com/PygmalionOfCyprus/cm ... sts/issues
beste regards GJ
Re: CMO RUNNING POLL - Gameplay feature requests
Thanks I have signed up and will add the weapon request.Parel803 wrote: ↑Fri Apr 07, 2023 8:02 am David,
Not sure if I understand correctly but did you chaeck: https://github.com/PygmalionOfCyprus/cm ... sts/issues
beste regards GJ
DavidRN
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Re: CMO RUNNING POLL - Gameplay feature requests
Heres a really trivial thing thats been bugging me for a while now.
It would be awesome if had a "toggle feature" for the "hide non-available" button regarding aircraft on ships.
It is really annoying that I have to enable it each and every time I go into the aircraft tab of a given ship. Coding it would take like a minute I assume.
It would be awesome if had a "toggle feature" for the "hide non-available" button regarding aircraft on ships.
It is really annoying that I have to enable it each and every time I go into the aircraft tab of a given ship. Coding it would take like a minute I assume.
Re: CMO RUNNING POLL - Gameplay feature requests
I guess the weather/night feature can be taken from poll. Thanks for implementing.
Pop-Out Windows for View Layers and Map Settings
I commonly find myself wanting to adjust several things at once in both of these menus. It would be very very useful to be able to leave them open as a separate window so we could manage more easily what is displayed and how.
Regarding implementation: Perhaps rather than two windows, one single window with tabs for each. Or even a simple two-column window could work.
Regarding implementation: Perhaps rather than two windows, one single window with tabs for each. Or even a simple two-column window could work.
Separate Sub-Forum for Feature Requests
I see nowhere else to suggest this.
This thread is all a bit of an overwhelming mess. Having the poll is GREAT! But requests would be much clearer if feature requests had their own sub-forum rather than a single thread. Then they could be discussed and would be more visible overall rather than be buried in a 29-page-and-running thread with a low signal-to-noise ratio. Just as with bugs each having their own individual threads.
This thread is all a bit of an overwhelming mess. Having the poll is GREAT! But requests would be much clearer if feature requests had their own sub-forum rather than a single thread. Then they could be discussed and would be more visible overall rather than be buried in a 29-page-and-running thread with a low signal-to-noise ratio. Just as with bugs each having their own individual threads.
Re: CMO RUNNING POLL - Gameplay feature requests
Today's my wishlists:
[*] Line/bearing tool show line and circle like those of SCS Sub Command/Dangerous Waters: https://imgur.com/a/fc02eht
[*] Databox show true bearing/relative bearing from selecting unit: "25nm/135deg/184deg from selected" (contact's relative bearing useful for entering sub's buffle, "xxxdeg" until contact heading known however).
[*] Surface ship/submarine components, in addittion to weapon damage, are automatically destroyed along with overall damage (avoid unrealistic/gamey "taken 85% damage but many of weapon/sensor still work and aircraft can land" situations):
-25-30% damage randomly destroys 1/3 components. Aircraft landing no longer possible even with operational air facilty (takeoff only). Submarine could dive 2/3 of max depth.
-50-60% damage randomly destroys additional 1/3 components. Aircraft takeoff/landing no longer possible even with operational air facilty. Submarine could dive 1/3 of max depth.
-75-80% damage destroys all components. Submarine must surface and cannot dive again. (reference from Harpoon V rule)
[*] Sound fx for guided bomb launch, especially for long range weapon like walleye or SDB. This is rather notification purpose and could be use same sfx as other weapon launch.
[*] Recognize naval mine as event trigger target unit (to create "mine has laid at area" event).
[*] Shortcut for show/hide unit/contact slug trail
[*] Line/bearing tool show line and circle like those of SCS Sub Command/Dangerous Waters: https://imgur.com/a/fc02eht
[*] Databox show true bearing/relative bearing from selecting unit: "25nm/135deg/184deg from selected" (contact's relative bearing useful for entering sub's buffle, "xxxdeg" until contact heading known however).
[*] Surface ship/submarine components, in addittion to weapon damage, are automatically destroyed along with overall damage (avoid unrealistic/gamey "taken 85% damage but many of weapon/sensor still work and aircraft can land" situations):
-25-30% damage randomly destroys 1/3 components. Aircraft landing no longer possible even with operational air facilty (takeoff only). Submarine could dive 2/3 of max depth.
-50-60% damage randomly destroys additional 1/3 components. Aircraft takeoff/landing no longer possible even with operational air facilty. Submarine could dive 1/3 of max depth.
-75-80% damage destroys all components. Submarine must surface and cannot dive again. (reference from Harpoon V rule)
[*] Sound fx for guided bomb launch, especially for long range weapon like walleye or SDB. This is rather notification purpose and could be use same sfx as other weapon launch.
[*] Recognize naval mine as event trigger target unit (to create "mine has laid at area" event).
[*] Shortcut for show/hide unit/contact slug trail
"How Do You Stay Calm With A 7,000 Ton Nuclear Predator Listening For Your Heartbeat?"
Re: CMO RUNNING POLL - Gameplay feature requests
Possibility to hide weapon range circles for neutral units.
That would aid to keep the uncertainty in scenarios where fishing boats and the like are used to "hide" pirates and the like.
Identification on the type of boat can be done from a distance, of course, but identifying if the boat carries a RPG would require to close in. Now, as soon as the boat is identified, a weapon range circle tells you something you should not know.
Of course, switching off range circles completely is a workaround, but I would like to keep them for hostile and unfriendly units at least.
Range circles visibility based on posture would be ideal, but that could be more difficult to code.
Cheers!
That would aid to keep the uncertainty in scenarios where fishing boats and the like are used to "hide" pirates and the like.
Identification on the type of boat can be done from a distance, of course, but identifying if the boat carries a RPG would require to close in. Now, as soon as the boat is identified, a weapon range circle tells you something you should not know.
Of course, switching off range circles completely is a workaround, but I would like to keep them for hostile and unfriendly units at least.
Range circles visibility based on posture would be ideal, but that could be more difficult to code.
Cheers!
Re: CMO RUNNING POLL - Gameplay feature requests
Capability to refuel at an airbase keeping the weapons already loaded ...
I'm not trying to "game" the ready times. I see and appreciate their importance, but I have found this situation: bombing a group of ships in a given area with a Sea Harrier; two sidewinders left; refuel at a FARP and ready to ferry to original airbase; the two sidewinders are left at the FARP;
I haven't found a way to "keep" them for the return flight (without going into the editor, of course)
Cheers!
I'm not trying to "game" the ready times. I see and appreciate their importance, but I have found this situation: bombing a group of ships in a given area with a Sea Harrier; two sidewinders left; refuel at a FARP and ready to ferry to original airbase; the two sidewinders are left at the FARP;
I haven't found a way to "keep" them for the return flight (without going into the editor, of course)
Cheers!
Re: CMO RUNNING POLL - Gameplay feature requests
+1mikerohan wrote: ↑Sat Apr 15, 2023 1:13 pm Capability to refuel at an airbase keeping the weapons already loaded ...
I'm not trying to "game" the ready times. I see and appreciate their importance, but I have found this situation: bombing a group of ships in a given area with a Sea Harrier; two sidewinders left; refuel at a FARP and ready to ferry to original airbase; the two sidewinders are left at the FARP;
I haven't found a way to "keep" them for the return flight (without going into the editor, of course)
Cheers!
I have had it happen where, for instance, two Seahawks take off rather than one accidentally, so I immediately RTB it; it's still hovering next to the ship basically. It still went into the full 3hrs of ready-ing, which messed up my patrol cycle.
Last edited by artao5 on Mon Apr 24, 2023 11:40 pm, edited 1 time in total.
Re: CMO RUNNING POLL - Gameplay feature requests
A "Max units/formations on-station at once" setting.
Many times I have set something up wrong or there's a bug where a mission sends up too many units for some reason. It would be useful to hard-limit the number of units that can be on-station at once.
Perhaps I am misusing or misunderstanding the '1/3 rule.' If so, please elaborate.
Many times I have set something up wrong or there's a bug where a mission sends up too many units for some reason. It would be useful to hard-limit the number of units that can be on-station at once.
Perhaps I am misusing or misunderstanding the '1/3 rule.' If so, please elaborate.
Re: CMO RUNNING POLL - Gameplay feature requests
Minimise button for air ops
DavidRN
DavidRN
Re: CMO RUNNING POLL - Gameplay feature requests
Is there any plan to implement fuel usage?
For example, as each vehicle rearms and loads, it could draw down fuel from the host facility. This would make underway replenishment and petroleum supply ships/flights/truck convoys more relevant to large scale long duration scenarios.
It could also provide another layer of operational detail to forward arming and refueling points and isolated island air & naval bases.
For example, as each vehicle rearms and loads, it could draw down fuel from the host facility. This would make underway replenishment and petroleum supply ships/flights/truck convoys more relevant to large scale long duration scenarios.
It could also provide another layer of operational detail to forward arming and refueling points and isolated island air & naval bases.
Re: CMO RUNNING POLL - Gameplay feature requests
Add an estimation of human casualties to the losses, KIA, missing and wounded.
Re: CMO RUNNING POLL - Gameplay feature requests
In exclusion zones, can we get unit speed, heading, and maybe height as a parameter for being hostile/unfriendly? I have read several accounts with earlier radar that a ship target was determined to be hostile based on the speed and heading. In the battle of Latakia, the Captain of one of the Israeli missile boats made hostile declarations based on the fact he knew a Syrian ship was heading back to base and was at 40 knots. That was much faster than commercial and private ships in the area.
This is something I have wrestled with for the AI for a few weeks. I have worked out a rough lua approach, but its relatively fragile and not easy to transport from scenario to scenario.
This is something I have wrestled with for the AI for a few weeks. I have worked out a rough lua approach, but its relatively fragile and not easy to transport from scenario to scenario.