+1fitzpatv wrote: Sun Feb 11, 2024 7:08 pm Enable EMCON to be set for multiple selected units from the base/carrier screen.
At the moment, it has to be done one unit at a time (dismissing the EMCON Obedience pop-up each time) which is a major playability issue in large scenarios.
If the EMCON Obedience pop-up can't be removed because it is useful in deterring erroneous bug reports, I can live with that. Once for a squadron of fighters is much better than having to dismiss it 24 times.
CMO RUNNING POLL - Gameplay feature requests
Moderator: MOD_Command
Re: CMO RUNNING POLL - Gameplay feature requests
Re: CMO RUNNING POLL - Gameplay feature requests
This can be done already, select the units in the Air Ops menu, right click, Doctrine.fitzpatv wrote: Sun Feb 11, 2024 7:08 pm Enable EMCON to be set for multiple selected units from the base/carrier screen.
At the moment, it has to be done one unit at a time (dismissing the EMCON Obedience pop-up each time) which is a major playability issue in large scenarios.
If the EMCON Obedience pop-up can't be removed because it is useful in deterring erroneous bug reports, I can live with that. Once for a squadron of fighters is much better than having to dismiss it 24 times.
Re: CMO RUNNING POLL - Gameplay feature requests
ROE setting for ASW missions:
Do not use sonobuoys, just dipping sonar or MAD.
Activate sonobuoys if prosecuting a contact (follow the mission rules for prosecution)
Deactivate again if contact is identified as neutral, friendly or is destroyed.
Do not use sonobuoys, just dipping sonar or MAD.
Activate sonobuoys if prosecuting a contact (follow the mission rules for prosecution)
Deactivate again if contact is identified as neutral, friendly or is destroyed.
Re: CMO RUNNING POLL - Gameplay feature requests
+1mikerohan wrote: Mon Feb 12, 2024 6:29 pm ROE setting for ASW missions:
Do not use sonobuoys, just dipping sonar or MAD.
Activate sonobuoys if prosecuting a contact (follow the mission rules for prosecution)
Deactivate again if contact is identified as neutral, friendly or is destroyed.
Re: CMO RUNNING POLL - Gameplay feature requests
Is there a way to make a setting so the tanker won't fly withing a determined/selected distance of a SAM or A2A threat?
It used to just be the requesting a/c or flight would set course (regardless of threat) towards a tanker.
Since one of the updates, my tankers start flying towards the aircraft that is requesting refueling. It doesn't matter if it's assigned to a specific mission area, or there's a flight path entered (like a "racetrack" path), or if it's just been sent to a point to loiter. All of a sudden the tanker will just start flying off, often hundreds of miles, toward the requesting a/c, regardless of distance and/or A2A and/or SAM threat. Now it's the tankers as well. I'll set a course to send it back, or to set speed to loiter, but it/they just fly off again.
It used to just be the requesting a/c or flight would set course (regardless of threat) towards a tanker.
Since one of the updates, my tankers start flying towards the aircraft that is requesting refueling. It doesn't matter if it's assigned to a specific mission area, or there's a flight path entered (like a "racetrack" path), or if it's just been sent to a point to loiter. All of a sudden the tanker will just start flying off, often hundreds of miles, toward the requesting a/c, regardless of distance and/or A2A and/or SAM threat. Now it's the tankers as well. I'll set a course to send it back, or to set speed to loiter, but it/they just fly off again.
Re: CMO RUNNING POLL - Gameplay feature requests
We cannot investigate anecdotes. If you observe a suspect behavior, please post a suitable save on the tech support forum for investigation.trevor999 wrote: Sat Feb 24, 2024 10:10 pm Since one of the updates, my tankers start flying towards the aircraft that is requesting refueling. It doesn't matter if it's assigned to a specific mission area, or there's a flight path entered (like a "racetrack" path), or if it's just been sent to a point to loiter. All of a sudden the tanker will just start flying off, often hundreds of miles, toward the requesting a/c, regardless of distance and/or A2A and/or SAM threat. Now it's the tankers as well. I'll set a course to send it back, or to set speed to loiter, but it/they just fly off again.
Re: CMO RUNNING POLL - Gameplay feature requests
Can I request an attempt, at least, to speed-up the processing of gunnery calculations (naval and otherwise) as these currently have a serious effect on game performance?. Thanks.
Re: CMO RUNNING POLL - Gameplay feature requests
Logged 0015641mikerohan wrote: Mon Feb 12, 2024 6:29 pm ROE setting for ASW missions:
Do not use sonobuoys, just dipping sonar or MAD.
Activate sonobuoys if prosecuting a contact (follow the mission rules for prosecution)
Deactivate again if contact is identified as neutral, friendly or is destroyed.
Re: CMO RUNNING POLL - Gameplay feature requests
Can you open a thread in the tech support forum with a save so we can observe this drop in performance?fitzpatv wrote: Thu Feb 29, 2024 4:08 pm Can I request an attempt, at least, to speed-up the processing of gunnery calculations (naval and otherwise) as these currently have a serious effect on game performance?. Thanks.
Thank you
Re: CMO RUNNING POLL - Gameplay feature requests
I'll do so next time it happens.
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Re: CMO RUNNING POLL - Gameplay feature requests
A quick schematic one: Separate chaff dispensers and chaff cutters? Some chaff pods, and I believe only pods, are capable of cutting chaff to the ideal length to counter the specific threat system they are facing. Examples would include Sycomor pods on Iraqi Mirages and AN/ALE-38 and 41 pods used by many NATO air forces. I'm not actually sure how much difference this would make compared to a generic chaff burst, but a slight improvement to pDecoy could be interesting in the same way that modern flares outperform older ones.
Re: CMO RUNNING POLL - Gameplay feature requests
A very simple request to allow a plane to be able to dump its ordinance, not associating with being attacked.
Many times a group of planes are sent on a bombing mission that requires A2A re-fueling to get there.
Often the target is destroyed without using all of the ordinance.
Since refueling is usually of a premium, it would be nice to just jettison the ordinance and fly home free.
I do know that there is a "dump ordinance if attacked option" , but this is different.
It would be very helpful when attempting to calculate how much fuel will be spent on the mission, and the use of tankers. Dumping heavy bombs rather than refueling could be beneficial.
Many times a group of planes are sent on a bombing mission that requires A2A re-fueling to get there.
Often the target is destroyed without using all of the ordinance.
Since refueling is usually of a premium, it would be nice to just jettison the ordinance and fly home free.
I do know that there is a "dump ordinance if attacked option" , but this is different.
It would be very helpful when attempting to calculate how much fuel will be spent on the mission, and the use of tankers. Dumping heavy bombs rather than refueling could be beneficial.
Re: CMO RUNNING POLL - Gameplay feature requests
I'd like to support the request (above) for an easy way to dump surplus ordnance. I've wished I could do this several times.
Re: CMO RUNNING POLL - Gameplay feature requests
I would like a way to save triggers, actions, events, and special actions and to be able to import them into a different scenario. They would typically need to be adjusted in the new scenario but this would still be very helpful.
Re: CMO RUNNING POLL - Gameplay feature requests
Cargo Operations
When the loadout of an aircraft that has Cargo loaded changes to a cargo-capable loadout (Ferry, Maintenance, Reserve eg.), the Cargo should automatically be unloaded
Currently, the container stays loaded when you change the loadout to Ferry. The player/user shouldn't be concerned by such micro-management, especially without feedback.
When the loadout of an aircraft that has Cargo loaded changes to a cargo-capable loadout (Ferry, Maintenance, Reserve eg.), the Cargo should automatically be unloaded
Currently, the container stays loaded when you change the loadout to Ferry. The player/user shouldn't be concerned by such micro-management, especially without feedback.
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
(Previously known as JanMasters0n)
Re: CMO RUNNING POLL - Gameplay feature requests
Side Panel
Mission Fuel in Percent
On the Side Panel, the Mission Fuel is expressed in Kg.
However, in the Mission Editor, where you actually use that data, it is expressed in percent.
Having the same unit of measure would prevent unnecessary conversion.
Mission Fuel in Percent
On the Side Panel, the Mission Fuel is expressed in Kg.
However, in the Mission Editor, where you actually use that data, it is expressed in percent.
Having the same unit of measure would prevent unnecessary conversion.
Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 32 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
(Previously known as JanMasters0n)
Adding an Air to Ground doctrine
Adding an Air to Ground doctrine for unguided weapons like freefall bombs, unguided missiles and gun, similar to the BVR Logic Doctrine
Straight Run - Aircraft is flying straight level when releasing ordnance, as result is makes a nice line of craters in the ground or does conduct carpet bombings if planes fly in a swarm (default for dumb bombs) - basically what CMO is doing now.
Dive Attack - Aircraft navigates straight toward the target and finally dives to the target, instead of a straight line the target zone is more elliptic which raises the probability to hit a target in that area because of higher density of effectors (default for unguided missiles, but should work fine for dumb bombs and guns too)
Pop-up & Dive Attack - aircraft is navigating low level to point some miles (or half a minute) lateral of target then it climbs up to e.g. 5000 - 10000 ft AGL turns and dives into the target and fires at 3000 - 5000 ft and breaks away after salvo is released (I would use this as default for gun)
Lofting/Tossing Attack - Aircraft releases ordnance while climbing this gives some additional range at the cost of accuracy (should work for unguided missiles and free fall bombs incl. nuclear)
[ optional] Over the Shoulder Launch - basically an extreme variant of lofting/tossing but IMHO rarely useful
Straight Run - Aircraft is flying straight level when releasing ordnance, as result is makes a nice line of craters in the ground or does conduct carpet bombings if planes fly in a swarm (default for dumb bombs) - basically what CMO is doing now.
Dive Attack - Aircraft navigates straight toward the target and finally dives to the target, instead of a straight line the target zone is more elliptic which raises the probability to hit a target in that area because of higher density of effectors (default for unguided missiles, but should work fine for dumb bombs and guns too)
Pop-up & Dive Attack - aircraft is navigating low level to point some miles (or half a minute) lateral of target then it climbs up to e.g. 5000 - 10000 ft AGL turns and dives into the target and fires at 3000 - 5000 ft and breaks away after salvo is released (I would use this as default for gun)
Lofting/Tossing Attack - Aircraft releases ordnance while climbing this gives some additional range at the cost of accuracy (should work for unguided missiles and free fall bombs incl. nuclear)
[ optional] Over the Shoulder Launch - basically an extreme variant of lofting/tossing but IMHO rarely useful
Re: CMO RUNNING POLL - Gameplay feature requests
I like the Line of Sight tool very much, but I would love it would work for multiple unit selection.
Re: CMO RUNNING POLL - Gameplay feature requests
A request to keep the layer borders visible.
Now the bordes fade away when you zoom in. This makes operation/flight planning along the border very difficult.
If someone does not need a border at zoom-in levels he/she can turn it off for the same effect. But someone who does make use of it can use it.
This subject is supported by more people.
This is originally posted with screenshots at: https://www.matrixgames.com/forums/view ... 7#p5161207
Now the bordes fade away when you zoom in. This makes operation/flight planning along the border very difficult.
If someone does not need a border at zoom-in levels he/she can turn it off for the same effect. But someone who does make use of it can use it.
This subject is supported by more people.
This is originally posted with screenshots at: https://www.matrixgames.com/forums/view ... 7#p5161207
Re: CMO RUNNING POLL - Gameplay feature requests
Make Formation Editor more 3D. It would be great if there was an option to put single aircraft of an formation on different flight levels or define a altitude separation within a formation to make e.g. a wall out of an row.