CMO v1.09 Public Beta - Build 1774

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
Posts: 15420
Joined: Sun Jul 31, 2005 10:29 am
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CMO v1.09 Public Beta - Build 1774

Post by Dimitris »

NOTE: This is a public beta. Standard disclaimers apply. If you are uncertain, wait for the official release.

DOWNLOAD: https://drive.google.com/file/d/1zKB8kH ... sp=sharing
Installation: Unzip to your CMO installation folder, accepting any overwrite prompts as necessary. !!!Backup your existing files, especially Command.exe!!!

Command v1.09 Beta - Build 1774 Release Notes (changes from B1728.2)
----------------------------------------------------------------------------------------------


MAJOR NEW FEATURE: GNSS jammers.
- The "Vehicle - Generic GNSS jammer" unit (facility #4582 in the DB) can now be used as intended, by activating any of its onboard generic GNSS jammers. These act on any GNSS-guided weapon within LOS and can disrupt its PNT fixes. When active, their estimated 10%-chance disruption radius is displayed on the map as a semi-transparent yellow circle.
- The way that GNSS disruption affects terminal weapon accuracy has changed. Instead of measuring the "time without a PNT fix" and using that to calculate the INS drift, we now actually keep track of the last 50 PNT-fix attempts (both successful and unsuccessful) and use a simulated Kalman filter to derive the final internal drift. This should provide a more true-to-life effect on disruption, as (for example) a single PNT fix is not sufficient to "reset" the navigation precision to nominal status.
- GNSS jammers are AI-controlled through existing EMCON settings, specifically through the "OECM" setting.
- GNSS jammers can be detected by suitable ESM/ELINT receivers and attacked by compatible ARM weapons. All relevant emitters use portions of the old "L" - new "D" band, so any receiver that covers that part of the spectrum should be able to detect them, as long as the basic ESM equation and LOS are satisfied.

ADDED: Ability to change color of borders, coastlines and the sea ice

ADDED: [Lua] Added method (flight.refreshWaypoints) to force a flight to update its times, fuel, etc

ADDED: Effects of natural coolant circulation on nuclear-powered submarines (signaled via the submarine flag "Advanced Propulsor"):
1) Natural-circulation completely negates the "nuclear boats make some noise even when sitting still, due to reactor circulation" clause, at low speeds.
2) At up to 10 knots shaft speed, natural circulation shaves off 8 decibels from the emitted powerplant noise. At between 10 and 15 knots shaft speed, the benefit is 4 decibels.

ADDED: [Lua] Added method (flight.refreshWaypoints) to force a flight to update its times, fuel, etc

ADDED: [Lua] add option for satellite specific data. Example:

Code: Select all

c = ScenEdit_GetUnit({name='USA 133', guid='CY41MA-0HNF84AT3QM0J'})
print(c)
print(c.SatelliteData)
print(c.SatelliteData['launchDate'])
ADDED: #16767: [Lua] Add the ability to send a unit to refuel. Example:

Code: Select all

local u = ScenEdit_GetUnit({name='MiG-31BM Foxhound', guid='NZZYVJ-0HM0G1F7MPTLQ'})
print( u:ReplenishUnit() )
print( u:ReplenishUnit({ tanker = 'd5eedc59-2541-4b7a-b540-607e84e579f8'}) )
print( u:ReplenishUnit({ tanker = '1530d502-69b2-4fa6-9145-c1f55dd39701', mission={'test support'}}) )
ADDED: #16311: [Lua] Feature Request - Query Sensor Properties
Example:

Code: Select all

local unit = ScenEdit_GetUnit({name='MH-60R Seahawk', guid='CY41MA-0HNG2QEM6OL9B'})
print(unit.sensors[5])
print(unit:GetSensor(unit.sensors[5].sensor_guid).technology)
print(unit:GetSensor(unit.sensors[5].sensor_guid).properties)
print(unit:GetSensor(unit.sensors[5].sensor_guid).abilities)
print("-----")
print(unit.sensors[3])
print(unit:GetSensor(unit.sensors[3].sensor_guid).technology)
print(unit:GetSensor(unit.sensors[3].sensor_guid).properties)
print(unit:GetSensor(unit.sensors[3].sensor_guid).abilities)
{ sensor_type = 3001, sensor_role = 3011, sensor_name = 'AN/ALQ-210', sensor_status = 'Operational', sensor_dbid = 2632, sensor_maxrange = 500, sensor_isactive = 'No', sensor_guid = 'CY41MA-0HNG2QEM6OL9H' }
Early 2000s Technology
{ }
{ [1] = 'DF (Direction Finding)', [2] = 'Air Search', [3] = 'Surface Search', [4] = 'Specific Emitter ID' }
-----
{ sensor_type = 2004, sensor_role = 2891, sensor_name = 'AN/AAR-47A(V)2', sensor_status = 'Operational', sensor_dbid = 2017, sensor_maxrange = 5, sensor_isactive = 'No', sensor_guid = 'CY41MA-0HNG2QEM6OL9F' }
Late 2000s Technology
{ [1] = 'Continuous Tracking Capability [Visual]' }
{ [1] = 'Missile Approach Warning' }
ADDED: [Lua] Added ActiveUnite.SubTypeN

ADDED: Possibility to define custom WebView2 cache folder in Command.ini. (Example: CustomFolder_WebviewCache = C:\Users\pc\Desktop\Unnamed_5814\Stuff)

ADDED: Ability to convert an airbase installation to a single-unit airfield (Right-click --> Scenario Editor --> Convert to single-unit airfield). This can be useful during scenario creation to keep the unit count manageable in large scenarios.

ADDED: Ability to define custom expiration time per contact type. Example (on Command.ini):
[ContactExpire]
Air = 300
Missile = 300
Orbital = 300
Torpedo = 600
Surface = 7200
Mobile = 7200
Submarine = 21600

ADDED: [Lua] New method: Tool_QuerySoundLevel for returning the sound SL of naval units.
Valid input table parameters:
  • targetunitname - name of unit of interest, must be a naval one),
    targetside - optional; name of unit side,
    frequency ('VLF'/'LF'/'MF'/'HF') - optional; sound band of interest; LF is default,
Usage example:

Code: Select all

print(Tool_QuerySoundLevel({targetunitname="SSN 768 Hartford"}))
ADDED: Show quick turnaround values in DB viewer (If ready time has a blue background, then it has available quick turnaround with details shown when hovered over)
ADDED: [Lua] Added .quickTurnaround to loadout wrapper
ADDED: [Lua] Added .quickTurnaround property to unit wrapper
ADDED: [Lua] Added loadout wrapper to unit.loadout property
ADDED: [Lua] Added method SE_GetZone(sidename, zonename, zonetype)

* Includes the new v514 release of the DB3000 and CWDB databases.
- DB3000 v514 additions: https://drive.google.com/file/d/1t65saT ... sp=sharing
* Includes updated versions of all official scenarios.
* Includes updated first 4 submarine tutorials by Kushan. Changes:
- Converted in-game messages to external html files, similar to Flight and Surface tutorials.,
- Changed file names to be similar to Flight and Surface tutorials.,
- Fixed Sub Tutorial 3 not advancing.
- Misc text changes.

MAJOR UI TWEAK: An "Execute" button has been added to the Manual Weapon Allocation (aka "Shift+F1") window. Now when the player creates weapon salvos through this window, by default they are scheduled to be executed "far into the future". If the player then clicks on "Execute" or closes the window, the created salvos are re-scheduled to be fired as soon as feasible. The change causes salvos that are created when using this form to be scheduled impossibly far in the future. When the user clicks 'Execute' or closes the form then the salvos are all updated to fire as soon as possible.
Therefore, the units assigned to these salvoes won't start executing them (or even maneuvering towards the targets if necessary) until the execution is signaled. This gives the user the ability to delete the salvo, plot a course of the salvo, etc. without having to try and do it before the assigned units start firing.

MAJOR UI TWEAK: [QOL] "One third Rule" Setting update: The One Third Rule (OTR) and "Number of Class" settings for Patrol, Support, Mining, and Mine Clearing missions now include new unit grouping options. Players can choose to group aircraft by Loadout (same class + same loadout), group all units by Unit Class, or use No Grouping, which allows grouping strictly by flight size without filters.

TWEAK: Improved the way images are fetched on-demand from the server and populate the unit image thumbnail (on the unit status panel) (It is no longer necessary to select another unit and then back the original one in order to see the downloaded image)
TWEAK: Added hyperlink to "Aircraft Stores" section in the aircraft pages in DB Viewer
TWEAK: Adjusted estimated cargo requirements for finned missiles
TWEAK: Made Map Setttings window scrollable
TWEAK: [Lua] Updated "side" wrapper to drop from 'units' list those that have been destroyed
TWEAK: Matched canal color to custom border color
TWEAK: Reworked ambigious contacts eligibility to take into account all land unit types, decoys, water surface facilities
TWEAK: [SBR] On scen migration, retain the mount GUIDs
TWEAK: Added pitch-up limit for loitering weapons based on DB climb rate (Assumes DB climb rate is for weapon at max speed)
TWEAK: Units tasked with SEAD patrol will engage not only detected radars but also jammers (both radar- and GNSS-jam emitters)
TWEAK: Adjusted the WRA type description for ground emitters: "Emitter (Radar)" and "Emitter (Jammer)"
TWEAK: Display the "JAM" symbol also on emitting GNSS jammers
TWEAK: The hitherto named "Radar - Unspecified" WRA category has been renamed to "Emitter - Unspecified" and has two child subcategories, "Emitter - Radar" and "Emitter - Jammer".
TWEAK: Lower CPU usage when the GUI client is idle (sim paused, map/UI not rendering).
TWEAK: On the "Engage With:" right-click menu, do not list decoy items
TWEAK: [QOL] On scenario load screen, show DB being used
TWEAK: On anti-weapon engagements, if the target's speed is much higher than the weapon's max design target speed, PH drops to 1% (pure luck)
TWEAK: Skip 1/3rd rule deactivation for non 1/3rd rule mission classes
TWEAK: Null check for Selected Mission when validating 1/3rd rule
TWEAK: PESA and AESA radars' crank slack amount (in degrees) now scaling with total coverage instead of being a fixed amount
TWEAK: Units that are within the relevant engagement range of another unit (e.g. aircraft inside nominal range of SAM site) and are being illuminated (for weapon fire control / guidance) by that unit will consider themselves under attack (and take relevant action, e.g. evade if allowed) even if no distinct weapon is detected incoming.
TWEAK: Land-strike weapons that nominally have only fixed targets as valid (e.g. JDAMs), can also be used against mobile vehicles if they are stationary
TWEAK: [Lua] Added command ("StationGroupingType") for changing on station Grouping Logic (for Patrol and Support missions)
TWEAK: When a unit drops a target, the reason for dropping the target is now always added to the message log, and if the order is manual (with or without weapon alloc), a bark is also shown. (This should help with "WHY IS MY UNIT NOT EXECUTING THE WEAPON FIRE I JUST INSTRUCTED IT TO DO???" cases)
TWEAK: Show multi-weapon cell loads in DB viewer
TWEAK: [Lua] A few tweaks: (a) Retain the cell reference when adding weapons (b) Add SE_SetFormation method
TWEAK: Drop blank line on 'bottom' cursor box for over land
TWEAK: A message log 'notification' didn't show flight plan name
TWEAK: Increased turn-rate when close to the "Landing Marshal" FP Waypoint to prevent wingmen from occasionally getting stuck circling around that waypoint
TWEAK: When trying to mouse-plot a course to a point where the selected unit(s) cannot go, raise a bark with the feedback (reason why not), once for each unit
TWEAK: Drawing "DIP" while Dipping sonar only on selected units
TWEAK: Added ability to override popup on "Special Actions" window
TWEAK: Removed duplicated CSS styles in DB viewer
TWEAK: [Lua] Tweak on unit.quickturnaround
TWEAK: Flight plans are now drawn as orthodromic lines (ie. correctly curving over the globe; most clearly evident on long-range routes)
TWEAK: Resized support mission area editor to cover available space
TWEAK: Resized patrol mission areas editor to cover available space
TWEAK: Show zone description for ships when unable to plot course
TWEAK: Added appropriate anchors to Area-Editor's controls to make it responsive
TWEAK: [QoL] Formation Editor (group of groups): Double-clicking on a group item opens its formation editor

FIXED: #16926: Lua API through socket not working
FIXED: Contact related message spamming
FIXED: Aircraft doesn't manouver correctly to engage satellite target
FIXED: #16928: Exception-fuse while firing airborne ASAT missile
FIXED: #16939: Scenario Freezes on each minute
FIXED: Engaging of Ambiguous Targets: Weapon (auto/manual) now can engage the full spectrum of engagable targets (decoys, all land units etc...)
FIXED: Non-facility land units (vehicles etc.) could not be engaged by the AI (only manual weapon allocation)
FIXED: Orbital DLZ check used incorrect intercept calculation (Also improved intercept calculation vs. satellites)
FIXED: #16944: Alphabetical sorting of platforms in the Mission Editor not working
FIXED: Weapon w/terminal point should adjust pitch for WP altitude
FIXED: SBR missing updates from INI due to exceptions
FIXED: #16890: Scenario features and settings window height
FIXED: #16930: DB images not refreshing
FIXED: #16941: Aircraft repeat refueling after loading a saved game
FIXED: #16945: Weapons detonating at wrong altitude / no damage
FIXED: Sensor parent shouldn't be checked as potential sonar mask
FIXED: #16940: Strike missions that uses flightplanner failed to check for specific targets while using "Focus On Specific Targets" Doctrine.
FIXED: Duplicate # attributed to unit names
FIXED: Flightplan editor crashing
FIXED: #16861: Not all ships enter Engaged Defensive due AI logic
FIXED: #16937: Mission with ToS generation fails
FIXED: #16957: Weapons with altitude control don't obey manual alt (Requires setting manual alt override for the weapon and/or waypoints)
FIXED: #16942: External files (referenced by LOADDOC directive) not loading when save file is not in the same location with the external file.
FIXED: Sound handler assumed all weapons had warheads
FIXED: #16884: Aircraft inconsistently follow egress WP's/refuel waypoints when RTB/winchester during patrol missions
FIXED: Aircraft guiding short range AAW turn away from target
FIXED: ScenEdit_SetMission fails to parse DDMMYYYY-format date & time string
FIXED: Error spamming when loading a scenario
FIXED: The "nuclear boats make some noise even when sitting still, due to reactor circulation" clause was bumping up noise output throughout the entire speed spectrum, not just at low speeds
FIXED: #16976: Time-on-Target WRA Allocation
FIXED: [Lua] ScenEdit_SetMission using wrong default date format
FIXED: #16962: aircraft doesn't take off until previous flight lands
FIXED: #16937: Lua-created mission with ToS generation fails
FIXED: LSM / LSH ships generated long cargo load/unload times
FIXED: Weapon was always using max speed in ETA / TOT calculations)
FIXED: #16953: Missions with 1/3rd rule not taking in consideration grouping type when launching flight and failed grouping equation for "by UnitClass"
FIXED: Look-down clutter was skipped for IR sensors mounted on aerospace units
FIXED: NoNavZone check was performed only if minute was passing in that pulse, thus making the borders on NNZs unpassable only at the turn-of-minute
FIXED: [Lua] Fixed Tool_QueryRCS (Was returning the RCS of the sensor not the target)
FIXED: Scen load thread/UI stuck if missing DB error occurs
FIXED: #16857: AC maneuver too conservatively (e.g. extending in unecessary situations) when engaging with guns
FIXED: Firing proposal change had wrong count of available weapons
FIXED: Weapon dog-leg course may have incorrect extra waypoints
FIXED: #16979: Barks display settings now isolated from unit behaviour barks
FIXED: #16990: Contacts detected but no detection info available
FIXED: #16999: More barks conditioned to the unit behavior bark display setting
FIXED: #16994: WRA not respected and FP aircraft flying to target
FIXED: #16934: "Check Weapon State RTB" before clearing primary target
FIXED: Incorrect 'no targets' error when validating flight plan
FIXED: Flight plan creation shouldn't change aircraft's mission profile
FIXED: FP used max alt even though mission says 'loadout' alt (Applies to patrol and support missions)
FIXED: #16970: Aircraft on patrol with TOS have trouble RTB'ing
FIXED: #16996: Number of units on station not working with "by Loadout" grouping settings
FIXED: Repeated exception evaluating firing proposal vs strike TOT
FIXED: #16995: Scenario->Minefields->Delete Mines doesn't work
FIXED: #16977: No illumination when missile fired too close from target
FIXED: Weapons with undefined max target speed had PoH 1%
FIXED: #16984: Wingmen altitude too high on low altitude strike
FIXED: Generated lua ID for doctrines now standardized to lower case
FIXED: #16703: Disabling 1/3rd rule settings when Flight Plan is being used.
FIXED: #17009: Restoring component IDs not working if DB migration added/deleted mounts
FIXED: B1728. Redundant "map settings" button
FIXED: [1706] ASCM ON - AS missiles launched from A/Cs treated as ground launches
FIXED: #16876: Aircraft not cranking if there's another target in the list
FIXED: All ground facilities being treated for WRA as a jammer
FIXED: #17012: Operational Planner. Lua trigger freezes command
FIXED: Backward Compatibility for 1/3rd grouping mission settings for old missions that have only non-loadout units
FIXED: 1/3rd rule active by default on load for all missions
FIXED: Error in flight generation for escorts
FIXED: SE_AddUnit() not handling subs as boats
FIXED: Doctrine UI fixes, priority target list tabstops were removed
FIXED: Freeze when flightplans are generated
FIXED: #17004: RHIBs from Frigates appear in water
FIXED: #17016: Mission Editor disabled after switching missions
FIXED: SE_SetMission() not setting Presets on patrol mission
FIXED: #17013: Strike mission with escorts not executing
FIXED: Incorrect weapon plotted course total distance calculation
FIXED: Saving system for doctrine could not work as intended
FIXED: #17006: Inconsistent OODA for Autodetectable contact
FIXED: #16980: Added an extra Input field for Weather and Custom Environmental zones, to allow changing the Day-Night temperature delta instead of having it stuck at 10.
FIXED: Aircraft wrongly exiting refuel before completion
FIXED: Deserialization issue breaking scenario when saved during refuel or "heading To Refuel Point" status
FIXED: Aircraft assigned to patrol not engaging contacts right away when reaching patrol area
FIXED: [Lua] Zone type showing object type rather than zone type value
FIXED: #17021: Set drone autonomy levels using Lua
FIXED: "False contact" sub units were returning a SL of zero because they were "DB-Invisible"
FIXED: #17026: AC RTB immediately on strike with no predefined targets
FIXED: Calculating aircraft bingo state could cause side-effect RTB
FIXED: Missing weather line on bottom location cursor box (Due to extra line added for sea locations)
FIXED: #17024: Units ignore targets when omniscient is set
FIXED: #17022: Strike units sometimes target orphaned contacts (edited)
FIXED: Embarked boats not showing
FIXED: #17033: Surface ships/ground units move when preparing to fire TOT strike, do not obey "maintain stand-off" doctrine
FIXED: Group leashes rendered when group is not visible
FIXED: #17036: ASuW intercept mission ac fires before weapon release WP
FIXED: #17010 & #16884: Aircraft inconsistently follow egress WP's/refuel waypoints when RTB/winchester during patrol missions
FIXED: Some applicable weapon types were not correctly following the "slow down to allow simultaneous intra-salvo TOT" logic
FIXED: Weapon class being used in Weapon Damage logs instead of weapon name
FIXED: Right panel primary target stops update after selecting a group
FIXED: #17040: Strike mission behavior fails when edited
FIXED: [Lua] Wrapper for mission.start/endTime inconsistent parsing
FIXED: Patrols without a flightplan heading towards random location when entering RTB
FIXED: [Lua] Wrapper for mission.ToT didn't parse time consistently
FIXED: [Lua] Correct print in side.Operation
FIXED: Exception thrown when loading scenarios with no selected unit
FIXED: #17048: Crash to Desktop when clicking on target unit of a group on UI right side panel
FIXED: [Lua] Flight waypoints not ingesting date/time correctly
FIXED: #16873: Stale cached contact stance caused message log spam
FIXED: Adding base status trigger via UI doesn't enable trigger
FIXED: Repeated exception if aircraft RTB with no mission
FIXED: #17045: Quick turnaround times not working
FIXED: #17032: Doctrine/WRA Class-2 UAS empty values
FIXED: #17044: Search boxes not working with "Show only weapons for hosted aircraft"
FIXED: #17056: Log spamming '... is dropping target from its target list'
FIXED: #17051: Aircraft on patrol with long flight plan may RTB instead of refuel
FIXED: Flight plan message boxes may spam player when sim is running
FIXED: #17060: DB editor applies filter for selected subtype when clicking on a unit
FIXED: Intercept-style strike mission launches all aircraft at one contact
FIXED: DB Viewer Subtype Dropdown Alphabetical Filtering
FIXED: #16880: Strike aircraft may ignore refuel on egress leg
FIXED: #17058: Unit WRA incorrect when inactive mission is activated
FIXED: #17059: CAP missions not working for Class Grouping or no Grouping if not all Assigned Aircrafts are ready to take off.
FIXED: #17067: Manual Alloc window pops up when plot course for weapon
FIXED: Grouping units could create duplicates - Optimization on mixed group sorting
mikerohan
Posts: 160
Joined: Wed May 23, 2007 1:23 pm
Location: Western Europe

Re: CMO v1.09 Public Beta - Build 1774

Post by mikerohan »

Thanks...
... and double thanks for this:
Dimitris wrote: Sat Nov 22, 2025 11:22 am MAJOR UI TWEAK: [QOL] "One third Rule" Setting update: The One Third Rule (OTR) and "Number of Class" settings for Patrol, Support, Mining, and Mine Clearing missions now include new unit grouping options. Players can choose to group aircraft by Loadout (same class + same loadout), group all units by Unit Class, or use No Grouping, which allows grouping strictly by flight size without filters.
Cheers!
FifthDomain
Posts: 493
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO v1.09 Public Beta - Build 1774

Post by FifthDomain »

Is this an add on to the public Beta on steam or should it be added to the base game on steam.
MauriceB
Posts: 67
Joined: Thu Nov 07, 2024 6:53 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by MauriceB »

FifthDomain wrote: Sat Nov 22, 2025 2:12 pm Is this an add on to the public Beta on steam or should it be added to the base game on steam.
I just copied the contents of this zip file over my existing Steam CMO files.
MauriceB
Posts: 67
Joined: Thu Nov 07, 2024 6:53 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by MauriceB »

FIXED: #17056: Log spamming '... is dropping target from its target list'
Hmm, I'm still getting a lot of these messages. I have 4 J-20s and they are generating about 30-40 of these messages every second:
...
6/25/2023 7:02:41 AM - [PRC] Shield #4 (J-20B Fagin) is dropping BOGEY #14 from its target list (Reason: Contact is extremely ambiguous)
...
FifthDomain
Posts: 493
Joined: Wed Aug 05, 2020 7:39 pm
Location: United Kingdom

Re: CMO v1.09 Public Beta - Build 1774

Post by FifthDomain »

MauriceB wrote: Sat Nov 22, 2025 2:27 pm
FifthDomain wrote: Sat Nov 22, 2025 2:12 pm Is this an add on to the public Beta on steam or should it be added to the base game on steam.
I just copied the contents of this zip file over my existing Steam CMO files.
Are you using the public beta or base version on steam to start with.
MauriceB
Posts: 67
Joined: Thu Nov 07, 2024 6:53 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by MauriceB »

FifthDomain wrote: Sat Nov 22, 2025 2:34 pm Are you using the public beta or base version on steam to start with.
I copied over steam release version (could never get the public beta on steam to work for me)
Dimitris
Posts: 15420
Joined: Sun Jul 31, 2005 10:29 am
Contact:

Re: CMO v1.09 Public Beta - Build 1774

Post by Dimitris »

MauriceB wrote: Sat Nov 22, 2025 2:30 pm
FIXED: #17056: Log spamming '... is dropping target from its target list'
Hmm, I'm still getting a lot of these messages. I have 4 J-20s and they are generating about 30-40 of these messages every second:
...
6/25/2023 7:02:41 AM - [PRC] Shield #4 (J-20B Fagin) is dropping BOGEY #14 from its target list (Reason: Contact is extremely ambiguous)
...
Please open a new thread on Tech Support with a suitable save. Thanks!
scott1393
Posts: 135
Joined: Sat Jan 21, 2012 6:54 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by scott1393 »

hi I've just down loaded the 1774 version installed it and now I'm unable to get past the load scenario option it totally freezes the game i also can not exit the game only via task manger. the first couple of times i tried launching the new version i was getting a warning about unable to create a read/write file in Microsoft edge it has since stop telling me.
i can load the previous beta and all is well. i cant think of what you need from me so i attached the excep log.

thanks for your time,
Scott
Attachments
ExceptionLog_2025_11_22.zip
(611 Bytes) Downloaded 15 times
ddg21, comcargru5, nas fallon nv, afs 7, dd964 and comnavspecwar
Nikel
Posts: 2317
Joined: Tue Mar 24, 2009 10:51 am

Re: CMO v1.09 Public Beta - Build 1774

Post by Nikel »

The folder "WebView Caches" is created by default in the game folder and if CMO is installed in a "Program files" folder it will cause this problem.

It happened in a previous beta when Webview was added.

I tried adding the line to the file Command.ini, but it is not working.

Code: Select all

CustomFolder_WebviewCache = C:\Temp
In fact the line is deleted when you run CMO and the folder "WebView Caches" is created again in CMO folder when I had deleted it.



Edit: it works if you add the line in this location inside Command.ini

Screenshot by blu3s.


https://forums.matrixgames.com/viewtopi ... 9#p5250419
Last edited by Nikel on Sun Nov 23, 2025 9:03 am, edited 2 times in total.
Knightpawn
Posts: 349
Joined: Mon Dec 02, 2024 12:28 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by Knightpawn »

Dimitris wrote: Sat Nov 22, 2025 11:22 am ADDED: Ability to change color of borders, coastlines and the sea ice
Thanks for the new treat. Where does one find this functionality?
thewood1
Posts: 10168
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: CMO v1.09 Public Beta - Build 1774

Post by thewood1 »

Well...there are only a couple places to look. This was the first one I checked.

Screenshot 2025-11-22 131149.jpg
Screenshot 2025-11-22 131149.jpg (248.52 KiB) Viewed 1081 times
Knightpawn
Posts: 349
Joined: Mon Dec 02, 2024 12:28 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by Knightpawn »

thewood1 wrote: Sat Nov 22, 2025 6:13 pm Well...there are only a couple places to look. This was the first one I checked.
Thanks. Believe it or not, this button on the top was invisible to me until your post! I thought that the drop down menu started on unit view and only settings-map display was the path :-)
boogabooga
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Re: CMO v1.09 Public Beta - Build 1774

Post by boogabooga »

Is there a change log for CWDB 514, or is it a clone of 513?
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.
Dimitris
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Contact:

Re: CMO v1.09 Public Beta - Build 1774

Post by Dimitris »

boogabooga wrote: Sun Nov 23, 2025 5:02 am Is there a change log for CWDB 514, or is it a clone of 513?
There were various changes and fixes (see the DB tracker) but no additions.
User avatar
KLAB
Posts: 505
Joined: Tue Feb 27, 2007 5:24 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by KLAB »

Thanks for the updates. Will hopefully get a chance to look at the new features soon. Thanks.
K
Knightpawn
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Re: CMO v1.09 Public Beta - Build 1774

Post by Knightpawn »

"TWEAK: Units that are within the relevant engagement range of another unit (e.g. aircraft inside nominal range of SAM site) and are being illuminated (for weapon fire control / guidance) by that unit will consider themselves under attack (and take relevant action, e.g. evade if allowed) even if no distinct weapon is detected incoming."

I believe this approach will have major implications such as:
- (when human player is attacking): make micromanagement necessary because one should need to set Auto-Evade to NO as default option and then manage threats manually as necessary; otherwise some targets (such as longer range SAMs) will be off limits
- (when AI is attacking): if Auto-Evade is set to YES, then defence against multiple attackers will be a cakewalk, as they will most turn away. Even now it is fairly easy because firing a single SAM against a group, makes the whole group retreat

This would be a great concept if the Auto-Evade options were not binary, but three, NO, YES at illumination, YES if engaged.

(just my opinion)
tylerblakebrandon
Posts: 477
Joined: Mon May 11, 2020 5:16 pm

Re: CMO v1.09 Public Beta - Build 1774

Post by tylerblakebrandon »

Away from home base without my CMO machine and thus drops! 😢
boogabooga
Posts: 992
Joined: Wed Jul 18, 2018 12:05 am

Re: CMO v1.09 Public Beta - Build 1774

Post by boogabooga »

Dimitris wrote: Sun Nov 23, 2025 7:31 am
boogabooga wrote: Sun Nov 23, 2025 5:02 am Is there a change log for CWDB 514, or is it a clone of 513?
There were various changes and fixes (see the DB tracker) but no additions.
What DB tracker are you referring to?
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.
Dimitris
Posts: 15420
Joined: Sun Jul 31, 2005 10:29 am
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Re: CMO v1.09 Public Beta - Build 1774

Post by Dimitris »

boogabooga wrote: Sun Nov 23, 2025 2:20 pm
Dimitris wrote: Sun Nov 23, 2025 7:31 am
boogabooga wrote: Sun Nov 23, 2025 5:02 am Is there a change log for CWDB 514, or is it a clone of 513?
There were various changes and fixes (see the DB tracker) but no additions.
What DB tracker are you referring to?
https://github.com/PygmalionOfCyprus/cm ... sts/issues
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