CMO v1.09 Build 1852 (Public Beta)
Moderator: MOD_Command
CMO v1.09 Build 1852 (Public Beta)
NOTE: This is a public beta. Standard disclaimers apply. If you are uncertain, wait for the official release.
DOWNLOAD: http://warfaresims.slitherine.com/CMO_B1852.7z
MIRROR: https://www.mediafire.com/file/zlc0jehj ... 52.7z/file
INSTALL: Simply unzip on top of v1.09/B1825.15, either on standalone or Steam installation. Answer "yes" to overwrite prompts.
CMO Build 1852 Release Notes (changes from B1825.15)
=====================================================================
ADDED: Fourth map icon option: Full APP-6
ADDED: Improved relief + bathymetry layer, enhanced in detail by EMODNet European coastal bathymetry data (https://emodnet.ec.europa.eu/en/bathymetry) and re-shaded for more finegrained detail up to 600m (maximum depth for vast majority of submersibles).
ADDED: New doctrine option: "AAW Rearward Fire". This can apply to aircraft and missile targets or just aircraft or just missiles, depending on the option chosen. 'Rearward' is based on the heading of the target; if the target is heading away from the firing platform then it is 'to the rear.' (ie. receding target). if this setting is applied, then the firing platform will drop the target.
ADDED: New doctrine option: "AAW WRA Qty". This counts AAW WRA (weapon quantity fired) either by each separate available weapon (legacy behavior) or alternatively by total allocated (new behavior). This addresses the problem where e.g. multiple ships in a group under attack have SAMs, each of the SAM types has a "3 per engagement" weapon quantity set for a given target type, but because a suitable incoming target is within range of two ships concurrently, the ships end up firing 3 + 3 = 6 missiles total. When the new behavior is active, in this example the ships will fire 3 missiles (whichever are immediately available), correctly "tally up" their joint salvo count, and hold.
ADDED: New doctrine option: "AAW Guidance". If this is set to 'drop guidance', the firing platform will drop guidance when it becomes impossible for the guided missile to intercept the target. This can allow a following weapon to make the intercept, or the firing platform to fire another shot, as it frees up the guidance system.
ADDED: New doctrine option: "Only specific targets" setting for strikes.
- Strike mission units (with the possible exception of Aircraft on a FP) with doctrine set to 'only mission specific targets' will not target anything that is not in their strike mission specific target list.
- Strike mission units won't target contacts for which they have no suitable weapons.
ADDED: Significant improvements to modeling of high-energy lasers:
- Major improvements in modeling of power-at-impact and absorption at different layers of the atmosphere (this is very important when the shooter and target are at significantly different altitudes, incl. space)
- Far more realistic modeling of laser kill probability against different weapon-type targets.
Weapons are now graded for durability/fragility levels. Examples:
* Small/Medium OWA-UAV => very fragile
* Glide bomb (JSOW etc.) => fragile
* Non-glide bomb (GBU, JDAM) => medium
* Iron bomb, rocket (guided and unguided) => tough
* Subsonic cruise missile => fragile
* Supersonic missile => tough
* Mach-3 and above weapon => medium
This grading is combined with the calculated power-at-impact to evaluate if a kill is made or the target is hit but survives.
ADDED (Re-added, more properly): Impact angle / crossing-target as a factor in guided weapon endgame calculations. This has been significantly improved since the original flawed implementation, and takes into account factors such as the target's LOS bearing-rate toward the shooter, the agility & seeker cross-tracking features of the interceptor, the closing rate etc. So for example under the same difficult circumstances (high LOS rate or high closing speed) the modern ESSM suffers much less degradation than the older Sea Sparrow.
ADDED: Added strike mission 'only specific targets' doctrine setting
ADDED: Range-ring colors added as "notches" on the weapons panel, to at-a-glance indicate the target suitability of each weapon
ADDED: Added LG hub to the "naughty list" of processes likely to interfere with CMO's render loop
ADDED: Simple hover-over (tooltip) on unit/group weapons listed on side panel
ADDED: "Create side" dialog is automatically opened when you perform an action that requires a side (e.g. add a unit)
ADDED: Recovery from incorrect tanker queue state
ADDED: [Lua] Added schedule fire time to SE_AttackContact()
ADDED: Sensor roles with passive minehunting
ADDED: [Lua] side:contactsBy
Includes the v516 release of the DB3000 & CWDB databases.
DB3000 v516 additions: http://warfaresims.slitherine.com/DB3K_ ... ngelog.txt
CWDB v516 additions: http://warfaresims.slitherine.com/CWDB_ ... ngelog.txt
Includes an updated version of Tides Of War #1 (ASEX-25):
- Fixed Special Action: Radio Warning failing.
- Fixed scoring penalty after being allowed to exit the exercise area to attend to the distressed civilian vessel.
- Adjusted points loss for violations of the exercise area. Every 60 minutes you will lose 10 points for each PAFMM ship that is inside the exercise area. Every 5 minutes you will lose 2 points for each ASEAN ship outside the exercise area (until the distressed ship event fires, then you can leave at will).
- Successful boarding actions now reward 10 points. Failed boarding actions will lose you 10 points.
- Added description of seaplane mechanics to scenario briefing.
- Points loss at start is now -250 (was -500).
- Fixed Aircraft and RHIBs being able to ram PAFMM vessels.
- Updated radio warning description to tell players it works for aircraft and ships.
- Adjusted the number of PAFMM vessels that spawn from a max of 18 to 15, per wave.
- Added a pop-up message to clarify the change in ROE when the PAFMM vessels stop responding to player radio warnings.
TWEAK: The map raster layers are now rendered in finer detail (removed the "pixelation" effect) at med/high altitudes
TWEAK: When detecting OWA-UAVs (e.g. Shahed-136), classify them as "air" contacts, not "weapon". This reverts the change introduced in v1.09 (See related discussion: https://forums.matrixgames.com/viewtopic.php?p=5269019)
TWEAK: OWA-UAVs (e.g. Shahed-136) are now more likely to be easily classified through NCTR (thus being immediately designated as hostile), and are also properly WRA-classified as aircraft-UAS
TWEAK: Added a "scaling factor" on the shock-factor damage logic. Smaller ships (up to corvette) receive more damage from underwater shock, while larger vessels (battleships, carriers, large commercials) receive proportionally less
TWEAK: Revamped usage of pathfinder generated plotted course to reach tanker
TWEAK: Refactor of Smart RP Placement keybindings, now working with ALT + Q
TWEAK: Refueling Queue drawn along with datalinks (different color)
TWEAK: Cargo PAX required for 'personnel' ground units equals crew count
TWEAK: Ignore automatic refuel scheduling attempts when in "RTB Manual" status unless really necessary
TWEAK: Added "enough fuel to reach tanker?" to criteria that tankers use to consider a client "on fumes"
TWEAK: Aircraft sensor pods or external fuel tanks can now have individual signature values (they override the stand-in assumption)
TWEAK: [Lua] SetScenarioMessageLogpath now also supports relative paths (The base folder towards with the relative path is resolved is the \Logs folder. If the full generated path does not exist, the call will attempt to create it and throw a Lua error if it is unable to.)
TWEAK: Various tweaks to the way AAW missile drag coefficient is calculated, to match public figure of 5 secs boost-duration for AIM-9L/M
TWEAK: Tweak mine detection for a non-sonar sensor
TWEAK: Tweak on gun-attack message log
TWEAK: [Lua] Standardized course object to allow all waypoint properties
TWEAK: Various performance tweaks
FIXED: Wrong text in Attack Withdraw Threshold settings
FIXED: [Build 1825.11] Clicking on SAAW Weapon in the DB Viewer Causes an Exception Error
FIXED: Tanker selection doctrine being always displayed as "Pick Nearest" in Flight Plan Editor
FIXED: Abnormal AAM variable burnout speed calculations
FIXED: [Lua] ScenEdit_SetDoctrine ThreatMaxDist is not working
FIXED: #17231 - Orca UUV with minesweeping equipment gets stuck
FIXED: Incorrect intermediate refuel point chosen for wingman in strike mission with separate weapon release points
FIXED: Line flicker on pathfinder-generated plotted course render
FIXED: Aircraft skipping Pathfinder-generated plotted course waypoints too early and cutting too close to no-nav zone
FIXED: Aircraft in "Heading To Refuel Point" status not waiting for pathfinder to finish evaluation, often crossing directly over no-nav zone
FIXED: Wingmen issues in following pathfinder plotted course, copying leader course when not needed
FIXED: Clearing of pathfinding waypoints when on "On Plotted Course" status and primary target is changed
FIXED: Wingmen not following leader with pathfinder-generated plotted course when in "Heading To Refuel" status
FIXED: Change in primary target clears pathfinder-generated plotted course when in "RTB" or "Heading To Refuel" status
FIXED: Joker fuel state non taken into account when evaluating refueling in exhausted state
FIXED: Refueling client not following pathfinder-generated plotted course that leads to tanker
FIXED: Tanker moving towards clients that are blocked by no-nav zone
FIXED: #17228: [1825.12a] Weapon not released
FIXED: Amphibious ACs should not being able to drop dopping sonars yet
FIXED: If airbase is destroyed but the reference is not yet removed, check for the latitude and longitude being 0 before trying to RTB into nothing
Fixed: "End campaign" screen was giving a Web2View error
FIXED: Altering an MDSP flight plan in a strike which involves long-flight cruise missiles takes too long (because it involves a DLZ recalc)
FIXED: Arithmetic overflow exception when calculating max range of aircraft with destroyed propulsion
FIXED: Retain row style on cargo container editor
FIXED: Incorrect assignment of "Station Time" value to "Spacing Time" and "Separation Time" in Flight Plan Time window
FIXED: Rounding error causing failure of Intersection calculation when adjacent to vertical axis
FIXED: Added safeguards for NaN or Infinite Coordinates in calculation of intercept point
FIXED: #17228: [1825.12a] Weapon not released
FIXED: #17260: THAAD firing against Vampire at 2500ft ASL
FIXED: Single unit on patrol unable to RTB for "Winchester" state
FIXED: Various fixes on the calculation of variable burnout speed
Fixed: #17261: strike SEAD escort don't engage
Fixed: Strike SEAD escort response radius changes lost
FIXED: Smart-RP patrol mission doesn't inherit patrol type
FIXED: Units unable to land due to flight-plan reset at "Landing Marshal" waypoint
FIXED: Bug in weapon flight time calculation
FIXED: Max AAW missile speed displayed on DB-Viewer "degrading" on repeated viewings when the "variable burnout speed" feature is active
FIXED: #17268 : Weapon green in manual alloc is not being fired
FIXED: MALD/TALD impact ground from 36k feet
FIXED: Compensate for turning circle confusing AoA on mine
FIXED: #17276: [1843] CTD when running scenario
FIXED: #17274: Active AAM detects target but doesn't track
FIXED: Fixed a case where clearing a unit's cached parent doctrine did not also clear the parent group's cached parent doctrine. So for example, a group assigned to an inactive mission wouldn't switch the doctrine inheritance correctly when the mission became active.
FIXED: Datalinked weapon not re-targeted when target is destroyed
FIXED: #17253: Selected scenario features and settings do not match on both windows when opening scenario
FIXED: Strike escort switching back and forth between "RTB" and "Waiting For Pathfinder" states
FIXED: Weapons fired ahead of planned release point for intercept missions
FIXED: JASSM not impacting facilities
FIXED: #17286: Ballistic missile TEL strike mission fail WRA
FIXED: In ship manouvering, the "manouver for standoff" logic was interfering with the "turn to unmask specific mount" logic
FIXED: When resolving point-defence jamming on a non-aircraft platform being attacked, the jammer's coverage arc was ignored
FIXED: Aircrafts on Patrol rejoining plotted course from landing marshal point when going back to base
FIXED: Aircrafts on Patrol rejoining plotted course from takeoff when going back to base after manual order
FIXED: 0017293: [1847] SEAD/Patrol with ToS do not generate FP for all units
FIXED: #17296: Incorrect endgame report
FIXED: #17256: Losses and Expenditures records inaccurate amount of weapons
FIXED: Brief loss of target track for Semi-Autonomous weapon causing premature severing of Datalink
DOWNLOAD: http://warfaresims.slitherine.com/CMO_B1852.7z
MIRROR: https://www.mediafire.com/file/zlc0jehj ... 52.7z/file
INSTALL: Simply unzip on top of v1.09/B1825.15, either on standalone or Steam installation. Answer "yes" to overwrite prompts.
CMO Build 1852 Release Notes (changes from B1825.15)
=====================================================================
ADDED: Fourth map icon option: Full APP-6
ADDED: Improved relief + bathymetry layer, enhanced in detail by EMODNet European coastal bathymetry data (https://emodnet.ec.europa.eu/en/bathymetry) and re-shaded for more finegrained detail up to 600m (maximum depth for vast majority of submersibles).
ADDED: New doctrine option: "AAW Rearward Fire". This can apply to aircraft and missile targets or just aircraft or just missiles, depending on the option chosen. 'Rearward' is based on the heading of the target; if the target is heading away from the firing platform then it is 'to the rear.' (ie. receding target). if this setting is applied, then the firing platform will drop the target.
ADDED: New doctrine option: "AAW WRA Qty". This counts AAW WRA (weapon quantity fired) either by each separate available weapon (legacy behavior) or alternatively by total allocated (new behavior). This addresses the problem where e.g. multiple ships in a group under attack have SAMs, each of the SAM types has a "3 per engagement" weapon quantity set for a given target type, but because a suitable incoming target is within range of two ships concurrently, the ships end up firing 3 + 3 = 6 missiles total. When the new behavior is active, in this example the ships will fire 3 missiles (whichever are immediately available), correctly "tally up" their joint salvo count, and hold.
ADDED: New doctrine option: "AAW Guidance". If this is set to 'drop guidance', the firing platform will drop guidance when it becomes impossible for the guided missile to intercept the target. This can allow a following weapon to make the intercept, or the firing platform to fire another shot, as it frees up the guidance system.
ADDED: New doctrine option: "Only specific targets" setting for strikes.
- Strike mission units (with the possible exception of Aircraft on a FP) with doctrine set to 'only mission specific targets' will not target anything that is not in their strike mission specific target list.
- Strike mission units won't target contacts for which they have no suitable weapons.
ADDED: Significant improvements to modeling of high-energy lasers:
- Major improvements in modeling of power-at-impact and absorption at different layers of the atmosphere (this is very important when the shooter and target are at significantly different altitudes, incl. space)
- Far more realistic modeling of laser kill probability against different weapon-type targets.
Weapons are now graded for durability/fragility levels. Examples:
* Small/Medium OWA-UAV => very fragile
* Glide bomb (JSOW etc.) => fragile
* Non-glide bomb (GBU, JDAM) => medium
* Iron bomb, rocket (guided and unguided) => tough
* Subsonic cruise missile => fragile
* Supersonic missile => tough
* Mach-3 and above weapon => medium
This grading is combined with the calculated power-at-impact to evaluate if a kill is made or the target is hit but survives.
ADDED (Re-added, more properly): Impact angle / crossing-target as a factor in guided weapon endgame calculations. This has been significantly improved since the original flawed implementation, and takes into account factors such as the target's LOS bearing-rate toward the shooter, the agility & seeker cross-tracking features of the interceptor, the closing rate etc. So for example under the same difficult circumstances (high LOS rate or high closing speed) the modern ESSM suffers much less degradation than the older Sea Sparrow.
ADDED: Added strike mission 'only specific targets' doctrine setting
ADDED: Range-ring colors added as "notches" on the weapons panel, to at-a-glance indicate the target suitability of each weapon
ADDED: Added LG hub to the "naughty list" of processes likely to interfere with CMO's render loop
ADDED: Simple hover-over (tooltip) on unit/group weapons listed on side panel
ADDED: "Create side" dialog is automatically opened when you perform an action that requires a side (e.g. add a unit)
ADDED: Recovery from incorrect tanker queue state
ADDED: [Lua] Added schedule fire time to SE_AttackContact()
ADDED: Sensor roles with passive minehunting
ADDED: [Lua] side:contactsBy
Includes the v516 release of the DB3000 & CWDB databases.
DB3000 v516 additions: http://warfaresims.slitherine.com/DB3K_ ... ngelog.txt
CWDB v516 additions: http://warfaresims.slitherine.com/CWDB_ ... ngelog.txt
Includes an updated version of Tides Of War #1 (ASEX-25):
- Fixed Special Action: Radio Warning failing.
- Fixed scoring penalty after being allowed to exit the exercise area to attend to the distressed civilian vessel.
- Adjusted points loss for violations of the exercise area. Every 60 minutes you will lose 10 points for each PAFMM ship that is inside the exercise area. Every 5 minutes you will lose 2 points for each ASEAN ship outside the exercise area (until the distressed ship event fires, then you can leave at will).
- Successful boarding actions now reward 10 points. Failed boarding actions will lose you 10 points.
- Added description of seaplane mechanics to scenario briefing.
- Points loss at start is now -250 (was -500).
- Fixed Aircraft and RHIBs being able to ram PAFMM vessels.
- Updated radio warning description to tell players it works for aircraft and ships.
- Adjusted the number of PAFMM vessels that spawn from a max of 18 to 15, per wave.
- Added a pop-up message to clarify the change in ROE when the PAFMM vessels stop responding to player radio warnings.
TWEAK: The map raster layers are now rendered in finer detail (removed the "pixelation" effect) at med/high altitudes
TWEAK: When detecting OWA-UAVs (e.g. Shahed-136), classify them as "air" contacts, not "weapon". This reverts the change introduced in v1.09 (See related discussion: https://forums.matrixgames.com/viewtopic.php?p=5269019)
TWEAK: OWA-UAVs (e.g. Shahed-136) are now more likely to be easily classified through NCTR (thus being immediately designated as hostile), and are also properly WRA-classified as aircraft-UAS
TWEAK: Added a "scaling factor" on the shock-factor damage logic. Smaller ships (up to corvette) receive more damage from underwater shock, while larger vessels (battleships, carriers, large commercials) receive proportionally less
TWEAK: Revamped usage of pathfinder generated plotted course to reach tanker
TWEAK: Refactor of Smart RP Placement keybindings, now working with ALT + Q
TWEAK: Refueling Queue drawn along with datalinks (different color)
TWEAK: Cargo PAX required for 'personnel' ground units equals crew count
TWEAK: Ignore automatic refuel scheduling attempts when in "RTB Manual" status unless really necessary
TWEAK: Added "enough fuel to reach tanker?" to criteria that tankers use to consider a client "on fumes"
TWEAK: Aircraft sensor pods or external fuel tanks can now have individual signature values (they override the stand-in assumption)
TWEAK: [Lua] SetScenarioMessageLogpath now also supports relative paths (The base folder towards with the relative path is resolved is the \Logs folder. If the full generated path does not exist, the call will attempt to create it and throw a Lua error if it is unable to.)
TWEAK: Various tweaks to the way AAW missile drag coefficient is calculated, to match public figure of 5 secs boost-duration for AIM-9L/M
TWEAK: Tweak mine detection for a non-sonar sensor
TWEAK: Tweak on gun-attack message log
TWEAK: [Lua] Standardized course object to allow all waypoint properties
TWEAK: Various performance tweaks
FIXED: Wrong text in Attack Withdraw Threshold settings
FIXED: [Build 1825.11] Clicking on SAAW Weapon in the DB Viewer Causes an Exception Error
FIXED: Tanker selection doctrine being always displayed as "Pick Nearest" in Flight Plan Editor
FIXED: Abnormal AAM variable burnout speed calculations
FIXED: [Lua] ScenEdit_SetDoctrine ThreatMaxDist is not working
FIXED: #17231 - Orca UUV with minesweeping equipment gets stuck
FIXED: Incorrect intermediate refuel point chosen for wingman in strike mission with separate weapon release points
FIXED: Line flicker on pathfinder-generated plotted course render
FIXED: Aircraft skipping Pathfinder-generated plotted course waypoints too early and cutting too close to no-nav zone
FIXED: Aircraft in "Heading To Refuel Point" status not waiting for pathfinder to finish evaluation, often crossing directly over no-nav zone
FIXED: Wingmen issues in following pathfinder plotted course, copying leader course when not needed
FIXED: Clearing of pathfinding waypoints when on "On Plotted Course" status and primary target is changed
FIXED: Wingmen not following leader with pathfinder-generated plotted course when in "Heading To Refuel" status
FIXED: Change in primary target clears pathfinder-generated plotted course when in "RTB" or "Heading To Refuel" status
FIXED: Joker fuel state non taken into account when evaluating refueling in exhausted state
FIXED: Refueling client not following pathfinder-generated plotted course that leads to tanker
FIXED: Tanker moving towards clients that are blocked by no-nav zone
FIXED: #17228: [1825.12a] Weapon not released
FIXED: Amphibious ACs should not being able to drop dopping sonars yet
FIXED: If airbase is destroyed but the reference is not yet removed, check for the latitude and longitude being 0 before trying to RTB into nothing
Fixed: "End campaign" screen was giving a Web2View error
FIXED: Altering an MDSP flight plan in a strike which involves long-flight cruise missiles takes too long (because it involves a DLZ recalc)
FIXED: Arithmetic overflow exception when calculating max range of aircraft with destroyed propulsion
FIXED: Retain row style on cargo container editor
FIXED: Incorrect assignment of "Station Time" value to "Spacing Time" and "Separation Time" in Flight Plan Time window
FIXED: Rounding error causing failure of Intersection calculation when adjacent to vertical axis
FIXED: Added safeguards for NaN or Infinite Coordinates in calculation of intercept point
FIXED: #17228: [1825.12a] Weapon not released
FIXED: #17260: THAAD firing against Vampire at 2500ft ASL
FIXED: Single unit on patrol unable to RTB for "Winchester" state
FIXED: Various fixes on the calculation of variable burnout speed
Fixed: #17261: strike SEAD escort don't engage
Fixed: Strike SEAD escort response radius changes lost
FIXED: Smart-RP patrol mission doesn't inherit patrol type
FIXED: Units unable to land due to flight-plan reset at "Landing Marshal" waypoint
FIXED: Bug in weapon flight time calculation
FIXED: Max AAW missile speed displayed on DB-Viewer "degrading" on repeated viewings when the "variable burnout speed" feature is active
FIXED: #17268 : Weapon green in manual alloc is not being fired
FIXED: MALD/TALD impact ground from 36k feet
FIXED: Compensate for turning circle confusing AoA on mine
FIXED: #17276: [1843] CTD when running scenario
FIXED: #17274: Active AAM detects target but doesn't track
FIXED: Fixed a case where clearing a unit's cached parent doctrine did not also clear the parent group's cached parent doctrine. So for example, a group assigned to an inactive mission wouldn't switch the doctrine inheritance correctly when the mission became active.
FIXED: Datalinked weapon not re-targeted when target is destroyed
FIXED: #17253: Selected scenario features and settings do not match on both windows when opening scenario
FIXED: Strike escort switching back and forth between "RTB" and "Waiting For Pathfinder" states
FIXED: Weapons fired ahead of planned release point for intercept missions
FIXED: JASSM not impacting facilities
FIXED: #17286: Ballistic missile TEL strike mission fail WRA
FIXED: In ship manouvering, the "manouver for standoff" logic was interfering with the "turn to unmask specific mount" logic
FIXED: When resolving point-defence jamming on a non-aircraft platform being attacked, the jammer's coverage arc was ignored
FIXED: Aircrafts on Patrol rejoining plotted course from landing marshal point when going back to base
FIXED: Aircrafts on Patrol rejoining plotted course from takeoff when going back to base after manual order
FIXED: 0017293: [1847] SEAD/Patrol with ToS do not generate FP for all units
FIXED: #17296: Incorrect endgame report
FIXED: #17256: Losses and Expenditures records inaccurate amount of weapons
FIXED: Brief loss of target track for Semi-Autonomous weapon causing premature severing of Datalink
Re: CMO v1.09 Build 1852 (Public Beta)
"ADDED: New doctrine option: "AAW Guidance". If this is set to 'drop guidance', the firing platform will drop guidance when it becomes impossible for the guided missile to intercept the target. This can allow a following weapon to make the intercept, or the firing platform to fire another shot, as it frees up the guidance system."
I think I'm in love...
I think I'm in love...
- HalfLifeExpert
- Posts: 1394
- Joined: Mon Jul 20, 2015 3:39 pm
- Location: California, United States
Re: CMO v1.09 Build 1852 (Public Beta)
Great! I'll install when I get home.
One question:
What is the "Junkyarded" section of the notes for the new DB3000?
One question:
What is the "Junkyarded" section of the notes for the new DB3000?
Re: CMO v1.09 Build 1852 (Public Beta)
Junkyard is how we handle units that are "deleted" from the DB or should not exist but cannot be removed due to backwards compatibility reasons when reassignment is not viable.HalfLifeExpert wrote: Wed Apr 22, 2026 9:05 pm Great! I'll install when I get home.
One question:
What is the "Junkyarded" section of the notes for the new DB3000?
- HalfLifeExpert
- Posts: 1394
- Joined: Mon Jul 20, 2015 3:39 pm
- Location: California, United States
Re: CMO v1.09 Build 1852 (Public Beta)
Hmm, interesting. Thanks!Kushan04 wrote: Wed Apr 22, 2026 9:54 pmJunkyard is how we handle units that are "deleted" from the DB or should not exist but cannot be removed due to backwards compatibility reasons when reassignment is not viable.HalfLifeExpert wrote: Wed Apr 22, 2026 9:05 pm Great! I'll install when I get home.
One question:
What is the "Junkyarded" section of the notes for the new DB3000?
Re: CMO v1.09 Build 1852 (Public Beta)
Junkyard isn't new. It's existed for awhile. The only thing new is listing the units that have junkyarded.HalfLifeExpert wrote: Wed Apr 22, 2026 9:57 pmHmm, interesting. Thanks!Kushan04 wrote: Wed Apr 22, 2026 9:54 pmJunkyard is how we handle units that are "deleted" from the DB or should not exist but cannot be removed due to backwards compatibility reasons when reassignment is not viable.HalfLifeExpert wrote: Wed Apr 22, 2026 9:05 pm Great! I'll install when I get home.
One question:
What is the "Junkyarded" section of the notes for the new DB3000?
Re: CMO v1.09 Build 1852 (Public Beta)
The new update seems slower performance. Compared to last stable update which was very smooth its unplayable. My friend has the same issue. Hopefully sorted out
Re: CMO v1.09 Build 1852 (Public Beta)
We're looking into it but so far we've been unable to recreate any significant slowdowns internally. Please make a post under Tech Support with your exception log, dxdiag, what version you're using (Steam or Matrix), and any benchmark mode results you've done.Mickeys91 wrote: Fri Apr 24, 2026 8:59 pm The new update seems slower performance. Compared to last stable update which was very smooth its unplayable. My friend has the same issue. Hopefully sorted out
-
Knightpawn
- Posts: 661
- Joined: Mon Dec 02, 2024 12:28 pm
Re: CMO v1.09 Build 1852 (Public Beta)
The list of new features and fixes is absolutely great. But, for now, I uninstalled it because the inability to assign and fire against multiple targets from the weapons allocation panel, and the loss of doctrine settings at the aircraft ops panel are both frustrating. Looking forward to the next version.
Last edited by Knightpawn on Sat Apr 25, 2026 8:05 pm, edited 1 time in total.
Re: CMO v1.09 Build 1852 (Public Beta)
Has this been reported on Tech Supported? I haven't seen a thread on this but I might have missed it.Knightpawn wrote: Sat Apr 25, 2026 7:48 pm the loss of doctrine settings at the aircraft ops panel are both frustrating. Looking forward to the next version.
-
Knightpawn
- Posts: 661
- Joined: Mon Dec 02, 2024 12:28 pm
Re: CMO v1.09 Build 1852 (Public Beta)
https://forums.matrixgames.com/viewtopic.php?t=416782Dimitris wrote: Sat Apr 25, 2026 7:52 pmHas this been reported on Tech Supported? I haven't seen a thread on this but I might have missed it.Knightpawn wrote: Sat Apr 25, 2026 7:48 pm the loss of doctrine settings at the aircraft ops panel are both frustrating. Looking forward to the next version.
In a nutshell.
1. Control select multiple units in the Aircraft Ops Panel -> Adjust the WRA (say set the distance for BVR missiles to 25%) > press Reset Affected Units (inherit from above WAR) => New setting not kept
2. Control select multiple units in the Aircraft Ops Panel -> Adjust the WRA (say set the distance for BVR missiles to 25%) > close panel without Reset Affected Units > New setting kept BUT => launch a group of two of those planes => check setting when airborn => New setting not kept
Re: CMO v1.09 Build 1852 (Public Beta)
I hope the new laser modeling would be an on-off option in scenario settings, as scenarios built with older databases won't have proper laser power data in the database.
-
DaveFromCTX
- Posts: 106
- Joined: Sat Mar 14, 2020 1:01 pm
- Location: Deep in the Heart
Re: CMO v1.09 Build 1852 (Public Beta)
Had the same issue and went back to the most recent stable. It operates fine and there's no crashes but it's very very slow.Mickeys91 wrote: Fri Apr 24, 2026 8:59 pm The new update seems slower performance. Compared to last stable update which was very smooth its unplayable. My friend has the same issue. Hopefully sorted out
That being said the improvements this game has had since I joined in 2020 have been insane. It is so cool to be part of this community. I'm confident that the speed issues will be worked out. (I don't create tech support tickets because I've been playing the exact same scenario over and over again for 4 years)
