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RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Wed Oct 09, 2019 1:13 pm
by LMychajluk
+2
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Wed Oct 09, 2019 2:19 pm
by LORDPrometheus
Expanding on that the ability to select which icons to use for each unit or at least by category For example I would prefer to use the NATO symbols for weapons ground vehicles and aircraft but think the Stylized ones would work better for ships and subs.
One more feature I could see being cool and performance saving would be to have ground units expand when you add vehicles to them let me explain. Currently if you have a mission to take out an armored regiment you need to place down a few dozen ground targets and hit each individually. It would be nice to be able to have a group act as it's own target so that you can just dynamically create a new unit block containing X number of Y equipment and have the icon, health and damage scale automatically. Would also work well for attacking facilities
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Mon Oct 14, 2019 9:56 am
by deepdive
This looks so sweet[&o]
Could you please consider joining CWDB and DB3K? as i am an old cold warrior, i run in to some problems with the split.
If a single database gets too big, why not split the database in to countries and let the scenario creator and player decide the databases needed for the scenario.
Bjørn
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Mon Oct 14, 2019 11:20 am
by thewood1
What are you doing that causes the databases to overlap? There is already significant overlap in the years available in each.
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Mon Oct 14, 2019 5:47 pm
by deepdive
The main problem is lack of nuclear weapons "SIOP" ,i was led to belive that it would be too much work to add all those weapons/nukes to subs, ships, sams, shells and aircraft`s, because of those DB`s size, and then you have aircraft like USANG F-4E in mid 80`s that don`t have the AIM-9L/M on ATA loadout`s. Another problem is that the weapons availible for an squadron at a given time is pretty interesting as a loudout for air to air would be those latest types of weapons, but they would not be used for strike/attack missions. US could still be flying the Sparrow`s today.I find these issues to be a problem for realism in game. The latest hornet`s in US, are they all flying the AIM-120D? i am under the imression that they are still using the B and C models. It would be nice to jump a hornet loaded with Sparrows or early Amraam`s.[:D]
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Mon Oct 14, 2019 5:56 pm
by Dimitris
ORIGINAL: deepdive
US could still be flying the Sparrow`s today.I find these issues to be a problem for realism in game.
US retired all air-launched Sparrows in 2003. They're not coming back, not even in wartime.
You need a Hornet with Sparrows? Pick any of the pre-92/93 versions.
It sounds like you're really passionate about specific DB items. Maybe you can join the DB editing team. You can then discover first-hand just how much work goes into each and every "wouldn't it be nice if...".
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Mon Oct 14, 2019 10:30 pm
by tjhkkr
Wow! Looing forward to this!
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Tue Oct 29, 2019 2:27 pm
by JOhnnyr
ORIGINAL: Dimitris
ORIGINAL: Japo32
One user in spanish forum pointed to something intereseting. He said that now maybe tacview would make some kind of cheat, as for example in the video of the akula sub when deep dives in tacview, that information is not shown in the map of cmano.
I don't know if that happens or not, but my question is: Will tacview only represent what is known of the contacts? When it doesn't know the deep (altitude), exact location of the contact (but know it is there), or even if it is a contact you don't know which class of it, it is, how is going to be that represented in Tacview? I hope the same way that in Cmano (jumping 3D objects for not known real position contacts, blanc 3D for not really known contacts, etc...)
Thanks!
The user is correct; Tacview was originally designed as an AAR tool so it's geared to always show the "ground truth". So using it in conjunction with Command can lead to the user "cheating". (Of course, Command has always inherently left to the user's discretion whether to stay within the restrictions of realistic fog-of-war; for example, it is trivial to cheat by running a scenario in ScenEdit mode).
If there is sufficient interest post-release, we can examine the possibility of tweaking the streamed information to approximate the own-side view of the theater instead of the ground truth.
Can someone elaborate? Does this mean you can't use tacview without effectively cheating?
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Wed Oct 30, 2019 2:10 pm
by Gunner98
Another popular request has now been fulfilled: The ORBAT (order of battle) window can be held open continuously through a game session, as it updates automatically. In addition, key-search on the ORBAT list is now possible, allowing players to easily find a specific unit that they are looking for:
Mana from heaven! Thanks guys this looks great.
I was skeptical on the utility of Tacview as I've used it before and believe it may suck players into the ultra-tactical in an operational level game, but watching those videos I can see how it can really add to the experience.
Looking forward to this!
RE: CMO User interface and experience, Part II (featuring the TacView, LOS, ORBAT, and more)
Posted: Sat Nov 02, 2019 10:59 am
by BDukes
ORIGINAL: Dimitris
ORIGINAL: Japo32
One user in spanish forum pointed to something intereseting. He said that now maybe tacview would make some kind of cheat, as for example in the video of the akula sub when deep dives in tacview, that information is not shown in the map of cmano.
I don't know if that happens or not, but my question is: Will tacview only represent what is known of the contacts? When it doesn't know the deep (altitude), exact location of the contact (but know it is there), or even if it is a contact you don't know which class of it, it is, how is going to be that represented in Tacview? I hope the same way that in Cmano (jumping 3D objects for not known real position contacts, blanc 3D for not really known contacts, etc...)
Thanks!
The user is correct; Tacview was originally designed as an AAR tool so it's geared to always show the "ground truth". So using it in conjunction with Command can lead to the user "cheating". (Of course, Command has always inherently left to the user's discretion whether to stay within the restrictions of realistic fog-of-war; for example, it is trivial to cheat by running a scenario in ScenEdit mode).
If there is sufficient interest post-release, we can examine the possibility of tweaking the streamed information to approximate the own-side view of the theater instead of the ground truth.
I have interest in this as I am not sure what real value Tacview has to me without fog war or after-action report run other than make cool screenshot. I buy regardless as game is great.