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RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Sep 20, 2020 9:31 pm
by Rory Noonan
ORIGINAL: Blast33
Would it be a nice one to make a distinction between doctrine and proficiency of Air, ground and naval forces?
In most scenario's it is wise for fighters to use their radar and attack targets of opportunity, but ships want to keep quiet.. If you select it now, all the ships will start to fire their Tomahawks and that is not what you want. [;)]
Also the proficency of an, lets say a navy force, can be very different from the countries airforce. To select all Air, than Navy and then Ground units by hand is quite a boring and lengthy work.
Therefore a selection button for doctrine and proficency per force would get my kudos!
If I were trying to model major differences in operational experience and practice between different arms of a military, and didn't want to just write a quick Lua script to assign the proficiency, I would set them to different sides and use the side proficiiency and doctrine. This would also go some way to modelling comms between sides etc.
Alternatively, to single out a type of unit to apply proficiency to:
local typeOfUnit = 'Aircraft'
local side = VP_GetSide({side='Spain'})
for k,v in ipairs(side.units) do
local unit = ScenEdit_GetUnit({guid=v.guid})
if unit.type == typeOfUnit then
ScenEdit_SetUnit({guid=unit.guid, proficiency=3}) --0 Novice | 1 Cadet | 2 Regular | 3 Veteran | 4 Ace
print(unit.name)
end
end
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Mon Sep 21, 2020 4:52 pm
by Blast33
Oef..that lua is something I will have to dive into..
A bit scary, but maybe I should take the jump..[X(]
Thanks for showing the way!

RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Oct 02, 2020 5:47 pm
by BDukes
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Oct 03, 2020 8:12 am
by guanotwozero
ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Oct 03, 2020 10:08 am
by BDukes
ORIGINAL: guanotwozero
ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.
I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?
Thank
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Oct 03, 2020 11:19 am
by guanotwozero
ORIGINAL: BDukes
I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?
Yes, in the above scenario I can launch them from P-8A Poseidons. I can't vouch for how well they work, but launchable is a good start.
Edit: I'm using the recent version from the scenarios thread, in case the earlier default one is different. I can't remember if they were there.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sat Oct 03, 2020 9:12 pm
by KnightHawk75
ORIGINAL: BDukes
ORIGINAL: guanotwozero
ORIGINAL: BDukes
Could we have air launched drones?
There are already some. I'm playing Beirutdude's Fiery Cross Reef and it features MALD-Js, ITALDs and Perdixes, so it may just be a case of adding more to the database & loadouts.
I know ITALDS but Perdixes don't seem to be an available loadout despite being in aircraft names. Do you have a version where perdix work?
Thank
The Perdixes are actually part of the counter-measures mounts on certain (more recent) f/a-18 models (they might be on a couple others p-8 etc). They function as both that and drones. You launch them manually via BOL.
That said, and it might be fixed now (either newer db's or code), some time ago (march?) they're were kinda a cheat because it seemed few if any aircraft could shoot them down so if you launched them once they were spotted by the ai the ai aircraft would endlessly get stuck in a engagement loop trying to target them till perdixes ran out of fuel which, was lasting like 45 minutes if I recall correctly - quite the distraction for ai, but super useful at the time I was playing Putins War - Bodo Express scene.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Oct 23, 2020 8:31 pm
by thewood1
Interface change in CMO...
If we could have the buttons along the top that open attack, speed, course, sensors, etc. windows also close the same window, that would be a useful change to using the mouse. Not a huge deal and maybe not worth the expended effort, but I am constantly clicking on them to close out of habit from other apps.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Oct 23, 2020 8:42 pm
by DWReese
AMP--Flight Mission Planner
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Oct 25, 2020 1:13 pm
by BDukes
Interface Change in Editor mode
Could the fuel bar allow you to edit unit fuel in editor mode by clicking on it and then dragging out the amount on the bar?
Thank!
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Oct 25, 2020 2:06 pm
by KnightHawk75
Editor mode
Boat\dock-view dialog for ports\piers, ability to change\adjust 'ready time' just like related aircraft dialog for air bases.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Oct 25, 2020 8:34 pm
by gennyo
A type-in filter box for "Add Cargo" edit window would be nice, the present one is slow to scroll and the list is long.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Mon Oct 26, 2020 7:10 pm
by gsalvar
Enable borders/coastlines at close-in zoom
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Fri Oct 30, 2020 5:21 pm
by BDukes
Would it be possibles to add setting to land facility to have them in revetment. So can have a switch called revetted or dug in or somethings like that similar to stay in place switch. Effect could be Armor, DP increase or damage reduce.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Sun Nov 01, 2020 10:50 am
by BeirutDude
Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Mon Nov 02, 2020 1:40 am
by Rory Noonan
ORIGINAL: BeirutDude
Some way to set different postures for various sides entering an Exclusion Zone. For example a civilian aircraft entering an exclusion zone is marked "Neutral" but an Iranian is "Hostile."
How do you know which is which?
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Mon Nov 02, 2020 6:17 pm
by BeirutDude
I would suggest a toggle/buttons could be generated for the available sides in the scenario for whom the exclusion zone COULD apply. So if the Scenario had four "sides" in addition to the side the exclusion zone was being created for and you wanted two (2) of them to become hostile if they overflew the zone you would toggle those two (2) sides on to activate them, and thus the exclusion zone wouldn't apply to the remaining two (2) that are unchecked.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Mon Nov 02, 2020 10:58 pm
by stww2
Update Northern Inferno to include aircraft damage
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Tue Nov 03, 2020 4:42 pm
by Battelman2
A feature I would love is being able to assign No-Nav zones to missions, instead of globally to unit types. I want my AAW patrol to respect it, but I want my Land Strike attack aircraft w/ escorts to violate it.
RE: CMO RUNNING POLL - Gameplay feature requests
Posted: Tue Nov 03, 2020 5:26 pm
by KLAB
I am being lazy and haven't checked if its been requested but if so I'd just like to add my vote for being able to specify minimum and maximum altitudes for No Nav zones and missions, especially ground attack or anti surface. Creating in effect a 3D box which could be flown over or under.
For missions it would mean aircraft even in evasion mode wouldn't descend below an absolute specified minimum altitude or go above a specified maximum height.
I have had to micro manage too much when aircraft descend to low altitude and get hit by SAM/SPAAG and MANPADS because they are auto auto evading 1960's SA-2's (which would probably miss, be jammed or evaded easily without descending down into the dirt where a Shilka promptly shreds them using an optical gun sight).
I would also add the option to do not go above "X" altitude when on RTB to resolve the issue that aircraft on RTB after stores are expended seem to "forget" they are still under threat and immediately drift up to cruise altitude to make their way home.
Thanks
K