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RE: RUNNING POLL - gameplay features
Posted: Fri Jan 06, 2017 11:10 am
by Gunner98
Another method is using Alt+S and cycle though the sides - quite helpful but doesn't do exactly what your asking. I have the same issues but Ragnor pointed out the hotkey function and it is very useful.
B
RE: RUNNING POLL - gameplay features
Posted: Fri Jan 06, 2017 5:59 pm
by Peter66
Ooohh, that's easier on the hands. Many thanks.
RE: RUNNING POLL - gameplay features
Posted: Sat Jan 07, 2017 11:02 am
by DrRansom
From another thread:
Electronic Warfare jammers include affected wave-lenghts in unit description
Electronic Warfare aircraft have a weapon mount display showing jammer preferred direction.
Both would make it easier to use electric warfare without giving the player any unrealistic information.
RE: RUNNING POLL - gameplay features
Posted: Sat Jan 07, 2017 3:18 pm
by wild_Willie2
+1 for the extra jammer information!!
RE: RUNNING POLL - gameplay features
Posted: Sat Jan 07, 2017 3:31 pm
by Sardaukar
Indeed.
Both radar and jammer frequencies should be available in DB viewer.
RE: RUNNING POLL - gameplay features
Posted: Wed Jan 11, 2017 12:38 am
by Cik
the game already tracks which radars are FCRs (proof being that there is a "show only FCR emissions" option
can we get an option for SEAD patrol/SEAD strikes to only target FCRs with ARM?
certain scenarios almost require this due to how many SAMs there are and how little ARMs you are provided with.
especially in patrols keeping SEAD units on station is often fairly difficult because as soon as they arrive they will toss a ton of HARMs at a bunch of non-threatening search radars and then immediately RTB.
RE: RUNNING POLL - gameplay features
Posted: Wed Jan 11, 2017 8:37 am
by Peter66
Just found something out that I didn't realise wasn't already present. Can we have the option to nest groups please?
Example:
US Carrier Strike Group's include at least 2 destroyers/frigates. I just created several ships from DESRON 15 and added them to a group named DESRON 15. However when merging DESRON 15 with CSG 5 it automatically disbands DESRON 15 and merges them in to the new group CSG 5. The ability for it to either remember the group before or an ability to have a hierarchical group system would be useful. Would allow players to group useful units but allow them to participate in a larger picture for short periods of time before going back to their original missions etc.
RE: RUNNING POLL - gameplay features
Posted: Mon Jan 16, 2017 2:21 pm
by orca
Would be great if there were different types of escorts on strike mission:
This very well could be part of the advanced strike planner that we are all eagerly awaiting.
i.e.
AAW -fly in front of strike package and engage aircraft
SEAD- fly in front of strike package and engage SAM, radar, etc
EW/OECM- fly behind strike package
Tanker- fly behind strike package and disengage before flying into a designated area
Thanks for considering.
RE: RUNNING POLL - gameplay features
Posted: Tue Jan 17, 2017 4:12 am
by Chris21wen
Some method of working out when dawn and dusk are. This will allow planning of strikes with day only a/c. No point in launching if the a/c are going to arrive at night.
RE: RUNNING POLL - gameplay features
Posted: Sat Jan 21, 2017 8:13 pm
by Puciek
I would love for the main game window to remember its last position when launching. The issue is that I normally don't play it on full screen, but instead neatly nested between other windows. Sadly whenever I restart CMANO, it starts in maximized mode, so I have to load a scenario, and then I can re-nest the window. It would be lovely if it could remember it's own settings from last launch, just like the other windows do.
RE: RUNNING POLL - gameplay features
Posted: Tue Jan 24, 2017 3:05 am
by majorskiddies
I didn't notice fixing the UI with 4k/ULD screens but that would be my pick in terms of usability.
I voted for more immersive land combat.
I kind of hope that includes proper amphibious and ferry missions (paratroops, helo assault etc).
Never seen a game that could handle a brigade para drop but this could be the one once implemented. Don't forget to add para drop RHIBs and Zodiacs when implemented Matrix Team!?:)
RE: RUNNING POLL - gameplay features
Posted: Tue Jan 24, 2017 4:18 am
by BathtubAdmiral
I would be glad about a simpler cargo system for beeing able to establish a supply chain. For me it's frustrating to transport dozens of tons of freight to a hub by Hercules or C-17 and then not beeing able to take the supplies to the troops by helicopter e.g. I would prefer a cargo system as simple as for passengers, troopers etc.
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 1:04 pm
by inanetunaman
i have already said this on steam, but that is not the game website so i will say it here as it is not on the list
i really think it needs a custom unit/layout/sensor/weapon editor, and an ability to load multiple files in the editor so you can add you new special units, or pluck small amounts of units out of the other databases easily
i have a bunch of others that i may format later(it can be a long list), but this is the biggest one i want and suggesting 50+ things may not be effective
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 6:23 pm
by Dimitris
ORIGINAL: inanetunaman
i really think it needs a custom unit/layout/sensor/weapon editor, and an ability to load multiple files in the editor so you can add you new special units, or pluck small amounts of units out of the other databases easily
The scenario editor already offers the ability to customize a unit's weapons, sensors, datalinks etc. (see also the manual). It's not covering everything (e.g. you cannot change engines ATM) but it addresses the most common use cases. See also:
http://www.warfaresims.com/?page_id=2920#1101
A comprehensive DB editor is available in the
Professional Edition.
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 6:51 pm
by inanetunaman
that was not what i meant, i mean creating a new weapon of ship, it is very very very very tedious to edit ships, especially if you want a new class of fleet ship or drone,
the sensor list is the worst of all here, it is almost impossible to understand them, and picking one with the range you want is hard
and the weapon editor does not work for planes, yes you can add the missile you want, but it always has the weapon added regardless of the layout you pick, i want my plane to be able to load the Israels short range AA missile instead of the american one, also you can't edit planes on the ground, and honestly it is unrealistic to expect someone to spend 10 hours editing planes just to change one layout, i have tried to do this, and have spent over a week merely adding units and filling magazines with every single weapon for every single plane
you also can't change armor, signatures(radar,sonar, and visual), air facilities, fuel supplies, AIP sources, max speed,max sea state, and/or max depth/altitude , also day/night effectiveness
i have read the post saying why they don't want us to be able to alter databases, but you could go around that by allowing us to make our own units as seperate files that are attached and then loaded after the database when a scenario was started
at very least, it would help if you could copy a unit WITH its altered properties
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 6:57 pm
by mikmykWS
You can clone a unit in game using Shift C (opposed to just c which copies the unit in a pristine state from the db). If you'd like to move it from scenario to scenario you can capture the changes in a delta file who's changes can be applied to any scenario you wish. There is a bit in the manual.
As far as a db editor we're not offering that to the entertainment crowd at this point. Maybe one day.
Thanks!
Mike
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 7:21 pm
by inanetunaman
that works well for ships, but not planes, were i really would want to change layouts, changing layouts meaning adding or changing an option that is selected before launch, and as far as i know, can't be done for landed aircraft, so you can't make a special fighter squadron were their F22s carry special sidewinders that work on ground units as well, or the simpler one that allows them to be equipped with 2 AAAMs or 6 AMRAAMs
it would allow you to replace their gun with a forward firing laser(i think, but am not sure if only clicking one box would mean straight firing in front of the aircraft) ... although the current lasers i have found in the database are too powerful for my idea were it only really works on planes or missiles, and barely does anything to ships or soft targets
it would also be nice if there was a way to reto-fit an older plane that makes it have later weapon/sensor versions, even if the real plane no longer exists
RE: RUNNING POLL - gameplay features
Posted: Sun Jan 29, 2017 9:08 pm
by mikmykWS
ORIGINAL: inanetunaman
that works well for ships, but not planes, were i really would want to change layouts, changing layouts meaning adding or changing an option that is selected before launch, and as far as i know, can't be done for landed aircraft, so you can't make a special fighter squadron were their F22s carry special sidewinders that work on ground units as well, or the simpler one that allows them to be equipped with 2 AAAMs or 6 AMRAAMs
it would allow you to replace their gun with a forward firing laser(i think, but am not sure if only clicking one box would mean straight firing in front of the aircraft) ... although the current lasers i have found in the database are too powerful for my idea were it only really works on planes or missiles, and barely does anything to ships or soft targets
it would also be nice if there was a way to reto-fit an older plane that makes it have later weapon/sensor versions, even if the real plane no longer exists
I understand. There are no plans to release that capability at this point. Sorry.
Mike
RE: RUNNING POLL - gameplay features
Posted: Mon Jan 30, 2017 10:50 am
by ColonelMolerat
inanetunaman -
I don't know if this helps, but if I want a special loadout on grounded planes, I place them in the air, set their loadout, then tell them to land.
Once they've landed, I set their time to ready, and reset the mission time to the start, so it's as if they were never in the air.
If they use up their new weapons, when they land again it says that they're rearming with their old loadout, but once they take off they'll have also rearmed the new weapons you gave them.
RE: RUNNING POLL - gameplay features [Counting Damage Points (inflicted and suffered) ]
Posted: Thu Feb 09, 2017 4:03 pm
by Fer_Cabo
In order to define a "fair" scoring (obviously it's not the same damaging a corvette than a cruiser or CVN, or BCGN, etc.), lots and lots of SCORING EVENTS have to be set up.
And that scoring criteria and the numerous events associated to it can vary from one scenario to another, and above all, it's more or less arbitrary depending on the guy who's editing the Scenario, besides not discerning one level of damage from another as previously stated.
Now imagine duplicating, triplicating or even more so the number of events to simulate the varying % of Damage due to repeated attacks, which does not consider the increasing damage caused by a Fire or Flooding resulting from just one initial attack.
No doubt, CMANO keeps track (at least separately) of the DPs suffered by each and every unit at any given moment. The aim here is to be able to add up and summarize that amount of DPs in a way that can be used to trigger events (i.e. => When DP suffered > 15.000 then Change ROE and Grant Use of Nuclear Weapons - Set to "Yes")