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Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Wed Jan 24, 2024 9:33 am
by ClaudeJ
Mission editor
  • Don't close the Missions Collapsible Menu when you edit a package
When one edits a package (name, status etc.), its parent collapsible menu closes, forcing you to click again to unfold that menu again, and only then go along with the rest of your edits.
Why, oh, why? Every time we are forced to click unnecessarily, a kitten dies. Save the kitten.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Wed Jan 24, 2024 10:55 pm
by Eboreg
lumiere wrote: Wed Jan 24, 2024 3:04 am I believe most of them are actually possible.
1-2) IIRC jettison doctrine includes (external) fuel tank. However, I doubt jettisonning will improve the stealthy, as radar signature is set for each loadout itself, not current store status.

3) Set Air WCS doctrine as HOLD not to fire against incoming missile. Note that most weapon (generally small, low and fast) simply cannot be indenfied visually before hit someting.

4) Obviously, this can be prevented by unchecking "Collective Responsibility" side option of intended neutral/unfriendly side.
Jettisoning fuel tanks does improve stealth, I have had F-22 Raptors with drop tanks get fired on only once before proceeding to wreck enemy fighters from invisibility. Unfortunately, there's a certain problem that they've already been fired upon creating a very hairy situation.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Jan 27, 2024 10:05 pm
by FifthDomain
Can i request a tick box next to the "Try to keep __ units per-class on-station" that turns off the per-class part or a second line that allows you to just set the number of units on station despite class.

This would be helpful for patrols with mixed aircraft types.

Thanks

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Jan 28, 2024 9:13 am
by mikerohan
FifthDomain wrote: Sat Jan 27, 2024 10:05 pm Can i request a tick box next to the "Try to keep __ units per-class on-station" that turns off the per-class part or a second line that allows you to just set the number of units on station despite class.

This would be helpful for patrols with mixed aircraft types.

Thanks
+1

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Jan 28, 2024 11:47 am
by ClaudeJ
Database
  • Merge CWDB and DB3K databases.
Makes everyone's life easier, and gets more coherent data on timeless platforms.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Jan 28, 2024 4:16 pm
by trevor999
ClaudeJ wrote: Sun Jan 28, 2024 11:47 am Database
  • Merge CWDB and DB3K databases.
Makes everyone's life easier, and gets more coherent data on timeless platforms.
+1

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Fri Feb 02, 2024 1:41 pm
by ClaudeJ
Mission Editor
  • Ferry class Mission, Set the default Flight Size to 1 (and Include in ATO checked)

Save a kitten.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Fri Feb 02, 2024 3:28 pm
by blu3s
FifthDomain wrote: Sat Jan 27, 2024 10:05 pm Can i request a tick box next to the "Try to keep __ units per-class on-station" that turns off the per-class part or a second line that allows you to just set the number of units on station despite class.

This would be helpful for patrols with mixed aircraft types.

Thanks
Logged #0015531

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Thu Feb 08, 2024 11:01 am
by ClaudeJ
Database viewer
  • Description use html or markdown interpreter to allow richer content than a txt file
The current interpreter can only read text files. Allowing formatting in HTML, or even better in markdown, would allow much richer content to be integrated into the game. Make DB Viewer Great Again? ;)

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Feb 10, 2024 6:43 am
by JFS737
Another Feature request. It seems the cargo engine is functioning reasonably well. With this we can create a fairly decent if not robust scenario logistics system and make missions that highlight and focus on the importance of cargo, fuel, munitions and logistics in general. One last piece is missing though..... Although you can place cargo INTO ammo / magazines.... you cannot take weapons from magazines ... place them into CARGO (container or other) and transfer/deliver that cargo to another base where it could go to the map, to cargo or INTO magazines!

Please allow us to move magazine weapons to cargo and then from ships/airpbases/ports/other into CARGO on other ships/airbases/ports/etc.
Of course in the Doctrine/ROE... General section you should add a checkbox for allowing or not allowing munitions logistics for each mission (as mission designers may not want this .... or may choose to implement it).

Thanks,

John

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Feb 10, 2024 9:40 pm
by FifthDomain
JFS737 wrote: Sat Feb 10, 2024 6:43 am Another Feature request. It seems the cargo engine is functioning reasonably well. With this we can create a fairly decent if not robust scenario logistics system and make missions that highlight and focus on the importance of cargo, fuel, munitions and logistics in general. One last piece is missing though..... Although you can place cargo INTO ammo / magazines.... you cannot take weapons from magazines ... place them into CARGO (container or other) and transfer/deliver that cargo to another base where it could go to the map, to cargo or INTO magazines!

Please allow us to move magazine weapons to cargo and then from ships/airpbases/ports/other into CARGO on other ships/airbases/ports/etc.
Of course in the Doctrine/ROE... General section you should add a checkbox for allowing or not allowing munitions logistics for each mission (as mission designers may not want this .... or may choose to implement it).

Thanks,

John
Unless i'm misunderstanding what you are asking for i'm pretty sure you can do this already. You can definitely move weapons from the magazine load them into containers and fly them elsewhere for unloading.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sat Feb 10, 2024 10:59 pm
by JFS737
Another.... For Cargo missions DELIVERY works fine for land bases.... cargo in the form of containerized weapons are transferred to magazines to increase weapons available!!! Fuel is similar although not used by A/C. But..... same type cargo cannot be DELIVEREd to a ship!!! Thus a ships weapons and fuel cannot be resupplied using this awesome feature. One can send Cargo in containers (with weapons in them) to the ship, but they remain CARGO and cannot be transferred to the ships magazines!! This would be a TRANSFER cargo mission.

So, PLEASE allow DELIVERY type cargo missions to SHIPS which would then allow ships magazines (and theoretically fuel!) to be resupplied.

Thanks

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 1:54 am
by trevor999
JFS737 wrote: Sat Feb 10, 2024 10:59 pm Another.... For Cargo missions DELIVERY works fine for land bases.... cargo in the form of containerized weapons are transferred to magazines to increase weapons available!!! Fuel is similar although not used by A/C. But..... same type cargo cannot be DELIVEREd to a ship!!! Thus a ships weapons and fuel cannot be resupplied using this awesome feature. One can send Cargo in containers (with weapons in them) to the ship, but they remain CARGO and cannot be transferred to the ships magazines!! This would be a TRANSFER cargo mission.

So, PLEASE allow DELIVERY type cargo missions to SHIPS which would then allow ships magazines (and theoretically fuel!) to be resupplied.

Thanks
+1

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 2:32 am
by JFS737
Hello 5th Dom,
Quote from me? " Can you please eplain how this is done? "
EDIT: Thanks to 5th Dom, I went back and tried some more and found success. Turns out you need to have CONTAINERS in the scenario (or go to the Editor and add them). Most, if not all do NOT have them by default, which I think should be a change for the devs to address. If a user adds a magazine or a unit is created that comes with a magazine (CVN, LHA... etc). then it should also have a group of 2-4 of EACH container.
This would enable resupply and logistics to be available by default instead of having to manually add them each time (could be disabled by the scenario author).
It's all about the CARGO--> Containers--> Edit Containers button. Swaps munitions into/out of magazines (Not working for ships, please fix / add this?)

so it's
1. Make containers default included with magazines (ships too)
2. Make the ships magazines work with Containers (the EDIT containers button is grayed out)


Thank you 5th Dom for your help, forced me to try again and use the editor.

Regards,

John



[/quote]

Unless i'm misunderstanding what you are asking for i'm pretty sure you can do this already. You can definitely move weapons from the magazine load them into containers and fly them elsewhere for unloading.
[/quote]

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 3:33 am
by FifthDomain
JFS737 wrote: Sun Feb 11, 2024 2:32 am Hello 5th Dom,
Can you please eplain how this is done, I've been trying mightily to move weapons FROM magazines to CARGO (In order to move it to another base or ship and enter it into their magazines). So far I've found no way (without the editor) to place weapons from base or ship magazines into CARGO so that it can be shipped to another base/ship magazine (ships not working as well, but for other reasons).

Thanks for any help figuring this out. If it works, that just leaves the problem with ships!

John



Please allow us to move magazine weapons to cargo and then from ships/airpbases/ports/other into CARGO on other ships/airbases/ports/etc.
Of course in the Doctrine/ROE... General section you should add a checkbox for allowing or not allowing munitions logistics for each mission (as mission designers may not want this .... or may choose to implement it).

Thanks,

John
For moving munitions start at an airbase that has munitions in its magazine, you will then need to add something to carry munitions like a 40ft ISO container ect. I think this bit has to be done in editor after that it should be good in normal play. Once you have some containers at the airbase (these can also be transported from other air bases) click the little cargo button. This will bring up Cargo Operations menu which will show a list of the available containers. Select one of the containers so its highlighted then press the left hand button at the bottom named Container. This will open a new menu called Cargo Operations - Container, on the right will be a list of the munitions you have at the airport and below a load selected button. You'll have to play about with how to pack them into the containers but at the bottom left is a bar chart showing how much room is left. Once loaded press confirm to make the transfer. This will leave you with munitions in containers, next select an aircraft capable of lifting cargo (with a cargo loadout) in the Air Ops window of the airbase. With the aircraft selected at the bottom right of the Air Ops window is a button that says Cargo Ops press this to open up Cargo Operations for the aircraft. It will show all your loaded containers, select the ones you want to load and press Load One/All to add as needed then confirm. The aircraft will then show a ready time of how long it will take to load after that you can fly to wherever you want to unload it. Then it's the reverse to unload (it might unload on its own but i'll have to double check that). It can also be done with cargo missions in which case you'll only need to do the first bit manually.

Hope this helps, if you need more info there are tutorial videos on youtube if i remember correctly (search for CMO Cargo 2.0) or open a thread in tech support and i'll try do a better walk through with some images so it doesn't clog the requests thread.

It might be worth asking in tech support if it should be possible to unload munitions onto boats in the description for Cargo 2.0 it says airbase and ports etc, so it not clear if that includes boats. You can transfer munitions from a Support Ship to a Warship though and to boats that are docked IIRC.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 7:56 am
by JFS737
Thanks 5th Dom,
I figured it out (except for ships) because you said it works.... went to the editor and added CONTAINERS and that was the key. (I edited my post above to update that I finally figured it out... could not have done it without your help)

Re: ships.... I've not been able to re-supply their AVIATION or CARRIER or GENERIC magazines with aviaiton weapons so far, just fuel via a resupply ship or Ships weapons resupply. But, if you say it works I'll try again! Still standing by my request to make ships magazines re-supllyable via the present CARGO Container --> edit container function that works well for bases.

Thanks again.

John

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 5:20 pm
by FifthDomain
JFS737 wrote: Sun Feb 11, 2024 7:56 am Thanks 5th Dom,
I figured it out (except for ships) because you said it works.... went to the editor and added CONTAINERS and that was the key. (I edited my post above to update that I finally figured it out... could not have done it without your help)

Re: ships.... I've not been able to re-supply their AVIATION or CARRIER or GENERIC magazines with aviaiton weapons so far, just fuel via a resupply ship or Ships weapons resupply. But, if you say it works I'll try again! Still standing by my request to make ships magazines re-supllyable via the present CARGO Container --> edit container function that works well for bases.

Thanks again.

John
I think with ship to ship it doesnt need to be in containers i managed to transfer 48 AIM-260 from support shit to a carrier and they went straight into the magazine, it takes a while and i didn't try loads of weapons just made sure it worked. Use right mouse click on the ship you want to rearm, scroll down to UNREP and select rearm automatically/manually.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 7:08 pm
by fitzpatv
Enable EMCON to be set for multiple selected units from the base/carrier screen.

At the moment, it has to be done one unit at a time (dismissing the EMCON Obedience pop-up each time) which is a major playability issue in large scenarios.

If the EMCON Obedience pop-up can't be removed because it is useful in deterring erroneous bug reports, I can live with that. Once for a squadron of fighters is much better than having to dismiss it 24 times.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 7:13 pm
by fitzpatv
Please remove the Unit Obeys EMCON tickbox on the Sensors screen(s), as it is a hindrance to the player to have to keep unticking it.

Re: CMO RUNNING POLL - Gameplay feature requests

Posted: Sun Feb 11, 2024 7:19 pm
by JFS737
Thanks again, I'll try the UNREP thing, I've tried and failed a few times with a CVN UNREPing on a T-AOE 6 supply ship with Aim-9x on board AS MAGAZINE stock, not as CARGO. I found the reason for failure which seems to be that I've altered (added or subtracted weapons records) to the carrier magazine. If I don't do this, and leave it as is but with reduced stocks (reducing Aim-7p to 180/200 vs 200/200 using the editor or by loading them onto planes is OK, but adding Aim-9x 3 breaks UNREP for weapons) it works.

So it seems adding weapons records to the carrier magazine is a no-no and nothing will UNREP after that (except ships stores like ESSM). I could try adding the weapons records to the main magazine (not into the carrier mag) and see if it breaks it or not.

Seems pretty fussy, and not allowing a scen designer to change weapons records is likely not intended effect of the Devs? Bug or questionable feature?

After all this, I still cannot reload a ships magazines, like I can with airbases using the CARGO 2 features and I feel this is a missing feature or bug (not by design).

Still working on it.

John