CMO Public Beta - Build 1253.1
Posted: Mon Jun 13, 2022 12:59 pm
Download: https://drive.google.com/file/d/1okzXob ... sp=sharing
To apply: Unzip on the existing installation of CMO + "Tiny" update.
NOTE: This is a public beta. Standard disclaimers apply.
Build 1253.1 Release Notes (changes from B1243.x)
-------------------------------------------------------------------------
* ADDED: New ASuW doctrine option: "Use missile waypoints" (NO by default). When set to Yes, ASuW missile shooters will use the missile's waypoint/dogleg capability (if present and if the range allows it). If set to No, ASuW missile shots will always go "straight in" (ie. CMANO pre-v1.10 behavior).
* NEW SIM FEATURE: The creation of attack salvos is now largely run in parallel instead of sequentially.
Background to this: Until now, the creation of attack salvos is done purely sequentially. Unit-1 examines if it can attack (both doctrinally and physically) a contact; if yes, it creates a new salvo or adds its weapon(s) to an existing one for the same target with same weapon ID. Then Unit-2 does the same, etc. etc. until a suitable salvo for the given target is filled to capacity. This presents a number of issues:
a) Because of the sequential nature, a potential "Unit-3" which perhaps is better located to attack the same target, or perhaps has a more suitable weapon for it, may not be considered at all (if a suitable salvo for the given target is filled-to-capacity by previous units). This can lead to situations like this: https://www.matrixgames.com/forums/view ... 0&t=382344
b) Again because of the sequential calculation, this process does not exploit multiple CPU cores and can significantly slow down a pulse execution in a large/busy scenario.
Units now perform the salvo evaluations in their own individual threads and submit "firing proposals" to their side. The parent side groups firing proposals per-target and selects the most promising one, based on criteria that depend on the nature of the target (e.g. for aerospace targets an important factor is time-to-impact). Once selected, the salvos are executed as usual.
* Optional speed improvement: Do not share-and-deduplicate contact messages between allied sides.
- HOW TO ENABLE: On Command.ini, under the category [Game Preferences], add this: "DedupAlliedMessages = False"
- PROS: In scenarios with numerous sides allied to each other, this can provide a significant boost to sim performance.
- CONS: When this is enabled, sides do not receive contact-related messages (new contact, contact status change, contact lost etc.) from their allied sides. NOTE: The contact data itself is shared as always, it's only the log-messages that are not shared. This may or may not be a significant hindrance depending on your gameplay style.
* Ships & submarines now attempt to evade incoming torpedoes more realistically, following these guidelines: https://i.imgur.com/meoROO3.png . Submarines will additionally alter their depth to avoid the torpedo(es) if appropriate.
* TWEAK: RMB move order no longer has map panning tolerance --- RMB move order is now a toggleable option (Game --> Game Options)
* ADDED: Possibility to designate home naval base or airbase for missions. Allowing mission's units to RTB to a different base than the one for departure.
* ADDED: #14763 - Add support for OODA values in the SBR process
* Added support for UAS aircraft-size categories
* Added more reliable method of checking for Internet connectivity
* ADDED: "Weapons-Release script repo" link on top of LUA Console
* Various sim-performance tweaks
* Tweak: Editing of weather and terrain override (Custom Environment Zone) is now limited for "Nature" side and while being in ScenEdit mode
* Tweak: "Nature" side RPs are no longer selectable and visible across sides in game and in RP manager (areas are still drawn universally)
* TWEAK: CEZ Edit Button was not intuitive
* FIXED: Misalignment on Import & Export Doctrine buttons
* FIXED: Weapon malfunctioned
* FIXED: Problem when importing/exporting mobile ground units
* FIXED: Text box overlapping tanker unit details
* FIXED: Decoys not working
* FIXED: Repeating ship sunk pop-up box
* FIXED: DLZ calc not shown in weapon allocation window
* FIXED: RP was too thick
* FIXED: [B1243] Strike mission not functioning
* FIXED: #14759: Independent Ground Units are not subject to Ground Unit No-Navigation Zones
* FIXED: Trying to make local env zone changes global weather
* FIXED: Resolution-cell checks cause slowdown in radar detections
* FIXED: ARRW missile curling around
* FIXED: +/- hotkey was not working when the main-window focus was lost
* TWEAK: Locked RPs no longer get deleted (manual deletion only)
* FIXED: DB viewer was missing hyperlink to sensor entries
* FIXED: "Aegean In Flames" DLC was not registered
* Fixed a rare issue in the mission editor where assigned/unassigned unit would not be properly fetched.
* FIXED: Alt+S shortcut was iterating through sides in wrong order
* FIXED: Game crash when trying to add a unit after db migration
* FIXED: Pressing DEL with a WP selected was deleting the unit instead
* FIXED: When opening a scenario for editing any “Scrub if side human” flagged missions are wiped.
* FIXED: #14756 - Fixed issue with ballistic missiles tarjectory computation at certain latitudes
* FIXED: Grouping was not working if contacts were caught in selection box
* FIXED: Flight size changing automatically in mission editor
* FIXED: Weapon lost was not cleared in the Losses Log
* Fixed: Crash when selecting subtype of ground unit when adding unit.
* Fixed: It was impossible to create a new salvo in the weapon alloc window after removing the allocated weapon,
* Fixed issue with shift+RMB action : It was sometime impossible to join as escort and refueling was impossible.
* Fixed/Tweaked: Better feedback for neutral intermittent emission type of configs. Favor fallback to continuous mode in case of invalid user inputs in intermittent emission.
* FIXED: [B1243.5] Aircraft on Strike Missions not auto firing weapons
* FIXED: [B1243.5] Problems with Database Viewer and "Ground Unit"
* FIXED: [B1243.5] Hitting "delete" key causing issues
To apply: Unzip on the existing installation of CMO + "Tiny" update.
NOTE: This is a public beta. Standard disclaimers apply.
Build 1253.1 Release Notes (changes from B1243.x)
-------------------------------------------------------------------------
* ADDED: New ASuW doctrine option: "Use missile waypoints" (NO by default). When set to Yes, ASuW missile shooters will use the missile's waypoint/dogleg capability (if present and if the range allows it). If set to No, ASuW missile shots will always go "straight in" (ie. CMANO pre-v1.10 behavior).
* NEW SIM FEATURE: The creation of attack salvos is now largely run in parallel instead of sequentially.
Background to this: Until now, the creation of attack salvos is done purely sequentially. Unit-1 examines if it can attack (both doctrinally and physically) a contact; if yes, it creates a new salvo or adds its weapon(s) to an existing one for the same target with same weapon ID. Then Unit-2 does the same, etc. etc. until a suitable salvo for the given target is filled to capacity. This presents a number of issues:
a) Because of the sequential nature, a potential "Unit-3" which perhaps is better located to attack the same target, or perhaps has a more suitable weapon for it, may not be considered at all (if a suitable salvo for the given target is filled-to-capacity by previous units). This can lead to situations like this: https://www.matrixgames.com/forums/view ... 0&t=382344
b) Again because of the sequential calculation, this process does not exploit multiple CPU cores and can significantly slow down a pulse execution in a large/busy scenario.
Units now perform the salvo evaluations in their own individual threads and submit "firing proposals" to their side. The parent side groups firing proposals per-target and selects the most promising one, based on criteria that depend on the nature of the target (e.g. for aerospace targets an important factor is time-to-impact). Once selected, the salvos are executed as usual.
* Optional speed improvement: Do not share-and-deduplicate contact messages between allied sides.
- HOW TO ENABLE: On Command.ini, under the category [Game Preferences], add this: "DedupAlliedMessages = False"
- PROS: In scenarios with numerous sides allied to each other, this can provide a significant boost to sim performance.
- CONS: When this is enabled, sides do not receive contact-related messages (new contact, contact status change, contact lost etc.) from their allied sides. NOTE: The contact data itself is shared as always, it's only the log-messages that are not shared. This may or may not be a significant hindrance depending on your gameplay style.
* Ships & submarines now attempt to evade incoming torpedoes more realistically, following these guidelines: https://i.imgur.com/meoROO3.png . Submarines will additionally alter their depth to avoid the torpedo(es) if appropriate.
* TWEAK: RMB move order no longer has map panning tolerance --- RMB move order is now a toggleable option (Game --> Game Options)
* ADDED: Possibility to designate home naval base or airbase for missions. Allowing mission's units to RTB to a different base than the one for departure.
* ADDED: #14763 - Add support for OODA values in the SBR process
* Added support for UAS aircraft-size categories
* Added more reliable method of checking for Internet connectivity
* ADDED: "Weapons-Release script repo" link on top of LUA Console
* Various sim-performance tweaks
* Tweak: Editing of weather and terrain override (Custom Environment Zone) is now limited for "Nature" side and while being in ScenEdit mode
* Tweak: "Nature" side RPs are no longer selectable and visible across sides in game and in RP manager (areas are still drawn universally)
* TWEAK: CEZ Edit Button was not intuitive
* FIXED: Misalignment on Import & Export Doctrine buttons
* FIXED: Weapon malfunctioned
* FIXED: Problem when importing/exporting mobile ground units
* FIXED: Text box overlapping tanker unit details
* FIXED: Decoys not working
* FIXED: Repeating ship sunk pop-up box
* FIXED: DLZ calc not shown in weapon allocation window
* FIXED: RP was too thick
* FIXED: [B1243] Strike mission not functioning
* FIXED: #14759: Independent Ground Units are not subject to Ground Unit No-Navigation Zones
* FIXED: Trying to make local env zone changes global weather
* FIXED: Resolution-cell checks cause slowdown in radar detections
* FIXED: ARRW missile curling around
* FIXED: +/- hotkey was not working when the main-window focus was lost
* TWEAK: Locked RPs no longer get deleted (manual deletion only)
* FIXED: DB viewer was missing hyperlink to sensor entries
* FIXED: "Aegean In Flames" DLC was not registered
* Fixed a rare issue in the mission editor where assigned/unassigned unit would not be properly fetched.
* FIXED: Alt+S shortcut was iterating through sides in wrong order
* FIXED: Game crash when trying to add a unit after db migration
* FIXED: Pressing DEL with a WP selected was deleting the unit instead
* FIXED: When opening a scenario for editing any “Scrub if side human” flagged missions are wiped.
* FIXED: #14756 - Fixed issue with ballistic missiles tarjectory computation at certain latitudes
* FIXED: Grouping was not working if contacts were caught in selection box
* FIXED: Flight size changing automatically in mission editor
* FIXED: Weapon lost was not cleared in the Losses Log
* Fixed: Crash when selecting subtype of ground unit when adding unit.
* Fixed: It was impossible to create a new salvo in the weapon alloc window after removing the allocated weapon,
* Fixed issue with shift+RMB action : It was sometime impossible to join as escort and refueling was impossible.
* Fixed/Tweaked: Better feedback for neutral intermittent emission type of configs. Favor fallback to continuous mode in case of invalid user inputs in intermittent emission.
* FIXED: [B1243.5] Aircraft on Strike Missions not auto firing weapons
* FIXED: [B1243.5] Problems with Database Viewer and "Ground Unit"
* FIXED: [B1243.5] Hitting "delete" key causing issues