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CMO Public Beta - Build 1265.1

Posted: Thu Jul 14, 2022 1:59 pm
by Dimitris
Download: https://drive.google.com/file/d/1rlo1-d ... sp=sharing

To apply: Unzip on the existing installation of CMO + "Tiny" update.

NOTE: This is a public beta. Standard disclaimers apply.

Build 1265.1 Release Notes (changes from B1263.1)
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* NEW SIM FEATURE (OPTIONAL): Weather affects the maximum speed of surface ships. When enabled, deteriorating weather conditions (and especially increasing sea state) has an adverse impact on the maximum speed that ships can travel. This effect is particularly acute on small-displacement ships. Depending on sea state and ship size, a ship may be forced to run at 3/4, half, 1/4 speed or even heave (effectively remain stationary).
The information about the weather-related limitation is shown in various ways:
- On the ship datablock: https://i.imgur.com/aIShD8P.png
- The Unit Status panel: https://i.imgur.com/qHZzZDO.png
- On the throttle/altitude window: https://i.imgur.com/j8VGrTw.png

Because this feature can potentially unbalance existing scenarios, it is optional (can be toggled on the "Scenario Realism Features" window) and is "ON" by default when making a new scenario, and "OFF" by default when loading an existing scenario.

* NEW SIM FEATURE: Aircraft maximum airborne endurance. This fixes the "aircraft may stay up indefinitely by multiple A2A-refuellings" realism flaw. Aircraft are now limited in their total airborne endurance depending on their size, type and crew complement. The information about current airborne total time and maximum endurance is listed on the fuel panel: https://i.imgur.com/mlsgADN.png ... and is color-coded for at-a-glance evaluation (dark red is bad). If an aircraft reaches it max endurance limit, it enters an "RTB - Exhaustion" state, turns straight for its home base and will refuse any manual orders to change course or engage in any other activity.

* ADDED: [Lua] Unit wrapper endurance-related properties (Unit.currentExhaustion & Unit.maxExhaustion)
* ADDED: [Lua] Added color to RP and Zone command and wrappers
* ADDED: [Lua] Color property in ReferencePoint functions
* FIXED: Mismatch in some Zone transform
* FIXED: Error creating 'mines' list
* FIXED: Lua setting formation caused crash in Formation Editor
* FIXED: Exception cause by missing groups
* FIXED: Exception for "Is Inside This Area" check collateraly causing OOM (heap full of exceptions) for large scenario
* FIXED: Slugtrail "use" option was entirely ignored
* FIXED: +/- key to adjust were not working as a shortcut to increase sim acceleration to "Double Flame"

Re: CMO Public Beta - Build 1265.1

Posted: Thu Jul 14, 2022 7:58 pm
by alphali
The work you do guys is incredible. I bought over 50$ of DLC's today knowing am unlikely to touch them this year with the backlog of scenarios :lol: because I wanted to support the incredible work you've been doing especially the past couple of months.

Re: CMO Public Beta - Build 1265.1

Posted: Thu Jul 14, 2022 11:46 pm
by hrfepo1
Fantastic work! Thank you!

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 15, 2022 1:30 am
by rmwilsonjr
Thanks to the devs! Do you ever sleep?

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 15, 2022 2:38 am
by boogabooga
I have a recommendation regarding the exhausted aircraft. Instead of forcing them to RTB when they reach the semi-arbitrary exhausted state, just force the AAR refueling doctrine to be 'never' at that time. Then A/C can RTB naturally as they reach Bingo/Joker. That should smooth it out a little bit...knowing that patrols MUST RTB and stop following orders after exactly 8 hours or whatever is potentially just another kind of exploit, IMHO.

I do really appreciate that you guys are considering this, however.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 15, 2022 9:36 am
by alphali
boogabooga wrote: Fri Jul 15, 2022 2:38 am I have a recommendation regarding the exhausted aircraft. Instead of forcing them to RTB when they reach the semi-arbitrary exhausted state, just force the AAR refueling doctrine to be 'never' at that time. Then A/C can RTB naturally as they reach Bingo/Joker. That should smooth it out a little bit...knowing that patrols MUST RTB and stop following orders after exactly 8 hours or whatever is potentially just another kind of exploit, IMHO.

I do really appreciate that you guys are considering this, however.
Yes and that would introduce some variability as even aircrafts launched at the same time would likely have different fuel levels. So instead of having all the aircraft that launched at the same time return at the same time, there will some time between them.

Another interesting thing that could be added in the future is further exhaustion penalties for aircraft that engage in dog fights and extreme maneuvers and fights. This can be applied using the g-force as a proxy as that is already being calculated. Pilots who are on patrol just flying around will not have the same exhaustion time as pilots engaged in combat.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 15, 2022 1:35 pm
by KnightHawk75
NEW SIM FEATURE: Aircraft maximum airborne endurance.
---
Can a player or author also turn this off (or set the endurance limit time) at the scene or unit level at present? Or does one have to constantly reset the airborne time to override this?

Thanks for updates,esp color options for rps.

Re: CMO Public Beta - Build 1265.1

Posted: Sat Jul 16, 2022 9:23 am
by Count Sessine
Great work. Very happy to see more environmental factors having an impact.

Re: CMO Public Beta - Build 1265.1

Posted: Sun Jul 17, 2022 12:39 am
by ExNusquam
Where should we be posting issues with the new exhaustion times? For example things like El Dorado Canyon are no longer achievable.

Re: CMO Public Beta - Build 1265.1

Posted: Sun Jul 17, 2022 2:14 pm
by thewood1
El Dorado Canyon is a community scenario so I would reach out to the author directly and post in the mod section.

Re: CMO Public Beta - Build 1265.1

Posted: Sun Jul 17, 2022 3:10 pm
by ExNusquam
Not a question of the scenario, simply using a example. The time limits placed on certain aircraft are lower than what has historically been done with the platforms.

Re: CMO Public Beta - Build 1265.1

Posted: Sun Jul 17, 2022 3:10 pm
by stww2
Kushan (EDC's author) is aware of the potential issue; he discussed it in yesterday's stream.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 22, 2022 9:42 am
by Nikel
Is it still beta or official?

In the title is said beta, but not in the name of the file.

https://www.matrixgames.com/game/comman ... operations

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 22, 2022 10:33 am
by thewood1
The basic concept is if its a google or other filesshare service download, its beta. You can also easily check by looking at the My Games page for CMO on the matrix site.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 22, 2022 10:44 am
by Nikel
I am talking about the new ftp patch.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 22, 2022 3:24 pm
by thewood1
OK. I see it now. I assume its beta if it says it here and on the my games.

Re: CMO Public Beta - Build 1265.1

Posted: Fri Jul 22, 2022 9:33 pm
by Scorpion86
Thanks for pushing the Beta to the Steam release! It's much apreciated!