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Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 3:09 am
by DWReese
I'm getting back into CMO and I am aware that there have been some recent changes.

I've looked, but I don't see anything about concealment smoke. Perhaps I'm looking in the wrong place, or maybe it doesn't exist as of yet. In any case,......

I'm playing Al Sandrik's "Andaman and Nicobar Island" scenario and my LCACs are about ready to land on the island. Suddenly, they are taking on all kinds of fire. My first attempt resulted in them being blown out of the water.

I'd like to know if smoke concealment has been created/simulated for the game as of yet. If not, is there anyway to improvise until it is? I know that there is a weather cloud (or something) that exists, although I haven't used it as of yet. Could something like that somehow be generated to simulate smoke?

Thanks in advance.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 5:12 am
by Kushan04
Smoke either intentionally created or thrown up by weapon strikes is currently not modeled.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 8:17 am
by Nikel
There are smoke grenades and smoke grenades/IR in the database.

A few units have them incorporated by default, cannot be used?

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 12:34 pm
by DWReese
Does the pro version have concealment smoke, if you know? That may give some sort of idea as to how far away it is from the game version.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 1:47 pm
by BDukes
DWReese wrote: Mon Aug 25, 2025 12:34 pm Does the pro version have concealment smoke, if you know? That may give some sort of idea as to how far away it is from the game version.
Might be able to use Lua to create limited-duration low-visibility environmental zones. Haven't tested, and it is extra work.

My other thought is just add a decoy. I know the game says its a chaff/flare or whatever but you're just looking for an effect and can probably just overlook what the text name is.

M

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 2:39 pm
by Kushan04
Nikel wrote: Mon Aug 25, 2025 8:17 am There are smoke grenades and smoke grenades/IR in the database.

A few units have them incorporated by default, cannot be used?
No. They may get used as countermeasures during weapons endgame but I don't think so.
DWReese wrote: Mon Aug 25, 2025 12:34 pm Does the pro version have concealment smoke, if you know? That may give some sort of idea as to how far away it is from the game version.
No.

It's not currently a priority.
BDukes wrote: Mon Aug 25, 2025 1:47 pm Might be able to use Lua to create limited-duration low-visibility environmental zones. Haven't tested, and it is extra work.
I toyed with this for Eldorado Canyon - using fog to simulate dust and debris from bomb hits. Dust and debris were a big issue after the first wave against Gaddafis HQ. To have fog, you get solid cloud cover from 7-36k ft and that didn't work for what I needed. Could work depending on your use case. I made a ticket to split fog settings off from clouds but it's not a high priority at the moment.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 2:42 pm
by thewood1
To create something with more flexibility, a "visibility" setting might be better than just depending on fog/smoke specifically. Other games use that setting in every scenario and connecting it to zones would make it much easier.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 3:10 pm
by DWReese
Al's scenario uses large scale artillery (howitzers) to attack the incoming LCACs, which are incoming for the beach. The hit percentage is set a 90 percent, so even with all of the various deductions, it is still pretty successful. A couple of hits pretty much destroys the LCAC.

It would seem that in real life smoke could really disrupt the guns as they use eye sight for their guidance.

In any case, it's just something to think about, but I'm sure that it would aid any force trying to storm a beach, or any other defended area.

Re: Any Smoke for Concealment?

Posted: Mon Aug 25, 2025 6:06 pm
by BDukes
Kushan04 wrote: Mon Aug 25, 2025 2:39 pm
BDukes wrote: Mon Aug 25, 2025 1:47 pm Might be able to use Lua to create limited-duration low-visibility environmental zones. Haven't tested, and it is extra work.
I toyed with this for Eldorado Canyon - using fog to simulate dust and debris from bomb hits. Dust and debris were a big issue after the first wave against Gaddafis HQ. To have fog, you get solid cloud cover from 7-36k ft and that didn't work for what I needed. Could work depending on your use case. I made a ticket to split fog settings off from clouds but it's not a high priority at the moment.
Sound great thanks

M