RUNNING POLL - gameplay features [Feature Requests Go Here]

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Rory Noonan
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RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

You can already do this.

Open up windows explorer, find the CMANO directory, then open up \Scenarios.

Inside you can creat new folders and move things about to your heart's content. I do this to keep things in order, as well as keep WIP scenarios and older builds separate from the rest.
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eleos
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RE: RUNNING POLL - gameplay features

Post by eleos »

Is there any chance to change "Range and Profile" when used in strike missions?
e.g. When F-16Blk30 use AGM-65G have a Hi-Lo-Hi profile.
It would be great if we could change this to Lo-Lo-Lo or Med-Lo-Med etc and at the same time be advised about the new mission range.
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kevinkins
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RE: RUNNING POLL - gameplay features

Post by kevinkins »

But apache5 I tried that and Command does not find the folders from within the game. It will only load scenario files from set folders. Follow?
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thewood1
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RE: RUNNING POLL - gameplay features

Post by thewood1 »

I create bunches of new folders and they all show up as folders in Command.
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kevinkins
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RE: RUNNING POLL - gameplay features

Post by kevinkins »

OK, looks like trying to make sub folders in the pre-set folders e.g. LIVE, Northern Inferno, Standalone Scenarios and Tutorials will not work but custom folders outside those folders will. You can move scenario into and out of those pre-set folders but can't make folders within them that Command recognizes. Thanks.
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stilesw
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RE: RUNNING POLL - gameplay features

Post by stilesw »

Strange. I just did a test - created a sub-folder in \scenarios\LIVE\ called "TestFolder". I then copied a scenario into the new "TestFolder". Started CMANO and found the .scen file in the "\scerarios\LIVE\TestFolder" with no problem. I'm running CMANO v1.11, SR5, Build 847.1. Don't know why it does not seem to work for you.

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magi
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RE: RUNNING POLL - gameplay features

Post by magi »

I would like to see.... That aircraft under " maintenance ".. Are by "default" below deck if space is available.....
magi
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RE: RUNNING POLL - gameplay features

Post by magi »

I would like to see.... That assets on a a mission.. once the mission termites.. can be pre allocated to a following mission.....

In other words.... You can set up a sequence of missions.....
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kevinkins
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RE: RUNNING POLL - gameplay features

Post by kevinkins »

Thanks Wayne. I have what I need. Even though I know it ain't so ... I will still blame it on the Anniversary edition screwing with my system. When is doubt blame da man.
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Cik
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RE: RUNNING POLL - gameplay features

Post by Cik »

please add push points

if my strike package goes to the target one more time while my SEAD is refuelling i'm going to scream

if you're given more than a token force of fighters to play with and they have to go more than a few miles to target this inevitably becomes a big problem. i should not have to watch the whole breadth of my forces to constantly redirect idiots deciding that they're going to push into the SA-10 without SEAD or push over the border without their escort (who knows what they're doing)

there needs to be an option to require different elements to group up at RPs or areas before they go to the target. even if this results in the whole package bingoing out it's at least preferable to losing sometimes thousands of points in scenarios because my low-level attackers suicide into the NEZ of some grumble.

also SEAD needs to be way more conservative with their ARMs, assigning a flight of wild weasels to SEAD escort and then having them dump every single HARM into the first search radar they get into range of is ridiculous, it's even worse if it's a shilka which can't even threaten their package of standoff bombers.

shamal especially is almost unmanageable because of these issues.

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RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

ORIGINAL: Cik

please add push points

if my strike package goes to the target one more time while my SEAD is refuelling i'm going to scream

if you're given more than a token force of fighters to play with and they have to go more than a few miles to target this inevitably becomes a big problem. i should not have to watch the whole breadth of my forces to constantly redirect idiots deciding that they're going to push into the SA-10 without SEAD or push over the border without their escort (who knows what they're doing)

there needs to be an option to require different elements to group up at RPs or areas before they go to the target. even if this results in the whole package bingoing out it's at least preferable to losing sometimes thousands of points in scenarios because my low-level attackers suicide into the NEZ of some grumble.

also SEAD needs to be way more conservative with their ARMs, assigning a flight of wild weasels to SEAD escort and then having them dump every single HARM into the first search radar they get into range of is ridiculous, it's even worse if it's a shilka which can't even threaten their package of standoff bombers.

shamal especially is almost unmanageable because of these issues.


Hey Cik, I don't know what a 'push point' is, but I think I can help with the HARM salvo issue.

You can set the default amount of HARMs to fire in the side doctrine/WRA settings. I think the system default is 'equal to the missile defence number' which can be quite high for SAM sites. Changing it to a more conservative 1 or 2 rnds should fix the problem.

As for the first point, Shamal is a big scenario but pretty easily managed using support missions and the strike planner. If it's really giving you grief I suggest posting in The War Room or the general forum, I'd be happy to help you work it out and others would be able to provide a lot of value too.
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Cik
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RE: RUNNING POLL - gameplay features

Post by Cik »

a push point is where everyone in the strike goes to meet before "pushing" to the target.

implementation wise i'd imagine it would be pretty easy; have it be a tab on the strike page (like "prosecution area" etc) that says "push from..." and then if one is set, everyone will move there first, then run a check every so often "is everyone here"? before "pushing" to the target.

the whole point of a strike package is the concentration of force against a singular point. if everyone is trickling into the area it's not nearly as effective as a massive simultaneous assault.

hell, it's even two birds with one stone: you could easily tell your guys to attack from the E/W/S/N as long as your push point is in that direction.

push point is strike 101: meet up with the guys who're escorting you BEFORE YOU RUN INTO THE AIR DEFENSES
Cik
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RE: RUNNING POLL - gameplay features

Post by Cik »

also should i know what the strike planner is?

is there some untapped well of actual flight planning tools i have not yet discovered?

in most cases the autoplanner is okay; for shamal especially though it's not because of the multiple-AAR-per-mission, and the fact that your forces are spread out over 500nm of saudi bases.
Rory Noonan
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RE: RUNNING POLL - gameplay features

Post by Rory Noonan »

ORIGINAL: Cik

also should i know what the strike planner is?

is there some untapped well of actual flight planning tools i have not yet discovered?

in most cases the autoplanner is okay; for shamal especially though it's not because of the multiple-AAR-per-mission, and the fact that your forces are spread out over 500nm of saudi bases.

Strike planner is the mission editor settings for strike missions.

To do what you describe I assign units to support missions, then when they're all in place and tanked up I switch them over to the strike missions.

There are a whole bunch of AAR settings in the mission planner as well.

Anyway, seems like you're pretty angry. I'm not a dev or anything, I'm just trying to help you out.
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Cik
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RE: RUNNING POLL - gameplay features

Post by Cik »

it's exaggeration for effect,

to be fair, i've gotten minor victory twice now, the trick is just making sure you have enough tankers spread out and then setting the correct tempo (making sure your forces are leaving the bases in long enough intervals so that they have fast access to multiple tankers in a row to <-----> from the targets. i do have to spend a lot of time slapping the hands of my aardvarks to prevent them from running in with no cover though, which i'd prefer not to do.

thanks for the tip about the HARMs btw, works nicely.
thewood1
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RE: RUNNING POLL - gameplay features

Post by thewood1 »

Since your new to the forum, I would suggest a slightly less passive-aggressive tone. You'll find people a lot more willing to help those who try to help themselves and those who don't come across as dickish. I would also suggest that someone relatively new to the game go through the new player thread in the top section of the forum. It has manual, manual addendum, tutorial videos, etc.

For example, instead of coming in and trying to lecture in a feature request thread, how about asking a question in the main thread or strategy thread. A lot more people are looking around there for suggestions and you'll get more experienced players seeing the comment and offering help.

If you had actually read around the forums a little, you would see that the devs are working on advanced strike (TOT) planning with form up and ingress locations. But hey, why do that when you can fly off the handle and drop 3-4 posts in a off-topic thread?
mikmykWS
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RE: RUNNING POLL - gameplay features

Post by mikmykWS »

Pretty sure Rag does have something like a push point in mind in the design of his flight planner so I don't think you'll be that disappointed.[:D]

Mike
Cik
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RE: RUNNING POLL - gameplay features

Post by Cik »

so it is in the works then? neat.

like i said, for the most part it's manageable without it but the really strike heavy scenarios could use a few extra options.

looking forward to it.[:)]
mikmykWS
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RE: RUNNING POLL - gameplay features

Post by mikmykWS »

ORIGINAL: Cik

so it is in the works then? neat.

like i said, for the most part it's manageable without it but the really strike heavy scenarios could use a few extra options.

looking forward to it.[:)]

Sure is. It's very complex but the samurai is working on it so think it will be great. We want this too!

Mike
Gneckes
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RE: RUNNING POLL - gameplay features

Post by Gneckes »

Can you give us a rough idea of when we can expect the good stuff?
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