CMO Public Beta - Build 1253.1
Moderator: MOD_Command
CMO Public Beta - Build 1253.1
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
Re: CMO Public Beta - Build 1253.1
Amazing! Thank you
Re: CMO Public Beta - Build 1253.1
I wonder if this version uses the same saving and loading procedures as 1243.5, as that version had some issue loading some autosave scenarios.
Re: CMO Public Beta - Build 1253.1
Thanks!
But 2 questions.
Just to unzip it is not the way to install it? This is not only the executable, there are 2 folders with files.
And if the only new file is the executable, is it not? Why to put the rest in the patch?

Just to unzip it is not the way to install it? This is not only the executable, there are 2 folders with files.
And if the only new file is the executable, is it not? Why to put the rest in the patch?
Re: CMO Public Beta - Build 1253.1
There was an issue with the way the update was packaged (two distinct folders instead of everything in a single folder). A corrected pack has been uploaded, and the download link has been updated. If you have downloaded the original 2-folder pack and are unsure how to use it, please download the refreshed pack. Thanks!
Re: CMO Public Beta - Build 1253.1
Is it possible in this version, to block the automatic download of images and only use the ones already in the images folder?
Re: CMO Public Beta - Build 1253.1
Thx for all the hard work.
regards GJ
regards GJ
Re: CMO Public Beta - Build 1253.1
Thanks for being on top of things!
-
- Posts: 485
- Joined: Wed Aug 05, 2020 7:39 pm
- Location: United Kingdom
Re: CMO Public Beta - Build 1253.1
Does this beta auto update on steam Beta.
Thanks
Thanks
Re: CMO Public Beta - Build 1253.1
Seems the HGVs are locked again, but autosaves works better than 1243.3. Maybe this one is a partially roll back to 1243.2, which have a more stable save procedures?
- goldfinger35
- Posts: 150
- Joined: Thu Jan 01, 2009 4:59 pm
Re: CMO Public Beta - Build 1253.1
This worked in previous versions:Swant wrote: Mon Jun 13, 2022 1:33 pm Is it possible in this version, to block the automatic download of images and only use the ones already in the images folder?
add 'AllowInGameDownloads = False' to COMMAND.INI to stop the in-game image downloads
Re: CMO Public Beta - Build 1253.1
I can't get that to work with the latest updatesgoldfinger35 wrote: Thu Jun 16, 2022 3:51 pmThis worked in previous versions:Swant wrote: Mon Jun 13, 2022 1:33 pm Is it possible in this version, to block the automatic download of images and only use the ones already in the images folder?
add 'AllowInGameDownloads = False' to COMMAND.INI to stop the in-game image downloads
Re: CMO Public Beta - Build 1253.1
You can also make a back up of your folders and then copy them back after updates. That has been working for me.

Re: CMO Public Beta - Build 1253.1
In which version was this effective?goldfinger35 wrote: Thu Jun 16, 2022 3:51 pm This worked in previous versions:
add 'AllowInGameDownloads = False' to COMMAND.INI to stop the in-game image downloads
Re: CMO Public Beta - Build 1253.1
Just searched for that command. michaelm75au said the function was added in 1147.34
https://www.matrixgames.com/forums/view ... s#p4906186
https://www.matrixgames.com/forums/view ... s#p4906186
Re: CMO Public Beta - Build 1253.1
Nope it doesnt. Had to manually copy the uploaded zip into my C:MO steam folder. But it looks like it is working nontheless
Re: CMO Public Beta - Build 1253.1
It appears that version 1253.1 still does not display the sensor images and description files in the database viewer. To test, in the DB3K, look for Sensor_887 Jay Bird [RP-22M Sapfir-22] radar. It is associated with the MiG-21bis Fishbed L. If you have the latest image and description package, you should have both an image and a description file for this in your game. Similarly, other sensor images and description files do not appear in the database viewer. I have verified that the description files and images are properly named. Another user (Tagman) has reproduced this same issue. A bug report has been submitted.
“Do I not destroy my enemies when I make them my friends?” -Abraham Lincoln
-
- Posts: 1850
- Joined: Thu Nov 15, 2018 7:24 pm
Re: CMO Public Beta - Build 1253.1
Are events still generated related to this when enabled?- 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.
Re: CMO Public Beta - Build 1253.1
Yes, this affects only the human-readable messages generated.KnightHawk75 wrote: Sat Jun 18, 2022 8:58 amAre events still generated related to this when enabled?- 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.
Re: CMO Public Beta - Build 1253.1
Thanks; re-added this functionality for the next update release.Nikel wrote: Fri Jun 17, 2022 10:24 am Just searched for that command. michaelm75au said the function was added in 1147.34
https://www.matrixgames.com/forums/view ... s#p4906186