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CMO v1.02 Update - Build 1147.21

 
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CMO v1.02 Update - Build 1147.21 - 4/13/2021 8:46:05 AM   
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Dimitris
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Download: https://drive.google.com/file/d/1qfaqtomUrlFTRokmOgTw3oDA5Nowfx9J/view?usp=sharing

To apply: Unzip to the CMO installation directory, overwriting as necessary (backup the existing Command.exe, just in case)

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


Build 1147.21 Release Notes (changes from Build 1147.20)
------------------------------------------------------------------

* Major change in sonar model: The deep sound channel (and its benefit of greately boosting propagation range) can now be used only by SOSUS-type sensors. Tactical under-the-layer sonars (towed arrays, VDS, or hull-mounted systems on submarines under the thermal) no longer benefit from the DSC. This makes under-layer submarines harder to detect at long range for surface ships & aircraft.

* More fixes for inconsistent ABM launch restrictions
* FIXED: #14475 - Mounted OECM should reference to the platform when displaying the detecting platform
* FIXED: #14481 Strike Missions Range Warnings when no target is defined

< Message edited by Dimitris -- 4/13/2021 8:47:10 AM >


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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 2:33:31 PM   
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KnightHawk75
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Thanks for the quick turn around on these!

< Message edited by KnightHawk75 -- 4/13/2021 2:34:03 PM >

(in reply to Dimitris)
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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 3:57:23 PM   
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Capocarro94
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Scoring level counter not shown, there is a black square.

A2A BVR Duel 1975, 1985, 1995 Quick Battle Generator give Error: [string "?"]:1: malformed number near '12.00.00'

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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 4:11:26 PM   
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Dimitris
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quote:

ORIGINAL: Capocarro94

Scoring level counter not shown, there is a black square.

A2A BVR Duel 1975, 1985, 1995 Quick Battle Generator give Error: [string "?"]:1: malformed number near '12.00.00'


Can you please open a new Tech Support thread for each issue, and provide as much information as possible (incl. a save if possible). Thanks!

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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 4:36:10 PM   
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KLAB
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I've not had time to say thanks for 20 yet, so double thanks for 21.

(AFAIK the scoring thing with the quick battles is because there's no points scoring built into the Quick battle, so no trigger event logic etc, it's not a technical issue.)

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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 4:58:43 PM   
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Capocarro94
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quote:

ORIGINAL: KLAB

I've not had time to say thanks for 20 yet, so double thanks for 21.

(AFAIK the scoring thing with the quick battles is because there's no points scoring built into the Quick battle, so no trigger event logic etc, it's not a technical issue.)

quote:

Scoring level counter not shown, there is a black square.


Scoring level counter not shown, there is a black square in any scenario not just in quick battles. I double check in two different PC.

(in reply to KLAB)
Post #: 6
RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 5:04:59 PM   
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thewood1
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quote:

ORIGINAL: Capocarro94


quote:

ORIGINAL: KLAB

I've not had time to say thanks for 20 yet, so double thanks for 21.

(AFAIK the scoring thing with the quick battles is because there's no points scoring built into the Quick battle, so no trigger event logic etc, it's not a technical issue.)

quote:

Scoring level counter not shown, there is a black square.


Scoring level counter not shown, there is a black square in any scenario not just in quick battles. I double check in two different PC.


Can you post issues in the tech support threads? The devs typically request this to help them track issues more logically.

(in reply to Capocarro94)
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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 7:22:19 PM   
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boogabooga
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quote:

ORIGINAL: Capocarro94

Scoring level counter not shown, there is a black square.

A2A BVR Duel 1975, 1985, 1995 Quick Battle Generator give Error: [string "?"]:1: malformed number near '12.00.00'


That's been reported. Apparently, the format that I used works in the English(US) regional setting but not in others. I'll try to get a fix out soon, but I've been busy IRL.

(in reply to Capocarro94)
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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 7:46:12 PM   
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BDukes
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Looks good so far all.

ABM stuff seems much better.
Strike mission warning message annoyance gone.

Thanks for your hard work!

Mike

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RE: CMO v1.02 Update - Build 1147.21 - 4/13/2021 7:47:38 PM   
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HalfLifeExpert
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Sweet, I didn't get a chance to try out the last couple beta patches, but I'll do this one right away

(in reply to BDukes)
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RE: CMO v1.02 Update - Build 1147.21 - 4/14/2021 1:43:42 AM   
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miller7219
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Not sure if this by design or not, but thought I'd mention. Make a quick scenario around the GIUK gap region. Check the layer depth around Iceland. -131 meters is the beginning layer depth. Add any submarine to the waters around Iceland. Goto to Throttle/Depth setting. Click on "Shallow" depth and notice the default depth is -131. Click on "Just Over the the Layer" depth and notice the default depth is -98 meters. The default "Shallow" depth is deeper than the "Just Over the Layer" depth. Can't say if this was the case prior to the recent CZ changes made in the past couple of versions or as result of the recent CZ changes.

QUESTION: is there any advantage/disadvantage/consequence to actually being in the layer (not above or below it, but in the layer itself)? Are your sensors reduced in layer as well as opposing sensors? I'm not advanced in acoustic theory, but is the layer sort of like going into a cloud bank in the sense it can "hide" you visually but at the expense of your own ability to see? My basic understanding of the layer is that being on the opposite side from an opposing sensor cuts detection range roughly in half (old Harpoon rules!). Someone more acoustically skilled than I might run some tests at different speeds and depth orientations to gauge the impact. I've done some basic tinkering and I find a creeping sub can detect another creeping sub on the other side of the layer at 7-8 nm. I like old submarines so played with the Sturgeon and Permit classes (CWDB). Seems it's hard to "creep" up on anyone even on the opposite side of the layer! I could be doing it wrong though or not understanding the acoustics involved, but I thought I could get a little closer while creeping and on opposite layer (bow only sonars involved).

What's the advantage or most effective use of depths? What's the best depth to hunt subs with and without a towed array? Best depth to hunt surface vessels and avoiding surface vessels? Speed? Is 15 knots all that much worse or better than 12 knots or 10 knots or 20 knots? Should you always creep or when is it "safe" to throttle up? These are just some of the thoughts that go through my head while trying to understand submarine tactics and how Command models the sub-acoustical world.

< Message edited by miller7219 -- 4/14/2021 1:44:42 AM >

(in reply to HalfLifeExpert)
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RE: CMO v1.02 Update - Build 1147.21 - 4/14/2021 1:57:11 AM   
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c3k
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Awesome. The sonar model change seems (based on description) to be a big deal.

Thanks.

(in reply to miller7219)
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RE: CMO v1.02 Update - Build 1147.21 - 4/14/2021 3:57:54 PM   
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guanotwozero
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Good stuff, thanks!

(in reply to c3k)
Post #: 13
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