CMO Quick Battles

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boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Hello mikkey,

Are you still having issues?

Is anyone else having problems?
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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mikkey
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RE: CMO Quick Battles

Post by mikkey »

ORIGINAL: boogabooga
Hello mikkey,

Are you still having issues?

Is anyone else having problems?
Hi boogabooga,
yeah, I still have the same problems (similary like MarechalJoffre). I tried B1147.13 and B1147.14 and also the latest beta build, but I still have the same problem.
But I guess I found the cause of the problem. I use Slovak regional setting. But when I change the regional setting to English (US), the QB is generated without any problems. So the problem may be somewhere around the "ScenEdit_AddUnit" function with the other regional setting as EN. I also reported it on the beta forum. Thanks.
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Okay, thanks.

I don't know anything about regional settings in LUA, sorry.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
Dimitris
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RE: CMO Quick Battles

Post by Dimitris »

There is an issue with how decimal values are handled internally by the Lua engine in different locales (the classic comma-vs-period divide that will probably doom civilization at some point, see also: https://www.positech.co.uk/cliffsblog/2 ... inute-bug/).

We are currently working on a fix for this.
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

I want to report a possible bug (with potentially desirable side effects) in the AddGroundUnits function that I inherited from TitaniumTrout.

That function starts with a call:
math.randomseed(os.time())

From testing, it appears to me that os.time is incrementing the counting on the order of seconds. That means that os.time is essentially a constant value over the amount of time that it takes to run the script that sets up the scenario. The consequence then of the math.randomseed call then is probably the opposite of the intention. If you call the function say three times to place three units, they will all use exactly the same seed value each time and all three units will end up being co-located instead of randomly distributed. Now, this may actually be desirable. For example, it would guarantee that the AAA units are at the target and not several miles away. However, I would say my preference for my Rolling Thunder scenario would be to ensure random distribution and then just increase the default number of AAA units to increase the chances that some will be near the targets.

Thoughts?
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Image

Alright, here is version 3.0 of Rolling Thunder 1967 along with the new companion scenario Yankee Station 1967. I've tested it, but please report any bugs or problems. These may be included in official updates, if desired.

Changelog:

New target types, including a new category for mobile units
Added new category of ship targets (Yankee Station 1967 only)
New options for large mixed calibre AAA sites
Enemy aircraft now in Flights of four

New option to make the target location unknown
New option to have a recon aircraft (for finding hidden targets and air defenses or BDA) Recon aircraft will start at one of the airfields.
These two new features allow for patrol-style play where the targets need to be hunted before they are struck

Using a slightly later F-4D version to get around a no radar bug in CWDB 478

Bugfixes to the AddGroundUnit Function
-math.randomseed removed from AddGroundUnits function
-Added a compatibility fix from when longitude and latitude are specified in the DMS string format.

Altered the distribution and region of enemy units
Added SA-3 Goa as a hypothetical SAM option
Increased the default amount of AAA

Removed decimal from altitude selections to avoid regional setting conflicts
Attachments
QuickBattle.zip
(20.78 KiB) Downloaded 95 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1975-1995

Alright, inspired by my own recent failures in BVR combat in CMO (and DCS), and also by this thread: https://www.matrixgames.com/forums/tm.asp?m=4905150

I've made three QBG tactical vignettes to more comprehensively study BVR air combat tactics as technology evolved over time from the mid 70s, to the mid 80s, and mid 90s. These feature a much larger list of aircraft than was present in previous QBG missions. I've used mid decade (1975, 1985, 1995) as the baseline years in each case, but the years are not precise, and the units selected for inclusion are really intended to model the 'mid to late' part of each decade, so some units that technically came out in 1987 are included in the 1985 mission, for example.

I've added new options to select both OPFOR and player doctrine for BVR tactics and automatic evasion. I've found the latter to especially play a big role in the outcome of SARH vs. SARH duels.

My intention was to allow variable altitude for each side to examine look-up vs. look-down tactics in regard to the anti ground clutter capabilities of the various aircraft radar. As it stands, the OPFOR side will always try to climb to high altitude to meet a threat regardless of its initial altitude setting. I've reported an issue with the LUA API that is preventing the AI from maintaining it's preset altitude, so look for a fix in the future.

Please let me know about any issues.
Enjoy!
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
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Joined: Wed Jul 18, 2018 12:05 am

RE: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1975-1995 v2

Small update to the BVR Duel quick missions:

-Fixed bug that prevented OPFOR's ROE setting from being applied
-Added ignore plotted course as a player-selectable doctrine setting
-Small tweaks in the html form
Attachments
A2ABVRDuelsv2.zip
(17.88 KiB) Downloaded 56 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
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Joined: Wed Jul 18, 2018 12:05 am

RE: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1975-2012 v3

New update to the BVR Duel quick battles:

-Proficiency settings now correctly correspond to CMO levels
-Added new quick battle for 2012
-Also, possibly fixed the string formatting bug with regional settings other than United States English
Attachments
A2ABVRDu..2012v3.zip
(23.76 KiB) Downloaded 66 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
musurca
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RE: CMO Quick Battles

Post by musurca »

Knife Fight in a Phone Booth, 1980s
Knife Fight in a Phone Booth, 2020s

The ultimate submarine duel sandbox! Created by musurca & boogabooga

(see this thread for more info)
Attachments
KnifeFight_v1.4.zip
(23.65 KiB) Downloaded 66 times
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TitaniumTrout
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RE: CMO Quick Battles

Post by TitaniumTrout »

Image

Quick Battle in the South China Sea. You are in command of CVN71 along with a full complement of escorts. Equip your aircraft with strikers ranging from A/F-117X Sea Hawks to Avengers and F-35C's. Face off against Chinese J-20B's, H-6's with ASBM's, and the "God of War" variant. As an added challenge consider your passage mined, do you brave it or try to sweep it with MH-53's? As this is a quick battle the full bulk of the Chinese military is not modeled.

Note, you will need the 1.04 version or greater.

Strikers

Image

Escorts

Image
Attachments
SouthChinaClash.zip
(6.64 KiB) Downloaded 103 times
boogabooga
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RE: CMO Quick Battles

Post by boogabooga »

Interesting.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
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Joined: Wed Jul 18, 2018 12:05 am

RE: CMO Quick Battles

Post by boogabooga »

Re South China Sea Clash-

The "Theater Map" image (second one) no longer seems to load in CMO. It loaded the first time I played, but not anymore for some reason. It still shows up on that website from the hyperlink, so I'm not sure what is wrong.
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
Posts: 874
Joined: Wed Jul 18, 2018 12:05 am

RE: CMO Quick Battles

Post by boogabooga »

Rolling Thunder 1967 / Yankee Station 1967 v4

I wanted to update my Rolling Thunder Quick Battles before the new year.

Version 4

OPFOR AAA now uses the 'adversary's skill level' (Much more effective at Veteran/Ace level)
Roster change to OPFOR AAA units (Mixed Medium AAA now a choice for both sections)
OPFOR AAA units renamed
OPFOR Air missions now use 'attack distance' to prevent afterburned overuse and better confine to target area
F-4D reverts to 1967 version (missing radar was fixed as of CWDB v492)
Support F-105Ds replace CBUs with Mk82 SE due to ineffectivness of CBUs against SAM sites in CWDB
"Regular" added as a skill level choice for both sides
Attachments
RollingThunderv4.0.zip
(21.88 KiB) Downloaded 58 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
Posts: 874
Joined: Wed Jul 18, 2018 12:05 am

Re: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1965-2022 v4

This series of Quick Battles is intended to serve as a laboratory to examine how technology, tactics, and doctrine affect Beyond Visual Range (BVR) fighter-versus-fighter combat in CMO.

NOTE: These were made and tested using version 1147.45. There appear to be BUGs when using these in the Open Beta 1243.3/4

v4 is a complete overhaul of the BVR Duel Quick Battles.
Changes from v3:
- Two more time periods: 1965 and 2022
- New scenario to allow the player to choose any aircraft/loadout combination from either database
- Descriptions of each era
- Can now choose the flight size, the formation, and the spacing between aircraft. Both sides will try to maintain
their formation during the scenario. Opfor will try to maintain chosen speed.
- Now with 21 theaters to choose from (17 added)
- Choose between summer/winter
- Update to the weather selection. The surface temperature will be “correct” (at least reasonable) for the season,
latitude, and time of day based on real-world temperature data
- Bug fix to the weather that was preventing the most severe weather choices from taking effect. Note that this bug
is present in many stock QBG scenarios.
- New EMCON options to include OECM
- Tweaks to the Opfor mission waypoints
- Roster tweaks
- New debug modes to show weather model output and to display the “Centerpoint RP”. Centerpoint RP is where the
enemy is heading to, in case you have difficulty detecting them (especially useful in earlier time periods with
limited radar/RWR ability).
Attachments
A2A BVR Duels, 1965-2022 v4.zip
Verion 4 A2A BVR Duels QBG
(84.14 KiB) Downloaded 53 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
Posts: 874
Joined: Wed Jul 18, 2018 12:05 am

Re: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1965-2022 v4.10

This is an update of the A2A BVR Duels Quick Battles to be more friendly with CMO 12XX versions. The big change here is that from within the QBG GUI, you can now set the WRA Automatic Firing Range as a percentage of the missile's max range. This is true for both the player and the OPFOR. The purpose of this change is to allow the user to experiment and practice with the new missile fly-out model. I think that it is important to notice that the air-to-air combat makes a lot more sense in the new CMO model when both sides significantly reduce their firing range- generally about 40% of maximum missile range for a BVR weapon. But one can choose a farther shot for a suppression effect- just don't expect to hit an alert fighter too often.

There is also a new option to use the Command PE date format, for Command PE users.

Warning- as of CMO version 1265.1 (and since "Tiny"), the OPFOR flights will no longer maintain their user-set altitude due to a CMO bug. Expect the enemy to be at 36,000 ft. Hopefully the bug will be resolved soon.
Attachments
A2A BVR Duels, 1965-2022 v4_10.zip
(94.38 KiB) Downloaded 66 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
boogabooga
Posts: 874
Joined: Wed Jul 18, 2018 12:05 am

Re: CMO Quick Battles

Post by boogabooga »

A2A BVR Duels, 1965-2022 v4.30

Version 4.10 is what was included in the official CMO 1307. This is an update.

V4.30
Changes from v4.10:
-Fixed an error when trying to select 0 enemy flights

-User may enter “n” (without quotes) in any of the four ‘WRA Range is’ x ‘% of Max’ boxes to use the No Escape Zone (NEZ) setting.

-New special action to show markings of distance from the selected unit along its heading at 2 nm and 5-50 nm in 5nm increments. A second special action will remove these markings.

-New Battle called ‘Repeat’. This will repeat the last A2A BVR duel settings so that the user can quickly run the scenario multiple times without having to go through the entire setup each time. It is only necessary to choose the correct database that was used (DB3K or CWDB). Since this relies on Lua variable values stored in memory, the user will get an error if attempting to run this battle without having first run another A2A BVR duel sometime during the current CMO session.

-Roster changes & adaptations for newer databases
Attachments
A2A BVR Duels, 1965-2022 v4_30.zip
(123.86 KiB) Downloaded 39 times
The boogabooga doctrine for CMO: Any intentional human intervention needs to be able to completely and reliably over-ride anything that the AI is doing at any time.
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