C:MANO Release 1.04

Discussione in 'Wargames - Generale' iniziata da GeorgePatton, 4 Giugno 2014.

  1. GeorgePatton

    GeorgePatton

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    Per chi non se ne fosse accorto, è uscito l'aggiornamento.
    Versione 1.04 Release Candidate 1

    http://www.matrixgames.com/forums/tm.asp?m=3622448



    GENERAL
    -----------------------
    * Significant performance increase, particularly in heavy jamming situations.


    USER INTERFACE
    --------------------------------------
    * Turning off "BMNG" from the map-view options enables wireframe-only map, emulating the H3 map style. (The relief layer can still be overlayed as usual)

    * Added "Quick Jump" top-level menu which lists all saved quick-jump slots. Clicking any of the slots jumps the camera to the specified location & altitude (ie. same as using 1...10 keys).

    * Added double-click functionality:
    - Plotting course (F3): double-click when placing the last waypoint when plotting a course to exit Plot Course mode.
    - Using Distance/Bearing tool (Ctrl + D): double-click to exit Distance/Bearing tool.

    * Numerous GUI updates & improvements

    * Most hotkeys now have a menu item. Three new menu categories added ('View', 'Contact' and 'Quick Jump').

    * New window displaying all hotkeys: From the main menu, "Help" -> "Hotkeys"

    * New hotkeys:
    V - Switch unit/group view, for laptops without a numeric keypad
    Ctrl+V - Toggle God's Eye view
    F11 - open Mission Editor
    Ctrl+F11 - create new mission
    Ctrl+F9 - unit/group Doctrine + EMCON
    Ctrl+R - rename Reference Point (not sharing 'R' hotkey with Rename Unit)
    Ctrl+Del - delete selected ref point(s)
    Ctrl+Ins - add ref point
    B - return to base
    Ctrl+M - clear message log
    A - Toggle Hold Fire for selected units (no AI attacks)
    Ctrl+A - Toggle Hold Fire for all units on current side (no AI attacks)
    I - Toggle Ignore plotted path when attacking for selected unit
    Ctrl + I - Toggle Ignore plotted path when attacking for all units on current side
    E - Drop Target(s)
    Ctrl + E - Disengage (Drop all targets)
    Alt+S - Toggle sides (switch sides) in scenario editor
    P - Drop contact(s)

    * Ability to configure ghosted unit visibilty for groups. Go to 'Map Settings' -> 'Show ghosted group members for...' and select the desired setting. Default is None.

    * Ability to configure plotted course visibility. Go to 'Map Settings' -> 'Plotted Courses' and select desired setting. Default is All.


    SIMULATION
    ----------------------------
    * There are now 11 pre-defined cloud cover profiles. The mouse pointer has been updated with more information on the clouds so that the player can adjust operations accordingly. Some profiles have two layers of clouds which opens the door for some interesting scenarios. It is now possible to operate underneath clouds, over clouds, inside clouds, and visibility through cloud layers depends on cloud density. The profiles are:
    - Thick fog 0-2k ft, solid cloud cover 7-36k ft
    - Thin fog 0-2k ft, solid cloud cover 7-36k ft
    - Solid middle clouds 7-16k ft, moderate high clouds 30-36k ft
    - Moderate middle clouds 7-16k ft, light high clouds 27-30k ft
    - Moderate high clouds 25-28k ft
    - Moderate middle clouds 7-16k ft
    - Moderate low clouds 2-7k ft
    - Light high clouds 20-23k ft
    - Light middle clouds 10-16k ft
    - Light low clouds 5-7k ft
    - Clear sky

    * Offboard sonar sensors (e.g. towed arrays & VDS) not only have their powerplant own-noise modifiers halved, but also get a further reduction as per the existing thermal layer and deep sound channel modifiers on sound propagation. This makes these sensors even more potent, especially when they hang on the other side of the thermal layer than their carrier platforms.



    AI & MISSION EDITOR
    ------------------------------------
    * Significant addition to patrol missions: Prosecution Area.

    Prosecution Areas (PAs) serve two purposes:

    1) They act much like a forbidden zone in that contacts appearing within them are marked for interception, but they also _restrict_ the extent at which interceptions will happen. So if you want your fighters to e.g. be triggered only by bandits within 200nm of a protected HVU instead of "waking up" to contacts thousands of miles away, PAs are the solution.

    2) They act as a "leash" for assets on a patrol; they effectively determine the extent to which the patrol assets can give chase to receding targets. If the bandit moves out of the PA, the defender is forbidden to follow (though it can still engage with weapons if feasible). This solves the problem of patrol assets over-extending themselves during interception, quite often falling victims to feints/traps.

    PAs are supported in the UI by modifications to the Mission Editor UI, and are populated by reference points in the same way as existing patrol areas. They are empty by default, and in this case the AI behavior is the same as before (intercept bandits far away etc.), to facilitate existing scenarios.

    Units that are assigned to a patrol with a prosecution area will target & engage only contacts that are within this area (or their patrol area). If they are not on patrol or their patrol does not have a prosecution area, the existing AI rules apply.
    This makes it possible to create SAM ambushes (shoot at far less than max range), divide areas of responsibility for multiple patrol forces etc.

    * Added sprint-and-drift behavior for units that are part of a surface or sub group (the most common case requiring this behavior). This behavior is enabled by going in the formation editor, selecting the desired unit, and ticking the checkbox "Sprint and Drift" on the formation editor toolbar.


    WEAPONS MODELING
    ------------------------------------

    * The AI in ships & surfaced submarines can now engage incoming SAMs in ASM mode. (Player-issued attacks on SAMs are still deliberately ignored).

    * The AI can now fire heavyweight torpedoes out to 8nm instead of 6nm.


    SCENARIOS & DATA
    ------------------------------

    * Includes updated versions of official scenarios.

    * Includes the updated versions of the DB3000 & CWDB databases.

    più altra bella robetta....
     
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