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CMO (CMANO2!!) multiplayer incoming!!!!!


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ellos garantizan que sí. Que serán compatibles las oficiales y las de la comunidad. Habrá apoyo de workshop. No hará falta descargarse las imágenes de la base de datos.. y el mapa irá mucho más fluido al moverse por él. A parte rendimiento mejor. Descuento a los que ya lo tengan.... etc..

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¿Dónde se dice lo del multiplayer? Porque mira que traduje la noticia y no me enteré :D

 

No tengo ni idea de la fecha de lanzamiento, he preguntado pero se me han hecho los suecos :D pero teniendo en cuenta que ya se anuncia como Coming Soon, yo diría que es cosa de 2-3 meses como mucho (basándome en experiencias recientes como el Armored Brigade). Insisto que esto es una suposición mía, no manejo información privilegiada. ¿Quizá para aprovechar el tirón de Navidades?

 

Edito: leo a Hetzer en Punta de Lanza que comenta que sí, que saldrá este año, y más pronto que tarde, por lo que mi corazonada parecía cierta😀 ¡gran noticia!

Edited by Galahad78
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Bueno, entonces no pondría muchas esperanzas. Imagino que el multiplayer se lo guardarán para un CMANO/CMO 2.

 

Lo mismo para escenarios de la WW2: dice que hay planes más ambiciosos que unos meros escenarios. ¿Y qué significa la M de CMANO/CMO? Modern. No hase falta disir nada más.

Edited by Galahad78
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mola. Lo que mas me llama la atención es el añadido de mapas fotográficos, aunque no haría falta que fuesen de resolución salvaje. Simplemente con que añadan el hecho de poder identificar fácilmente objetivos terrestres fijos (estoy pensando en el infierno de ataque del primer día de la guerra de los seis días, de la campaña shifting sands) y añada a la inmersión de ver las poblaciones como tal, etc.. por mi suficiente.

Espero que estos terrenos los puedan poner en forma de packs, es decir: campaña shifting sands con su pack de fotos del terreno. Porque medio tera de terreno me parece excesivo se mire como se mire.

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2 hours ago, Marques said:

mola. Lo que mas me llama la atención es el añadido de mapas fotográficos, aunque no haría falta que fuesen de resolución salvaje. Simplemente con que añadan el hecho de poder identificar fácilmente objetivos terrestres fijos (estoy pensando en el infierno de ataque del primer día de la guerra de los seis días, de la campaña shifting sands) y añada a la inmersión de ver las poblaciones como tal, etc.. por mi suficiente.

Espero que estos terrenos los puedan poner en forma de packs, es decir: campaña shifting sands con su pack de fotos del terreno. Porque medio tera de terreno me parece excesivo se mire como se mire.

 

Esto ya se podía hacer en CMANO con las layers, pero por lo que se ve era mucho trabajo y los diseñadores de escenarios han pasado bastante durante estos años. Hay, sin embargo, un escenario de Tomcat84 llamado Frisian Flag que introducía layers fotográficos en el área de operaciones, y era una gozada ver los iconos del mapa justo encima de un hangar, por ejemplo.

 

(hablo de memoria, igual me equivoco de nombre de escenario :D de todos modos, este hombre tenía algún otro de la Red Flag, muy currados, que merece la pena ver y jugar).

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El hace 3 horas, Galahad78 dijo:

 

Esto ya se podía hacer en CMANO con las layers, pero por lo que se ve era mucho trabajo y los diseñadores de escenarios han pasado bastante durante estos años. Hay, sin embargo, un escenario de Tomcat84 llamado Frisian Flag que introducía layers fotográficos en el área de operaciones, y era una gozada ver los iconos del mapa justo encima de un hangar, por ejemplo.

 

(hablo de memoria, igual me equivoco de nombre de escenario :D de todos modos, este hombre tenía algún otro de la Red Flag, muy currados, que merece la pena ver y jugar).

Si, las capas (layer=capa). Pero no es tanto problema de dificultad, con el programita GMAP modicado por Baloogan era una mera cuestion de elegir la zona, el nivel de detalle y hecho. Te exportaba la imagen y el archivo de geolocalizacion para el CMANO.

 

De hace 3 años:

6m5HeMi.jpg

 

Personalmente investigue su uso para todo el teatro, aunque al final era un archivo de 13 mb, algo pesado para CMANO y un PC de 8 gb.

 

TidsEKL.jpg

Mapa militar soviético de la zona de Albania.(en este tuve que crear el archivito de geolocalizacion a mano pero no es muy complicado).

 

Yo tengo todas las bases españolas en fotorreal de cuando modele las bases, de ahi que no se descuadren ;)

¿problema?

 

SOhpRo3.png

Ya veis la linea de costa.

 

Otras veces, la falta de resolucion queda fea.

ZqLOAfS.jpg

 

 

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Conocía esa opción, pero te lo tienes que hacer tu o, como dices galahad, que te viniese en la misión o campaña. De todas formas cuando lo ví era para aplicar a un aeropuerto o cosas así, parece que lo de ahora es para toda la región. Imagino que habrá sido optimizado para que no pete. Sea como fuere, como haya que descargar el medio tera entero.... le van a dar por donde amargan los pepinos

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1 hour ago, Japo32 said:

yo he visto que se necesita 20gb de espacio en disco duro.. lo del medio tera donde lo pone?

 

"Half terabyte worth of high resolution satellite imagery" decía la noticia. Probablemente sea algo como el X-Plane, que te instalas las zonas que quieras, o quizá lo puedas tener en tiempo real si estás conectado a Internet.

 

Es verdad ce_zeta, no recordaba tu tremendo trabajo en esos escenarios 👍

Edited by Galahad78
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A la pregunta del Half Terabyte de que si hay que instalarlo, responden en el foro de CMANO1 en steam:

 

HALF A TERABYTE of hi-res maps?!? I'm on board, but is there any way to get this without blowing through my data cap in one day? Any way to order this on Blu Ray?

 

respuesta:

The initial installer is much smaller, and you then stream map data as necessary.

 

Responde tambien con respecto a GPU, si tirará de el.. y me parece que no habrá aceleración gráfica. Por lo menos espero que vaya suave en el movimiento de mapa (dijeron que sí):

The "minimum 4GB recommand 8GB" is for the RAM, not graphics card.

GPU requirements are still pretty modest although slightly increased from CMANO 1.x.

 

Edited by Japo32
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Entrevista al jefe de Warfare Sims. Al loro cuando habla de que quizá estudien una integración con F4BMS o DCS!!! Ojalá!!!

 

Dev Interview Part I - Old and New Tools
1) First of all, thanks a lot for this great opportunity and for answering some questions about your upcoming game Command: Modern Operations. May I start asking to introduce you and the rest of the team briefly for the few that might not know the “Man behind the Work”?

I am Dimitris, co-founder and head of development at WarfareSims. Apart from leading the development team, the job entails a lot of other things - pretty much anything that is not explicitly assigned to someone else on the team falls by default on my shoulders (yes, that means I also have to take care of the pizzas). It can definitely be a wild horse to ride, but the satisfaction can make it worth it.

The rest of the team is distributed literally around the world. We have members and contributors from pretty much the entire NATO and ex-SEATO spectrum. This makes coordination more challenging but does afford us some significant advantages in coverage, responsiveness and diversity.




2) CMANO has been for several years the most accurate, complex and realistic military simulator around. We know that its full potential has been understood by many Armed Forces around the World, for training and scenario analysis. Having said that, may I ask why and when you decided to move to C:MO and how the development of this title could impact the partnership with the military?

The rallying cry for CMO (or CMANO2 if you will, as it really is “Command 2” in all but name) during its development all these years has been “a better game first, a better simulation second”. Understanding this mindset takes a bit of elaboration.

As you know, we have steadily supported CMANO v1.x for six years now, with a series of major free updates. These updates provided a ton of simulation, mechanics & AI improvement, as well as content; it has been pointed out to us repeatedly that the changes/additions we’ve freely provided to CMANO easily compare to new full-price releases by other companies. However, you wouldn’t know this by comparing a screenshot from Command v1.0 to one from the current public version. Almost all the changes are “under the hood”, so to speak. With this in mind, improving the user interface and gameplay experience became a primary pillar in CMANO2’s development.

At the same time, our market audience composition has shifted. When we initially launched Command, there was only one version, and in that single version we had to pour everything we had in our minds and wanted to share with the world, both from a “game” perspective and a “serious simulation” one. This resulted in a wonderful but slightly bipolar product that sometimes couldn’t decide if it wanted to be above all a mainstream-friendly game or a professional-oriented tool. The branching-off of a dedicated pro-oriented series has liberated us from this conundrum and allowed each path to evolve optimized for its dedicated audience. While the underlying simulation core and various data are similar (and often identical), Command-PE is now firmly a sim-first product loaded to the brim with tools for the professional user, while CMANO and now CMO/CMANO2 are first are foremost (serious) games.

Once this design focus is absorbed, several priorities naturally emerge: The game must be easier on the eyes than before. It must be more visually appealing, without losing its serious foundations. It must be easier to learn, both on the user interface and also on the basic mechanics of modern warfare. It must hold the player's hand more in the beginning. It must avoid flooding the player with information. It must make it easier for the player to find the one specific bit of information (amongst the sea of data) that he's actually looking for. It must let the player put together a basic dust-up without too much consideration for geopolitical realism and diplomatic realities. In short, while remaining a top-notch simulation, it must also become a better game.




3) C:MO appears to be a major step forward from CMANO. A rewritten map engine, new UI, new capabilities, etc. One of the striking new element seems the ability to integrate tools from professional software. I’m talking about mainly the TacView and new map layers. Could you tell us more about them?

The new map layers is one of the features we are particularly proud of, as it has been one of the most persistent requests for years now. In summary, the layers are:


- BMNGv2, an improved version of NASA’s public “Blue Marble NG” global map


http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/1.jpg

- Relief-90, a high resolution overlay optimized to show terrain features

[
http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/2.jpg]

- Stamen Terrain / Roads / Labels: This global map combines terrain, roads & cities and placenames down to a very high detail level (you can literally zoom down to house level). This map is kindly provided by the fine folks at Stamen (http://maps.stamen.com), whom we heartily recommend for any map-related project.

http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/3.jpg

- Terrain land-cover. This is a new layer type, necessary for displaying the different land cover type (urban, forest, desert, snow etc.) at any location on the planet. This is tightly related to the improvements we have added to land operations.

http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/4.jpg

- Sentinel-2 Cloudless: This is the same map that is browsable here: https://s2maps.eu/ . This allows us to provide global satellite imagery to a very good level of detail (it’s detailed enough that you can make out features at airbases, ports etc.), and thus serves as an excellent “baseline” layer for scenario authors to place their objects on, as well as a more immersive environment for players.

http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/5.jpg

Tacview integration is another hotly-requested item for years now. We have been in close contact with Frantz Raia (creator of Tacview) over the years and he has made several additions to the software, upon our request, which have been very useful both to us and to his own professional work (such as the real-time streaming feature). We worked hard together with Frantz on finding a way to make the commercial version of CMANO work well with Tacview (the requirements, priorities and constraints are different than the pro implementation of this feature, which has been available for a while now).

So what we came up with is an optional ability to stream part of the simulation information to Tacview. Basically the player can select a “3D view” menu option, and if Tacview is installed, a new window pops up which contains the 3D visualization (this requires Tacview Advanced edition in order to work). This window behaves similar to all other secondary windows in Command, so it can be resized, placed anywhere atop the main map window, or parked on another monitor. The player can jump from one unit to another, rotate and plan the camera etc., just like when normally using Tacview as a standalone app. As I said this is an optional feature and Command can run just fine without it.


http://www.matrixgames.com/amazon/Screenshots/CMO/DevInt_Preview1/answers/full/6.png

4) Any other software you think could be added in the future?

There are a number of different programs we have investigated for possible integration. Some of them are pure visualizers (or “image generators”, to use the defence industry lingo) similar to Tacview, while others are full-fledged simulation and analysis suites. Most of them are really more relevant to the defence industry rather than the commercial wargaming sector (unless there is a hidden untapped market on e.g. radio-frequency spectrum analysis!), but we are certainly open to pointers.

One suggestion that seems to bubble up fairly consistently is possible integration with either F4-BMS or DCS World, with Command acting as the operational/strategic “command and control” layer for these primarily tactical simulations. We haven’t really run the numbers yet to determine whether this would be a worthwhile investment (this would obviously depend on the work required to get things up and running), but it could be something worth considering at some point in the future.




PART II QUESTIONS: FULL SPECTRUM OPERATIONS - Tune on Wednesday 25th to check the second part of the Interview!

5) Speaking of new terrain types, we noticed that the announcement references improvements in ground operations. We also saw some screenshots with high-res maps with roads and similar infrastructures. Can you elaborate on what’s in store for digital grunts in CMO?

6) Let’s talk a bit about the naval component. What do you think is the most innovative feature that will be added, or the most significant improvement from CMANO?

7) Could you tell us a little more about what do you mean exactly by “realistic submarine comms”?

😎 Beside naval, Air warfare has always been the other major focus in CMANO. Will C:MO players see differences in managing squadrons, targets, aircraft behavior and missions in general?

9) In the public Feature list, there is a mention on “Aircraft crew G-tolerance”. Could you elaborate this point a bit more?
Edited by Japo32
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Seria un bombazo la integracion con BMS o DCS, pero por un lado en BMS el combate en tierra puede ser afectado por lo de la burbuja y siempre me ha parecido muy ortopedico (formaciones perfectas....) ojala se pueda hacer. En el otro lado tenemos DCS, que se pueden volver locos con los cambios del core si quieren integrarlo y mantenerlo funcionando...

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