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Old 11-08-11, 01:09 PM   #1
analog
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Join Date: Nov 2011
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Default Command: Modern Air/Naval Operations

Hello.
I am new to SubSims been playing naval simulations for almost 20 yrs and and have been involved in Command: Modern Air/Naval Operations for some time. I will periodically update the progress of the Simulaton here.

From Warefare Sims:
<quote>
Introducing: aerostats.

Aerostats are broadly divided into moored balloons (static) and airships (mobile). Moored baloons can only vary their altitude and direction, while airships roam freely.

For detection purposes all aerostats are treated as aircraft. They can be engaged by both AAW and ASuW weapons (in fact, AsuW weapons are more efficient against them because of their larger and more varied warheads). When using ASuW weapons, the normal CEP rules apply, so a smaller aerostat will be a more difficult target than a large one.

Depending on their size, aerostats are fairly resilient, from 100DPs for the smallest ones up to 3200DPs for the largest. Damage calculations are simpler than ships etc. because there are no armor penetration checks. Component hits etc. work just like with ships, subs & facilities.
<endquote>
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Old 12-05-11, 09:52 AM   #2
analog
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Default Event Engine

A new feature being implimented in CMANO, The Event Engine.

From D at Warefare Sims:

Quote:
The EE allows tying together various events happening in the simulation with any number of arbitrary actions defined by the scenario author. So essentially you get the ability to manage the scenario cause-and-effect "flow" as well as create a believable theater-level AI process.

The linked triggers and actions can range from the perfectly reasonable ("Blue carrier is sunk -> Red gains 1000 points") to the somewhat contrived ("Somali pirates harass a US merchant ship -> The USN is authorized to perform nuclear SLBM strikes on pirate havens on the Somali coast") but that's entirely up to the scenario author.

You can also define conditions that must be met in order for a trigger to actually fire an event. So you can come up with pretty complex "if - while - then - else" logical paths, have cascading events, have the firing of an event render another event inactive and lots of other options. Think of triggers, conditions and actions as Lego pieces that you can bring together to model the logical process you have in mind.

If as a scen author or even simply player you've ever thought "Wouldn't it be very cool if event-X caused such and such stuff to happen....", then the EE is your dream come true.
Pretty neat stuff. Should make scenarios much less predictable and more engoyable to play.
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Old 12-05-11, 05:25 PM   #3
eddie
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Default

Sounds good, looking forward to it!!
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