So I'm sure I'm not the only one who has serious trouble in singleplayer because Westwood thought it would be funny to lock the speed control away, and on more modern machines the game runs a bit on the fast side. Like 2x as fast as it used to, which is less than comfortable for me when there's fast reactions and micromanagement required. There often is in Mental Omega, and it becomes nearly unplayable at times because you just can't shift your cursor quick enough to stop that terror drone munching on your Psi-Corps Commandos, or that just discovered Tsivil from filling your SEALs with lead.
Most people know the fix for vanilla Red Alert 2 and Yuri's revenge; you edit the shortcut with the command -SPEEDCONTROL. And most people who happen to have tried it for Mental Omega will find that the launcher doesn't let it work. In my case I tried reducing the number of active cores in my laptop to one and running in battery saver mode, which slowed things down a bit but wreaked havoc with the framerate. Not willing to accept defeat, I went looking for alternate methods... and found one.
To enable the singleplayer campaign's speed slider in the current version of Mental Omega 3.0 (revision 1), open the gamemo.exe in a hex editor, say HxD. Go to offset 0x12F949 and you will see 74 07. Change them to 90 90, and save.
Note: the speed slider will behave as it would for vanila RA2 and YR if you'd used the aforementioned -SPEEDCONTROL technique. It is only accessible from within campaign missions, under the options menu. It will be set on "fast" by default, and will reset itself to this position every time you start a new mission.
As a bonus, if your computer goes all sluggish when the action really gets going, you can also make the game faster!
(If anyone's wondering how I found it, the same technique can also be used for vanilla RA2. The offset changes between that and YR (and no-one's publicly posted the YR offset), and probably does so again for Mental Omega... but part of the surrounding hex values are the same. Search for the local pattern, and you find the appropriate bytes to adjust.)
Oh, and I'm not guaranteeing this will work for MO 3.0 revision 2 whenever it comes; the bytes will probably have moved again. And I'll just have to track them down again!