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76 topics in this forum
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Play the attached scen from red side. the docked ships at Neustadt will attack the red group in the Lübeck bight... but a counterattack with the SS-N-2 is not possible. Only wih guns. Planes with Weapons that are land capapble loadouts/weapons can attak the ships. Subs can´t attak too => looks as if all Antiship weapons with out a LandAttck Capability are useless aganst ships grouped with a base. GE used 2008.001 DB HC-Euro DB Repeatable? Yes/always ctdred.zip
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Defect Name: Refuel not spread to whole group Build: GE 2007.000 Repeatable: Yes Operating System: Vista Ultimate 64bit DB used: HCDB release Scenario used: HDSK 1.0 Wrath Battleset: EC2003 IOPG Long Description: - When a tanker has been added to a group of aircraft containing one or more different types of LOADOUT and refuelling takes place, the tanking process will only address and refuel one group of those aircraft LOADOUT types and the others will not be refuelled. - When a tanker has been added to a group of aircraft containing one or more different types of AIRCRAFT and refuelling takes place, the tanking process will only address and refuel one o…
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Defect Name: Helicopters on land order at final waypoint land instantly. Build: HCE 2008.033 Repeatable: Yes Operating System: Windows Vista Ultimate x64 DB used: HCDB-080406 Scenario used: TESTINS (Purpose built for this test) Battleset: EC2003 IOPG Long Description: When a helicopter is assigned the *land air* order at the final waypoint of its course, it will instantly land at the target airbase when it reaches that final waypoint. It will negate the entire distance to its home base and the operation will be performed in the space of a second. Process: - Open GE - Open the attached save for EC2003 IOPG named InstaLand1. - Ensure helicopter group ABH ha…
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Defect Name: Wrong Torpedoes Build: HCE 2009.005 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "Torpedoes" for Original MEDC. Long Description: WAD allows selection of ASW torpedoes against surface targets. Steps to reproduce: 1) Load and run saved game "Torpedoes" in original MEDC. 2) Order Blue AAS to Attack Red ZYS. 3) The Ship to Ship WAD allows selection of Missiles, Torpedoes or Guns. 4) Select Torpedoes. 5) Select the Spruance. The WAD shows Mk50 Barracuda Not Ship Capable. See screenshot "Capture". Expected behavior: "Torpedoes" should be grayed out in the Ship to Ship WAD. Observed behavior: WAD a…
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Since upgrading to the lates version (2008.033), and possibly before, I'm having display problem when I play any WestPac Scenario and use Formation Editor. Instead of seeing appropriate Unit Icons, I get black boxes (see attached). This hasn't occured in any of the other Scenarios I've tried in any BS excepr WestPac. Buddha
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I noticed there hasn't been a ton of action on the release notes verification and while I'm grateful for the issue tracker being somewhat alive, most of the excitement has surrounded a bashing of multiplayer. Well, it got me interested enough again to pound out some code. I'll try to remember to post an update here every couple of weeks until we get back to testable builds. 2011/02/20 - First time firing up the game and selecting multiple sides for the player to control. Extended the Staff Assistant to indicate which side a message is for by modifying the window title (it already differentiated with the graphic chosen but this may be more easily interpreted and hel…
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As some of you may remember, years ago we implemented in HCE a delayed turn rate for aircraft such that they could no longer "turn on a dime" and fly in the opposite direction. Essentially it delayed the ability to turn by a period of time (i.e. wait X number of seconds before executing a turn) and the values varied between types, e.g. more rapidly for maneuvering fighters and more slowly for large transport types. These turning rates (so to speak) are still quite simplistic and still allow an aircraft to change direction relatively quickly. The time has come, perhaps, to further adjust these values to impose a further degree of realism. Note that these ar…
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Always thinking about improved map interfaces...
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Two issues that will need test scenarios (and testing) from intrepid players: * tendency for aircraft in ASW formation patrol to drop sonobuoys in ineffectual clusters rather than randomly distributed within their assigned patrol zone * aircraft under AI control to go to Vlow altitude while performing evasion, and aircraft under player control to go to Vlow altitude while performing auto intercept
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One major challenge with modern Harpoon Classic is detection. In the older versions of Harpoon you were able to spot the enemy at ranges of 200 miles and more, when they were coming at you. Most of you probably recall those NACV scenarios, where you were defending Northern UK and were facing volleys of Su27s/Su24s from Iceland and Norway. The E3s were able to spot those formations at long range, giving you ample time to vector in your F15s/Tornadoes. In the current versions detection is really challenging. Most of the times I pick up aircraft at ranges less than 100 miles, some times only after they have fired upon me and this despite the fact that multiple unit…
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I'm interested in hearing how airfield damage and repairs should happen. Obviously we already have damage occurring including reduction in runway size. However that doesn't prevent air operations in the way you might expect. Please suggest your rules for: 1. Repairs (ex. one runway size increase per 12 hours if die roll of ##) 2. Effects of damage (planes requiring runway size x cannot land or take off from runway damaged to size x) a. Planes in the air divert to nearest friendly airfield ... Thanks! I'm mainly asking because this shouldn't be a terribly difficult thing to implement (runway repair and related effects) and I need something to get my cod…
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I think the old OrdWriter was packed by error in the last release 2009.070, his date of confection is from August 2012, and I think the possibility of add new type caracthers was added in the September version.
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It would be appreciated if someone could test the following torpedo guidance flags: 1. Unknown 2. Passive 3. Active/passive The 'active/passive' flag seems to be producing 0% hit probability, and since the code appears to treat all three flags the same, we'd like to see if all three are being affected. Thanks!
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Interested in seeing what the AI sees? Check out turncoat.ps1 under Downloads.
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I thought I'd just add a note that I've uploaded modified versions of my toolbox and my extended version of TonyE's lazGUI so as to operate with the GEs since 2017.05. While the internal game changes are being implemented by TonyE these two tools may or may not work, but I'll try to keep them upto date. Also I'd be interested if there are any comments on features within my extended lazGUI that users of toolbox would like (eg the expanded unit information within startgroup?) I also haven't done anything to my other tools such as AAR-report, so any comments would be interesting. (I kind of play with this stuff on the assumption no one else finds it useful so I don't exac…
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