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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    Guns guns guns. HCE - 2007.028 ============== - Chg:0000 GE Anti-Surface gun ammo allocation improvements * Rather than assuming each mount can only fire one shell, use # of tubes instead. * Don't assume player should only fire 1 shell (pre-allocation in attack dialog), do the full calculation to estimate how many to fire. - Chg:0000 GE Mount weapons fired in current 60 seconds was being reset incorrectly, fixed it by making ROF_Divisor = 0 in all cases. - Chg:0000 GE In CheckMissileHits, show ECM reduction and such for misses …

    • 2 replies
    • 1.3k views
  2. Started by TonyE,

    HCE - 2007.027 ============== - Chg:0000 GE Anti-Surface Guns now adhere to mount rate of fire limitations, only after the initial allocation, player can cheat on initial allocation. AS Guns will fire the correct ammunition now, and will not 'dump ammo overboard'. Previously guns were firing one burst per 15 seconds and throwing any other bursts overboard. AS Guns by the AI will fire 2 x target remaining DP of bursts at the target, this helps reduce overkill/ammo wastage. AS Guns will stop firing when the firing platform is out of …

    • 5 replies
    • 2.2k views
  3. Started by TonyE,

    HCE - 2007.026 ============== - Chg:0000 GE In CheckMissileHits, show ecm reduction to PH. This doesn't show missiles hitting planes. - Chg:2347 GE Game crashes when starting EC2003 scenarios without starting with full ordnance. (thanks Terminus) - Chg:2112 GE Really make show all and iterative saving work in release builds. - Chg:0000 GE After firing command guided missiles, if the firing unit is destroyed before the missiles impacted, the game would crash due to a null value for sourceUnit. Fixed by adding a null check, say "Firing unit destroyed" as the name…

    • 0 replies
    • 838 views
  4. Started by divefreak,

    On a quick try to check this issue i found 3 Problems with the guns. 1. Guns sometimes are firing more than 1 round at once even if the 2. Ammo is out of range. Only happens when the longer ranges Ammo is listed below the shorter ranges weapon 2. Guns with dual purpose Ammo sometimes can´t be used at the ground range against ground targets, you need to close in until you´re in the AA Range to engage a ground target. 3. no damage on installations by Dualpurpose Ammo, no flash/hit animation! (needs confirmation!) Test Scen attached, simply attack the Base with guns and observe what happens. Regards René GUNTEST.zip

    • 1 reply
    • 1.2k views
  5. Started by CV32,

    Now that HCE has been released, I have several under-construction-scenarios on the backburners that are being dusted off and polished up for release. This one, 'Oubliette', is for play by BLUE in the Westpac Battleset. This one sends an Ohio SSBN into the Sea of Okhotsk to take up a deterrent patrol during a time of war. Please take it for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it. oubliette.zip

    • 9 replies
    • 3k views
  6. Started by TonyE,

    Need your help narrowing down the problem described by Krasny, so far I cannot replicate in 2007.000 or the latest beta. http://www.matrixgames.com/forums/tm.asp?m=1622196 I've also attached his save to this thread. Krasny2.zip

    • 5 replies
    • 2k views
  7. Now that HCE has been released, I have several under-construction-scenarios on the backburners that are being dusted off and polished up for release. This one, 'Serhiy's Decision', is for play by BLUE in the EC2003 Battle for the Mediterranean Battleset. This one examines the sudden split of the Black Sea Fleet between the Ukraine and Russia in early 1992, following the dissolution of the USSR. Please take it for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it. serhiy.zip

    • 6 replies
    • 2.1k views
  8. Started by CV32,

    Now that HCE has been released, I have several under-construction-scenarios on the backburners that are being dusted off and polished up for release. This one, 'Iron Wolf', is for play by BLUE in the EC2003 GIUK Battleset. This one sees the Baltic states of Estonia, Latvia and Lithuania - all new NATO partners - threatened by Russia and Belarus. Please take it for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it.

    • 4 replies
    • 1.8k views
  9. Started by CV32,

    Now that HCE has been released, I have several under-construction-scenarios on the backburners that are being dusted off and polished up for release. This one, 'Foxes in the Henhouse', is for play by BLUE in the Westpac Battleset. Its an early Cold War era scenario that pits a pair of US Navy Skipjack class SSNs against a trio of Soviet HENS submarines, a Hotel class SSBN, Echo class SSGN and November class SSN (which began deploying in the early 1960s), before they can deploy into their patrol zones. Please take it for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not…

    • 7 replies
    • 2.4k views
  10. Started by TEPonta,

    The Beta site lists a new DL for HCCE 2007.000 released today, but I keep getting "404:Not Found". Am I doing something wrong here? Buddha

  11. Started by TEPonta,

    Suddenly, whenever I try to run any scenarios from any of the EC2003 or WestPac BS's, I get the attached error before the game can load. The SE doesn't seem to be effected at all, nor do any of the other BS's. Any advice anyone? Thanx: Buddha

    • 8 replies
    • 3.2k views
  12. Started by TonyE,

    HCE - 2007.025 ============== - Chg:0000 GE Game could crash when splitting tanker from group if there is no group selected. Fixed so that landing for split is based off of tanker group, failing that, base it off group tanker was part of. - Chg:0000 GE Game could crash when using Full button display on report window. Fixed it up to use Unit instead of Group where needed. - Chg:0000 GE Added ECM ability to mounts. Now a ship may carry ALQ-99 for area and point defense jamming. Flares and Chaff will also now work for units other than planes. To Test: I ex…

    • 8 replies
    • 2.9k views
  13. Started by CV32,

    As discussed with Tony via mIRC, there appears to be some problem with Player controlled ships running aground when they are still many miles from the nearest shore. I have (thus far) seen this only in the MEDC battleset. This savegame is from MEDC 2.0 - Breakout, using GE b24. I expect that a savegame is not especially necessary, as it seems to happen instantly on opening the scenario. breakout.zip

    • 1 reply
    • 1.5k views
  14. Started by TEPonta,

    Since upgrading to Windows Vista, I've been unable to use the PE. After going through a series of security warnings in MS Access, I'm finally presented with an empty DB. My attempts to import the existing platforms into the PE for editing are totally fruitless, and met with the attached error screen, which I can't make heads or tails of. Anyone else having problems like this? If so, does anyone have any suggestions on a fix? Thanx: Buddha

    • 9 replies
    • 3.2k views
  15. Started by JSF,

    Hello, attached the sequel to "The Backyard". This scen will be released shortly after HCE is out. It bases on the scen published with HCE. Comments and critiques welcome! Ok, modified zip attached, including the correct scen-file. Backyard2.zip

    • 10 replies
    • 3.2k views
  16. Started by Akula,

    I'm not going to be available much for the next few weeks due to RL events. I'll stop by whenever I can. Hopefully things will return to a somewhat normal state in a week or two.

    • 2 replies
    • 1.4k views
  17. Started by JSF,

    Hello Tony / Brad, where to post scenarios to be discussed? I wanted - as invited by Tony - to upload my "hole2" aka "Backyard 2", but am not sure where to post it. Maybe a new thread for scenario discussion? Ralf

    • 4 replies
    • 2k views
  18. Started by TonyE,

    HCE - 2007.024 ============== - Chg:0000 GE Stop showing SAM and Gun counts at enemy installations and land units on the mini report window. - Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the log file. - Chg:0000 GE Improve DLLExport interface to improve speed when no DLLs are loaded. - Chg:0000 GE Hopefully prevent Neutrals from attacking AI, prevent AI from giving player detects of Neutrals. To Test: GE Set up test scenarios with Neutrals. Make sure that... 1. Neutrals do not report AI positions to player 2. AI does not report Neutral positions to player 3. Ne…

    • 8 replies
    • 2.7k views
  19. Started by TonyE,

    Brad, Rene, and myself went thru a chat about refueling. When tweaking code in 2007.023 it was pretty apparent that refueling can be expanded from its current behavior without breaking the scenario or save game format. Goals: 1. Allow a tanker to offload fuel multiple times, until it has no more fuel to offload. 2. Separate the amount of offloadable fuel from the tanker's loadout range, instead characterize it in 'drop tanks'. Mechanism: 1. Tanker loadouts will use a special case drop-tank with a non-zero range. A scaling factor of 100 will be applied. a. example: drop tank with range 3.0 means it can offload 300nm of fuel (cruise speed). b. Maximum val…

    • 2 replies
    • 1.9k views
  20. Started by divefreak,

    Hi When you try to add an Base at more than 4x the SE crashes with a general fault. Nothing in the logfile.... Regards René

    • 5 replies
    • 2.2k views

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