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General

Old threads from HC Beta\General go here

  1. Started by cdcool,

    I cant get the formation window to close in the Unit window with the new beta, not unless Im having a brain dump.

    • 2 replies
    • 2.3k views
  2. Started by Akula,

    I've suffered a catastrophic hard drive failure on my home computer, and with it being the holidays it will be several days before I can even get a new one in to fix it. I will be able to get an old one up and running, but it will basically be limited to internet and the like. I'll update you when I am back to full running capacity.

    • 7 replies
    • 3.8k views
  3. Started by TonyE,

    HCE - 2009.049 - 2009/11/28 =========================== + Chg:B140 GE Let's not allow firing guns at submerged subs in the torp counter-fire situation. + Chg:2447 GE Phantom air group attempts landing. (thanks Herman) See http://harpgamer.com/harpforum/index.php?showtopic=2529 + Chg:0000 GE Tanker prompted to land at wrong carrier, proceeds to land at any old carrier it wants to. Tanker now listens and follows orders. (thanks Maromak) See http://harpgamer.com/harpforum/index.php?showtopic=2674 + Chg:B142 GE Work around inability to re-target within existing target …

    • 15 replies
    • 8k views
  4. Started by TonyE,

    HCE - 2009.048 - 2009/11/21 =========================== - Chg:B141 GE Unit detail display would crash if aircraft's home unit was destroyed. Fixed (thanks Don Thomas) HCE - 2009.047 - 2009/11/02 =========================== - Chg:0000 GE When using formation editor from Group window, the masking of the unit icons was going haywire (since oh, 2005 or so). Finally tracked it down and fixed it, the masking should now work (i.e. no black or white unit/group icon backgrounds in all situations. (thanks DonG, and many others over years) file will be uploaded in a few minutes…

  5. Started by TonyE,

    NOTE, grab the most recent HCDB for use with this build. Brad has removed air to ground capability from many of the aircraft guns, bringing the AI back to having a little more sanity. http://harpgamer.com/harpforum/index.php?a...mp;showfile=235 HCE - 2009.046 - 2009/10/24 =========================== - Chg:0000 GE Allow aircraft to fire ASROC type weapons at submarines. (thanks Brad & Brains) - Chg:0000 GE If there are radars or sonars added to a plane's loadout they will now be used as sensors by the GE if there are open sensor slots available (a plane can currently have at most eight se…

  6. Started by TonyE,

    HCE - 2009.045 - 2009/10/08 =========================== - Chg:0000 GE eff115 (trigger AI sensor state and prompt user for sensor activation) modified to require that the target unit in question be detected. (thanks Brad) - Chg:0000 GE True air to surface guns can now be used against surface targets, both by the AI and the player. (thanks hoogelex & Brad) - Chg:0000 PE Changed end_edit.bat support contact information to HarpGamer. Oops, I forgot to put the new end_edit.bat in the zip file, we'll get that another time. Probably the only thing you can test is the air to surface guns, see …

    • 19 replies
    • 7.3k views
  7. Started by TonyE,

    HCE - 2009.044 - 2009/09/20 =========================== - Chg:0000 GE Disabled the DEBUG ???? could detect us debug messages, they are still logged to the EMCON_AI log if that is enabled. - Chg:0000 GE Aircraft ready messages now show the Group ID where the planes were readied. "4 x A-6E Intruder (AntiRadar) ready at ACb Oslo" - Chg:B134 GE Force recalculation of group range rings and force Group map update when any planes are shot down. (thanks Joe K) http://harpgamer.com/harpforum/index.php?a...amp;showbug=134 - Chg:0000 GE Disabled DEBUG messagelog messages for eff115 and point defense. - Ch…

    • 5 replies
    • 2.4k views
  8. Started by TonyE,

    HCE - 2009.043 - 2009/09/04 =========================== - Chg:B129 GE In prior builds once missiles were already on the way to a target, the player wouldn't be prompted to fire more missiles even if units within striking range had available weapons. That functionality existed to prevent inundating the player with requests to fire weapons before previously launched attacks were resolved. This proved confusing. Now that behavior will only remain in force for anti-air attacks. (thanks COBLU) http://harpgamer.com/harpforum/index.php?a…

    • 3 replies
    • 1.8k views
  9. Started by TonyE,

    HCE - 2009.042 ============== - Chg:0000 GE Fixed another crash bug when HandleLanding is called by a ship group. This came up in autotesting of WestPac.

    • 0 replies
    • 1.6k views
  10. Started by TonyE,

    HCE - 2009.041 ============== - Chg:0000 GE Command line option -u added for setting the process priority. This is handy for autotesting to run the game at a lower priority letting your other programs be more responsive. Valid values are -2 thru 2. -u -2 means low priority -u -1 means below normal priority -u 0 means normal priority -u 1 means above normal priority -u 2 means high priority - Chg:0000 GE Fixed transparent error window when autotesting EC2000 IOPG 10.0 as Red by rewriting the Sta…

    • 2 replies
    • 1.9k views
  11. Started by TonyE,

    HCE - 2009.040 ============== - Chg:0000 GE AAA works again (thanks donaldseadog)

    • 3 replies
    • 1.9k views
  12. Started by donaldseadog,

    Sorry if this is either obvious or unhelpful but if it is useful great. In my testing installation (I've only just sorted out installations as suggested in beta testing guide) I have basically the latest beta (der!!) but I still have the 2009.036 GE (left with winharp32.exe name) and I've named the beta GE winharp39.exe. Now if I want to run a particular saved game or scenario (with an optional selected database, which I have in the beta main folder and with descriptive names) I use the launcher and just amend the GE name in the launcher window depending upon which GE I want to use. Then to compare how it runs in the alternative GE you just go back to the launcher (don't…

  13. Started by donaldseadog,

    This is just an observation made using HCWW data base in particular ship to ship naval gun combat. Where a ship has say three twin turrets AI will choose say eight rounds to fire at a target will will fire them as four salvos from the first available turret with the inherent time delay defined by the turret's ROF when in most cases (depending upon angles etc) six rounds could have been initially fired, two from each of the three turrets. The first two rounds are likely to do little more than wake up the enemy who might then choose to reply with all guns blazing before ai gets in the second salvo. Also while we are advised of missiles etc being detected there is not such…

  14. Started by TonyE,

    HCE - 2009.039 ============== - Chg:0000 GE Fixed a crash bug in EC2000 MEDC 11.0 upon load (it was trying to load an invalid aircraft loadout). if you can load the scenario from each Red and Blue sides and run it for 5 seconds of game time in each case, you can report this as verified.

    • 5 replies
    • 2.9k views
  15. Started by TonyE,

    HCE - 2009.038 ============== - Chg:0000 GE Fixed a crash bug that could occur when AI attacks player planes with guns in loadout. tough to test, I only ran across it while autotesting and it only happens if the gun is ONLY air capable. Anyway, I think you'll have to trust me this time that the fix works.

    • 4 replies
    • 2.3k views
  16. Started by VictorInThePacific,

    In a previous discussion I was part of (Matrix Harpoon forum, Feb 18/09), I was given to understand that an Aegis cruiser was assigned a ROF of 20 and a control limit of 20 by Harpoon, that is, the ship is able to control 20 SAMs at a time, and can replenish them at the rate of 20 every 30 s. (In addition, I thought that the ship would normally fire 2 SAMs per target.) More recently (Harpgamer forum, July 28/09), I was informed that this Aegis cruiser can fire up to 30 SAMs per 60 s. There may be a typo here, or the rules may have changed in half a year, so I'm not going to worry about this discrepancy too much. What does concern me at this time is that the ac…

  17. Started by TonyE,

    HCE - 2009.037 ============== + Chg:0000 GE If the loaded scenario has no time limit set, default to 72 days. (thanks Brains) + Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that contains the fragment Baka (case sensitive) indicates a kamikaze weapon that if fired will shoot down the launching plane making in essence a kamikaze weapon. (thanks Brad) + Chg:0000 GE Allow inertially only guided weapons to be fired against ships. This probably breaks something else! + Chg:0000 GE Move RCS logging to radar log, before it was always logged. + Chg:B117 GE Ferryin…

    • 34 replies
    • 16.1k views
  18. Started by VictorInThePacific,

    Warning: This gets into some hardcore calculations In the course of dealing with a refueling issue, I did some measurements I would not normally have done. I obtained some results that may or may not make sense. I sent an F/A-18D tanker cruising out from its base. Every time its "bingo" status dropped by 10%, I checked its distance to base (F6 in the group window) and fuel range remaining (F in the unit window). I expected that the distance traveled plus distance remaining would add up to a constant (1050 nm, the initial basic range of the plane). What I found was that the two numbers added up to an increasing total, so that the plane was able to travel sign…

  19. Started by VictorInThePacific,

    Could someone please make a comment about the issue that I have reported here: http://harpgamer.com/harpforum/index.php?a...amp;showbug=122 Something to the effect of a) This is intentional, or b] I have seen this before, but can't explain it. I would like to know if I am dealing with a bug or a complex process. It may be that people only look for recent posts, and the issue tracker is hidden. I have tried to reproduce this with the demo but it works differently there. In the demo, I have found a definite mistake in the way tankers are handled, but I see no reason to report that because the demo is an older version of the game.

  20. I am still working on this post - needed to store the data somewhere, but I need to interrupt the process. new data Anecdote about a refueling problem. Strictly speaking, this does not belong in this thread, because it is not a refueling issue, although it arises as a consequence of a refueling situation. In EC2000 Battle for the Norwegian Sea 1 (Big Fish), you need to fly some EH 101 Merlin helicopters from Kinloss, Scotland to some friendly ships just S of Iceland, refuel there, and then assault some US ships NW of Iceland. The Merlins have a range of 500 nm, so they can just barely make it to the refueling point. However, all the target ships are mor…

    • 1 reply
    • 1.5k views

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