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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    HCE - 2011.007 - 2011/08/28 =========================== - Chg:0000 SE Scenario Editor compiles again without error. Testing requests: 1. Load, Edit, Save pre-EC2003 battleset scenario 2. Load, Edit, Save EC2003 or newer battleset scenario 3. Load, Edit, Save user-created scenario 4. Create new scenario, Save 5. Exercise the platform display 6. Load the modified scenarios from 1-4 in the 2009.050 (or 2009.054) GE and see if they seem to run okay Extra credit... 7. Load the scenarios in 2011.006 GE and see if they run as expected. Thanks!

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

    HCE - 2011.008 - 2011/08/30 =========================== - Chg:B209 SE Formation editor shows rings correctly again. (thanks Enrique) http://harpgamer.com/harpforum/index.php?a...amp;showbug=209 The GE operation should not have changed but I did switch to Visual Studio 2010 to compile it. If the GE doesn't run, please install the VC2010 runtime from http://www.microsoft.com/download/en/details.aspx?id=5555

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

    HCE - 2011.009 - 2011/09/03 =========================== - Chg:0000 HC20 Enabled Sound Blaster sound in Harpoon 1.54A. (thanks SilentHunter) - Chg:B207 GE Nuclear torpedo impact could crash the game. (thanks Mack) http://harpgamer.com/harpforum/index.php?a...amp;showbug=207 I did not include the HC20 fix so unless you hunt it down in SHUK's thread you probably won't be testing that. And the nuke torpedo fix can only be tested in the 2009.??? series but do please note your results here and in the Issue Tracker. If it is fixed in that version then it is fixed in 2011.009.

    • 0 replies
    • 1.4k views
  4. Started by TonyE,

    HCE - 2011.010 - 2011/09/05 =========================== - Chg:B210 GE Nuclear missile impact could crash the game. (thanks Mack) http://harpgamer.com/harpforum/index.php?a...amp;showbug=210 Test fix with 2009.063 since that's what we have test files for.

    • 3 replies
    • 2.1k views
  5. Started by TonyE,

    HCE - 2011.011 - 2011/09/09 =========================== - Chg:0000 GE Added -S command line option that will save the game every game second in a ITER_SAVE_GAMETIME subdirectory of your game directory. It does 4096 saves then starts again at one (rolls). - Chg:0000 GE Debugging aid just for Enrique tells him which save to send in for analysis on the submarines stopping issue. Enrique (and maybe Don?), this one is for you to help track down the submarines stopping without authorization problem. You have to turn on the new iterative saving on the command line so instead of running winharp32sides.exe you nee…

  6. Started by mack,

    I'm wondering if it's possible to get some kind of "lock" for the windows, as I'm functionally an idiot, I keep managing to press the "cascade" button and ruin my window sizes and whatnot. Could we get a "custom" remembering feature or a lock so you can't change it?

  7. Started by TEPonta,

    I noticed something unusual while playing HDS8 IOPG Scenario 06.0. When ESM indicates detection of hostile A/C, the standard dialogue appears asking what you want to do. If I choose Intercept, in most cases the only A/C that appear as available to intercept the contact are S-3's with ASW loadouts, as if the contact were a sub and not an A/C. This is in spite of FA-18's in patrol sectors with Air to Air loadouts. Buddha

    • 15 replies
    • 5.4k views
  8. Started by CV32,

    Tony and I were discussing this issue on IRC and it seems we may have some wiggle room in the code. Basically, we could probably create a rule in the code to deal with increased acoustic signatures when ships receive cumulative damage. The easiest way to implement such a rule would be to effect an increase in BSL values for every increase in value of the DP damage. For example, +2 BSL points for every 10 percent increase in damage. There might also be a different rule for submarines than for ships. This post is intended to provoke discussion on the topic, so please let us know what you think.

    • 6 replies
    • 2.3k views
  9. Started by TonyE,

    I would greatly appreciate if someone can follow-up on http://harpgamer.com/harpforum/index.php?a...amp;showbug=176 Specifically get the ship with active sonar only a longer ranged sonar and much closer to the object to detect (preferably one that doesn't sink the ship with the sonar). Thank you!

    • 2 replies
    • 1.7k views
  10. Started by divefreak,

    Hi Please cut the Side to 3 digits and give the country some more digits so the countys have at least 3 or 4, better 5 digits. With the actual 2 digits for countrs it is a real pain... Regards René

    • 2 replies
    • 1.5k views
  11. Started by Akula,

    Defect Name: Aircraft added to ship that is not highlighted Build: HCE 2009.18 Repeatable: Y Operating System: XP DB used: Official Scenario used: NA Long Description: Aircraft are being added to the wrong ship in the SE. Sequence to reproduce: 1. Build a new scenario with a group of 2+ ships that are Helo or aircraft capable and have differening landing platform sizes. 2. Choose one of the ships and add an aircraft. 3. Choose a ship with a different sized landing pad than that of the original. 4. Rechoose your aircraft and add it. 5. The aircraft will likely appear on the originally selected platform. Expected behaviour: Planes should be added to the …

    • 7 replies
    • 3.8k views
  12. Started by TEPonta,

    Using Tony's new Battle Set Creator (Thanx Tony), I designed a Caribbean BS and wanted to try a scenario involving the USCG and modern day pirates. The problem I ran into is that the Red pirate unit cannot be ordered to attack a Green merchant. If I use a Blue merchant, the attack goes OK, but the merchant also acts as an extension of Blue sensors, and the pirate is immediately reported upon detection. It seems in the real world no report would likely be made until after an actual attack/distress call. This is probably similar to a report I made to MANTIS regarding Harpoon BOL shots overflying neutrals and hitting hostiles, even though the neutral was beyond the se…

    • 6 replies
    • 2.4k views
  13. Started by TonyE,

    I am looking for a few players to give a potentially GE and SE combination a workout. They support doubling from 2047/8 items per annex in the database to 4096 items per annex to give the database authors breathing room for a little while. If you are interested and can invest at least an hour in the next week exercising as many capabilities of the GE and SE as possible looking for crashes, please PM me your interest and e-mail address. Just to set expectations, in my limited testing the GE and SE are working well for existing scenarios, existing saved games, new saved games, and new scenarios. The PE (Platform Editor) changes have not even begun. Thank you

      • Like
    • 8 replies
    • 2.4k views
  14. Started by Akula,

    Didn't have this problem before, don't know if its going to be a corrupted save or something else.

    • 10 replies
    • 4.4k views
  15. 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
  16. Started by TonyE,

    The following testers need to get some participation in by the end of the month to remain on the beta testing team for HCE. Gopher - You need 3 meaningful contributions Angle of Attack - You also need 3 meaningful contributions RA-5C - ditto Tasan - ditto Charlie - You confirmed half of the items from the 2008.045 release notes and made one additional meaningful contribution. That leaves the other items from 2008.045 release notes (BS Builder related iirc) and two additional meaningful contributions. I could even be convinced to accept 4 meaningful contributions as an alternative.

    • 1 reply
    • 1.1k views
  17. 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…

  18. Started by TEPonta,

    The latest release of the BS Builder is a welcome and long-awaited feature of Harpoon. I've noticed that on my system, I periodically get alerts that the program has "Stopped Working" or the famous "Not responding". Closing the alerts without acknowledging them seems to let the builder do its job OK. I was wondering if this is a widespread problem, or just another in a long list of Vista annoyances. Buddha

    • 2 replies
    • 1.3k views
  19. Started by divefreak,

    Hi There are some issues with ths tool. 1. when you include some scens in the Battleset they show up, but when you try to play them you get totally different ones(from they original/replaced bs?) 2. would be nice if there´s a way there´s a way to "remember" former settings (chart and scens)or and "Add" fuction if one want to add new scens to an existing Battleset.

    • 35 replies
    • 12.2k views
  20. 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

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