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Defect Tracking

Repository of user created Defect, Bug, Issue, Feature reports for HC.

Background: This forum encapsulates perhaps the most thorough documentation of sub-optimal performance of HC. Most of the reports demonstrate excellent form and presentation to make addressing defects as easy as possible, use them as a template. The term Defect is used since not everything is a bug; some items are bugs, some are design limitations, some voice a dissenting viewpoint, defect is the term chosen to cover all of the ground.

 

Tags: Add the following tags to new issue reports,

OP: Username, UNFILED, VerRep: 2017.011

Replace "Username" with your forum username and 2017.011 with the version of the game in which you see the issue.

 

Hints: A test scenario is better than a saved game. A tiny test scenario targeted at the problem helps track down the issue. The fewer the units in the scenario, the easier to debug as well.

  1. Started by Herman,

    Defect Name: Have Nap malfunction [2006] Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Have Nap malfunction [2006].SCn Long Description: AGM-142 Have Nap cannot hit the target. This missile has the Command Guidance and Mid-Course Guidance flags. Under manual control, they can hit if the player remains in the area. However, under AI control, the attacking aircraft launch and immediately turn for home base so the missiles always miss. Sequence to reproduce: 1. Play from Red. 2. Set 30 min time compression. 3. Watch Blue aircraft launch, RTB, and then missiles miss. Expected behaviour: Missiles should track to …

  2. Started by Herman,

    Defect Name: Launch Limbo [2006] Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Launch Limbo.SCo Long Description: When aircraft are either launching or landing, if the aircraft in the group are destroyed before the group is fully launched/landed, the aircraft that have not yet launched to / already landed from the group are stranded in limbo either as launching or landing. Sequence to reproduce: 1. Play as Blue 2. Order all 61 Cock transports to ferry to the other base. 3. Watch Red destroy the first few aircraft in the group and the remainder are stranded. Expected behaviour: Aircraft should not be stranded …

  3. I might have wrongly read TonyE comments on the GE changes but assumed that if no total victory conditions are set in the scenario total victory will be granted if all enemy are destroyed but this doesn't happen if there are remaining neutrals.

  4. Started by Herman,

    Defect Name: Displays incongruent [2006] Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Test Scen, Displays incongruent.SCp Long Description: Information displayed in the Unit Window is often inconsistent. Sequence to reproduce: 1. Start scenario from Blue side and select Arleigh Burke destroyer in the Unit window. 2. Hit the [D]isplay hotkey. Sonar range for SQS-53C shows as 6.5 nm. 3. Then hit the [F]ull display hotkey. Sonar range shows as 9.5 nm. Expected behaviour: Same information should appear on both displays. Observed behaviour: Different information appears on both displays. Displays_…

  5. Three patrols within formation about Richmond base have been set P3s dropping sonar buoys to track their path. See screen shot, the two P3s patrolling the centre circle only patrol the east of north 1/8th segment. I expect them to patrol the whole central circular zone. Attached is a saved game conducting the patrols, database HCDB, westpac battleset, GE 20221.009 BadFormPatrol.zip

  6. I was playing the GUIK mission #11 "Cutting The Noose" and after winning it I decided to turn on nukes and finish the game blowing up the last Nato ship with a nuclear torpedo. It is already damaged by 20%. The attack went off and hit but didn't sink the ship. This save can be loaded and go straight to attack the ship. On reloading and triggering it again I found that when the nuke goes off the ship will end up at around 80% damage in the non-sinkings. It is a destroyer so it would hardly seem capable of surviving a nuke with only an extra 60% damage. Nuke4 is a slightly earlier save where you can attack the ship & launch. Nuke6 the torp has been launch…

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  7. I am wondering if this issue is related to TonyD's Red side missile issue. When attempting to attack Red missile group XuM I am unable to select it as a target. The target missile group has 36, KH-101 ASuW missiles in it. The is on the northern part of the map up by Petropavlovsk, Russia When attempting to attack the missile group I am unable to select it as a target for Air-to-Air missiles. It doesn't register as a target. I can select the missile group with the mouse and see it's Group ID and get the missile groups info in DonT's AI window. In the opening screen of the saved game the unit Window shows the location of XuM, I'm not sure if the issue a…

  8. Issue Information Issue posted by broncepulido Issue ID#000204 Issue TypeIssue Severity0 - None Assigned Status10 - Confirmed Version2017.013 Fixed in I did observe many irregularities in the Syrian PTG boats in the A Passage to Lebanon scenario, apparently Syrian boats don't abandon their original courses even after detected enemy ships, but they increase speed to maximum, keeping their original courses, don't approaching enemy ships. Trying to isolate and reproduce the effect, and before the "experiment" is a success (In the current scenario Blue ship is not yet detected by Red ship, for verify if course is changed), I did observe another prob…

  9. Hello, when I create a new group or airfield, I can only assign 1 group of aircraft or 1 ship. I have to close out and edit the group/base to assign more units. Also I can't ready a group of planes for a specific assignment. For example, I cannot change F-18 hornets from intercept to Prec. I've looked on the forums and I can't seem to find anyone who ran into this problem or find a solution. Please let me know if I am missing something. Thanks!

  10. GE 2021.010, Test save game zip attached, using westpac battleset and hcdb 150929 database At point of start 3 fa 18 detect two helo and a ship. Total victory is to destroy a ship, min victory is to destroy a helo. If you first sink the ship then down the helo you only get min victory, I would expect you'd get both min and total victory as both conditions are met. If you down the helo then sink the ship you get your minimum vic (when helo is downed) and total when ship is sunk, as I'd expect. PS in the same scenario but with no minimum victory set you get total victory when you sink the ship so that is good. victest.zip

  11. Started by Herman,

    Defect Name: Dead in the water Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Test scen - Dead in the water.scm Long Description: TF goes dead in the water when HVU sunk. Sequence to reproduce: 1. Launch all 48 Harpoon from P-3 Orions at ZW00 2. When ship is sunk, TF stops moving and will not move for the remainder of the game Expected behaviour: TF should continue movement after HVU sunk Observed behaviour: TF goes dead in the water after HVU sunk Dead_in_the_water.zip

  12. Issue Information Issue ID #000105 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2014.020 Fixed in 2014.021 GE Sub Group Misnamed/No Subs in GroupPosted by eeustice on 14 February 2015 - 10:47 AM It appears tha that the GE is some how misnaming all sub groups in WestPac edited Backyard Scenario. Sub group name in SE is YCU. In the GE it is named YCR causing no subs to show up in the group. I was able to duplicate the problem with the QuasiWar scenario you created using my fictional db. I stumbled upon this by using Ctrl+Alt+S testing out my scenario. I have attached the screen shots, Scenario Editior version, …

  13. Issue Information Issue ID #000107 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2015.001 Fixed in 2015.003 Run-Time Check Failure #2 in Wscenedt32Posted by eeustice on 04 April 2015 - 07:14 PM Tony When selecting a TG to edit a Run-Time Check Failure #2 occurs. I was able to repeat the issue several times. Attached is a copy of m y latest db HCEEFDB-150404 and HCEEFDB-150404-1, screen shot of the Run-Time Error and the latest copy of my edited copy of the Backyard scenario. If I select Ignore I can edit my TG. When using HCEEFDB-150404-1 the Run-Time Error does not happen. If you have any questions please…

  14. I was playing Pac.6 with data base 170909. After getting a couple of hours in to game time I experience game crash to desktop during a save, both manually and autosave, with the save game becoming corrupt and unable to reload. The popup at times would give me GetMemAnnexA Error: !IS_DISK)65535 [oxffff]) = 65536. I began to repeat the process with a game save about a minute before the crashes would occurred repeatedly and attempted save game would not reload as I believed it was corrupted. I then noticed an event the proceeded the save crashes. The AI's helicopters would start crashing due to no intervention of my own mainly in task groups. Once this event took p…

  15. When Saving a Scenario that I was editing, the message below came up several times. Scenario seems to save Ok. When reopening it appears that all changes were saved. Selecting Retry seems to save the Scenario. The zip file consists of the latest edition of my db, the SE Log file and a copy of the scenario. If you need any additional info please let me know. Saved scenario with 2021.006 and save did not produce any messages and SE did not crash. Spartly Island 4 Part 1 Update 12.zip

  16. Started by jugasa77,

    Hello, I am running HUCE 2015.72. I am editing the database and I have change the Loadout DATA of a few aircrafts. It seems that game engine always uses the aircraft DATA instead of the loadout DATA. So DATA is the same with a heavy loadout and with a light loadout. Is there anyway to use the loadout DATA instead of the aircraft DATA?

  17. Issue Information Issue ID #000078 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2014.010 Fixed in 2015.014 Mk3 Eagle Eye - AI intercepts undetected PGMsPosted by Grumble on 15 July 2014 - 02:50 AM After the Mk2 fiasco with the GBUs I tried the Hammer AASM, it has Medium max altitude, so should not be affected by the contrails visual detection, still, the Udaloy and Sovremenny pickets are engaging it with SAM. (057b.hpm, drop PGMs, bearing only, on both ships) I switched to red (058red.hpm) to check how does the detection occur, only it does not, at least SA does not report any detection, but the ships are launc…

  18. Issue Information Issue ID #000020 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2009.076 Fixed in 2009.082 Has been deleted the air-to-ground capacity of aircrafts guns?Posted by broncepulido on 23 May 2013 - 10:53 AM I think this capability was deleted some few years ago, but today I constated the air-to-ground guns are not showed in the 2009.76 build. Test scenario attached, with many planes with air-to-ground guns modelled as guns, and some others with the guns modelled as ordnace, doing his job as usual. The targets are SE of the airbase. Issue-020-Has-been-deleted-the-air-to-ground-capacity-of-aircrafts-…

  19. Issue Information Issue ID #000065 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2014.021 Fixed in 2014.020 Memory Allocation Fault in SE WESTPAC Backyard ScenarioPosted by eeustice on 09 November 2013 - 07:08 PM In the SE TG ALC located near northern Japan has 25 CV's and 2196 planes. When I go to Ready Aircraft I get a Memory Allocation Fault. If I Reduce the number of planed down to 1866 I can edit the aircraft load outs in the SE. If I add 5 planes and increase the number of AC to 1871 the Memory Allocation Fault returns. The SE I am using is version 2009.100. Attached are the original SE file and the a SE…

  20. Issue Information Issue ID #000088 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2014.018 Fixed in 2014.020 New SE Run-Time Check Failure #3Posted by eeustice on 08 October 2014 - 03:39 PM When launching planes from airbases for search or attack a Run-Time Check Failure #3 error appears. If you hit ignore you are able to select target or patrol area. Doesn't matter weather it is a TG or airbase. Happens on both Red and Blue sides. Attached is my latest scenario and db as well as some screen shots. Please let me know if you need any additional info. Thanks, Eric Issue-088-New-SE-Run-Time-Check-Failure-#3.pdf…

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