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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. Issue Information Issue ID #000180 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in From 61% to 0% Bingo Fuel in 1 SecondPosted by eeustice on 25 February 2017 - 08:57 PM Launched tanker group with 30 KC-46A tankers and merged with air group FMA. At the start of refueling there us 61 % furl with air group FMA. As soon as time starter air group went to 0% fuel. Attached are a couple of screen shots, the GE game log., 2 saved games. One game second after Alt+R has been pressed. As soon as game starts Air group goes to 0% Bingo fuel. Second saved game is after FMA goes to 0% to Bingo. Also included is a copy of my Fictional …

  2. Issue Information Issue ID #000189 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixes in Impossible sonobuoy use tracking in Platform EditorPosted by broncepulido on 26 August 2017 - 12:43 AM A long time bug in Platform Editor (It's also possible I don't know clearly as use it). Is very difficult to track in what loadouts is carried a concrete type of sonobuoy, as the Platform Editor pops-up a blank subwindow without any results when interrogued about any sonobuoy type use. You only can track sonobuoy types use by loadout by memory or making a paper list or similar. Issue-189-Impossible-sonobuoy-use-tracking-in-Platform…

  3. Issue Information Issue ID #000190 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Impossible sonobuoy use tracking in Platform EditorPosted by broncepulido on 26 August 2017 - 12:43 AM A long time bug in Platform Editor (It's also possible I don't know clearly as use it). Is very difficult to track in what loadouts is carried a concrete type of sonobuoy, as the Platform Editor pops-up a blank subwindow without any results when interrogued about any sonobuoy type use. You only can track sonobuoy types use by loadout by memory or making a paper list or similar. Issue-190-Impossible-sonobuoy-use-tracking-in-Platform-…

  4. Issue Information Issue ID #000195 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.011 Fixed in P-3B Orion at 3010 knots speed!!!Posted by broncepulido on 08 October 2017 - 01:14 PM Playing with 2017.012 from a few days ago. Employing the GIUK 1991 WWIII scenario, because it's plenty of different platforms and situations (also, it's very amuse). Almost everything Ok, (only losing a few no NOE capable fighters when they're pulled to VLow in automatic interceptions, but I'm incapable to build a scenario capable to isolate this issue). Also, I fear in the previous scenario play, after restoring save game, I started to lose naval groups h…

  5. Issue Information Issue ID #000197 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Very Low Interception ProblemPosted by broncepulido on 14 October 2017 - 06:14 PM After many, many attempts, at last I was capable to design a scenario were are generated (but only in one third of the played scenarios!) situations what force the interceptor fighters to go to Very Low after requested to increase speed to reach the enemy aircrafts. Are employed Mediterranean Battleset and HCDB2 170909. This phenomen is produced at least from Build 2017.007, I think. Play Blue/Ucrainian side with "Auto Patrols" on. Accelerating the time to 5…

  6. Issue Information Issue ID #000196 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.011 Fixed in Aircraft drifting out of Base Air Patrol Zones "cheese"Posted by broncepulido on 12 October 2017 - 11:11 AM Build 2017.011. Aircrafts in patrol in designated Base Air Patrol zones drifted greatly to another counterclockwise adjacent zone (in the Odessa concrete case, drifted above Sevastopol and are shoot-down by SA-10 SAM!). Apparently not observed in Air Patrol Zones in ship groups, only in bases. Found when building a scenario in the Black Sea. Attached file is a unrelated Test Scenario, but with identical results. It's 14xP-8A Pos…

  7. Issue Information Issue ID #000198 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Main Body Convergence ProblemPosted by Nightshade111 on 18 October 2017 - 09:26 AM I'm having a problem with moving ships within the main body ring. If my ships are sailing on a course and I try to move 1 or more ships within the main body then those particular ships whose position I'm shifting (within the main body) all converge together at one point within the main body ring. The only solution I've found to make adjustments within that ring is to cancel the formation's course until the particular ships I'm moving take up their new position…

  8. Issue Information Issue ID #000199 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in New ship-based air patrols issuePosted by broncepulido on 25 October 2017 - 06:44 AM After observed some irregularities in ASW air patrols in the last iterations, I decided to built a test scenario. Randomly added 10xSH-60B and 10xSH-2F in USS Wasp, simple because I want to no think about how much helicopters to add (If casually fitted Wasp with less choppers probably I did not see this outcome). And surprise: - The first and last ASW patrols, 360º cover each, one with SH-60B and another with SH-2F, are the programmed by me. - Also are present…

  9. Issue Information Issue ID #000167 Issue Type Issue Severity 4 - High Status UNFILED Version 2017.013 Fixed in AI controlled sub exceeding max depthPosted by CV32 on 12 November 2016 - 12:39 PM Noticed AI controlled submarines exceeding their max depth, especially while evading attack. In attached savegame, observe Echo II SSGN going to Vdeep when max depth is Deep. Savegame is from Backyard I, Westpac. Issue-167-AI-controlled-sub-exceeding-max-depth.pdf redcrash.zip

  10. Issue Information Issue ID #000200 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Sub Group not Changing Depth CorrectlyPosted by eeustice on 13 November 2017 - 07:57 PM Sub group AAU has 4 subs in group. Sub AAU001 ran aground. Set depth to a shallower depth. Only AAU000 changed depth. AAU001, 2 & 3 stayed at deep depth. Included in the Zip file is a test scenario, saved game file, latest commandb, screen shot of the sup group, GE and Msg logs. If you have any questions or need any additional info please let me know. Eric Issue-200-Sub-Group-not-Changing-Depth-Correctly.pdf Sub Group AAU Depth.zip

  11. Issue Information Issue ID #000201 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in SE 2017.013 CrashPosted by eeustice on 18 November 2017 - 04:33 PM When trying to repeat an existing patrol the SE crashed. The steps that I use to create the crash are included in the zip file. The SE file, commandb, SE log and a word doc with the instructions are included in the zip file If you have any questions please let me know. Thanks Eric Issue-201-SE-2017.013-Crash.pdf SE Crash.zip

  12. Issue Information Issue ID #000203 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Red ship no course change after detecting enemy verifiedPosted by broncepulido on 20 November 2017 - 03:07 PM 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. At last in this second scenario I did get the pretended effect (And of course is no checked the "no change course" for red ships in the Miscelane…

  13. Issue Information Issue ID #000202 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Red ship loses coursePosted by broncepulido on 20 November 2017 - 02:48 PM 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 change…

  14. Issue Information Issue ID #000207 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.016 Fixed in AC Loitering AltitudePosted by eeustice on 11 January 2018 - 05:32 PM When editing an Air Groups course AC would not loiter at end of course when AC stay at same altitude even though Loiter button was selected. To get the AC to loiter you need to go back into the Edit Order screen and select Set Altitude and Speed and then select Loiter. The AC will then loiter at the end of the new course. If you change altitude at the end of your course the AC will loiter at the new altitude without having to go bac and select loiter a 2nd time. Attache…

  15. Issue Information Issue ID #000003 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 0000.000 Fixed in Error downloading scenarios?Posted by broncepulido on 06 December 2012 - 03:44 PM Trying to downloading some old scenarios, as the Battle of El Arish, I see it's not feasible, or I'm very dumb today: http://harpgamer.com...le-of-el-arish/ Issue-3-Error-downloading-scenarios_.pdf

  16. Issue Information Issue ID #000008 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.072 Fixed in Stopping Submarines problemPosted by broncepulido on 29 January 2013 - 04:22 PM I was thinking was bad scenario planification in "The Halibut scenario" and playing red the blue submarines are undetected but never find the "cable", but not, now also the blue submarines stopped after 20 minutes game time Issue-8-Stopping-Submarines-problem.pdf

  17. Issue Information Issue ID #000017 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.076 Fixed in GE allows launching AAMs on target without exact fixPosted by Grumble on 09 May 2013 - 11:00 AM When a target is in range of an AAM the GE allows launch on target without exact fix. This is regardless of guidance type, so IR, SARH and Active Homing, etc., all affected. The attacking a/c (well, the attacking side) should have exact fix before allowed to launch, currently the "Should we attempt to locate ..." SA message is only triggered if the target is out of range of the AAM. Expected behavior: GE should always prompt attacker first …

  18. Issue Information Issue ID #000016 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.076 Fixed in Debug Assertion Failed Wespac Scenario CrashPosted by eeustice on 06 May 2013 - 07:21 PM Edited Westpac scenario The Backyard crashed with a Debug Assertion Failed message just as a group of F-14 ran out of gas and crashed into the sea just before getting to their carrier. I have included in the zipped files the last 2 saved games the launcher saved. I also had a CV group AEC just vanish from the screen a while before that. If you wanted to land planes on the carrier you could see it in the Select Group for landing window however it NM w…

  19. Issue Information Issue ID #000029 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.084 Fixed in HDS3 range circles off by 10%Posted by Grumble on 16 July 2013 - 12:53 AM Range circles in HDS3 are displayed 10% shorter than the nominal value. This does not seem to effect the game mechanics, for example AAM attacks are made from the true possible distance, but the display shows that AAMs are fired when the target is still outside of the AAM range circle. First I spotted only the AAM discrepancy but click-measuring easily shows that all circles are off. E.g. clicking the opposite edges of Phoenix AAM range circle: 199-200nm (expect…

  20. Issue Information Issue ID #000034 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.085 Fixed in SE Crashes if incorrect aircraft type is selectedPosted by eeustice on 27 July 2013 - 05:58 PM SE crashed while trying to add helo's on TF ships in Battle Set HDS9. Problem occurred when an SH-60 Seahawk was attempted to be added to the USS Yorktown which is not on the list of Helo's that can be used on that type of ship. Suggest that when an incorrect aircraft type is accidently selected that the Add button is disabled. Same should happen if a Ship has no air craft capability. Several ship classes have a 0 aircraft capacity, but a li…

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