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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 Geoaegis,

    Greetings All, Have two questions about software performance. Not sure if problems, or not. First, when I export the database (build 2024.001) I get the following screen. My scenario(s) seem to work okay, but not sure if "the system cannot find the file specified" is an issue. Second, in the scenario editor, my unit screen is tiny even though I have clicked the 1x setting. I ran the window resize tool available here and reset the windows in the game engine but the scenario editor unit window remains super small. The unit window shows up in the upper left of the group window. Any ideas? Geo

  2. After capturing bases some of the text on base is jumbled up and unreadable. It looks like the text is on top of each other in the Unit Window. In my game I have turned over4 bases. The text on 2 of them is OK. The other 2 are jumbled up. I am not sure if the GE is causing the issue or Turncoat. I will try a smaller scenario and see if the same thing happens. You will need to use my fictional db. The Ugly The Good Unit ID Test 1-71.zip

  3. super slueth TonyD has found a number of older scenarios don't open in GE 2023.006, but can be opened in the current SE, saved with no changes, and they run. I've attached a zipped scenario that shows this defect. GE.log included, runs BS Medc2003, DB HCDB 150621. Don ge_OldScenWontOpen.zip

  4. Issue Information Issue ID #000090 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2014.018 Fixed in 2014.019 SSBN Launch Missile Attack in New SEPosted by eeustice on 08 October 2014 - 05:00 PM In new SE when launching missiles form an SSBN the SE on Red side shows path of missiles from SSBN to target as part of the SSBN's course. When adding a new leg onto the SSBN's course the change in course starts from the missile target. Attached are 3 screen shots and a copy of the edited scenario with the SSBN's in it. The db is the same as in the last 2 issues. If you have any questions please let me know. Thanks, Eric…

  5. I know these weapons were corrected as four years ago in the game engine because excessive accuracy (don't remember it well now). With many years of delay at last Longshot HAAWC (weapon entry #22580) reached IOC in November 2022, and my idea was to introduce it in the new scenarios after 11/2022. Previously Stand Off ASW are little employed (mostly for old Soviet/Russian SSNs) and I didn't repair on this bug. When a Stand Off ASW weapon is now employed, the torpedo (I didn't tested nuke depth bombs) drops in water TEN NM from the target, and the torpedo never can reach the submarine target. If the launching ship is less than 10 NM from the target, the torp…

  6. Issue Information ⦁ Issue ID #000019 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 12 – Working as Intended ⦁ Version 2009.076 ⦁ Fixed in 2009.076 Standoff jamming does not modify missile PhPosted by Grumble on 21 May 2013 - 04:12 PM I was thinking whether to post this as a question for the General or open an Issue. Common sense says that escort and standoff jamming both should influence radar guided missile hit probability, I finally decided "Issue" after I found this post of Tony http://harpgamer.com...e-notes/?p=6008 Test scenario is in HDS1. Two flight of bombers are loitering just NE of Kinloss. ZXA 4 x Tu-16 Bmbr + 1 x Tu-16 J EW ZYA 4 x Tu-1…

  7. 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

  8. Issue Information Issue ID #000153 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2016.003 Fixed in 2016.005 Sub depth and course in HC 2016.004Posted by eeustice on 12 July 2016 - 03:06 PM Update HC2016.004 . Set course and depth to deep in SE. When starting the attached scenario the Depth in the GE was at Intermediate and course was at 039 degrees. When time started course went to 000. Speed stayed at 19kts as set in SE. Attached is the GE log and a very small Westpac scenario. The standard HC db should work. If you have any questions please let me know. Thanks, Eric Issue-153-Sub-depth-and-course-in-HC-…

  9. 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

  10. Issue Information Issue ID #000155 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2016.006 Fixed in Sub Missile LaunchPosted by eeustice on 19 July 2016 - 03:17 PM Subs launch missiles before ascending to proper depth. In 1st pic in Word doc the sub is at deep depth. Missiles are launched while Sub is at Deep depth while ascending to Shallow depth. Missiles should wait to launch until sub is at Shallow depth. You can see on the log on screen that sub is ascending to a shallower depth but missiles have already launched. Attached is a copy of my screen shots before and after TASM missile launch Sub-rock does the same thing. A small tes…

    • 0 replies
    • 608 views
  11. BS=Medc2003, DB=HCDB2-170909 & GE=2024.006 Situation: SG ABS (blue) comprises two units, AB00 I believe is not detected by the red enemy or at least they have no indication of location. AB01 they have exact location. They fire missile at both units. I believe that the missiles are targeting AB00 as if they had an exact location but they do not. Two saved games are zipped, AShM-SL005 is a couple of seconds before SLSSMatNotKnownTarget. Open game AShM-SL005, the red enemy has approx fix on AB01 and no fix on AB00, within a sec (or two) an exact fix is obtained on AB01 and missiles are fired at both units although red enemy still has no location of AB00. SLSSMat…

    • 1 reply
    • 456 views
  12. The attached scenario is run in westpac BS using HCDB 150929 database. GE 2024.006. There is a single sub. THe max speed of this sub on surface is 10 kts. It is currently submerged and traveling at its max speed or 21 kts. Use command F2 to set the speed/depth to surfaced and any speed about 10, say 15. Execute the command and the sub continues on the surface at an illegal speed. If you set the speed again you are now only able to set the legal speeds if it remains surfaced. A similar thing happens with subs that have a higher surface speed than their max submerged speed. I would expect that when changing the speed/alt from submerged to surface you shou…

  13. Issue Information Issue ID #000041 Issue Type Suggestion Severity 0 – None Assigned Status UNFILED Version 2009.082 Fixed in Suggestion: log SAM firing arc limitationPosted by Grumble on 21 August 2013 - 12:14 PM In short: We have missile (SAM?) arc limitation enforced from 2009.082, but unlike guns this happens silently for missiles. This often left me dumbfounded, why doesn't my Belknap engage that bogey?? And I actually read the release notes and celebrated the new GE arcs with Enrique , so I feel the new feature could turn frustrating for the average player unless it is made more visible. The suggestion is to have the missile arc enforcements logged simil…

    • 0 replies
    • 670 views
  14. Issue Information Issue ID #000040 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2009.086 Fixed in 2009.090 Tame AIPosted by Grumble on 13 August 2013 - 02:12 AM Tony, I know it is a known issue that the AI becomes less aggressive or less agile towards the end of scenarios, i.e. as time passes by. I think it was Brad confirming it to someone in a post. Is this bug a lost cause? Like it has been IDed but would require complete redesign of the AI to correct it? Please let me know if I'm wasting my time reporting on it! But I hope the fat lady has not sung yet, here are a few observations from my latest run in with the tame AI. This is HDS5 …

    • 0 replies
    • 727 views
  15. Started by Maromak,

    Defect Name: Tanker aircraft landing error Build: HCE 2008.024 Repeatable: Y Operating System: XP DB used: HCDB-071223 Scenario used: startirantwo7.hpi Long Description: Shortly after starting the game one of the tankers (group EQA) splits from its package after completing refueling. The usual box opens and there is the option of where you want the a/c to land. Although I have two carriers within range only one option appears. So I select this option but the a/c goes to the furthest carrier even though the correct distance is displayed for the closer of the two carriers. Sequence to reproduce: 1. Load game and wait for approx 1-2 minutes in game time. Expec…

  16. Issue Information Issue ID #000116 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2015.010 Fixed in 2015.011 tanker aircraft refuelling when its the only unit in groupPosted by donaldseadog on 22 July 2015 - 04:14 AM Game version HC 2015.010 attached zipped test file using HCDB 150621 NACV EC2003 Active is one air group consisting of one unit comprising one tanker. In about 10 seconds (game time 120731) a refuelling event starts. The group now continuously goes through refuelling cycles. While this is not new now that refuelling operations continue until fuel is expired it becomes tedious. Also if the fuel to offlo…

  17. Issue Information ⦁ Issue ID #000179 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2016.003 ⦁ Fixed in 2017.005 Tankers will not Seperate From Group at Bingo FuelPosted by eeustice on 19 February 2017 - 03:13 PM Launched an ASW Group with Tankers. There were 5 P-8A's and 5 KC-45A's. When Tankers got to Bingo fuel they would not separate from air group Attached is the scenario file. A saved game at 11 % to Bingo Fuel, A saved game at 8% Bingo fuel, and a file at 10% Bingo fuel and a copy of my Fictional database. Please let me know if you need any additional info. Thanks, Eric Issue-179-Tankers-will-not-Seperate-From-G…

  18. Issue Information Issue ID #000039 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2009.087 Fixed in 2009.089 TCS half detectionPosted by Grumble on 10 August 2013 - 06:27 AM TCS detection is reported but the detected contact is not displayed, neither as exact fix nor as uncertainty region. In the attached savegame (HDS5 3.0) F-14 BKA detects group ZDA via TCS at 1:22:52:28 (to go, within 2 seconds of the save, PD roll allowing), pressing the Show button on the contact report popup points out the location of the contact (via the flashing radial spikes linking nearby groups to the point) but ZDA is not displayed…

  19. Issue Information ⦁ Issue ID #000073 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2014.009 ⦁ Fixed in 2014.010 Terminal engagement sometimes does not occurPosted by CV32 on 23 May 2014 - 01:36 PM May be related to the current work in missile guidance, or at least that would be my uneducated guess. Behaviour is as follows: Active RH missile (whether AAM, ASM or SSM) appears to reach its intended target and then disappear. As if the terminal engagement did not happen. The behaviour appears to be inconsistent. Savegame is from HDS1 scenario 3.0 - Circle the Wagons Check the Harpoon SSM engagement in the North Sea. Issu…

  20. Text in the Message Log and the Unit banner very light text are hard to read. The text is very light.

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