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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. IN this attached zip there is the original scenario (attack) and a saved game (ItsGone.0046) - using: Westpac BS and HCDB2-170909 DB I played with GE 2024.003 In the saved game a unit from the group ZXS (now group ZVS) has been destroyed and it's sinking. In a moment the undamaged remaining ship in group ZXS will instantly sink. Analysis shows that in the code the SinkEvent that was associated with the genuine sinking unit of group ZVS seems to have transferred to the non damaged remaining ZXS unit. The sinking ZVS unit never sinks. At the moment this is probably only useful as a funny distraction, I believe I need to go back and try to find when the 'transf…

  2. The FireGuns function can result in units being freed from memory. In 2025.016, StoreConsumed is called after FireGuns so in situations where FireGuns shoots down all planes in a unit, StoreConsumed cannot report what unit the guns were being fired at. A fix would be to move the StoreConsumed calls into FireGuns instead of right after FireGuns. This is a different pattern than for other weapon types but would give a more useful result.

  3. Low Priority: In the SE when moving the position of a group to a west longitude it lists the longitude as east.

  4. using database hccw 140314 battleset westpac seen in GE 2022.027 scenario SlowTurn_CW_WestPac.scq starts with blue single ship group headed near north and detects a single ship red group just out of gun range approx due west. save game SlowTurn.hpq Blue group has been ordered to attack red group, it has calculated course to close and attack, out of range reported as 3 mile. Group continues on original course for 30 mins but during this time it continues to recalculate the course to close. save game SlowTurn+28.hpq is about 28 min after attack order, in about 2 mins the group will come around on heading for the latest course to close. Research te…

  5. If a target is ordered to be attacked by an aircraft within gun range but outside gun arc (with no other weapons available) then a staff message is received "Sir, should we engage with only cannon fire?" If you answer yes the game will crash. If you answer no then your plane proceeds on its current course with no action. If you determine the bearing of the enemy plane using ctrlF then use course editor F3 to head generally in that direction you can engage the enemy. I'd expect that you should be able to answer yes to the staff message and have your aircraft turn to engage (if it turns fast enough), or at least not crash game. The test uses westpac BS and HCWW-101…

  6. As consequence of the great and recent "Coral Sea 25" I did observe a little strange behaviour. To analyse it I scripted a little ASBM (anti-ship ballistic missile) scenario, settled in The Middle East IOPG theatre (Red Sea). Basically the problem is, when launched ASBM against the USN surface group, the Burke-class DDG correctly launches only SM-3 against the incoming orbital missiles, as they are capable of shooting down incoming missiles at orbit height, but not the SM-6 or SM-2, as its maximum ceiling is Very High. But the Harriers are launching against the incoming missiles its AMRAAM and Sidewinder, uncapable to reach orbit height!!! (only High or Ver…

  7. 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

  8. Greetings All, I am noticing possible errors in how the game engine designates an icon for unknown contacts and/or allows attacking unknown contacts. Apologies if these are known issues. I still have a bunch of reading to do in the forum. Also, once I figure out what test scenario files to upload, will do. Examples: Small RED surface contact - BLUE platform: Bunker Hill class (Monterey (CM)) radiating air and surface radars. Sonar is in passive. - Weather report is perfect with visibility at 19 nm. - A small surface contact is identified by passive sonar at 22 nm. In the scenario the unit (Najin) is designate…

  9. 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…

  10. 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
  11. Observed building the latest scenarios. At start I did think the Red side don't launch antiship missiles from its submarines. This afternoon developed this little test scenario (Mediterranean 2003 theatre) to very this, but the results are at least "strange". 1).- Playing Blue, near the Lebanese coast. The Red AWACS detects our merchant ships, but only the two northernmost submarines, one Royal Navy and other USN lauch their anti-ship missiles (Harpoon, and the USN submarine some 90 minutes later the longer ranged old TASM), but all the others submarine groups (All Russian SSGN) sail by own AI initiative to use torpedoes againts the merchants (also doi…

  12. It appears that ActGroupPtr (for use with Export.dll) does not ‘fire’ when the selected group in the GE changes by virtue of an air group being split. The Zip file includes the saved game ActGrouPtrNoFIreGrpSplt.hpq and its parent scenario for use in WestPac BS with HCDB 150929 DB . To replicate open the saved game and select the Air group ABA (comprising two F-111), split one plane and follow the normal suggested setting of a course for the new group ACA. The selected group in the game changes from the original Air Group to the new Group but ActGroupPtr does not fire in export.dll addon programs eg LazGUI (see included JPG) and the ActGroupPtr remains the old s…

  13. NotTheFBI has an issue in the WEATPAC Battleset when playing a scenario. In this case he was playing the Philippines Scenario. Attached is a copy of the GE log file and the last 2 saved game files. The GE just crashes without warning. He is using DonT's Tool Box version 2.9.6. Attached is the last 2 Saved Game files and the GE Log. This issue has happened in multiple Scenarios in the WESTPAC Battleset. NOtTheFBI Crash.zip

  14. With 2 ship task group I launched 6 AC in a group. After Splitting AC only the first plane lands from Air Group ABA after game is saved and then restarted. I launched 3 plane from each ship in 1 group. Split Plane group so that planes would land on the correct ship. Landing Test 5-Landing plane 1 is where I saved the game. After that group ABA wouldn't land anymore planes. Included in my file is the test scenario, several saved games and a copy of my db. This issue appears to be similar to the issue we had with base patrols becoming corrupt after saving a game. Thanks to DonT's tool box you are able to save the planes in the group that haven't la…

  15. Magazines on ships and bases don't match mounts in PE. In some cases red magazines are on blue ships and bases. Looking deeper into my db it seems that the 1st magazine of a ship or base seems to be the one that is incorrect. Several examples are shown in the Word Doc. in the attached zip file. There is a copy of one of my db's that have the corrupt magazines. Please let me know if you need any additional information. Mounts and Magazines Not Matching.zip

  16. During landing of Air Group, AC get locked up and all planes will not land. Group FiA landing at captured base Fuzhou, China (CHa) only will land 4 planes. ! plane will never land in game. The same thing has happened on Carrier Group AEC. Air Groups F1A, IvA, G0A, HXA, AaA, and EtA. This situation occurs if you exceed the # of runways the base or carrier is rated for. I attempted to create the same issue in a small test scenario and wasn't able to duplicate the issue. TonyD and I have both sen this issue. He brought it to my attention. Attached is a saved game 1 second before the air group lands. If any additional saved games are needed…

  17. Started by jugasa77,

    Hello, I have been playing and my fighters attack enemies without knowing the exact fix of them. Enemies are in a yellow diamond and the AAMs flights against them. I suppose that it shouldn't be because AAMs are not BOL weapons. I think that we should have an exact fix of the enemy in order to fire against it.

  18. Test uses mk13gmls (one armed bandit), 4 harpoon ssm available and three surface target in range. DB indicates only one harpoon can be fired at a time (single rail launcher) but the restriction isn't applied. Also DB indicates only two targets at a time but can target more. attached zip contains txt explanation of test, original scenario (Westpac BS) used in test, two saved game short cuts and screen shot to help explanation text. Procedure: start scenario mk13gmls.scq (use HCDB-140909 DB, Westpac BS), play blue, continue until detect three enemy ships. This point is save game mk13gmls-1 if you want a short cut. Attack (F1) the enemy and see that the computer …

    • 0 replies
    • 514 views
  19. In the group window the ID for neutrals isn't showing. GE 2023.008 incase useful a small scenario attached in zip pack, westpac BS, hcdb2/170909 DB. NeutralIDsHCDB2Westpac.zip

  20. Land attack (only) missiles are hitting sea platforms. (another TonyD, Eric70, donaldseadog adventure) zip pack includes saved game LAM1.hpq and the scenario file, LAMissile-hcdb-Westpac,from which it has played, the xml file and the GE from a play of the saved game. In the saved game start a flight of three skipjack bombers have attacked the AD AAm with three vollies of KentC Land Attack missiles, and RTB. This plane /loadout combo can't directly attack sea groups( tested seaprately). The outcome varies with different plays but invariably some Kent over run the AD (or the AD is destroyed) and go on to hit the ship Xiangyanghong 21. The Kent shouldn'…

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