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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 #000152 Issue Type Issue Severity 0 - None Assigned Status 10 - 0 Confirmed Version 2015.025 Fixed in Add New Magazine to dbPosted by eeustice on 24 May 2016 - 07:39 PM Anytime a new magazine is added to the db, the db Exports without a problem. When trying import same db a Runtime 3022 error occurs. The zip file includes the following: Copy of zipped good commandb.res file HCEEFDB-160524 Good pfData2005 file Good commandb.res file. Screen shots od Runtime error message Debug files from Access Current PE Version is 2015.025 Current SE Version is 2016.002 Current GE Version is 2016.003 The files provided are good files. All that is…

  2. Issue Information ⦁ Issue ID #000166 ⦁ Issue Type Issue ⦁ Severity 4 – High ⦁ Status 11 – Cannot Reproduce ⦁ Version 2016.010 ⦁ Fixed in AI controlled air running out of fuel?Posted by CV32 on 12 November 2016 - 12:37 PM Noticed that AI controlled aircraft seem to be dropping out of the sky without my involvement. Also noticed (may or may not be related) that player controlled aircraft were not reporting low fuel until <10% remaining. Savegame attached is from Backyard I, Westpac. Stock HCDB 150928. Issue-166-AI-controlled-air-running-out-of-fuel.pdf redcrash.zip

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  3. 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

  4. Issue Information ⦁ Issue ID #000009 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2009.050 ⦁ Fixed in 2009.082 AI Gunnery Doesn't Adhere to ROFPosted by miller7219 on 05 March 2013 - 07:19 PM AI gunnery continually fires non-stop until either it runs out of ammo or target is sunk. Player gunnery adheres to the ROF properly. The AI wins every surface-to-surface gunnery duel in very quick fashion! I tested with 2009.074 too, and same result. I recall that I noticed this a few years back, but never got around to reporting it. Effectively surface-to-surface gunnery is broken unless the AI can be fixed to play fair.

  5. In the attached zip the scenario BasicTest2025018SE-hcdb is written using SE version 2025.018 to test the issue is still current. Database HCDB 150929 is used in westpac BS. THe scenario is opened in GE 2025.018, three choppers are set in air formation patrol within the group AAS. One DDG unit is split off from group to form ABS and a 4th chopper air formation patrol is set for AAS. ABS has no AC. The game is saved giving BasicTest-hcdb-A.hpq. The saved game is opened and the 4 air formation patrols are incorrectly described in the formation editor, the class is noted where it should note the patrol type (in this case ASW). The formation events - both air formatio…

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  6. Issue Information ⦁ Issue ID #000130 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2015.024 ⦁ Fixed in 2015.025 Air group blocked in launchingPosted by broncepulido on 11 November 2015 - 10:28 AM Playing the Tesseract scenario by Brad (but probably it can apply to any other). Vietnamese Air Force in Da Nang IAP (AAa). Some Chinese long range missiles were fired at Da Nang at the scenario start. To prevent loses, I ordered to take-off the few Vietnamese planes present at Da Nang, in small groups. - Group BG000 composed by 2xSu-27MK2V with Intercept-2 loadout. - Group BH000 composed by 2xSu-27MK2V Flanker-F with Precis loadout.…

  7. Started by eeustice,

    Air Group C9A Not Landing.zip As Air Group C9A is landing on Chitose, Japan (AHb) AC stop landing at 36 AC left in the group. I ran multiple test and had the same thing happen each time I ran the test stopping and reloading the game. If I don't pause the game all 60 planes land. There are multiple saved games due to not knowing when the Air Group decides not to land, If any additional files are needed, please let me know. When running 2024.002 GE this issued did not occur.

  8. Issue Information Issue ID #000042 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.089 Fixed in Air Groups Landing on CV'sPosted by eeustice on 22 August 2013 - 03:09 PM When launching 1 plane each from 2 CV's as an air group if both planes land as a group both planes land on the same CV. When launching 1 plane each from 2 CV's as an air group if the air group is split up to 2 groups with just a single plane in each one. 1 aircraft lands on each CV. The scenario I created is in the HDS 9 Battle Set. I did not use a specific scenario. I placed 2 CV's in a TG and have saved games from both versions. There is a screen shot of the Readied…

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  9. It appears that the air patrol crashing is back. I have had 2 ASW patrols crash, and I am unable to delete air patrols in my TG's Attached is a save game with the air patrols that were not able to be deleted in TG AEC Air Patrols Crashing.zip

  10. Hello, I am playing an user scenario. When an air patrol is set to an intercept duty the AI repeat the air patrol launching another patrol of the same fighter with the same loadout. But when an air patrol is shot down by enemy while it is set to patrol duty the AI doesn´t repeat the air patrol. No patrols take off to replenish lost ones and you should set another air patrol manually if you want to. So the AI doesn´t repeat patrols for the AI side.

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    • 4 replies
    • 2.3k views
  11. 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…

  12. Issue Information Issue ID #000037 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.086 Fixed in Aircraft Launch form AirbasesPosted by eeustice on 05 August 2013 - 07:04 PM HDS9-10 Edited scenario when starting the game with 0 sec time interval Air groups from Airfield AFA launches some aircraft groups with all planes in the group after a game time of 35 seconds. Air groups DXA, EAA, EBA, ECA, EDA, EFA and EGA have all 10 of their aircraft launched after 35 sec. Air groups EHA and EIA only have 1 or 2 aircraft in their group after 35 seconds which is correct. The air base has 2 runways. When restarting the scenario at a 1 sec interv…

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  13. Played in BS Westpac with DB HCDB2-170909 game version 2025.023. Carrier group AAC comprises three carriers each with unique class of ac. group ACA is sent out on patrol comprising ac from each carrier. It is ordered to RTB and land. Up until the landing commences the three units have their correct home unit being the unit from which they took off. The saved game AirMove1.0003 (from scenarioAirMove1.scq attached) is the second before they commence to land and units have correct home unit. One second later one ac from each unit has landed on the home carrier of unit AC000, no ac land on the other two carriers. I believe the units should land on their parent carri…

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  14. 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…

  15. Issue Information ⦁ Issue ID #000072 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2014.008 ⦁ Fixed in 2014.009 Another overflow computing damage points?Posted by broncepulido on 21 May 2014 - 08:34 AM Two images of two damage outcomes running "Submarines Galore 2014!!!" (see adjunt file): In the first image, firing a Mk48 Mod 5 ADCAP (1988+) torpedo from SSN Hartford against an SSN Akula-class (K-317 Pantera). In my personal DB the Mk48 Mod 5 ADCAP has 105 damage points against a sub (and 209 against a surface ship). The Akula has 138 damage points. But the dialog Window about the impact reads Akula "hit 1 times for 30105 …

  16. Issue Information Issue ID #000102 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Another time gun ammo amount errorPosted by broncepulido on 23 November 2014 - 12:46 PM I think we get a similar error a pair of years ago. In this example, playing the G-20 Brisbame Summit 2014 scenario, I found Russian AO Boris Chilikin-class, after firing guns for a while, has 65241 gun ammo in one of her mounts!!! (Attached files are saved game and screen capture).

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  17. Issue Information ⦁ Issue ID #000165 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2017.001 ⦁ Fixed in 2017.002 Anti-surface AGM-114M missile IR/Laser guidance weird behaviourPosted by broncepulido on 06 November 2016 - 10:12 AM Playing the Red Sea Sharks scenario. When approaching to attack some Yemeni ports with MH-60S with AGM-114M, a weird result. - Attack a single MANPADS site not attached to any Port installation: no problems. - Attack a single MANPADS site, but attached as part/formation of a Port: I get the "target no radiating" promt in the essays of attack in the attribution of missiles to targets windows., and no …

  18. Issue Information Issue ID #000014 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.083 Fixed in AP gun ammo expended, but remaining ammo it's not "0", is "65473" shots!!!Posted by broncepulido on 13 April 2013 - 09:40 AM Testing the old River Plate 1939 scenario with a modified DB I see after the 280 mm AP ammo in the Graf Spee forward turret should be theorically expended, the remaining ammo it's not "0" AP shots, it's "65473" AP shots, and the turret is keeping fire!!! In the adjunt Word file I've captured some screenshots detailing best the comportment. Also, I included the modified DB I was using (for sake of simplicity, because …

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  19. Issue Information Issue ID #000142 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 2015.026 Fixed in AP rounds remaining = 65445Posted by broncepulido on 07 January 2016 - 03:48 PM Revisiting gunnery and the WWII DB (I've returned to build 2015.26 in some recent update, but I don't know how). Details of the events in the adjunt files (in progress saved game, and text file with capture of detailed windows of the saved game): - Game in progress, Battle of River Plate. - Playing Red/German, with the Admiral Graf Spee. - After the 280mm forward triple turret of Graf Spee has expended his 60 AP rounds, remaining rounds are = 6544…

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  20. After adjusting ASROC drop distances of torps to target we looked at the distance actually dropped and the torps position immediately after drop. We observed the torpedo was always dropped directly on the sub or 0nm away and also the torps were instantly at the depth of the sub. This was regardless of level of detection or lock on the sub. This gave the sub no warning of a drop on them by ASROC and no time to react or any sensor check might be too long for a detection. I was thinking perhaps a adjustment on flight time might increase the drop distance to the sub a bit and If needed adjustment to torpedoes acquiring depth instantly on drop. Helicopter …

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