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.
374 topics in this forum
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Carribean Basin BS, HCDA database, 2023.007 GE Assertion error popup, game proceeded normally after ignore button. Zipped: game save about 1 sec before occurrence, but not duplicated on replay. and GE.log enemy ship ZYS is detected and cobra helo of base AAB is selected to intercept aa-typebad.zip
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- 1 reply
- 664 views
- 2 followers
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Defect Name: Missile turns away Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Saved game: Missile turns away Long Description: Incoming Phoenix missile turns away on final approach to target. Sequence to reproduce: 1. Run saved game at 1:5 compression 2. Watch missile approach target yet turn in opposite direct just before it runs out of fuel Expected behaviour: Missile should continue towards target Observed behaviour: Missile turns away from target Missile_turns_away.zip
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- 8 replies
- 5.2k views
- 1 follower
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Defect Name: Wrong speed Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Saved game: Wrong speed Long Description: Aircraft at max altitude is going faster than the allowable speed setting Sequence to reproduce: 1. A/c at VHigh altitude is flying at 570kts. 2. Hit F2 to set speed and max allowed is 560kts. Expected behaviour: Plane should not fly faster than allowable speed setting Observed behaviour: Plane flies faster than allowable speed setting Wrong_speed.zip
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- 5 replies
- 5.7k views
- 1 follower
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Issue Information Issue ID #000051 Issue Type Suggestion Severity 0 – None Assigned Status UNFILED Version 2009.094 Fixed in 8 missiles 9 hitsPosted by Grumble on 21 September 2013 - 08:21 AM This is more of question. Occasionally I've seen that missiles in AA engagement get bonus pK rolls, sometimes. I thought this is a bug. Yesterday I came across a save which produced this consistently. A rule?? It seems like if a missile group is attacking an air group with N units then each missile above 2N gets two pK rolls E.g. load attached save file, if CVA attacks WUA 2 x Mig-23 with 4 missiles > 4 pK rolls 5 missiles > 6 pK rolls 6 missiles > 8 pK rolls etc…
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- 0 replies
- 673 views
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Issue Information Issue ID #000046 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.094 Fixed in Beyond bingo AI interceptsPosted by Grumble on 14 September 2013 - 01:24 PM AI is scrambling (but aggressively , finally we can say this ) a/c-s to targets well over the interceptor's range. Actually I would prefer AI to calculate even with wider than before margin, i.e. to only scramble for targets well within range, the interceptor should have enough combat fuel left when reaching the target (or a handy tanker up his sleeves). Hmm, now that I think about this ... this might be more complex than I thought, preferably AI would need to reac…
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- 0 replies
- 680 views
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Issue Information Issue ID #000050 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.094 Fixed in Radar gremlinPosted by Grumble on 20 September 2013 - 02:28 PM This is an old one, sometimes fighter air radars are losing exact fix on targets they were already tracking and for all I see they should still be able to do so. I've seen this happen for an F-14 tracking a Mirage F1 at some 50nm and now I got a save file for an F-15 on Su-17 at 12nm. load nofix.hpc group WLA (3xSu-17) is in front of CJA (2xF-15) at 13nm even for a blind to see run the game for 4 seconds for the next radar update ... nope, still uncertain contact only Why?? Debug …
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- 0 replies
- 700 views
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Issue Information Issue ID #000049 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.094 Fixed in Fox ThreePosted by Grumble on 20 September 2013 - 01:41 PM Looks like an other air intercept geometry error, this time it's for planes. It happens when a fighter is depleting it's long range AAM store and the intercept point is recalculated for the remaining short range AAMs. Load fox3.hpc (attached) Attack XFA with CFA's last two AMRAAMs ("Fox Three!") in a few seconds the GE recalculates CFA's course but it actually turns away from XFA, to 109o and 10nm long. See fox2.hpc. Hope this does not just happens for me, screenshot: Issue-49-Fox-…
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- 0 replies
- 701 views
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Issue Information Issue ID #000047 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.094 Fixed in Kirov goes for a walk (AI)Posted by Grumble on 15 September 2013 - 02:50 PM (Btw. there is no 2009.095 version yet in the Issue Tracker.) I'm playing HDS7 8.0 Cauldron with "Ignore ships running aground" (accidentally) but I don't think this is a reason for the AI surface groups to take a walk across the Crimean. The Kirov group I'm sure have a scenario plotted course going to Odessa, to my Slava group, yet it has just came ashore near Donuslav Lake and heading East-North-East. Could be trying to intercept my AGS group, which is irrelevant f…
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- 0 replies
- 703 views
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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…
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- 10 replies
- 1.1k views
- 2 followers
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Issue Information Issue ID #000045 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.092 Fixed in Unable to fire SSM'sPosted by eeustice on 05 September 2013 - 03:44 PM Unable to launch SSN's from TG AEC at ZQC. When selecting Attack in the GE the missile option is available however when I select Missiles nothing happens, My Harpoon's may be out of range nut my 1000 mile range, TG is only 165 miles away. My 16 inch guns are in range, In game save UntameAI1.003 I am unable to select missiles. In game save UntameAI3 I am able to select missiles and TASM is selected. Included in the Zip file is the latest version of my db,, the original …
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- 0 replies
- 626 views
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Defect Name: SAMs not firing Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: User Test: SAMs not firing.SCe Long Description: Able to fly Backfire strike right into a CVBG with no SAM fire encountered. Vikings with Sidewinders do fire along with AAA from ships, but SAMs will not fire until the Backfire launch first. ECM is not present and is thus not a factor. Sequence to reproduce: 1. Start SAMs not firing.hpe 2. Notice that Backfires are well within the SAM range ring and inside the formation without being engaged. 3. Formation air patrols and AAA will fire if the Backfire get close enough. Therefore, the AI kn…
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- 1 reply
- 1.9k views
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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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- 0 replies
- 669 views
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Issue Information Issue ID #000043 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.082 Fixed in PE Text ID'sPosted by eeustice on 22 August 2013 - 03:41 PM Any aircraft above 1000 in the aircraft annex the Text ID reverts to an exponent number. Text ID 1038 looks like 1.038E+03. Attached is a copy of the screen shots of both the last aircraft below 1000 (951) and first aircraft above 1000 (1038). If you have any questions please let me know. Thanks, Eric Issue-43-PE-Text-ID's.pdf Platform Editor Aircraft Annex.zip
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- 0 replies
- 706 views
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Issue Information Issue ID #000044 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.086 Fixed in SE MenusPosted by eeustice on 22 August 2013 - 04:01 PM SE menus shift to the right in the Ready Aircraft and Analyze Scenario windows when more than 100 aircraft are in a group. Attached is a screen shot of both windows If you have any questions please let me know. Thanks, Eric Issue-44-SE-Menus.pdf SE Menus.zip
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- 0 replies
- 711 views
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Hey TonyE Was playing the Block 2 Mediterranean Scenario and came upon a BOA crash event. Version 2022.006 Scenario Block 2 Battleset Med 2003 DB 15928 Upon launching a group or Growlers with decoy I launched them at a base with the expected results. I also did the same with a group of F18E with slammers with the expected results I then tried to use BOA attacks of which both ordinance I believe are capable of. In both case the believe attached png was the result and upon clicking any button shut down the game. I have attached a test scenario for testing. I simply launched both set of aircrafts to attack red base directly…
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- 15 replies
- 2.3k views
- 3 followers
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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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- 0 replies
- 715 views
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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…
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- 0 replies
- 709 views
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Defect Name: 253 and 120 planes in a group Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: WW3.SCq Long Description: Huge groups of enemy planes appear even though the planes never existed on the airfield. Groups of 253 and 120 planes appear over an airfield that only originally started out with 90. I suspect that this occurs due to the airfield sustaining damage during the launch sequence. This used to be a problem in pre-HCE versions. Sequence to reproduce: 1. Order TROKA division to bombard Taebukpo-Ri. 2. Repeat gun order every second or so for the next 30 seconds until aircraft groups appear to launc…
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- 3 replies
- 3.5k views
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Defect Name: Crash in Select Battleset/main menu. Build: Aug 12 2007 (Release) Repeatable: Y Operating System: XP DB used: N/A Scenario used: NA Long Description: I somewhat stupidly and accidentally (yes, everyone belive that ) changed the size of the "Region" menu button thing. It crashed the program. I did it again and it crashed a 2nd time. A weird, possibly not fixable defect, but a defect none-the-less. Sequence to reproduce: Open game. Move the size of "Region" so it no longer shows. Game might freeze. Expected behaviour: No crash? Observed behaviour: Crashes http://img.photobucket.com/albums/v369/dav...ieWAU/crash.jpg
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- 1 reply
- 2.8k views
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Issue Information Issue ID #000038 Issue Type Suggestion Severity 0 – None Assigned Status UNFILED Version 2009.086 Fixed in Group report popup window niceitiesPosted by Grumble on 09 August 2013 - 07:16 AM A light course for connoisseurs, for long, boring winter evenings when there is just nothing to do . The information presented in the Group report popup ('F' key after selecting a group) is somewhat ambiguous and incomplete for multiple carriers. (I know, I know, but look, I did file this as a 'suggestion' ) Only the first carrier's name is displayed on the "Carrier Name:" line Total Aircraft number counts a/c-s both on deck or on formation patrol, inclu…
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- 0 replies
- 576 views
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