Skip to content
View in the app

A better way to browse. Learn more.

HarpGamer

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

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 Herman,

    Defect Name: Assertion errors on quit Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: WW3.SCq Long Description: Game throws assertion errors when user attempts to end game. In other test runs, assertion errors are reported within the game (user does not need to end game to cause them). It is not known if these two cases are related. Assertion errors occurring within this scenario are sporadic but non-replicable with any consistency. They do appear with this scenario approximate 1 in 7 runs. Sequence to reproduce: 1. Order TROKA division to bombard Taebukpo-Ri. 2. Repeat gun order every second or so for the nex…

    • 5 replies
    • 4.2k views
  2. 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 …

    • 0 replies
    • 692 views
  3. 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.

    • 1 reply
    • 579 views
  4. Started by Herman,

    Defect Name: Keyboard commands missing Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: any Long Description: Many keyboard commands listed in either the in-game help function for GE, the in-game help function for SE, or the manual are missing. Also, the keyboard commands listed in the manual do not correspond with the ones available from the in-game help function. Alt+A in SE does not match described function Alt+___ Special Key commands listed under 15.8 do not function in the SE Alt+t listed on GE help function does not work Alt+u listed on SE help function does not work MarkShot (a.k.a. Mark Kratzer) notic…

    • 3 replies
    • 2.9k views
  5. Issue Information Issue ID #000028 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.082 Fixed in Platform Editor magazine limit=50 , also nowPosted by broncepulido on 07 July 2013 - 10:30 AM After an essay to fill more than 50 magazines on a ship (Iowa) with the new Platforme Editor theorically corrected as in the quoted text down, I see the limit is the old 50 (with 51 magazines exporting the platforms I get a 3163 message error):Quote With this content: If I select "ArraySize" in the seventh line I get this text: I attach the pfBuild2005 file I get in HC2009.82 wich I'm using now. Issue-28-Platform-Editor-magazine-limit=50-,-also-…

    • 0 replies
    • 821 views
  6. StoreConsumed in Effects.c about line 727 is only being called if FireGuns returns true which is incorrect, StoreConsumed should be called no matter the return value of FireGuns. Also around Effects.c line 1055 Also around Effects.c line 1189

  7. Issue Information Issue ID #000026 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 0000.000 Fixed in Chaotic SAM rate of firePosted by broncepulido on 30 June 2013 - 09:04 AM I think a long time ago we wrote something about it, but I don't remember it very well. I was messing with the Cold War DB, thinking in the relation of posible SAM fired from a Beam Rider system (hypothesis, 1xilluminating fire control radar and telecommand system), a SARH system (hypothesis, 2xFCR), a NTU system (hypothesis, 3xFCR) and some AEGIS/PAAMS systems (perhaps 4xFCR, but PAAMS doubles as FCR with less performances). How I've not clear what was the relation SAM…

    • 0 replies
    • 757 views
  8. Issue Information Issue ID #000022 Issue Type Issue Severity 0 – None Assigned Status UNFILED Version 2009.080 Fixed in Memory Allocation Fault in Westpac Edited ScenarioPosted by eeustice on 07 June 2013 - 08:50 PM CV TG AMC disappeared from view in the game window around game time 7:10:41:20, however I still could see it in the unit window. I brought it back into the gam window by selecting it in the Oder of Battle drop down menu and splitting the TG. This is a similar problem to what I had on 5-6-13 with my Debug Assertion Failed Wespac Scenario Crash. This time when I brought the TG back into the screen as soon as the whole TG was beamed back into the Gam…

    • 0 replies
    • 783 views
  9. When attacking a ship with guns the number of rounds the GE selects to destroy a target is much larger than what is really required to sink target. Attached is a test scenario based on my fictional db. Issue verified by TonyE TonyE Note: AttackDoctrineWithRisk uses the AllocateRounds logic which is meant for missiles (which can be shot down), not for guns. Guns Test.scq

  10. Issue Information Issue ID #000188 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 2017.007 Fixed in Playing Red, sonobuoy errorPosted by broncepulido on 31 July 2017 - 03:24 PM Testing an almost finished scenario (GIUK, latest HCDB2). - Playing red. - Red has only submarines on its side. - Red is informed (Just at this moment) a submarines has been detected by sonobuoy. - But ... Red has not any aircraft or sonobuoys on its side! - Also (if important), the submarine detected MUST be Green/Neutral, as Blue/Enemy has not submarines on its side. See attached file a few seconds after the "detection by sonobuoy". Issue-188-Pl…

    • 0 replies
    • 710 views
  11. Issue Information Issue ID #000191 Issue Type Issue Severity 4 - High Status 13 – Awaiting Feedback Version 2017.011 Fixed in AC Landing Upon Take OffPosted by eeustice on 25 September 2017 - 02:33 PM In HC GE Version 2017.012 Launched 2 AC in separate groups from Blue Base on a patrol. As soon as AC took off both planes immediately went to Landing. Attached is a small scenario wit a saved game saved at 30 Sec and the again at 31 seconds a copy of my latest db. If you have any questions please let me know. I also created this scenario to look at AC Group Merging and splitting. When I split an AC group in my scenario the new group was created from the spli…

    • 0 replies
    • 775 views
  12. Issue Information Issue ID #000172 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 2016.003 Fixed in No Ships om Base when Ships addedPosted by eeustice on 04 December 2016 - 06:14 PM When adding barges or ships to a airbase, Graphic of base changes to look like a port but no barges or ships are added to the base. Attached is a small scenario with a barge and a SBX on added to Andersen air base on Guam Copy of my Fictional db 161008, and a screen shot of the base info, Platform editor showing the SBX and barge attached to the base If you have any questions please let me know. Eric Issue-172-No-Ships-om-Base-when-Ships-…

    • 0 replies
    • 736 views
  13. 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…

    • 0 replies
    • 773 views
  14. 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…

  15. Issue Information Issue ID #000110 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 0000.000 Fixed in Victory Condition ErrourPosted by broncepulido on 02 May 2015 - 11:03 PM When playing The Maersk Tigris Incident scenario I was glad to see the Iranian missiles hitting by errour one and other time a passing neutral merchant but ... In the scenario is determined Minor Iranian Victory if a Blue ship is damaged 50%. The passing Green neutral merchant is damaged 54% (not any damage in Blue ships), and the GE determines Minor Iranian Victory! I did't save the game because only later I find the explanation, but I think perhaps is…

    • 0 replies
    • 735 views
  16. Issue Information Issue ID #000109 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 0000.000 Fixed in Point Defence DEBUG?Posted by broncepulido on 02 May 2015 - 10:49 PM When playing the Mareks Tigris Incident scenario, testing the Phalanx facing (facing and related ammo expediture works fine), I get attached message, but I don't see any effect in the game (but I suspect Point Defence perhaps is doing any hit), the bizarre expression is "DEBUG Farragut PointDefence Got'em all". Issue-109-Point-Defence-DEBUG_.pdf Point Defence DEBUG.zip

    • 0 replies
    • 710 views
  17. Attached is a simple scenario for westpac BS HCDB2 DB that was used to produce the screen shots, one from scenario editor, one from game. Looking at the weapon LS-6 in the appropriate loadouts for the JH-7B aircraft in Scenario editor it is listed as surf (attack) while in game it is listed as land (attack) and won't attack sea targets. This makes it possible for the scenario writer to send out patrols that are not appropriately loaded for the intended target. MSBS-Loadout.zip

  18. Issue Information Issue ID #000094 Issue Type Issue Severity 0 – None Assigned Status 13 – Awaiting Feedback Version 2014.020 Fixed in Fuel issue with in-formation ASW patrolsPosted by CV32 on 25 October 2014 - 02:28 PM In-formation ASW patrols (and possibly other patrol types as well) are running out of fuel and crashing. Issue-94-Fuel-issue-with-in-formation-ASW-patrols.pdf

    • 0 replies
    • 713 views
  19. Issue Information Issue ID #000205 Issue Type Issue Severity 0 – None Assigned Status 23 – Fix Accepted By Reporter Version 2017.015 Fixed in 2017.016 2017.015 Crash at startPosted by broncepulido on 06 December 2017 - 03:48 PM In my PC 2017.15 crashes inmediatly at scenario start. Issue-205-2017.015-Crash-at-start.pdf Captura de pantalla 2017-12-07 15.18.55.zip

    • 0 replies
    • 760 views
  20. install 2025.016 database hcdb2-170909 battleset westpac in the zip pack the parent scenario and xml, GE.log, and two saves a second apart, either save should get you to the crash. Interceptor F106A has fired jenie nuke aams at a fllight of bombers, there is impact and the bombers are wiped out, there is an error message and any response to the error message (retry, ignore) results in game crash. I personally think this is a moral indicator that nukes shouldn't be used in any situation westpac-jenie.0002.0004.zip

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.