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2010.004 Release Notes

Featured Replies

HCE - 2010.004 - 2010/04/02

===========================

+ Chg:0162 GE Fixed crash introduced by arc limitations in 2010.003. This

was code attempting to grab non-existent arc information from

aircraft loadouts. (thanks ChrisP)

http://harpgamer.com/harpforum/index.php?a...amp;showbug=162

- Chg:0000 GE Surface gunnery vs submarines Missile and Gun type radio buttons

were improperly greyed out (lack of missiles greyed guns, lack

of guns greyed missiles), remedied. (thanks Don Thomas)

 

Both of these should be easy to test. Saved game showing the latter issue is in the 2010.003 release notes topic in this forum.

 

It would be appreciated if an enterprising tester hunted for a second potential gun arc crash bug. I haven't seen it yet but what someone could try is aircraft vs aircraft gun engagements. Do they crash 2010.004?

 

Thanks!

  • Author

Hehe, they are quite a few arc crash bugs, even in 2010.004, expect a .005 when I'm able, probably safe to not bother reporting crashes in 2010.003 and 2010.004.

- Chg:0000 GE Surface gunnery vs submarines Missile and Gun type radio buttons were improperly greyed out (lack of missiles greyed guns, lack of guns greyed missiles), remedied. (thanks Don Thomas)

 

Well.......most of it works.

 

I wrote a small program with an O.H. Perry vs. a Whiskey in EC2003.

In Cheat Mode, I was eventually able to get Whiskey to remain surfaced so Perry could detect it.

post-46-1270340065_thumb.jpg

I selected Attack and the Attack box popped up to allow a Missile Attack selection. However, there were no weapons in the Weapons Allocation box.

post-46-1270338864_thumb.jpg

It wasn't until Perry got into Whiskey's torpedo range that I was finally able to select a Harpoon to fire. The Harpoon did fire.

post-46-1270339040_thumb.jpg

Attempting the Short Range ASW allowed the Mk 46 and Harpoon to be selected. Both the Mk 46 and Harpoon did fire.

post-46-1270339178_thumb.jpg

Attempting Gun Attack allowed a 76mm burst to be selected, but the attack was properly cancelled as Perry's superstructure masked the 76mm from firing straight ahead.

post-46-1270338193_thumb.jpg

A turn to starboard opened the firing arc and the 76mm sank Whiskey.

post-46-1270340268_thumb.jpg

 

So, the radio buttons aren't greyed out, the firing arc cut-out seems to work, but the Weapons Allocation is a little off.

The attachments include a .zip folder with the "SubSurf" porgram along with a game save that picks up with thw weaponless Weapons Allocation.

 

Ah, nuts! I tested this with the .005 beta, but I'm not going to rewrite this over there now...

SurfSub.zip

- Chg:0000 GE Surface gunnery vs submarines Missile and Gun type radio buttons were improperly greyed out (lack of missiles greyed guns, lack of guns greyed missiles), remedied. (thanks Don Thomas)

 

Well.......most of it works.

 

I wrote a small program with an O.H. Perry vs. a Whiskey in EC2003.

In Cheat Mode, I was eventually able to get Whiskey to remain surfaced so Perry could detect it.

post-46-1270340065_thumb.jpg

I selected Attack and the Attack box popped up to allow a Missile Attack selection. However, there were no weapons in the Weapons Allocation box.

post-46-1270338864_thumb.jpg

It wasn't until Perry got into Whiskey's torpedo range that I was finally able to select a Harpoon to fire. The Harpoon did fire.

post-46-1270339040_thumb.jpg

Attempting the Short Range ASW allowed the Mk 46 and Harpoon to be selected. Both the Mk 46 and Harpoon did fire.

post-46-1270339178_thumb.jpg

Attempting Gun Attack allowed a 76mm burst to be selected, but the attack was properly cancelled as Perry's superstructure masked the 76mm from firing straight ahead.

post-46-1270338193_thumb.jpg

A turn to starboard opened the firing arc and the 76mm sank Whiskey.

post-46-1270340268_thumb.jpg

 

So, the radio buttons aren't greyed out, the firing arc cut-out seems to work, but the Weapons Allocation is a little off.

The attachments include a .zip folder with the "SubSurf" porgram along with a game save that picks up with thw weaponless Weapons Allocation.

 

Ah, nuts! I tested this with the .005 beta, but I'm not going to rewrite this over there now...

I ran your scenario and game save.

First, I hardly believe it, but the sub is being evasive. I'd never seen this until yesterday (with a land unit).

Also the incorrect initial weapons allocations being greyed out - I had the same as you (as expected) so I tried the scenario in GE 2009.42 and found similar sort of problem (no missile or guns though of-course) it gave an option for standoof ASW and short range ASW (the short range greyed out) and when you select the standoff ASW it showed no weapons (correct for the platform, but why have the option appearing?)

 

Looks like more work for poor Tony?

Don Thomas

  • 8 months later...
  • Author

I just tested this in 2010.017 using Larry's EC2003 GIUK scenario and was able to launch Harpoons at the submarine while outside of the firing ship's torpedo range. Please verify that this is fixed.

 

Also on the plus side it highlighted another problem with playing as the Red side in the current betas. A problem now fixed for the next build (but don't go getting all excited and think that playing as Red will be pleasant yet).

I just tested this in 2010.017 using Larry's EC2003 GIUK scenario and was able to launch Harpoons at the submarine while outside of the firing ship's torpedo range. Please verify that this is fixed.

I also used the original test scenario in GE 2010.17 and all seemed to work as expected.

(so long as the sub stayed surfaced) Harpoon available and allocated, short range asw available and allocated, guns available and allocated when in arc.

One question, is it reasonable for one 76mm shell to sink the wisky and should it be reported in the message window as: 30008 DP applied (that seems a lot or is it that the shell hit for 28 or more DP which is enough to sink her)?

 

Also on the plus side it highlighted another problem with playing as the Red side in the current betas. A problem now fixed for the next build (but don't go getting all excited and think that playing as Red will be pleasant yet).

who cares about playing red, I'm hanging out to play Green, double the targets :D

Don Thomas

One question, is it reasonable for one 76mm shell to sink the wisky and should it be reported in the message window as: 30008 DP applied (that seems a lot or is it that the shell hit for 28 or more DP which is enough to sink her)?

 

I think the huge DP values might be the criticals at work. You see them fairly often when sinking submarines.

 

who cares about playing red, I'm hanging out to play Green, double the targets :D

 

:lol: Nice one.

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