Jump to content

Tony

Members
  • Posts

    143
  • Joined

  • Last visited

  • Days Won

    15

Tony last won the day on July 10 2025

Tony had the most liked content!

About Tony

  • Birthday October 8

Contact Methods

  • MSN
    brats9188@msn.com

Profile Information

  • Gender
    Male
  • Location
    Texas

Recent Profile Visitors

4,710 profile views

Tony's Achievements

Contributor

Contributor (5/14)

  • Reacting Well Rare
  • Dedicated Rare
  • Conversation Starter Rare
  • First Post Rare
  • Collaborator Rare

Recent Badges

28

Reputation

  1. Forgot to give version and DB used. Was tested with both Version 2025.025 and 2025.024 and using HCDB2. Testing included removing all Export.dll,s while testing to eliminate possible causes as much as possible.
  2. Just notice air to air missile problem in which after engaging other aircraft with missile remaining missiles would disappear from remaining AC magazines. Example 4 plane group each with 4BVR and 4WVR missile engage 4 enemy AC. After firing on the enemy AC the total of fired missiles and remaining missiles would vary. Each red group contained 16 BVR missiles. The F15 would fire eight but only 7 or less BVR missile would remain sometime all remaining BVR missiles would simply disappear. They would fire 8BVR missiles and upon inspection of attacking group in unit window, one or more extra missiles would be gone leaving 7 or less. Cntr Alt S show no other than the missiles originally fired existed anymore. It was as if they had been used. I am including a small scenario to test with. In the scenario the two blue bases will launch their AC against the Red base. Upon launch simply put Blue AC at highest altitude with radar on and attack red base to get attention from formation CAP. The red base has eight different type fighter groups launched in formation. Expected behavior Red AC engaging with BVR missiles. Each red group had 16 missiles to use on blue AC. Blue player AC are to be used a bait and not to attack as they are to be bait. Behavior was Red AC groups would intercept and engage blue group firing an initial missile volley. Upon reviewing in unit window red AC groups did appear to have expended more missile than on group and unit window even with Cntr Alt S on. The extra missiles were not found on either window or on the plane and seemed to have disappeared. The was not the case of the Blue player controlled AC if it fired. Tested with Export.dll,s present and not. Pacmissile test.scq
  3. Got it and I just used the debug add as a shortcut and yes it works as confirmed.
  4. Hey TonyE Was doing some testing on the latest launcher. Was changing load outs on AC groups and this popped up in scenario editor. It would create up to 160 new ac during re doing loadouts. It happens for BS scenarios and user created both. Verified by Eric. TonyD
  5. Tony

    HDS II 1.32a

    I looked to see if I had any user scenarios but did not. I created a small test one and was able to create save and load up with not problems.
  6. I am and have confirmed the problem fixed. Will work even with saved games as long as aircrafts have not attempted landing.
  7. Ok good we are now, Saving the Whales, and in Donaldseadog also the shrimp.
  8. Here is a very small test scenario to see what is happening when plane units of a group refuse to land. Attached is a last moments save before planes of one group get stranded. The procedure is to launch 3 AC group of 3 AC each. I sent then one north, south and west. I then sent the norther group home without separating group. I then sent one home but divided it into 3 single AC groups. I then separate the third group and sent each AC group home but right after joined them back into a group with three separate one AC units. I then sent it home to land My results were the first group landing without problems. The Single AC groups land without problems. The third group which was divided the reunited landed only the first AC unit but stranded the last two AC units till separated or ROF. I believe after testing the problem occurs with the rejoining groups only regardless if land or sea base landing. I also made a save with larger amounts of aircraft label with m. Oops forgot HCDB (150928) GK2003 BS Landing test Scenario.zip TESTm.hpm
  9. Not sure but can some home on signal from targeted aircraft and if so does HC use this method.
  10. Search means to just refresh the groups list while the pause button allows you to pause the game from toolbox. You probably figured it out already but thought let you know if not.
  11. When testing with Don's Scenario I have found that the actions of the land missiles seem to depend on the quality of the sensor detection and the condition of the original target. When firing missile from to units at the target but only one target per unit both destroyed the target and no hits on ships occurred. When both attacking units targeted both AD units the first missiles to get there destroyed both targets. When the second unit reach target location it seems to change that location to a BOL activation destination and those missiles would fly on and lock onto the ships and attack them instead. As TonyE said they were quite the little overachievers. In one case the first missile set failed to hit assigned target but the second did kill it. No ships were targeted even though the missile flew by the ships. I also notice that if the lock was not solid the missiles would reach the target area and revert to what seems a BOL activation point and kill ships instead.
  12. Ran scenario with blue as AI against red sub on surface at full speed radar and sonar on at 10km. Blue ships allocate only ASROC at target no harpoons. As Don stated player can launch both but is separate engagements.
  13. 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 drops have to start at shallow and make their way down. I have a scenario with a player-controlled sub moving towards a ASROC armed ship at cruise speed and deep. The sub also is active to enhance detection by the ship. The sub will close to 12 nm when ASROC fires at sub. Helicopters are launched by AI on sub too but do not close in time to attack sub prior to ASROC attack. I have attached a test scenario with two saved games one second prior to ASROC launch and two save games prior to torpedo drop. I have also included both message log and GE log collected for the save games. Logs label 2 or for the torpedo drop while the other is for the ASROC launch.ASROC.zip
×
×
  • Create New...