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divefreak

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Everything posted by divefreak

  1. I bet you have a gap in the weapon annex... Tony has created a special PE for me with a check for those gaps... If he gives it to you you can check your db and fix this problem... Or Simply check for gaps manually
  2. Med2003 map... sub is blue ships are red side... BTW there´s a minor error... you can select torps as weapon in the attackscren for the Sub but it has no torps... But this is rather cosmetical. I don not rember any Sub with a Gun only arment A little Adition: When you select torps...... you also get the gun and it fires fine... Ok what we need now are Surface guns capable of firing on surfaced subs. Otherwise a Sub with deck gun on the surface is nearly undefeatable by the AI and can run trough a convoy like a wolf in a sheepherd with a toothless sheepdog...
  3. Med2003 map... sub is blue ships are red side... BTW there´s a minor error... you can select torps as weapon in the attackscren for the Sub but it has no torps... But this is rather cosmetical. I don not rember any Sub with a Gun only arment A little Adition: When you select torps...... you also get the gun and it fires fine... deckguns.zip
  4. As the release notes say, sub vs. ship. Ok..... BTW An AI Sub with Guns only is diving in front of the enemy and evading hostilitys... Discussed this with Akula Yesterday and we think this behaviour is ok/matches realtiy. A sub will only engage low tread targets with guns. and not surface right in the middle of a CVBG engaging a CV with the gun after expending all torps So the actual sub vs ship behaviour is close to perfection. Maybee at a later point the AI can learn to attack unarmed/weak armed ships in a low tread enviroment...
  5. Ok, seems to work. I´ve tested a player Sub vs Ship => works fine PLayer Sub vs Helo => doesn´t work (is this intentinal?) the red AA Ring shows up and the Helo was in 1/4 of the AA Guns range! What i have to test: AI Sub vs ship and Aircraft
  6. Works Fine for me....
  7. Did a test with nuke armed AAM. Same stuff as with the SAMs...
    • 1,499 downloads
    Hi This is the picturefile for my 3 dbs. The hc65to80db, the hc80to95 and the hc95toxx. And it is 100%compatible with the HCDB shipped with the game! The file contains the neccesary data for the pics that are shown in the platformdisplay. Simply replace the rsr file shipped with the game and that´s it! No need to restore the original file. The drawings used by my dbs come from shipbucket, with permission from the artists to use them with my dbs. http://s90.photobucket.com/albums/k279/shipbucket/ enjoy it!
  8. File Name: picturefile for HCxxtoxxdb File Submitter: divefreak File Submitted: 9 Aug 2008 File Updated: 16 Dec 2010 File Category: Databases Authors: René Haar Game Version: HCE 2008.44 Hi This is the picturefile for my 3 dbs. The hc65to80db, the hc80to95 and the hc95toxx. And it is 100%compatible with the HCDB shipped with the game! The file contains the neccesary data for the pics that are shown in the platformdisplay. Simply replace the rsr file shipped with the game and that´s it! No need to restore the original file. The drawings used by my dbs come from shipbucket, with permission from the artists to use them with my dbs. http://s90.photobucket.com/albums/k279/shipbucket/ enjoy it! Click here to download this file
  9. A little adition when you nuke a ship close to the plane group... it seems to work... 16helos down with a single Talos in SSM Mode. So it is not the nuke/airburst it self but the combiation of SAMs and Nukes!
  10. Yesterday i tried out if SAMs with nuke payload work as Nukes (Airbursts) against planegroups. I used the latest Beta. My DB and a small Testscen with 4 ships and lots of planes. the result with the Talos Sams: they achived single hits on single planes but no airburst effect against a whole plane group. nukesams.zip
  11. Looks good Tony., gives the game a more modern look. Yes looks good.... need to do more testing but it looks really good!
  12. What i would like to see changed in HCE 1. Gun behaviour, spreding the bursts over 1 minute 2. Smarter SAM and AAA Handling 3. In SE (add Group or Base dialog) allow searching for class/installation by name/country 4. Show loadout ranges in attack launch screen 5. Enable ECM/Chaff/Flares for Ships and change the point defense behaviour at the same time, soo only ships carring chaff/flares have an eletronic point defense 6. And a kind of preplotted missions (Patrol, ASw...) as discussed for ASW Patrol missions, set a grid and the AI does the rest. 7. Allow units to carry other units, i.e. LCACs in LSDs, Marines in LCACs 8. Make ASW LR Patrols more customizable, buoy patterns, MAD runs in a defined area, etc. 9. Waypoint system for launching patrols that allows me to set the course I want a patrolling aircraft to take, rather than it just simply flying to 1 point on the map. 10. A Function allowing delaed hostilitys (a weapon tight for the AI with a time setting) 11. different Result for Impact vs Airburst Gun. IMHO Airburst should only damage the superstructure, disableing mounts, senors and bridge but not sink a ship 12. More consitent weapon handling/dialogs for example bol launch for torpedos and active AAM 13. SAMs on Subs 14. Magazines on Subs or Mounts that "respect" ROF Values from the db for the human player 15. More Pictures in the Platform Display and more possible formats or a format that allows better quality, jpeg maybee? 16. make the info about magazine capacity availbe to the player (maybe a "store" or magazine summary in the Unit Display? Like the Weapon Display?) 17. make the info about infligth refuel capable availbe to the player 18. Allocate/Deallocate all switches in the Wepaons allocation screen screen 19. Plane capacity on ships calculated by the foot print of the aircraft. For example 1 large like Sea King equals 3 medium like Sea Lynx....... 20. Deck Guns for Subs and Missiles that can be fired while surfaced only.... 21. an Autofiller for the pe that automatically fills gaps in all annexes during the export process. 22. LArger contry annex 23. User definable RUnwaysizes
  13. I vote for the abstract model as long as we have the group fucused game ....
  14. divefreak replied to CV32's topic in Pipe Dreams
    Sounds Cool. And as Akula states it will represent the different capabilitys for weapons. Such as the simple 40mm/70 Model 1948 vs the 40mm/70MK3 vs the CIWS Version aka Sea Trinity. Or the Capability of the 76mm Oto-Melara with HE-MOM Ammunition against missiles vs the Ancient 76mm MK25. the older Weapons won´t see a hit against fast moving targets due to manual aiming and loading. And this can´t be modelt by PH values only... So the optimum from my point of view: 1. all Mounts respect arc limitations 2. Weapons get a offensive/defensive generation weighting aka Flag or Value 3. Target speed and course is taken into account for the final ph calculation
  15. divefreak replied to Steven M's topic in General
    Hi the altitude restriction is only a launch restriction.... As far as i remember...
  16. divefreak replied to TEPonta's topic in General
    Hi As long as you don´t simply add Base to the HCDB it would work.... Use a db with less installations or replace an existing one in the HCDB. with time (year) did you chose for the scen? Regards René
  17. Works fine, tested with "res3747" as highest pic id.... Worked fine in SE and GE. => Platform display opens the right Ship and shows the correct Pic. => I´ll start with res2154 as lowest pic id for my DBs, i hope this no is save for the future to avoid collisions with the official DB or should i go for res3154? Edit: Restestet it with "res9999" even this seems to be save and working. I´ve attached my rsr file to this post for future testing. It contains all res files up to res9999 filled with "no pic availbe"+ the official pics below res687. rsr.zip
  18. That´s the normal behaviour when you switch dbs and the Annex No is used in both dbs Regards René
  19. Opens fine here...
  20. :( :( looks like the mail turtle was sunk on the way over the Atlantic...
  21. My version is to be able to play against my son with 2 computers on our LAN when he comes to visit. Even better would be ability to play across the web to a specific IP address. He lives in NYC now, so we don't see each other much. When he was a teenager, we used to enjoy making scenarios for each other with the original Harpoon Classic. Sounds good p2p plying with out the need for a dedicated Server as in ANW...
  22. Much easier: Make it like the other Magazines work... Reload is defined in minutes by the db designer...
  23. Seems to be an error loading the db... The Installation 53048 looks ok...
  24. What about TFC(apable) ? Short and not linked with a special system.

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