Everything posted by divefreak
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Favorite Modern Fast Attack Craft
I love the danish Stan-Flex 300 Design. The Flyvefisken has 4 Standart Flex Container Positions. 1 on the Foredeck, mostly used for a 76mm Oto SR 3 on the Aft Deck Possible Modules 8 Harpoon II 6 ESSM 533mm Torpedos 324mm Torpedos a RIB Module with a Boat and a Crane VDS MCM Drones Stinger Manpads Mines ... ... Regards René
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Mis-shaped world in WestPac
Is this kind of question a result of the GoogleEarth-era? Maybe someone shall programm and use GoogleMap for HCE 2009 and GoogleEarth for H5(?) for all graphical window issue. Tony has made a Google Erath Interface for HCE....
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Defect Name: Runway too short for Harrier
Exactly my point...but in conflict they do need a bit of forward movement to get aloft. In landing, they would come to a hover and just drop the land distance - guessing about 6in or less. That´s why i rated them as VTOL in favour to large Helipad, in my db when i "reworked" the runway sizes. IMHO this matches the best for the capabilitys => short runway to take of.
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Defect Name: Ineligible target type
When you move the group a bit you can attack all three types. => it smells as if this behaviour is linked with the subs acting as missile decoys.... So Herman found the proof that also the player can attack subs as a part of a Group with ASuW weapons
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Defect Name: Runway too short for Harrier
Not a bug only an little "inconsitency" in the db. Some Harriers are rated for large Helipads, some for VTOL
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Defect Name: Barges in harbour cannot be torpedoed
Really? This doesn´t match my observation that you can´t fire all kind of ASuW weapons at all! Maybee those are poons II flagged as Land "capable"?
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2008.003 Release Notes
It works => no crashes etc so far Edit: Falkland crahses the game at the beginning with an memory allocation error (map too large??) But it looks as if i need to change my mind about the colours... Europe is definitly(IMHO) too dark with the current settings. see the attached Baltic BS Some suggestions/wishes for the next BS-Builder build 1. save the battleset.res file in the BS-Builderfolder, not in the subfolder of the subfolder... 2. give it a uniquie name, taken from the Battlesetname that is entered in the BSBuilder!? A BS named falkland => Falkland.res A BS named Baltic => Baltic.res baltic1.zip falkland2.zip
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Defect: No SSM vs docked ships
Only 2 groups left... And it might/should run with HCDB too. SSMBASE.zip
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Defect: No SSM vs docked ships
Play the attached scen from red side. the docked ships at Neustadt will attack the red group in the Lübeck bight... but a counterattack with the SS-N-2 is not possible. Only wih guns. Planes with Weapons that are land capapble loadouts/weapons can attak the ships. Subs can´t attak too => looks as if all Antiship weapons with out a LandAttck Capability are useless aganst ships grouped with a base. GE used 2008.001 DB HC-Euro DB Repeatable? Yes/always ctdred.zip
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CTW when clicking a Mine...
Play the scen from red and click on a submarinegoup containing mines.... => CTD GE 2008.001 DB HC-Euro-DB Repeatable? Yes/always 2007.000 is not affected! Only the beta! ctdred.zip MINE.zip
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2008.001 Release Notes
HCE - 2008.001 ============== - Chg:0000 GE If autosave was set to zero, the game would constantly save, fixed so that no autosaves are done with a value of zero. Fix confirmed. - Chg:2355 GE HDS III GIUK 12.0 is the same scenario as 11.0. Kludged the system to not show HDSIII scenario 12.0 in the scenario selection of the GE but left it in the SE in case anyone has great ideas based on the orders files. Fix confirmed. Close in Mantis? - Chg:1963 GE Aircraft of subtype Tanker crash the GE. This has been fixed, the code that tries to place air groups at a sane altitude after launch didn't know about any aircraft types past the first nine. Expanded it to deal with all 128 potential types. Fix confirmed in that no crash occurs, used my own db... - Chg:2352 GE Bombers close on target after launching weapons. The attacking aircraft were being told to return to base but the attack order was not removed so most often they would end up trying to attack again even if they didn't have valid weapons. Fix seems to work, - Chg:2353 SE Show Range column in launch aircraft dialog for each line of ready AC. (thanks Akula, HermanH) Fix confirmed in both GE and SE. Close in Mantis? Sorry Wombat... I was a bit lazy......
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Courious SAM/AA Defense behaviour?
Hi run it from the Blue side, turn your sensors on and wait for red... A better description will come later, sorry samtest.zip
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2007.033 Release Notes
Works, But i found another Issue with the SE. When you create a carriergroup, the Carrier needs to be the fist Unit. Yesterday i wanted to replace a carrier, but te group looses the carrier symbol because the new carrier is the last unit in the group.... That´s a bit anoying because i have to recreate the whole group... Regards René
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2007.024 Release Notes
Sounds like real world for me....
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2007.033 Release Notes
Instant Action opend a scen from the red side but it choosed a scen without red orders....
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Strange Observation
Hope so..... The whole Group was active via the Staff Assistant dialog (Missile incomming trun your radar on etc) Regards René
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Strange Observation
Hi While playing the latest scen from Ralf i lost two Perry FFG to ASMs. What makes me wonder ist the fact that those ship didn´t fire their SM-1 but the Phanlanx Gun was empty and also some 76mm Shells were fired. Only the ships with longer ranged SAMs fired on the incomming ASMs Staff setting was optimum range and highest fire rate.... Has anyone else similar expierineces? It is nothing what i want to call a bug, only something strange, maybee with a logical explanation? Regards René
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Targeting Specific Platforms
I fired up an old old version.... and yes it was cool. Maybee something we could get back? Regards René
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Defect Name: Dead in the water
http://uboat.net/allies/warships/ship/872.html Agree, that´s what i observe too. Sometimes they stop, sometimes they start movingagain. Maybee Tony can expalin the logic behind it? Regards René
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SAAR
While doing some research for my db, i got mixed or messed up with the Israelian SAAR FAC. Too many types, to many variations, to many rebuilds/conversions.... :roll: 8) As a resume i got this here (correct me if i´m wrong) 1. there are 6 Basic Versions, SAAR (Storm) I (45m) (1967) (3Ships) SAAR II (45m) (1973) (3+3) SAAR I to III sharing the same HullSAAR III (45m) (1969) (6Ships) SAAR IV (58m) (1973) (8Ships) SAAR IV.5 (62m) (1980) (8Ships) SAAR V (85m) (1994) (3ships) 2. 3 Conversions, All SAAR I were converted to SAAR II (1973) some (3?) SAAR IV were converted to SAAR IV.5 (1993) all SAAR IV.5 are in conversion to SAAR IV.5(Nirit Type) (1993) 3. and 5 Subtypes. SAAR II ASW configuration (2 or3?) SAAR II ASuW config (3or4?) SAAR IV.5 Aliyah (1980)(Helicopter facilitys/Flotilla Leaders) (2 Ships) SAAR IV.5 Romat (1981)(Attack Version without Helo) (2Ships) SAAR IV.5 Nirit (1991)(Prototype for the Coversion with Barak and enclusured Mast) (1+2 conversions+ 4 new rebuild with parts from SAAR4) Weapon Outfit: SAAR I 3 x 40 mm guns (Bofors/L-70) 0.5 machine guns Sonar Depth charges SAAR II Original: 1 or 2 40 mm guns (Bofors/L-70) 8 or 5 IAI Gabriel Missiles (sea to sea) 0.5 machine guns Depth charges 70s (ASW) 2 or 4 Harpoon missiles 2 IAI Gabriel Missiles (sea to sea) One 40 mm gun (Bofors/L-70) 0.5 machine guns 6 Mark 44 and later Mark 46 torpedoes Sonar array (VDS) Anti-missile decoy launchers system Electronic Warfare Systems Depth charges (ASuW) 2 40 mm guns (Bofors/L-70) 5 IAI Gabriel Missiles (sea to sea) 0.5 machine guns Depth charges Anti-missile decoy launchers system Electronic Warfare Systems SAAR 3 original: One 76mm Oto Melara 6 IAI Gabriel Missiles 0.5" and 7.62mm MGs Anti-missile decoy launchers system Electronic Warfare Systems Late 70s One 76mm Oto Melara 3 IAI Gabriel Missiles 4 Harpoom missiles 0.5" and 7.62mm MGs Anti-missile decoy launchers system Electronic Warfare Systems SAAR 4 2 x 76mm Oto Melara gun 6 IAI Gabriel Missiles 2 x 20 mm Orlikon 3 x 0.5" guns Anti-missile decoy launchers system Electronic Warfare Systems Late 70 One 76mm Oto Melara gun One 40mm Bofors 4 - 5 IAI Gabriel Missiles (sea to sea) 2 or 4 Harpoon missiles (Ability to carry 4 missiles instead of each Gabriel Launcher) 2 x 20 mm Orlikon 3 x 0.5" guns Anti-missile decoy launchers system late 80's and 90's One 76mm Oto Melara gun One Phalanx CIWS 4-5 IAI Gabriel Missiles (sea-to-sea) - Israel 2 or 4 Harpoon missiles (Ability to carry 4 missiles instead of each Gabriel auncher) 2x 20 mm Oerlikon 3 x 0.5" guns Anti-missile decoy launchers system Electronic Warfare Systems Anti-submarine Torpedoes launcher Depth charges Sonar systems, including an EDO towed array system Torpedo decoy systems SAAR 4.5 Aliyah One 40mm Bofors 8 Harpoon sea-to-sea missiles 1 Helicopter Command, control and defense systems Later: One Phalanx CIWS 8 Harpoon sea-to-sea missiles 1 Helicopter Command, control and defense systems Saar 4.5 Romat One 76mm Oto Melara gun One Phalanx CIWS 4-5 IAI Gabriel Missiles (sea-to-sea) - Israel 2 or 4 Harpoon missiles (Ability to carry 4 missiles instead of each Gabriel auncher) 2x 20 mm Oerlikon 3 x 0.5" guns Anti-missile decoy launchers system Electronic Warfare Systems Torpedo decoy systems Command, control and defense systems SAAR 4.5 Nirit One 76mm Oto Melara gun One Phalanx CIWS 6 Gabriel sea-to-sea missiles 8 Harpoon sea-to-sea missiles 32 Barak missiles Command, control and defense systems SAAR V Eilat 8 Harpoon and 8 Gabriel 2 32 cell vertical launch Barak launchers one OTOBreda 76 mm gun or Mk 15 Phalanx CIWS 6 x Mk 32 launchers for Mk 46 torpedoes 1 Helicopter
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HC-Euro DB
Hehe looks as if it works as desired. But i used old ships for the test scen => weak gunnery compared to more modern systems Ok, nice points and comments! Airburst vs Impact selection was disabled by Tony because the descicion if a hit is an Airburst or an Impact hit is calculated by the game. The selection screen had 0 effect on this. Depends on the ship. I decided to create most of the magazine entrys with a reload time of 0 minutes. If i had multiple mag entrys per weapon the first one has 0 and the following entrys have increased reload times to "model" the stres and fatique effect on the gunnery/reload crews. I hope Tony can answer this. My observation is: it takes several hours.... Thanks for your comments Looks as if you like the changes? Regards René
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HC Launcher Brainstorming
Game Preferences Game Options Set Range Circles Set Grindlines Sound options Staff Options .....
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Is a WWII DB possible?
Umm, no. There is no capability for 'replenishment at sea' right now. Missread his sentence... you´re right...
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HC-Euro DB
test db and scen attached! Please give me some feed back! guntest3.zip
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Is a WWII DB possible?
Yes for both but simulation multiple shots at once is something we´re comming from. you can model them and you´ll get results that are realistic for the calculations and results. But 1h Battles would feel like Bismark vs Hood. 2-3 Salvos and game over. For 5inch twin Turrets. This would make for a Ship like the Iowa 10800 rounds..... making proximatly 40 magazine entrys/slots in HCE! The Post war French BB carried 58000 57mm rounds.... => 227 magazine entrys. Even a Fletcher DD needs aproximalty 20 Magazine slots..... And in this case the 40mm rounds would be modelt as 2 or 3 shot bursts.... If the DB structure will be changed somewhere in the future, the amo problem will be solved becaus than we´ll have 32xxx counts per slot. => Fletcher DD 3 Magazine Slots. 1 for the 127mm 1 for the 40 1 for the 20mm. Etc. But the rest needs to be changed too. When the Sensor model and the group vs Unit focus gets changed, than it is worth to put work into a ww2 db for HCE. Feel free to try it yourself, you may use my rudimentary WW2 db as a primer for your work/research. Regards René