Everything posted by divefreak
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Is a WWII DB possible?
Right Tony. 1 folder for each DB and scen/battlset folders. a bit similar to the system introduced with the H3 ANW launcher. But manually handelt because atm we have no launcher in HC.
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Is a WWII DB possible?
Right Brad. But IMHO this will change with the first Patch. Jan M. and I startet creating the WWII-DB some time ago but we got stuck because of several Problems/limitations. These Limitations are caused by the way HC was created. HC is/was a simulation for the 20th Century War at Sea => longrange fights with missiles. Groups vs Groups. ESM as passive and Radar/Sonar as active Sensors. Subs with nuclear propulsion or Snorkel/AiP Systems for the Diesel Subs. HC does a goood to great Job for the purpose it was desinged. It was not designed for WWI or WWII battles. Before 1950/1960 the Gun and the thumb bomb dominated the fight, homing weapons were under development only a few were used in combat, like Zaunkönig torpedos, radio controled glidebombs, V1 and V2 were "thumb" balistic or cruise missiles. Figths were ships vs ships. Before the late WWII years Radar and Sonar(Asdic) did not play an important Role, detection relied a bit on radio derection finding but mostly on visual detection + intelligence messages (decryption of Enigma for example). Submarines were boats that can dive but not travel long distances submerged. So where are the troubles? Gun model (actual 1 shot every 30 seconds) fixed for the first patch (but we can´t store enough Amo, largest value is 255 rounds/burst per single entry) no coms model (we don´t need the communication as in h3 but the signals to have something to intercept by radio direction finding and to decrypt) => radio sender, the detection can behandelt by an improved ESM model Group focus (actual) vs single Unit in a Group focus An enhanced visual detection model => senortype "eyeball" and binoculars+ "steam" as propulsion type that causes detectable smoke.... ..... ..... Regards René
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2007.032 Release Notes
Sorry, the Euro-DB in the download area is not the beta! it is still the version for the stable HCE releaseversion. I´ll upload the most recent version later here in the beta area. Regards René
- René's Wishlist
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Patch 1 Features/Goals
To 6. Yes, it would be nice if all mounts would respect firing arcs.... To 2. the Mulitmounts have IMHO more priority than the arcs. To 3. Sounds cool...
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The new Gun-Model
First i want to thank Tony for new Model and Dale for explanation about Gunnery in H4 and for providing his Gun Spredsheet. He says it is under development/beta. But i think atm it fits for the purpose. The Gunnery in H4 is based on 1 Minute bursts. So all values are based on this. I´ll take the 127mm MK30 as my example. And the russian 100MM BU-34. Bu-34 has a Range of 8.8 nm,a near ph of 35 and far of 18 MK30 has a Range of 8,3nm, a near ph of 25 and a far ph of 13 Acording to navweaps.com the ROF is BU-34 = 12 with 26 Ready Rounds on the Mount and 850 rounds on a Riga Class FFL for 3 Mounts (772 in the magazine) MK-30 = 15 with XX (needs to be evaluated/no source atm) Ready Rounds on the Mount and xxx Rounds on a Fletcher Class DD with 4 Mounts Old HCE DB /HCDB Values: Mount: Bu-34, ROF 1, Rounds 120 Tubes 1 Targets 1 Weapon 100mm Burst Range 9.5 Near PH 65, Far 33, DP 24 Mount: MK-30, ROF 1, Rounds 120 Weapon: 127mm/38 Shell Range 8.3 Near PH 25, Far 13, DP 6 Actual Values as used in the DB for Guntest2 Mount: BU-34, ROF 12, Rounds 26 1 Tube 1 Target Weapon: 100mm/56 Shell Range 9.5 Near 10, far 5 DP reduced to 3 from 24 Ship Magazin 722 Rounds (spreaded into 255 portions) Mount: MK-30, ROF 15,Rounds 120 (needs to be changed) 1 Tube 1 Target. Weapon: 127mm/38 Shell Range 8.3 near PH 6, far PH 3 Sumary: Whant needs to be done in the dbs? 1. increase the ROF to real world values (if ROFreal > 255 = n Shells per burst to get ROFgame <255) 2. fit the Rounds per Mount to real world values (if Roundsreal > 255 = n Shells per "Round" to get Roundsgame <255) 3. weight n Shells from 1. and 2. to get a reasonable result 4. decrease ph values 5. check DP Values 6. add Magazine Entrys to match/get close to real loads. Harpoon_3_Gun_Model_v0.1.xls
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2007.031 Release Notes
The CPU fix seems no to work load is down to 5 % with the gun scen Guns are working too, cool fix. If there´s ever enogh time please try to spread the fire. For example let each mount on a ship fire the full calculated amount of rounds. The Guns are really really good now, 500% better than the old model! Added a second test scen and a modified db. See the"gun post" for the nescessary changes. guntest.zip guntest2.zip
- 2007.030 Release Notes
- CTD
- CTD
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2007.029 Release Notes
Fine! seems to be ok.
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2007.029 Release Notes
Good to know, anyone else have trouble? I run Vista and have no trouble but that doesn't mean all that much Same trouble here under XP sorry to say
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File - GIUK - Dawn Patrol
File Name: Dawn Patrol File Submitter: divefreak File Submitted: 3 Dec 2007 File Updated: 3 Dec 2007 File Category: GIUK 1.1 Background: The coast of Norway is made up of fjords and islands with high, rocky coasts. This is a perfect place for small surface craft to operate because the rock walls make them hard to spot on radar, and the short detection ranges make their smaller SSMs more useful than in open ocean. Additionally, there are so many fjords and other places to hide such that no navy can afford enough large craft to do the job. 1.2 Blue Orders: You are the commander of two squadrons of Norwegian warships. Coastal spotters have reported some large Soviet missile craft moving into your sector. Spread out and move north from your present position, searching along the coastline. Maintain an average speed of 10 knots in order to cover your area in a timely manner. 1.3 Intelligence Brief: The Soviet forces are struggling to control the Norwegian Sea and the coastline. This means finding and destroying Norwegian and other NATO surface units. Once those forces have been diminished, amphibious landings will be made on the coast. These shorten the distances for Soviet ships and aircraft attacking NATO targets in the Atlantic and allow attacks on NATO units that try to reach Soviet targets. 1.4 Minimum Victory Conditions: Disable or destroy at least two Soviet ships. 1.2 Red Orders: You are the commander of a squadron of light Soviet missile frigates. You have left your home port and are cruising south along the coast. Attack any and all enemy surface crafts encountered. 1.3 Intelligence Brief: The Norwegian Navy, backed by NATO forces, is struggling to retain control of the Norwegian sea. If Soviet forces can gain sea control they can seize vital bases along the coast. These shorten the distances for Soviet ships and aircraft attacking NATO targets in the Atlantic, and allow attacks on NATO units that try to reach Soviet targets. 1.4 Minimum Victory Conditions: Destroy at least one NATO vessel, frigate or larger, and severely damage two other NATO vessels. Click here to download this file
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Dawn Patrol
- 346 downloads
1.1 Background: The coast of Norway is made up of fjords and islands with high, rocky coasts. This is a perfect place for small surface craft to operate because the rock walls make them hard to spot on radar, and the short detection ranges make their smaller SSMs more useful than in open ocean. Additionally, there are so many fjords and other places to hide such that no navy can afford enough large craft to do the job. 1.2 Blue Orders: You are the commander of two squadrons of Norwegian warships. Coastal spotters have reported some large Soviet missile craft moving into your sector. Spread out and move north from your present position, searching along the coastline. Maintain an average speed of 10 knots in order to cover your area in a timely manner. 1.3 Intelligence Brief: The Soviet forces are struggling to control the Norwegian Sea and the coastline. This means finding and destroying Norwegian and other NATO surface units. Once those forces have been diminished, amphibious landings will be made on the coast. These shorten the distances for Soviet ships and aircraft attacking NATO targets in the Atlantic and allow attacks on NATO units that try to reach Soviet targets. 1.4 Minimum Victory Conditions: Disable or destroy at least two Soviet ships. 1.2 Red Orders: You are the commander of a squadron of light Soviet missile frigates. You have left your home port and are cruising south along the coast. Attack any and all enemy surface crafts encountered. 1.3 Intelligence Brief: The Norwegian Navy, backed by NATO forces, is struggling to retain control of the Norwegian sea. If Soviet forces can gain sea control they can seize vital bases along the coast. These shorten the distances for Soviet ships and aircraft attacking NATO targets in the Atlantic, and allow attacks on NATO units that try to reach Soviet targets. 1.4 Minimum Victory Conditions: Destroy at least one NATO vessel, frigate or larger, and severely damage two other NATO vessels. -
Unit types
Thanks Tony! btw those are the symbols an numbers i found: I know it has no real purpose/value in the game except some cosmetical eyecharming for the player But think of an nuclear installtion showing the radiation sysmbol or an AD Radar showing a radar symbol or shore batteries shwoing missiles, guns or torpedos as symbol... Don´t know if it brakes anything.... And it has not much worth in it, ..... René
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Monsterscen 815k!
simply get the carrier group to the oil rig to protect it.... not finished.... more or less an idea/study HC-Euro DB and GUIK OIL.zip
- GE Crash
- SE-crash
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2007.028 Release Notes
Checkmissilehits works as intended. Not sure if i can say the same about the guns. If i understand the change in the correct way, guns now should work like this: Gunmount with 1 Tube = 1 shell selectable in the attack dialog (might work, need to check it with Multi barrel guns..) Second change: Player selects a gunmount and the AI calculates the nessecary number of shell to destroy it!? This seems not to work. I had a mount with ROF = 8 DP=5 and a target with aproximatly 240DP. What i expected to see 3 burst with 8 rounds each within 3 minuts to reach 240dp, what i observed 1 shot with 1 round some shotswith 2-3 rounds etc. Regards René
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SE-crash
Hi it looks as if the old Bug with the limited Units in the Shipannex is back. I had it now 2 times that the Se is crashing when i have more than 1075 to 1078 units in my Db. After reducing the number of units below 1075 the SE works fine. Regards René
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2007.027 Release Notes
Hi sorry, there´s no message in the message log only. Or I´m doing something wrong again. The range info is cool! Regards René
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BS-Creator
Hi Tony is it possible to change the location for the created battleset.res file from c:\....\BSbuilder\battleset\res to c:\...\BSBuilder ? Would save some "clicks and the BSBuilder folder has less files than \res making it easier to find the file Regards René
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Bug confimation/test mack2 Guns
On a quick try to check this issue i found 3 Problems with the guns. 1. Guns sometimes are firing more than 1 round at once even if the 2. Ammo is out of range. Only happens when the longer ranges Ammo is listed below the shorter ranges weapon 2. Guns with dual purpose Ammo sometimes can´t be used at the ground range against ground targets, you need to close in until you´re in the AA Range to engage a ground target. 3. no damage on installations by Dualpurpose Ammo, no flash/hit animation! (needs confirmation!) Test Scen attached, simply attack the Base with guns and observe what happens. Regards René GUNTEST.zip
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Platform Editor under Vista
# Go to "Forms" and open the Form "Menu" this shouls open the normal screen I bet the newer office versions are casusing trouble due to higher security levels/functions. Regards René
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2007.025 Release Notes
Hmm, that´s a bit pitty. In the paperrules and in RL the effect of 2 systems would combine to a larger effect. This could save slots in the mount annex and in the mount/weapon list on each ship, when we can build complete Systems (Jammer, Chaff, Flare in one Mount) instead of 2 or 3 Subsytems with X mounts. The big portion whipped cream on Top of Ice cream would be if Chaffs and Flares would be "fired" of the mount like a weapon, limiting the numbers of C/F that can be used. Regards René BTW for testing the jamming, i remember that in some build the message box or the log showed the hit calculation for weapons. Tony, can you reactivate this feature in the next build? So we can compare what happens with and with out jamming?