Everything posted by divefreak
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Rene's Harpoon Classic Database Trilogy
Hi John what i need are in and out of service dates for the plane.. I found only two unarmed Versions (target towing and ECM) in service after 1980!? http://www.canit.se/~griffon/aviation/text/32lansen.htm About the other data/info they will make their way into my dbs! Thanks for providing them. Do you have any links to the data? No Problem when the links are in swedish...
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Rene's Harpoon Classic Database Trilogy
Hi John the naming of the units seems to be from my Dbs not from the HCDB, so maybee this here his the wrong place... But i´ll incorporate your suggestions into my db´s. Do you have any links or resources about the data? And for the Lansen I can find only the J 32D (unarmed) and J 32E (ECM) in use after 1980..... http://www.canit.se/~griffon/aviation/text/32lansen.htm the Earlier Versions are in my 65to80 DB! Regards René
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File - GIUK - OperationPuck
Hi John I started playing your Scen this weekend and found it very challenging. Really nice scen. I´m trying to write a complete AAR when i´ve finished it. Regards René
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Unconfirmed Changes, Things that need to be tested.....
Yes... Better answer in the original release posts... this is only a collection of unconfirmed changes....
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Unconfirmed Changes
This is only a collection/overview, please no Answers here! Make your Reports in the Release Notes! 13 Changes need testing at the moment! HCE - 2008.068 ============== - Chg:0000 GE The aircraft speed/altitude dialog works as designed again. It will show the proper speed for the altitude and speed selected. If you manually enter a speed outside of the range of the band or aircraft capability, the aircraft will go to an altitude band and speed less than or equal to the manually entered speed. (thanks Herman) http://harpgamer.com/harpforum/index.php?showtopic=2335 - Chg:0000 SE Allow the designer to add a ship/sub of the same name multiple times in a single scenario. (thanks Fred) HCE - 2008.067 ============== - Chg:B047 GE Limited how the AI will execute BOL air to surface and Surface to Surface missile launches. If the axis of the uncertainty zone as seen by the firing unit to the target is greater than 50nm (uncertainty zone width when drawing a line from attacker to target), the AI will not fire. The AI will also not fire if the weapon range/5 is less than the uncertainty zone width. If the uncertainty zone is < 1nm across, the AI will fire anyway (takes care of short range ASMs). (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=47 - Chg:B054 GE No longer show the correct count of land units and damaged land units at a base if those units are not currently detected. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=54 - Chg:B048 GE Don't prompt the player to use air-to-air cannon fire against subs. Do prompt player to close range to launch depth charges. (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&showbug=48 HCE - 2008.066 ============== - Chg:0000 GE Fixed the flawed active ECM. It was errantly doing extreme amounts of jamming in many instances. (thanks Ralf) HCE - 2008.065 ============== - Chg:0000 GE Planes will no longer attempt to immediately refuel upon takeoff (really they were trying to refuel before they had completed taking off, now they do their first refuel check when the whole group is airborn) Thanks T6Simtek HCE - 2008.064 ============== - Chg:0000 SE The Rename Unit menu choice is now disabled for installations and fixed SAMs since it isn't possible to rename those items. Broken! http://harpgamer.com/harpforum/index.php?s...ost&p=11026 HCE - 2008.057 ============== - Chg:0000 SE In all previous SE releases when a LR air attack/ferry/patrol was deleted, any repeat event associated with that event was not deleted. In other words until this build it was impossible to fully delete a Long Range air event. The repeat events now show in the orders display for the launching platform. Editing the repeat events may cause problems, only delete them or leave them alone, do not try to edit them. (thanks TonyE) - Chg:0000 SE When using repeating LR air events the repeat interval started counting from game load instead of counting from the first planned launch of the patrol. Example... LR Air patrol to launch at 2 hours game time, set to repeat every hour. What happened in previous builds is the repeat would launch after 1 hour of game time, at 2 hours game time the next repeat AND the original patrol launched. This has been changed so that after 2 hours game time the original patrol launches, after 3 hours game time the repeat launches, repeats then contuining at 1 hour intervals. **NOTE** This changed behavior will only work for new scenarios or scenarios that have their LR air events deleted and re-created. (thanks TonyE) HCE - 2008.053 ============== - Chg:0000 GE Fixed a memory leak that meant the Staff Assistant image used new memory each time it was displayed and then didn't free the old memory. Leak was introduced in 2008.027. HCE - 2008.045 ============== - Chg:0000 GE Restricted each unit to one Reload event at a time. This is a questionable way to avoid endlessly stacked reloads. - Chg:B034 SE Platforms were often showing an incorrect aircraft capacity remaining percentage. This was due to some incorrect assumptions about the results of integer math. (thanks Herman)
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2008.045 Release Notes
confirmed works fine now
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2008.052 Release Notes
Confirmed Both works fine...
- 2008.053 Release Notes
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2008.058 Release Notes
Works fine no trouble
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WW3 - Central front AirWar scenario?
Feel free to use it maybee a little reference to it´s origin would be nice, when you use it in public
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WW3 - Central front AirWar scenario?
Thanks... Abrevations are always a bit troublesome if you´re not a native speaker in the language...
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WW3 - Central front AirWar scenario?
If you explain me what a Cold War "RP" is....!? .....
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WW3 - Central front AirWar scenario?
26x26/3= 225,333333 right? but this would lead to 225 groups per side Regards René
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WW3 - Central front AirWar scenario?
No screenshot but "scen" with db Regards René P.S @ Tony, is it possible that there´s a limitation to 200 Groups per side? When i go over 201 for blue the GE crashes ibg.zip
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WW3 - Central front AirWar scenario?
I put nearly all SAM Systems for NATO and WP side for this area in my db and also all Airbases+ Highway strips that were used as spare airfields. You should find nearly all nessecary Data (ship, planes+ some ground forces) in my HC-80to95-db. If you need something specific please tell me what and i´ll try to add it! But be aware the full SAM Belt (HAWK/Patriot or Nike) + WP SAM will slow down gameplay significant! One of the reasons i have never published a mosterscen playing in this region. It´s in the pipe now for several years! so you need to balance each installation and unit to achive a smooth runnin game. I´m trying to make a screenshot of the availbe stuff tomorrow... I´ve attached a summary of the db... rCountrySummary_80to95db.pdf
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2008.064 Release Notes
Ok Testsetup Subtest 1 is for testing the AI behaviour (player is blue) Subtest 2 is for testing player subs (player is red) In subtest 1 hit a sub with 1 torp and finish it with the 375mm charges subtest.zip
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2008.064 Release Notes
But only 1 succesfull try each side .... because most time the sub sinks before matching the surface requirements
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2008.064 Release Notes
Same trouble here.... even with a modified db. 2 torpedos with 15dp sink a 90dp Sub... 375mm ASW Charges do too little damage... and DC at slow speed blow my own ships... 2 evenings testing with no result, except massive frustration
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Sonar AI vs Player
Ok 2 smal test scens, both sides have the same subs! running 10 testruns each gives me the following result subtest with 2 sub per side acts normal, detection of the opfor sub and vice versa => incomming torps after some time. Subtest2 with 2 subgroups per side with 1 sub each = 4 in total. detection of 1 opfor sub... torpedos fired by both opfor (AI) subs simultan... testing a similar setup now in GUIK something aside... It looks as if the subs move different distance in the same time, but speed is set to 5kn for each Group!!! pason.zip
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Scenario authors
Yes, I change suffix from .sc1 to .scm and I had to redesign all the scenario. But I had the same groups with the same orders, so I didn´t do so many work. That will drive you into trouble! There´s some expierience that this aproach doesn´t work!
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Sonar AI vs Player
Ok 2 smal test scens, both sides have the same subs! running 10 testruns each gives me the following result subtest with 2 sub per side acts normal, detection of the opfor sub and vice versa => incomming torps after some time. Subtest2 with 2 subgroups per side with 1 sub each = 4 in total. detection of 1 opfor sub... torpedos fired by both opfor (AI) subs simultan... testing a similar setup now in GUIK something aside... It looks as if the subs move different distance in the same time, but speed is set to 5kn for each Group!!! subtest.zip
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Should damaged subs surface?
Sounds like something worth for some closer testing.... Now guns that can fire on surfaced subs... and a WW2 DB gets more and more value/use.. Keep on the great work Tony!
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Sonar AI vs Player
Nice to know.... BTW Where are the Borders for Sosus in a BS? Wich Area is coverd? And how is this implemented in the game?
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Sonar AI vs Player
What i know, it happens in usermade BS, too. And those BS shouldn´t have any Sosus, right? Regards René, back from Holyday...
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Some questions about HCE-ATA, DATA and guns
Airborne cannon are hard-coded. Any intercept or escort loadout assigns air to air cannon to a plane and gives it four bursts of fire. They are not editable at present. That´s not 100% true... when you build loadouts with antiair capable guns... they will fire and hit... but you have the 4 hardcoded burst as an aditional load.... Regards René