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wombat1417

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Everything posted by wombat1417

  1. Ahhhh..... but Grasshopper, can one truly run out of what one didn't have to begin with?
  2. Can you give us (me, really) some pointers on the best way for using the logging option, like what is it that it does, should we be using this exclusively as our GE, and what we should be looking for in the log?
  3. Defect Name: Errant "Out Of Torpedoes" message. Build: HCE 2009.001 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: User scenario and saved game "Submiss2" Long Description: Red is able to launch missiles against a target within mininum launch range. Steps to reproduce: 1) Load and run saved game "Submiss2" in EC2003 GIUK. 2) Have the Red bombers Attack surfaced submarine AAU. The Weapons Allocated line allots one AS-4 to the target. Execute the proferred BOL attack. 3) The ASA announces "Sir, we don't have an exact fix on the target, should we attempt to locate and attack this target? Answer Yes and the SA announces "Sir, Air group ZYA has run out of torpedos to fire,should they return home?" Expected Behavior: Since ZYA has no torpedoes to begin with, the message should not occur. Child of: http://harpgamer.com/harpforum/index.php?showtopic=2502 submiss2.zip
  4. Defect Name: Missile launches inside minimum range. Build: HCE 2009.001 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: User scenario and saved game "Submiss2" Long Description: Red is able to launch missiles against a target within mininum launch range. Steps to reproduce: 1) Load and run saved game "Submiss2" in EC2003 GIUK. 2) Have the Red bombers Attack surfaced submarine AAU. The Weapons Allocated line allots one AS-4 to the target even though Unit Weapons Loaded line reads "Inside Min Range". The missile can be deallocated, but more cannot be allocated. 3) The missile can actually then be launched against the target as a Bearing Only Launch. (Answer Yes then No to the ASA's next two questions.) Expected Behavior: Weapons Allocation Screen should not even offer to allocate a weapon when inside minimum launch range, much less fire it. Observed Behavior: Weapons Allocation Screen allocates a weapon when inside minimum launch range, then allows its launch. Child of: http://harpgamer.com/harpforum/index.php?showtopic=2502 submiss2.zip
  5. This fix is only half fixed, as far as I can see. Run the saved game "submiss2" in GIUK 2003. You are Red, but the save is in Cheat mode so you can control the Blue subs. In this version, the left sub (ABR) is submerged and undetected, the right sub (AAU) is surfaced and detected, the mineweeper is on a line directly behind the surfaced sub and is also detected. 1) Have the Red bombers Attack the surfaced sub. 1 missile will be allotted for a Bearing Only Attack. Answer Yes then No to the ASA's next two questions (which are symptomatic of other problems which will be addressed seperately). Eventually, a missile will hit and sink the surfaced sub. 2) Run the save again and once more target the surfaced sub. This time, as the missile in in flight, click AAU and submerge it. The good news is that the missile will not pursue and sink the now-submerged sub. The bad news is that according to the fix, it should lock onto the minesweeper. It doesn't; it just disappears. It doesn't matter how early or how late in the missile's progress the sub gets submerged. 3) The submerged sub is never detected and so never targeted. Both the test scenario and saved game are included the the attachment. submiss2.zip
  6. Oh, joy. I'll see how much I can do tonight.
  7. This is part of my ongoing Scenario Upgrade Program, where I take an ancient scenario from my files, take it for a spin, and see what it needs. Usually, it's just adding the orders files or making sure the Victory Conditions work, like in this case. Sometimes I'll use it as the basis for a reworked scenario, but I'll offer both to choose from.
  8. I prefer to work with the test scenarios provided with the bug reports. I didn't know the bit about the earlier than .044 non-starters. Now I do. Kindly ignore the similar comments made to the 2009.001 release notes that I just finished spending the afternoon on.
  9. HCE - 2009.001 ============== - Chg:0000 GE Allow the player to fire torpedoes from ships & subs at ships and subs at an installation. http://harpgamer.com/harpforum/index.php?showtopic=2528 Fix confirmed - Chg:2437 GE Ditto Fix Confirmed. (Missiles can be fired at ships that are part of an installation.) - Chg:1978 GE Subs that were not on the surface were being targeted by anti-ship missiles. Subs now will only be targeted by anti-ship missiles if they are surfaced. In other words, the player can use his subs as missile sponges but the player can also fire missiles at subs when appropriate. When the missile seeker goes active it will try to acquire a new target if the original target sub has submerged. http://mantis.advancedgaming.biz/view.php?id=1978 http://harpgamer.com/harpforum/index.php?showtopic=2502 I'm not sure this works properly. See detailed entry at 2502. - Chg:2419 GE More properly split aircraft groups (the newly created group wasn't having its mission zeroed out properly). (thanks Herman) http://harpgamer.com/harpforum/index.php?showtopic=2325 Fix confirmed. - Chg:2429 GE Fixed the 10x too large BOL range ring. (thanks Herman) http://harpgamer.com/harpforum/index.php?showtopic=2471 - Chg:0000 GE Only show BOL range ring as large as BOL capable weapons instead of as large as the longest range ASM/SSM. - Chg:0000 GE Made the BOL range ring yellow like it was meant to be. - Chg:0000 GE Added a Staff Assistant information message when the group has no BOL capable weapons and a BOL attack is attempted. - Chg:0000 GE Don't let weapons launch their own BOL attacks. (thanks Herman) The test scenario for 2471 is incompatable with 2009.001. A new one is needed. - Chg:2433 GE Change to speed/altitude dialog for off by one bug. http://harpgamer.com/harpforum/index.php?showtopic=2474 The test scenario for 2474 is incompatable with 2009.001. A new one is needed. - Chg:0000 GE Status bar "you clicked here, range, bearing between clicks, and water depth" information is no longer truncated due to a buffer overflow. In other words you now see water depth down there in Release Builds. Fix confirmed. - Chg:0000 GE Enabled water depth display in status bar for the Unit window. Fix confirmed.
  10. Saved game is incompatable with 2009.001.
  11. Followed the steps listed with .001. This works as stated.
  12. I'm not sure this works properly. I wrote a small test program for EC2003 GIUK. Red Keflavik has 4 Blinders with AS-4 missiles. Blue is off Iceland with a small frigate and two small subs. Using the cheat combination, I surfaced one sub and kept the other submerged. Launching the Blinders, they targeted the frigate and the sub. However, in selecting the sub as the target, a missile was alloted and the SA gave the message "Sir, the effective attack range for these aircraft is 267 NM. Target range is 12 NM. Should we close and attack?". If you say No, the Blinder will still launch a missile against the surfaced sub. If you say Yes, the SA gives the message "Sir, Air group ZYA has run out of torpedoes to fire, should they return home?" Yes will RTB the aircraft; No will release the missile. Again using the cheat, if you submerge the target sub while the missile is on the way, it does not try to target the very visible frigate. The submerged sub is never targeted. I have a saved game attached. Unfortunately, there's only one missile left aboard the aircraft to play with. SUBMIS.zip
  13. Subs can definitely torpedo ships and subs in an installation formation. Ships can definitely fire missiles against ships in an installation formation. Ships can definitely fire torpedoes against ships in an installation formation.
  14. wombat1417 posted a file in GIUK
    • 293 downloads
    USN CVBG vs. Soviet-held Bodo.
  15. File Name: Bashing Bodo File Submitter: wombat1417 File Submitted: 4 Jan 2009 File Category: GIUK DB Used: N/A Authors: Bill Waldheim Battleset-GIUK: .sc1 - Orig - Original USN CVBG vs. Soviet-held Bodo. Click here to download this file
  16. Herman's original save gives the "Invalid Version" error, and so can't be tested. I still haven't seen this problem occur as originally described.
  17. Leave it be. Add a note to the User Guide "Intercept" Button section explaining the situation.
  18. I've seen this happen from time to time as well, but I figured, as others, that it had to do with a lack of fuel to intercept and return safely. Will try to remember to check it out when it happens again.
  19. OK. The saved version works as it should. However, during the scenario creation process, the Groups cannot be clicked into the Unit window. Clicking that missile base will show it's vicinity on Iceland, but not the icon for the base itself. Clicking the ships just shows open water.
  20. 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. I think something is broken here. I created a Group of a couple of ships, but I can't right click them into the Unit window. I also created a missile battery and that can't be clicked in, either. If this doesn't work, then the Rename Unit choice is moot. Load this save into EC2003 GIUK and see if it works on some other machine. Attached File(s) WRONG.zip ( 278bytes ) Number of downloads: 0 WRONG.zip
  21. HCE - 2008.064 ============== - Chg:0000 GE Subs damaged to 75% will surface, subs damaged to 50% and flooding will surface. They are not forced to stay surfaced. I can confirm part of this. I was playing GIUK 3.0 "Hide and Seek" with the show-all running. I attacked a sub contact with a Lynx's helo and scored a hit. I was shocked when I was told I was being detected by surface radar, yet the yellow surface ring was centered on the sub contact. I clicked it into the Unit window and found it was a surfaced Victor III with 79% damage right in the middle of my task force. After a "wow, how weird" moment, I tried to engage it with gunfire. However, it had already submerged. It was on the surface hardly any time at all.
  22. Oops. Roger. Wilco. Over and Out.
  23. 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. I think something is broken here. I created a Group of a couple of ships, but I can't right click them into the Unit window. I also created a missile battery and that can't be clicked in, either. If this doesn't work, then the Rename Unit choice is moot. Load this save into EC2003 GIUK and see if it works on some other machine. WRONG.zip
  24. HCE - 2008.064 ============== - Chg:0000 GE Subs damaged to 75% will surface, subs damaged to 50% and flooding will surface. They are not forced to stay surfaced. I can confirm part of this. I was playing GIUK 3.0 "Hide and Seek" with the show-all running. I attacked a sub contact with a Lynx's helo and scored a hit. I was shocked when I was told I was being detected by surface radar, yet the yellow surface ring was centered on the sub contact. I clicked it into the Unit window and found it was a surfaced Victor III with 79% damage right in the middle of my task force. After a "wow, how weird" moment, I tried to engage it with gunfire. However, it had already submerged. It was on the surface hardly any time at all.
  25. Command us, master.

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