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wombat1417

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Everything posted by wombat1417

  1. Moved to Mantis #2432. I've been trying to duplicate this bug with 2008.002 but I can't. However, I can see that the group is actually moving to the other base before it is entirely formed up and as units are killed off, new units are added to the group count en route. That shouldn't be.
  2. Moved to Mantis #2431. Confirmed in 2008.002. According to the AGSI Wiki "These weapons require a link to the launching a/c in order to hit their targets. Popeye (HaveNap), Walleye, Walleye II, AGM-130." I had reported this in Gold 2004 with the Walleyes. It's OK for the Player to know that he has to orbit to keep the lock-on; obviously the AI doesn't know and is being penalized for it. If the AI can be programmed to loiter until these few missile types hit, fine. I would be equally comfortable for the "loiter to lock on" necessity to be overridden if it's easier for the sake of leveling the playing field. It's been done before.
  3. Moved to Mantis #2430. Confirmed in 2008.002. I tried this out and finally got the plane in question destroyed. Clicked for a full report on ACA and two aircraft are shown as landing. They are not available on the Ready Aircraft roster.
  4. Moved to Mantis #2429. I didn't know there was a hotkey for a BOL attack. What is it?
  5. Moved to Mantis #2428. Confirmed in 2008.002 but actually it's "convoy will not stay stopped'. If you wait until the helo lands and then set the speed to zero, it stays at zero. I seem to remember this happening once before and it had something to do with the helicopter. It may be a closed Mantis file?
  6. Moved to Mantis #2426. Confirmed in 2008.002. Related to 0002425?: Sub ignores patrol zone. Related to 0002401: Ships not moving to appropriate patrol zones when selected in formation editor.
  7. Moved to Mantis #2427. Tested with 2008.002. In the saved game, either AFC's subs are entirely undectable or they aren't there at all, so I can't confirm this.
  8. Moved to Mantis #2426. Confirmed in 2008.002. Related to 0002425 ?: Sub ignores patrol zone. Related to 0002401 ?: Ships not moving to appropriate patrol zones when selected in formation editor.
  9. Moved to Mantis #2425. Confirmed in 2008.002. Related to 0002401?: Ships not moving to appropriate patrol zones when selected in formation editor. Related to 0002426?: Patrol zones do not match positions.
  10. I don't plan to use the BS Builder, so I can't help you out here.
  11. Just looked at the Mantis mentioned, which premise differs from this. Tony's thought there sums it up best - don't launch large groups from busy bases at extreme ranges.
  12. While the range column looks fine, the aircraft still don't make it safely to Iceland. This same behavior occurs also in ordering an attack, the most annoying instance being Original GIUK Hornets at long ranges. They seem to burn up an awful lot of fuel in orbiting and organizing in large groups. I think this current behavior would actually be more realistic than the previous.
  13. Entire discussion moved to Mantis #2422. Using "HARM cannot launch", this seems to be confirmed with 2008.002. I wonder if this has anything to do with intergrating the Land units/groups into the program. If you click AIU in either the Group or Unit window for a Full report, it gives a report on the sensor status. If you click WTM in the Group window, a Full report show the radar is on, but also that there are no subs and nothing is damaged or afire, none of which applies to Land units. If you do that with the Unit windown, it shows the unit has radar but not whether it is active or not.
  14. Confirmed. Moved to Mantis #2420.
  15. Confirmed. Moved to Mantis #2419.
  16. Can someone explain the meanings of CAS, BAI and SIOP in the EC2003 battlesets?
  17. - Chg:0000 GE Sometimes VCs were triggering early, this was due to the possibility of damaged units being counted twice, that dual count has been removed. (thanks Herman) Where's the test scenario? Got it. It works. Close it out?
  18. HCE - 2008.002 ============== - Chg:0000 GE Sometimes VCs were triggering early, this was due to the possibility of damaged units being counted twice, that dual count has been removed. (thanks Herman) Where's the test scenario? - Chg:2131 GE Mounts with SAMs that are surface capable led to the AI not being able to fire SSMs that were in the same mount if they were listed after the SAMs. The workaround was to tell the GE not to use SAMs as SSMs in pre-EC2003 battlesets. This seems to work in that the Perry in question now fires Harpoons with abandon. Close it out. - Chg:0000 GE The mini report window could cause a crash due to a string buffer being too small. Surfaced with a Mine group of 12 mines in it. Overflow fixed. (thanks Rene) http://harpgamer.com/harpforum/index.php?showtopic=2505 There's no mine group with 12 mines in the MINE sample, but it doesn't crash. Close it out?
  19. Does seem to be fixed in 2008.002
  20. I had a situation like you described while doing some bug testing. Red AI aircraft with a mix of weapons RTB after the Blue base was destroyed, with the unused weapoms aboard. With just one weapon type aboard, AI seems to fire everything it has at a target, so there's no RTB issue there.
  21. Close 'em.
  22. 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:2057 GE Neutrals should no longer attack any other sides' subs (or anything else but anything else was dealt with in earlier releases). Fix seems to work, but such an important issue shold be independently confirmed. Don't close in Mantis yet. Also see Mantis 2015 and 2267. - 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, but Tankers are still listed as Transports. - 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, but such an important issue shold be independently confirmed. Don't close in Mantis yet. - 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?
  23. 2367: a Neutral sub accidentally got between a Red torpedo and a Blue sub and got itself sunk. The sunken sub picture did show, so this definitely works.
  24. One submarine test scenario, for play as Red side. Took "Neutsub1" and added a Blue sub for the AI to control. "Neutsub2" Both Blue and Green will fire on and sink Red sub. Red cannot attack Green, but if Red fires on Blue and Green gets between Red torpedo and Blue sub, Green will be hit. Blue will not attack Green, but Green torpedoes that miss Red will hit Blue sub if it's in the way. NEUTSUB2.zip
  25. HCE - 2007.024 ============== - Chg:0000 GE Stop showing SAM and Gun counts at enemy installations and land units on the mini report window. Yes, it works. - Chg:0000 BSB Hide the running of end_edit.bat but capture its output to the log file. Beyond me. - Chg:0000 GE Improve DLLExport interface to improve speed when no DLLs are loaded. Ditto.
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