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HC97 - Harpoon Classic '97 Steam?
This released on the weekend. It's H97 version 1.60.
- NACV - Baku - Incorrect Weapons Loadout
- NACV - Baku - Incorrect Weapons Loadout
- NACV - Baku - Incorrect Weapons Loadout
- NACV - Baku - Incorrect Weapons Loadout
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NACV - Baku - Incorrect Weapons Loadout
Yes that file has fixed it. Thank you. I think the only jammers in that battleset are the ALQ-99 that the Prowler & Raven have and the ALQ-131 the Aardvark has. I would probably give the Badger-J the 131 or a copy of it. The GIUK battleset also has a Badger-J with no jammer, but again there is an ALQ-131 on the Phantom 2. In the battlesets after that they either have no Badger-J or they do have a jammer in the loadout (eg IOPG) although their stats do vary.
- NACV - Baku - Incorrect Weapons Loadout
- NACV - Baku - Incorrect Weapons Loadout
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Reporting a DB issue in NACV battleset
I figured that might be the case, but I've played that mission quite a while and never seen it have the SSM's instead of the SAMs. Maybe it was and I just never noticed.
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Nuclear Missile Auto-Targeting
Yep that's what I use, holding it down makes it go generally pretty quickly. Yes I've noticed the same thing when in missions eg the nacv "nuke north america" missions. It'll shoot all the missiles at a single base if you let it. I created a test scenario in an EC2003 GIUK set, the RED AI should launch a nuclear attack soon after the mission starts. When I tested it with regular weapons it spread them across all the ships, but with nukes it would launch 24 of them at a single ship. One hit will knock out most of the line of ships but not all but this is the AI shooting everything at one target. test.scm
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Nuclear Missile Auto-Targeting
Open the save, there's a group of planes in the south with dozens of nuclear anti-ship missiles. Use them to attack the blue surface group to their south and the AI automatic choice wants to dump all ~65 missiles into the first ship in the list. This might have impacts on the AI, even though as humans we can de-allocate and retarget then launch. Incidentally, is there a way to add a button that de-allocates every weapon attacking a fleet? nuketarget.hp2
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Nuclear Torpedo Damage?
I actually installed the patch last night. I thought I had some of that crashing planes in another mission but I wasn't sure and then I played a very long GUIK anti-sub mission where all the P3's and Nimrod's survived no trouble so I wasn't looking out for it. I tried ~20 times to have it happen and couldn't reproduce the damage bug again. But I did run seemingly create a different issue (that might already be a known issue) that the repeated loading of games will semi-regularly crash the program. Sometimes no messages, a couple times it'd freeze, one came up with a "memory allocation failure allocating -10062 bytes. Memory Used 2826800 bytes". But it might be something caused by it being an old version save trying to load in the new version. Eventually it would completely fail to load the saved game entirely and freeze the game.
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New to Australia missile fire
$310 million dollars on a missile to protect our trade route with china from china. Good money if you can get it. 😀 I think Australia is gonna inflict more casualties on itself importing US beef than these missiles ever will.
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Reporting a DB issue in NACV battleset
Played the NACV scenario #15 "Retreat". The Soviet unit CVHG Baku has mount/weapon mismatch. The SA-N-9 launchers has been given SS-N-9 Siren anti-ship missiles. Edit - Also the Badger-J doesn't have any jammers in it's loadout (like how the EA-6B has them). So it becomes useless for anything except providing a surface search radar backup to the Bear D. And the Nimrod ASW plane having sidewinders is making the AI use it for intercepting air units even though it's the ASW loadout. It's going for them even if that air unit is a 12 plane squadron of Flankers. They're probably better off with those removed from the ASW loadout.
- Nuclear Torpedo Damage?