Everything posted by mack
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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?
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Nuclear Torpedo Damage?
I was playing the GUIK mission #11 "Cutting The Noose" and after winning it I decided to turn on nukes and finish the game blowing up the last Nato ship with a nuclear torpedo. It is already damaged by 20%. The attack went off and hit but didn't sink the ship. This save can be loaded and go straight to attack the ship. On reloading and triggering it again I found that when the nuke goes off the ship will end up at around 80% damage in the non-sinkings. It is a destroyer so it would hardly seem capable of surviving a nuke with only an extra 60% damage. Nuke4 is a slightly earlier save where you can attack the ship & launch. Nuke6 the torp has been launched and will hit pretty much as soon as the save loads. It may take a decent amount of reloads before the ship gets hit and nuked but the damage doesn't sink it, it only took me a couple reloads to get it when I first started reloading, but trying to get it a 3rd time took dozens. nuke6.hp1 nuke4.hp1
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Terminal attack
What about staging/submunitions? The game already has ASROC weapons where a missile turns into a torpedo. Could there be a weapon that has a terminal attack stage with different characteristics? Or stages like the Starstreak where it uses three submunitions as a payload. And of course MIRV warheads on nuclear weaposn.
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Don's (new) wishlist
This inability could be worked around with a "torpedo weapon" that would be similar to those found in the EC2003 scenarios where you get the MH-53E Sea Dragon MCM helo. Those have an EOD Team (SUB, 1.0 Range, 90% Hit, 1 Damage) and Minesweeper Gear (SUB, 1.0 Range, 75% Hit, 2 Damage), in order to shoot mines. They also get a Channel Marker but that's a sensor and works like a sonobouy. I would call it something like "Target Marker Smoke" with a short range (I would suggest 1 or 2nm), extremely limited fuel, no hit percentage, low as possible speed, no damage, and if possible no sensor. Since it would be a weapon the plane would be able to prosecute a target as normal even if it had no torpedoes. I'm not sure how exactly weapons are put into the game but I would hope that the 3nm range but with very limited fuel, no speed would ensure that even though it technically exists as a weapon, it would never actually be able to do anything apart from provide the ability for ASW planes to continue attacking a contact to get a fix.
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Sea Power - Triassic Games
I watch a few people play it on youtube and it's not at the standard I require to play it instead of just playing Harpoon. The constant bugs players get trying to engage units, the AI being extremely passive and general & weird bugs put me off. I saw one guy had his carrier neutralised by a plane that had become a submarine and thus refused to land, preventing takeoff & landing.
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Matrix Games to End Publishing of Computer Harpoon
Damn.
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HC97 - Harpoon Classic '97 Steam?
Seems like a cash grab because of Sea Power. Which looks interesting but very micro heavy and limited in scenario size and UI flaws. So it's going to be based on the pre-HULL, pre-HCE, pre-HUC 1.6 edition that came out in what, late 96 or early 97?
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Group/Unit windows have a max size?
Mega bump, but since this post I've gone from that 24" monitor to a 30" monitor with a 2560x1600 resolution. Is the same response from above still applicable? Is there ever a likelyhood of changing? I've got a huge amount of grey screen not doing anything now. I can make it a smaller window and it's only really a issue with the view and not a critical thing though. Figured I might ask.
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J-31 "Falcon Eagle"
Not a very imaginative name there is it.
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Storm clouds over the South China Sea
http://www.smh.com.au/world/embarrassment-as-chinese-frigate-runs-aground-20120713-220r8.html
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Trivia Question: Movie Featuring F 346 Flora
That sounds like something that doesn't quite fit a war movie. Some kind of sci-fi movie.. aliens? or giant monster? Snowzilla