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Steven M

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Everything posted by Steven M

  1. Akula: I'm looking over your method for establishing multiple databases. When referring to CommonDB and CommonRES files, I find a folder for commondb and also a file for commondb. Should i move the whole folder or the seperate file. Also I'm looking for a file CommonRES, but I don't find one. I do find in the commondb folder another folder "res" is this the item you are referring to? Thanks for your help. Steven
  2. To Akula & TEPonta: Thank you for your response. I'll probably have additional questions, considering my general lack of skill computer wise. But this gives me a starting point. Steven
  3. If I wanted to have multiple databases, how would I go about doing it. For example; I want a separate database for each of the battlesets, including the new battlesets like the South Atlantic. How would I go about creating said databases and then integrating them into the game without screwing anything up? This would allow me to add installations and additional ship/aircraft/weapon platforms for different time periods. I am concerned that there aren't enough slots left in the current database to do this. Any help would be appreciated. If the topic has already been raised, please send me to the correct posting. Steven M
  4. Steven M posted a topic in General
    I have several scenarios where the AI player has Oscar I & II class subs. The AI doesn't seem to want to launch the SSMs against opposition task forces. Although they sometimes launch against land bases. Anyone else have similiar results? Steven M Additional: Opposition task forces have been detected (on occasion) by AI recon forces so I think they have been located.
  5. Has anyone had the following event: AI submarine is within range of player's vessel; AI submarine fires torpedoes, but the torpedoes are fired in the opposite direction away from the vessels? Steve M
  6. From the point-of-view of the game mechanics: There are 4 categories of speed; stop, creep, cruise and full. From a detection perspective; if a vessel is sailing within a category's speed range, does it make any difference if the vessel is at the low end of the speed range or the high end? Example: A Spruance class DD is set to sail in the cruise speed range, ie 6 to 19 kts. If the actual speed is set to 6 kts will an opponent's sonar have more difficulty detecting the Spruance than if the speed is set to 19 kts? Or, because the speeds are all in the "cruise" category will there be any difference in an opponent's ability to detect? The converse is: if the speed is set to a number in the "cruise" category will the Spruance's sonar have the same modifiers regardless of the actual speed. ie If the speed is at 6 kts are the results the same as if the speed was set to 19 kts? Hope the question is reasonably clear. Steve M
  7. I noticed the following submarines listed as being capable of "very deep" (below 600 meters) operations: Class: Depth per Combat Fleets of the World 15th Edition 1. SSBN Le Triomphant: 500 meters 2. SSN Barracuda: 400 meters 3. SSGN Oscar II/I: 500 meters 4. Akula 1: 520 meters (also probably Akula II); normal operating 400-450 meters Compares to "deep": 5. Virginia: 488 meters test depth 6. Seawolf: 594 meters test depth 7. Los Angeles: 450 meters May need to change the above subs in the database. Steven
  8. Brad: 1. You're right, the airborne ASW torpedoes have to be dropped on top of the target. An interesting change from HC. 2. Was the old air-to-air formula: PH missile less DATA target = PH? If yes, has this been changed in the game to just missile PH (similar to SSMs)? Speaking of air-to-air missiles are the latest Russian missiles ranges accurately represented. They seem a little short? 3. I noticed in HC and in my first HCE game that I achieve tactical victory when there is an "on station" minimum victory condition, but I can't seem to win a "total victory" even though I'm "on station" in the "total victory" box for the required time. Just me? Only requirements were "on station". Steven
  9. Torpedo: I just tried to sink a located and identified Tango with MK48s and MK50s. I fired 13 torpedoes within range and all missed. Has there been a change in the algorithm for torpedo combat? Missiles: I just can't miss with my Aim-120s. That too seems odd. I mean the Aim-120 is good, but not that good. Has there been a change in the algorithm for missile combat? Are air-to-air missiles undetectable? Dipping Sonar: My SV-22s and MH-60Rs have dipping sonars. While listed in the unit display, the F9 screen doesn't show them as being present (ie no sonar "on" button) However, if I push the "." (period) button it appears the dipping sonars become active and show up in the unit screen. ???????? Thanks, Steven
  10. Steven M replied to wombat1417's topic in General
    Brad: 1. Your reply explained the loadout arrangement for individual ecm. 2. Your right most of the air-to-air missiles were Aim-120 Cs and Ds. Although I lost 2 F-35s from an unseen attack. 3. I assume the ship-based ecm/decoys operate automatically as the sam system does. Which leads me to.... SAMs/ABMs. 4. I had a scenario in HC2002 where Kuwait City was protected by PAT-3 missiles. They would not engage Iranian scuds, even though the scuds were detected at a distance. Air-to-air missiles from the CAP would engage, even though the altitude of the scud was above the altitude limit of the AIM-120 and AIM-9Ms. If I remember correctly in the original program there was a 30 second detection update window. IE the program would calculate detection for radar/sonar on a 30 second basis. If this is correct, weapons fired in between this detection update would not be detected or engaged???? Thanks for the feedback. Steven
  11. Steven M replied to wombat1417's topic in General
    1. Does the ECM ratings for individual aircraft still work. ie: representing individual jammers and decreasing the probability of hits by SAM/AtoA missiles? I noticed in the platform editor that all the aircraft ecm ratings are zero. Perhaps dealt with in the loadout? 2. I played my first game in HCE the other day and was getting almost 100% hits with air-t0-air missiles. This is a surprise as in Harpoon Classic the kill ratio was pretty low. 3. I noticed that in the platform display ships now have generic jammers and decoys. But I didn't notice them listed in the platform editor. Did I miss them or are they hard-coded? Steven

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