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Herman

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  1. The 20th NEW Harpoon scenario of the year! "Eyes and Claws (Act II)" This is the seventh scenario of the PaSon battleset; the "pro version" of Eyes and Claws, the sixth scenario of the PaSon battleset. While the PaSon scenarios are designed for beginners, this one should be a match for experienced Harpoon players, too. Like the whole PaSon battleset, this scenario also assumes that the Soviet Union never collapsed and the Cold War went hot. There is a strong Red beachhead in Norway which has to be eliminated with limited resources. The Harriers are dedicated to Roberto Yeager. Use them wisely Author: Ralf Koelbach and Herman Hum Harpoon ANW users can get the: Complete Harpoon ANW Library Harpoon3.6.3 users can get the: Complete Harpoon 3.6.3 Library FilesOfScenShare
  2. http://harpgamer.com/harpforum/index.php?a...amp;showbug=100 This issue appears to have been resolved with the .020 release of the Game Engine.
  3. I think that everyone who continues to support H3 does so with a slightly different rationale. My personal reasons are: 1) If you write a scenario in H2/H3, you know for a certainty that it will work forever. I am still using H2 for some scenarios. Scenarios written in H2/H3 may not work in ANW v3.7.0 Scenarios written in ANW v3.7.0 may not work in ANW v3.8.0 Scenarios written in ANW v3.8.0 may not work in ANW v3.9.0 Scenarios written in ANW v3.9.0 may not work in ANW v3.9.3 Scenarios written in ANW v3.9.3 may not work in ANW v3.9.4 2) ANW adds new functions but often at the cost of degrading existing functions and also adding some very bad bugs. Old versions just seem more stable and more functional/flexible than ANW (although some opinions differ). IMO, I would choose the Sopwith Camel over the F-15 Eagle if the Eagle was only functional once a year and the Sopwith Camel was available every day. My personal philosophy in scenario writing is to always do it with H2 or H3. I know that it will work for at least that version. If it also turns out to work for ANW, that is pure gravy. I will at least get one fun game out of it. I have no such guarantee when working with ANW. What changes are you trying to accomplish with the PlayersDB? Perhaps I can help. A copy of the Reimer editor (H3 version) can be arranged. It is utterly vital for any database editing (if that is where you are headed).
  4. Yeah, that's a problem I've seen more often than not in H3. AI runs around sprinting and drifting itself until it runs right out of fuel. The fuel limitation is great for Human players now that UnRep has been implemented, but it's all kind of moot since the AI can't use the same UnRep capability.
  5. The H3 version of the PlayersDB is about 98% the same as the ANW version. As mentioned, the file/sub-folder organization is different between the two. Also, there are some things that worked/didn't work between the versions. For example, the land units in H3 do not have any attached magazines for reloading weapons such as SAMs and guns because this function is buggy and just doesn't work in H3. Magazines are included with those same units in ANW because it works in that version. Also, some long-ranged SAMs do not have ASuW capability in H3 but do in ANW because that was buggy in H3 and now works in ANW. In ANW, there are more flag settings available. In general, the PlayersDB doesn't use most of them primarily because I don't believe that they work. If it is of dire consequence to you, I can provide additional detail. Suffice it to say, that the two versions are nearly identical. If you want to run a comparison between them, utilities are available so that you may do a complete analysis. Ownership of the Harpoon3 Database Editor [Reimer edition] is required.
  6. I am not all that adept with HCE. All I can suggest is that players really don't like to play a scenario for XX days only to find that there was never any way for them to 'win'. Therefore, I always stringently test my own scenarios to ensure that ViConds work. One technique that I sometimes use is to sometimes make dummy sides / units. For example, if the Blue ViCond is, "Sink Nimitz", I might make a test variant/version of the scenario and add or replace the Red side with lots of bombers (enough so that it is guaranteed to sink the CVN). Then I test and make sure it triggers. I might go though and test all the ViConds in this manner just to be sure that they work. I've seen scenarios that say, "Sink Nimitz" only to find that there isn't any Nimitz anywhere!
  7. The 17th NEW Harpoon scenario of the year! Serpent's Island Starting from 1878 back when the Treaty of Berlin offered it to Romania and until today, this piece of rock has played various roles that have reflected the interests of the countries in the region. After being a simple location for a lighthouse used for guiding navigation, it became a strategic point for the USSR, the latter annexing it in 1948 through a simple handing over minute, out of the desire to complete its control of the Danube by taking advantage of the military and strategic context of that time. After the fall of the Soviet Empire when it became part of Ukraine, the latter being USSR's successor state, the island has changed its nature and even its importance, with its statute now having major implications in establishing and delimitating [sic] Romania's and Ukraine's territorial seas and continental shelf. And those implications stem from the perspective and goal of exploiting the area's reserves of more than ten million tones of oil and 100 billion cubic meters of natural gas. The basic treaty between the two countries, a treaty that Romania signed on June 2, 1997 under pressure to fulfil the border stability criteria needed to join NATO, has re-opened the issue in the context of subsequent border delimitation [sic] negotiations. SOURCE: www.nineoclock.ro (March 4, 2009) "World Court draws border between Romania, Ukraine" The International Court of Justice has drawn the boundary between Ukraine and Romania in the Black Sea, striking a compromise in the longstanding argument. The court discounted arguments and maps presented by both countries and drew a maritime boundary between the rival claims. At stake is access to billions of cubic meters of natural gas and an estimated 10 million tons of oil, but it was unclear how the new line would divide those resources. Romania said it got 79% of its claim. But Ukraine's deputy foreign minister Oleksandr Kupchyshyn said both parties were satisfied with the judgment, which he called a wise compromise. The decision Tuesday by the court, the U.N.'s highest judicial body, is final and binding on both sides. SOURCE: USA Today (March 4, 2009) "State raid on Ukraine gas HQ raises fears of energy crisis" Fears of a new European energy crisis were mounting on Wednesday after masked gunmen from Ukraine's intelligence agency stormed the headquarters of the state gas company in a raid that could throw relations with Russia back into crisis. [snip] Millions of European consumers were left without gas for the first two weeks of this year after Russia severed supplies to Ukraine over a payment dispute that observers said involved political wrangling. Ukraine acts as a conduit for 80 per cent of Russian gas bound for Europe. SOURCE: Adrian Blomfield, Daily Telegraph (March 4, 2009) "I...drink...your...milkshake. I drink it up!" Daniel Plainview, "There will be Blood", Miramax films, 2007 Author: Herman Hum Harpoon ANW users can get the: Complete Harpoon ANW Library Harpoon3.6.3 users can get the: Complete Harpoon 3.6.3 Library FilesOfScenShare
  8. The new *.OPT files should be in your C:/ANW folder/Options folder. Check in Disabled sub-folder, too. If you still can't find it, just re-install and you should be fine. The 394 patch installs NoSubSpeedResumption.opt just fine for me. Check your Matrix PMs. I've sent you a copy of old H3 Reimer editor. Once you import the PlayersDB into the Reimer editor, look under the "Installations Table" and you should see how easy it is to create a new Installation / pre-formed base. However, there are some logistic problems associated. It might be simpler to discuss it over online chat if you are able to meet up MSN, Yahoo, or IRC. I can also talk you through the process for creating Installations. Looks like you have managed to get onto Matrix forum. I use my hotmail account with no problem. I guess it doesn't matter what e-mail address you used so long as it worked.
  9. I ran this scenario through to the end from the Blue side. Some things I noticed: - I liked the exhaustive detail written into the orders. Very authentic. - There is no mention in orders about paths. i.e. Are the yacht and cruise liner allowed to change courses? - I recommend that you specify that the player is not allowed to change the course of the Cruise Liner, Yacht, or merchant vessel. That would make it more difficult for him. Otherwise, they can sail anywhere they like and evade the Venezuelans - you might want to run Spell check on the orders Right away, the Tycoon's yacht was sunk and the Cruise ship was under immediate attack and sunk, too. The LCC command ship group running for their lives as helos re-armed. I killed a few smaller gunboats with FireScouts then concentrated on the Stereguschiy. Ships started to gang up on Sullivans and Simpson, so they ran and evaded. A Harpoon salvo killed one FFG Sucre. The second one was taken care of by helos with Penguin. Managed to hammer down all the Venezuelans and the LCC escaped to the port, but no Victory was granted when the clock ran out. Your ViConds don't work. I used the SE and took a look and think you have some problems in how they are set up. The ViConds are: Blue MinVic - Ship on station 30 min AND... [There is no second MinVic so I think that is why it didn't trigger.] Blue TotVic - Sink 21 ships. [There are only 20 Red ships in the scen. Also, this is an AND condition. Don't know if it will trigger that way] Red MinVic - Sink 5 Ships AND... Red TotVic - Sink 8 Ships AND... I believe that you may have a problem with the Red ViConds since they are "AND" conditionals, too. Also, I don't think that Red has any hope of achieving them. Maybe sinking 3-4 might be more reasonable for an AI. I think that the AI detected the Simpson/Sullivan group first and closed on them thus diverting attention away from the LCC. Not certain, but it appeared that way to me. Hope that these comments help and not hurt. Thanks for taking the time to write up your scenario and sharing it with everyone else.
  10. Welcome aboard, shipmate. I believe that you are using a database that does not support installations. Grab and install the Complete Harpoon ANW Library (Don't forget to switch over to the PlayersDB with the Database Manager function.) Creating / inserting bases (installations) in ANW is not the same as in HCE. In HCE, you had all your bases pre-built for you along with their map coordinates. All you had to do was click and insert and they would automatically appear at the right place for you. H3/ANW does it differently. All bases are built up one system/facility at a time. The Installations function is just the database editor's attempt to group a bunch of associated facilities together for your convenience. They are not exhaustive and do not include the map coordinates. (i.e. the installation appears wherever you click your mouse and not according to actual polar coordinates). Therefore, if there is a pre-built Installation named "Keflavik", it appears where you click your mouse and not automatically on Iceland. You can re-name any facility/base/group by clicking on it and then using 7 (from the NumPad). A new window for re-naming should appear. There is no way to "export" the data from one scenario and re-use it in another scenario. If you want to pre-make Installations, you have to take on the role of Database Editor and add them to the Installations table. It isn't impossible, but it is a lot of work. For example, you could lay out all the hangars, buildings, runways, etc. for Keflavik the same way I've done for installations and then we could add them to the PlayersDB. Then, the next time you want to insert Keflavik, the base/installation would appear exactly as you laid it out. I hope that these explanations help and don't end up confusing you even more.
  11. That's interesting to know. I always thought that the file structure was the same as H3 where you had the Battlset, Resource, DAT2, and Database folders inside the main H3 folder. Learn something new every day.
  12. I am pretty certain that "Community support" means that the developers will not be answering any questions. Only third-party users (game owners) can help you out with questions; which means there won't be any code changes. AGSI has publicly stated that there won't be any Mac version of ANW due to the small potential number of users. A number of Mac owners have reported that they are able to play ANW through the use of an emulator like VPC. Therefore, I don't think it matters what you are willing to do since AGSI is simply not interested in pursuing a Mac version of the game (evident by the departure of the last Mac programmer, Jesse Spears). [Of course, I am not a representative of AGSI and can only repeat what others have told me] Since you have the Mac 3.6.2 version of H3, you will be able to enjoy PlayersDB scenarios. Just make sure that you load the correct version for your game. I am pretty certain that the file structure is similar to the H3 PC version. If not, please let me know. http://www.harpdb.com/h3/pdb/scen/Complete...6.3_Library.exe
  13. Gave it a run last night. Nice scenario. Thanks for sharing.
  14. After 3.7.0 release: 80 Issues reported After 3.8.0 Patch: (080 Issues - 34 Fixed + 88 New) = 134 Issues After 3.9.0 Patch: (134 Issues - 31 Fixed + 68 New) = 171 Issues After 3.9.2 Patch: (171 Issues - 15 Fixed + 35 New) = 191 Issues After 3.9.3 Patch: (191 Issues - 19 Fixed + 15 New) = 187 Issues After 3.9.4 Patch: (187 Issues - 42 Fixed + 68 New) = 213 Issues A comprehensive third-party list of 213 * Known Harpoon [ANW] Issues has been exhaustively collected on ughHQ since the release of Harpoon ANW 3.7.0 Now that the 3.9.4 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that: These 42 behaviours appear to have been resolved by the 3.9.4 patch: Cannot meet for UnRep Ships are unable to plot a path for UnRep when ordered to do so. Cannot rescind re-fuel order It is not possible to rescind air-to-air re-fueling order once it is issued. CTD on re-load CTD while attempting to re-load same scenario file previously opened. Delayed On-Station ViCond Faulty Delayed On-Station ViCond does not wait for delay time to expire before evaluating. F6 Key will not attack F6 Key will not attack target. Ferry Mission fails to launch Ferry Mission that executed properly in 3.9.0 fails to launch in 3.9.3 HAWKs fire into ground HAWKs fire directly into the ground Helo Intercepts sub at Med Alt Helo Intercepts sub at Med Alt when F6 command given. Incorrect re-load count Planes have high number of re-loads assigned, but there are insufficient AAMs to justify this number.(Originally reported by Bart Gauvin) Multiple Edit windows opened Multiple Edit windows can be opened but they can't be closed. Nav Zones re-set by mission editor Nav Zones are re-set by mission editor every time a mission is edited. On-Station ViCond non-functional On-Station ViCond non-functional in GE but functional in SE. Planes cannot re-load Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway. Planes refuse to launch Planes requiring Small/Med runway refuse to launch from a base equipped with Medium runways. (From Petterr) Ready display always visible Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired. Sonobuoy mission cancels Sonobuoy mission cancels on its own due to inability to deploy active sonobuoy and causes all other helo sonobuoy formation patrols to revert to Minimal loadout. (Originally reported by Vincenzo Beretta) SSMs ignore delayed strike mission Land-based SSMs ignore delay time for Strike missions. Sub goes active on ASuW Sub goes active on ASuW area patrol mission even though mission setting is for EmCon. Subs activate sonar on ship strike mission Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission. Torps inoperative in shallow water Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m. Unarmed units not engaged Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked. ViCond triggers in SP but not MP Damage ViCond triggers in SP but not MP. Sub stops when surfacing Sub rises to surface and stops. (Originally reported by Freek Schepers) Full speed over 140kts Ship group shows full speed of 15+131kts. Submarine control lost Submarine control lost when sole ship is sunk. Group speed differs from plane speed Air groups have different speed from individual plane speed in MP. Wrong loadout descriptions Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched. Torpedo dives past max depth Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target Torpedo dives 1000M instantly Torpedoes will instantly dive 1200m to hit target CTD when altitude changed CTD when altitude changed Torpedoes ignore cruise depth Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired. Active sonobuoys do not deploy CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy (])" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy ([)". "," and "." hotkeys seem to work properly. Ferry mission fails to launch Ferry mission fails to launch unless manually ordered to do so. Passive sonobuoys will not deploy Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy. AI subs will not stop re-charging Sub never stops re-charging. CTD running new scen in SE CTD occurs when new scenarios are written and immediately run in SE. Unable to Pause game in MP Unable to Pause game in MP. Game starts immediately and cannot stop. Also causes problems with ghost sessions on some servers. MP Unpause malfunction After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first. False Weapons Free status Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith] Unable to delete aircraft Only some aircraft can be deleted from a base Indestructible units in new scen Unit from the other side cannot be destroyed in newly created scen Player loses control Player loses control of all units in the middle of a game. These 145 behaviours do not appear to have been resolved by the 3.9.4 patch: AAA fire AAA guns are not limited by the altitude of the target and can even shoot down satellites. Automatic contact classification The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey. Group Nav Zone Settings The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone. Work-around solution: Set the Nav Zone parameters for each unit individually. Subs in groups Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified. Hangar overload It is possible to land many more aircraft than the hangar capacity allows. AI inside Minimum Launch Range If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons. MAD contact for ground facilities The MAD detector is able to detect ground facilities. ARMs cause planes to hang Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question. Opening 3.6.3 scen causes crash Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3 Ready times go wild when AI Formation Air Patrols activated Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled. All ammo not available 300 rounds of ammo are shown, but only 44 are offered for fire allocation. Plane ignores Nav Zone Plane totally ignores Nav Zone Mission ignores target list Targets not restricted to target list for mission. Weapon ignores range limitation Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected. Hidden units can be destroyed without detection When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them. Units out of range can be destroyed Units out of range can be destroyed if they are part of a group. Sonobuoy deployment altitude Sonobuoys can be deployed at any altitude. Ground units attacked by Ship Strike mission Units assigned to Ship Strike missions will attack ground facilities. Ships attacked by Ground Strike mission Units assigned to Ground Strike missions will attack ships. Active sonobuoys dropped passively Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed. Max launch speed restriction When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire. Hellfire do not launch in ODb Hellfire missiles will not launch even though they appear in the weapons allocation window. CTD when Database button is depressed When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed. [Edit] With the Patch 3.9.0 release, this issue no longer results in CTD. However, it is still erroneous. Mission fails to navigate without Full throttle setting Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control. Planes directly inserted ignore target list Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list. All strikers fail to launch All aircraft assigned to a strike mission fail to launch. Protect ViCond doesn't evaluate properly Protect ship Victory Condition does not evaluate properly. Game ends abruptly When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+). Altitude mis-match between Group and units Units and Group icons show different altitude values in SE. ASW/WH torps tracking wrong targets WH/ASW torps tracking targets they cannot hit. Min engine altitude ignored Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters. SSM Altitude crash Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude. TALD materialize at wrong point When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away. Time compression causes miss Higher time compression creates automatic miss. Weapon Max Launch Speed ignored Weapons ignore Maximum Launch Speed set in database. Phantom air group Phantom air group. Re-Charge at Int depth Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase. Ammo dumps emptied Ammo dumps in all ODb scenarios have been emptied of weapons for aircraft. Ground targets re-engaged prematurely Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons. Map Scale inaccurate Map scale is erroneous. Max altitude for planes is 32,767m The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms. MP Saved game titles MP Saved game titles often use portions of the orders in lieu of the Session name. SSK rises early Diesel subs rise to Periscope depth long before their batteries are exhausted. Unassign command sound missing Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units. AAW patrol motionless AAW patrol motionless instead of flying between assigned reference points. Accuracy slider changes combat II Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting. Air Group formation Air Groups do not form properly when the launching platform is destroyed before the group is fully launched. CTD with Re-build Scenario function Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn. Dead stop after torp evasion Escort comes to a dead stop after torpedo evasion. Dual speeds selected When ships are damaged, sometimes dual speeds are show in the throttle setting. Engagement symbol missing Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down. Generic strikes seek additional targets Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target. Indexation status false ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false. Missiles drawn to wrong targets Missiles fired at targets located with pinpoint precision are still drawn to other targets. Phantom mounts shown on aircraft Phantom mounts are shown on aircraft when the Logistics button is pushed. Planes jammed against Nav Zone Planes are unable to plot path around Nav Zone. Propulsion ranges import improperly Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts. Ready Times shortened Aircraft with long ready times can have them shortened to the default 30 minutes. Sanity check fails for multiple weapons records Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself. Sanity check fails for propulsion alt bands Sanity check reports an error if altitude bands for propulsion entries are not in sequential order. Sanity check fails for propulsion max alt Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher. Sanity check fails for Ready Times Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check. Sensor default values are zero When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed. Sonar detects facility Land facility detected by sonar. Strike Mission fails to cancel Ground Strike Mission fails to cancel after target is destroyed. Strikes fail to launch Air strikes that performed properly in ANW 3.7.0 now fail to launch at all. Submarine evades own torpedoes Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes. Subs fire SS-N-15 onto the ice Submarines are able to fire SS-N-15 Starfish while under polar ice. Subs surfacing under ice Submarines are able to rise to the surface from under the ice pack and run on the surface. Subsequent strikes are disorganized Subsequent strikes are disorganized and launch in separate groups. Support missions do not fully launch Not all aircraft assigned to support missions launch as they previously did in H3.6.3. Torps chase improper targets Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical. Unassigned SSMs do not fire Unassigned land-based SSMs will fire on ships, but not against land targets. Unable to set Weapons Tight in SE Scenario designer is unable to set Weapons Tight in ScenEditor. Unable to fire SSM Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy. Unable to intercept target Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target. AGM-130A will not fire AGM-130A will not fire under AI control. Distorted maps created Distorted maps are created when F10 is used to draw a new map. Fighters hanging on refPt Fighters will launch and hang on one Ref point. Firing sonobuoys at subs Sonobuoys can be fired at subs through the weapons allocation window. Full speed wrong Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed. AGM-62 will not fire AGM-62 will not fire under AI control. Icons appear off map Icons for uncertainty zones appear off of the map and cannot be seen nor selected. Torpedo decoy fired at radar Torpedo decoy is an eligible weapon for firing at radar. UnRep do not return to PZs After conducting UnRep operation, participants do not return to original patrol zones within the formation. False contacts at -17000m False contacts at -17000m. Sonobuoys non-functional Sonobuoys deployed by Bear F non-functional. Afterburner unavailable at low alt Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire. Aircraft below sea level Aircraft below sea level. Change in threat axis ignored Change in threat axis ignored in MP. Crash during re-build process ScenEditor freezes up and does not complete function when ordered to re-build scenario. Crash during re-build process II ScenEditor is unable to complete function when ordered to re-build scenario and seems to be in endless loop. CTD incomplete CTD does not drop game all the way down to the desktop. Instead, the Shell window remains and must be closed manually. CTD changing map size CTD occurs while changing size of tactical map. CTD while drawing new map CTD while drawing new map Damage changes aircraft ready time instead of destroying them Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status. Ferry mission to SSN It is possible to create a Ferry mission with the destination as an airplane or SSN. Focused strike not firing Artillery does not fire on a Focused Land Strike mission even when Weapons Free. Formation patrols ignore axis Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too. Group cannot lay string of sonobuoys Group cannot lay string of sonobuoys with ";" hotkey. Incorrect number to be readied When aircraft are ordered to change loadout for Minimal mission, an incorrect number of planes is recommended in the message window. NAV improperly drawn NAV zone shows double-sided left wall and inability to modify other points of the zone. Over-filled magazines Over-filled magazines not detected and fixed. Patch duplicates AALog file Patch installation creates duplicate AALog.opt file if AALog is already enabled at time of installation procedure. (Originally reported by Freek Schepers) Planes on Transit missions Planes can be assigned to Transit missions. Protect ViCond failure Protect ViCond fails to trigger even when no enemy is present to inflict damage on player. SAMs locate new targets in mid-flight SAMs locate new targets in mid-flight after original targets destroyed. Sub on surface dives on its own Sub starts on surface but dives to Periscope depth on its own Ships are unable to navigate around ice Ships are unable to navigate around ice. Unidentified targets auto-engaged Unidentified and unknown targets are auto-engaged without being properly classified as hostile. UnRep can overload magazines UnRep can overload magazines by placing more weapons in the magazine that capacity allows. UnRep done concurrently UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items. UnRep for 2 ships only Only 2 ships can conduct UnRep at the same time even though the ship has ability to replenish 2 ships to port and 2 ships to starboard. UnRep magazine shows zero After UnRep procedure, magazine count shows zero weapons if a second UnRep operation is ordered. UnRep Teleportation UnRep process is possible while physically separated by several miles. Wrong cruise altitude TLAM shows cruise altitude of 20m and Intermediate depth. UGM-109 cannot be launched All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit. Type 65-76 disappear on BOL Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. Ghost sessions in MP Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own. Helos violate NAV zone Helos violate NAV zone. Sonobuoy endurance display error Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display. Missiles not releasing Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus]. In-game Editor cannot open 3.9.0 files In-game Editor cannot open 3.9.0 files. Different depth at same location Two maps of the same area show different depth at same location. Subs go over land Subs go over island instead around it. Plotted path gets stuck Ship gets stuck on land even though a path was plotted successfully. Fuel does not drop to zero Fuel drops steadily, but does not drop all the way to zero. CTD when hitting Report button CTD when unit Skunk 2435 selected and then Report button depressed. Allied sides share unit control Players can change unit paths for sides allied via Friendly posture setting. Torpedo knows target depth Torpedo becomes de facto depth finder Plane destroyed upon launch Plane destroyed upon launch and never appears on map. Transit mission fails to execute Ships will plot path around NAV Zones, but Transit mission will not trigger and execute Romeo Mod has no fuel Romeo Mod has no fuel. (Originally reported by CDunlap) Group climbs automatically The simple act of grouping planes together causes them to climb to 2001m. (Originally reported by JChiecchio) Speed changes with altitude When a group climbs, the speed will increase to the default speed for that altitude band even though user has previously entered a different speed. (Originally reported by JChiecchio) SLBM Explodes past target SLBMs will pass over target and explode. (Originally reported by Freek Schepers) Specific strike cannot hit Specific strike mission cannot hit target unless Focused Strike is enabled Planes directly inserted cannot attack Planes B014 and B015 cannot execute ALCM attack vs. Runway target CTD reading Evaluation CTD while attempting to PgDown in Evaluation window Map windows disappear Map windows do not appear when file loaded. Probable cause is repeated use of Batch Re-build by Battleset function. Navigator plots path off map Navigator plots path outside of the map Formation Editor appears empty Formation Editor appears empty when saved game is opened (Originally reported by ssclark) Formation Editor distorted Formation Editor distorted when saved game is re-opened Wrong ready time displayed Aircraft will now show 0:00 for ready time and Unassigned status when ordered to launch (Originally reported by Captain Piluso) Country annex nullified "Every time i attempt to make an alteration to a platform commision dates like the Astute class in the countries tab and then then go to save countries list next time i enter the editor every country that was in the list has been deleted no matter what I try" (Originally reported by Grimtore) These 68 behaviours have been reported since the 3.9.4 patch release: Auto-defense shoots down own TLAM SAMs will intercept player's TLAM even though status is Weapons Tight 8 files for 7 Tutorial sessions 8 scenario files exist for 7 Tutorial sessions listed in the Index. The final "Lesson8: Using the Formation Editor" has no instructions. 32000kt speed 32000kt speed appears in window when cruise or loiter button selected AALog does not match Evaluation AALog expenditures does not match expenditures reported in post-game Evaluation Absolute mission delay time Mission delay times are calculated (absolutely) from the start of a scenario and not from the time at which they are created (relatively) (Originally reported by DWReese) AIP Endurance same at Full and Flank speed Full speed has 343:20hrs, and Flank speed has 343:20hrs, too AIP endurance shows 4% Unit display shows endurance at 4% even though it should be at 100% Ammo re-loads mismatch in SE Ammo re-loads mismatch in SE between Edit Aircraft command and F6 [Air Ops] command Auto-defense squanders SAMs SAMs fire even when it is apparent that there is no possible way to intercept SSMs yet player is unable to stop wasting SAMs Binoculars Jammed II Binoculars/visual sensor can be jammed by electronic counter-measures Cannot change missile target in MP Game will allow re-targeting of missile in SP, but not in MP Centre key [T] inconsistency When switching between a Map window with Unit Display enabled to a window with Group Display toggled, the user will not be able to centre on the position of the unit selected because the Unit Display has not been toggled for that window Crash server while starting MP game Scenario and server will crash after 30 seconds Crash starting MP session Scenario never finishes loading and crashes server CTD changing map size II CTD occurs while changing size of formation editor CTD on load CTD while attempting to load saved game CTD on load II CTD while attempting to load saved game II ECM turns itself off in MP Prowlers on Plotted mission with active ECM will turn itself off in MP when plotted path is reached (Originally reported by Jeronimo Chiecchio) Ferry mission to comm centre Ferry mission lands at comm centre and not hangar or runway (Originally reported by Freek Schepers) Ferry mission traps plane upon expiration P-2H Neptune displays assignment to "A Mission" and cannot be re-assigned to any other mission File-Save uses original scenario name Once a saved game name was used, the File Save command should have simply used it and overwritten the previous saved game file. Instead, a new Saved game file is created using the original *.SCN name as a prefix and *.SAV suffix. (Originally reported by Morphin) Fueling operations limited in number Plane will not begin to re-fuel until other previously ordered operations are complete Generic strikes seek additional targets 3 Bombers will strike N, then S, then W and hang there Ghost sessions in MP II Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own. Ground strike fails to execute Ground strike fails to execute with 3.9.4 but has no problem firing in 3.9.3 Group Communication Centre message Group report shows "Group Communication Centre" after the first unit within the group Group icon moves without ships Group icon will arrive even though all ship components are trapped by ice Group plots across ice Group plots path through ice in ANW and ships subsequently get stuck on the ice Guns will not fire at aircraft Mission-directed 40mm guns will fire at aircraft but 120mm guns will not unless manually ordered to do so (Originally reported by Freek Schepers) Intermittent values rejected Some intermittent values for EmCon window rejected Jamming from a dead ECM source MP Jamming signal remains in MP where no jammer is present Map depths arbitrarily changed Map depths in 3.9.4 are different from depths in previous versions (Originally reported by Freek Schepers) Mount displays incorrect load SAM missile mount shows only 1/4 weapons loaded when it can clearly be seen that 4 weapons are loaded Mount re-load never finishes Ship will attempt to re-load each of its torpedo mounts. Re-load operation will never finish. Mount never becomes ready to fire Nuke yields minimalized 200kton Siren missile on the Charlie sub only destroys targets within half a mile and does damage up to 2 miles (5%). In 3.6 it did damage up to 15 miles (1%). By my estimation, the range of effects on ships and ground targets is down by factor ten compared to 3.6 (Originally reported by Freek Schepers) On Station ViCond fails On Station ViCond fails to trigger when ships arrive within designated polygon Plane does not immediately RTB B014 will launch ALCM and then circle until running low on fuel before RTB Plane never becomes ready Plane will launch on patrol and return to base but never become ready, again Plane RTB with plenty of fuel Plane will launch on Recon mission, be unable to plot a path to RefPts, circle for awhile, and then RTB with 9hrs endurance remaining (Originally reported by Freek Schepers) Planes cannot accept mission Planes cannot accept mission even though they are not intended for immediate launch Poor AAW missile allocation Two CAP fighters concentrate fire on a single target when there are two eligible targets. Each fighter should be engaging a separate target. Ready time cancelled by mission Ready time changed when aircraft are assigned to a mission Re-build cancels intermittent EmCon Units starting with Intermittent Sonar EmCon setting will be re-set to zero after scenario is re-built with ScenEdit RoE error yields wrong message Violation of RoE yields message saying that it was a Good Guess instead of a message saying that the player will come before a Board of Inquiry SARH detects invisible aircraft SARH/Semi-active sensor detects invisible aircraft that is undetectable under all other instances Sonar range circle appears for group Sonar range circle appears for group where none should be seen Sonobuoy helos fail to RTB Helos will launch, lay sonobuoys and then hover when out of buoys instead of RTB for more buoys Sub accelerates to cruise speed when plotted Sub immediately goes to 14kts (cruise speed) and not Creep Speed (5kts) or 0 kts when plotted path entered (Originally reported by JChiecchio) Sub ignores speed order Sub is ordered to rise to the surface and run at 10kts, but only makes 5kts when it reaches the surface Superfluous line in display Superfluous blank line appears in weapons display for loadout list Super-imposed Tutorial menu Tutorial menu has items super-imposed on one another Time compression cancels attack Enemy flight appears on screen and circles, but never attacks unless time compression is increased before start of scenario Torpedoes chasing dipping helo Torpedoes will go active and then turn towards dipping helo Torpedoes ignore wire-commands Torpedoes fired on Bearing-Only Launch ignore depth command changes even though linked by control wire Torpedoes limited to cruise speed Torpedoes fired on Bearing-Only Launch are limited to cruise speed and will not accelerate to full speed even when target has been acquired Unable to lay sonobuoy string Aircraft unable to lay sonobuoy string. No such problem in H3 (Originally reported by Jason Howell) Unable to re-start MP Once MP game is on Pause, player is unable to re-start Unable to switch off AIP Sub has a diesel engine and fuel, but is unable to utilize either when run at Periscope depth after AIP fuel is exhausted Unassigned SSMs no longer fire Unassigned SSM battery would fire in 3.9.3, but will no longer do so in 3.9.4 Units drop off network Units are listed on a mission, but none of the individual ships in the group show this mission in their unit display ViCond evaluates with wrong UNIT ViCond evaluates with wrong specific UNIT identified in condition Weapon never hits III Weapons that hit in 3.9.3 will never hit target in 3.9.4 Weapons unaccounted for in WeaponStatus Weapons Status log will display discprepancies between weapons fired launched and their fate WeaponStatusLogs always active Weapons Status AALogs are always active even if AALogs have been disabled by the Config Launcher Fighter cannot intercept for re-fueling Fighter circles tanker but never accomplishes operation Weapon never hits in 394 II Weapons that hit in 3.9.3 will never hit target in 3.9.4 (Originally reported by Juramentado) Crash from fatal mount error Crash from fatal mount error when trying to load scenario Weapon never hits Weapons that hit in 3.9.3 will never hit target in 3.9.4 These 27 behaviours have been specifically created by the 3.9.4 patch release and do not exist in any previous versions: AALog does not match Evaluation AALog expenditures does not match expenditures reported in post-game Evaluation Crash server while starting MP game Scenario and server will crash after 30 seconds Crash starting MP session Scenario never finishes loading and crashes server CTD on load CTD while attempting to load saved game CTD on load II CTD while attempting to load saved game II Ferry mission traps plane upon expiration P-2H Neptune displays assignment to "A Mission" and cannot be re-assigned to any other mission File-Save uses original scenario name Once a saved game name was used, the File Save command should have simply used it and overwritten the previous saved game file. Instead, a new Saved game file is created using the original *.SCN name as a prefix and *.SAV suffix. (Originally reported by Morphin) Generic strikes seek additional targets 3 Bombers will strike N, then S, then W and hang there Ghost sessions in MP II Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own. Ground strike fails to execute Ground strike fails to execute with 3.9.4 but has no problem firing in 3.9.3 Group Communication Centre message Group report shows "Group Communication Centre" after the first unit within the group Map depths arbitrarily changed Map depths in 3.9.4 are different from depths in previous versions (Originally reported by Freek Schepers) Nuke yields minimalized 200kton Siren missile on the Charlie sub only destroys targets within half a mile and does damage up to 2 miles (5%). In 3.6 it did damage up to 15 miles (1%). By my estimation, the range of effects on ships and ground targets is down by factor ten compared to 3.6 (Originally reported by Freek Schepers) Planes cannot accept mission Planes cannot accept mission even though they are not intended for immediate launch Sub ignores speed order Sub is ordered to rise to the surface and run at 10kts, but only makes 5kts when it reaches the surface Superfluous line in display Superfluous blank line appears in weapons display for loadout list Super-imposed Tutorial menu Tutorial menu has items super-imposed on one another Time compression cancels attack Enemy flight appears on screen and circles, but never attacks unless time compression is increased before start of scenario Torpedoes ignore wire-commands Torpedoes fired on Bearing-Only Launch ignore depth command changes even though linked by control wire Unable to re-start MP Once MP game is on Pause, player is unable to re-start Unassigned SSMs no longer fire Unassigned SSM battery would fire in 3.9.3, but will no longer do so in 3.9.4 Weapon never hits III Weapons that hit in 3.9.3 will never hit target in 3.9.4 Weapons unaccounted for in WeaponStatus Weapons Status log will display discprepancies between weapons fired launched and their fate WeaponStatusLogs always active Weapons Status AALogs are always active even if AALogs have been disabled by the Config Launcher Fighter cannot intercept for re-fueling Fighter circles tanker but never accomplishes operation Weapon never hits in 394 II Weapons that hit in 3.9.3 will never hit target in 3.9.4 (Originally reported by Juramentado) Weapon never hits Weapons that hit in 3.9.3 will never hit target in 3.9.4
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