Herman
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Posts posted by Herman
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For the Mantis scribes, this is related to not being able to fire ASMs at ships in base formations, related to not being able to fire ARMs at groups with the 'main' unit not radiating, etc.
Just to be clear, the player is able to fire sub-launched Harpoon missiles at the barges docked in the harbour; but not torpedoes.
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Defect Name: Phantom air group attempts landing
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Phantom air group attempts landing.hpe
Long Description: "Select Group for landing" window appears for unspecified air group. Only two air groups are airborne. Nothing happens regardless of the landing field selected.
Sequence to reproduce:
1. Run until window for selecting landing field appears
Expected behaviour: "Select Group for landing" window should not appear
Observed behaviour: "Select Group for landing" window appears
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Defect Name: Barges in harbour cannot be torpedoed
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Barges in harbour cannot be torpedoed.hpe
Long Description: Barges grouped with land facilities cannot be attacked by torpedo even though the vessels are clearly in open water. Attack is possible by SLCM.
Sequence to reproduce:
1. ADu cannot attack ZIp with torpedoes
Expected behaviour: Ships in port should be open to attack from torpedoes
Observed behaviour: Ships in port cannot be attacked with torpedoes
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4.0 San Carlos
By the 20th of May, there were strong indications that invasion was imminent. Destroyers had shelled Argentine coastal garrisons and rumours were rampant that SAS troops were on the ground. During the night, an Argentine freighter was shelled by an unknown British warship in Falkland Sound.
By daybreak, Argentinean observation posts saw the amphibious force steam into San Carlos waters.
Author: Freek Schepers
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The game is operating as it has always done. Check the spacing between your F-14 and your Hornet. It is 41nm.
If you check the spacing between your two carriers, they are 40nm apart. You have inadvertently launched planes from both carriers into the same group. The group behaviour is working as it always did. I think that the oversight is on your part.
I don't disagree that it would be a nice option for all elements within a group to move together once they launch, but I would truly hate to see this as a mandatory behaviour because there are some missions like ASW whereby you want your MPA/helos to be spread out so that they can drop a wall or line of overlapping sonobuoys.
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Defect Name: Damage display corrupted [2006]
Build:
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Damage display corrupted [2006].hpi
Long Description: After base is damaged by missiles, the Unit display is corrupted.
Sequence to reproduce:
1. Run saved game
Expected behaviour: Display should not be corrupted.
Observed behaviour: Display is corrupted.
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Defect Name: Specific Class not possible in ViConds
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Specific Class not possible in ViConds.scm
Long Description: Unable to select the Class category for any type of Victory Condition. Consequently, scenario designers are no longer able to specify individual bases for ViConds.
Sequence to reproduce:
1. Attempt to modify/add ViCond to scenario
2. No combination of selections will allow the user to specify destruction of Keflavik [only] as a ViCond
Expected behaviour: ViConds should allow for more specific conditions
Observed behaviour: Individual bases can no longer be selected for ViConds
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Defect Name: Ghost of Scorpio
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Saved game - Ghost of Scorpio.hpi
Long Description: Scorpio ship unit ZC04 does not appear to be susceptible to attack. Two attacks were made against group ZCs with 15+ Harpoon allocated to Scorpio on both occasions. No hits and now the player is unable to select the ship group for attack. This scenario was played before and I *think* that I was able to kill the ship, but I cannot be certain.
Sequence to reproduce:
1. ZC04 cannot be attack. Player cannot even launch group against ZCs.
2. Note that the oddly discoloured icon for Scorpio was present before any attacks occurred.
Expected behaviour: Player should be able to attack Scorpio
Observed behaviour: Player cannot attack Scorpio
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Defect Name: Text wrapped around
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Text wrapped around.SCn
Long Description: Text name for ships in formation editor wraps around onto next line.
Sequence to reproduce:
1. Select formation ZDS and hit Formation Editor
2. Name of Tarantul wraps onto next line
Expected behaviour: Names should be only on one line
Observed behaviour: Names wrap around onto following lines
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Defect Name: Air patrol runs out of gas
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: Saved game - Air patrol runs out of gas.hpi
Long Description: Formation air patrol AA29 runs out of gas on its own.
Sequence to reproduce:
1. Run saved game for about 10min. High compression is okay.
Expected behaviour: Formation air patrols should never run out of gas
Observed behaviour: Formation air patrol runs out of gas.
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They won't. What I understand we're aiming for in the AI behavior is that they will continue to close only if they have weapons remaining. For example, a Backfire may be carrying a mixed armament of long and short range missiles. It will (hopefully) shoot the long range missiles and then close the distance to shoot the short range missiles, and then RTB.
Another situation is that of the Su-24 Fencer. In many of the old loadouts, it carried both ARMs for defense suppression and AShMs for the strike. The ARMs were only meant for suppression of any active radar while the AShMs were the primary weapons.
The problem arises when the primary AShMs are fired and the ARMs remain. The computer continues to close to try and expend them even if the target isn't radiating. They will hang over the target until they are shot down or the weapons find an eligible target.
I am playing some scenarios with Backfire going after bases and finding that when the Weapons Allocation window appears, not all of the weapons are allocated to the base if there are large numbers of bombers. Hopefully, this remains the case after the patch. That way, a bomber could actually close and try to take out the HVUs with the remaining instead of wasting all their weapons on the escort screen. To have them all fire off at the first instant an eligible target appears does not seem to be any good, either.
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Defect Name: Cannon fire only
Build: HCE 2007.000
Repeatable: Y
Operating System: XP
DB used: HCDB-071223
Scenario used: saved game Cannon fire only.hpi
Long Description: When ordered to intercept with Sidewinders and Phoenix, Tomcats show the "Should we attack with only cannon fire?" message. The targets are well within Phoenix range. Even if target is inside the minimum range of Phoenix and _outside_ maximum range of Sidewinder, Staff Assistance should ask to engage and use the shorter-ranged Sidewinder as the basis and display a message like, "Effective range is 10nm. Target range is 15nm. Shall we close to intercept?"
Sequence to reproduce:
1. Immediately order air group AFA to intercept ZLA.
2. Message will appear
3. If airgroup is left alone and checked once in range of Sidewinders, the Weapons allocation window appears
Expected behaviour: Proper intercept window should appear calculated with range of shorter-ranged weapon.
Observed behaviour: Incorrect message appears asking to engage with only Cannon fire.




Defect Name: Barges in harbour cannot be torpedoed
in Defect Tracking
As in the other thread, why should this be considered moot?
Those Harpoons are not rated "land-capable" when you try to attack the base. They can only fire at the barges, not the base.