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Herman

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Everything posted by Herman

  1. AAR: The Backyard - Part Two: Final Shootout [spoiler Alert] A Harpoon Classic Commander’s Edition scenario by Ralf Koelbach The Cold War finally went hot and furious battles arose all around the world. This Westpac scenario deals with a final US multi-carrier attack supported by Japanese forces in the Western Pacific. The US forces have neutralized all but one Soviet bases in the theatre. Now it is time to finish the job. But beware: The Soviets have reinforced their last bastion to the utmost. CAG Mills had fought a pretty good war up until now. His air group had helped demolish three of the four Russian Pacific bases with relatively few losses. With success had come promotion and he'd been frocked as Air Component Commander for CVBG. Now, the task force was going after the final operational Russian base, Petropavlovsk, under his direction. The CVBG had just finished UnRep operations and both carriers were now full of beans and bullets as the Admiral ordered a cautious approach to Petropavlovsk. Admiral Humphries wanted to get as close as possible in order to reduce the flight time for his strike crews, but didn't want to accidentally run over any subs that likely lay in his path so he ordered a leisurely 14kts speed of advance while he launched his AEW and ECM birds. As soon as they approached their stations, they reported several radar contacts from the direction of Petropavlovsk that turned out to be Bear reconnaissance aircraft accompanied by MiG-31 Foxhound escorts. Evidently, the Russians were not strong believers in either static or reactionary defences. This looked like it was going to be a hard day for the men of CTF 77.0 The snoopers were handily executed by the Tomcats after their MiG escorts were dealt with by Phoenix missiles. Unfortunately, this soaked up all the available missiles and the relief CAP [Combat Air Patrols] had not yet arrived when the follow-up flights of Backfire and Badgers appeared. The phenomenal range of the AS-6 Kingfish allowed them to launch before they could be intercepted by the Tomcats. What was originally a fairly simple exercise of shooting down inbound bombers changed into a nightmare of missile intercepts. The outbound Tomcats were forced to waste their precious AAMs on the AShMs [Anti-Ship Missiles] instead of the more valuable bombers which could now land and re-arm for future strikes. Also, once behind the curve, the subsequent enemy bomber flights were unmolested and able to reach their launch points as the Tomcat crews feverishly tried to intercept the Kingfish. Quickly, all available Hornets were scrambled for defensive fire. Unfortunately, CAG Mills had tried to re-organize his strike crews and this meant that half his forces were still re-arming and re-fueling as the Admiral stormed over from Flag Plot to ask why more interceptors were not being launched. He said, "Okay, Mills, we might survive this one, but you'd better not let it happen, again." Fortunately, the Hornet crews had gotten quite experienced at this stage in the war and managed to bring down all the Kingfish with their Sparrows. But, with all good news, there is a downside -- nearly all the Hornets and Tomcats were now re-loading and re-arming. Only 2 depleted CAP flights remained on station when the second wave of Soviet Naval Aviation appeared on the radar screens. Once again, they were ably escorted by MiG-31 Foxhounds. There was no way to get to the bombers without first dealing with the incredibly potent fighters. The few remaining Phoenix managed to score on the Foxhounds, but their destruction meant that they were doing their job and the bombers were not molested as they reached the launch point. Once out of long-ranged missiles, the CAP was then ordered by CAG Mills to try and intercept the bombers. When Admiral Humphries learned of this, he quickly countermanded the suicidal orders and issued new ones for them to return and re-arm before telling CAG Mills that, "It's going to be a long f***ing war. We need every swinging dick and throwing their lives away on futile missions isn't going to help." Privately, he was starting to question the sanity of his ACC and suspected that the CAP were given their hopeless orders in some vain attempt to cover up the ineptitude displayed by CAG. Imagine ordering men into a sword fight armed with only penknives. Insanity. The Badgers and Backfire started releasing AS-4 and AS-6 just as the strike crews were launching from the catapults. This time, they were able to shoot down all of the inbound missiles, again. Once the situation had stabilized, the A-6 attack crews were released to ply their trade. A CVBG had been detected off to the northwest and that would the first target. A perfect time-over-target strike resulted in the CVHG Baku exploding before she could release more SSMs at the CTF 77.0 Unwilling to retire from the battle, the group continued towards CTF 77.0 Makishio moved to intercept this still formidable group. As she made her approach from the starboard bow, it was certainly an impressive site with all the ships arrayed in front of her. Although she would have preferred to fire from closer range, she could not expect to do so without increasing speed and likely revealing her presence. In the world of submarine warfare, you get the first shot, so make it a good one! At her point of closest approach, Makishio fired her Harpoon missiles at the nearest Udaloy destroyer in the screen and 4 torpedoes each at CG Slava, BCGN Frunze, CG Azov and a pair each at two escorts. These cruisers were the three most dangerous targets with their multiple SA-6 mounts and Shipwreck/Sandbox SSMs. Out of weapons, she attempted to cruise out of the away. The Harpoons surprised the Udaloy and promptly sank her. The torpedoes were not detected for quite awhile and thus managed to close the range significantly. Once the torpedoes were counter-detected, the Russian formation immediately turned to flee. However, the torpedoes were running at 65kts and caught both the Slava and Frunze to leave them sinking on the high seas. The rest of the formation just kept running. Admiral Humphries ordered his staff to let them "run all the way back to Vladivostok if they want." They were a mission-kill. Once the situation appeared to have stabilized, CAG Mills ordered his Hornet crews to, once again, re-arm for ASuW operations. Two additional KUG surface strike groups had been detected and he did not think that the Intruder squadrons would be sufficient to handle them. As the planes were mid-way through the staging process, Shipwreck missiles were, once detected on radar. Once again, Admiral Humphries asked, "Where are the interceptors and why aren't we shooting those bastards down?" When he learned the reason, he simply exploded at his soon-to-be-former ACC. "You stupid bastard! If it doesn't start with an A-, it isn't ATTACK!" said the former strike pilot. CAG Mills was promptly placed under arrest for gross incompetence and relieved of command. This was small consolation to the crews of DD Setoyuki, Shirane, Fletcher, and Kirishima as the thousand-pound warheads on the missiles slammed into their vessels. There was nothing to do but press onwards. However, the tribulations of CTF 77 were not over, yet. Not long afterwards, the surviving screen members reported, "Transients, inbound torpedoes!" The submarines that had launched the SLCMs had now followed up with Type 65-76 torpedoes. These were monster weapons with extraordinary range. The CVBG turned to run, but it was only capable of 25 kts while their pursuers were making 50 knots. The screen, once more, bore the brunt of the attack. Frigates Ishikari, Kauffman, and the cruiser California were blown out of the water while CVN Carl Vinson sustained 70% damage, putting her out of the strike picture. With a much-depleted screen, CTF turned back towards Petropavlovsk. The A-6 squadrons were able to sink the two newly detected KUG strike groups before turning their attention to Petropavlovsk. Instead of being distracted by the target-rich environment on the Kamchatka Peninsula, the attack crews concentrated solely on the base facilities and only suppressed the SAM defences in order to accomplish their goal. After several missions with stand-off munitions, the base was left in smouldering ruin and victory was gained. Thanks for a magnificent playing experience. It's been years since I've had a carrier sustain such damage or lost this many ships. Home of the Harpoon3 PlayersDB FilesOfScenShare
  2. That's highly unlikely, IMO. I never play with the animations active yet I still get this problem.
  3. The 288th NEW Harpoon scenario of the year! Duel The fighting over Keflavik has been so heavy that what remains of the airfield, currently held by NATO, is unusable. At the same time, the fighting in Europe has placed demands upon available resources that preclude either side sending long-range aircraft to attack or defend Iceland. The fate of Iceland will, therefore, be decided by a decisive surface battle. This scenario is a re-make of a Harpoon Classic scenario from the original GIUK battleset and has been re-made for Harpoon 3 with the consent of AGSI. Author: Herman Hum With over 109,000 PlayersDB scenarios downloaded in the last 34 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The Classic GIUK Battleset is available at: Classic GIUK Battleset Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Home of the Harpoon3 PlayersDB FilesOfScenShare
  4. Don't get me wrong. The "Sub Sunk" image appeared later in that scenario, too. I sank other subs and they showed up just fine. If there is a problem, it might be related to this particular unit. Or, it may be the fact that the unit was a neutral platform. Seeing as the scenario was Backyard 2 and the unit sunk was an SSN Han, I think that it was due to the fact that the sub was neutral. I can't confirm it since the "Show All" function is currently disable.
  5. Defect Name: Sinking Image Error Build: HCE 2007.000 Repeatable: Unknown Operating System: XP DB used: HCDB-070524 Scenario used: Backyard.SCq Long Description: When submarine is sunk, no corresponding image is displayed. Sequence to reproduce: 1. n/a Expected behaviour: Image of sunken submarine should appear when a submarine is sunk. Observed behaviour: No image appears when submarine is sunk. Sinking_Image_Error.zip
  6. Defect Name: Lost contact Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Lost contact.hpq Long Description: Aircraft approaching a sub group turn back to land even when asked if the want to continue the search. Sequence to reproduce: 1. Allow torpedo attack to be resolved against ZXu. You may have to run this a few times. In most cases, the torpedoes should sink the SSGN. 2. Once Oscar is sunk, image "Lost contact 1" is shown requesting if search should continue 3. Then image "Lost contact 2" appears 4. Air group then returns to base even if there are still other subs in group ZXu Expected behaviour: Air groups should continue sub search when ordered to do so. Observed behaviour: Air groups RTB regardless of player orders. Lost_contact.zip
  7. Defect Name: Cannot attack unknown SAM Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Cannot attack unknown SAM.hpq Long Description: Enemy unit is shown in Unit display but player cannot attack it. When F1 attack button is depressed, the enemy unit does not appear as a possible target choice. Sequence to reproduce: 1. Order air group AGA to attack with F1 2. Only ZTA appears as a target. The SAM site does not even register Expected behaviour: All eligible targets should appear in target list Observed behaviour: Not all eligible targets appear in target list Cannot_attack_unknown_SAM.zip
  8. Defect Name: Cannot attack unknown sub Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Cannot attack unknown sub.hpq Long Description: Player cannot attack unknown enemy sub contact. Sequence to reproduce: 1. Order AAC to attack sub contact with F1 2. Image "Cannot attack unknown sub 1" appears 3. Order AAC to launch air attack against sub contact 4. Image "Cannot attack unknown sub 2" appears Expected behaviour: AAC should be allowed to launch helos to attack sub group Observed behaviour: AAC prevented from launching helos against sub group Cannot_attack_unknown_sub.zip
  9. I'm voting for Tony Eischens as the Harpoon player of the year for his support of both Harpoon3 and Harpoon Classic communities. As a member of the HC3 group, he provides support for a game that would otherwise get none from the developers. He runs two H3: ANW Multi-player servers for the convenience and enjoyment of the community and never asks for anything in return. Also, he creates utilities for both HC and H3 so that database editors and scenario designers can spend their time writing new creations for everyone to enjoy. I don't give a rat's a$$ that he says that I can't vote for him. If it means that my vote gets thrown away, then it's thrown away. Not including him in the voting process is pure nonsense. Also, I am putting in a nomination for a Lifetime Harpoon award for Darren Buckley for his ongoing efforts with Harpoon ANW and the Harpoon Users Database. I don't agree that there is any necessity for it only being offered on a two-year basis. Without Darren's efforts and dedication, the state of ANW would be far different than what it currently is. There are many other notable folks who have made significant contributions to the community this year, too. Although I couldn't vote for them, they deserve to be recognized. Freek Schepers - for continually writing new scenarios for H3 and ANW Larry Gertner - for slowly, but steadily re-building Harpoon Classic scenarios so that they may be enjoyed in HCE Brad Leyte - for maintaining the HCDB and offering a steady flow of scenarios
  10. Thanks for the effort. There's no way I can either confirm or deny it until the patch is released, then. Sorry, I have no access to the Beta.
  11. I could create a saved game file, but there really isn't much of a point to it, IMO. You can just as easily create your own in about 35 seconds and it would probably be more valid by just following the instructions I've listed. It's only a matter of starting scen and running about 35 seconds in the game. I don't use the the Beta release. I only use the game release.
  12. The 286th NEW Harpoon scenario of the year! Belgrano The sinking of the General Belgrano on May 2nd 1982 caused the single heaviest loss of the Falklands war. HMS Conqueror showed that Argentinean escorts could not prevent nuclear subs from killing their ships. As a direct result of this attack, the Argentine aircraft carrier 'Veinticinco de Mayo', which had successfully detected the Task Force with her Trackers and was preparing a strike with her A-4Q Skyhawks, returned to port and played no further part in the conflict. Author: Freek Schepers With over 106,000 PlayersDB scenarios downloaded in the last 34 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The Falklands Battleset is available at: Falklands Battleset This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Home of the Harpoon3 PlayersDB FilesOfScenShare
  13. I looked over the 10 messages I've posted and honestly think that there are only a couple of major ones that cannot be worked-around : Defect Name: SAMs not firing Defect Name: HARM cannot launch The others are more annoying in nature and really don't cause things like CTD. Compared to the bugginess in the other version of Harpoon, ANW, this is nothing. Most things seem to work pretty well in HCCE. Of course, you'll have to decide for yourself if the current level of function is acceptable to you. Just to put things into some perspective, I'd say that there are 1-2 major, 3-4 moderate, and the rest are minor.
  14. Defect Name: Keyboard commands missing Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: any Long Description: Many keyboard commands listed in either the in-game help function for GE, the in-game help function for SE, or the manual are missing. Also, the keyboard commands listed in the manual do not correspond with the ones available from the in-game help function. Alt+A in SE does not match described function Alt+___ Special Key commands listed under 15.8 do not function in the SE Alt+t listed on GE help function does not work Alt+u listed on SE help function does not work MarkShot (a.k.a. Mark Kratzer) noticed one anomaly and initiated this process of discovery. Sequence to reproduce: 1. n/a Expected behaviour: All keyboard commands should be present and match the manual listings. Observed behaviour: Keyboard commands are missing and do not match the manual listings.
  15. Defect Name: Assertion errors on quit Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: WW3.SCq Long Description: Game throws assertion errors when user attempts to end game. In other test runs, assertion errors are reported within the game (user does not need to end game to cause them). It is not known if these two cases are related. Assertion errors occurring within this scenario are sporadic but non-replicable with any consistency. They do appear with this scenario approximate 1 in 7 runs. Sequence to reproduce: 1. Order TROKA division to bombard Taebukpo-Ri. 2. Repeat gun order every second or so for the next 30 seconds until aircraft groups appear to launch from Taebukpo-Ri. 3. Planes will appear in a massive groups even though the airbase only had 90 at the start of the game 4. Quit game by clicking on Window close box. 5. Messages: Assertion11, Assertion12, Assertion13, Main executible appear 6. On a second test run, error messages; Assertion 21, Assertion 22, Assertion 23 appear Expected behaviour: Game should not throw Assertion errors either in the game or when ending. Observed behaviour: Game throws assertion errors. Assertion_errors_on_quit.zip
  16. Defect Name: 253 and 120 planes in a group Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: WW3.SCq Long Description: Huge groups of enemy planes appear even though the planes never existed on the airfield. Groups of 253 and 120 planes appear over an airfield that only originally started out with 90. I suspect that this occurs due to the airfield sustaining damage during the launch sequence. This used to be a problem in pre-HCE versions. Sequence to reproduce: 1. Order TROKA division to bombard Taebukpo-Ri. 2. Repeat gun order every second or so for the next 30 seconds until aircraft groups appear to launch from Taebukpo-Ri. 3. Planes will appear in a massive groups even though the airbase only had 90 at the start of the game See saved games: 253 planes in a group.hpq 253 and 120 planes in a group.hpq Expected behaviour: Only planes that are actually on an airfield should launch Observed behaviour: Air groups launch with planes that are not present. 253_and_120_planes_in_a_group.zip
  17. I must disagree. When you do the initial SLAM-ER attack on Petropavlovsk, you are able to attack all the other associated sites like SAMs and Radar. Obviously, the engine is able to locate those units and includes them in the Weapons Allocation window. For it not to be able to find them on the second attack just seems illogical.
  18. ZZa is a yucky one, confirmed not that you didn't know that already... The code faces a bit of chicken and egg problem. Solution 1: Assume no enemy units are radiating. Choose to attack and all you have are ARMs. Weapon allocation dialog pops up, no weapons can be allocated, Target not radiating shows for all. Solution 2: Leave it broke. For the moment those are the only two options. I think a 'real' fix is possible, just escapes me at the moment how to do it with a reasonable amount of code. Note to Tony... Combat5.c:2358 That sounds just horrible, to leave it broken. However, solution #1 sounds even worse than the current problem. If implemented, I think it would kill any situation involving ARMs and prevent them from every firing. At least with the current situation, there is a chance of them releasing. From your description, it looks as though #1 would prevent them altogether. IIRC, in the distant past, ARMs could be fired at all units even if they weren't radiating. Perhaps that was the original work-around to this problem. From my non-programmer perspective, it looks like the only way to fix the problem is to have the engine examine all components within the group and see if they are eligible targets and not focus only on just the first unit "XX00". I am curious as to why it seems insurmountable. When you launch fighters and order them to intercept ships, if they have no ASuW weapons, the Assistant promptly tells you that the group cannot be intercepted. Apparently, it seems to work in that situation. Can't that be expanded to cover every instance the player hits the F1 Attack button?
  19. I believe you are wrong, OOm doesn't even have a SA-5 battery (and I double checked too, all of the radars are still damaged or destroyed in your save). I think that we've discovered another bug. There could not be any damage to any other unit because the first group only launched 8 HARM at the ZZa (Petropavlovsk airbase). If in doubt, you could re-start from the beginning. I've included the test file Radar.SCq and the saved game file "1 Kill the base radar.hpq" You can re-start at either point to confirm for yourself that no missiles have been fired at any other target other than the air base. There appears to be a display problem. I have selected the OOm group in the group display and it shows SA-10d Battery with 7 land units. I then switch to the Unit window and I can't find any units for group OOm. I select one of the SA-5 units and it shows up as OO07 and radar is active when the Full Display is used. (see 2. OO07 Active) However, it belongs to the ZZa group I cycled through all the units in the Unit Window and not one of them actually belonged to the OOm Group. Regarding the damage, you'll just have to believe me that nothing else was fired at. Otherwise, re-start the test on your own and only fire the 8 HARM at the airbase to confirm for yourself. I think that you are seeing the units appear in yellow and incorrectly assuming that they have been damaged in some way. That is not the case. The first group only had 4 Intruders and 8 HARM. That's not even 1 missile / unit (assuming they all hit). To presume that the facilities have already been damaged is mathematically impossible especially since ZZ00 shows up with damage to its sensor in the Full Display.
  20. The 28th NEW Harpoon scenario of the year! In Every Clime and Place The war between the CIS and NATO has been raging for three weeks with the CIS gaining the upper hand with their swift conquest of the nations surrounding the Norwegian Sea. Gaining access to the Atlantic in this manner, many of their hunter-killer submarine groups have been able to sortie thus harassing NATO convoys and wreaking havoc with NATO's wartime plans. SACEur has had enough and finally convinces the USN to launch an amphibious invasion of Norway to stop the flow of subs that are sinking his supplies! In order to pull off such a daring invasion, a CVBG is pulled from escort duty and ordered to soften up the air power that the CIS has built up in Norway. The USN also pulls together all of its newest ships in the 'Gator navy. Finally, the AV-8B Harrier II+ is embarked on the Wasp-class ships. This will prove to be its debut in combat. There is little time left for NATO. At the rate the CIS subs are sinking convoys, NATO won't last another two weeks. This invasion must be successful! Author: Herman Hum With over 103,000 PlayersDB scenarios downloaded in the last 33 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. This scenario was originally released for Harpoon: ANW and has now been tested as compatible for Harpoon v3.6.3 Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II GIUK Battleset is available at: Harpoon Designer Series II GIUK Battleset Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, Matrix, SubSim, or Frugal's World of Simulation. Harpoon ANW users can get the: Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Home of the Harpoon3 PlayersDB FilesOfScenShare
  21. I believe that the destruction of the Radar for OOm is quite impossible. The only missiles fired were directed at Petropavlovsk air base. I just checked it, again. The SA-5 battery is radiating nice and strongly.
  22. Defect Name: SAMs not firing Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: User Test: SAMs not firing.SCe Long Description: Able to fly Backfire strike right into a CVBG with no SAM fire encountered. Vikings with Sidewinders do fire along with AAA from ships, but SAMs will not fire until the Backfire launch first. ECM is not present and is thus not a factor. Sequence to reproduce: 1. Start SAMs not firing.hpe 2. Notice that Backfires are well within the SAM range ring and inside the formation without being engaged. 3. Formation air patrols and AAA will fire if the Backfire get close enough. Therefore, the AI knows the location and hostility of the aircraft. 4. Order Backfire to launch ASMs at CVBG. 5. CVBG will now fire SAMs at Backfire Expected behaviour: Strike aircraft should be engaged by SAMs. Observed behaviour: Strike aircraft only engaged by formation air patrols with AAMs and AAA. SAMS_not_firing.zip
  23. I don't know what to tell you. I am able to repeat this bug over, and over, again, at will. I have loaded both saved game file and the original test scen so that others can do the same. I don't know about the MiG-27 situation since there is no test file for it. I have re-attached them. They include the files: Radar.SCq - test file for starting situation 1 Kill the base radar.hpq - the point where I launch HARM at Petropavlovsk (not the surrounding SAM batteries) 2 Radar dead.hpq - Radar at Petropavlovsk is now dead. The second wave of strikers is making their ingress 3 Second launch.hpq - When Petropavlovsk is selected as the target, I am able to launch SLAM at the base and HARM at the surrounding SAM batteries. I de-allocate all the HARM and only fire the SLAM at the main base. I then order the planes to loiter. Once the SLAMs are launched, you can try to launch the HARM at the base and they cannot launch. This happens every time. I hope that these steps are clear enough for others to replicate. HARM_cannot_launch.zip
  24. Defect Name: Wrong speed Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Saved game: Wrong speed Long Description: Aircraft at max altitude is going faster than the allowable speed setting Sequence to reproduce: 1. A/c at VHigh altitude is flying at 570kts. 2. Hit F2 to set speed and max allowed is 560kts. Expected behaviour: Plane should not fly faster than allowable speed setting Observed behaviour: Plane flies faster than allowable speed setting Wrong_speed.zip
  25. Defect Name: Missile turns away Build: HCE 2007.000 Repeatable: Y Operating System: XP DB used: HCDB-070524 Scenario used: Saved game: Missile turns away Long Description: Incoming Phoenix missile turns away on final approach to target. Sequence to reproduce: 1. Run saved game at 1:5 compression 2. Watch missile approach target yet turn in opposite direct just before it runs out of fuel Expected behaviour: Missile should continue towards target Observed behaviour: Missile turns away from target Missile_turns_away.zip

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