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Gopher

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Everything posted by Gopher

  1. In the current beta I discovered the same behavior; as soon as an ARM has hit the XY00 unit of the XY group, it will not be possible to attack the XY group with ARM for a certain while, even the XY group is attacked with SLAM-ER's and other formation untis use radar-guided SAM for defence. This behavior happen with land groups, bases and surface groups. 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? From my point of view, with solution 1 it will be possible to attack at least with ARM's.
  2. It sounds like, that there shall be a check by joining to surface group or base; if the AC is able to land on surface group / base the user shall be asked that the surface group / base shall be the new home base. When the AC is not able to land on surface group / base or it is not accepted as new home base, the user shall be advised about bingo fuel as in usual AC units.
  3. Gopher replied to Gopher's topic in General
    Yes, in 024 it work fine. Thanks. Issue can be closed.
  4. Gopher replied to Akula's topic in General
    Ok, now I had down loaded a gdiplus.dll and the BSEditor work fine. The following behavior was appeared: By creating test battlesets, they were limited to 1'147 (?kb). When a test battelset smaller than 1'147 is created the new battleset is ok. When a test battleset is 1'147 or theoretical bigger, then the battleset map is corrupt. By transferring the BSEditor to an other hard disk with bigger size, the problem mainly disappears. By creating a battleset with 90, -180, -90, 180 the battleset map is corrupt again. By creating a battleset with 89.9999, -179.9999, -89.9999, 179.9999 the battleset map is partial ok. Unfortunately the BattlesetEditor deform/distorted a scenario area every time to square scenario area, so that it full fill the square of the "strategic map" window from the GE. Further, is it anywhere on the web a global map available with better resolution than the 119 Mb texture.tif map? And exist a way to deactivate the map compression so that the scenario map is as accurate than the texture.tif from the installation, and finally the hdsu.res has a size of 50 Mb? By set up a scenario, it is only possible set up a base inside of the map. From my point of view it will be nice when in a global or in a WestPac-scenartio a reinforcement unit can cross the map border.
  5. Gopher replied to Smitty's topic in Wish Lists
    Allrighty, anyone want to propose a model for this? Things that could possibly be repaired Damage Point damage (i.e. the % damage) Sensor damage Runway damage Other critical hit damage Expect, that for repair engineers and equipments ist required, I propose the following approach: DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U) were H=Sum(Dh)/5000 [= how much can be repaired per hours. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer 5000 = correction factor so if necessary that it can be tuned to faster or slower] V=n/50 [= how much can be repaired per hour. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired 50 = correction factor so if necessary that it can be tuned to faster or slower] E=Ea/En [= quotation available equipments for reparation Ea=available equipments for reparation En=necessary equipments for reparation] Hi=Numbers of hits during the last hour U=Utilization factor=Number of launches and landings during the last hour For Sensor damage I would propose: Sensor.damage.new = Sensor.damage.old - [1^E]*(1/Hi) were E=Ea/En [= quotation available equipment for reparation Ea=available equipment for reparation En=necessary equipment for reparation] Hi=Numbers of hits during the last hour For runway and Hangar damage I would propose DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U) = 1 = very small repaired; 2 = small repaired; 4 = medium repaired; 8 = large repaired; 16= very large repaired were H=Sum(Dh)/75'000 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer 75'000 = correction factor so if nasseccaery that it can be tuned to faster or slower] V=n/750 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired 750 = correction factor so if necessary that it can be tuned to faster or slower] E=Ea/En [= quotation available equipment for reparation Ea=available equipment for reparation En=necessary equipment for reparation] Hi=Numbers of hits during the last hour U=Utilization factor=Number of launches and landings during the last hour Up to date, there is no modeling of engineers, pioniers and equipment, so that all parameters H and V are to set = 0.05, and E is to set = 1. Comments?
  6. By playing the HDSL 1.0 (WestPac) with 2008.023 I discovered the following behavior: for tanks, 5 DP ; for mobile SAM units (ZU-23), 100 DP. So for a tank it is easier to kill an other tank than a SAM unit. I do not know exactly were to address. On one hand this shall be corrected in the DB. On the other hand this shall also be corrected with low priority in the modeling, so that it is similar than in Steel Panther Game. What are your points of views?
  7. Gopher replied to mack's topic in Wish Lists
    Interesting question: How can a player know if a unit (example: aircraft) is able for Vlow, or probe/drouge or boom refueling, and so on (except using the PE)?
  8. Gopher replied to mack's topic in Wish Lists
    Let's assume in CVBG formation patrol are two Tomcats as one patrol group, two SH-60, one S-3 and one E-2. Now a tanker launch for patrolling refueling at X2 high and Y2 speed inside of the predefined patrol zone. When the two Tomcats (so far the patrol sector is partial inside of the tanker patrol sector) have Z1 fuel, the Tomcats and Tanker will head on to each other (with X1 high, Y1 speed, S1 sensor setting and X2 high, Y2 speed, S2 sensor setting) inside of the common sector and by a distance of 0 nm the Tomcats be refueled (by X3 high, Y3 speed, S3 sensor setting) with as many fuel as possible so that the tanker can safe return to base (Z2). If the tanker has plenty of fuel he patrol till next refueling action or till bingo fuel (Z2). Then the tanker return to base and replacement will be launched. Then the S-3 will be refueled on the same way by Zx fuel. Then the Tomcats will be refueled by Z1 fuel, then the E-2, then the Tomcats again, and so on. Incidentally the Tomcats, E-2 could stay on patrol for 24 hours and more. To avoid this the system must have a time limit Ax (per aircraft type, F-16, P-3, RQ-4, ...) when a aircraft shall rater return to base then refuel. X1, Y1, Z1, S1, X2, Y2, Z2, S2, X3, Y3, S3, Zx, Ax are parameters which user can define trough properties or per formation patrol group or are general known and hard coded. Z fuel in % or NM or Km or Kg. mack, is this according your minds? From my point of view this shall be implemented earliest at the time when the formation editor/ formation patrols will be debugged, so that we could attache a S-3 or E-3 during the game to a carrier or base formation. Maybe it is worth to do it hand in hand with the waypoint editor to use synergies. Edit: Extended and mistyping corrected
  9. Gopher replied to Akula's topic in General
    Akula, may you tell me how you have generated this scenario? When I try to run the BSBulider then the error message apears: gdiplus.dll not found. 2nd. May you provide to me an empty scenarion of the whole world? 3rd. Does some one know how to transfer a scenario from one battleset to an other battleset?
  10. Thanks TonyE. They are now acceptable ellipse and show for AC the right range. I guess the origin of the ellipse is the cylinder projection of the earth\map. To solve this, a huge effort must be done to implement a point-normal projection of the center from the current group window (as in GoogleEarth?).
  11. Gopher posted a topic in General
    Defect Name: Active Unit Display Build: HCE 2008.023 Repeatable: Yes Operating System: W2000 DB used: Official HCDB-200... of the HCE 2008.021 installation Scenario used: any Long Description: After selecting a unit in the unit window and then select the "Full" in the Unit status window the "Active Unit Display" appears. There are the following issues recognizable: 1. The picture of aircrafts is truncated 2. For aircraft carriers: Instead the picture of the carrier (if available), the picture of a sinking carrier is visible. Similar behavior for ships and subs. (SAM units were not tested based on the lack of pictures.) 3. If the class name (example: of an aircraft "Attack F/A-18E Super Hornet") is to long the information's in the table below are shifted to a wrong row and partial not visible. 4. If a unit has more that 5 sensors (radars; for example the CVN Enterprise with 6 or CVN North Carolina with 8) the text to the graph below get more and more compressed/unreadable) (5. Carriers, Ships and Subs does not provide the information of Runway size and unoccupied space for AC)
  12. Defect Name: Game crash by selection of SAM unit Build: HCE 2008.023 Repeatable: Yes Operating System: W2000 DB used: Offical HCDB-200... of the HCE 2008.021 installation Scenario used: see attached Long Description: Start the attached TEST.SCq file and try to select the AIm SAM-unit. Every time the game crash on my PC. Test.zip
  13. Gopher replied to Gopher's topic in General
    Yes, now the sound work fine. Thanks.
  14. Could someone provide good technical answers to my following questions? 1. How accurate is the resolution of the group and unit window? (1/2 NM?) 2. What are the requirements to import an own global color map for global scenarios? 3. What are the requirements to import an own global elevation map for global scenarios? 4. How can I import this maps into the scenario editor? 5. What are the so far best known global maps? (Which resolution do they have? Gopher
  15. Gopher posted a topic in General
    Defect Name: Sound only once Build: HCE 2008.004 Repeatable: Yes Operating System: W2000 DB used: - Scenario used: any Long Description: By launching the game new, open a new scenario and launch the first AC, the launching song is hearable. By launching the second and further AC no sound is hearable. This behavior happen also by other sound option.
  16. And http://harpgamer.com/harpforum/index.php?showtopic=2520 Full agree.
  17. Attached some comments from my side. HC_Amphibious_and_Land_Warfare_Expansion.doc
  18. Is this kind of question a result of the GoogleEarth-era? Maybe someone shall programm and use GoogleMap for HCE 2009 and GoogleEarth for H5(?) for all graphical window issue.
  19. I saw the same behavior in a other scenario. While I thought the tanker (KA-6) didn't have enough fuel to refuel 2x2 F-18.
  20. I agree it is cosmetic. While I guess a cosmetic point give an unattractive touch to matrix.
  21. Gopher replied to divefreak's topic in General
    First impression was: It will not bee possible to sink ships by guns. Then with the time I discovered the old art tactics with range and effect on target, so that finally I was able to sink the red ships. Good work. While to handle it proper it is very time consuming or the formation editor has to develope further than the formation editor of H3. While in the test scenarion I have/had the following problems: - There is no possibility to select between Impact and Airburst Guns - How long does it take for reload Weapon Mount? - How long will it take till repair Sensor, Bridge and so on? - How is the relation between the kind of amunition - range - impact effect and kind or armor?
  22. I guess it known to all that the formation editor is a little bit wired and from the tactical point of view with speed, sensor (and altitude) setting a bigger improvement would be good. While from my point of view there are other points with bigger effect on game fun.
  23. Now with the GE 032 I found only there the following effect; by clicking in the unit window at lower right corner the unit window move toward the upper left corner. Has someone the same effect with GE 032?
  24. Last weekend I discovered the following effect on the SE: The size of the zoom/unit window does not match the window box at the group window. Has someone discovered the same effect or depends this to my graphic card?
  25. Sounds fine. Sometimes for older scenarios it is better to display the vicotry conditions were orders and victory conditions does not correlate. Or were the victory conditions between blue and red does not exclude each other and it will be only a question of time who is the first. ... with the possibility to select which DB is to use. Further it would be good when we could launch the GE, the SE and PE synchron from the same platform. Therefor is the message.log fine. Unfortunately the log file is not saved into the game save and reused by reopen the game save. Myself I use an Excel or text file to listen how may fighters, bombers, ship and subtype are distroyed.

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