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Gopher

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Everything posted by Gopher

  1. Defect Name: Graphical weapon range circle is to big Build: HCE 2007.000 & 028 GE Repeatable: Yes Operating System: W2000 DB used: HCDB-070524 Scenario used: HDSL-9_modified Long Description: By having a target within the graphical weapon range circle it is not possible to launch every time the weapon, because the graphical weapon range circle does not correlate precise with the weapon range (vaild for AAM's, AGM's) Expected behaviour: When the target is within the graphical weapon range circle it shall be possible to launch the weapon. Observed behaviour: It is not possible to launch the weapon because the target is still out of weapon range. Rangecircle.zip
  2. Defect Name: Formation patrol ignore formation sensor setting (sonar) [known issue] Build: HCE 2007.000 & 028 GE Repeatable: Y Operating System: W2000 DB used: HCDB-070524 Scenario used: HDSL-9_modified Long Description: By using a helicopter (which is equipment with dipping sonar and sonobuoy's) for formation patrol, the helicopter does ignore the sensor setting of the formation and use active sonar (see attachment) Expected behaviour: The helicopter must not use active sonar. Observed behaviour: The helicopter use active sonar. Active_Sonar.zip
  3. Gopher replied to Gopher's topic in General
    Okay, that's it.
  4. Ok, two files are attached. One file provide the game crash above then the sub ACU is attacked. The other file is the same game, but show the effect hat the SAM unit will mit be listed a destroyed the AGM hit. Both effect happen with 028 GE. Corrupt_file_Backyard.zip Game_crash_Backyard.zip
  5. I will do so as soon I don't forgot the USB-stick. Yesterday I was able to digin more in the error and find out that the file (game save) is corrupt. By opening the scenarion and erasing the all other units to have only the estimated "bug-units" the game didn't crash by playing.
  6. No. With a "running" SE_024 and the HCDB-070524 I removed the bases/planes which I anyway loos, replaced the A-6 and F-14 with Super bug's and added from HCDB-070524, downed pilot's, two bases, 1 RQ-4B and 1 UCAV for testing.
  7. Gopher posted a topic in General
    I tried to create a new topic with an attechement "Active_Sonar.hpq". Unfortunately I get the error message below. Has some one an idea what went wrong? Upload failed. You are not permitted to upload this type of file
  8. Defect Name: GE_028: GetMemAnnex Error: IS_DISK(26633 [0x6809]) Build: HCE 2007.028 GE Repeatable: Y Operating System: W2000 DB used: HCDB-070524 Scenario used: HDSL-9_modified Long Description: By playing the scenario HSDL-9 after a while the GE_028 crash and the attached error file will be generated. I guess this is rather as database error than a game engine error. This assumption is based on the behavior of the SAM SA-10d and SAM SA-6 platform: They are destroyable but by destroying no destruct message appears and they are not counted as destroyed on the table. Logging begins. Build Date = Nov 27 2007, Build Time=23:36:55 0 harpoon.c:416 - done processing arguments. Activating logging for: 0 bitmap.c:148 - creating pallette 0 bitmap.c:148 - creating pallette 0 bitmap.c:148 - creating pallette 0 dllexport.c:68 - hfind == INVALID_HANDLE 0 harpoon.c:130 - validateclock test 1 = 1 0 bitmap.c:148 - creating pallette 0 bitmap.c:148 - creating pallette 0 setup.c:1108 - SetUp(0x0) entered 0 setup.c:1111 - Deleting old memory 0 setup.c:1119 - init_global_variables 100000 setup.c:1141 - BattlesetSelector 100000 setup.c:1168 - load Map 100000 loadgame.c:204 - begining restore of saved file version 0x34803209 100000 loadgame.c:45 - about to read globals, size=279, file offset=76 100000 loadgame.c:60 - after globals read, file offset=355 124349 initannx.c:612 - this scenario is from battlesetnumber 26, using annex version 1 124349 initannx.c:657 - reading scenario file version 0 124349 initannx.c:658 - Database Versions: Res: HCDB-070524,1179974583 Rsr: HC Gold Edition Official DB 1179974583 124349 setup.c:1241 - OpenBattlsetResFile 124349 setup.c:1362 - InitDisplayOp 124351 initutil.c:685 - RCS=137 Size=12 Name=Ka-27PL Helix A 124356 initutil.c:685 - RCS=157 Size=13 Name=MiG-25PD Foxbat E 124372 combat2.c:874 - Friendly Unit AC00(Sachishio) was hit 1 times for 38 DP. 124375 loadgame.c:204 - begining restore of saved file version 0x34803209 124375 memfs.c:1471 - test 124375 memfs.c:1471 - test 124375 loadgame.c:45 - about to read globals, size=279, file offset=76 124375 loadgame.c:60 - after globals read, file offset=355 124349 initannx.c:612 - this scenario is from battlesetnumber 26, using annex version 1 124349 initannx.c:657 - reading scenario file version 0 124349 initannx.c:658 - Database Versions: Res: HCDB-070524,1179974583 Rsr: HC Gold Edition Official DB 1179974583 124351 savegame.c:722 - about to save globals, size=279, file offset=76 124351 savegame.c:728 - after globals save, file offset=355 124356 initutil.c:685 - RCS=157 Size=13 Name=MiG-25PD Foxbat E 124451 savegame.c:722 - about to save globals, size=279, file offset=76 124451 savegame.c:728 - after globals save, file offset=355 124462 combat2.c:874 - Friendly Unit AC00(Sachishio) was hit 1 times for 30018 DP. 124468 savegame.c:722 - about to save globals, size=279, file offset=76 124468 savegame.c:728 - after globals save, file offset=355 124602 initutil.c:685 - RCS=138 Size=12 Name=Ka-25PL Hormone A 124616 initutil.c:685 - RCS=138 Size=12 Name=Yak-38 Forger A 124620 initutil.c:685 - RCS=137 Size=12 Name=Ka-27PL Helix A 124621 initutil.c:685 - RCS=138 Size=12 Name=Yak-38 Forger A 124892 initutil.c:685 - RCS=135 Size=12 Name=SH-60B Seahawk 124933 initutil.c:685 - RCS=135 Size=12 Name=SH-60B Seahawk 124996 initutil.c:685 - RCS=156 Size=13 Name=Su-27 Flanker B 125062 initutil.c:685 - RCS=135 Size=12 Name=SH-60B Seahawk 125129 initutil.c:685 - RCS=135 Size=12 Name=SH-60B Seahawk 125200 initutil.c:685 - RCS=160 Size=13 Name=Tu-16RM-2 Badger D 125200 initutil.c:685 - RCS=159 Size=13 Name=Tu-22M3 Backfire C 125202 staff.c:325 - creating refueling event Group=0x1c45728 (AZAS Endurance = 2816957 num_tanker=1, platstart=1 platnow=1 125207 initutil.c:685 - RCS=135 Size=12 Name=SH-60B Seahawk 125265 loadgame.c:204 - begining restore of saved file version 0x34803209 125265 memfs.c:1471 - test 125265 memfs.c:1471 - test 125265 loadgame.c:45 - about to read globals, size=279, file offset=76 125265 loadgame.c:60 - after globals read, file offset=355 124451 initannx.c:612 - this scenario is from battlesetnumber 26, using annex version 1 124451 initannx.c:657 - reading scenario file version 0 124451 initannx.c:658 - Database Versions: Res: HCDB-070524,1179974583 Rsr: HC Gold Edition Official DB 1179974583 124459 annex.c:174 - GetMemAnnex Error: IS_DISK(26633 [0x6809]) = 0
  9. Thank's. I will check it as soon I have more time.
  10. I can not confirm this behavior in GE_028. While I found in this scenario an other repeatable behavior: 1. Select the AC ZMA 2. Press F2 to get the "Set Altitude and Speed" menu 3. Select the speed Cruise & Altitude VHigh 4. Press OK to confirm 5. Press F2 to get the "Set Altitude and Speed" menu 6. Enter manually the speed 570 kts 7. Press OK to confirm Expected behavior: Plane should change the speed to Military @ 570 kts and VHigh or stay @ Cruise 560 kts VHigh Observed behavior: Plane dump to Cruise 560 kts @ Medium
  11. I confirm; the missile turn away. This behavior happen also at 1:1 compression. And I had the same behavior in the scenario HDSL-9 @ GE_028, while I assumed that this is the result of the Mainstay internal ESM, or the result of jammer which is 110 nm away. Could someone please confirm my assumption?
  12. Defect Name: SE General Protection Fault Build: HCE 2007.026 SE Repeatable: Y Operating System: W2000 DB used: HCDB-0705?? Scenario used: - Long Description: After installing new HCE the SE 026 and previouse versions work fine. One day later the SE does provide the error message below by starting up and finally exit. Cannot find HARPOON8.DLL WSCENEDT caused a General Protection Fault in modul WSCENE~3.EXE at 002:01B2. Choose close. WSCENEDT will close.
  13. Gopher replied to Gopher's topic in Wish Lists
    4., 8., 9., 21. & SE updated GE 6 & 7, SE 3 entered
  14. Right now after reading I am asking my self about what is the main aim of HCE and H3. So far I guess .... The aim of HCE is a global simulation of Air - Naval (- Land) war with the main focus on gameplay (fun) and following the reality so far it does not brake down the gameplay. The aim of H3 is a local simulation of Air - Naval (- Land) war with the main focus on reality. Am I wrong or right? Dear Admin, please move this topic into another subtopic it it is here at the wrong place.
  15. Wishes are dreams, which may be real once in the future. So far .... 1. Multiplayer (((with 56K modem))) 2. (TonyE) Useable entire world map, including the ability to seemless move 'across the back of the Earth'. 3. (TonyE&divefreak) Allow units to carry other units, i.e. LCACs in LSDs, Marines in LCACs (Marines in Aircrafts, Marines on lorry's, a.s.o.) 4. (divefreak Pt.9 ?& Akula?) Predefine patrol path at lanuch with waypoints, sensor, bouys dropping, speed/alt, attack, loitering time, areal refueling consumption/delivery, "intercept for refueling", land, "attache unit to..." and "split in..." setting at launch/patrol panel. 5. "Dynamic" speed setting for aircrafts. For ships it work fine so that a ship can have any speed from 0 (stop) to e.g. 20 (Max Group). For aircraft the speed shall be e.g. 250 kts (Lotier) till 1100 kts (Afterburner) with all possible 850 settings between, with effect to the fuel consuption and range. (Maybe the math model of H2 could be implemented) 6. Scriptable AI-Staff logic. A file similar to a commondb.res file in which the user can define the user-side AI-staff logic. So for example when a aircraft is ordered home, the AC automatic fly the medium alt and full speed. 7. Scriptable general AI logic. A file similar to a commondb.res file in which the user can define/select all AI logic. So for example that the user can create several files and then select the AI behavior, from tame to very hard. 8. (TonyE?&mack) Long Range ASW patrols to be improved, say by setting an area and the ASW plane flies around dropping bouys. It is slightly annoying to fly a plane out to a long contact by sosus or something like that, and have the still viable contact drop off, leaving you to either manually search with dropping sonobouys, or have to just route the plane around the area hoping to pick up a MAD contact. Perhaps add a new order, after you use it will have the plane automatically drop sono-bouys for the rest of the plotted course. 9. (Smitty&TonyE&mack?) Allow refueling groups to be assigned to intercept the groups they will refuel and join up and refuel automatically. Note that refueling aircraft are often slower that the aircraft that will be re-fueled. Often they will start out, while the aircraft to be refueled are on the outgoing leg. The logic will have to allow them to deal with that fact in this situation. In other words they will never intercept until their target flight starts back. 9a. Possibility to chance the hight and the speed setting of a singel unit inside of the group (airgroup, shipgroup, ...). With this it will be possible to have an AWAC on high altitude and cover the protecting F-16 at low altitude. Also with this is shall be possible to supress the "nosing top speed" of a ship inside of a formation patrol arc. 10. (mack?) More info how much much fuel a tanker has surplus for refueling (after subtraction of the fuel for RTB). Further it will be then very helpfull to get from every A/C the information how much fuel it need per 100 nm) 11. Define sensor and speed/alt setting for a fromation patrol by apply them to the patrol. (Example: Helo patrouling without activ radar around a carrier, or without using active sonar) 11a. (copied from SirVival) Flexible Loadouts for Aircrafts / Helicopters. An Aircraft can be armed from a list of "Mission-/Aircraft-compatible" Weapons (Same MissionType with different Ranges (MaxPayload/MinRange --> MinPayload/MaxRange; for Example: A-6E/ASuW with 1, 2, 3 or 4 AGM-84 and 4, 3, 2, or 1 DropTanks (Range: 1772nm, 1608nm, 1444nm, 1280nm). Calculating Range from MToW and Fuel. 12. (Smitty) For aircraft groups it would be desireable to temporarily disable long range missiles. Often a group on CAP may come upon an enemy group with little missile capabilities. In this case it would be desireable to attack using short range missiles and preserve the long range missiles for a later target. It can be done by manually flying an intercept and only issuing an attack order when very close, but this is very tedious. 13. (Smitty&TonyE) Allow for the capture and use of enemy bases. 14. (Smitty&TonyE) Allow for damaged bases to be repaired (so fare CB's with equipment are flown in/walked to and attached to the base/groupe) 14a. Optional unlimited number of missiles and gun rounds for airbase, SAM- and ground units. (it will be only faire when the logistic of a/c is unlimited then also the logistic of the other units is also unlimited). 15. (divefreak) Smarter SAM and AAA Handling 16. (mack) Single ship/sub formations automatically (or via option) centre over the single ship. Annoying to (for example), intercept a ship with a sub, and then find the sub is actually in the upper right quadrant/zone and is still miles away from the target. 17. (Smitty&TonyE) Allow one or more additional range bands in the formation editor (and increase the maximum range in the formation editor from the current 255 nm) and diversify the angular grid (helpfull for for Patrol which are 255 nm away). 18. (divefreak) Show loadout ranges in attack launch screen Done with 2008.044 19. (TonyE) Allow greater number of items per annex in the database 20. Possibility to make all units in the group window visible on an efficient way (as in H3 with a key) 21. Dynamic altidude setting (similar to H2). 22. Ground elevation effect (similar to H2). 23. More realisitc weather with the ability to get an grafical weather report map. 24. Definition of of AI difficulty level (easy, intermediad, hard in Surface to Surface, Air to Air, Sub to Ships, and so on) on the option screen (that one which define the auto formation, Nuke allowance, ....) Additional only for SE: 25. Mulitselection by add bases/installations to a scenarion. For example: By creating a scenarion with all spain bases I have to add each hand by hand. Work around found with HCE 2008.023 . 26. Change of side for group, base and installations (with mulit-selection) after add then to the scenarion. Example: After add a carrier group to one side I recognised that it was added to the wrong side. 27. Scriptable general AI logic. A file similar to a commondb.res file in which the user can define/select all AI logic. So for example that the user can create several files and then select the AI behavior, from tame to very hard. 28. (SmittyTonyE) Allow the time of day for the scenario to start, to be set either at start up or in the scenario editor. It would also be nice to have some sort of progress bar to show the current day night situation. 29. (Akula) Editable/scriptable weather.
  16. Dear By opening the WW3 scenario with the SCENEDT.EXE (B12) I get every time the "GetAnnex Error" and then crash the program. Also somebody here a idea what I can do? Thanks and regards Gopher
  17. Dear I have the known problems with the import of the HCDB to the Access DB. By writing email to PEFix@harpgamer.com I didn't get a respond up to now. Have anybody a empty pfBuild2002.mdb which work? Regards Gopher

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