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TonyE

Staff Pukes
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Everything posted by TonyE

  1. HCE - 2008.062 ============== - Chg:0000 GE New loadout type distribution. http://harpgamer.com/harpforum/index.php?showtopic=3262 - Chg:0000 GE Reverted to max conventional damage points = 30,000 instead of 999 since the DP must be > 30,000 anyway to be in the nuke annex so anything less is artificially limiting with no benefit. No need to test the nuke stuff. Rene, please test the loadout stuff. I'd suggest testing with a ATA type loadout. Database authors should update their pfData files with the new loadout type distribution.
  2. The first post in the thread now shows the new distribution of loadout types as they will be in version 2008.062 and newer.
  3. Okay, the outside experts didn't have any problem with the proposed reorganization. I'll make the changes according to Brad's distribution in a near future build.
  4. Agreed, this is a side effect of a feature added a few builds back. Someone please assemble a tiny test scenario showing the behavior.
  5. Join the fun at the "Harpoon Wargames" group on Facebook (I just whipped it up tonight, pretty basic). http://www.facebook.com/group.php?gid=37152062266 Facebook is kinda freaky, people coming out of the woodwork and such.
  6. You might have some luck with ground vehicles by checking out Army Motors, http://www.mvpa.org/. I've read it for years at my grandpa's house (he has a number of WWII - Korea Jeeps). Their restoration articles often mention the weak links in the vehicles. Good stories too
  7. We'd love to have you come and chat in public via IRC and observe or take part in your tactics and strategy discussions. IRC: newnet.net IRC network Channel: #harpgamer There are also two separate Java IRC chat mechanisms on our home page, http://www.harpgamer.com. Just for some overkill I also created a bare but usually functional IRC client that connects right to #harpgamer. It can be downloaded from: http://harpgamer.com/harpforum/index.php?a...mp;showfile=281 The idea with the tutorials is that WestPac 1.0 gets you into the action more quickly and does a better job of assuring you make contact with the Red forces. GIUK 1.0 however does indeed allow for more variation in tactics. WestPac 1.0 is more to see the game mechanism and use the commands. Sounds pretty much like your description I love your username by the way , one never forgets engineering classes...
  8. SSN is in my collection and that is one amazingly far fetched story. I would expect no US submarine to amass the record of kills that they do in that book (and I'm a huge Seawolf fan and Virginias shouldn't be too shabby either ). That said, the book does raise a number of good points; if I re-read it maybe I can even remember a couple of them.
  9. Congrats, I'm jealous!
  10. You were probably in the Group window, not the Unit window where you need to be to rename units.
  11. How does this relate to criticisms by the UK of the lack of technology transfer? Is Israel off the bat getting all that the UK was denied or is it different in some way?
  12. 2008.058 SE Little did I know there was even a Rename Unit command in the SE. Anyway, I tried to rename the Blue airfield in WestPac 1.0 and the SE crashed with a GetAnnex error. For now I'd suggest not using the Rename Unit with non ship/sub units but maybe there is hope to enable renaming since the UI already exists (as does the data structure).
  13. TonyE replied to TonyE's topic in General
    So is the original problem still resolved?
  14. I'm going to leave this to you database folks to hammer out. If you can't come to an agreement then the list will remain as is. The extension of the list was laid out by Ragnar, agreed upon by Brad, and published at least one place even if I can't find any reference.
  15. You could use the FERRY type loadouts in lieu of PATROL type as well. I'd rather not change the hard-coded values in case someone is using them. Strangely enough it is Ragnar who requested the upper numbered loadout types a few years back; never saw a DB as a result though.
  16. TonyE replied to TonyE's topic in General
    HCE - 2008.061 ============== - Chg:0000 GE Better solutions to the same fuel issues of 2008.060
  17. HCE - 2008.061 ============== - Chg:0000 GE Better solutions to the same fuel issues of 2008.060 You know what to do
  18. This is in reply to Rene's thread: http://harpgamer.com/harpforum/index.php?showtopic=3259 HC has fourteen native loadout types. Each of those types may have unique uses and behaviors. Loadout type may influence what altitude the planes fly at by default. It may also dictate whether the AI turns on the active sensors upon launch. The loadout type also defines more core characteristics, whether it is an intercept loadout for air to air battles for instance. There is at this time no comprehensive list of the impact of each mission type but the name should give a good indication of the purpose. The loadout/mission types are: FERRY - For transit between landing sites ASSAULT - Usually very short range, think paratrooper drops, Ranger drops TANKER - Air to Air refueling, the tanker plane should use a tanker loadout PATROL - Recon, AWACs, generally inert planes weapon-wise NUCLEAR - Carry nuclear weapons STANDOFF - Longer ranged weapons, both anti-ship and anti-base/land SEAD - ARM, anti-radar weapons GUIDED - JDAM, Paveway UNGUIDED - Dumb bombs ANTIRUN - Anti-runway ATA - Air-To-Air, Intercept, Escort,... ASW - Anti Submarine Warfare AARMR - Anti-Armor DECOY - Planes that launch decoys, also possibly EW birds. The game allows for 128 individual named missions, each one must be one of the above types and each one is pre-defined as one of the 14 types. The database editor cannot change the mapping, only the name of the loadout (which doesn't affect the game behavior, only the hard-wired mission type does that). To see the named missions, open your Platform Editor (PE) and run the qLst_LoadoutType query. Unfortunately you can't change the names there, to change the names you should look at the lPlatformSubTypes table. Scroll down to the Annex values=27 and you'll see the loadout names as shown in the game. Again, you can change the name but the behavior is hard-wired to the 14 mission types listed above. The following table correlates the IDs with the mission types (version 2008.062 and newer): 000 FERRY 001 ASSAULT 002 TANKER 003 PATROL 004 NUCLEAR 005 STANDOFF 006 STANDOFF 007 SEAD 008 SEAD 009 GUIDED 010 GUIDED 011 UNGUIDED 012 UNGUIDED 013 ANTIRUN 014 UNGUIDED 015 ATA 016 ATA 017 ASW 018 ASW 019 AARMR 020 UNGUIDED 021 AARMR 022 DECOY 023 DECOY 024 FERRY 025 FERRY 026 UNGUIDED 027 ATA 028 GUIDED 029 NUCLEAR 030 ATA 031 ATA 032 ATA 033 ATA 034 STANDOFF 035 STANDOFF 036 STANDOFF 037 STANDOFF 038 STANDOFF 039 STANDOFF 040 STANDOFF 041 STANDOFF 042 STANDOFF 043 STANDOFF 044 SEAD 045 SEAD 046 SEAD 047 SEAD 048 ANTIRUN 049 ANTIRUN 050 ANTIRUN 051 GUIDED 052 GUIDED 053 GUIDED 054 GUIDED 055 GUIDED 056 GUIDED 057 GUIDED 058 GUIDED 059 GUIDED 060 GUIDED 061 GUIDED 062 GUIDED 063 GUIDED 064 GUIDED 065 GUIDED 066 GUIDED 067 GUIDED 068 GUIDED 069 GUIDED 070 GUIDED 071 GUIDED 072 ASW 073 ASW 074 ASSAULT 075 ASSAULT 076 ASSAULT 077 FERRY 078 ASSAULT 079 ASSAULT 080 UNGUIDED 081 UNGUIDED 082 UNGUIDED 083 UNGUIDED 084 UNGUIDED 085 UNGUIDED 086 UNGUIDED 087 UNGUIDED 088 UNGUIDED 089 UNGUIDED 090 UNGUIDED 091 UNGUIDED 092 UNGUIDED 093 UNGUIDED 094 UNGUIDED 095 UNGUIDED 096 UNGUIDED 097 UNGUIDED 098 UNGUIDED 099 ATA 100 ATA 101 ATA 102 ATA 103 ATA 104 DECOY 105 TANKER 106 TANKER 107 TANKER 108 AARMR 109 AARMR 110 DECOY 111 DECOY 112 DECOY 113 PATROL 114 PATROL 115 PATROL 116 NUCLEAR 117 NUCLEAR 118 NUCLEAR 119 NUCLEAR 120 ASW 121 ASW 122 ASW 123 ASW 124 ASW 125 ASW 126 ASW 127 ASW The following table correlates the IDs with the mission types (version 2008.061 and earlier): 000 FERRY 001 ASSAULT 002 TANKER 003 PATROL 004 NUCLEAR 005 STANDOFF 006 STANDOFF 007 SEAD 008 SEAD 009 GUIDED 010 GUIDED 011 UNGUIDED 012 UNGUIDED 013 ANTIRUN 014 UNGUIDED 015 ATA 016 ATA 017 ASW 018 ASW 019 AARMR 020 UNGUIDED 021 AARMR 022 DECOY 023 DECOY 024 FERRY 025 FERRY 026 UNGUIDED 027 ATA 028 GUIDED 029 NUCLEAR 030 ATA 031 ATA 032 ATA 033 ATA 034 STANDOFF 035 STANDOFF 036 STANDOFF 037 STANDOFF 038 STANDOFF 039 STANDOFF 040 STANDOFF 041 STANDOFF 042 STANDOFF 043 STANDOFF 044 SEAD 045 SEAD 046 SEAD 047 SEAD 048 ANTIRUN 049 ANTIRUN 050 GUIDED 051 GUIDED 052 GUIDED 053 GUIDED 054 GUIDED 055 GUIDED 056 GUIDED 057 GUIDED 058 GUIDED 059 GUIDED 060 GUIDED 061 GUIDED 062 GUIDED 063 GUIDED 064 GUIDED 065 GUIDED 066 GUIDED 067 GUIDED 068 GUIDED 069 GUIDED 070 GUIDED 071 GUIDED 072 GUIDED 073 GUIDED 074 GUIDED 075 GUIDED 076 GUIDED 077 GUIDED 078 GUIDED 079 GUIDED 080 UNGUIDED 081 UNGUIDED 082 UNGUIDED 083 UNGUIDED 084 UNGUIDED 085 UNGUIDED 086 UNGUIDED 087 UNGUIDED 088 UNGUIDED 089 UNGUIDED 090 UNGUIDED 091 UNGUIDED 092 UNGUIDED 093 UNGUIDED 094 UNGUIDED 095 UNGUIDED 096 UNGUIDED 097 UNGUIDED 098 UNGUIDED 099 UNGUIDED 100 UNGUIDED 101 UNGUIDED 102 UNGUIDED 103 UNGUIDED 104 UNGUIDED 105 UNGUIDED 106 UNGUIDED 107 UNGUIDED 108 UNGUIDED 109 UNGUIDED 110 UNGUIDED 111 UNGUIDED 112 UNGUIDED 113 UNGUIDED 114 UNGUIDED 115 UNGUIDED 116 NUCLEAR 117 NUCLEAR 118 NUCLEAR 119 NUCLEAR 120 ASW 121 ASW 122 ASW 123 ASW 124 ASW 125 ASW 126 ASW 127 ASW
  19. The horizon comes from a table in the H3 paper rules. It pretty much follows all of the radar horizon formulas out there. If the horizon range of a weapon works (and I rather doubt it does), the range would be dependent upon the radar horizon between launcher and target (so a medship would be able to fire that SAM much sooner against a plane at High than it would against a plane at Low).
  20. TonyE replied to TonyE's topic in General
    While my original workaround was valid, the additional ones yesterday have an off-by-one error that I believe is causing this trouble. Hopefully it will be better in the next build.
  21. Did anyone really expect a different outcome given China's proximity to Taiwan? iirc it has been a general long held belief that the only hope was for Taiwan to bleed the invaders on the ground (I hear China is pretty tough to bleed). That essentially leads to China blockading Taiwan and winning, maybe without even landing a soldier outside of some special ops teams to speed the process.
  22. TonyE replied to TonyE's topic in General
    Are you by chance running a customized database? Maybe I should ask which DB and version you are using. I'm not able to replicate the problem here using HCDB-080824.
  23. TonyE replied to TonyE's topic in General
    You tell me. There is a fair chance it will but I'm a skeptic and will guess that it won't solve that problem.
  24. TonyE replied to TonyE's topic in General
    HCE - 2008.060 ============== - Chg:B039 GE Don't let none Intercept/Escort loadout planes peal off from formation or LR patrols to intercept other planes. Such planes will now only fire in self defense. This prevents EW birds, MPAs, and such from going looking for an air to air fight. A note on LR patrols, they will only peel off to intercept if the first unit in the group has an Intercept/Escort loadout. So if a pair of F-15 are escorting an E-3 and the E-3 took off first, the F-15 won't go off to intercept bandits. If the F-15s take off first, the group will intercept bandits. It isn't optimal but is better than what we had. (thanks Akula) - Chg:0000 GE Calculate initial aircraft fuel from the slowest Cruise speed among the Low/Medium/High altitude bands, then calculate ranges and bingo fuel based upon current altitude. This aleviates many of the aircraft running out of fuel when returning from patrol, problems. (thanks Warhorse64) http://www.matrixgames.com/forums/tm.asp?m=1934818 HCE - 2008.059 ============== - Chg:0000 GE Widened the Platform Display just enough so that the existing information in HCDB and HCUS doesn't wrap lines and cause mis-alignment.
  25. HCE - 2008.060 ============== - Chg:B039 GE Don't let none Intercept/Escort loadout planes peal off from formation or LR patrols to intercept other planes. Such planes will now only fire in self defense. This prevents EW birds, MPAs, and such from going looking for an air to air fight. A note on LR patrols, they will only peel off to intercept if the first unit in the group has an Intercept/Escort loadout. So if a pair of F-15 are escorting an E-3 and the E-3 took off first, the F-15 won't go off to intercept bandits. If the F-15s take off first, the group will intercept bandits. It isn't optimal but is better than what we had. (thanks Akula) - Chg:0000 GE Calculate initial aircraft fuel from the slowest Cruise speed among the Low/Medium/High altitude bands, then calculate ranges and bingo fuel based upon current altitude. This aleviates many of the aircraft running out of fuel when returning from patrol, problems. (thanks Warhorse64) http://www.matrixgames.com/forums/tm.asp?m=1934818 HCE - 2008.059 ============== - Chg:0000 GE Widened the Platform Display just enough so that the existing information in HCDB and HCUS doesn't wrap lines and cause mis-alignment.

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