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donaldseadog

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donaldseadog last won the day on April 21

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  1. Last night i had a chopper landing on my frigate and the target of an enemy SAM (sm-2 I think) and was delighted but surprised to see the information "point defense got 'em all". Looking at my weapon ammo i deduced it was the 3" otto gun that got the kill. I've previously seen in a similar situation where the chopper lands before impact the sam hits the ship so really a nice result. Unbelievable shooting, maybe.
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  2. Oh dear that is very sad reading.
  3. In the attached zip the scenario BasicTest2025018SE-hcdb is written using SE version 2025.018 to test the issue is still current. Database HCDB 150929 is used in westpac BS. THe scenario is opened in GE 2025.018, three choppers are set in air formation patrol within the group AAS. One DDG unit is split off from group to form ABS and a 4th chopper air formation patrol is set for AAS. ABS has no AC. The game is saved giving BasicTest-hcdb-A.hpq. The saved game is opened and the 4 air formation patrols are incorrectly described in the formation editor, the class is noted where it should note the patrol type (in this case ASW). The formation events - both air formation and surface are incorrectly linked to the new group ABS, not AAS. If run the 4 choppers all crash run dry of fuel. AIWindow shows that the AIR-PATROL-EVENTS (and the FORMATION_EVENTS) are linked to group ABS but they should be linked to AAS In the above the listed seahawk (with no preceding number) should list patrol type ie ASW THe chopper should have returned to home unit to refuel BasicTest2025018SE-hcdb.scq.zip
  4. Yah, error is reproducable. I started with westpac bs, scenario #2 , set up airformationpatrols in group AAC, split off (F8) a ship, saved game, started the saved game and the airformationpatrols of AAC were incorrect and the airformationevents were linked to the split off ship group. I've not included any game save at the moment, I'll produce a very small test so it can be done. Also I don't know if it relates to the age of the SE that writes the original scenario, as I haven't seen this happen for some time.
  5. I went back to a previous comment https://harpgamer.com/harpforum/topic/33554-base-air-patrols-loosing-their-base/page/2/#findComment-63871 and looked at the zipped up test save and the same situation, the airformationevent is attributed to the wroing group. Below is the screen shot, the group that the event is asssigned to has no aircraft (edit) I've looked at the original scenario from the save game (rundryB.0006a) and the group AFS (to which the airformation event now attaches, was originally an enemy ship that has been captured. I'll try to dig up more of the test saves that had this problem and look with this wrong event link.
  6. another clue perhaps, the attached zip file includes a save from scenario 4 of GIUK 2003. The game has gone thru two save/loads. Group ACC has a few air formation units that are not properly operating, in the F4 formation editor it can be seen that they are incorrectly designated not by their patrol type but by their class. In AIWindow looking at AirFormationPatrols-Evnets they are not listed for ACC but I found by chance one of them listed for a Submarine groups ARU. Submarine group ARU has a single unit that at the start of the game was a unit of group ACC. Apparently during the save /load game they have been allocated to the wrong group (my guess). airPatrolError.zip
  7. Oh dear I think still with us .. Prowler was in group patrol. Going in there were other units about to run dry I'll do some saves and looks.
  8. When your large IFR tanker has a dry refuel cell but a large amount of main tank fuel, you can 'pump' excess fuel from that main tank to the refuel cell.
  9. Keeping F35-As flying 1600 mile from base You just need to be organised. One of the advanced toolbox functions is control of IFR beyond the standard game functions. Automated rendezvous of AC groups, adjustable refuel amounts to individual units in your desired order, refueling of IFR tankers from other tankers, use of IFR main tank fuel for refueling (and visa versa for extended IFR tanker range), auto stop of game when IFR routines have finished all make complicated air group patrols and strikes less demanding of the players time and concentration.
  10. OOps, a clerical oversight and an error in calculating the name of the aardata file so was linking to the wrong one, new version 2.11.03 should fix it and as a bonus 'sorry' i've included the double click ac group in the aerial refuel page to make it the active group in the game.
  11. I'd be interested in reading other peoples ideas on what might be seen as adequate, eg at game start the player gets a list of available ac munitions and they fill in their limit, the toolbox would then subtract from that as you use them up and announce when a weapon is depleated, it would be upto the player to conform or ignore - a bit like reality I guess..
  12. The next step in developing this I'm not sure about. I think I can at game start run thru each platform that hosts aircraft and build in them additional magazines with enough of their loadout weapons for say 4 sorties of full weapon expenditure (prob more for larger host platforms. I think this would be cool but the 'use' of the Weapons in thise magazines would need to be at actual use of the weapon by an ac from that host unit, not at take off or making ready which would be more realistic. But then I haven't fathomed a way of halting aircraft loadouts\take offs when the magazine is empty of a weapon used. Anyway I might think of other ways of doing it that are neater, easier or more realistic, but generally we're headed to wards some form of limiting ac weapon use. If you're keen of course you can now more easily do it yourself if you prepare a limit and jot it down with pencil and paper the old way.
  13. A new version uploaded. New to this version is interaction with add-on AARData.DLL (which accumulates information regarding the progress of a scenario played over multiple sessions) so as to provide a tally of your used munitions. Two tallies are provided, over all by weapon class and a tally of aircraft fired munitions tallied by each aircraft home unit and weapon class. Also note changes to exportDLL interface mean you should have a subfolder of the standard folder ExportDLL named 'GE' and load the two add-ons in there.
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