Posts posted by donaldseadog
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I've upload a toolbox revision that includes new function by which toolbox monitors the currently selected group and unit in the GE and applies the selection to some of the toolbox windows. By this you can now make selection of player groups and enemy units in toolbox by selecting them in the game, thus making it easier and quicker to perform many of the toolbox tasks.
This has required in some places significant changes to how procedures run so please let me know if you come across any misbehavior.
Don
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3 hours ago, donaldseadog said:
My best guess is that the problem, when it occurs, relates to the start of a saved game.
I'm certain that my base patrols for ABb were good when I saved the game, but now seemingly no matter which of the 40 odd saved games I open the group formation patrols are 'adrift'.
I'll see if I can duplicate in a simpler scenario, I'm wondering if it also relates to old scenario written on a previous ScenEdit? So I'll try some of my old simple test scenario form yesteryear.
I ran another old scenario (unfortunately one I'm quite fond of but had forgotten it, and got totally distracted playing it to a win), part way thru I had a save and restart and when I checked surface groups for their patrols one was incorrect with the telltale misdescription of the patrol in the formation edit popup.
This isn't such a big scenario but I'll see if I can prune it down and still get the error.
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My best guess is that the problem, when it occurs, relates to the start of a saved game.
I'm certain that my base patrols for ABb were good when I saved the game, but now seemingly no matter which of the 40 odd saved games I open the group formation patrols are 'adrift'.
I'll see if I can duplicate in a simpler scenario, I'm wondering if it also relates to old scenario written on a previous ScenEdit? So I'll try some of my old simple test scenario form yesteryear.
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15 hours ago, donaldseadog said:
Oh well. another deadend, I played it in 2024.002 and all went well.
Or maybe not? I played again starting scenario from scratch and back in the latest beta 24.003 and same problem, different base, so I wasn't watching and wasn't able to catch any useful info.
I might try a simple scenario on long auto play and see what happens.
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On 7/13/2024 at 2:08 PM, donaldseadog said:
More non conclusive 'stuff': I found a game save from the scenario where I lost two hercs that went bad in a group formation patrol but before they stopped proper behaviour. I playedd the game in 2024.003 and all patrol begaved correctly. I'll try the same game save reverting to 2024.002 and see if there's a difference.
Oh well. another deadend, I played it in 2024.002 and all went well.
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More non conclusive 'stuff': I found a game save from the scenario where I lost two hercs that went bad in a group formation patrol but before they stopped proper behaviour. I playedd the game in 2024.003 and all patrol begaved correctly. I'll try the same game save reverting to 2024.002 and see if there's a difference.
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My only progress is still in a moderately large scenario but have two units in a group patrol that have the old tell tail incorrect notation of patrol in the F4 Formation command window. Looking with AIWindow there are no AIR_PATROL_EVENT for the two errant units.
I'm now on GE 2024.003 and have put another bird up on patrol, being an eternal optimist I'm hoping it will behave.
Screenshot to show the Formation editor window and the errant two patrols.
I'll keep nibbling at the edges, so far the new bird is staying in proper patrol
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Last night I had two c-130 run dry while patrolling a base. I would think likely the same issue. Of course, once they've run dry and ditched it's a bit late to see why or to ask the crew what went wrong. I might tonight ask for a volunteer crew to do a patrol and get ATC to do a better job of logging their activity. Perhaps some other clew is evading us?
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It appears that ActGroupPtr (for use with Export.dll) does not ‘fire’ when the selected group in the GE changes by virtue of an air group being split.
The Zip file includes the saved game ActGrouPtrNoFIreGrpSplt.hpq and its parent scenario for use in WestPac BS with HCDB 150929 DB .
To replicate open the saved game and select the Air group ABA (comprising two F-111), split one plane and follow the normal suggested setting of a course for the new group ACA. The selected group in the game changes from the original Air Group to the new Group but ActGroupPtr does not fire in export.dll addon programs eg LazGUI (see included JPG) and the ActGroupPtr remains the old selected group.
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10 hours ago, TonyE said:
I have a fix that I'm so far testing successfully. Have I mentioned how much I hate the ancient user interface code?!?
I'm finally fixing a forever old piece of formation-keeping code that has logic that would occasionally infinitely loop. It is the code that when a formation patrol is assigned to multiple rings and/or sectors must decide which individual formation spot to go to at that time so not a common use-case but happened to hit when I was testing the crash fix and I finally am conquering.
Hmm, I wonder if it relates to the occasional (still) formation aircraft run dry and ditch. I had one last night I think and Eric recently commented on finding some 'lost' patrol ac wondering off looking for chinese takeaway.
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One of my favourite scenario to come back to every now and again. In this case I was doing some code development and testing for my Toolbox and got quite distracted, and generally beaten to pulp.
https://harpgamer.com/harpforum/files/file/562-back-door-2/
After a good start, but insufficient discipline in setting up AA defense and AEW, at 3hr.15 min game time I threw in the towel with my main asset and centre of effort decimated
[Initial Start]
Actual Date=7/07/2024 16:42:49
(Report Generator=AARdata.dll v 1.5.0.6, downloaded from Harpgamer Forum)
Battleset=HDSJ
Scenario=C:\Matrix Games\HUCE\addons\mine\EC2003\backdor2.SCo
Player=Blue[Session Summary]
Session Game Start=21 Dec 1970, 16:00:00
GameTimeDuration ThisSession=1Hrs51 Mins
TotalGameTimeDuration=1Hrs51Mins
GameTimeToGO=70 Hrs: 8 Mins
Session End RealTime=7/07/2024 18:17:37
RealTimeDuration ThisSession=1:34:47
==== =====
Session Game Start=21 Dec 1970, 17:51:37
GameTimeDuration ThisSession=0Hrs28 Mins
TotalGameTimeDuration=2Hrs19Mins
GameTimeToGO=69 Hrs: 40 Mins
Session End RealTime=7/07/2024 20:10:58
RealTimeDuration ThisSession=0:13:48
==== =====
Session Game Start=21 Dec 1970, 18:19:42
GameTimeDuration ThisSession=0Hrs2 Mins
TotalGameTimeDuration=2Hrs22Mins
GameTimeToGO=69 Hrs: 37 Mins
Session End RealTime=7/07/2024 20:21:59
RealTimeDuration ThisSession=0:02:19
==== =====
Session Game Start=21 Dec 1970, 18:19:42
GameTimeDuration ThisSession=0Hrs48 Mins
TotalGameTimeDuration=3Hrs8Mins
GameTimeToGO=68 Hrs: 51 Mins
Session End RealTime=7/07/2024 20:45:38
RealTimeDuration ThisSession=0:15:13
==== =====
Session Game Start=21 Dec 1970, 19:08:01
GameTimeDuration ThisSession=0Hrs6 Mins
TotalGameTimeDuration=3Hrs14Mins
GameTimeToGO=68 Hrs: 45 Mins
Session End RealTime=7/07/2024 21:14:14
RealTimeDuration ThisSession=0:15:56
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs20 Mins
TotalGameTimeDuration=3Hrs34Mins
GameTimeToGO=68 Hrs: 25 Mins
Session End RealTime=8/07/2024 8:07:51
RealTimeDuration ThisSession=0:06:31
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs0 Mins
TotalGameTimeDuration=3Hrs14Mins
GameTimeToGO=68 Hrs: 45 Mins
Session End RealTime=8/07/2024 10:47:18
RealTimeDuration ThisSession=0:02:13
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs2 Mins
TotalGameTimeDuration=3Hrs16Mins
GameTimeToGO=68 Hrs: 43 Mins
Session End RealTime=8/07/2024 11:02:16
RealTimeDuration ThisSession=0:02:13
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs1 Mins
TotalGameTimeDuration=3Hrs15Mins
GameTimeToGO=68 Hrs: 44 Mins
Session End RealTime=8/07/2024 11:07:06
RealTimeDuration ThisSession=0:01:27
==== =====
Session Game Start=21 Dec 1970, 19:14:17
Session Game Start=21 Dec 1970, 19:14:17
Session Game Start=21 Dec 1970, 19:14:17
Session Game Start=21 Dec 1970, 19:14:17
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs0 Mins
TotalGameTimeDuration=3Hrs15Mins
GameTimeToGO=68 Hrs: 44 Mins
Session End RealTime=8/07/2024 11:34:08
RealTimeDuration ThisSession=0:00:55
==== =====
Session Game Start=21 Dec 1970, 19:14:17
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs13 Mins
TotalGameTimeDuration=3Hrs27Mins
GameTimeToGO=68 Hrs: 32 Mins
Session End RealTime=8/07/2024 12:01:39
RealTimeDuration ThisSession=0:13:20
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs2 Mins
TotalGameTimeDuration=3Hrs16Mins
GameTimeToGO=68 Hrs: 43 Mins
Session End RealTime=8/07/2024 13:07:45
RealTimeDuration ThisSession=0:02:21
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs3 Mins
TotalGameTimeDuration=3Hrs17Mins
GameTimeToGO=68 Hrs: 42 Mins
Session End RealTime=8/07/2024 13:13:14
RealTimeDuration ThisSession=0:03:17
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs3 Mins
TotalGameTimeDuration=3Hrs17Mins
GameTimeToGO=68 Hrs: 42 Mins
Session End RealTime=8/07/2024 13:21:04
RealTimeDuration ThisSession=0:03:20
==== =====
Session Game Start=21 Dec 1970, 19:14:17
GameTimeDuration ThisSession=0Hrs1 Mins
TotalGameTimeDuration=3Hrs15Mins
GameTimeToGO=68 Hrs: 44 Mins
Session End RealTime=8/07/2024 13:28:34
RealTimeDuration ThisSession=0:01:29
==== =====
[Kill Detail Blue Side ]
Sea King HAS.6/Helicopter=10
Sea Harrier FA.2/Plane=8
Tornado F.3/Plane=4
Lynx HMA.8/Helicopter=2
Sea King AEW.2A/Helicopter=1
Type 22/2 (1984)/Ship=2
River/Ship=1
Hunt (1989)/Ship=1
Sea King ASaC.7/Helicopter=2
Type 42C (2002)/Ship=2
Merlin HC.3/Helicopter=6
Largs Bay/Ship=1
Sea King HC.4/Helicopter=2
Apache AH.Mk 1/Helicopter=6
Ocean/Ship=1[Kill Summary Blue Side ]
Ships:=6
Planes:=12
Helicopters:=15[Kill Detail Red Side ]
Tiger HAP/Helicopter=2
AS.332F Super Puma/Helicopter=4
Rafale C F3/Plane=4
FARP/Unarmoured=1
Mirage F1C/Plane=6
Mirage F1CT/Plane=10
Atlantique 2/Plane=5
Sea Mine 500 lb/Submarine=2
Daphne (1981)/Submarine=1
Rafale M F3/Plane=2[Kill Summary Red Side ]
Planes:=27
Helicopters:=6
Unarmoured:=1
Submarines:=3 -
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I verified that the game freezes at the 16.01.20 game time. (used the last saved game)
Using my AIWindow tool I found a formation patrol event for SG ACS that is corrupt with an out of range value for 'Rings'- see screen shot
by deleting the patrol before the 1.20 time the game will continue. I reproduced the problem by setting up a patrol and 'clicking' near the very edge of the rings to obtain a patrol that is yellowed as a complete 'pie' sector including the centre 'main body' (which should never occur).
I think this is an old issue that I thought had been corrected.
Don
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Pretty much the same here Enrique, I had no idea what was happening, I was trying to scroll something else and was sailing thru selected groups at a great rate of knots.
I retired my desk top some where early this century
, but had a mouse plugged in as I was getting a bit of RSI recurrence and wanted to change hand action.
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Updated: the main revision is to let you better gauge how much fuel can be added to units in a tanker group (in the Air Refuel page). Handy for unit fuel topup before deploying separate from the group on patrol or strike missions.
An occasional infinite loop issue in the Air Refuel page is fixed
A popup menu introduced in the Group window of the AirGroupFormation page for setting Grp1 and Grp2 readying for group rendezvous and join.
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Harriers launching AAMs to Orbit!!!
in Defect Tracking
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Edited by donaldseadog
report running the test scenario
I noticed the firing of of aam against the orbiting missles in the same scenario but didn't think of the error it indicated or analyse like you have enrique.
In fact I just packed my cargo planes and cleared out.
Confirming that behaviour here same as OP using its attached scenario.
You need to launch your harrier immediately and get all radars on. For me Harrier radar do not pick up the missile, ship radar does, and unless you manually conduct the intercepting fire of AAM the harriers (use F1 attack command) will not engage.
interesting 5 of 6 aim-120 hit mark, 0 of 5 sm-3 hit mark. I was too slow to get a chance to fire sidewinder.