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donaldseadog

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Posts posted by donaldseadog

  1. A new version has been just uploaded, just a small refinement to the ASW search pattern so the group will conduct the ASW search at vlow altband if the group has no non helo units that aren't NOE equipped. This helps if trying to screen for subs close to an enemy AA screen.

    With encouragement I could do something similar for vhigh capable aircraft given an AEW patrol ;)

  2. 2 hours ago, broncepulido said:

    I suspect that sometimes

    OK, thanks Enrique, I'll try to put something together to check, but maybe its just sit there with a few egg timer :)

    I think I'd been thru about 100 - 150 ordinance but probably only a relative short game time, do you have any feel for if it's time or number related?

     

  3. I'm hoping user error, but haven't found it yet so I thought I'd ask if anyone else is having PE export problems resulting in bad allocation of countries to platforms and some platforms having no country. It is a problem I've seen before but can't remember the detail of cause and fix. I also had a recent OS update and think it occured since my last good PE export :(

    Don

     

  4. I have been playing with some extended range naval guns and found in the HCDB2 DB three versions of Vulcano extended range 5" munition.

    see https://electronics.leonardo.com/documents/16277707/0/Vulcano+127.pdf?t=1671440934942

    In HC terms two are Guns, one is a missile (speed about 2200 kts). When I used the missile I thought 'wow, so slow', but then when I started to think about it the speed was quite correct and more realistic than the instant gun hit (or miss), so I started to wonder for long range artillery should we use 'missile' and not 'gun' weapons?

    I'm interested in the new Kingfisher concept for ASW including the delivery of small depth charge and sonar buoys and thinking if use 'missile' then could use an asroc style weapon.

    see https://www.navylookout.com/the-kingfisher-gun-launched-anti-submarine-munition/

    What do people think?

    Don

  5. This scenario, and other thoughts, have spurred me on to write a small tool for modifying some attributes of in game platforms to better simulate surface (and semisubmerged) drones. Attached is a game save from this scenario where the suicide boats are low RCS and VCS and increased speed (I over did speed, so now max 55 kts).

    It should open and play with HCDB2 database but retain the platform mods (described above). A slightly different game play results.

    On 6/18/2023 at 7:56 AM, broncepulido said:

    Notes on some platforms:

    - Project 18280 Yuriy Ivanov-class maximum speed is 20 knots (and cruise speed 16), not 16 as usually stated.

    - For H I Sutton the Ukrainian kamikaze USVs speed is 43 knots.

    - Ship platform 3264 Suicide Boat is employed as Ukrainian USVs (but her maximum speed is only 30 knots).

    This scenario has spurred me on to write a tool for making minor modifications within the game to existing game platforms to better simulate this type of USV (and also UUVs)

    AGIvsUSV1.hpo

  6. TonyE has come up with a lead which has given good results, further testing and AIWindow.dll interrogation shows that a key identifier (unit's UUID) is not being generated for new units formed when a unit within a group is split by virtue of splitting the group (F8) but is copied from the original thus two units have the same (meant to be unique) Unit UUID. If the new and original units are together again in the same group then only one will land.

    In the screen shot, centre window, the data is for the selected group's units, the numbers should be unique.

    image.thumb.png.4fe68162b80b4fdd57b353578e474126.png

     

  7. A third run, nothing new learnt:

    ABA group of 5 launched and then ACA group of one joined so that two ac from ABAjoin ACA and the orginal ACA joins ABA, then the two ACA ac joni ABA so have

    AB000 (3 original ABA ac), AB001 (1 orginal ACA ac) and AB002 (2 ac split from original ABA then rejoined) RTB

    all land except AB002, the two ac that were split and rejoin ABA.

  8. Nothing to show anyone here but I went thru a number of permutations of patrol, split, join and rtb and only one caused a problem.

    ABA, a group of 8ac;

        2 split off into AFA which rtb and all landed,

       3 split off and rejoined ABA, rtb base the three original (AB000) landed none of the split/join ac (AB001) landed but stayed loitering/landing,

    ACA, a group of 2 patrol and rtb, all landed,

    ADA and AEA, two groups of 3 ac set off to patrol same area, AEA joined ADA then RTB, all ac of both units landed.

    A second run:

    ABA, a group of 4 t/o, 1 ac split to new group ACA, group ABA joined to ACA so have:

      AC000 one ac split from original ABA;

      AC001 two ac joined from orignal ABA;

    RTB ACA and AC000 (the single ac split from ABA to form ACA) lands, remaining AC001 fail to land.

    A somewhat involved build up of 'glitches'? starting from the initial group split?

     

  9. This might be useful? I've stripped out the other air groups other than AEA and reduced its unit number to 3 (still single aircraft units). It is continuing toward landing (on final, wheels down, full flaps?).

    The two game saves are from TDs test and a second apart xxx.0004 2 sec prior, xxx.0005 1 sec prior, to landing.

    I think the LandAirEvent triggers during  xxx.0005 or next second of play for xx.0004. At that point there are two units remaining in AEA, one unit landed and readying and two zero aircraft PHUnit^.MyPlanes listed for AAC.

    TESTm(3).0009.zip

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