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Posts posted by donaldseadog
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using the ALQ 131 sounds good and easy
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I found a russian ECM pod from mig 29, I've added three of them as a test. I might use a 'Blue' jammer or if I feel enthused I'll look at the later DB to see the characteristics of the Russian jammers and make a new one.
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I'll look at the Badger while I'm at it, hopefully a suitable jammer will be obvious to my untrained eyes
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53 minutes ago, mack said:
I went through the other battlesets and checked the ships that might be impacted (some variants of the Kiev, Kirov, Kuznetsov, Udaloy and Neustashimy) and did not find any other examples of a mismatch.
That's great, I'm about to post up a fixit.dll that will only make changes to Battleset 2, that is the original NACV. In theory any ship that had that mount would have had the wrong weapons. I'm only tested that it works and in last matrix patch 2022.27 GE, anything later should work too. I haven't tested if it stuffs up anything
Maybe I can bung it up here and yo can do the testing?
Put it in you ExportDLL folder and see what happens
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So this only applies to battleset #2 NACV-Original?
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8 hours ago, TonyE said:
Confirmed in 2025.024
This can be fixed with the aid of an ExportDLL. In other words, it doesn't absolutely require a change to the game code itself.
I have the necessary core code sitting somewhere, it would ideally need a filter to act only on the correct DB otherwise the user would need to switch it in and out according to their current scenario db needs.
I might look for it tonight.
In the long term the, lets call it ErrataDBxxx.dll, file would include other corrections to the same database xxx if needed. A separate UpdateDB.dll would be possible to have an effective updated DB with antiquated platforms replaced with new.
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PS, the 'Capture' feature has a better algorithm for calculating success, and I'm now looking at a repair system so once you've punished a base and captured it you can get it back to operating 100%.
The long term goal is to be able to run a long term strategic scenario including expansion of territory and ammunition logistics.
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9 hours ago, TonyE said:
I don't play enough for planes to fall from the sky with empty tanks, except when I forget to disengage the afterburner <g>
This state of affairs needs working on, get a doctor to prescribe three hours of pure game play per week.
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I'm wondering those who are regularly using HC which Game Engine version you normally use, eg 2022.027 last matrix patch, 2025 comprehensive update or something in between. Also, are you occasionally having aircraft fall from the sky having run out of fuel?
I'm trying to find when this started, I'm thinking shortly after 2022.027. We have a bandaid fix for recent versions that seems to be working but in ge 2022.008 I recently seem to have found a new version of the bug that is immune to the bandaid solution.
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I don't think we can afford USA beef, too dear, that's why we can sell ours to them.
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I tried to use 2025.019 with out doing a full back date of my install, but it wouldn't run which surprised me.
You could apply the latest comprehensive 2025.024 update, ? That should be worthwhile.
PS there is a niggly bug that causes air patrol ac to run dry and crash, I noticed you had some erroneous air patrols in your game so installing the erratage.dll tool in the comprehensive update should fix that. Were you getting occassional ac crashing from running out of fuel?
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Running 2025.023 I get a good nuke blast in the animations, a kill of the destroyer and loss of my sub (shock wave from the nuke blast I guess).
I tried both saves a couple of times and same result for all.
I'll browse the Release Notes to see if any changes since 2025.019 might make the difference, there was an issue regards nukes not killing a while back but I thought longer ago than that, but that's my guess.
BBS
Nope, I can't see anything in release notes that looks like a change that would effect nukes. *scratch head*.
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Out of interest do you have sounds and animations on and if so did you get the nice nuke effects?
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I'm thinking of trying a few things to follow up that idea.
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It hit its target over 300 kilometres away in four minutes and three seconds, reaching speeds of roughly 4,050 kilometres per hour — more than three times the speed of sound
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I've uploaded a revamped older version for those that play on the last matrix patch game 2022.027.
It's in the toolboxV.zip download.
It removes the annoying iterative save messages from the toolbox message log and includes the handy auto select in toolbox of the in game active group for the player (in most toolbox windows) and active unit for the enemy (in toolbox attack window).
A few more additions to the unit info are also included.
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Its great to see feeds coming in again at Raw Intels
https://harpgamer.com/harpforum/forum/48-raw-intel/
There's some very interesting articles in there.
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ErrataGE
View File
This file is written to run as an ExportDLL library with Harpoon Classic.
It repairs errors in the Game Engine, when possible, external of the main program.
The file ErrataGE.DLL should be loaded into the sub folder exportDLL\GE of your main installation folder (EG Matrix Games\HUCE)
version 1.001 - 2025July22 - to run in beta game engines version 2025.007 or newer and HC2025.024_ComprehensivePatch.
At game start the library searches game events looking for two types of errors that can occur effecting group air patrols in particular.
Typically if these errors continue air patrol AC will fail to return to base when low on fuel and crash. You can determine if the error is present by looking at the formation editor of a group, air patrols that are listed by ac class (eg F/A-18) instead of patrol type (eg CAP) and have the 'delete' button greyed out are in error.
A second error type is where a patrol event remains after it's unit has ceased to exist (landed or shot down) and still refers to the non existing unit.
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Submitter
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Submitted07/23/2025
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Category
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Cold War Christmas in Taiwan
This scenario is written to be played with harpoon classic version 2022.027 or newer.
To be played in Westpac Battleset using custom database HCCW-140314.
Scenario Background:
Its a few days before christmas in a fictional 1964.
There has been a continous close co operation between USSR and the Peoples Republic of China (PRC). Pressure in other locations and internal political change has lead to a significant withdrawal of USA forces from the South East Asian area, although a retained interest in the politics.
Meanwhile negotiations between PRC and the Republic of China (ROC: Taiwan), following on from repeated incidents in the late 1950's, seem highly likely to lead to a peaceful re unification of Taiwan (Formosa) with it's parent, only a resistance group predominantly within the military stand in the way. This group has been unofficially using military equipment via sea channels and relying on a combined presence of UK, US and democratic West Pacific countries such as Australia.
A typical convoy of supply ships is approaching from the Pacific destined for the southern port of Tungkang.
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Submitter
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Submitted07/21/2025
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Category
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Rather tough if you are worried about harming the whales
A really good submarine exercise
Thanks for this one Enrique,
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Played in BS Westpac with DB HCDB2-170909 game version 2025.023.
Carrier group AAC comprises three carriers each with unique class of ac.
group ACA is sent out on patrol comprising ac from each carrier. It is ordered to RTB and land.
Up until the landing commences the three units have their correct home unit being the unit from which they took off.
The saved game AirMove1.0003 (from scenarioAirMove1.scq attached) is the second before they commence to land and units have correct home unit. One second later one ac from each unit has landed on the home carrier of unit AC000, no ac land on the other two carriers.
I believe the units should land on their parent carrier from which they took off.
Also I believe they shouldn't be able to land on the same carrier 3 AC at a time.A couple of screen shots showing the info in tool AIWindow (played form a slightly earlier saved game)
Note that one AC of the unit has landed and home unit is AA:002 (the home unit of AC:000)
Note none of the ac of the unit have landed and home unit is AA:001

NACV - Baku - Incorrect Weapons Loadout
in Defect Tracking
Posted
I used the ALQ 99 from raven etc, just one. I think the ALQ 131 isn't an offensive jammer but purely defensive same as the Mig 19 pod. They have a range of 'horizon' while the ALQ 99 has a distance range, from memory that is the indication of the two different actions.
anyway give this one a spin (only working in NACV original) and see if they work, I did a quick test but didn't seem to see any indicatin of effected enemy radar (there should be the little lightning bolt ) I just got shot down
ErrataBS2.zip