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donaldseadog

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Posts posted by donaldseadog

  1.  

    7 hours ago, TonyE said:

    Don or I will be able to use that to troubleshoot the StoreConsumed code.

    I'm away from home (going back tomorrow) and forgot my powerpack for the computer. I just got enough done in a resaved version of erics saved game to be fairly sure it's the problem but didn't have enough battery to try some code upgrade. I suspect I foolishly assumed any storeconsumed passed info would relate to an item in the database and included no checks. The fix should be easy if thats the case. The slow bit will be remembering what I did as it shares the info with AARData for game analysis over multiple sessions of game play.

    I don't think the problem is in the StoreConsumed code although I didn't get time to test it in LAZGui. I suspect that the pointer passed (i think its either the consuming unit or the mount or both) is going to be nil in this case but I didn't check for that possibility.

  2. 7 hours ago, TonyE said:

    In the legacy (non-commondb) BattleSets, certain aircraft (with certain loadouts like Intercept) are assigned 4 bursts of air to air cannon.  If the planes when flying get close to enemy aircraft, they will attempt to dogfight all on their own and ideally shoot down the opponent.  In other words, you are seeing exactly what the game is supposed to be doing.

    Then I'm positive its the code in toolbox and AIWindow that collects StoreConsumed info and its not upto speed with this type of cannon.

    PS It's a pretty neat idea I think, what fighter pilot wants to wait for orders to save his skin 😄

  3. I've given eric some homework on this but I'm not home and forgot my power pack and now have no operational computer.

    What really strikes me as strange is that the blue air group seems to attack with cannon with no orders to do so. It's current course (which I checked and is an attack course) seems to me to indicate it is intercepting one of the ac groups to the NE. You can even cancel its course and give it an out and return to the vacinity of the red group and it will open fire with cannon with no instructions. Its a bit like a vessel with aa engaging automatically.

     

  4. I think this relates to the use of either toolbox or Lazgui-extn which both collect information on stores used and the seemingly automatic use of cannon by air group FuA attacking air group YdA.

    It's not a problem that has occurred before but then I've never seen the apparent automatic engage A2A with cannon.

    In the saved game YdA Attack etc this occurs at time 40:12. If before that you change the course of FuA to avaoid coming within 3 nm of YdA all is good, if you then steer FuA back on a collision course you get the crash. 

    If you have neither toolbox nor Lazgui-extn operating there is no problem either.

    image.thumb.png.54a4fb6d66eef37f6f1c4fe05f8902a1.png

  5. 10 hours ago, rainman said:

    This looks interesting. But I am having trouble fining any US/AUS assets that are nuclear capable. Am I missing something?

    The yanks left taking theirs and we've (Aus) never had any. It sure is a leveler if only one side has them and they get the chance to let loose. 
    I had wondered if to be fair Taipei should have better SAM, I think there was a more advanced NIKE available then.  

    It's to my mind a very fascinating bit of military/political history, Bay of Pigs stuff. It probably deserves a better scenario writer :)

  6. Second Taiwan Strait Crisis (versionB)

    View File

    This scenario has been written to be playable in Harpoon Classic version 2022.027 (last available Matrix Patch) and is a variation of my previous version A 2nd Taiwan Strait Crisis Escalation. 

    Play in Westpac BS using HCCW-140314 DB.

    On 24 and 25 August 1958 Chinese Communist (PRC) forces and Taiwanese (ROC)  forces clashed in the vicinity of Dongding Island, which the Nationalist (ROC)  troops controlled. The action was seen as an attempt by the communists to land on the island. This was the only naval and amphibious landing action during the crisis.  ROC had begun to build military installations on the island of Kinmen (Quemoy) and the Matsu archipelago, very close to the Chinese mainland.  The PRC shelled the islands of Kinmen (Quemoy) and the Matsu Islands  in an attempt to take them from Taiwan, governed by the Kuomintang (KMT), and to probe the extent of American commitment to defend the Republic of China. The conflict also involved air, naval, and amphibious operations. Then U.S. secretary of state Christian Herter reportedly described it as the "first serious nuclear crisis". The USA provided military assistance in both material, especially aircraft and artillery, and a strong naval presence including naval escorts for island replenishments.
    The Communist Chinese government announced a unilateral ceasefire on 6 October 1958. However, on 20 October the PLA resumed artillery fire on Kinmen because a U.S. Navy warship had breached the PRC-declared 3 nautical miles exclusive zone from the coast of China that they claimed was a stipulation for their unilateral ceasefire agreement. 
    In this scenario we play with the idea of the situation escalating, rather than subsiding. The powerful US carrier group has left and a major portion of the Taiwanese air force is in maintenance and repair. Word has it that USSR and China are getting restless

    SPOILER ensure you play with nuclear release enabled ;)

     

     


     

  7. Has anyone played or written a scenario where nuke release should occur but sometimes doesn't even though it's in the scenario when viewed in the se and the game has been started with nuke release enabled. It seems random, sometimes it's triggered sometimes it seems not.

    It's just a feeling I have at the moment, ive been intrigued by a comment in Wikipedia re the second taiwan crisis stating that if it had escalated the usa was prepared to use nukes, so of course ive written them into some scenarios but they don't always seem to trigger.

    I'm currently using the last matrix patch game and scen edit 2022.027 for this scenario for widest distribution.

  8. Taiwan Straight 2nd Crisis Escalated

    View File

    Scenario Background:
    On 24 and 25 August 1958 Chinese Communist (PRC) forces and Taiwanese (ROC)  forces clashed in the vicinity of Dongding Island, which the Nationalist (ROC)  troops controlled. The action was seen as an attempt by the communists to land on the island. This was the only naval and amphibious landing action during the crisis.  ROC had begun to build military installations on the island of Kinmen (Quemoy) and the Matsu archipelago, very close to the Chinese mainland.  The PRC shelled the islands of Kinmen (Quemoy) and the Matsu Islands  in an attempt to take them from Taiwan, governed by the Kuomintang (KMT), and to probe the extent of American commitment to defend the Republic of China. The conflict also involved air, naval, and amphibious operations. Then U.S. secretary of state Christian Herter reportedly described it as the "first serious nuclear crisis". The USA provided military assistance in both material, especially aircraft and artillery, and a strong naval presence including naval escorts for island repleshments.
    The Communist Chinese government announced a unilateral ceasefire on 6 October 1958. However, on 20 October the PLA resumed artillery fire on Kinmen because a U.S. Navy warship had breached the PRC-declared 3 nautical miles exclusive zone from the coast of China that they claimed was a stipulation for their unilateral ceasefire agreement. 
    In this scenario we play with the idea of the situation escalating, rather than subsiding.

    Use Database HCCW 140314 and for best play Game version 2025.023 or newer and ErrataGE.dll (download from harpgamer.com forum).


     

  9. 4 minutes ago, mack said:

    Yeah the weaponry on the baku is fixed, and I tried the badgers in NACV and their jammers worked.

    Good that BAKU is fine.

    The fix for NACV needs more fiddling and testing to provide a test so that it will only be applied to appropriate battlesets and the best idea I have isn't very rigorous and could fail (although it's not likely).

    Anyway I might fiddle more with it in case it is needed in the future but for the moment you need to remember to disable that DLL (move it or rename the file type) when playing other Battlesets.

  10. 1 hour ago, mack said:

    I just had a look all the way down the list and found the USNI battleset that was apparently written in 1991 which does include two versions of this mission (for each side) and the Badger-J in that has two ECM sets. And it works perfectly.

    image.png.b13ba43275dfc4d0f4158cb4454c5136.png

    I'll have a look at the file as well.

    That looks like the optimal fix to me :) Does it launch SA-N9s from SA-N9 launchers ? 
    Well not the Badger :P but Baku

     

  11. Oh BOy, this is a learning curve for me :(

    The attached seems to work in BS2 for the BadgerJ jammer, I kind of know why my previous didn't. The only issue at the moment until I learn a new way of determining the battleset that is loaded is that if you use it for any other battleset but NACV original it will screw up something (depending on the DB) and maybe crash the game - a minor issue :D 

    NOTE: It will only work in late beta versions of the game engine including the 2025 comprehensive update. These allow use of a feature that loads the DB changes before the scenario is loaded and allows the new radar/ECM gear to operate - at least that is my theory seemingly proven here.

    But I've nothing better to do and have a lead so who knows, we might catch a fish yet.

    PS although I haven't tested it if you run this in the folder ExportDLL it should also make the changes in the SE as well as the GE, but there's not much point so run it in the ExportDLL\GE folder (you might have to create it if you haven't already.

    ErrataBS2.zip

  12. I don't know why there might be some problem with red jammers, the modified BadgerJ have the same jammer as the blue, i even tried a version with 3 jammers per aircraft.

    It's not as easy a problem as it first appeared.

    I'll shift to a later export.dll version that will let us have operable radar for the IOPG badgerJ. This will mean needing to play with ideally the 2025 comprehensive update game. Then we can see if it's jammer works.

    It might be easier to rewrite the scenario in a 'modern' battleset with hcdb DB 😄🥴

  13. this is real cat and mouse. I thought I'd try the IOPG BadgerJ, looked for a scenario with it in, gave up and wrote one, then found it has no radar which has to be activated to get the jammer going :(

    I'll write a test in NACV with the blue side having a badgerJ and see if it does any good

    ed

    LOL it looks like you can't man blue bases with Russian AC  :(

     

     

  14. 8 hours ago, mack said:

    Yeah I got the same, didn't look like it was doing anything.

    Maybe if the blue side has some jammers run them to see if there's an obvious result.

    I'll have this sitting about for a bit so can play withit. I'll peak at the other matters you mention in GIUK and look at expanding the BSs and correction items.

  15. 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

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