Posts posted by donaldseadog
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Don pinged me with a PM on the idea and I can't say I am opposed to it.
There is a nuke version of this kind of a weapon - a merchant ship with a suitcase nuke aboard - already in the HCDB, but I can certainly see how a non-nuclear suicide attack boat might be a useful platform.
(For that matter, an MLU too).
Collision or at least, a close approach, would be simulated by the short range of the weapon.
I would suggest sticking with a coded phrase, 'baka' for example, so that it remains manageable both for the DB guys and in the code.
I've tried editing my hcww db to launch the baka 250 from a v2 launcher pad mounted on a small troop carrier. I can hit and sink ships but my troopie stays intack.
There is a suitcase nuke mount in the hcdb (and weapon) but I mount it on a luxury yacht and can't fire it, it looks like its all there (I modified the suit case for ship as well as existing land targets). (funny this one, when I close the game the closure box is titled "no weapon' - I've never seen this before.) Meantwhile I'll look harder for the ship already loaded up with suitcase nuke (I haven't found it yet).
Depth charges only work against subs, correct? I don't know why they had actually destroyed launching ship so I don't know where to go from there.
Now I think this idea is a goer. These days suicide attacks of different sorts are becoming the biggest threat in some theatres. Was it five years back a US frigate in the middle east got hit by a rubber duckie or outboard skiff packed with explosives and a couple of years ago a refugee boat off the Australian coast apparently tried to scuttle by explosion of fuel as a boarding party approached.
What do others think, I can easily bodge up something for myself but if I can do a decent job of it then I can share it around.
Don
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I was wanting to include a suicide ship attack in a custom database and used a copy of the baka... missile from the kamikaze loadouts of the hcww database.
While I can get the missile to destroy the target I can't get it to destroy the suicide ship. I assume the magic code is specific to air launched weapons (somehow) or there is some trick I've missed. Anyway my question is whether there is a general desire for suicide ship attacks eg fast launch loaded with explosives?
You could do a fair bit of damage in a shared commercial/naval harbour with the right setup.
Don Thomas
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Great step forward!
How to generate a scenarion with the scenarioneditor were green units attack by it self (AI) red units?
And how to attack as NEUTRAL-player a blue base?
More tricky: How to attack as NEUTRAL-player a red base?
Neutrals are still neutered <g> so those things are not yet possible.
Much of the plumbing is there though via the Sides structure (which will eventually allow Red and Blue to team up against Green, and the Red to get mad at Blue and break the alliance). But that's so amazingly far down the road I hesitate to mention it!
No mention it, I'm jumping in anticipation. Its good to know where things are going to keep inspiration on the boil.

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HCE - 2010.010 - 2010/10/29
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(1)- Chg:0000 GE Alt-t really will cycle between showing no paths, path for the
current group (if side of group window perspective), and all
groups that are the same side as the group window perspective.
- Chg:0000 GE Got rid of an array overflow in GroupWndProc caused by curWind
getting set to 4 since the GroupWin[curWind].hwnd value hadn't
been assigned. In practical terms this means saved game
creation and loading will work but any saves made in 2010.007-
2010.009 will be unuseable. (thanks JMS)
(3)- Chg:0000 GE Prevent a crash when active window is the Unit window and there
is no unit selected. Happened when trying to build mini-report.
Item 2 tested and seems to have been overcome, no crashes now, and the game seems to run more swiftly.
Not sure if a bug but AI attack planes seem to love to loiter over targets attacked but not destroyed.
Confirm
(1) Alt t key working as normal.
(3) I have had the crash but confirm can not duplicate the crash in 2010.010.
New problem:
When starting from 'Launcher' (what other way is there!!) if the player option is set (different player to previous game) while the player is updated the number one window is unchanged from the previous game.
Generally game seems quite stable now, only need unit window info and seems quite playable.
Don
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File Name: Korea without USA (HC 50-65 BS)
File Submitter: donaldseadog
File Submitted: 28 Oct 2010
File Updated: 5 Feb 2011
File Category: WestPac
DB Used: HC_50to65__DB_101024
Authors: Don Thomas
Battleset-WPac: .scq - WPac - WestPac
Looking at the 1955 era around the Korean Peninsula and supposing USA weren't active participants.
Brits, Canadians, French and Australian forces reinforce the South Koreans while USSR and China openly support North Korea.
Uses custom data base from René Haar/Enrique Mas (get it from the database download folder, add the associated "PfDatafiles for HC-xxtoxx-DB" for extra unit information/ graphics).
A lot of air combat but you need to get your naval units working (and protected) in order to achieve victory.
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I have searched the forum but am unclear on use of multiple databases. For example, I can download a scenario which needs the america's database. If I download the additional database I know I need to rename the HCE database. How does the new scenario read the right database and are there any problems in renaming the existing HCE database in existing scenarios. Thanks and you have done a great job in updating this wonderful game.
An alternative to CV32's advice (alternative. not better just different) is to use Tony E's game launcher that you can download form this site (downloads-classic-tools/mods/docs). The launcher has all sorts of tweeky settings you can make before starting the game, and one of them is the database. This lets yo put your data bases in respective folders (each with descriptive name) or as descriptively named database files in a single database folder.
Any problems using the launcher just give a holla.
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HCE - 2010.009 - 2010/10/24
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(A)- Chg:0000 GE Unit window will now show units for the perspective of the active
group window. (thanks donaldseadog)
(B )- Chg:0000 GE Saving and loading of games will now work but it is doubtful that
the entire game state is being saved and loaded correctly.
(thanks donaldseadog)
(C )- Chg:0000 GE Enable playing of green side in addition to blue and red.
(D)- Chg:0000 GE Allow the player to click on groups of the player side, even when
that isn't blue. (thanks donaldseadog)
(E)- Chg:0000 GE Group window perspective selection dropdowns are now set tall
enough to show all options.
(A) confirm unit window shows perspective of active window designated side.
(B ) confirm save works and reloads (in '.009 version), also loads and starts fine from 'launcher'.
(C ) confirm can play from green side (could do this previously from 'launcher', can now also do it from conventional start)
Staff messages need a photo. INteresting watching a game played by the green side, switching from red to blue perspectives.

(D) confirm no can click on groups normally no matter which side is playing and which side is clicked, works for green player too.
(E) confirm in game options group window player perspectives all show up and can be changed (window 1 remains 'player')
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HCE - 2010.009 - 2010/10/24
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- Chg:0000 GE Unit window will now show units for the perspective of the active
group window. (thanks donaldseadog)
- Chg:0000 GE Saving and loading of games will now work but it is doubtful that
the entire game state is being saved and loaded correctly.
(thanks donaldseadog)
- Chg:0000 GE Enable playing of green side in addition to blue and red.
- Chg:0000 GE Allow the player to click on groups of the player side, even when
that isn't blue. (thanks donaldseadog)
- Chg:0000 GE Group window perspective selection dropdowns are now set tall
enough to show all options.
Not yet run '.009 but a comment from '.008 (which is running fairly stable):
We need to think about how group windows refocus upon issuing a command (attack, formation, course etc) or when selecting a group from a notification window (new contact..). Currently it seems like all windows (or both blue at least) refocus to the selected group.
For a lot of things windows don't refocus (when the group window would have in 'old' versions and I think this is good. Personally I found the loss of my focus as I changed selected groups eg by using space or backspace bar, rather annoying.
Don
PS having lots of fun even with crashes.
(EDIT)
OOps, (look a bit silly now) '.009 seems to have fixed this aspect, now focus shift is as with 'old' sinlge group window versions.
Don
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HCE - 2010.008 - 2010/10/23
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- Chg:B179 GE Changed "Radars for AEW, EW, and Recon subtypes are turned on at or
shortly after launch. " to "Radars for AEW, EW, and Recon subtypes
are turned on at the patrol point." per the discussion at
http://harpgamer.com/harpforum/index.php?showtopic=10598
This was in effect in 2010.007, the release notes entry was just
incorrect.
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Chg:B179 - confirm radars for AEW EW and Recon aircraft subtypes all turn on radar (air and/or surface as available) at or shortly after reaching patrol point when launched on patrol mission.
Don
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HCE - 2010.008 - 2010/10/23
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attached shot shows blue unit has positively IDed Red but Red still hasn't detected blue. Great tool for analysing games.
Next blue attacks red, when blue gets a hit on red the little 'explosion' on the screen seems to be over blue not red. Occurs for missile hit and gunnery hit. Also during attack blue group disappears momentarily from time to time.
Don
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HCE - 2010.008 - 2010/10/23
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Seems to crash if game saved, need to run without auto save activated.
In game optioins now have settings for which group window shows which side, window one is set to player but always shows blue but I guess not yet finished as the pull down lists only have one option each.
Group windows sizes and positions probably need to be saved to next game (picky picky
)Tab key will take you from a group window and bring the unit window to the 'front' but won't take you back to a group window.
Don
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HCE - 2010.008 - 2010/10/23
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- Chg:B179 GE Changed "Radars for AEW, EW, and Recon subtypes are turned on at or
shortly after launch. " to "Radars for AEW, EW, and Recon subtypes
are turned on at the patrol point." per the discussion at
http://harpgamer.com/harpforum/index.php?showtopic=10598
This was in effect in 2010.007, the release notes entry was just
incorrect.
- Chg:0000 GE Show the X (close button) in upper-right in group windows to allow
closing them. Also actually close the window when the close button
is clicked. (thanks Buddha)
- Chg:0000 GE When left-clicking in the strategic map window, the active group
window (most recently clicked) will attempt to centre at the
clicked point. (thanks Buddha)
- Chg:0000 GE Fix the command bar button widths to accommodate the actual text.
confirm X button showing and working to close group windows.
confirm left mouse click in strategic window re centres last group window. Also all visible group show up on strategic map,very nice

confirm command bar buttons properly sized (see jpeg attach)
So far more stable too.
Don
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HCE - 2010.008 - 2010/10/23
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- Chg:..................
- Chg:0000 GE Fix the command bar button widths to accomodate the actual text.
I'm assuming not meant to be playable from red side yet, 'cause when opened to play red you can't you can't select red groups that haven't been detected by blue.
Don
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HCE - 2010.007 - 2010/10/23
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As for testing, perhaps for now just reply to this thread with screenshots and examples and such. There will be a bunch of stuff that doesn't work right.
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A few things,
I opened as blue side (westpac walk through-nice and simple scenario),
the screen shot shows both a red and blue window. the red is "active". The unit window shows blue units which as yet have not been detected by red (I'm pretty sure). With red active the unit window doesn't show any red units not yet detected by blue (it will show the red base). When red is active the unit window doesn't seem to show what the red side really sees (here they should see red units and blue airbase but no other blue units) but instead what they can see in respect of what blue can see.
Also you can't select units by mouse clicking the unit screen or by combination of keyboard 'U' and 'tab' or other keyboard shortcuts.
The keyboard 'C' command now seems to be identical to keyboard 'U' and the black blob at top right of a group screen (should centre on selected group) is rather liable to crash the program but nothing else.
Regarding window location from the strategy map, I use it sometimes and like the left click for group (active group?) window and right click for unit window.
Early days, eh, but good work Tony
Don
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I looked for guidance on the board but don't see anything on what causes crashes. Can anyone provide fault finding steps to find what is wrong?
Cheers
Often the cause of such behavior is an empty group (a group with no units). You can open your scenario in the scenario editor and press the spacebar repeatedly to hop between groups. If one highlights that is off map or has no units try deleting the group. Rinse and repeat until the scenario loads in the game.
Alternatively; send your scenario to hc3@harpgamer.com and we'll take a look to further diagnose.
In the scenario editer can also use the "Misc" "analyze scenario" (ctrl Z?) function to isolate any number of trouble some items (I always find something I've botched
)Don
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Friends,
As some of you know, I do a bit of writing for Steve Jackson Games. The new version of GURPS has a wonderfully streamlined system for vehicles, very useful for GURPS itself, but some of the statistics are a little hard to track down for those of us trying to write game versions of various real world vehicles.
I was wondering if anyone knew of any good sources for the following information...
For ships and submarines:
1) Although it is not too hard to..............idelines or formulas for estimating displacement based on tonnage? (Or simply any reference works that just list the standard and full displacements for these ships? This would be easier and therefore preferable.)
2) How fast do big ships accelerate? Top speeds and cruising speeds are very easy to find; they're listed in most reference works, etc. But how long does it take a boat or ship to reach this speed from a dead stop? I've heard the LCS can get to 45 knots in about two minutes and a Spr.................ny boat reviews include a 0-20 knots or 0-30 knots time), but I haven't found much for larger vessels. Are there any guidelines, reference works, observations from the personal experiences of fellow forum members, etc.? What about submarines?
3) If there are any important differences for #2 (i.e., the acceleration issue) between conventional and nuclear systems, gas turbines compared to older kinds of steam vessels, etc., could someone explain the basics?
Thanks in advance.
Mark
Can't help with specific data but in regards super heated steam turbine systems (common from I think WW2 till early 80's) they are very slow if caught off guard but relatively quick if the boiler room is given notice-
The steam system must be kept superheated or the turbines will be pretty much be written off. That means the total energy in the steam system (inticated by pressure and temperature, critically at the exhaust of the last section of turbines) must be kept above a critical level. The energy in the steam system is a bit like momentum in a truck, slow to put in but if built up it can do a lot of work. .. So eg if steaming slowly up harbour towards coming alongside a warf (especially if no tugs) the engines are pretty well just ticking over and taking little energy out of the steam system BUT nearing the warf the boiler will be stocked up so as to put extra energy into the steam system and when the manourvering starts to come along side (an inexperienced officer at the con can use a lot of steam in this manourver) the energy is there for instant use. Same thing if eg you're about to do an alonside unrep where you've been ticking alone then go into full acceleration then come back to a cruise.
If caught with pants down, the energy has to get put into the system before you can even tweek the trottle, let alone go flank. I can't remember times but certainly minutes before you really get anything happenning.
Ofcourse if there is a known risk you're not going to cruise along without some buffer, ie you'll be running the steam system with a higher energy level than needed (without going over the max limits) and then if needed you can open the taps on the turbines pretty full at the same time as the boiler room punching in all your big oil nozzles to pump as much heat into the system as you can.. and the accelleration is pretty good.
Don
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If I'm not mistaken, I believe it is possible to work around the attack range limitation by launching the attack group with a patrol mission toward the target, and then ordering the group to attack when it has the targets within its weapons range. Not totally unrealistic in my experience as a Strike Controller on the Midway. Since everything is moving around all the time, circumstances are constantly changing anyway and orders need to be fine-tuned as the mission progresses. The difference is that the player must also act as the strike leader for the group in question, a function which seems to be handled automatically by the program in most cases.
For the reasons you mention (and others), I rarely use the direct 'Attack' method and almost always the 'Patrol' method instead. My aircraft rarely take a direct path to the target.

Also if the group heads of on a "patrol" rather than an "attack" mission then they will pop up in the "intercept window" (assuming they have some A2A weapons), handy if some stealthy fighters pop up within A2A weapon range.
Don
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As the other guys have said, a considerable portion of how the AI behaves will depend on how the scenario author has set up his scenario.
There can be, for example, variable starting points for both sides as well as variable chances of certain units appearing (again, for both sides).
So, while the AI will have the same overall objectives and intent, the orders of battle and the geometries of how they face each other could be quite different.
Much depends on the player too, of course. Given the circumstances, it may not be desirable or even possible for you to play the scenario exactly the same way.
And don't forget that for both AI and player a lot of what happens such as detection and missile hits etc depends on probabilities. Some times you might sneak by undetected, sometimes not...sometimes a misisle gets by defenses and sinks your carrier, sometimes you live to drink beer in the next port...
Don
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Thanks for making this and uploading it for all to play!
Have had a bit of a non-harpoon fortnight, but this looks like what the doctor ordered, "let go, full steam ahead, adventure on the horizon - hippee!"
Don.
HooWee, I haven't yet found out what the Red side is up to but my little 500Meg ram laptop starts going v e r y s l o w.
When I get to see what they've planned for me I think I might run

Don
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Dodging air to air missiles?
in General
So if I said Tomcats are "old fat and 'a big blip on a radar screen'" you'd be a bit insulted? OK I won't say it.
Sometimes a couple of brave (and I stress brave) pilots in something like a hornet (most recent the better) cruising in vlow and getting in close can reek significant damage before they're detected. I wouldn't use it as first course of action but someone has to win those medals when the cautious approach isn't working.
In more recent scenarios there are even better choices of course, Rafales, Lightnings etc often pop up right where you've lost a fist full of 'front line fighters' with no warning!
Re 100% missile kill rate, you often only see the ones that kill, you might think AI is getting 100% but there are probably plenty that you aren't even seeing.
Don