Posts posted by donaldseadog
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Ha, you must be all asleep at last.
I've attached some log files after testing the new launcher.
In summary some problems:
didn't have much luck trying to link to a commondatabase by name in another folder.
one logging option disregarded.
problems if the command line too long.
the details are at the start of each log file which are named to indicate the general content.
I just have to work out what all the logging report items mean?
Don.
Nice work again! Most of the log options are at least minimally explained at http://harpgamer.com/harpforum/index.php?showtopic=3574
Performance logging was properly ignored, in release builds it is ignored, when I put up the next beta build that one will work since it will be a debug build.
I followed the link and found what looked like what I would be after " HC_Beta_Tester_Manual.pdf " but that link seemed to go to a blank page, I think I've saved the URL: "http://harpgamer.com/harpforum/index.php?act=attach&type=post&id=718", is there a manual that will let me understand this better and should it be at this URL?
Don.
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In other words, I have yet to get the launcher or using command lines to work.
Are you sure the launcher is in your HCE directory?

Yes, I unzipped it to my main HCE folder. When I hit the 'Launch GE' button on the launcher, absolutely nothing happens.
Well things happen here too fast for me, but I'll post up my fiiles from testing the older launcher, I had some issues with scenario by name (perhpas that option shouldn't be in?). I'll try the new launcher.
Iv................elps. seems to me a great way of starting non standard games especially from custom battlesets once it is running mickey mouse.
Don Thomas
Ha, you must be all asleep at last.
I've attached some log files after testing the new launcher.
In summary some problems:
didn't have much luck trying to link to a commondatabase by name in another folder.
one logging option disregarded.
problems if the command line too long.
the details are at the start of each log file which are named to indicate the general content.
I just have to work out what all the logging report items mean?
Don.
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Replenishment at port - when a ship or surface unit is "docked", it is merged with the port or base unit. In the formation editor a surface unit (and for that matter missile barges) can be assigned to a base and serve as some picket or outer defense asset. For a ship to be truly "docked", maybe add another location to the formation editor besides the center of the formation (called docked?). While docked, the ship can be resupplied, maybe even repaired. Should the base be assigned a certain repair capacity (points per day?), or a number of docks? Size of docks (there has been some discussion about the Kitty Hawk going to India, however a limiting factor is the size of drydock available at Cochin)?
In addition, should a docked ship be prohibited from firing weapons or using sensors? I don't think ir may be a good idea to have a SPY-1 running while in the drydock.
This is a little of track, I've sometimes had ships joined to a port in its formation and not been able to 'split' them out. In such case I've launched or used an available aircraft and 'joined' the ship to the aircraft then split it so as to have it finally independant. I assumed that ships weren't meant to be joined to a port (even though it makes sence).
More to the point for here, although getting a bit fiddly, when calculating times for unrep, vertrep, take into account the navy invololved? I was on HMAS Supply in the mid 70's and did an exercise with one of our northern neihbours, their corvette (I think it was a corvette, some twin deisel job) was down a few cylinders and couldn't catch us at a breath taking 12 knots (I think we did unreps at 12 knots, its a while back). They were pretty slow with all the seaman ship stuff involved as well - God knows our couple of guys who went across in the 'chair' were glad that we had the loose end of the rope.
Also, thinking about how big a programing job this looks, could it be tackled by starting with the most immeadiate task which might be resupply of armaments, and once teethed extend it?
Don Thomas
Thinking further:
I'm thinking that running replenishments at sea is a bit like launching aircraft from a carrier.
You need to look at sea room, consider swell and wind then pick a course. You calculate how long you'll be running that course to complete the replenishment(s) and (you'll use a standard steaming speed) therefore the distance. For underway replenishments (unrep) you have to stick to that course and speed until finshed or execute a 'break away'.
You'll have a capacity rate per side for (unrep) that rate independant (pretty well) of whether you are doing one or both sides. The rate varies with various goods. I assume today replenishment ships have on board helos for vertical replenishment (vertrep), each helo having a capacity rate (including turn around time) and I'd also assume that normally the ships are brought relatively close in even if only requiring vertrep so capacity rate wouldn't be greatly dependant on distance apart. (I might be wrong here and verteps might be done over long distances to save steaming time - please correct me here if you know). I'd also assume that today unreps are pretty much only for liquids (fuel). For anything more than mail or personell transfer I'd assume that a number of round trips would normally be required for a meaningful transfer of cargo. A someone has already pointed out a pallet of coke won't last long.
I'd assume few if any combat ships (at least ones that are likely to frequently require replenishments) have helos of sufficient capacity to be of use in vertrep so the calculations could be based on the replenishment ships capability, ie number of helos.
To make things easy we could start with two code procedures, one for unrep on the basis of supplying fuel and one for vertrep on the basis of supply armament.
If these two items were given respective 'scores' for different armament and fuel then once the two procedures were ironed out any other form of goods could be implemented with its own 'score' into the appropriate vertrep or unrep procedure.
If only fuel for steaming was considered (not fuel for aircraft and auxillary equipment) then I guess the unrep is the simpler of the two and the place to start. As with aircraft groups joining, sip units would need to be within a predetermined minimum distance and some time delay for manouvreing alongside included.
As to questions such as what does Harpoon do in the case of torpedo contact, I think it should use the same procedures as for carriers launching aircraft, which I assume is ignore time considerations and get out of there. In the mid 70's I did a short stint on the Australian oiler HMAS Supply and from memory, unless you were transfering personell, you didn't care too much about spilling oil or dropping goods in an emergency breakaway. (ofcourse in exercises you always cleared lines and recovered gear but if a real emergency, which could be mechanical failure, a shit man at the wheel, what ever, you basically let everything go and get out) Supply didn't have much accelleration and until the ships alongside got out of the way couldn't manouvre, but a destroyer or frigate could be let loose and choof of to a 90 degree departure angle in a couple of minutes giving you some sea room. The biggest danger is in fact one ship getting in too close because a venturi effect can set up and suck the two ships together, there was always a watch doing nothing but constantly gauging the separation and the Supply Captain could order a break away and send a ship off at a moments notice if the separation distance came down to a crtical value.
If replenishments are implemented then also more attention could be given to fuel use rates. Ships running flat chat use hugely more fuel than normal cruise.
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Tony,
If you can use them, I have PDFs of the Harpoon '97 manuals that I recently sent to another group member in response to a request. It's a ZIP file a little over 2 megs if you want it.
Just a thought.
Buddha
Can't hurt even though I think I have all those. Thanks!
Hi guys, Tony in particular I guess,
I've just uplaoaded a file 'harpoon.zip' in hindsight not a good name eh?
Tere is in the zip an explanatory file of mine 'aboutthis.txt', but hought I wouls repeat the basics here. The files are direct from my old computer, I can't find the original CD. The game is a demo with I guess original GUIK battleset only. It is a dos game and when you sart it you get info on how to find out about the full game. It was distributed in australia I think early to mid 1990's. If I find the CD rom I'll get back again with the original stuff.
Don Thomas
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In other words, I have yet to get the launcher or using command lines to work.
Are you sure the launcher is in your HCE directory?

Yes, I unzipped it to my main HCE folder. When I hit the 'Launch GE' button on the launcher, absolutely nothing happens.
Well things happen here too fast for me, but I'll post up my fiiles from testing the older launcher, I had some issues with scenario by name (perhpas that option shouldn't be in?). I'll try the new launcher.
Ive attached some log file portions with my notes included within each file as a header.
generally:
IGNORE THIS NOW[battleset by name always gives original GUIK (batleset 1) although the log file has the correct file passed in.]
scenario by name caused view of orders file at startup and time rate was always '0' (paused).
any ofthe items that are selected from a drop down list must have the "box" ticked after selecting the variable or the selected variable box must be 'clicked' a second time. you see the progress (or lack therof) in the simple command line at the foot of the launcher window. This includes options within the 'game options'.
IGNORE THIS NOW [only one logging option may be run. You can select as many as you like but it will only log the first selected. You may select 'all' and this works ok.]
Hope this helps. seems to me a great way of starting non standard games especially from custom battlesets once it is running mickey mouse.
Don Thomas
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I just don't get it.
When you type it out for me, I can make it work. Trying to do it on my own...not so much.

I can always keep helping... Don't forget the launcher in earlier post of this thread, unzip to your HCE directory and run it. It'll build a command line based on your chosen options then click "Launch GE". Make sure you actually get the options you chose, grab the first lines of the log file, rinse and repeat.
Hope it OK, I tried the launcher so as to get a debug type readout log (still trying to see what's happening to close range air 2 air guns) and have noticed a couple of things with the launcher:
If I use batleset by file name (and choose the HDSU.res file) it doesn't launch but if I use battleset by number (#35 - HDSU.res) it works.
In the "game options" I have to select the option value from the pull down window, then rehit the aroow button (like select twice) to register the selction in the "simple text" line (which I assume is the command line being built)
In the logging option I get problems if I select more than one individual option.
If of significance here are details of my coputer:
Computer:
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5.1 Name : ACER
5.2 Total Memory : 494 Mb
5.3 Free Memory : 222 Mb
5.4 Total Disk : 27.47 Gb
5.5 Free Disk : 8.23 Gb
5.6 System Up Time: 4 days, 23 hours, 52 minutes, 11 seconds
5.7 Processor : Intel® Celeron® CPU 2.80GHz
5.8 Display Mode : 1024 x 768, 16 bit
5.9 Display DPI : 96
5.10 Video Card : Intel® 82852/82855 GM/GME Graphics Controller (driver 6.13.10.3510)
5.11 Printer : Canon iP4600 series (driver 2.20.2.80)
Operating System:
------------------------------------
6.1 Type : Microsoft Windows XP
6.2 Build # : 2600
6.3 Update : Service Pack 2
6.4 Language: English
6.5 Charset : 0
Don thomas
PS This is more fun than playing the game (nearly)
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bandits
View File
A seek and destroy scenario using DB hcda090513 and hunting red and green pirates and drug runners. Green targets must be taken using some form of boarding party (to confirm they are pirates/drugrunners), this can be done with correct helo loadouts and by selecting target and using "intercept" command, you can't "attack" a green target.
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Submitter
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Submitted07/09/2009
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Category
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The question seems to come up occassionally about refueling air craft (CAP units in particular) from tankers in formation about a base. I've attached a simple saved game tnk2bse1.hpq (from standard wespac battleset) to illustrate what I do, (I think it's pretty sneaky). the game opens with the CAP patrol out from baseAAa with insuffient fuel to get home. In formation patrol 140 nm away is a tanker AA01.
"join" the base and the CAP patrol , 'move' the tanker from the bae to the fighter group and execute the "join".
use 'alt' R to commence refuelling and wait for the request to split the tanker then send it home. set the CAP groups speed to send it back to its patrol point.
Its not automatic but not actually very fiddly, set it up when the CAP requests coming home at Bingo fuel. Set a course to the refuel point, set loiter speed and use F10 to produce a staff reminder that you are in position to refuel, execute the new course - you'll get your reminder when the CAP is in position. If you have no tankers in the sky at that time you loose a group so keep an eye on that eh!
If you bring your CAP group into more or less where the tanker is (instead of 140nm away in this test) then it really is working fairly realisstically, ofcourse you can cheat if you so wish - who's to know.
The simple scenario is attached too incase you'd like to fiddle abit.
Don.
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Donald, I'd like to echo Tony's thanks to you for investigating this issue further. We're a very small group who are working actively on the overall HCE project, and we appreciate every bit of help we can get.
As Tony already indicated, we're looking at adjusting or modifying the air-to-air gun behavior to better accommodate weapons of varying performance (yes, even the fabled F-14T CannonCat, lol) so that the model is better overall, not just for WWII era databases and scenarios, but for the entire HCE simulation.
I figured it was probably afew doing heaps of work..
Any way I note Tony tried guns and they operated , I still wonder if they has a range of less than 1 mile.? I've attached a zip with a small battleset, scenario and saved game. the game (playing blue) starts with two dog fights occuring, one between two pairs of Bf 109 B2s and the other a pair of 109 F4s. The B2s never fire but stick to each other like the proverbial. The F4s soon start shredding each other.
I should have done something like this in at the start to illustrate what I'd seen (I'll know next time).
I understand that things are always changing (my first harpoon was a dos game with only the original G
UIK battleset, a demo version at that - boy how things have changed) and little things can be important and easily missed in what must be a huge monster of a program.
I probably make a 'chat', being upside down and other side of the globe (Australia) my time tables are a bit out, but I'll keep an eye out for things I might be able to do like this.
Don.
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I find that only planes with german guns (or copies of german guns) conduct proper Air to air combat (actually fire). I also tried changing some of the UK guns to look like german guns but they didn't seem to work.
I've had another fiddle and have revised my earlier findings.
Its doesn't seem to matter which planes are in control of AI it is a plane by plane (more exactly a gun by gun) issue. It isn't a matter of allied vs axis planes.
What I now find I find very interesting:
If you modify in PE the range of the guns then once it's air range is 1 mile or over it conducts proper air to air combat, below this it appears to be in dog fight (if you can assign it a target it can get to) but never fires, my assumtion is that it never gets to less than one mile range.
My question then is this 'can the GE only assign one plane group (or unit) to one exact location is is the size of that location 1 mile?' If so that is the problem I'd say.
It may also relate the something else I've seen, if you join two (or more) air units into a common air group, and they have short range air to ground weapons, the group will some times manouvre around its target but never get any unit close enough to fire. Maybe I should do a saved game to illustrate this, it'd be quite simple I think.
Hoping all this leads to something worth while, I'm concerned its taking up time for those who have (i'd assume) plenty of work already.
Don.
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Heh, I was toying with the idea a few weeks ago, but didn't really understand all the scen and bs editors, so I just left it.
Hi Mack,
I'd be interested to know how you find it, especially some of the data base additions like the fast FARP and the 'diggers' armament carried by hercs. I've tried to simulate some of the things I've seen/ heard of/ read about in these sort of operations out back (Australian interiour).
I also wanted a few scenarious that try to keep away from air power.
Don.
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yes they are. anything with more than a pop gun shoots down spitfires and mustangs by the hand ful.
I'll have a closer look, I'll try using different planes including german etc planes with blue side and see what I can find.
Don.
That's very telling. We may have a code issue here. Try and get a savegame if possible.
Didn´t notice such a Problem while creating the basic models for my HC-35to50-DB, so one of the newer changes in code might cause the trouble?
I´ve created the Guns as Gun Payload.....
But i didn´t check anything the last months due to too much work ....

I don't have a saved game, I'll look athat but will need to provide battleset, scenario and game (and modified database see below).
I've made a battleset (as DBWW won't work on standard battlesets, correct?) and a simple scenario with a germ carrier in the english channel. On board (and set in CAP formation) are fighters from germany, japan and USA and some recon planes.
From London I have brit, US, japanese and german fighters and light fast bombers (with AA).
I've also modified a sopy of the data base to use german guns on one UK plane and a copy of a german gun with attributes changed to look like a UK gun.
I find that only planes with german guns (or copies of german guns) conduct proper Air to air combat (actually fire). I also tried changing some of the UK guns to look like german guns but they didn't seem to work.
I'm assuming there are some attributes of the 'weapons' that don't show up in the normal PE editor editing window but this seems unlikely? It could be me!
In any case it doesn't seem to be who is playing but what guns (cannons) are fitted.
Also, planes seem to think they have an AA range of 3 miles (no matter what their guns) and if ordered to engage a plane at less than this they ask for permission to fire guns only but do not alter thier "course" nor record in their info window the target and if more than the actual gun range just keep plodding on. If they have german guns they will fire in self defence or if the enemy gets within range.
Planes ordered to attack outside the 3 mile range (if they have an exact fix) will behave as if in a dog fight whether or not they have operating (ie german or other) guns.
I'll try to get something saved to illustrate this but perhaps "those who look at code" might think of something from this (perplexing) summary.
Don Thomas
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File Name: Australia battleset
File Submitter: donaldseadog
File Submitted: 23 Jun 2009
File Updated: 23 Feb 2011
File Category: BattleSets
DB Used: HCDB-100930
Authors: don thomas
A battleset based on continental Australia
Eight scenarios of differing character, some heavily air craft dependant, some not.
This new version 110222 fixes clerical and platform errors, provides better descriptions and removes undesirable SAM barges.
The embedded scenarios use HCDB-100930 (official HCE database) or newer.
Don
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Hi all, re the latest couple of HCWW data bases (090605 &090618). I like the idea of playing back in WW2 with out all them there modern stuff, but I can't get my blue pilots to fire their guns at other planes. I've even sicked them onto planes with no armament, but they just fly around them looking stupid. Any one else having this happen.?
Don Thomas
I noticed this in a recent test scenario. Are the Red aircraft attacking air-to-air?
yes they are. anything with more than a pop gun shoots down spitfires and mustangs by the hand ful.
I'll have a closer look, I'll try using different planes including german etc planes with blue side and see what I can find.
Don.
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Hi all,
re the latest couple of HCWW data bases (090605 &090618). I like the idea of playing back in WW2 with out all them there modern stuff, but I can't get my blue pilots to fire their guns at other planes. I've even sicked them onto planes with no armament, but they just fly around them looking stupid. Any one else having this happen.?
Don Thomas
[CV32: Edited]
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This is turning into a good examination. I'll give a little divination from the code as a bonus to the discussion.
One of the automated checks to create a refueling event happens every 60 game seconds for every group or immediately for the current unit or group if a staff report is requested for the selected unit or group.
Within that check a refueling event is created if the group is below 50% bingo fuel and there is a tanker in the group (and there isn't already a refuel event for the group) and the group is fully airborne (all .
Now just because a refuel event is placed it doesn't mean a refuel will happen in the next static ### of seconds, just that a finer tuned check will happen and decide whether to start refueling and if not, requeue for later action.
That's it for now, keep at it folks.
Hi guys, having spent quite some time, like all of you it seems, playing with refuelling scenarios etc I think it is cheating to be able to look at the code, no wonder the group is called "staff pukes" (only joking).
Two traps not mentioned here that I sometimes forget is that if your tanker has less range than the recipient, you some times run the tanker dry on the way home (oops), the other, when ferrying over a long distance if the group includes a tanker at take off, refuelling may occur about 30 secs after group formation (takeoff completed) and thereby having no effect (otherthan having to bring every one back and refuel on land).
You wouldn't want it all to be too easy though, would you?
Don.
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I some times join Orions with surface groups and set a large diameter formation area with them patrolling far out. First time it ran out of fuel. Now I read its fuel range (from the unit window), calculate how long it can remain in formation patrol and set a reminder window to tell me to split it from the formation and send it home. Fiddly but no where near so much as doing individual sonorboy drops (I didn't know about the period button - must try it, must find short cut key list in documents and print it)
Don.
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Could be more easily handled by a mobile 'FARP' unit that allows the landing of 1 helo to refuel it. You could actually do that now yourself with the platform editor, but an official unit would be nice as well.
Not only a FARP Unit but a FARP installation as well.
a FAR Unit is fine for carriercapapble aircraft and Helos.
I think the marines had a kind aof mobile airfield with catapults an arrestor gears before they got the AV-8B or maybee parallel?
But as an adition a "Feldflugplatz" as an installtion allows you to place a forward airfield anywhere the scen designer feels the need for one. This can be done via the generic Airfields.
I think all published HCE DB contain FARP Kind Units and Generic Airfields....
regards René
Hi guys,
I've used FARPS (essential in Australia) but they are very slow to move, 5kts max from memory. In real life if you stuff up with fuel in a VTOL at least you can land and wait for a truck load of Avgas (or whatever). perhaps I just need to hot up some FARPS with aussie road train drivers that can drive a rig at 50 kts (100km/hr) along our bush roads?
I'd still like to be able to land my helo where ever is reasonable, could be a good sort on the beach who needs a lift home?

Don
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Thanks, I've gone to the page and tried an upload but need to go away and make a 'screenshot'. As a bigger man than me once said (in a movie, gee what a woos) 'I'll be back'.
Don.
Don, thank you for going to the trouble. It gets easier after the first time
. On the screenshot topic, you don't have to include one, they just make your entry look more attractive.I'm glad they're not esential as I tried to up load it (on its own via the same window as I uploaded the battleset-zip) but ran aground.
I'll assume you're correct about being easier second time around, certainly I'll be more prepared.
Thanks Don.
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1. Within the game, a hot key to return to last focus.
2. An ability to land helicopters anywhere on land eg to wait for a refuelling craft.
3. resupply land and sea units with eg truck convoy, unrep ships.
4. in game and SE, an indication of refuelible aircraft Done

5. Completed intercept box include 'orders' option.
(I think that was the case in the old DOS game)
6. 'Attack' have an option to approach and concentrate attack on specific unit(s).
7. Set max time on station for patrols.
8. when dispatching a patrol have the speed and sensor setting boxes come up for setting same at the patrol point.
So eg can use P3s as anti-ship patrols.
10. When selecting aircraft units in the air intercept window I'd like to see their current armament, I hate sending off guys who are on their way home having used up all useful ammo (and I'm sure they hate me worse!).
11. When using the launcher for testing game engine there is an option for iteratvie (not overwriting) saves of the game at regular intervals. My wish is that the saves can be done at user control by a keybooard shortcut. It would be nice to be able to define the folder and saved game file name.
12. When the 'auto play' option is used in command line (for testing) both sides long distance attacks be launched, and perhaps the 'ctrl-alt-S' switch be activated.
13. For normal game play, the location of the group and unit window centres remain where they are when changing magnification and optionally when changing selected unit/group.
14. I want a way of having a custom database that is based on a standard DB, say HCDB, but being able to update the custom when the standard is updated, does that make sense? So either a copy and paste of records (and their related records) from one DB to another, or perhaps a GE that can reference a main DB and a secondary DB (the main having precedance for duplications[how to determine a duplication?] or merging data bases [how does it deal with duplications?] or enough time to just redo my custom when ever a new standard DB comes out.
15. tanker loadouts in aircraft to have duplicate loadouts. you can run an air group with two or more tanker units (NOT two or more tanker planes in a unit) and get the respective number of refuels. To do this from a launch command you need tankers that are either different planes or different loadouts, other wise you to launch, split the group then rejoin which is beyond the AI so 'the enemy' never has this ability but the player has (how unfair is war!).
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condensed
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1a. I'd like to be able to ally with green (neutral) countries, either by some form of diplomacy (no idea how that would work) or by force eg taking out primary bases. AI also can do this.
1b. When the assistant comes up to advise a new contact, I'd like to see the new contact on the unit and group windows (behind the assistant window) before dismissing the assistant.
2. I'd like to be able to set a group to "shadow" an enemy group.
3. In scenario editor, when editing a group I'd like to see the % prob. of the units. Also when editing group events (eg launch aircraft) I'd like to see the details for repeat launches.
4. When instigating an air intercept from the new contact window I'd like to be able to somewhere override the current speed of each group chosen for intercept. I'd also like to be able to both come back to 1:1 time compression and fill in the intercept option.
5. When assistant advises a new contact, have the option of selecting your group that made the contact.
6. Air intercepts, be able to select for intercept a group (or unit) that already has an assigned target. They are sometimes to close for comfort to the new contact and I'd like to either/both fire something at them or get out quick.
7. When intercepting (generally from the new contact advice window) and selecting a unit form a multi unit group, I'd like the option of splitting the unit from the group - eg fighters escorting bombers.
8. anything that reduces any type of micro management- I love this game for it's stategy realism, it makes me the Admiral (yehhh!!!) Running an air to air attack or short range bombing run, navigating ships through narrow straights etc can be left to some lowly dog captain, I want the big stuff. (hope I didn't step on any captain's toes, I haven't done that for 30 years but I still remember they yelp pretty loud).
9. Separate zoom buttons for group and unit windows. (maybe shift Z and shift X for unit window) I get tired of tabbing from one to the other to change zoom setting.
10. In staff options (or somewhere) toggle the bingo warning from on to auto return to base. (maybe for each group in perhaps course editor).
11. When a new contact is reported an option to select your detecting group and option to come to real time if intercept option is taken.
13. Planes ask to return to base or (better) course editor after completing attack (instead of loiter)
14. ship's officer of watch pencil in location of stationary items like mines (when they are detected) so that you don't blunder into them just because you lost contact. Even if they go yellow in a small trapazoid that would be OK.
15. (maybe) A real time limit switch so that I get to bed tonight instead of tomorrow morning
15. An "evasive" feature available to the AI (switched by the scenario writer) that can be applied to groups so eg surface groups don't go running aground chasing enemy and poorly armed groups don't attempt Kamikaze runs.
16. Download files in scenario section showing the respective database in the browsing section so as to easily find eg HCWW database scenarios.
17. A switch to send aircraft back to base after an initial weapon launch, the switch available to player at launch of attack and to AI via the scenario editor at aircraft launch.
18. Stealth generic bases, ie small bases that aren't automatically known to the player (or AI) at game start. A bit like a FARP but able to handle small planes or maybe just STOL planes.
19. Ability for in air refuelable planes to "land" on an in flight tanker including one in formation about a base.
20. Planes able to go in formation patrol about settable 'points'. Useful for any surveillance patrol especially ASW.
NEW
21. Within (the new 32 bit) scenario editor, an ability to ferry aircraft via a way point. Also an ability to ferry from a neutral base to either a red or blue base. The aircraft then becoming 'property' of that side. Thus a neutral country could supply aircraft to one side in their support while still claiming neutrality. A similar thing with neutral ships/ subs with an ability to 'join' a red or blue base at the end of a cruise.
22. completely ditch Scenario editor and have the GE be able to save scenarios (with probability of unit/group occurrence etc ) so can write a scenario that has planes in the air, complex course for patrol planes etc. (Now there's a BIG wish biggrin.gif )
23.When you change battleset from within the game (eg ctrl N, file/newgame) you can go to other folders to select the battleset file but need a database (RSR and RES files) in that folder. I wish that a shortcut to the database files was sufficient.
24.
grey out (make not selectable) the very low altitude button in the speed setting window for aircraft that crash when flown very low.
25. Logging for ESM.
26. AI can split off a unit(s) from a group to execute a defensive action. EG a long range air strike with fighter escorts could peel off some of the escorts to intercept a threat, or a slow surface group with say an oiler could peel of a couple of fast destroyers for same purpose. I guess the planes RTB after intercept but I don't know how to handle the ships unless they return to parent group and rejoin.
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condensed
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Well I read this and figured I should have a go.
I'm not sure how to upload the files so I'll try and attach my ZIP to this reply, otherwise if some one can direct me to the proper procedure I'll do my best to follow.
Don Thomas
Don, a new user scenario is always welcome.
However, you need to upload your scenario through the Downloads section of this website here. Once you've done that, we'll approve your upload and delete the attachment here.Thanks, I've gone to the page and tried an upload but need to go away and make a 'screenshot'. As a bigger man than me once said (in a movie, gee what a woos) 'I'll be back'.
Don.
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Well I read this and figured I should have a go.
I'm not sure how to upload the files so I'll try and attach my ZIP to this reply, otherwise if some one can direct me to the proper procedure I'll do my best to follow.
Don Thomas
2009.034 Release Notes
in General
One, I have to learn how to use these quotes when replying,
Two, re my previous badlogoptions, Ive run the program from a shortcut and from the launcher useing the same command line and whizzo, the shortcut worked and the launcher passed on a gooped up scenario name. I used the launcher with the scenario by number (a different scenario of course) but all else the same and that worked.
Attached is a zip with the three log files.
I'll work on the other stuff ASAP.
Don.
ScenByName3LogOptions.zip