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donaldseadog

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Everything posted by donaldseadog

  1. 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. airtoairww.zip
  2. 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.
  3. 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.
  4. 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
  5. 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 Click here to download this file
    • 898 downloads
    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
  6. 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.
  7. 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]
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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!). ...................................................... condensed .................................................... 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. ............................. condensed .........................
  13. 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.
  14. 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 Aus_don.zip

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