Everything posted by jugasa77
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Starting Platform Editor
Hello again, folks! I thought I have resolved the problem but when running HUCE and Scenario Editor the database seems to do not have changed from the original (HCDB-150928). In pdf manuals they say that we can use the edited database at EC2003 and WestPac battlesets. That's what I did with database files: 1) Copy commondb.res, commondb.rsr, pfBuild2005, pfData2005 to another folder. 2) Open pfBuild2005 (it links to pfData2005) and import database. 3) Edit some weapons (SM-2MR, for example). 4) Rename editor and database name. 5) Export database. 6) Copy commondb.res, commond.rsr, pfBuild2005, pfData2005 to HUCE folder. P.D.: You cannot open pfBuild2005 and pfData2005 at HUCE folder because they are only for reading. Also I can see that commondb.res and commondb.rsr are not edited at all because they keep their old date of editing. Then I run the Scenario Editor or HUCE and it says that the database was the original one (HCDB-150928) for HUCE 2015.25. Does anybody knows what's my problem with Platform Editor? What am I doing wrong? Thanks in advance, folks!
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Starting Platform Editor
There wasn't problems with editing HUCE 2009.050 database. But I can't edit the HUCE 2009.097 database. Because you can open the file but cannot edit it. ...and after a couple of minutes searching for a solution myself: you can try a beta solution for this problem. 1) You should copy the next four files to an independent folder: pfBuild2005 pfData2005 commondb.res commondb.rsr 2) You can open the pfBuild file now. 3) You can import the database now. 4) You can edit all the entries now. 5) You can export the database now. 6) You should copy the modified files now to HUCE folder. That's all folks!
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Starting Platform Editor
I haven't play for a couple of years and I have forgotten how to start the HCE Platform Editor... Can anybody help me? Harpoon Ultimate Commanders Edition v2009.097 + Windows Vista + MS Access 2007 Thanks a lot.
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Cleantopo2
I have seen the Cleantopo2 map that we can download in this web-page. I think that the battlesets maps that appear in the last HCE demo, at least the one I had download, are based on Cleantopo2. Is it possible to import the texture maps of the last HCE demo to use them in the original battlesets of my HCE copy? (Not only to use Cleantopo2 in the new user battlesets we can create on our own).
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Tactics 101: Naval Formations - Part 2
I built an scenario with a pair of SSN in the picket ring of a surface soviet group. The problem is about the AI. Usually ASW planes (P3C Orion) intercepts the submarines in the picket ring. But the AI did not ever realize that the ASW plane will be intercepted by enemy aircrafts in the picket ring. When interceptors shot down ASW plane the AI sent another one. Finally, my interceptors had shot down every ASW plane of the computer. Is there any solution to this AI problem?
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Stealthiness
On the other hand, is it a group of 4 planes more able to detect enemies than a group of 2 planes? I suppose that the more searching radars you have the more chances to detect enemies.
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Stealthiness
When playing Harpoon I realize that radars do not always detects the whole number of aircrafts in a group. Is it stealthier a group composed of 2 F16 (or another plane) than a group composed of 4 F16? I suppose that radars have more chances to detect a group if there are more planes in this group.
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Antiair Warfare
I have already tested an antiradar AAM and unfortunately it doesn´t work. Two Tornado wearing four modified Sky Flash (with Antiradar flag) each one fired at an incoming enemy air group. It was supposed that if Tornados were shot down before their missiles could reach the target their weapons could continue towards the enemy. Tornados fired missiles at escorting Flankers and they were shot down first. Unfortunately, because Sky Flash are SARH missiles, their weapons disappear at the moment that Tornados were shot down. So "Antiradar" flag didn´t work as I hoped. They couldn´t home on Flankers air search radars.
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Antiair Warfare
That´s because I am reading paper rules and they make me think about the game (HCE). I was thinking at was distance a AAM without the "Dogfight" flag would have its Ph halved. It´s useful to know at what distance should my own airplanes use its short range missiles and at what distance should I use medium range missiles. I also had read that, in Harpoon 2, all SARH missiles have a flag called "Home On Jam" and this make me think about an Anti-Radar AAM.
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Antiair Warfare
At what distance does a dogfight start?
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Antiair Warfare
Is a AAM with the "Anti-radar" flag able to target an enemy aircraft that has its own radar turned on?
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Antiair Warfare
What is the acquisition range for a missile with the "Terminal Guidance" flag?
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Antiair Warfare
Are air-to-air missiles (AAM) affected by the crossing target rule?
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H3 CE v ANW
Well, you can find H4 paper rules easily, but I am afraid that you can´t find H3 paper rules anywhere. But it is a good new to know that H4 paper rules are very similar to H3 paper rules. So we can use paper rules as an improved manual that explains everything. P.S.: It is good that H3ANW comes with three e-book manuals inside.
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H3 CE v ANW
I have already downloaded the demo and I must say that HCE interface is easier to understand than ANW one. ANW demo contains three manuals, which give more information than the single manual that comes with HCE.
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Antiair Warfare
I was playing a Harpoon Classic Demo scenario. Some AS-4 Kitchen were approaching from VeryHigh altitude. I had some F-4 Phantom that couldn´t target the missiles. I don´t know if it is because AIM-7 Sparrow couldn´t reach VHigh altitude or, as fighters were flying at Low altitude, because Sparrows aren´t SnapUp/Down. Do you need a SnapUp/SnapDown missile to launch them at a target that is located one altitude level away from its own?
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H3 CE v ANW
I want to buy Harpoon ANW although I already own HCE. There are different scenarios to play and it seems that ANW is more complex, which I like very much. I think that it is very difficult to write and package a "very-good-manual" and there are some guides you can download in the web. This is good because I like reading manuals very much. As HCE is based on Harpoon3 paper rules, and I own Harpoon4-MTNW, I want to know... if Harpoon ANW is based on H4 paper rules?
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Antiair Warfare
Here are some modifiers to AirToAir combat (from paper rules): 1) +10 DATA If attacker is one or more levels above or below the target aircraft and if missile is not SnapUp/SnapDown. 2) +10 DATA if target is moving faster than 1000 knots. 3) 5 DATA when unmanned target. 4) 0 DATA when target is launching, landing or hovering. Which of them are active at HCE?
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Jamming
Is it the same to have one jammer than to have two jammers? I mean, if you have two ALQ-119 in the same aircraft, would you have a bonus to DATA of 10+10=20?
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Jamming
You have to turn on your radar. And what about IR jammers? Do they need the radar to be turned on to work?
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Some questions about HCE-ATA, DATA and guns
When does the +30Ph modifier to ATA applies? 1) When target speed is slower than 1300 knots. 2) When target is unmanned (it hasn´t detect the missile). P.S.: I have read at "Harpoon 2 - Scenario & Database Editor Manual" that you add +30 to ATA when target is unmanned. May be it is only for Harp2 and Harpoon 3 ANW.
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Jamming
You have to turn on your radar. Does a defensive jamming pod, like ALQ-119, need the radar to be turned on to work?
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File - GIUK - Bear Goes South 2
Reikjavik has three Patriot SAM batteries attached. Playing red side, Backfires approach and target SAM. Then Kitchens missiles deflects a lot of degrees from interception path to SAM batteries, so they miss the target. When playing blue side, enemy Backfires approach Orland air base, which has also three Patriot SAM batteries attached. Backfires looks like if they were targeting SAM batteries too. And missiles deflect a lot of degrees too and there´s no hit on target. I think that this could be something strange because when there wasn´t any SAM battery attached Kitchens missiles didn´t deflect anything, and there were several hits on target.
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Jugasa77´s wish list
I think that when target speed is slower than 1300 knots there´s a +30% Ph is a modifier too sharp. I wish relative modifiers: If target speed is 0-40% of missile speed: +30% Ph. If target speed is 41-70% of missile speed: +20% Ph. If target speed is 71-90% of missile speed: +10% Ph. If target speed is 91% or higher than missile speed: +0% Ph. I wish also that small groups of planes would be stealthier: 1-2 planes: -20% detection probability. 3-4 planes: -10% detection probability. 5-8 planes: +0% detection probability. 9-16 planes: +10% detection probability. 17-32 planes: +20% detection probability. 33+ planes: +25% detection probability. I don´t know if this works in real life, but it sounds nice. I wish that you can choose how many tanks there are in a stack.
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HCE Release Notes
I have some ideas about modifiers at air-to-air combat. Is it possible for me to make my own patch?