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Issue Information Issue ID #000028 Issue Type Issue Severity 0 โ None Assigned Status UNFILED Version 2009.082 Fixed in Platform Editor magazine limit=50 , also nowPosted by broncepulido on 07 July 2013 - 10:30 AM After an essay to fill more than 50 magazines on a ship (Iowa) with the new Platforme Editor theorically corrected as in the quoted text down, I see the limit is the old 50 (with 51 magazines exporting the platforms I get a 3163 message error):Quote With this content: If I select "ArraySize" in the seventh line I get this text: I attach the pfBuild2005 file I get in HC2009.82 wich I'm using now. Issue-28-Platform-Editor-magazine-limit=50-,-also-now.pdf pfBuild2005.zip
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Issue Information Issue ID #000014 Issue Type Issue Severity 0 โ None Assigned Status UNFILED Version 2009.083 Fixed in AP gun ammo expended, but remaining ammo it's not "0", is "65473" shots!!!Posted by broncepulido on 13 April 2013 - 09:40 AM Testing the old River Plate 1939 scenario with a modified DB I see after the 280 mm AP ammo in the Graf Spee forward turret should be theorically expended, the remaining ammo it's not "0" AP shots, it's "65473" AP shots, and the turret is keeping fire!!! In the adjunt Word file I've captured some screenshots detailing best the comportment. Also, I included the modified DB I was using (for sake of simplicity, because I think is simply another overflow issue) and a saved game. Issue-14-AP-gun-ammo-expended,-but-remaining-ammo-it's-not _0_,-is-_65473_ shots!!!.pdf Gun Ammo size Error.zip Gun Ammo Amount error 2.zip
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Issue Information Issue ID #000053 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Maximum missile range in plattform editor=6553 nmPosted by broncepulido on 25 September 2013 - 06:32 AM I know the situation is clear, but perousing the new big Soviet ICBMs added by Brad in the last Cold War Database iteration, I see the platform editor (and perhaps also the Game Engine) limits a missile range to 6553 nautical miles. I see it as a very minor issue, but perhaps it's of easy solving. Issue-53-Maximum-missile-range-in-plattform-editor=6553-nm.pdf
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Issue Information Issue ID #000054 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Assertion Failed message errorPosted by broncepulido on 28 September 2013 - 11:12 PM Playing "The Last Convoy" scenario with the WWII DB to verify the game speed I get the adjunt error message many times, I think related with some animation, probably torpedo hitting subs. Pressing the virtual button "omitir" the game keeps running fine, but only the first ten times or so, after the game crashes. Some idea about it? Issue-54-Assertion-Failed-message-error.pdf Assertion Failed.doc
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Issue Information Issue ID #000099 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Firing arc not implemented on Submarine torpedo tubesPosted by broncepulido on 21 November 2014 - 07:56 AM If you play the attached test scenario (HCDB standard 1980-2015, EC 2003 Battleset GIUK Gap), sailing with the Type 205 U-1 SS on the marked course, detecting the cargo ship, pointing with the stern to the cargo ship (U-1 has only frontal arc firing torpedo tubes), firing torpoedoes at target and verifying as torpedoes are fired in direction to target, from the U-1 stern, when U-1 has not stern fire cabables torpedo tubes. Issue-99-Firing-arc-not-implemented-on-Submarine-torpedo-tubes.pdf SUBFIREARCTEST.zip
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Issue Information Issue ID #000100 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Firing Arc not implement on surface ships torpedo tubesPosted by broncepulido on 21 November 2014 - 08:14 AM If you play the attached test scenario (HCDB standard 1980-2015, EC 2003 Battleset GIUK Gap, Blue Side), sailing with the Halland DD on the marked course, detecting the cargo ship, pointing she with the bow to the cargo ship (Halland has only both lateral arcs firing torpedo tubes), firing torpoedoes at target and verifying as torpedoes are fired in direction to target, from the Halland bow, when Halland has not bow arc fire capable torpedo tubes. Issue-100-Firing-Arc-not-implement-on-surface-ships-torpedo-tubes.pdf SHIPSURFACEFIRINGARCTEST.zip
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Issue Information Issue ID #000102 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Another time gun ammo amount errorPosted by broncepulido on 23 November 2014 - 12:46 PM I think we get a similar error a pair of years ago. In this example, playing the G-20 Brisbame Summit 2014 scenario, I found Russian AO Boris Chilikin-class, after firing guns for a while, has 65241 gun ammo in one of her mounts!!! (Attached files are saved game and screen capture).
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Scenario crashing because "phantom" submarine group
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Issue Information Issue ID #000140 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2015.028 Fixed in Scenario crashing because "phantom" submarine groupPosted by broncepulido on 20 December 2015 - 12:51 PM Just when I was finishing the Black Sea scenario, and in the first attempt to run the scenario, the GE crashes (but be calm, I almost resolve it). When loading the scenario in the GE, it don't l oad, and the GE crashes. Opening the scenario with the SE, and don't remembering none bad "movement", I activate the "Analyze scenario" routine, ask by "Completness" (in the first essay I click also later in "complete analysis", and the SE crashed) and find, almost by hazard: - "Submarine Group ZWU: NO VARIABLE STARTING POINTS ENTERED. NO PATH ENTERED." - As in this concrete scenario I remember very well to have checked all the submarine groups alternate starting points and paths and speeds, I suspect a lot about it. - I did search the Submarine Group ZWU with the space bar, as I'm almost sure is a "phantom" group (perhaps one of my errours creating a "vide" group, but I don't remember to did it in this scenario building). - And bingo, selecting the Submarine Group ZWU with the space bar is a phantom group (the map reconduces it to UK zone). - I simply delete it and the scenarios runs ok, but what moments of terror! I post it if is of interest for debugging and so. Issue-140-Scenario-crashing-because_phantom_submarine-group.pdf BLACK SEA 2015-2.zip-
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Issue Information Issue ID #000150 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2016.003 Fixed in Errour operating DataBasePosted by broncepulido on 29 March 2016 - 12:56 PM Probably my fault, but the DB edition is not operative, and I get the errour reflected in the attached file. Issue-150-Errour-operating-DataBase.pdf
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Issue Information Issue ID #000163 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2016.010 Fixed in Orders of intercetion crashes planes at Very LowPosted by broncepulido on 17 October 2016 - 12:59 PM I saw some strange things playing the F-35A introductory scenario (my "personal" Portuguese F-16 are not NOE flight capables, and when the GE ask me "do you want go to 791 knots with the F-16 to intercept", they crashed against ground. Only after played the scenario many times I was suspecting something, but no clear yet). Yesterday playing the Occupy Norway 2016 scenario I saw more clearly the same case (longer interception ranges, more easy to see the phenomenon). At last I discovered how to reproduce the effect in the attached scenario. In the scenario F-35A and Portuguese F-16A MLU are replaced with poor USAF F-16A Blk 10 without NOE capability. Persevering in interceptions sometimes the GE will ask you "do yo want to go to 791 knots with the F-16", click on the "yes" button, and you will see the F-16 afterburning NOE, and crashing against the ground, as per the usual rules (aircraft, speed greater than 150 knots, and not NOE capable). If not reproduced the attached saved scenario shows the phenomenon in the F-16A group AGa. Thanks. Issue-163-Orders-of-intercetion-crashes-planes-at-Very-Low.pdf ERROUR VERY LOW.zip
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Issue Information Issue ID #000178 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.002 Fixed in Formation Air Patrols deficient behaviourPosted by broncepulido on 16 February 2017 - 10:52 AM This is a behaviour present from some itinerations ago, but not sure how to reproduce it, as sometimes is present, and others not. Playing the Reagan against China scenario I did observe it clearly at last. Playing Red/China, in the first minutes I shoot down the 3xF-15C3 Formation Patrols of Okinawa, 1xE-3G, and a few 3?xASW aircraft. The spected behaviour should be the Blue/US AI-controlled side to form new patrols, but as in the attached file saved game, using the cheat mode, no patrols are in the air, and a lot of fighters and ASW aircrafts in Okinawa (of course not 36xF-16C3 fighters, as some were previously shoot-down), and clearly the 2xE-3G remaining. But I think not ever that's is the outcome, sometimes the IA forms the patrols or the patrols only at the game start and a short while after, many times the second series of patrols and sucessive are not formed. Someone has detected similar behaviour? Issue-178-Formation-Air-Patrols-deficient-behaviour.pdf REAGAN AGAINST CHINA FORMATION PATROLS TEST.zip
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Impossible sonobuoy use tracking in Platform Editor
IssueMigrator1 posted a topic in Defect Tracking
Issue Information Issue ID #000189 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixes in Impossible sonobuoy use tracking in Platform EditorPosted by broncepulido on 26 August 2017 - 12:43 AM A long time bug in Platform Editor (It's also possible I don't know clearly as use it). Is very difficult to track in what loadouts is carried a concrete type of sonobuoy, as the Platform Editor pops-up a blank subwindow without any results when interrogued about any sonobuoy type use. You only can track sonobuoy types use by loadout by memory or making a paper list or similar. Issue-189-Impossible-sonobuoy-use-tracking-in-Platform-Editor.pdf-
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Impossible sonobuoy use tracking in Platform Editor
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Issue Information Issue ID #000190 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 0000.000 Fixed in Impossible sonobuoy use tracking in Platform EditorPosted by broncepulido on 26 August 2017 - 12:43 AM A long time bug in Platform Editor (It's also possible I don't know clearly as use it). Is very difficult to track in what loadouts is carried a concrete type of sonobuoy, as the Platform Editor pops-up a blank subwindow without any results when interrogued about any sonobuoy type use. You only can track sonobuoy types use by loadout by memory or making a paper list or similar. Issue-190-Impossible-sonobuoy-use-tracking-in-Platform-Editor.pdf-
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Issue Information Issue ID #000195 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.011 Fixed in P-3B Orion at 3010 knots speed!!!Posted by broncepulido on 08 October 2017 - 01:14 PM Playing with 2017.012 from a few days ago. Employing the GIUK 1991 WWIII scenario, because it's plenty of different platforms and situations (also, it's very amuse). Almost everything Ok, (only losing a few no NOE capable fighters when they're pulled to VLow in automatic interceptions, but I'm incapable to build a scenario capable to isolate this issue). Also, I fear in the previous scenario play, after restoring save game, I started to lose naval groups helicopters because low in fuel! But this is a new and stranger thing. Norwegian P-3B Orion of GKA group was ordered to intercept Submarine Group OOU (In the middle, near the North limit of the board almost in the Polar Circle). When the submarine was detected, GKA was almost over she. Later I saw it going North, and North, and North, and dissapear... Now, suddenly, group GKA is near Oslo, some 60 nm East of Oslo, near a Su-27P, and flying at 3010 knots!!!!! See attached file. Issue-195-P-3B-Orion-at-3010-knots-speed!!!.pdf P-3B GKA at 3010 knots.zip
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Issue Information Issue ID #000197 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Very Low Interception ProblemPosted by broncepulido on 14 October 2017 - 06:14 PM After many, many attempts, at last I was capable to design a scenario were are generated (but only in one third of the played scenarios!) situations what force the interceptor fighters to go to Very Low after requested to increase speed to reach the enemy aircrafts. Are employed Mediterranean Battleset and HCDB2 170909. This phenomen is produced at least from Build 2017.007, I think. Play Blue/Ucrainian side with "Auto Patrols" on. Accelerating the time to 5 minutes compression, after a while the E-2C will detect a Su-24M2, and the Su-27 in flight West of Odessa will be requested to intercept. In many cases it will be requered to increase speed, click on "yes", and the Su-27 will go to high speed BUT very low altitude, producing crashes against the ground (at least on a third of the played scenarios). Load scenario in attached file. Issue-197-Very-Low-Interception-Problem.pdf VERY LOW INTERCEPT TEST.zip
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Issue Information Issue ID #000196 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.011 Fixed in Aircraft drifting out of Base Air Patrol Zones "cheese"Posted by broncepulido on 12 October 2017 - 11:11 AM Build 2017.011. Aircrafts in patrol in designated Base Air Patrol zones drifted greatly to another counterclockwise adjacent zone (in the Odessa concrete case, drifted above Sevastopol and are shoot-down by SA-10 SAM!). Apparently not observed in Air Patrol Zones in ship groups, only in bases. Found when building a scenario in the Black Sea. Attached file is a unrelated Test Scenario, but with identical results. It's 14xP-8A Poseidon in each Blue base to illustrate the problem. In the two Sicilian bases the problems are less observable, but clearly in the Odessa-based P-8, overflying Sevastopol, and coming shooted-down. Issue-196-Aircraft-drifting-out-of-Base-Air-Patrol-Zones _cheese_.pdf TEST AIR PATROL ZONES CHEESE 2017 OCT 12.zip
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Issue Information Issue ID #000199 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in New ship-based air patrols issuePosted by broncepulido on 25 October 2017 - 06:44 AM After observed some irregularities in ASW air patrols in the last iterations, I decided to built a test scenario. Randomly added 10xSH-60B and 10xSH-2F in USS Wasp, simple because I want to no think about how much helicopters to add (If casually fitted Wasp with less choppers probably I did not see this outcome). And surprise: - The first and last ASW patrols, 360ยบ cover each, one with SH-60B and another with SH-2F, are the programmed by me. - Also are present another TEN no programmed air patrols between the first and last ASW patrols (See "Formation Editor"), with apparently no concrete pattern of pattern patrols!!!!! (i.e. each "phantom" patrol have a very peculiar shape whitout apparently relation with the other "phantom" patrols formed, a pattern of patrols could be "first patrol: first sector. second patrol: opposite sector", but I don't observe none pattern)(Also I suspect the apparently no concrete pattern of pattern patrols is ever the same in sucessive plays of the scenario, but too complex to affirm that now). See attached file: - Latest HCDB2, WestPac Battleset and 2017.13 SE and GE. Issue-199-New-ship-based-air-patrols-issue.pdf
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Issue Information Issue ID #000203 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Red ship no course change after detecting enemy verifiedPosted by broncepulido on 20 November 2017 - 03:07 PM I did observe many irregularities in the Syrian PTG boats in the A Passage to Lebanon scenario, apparently Syrian boats don't abandon their original courses even after detected enemy ships, but they increase speed to maximum, keeping their original courses, don't approaching enemy ships. At last in this second scenario I did get the pretended effect (And of course is no checked the "no change course" for red ships in the Miscelaneous AI Settings). After some 3-4 hours of gameplay, Blue ship is detected, and Red ship accelerates to 28 knots as in pursuit of Blue ship, but without course change! And now, Red ship is going south at 28 knots, just to running aground in the Egyptian coast! The game is of very difficult play now, in consequence. See new attached file. Late Standard HCDB2 and Middle East Battleset. Issue-203-Red-ship-no-course-change-after-detecting-enemy-verified.pdf TEST RED SHIP NO CHANGE COURSE 2011-11-21 SECOND ATTEMPT.zip
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Issue Information Issue ID #000202 Issue Type Issue Severity 0 - None Assigned Status UNFILED Version 2017.013 Fixed in Red ship loses coursePosted by broncepulido on 20 November 2017 - 02:48 PM I did observe many irregularities in the Syrian PTG boats in the A Passage to Lebanon scenario, apparently Syrian boats don't abandon their original courses even after detected enemy ships, but they increase speed to maximum, keeping their original courses, don't approaching enemy ships. Trying to isolate and reproduce the effect, and before the "experiment" is a success (In the current scenario Blue ship is not yet detected by Red ship, for verify if course is changed), I did observe another problem: As after 16 hours gameplay, Red Ships abandon her planned path and go right north to running aground in the south coast of Turkey! See attached file. Late Standard HCDB2 and Middle East Battleset. Issue-202-Red-ship-loses-course.pdf TEST RED SHIP NO CHANGE COURSE 2011-11-21.zip
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Issue Information Issue ID #000003 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 0000.000 Fixed in Error downloading scenarios?Posted by broncepulido on 06 December 2012 - 03:44 PM Trying to downloading some old scenarios, as the Battle of El Arish, I see it's not feasible, or I'm very dumb today: http://harpgamer.com...le-of-el-arish/ Issue-3-Error-downloading-scenarios_.pdf
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Issue Information Issue ID #000008 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2009.072 Fixed in Stopping Submarines problemPosted by broncepulido on 29 January 2013 - 04:22 PM I was thinking was bad scenario planification in "The Halibut scenario" and playing red the blue submarines are undetected but never find the "cable", but not, now also the blue submarines stopped after 20 minutes game time Issue-8-Stopping-Submarines-problem.pdf
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Issue Information Issue ID #000101 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2014.020 Fixed in ASW mortars and depth charges ASW attacks not workingPosted by broncepulido on 22 November 2014 - 04:23 AM If you play the attached test scenario (HCDB standard 1980-2015, EC 2003 Battleset GIUK Gap, Blue Side), sailing with the Swedish Tupper-class PG group with active sonar active and radiating on the marked course, detecting the three midget submarine targets, trying to shoot them with the ELMA ASW RL bow antisubmarine mortars to the submarine targets, and after surpassed the submarine targets trying to shoot them with the DC 4 rack stern depth charge rail, the results are no shoots,and you get a blank "Weapons Allocation" dialog window as showed on the attached Word file. Issue-101-ASW-mortars-and-depth-charges-ASW-attacks-not-working.pdf SUBTESTASW.zip Harpoon Test Short Range ASW.doc
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Issue Information Issue ID #000136 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2015.027 Fixed in Weird sonar range graphics on display on Scenario EditorPosted by broncepulido on 18 December 2015 - 12:23 AM When clicking on "display" units to see the sonar range in the Scenario Editor (and only in the Scenario Editor), in each sonar type present in the unit you get the same weird range values, as showed in the attached file, and with the same absurd (left of the scale) range, and always with one fixed Convergence Zone. Issue-136-Weird-sonar-range-graphics-on-display-on-Scenario-Editor.pdf TEST WEIRD SONAR GRAPHICS IN SE 12-2015.doc
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Issue Information Issue ID #000168 Issue Type Issue Severity 0 - None Assigned Status 10 - Confirmed Version 2016.010 Fixed in Returning to base aircrafts no landing Posted by broncepulido on 21 November 2016 - 01:30 PM Testing a few days ago the "Kuznetsov at Bay" scenario, I discovered at least two times an aircraft group with order to return to base a few minutes of gameplay ago, are not landing in Akrotiri, they're circling in the proximity of Akrotiry a few nm NE (one group is of Typhoons and the other or Tornadoes). Without more testing, at least I did save both situations as attached files. Perhaps some "out of the screen" circling could explain the mysterious loss of aircraft detected by Brad a few days ago. issue-168-Returning-to-base-aircrafts-no-landing-HarpGamer.pdf TEST LANDING 2.zip
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