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Observed building the latest scenarios. At start I did think the Red side don't launch antiship missiles from its submarines. This afternoon developed this little test scenario (Mediterranean 2003 theatre) to very this, but the results are at least "strange". 1).- Playing Blue, near the Lebanese coast. The Red AWACS detects our merchant ships, but only the two northernmost submarines, one Royal Navy and other USN lauch their anti-ship missiles (Harpoon, and the USN submarine some 90 minutes later the longer ranged old TASM), but all the others submarine groups (All Russian SSGN) sail by own AI initiative to use torpedoes againts the merchants (also doing this the US and UK submarines): - Neither SS-N-7, SS-N-9 (Charlie I/II). have differente flags to Harpoon, but are not launched, same with the little different flagged SS-N-12, SS-N-19, SS-N-26 (Echo II and Oscar II/III). - Changing Charlie I/II to country UK/US, same result. - Changing Charlie I/II from SSGN to SSN, same result. 2).- Playing Red, near the Sicilian coast (I didn't observe this running the usual scenarios, but probably because usually play Blue side): The Blue AWACS detects our merchant ships, but none of the submarines, including the same two northernmost submarines, one Royal Navy and other USN lauch their anti-ship missiles (Harpoon), same the Russian submarines don't lauch missiles, but ALL the submarine groups (NATO and Russian) sail to use torpedoes againts the merchants: - Changing Charlie I/II to country UK/US, same result. - Changing Charlie I/II from SSGN to SSN, same result. 2024-08 TEST RED SUB LAUNCHED AShM.zip
- 26 replies
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- verrep: 2024.005
- fix coded
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After adjusting ASROC drop distances of torps to target we looked at the distance actually dropped and the torps position immediately after drop. We observed the torpedo was always dropped directly on the sub or 0nm away and also the torps were instantly at the depth of the sub. This was regardless of level of detection or lock on the sub. This gave the sub no warning of a drop on them by ASROC and no time to react or any sensor check might be too long for a detection. I was thinking perhaps a adjustment on flight time might increase the drop distance to the sub a bit and If needed adjustment to torpedoes acquiring depth instantly on drop. Helicopter drops have to start at shallow and make their way down. I have a scenario with a player-controlled sub moving towards a ASROC armed ship at cruise speed and deep. The sub also is active to enhance detection by the ship. The sub will close to 12 nm when ASROC fires at sub. Helicopters are launched by AI on sub too but do not close in time to attack sub prior to ASROC attack. I have attached a test scenario with two saved games one second prior to ASROC launch and two save games prior to torpedo drop. I have also included both message log and GE log collected for the save games. Logs label 2 or for the torpedo drop while the other is for the ASROC launch.ASROC.zip
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Carribean Basin BS, HCDA database, 2023.007 GE Assertion error popup, game proceeded normally after ignore button. Zipped: game save about 1 sec before occurrence, but not duplicated on replay. and GE.log enemy ship ZYS is detected and cobra helo of base AAB is selected to intercept aa-typebad.zip
- 1 reply
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- fix coded
- verfix: 2023.008
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I know these weapons were corrected as four years ago in the game engine because excessive accuracy (don't remember it well now). With many years of delay at last Longshot HAAWC (weapon entry #22580) reached IOC in November 2022, and my idea was to introduce it in the new scenarios after 11/2022. Previously Stand Off ASW are little employed (mostly for old Soviet/Russian SSNs) and I didn't repair on this bug. When a Stand Off ASW weapon is now employed, the torpedo (I didn't tested nuke depth bombs) drops in water TEN NM from the target, and the torpedo never can reach the submarine target. If the launching ship is less than 10 NM from the target, the torpedo drops in water almost inmediatally, making the ship's ASW torpedo tubes redundant, and also never reaching the submarine target. I don't know how to focus this problem (reducing the torpedo drop distance to 1, 2 or 3 NM???). I upload a test scenario here to show the situation. Is of the 2003 Mediterranean Battleset. It's a Red DISSUB some 7 NM south of each Neutral Oil Rig, the idea is to find it and attack with Stand Off ASWs (the effect and meditions is clearer employing the Longshot-carrying P-8A Poseidon based at Catania-Sigonella, now, in game terms, the "updated" Poseidon are a complete failure!), to observe the mentioned effect, Thanks! 2023-03 ASROC et alt TEST.zip
- 2 replies
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- op: broncepulido
- fix coded
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uses GE 2023.002, included in zip: custom battleset southPacificIslands, hccw140314 db, GE.log screen shot saved game 1 sec before popup. game played on after ignoring error type-aa-invalid-ge.zip
- 4 replies
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- verfix: 2023.003
- fix coded
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When attacking a ship with guns the number of rounds the GE selects to destroy a target is much larger than what is really required to sink target. Attached is a test scenario based on my fictional db. Issue verified by TonyE TonyE Note: AttackDoctrineWithRisk uses the AllocateRounds logic which is meant for missiles (which can be shot down), not for guns. Guns Test.scq
- 12 replies
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- verfix: 2022.021
- guns
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It appears that the air patrol crashing is back. I have had 2 ASW patrols crash, and I am unable to delete air patrols in my TG's Attached is a save game with the air patrols that were not able to be deleted in TG AEC Air Patrols Crashing.zip
- 38 replies
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- formation editor
- air patrols
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The attached (zipped) example uses westpac battleset, HCDB 150929 database and GE 2022.0.0.4 open test scenario BadPatrolSector.scq, select blue base, open formation editor (F4) set an air patrol but when clicking the mouse to set the sector have it over the edge of the extreme perimeter of the formation pattern. You can get a selection that is a complete pie section including the inner circle (which is wrong). See the BadPatrolSector.jpg graphic for the effect you're after. Where the boxed air icon sits is where I clicked the mouse to set the patrol. Execute the formation. This will then be similar to the zipped saved game. In about 50 secs the game will freeze. BadPatrolSector.zip
- 3 replies
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- fix accepted by reporter
- fix coded
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as game goes past midnight the date remains the same, I'd expect it to go to the next date as midnight passes. atttached scenario for westpac battleset, hddb database. testdate.zip
- 2 replies
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- verfix: 2021.013
- fix coded
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In the GE when you change zoom levels with the formation editor open, the units often don't draw in the correct locations, something is amiss with the scaling. They can also be drawn in the wrong location when first entering the Formation Editor
- 11 replies
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- fix coded
- verrep: 2021.009
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GE 2021.010, Test save game zip attached, using westpac battleset and hcdb 150929 database At point of start 3 fa 18 detect two helo and a ship. Total victory is to destroy a ship, min victory is to destroy a helo. If you first sink the ship then down the helo you only get min victory, I would expect you'd get both min and total victory as both conditions are met. If you down the helo then sink the ship you get your minimum vic (when helo is downed) and total when ship is sunk, as I'd expect. PS in the same scenario but with no minimum victory set you get total victory when you sink the ship so that is good. victest.zip
- 2 replies
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- fix coded
- verrep: 2021.010
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Hello, I am playing an user scenario. When an air patrol is set to an intercept duty the AI repeat the air patrol launching another patrol of the same fighter with the same loadout. But when an air patrol is shot down by enemy while it is set to patrol duty the AI doesn´t repeat the air patrol. No patrols take off to replenish lost ones and you should set another air patrol manually if you want to. So the AI doesn´t repeat patrols for the AI side.
- 4 replies
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- fix coded
- verrep: 2021.007
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Three patrols within formation about Richmond base have been set P3s dropping sonar buoys to track their path. See screen shot, the two P3s patrolling the centre circle only patrol the east of north 1/8th segment. I expect them to patrol the whole central circular zone. Attached is a saved game conducting the patrols, database HCDB, westpac battleset, GE 20221.009 BadFormPatrol.zip
- 3 replies
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- verfix: 2021.011
- verrep:2021.009
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In update 2021.005, when using the HC Launcher, if Instant Action is enabled and a commondb BattleSet is selected in the HC Launcher, the game may error out as a result of Instant Action conflicting with the BattleSet selection. This may occur after resetting the HCE registry settings in windows. Please let me know if you need more details. Eric
- 1 reply
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- fix coded
- verfix: 2021.011
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In the GE, when the formation editor button is pressed, the units for that group disappear from the Unit window. The units should remain visible in the Unit window.
- 7 replies
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- verfix: 2021.010
- verrep: 2021.009
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A user from the Great White North, recently returned to the game is experiencing memory corruption in the original USNI BattleSet, Scenario 5.0. He has experienced this both in 2020.009 and 2020.017. Some saved games are attached. I have tested extensively using AutoTest and have not replicated either issue (game exiting with heap corruption error [USNI5.zip] nor game exiting without any warning [NoErrorCrash.zip]). Right after the USNI5.zip saves a Slava is sunk but does not trigger a crash for me. The user has mentioned doing a lot of air group splitting and joining while playing. I view that as a valuable hint as very few players exercise that functionality and it is an area of the game prone to bugs. The latest hint is that the crash may occur when an air group is landing, perhaps an hour of play after the USNI5.zip saves when loading from the saves. Any help narrowing down these crashes is greatly appreciated! USNI5.zip NoErrorCrash.zip
- 29 replies
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- verrep: 2020.017
- ge
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In VBA7 the comdlg32.dll OpenFile dialog can't be used. I've tested the approach listed at ms access - Convert Open dialog VBA code to 64 bit - Stack Overflow and it works fine. Just need to integrate it correctly in the PE for the next build.
- 1 reply
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- op: tonye
- verrep:2020.015
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Hi, I've been playing most of the default Battleset scenarios, specifically WestPac, and have come across an issue where Blue Tanker units are run aground at scenario start of WestPac2 (Pirate War). No issue in official 2015.027. Maybe a beta issue or just me? Screenshot 1: Standard build 2015.027 and HCDB-150928 Screenshot 2: Beta build 2020.003 and HCDB-150929 (Same issue in HCDB2-170909) Thanks
- 12 replies
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- verfix: 2020.010
- fix coded
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I have ran three scenarios which were created for EC2000 Norwegian Sea and then tried again converting to EC2003 GIUK. The results for each scenario were different depending on what side you ran it from Red Or Blue. Converting to 2003 had no differ results. Here are my results with the three scenarios attached for testing. Time compression and DB for 2003 had no different affect. Cv32 did not stop responding when ran from either Red or Blue side. You_And_Me_Against_The_World would stop responding when ran from the Blue side but would run fine from the Red side. Eurofed 1 would stop responding for both Blue and Red sides. This was identical behavior for the other Eurofed, Altfed, Medfed and IOPfed series. I am attaching the three scenarios which were tested by Me and Eustice with the same results. The scenarios stopped responding anywhere between 5 and 10 minutes into game time. You_And_Me_Against_The_World.zip EuroFed1.zip cv32.zip
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Issue Information ⦁ Issue ID #000166 ⦁ Issue Type Issue ⦁ Severity 4 – High ⦁ Status 11 – Cannot Reproduce ⦁ Version 2016.010 ⦁ Fixed in AI controlled air running out of fuel?Posted by CV32 on 12 November 2016 - 12:37 PM Noticed that AI controlled aircraft seem to be dropping out of the sky without my involvement. Also noticed (may or may not be related) that player controlled aircraft were not reporting low fuel until <10% remaining. Savegame attached is from Backyard I, Westpac. Stock HCDB 150928. Issue-166-AI-controlled-air-running-out-of-fuel.pdf redcrash.zip
- 3 replies
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- verrep: 2016.010
- cannot reproduce
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I have encountered a hypersonic Rafael in the You and Me Scenario created in the 2000 Norwegian Sea Battleset. In the test scenario provided I have a blue base in UK in which a single SR71 is based and a second blue base in Norway. The red base contains Rafael C which are put on patrol in the formation editor. Upon launching the SR71 to ferry to the Norwegian base and activated the radar the Rafael C soon goes hypersonic to intercept the SR71. Further testing shows this does not happen with the B or M version of the Rafael. It was brought to my attention that in the 2000 BS the platform display for these three are similar aircraft varying in only the top speed which for the Rafael B and M is 1147 while for the Rafael C 9696 which is the speed show in the test scenario. Similar test were ran with the Rafael M and C all versions in the 2003 version GIUK but no similar hypersonic activity was observe. Though the event seems not occur in when scenarios are converted from the 2000 BS to it comparable 2003 BS being able to play with scenario as originally created adds some variables to it. testC.BKm
- 3 replies
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- fix coded
- ec 2000 norwegian sea
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I have a a re occurring crash with GE20019.001. I have narrowed it down to the second. Saved game GE 2019.001 SVG 115 crashes when opened. Saved game GE 2019.001 SVG 113 and 114 open correctly. They are 1 second apart. As long as I keep playing the scenario it keeps running. If you need me to go back several more game seconds please let me know. I have included a copy of my fictional db and saved games files 113,114, and 115 in the zip file. If you need any additional info pleas let me know. Have a great day, Eric GE20019.001 GE Crash.zip
- 2 replies
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- verrep: 2019.001
- verfix: 2019.002
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I was playing Pac.6 with data base 170909. After getting a couple of hours in to game time I experience game crash to desktop during a save, both manually and autosave, with the save game becoming corrupt and unable to reload. The popup at times would give me GetMemAnnexA Error: !IS_DISK)65535 [oxffff]) = 65536. I began to repeat the process with a game save about a minute before the crashes would occurred repeatedly and attempted save game would not reload as I believed it was corrupted. I then noticed an event the proceeded the save crashes. The AI's helicopters would start crashing due to no intervention of my own mainly in task groups. Once this event took place a saved game attempt, manually or auto, would result in the crash to desktop and corrupt save game. I have tried to recreate it with a smaller scenario but this even seems to take place over time or only when large scenarios are played. I am not sure if this issue has been address before about the save game crashes but know the AI aircraft crashes have in the pass. I have a saved game that proceeds the event about by a minute and I saved manually every five seconds prior to the AI aircraft crash on their own. Once the aircraft crash any attempted save crashes to desktop and the saved game produce becomes corrupt. As the event happens at the same time every time I am not sure if the game timer would contribute to it. I am attaching my saved game that is not corrupted and the resulting save game after the event in which I think it was corrupted. My process was to load the good save and immediately save to another save game for testing to preserve the last good save. The Pac save game is the good save while the autosave was the corrupt save. As by the large change in the save game files a bit seems to be missing in the autosave. One other note is if I turn save to 0 minutes, no autosave, the crash happens. PAC4.hpq autosave.hpq
- 17 replies
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- verrep: 2018.011
- fix coded
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Issue Information ⦁ Issue ID #000007 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2009.050 ⦁ Fixed in 2009.070 Planes on Carrier math problemPosted by broncepulido on 06 January 2013 - 02:09 AM I was in the modelling phase of a scenario with the old CVB-43 USS Coral Sea of the Cold War DB, with a nominal 137 (small and old) planes capacity. When I essay to load the first type of plane in the Scenario Editor, I saw the indication of maximum number of planes=65417 !!!!!!!! I say OK, but it's loaded only one plane !!! Testing with some numbers (1, 136, 137, 138, 255,256, 257, 1000, 10000) the outcome is ever the same, one plane loaded !! Issue-007-Planes-on-Carrier-math-problem.pdf
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- OP: broncepulido
- Fix Coded
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Issue Information ⦁ Issue ID #000010 ⦁ Issue Type Issue ⦁ Severity 0 – None Assigned ⦁ Status 21 - Fix Coded ⦁ Version 2009.075 ⦁ Fixed in 2009.076 GE Main Window doesn't remember sizePosted by TonyE on 05 March 2013 - 09:33 PM I have not implemented the saving and restoring of the main window size since I turned off the Maximize upon game launch setting. This is a reminder to set up the saving and restoring of size and checking for whether the previous size is still valid (thanks to changed font dpi, monitor resolution changes, change in # or positioning of monitors) Issue-010-GE-Main-Window-doesn't-remember-size.pdf