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Played in BS Westpac with DB HCDB2-170909 game version 2025.023. Carrier group AAC comprises three carriers each with unique class of ac. group ACA is sent out on patrol comprising ac from each carrier. It is ordered to RTB and land. Up until the landing commences the three units have their correct home unit being the unit from which they took off. The saved game AirMove1.0003 (from scenarioAirMove1.scq attached) is the second before they commence to land and units have correct home unit. One second later one ac from each unit has landed on the home carrier of unit AC000, no ac land on the other two carriers. I believe the units should land on their parent carrier from which they took off. Also I believe they shouldn't be able to land on the same carrier 3 AC at a time. A couple of screen shots showing the info in tool AIWindow (played form a slightly earlier saved game) Note that one AC of the unit has landed and home unit is AA:002 (the home unit of AC:000) Note none of the ac of the unit have landed and home unit is AA:001 AirMove1.0003.zip
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- op: donaldseadog
- ge
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Using db hcdb2 170909, westpac BS, GE 2025.019 In the attach file two save games, one before a save and one shortly after loading the save, named accordingly. Before the save the three units of air group ADA comprising had been in air formation patrol of AAa, but split off using F8 group split command. The other independent air groups of single units had also been patrol units in AAa and split of earlier, one unit at a time with no errors occurring. Two log files are also included, these are from two different loadings of the after save game, one with much less logging but including logging for 'load' and giving what looks like interesting information regards air formation loading from the saved game. The issue (illustrated in screen shots below) is that the remaining air formation patrol of AAa is now somehow tangled up with the group ADA and no longer related to the group AAa of which they are a unit. In the F4 Formation Edit screen they are incorrectly listed not by their patrol type but by their class name. In summary, it appeasrs the problem occurs from the loading of the saved game data and that before saving the game multiple units must be split off from the group that hosts the air formation patrols, and all remaining patrols get 'abandoned'. the short log file showing the units of group ADA to confirm constituents screen shot of AIWindow report indicating an air formation event for non existent aircraft AD004. this unit should be AA004. this screen shot shows what the F4 editor looks like with a bad formation unit B707-, also a second bad patrol the E-7A wedgetail BadAirFormPat.zip
- 6 replies
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- op: donaldseadog
- ge
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Air Group C9A Not Landing.zip As Air Group C9A is landing on Chitose, Japan (AHb) AC stop landing at 36 AC left in the group. I ran multiple test and had the same thing happen each time I ran the test stopping and reloading the game. If I don't pause the game all 60 planes land. There are multiple saved games due to not knowing when the Air Group decides not to land, If any additional files are needed, please let me know. When running 2024.002 GE this issued did not occur.
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StoreConsumed in Effects.c about line 727 is only being called if FireGuns returns true which is incorrect, StoreConsumed should be called no matter the return value of FireGuns. Also around Effects.c line 1055 Also around Effects.c line 1189
- 2 replies
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- verrep: 2025.016
- op: donaldseadog
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The FireGuns function can result in units being freed from memory. In 2025.016, StoreConsumed is called after FireGuns so in situations where FireGuns shoots down all planes in a unit, StoreConsumed cannot report what unit the guns were being fired at. A fix would be to move the StoreConsumed calls into FireGuns instead of right after FireGuns. This is a different pattern than for other weapon types but would give a more useful result.
- 1 reply
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- verrep: 2025.016
- ge
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Greetings All, I am noticing possible errors in how the game engine designates an icon for unknown contacts and/or allows attacking unknown contacts. Apologies if these are known issues. I still have a bunch of reading to do in the forum. Also, once I figure out what test scenario files to upload, will do. Examples: Small RED surface contact - BLUE platform: Bunker Hill class (Monterey (CM)) radiating air and surface radars. Sonar is in passive. - Weather report is perfect with visibility at 19 nm. - A small surface contact is identified by passive sonar at 22 nm. In the scenario the unit (Najin) is designated RED. The unit is not radiating and is beyond visual range. - Initially, the contact icon is yellow (no positive position fix). - Subsequent to obtaining a position fix with radar, the icon becomes red and weapons range circles for the contact are shown in the GROUP and UNIT maps. However, the target description remains small surface contact (unknown). - It would seem the contact icon should remain yellow without range circles until a unit is identified (not in an unknown state). - A couple of screen shots follow below to illustrate the narrative. Large NEUTRAL (GREEN) surface contact - BLUE platform: Bunker Hill class (Monterey (CM)) standard interval for intermittent radiating surface radar. Air search is off. Sonar is in passive. - Weather report is perfect with visibility at 19 nm. - A large surface contact is identified by radar at 22 nm. In the scenario the unit (Udaloy) is designated NEUTRAL. The unit is not radiating and is beyond visual range. - Upon identification, the unit icon is GREEN even though the unit is still unknown. Appropriately, there are no weapon range circles. - Also, observed that I cannot attack the contact when the icon is GREEN even though it is unknown. - When Monterey radar switches off, the contact icon becomes YELLOW. I can now attack the unknown contact. - It would seem the contact icon should be yellow from the beginning, with ability to attack, until a positive unit identification is made. - A screen shot follows below to illustrate the narrative.
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With 2 ship task group I launched 6 AC in a group. After Splitting AC only the first plane lands from Air Group ABA after game is saved and then restarted. I launched 3 plane from each ship in 1 group. Split Plane group so that planes would land on the correct ship. Landing Test 5-Landing plane 1 is where I saved the game. After that group ABA wouldn't land anymore planes. Included in my file is the test scenario, several saved games and a copy of my db. This issue appears to be similar to the issue we had with base patrols becoming corrupt after saving a game. Thanks to DonT's tool box you are able to save the planes in the group that haven't landed! If you have any questions, please let me know. Landing Test 5.zip
- 2 replies
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- ge
- planes landing
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During landing of Air Group, AC get locked up and all planes will not land. Group FiA landing at captured base Fuzhou, China (CHa) only will land 4 planes. ! plane will never land in game. The same thing has happened on Carrier Group AEC. Air Groups F1A, IvA, G0A, HXA, AaA, and EtA. This situation occurs if you exceed the # of runways the base or carrier is rated for. I attempted to create the same issue in a small test scenario and wasn't able to duplicate the issue. TonyD and I have both sen this issue. He brought it to my attention. Attached is a saved game 1 second before the air group lands. If any additional saved games are needed, please let me know. Air group EzAis also stuck in the same state landing at base FiA. Attached are saved game 1 second before air group lands. GE and SE log files. Copy of the db used for this game. AC Locking Up During Landing.zip
- 18 replies
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- ge
- ac not landing
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Text in the Message Log and the Unit banner very light text are hard to read. The text is very light.
- 1 reply
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- unit window
- message log
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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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During aircraft operations TonyD and I are receiving this message. If you ignore the message the GE doesn't crash. TonyD found that it occurs with multiple db's. At this point neither TonyD or I have found it affects game play.
- 5 replies
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- fix accepted by reporter
- tonyd
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While playing my scenario receive message that all Victory Conditions met at same time. Looking at the Victory Conditions in the SE it appears none of them have been met. I have included 2 saved games to make sure I got the right one. Unit ID Test 1-79.0009.hpq Unit ID Test 1-79.0010.hpq
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- ge
- victory conditions
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After capturing bases some of the text on base is jumbled up and unreadable. It looks like the text is on top of each other in the Unit Window. In my game I have turned over4 bases. The text on 2 of them is OK. The other 2 are jumbled up. I am not sure if the GE is causing the issue or Turncoat. I will try a smaller scenario and see if the same thing happens. You will need to use my fictional db. The Ugly The Good Unit ID Test 1-71.zip
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During game play shortly after missiles hitting AD units close to blue base Yelizovo, Russia GE crashed. Blue side destroyed Red base Yelizovo, Russia. Used Turncoat dll to turn base blue. Just after 25 seconds of play the GE crashed. This crash has occurred multiple times at the same time. I have included the last 3 seconds of play game time, GE Log and the latest edition of my db. Please let me know if any additional info is needed. GE2021.012 Crash.zip
- 8 replies
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- cannot reproduce
- op: eeustice
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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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