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Wrong distance for tanker to base?

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Specifically in the WestPac "Backyard" scenario, I quite frequently observe a minor oddity (that apparently has no adverse effect on game play) but may be some sort of indication of something getting hosed up.

 

What happens every so often is that after a tanker a/c completes its refuelling and after the Split-off dialog has been approved, it displays the dialog for selecting the base for the tanker to return to - but the mileage to the first base (or bases, in some cases) is grossly incorrect. Yet in other instances, it seems to be correct.

 

I'm attaching a game-save here, captured at the point that refueling was just started on Blue air group AWA. As this progresses, and the tanker eventually splits off, the distances to the two optional tanker bases AAa and ACa are shown in the Select Base dialog as 4495 nm and 48xx nm, respectively - while the actual distances are about 1200 and 1600 nm - which is shown if I then select the split-off tanker group BAA and do a Land Air command.

 

In other instances, it has looked like only the distance to the AAa base was wrong, while the ACa's distance was plausible.

 

Another question I have is about a situation that occurs often, and which shows up during this game-save example, is that although the tanked group is already at Cruise, when the refueling process starts, it gives the dialog about having to set the group to Cruise speed in order to start refueling - and apparently it does not start refueling if I don't (re-)set to Cruise speed. This is no big deal, just a curiosity - that might be indicative of some other anomaly.

 

Oh, by the way, I also attempted to capture a situation where a tanker did not split off of a group after finishing the re-fueling ops... unfortunately, I seem to have accidentally deleted that save. Anyway, what happened was that I was using F-14As as tankers for an F/A-18C group, and apparently, refueling was not completed until the F-14s were actually beyond BINGO. When the tanker split-off dialog occurred, and I had approved the split, instead of giving the usual "Select base..." dialog for landing the tankers, it instead gave a dialog saying that the tankers had reached BINGO and should return to base. After approving that, I found that the tankers had not split off of the group, but the entire group was now returning to base (even though the F/A-18Cs were nowhere near dry). I regret that I lost the save for this, but I'll see if I can recreate the situation. Meanwhile, just wondering whether it's an anomaly, or maybe just the way things are supposed to work?

Autosave___Base_Distance.zip

Specifically in the WestPac "Backyard" scenario, I quite frequently observe a minor oddity (that apparently has no adverse effect on game play) but may be some sort of indication of something getting hosed up.

 

What happens every so often is that after a tanker a/c completes its refuelling and after the Split-off dialog has been approved, it displays the dialog for selecting the base for the tanker to return to - but the mileage to the first base (or bases, in some cases) is grossly incorrect. Yet in other instances, it seems to be correct.

 

I'm.............................s often, and which shows up during this game-save example, is that although the tanked group is already at Cruise, when the refueling process starts, it gives the dialog about having to set the group to Cruise speed in order to start refueling - and apparently it does not start refueling if I don't (re-)set to Cruise speed. This is no big deal, just a curiosity - that might be indicative of some other anomaly.

I've seen this sort of thing happen and never had time to look at it thoroughly but usually it seems to happen if say the tanker has joined a group from another home base. It will be interesting to see the outcome of saved game analysis.

Oh, by the way, I also attempted to capture a situation where a tanker did not split off of a group after finishing the re-fueling ops... unfortunately, I seem to have accidentally deleted that save. Anyway, what happened was that I was using F-14As as tankers for an F/A-18C group, and apparently, refueling was not completed until the F-14s were actually beyond BINGO. When the tanker split-off dialog occurred, and I had approved the split, instead of giving the usual "Select base..." dialog for landing the tankers, it instead gave a dialog saying that the tankers had reached BINGO and should return to base. After approving that, I found that the tankers had not split off of the group, but the entire group was now returning to base (even though the F/A-18Cs were nowhere near dry). I regret that I lost the save for this, but I'll see if I can recreate the situation. Meanwhile, just wondering whether it's an anomaly, or maybe just the way things are supposed to work?

A problem similar to this was resolved some time ago, though your situation might be different.

I think you need to mention in what GE game version you observed the problem.

How many non tanker units were there? The tankers refuel one unit (but not one plane) at a time so it takes a fair while to refuel a group with more than one non tanker unit.

You do have to do a bit of mental arithmetic when sending out tankers that have close to the range of the shortest ranged non tanker unit, you have to take into account cruise speed differences as this might shorten the range of the tanker if it is cruising below its own cruise speed. (ie time duration as against distance range)

Hope you can get a new save done as tanker stuff always seems tricky.

Don thomas

  • Author
I've seen this sort of thing happen and never had time to look at it thoroughly but usually it seems to happen if say the tanker has joined a group from another home base. It will be interesting to see the outcome of saved game analysis.

 

Wasn't sure whether you were referring to the base distance weirdness, or to the cruise speed weirdness, but I concur that the base distance situation does often involve groups coming from one base and tankers coming from another... although I do think it also occurs when the groups came from the same base, but as independent groups.

 

Hmmm... I wonder whether the original base - that is, the base where the a/c started the game - is retained even after the a/c has ferried to - or diverted to - some other base during the game? That might make the pattern even more significant.

 

A problem similar to this was resolved some time ago, though your situation might be different.

I think you need to mention in what GE game version you observed the problem.

 

This is in the demo 050 version.

 

How many non tanker units were there? The tankers refuel one unit (but not one plane) at a time so it takes a fair while to refuel a group with more than one non tanker unit.

You do have to do a bit of mental arithmetic when sending out tankers that have close to the range of the shortest ranged non tanker unit, you have to take into account cruise speed differences as this might shorten the range of the tanker if it is cruising below its own cruise speed. (ie time duration as against distance range)

 

Relating to this particular situation, there were 12 F/A-18Cs and two F-14A tankers involved.

 

 

Hope you can get a new save done as tanker stuff always seems tricky.

Me, too... I have a save that was done not too long before the tanker non-split situation, but so far I haven't been able to get it to do the same tanker split scenario as described; not sure why - because I don't recall anything special going on when it happened the first time. Oh well, time will tell...

This was a crazy one to reproduce but I played a hunch and was right. Read the release notes text in the update at:

http://harpgamer.com/harpforum/index.php?showtopic=12990 for details. It should explain why it was difficult to replicate and make you do a headslap :) . Not that it matters but I found how to reproduce the issue without using any debugging tools, just the provided save and the game.

 

Speaking of that link, http://harpgamer.com/harpforum/index.php?showtopic=12990 , bookmark it if you don't want to lose it since the topic isn't stickied you may lose it in the shuffle.

  • Author
This was a crazy one to reproduce but I played a hunch and was right. Read the release notes text in the update at:

http://harpgamer.com/harpforum/index.php?showtopic=12990 for details. It should explain why it was difficult to replicate and make you do a headslap :) . Not that it matters but I found how to reproduce the issue without using any debugging tools, just the provided save and the game.

 

Speaking of that link, http://harpgamer.com/harpforum/index.php?showtopic=12990 , bookmark it if you don't want to lose it since the topic isn't stickied you may lose it in the shuffle.

Well, that is consistent with the observations in the various instances where I noticed it. I wonder why I only noticed in Backyard, though... Maybe because of the greater-than-typical distances among the various friendly units in that game? I didn't pay close attention to the distances in the Landing Base dialog in other instances - probably because they seemed plausible at a glance - so maybe it was happening in all cases, but just wasn't so grossly off most of the time that it made me take notice.

 

One of those weird little gremlins! :rolleyes: Fortunately, one that probably didn't affect game play in any material way - well, unless you made decisions based on the displayed distances, I suppose. ;)

  • Author
Hope you can get a new save done as tanker stuff always seems tricky.

Me, too... I have a save that was done not too long before the tanker non-split situation, but so far I haven't been able to get it to do the same tanker split scenario as described; not sure why - because I don't recall anything special going on when it happened the first time. Oh well, time will tell...

 

No joy so far... For some reason, I can't get the group to do its re-fueling at the right time where it produces the same effect. Only thing I can figure is that the tanker group did not join the receiver group until sometime later during the game where the oddity occurred, and thus had less fuel of its own by then. Unfortunately, the saved game I have was "taken" quite awhile before that happened, so I'm probably not moving things around subsequently in the same way they were in the original situation (i.e. - the fuel states are different than in the first instance). (Seems like, IIRC, the tanker group was way off to the East of where it should have been in that original game, and so it had to be brought back in order to join the receiver group. I'll try fussing with that, but I'm thinking that timing is going to be too critical to make it happen in the same way). Oh, well...

  • Author
Read the release notes text in the update at:

http://harpgamer.com/harpforum/index.php?showtopic=12990 for details.

 

This is the part where you try the updated GE and say that the issue is indeed fixed. B)

I think we're talking about two different issues again... sorry for that! :rolleyes:

 

Well, unless the fix affects both of those things - but since they don't appear to be directly related, I'm guessing that it didn't.

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