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2011.004 Release Notes

Featured Replies

HCE - 2011.004 - 2011/04/26

===========================

- Chg:B203 GE Make baka ships, subs, and mobile land units work by killing off

the firing platform. (thanks Don Thomas)

http://harpgamer.com/harpforum/index.php?a...amp;showbug=203

- Chg:0000 GE First Sensor Export DLL, Visual sensor model.

 

I'd be interested to see some rough benchmarks of speed of the game with and without ExportDLLs\SensorVisualH3.dll in place. In this build if the DLL isn't in place, the built-in Visual sensor model is used (they are identical functionally but I'm wondering about the overhead of calling the DLL).

HCE - 2011.004 - 2011/04/26

===========================

- Chg:B203 GE Make baka ships, subs, and mobile land units work by killing off

the firing platform. (thanks Don Thomas)

http://harpgamer.com/harpforum/index.php?a...amp;showbug=203

- Chg:0000 GE First Sensor Export DLL, Visual sensor model.

 

I'd be interested to see some rough benchmarks of speed of the game with and without ExportDLLs\SensorVisualH3.dll in place. In this build if the DLL isn't in place, the built-in Visual sensor model is used (they are identical functionally but I'm wondering about the overhead of calling the DLL).

I'm having some problems here. I'm using HCDB-110415 and Tony's BakaShip.hpm test scenario.

With the sensorvisualH3.dll file in the main folder (I'd thought it should go into exportdll folder but it didn't seem to work there) I get a visual ID occurring correctly but with no file or file in exportdll folder I get a program crash 19 out of twenty times. On the one occasion it didn't crash I got a detection by means 'none' and even when I sailed right over the top of the luxury liner I couldn't get a solid fix.

With visual working OK the baka ship won't close and attack automatically, it will close but you have to guess when in range and manually give a second attack command. At least it does self destruct so that is fine.

If of use I've attached a zip pack with two saved games showing these visual detect and crash problems, I start them at 60:1 time compress.

Don

visualDetectTest.zip

  • Author

Okay, did a bunch of investigating on the suicide boat and found a workaround. If the Baka missile is given the Terminal Guidance flag then the player will be prompted to launch when within range. I assume Brad will make the change in a future HCDB but you can certainly make that change and verify my results before then.

Okay, did a bunch of investigating on the suicide boat and found a workaround. If the Baka missile is given the Terminal Guidance flag then the player will be prompted to launch when within range. I assume Brad will make the change in a future HCDB but you can certainly make that change and verify my results before then.

 

Yeah, I'll do that for the next version.

Okay, did a bunch of investigating on the suicide boat and found a workaround. If the Baka missile is given the Terminal Guidance flag then the player will be prompted to launch when within range. I assume Brad will make the change in a future HCDB but you can certainly make that change and verify my results before then.

 

Yeah, I'll do that for the next version.

ed

Ignore this bit (I've just tried this rather quickly and then tested on your (Tony's) bakaship test scenario but got a crash immediately after firing the baka 250. I also ran 2009.54 with two diferences: (in 2009.54) on approach of blue boat red boat turns and runs; and baka 250 missile attack is executed.

I'll look further but maybe there is more to it, I've never found anything definitve on what many of the weapon flags do so I'm a bit in the dark, eg should I delete other guidance flags.)

Had another go and it worked fine with the suggested inclusion of Terminal Guidance flag and no other changes. I must have cocked up the database edit.

Interesting though the evasive action in 2009.54, absent in 2011.05.

Well I best be of to write some suicide scenarios.

Don

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