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Known Harpoon 3 Issues

Featured Replies

  • Author

ASW Weapons ignore depth

 

Weapons limited to shallow depth are able to attack and destroy targets at VDeep depth.

 

 

Weapons ignore range

 

Weapons can ignore their range and destroy targets further than the maximum allowed range.

Weapons ignore range

 

Weapons can ignore their range and destroy targets further than the maximum allowed range.

Herman, can you elaborate on the max range behavior you are seeing? My understanding is that the ranges listed for the weapon are launch ranges, not weapon ranges. The weapon range being determined by fall time or in the case of missiles engines and fuel. The Launch Range meaning only how far away the target can be when the weapon is launched, nothing to do with how far the weapon travels to get to the target.

 

Thanks

  • Author

We've been testing a new weapon for the PlayersDB and it is a gun with a range of 1nm. It is consistently able to identify and engage units outside of the 1nm range. I've seen this behaviour before, but I've never been able to consistently repeat it.

 

From what I've heard, the AI is sometimes able to identify a platform, think that it is in range, fire, and then the 'bullets' travel all the way to the target even if the target is hundreds of miles away and totally out of range. I now have a situation that I can reproduce at will. I can certainly send you the test file if you are interested.

  • 2 weeks later...
  • Author

Fly off the world

 

It is possible for aircraft to fly off the edge of the map and crash the game.

  • Author

Units left in limbo by Mission Editor

 

Bases and aircraft assigned to a mission can drop out of the network and be left in limbo when said mission is subsequently deleted in the Mission Editor. These units cannot be re-assigned or otherwise used.

 

Before deleting any mission, remove all units from it manually.

  • 2 weeks later...
  • Author

Active sonobuoys detected by radar

 

Sonobuoys that are dropped with Active-Only Sonar sensors can be detected by opposing Radar, Infrared, and visually.

  • 1 month later...
  • Author

As promised to Don Gilman, here is a list of Harpoon 3 bugs believed to be fixed by the new Harpoon3: ANW release.

 

AI-Sonobuoys

 

Sonobuoys deployed by AI are non-functional

 

ASuW Patrols do not launch AShMs

 

Aircraft on ASuW Patrol missions are often unable to launch AShMs due to mission parameters. The Patrol altitude of the mission may be incompatible with the min/max release altitude of their ordnance.

 

Aircraft Logistics

 

Aircraft will almost never run out of ammunition. When aircraft land, even if the ammo dump is empty or destroyed, most will almost always be given the same loadout they had upon landing.

 

Battleset window

 

When viewing the Battleset loading window, it is not possible to view the orders for individual scenarios. The scenario is automatically loaded if it is selected instead of pausing to allow the player to view the orders first.

 

Change Date

 

It is not possible to change the year of a scenario once it has been selected.

 

Edit Aircraft function

 

Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled.

 

Facility magazines do not re-load

 

Facilities cannot accept re-loads from their magazines

 

Invisible ASW attack

 

Subs under attack from depth charges or ASW mortars will not know that they are under attack becaue no attack warning is given nor is an explosion icon is displayed.

 

Aircraft do not need to climb after launch

 

Aircraft instantaneously appear at high altitude without needing to climb to it after launch.

 

Launch and immediate landing

 

Aircraft launched without mission orders automatically land themselves immediately.

 

Long ready times

 

Aircraft with Minimal loadouts will not accept long ready times but will revert to either 30 min. or 0 min. ready times.

 

Mount Underrun

 

Mounts sometimes jammed with high number (6#,###+ in display) when left in weapons-free mode.

 

Shift+Click does not select multiple units/groups

 

Shift+Click only works to add units to a single/group of units already selected by the Drag Select function.

 

Strange behaviour of a/c in a group

 

Aircraft in a plotted group whose speed has been manually set lower than the aircraft's normal cruise speed will continue to fly at cruise speed and not at the speed of the group.

 

Sub speed

 

Subs travelling at 35kts at deep depth will not reduce speed if local conditions force it to periscope depth.

 

Viewing Logistics with ScenEditor

 

Do not use the ScenEditor with Aircraft Logistics activated if you are editing aircraft missions. The editor will cause all the aircraft at the facility/ship to revert to unassigned status.

 

Visual ID

 

Ships are visually detected at approximately 35nm range regardless of their actual visual signature.

 

Aircraft unable to locate Runways

 

Aircraft directly inserted into a scenario are unable to locate appropriate runways to land on their own initiative. Aircraft that normally require Large runways to launch/land will only land on Very Large runways. If only Large runways are available, they will crash. Aircraft requiring Medium runways will only land on Large runways when directly inserted. This is applicable for all aircraft directly inserted. They need a runway one size larger than the length specified in the database.

 

Aircraft launching from bases and aircraft ordered by the designer to land are not affected by this bug.

 

Facilities cannot be indexed

 

Subs, aircraft, and ships are indexed in the PlayersDB. Some facilities were indexed for Belarus. However, when using the SE and indexation feature and trying to select facilities for insertion, the wrong facility always appears.

 

Individual plane evasion

 

Lone aircraft will automatically evade when confronted with ANY missiles. Single fighters are unable to approach a stream of TLAM from the front. They automatically dive and attempt to evade. They are able to engage from the flanks. Groups of aircraft do not suffer from this problem.

 

Under-ice TLAM launch

 

TLAM are able to launch when under the ice cap.

 

Fire and land immediately

 

Any aircraft that fire while not assigned to a mission, will immediately land even if they have plentiful ammunition / fuel remaining.

 

Hovering group moves

 

Group of helicopters is given a plotted path and then ordered to hover. When one of them is destroyed, the rest start moving along the path at cruise speed.

 

Active sonar at Creep

 

Active sonar from MCM vessels cannot locate an object while the MCM is moving at Creep speed. However, once the ship starts moving at Cruise Speed, the sub contact magically appears.

 

Max depth determined by engine

 

Max depth that a submarine can dive to is determined by the engine / propulsion unit and not the depth field in the Sub Data annex.

 

Relief patrols launch individually

 

Aircraft assigned to area patrols may launch as a group when the patrol is first activated. However, relief aircraft arrive as individual units.

 

Empty sides

 

All sides in a scenario must have at least one unit in it and one unit must be designated the flagship. If this unit(s) is missing, the scenario will crash when opened by the Game Engine.

 

Large scenarios cause crash

 

Starting large scenarios at high time compression rates may cause a crash.

 

Re-loading

 

Weapons will re-load the first weapon listed in the magazine and not necessarily the weapon that was recently fired.

 

Land-based radar

 

Land-based radar is able to see through mountains.

 

Damaged fields do not impede landing

 

When runways are damaged and no long sufficient to allow planes to launch, planes are still able to land once they run low on fuel if they originally launched from that airfield.

 

ScenEdit ammo key

 

The Enter Amount of Ammo button does not accept numbers if the maximum number of weapons is already loaded.

 

Planes in the process of launching can move

 

Plane groups in the process of launching can move before the entire group is airborne.

 

ASuW mission altitude

 

Planes on the ASuW Area Patrol mission are often unable to fire their weapons due to differences between the mission altitude parameters and the weapon release parameters.

 

ScenEdit and Vestigal Loadouts

 

When aircraft loadouts are changed or deleted in the database, it is not always possible to see this in the ScenEditor. The weapons for the deleted loadout appear in the SE, but when the player opens the scenario with the GE, the planes revert to the minimal (unloaded) loadout.

 

LR SAMs have no ASuW capability

 

Long-Ranged SARH SAMs cannot be given ASuW capability even if they have this ability in real life. Otherwise, they attempt to launch at vessels over the horizon and end up crashing into the sea.

 

AI unable to intercept

 

Aircraft manually ordered to intercept with either the F1 function or the [F6] Air Intercept function are often unable to calculate a course to intercept the target, especially if the target is not perfectly located.

 

Installations bug

 

When trying to insert an installation, an error is reported: "ios_base failure in clear"

 

Active sonobuoys detected by radar

 

Sonobuoys that are dropped with Active-Only Sonar sensors can be detected by opposing Radar, Infrared, and visually.

  • Author

These are behaviours acknowledged by AGSI, but they will not be 'fixed' as they are not deemed 'Bugs'. They have been listed here for the edification of players.

 

Aircraft destroyed

 

Aircraft destroyed on the ground/ship often do not get counted into Victory Conditions. This only occurs in the Scenario Editor. The function works properly in the Game Engine.

 

Initial sub depths

 

Sub units inserted with the SE start at -100m regardless of the local conditions. Once the game starts, the Game Engine enforces Depth constraints.

 

Ships sail over land

 

Ships are sometimes able to sail over land. Scenarios constructed with the SE 3.6.3 can exhibit this anomaly when run in the ANW engine.

 

Planes directly inserted

 

Icons for planes directly inserted into a scenario may not re-build properly. A unit that was previously a helicopter but is changed to a plane in the database will still appear as a helicopter.

 

Firing arcs ignored

 

Weapon arcs are ignored and all weapons may be brought to bear.

 

won't be changed until we have a maneuver model and new AO.

Heat-seeking AAMs engage from front aspect; Stern-Chase flag ignored

 

Heat-seeking AAMs will engage from the forward aspect. The "Stern-Chase" flag in the database is ignored

 

won't be changed until we have a maneuver model and new AO.
  • Author

Looks like the AGSI Bug Tracking system known as Mantis will no longer be accessible to the public.

 

I hope that everyone continues to freely post problems that they encounter on this forum.

 

PostPosted: 06 06 22 04:46    Post subject: Changes - Mantis - Bug Tracking  Reply with quote

In light of our shipping H3 ANW we are rolling up the public carpet on our bug tracking system.

 

If you like finding and reproducing bugs we invite you to write us with saved games and a description of how you discovered a bug.

 

If you do it well - you'll be invited to join the new Harpoon 3 ANW Beta team.

 

Yes, since we have a long history of providing free updates, we have an ongoing need for testers. With a major release we bring new folks on and say good bye to the folks who didn't participate or want to do something new.

_________________

Don "UncleHarpoon" Gilman

  • 4 weeks later...
  • Author

Sonobuoy deployment altitude

 

Sonobuoys can be deployed at any altitude.

 

Sonobuoy datalink cannot be turned off

 

Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting.

  • 6 months later...
  • Author

ESM at 1800nm

 

Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.

 

Test file can be found at Xtreme-Gamer.

  • 4 months later...
  • Author

Propulsion ranges import improperly

 

Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.

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