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Defect Name: HARM cannot launch

Featured Replies

  • Author
Sequence to reproduce:

1. Order air group to attack ZZb or OOm.

 

Expected behaviour: Should be able to attack active radar in the group

Observed behaviour: Cannot attack active radar units in the group.

 

ZZa is a yucky one, confirmed not that you didn't know that already... The code faces a bit of chicken and egg problem.

 

Solution 1:

Assume no enemy units are radiating.

Choose to attack and all you have are ARMs.

Weapon allocation dialog pops up, no weapons can be allocated, Target not radiating shows for all.

 

Solution 2:

Leave it broke.

 

For the moment those are the only two options. I think a 'real' fix is possible, just escapes me at the moment how to do it with a reasonable amount of code.

 

Note to Tony... Combat5.c:

 

Is there possibly a simple solution for working around this? What would be the implications if ScenDesigners were simply told to not create Groups of air defences?

 

Instead of adding AAA/SAM/Radar facilities to bases or grouping them together, would it be totally impossible to just insert them as "Individual Groups" (groups of just one unit)? I would think that it would add to the memory a bit, but would the game function any differently from what it currently does?

Instead of adding AAA/SAM/Radar facilities to bases or grouping them together, would it be totally impossible to just insert them as "Individual Groups" (groups of just one unit)? I would think that it would add to the memory a bit, but would the game function any differently from what it currently does?

 

A benefit of a group is, that several units act together. A patrolling unit cares about the treat from the patrolling sector with a high priority. And so the peripheral units of a group have to support/protect the units of the center ring of the group. Further the units of the group can be used for a group tactic instead of individual single tactic and this can provide some benefit.

 

Unfortunately I have no idea about the programming architecture.

  • Author
A benefit of a group is, that several units act together. A patrolling unit cares about the treat from the patrolling sector with a high priority. And so the peripheral units of a group have to support/protect the units of the center ring of the group. Further the units of the group can be used for a group tactic instead of individual single tactic and this can provide some benefit.

 

That may be the theory behind it, but does anyone have a solid example of this actually occurring?

 

A large scenario like Backyard II has many air defence groups surrounding the base. I have not noticed it being any more or less aggressive if an attack is made on members within the group or outside of it. For example, if I attacked group ZZa, groups ZYa and ZXa were just as likely to shoot down my missiles and planes as ZZa was. I think that the group organization is irrelevant. If you are detected and within range, a unit will fire.

 

This also explains the behaviour of submarine units and SSM units. Because all units share data in equally in HCE, once one unit "sees" you, all units see you. If a player finds himself surrounded by the enemy and is then detected by the AI, he will find himself under a immediate barrage by all available units right away regardless if he is only attacking specific units/groups.

That may be the theory behind it, but does anyone have a solid example of this actually occurring?

Maybe it is programmed like this and a bigger bug just destroy it. I don't know.

HC is no OC-software and so we will never get (actual) NSD's, or activity diagrams. Has someone an idea in which language HC is programmed?

 

 

A large scenario like Backyard II has many air defence groups surrounding the base. I have not noticed it being any more or less aggressive if an attack is made on members within the group or outside of it. For example, if I attacked group ZZa, groups ZYa and ZXa were just as likely to shoot down my missiles and planes as ZZa was. I think that the group organization is irrelevant. If you are detected and within range, a unit will fire.

 

This also explains the behaviour of submarine units and SSM units. Because all units share data in equally in HCE, once one unit "sees" you, all units see you. If a player finds himself surrounded by the enemy and is then detected by the AI, he will find himself under a immediate barrage by all available units right away regardless if he is only attacking specific units/groups.

The last point could be pointed as: HCE simulate a network based warfare. :)

 

At the first point I recognized with the leates version, that AC shot down ASM's when they attack a base. It this is resulting of an attack on a high value target or a new standart behavior, I don't know.

A little birdie told me HC is coded in C, the PE is obvious Access (97), and some of the utilities in Delphi.

  • 3 months later...

2008.041 I think I have a decent work around for now.

 

I no longer have the "3 Second launch.hpq" problem.

 

Attached is a test scenario I made. With 2008.041 I tried.

 

  • Knocked out radar of the airfield. I could still use ARMs against the mobile radar and ADATs
  • Knocked out all radars. My ARM only strikers were told they no longer had appropriate weapons. This is correct.
  • Launched ARM laden planes when all radars were already knocked out. GE let me launch (same behavior as previous versions, not optimal but not worse...), then I received the immediate message that I had no land capable weapons. This is correct.
  • Destroyed the airfield, left the radar of the ADATs working. Launched ARM laden planes, they could attack ADATs without problem. This is correct.

 

So until the beta testers prove me wrong, I think this one is good until weapons allocation is re-written.

ARMTEST.zip

  • 6 months later...

Further to my last, the fix work as advertised for me, using build 2008.044 and HCDB 081124.

  • Author
Herman, anyone, verification that the fix works?

Yes, this was a confirmed fix for Patch .044 and changed on the list. Missed updating it here.

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