TonyE Posted April 13, 2023 Author Report Share Posted April 13, 2023 10 hours ago, donaldseadog said: In fact the work was TonyD, I was the messenger ReleaseNotes.txt updated for the next release. As for far more rounds than needed, that is a pervasive issue with missiles in general. If someone is willing, post up an issue with a saved game from a few seconds before the AI launches its first Silex/ASROC-style weapon. 1 Quote Link to comment Share on other sites More sharing options...
broncepulido Posted April 13, 2023 Report Share Posted April 13, 2023 Tested and now the ASW Stand-off weapons work fine, just in top of the target {to compensate I have reduced the PH of all homing torpedoes a 17%, but that is other long story). About the far more rounds than needed fired, suspect is not only in the case of ASW Stand-off weapons, but in case of any multitube ASW torpedo launchers employed by the AI, but I dont see as research it in a test scenario. 1 Quote Link to comment Share on other sites More sharing options...
donaldseadog Posted April 14, 2023 Report Share Posted April 14, 2023 17 hours ago, TonyE said: ReleaseNotes.txt updated for the next release. As for far more rounds than needed, that is a pervasive issue with missiles in general. If someone is willing, post up an issue with a saved game from a few seconds before the AI launches its first Silex/ASROC-style weapon. we might first work on asroc seeming to know exact position of sub when it shouldn't Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 21, 2023 Author Report Share Posted April 21, 2023 HCE - 2023.007 - 2023-04-20 =========================== - Chg:00000 GE Removed the extra parameter on free_Unit and free_Group since I intend to make them available to ExportDLLs and the parameter was only there for historical debugging purposes, not needed anymore. - Chg:00000 GE Incremented DLL interface version to 35 for the newly added dllFuncRefs below for the ExportDLLs. - Chg:00000 GE ExportDLL interface now makes the unit_Free function available to ExportDLLs void unit_Free(UnitPtr pUnit) This does not add the unit to the unit kill counts. This will free the group if you are freeing the final unit in the group. - Chg:00000 GE ExportDLL interface now makes the group_Free function available to ExportDLLs void group_Free(GroupPtr pGroup) - Chg:00000 GE Updated RESRSRStructureVersion to 6 from 5 then back to 5 - Chg:00000 SE Updates to handle RESRSRStructureVersion == 6 - Chg:00000 GE BSStrings BroadVicType array added - Chg:32936 GE Game crashed in ProcessSinkingShipEvent when the unit to sink could not be found. This is a more likely occurrence since uuids were added to HarpoonEvents. The code has been modified to first look for the unit in the specified group, then fall back to finding the unit irrespective of the group, then if the unit is still not found, fail gracefully by not trying to sink the already gone unit. (thanks eeustice) - Chg:00000 GE Changed NM_DU() to have a long int parameter instead of short int. Changed DU_NM() to have a long int result instead of short int. - Chg:00000 GE Tons of other code changes to slowly work toward speeds > 32768 kts working in the game. - Chg:33042 GE There was a bug in the safe string copy routine. Fixed that ;). Anyway, those older scenarios with MessageEvents open correctly again. (thanks TonyD, donaldseadog) - Chg:00000 SE MessageEvents are now converted from old to new format upon loading scenarios.n back to 5 1 Quote Link to comment Share on other sites More sharing options...
TonyE Posted May 3, 2023 Author Report Share Posted May 3, 2023 HCE - 2023.008 - 2023-05-02 =========================== - Chg:33053 GE Attempt again to fix type_aa != INVALID_ATTACK_CODE in Combat5.c assertion. See also I32923 from 2023.003. https://harpgamer.com/harpforum/topic/33053-type-aa-invalid-attack-code-assertion-error/ (thanks donaldseadog) - Chg:33032 GE Split guidance of ANNEX_E (standoff ASW) weapons from the monolithic eff100 to a new eff100E function to make it easier to understand the state machine. Annex E weapons are by definition inertially guided so very simple navigation. This seems to have resulted in far more desirable results. Also set the resultant torpedo to start at Snorkel depth instead of target depth. (thanks TonyD) https://harpgamer.com/harpforum/topic/33032-asroc-behavior/ 1 Quote Link to comment Share on other sites More sharing options...
donaldseadog Posted May 5, 2023 Report Share Posted May 5, 2023 the type_aa != INVALID_ATTACK_CODE has never been reproducible so I can't test but will keep an eye out and report back if seen. First impressions re the standoff ASW are good. I'm now seeing in the situation where the target is not near the centre of it's uncertainty region (for a soft fix detection) that the missile morrphs to torpedo near the uncertainty region centre then starts to seek the target while before it would always drop right next to the target no matter it's depth of location. Only tested for player being the surface ship/ attacker but that was where it showed up the previous deficiency. Quote Link to comment Share on other sites More sharing options...
TonyE Posted May 16, 2023 Author Report Share Posted May 16, 2023 HCE - 2023.009 - 2023-05-15 =========================== - Chg:00000 GE Incremented DLL interface version to 36. - Chg:00000 GE ExportDLL SaveGame function now has an AutoSave parameter which is only true when ITER_SAVE_GAMETIME saves are active. The differentiation will allow the ExportDLLs to know whether the SaveGame call was for that debugging purposes or more of a user-triggered saved game. Quote Link to comment Share on other sites More sharing options...
TonyE Posted June 9, 2023 Author Report Share Posted June 9, 2023 HCE - 2023.010 - 2023-06-08 =========================== - Chg:00000 GE Added Jansson C Library for JSON interactions. https://github.com/akheron/jansson CMake command for building Jansson with VS2022 1. At a x86 native Visual Studio command prompt run the following from C:\Prog\Projects\HC\Util\jansson\build> 2. cmake -A Win32 -G "Visual Studio 17 2022" .. - Chg:33089 GE Group Id will now show on Group map for Neutral groups when Group Id showing is enabled. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33089-group-id-not-showing-for-neutrals/ Quote Link to comment Share on other sites More sharing options...
TonyE Posted August 13, 2023 Author Report Share Posted August 13, 2023 HCE - 2023.011 - 2023-08-12 =========================== - Chg:00000 GE Let missiles go into Terminal guidance phase against land units. This was a regression for a prior fix to BoL missiles that were going into Terminal guidance mode immediately upon launch. (thanks eeustice) 1 Quote Link to comment Share on other sites More sharing options...
TonyE Posted March 29 Author Report Share Posted March 29 HCE - 2024.001 - 2024-03-29 =========================== - Chg:00000 GE Somewhere along the line, the differentiation between ATA and DATA was muddled (Defensive Air to Air rating). Fixed up the code to straighten them out again. - Chg:00000 GE Code cleanup - Chg:00000 GE Extended beta expiration to 2030 - Chg:00000 GE Added submarine flag UF_A2_nonmagnetic. If a submarine has this flag then it is not valid for MAD detection - Chg:00000 GE Added submarine flag UF_A2_nocavitate. It was in the PE but not in the game. There is no logic to take advantage of this flag yet (unused). - Chg:00000 PE Export magazines to annex_mags.csv again instead of the errant annex_magsEx.csv. - Chg:00000 PE Re-numbering of magazines uses a more logical sort now so that it is easier to compare annex_mags.csv files between exports. Appended SORT BY clause tPlatformMagazine.SortID to qOMagazineRenumberList. (thanks donaldseadog, eeustice, enrique) https://harpgamer.com/harpforum/topic/33209-ships-magazines-error/ - Chg:00000 PD Add Submarine/A2 annex flag Non-magnetic hull by adding a row to tPlatformCodes. Annex=3, ID=11, Description=Non-magnetic hull - Chg:00000 DU db_make changed header row capitalization for annex_mags.csv field Wepid to wepid. Quote Link to comment Share on other sites More sharing options...
TonyE Posted April 2 Author Report Share Posted April 2 HCE - 2024.002 - 2024-04-02 =========================== - Chg:00000 GE When splitting a group by splitting aircraft from a single unit into two units (one in donating group, one in destination group) the destination unit would have the unique id (uuid) of the donating unit making it no longer unique. This messed up further processing of Harpoon Events for those units, such as landing. Fixed to not overwrite the uuid generated for the new unit. (thanks donaldseadog and others) Quote Link to comment Share on other sites More sharing options...
TonyE Posted July 11 Author Report Share Posted July 11 HCE - 2024.003 - 2024-07-10 =========================== - Chg:00000 GE Very beginnings of adding unit type SATELLITE which equates to unit and group type of 'P'. Probably should have used 'O' for orbital. 's' and 'S' were already taken. (thanks WalterE) - Chg:32081 GE Added more code to prevent selecting an invalid formation patrol area. (thanks donaldseadog and others) https://harpgamer.com/harpforum/topic/32081-game-freezes-if-bad-patrol-sector-made-in-group-formation-editor/ - Chg:00000 GE Finally, after decades, removed two race conditions in the FindRandomPatrol function where once in a while the game would get stuck in an infinite loop hoping that a random number would match a set of formation zones and sectors. Quote Link to comment Share on other sites More sharing options...
TonyE Posted August 9 Author Report Share Posted August 9 HCE - 2024.004 - 2024-08-08 =========================== - Chg:33561 GE Make sure to notify ExportDLLs of ActGroupPtr changes. Five places were added that were previously missed. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33561-actgroupptr-not-firing-when-airgroup-is-split-to-form-a-new-group-which-takes-active-status-in-game/ - Chg:00000 GE A group is now considered 'showing' as long as any unit in the group is showing. Previously the group 'showing' determination only used the first unit in the group. (thanks donaldseadog) - Chg:33554 GE When splitting less than all of the planes in a plane unit from a formation patrol, the remaining plane(s) in the formation patrol were having their formation event deleted which left the aircraft orphaned to eventually run out of fuel and crash. At least one case (donaldseadog's Patrol-good.hpq) should be fixed. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33554-base-air-patrols-loosing-their-base/ - Chg:00000 GE Fixed a few more spots where moving > 127 aircraft in a unit resulted in an integer overflow (limit is really 255) 1 Quote Link to comment Share on other sites More sharing options...
TonyE Posted August 28 Author Report Share Posted August 28 HCE - 2024.005 - 2024-08-27 =========================== - Chg:00000 GE Tinkering with listviews to try to get rid of masked out item. This affected the game when run with WINE. (thanks DAQ) Quote Link to comment Share on other sites More sharing options...
TonyE Posted September 5 Author Report Share Posted September 5 HCE - 2024.006 - 2024-09-04 =========================== - Chg:33611 GE Let AI submarine groups fire missiles against player ships again. AI should be able to fire missiles at 3/4 max range now instead instead of a range similar to their torpedo range. (thanks Enrique) https://harpgamer.com/harpforum/topic/33611-ia-submarines-dont-launch-anti-ship-missiles/ 1 Quote Link to comment Share on other sites More sharing options...
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