January 28, 201610 yr Every 10 to 20 seconds when I am within range of enemy radar, I get a notice to turn on my groups radar. No matter how many times I click yes to this request, 20 seconds later I get another notice. Rinse, repeat over and over. This adds up to 100's and 100's of interruptions per game. This applies to every surface group I have. 4 groups, 4 requests every 20 seconds. Is this a bug or do I have a corrupt file somewhere. Makes no difference if go to group and manually turn of radar.+ I have been playing Harpoon since it first came out. Come back to it every few years and have seen this every now and then but never like this. Dennyb22
January 28, 201610 yr It is an undesired behavior, I can understand you calling it a bug though . I would like to improve the situation if you are on board to work through it, test, tweak, repeat. A better behavior is a challenging design situation, how would you do it?
January 29, 201610 yr I have been playing Harpoon since it first came out. Come back to it every few years and have seen this every now and then but never like this. It has always been this way. Tony is quite correct. It is an undesirable game behaviour, but its not a bug. It also find it annoying, but we've made so many strides of much greater significane that this one has probably been overlooked. I would be happy with either (1) a game option to turn off the notifications altogether, or (2) an option to permanently ignore the request in each instance.
January 29, 201610 yr (2) an option to permanently ignore the request in each instance. Dennyb22, I would suggest thinking through this option since it starts to hint at the real complexity. How would you make this happen (at the core is "what defines an instance"). Brad, nice job shortcutting right to the easy solution of turning them off globally
January 29, 201610 yr I would define an "instance" as follows: 1. Any AI group's radar paints (or could detect, which I think is the in-game lingo) a specific player controlled group. Example: A player controlled U-2 flies into the heart of a Soviet air defense network, and is painted by (or could be detected by) multiple Soviet radars, on the ground, on the sea, and in the air, either simultaneously or in rapid succession. or 2. A specific AI group paints (could detect) a specific player controlled group. Example: The same player controlled U-2 above is painted by (or could be detected by) each of a Bar Lock early warning radar, a Krivak class frigate, and a MiG-25 Foxbat interceptor at three different times, in succession. Obviously it could get very complicated. From a technical gameplay point of view, I might prefer the latter method. Calling upon the example above, I might not care one bit about my U-2 being painted (or detected) by a Bar Lock or a Krivak, but I might care very much about it being painted by a MiG-25. So I might want to ignore the first two, and pay attention to the third. Complexity ensues. From an ease of gameplay/coding point of view, a global option (game options menu) or a single instance (turn off all notifications for this U-2) might be a more useful (more easily achieved?) route.
January 31, 201610 yr Hehe, go Brad, I'm sure the peanut gallery can see we've been through this exercise before! Dennyb22, where are you?
February 1, 201610 yr Author Sorry, been away for a few days. I guess I'm relieved that I am not the only one experiencing this problem(issue?). I've tried turning off all notices in the staff options, no help there. I would be happy to have the game code modified but don't see that happening anytime soon. For now I think I will just edit every scenario down to the bare minimum of surface groups, maybe even just one if possible without distorting the scenario beyond it being playable. That I way I will only have one group to respond to instead of multiple groups. Still annoying but less so. I have never noticed the constant requests applying to air groups, only surface groups. Air groups seem to be OK after the initial notification and response. I have also noticed that it seems to happen more frequently on what I would call the main group, usually AAC or some such. Again, not sure if it is or just seems that way. Thanks for the responses. Dennyb ( I used to do some programming back before monitors and when disk drives were on wheels, Fortran, Basic, Cobol, but not ready to try and change game code these days.)
February 1, 201610 yr What if the game code were to change soon, how would you design the capability? There tend to be pros and cons with any way you work it, that's why I'm interested.
February 1, 201610 yr Author OK. My first preference of course would be for the game to recognize when you have activated your radar as requested and stay that way until you actually deactivated it. Since this does not seem possible, my next choice would be an option to turn off radar alerts the same as you can ignore ships running aground and submarines too deep. I would like to keep as much accuracy as possible but without too much micro-managing. Turn it over to the staff and let them handle the basics of managing the fleet! I always assumed that the game engine was aware of when a groups radar was active and when it wasn't. If it is not recognizing active radar and handling it accordingly, then there is a much bigger issue and I have no idea how to allow for that. Dennyb22
February 1, 201610 yr Wait a second, I mis-read your original post. Please zip up a saved game and provide instructions to recreate the issue and attach it to this thread (do More Reply Options to show the attachment option). I read it that you were answering "No" to turning on your radar.
February 1, 201610 yr Yes, sometimes you will be repeatedly prompted to turn on the radar, even when you have declined. Yes, its annoying but when you've played the game for 20+ years ...
February 16, 201610 yr My request for an Issue report on answering "Yes, Turn on" repeatedly stands but I did put in a rough "shut up and don't ask me" setting in 2016.001.
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