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2009.030 Release Notes

Featured Replies

HCE - 2009.030

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

- Chg:B111 GE Radar, ESM, and many other detections weren't happening at the

right ranges since 2009.026, fixed up the problems leading to

that situation. This may reinforce the performance penalty

alluded to in 2009.027. (thanks Reckall)

http://harpgamer.com/harpforum/index.php?a...amp;showbug=111

- Chg:0000 GE Fixed the wacky/absent explanation in the "Please turn on your

sonar" messages.

 

If you get a message in your message log that looks like...

 

DEBUG eff115 Group ACC, Unit Nimitz SecondsToCPA=72

 

Please zip and post your save game to this thread as I'm considering optimizing the code a bit by stopping the SecondsToCPA (Closest Point of Approach) at some suitably large number like 90.

  • Author

I would guess you will get such log messages when attacking say a Kirov that has AEW coverage with nice slow Harpoons (i.e. the AI detects the slow incoming missiles far away).

HCE - 2009.030

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

- Chg:B111 GE Radar, ESM, and many other detections weren't happening at the

right ranges since 2009.026, fixed up the problems leading to

that situation. This may reinforce the performance penalty

alluded to in 2009.027. (thanks Reckall) CONFIRMED

http://harpgamer.com/harpforum/index.php?a...amp;showbug=111

- Chg:0000 GE Fixed the wacky/absent explanation in the "Please turn on your

sonar" messages. CAN'T CONFIRM

If you get a message in your message log that looks like...

 

DEBUG eff115 Group ACC, Unit Nimitz SecondsToCPA=72

 

Please zip and post your save game to this thread as I'm considering optimizing the code a bit by stopping the SecondsToCPA (Closest Point of Approach) at some suitably large number like 90.

 

Supplying my test scenario for the torpedo thing, I never could get a message to turn on the sonars.

 

SONARTST2.zip

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