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2009.037 Release Notes


TonyE
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HCE - 2009.037

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

+ Chg:0000 GE If the loaded scenario has no time limit set, default to 72

days. (thanks Brains)

+ Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that

contains the fragment Baka (case sensitive) indicates a kamikaze

weapon that if fired will shoot down the launching plane making

in essence a kamikaze weapon. (thanks Brad)

+ Chg:0000 GE Allow inertially only guided weapons to be fired against ships.

This probably breaks something else!

+ Chg:0000 GE Move RCS logging to radar log, before it was always logged.

+ Chg:B117 GE Ferrying and Refueling fixes, also force refueling if the

tanker will hit bingo fuel before the refuelees hit optimal

fuel state for tanking. (thanks donaldseadog)

+ Chg:0000 GE Added code for intercepts based on air to air guns, both player

and AI. Disabled the internal 3nm guns in commondb battlesets.

+ Chg:B119 BS EC2003 GIUK 1.0 Scenario with modified VCs included.

(thanks PAK)

+ Chg:B120 BS EC2003 GIUK 2.0 Scenario with modified VCs and orders included.

(thanks PAK)

+ Chg:B118 BS EC2003 MEDC 8.0 Scenario with modified VCs included.

(thanks PAK & CV32)

 

For testing Baka and Air to Air guns you'll need other than stock DBs. Baka can be tested in Brad's WWII database. The Air to Air guns I imagine will come soon, I'll attach my test rig to a later post.

 

We need testing of air to air guns in pre-EC2003 battlesets, the old 3nm Intercept/Escort dogfight guns should still work there and ideally any guns in loadouts should not work in an air to air capacity.

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The Baka kamikaze code I've been playing with for awhile, so I can vouch for that one. It works very well. :)

 

Guns I have been able to verify with the HCWW (World Wars) database, so we no longer have 'cowardly' fighter pilots there, thankfully.

 

I have also been able to confirm that there does not appear to be any conflict between BVR (beyond visual range) AAMs and guns. AI controlled aircraft still shoot their BVR missiles when a target is within 'no escape' range.

 

More testing is needed, of course, before I start editing the HCDB database in earnest to add air-to-air guns to all appropriate platforms.

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The Baka kamikaze code I've been playing with for awhile, so I can vouch for that one. It works very well. :)

 

Guns I have been able to verify with the HCWW (World Wars) database, so we no longer have 'cowardly' fighter pilots there, thankfully.

 

I have also been able to confirm that there does not appear to be any conflict between BVR (beyond visual range) AAMs and guns. AI controlled aircraft still shoot their BVR missiles when a target is within 'no escape' range.

 

More testing is needed, of course, before I start editing the HCDB database in earnest to add air-to-air guns to all appropriate platforms.

Hope this is correct place for reply, or should it be form the download of the 2009.037 test program?

Any way I'm here,

I'm wondering the range of the guns CV32 tested, I always have problems only with planes equiped with guns of a2a range less than 1 mile and am still having them with the 2009.037 betatest, Ive attached a zip with two test files and a text file summarising the tests:

generally my planes don't seem to behave as normal if they have guns of less than 1 mile range.

Also, when looking for such planes in the current database I found eg an Aden cannon (on Hawk 127 LIFT) that is catagorised as ordinance sub type bomb, this doesn't seem correct to me. I've included a test that illustrates the behaviour that I think is errant.

The test are all using the recent 2009.037 beta release and 2003 GUIK - This seems a good test battleset as you can use different databases (Is that correct?) I noted that Tony used it in his a2aguns test (Hey where do you buy F14s with those guns? I wont one!)

Don.

PS How do you find out the things that need testing?

gunstest.zip

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Hope this is correct place for reply, or should it be form the download of the 2009.037 test program?

Any way I'm here,

I'm wondering the range of the guns CV32 tested, I always have problems only with planes equiped with guns of a2a range less than 1 mile and am still having them with the 2009.037 betatest, Ive attached a zip with two test files and a text file summarising the tests:

 

PS How do you find out the things that need testing?

 

Hi Don,

I mention it every now and again on IRC and maybe on forums but imho no weapon should have a range less than 1.0nm. The game isn't designed to handle shorter ranged weapons properly.

This is the correct place to post results of the current build. I post the release notes of each build and then expect the testers to verify or disprove that what is written in the release notes was actually accomplished, including updating related Issue Tracker issues as well (as explained in the beta tester manual).

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I'm wondering the range of the guns CV32 tested, I always have problems only with planes equiped with guns of a2a range less than 1 mile and am still having them with the 2009.037 betatest ...

 

Using the HCWW, I did find that the 0.50 cal MG aboard the P-40E Warhawk, with range <1 nm, was able to function.

 

As I said, plenty more testing needed.

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I'm wondering the range of the guns CV32 tested, I always have problems only with planes equiped with guns of a2a range less than 1 mile and am still having them with the 2009.037 betatest ...

 

Using the HCWW, I did find that the 0.50 cal MG aboard the P-40E Warhawk, with range <1 nm, was able to function.

 

As I said, plenty more testing needed.

I might have something wrong I guess, I did a scenario with ground mounted MGs with limited AAA capability and hovered helos at various heights from VLow to Medium and they just sat there laughing.

But taking into account Tony's comment about the game not being meant to handle these <1nm weapons I think I'll drop it unless I find something more substantial.

Don.

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HCE - 2009.037

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

- Chg:0000 GE If the loaded .............. else!

- Chg:0000 GE Move RCS logging to radar log, before it was always logged.

- Chg:B117 GE Ferrying and Refueling fixes, also force refueling if the

tanker will hit bingo fuel before the refuelees hit optimal

fuel state for tanking. (thanks donaldseadog)

- Chg:0000 GE Added code for intercepts based on air to air guns, both player

and AI. Disabled the internal 3nm guns in commondb battlesets.

- Chg:B119 BS EC2003 GIUK 1.0 Scenario with modified VCs included.

(thanks PAK)

- Chg:B120 BS.................. in pre-EC2003 battlesets, the old 3nm Intercept/Escort dogfight guns should still work there and ideally any guns in loadouts should not work in an air to air capacity.

I've run the ferrying with tanker scenarios I had that were giving problems and confirm that the flights now occur as expected: planes are never refuelled straight after takeoff, tanker return to their base, and no planes run dry.

Don.

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HCE - 2009.037

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

- Chg:0000 GE If the loaded scenario has no time limit set, default to 72

days. (thanks Brains)

- Ch.................................... GIUK 2.0 Scenario with modified VCs and orders included.

(thanks PAK)

- Chg:B118 BS EC2003 MEDC 8.0 Scenario with modified VCs included.

(thanks PAK & CV32)

 

For testing Baka and Air to Air guns you'll need other than stock DBs. Baka can be tested in Brad's WWII database. The Air to Air guns I imagine will come soon, I'll attach my test rig to a later post.

 

We need testing of air to air guns in pre-EC2003 battlesets, the old 3nm Intercept/Escort dogfight guns should still work there and ideally any guns in loadouts should not work in an air to air capacity.

I've run a scenario in Original GUIK, attached are (in zip) the scenario, three saves and a text explanation file.

Cannon in air to air loadouts seems to be fine up until ammo is depleted where the low ammo plane loiters rather than scarpers.

I'll test some other battlesets...

Don Thomas.

GUIK1_aag.zip

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I've run the ferrying with tanker scenarios I had that were giving problems and confirm that the flights now occur as expected: planes are never refuelled straight after takeoff, tanker return to their base, and no planes run dry.

Don.

 

I have tested this and can confirm it works.

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- Chg:B117 GE Ferrying and Refueling fixes, also force refueling if the

tanker will hit bingo fuel before the refuelees hit optimal

fuel state for tanking. (thanks donaldseadog)

I've run the ferrying with tanker scenarios I had that were giving problems and confirm that the flights now occur as expected: planes are never refuelled straight after takeoff, tanker return to their base, and no planes run dry.

Don.

 

Okay, excellent, since this is an Issue Tracker issue (issue 117) please update the status there as well. Thanks in advance.

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HCE - 2009.037

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

- Chg:0000 GE If the loaded scenario has no time limit set, default to 72

days. (thanks Brains)

- Ch.................................... GIUK 2.0 Scenario with modified VCs and orders included.

(thanks PAK)

- Chg:B118 BS EC2003 MEDC 8.0 Scenario with modified VCs included.

(thanks PAK & CV32)

 

For testing Baka and Air to Air guns you'll need other than stock DBs. Baka can be tested in Brad's WWII database. The Air to Air guns I imagine will come soon, I'll attach my test rig to a later post.

 

We need testing of air to air guns in pre-EC2003 battlesets, the old 3nm Intercept/Escort dogfight guns should still work there and ideally any guns in loadouts should not work in an air to air capacity.

I've run a scenario in Original GUIK, attached are (in zip) the scenario, three saves and a text explanation file.

Cannon in air to air loadouts seems to be fine up until ammo is depleted where the low ammo plane loiters rather than scarpers.

I'll test some other battlesets...

Don Thomas.

In view of new database for gun testing I'll use it and get back in a couple of days.

don.

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