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* Known Harpoon [ANW] Issues

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  • Author

Postures incorrectly re-built

 

Postures are incorrectly re-estabilished once a unit has been destroyed.

 

Three sides are in this test scenario: Attacker (Danish Airlift side), Target (French Target), and Link side (Denmark). The postures are as follows:

 

1) Attacker side is hostile to Target side

2) Link side is friendly to both Attacker and Target sides. (This posture prevents Attacker from launching strike on Target.)

 

In Harpoon v3.6.3 and in ANW v3.7.0, once the Link side is destroyed, the Attacker side is freed to launch airstrike at Target.

 

However, this is not the case with the Beta 3.7.1 patch. Once the link side is destroyed, the GE acts as though the link is still functional even though there are no remaining units on the Link side. The postures are re-build incorrectly and dysfunctionally.

 

Steps to re-create:

 

1) Run [PDb] Postures incorrectly re-built (3.7.1).SCN in ANW SE 3.7.0 from the Belgian side

2) Activate show all.

3) After C-130s destroy Link target, air strike will launch on French Target at 02:15 of game time.

 

4) Re-run test scen in ANW SE 3.7.1

5) After C-130s destroy Link target, no air strikes appear. Further investigate will show that even though one side is hostile to another, attacks are not allowed.

 

Sample file for the PlayersDb v6.4.9 at StrategyZoneOnline

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  • Author

All strikers fail to launch

 

All aircraft assigned to a strike mission fail to launch.

 

1. Run test scen in ANW SE 3.7.1 from the French Target side with Show All activated

2. At 02:15 of game time, 32 aircraft have been assigned to launch strike from Denmark. However, only 24 actually launch.

 

It is uncertain why the AI fails to launch all strike assets, but one hypothesis is that the AI has decided that 24 aircraft are sufficient to destroy the targets and will not launch extraneous assets. This is improper behaviour. The designer may anticipate heavy losses during ingress and thereby want additional assets assigned to the mission.

 

Sample file for the PlayersDb v6.4.9 at StrategyZoneOnline

  • Author

Protect ViCond doesn't evaluate properly

 

Protect ship Victory Condition does not evaluate properly.

 

Saved Game file for the ColonialWarsDb at StrategyZoneOnline

  • 1 month later...
  • Author

Player loses control

 

Player loses control of all units in the middle of a game.

 

Saved Game file for the ColonialWarsDb with Beta Patch 3.7.1

 

Run saved game for 15 seconds and watch as control of units vanish. A sequential serious of screen shots has been included depicting this phenomenon.

 

Saved game files available on Xtreme-Gamer

  • 6 months later...
  • Author

Here a list of the 80 or so * Known Harpoon [ANW] Issues reported to GameSquad after ANW 3.7.0 was published.

  1. AAA fire
     

    AAA guns are not limited by the altitude of the target and can even shoot down satellites.


     

  2. Aircraft ignore Nav Zones
     

    Some aircraft on missions are able to fly through Nav Zones.

     

    Work-around solution: Draw a double-thick Nav zone or draw an additional Nav Zone just inside another Nav Zone.


     

  3. Automatic contact classification
     

    The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.


     

  4. Circling torpedoes
     

    Torpedoes destroy their launching platform. Sometimes this causes a problem for the Victory Condition manager.


     

  5. Time Zones
     

    Night and day are reversed so that daytime is actually 1801 to 0559. The H3 world revolves in the opposite direction to real life when calculating Time Zones. Game time is listed in terms of Zulu (GMT). If the scenario is one time zone East of GMT, you would normally ADD one hour to Zulu time to find the local time. However, H3 SUBTRACTS one hour instead.


     

  6. Edit Aircraft function
     

    Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled.

     

    Work-around solution: Re-assign the air formation patrols.


     

  7. Ferry Mission Crash
     

    If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission.


     

  8. Group Nav Zone Settings
     

    The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.

     

    Work-around solution: Set the Nav Zone parameters for each unit individually.


     

  9. Identification failure
     

    Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown.


     

  10. LongMathError
     

    GE crashes when doing complex calculations involving units moving at high speed. This is due to the integer math system. Problem appears to be most often encountered when SLBMs launched. ICBMs seem to be okay.


     

  11. Naval Ground Strike Mission
     

    Ships that are grouped together and on a ground strike mission will fire missiles, but
    will not
    close on the target to engage with naval gunfire.

     

    Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions.


     

  12. Replenishment at-sea
     

    Non-functional


     

  13. Weapon ranges less than one ignored
     

    Any weapon that has a range less than 1.0 nm, cannot be fired by the AI. However, the player is able to utilize these weapons manually and they appear to operate at the correct range. I do not know if missions created by the player will suffer this restriction, but I suspect that they will since Missions are under AI control.


     

  14. EmCon at Waypoints
     

    Aircraft will obey waypoint EmCon commands if the plane is currently either ACTIVE or PASSIVE (not intermittent). Once the aircraft receives a command to radiate Intermittently, either at the start or at a waypoint, no other EmCon commands will be accepted at future waypoints.


     

  15. Subs in groups
     

    Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.


     

  16. Fixed ranges for bombs/rockets
     

    Maximum range for bombs and rockets is fixed at 2nm regardless of the range a database editor may assign.


     

  17. Plane revert to cruise speed
     

    Individual planes always return to cruise speed after they are given new paths. This does not occur for groups.


     

  18. Hangar overload
     

    It is possible to land many more aircraft than the hangar capacity allows.


     

  19. AI inside Minimum Launch Range
     

    If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.


     

  20. MAD contact for ground facilities
     

    The MAD detector is able to detect ground facilities.


     

  21. Sonobuoy battery endurance
     

    Battery endurance for sonobuoys is irrelevant.


     

  22. ARMs cause planes to hang
     

    Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question.


     

  23. Protect Station ViCond reverts to On Station ViCond
     

    "Protect Station" ViCond switches to "On Station" ViCond


     

  24. Ferry mission crash
     

    Ferry mission crashes if it tries to ferry to a base / ship that has been destroyed.


     

  25. Orders disappear
     

    Orders for remaining side disappear when other sides are deleted


     

  26. Opening 3.6.3 scen causes crash
     

    Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3


     

  27. Strike mission fails to execute
     

    Enemy Unit appears not to be able to plot an intercept path.


     

  28. BOL Type 65-76 ASW torpedoes come back to kill sub
     

    Type 65-76 ASW torpedoes come back to kill sub when launched on BOL [bearing-Only-Launch]


     

  29. Guns do not fire all ammo when ordered to do so
     

    Guns do not fire all ammo when ordered to do so


     

  30. Ready times go wild when AI Formation Air Patrols activated
     

    Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled.


     

  31. All ammo not available
     

    300 rounds of ammo are shown, but only 44 are offered for fire allocation.


     

  32. Edit Aircraft function does not respect Time / Country restrictions
     

    When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly.


     

  33. Formation air patrols cancelled by Edit A/C function
     

    Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar.


     

  34. Plane ignores Nav Zone
     

    Plane totally ignores Nav Zone


     

  35. Akula at Flank gets passive contact
     

    Akula at Flank is able to get passive contact


     

  36. AC Stuck on Plotted mission
     

    Aircraft on Plotted mission cannot be removed from this mission in Mission Editor


     

  37. Planes disappear from base
     

    Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible.


     

  38. Ferry mission fails to execute
     

    Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly.


     

  39. CTD when Air Station destroyed
     

    CTD when Air Station is destroyed by ALCM.


     

  40. Mission ignores target list
     

    Targets not restricted to target list for mission.


     

  41. E-3 lands and goes to 1092min ready
     

    E-3 lands and goes to 1092min ready time.


     

  42. Fly off the world CTD
     

    It is possible to 'fly off of the world' and cause CTD.


     

  43. Weapon ignores range limitation
     

    Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.


     

  44. Hidden units can be destroyed without detection
     

    When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them.


     

  45. Units out of range can be destroyed
     

    Units out of range can be destroyed if they are part of a group.


     

  46. ECM nullifies BOL weapons
     

    ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag.


     

  47. Nukes won't work without AALog activated
     

    Nuclear weapons for BCGN Kirov do not work unless AALog is activated.


     

  48. Sensors won't turn off Intermittent
     

    After sensors have been turned on Intermittent setting, it is not possible to change their setting in the future. Even if a player turns them either on or off, the Intermittent setting returns. Apparently, this is only problematic for multi-player games and does not present itself in solitaire games.


     

  49. Sonobuoy deployment altitude
     

    Sonobuoys can be deployed at any altitude.


     

  50. Sonobuoy datalink cannot be turned off
     

    Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting.


     

  51. Jamming from dead ships
     

    Ships that are destroyed still show the Active Jamming "*" indicator.


     

  52. Non-radiating units show as being jammed.
     

    Units that turn off their radar can still show up as being jammed with the "X" next to their icon.


     

  53. Jamming detected underwater
     

    Submerged units can detect ships emitting ECM.


     

  54. ViCond polygons don't appear
     

    Only the polygon for the first ViCond appears even when other ViConds are selected.


     

  55. Multi-Player Chat Window appears in solitaire game
     

    After victory has been awarded to a player in solitaire mode, if the player elects to continue, a Multi-Player Chat Window opens when he selects "Yes".


     

  56. Torpedoes ignore cruise depth
     

    Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired.


     

  57. Ground units attacked by Ship Strike mission
     

    Units assigned to Ship Strike missions will attack ground facilities.


     

  58. Ships attacked by Ground Strike mission
     

    Units assigned to Ground Strike missions will attack ships.


     

  59. SAVE AS window error
     

    When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window.


     

  60. Active sonobuoys dropped passively
     

    Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed.


     

  61. Active sonobuoys do not deploy
     

    CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy".


     

  62. Missiles ignore cruise altitude
     

    Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships.


     

  63. Max launch speed restriction
     

    When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.


     

  64. SSK do not snort
     

    When a diesel submarine runs out of battery charge, it does not automatically rise to periscope depth to begin re-charging its batteries. Instead, it just sits at the last known depth. Also, even if a player manually orders it to periscope depth, the re-charge process does not work unless the submarine is moving.


     

  65. Hellfire do not launch in ODb
     

    Hellfire missiles will not launch even though they appear in the weapons allocation window.


     

  66. Game ends abruptly
     

    When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining.


     

  67. CTD when torpedo fired
     

    CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server.


     

  68. CTD when Database button is depressed
     

    When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed.


     

  69. Accuracy / Speed slider affects game execution
     

    Different settings for the game speed / accuracy slider will cause scenarios to execute in a wholly different manner. Missions may execute on one setting but will fail on another speed setting.


     

  70. Accuracy / Speed slider crashes game
     

    Different settings for the game speed / accuracy slider will cause some scenarios to crash.


     

  71. Planes disappear from base
     

    After launching and landing, planes disappear from the base.


     

  72. NAV zone ignored II
     

    Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here.


     

  73. Mission fails to navigate without Full throttle setting
     

    Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.


     

  74. Planes directly inserted ignore target list
     

    Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list.


     

  75. Recon mission does not work for AI
     

    Recon Mission works for player, but does not work under AI control.


     

  76. Postures incorrectly re-built
     

    Postures are incorrectly re-estabilished once a unit has been destroyed.


     

  77. All strikers fail to launch
     

    All aircraft assigned to a strike mission fail to launch.


     

  78. Player loses control
     

    Player loses control of all units in the middle of a game.


     

  79. Protect ViCond doesn't evaluate properly
     

    Protect ship Victory Condition does not evaluate properly.


     

  80. ESM at 1800nm
     

    Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.


  • Author

Now that the 3.8.0 patch as been released, we checked to see what has changed. While it is by no means definitive, we believe that:

 

These 34 behaviours appear to have been resolved by the 3.8.0 patch:

  1. Aircraft ignore Nav Zones
     

    Some aircraft on missions are able to fly through Nav Zones.

     

    Work-around solution: Draw a double-thick Nav zone or draw an additional Nav Zone just inside another Nav Zone.


     

  2. Circling torpedoes
     

    Torpedoes destroy their launching platform. Sometimes this causes a problem for the Victory Condition manager.


     

  3. LongMathError
     

    GE crashes when doing complex calculations involving units moving at high speed. This is due to the integer math system. Problem appears to be most often encountered when SLBMs launched. ICBMs seem to be okay.


     

  4. Time Zones
     

    Night and day are reversed so that daytime is actually 1801 to 0559. The H3 world revolves in the opposite direction to real life when calculating Time Zones. Game time is listed in terms of Zulu (GMT). If the scenario is one time zone East of GMT, you would normally ADD one hour to Zulu time to find the local time. However, H3 SUBTRACTS one hour instead.


     

  5. Fixed ranges for bombs
     

    Maximum range for bombs is fixed at 2nm regardless of the range a database editor may assign.


     

  6. Plane revert to cruise speed
     

    Individual planes always return to cruise speed after they are given new paths. This does not occur for groups.


     

  7. Orders disappear
     

    Orders for remaining side disappear when other sides are deleted


     

  8. Protect Station ViCond reverts to On Station ViCond
     

    "Protect Station" ViCond switches to "On Station" ViCond


     

  9. SSK do not snort
     

    When a diesel submarine runs out of battery charge, it does not automatically rise to periscope depth to begin re-charging its batteries. Instead, it just sits at the last known depth. Also, even if a player manually orders it to periscope depth, the re-charge process does not work unless the submarine is moving.


     

  10. BOL Type 65-76 ASW torpedoes come back to kill sub
     

    Type 65-76 ASW torpedoes come back to kill sub when launched on BOL [bearing-Only-Launch]


     

  11. Edit Aircraft function does not respect Time / Country restrictions
     

    When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly.


     

  12. Akula at Flank gets passive contact
     

    Akula at Flank is able to get passive contact


     

  13. E-3 lands and goes to 1092min ready
     

    E-3 lands and goes to 1092min ready time.


     

  14. CTD when torpedo fired
     

    CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server.


     

  15. Ferry mission fails to execute
     

    Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly.


     

  16. CTD when Air Station destroyed
     

    CTD when Air Station is destroyed by ALCM.


     

  17. Sensors won't turn off Intermittent
     

    After sensors have been turned on Intermittent setting, it is not possible to change their setting in the future. Even if a player turns them either on or off, the Intermittent setting returns. Apparently, this is only problematic for multi-player games and does not present itself in solitaire games.


     

  18. Jamming detected underwater
     

    Submerged units can detect ships emitting ECM.


     

  19. ViCond polygons don't appear
     

    Only the polygon for the first ViCond appears even when other ViConds are selected.


     

  20. Missiles ignore cruise altitude
     

    Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships.


     

  21. Accuracy / Speed slider affects game execution
     

    Different settings for the game speed / accuracy slider will cause scenarios to execute in a wholly different manner. Missions may execute on one setting but will fail on another speed setting.


     

  22. Accuracy / Speed slider crashes game
     

    Different settings for the game speed / accuracy slider will cause some scenarios to crash.


     

  23. Planes disappear from base
     

    After launching and landing, planes disappear from the base.


     

  24. Recon mission does not work for AI
     

    Recon Mission works for player, but does not work under AI control.


     

  25. Postures incorrectly re-built
     

    Postures are incorrectly re-estabilished once a unit has been destroyed.


     

  26. Weapon ranges less than one ignored
     

    Any weapon that has a range less than 1.0 nm, cannot be fired by the AI. However, the player is able to utilize these weapons manually and they appear to operate at the correct range. I do not know if missions created by the player will suffer this restriction, but I suspect that they will since Missions are under AI control.


     

  27. Strike mission fails to execute
     

    Enemy Unit appears not to be able to plot an intercept path.


     

  28. ESM at 1800nm
     

    Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.


     

  29. AC Stuck on Plotted mission
     

    Aircraft on Plotted mission cannot be removed from this mission in Mission Editor


     

  30. Multi-Player Chat Window appears in solitaire game
     

    After victory has been awarded to a player in solitaire mode, if the player elects to continue, a Multi-Player Chat Window opens when he selects "Yes".


     

  31. EmCon at Waypoints
     

    Aircraft will obey waypoint EmCon commands if the plane is currently either ACTIVE or PASSIVE (not intermittent). Once the aircraft receives a command to radiate Intermittently, either at the start or at a waypoint, no other EmCon commands will be accepted at future waypoints.


     

  32. Naval Ground Strike Mission
     

    Ships that are grouped together and on a ground strike mission will fire missiles, but
    will not
    close on the target to engage with naval gunfire.

     

    Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions.


     

  33. Non-radiating units show as being jammed.
     

    Units that turn off their radar can still show up as being jammed with the "X" next to their icon.


     

  34. NAV zone ignored II
     

    Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here.


  • Author

These 46 behaviours remain unresolved by the 3.8.0 patch:

  1. AAA fire
     

    AAA guns are not limited by the altitude of the target and can even shoot down satellites.


     

  2. Automatic contact classification
     

    The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.


     

  3. Edit Aircraft function
     

    Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled.


     

  4. Ferry Mission Crash
     

    If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission.


     

  5. Group Nav Zone Settings
     

    The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.

     

    Work-around solution: Set the Nav Zone parameters for each unit individually.


     

  6. Identification failure
     

    Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown.


     

  7. Replenishment at-sea
     

    Non-functional


     

  8. Subs in groups
     

    Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.


     

  9. Hangar overload
     

    It is possible to land many more aircraft than the hangar capacity allows.


     

  10. AI inside Minimum Launch Range
     

    If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.


     

  11. MAD contact for ground facilities
     

    The MAD detector is able to detect ground facilities.


     

  12. Sonobuoy battery endurance
     

    Battery endurance for sonobuoys is irrelevant.


     

  13. ARMs cause planes to hang
     

    Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question.


     

  14. Ferry mission crash
     

    Ferry mission crashes if it tries to ferry to a base / ship that has been destroyed.


     

  15. Opening 3.6.3 scen causes crash
     

    Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3


     

  16. Guns do not fire all ammo when ordered to do so
     

    Guns do not fire all ammo when ordered to do so


     

  17. Ready times go wild when AI Formation Air Patrols activated
     

    Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled.


     

  18. All ammo not available
     

    300 rounds of ammo are shown, but only 44 are offered for fire allocation.


     

  19. Formation air patrols cancelled by Edit A/C function
     

    Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar.


     

  20. Plane ignores Nav Zone
     

    Plane totally ignores Nav Zone


     

  21. Planes disappear from base
     

    Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible.


     

  22. Mission ignores target list
     

    Targets not restricted to target list for mission.


     

  23. Fly off the world CTD
     

    It is possible to 'fly off of the world' and cause CTD.


     

  24. Weapon ignores range limitation
     

    Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.


     

  25. Hidden units can be destroyed without detection
     

    When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them.


     

  26. Units out of range can be destroyed
     

    Units out of range can be destroyed if they are part of a group.


     

  27. ECM nullifies BOL weapons
     

    ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag.


     

  28. Nukes won't work without AALog activated
     

    Nuclear weapons for BCGN Kirov do not work unless AALog is activated.


     

  29. Sonobuoy deployment altitude
     

    Sonobuoys can be deployed at any altitude.


     

  30. Sonobuoy datalink cannot be turned off
     

    Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting.


     

  31. Jamming from dead ships
     

    Ships that are destroyed still show the Active Jamming "*" indicator.


     

  32. Torpedoes ignore cruise depth
     

    Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired.


     

  33. Ground units attacked by Ship Strike mission
     

    Units assigned to Ship Strike missions will attack ground facilities.


     

  34. Ships attacked by Ground Strike mission
     

    Units assigned to Ground Strike missions will attack ships.


     

  35. SAVE AS window error
     

    When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window.


     

  36. Active sonobuoys dropped passively
     

    Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed.


     

  37. Active sonobuoys do not deploy
     

    CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy".


     

  38. Max launch speed restriction
     

    When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.


     

  39. Hellfire do not launch in ODb
     

    Hellfire missiles will not launch even though they appear in the weapons allocation window.


     

  40. CTD when Database button is depressed
     

    When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed.


     

  41. Mission fails to navigate without Full throttle setting
     

    Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.


     

  42. Planes directly inserted ignore target list
     

    Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list.


     

  43. All strikers fail to launch
     

    All aircraft assigned to a strike mission fail to launch.


     

  44. Player loses control
     

    Player loses control of all units in the middle of a game.


     

  45. Protect ViCond doesn't evaluate properly
     

    Protect ship Victory Condition does not evaluate properly.


     

  46. Game ends abruptly
     

    When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+).


  • Author

These 80 new behaviours have been added by the 3.8.0 patch:

  1. Altitude mis-match between Group and units
     

    Units and Group icons show different altitude values in SE.


     

  2. ANW battleset - File not found
     

    Scenarios not found when trying to load ANW battleset.


     

  3. ASW/WH torps tracking wrong targets
     

    WH/ASW torps tracking targets they cannot hit.


     

  4. Ferry mission fails to launch
     

    Ferry mission fails to launch unless manually ordered to do so.


     

  5. Min engine altitude ignored
     

    Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters.


     

  6. Mixed Unit and Group icon error
     

    Unit and Group icons show up at the same time when platforms deleted in SE.


     

  7. SSM Altitude crash
     

    Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude.


     

  8. Sub changes depth and goes active
     

    A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own.


     

  9. TALD materialize at wrong point
     

    When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away.


     

  10. Time compression causes miss
     

    Higher time compression creates automatic miss.


     

  11. Unknown Sub contacts not attacked
     

    Unknown submarine contacts no longer attacked unless positively identified as hostile.


     

  12. Weapon Max Launch Speed ignored
     

    Weapons ignore Maximum Launch Speed set in database.


     

  13. Binoculars jammed
     

    Ground units with only Binoculars for sensors are shown as jammed by ECM.


     

  14. Passive sonobuoys will not deploy
     

    Passive sonobuoys will not deploy. Active sonobuoys will deploy.


     

  15. Phantom air group
     

    Phantom air group.


     

  16. Re-Charge at Int depth
     

    Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase.


     

  17. UnRep broken
     

    Tanker and ship unable to meet for Underway Replenishment.


     

  18. AI subs will not re-charge batteries
     

    AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI.


     

  19. Ammo dumps emptied
     

    Ammo dumps in all scenarios have been emptied of weapons for aircraft.


     

  20. Ground targets re-engaged prematurely
     

    Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons.


     

  21. Map Scale inaccurate
     

    Map scale is erroneous.


     

  22. Max altitude for planes is 32,767m
     

    The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms.


     

  23. MP Saved game titles
     

    MP Saved game titles often use portions of the orders in lieu of the Session name.


     

  24. SSK rises early
     

    Diesel subs rise to Periscope depth long before their batteries are exhausted.


     

  25. Subs re-charge at Creep
     

    Subs are able to re-charge batteries without running throttles at Flank speed.


     

  26. Type 65-76 disappear on BOL
     

    Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.


     

  27. Unassign command sound missing
     

    Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.


     

  28. CTD ViCond crash when windows closed out of order
     

    When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened.


     

  29. ViCond Set polygon not possible
     

    It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon.


     

  30. AAA firing past Max Range
     

    Guns continue to fire long after targets pass out of range.


     

  31. AAW patrol motionless
     

    AAW patrol motionless instead of flying between assigned reference points.


     

  32. Accuracy slider changes combat
     

    Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow.


     

  33. Accuracy slider changes combat II
     

    Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting.


     

  34. Air Group formation
     

    Air Groups do not form properly when the launching platform is destroyed before the group is fully launched.


     

  35. CTD with Re-build Scenario function
     

    Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn.


     

  36. Dead top after torp evasion
     

    Escort comes to a dead stop after torpedo evasion.


     

  37. Destroyed planes not counted on Installations
     

    Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground.


     

  38. Dual speeds selected
     

    When ships are damaged, sometimes dual speeds are show in the throttle setting.


     

  39. EmCon does not match display
     

    EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off..


     

  40. Engagement symbol missing
     

    Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down.


     

  41. F1 Key will not attack
     

    F1 Key will not attack second target.


     

  42. F6 Key will not attack
     

    F6 Key will not attack target.


     

  43. Generic strikes seek additional targets
     

    Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target.


     

  44. Haphazard weapons re-loading
     

    Weapons do not reload with weapon previously fired.


     

  45. Inconsistent RoF
     

    Guns have different rates of fire between H3.6.3. and ANW.


     

  46. Indexation status false
     

    ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false.


     

  47. Min Firing Range prohibits weapon use
     

    Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire.


     

  48. Missiles drawn to wrong targets
     

    Missiles fired at targets located with pinpoint precision are still drawn to other targets.


     

  49. Nav Zones re-set by mission editor
     

    Nav Zones are re-set by mission editor every time a mission is edited.


     

  50. On Station ViCond does not trigger in MP
     

    On Station Victory Condition triggers erratically.


     

  51. Phantom mounts shown on aircraft
     

    Phantom mounts are shown on aircraft when the Logistics button is pushed.


     

  52. Planes jammed against Nav Zone
     

    Planes are unable to plot path around Nav Zone.


     

  53. Propulsion ranges import improperly
     

    Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.


     

  54. Ready display always visible
     

    Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired.


     

  55. Ready Times shortened
     

    Aircraft with long ready times can have them shortened to the default 30 minutes.


     

  56. Re-build All causes planes to loiter
     

    Planes that normally flew at cruise speed go to loiter when Re-Built All command is used.


     

  57. Runways can be destroyed
     

    Runway facilities can now be destroyed.


     

  58. Sanity check fails for multiple weapons records
     

    Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself.


     

  59. Sanity check fails for propulsion alt bands
     

    Sanity check reports an error if altitude bands for propulsion entries are not in sequential order.


     

  60. Sanity check fails for propulsion max alt
     

    Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for the aircraft.


     

  61. Sanity check fails for Ready Times
     

    Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.


     

  62. Scen locks up at 15 secs into game
     

    Scenario freezes 15 seconds after start of game.


     

  63. SE shows different results from GE
     

    ScenEdit shows different results from Game Engine test.


     

  64. Sensor default values are zero
     

    When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed.


     

  65. Sonar detects facility
     

    Land facility detected by sonar.


     

  66. SSMs ignore delayed strike mission
     

    Land-based SSMs ignore delay time for Strike missions.


     

  67. Strike Mission continues to dead target
     

    Strike Mission continues to target even after it is already destroyed.


     

  68. Strike Mission fails to cancel
     

    Ground Strike Mission fails to cancel after target is destroyed.


     

  69. Strikes fail to launch
     

    Air strikes that performed properly in ANW 3.7.0 now fail to launch at all.


     

  70. Submarine evades own torpedoes
     

    Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes.


     

  71. Subs fire SS-N-15 under the ice
     

    Submarines are able to fire SS-N-15 Starfish while under polar ice.


     

  72. Subs surfacing under ice
     

    Submarines are able to rise to the surface from under the ice pack and run on the surface.


     

  73. Subsequent strikes are disorganized
     

    Subsequent strikes are disorganized and launch in separate groups.


     

  74. Support missions do not fully launch
     

    Not all aircraft assigned to support missions launch as they previously did in H3.6.3.


     

  75. Torps chase improper targets
     

    Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical.


     

  76. Tubes Cannot Change Loadout
     

    Torpedo tube loadouts cannot be changed after re-loading by AI.


     

  77. Unarmed units not engaged
     

    Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked.


     

  78. Unassigned SSMs do not fire
     

    Unassigned land-based SSMs will fire on ships, but not against land targets.


     

  79. Unit cannot plot course
     

    Unit is unable to plot a course that enables it to leave port and proceed to Formation patrol zone.


     

  80. Wrong altitude shown
     

    TLAM shows Periscope depth.


Confirmation / verification files and discussion of this list and the associated behaviour can be found on

 

gslogojd4.jpgHome of the Harpoon3 PlayersDB

  • Author

These 80 new behaviours have been added by the 3.8.0 patch:

  1. Altitude mis-match between Group and units
     

    Units and Group icons show different altitude values in SE.


     

  2. ANW battleset - File not found
     

    Scenarios not found when trying to load ANW battleset.


     

  3. ASW/WH torps tracking wrong targets
     

    WH/ASW torps tracking targets they cannot hit.


     

  4. Ferry mission fails to launch
     

    Ferry mission fails to launch unless manually ordered to do so.


     

  5. Min engine altitude ignored
     

    Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters.


     

  6. Mixed Unit and Group icon error
     

    Unit and Group icons show up at the same time when platforms deleted in SE.


     

  7. SSM Altitude crash
     

    Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude.


     

  8. Sub changes depth and goes active
     

    A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own.


     

  9. TALD materialize at wrong point
     

    When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away.


     

  10. Time compression causes miss
     

    Higher time compression creates automatic miss.


     

  11. Unknown Sub contacts not attacked
     

    Unknown submarine contacts no longer attacked unless positively identified as hostile.


     

  12. Weapon Max Launch Speed ignored
     

    Weapons ignore Maximum Launch Speed set in database.


     

  13. Binoculars jammed
     

    Ground units with only Binoculars for sensors are shown as jammed by ECM.


     

  14. Passive sonobuoys will not deploy
     

    Passive sonobuoys will not deploy. Active sonobuoys will deploy.


     

  15. Phantom air group
     

    Phantom air group.


     

  16. Re-Charge at Int depth
     

    Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase.


     

  17. UnRep broken
     

    Tanker and ship unable to meet for Underway Replenishment.


     

  18. AI subs will not re-charge batteries
     

    AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI.


     

  19. Ammo dumps emptied
     

    Ammo dumps in all scenarios have been emptied of weapons for aircraft.


     

  20. Ground targets re-engaged prematurely
     

    Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons.


     

  21. Map Scale inaccurate
     

    Map scale is erroneous.


     

  22. Max altitude for planes is 32,767m
     

    The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms.


     

  23. MP Saved game titles
     

    MP Saved game titles often use portions of the orders in lieu of the Session name.


     

  24. SSK rises early
     

    Diesel subs rise to Periscope depth long before their batteries are exhausted.


     

  25. Subs re-charge at Creep
     

    Subs are able to re-charge batteries without running throttles at Flank speed.


     

  26. Type 65-76 disappear on BOL
     

    Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.


     

  27. Unassign command sound missing
     

    Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.


     

  28. CTD ViCond crash when windows closed out of order
     

    When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened.


     

  29. ViCond Set polygon not possible
     

    It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon.


     

  30. AAA firing past Max Range
     

    Guns continue to fire long after targets pass out of range.


     

  31. AAW patrol motionless
     

    AAW patrol motionless instead of flying between assigned reference points.


     

  32. Accuracy slider changes combat
     

    Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow.


     

  33. Accuracy slider changes combat II
     

    Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting.


     

  34. Air Group formation
     

    Air Groups do not form properly when the launching platform is destroyed before the group is fully launched.


     

  35. CTD with Re-build Scenario function
     

    Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn.


     

  36. Dead top after torp evasion
     

    Escort comes to a dead stop after torpedo evasion.


     

  37. Destroyed planes not counted on Installations
     

    Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground.


     

  38. Dual speeds selected
     

    When ships are damaged, sometimes dual speeds are show in the throttle setting.


     

  39. EmCon does not match display
     

    EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off..


     

  40. Engagement symbol missing
     

    Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down.


     

  41. F1 Key will not attack
     

    F1 Key will not attack second target.


     

  42. F6 Key will not attack
     

    F6 Key will not attack target.


     

  43. Generic strikes seek additional targets
     

    Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target.


     

  44. Haphazard weapons re-loading
     

    Weapons do not reload with weapon previously fired.


     

  45. Inconsistent RoF
     

    Guns have different rates of fire between H3.6.3. and ANW.


     

  46. Indexation status false
     

    ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false.


     

  47. Min Firing Range prohibits weapon use
     

    Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire.


     

  48. Missiles drawn to wrong targets
     

    Missiles fired at targets located with pinpoint precision are still drawn to other targets.


     

  49. Nav Zones re-set by mission editor
     

    Nav Zones are re-set by mission editor every time a mission is edited.


     

  50. On Station ViCond does not trigger in MP
     

    On Station Victory Condition triggers erratically.


     

  51. Phantom mounts shown on aircraft
     

    Phantom mounts are shown on aircraft when the Logistics button is pushed.


     

  52. Planes jammed against Nav Zone
     

    Planes are unable to plot path around Nav Zone.


     

  53. Propulsion ranges import improperly
     

    Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.


     

  54. Ready display always visible
     

    Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired.


     

  55. Ready Times shortened
     

    Aircraft with long ready times can have them shortened to the default 30 minutes.


     

  56. Re-build All causes planes to loiter
     

    Planes that normally flew at cruise speed go to loiter when Re-Built All command is used.


     

  57. Runways can be destroyed
     

    Runway facilities can now be destroyed.


     

  58. Sanity check fails for multiple weapons records
     

    Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself.


     

  59. Sanity check fails for propulsion alt bands
     

    Sanity check reports an error if altitude bands for propulsion entries are not in sequential order.


     

  60. Sanity check fails for propulsion max alt
     

    Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for the aircraft.


     

  61. Sanity check fails for Ready Times
     

    Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.


     

  62. Scen locks up at 15 secs into game
     

    Scenario freezes 15 seconds after start of game.


     

  63. SE shows different results from GE
     

    ScenEdit shows different results from Game Engine test.


     

  64. Sensor default values are zero
     

    When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed.


     

  65. Sonar detects facility
     

    Land facility detected by sonar.


     

  66. SSMs ignore delayed strike mission
     

    Land-based SSMs ignore delay time for Strike missions.


     

  67. Strike Mission continues to dead target
     

    Strike Mission continues to target even after it is already destroyed.


     

  68. Strike Mission fails to cancel
     

    Ground Strike Mission fails to cancel after target is destroyed.


     

  69. Strikes fail to launch
     

    Air strikes that performed properly in ANW 3.7.0 now fail to launch at all.


     

  70. Submarine evades own torpedoes
     

    Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes.


     

  71. Subs fire SS-N-15 under the ice
     

    Submarines are able to fire SS-N-15 Starfish while under polar ice.


     

  72. Subs surfacing under ice
     

    Submarines are able to rise to the surface from under the ice pack and run on the surface.


     

  73. Subsequent strikes are disorganized
     

    Subsequent strikes are disorganized and launch in separate groups.


     

  74. Support missions do not fully launch
     

    Not all aircraft assigned to support missions launch as they previously did in H3.6.3.


     

  75. Torps chase improper targets
     

    Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical.


     

  76. Tubes Cannot Change Loadout
     

    Torpedo tube loadouts cannot be changed after re-loading by AI.


     

  77. Unarmed units not engaged
     

    Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked.


     

  78. Unassigned SSMs do not fire
     

    Unassigned land-based SSMs will fire on ships, but not against land targets.


     

  79. Unit cannot plot course
     

    Unit is unable to plot a course that enables it to leave port and proceed to Formation patrol zone.


     

  80. Wrong altitude shown
     

    TLAM shows Periscope depth.


Confirmation / verification files for this list can be found:

 

http://www.gamesquad.com/forums/harpoon/42...anw-issues.html

  • 3 weeks later...
  • Author

Range rings appears when none should

 

Radar range rings displayed for air group when radar is passive.

 

1. Run [PDb] Range rings appears when none should.scn

2. Enable Air Search Radar range ring for map display

3. Launch flight of 4 MiG-23 Flogger K from Gardermoen

4. Once group is fully airborne, activate group radar

5. Plot path anywhere

6. Range ring will appear in Group Display mode

7. Turn off group radar

8. Range ring remains on display screen

9. Toggle Unit display mode and Air Search Radar range ring disappears

 

attachment.php?attachmentid=19557&stc=1&d=1182171983

  • Author

Range rings missing

 

Range rings missing for air groups.

 

1. Run [PDb] Range rings missing.scn

2. Enable Air Search Radar range ring for map display

3. Launch flight of 4 MiG-23 Flogger K from Gardermoen

4. Once group is fully airborne, plot a path anywhere

5. Activate Radar

6. No range ring will appear in Group Display mode

 

attachment.php?attachmentid=19559&stc=1&d=1182172322

 

7. Toggle Unit display mode and Air Search Radar range ring appears

 

attachment.php?attachmentid=19560&stc=1&d=1182172322

  • 2 weeks later...
  • Author

Submarine control lost

 

Submarine control lost when sole ship is sunk.

 

[anw]%20submarine%20control%20lost%20(3.8.0)_S4e.gif

 

1. Run scen [ANW] Submarine control lost (3.8.0).SCN.scn in GE from USSR side with AutoDatalinks enabled

2. Assign all submarines simple plotted missions so that they maintain depth

3. Order DDG to fire on CVBG

4. Return fire destroys DDG and control over submarines is subsequently lost

  • Author

Cannot rescind re-fuel order

 

It is not possible to rescind air-to-air re-fueling order once it is issued.

 

1. Run [PDb] Cannot rescind re-fuel order.SCN

2. Order F-15 to re-fuel from tanker with F6

3. Hit Unassign hotkey and plot a long path in the other direction for F-15

4. Staff assistant will interrupt path to attempt to bring F-15 back to tanker for re-fueling even if player doesn't want to do this

  • Author

Shallow depth shown at -20m

 

Submarine at -20m is shown at Shallow depth and not Periscope depth.

 

attachment.php?attachmentid=19641&d=1183653506

 

1) Run [PDb] Shallow depth shown at -20m.SCN in GE

2) Plot eastward path for submarine

3) Order submarine to Shallow depth (-40m)

4) Order submarine to Peri depth (-20m)

5) Order submarine to Shallow depth (-30m)

6) Order submarine back to Peri Depth (-20m)

7) Unit display will show Shallow depth while sub is at -20m

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  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.