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New Features:
Unit Window now uses the same zoom levels as the Group Window and can use the Textured Land and Water settings.
Submarines can now shoot guns at ships.
Non Intercept/Escort planes will no longer go off on ATA missions.
Implemented a new Escort jamming model with greater variability in the protection a jammer can offer nearby groups against distant radars.
Improved AI BOL shots so that the AI shoots itself less!
Scenario Designers can now add a platform of a particular name to a scenario any number of times, allowing more units of a Class than the database recognizes. This is particularly useful for land-based air defense units.
Added o hotkey to show On Station Rectangles, if present, for victory conditions. Added l hotkey to return to 1:1 time compression. The Alt-t hotkey will now alternate thru showing no paths, showing selected groups path, and showing all friendly groups paths in both GE and SE.
When the player deletes a formation air patrol event, the game will no longer maintain that air patrol if the returning plane is shot down.
The Aircraft RTB dialog will now highlight the original airfield by default if it is capable of landing the planes.
Added the stopped clock time compression option (the ability to pause without the pause dialog preventing map traversal and menu traversal). Also effected with Ctrl-Alt-p hotkey.
Sufficiently damaged subs will surface and stay surfaced. They will also split into a new group of their own.
Scenario designers can now successfully use Staff Notes to send the player messages at specific times in the scenario.
Expanded WestPac BattleSet as seen in the HCE Demo!
New EMCON AI that tells the AI when to turn on sensors and prompts player to turn on sensors. It is now much more intelligent and at times sneaky.
Many new command line switches for the Game Engine and Scenario Editor.
Updated HCDB Database including but not limited to
o Shi Lang (Varyag) CV China
o DF-21C ASBM Bty China
o JAS.39C Gripen - South Africa
o Manthatisi (T209/1400) SS - South Africa
o P-8I Poseidon - India
Bug Fixes/Workarounds:
Multiple Crash bugs eliminated in both Game Engine and Scenario Editor.
EC2000 BattleSets will now show the correct Strategic Map graphic.
Got rid of the double prompting for game options (side, nuke release, etc.).
ASMs/SSMs with the Snap Up/Down flag can now be shot at by point defense weapons (previously ASMs/SSMs outside the altitude capabilities of defensive mounts could not be engaged in point defense mode, now they can be if the ASMs/SSMs have the Snap Up/Down flag.
When a surface or sub group is given a stop order, keep it stopped. Previously they would often start moving again in response for formation keeping events.
ASW birds will now RTB when told to do so instead of choosing any action they wanted to take.
Fixed the 10x too large BOL range rings and made it yellow like it should be.
Fixed the inability to re-task air groups already on an attack mission.
Logging will really work in Release builds now.
Refueling tweaks to prevent refueling immediately upon takeoff.
Fixed out of fuel problems caused by aircraft that fly faster at lower altitudes than higher altitudes. Endurance is now calculated from the slowest speed.
Tweaked the shortening of the information in the installation/ship/plane/submarine list boxes in the Scenario Editor so that more relevant information is shown in the space available.
The SE now properly stores the database information in scenario files.
Repeating LR patrols can now be properly deleted from a scenario and will trigger properly in the game.
The Scenario Editor was throwing away the % chance of inclusion for planes, now it isnt.
Many other minor fixes, tweaks, and improvements.
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With the release of the 2009.036 Patch for Harpoon Classic Commander's Edition, these are some of the issues that remain open [List of Known HCE Issues]
AS-4 attacking submarines
AS-4 anti-ship missiles have been fired at submarines and attempt to engage them. SSNs were never eligible targets in the first place and were never on the surface.
Barges in harbour cannot be torpedoed
Barges grouped with land facilities cannot be attacked by torpedo even though the vessels are clearly in open water. Attack is possible by SLCM.
Convoy will not slow down [2006]
Convoy is ordered to stop but ignores order and returns to cruise speed
Damage display corrupted [2006]
After base is damaged by missiles, the Unit display is corrupted.
Dead in the water
TF goes dead in the water when HVU sunk.
Group survivors form improper group
Airfield ACb is destroyed. Ground units grouped with the base now form a group called "DL". Two letter designation for a group is improper. All units should have 3 characters. Also, when DL is selected and all units are detached to a new group, EQr is formed (a proper group).
Have Nap malfunction [2006]
AGM-142 Have Nap cannot hit the target. This missile has the Command Guidance and Mid-Course Guidance flags. Under manual control, they can hit if the player remains in the area. However, under AI control, the attacking aircraft launch and immediately turn for home base so the missiles always miss.
Ineligible target type
When ordered to attack a surface group known to contain ships, subs, and aircraft, only subs and aircraft are offered as target types.
Keyboard commands missing
Many keyboard commands listed in either the in-game help function for GE, the in-game help function for SE, or the manual are missing. Also, the keyboard commands listed in the manual do not correspond with the ones available from the in-game help function.
Launch Limbo [2006]
When aircraft are either launching or landing, if the aircraft in the group are destroyed before the group is fully launched/landed, the aircraft that have not yet launched to / already landed from the group are stranded in limbo either as launching or landing.
Missile turns away
Incoming Phoenix missile turns away on final approach to target.
No Standoff attack possible
Sub group ordered to attack carrier group. Elects to attack the sub in the group with Stand-off weapon. However, Weapons Allocation window is blank.
Patrol zones centred on wrong position
Formation patrol zones are centred on different positions and not consistent This can cause major problems when trying to add new air or ship patrols.
Patrol zones do not match positions
Graphic circular display in formation editor does not match ship positions.
Phantom air group attempts landing
"Select Group for landing" window appears for unspecified air group. Only two air groups are airborne. Nothing happens regardless of the landing field selected.
Shot down during landing [2005]
Air Group BJA consisted of four aircraft. BJA is in the process of landing. Two have already landed. One was shot down. The final aircraft in the group is about to be shot down. When it is shot down, the two aircraft already on the ground will be stranded in limbo and listed as Landing, but they will never move out of that phase and are forever lost to the player/AI. This situation is easily replicable for any DB and is definitely not specific to HCDB.
Specific Class not possible in ViConds
Unable to select the Class category for any type of Victory Condition. Consequently, scenario designers are no longer able to specify individual bases for ViConds.
Sub ignores patrol zone
Sub ignores assigned formation patrol zone. This problem was first identified by Mark Kratzer.
Suicidal ASW Attacks
AI sends May ASW aircraft to attack the carrier group.
Units do not move to new patrol zones
Units do not move to new patrol zones when size of zones is changed
Tanker aircraft landing error
Shortly after starting the game one of the tankers (group EQA) splits from its package after completing refueling. The usual box opens and there is the option of where you want the a/c to land. Although I have two carriers within range only one option appears. So I select this option but the a/c goes to the furthest carrier even though the correct distance is displayed for the closer of the two carriers.
RTB automatically when out of weapons
When all weapons are fired, Assistant asks if group should return to base or not. Even if player says "No", the plane still automatically returns to base.
Destroyed icon shown for undamaged unit
Unit displays 'destroyed icon' even though unit was never damaged
Completed intercept of dead unit
Unit focuses on already destroyed unit when ordered to attack
Hornet group with Decoy loadout cannot select surface group with active radar detected as eligible target. If group moves into range manually, weapons may be launched.
Torpedoes fired from submarines to ships 3nm-4nm away hit at once without running the distance. Also, there is no launch/hit animation (if active) and the Ph does seem unrealistic
Nuclear torpedoes fired from submarines to ships 2nm-3nm away hit at once without running the distance. Also, the target ship is not destroyed! (but those in the blast range are)
Torpedoes never acquire target regardless of which direction and distance they are fired from. Torpedoes do work against other submarine targets. The distance the target is away from its group icon and formation patrol zone may be one possible explanation of this behaviour.
"Sir, should we attack with only cannon fire?" message appears when BCH or BDH are ordered to attack submarine
Crash upon base destruction
Game crashes upon base destruction
Heap corruption
Heap corruption error appears on 90% of all test runs with this scenario. Whenever it occurs, 40% of the time it results in CTD with Windows Explorer error.
SE shows incorrect aircraft capacity in the unit display. Some ships (ZR00) are shown to have 200% remaining while others (ZN00) have aircraft already added to them, yet show none in the display.
Missing planes
Planes do not appear in selection menu when splitting group.
Range ring centred incorrectly
AAW range ring centred on a position not consistent with group icon
SAMs not firing
Able to fly Backfire strike right into a CVBG with no SAM fire encountered. Vikings with Sidewinders do fire along with AAA from ships, but SAMs will not fire until the Backfire launch first. ECM is not present and is thus not a factor.
Player unit receives numerous contact reports from Neutral side. Red unit can be seen near Iceland from Neutral sonobuoy.
HARM cannot launch
HARM cannot launch against targets that report with radar active.
BOL range incorrect [2005]
When the BOL attack hotkey is selected for Ship Group ZPS, a very large Range circle appears. ZPS has weapons capable of BOL Attack, but their actual range is far shorter than the Range circle offered by the Assistant.
Cruise at full speed [2005]
Air group BIA is currently cruising at 90kts. This should be Full Speed. Cruise speed should only be 80kts.
Wrong speed
Aircraft at max altitude is going faster than the allowable speed setting
These 10 problems appear to have been resolved with Patch 2008.044:
253 and 120 planes in a group
Huge groups of enemy planes appear even though the planes never existed on the airfield. Groups of 253 and 120 planes appear over an airfield that only originally started out with 90.
Cannon fire only
When ordered to intercept with Sidewinders and Phoenix, Tomcats show the "Should we attack with only cannon fire?" message. The targets are well within Phoenix range. Even if target is inside the minimum range of Phoenix and _outside_ maximum range of Sidewinder, Staff Assistance should ask to engage and use the shorter-ranged Sidewinder as the basis and display a message like, "Effective range is 10nm. Target range is 15nm. Shall we close to intercept?"
Crash upon base destruction
Game crashes upon base destruction
HARM cannot launch
HARM cannot launch against targets that report with radar active.
Red group cannot be selected
Red group ZUs cannot be selected for attack because it has "Ghost Ship" Scorpio as the first unit of the group. Ships within the group can be attacked and destroyed by SSMs on Bearing-On-Launch.
Text wrapped around
Text name for ships in formation editor wraps around onto next line.
WestPac 2.0 Victory Conditions
WestPac 2.0 has an impossible victory condition for Blue, sinking two Red LCUs but there are no LCUs in the scenario. VCs need to be updated. The on station rectangle location may need more explanation in the orders (or make sure the default paths lead the super tankers to the proper spot.
WestPac 2.0 Pathing
WestPac 2.0 has groups without paths and paths that inevitably lead to groundings. Ideally each group would have paths that do not result in grounding since it is very difficult to accomplish as a player. An update to the orders file suggesting leaving the default paths in place would also be prudent.
Range ring centred incorrectly
AAW range ring centred on a position not consistent with group icon
Heap corruption
Heap corruption error appears on 90% of all test runs with this scenario. Whenever it occurs, 40% of the time it results in CTD with Windows Explorer error.
These 6 problems have been reported since Patch 2009.036:
Torpedoes fired from submarines to ships 3nm-4nm away hit at once without running the distance. Also, there is no launch/hit animation (if active) and the Ph does seem unrealistic
Nuclear torpedoes fired from submarines to ships 2nm-3nm away hit at once without running the distance. Also, the target ship is not destroyed! (but those in the blast range are)
Torpedoes never acquire target regardless of which direction and distance they are fired from. Torpedoes do work against other submarine targets. The distance the target is away from its group icon and formation patrol zone may be one possible explanation of this behaviour.