View Full Version : * Known Harpoon Classic Issues
Herman Hum
14 Apr 05, 21:16
At the request of Ivan Rapkinov, here is a list of known 'Bugs' for Harpoon Classic Commander's Edition. Not all the behaviours described below are 'bugs'. Some are simply an explanation of how the game or scenario editor works.
If anyone believes that a particular bug has been fixed or is in error, please feel free to notify GameSquad so that this list can be amended.
Please note: This list is not meant as a criticism of an excellent and enjoyable game. The sole purpose of this list is to inform players of currently known issues and possibly help them to avoid problems.
EDIT: ONLY BUG/ISSUE POSTS WILL BE ADDED TO THIS THREAD - ANYTHING ELSE WILL BE DELETED!!! - IR
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.
Air patrol runs out of gas
Formation air patrol AA29 runs out of gas on its own.
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.
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.
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?"
Convoy will not slow down [2006]
Convoy is ordered to stop but ignores order and returns to cruise speed
Cruise at full speed [2005]
Air group BIA is currently cruising at 90kts. This should be Full Speed. Cruise speed should only be 80kts.
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.
Displays incongruent [2006]
Information displayed in the Unit Window is often inconsistent.
Extraordinary sonar range
Extraordinary sonar range from DDG Burke and other vessels; sometimes in excess of 200nm CZs for even fairly quiet subs like Oscar and Victor III.
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).
HARM cannot launch
HARM cannot launch against targets that report with radar active.
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.
Manual interception required
When ordered to attack a ship with an air group, the message "Close to attack with cannon fire?" is displayed. However, if the air group is already in range of the target, the weapons allocation window will appear normally. Manual interception is required.
Missile turns away
Incoming Phoenix missile turns away on final approach to target.
Missing planes
Planes do not appear in selection menu when splitting group.
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.
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.
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.
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.
Text wrapped around
Text name for ships in formation editor wraps around onto next line.
Units do not move to new patrol zones
Units do not move to new patrol zones when size of zones is changed
Wrong speed
Aircraft at max altitude is going faster than the allowable speed setting
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.
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
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.
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.
See also: Bug Tracker (http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showproject=6)
Certain types of AGMs have a 'man' in the guidance loop. In order for "Have Nap" AGMs and similar weapons hit their target, the firing unit needs to remain near the target to offer guidance.
The firing unit also needs to remain pointed at the target. Other weapon examples are the AGM-130 and Walleye. :)
Herman Hum
16 May 05, 18:17
At the request of Ivan Rapkinov, here is a list of known 'Bugs' for Harpoon Classic pre-Commander's Edition. Not all the behaviours described below are 'bugs'. Some are simply an explanation of how the game or scenario editor works.
If anyone believes that a particular bug has been fixed or is in error, please feel free to notify GameSquad so that this list can be amended.
Please note: This list is not meant as a criticism of an excellent and enjoyable game. The sole purpose of this list is to inform players of currently known issues and possibly help them to avoid problems.
EDIT: ONLY BUG/ISSUE POSTS WILL BE ADDED TO THIS THREAD - ANYTHING ELSE WILL BE DELETED!!! - IR
'Have Nap' AGMs --- Game Engine 2003.16b3
Certain types of AGMs have a 'man' in the guidance loop. In order for "Have Nap" AGMs and similar weapons hit their target, the firing unit needs to remain near the target to offer guidance.
[EDIT] The firing unit also needs to remain pointed at the target. Other weapon examples are the AGM-130 and Walleye.
Have Nap malfunction --- SE HCCE B11
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.
Adding aircraft in SE --- ScenEditor 16b3
Aircraft can only be added to ships and bases. Any attempt to add aircraft to an empty group or to a unit that cannot accept planes will crash the Scenario Editor.
Aircraft guns --- Game Engine 2003.16b3
Aircraft guns are currently enabled only for aircraft with Intercept and Escort loadouts. Guns fire automatically when a shot can be taken.
ECM Area --- Game Engine 2003.16b3
ECM (i.e. EA-6B Prowler) model is presently dismantled. Chaff, flares, and own platform ECM for missile defense still works.
Note: This bug has reportedly been solved for the HC2005 Beta release but has been included here for those still playing with the 2003.16b3 Engine.
Minefield Group --- GE 2003.16b3
If the player has a group with >8 mines in it, the game will crash when the group is selected.
Work-around solution: Keep mine groups with <8 mine units.
Nuclear Release Authorization --- ScenEditor 2003.16b3
Timing parameters are not saved for nuclear release event. The GE also evaluates nuclear release events improperly (off by 27 hours and a factor of 2).
Work-around solution: Set the nuclear release event. Save the file. Re-open the SE and scenario. Re-set the parameters and save again.
Separating air patrols from bases --- Game Engine 2003.16b3
Air patrols cannot be detached from bases.
Ship-to-ship torpedoes --- Game Engine 2003.16b3
Ship-to-ship torpedo attack does not function. PT boats can only use guns.
Sub SSMs --- Game Engine 2003.16b3
Submarines will very rarely fire missiles. Possible requirements: Submarine must have a firm fix on the target. Submarine must have a pretty good idea that the enemy isn't detecting him. Submarine must be out of Torpedo range(?) Then if the stars align correctly the sub may take a shot.
Tankers refueling tankers --- Game Engine 2003.16b3
This is currently not possible.
Weapons Display for bases --- ScenEditor 2003.16b3
The SE will crash if you select a base in the Unit window, hit the Display button, and then ask to see the Weapons for that base.
Weapons allocation menu --- Game Engine 2003.16b3
When ordered to fire on an enemy unit, the Weapons Allocation window will sometimes open even if no weapons are available/able to attack the enemy unit.
Autosave time setting not saved --- GE HCCE B09
The default for autosave function (Control+K) is 2 minutes. If you change this and then quit the game, upon re-start, the autosave time limit has re-set to 2 minutes. In previous versions, the new time default would be saved.
Keyhole spots submerged objects --- GE HCCE B09
Keyhole satellite is able to detect submarines and mines.
Erroneous Staff warning message --- GE HCCE B09
Staff gives false warning message for aircraft launched from Kola airfield. Fingers of Death #2 [EC2003 NACV] Red side - No blue units are within range to have the red plane under its SAM range.
Red reports to Blue --- GE HCCE B09
OpFor [Red] detects a Neutral unit and reports it to Blue.
Neutral reports to Player --- GE HCCE B09
Neutral side detects a Red unit and reports it to Player.
Bearing-Only Launch Weapons --- GE HCCE B09
The Staff Assistant will allow the player to attempt a BOL-attack even when no such weapons are available. Also, when weapons are available, the range circle depicted is often much larger than the range of the actual weapons.
Game crashes from flame-out --- GE HCCE B09
Game can sometimes crash when aircraft run out of fuel or flame-out.
Planes in limbo --- GE HCCE B09
Sometimes, planes land and are then made unavailable to the player. He may neither re-arm nor re-launch them.
Cruise at full speed --- GE HCCE B09
Throttle shows Cruise consumption when unit at full speed.
EW planes do not jam --- GE HCCE B09
EW aircraft that do not have a radar system will not jam enemy systems. The Jamming symbol shows up, but the aircraft are not jammed. They see everything.
SE Count bug --- GE HCCE B09
Test scenario has ViCond set at the destruction of two bases. Victory is granted after just one base is destroyed.
Shot down during landing --- GE HCCE B09
The first aircraft in a group to land are left in limbo if the last aircraft in the group is shot down before it can land.
Very High Altitude --- GE HCCE B09
When a plane is in flight and the player orders it to fly at a speed slower than loiter speed, the altitude displayed is VRY. I don't know if this means Very High Altitude, but the plane appears to be invincible. Nothing appears to be able to intercept it.
Manual Sonobuoy deployment --- GE HCCE B09
When an aircraft is flying at high altitude and the player orders it to manually deploy a sonobuoy with the "." hotkey, the plane dives to low altitude. However, the player must hit the "Deploy" hotkey again in order to actually deploy the sonobuoy.
Null groups --- SE HCCE B09
When using the SE, if a designer creates a group (Cntl+G) and then fails to add any units to that group, a Null Group is created. Unless it is deleted, the Empty group will remain in the scenario and crash it when a player attempts to open it with the Game Engine. This behaviour was run down and isolated in collaboration with Brad Leyte and Thomas Ponta.
MiG-17F gun engagement --- GE HCCE B09
Aircraft will not conduct 'normal' interception procedure unless manually placed in proximity of target.
Sonobuoy hotkey --- GE HCCE B09
When the "." hotkey is depressed for Helos and Planes not currently at low altitude, the unit will drop down to low altitude. A second use of the hotkey is required to activate the dipping sonar/deploy sonobuoy.
Dipping while cruising --- GE HCCE B09
Sonar range circle can be activated while helo is still at cruise speed. Only the range circle appears. The dipping sonar does not actually function until the helo is brought to hover. This can be misleading for players who might believe that the range circle indicates that the dipping sonar is actually operational.
Dipping at Med Alt --- GE HCCE B09
Helos are able to operate dipping sonar at Med altitude.
Unable to maintain depth --- GE HCCE B09
Sub orders are to cruise at Int. depth. The sub is able to start here, but then invariably alternates between Deep and shallow depth even if the orders do not specify either depth. I was originally trying to test to see if a MAD contact could be made against a sub at Int, but couldn't do the test since the sub would not remain at Int depth so that I could try to find it.
Helo drops to low --- GE HCCE B09
When a helo is cruising at med altitude and the player orders it to hover, it automatically dives to low altitude.
MOAB release --- GE HCCE B09
MC-130 loaded with MOAB will not attack air base even though loadout is rated for Surface.
Target already destroyed --- GE HCCE B09
When a target is destroyed by leading groups, subsequent groups continue to fly to the target's position.
Neutrals cannot be engaged --- GE HCCE B09
Neutral units cannot be attacked either intentionally or accidentally.
Self-refueling Tanker --- GE HCCE B09
As the tanker runs low on fuel, it will attempt to 're-fuel itself', fail to do so, and then turn around for home. The Fuel store is used up and wasted even when the re-fueling attempt fails.
AAA altitude unlimited --- GE HCCE B09
Small AAA like 57mm S-60 and 23mm ZSU-23 are capable of killing aircraft at high altitude.
Displays incongruent --- GE HCCE B09
Information displayed in the Unit Window is often inconsistent between the [F]ull display and the [D]isplay buttons.
BSL & Active Sonar --- GE HCCE B09
Active sonar detects all sub targets at maximum range regardless of size or BSL levels. Mines, small diesels, SeaWolf,... all detected at maximum or near maximum range of sonar. Also, even though BSL have been exposed in HCCE so that Platform editors can modify them, they appear to have no effect on active detection ranges.
Null Bases --- GE HCCE B10
When using the SE, if a designer creates a Base(Cntl+B) and then fails to actually select a base to add, a Null Base is created. Unless it is deleted, the Empty base will show up as a Weapon Icon and remain in the scenario and crash it when a player attempts to open it with the Game Engine.
Sparrows firing without radar --- GE HCCE B10
AIM-7M Sparrow missiles are able to fire and hit without requirement of active radar guidance.
Sparrows do not engage --- GE HCCE B10
Inbound missiles fly right over Phantoms. Staff Assistant asks if player wants to engage with AAMs or not. When player hits Yes button, only AIM-9D Sidewinders are fire. The longer-ranged AIM-7F Sparrow do not fire unless manually directed by the player. Phantom EmCon is irrelevant.
Launch Limbo --- GE HCCE B10
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.
Ferry unlimited --- GE HCCE B10
AI can launch unlimited number of aircraft on ferry mission. If aircraft are destroyed before the flight is finished launching, the AI just continues until the original full flight is launched.
Target Saturated --- GE HCCE B10
Once a target has been attacked, subsequent strikers Return To Base without engaging.
Entering AAW Range --- GE HCCE B10
Warning message appears whenever plane launches. It is incorrect, yet always appears in WestPac scens with Neutral sides.
Hostile Neutrals --- GE HCCE B10
Neutral side will shoot down Red units but not Blue units.
Hostile Neutrals B --- GE HCCE B10
Blue units not engaged by Neutrals even though they enter AAW range.
Neutral Range Circles --- GE HCCE B10
Range circles for Neutral units appear to be controlled by Blue selection. They do not match Range circles for Blue. i.e. Blue SAM range circle is for Neutral SSM, Blue Active Sonar is for Neutral SAM, Blue Passive Sonar is for Neutral Air radar,...
Range miscalculation --- GE HCCE B10
Aircraft will launch at targets well outside of fuel range.
Blank lines in Unit Display --- SE HCCE B11
Blank lines for ship entries appear in the SE with recent versions of the HCDB.
The deal is that 16-bit list boxes (the scrolling list of units) can show a maximum of 8192 items (we can only have 2048 items so we don't hit that limit) or 65536 characters of information in the entire list box. It is the 65536 character limit we hit, when the SE gets there, the rest of the lines after 65536 characters are blank.
Simple math shows that to fit the max possible number of entries from the game (2048), each entry in the list box for the Platform Display must be limited to 32 characters max.
SSMs don't fire --- GE HCCE B11
SSMs will only fire at very close range (about 25nm) even though they have 300nm maximum range.
Kaman (Late) and PTM Houdong entries in the HCDB cause a crash if you attempt to look at their weapons load. -- SE HCCE B12
This appears to be caused by the name of the mount [b]CSS-N-8 Saccade (YJ-82/C802) Twin and the fact that the vessels have two such mounts that are grouped together. When only one mount appears, there is no problem. At a guess, the problem is with either the Syntax, length of the mount name, or a combination of both.
Work-Around Solution: Shortening the Mount Name to "CSS-N-8 Saccade (YJ-82) Twin" appears to eliminate the problem.
Contacts magically appear --- GE HCCE B13
Neutral and hostile contacts may appear without notification to the player.
Surface engagement window error --- GE HCCE B13
When user selects 'Guns' for surface engagement, neither "Airburst" nor "Impact" are selected as default. Previously, the default was "Impact".
MAD contact by non-existent sensor --- GE HCCE B13
MAD Contact can be obtained by a helo that neither carries it internally nor as a weapon pod.
AAW fails to engage second SSM strike --- GE HCCE B13
AAW will engage an initial SSM strike, but not a followup even when AAMs are plentiful. Manual engagement is possible.
Load sequence loop? --- GE HCCE B13
Game appears to be caught in infinite loop while loading saved game.
Formation air patrol will not engage --- GE HCCE B13
Formation air patrol that is in range will not be allowed to engage when task group is ordered to fire on sub contact. Weapon allocation window is blank.
Work-around solution: Either detach air patrol else select enemy unit and hit Intercept function [F1]. Air patrol will detach and proceed to attack.
Group ignores speed order --- GE HCCE B13
Surface group ignores speed order to either slow down to creep speed or stop. Although the group obeys momentarily, it will resume cruise speed on its own initiative.
Long names for saved games cause crash --- GE HCCE B13
Long names for saved games will cause CTD when the player tries to open them. However, the game allows the player to use very long names to save the games in the first place.
Separating air units causes CTD --- GE HCCE B13
Removing all aircraft from sample unit BEA with [F8] causes CTD.
Base Addition --- SE HCCE B19
Old behavior - when you add a base from country X and then re-open the Add Base window, it opens at the last added Base. Now, it simply opens at the first entry in list so that you have to scroll down to the country you´re working on.
Multi-mount on FFG will not fire Harpoons --- GE HCG
Mk-13 launcher on the Perry is modeled as a multi-mount and there must be something wrong with that code as AI-controlled Harpoons will not fire in the Original GIUK battleset.
uncleharpoon
17 Jun 05, 10:02
Herman has expended quite a bit of effort compiling this list independently of what the Harpoon Classic Commander's Edition team is working on.
As for what we fix now and what we fix later - that's my decision. I solicit input from Team Harpoon (a group of avid players who work together even with their philisophical differences) and my programmers. based on time, money and 1 million lines of old code, we fix things, and improve others.
Ivan will be doing an interview updating the Community on future Harpoon versions.
Herman Hum
17 Sep 05, 18:37
Hey folks,
Don't want to be alarmist, but there is a major bug with the 16b08 Beta release
of HCCE. Just to let you and for you to be careful. I would STRONGLY recommend
that you make a backup before using the 16b08. This report was submitted by
Noyan Unal. Thanks for letting the community know about this problem
Regards,
Herman
Defect Name: Minefield Crash
Build: b08
Client, Server, or Stand Alone?: HCCE
Repeatable: Yes
DB used: HCDB 050902
Scenario used: user scens "Foothold" & "Qian" Both of them available at FOSS or
ScenShare
Long Description: If the red side has a minefield
and you are playing from the red side when you
click on the mine group the game shuts down
Sequence to reproduce:
1. Open the scen
2. Click on the mine group
Herman Hum
19 Sep 05, 12:46
Looks like this problem has been around for some time. I checked with some of the older versions of HCCE and find that they exhibit the same crash when the Minefield unit is selected.
It looks as though the problem existed as far back as 16b05 or further. I couldn't check any earlier.
Guess that we just won't be able to play the Red side (or any side that has mines in it) until it is fixed. This doesn't appear to be a problem so long as the mines are not under player control.
Herman Hum
19 Oct 05, 03:59
Minefield Group --- GE 2003.16b3
If the player has a group with >8 mines in it, the game will crash when the group is selected.
Work-around solution: Keep mine groups with <8 mine units. This bug was reported by Noyan Unal. The work-around solution was reported by Thomas E. Ponta. Many thanks to both these fellows.
Herman Hum
04 Nov 05, 23:18
Autosave time setting not saved --- GE HCCE B09
The default for autosave function (Control+K) is 2 minutes. If you change this and then quit the game, upon re-start, the autosave time limit has re-set to 2 minutes. In previous versions, the new time default would be saved.
Keyhole spots submerged objects --- GE HCCE B09
Keyhole satellite is able to detect submarines and mines.
Erroneous Staff warning message --- GE HCCE B09
Staff gives false warning message for aircraft launched from Kola airfield. Fingers of Death #2 [EC2003 NACV] Red side - No blue units are within range to have the red plane under its SAM range.
Red reports to Blue --- GE HCCE B09
OpFor [Red] detects a Neutral unit and reports it to Blue.
Neutral reports to Player --- GE HCCE B09
Neutral side detects a Red unit and reports it to Player.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest Password: guest
uncleharpoon
05 Nov 05, 09:05
I appreciate the cross posting of these and we'll have them loaded into Mantis this weekend - then we'll work them through.
The fun part is triage - what gets fixed first!
Thank you!
Herman Hum
06 Nov 05, 02:34
Bearing-Only Launch Weapons --- GE HCCE B09
The Staff Assistant will allow the player to attempt a BOL-attack even when no such weapons are available. Also, when weapons are available, the range circle depicted is often much larger than the range of the actual weapons.
Game crashes from flame-out --- GE HCCE B09
Game can sometimes crash when aircraft run out of fuel or flame-out.
Planes in limbo --- GE HCCE B09
Sometimes, planes land and are then made unavailable to the player. He may neither re-arm nor re-launch them.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
07 Nov 05, 00:01
Cruise at full speed --- GE HCCE B09
Throttle shows Cruise consumption when unit at full speed.
EW planes do not jam --- GE HCCE B09
EW aircraft that do not have a radar system will not jam enemy systems. The Jamming symbol shows up, but the aircraft are not jammed. They see everything.
SE Count bug --- GE HCCE B09
Test scenario has ViCond set at the destruction of two bases. Victory is granted after just one base is destroyed.
Shot down during landing --- GE HCCE B09
The first aircraft in a group to land are left in limbo if the last aircraft in the group is shot down before it can land.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
07 Nov 05, 14:06
Very High Altitude --- GE HCCE B09
When a plane is in flight and the player orders it to fly at a speed slower than loiter speed, the altitude displayed is VRY. I don't know if this means Very High Altitude, but the plane appears to be invincible. Nothing appears to be able to intercept it.
Manual Sonobuoy deployment --- GE HCCE B09
When an aircraft is flying at high altitude and the player orders it to manually deploy a sonobuoy with the "." hotkey, the plane dives to low altitude. However, the player must hit the "Deploy" hotkey again in order to actually deploy the sonobuoy.
Null groups --- SE HCCE B09
When using the SE, if a designer creates a group (Cntl+G) and then fails to add any units to that group, a Null Group is created. Unless it is deleted, the Empty group will remain in the scenario and crash it when a player attempts to open it with the Game Engine. This behaviour was run down and isolated in collaboration with Brad Leyte and Thomas Ponta.
MiG-17F gun engagement --- GE HCCE B09
Aircraft will not conduct 'normal' interception procedure unless manually placed in proximity of target.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
28 Nov 05, 22:58
Sonobuoy hotkey --- GE HCCE B09
When the "." hotkey is depressed for Helos and Planes not currently at low altitude, the unit will drop down to low altitude. A second use of the hotkey is required to activate the dipping sonar/deploy sonobuoy.
Dipping while cruising --- GE HCCE B09
Sonar range circle can be activated while helo is still at cruise speed. Only the range circle appears. The dipping sonar does not actually function until the helo is brought to hover. This can be misleading for players who might believe that the range circle indicates that the dipping sonar is actually operational.
Dipping at Med Alt --- GE HCCE B09
Helos are able to operate dipping sonar at Med altitude.
Unable to maintain depth --- GE HCCE B09
Sub orders are to cruise at Int. depth. The sub is able to start here, but then invariably alternates between Deep and shallow depth even if the orders do not specify either depth. I was originally trying to test to see if a MAD contact could be made against a sub at Int, but couldn't do the test since the sub would not remain at Int depth so that I could try to find it.
Helo drops to low --- GE HCCE B09
When a helo is cruising at med altitude and the player orders it to hover, it automatically dives to low altitude.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
06 Jan 06, 02:09
MOAB release --- GE HCCE B09
MC-130 loaded with MOAB will not attack air base even though loadout is rated for Surface.
Target already destroyed --- GE HCCE B09
When a target is destroyed by leading groups, subsequent groups continue to fly to the target's position.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
15 Jan 06, 23:19
Neutrals cannot be engaged --- GE HCCE B09
Neutral units cannot be attacked either intentionally or accidentally.
Self-refueling Tanker --- GE HCCE B09
As the tanker runs low on fuel, it will attempt to 're-fuel itself', fail to do so, and then turn around for home. The Fuel store is used up and wasted even when the re-fueling attempt fails.
AAA altitude unlimited --- GE HCCE B09
Small AAA like 57mm S-60 and 23mm ZSU-23 are capable of killing aircraft at high altitude.
Displays incongruent --- GE HCCE B09
Information displayed in the Unit Window is often inconsistent between the [F]ull display and the [D]isplay buttons.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
16 Jan 06, 04:06
BSL & Active Sonar --- GE HCCE B09
Active sonar detects all sub targets at maximum range regardless of size or BSL levels. Mines, small diesels, SeaWolf,... all detected at maximum or near maximum range of sonar. Also, even though BSL [Base Sound Levels] have been exposed in HCCE so that Platform editors can modify them, they appear to have no effect on active detection ranges.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
20 Jan 06, 02:20
Null Bases --- GE HCCE B10
When using the SE, if a designer creates a Base(Cntl+B) and then fails to actually select a base to add, a Null Base is created. Unless it is deleted, the Empty base will show up as a Weapon Icon and remain in the scenario and crash it when a player attempts to open it with the Game Engine.
Wonky display --- GE HCCE B10
After base is damaged by missiles, the Unit display is corrupted.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
21 Jan 06, 04:04
Sparrows firing without radar --- GE HCCE B10
AIM-7M Sparrow missiles are able to fire and hit without requirement of active radar guidance.
Sparrows do not engage --- GE HCCE B10
Inbound missiles fly right over Phantoms. Staff Assistant asks if player wants to engage with AAMs or not. When player hits Yes button, only AIM-9D Sidewinders are fire. The longer-ranged AIM-7F Sparrow do not fire unless manually directed by the player. Phantom EmCon is irrelevant.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
26 Jan 06, 02:24
Launch Limbo --- GE HCCE B10
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.
Ferry unlimited --- GE HCCE B10
AI can launch unlimited number of aircraft on ferry mission. If aircraft are destroyed before the flight is finished launching, the AI just continues until the original full flight is launched.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
28 Jan 06, 03:27
Target Saturated --- GE HCCE B10
Once a target has been attacked, subsequent strikers Return To Base without engaging.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
29 Jan 06, 02:18
Entering AAW Range --- GE HCCE B10
Warning message appears whenever plane launches. It is incorrect, yet always appears in WestPac scens with Neutral sides.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
31 Jan 06, 02:45
Hostile Neutrals --- GE HCCE B10
Neutral side will shoot down Red units but not Blue units.
Hostile Neutrals B --- GE HCCE B10
Blue units not engaged by Neutrals even though they enter AAW range.
Neutral Range Circles --- GE HCCE B10
Range circles for Neutral units appear to be controlled by Blue selection. They do not match Range circles for Blue. i.e. Blue SAM range circle is for Neutral SSM, Blue Active Sonar is for Neutral SAM, Blue Passive Sonar is for Neutral Air radar,...
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
02 Feb 06, 01:04
Range miscalculation --- GE HCCE B10
Aircraft will launch at targets well outside of fuel range.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
01 Apr 06, 04:35
Blank lines in Unit Display --- SE HCCE B11
Blank lines for ship entries appear in the SE with recent versions of the HCDB.
The deal is that 16-bit list boxes (the scrolling list of units) can show a maximum of 8192 items (we can only have 2048 items so we don't hit that limit) or 65536 characters of information in the entire list box. It is the 65536 character limit we hit, when the SE gets there, the rest of the lines after 65536 characters are blank.
Simple math shows that to fit the max possible number of entries from the game (2048), each entry in the list box for the Platform Display must be limited to 32 characters max.
Reported by Mark Gellis and Tony Eischens.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
05 Apr 06, 03:31
Have Nap malfunction --- GE HCCE B11
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.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
07 Apr 06, 02:34
SSMs don't fire --- GE HCCE B11
SSMs will only fire at very close range (about 25nm) even though they have 300nm maximum range.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Divefreak
07 May 06, 15:48
Kaman (Late) and PTM Houdong entries in the HCDB cause a crash if you attempt to look at their weapons load. This appears to be caused by the name of the mount CSS-N-8 Saccade (YJ-82/C802) Twin and the fact that the vessels have two such mounts that are grouped together. When only one mount appears, there is no problem. At a guess, the problem is with either the Syntax, length of the mount name, or a combination of both
Work-Around Solution: Shortening the Mount Name to "CSS-N-8 Saccade (YJ-82) Twin" appears to eliminate the problem.
The Problem has occoured with other mounts,too!
Regards René
Herman Hum
07 May 06, 16:21
I am looking at a similar entry in the HCDB for the Houjian PTM. The ship appears to have two mounts for "CSS-N-4 Sardine (YJ-8/C801)" but it appears properly in the SE without crashing. So, it might not be the syntax.
Herman Hum
06 Jun 06, 01:25
Contacts magically appear --- GE HCCE B13
Neutral and hostile contacts may appear without notification to the player.
Surface engagement window error --- GE HCCE B13
When user selects 'Guns' for surface engagement, neither "Airburst" nor "Impact" are selected as default. Previously, the default was "Impact".
MAD contact by non-existent sensor --- GE HCCE B13
MAD Contact can be obtained by a helo that neither carries it internally nor as a weapon pod.
AAW fails to engage second SSM strike --- GE HCCE B13
AAW will engage an initial SSM strike, but not a followup even when AAMs are plentiful. Manual engagement is possible.
Load sequence loop? --- GE HCCE B13
Game appears to be caught in infinite loop while loading saved game.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
06 Jun 06, 01:38
Formation air patrol will not engage --- GE HCCE B13
Formation air patrol that is in range will not be allowed to engage when task group is ordered to fire on sub contact. Weapon allocation window is blank.
Work-around solution: Either detach air patrol else select enemy unit and hit Intercept function [F1]. Air patrol will detach and proceed to attack.
Group ignores speed order --- GE HCCE B13
Surface group ignores speed order to either slow down to creep speed or stop. Although the group obeys momentarily, it will resume cruise speed on its own initiative.
Long names for saved games cause crash --- GE HCCE B13
Long names for saved games will cause CTD when the player tries to open them. However, the game allows the player to use very long names to save the games in the first place.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
06 Jun 06, 22:40
Separating air units causes CTD --- GE HCCE B13
Removing all aircraft from sample unit BEA with [F8] causes CTD.
The AGSI Bug list can be found at: Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest
Herman Hum
23 Jun 06, 00:10
Looks like the AGSI Bug Tracking system known as Mantis (http://mantis.advancedgaming.biz/login_page.php) will no longer be accessible to the public.
I hope that everyone continues to freely post problems that they encounter on this forum.
PostPosted: 06 06 22 04:46 Post subject: Changes - Mantis - Bug Tracking (http://forum.advancedgaming.biz/viewtopic.php?t=989) Reply with quote
In light of our shipping H3 ANW we are rolling up the public carpet on our bug tracking system.
If you like finding and reproducing bugs we invite you to write us with saved games and a description of how you discovered a bug.
If you do it well - you'll be invited to join the new Harpoon 3 ANW Beta team.
Yes, since we have a long history of providing free updates, we have an ongoing need for testers. With a major release we bring new folks on and say good bye to the folks who didn't participate or want to do something new.
_________________
Don "UncleHarpoon" Gilman
Divefreak
05 Nov 06, 06:22
The window for adding a Bsae is broken.
Old behavior when you add a base from country x and then reopen the add base window it opens at the last added Base. Now it simply opens at the first entry in list. so you have to scroll down to the country you´re working on.
Regards René
Herman Hum
29 Jun 07, 21:35
Brad just put together a test scenario and we have both verified the same behavior you are seeing. And I also know that your demo is somewhere in the HC Gold timeframe because the problem didn't start until HC2002 at the earliest (HC97 and Winharp do not have the problem, Harpoons fire fine there).
As for an explanation, the Mk-13 launcher on the Perry is modelled as a multimount and there must be something wrong with that code.
See Attached test file.
Error appears to primarily affect AI-controlled Harpoons on multi-mounts in the Original GIUK battleset.
Divefreak
01 Jul 07, 08:40
See Attached test file.
Only a DB error, not affecting the actual ec 2003 Battlesets
Herman Hum
26 Mar 08, 02:39
With the release of the 2008.024 Patch for Harpoon Classic Commander's Edition, these are some of the issues that remain open.
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.
Air patrol runs out of gas
Formation air patrol AA29 runs out of gas on its own.
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.
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.
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?"
Convoy will not slow down [2006]
Convoy is ordered to stop but ignores order and returns to cruise speed
Cruise at full speed [2005]
Air group BIA is currently cruising at 90kts. This should be Full Speed. Cruise speed should only be 80kts.
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.
Displays incongruent [2006]
Information displayed in the Unit Window is often inconsistent.
Extraordinary sonar range
Extraordinary sonar range from DDG Burke and other vessels; sometimes in excess of 200nm CZs for even fairly quiet subs like Oscar and Victor III.
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).
HARM cannot launch
HARM cannot launch against targets that report with radar active.
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.
Manual interception required
When ordered to attack a ship with an air group, the message "Close to attack with cannon fire?" is displayed. However, if the air group is already in range of the target, the weapons allocation window will appear normally. Manual interception is required.
Missile turns away
Incoming Phoenix missile turns away on final approach to target.
Missing planes
Planes do not appear in selection menu when splitting group.
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.
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.
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.
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.
Text wrapped around
Text name for ships in formation editor wraps around onto next line.
Units do not move to new patrol zones
Units do not move to new patrol zones when size of zones is changed
Wrong speed
Aircraft at max altitude is going faster than the allowable speed setting
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.
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
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.
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.
See also: Bug Tracker (http://harpgamer.com/harpforum/index.php?autocom=bugtracker&showproject=6)
Herman Hum
04 Jun 08, 16:52
Due to changes at GameSquad, this list can no longer be updated.
For a complete and up-to-date list of * Known Harpoon Classic Issues, visit HarPlonkHQ (http://tinyurl.com/56vsge)
**********************************************
Crash upon base destruction (http://tinyurl.com/5hgy8l)
Herman Hum
04 Jun 08, 16:56
Due to changes at GameSquad, this list can no longer be updated.
For a complete and up-to-date list of * Known Harpoon Classic Issues, visit HarPlonkHQ (http://tinyurl.com/56vsge)
**********************************************
Destroyed icon shown for undamaged unit (http://tinyurl.com/5etaqgl)
Herman Hum
04 Jun 08, 17:00
Due to changes at GameSquad, this list can no longer be updated.
For a complete and up-to-date list of * Known Harpoon Classic Issues, visit HarPlonkHQ (http://tinyurl.com/56vsge)
**********************************************
Completed intercept of dead unit (http://tinyurl.com/5ban6d)
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.