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Herman Hum
19 Jun 06, 01:20
Here is a partial list of known 'Bugs' for Harpoon [Advanced Naval Warfare]. Not all the behaviours described below are 'bugs'. Some are simply an explanation of how the game or scenario editor works. Anomalies were reported by many various Harpoon players.

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. This first message is the list of Current Issues is updated on a regular basis.

Please note: This list is not meant as criticism of an excellent and enjoyable game. The sole purpose of this list is to inform players of currently known issues.

ONLY BUG/ISSUE POSTS WILL BE ADDED TO THIS THREAD - ANYTHING ELSE WILL BE DELETED!!! - IR

AAA fire

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

Automatic contact classification

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

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.

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.

Subs in groups

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

Hangar overload

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

AI inside Minimum Launch Range (http://tinyurl.com/3bw5ym)

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.

MAD contact for ground facilities

The MAD detector is able to detect ground facilities.

Sonobuoy battery endurance

Battery endurance for sonobuoys is irrelevant.

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.

Opening 3.6.3 scen causes crash (http://tinyurl.com/2jt7b6)

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

Ready times go wild when AI Formation Air Patrols activated (http://tinyurl.com/2wccxg)

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

All ammo not available (http://tinyurl.com/2mldb5)

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

Plane ignores Nav Zone (http://tinyurl.com/2o6fcf)

Plane totally ignores Nav Zone

Mission ignores target list (http://tinyurl.com/366qp8)

Targets not restricted to target list for mission.

Fly off the world CTD (http://tinyurl.com/2lvrk5)

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

Weapon ignores range limitation (http://tinyurl.com/2s52pc)

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.

Hidden units can be destroyed without detection (http://tinyurl.com/2m64au)

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.

Units out of range can be destroyed (http://tinyurl.com/2kdpzs)

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

Nukes won't work without AALog activated (http://tinyurl.com/3bo5p6)

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

Sonobuoy deployment altitude (http://tinyurl.com/2q5e9z)

Sonobuoys can be deployed at any altitude.

Sonobuoy datalink cannot be turned off (http://tinyurl.com/2q5e9z)

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.

Torpedoes ignore cruise depth (http://tinyurl.com/2nkzxb)

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.

Ground units attacked by Ship Strike mission (http://tinyurl.com/3avl8y)

Units assigned to Ship Strike missions will attack ground facilities.

Ships attacked by Ground Strike mission (http://tinyurl.com/3c23rr)

Units assigned to Ground Strike missions will attack ships.

Active sonobuoys dropped passively (http://tinyurl.com/2jdvav)

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

Active sonobuoys do not deploy (http://tinyurl.com/2jshpf)

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 ([)". "," and "." hotkeys seem to work properly.

Max launch speed restriction (http://tinyurl.com/2ecwvf)

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.

Hellfire do not launch in ODb (http://tinyurl.com/ywqzef)

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

CTD when Database button is depressed (http://tinyurl.com/2yq6u9)

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

[Edit] With the Patch 3.9.0 release, this issue no longer results in CTD. However, it is still erroneous.

Mission fails to navigate without Full throttle setting (http://tinyurl.com/29a7dy)

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.

Planes directly inserted ignore target list (http://tinyurl.com/2fgfz8)

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.

All strikers fail to launch (http://tinyurl.com/2gynbl)

All aircraft assigned to a strike mission fail to launch.

Player loses control (http://tinyurl.com/2hjpcv)

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

Protect ViCond doesn't evaluate properly (http://tinyurl.com/2drp52)

Protect ship Victory Condition does not evaluate properly.

Game ends abruptly (http://tinyurl.com/2d9hbm)

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+).

Altitude mis-match between Group and units (http://tinyurl.com/24mvc3)

Units and Group icons show different altitude values in SE.

ASW/WH torps tracking wrong targets (http://tinyurl.com/2gks8x)

WH/ASW torps tracking targets they cannot hit.

Ferry mission fails to launch (http://tinyurl.com/yv23pc)

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

Min engine altitude ignored (http://tinyurl.com/2e6kam)

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

SSM Altitude crash (http://tinyurl.com/22qv85)

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

TALD materialize at wrong point (http://tinyurl.com/29eprt)

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

Time compression causes miss (http://tinyurl.com/24cx9f)

Higher time compression creates automatic miss.

Weapon Max Launch Speed ignored (http://tinyurl.com/yr6f5k)

Weapons ignore Maximum Launch Speed set in database.

Passive sonobuoys will not deploy (http://tinyurl.com/2g4ekz)

Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy.

Phantom air group (http://tinyurl.com/2dyahv)

Phantom air group.

Re-Charge at Int depth (http://tinyurl.com/ynusz6)

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

Ammo dumps emptied (http://tinyurl.com/29rz3f)

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

Ground targets re-engaged prematurely (http://tinyurl.com/yvb7m2)

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

Map Scale inaccurate (http://tinyurl.com/2cum62)

Map scale is erroneous.

Max altitude for planes is 32,767m (http://tinyurl.com/yqnyz5)

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

MP Saved game titles (http://tinyurl.com/2age8o)

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

SSK rises early (http://tinyurl.com/28o2gm)

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

Unassign command sound missing (http://tinyurl.com/2atlzq)

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.

CTD ViCond crash when windows closed out of order (http://tinyurl.com/2esvhe)

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

AAW patrol motionless (http://tinyurl.com/2umhx3)

AAW patrol motionless instead of flying between assigned reference points.

Accuracy slider changes combat II (http://tinyurl.com/2wm5fu)

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

Air Group formation (http://tinyurl.com/34w7p3)

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

CTD with Re-build Scenario function (http://tinyurl.com/2uxkrr)

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

Dead top after torp evasion (http://tinyurl.com/2uf79b)

Escort comes to a dead stop after torpedo evasion.

Destroyed planes not counted on Installations (http://tinyurl.com/3x3oue)

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

Dual speeds selected (http://tinyurl.com/358blq)

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

Engagement symbol missing (http://tinyurl.com/3bt68h)

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

F6 Key will not attack (http://tinyurl.com/3ab477)

F6 Key will not attack target.

Generic strikes seek additional targets (http://tinyurl.com/2u2fxp)

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

Haphazard weapons re-loading (http://tinyurl.com/2qwav5)

Weapons do not reload with weapon previously fired.

Inconsistent RoF (http://tinyurl.com/3dm9ro)

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

Indexation status false (http://tinyurl.com/2v298m)

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

Missiles drawn to wrong targets (http://tinyurl.com/2sdokj)

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

Nav Zones re-set by mission editor (http://tinyurl.com/2lpuxs)

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

Phantom mounts shown on aircraft (http://tinyurl.com/34udj5)

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

Planes jammed against Nav Zone (http://tinyurl.com/2mtckl)

Planes are unable to plot path around Nav Zone.

Propulsion ranges import improperly (http://tinyurl.com/3xv3kh)

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.

Ready display always visible (http://tinyurl.com/2pwgn8)

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.

Ready Times shortened (http://tinyurl.com/3598op)

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

Re-build All causes planes to loiter (http://tinyurl.com/332az6)

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

Sanity check fails for multiple weapons records (http://tinyurl.com/2uwhwp)

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.

Sanity check fails for propulsion alt bands (http://tinyurl.com/2u3c3o)

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

Sanity check fails for propulsion max alt (http://tinyurl.com/2vn2mq)

Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher.

Sanity check fails for Ready Times (http://tinyurl.com/38533k)

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.

Scen locks up at 15 secs into game (http://tinyurl.com/3yvrvd)

Scenario freezes 15 seconds after start of game.

Sensor default values are zero (http://tinyurl.com/2p9hqr)

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.

Sonar detects facility (http://tinyurl.com/2lqr3r)

Land facility detected by sonar.

SSMs ignore delayed strike mission (http://tinyurl.com/37czjf)

Land-based SSMs ignore delay time for Strike missions.

Strike Mission fails to cancel (http://tinyurl.com/2jr5lx)

Ground Strike Mission fails to cancel after target is destroyed.

Strikes fail to launch (http://tinyurl.com/3e27c4)

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

Submarine evades own torpedoes (http://tinyurl.com/2n6dka)

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

Subs fire SS-N-15 onto the ice (http://tinyurl.com/2vjjw3)

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

Subs surfacing under ice (http://tinyurl.com/2uunqr)

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

Subsequent strikes are disorganized (http://tinyurl.com/3ddb6s)

Subsequent strikes are disorganized and launch in separate groups.

Support missions do not fully launch (http://tinyurl.com/38lgo2)

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

Torps chase improper targets (http://tinyurl.com/2jzyoa)

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

Unarmed units not engaged (http://tinyurl.com/2phx5p)

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.

Unassigned SSMs do not fire (http://tinyurl.com/34xak5)

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

Tubes re-load different weapons (http://tinyurl.com/3dkf9e)

After firing, torpedo tubes re-load with different weapons than those just fired even when replacement weapons are available.

Range rings appears when none should (http://tinyurl.com/26emeg)

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

Range rings missing (http://tinyurl.com/2hgdec)

Range rings missing for air groups.

Unable to set Weapons Tight in SE (http://tinyurl.com/2xhz32)

Scenario designer is unable to set Weapons Tight in ScenEditor.

Submarine control lost (http://tinyurl.com/3yolcd)

Submarine control lost when sole ship is sunk.

Cannot rescind re-fuel order (http://tinyurl.com/yqp2d7)

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

Torps inoperative in shallow water (http://tinyurl.com/2csqrr)

Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m.

Unable to fire SSM (http://tinyurl.com/36a8aq)

Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy.

Unable to intercept target (http://tinyurl.com/24kx9s)

Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target.

AGM-130A will not fire (http://tinyurl.com/28mvkc)

AGM-130A will not fire under AI control.


Distorted maps created (http://tinyurl.com/2zf9e5)

Distorted maps are created when F10 is used to draw a new map.

Fighters hanging on refPt (http://tinyurl.com/yuq83r)

Fighters will launch and hang on one Ref point.

Firing sonobuoys at subs (http://tinyurl.com/23um33)

Sonobuoys can be fired at subs through the weapons allocation window.

Full speed over 140kts (http://tinyurl.com/2ljajo)

Ship group shows full speed of 15+131kts.

Full speed wrong (http://tinyurl.com/yupbxs)

Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed.

AGM-62 will not fire (http://tinyurl.com/25gl7c)

AGM-62 will not fire under AI control.

Icons appear off map (http://tinyurl.com/yquxnf)

Icons for uncertainty zones appear off of the map and cannot be seen nor selected.

Torpedo decoy fired at radar (http://tinyurl.com/2x6u7z)

Torpedo decoy is an eligible weapon for firing at radar.

UnRep do not return to PZs (http://tinyurl.com/2zghqg)

After conducting UnRep operation, participants do not return to original patrol zones within the formation.

Wrong loadout descriptions (http://tinyurl.com/2znrh8)

Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched.

False contacts at -17000m (http://tinyurl.com/2fvlh9)

False contacts at -17000m.

CTD when altitude changed (http://tinyurl.com/yucuyl)

CTD when altitude changed

AI subs will not stop re-charging (http://tinyurl.com/293h6q)

Sub never stops re-charging.

Sonobuoys non-functional (http://tinyurl.com/23ejpx)

Sonobuoys deployed by Bear F non-functional.

Afterburner unavailable at low alt (http://tinyurl.com/yuyyty)

Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire.

Aircraft below sea level (http://tinyurl.com/ytudh5)

Aircraft below sea level.

Cannot meet for UnRep (http://tinyurl.com/2bo4ou)

Ships are unable to plot a path for UnRep when ordered to do so.

Change in threat axis ignored (http://tinyurl.com/2c3uxg)

Change in threat axis ignored in MP.

Crash after nuclear detonation (http://tinyurl.com/2yd438)

Crash after nuclear warhead detonates.

Crash after re-building with SE (http://tinyurl.com/2zmfcq)

Crash after re-building with SE.

Crash after re-building with SE II (http://tinyurl.com/yuzrkv)

Crash after re-building with SE. Clock will not start.

Crash after re-building with SE III (http://tinyurl.com/3dfoua)

Crash after re-building with SE. Clock will not advance.

Crash during re-build process (http://tinyurl.com/2uw7ea)

ScenEditor freezes up and does not complete function when ordered to re-build scenario.

Crash during re-build process II (http://tinyurl.com/37x5b5)

ScenEditor is unable to complete function when ordered to re-build scenario and seems to be in endless loop.

Crash during UnRep (http://tinyurl.com/2vz4qe)

Game will crash/freeze up with infinite loop if replenishment ship moves during attempted UnRep rendezvous.

CTD incomplete (http://tinyurl.com/36fcj8)

CTD does not drop game all the way down to the desktop. Instead, the Shell window remains and must be closed manually.

Crash on re-load (http://tinyurl.com/2vbp5l)

Crash while attempting to re-load same scenario file previously opened.

CTD changing map size (http://tinyurl.com/3632c5)

CTD occurs while changing size of tactical map.

CTD during UnRep (http://tinyurl.com/372tk2)

CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command.

CTD on re-load (http://tinyurl.com/3aggnr)

CTD while attempting to re-load same scenario file previously opened.

CTD running new scen in SE (http://tinyurl.com/36dzda)

CTD occurs when new scenarios are written and immediately run in SE.

CTD while drawing new map (http://tinyurl.com/3dn95a)

CTD while drawing new map

Damage changes aircraft ready time instead of destroying them (http://tinyurl.com/2pzoag)

Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status.

Delayed On-Station ViCond Faulty (http://tinyurl.com/32dbbn)

Delayed On-Station ViCond does not wait for delay time to expire before evaluating.

Destroyed submarines not always evaluated in ViConds (http://tinyurl.com/2nmo6z)

Destroyed submarines do not always evaluate properly in ViConds.

Ferry mission to SSN (http://tinyurl.com/2kjk3v)

It is possible to create a Ferry mission with the destination as an airplane or SSN.

Focused strike not firing (http://tinyurl.com/2oockd)

Artillery does not fire on a Focused Land Strike mission even when Weapons Free.

Formation patrols ignore axis (http://tinyurl.com/24rtky)

Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too.

Group and Unit speed incongruent (http://tinyurl.com/232zfn)

Group and Unit speed are incongruent for the same unit.

Group cannot lay string of sonobuoys (http://tinyurl.com/2dxqsq)

Group cannot lay string of sonobuoys with ";" hotkey.

Group speed differs from plane speed (http://tinyurl.com/yrxfvl)

Air groups have different speed from individual plane speed in MP.

Incorrect number to be readied (http://tinyurl.com/24bgka)

When aircraft are ordered to change loadout for Minimal mission, an incorrect number of planes is recommended in the message window.

Land facility reports abandoning ship (http://tinyurl.com/yp6axl)

Damage report states that crew is abandoning ship on a land facility.

NAV improperly drawn (http://tinyurl.com/3dmdft)

NAV zone shows double-sided left wall and inability to modify other points of the zone.

On-Station ViCond non-functional (http://tinyurl.com/328rad)

On-Station ViCond non-functional in GE but functional in SE.

Over-filled magazines (http://tinyurl.com/33c9u6)

Over-filled magazines not detected and fixed.

Plane does not re-arm upon landing (http://tinyurl.com/3cuqyn)

Plane does not re-arm upon landing.

Planes on Transit missions (http://tinyurl.com/2pcd38)

Planes can be assigned to Transit missions.

Planes refuse to launch (http://tinyurl.com/2qjhyu)

Planes requiring Small/Med runway refuse to launch from a base equipped with Medium runways. (From Petterr)

Protect ViCond failure (http://tinyurl.com/24sc98)

Protect ViCond fails to trigger even when no enemy is present to inflict damage on player.

Runways cannot be destroyed by nukes (http://tinyurl.com/2hf5ae)

Runways can be reduced, but not be destroyed by nuclear weapons.

SAMs locate new targets in mid-flight (http://tinyurl.com/24plxb)

SAMs locate new targets in mid-flight after original targets destroyed.

Subs activate sonar on ship strike mission (http://tinyurl.com/ywu55m)

Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission.

TALD cannot be engaged (http://tinyurl.com/yspcm7)

TALD will not be engaged as they fly across target.

TALD cannot be ignored (http://tinyurl.com/ywapp2)

TALD cannot be ignored as they fly towards player units.

Total loss of unit control (http://tinyurl.com/2e9whl)

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

Unable to bomb sub on surface (http://tinyurl.com/2alkll)

Planes are unable to bomb or strafe submarines even though they are on the surface and acting like ships.

Ships are unable to navigate around ice (http://tinyurl.com/yrvnhs)

Ships are unable to navigate around ice.

Unidentified targets auto-engaged (http://tinyurl.com/ytskop)

Unidentified and unknown targets are auto-engaged without being properly classified as hostile.

UnRep can overload magazines (http://tinyurl.com/ytlbyx)

UnRep can overload magazines by placing more weapons in the magazine that capacity allows.

UnRep done concurrently (http://tinyurl.com/2yrova)

UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items.

UnRep for 2 ships only (http://tinyurl.com/294fna)

Only 2 ships can conduct UnRep at the same time even though the ship has ability to replenish 2 ships to port and 2 ships to starboard.

UnRep magazine shows zero (http://tinyurl.com/2yehl8)

After UnRep procedure, magazine count shows zero weapons if a second UnRep operation is ordered.

UnRep Teleportation (http://tinyurl.com/2fuaqc)

UnRep process is possible while physically separated by several miles.

Wrong cruise altitude (http://tinyurl.com/3cznbs)

TLAM shows cruise altitude of 20m and Intermediate depth.

Helo Intercepts sub at Med Alt (http://tinyurl.com/2o2eot)

Helo Intercepts sub at Med Alt when F6 command given.

Bomb will not release (http://tinyurl.com/2aeucr)

Bomb will not release in 3.9.0, but releases just fine in 3.8.0

Entire bombload not dropped (http://tinyurl.com/2pxeqs)

Bomber will attack target with only one bomb and refuse to drop the remainder of the payload.

Unable to Pause game in MP (http://tinyurl.com/2r96xj)

Unable to Pause game in MP. Game starts immediately and cannot stop. Also causes problems with ghost sessions on some servers.

Ghost sessions in MP (http://tinyurl.com/2uclcz)

Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.

MP Unpause malfunction (http://tinyurl.com/3abyzk)

After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first.

False Weapons Free status (http://tinyurl.com/34fogy)

Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith]



Issues deemed fixed or acknowledged as unfixable: Here (http://www.gamesquad.com/forums/showpost.php?p=538841&postcount=3)

Herman Hum
19 Jun 06, 01:22
A list of 267 currently active bugs has been attached in both Word and Excel formats for your convenience.

A complete list of known behaviours can be found at:

Mantis (http://mantis.advancedgaming.biz)
Username: guest
Password: guest

[Late edit]

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

[Edit]

At the request of AGSI, data from the Mantis system has been removed. Apologies for any problems that these attachments have caused.

Herman Hum
19 Jun 06, 01:40
These are behaviours acknowledged by AGSI, but they will not be 'fixed' as they are not deemed 'Bugs'. They have been listed here for the edification of players.

Aircraft destroyed

Aircraft destroyed on the ground/ship often do not get counted into Victory Conditions. This only occurs in the Scenario Editor. The function works properly in the Game Engine.

Initial sub depths

Sub units inserted with the SE start at -100m regardless of the local conditions. Once the game starts, the Game Engine enforces Depth constraints.

Ships sail over land

Ships are sometimes able to sail over land. Scenarios constructed with the SE 3.6.3 can exhibit this anomaly when run in the ANW engine.

Planes directly inserted

Icons for planes directly inserted into a scenario may not re-build properly. A unit that was previously a helicopter but is changed to a plane in the database will still appear as a helicopter.

Firing arcs ignored

Weapon arcs are ignored and all weapons may be brought to bear.

Heat-seeking AAMs engage from front aspect; Stern-Chase flag ignored

Heat-seeking AAMs will engage from the forward aspect. The "Stern-Chase" flag in the database is ignored

[Edit]

At the request of AGSI, data from the Mantis system has been removed.




Previous issues regarded as fixed by Patch 3.8.0

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.

Circling torpedoes

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

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.

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.

Fixed ranges for bombs

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

Plane revert to cruise speed

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

Orders disappear

Orders for remaining side disappear when other sides are deleted

Protect Station ViCond reverts to On Station ViCond

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

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.

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.

Akula at Flank gets passive contact

Akula at Flank is able to get passive contact

E-3 lands and goes to 1092min ready

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

CTD when torpedo fired

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

Ferry mission fails to execute

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

CTD when Air Station destroyed

CTD when Air Station is destroyed by ALCM.

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.

Jamming detected underwater

Submerged units can detect ships emitting ECM.

ViCond polygons don't appear

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

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.

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.

Accuracy / Speed slider crashes game

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

Planes disappear from base

After launching and landing, planes disappear from the base.

Recon mission does not work for AI

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

Postures incorrectly re-built

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

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.

Strike mission fails to execute

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

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.

AC Stuck on Plotted mission

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

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".

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.

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.

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.

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.

Unit cannot plot course

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


Previous issues regarded as fixed by Patch 3.9.0


Jamming from dead ships (http://tinyurl.com/2khduo)

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

SAVE AS window error (http://tinyurl.com/2ka46w)

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

Replenishment at-sea

Non-functional

Binoculars jammed (http://tinyurl.com/ywbytw)

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

UnRep broken (http://tinyurl.com/yo558v)

Tanker and ship unable to meet for Underway Replenishment.

AI subs will not re-charge batteries (http://tinyurl.com/ytxl3k)

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

ViCond Set polygon not possible (http://tinyurl.com/yppghm)

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.

AAA firing past Max Range (http://tinyurl.com/23nj5m)

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

Accuracy slider changes combat (http://tinyurl.com/323dd8)

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.

EmCon does not match display (http://tinyurl.com/2n7an9)

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

F1 Key will not attack (http://tinyurl.com/3bxxcg)

F1 Key will not attack second target.

Min Firing Range prohibits weapon use (http://tinyurl.com/2jwf42)

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

On Station ViCond does not trigger in MP (http://tinyurl.com/2mm2tt)

On Station Victory Condition triggers erratically.

Runways can be destroyed (http://tinyurl.com/33vge7)

Runway facilities can now be destroyed.

SE shows different results from GE (http://tinyurl.com/2oxpad)

ScenEdit shows different results from Game Engine test.

Shallow depth shown at -20m (http://tinyurl.com/2hagp4)

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

Strike Mission continues to dead target (http://tinyurl.com/2twnos)

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

Tubes Cannot Change Loadout without repeated commands (http://tinyurl.com/386u9z)

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

VLow altitude button missing (http://tinyurl.com/3aazfz)

VLow altitude button missing for helicopters when Speed/Altitude menu called up.

Wrong altitude shown (http://tinyurl.com/2v8ltf)

TLAM shows Periscope depth.

Guns do not fire all ammo when ordered to do so (http://tinyurl.com/354xo6)

Guns do not fire all ammo when ordered to do so

ECM nullifies BOL weapons (http://tinyurl.com/2u4o86)

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.

Ferry mission crash (http://tinyurl.com/2cc6se)

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.

Formation air patrols cancelled by Edit A/C function (http://tinyurl.com/3d9uc7)

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

Subs re-charge at Creep (http://tinyurl.com/295lv6)

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

Unlimited ammo dumps (http://tinyurl.com/yvlz2y)

Unlimited ammo expenditures allowed.

Planes disappear from base (http://tinyurl.com/3xxzky)

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

Mixed Unit and Group icon error (http://tinyurl.com/yolztd)

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

Sub changes depth and goes active (http://tinyurl.com/277rla)

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

ANW battleset - File not found (http://tinyurl.com/2at6ha)

Scenarios not found when trying to load ANW battleset.

Unknown Sub contacts not attacked (http://tinyurl.com/25865g)

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

Previous issues regarded as fixed by Patch 3.9.1


Bomb will not release (http://tinyurl.com/2aeucr)

Bomb will not release in 3.9.0, but releases just fine in 3.8.0

Crash after re-building with SE (http://tinyurl.com/2zmfcq)

Crash after re-building with SE.

Crash after re-building with SE II (http://tinyurl.com/yuzrkv)

Crash after re-building with SE. Clock will not start.

Crash after re-building with SE III (http://tinyurl.com/3dfoua)

Crash after re-building with SE. Clock will not advance.

Entire bombload not dropped (http://tinyurl.com/2pxeqs)

Bomber will attack target with only one bomb and refuse to drop the remainder of the payload.

Group cannot lay string of sonobuoys (http://tinyurl.com/2dxqsq)

Group cannot lay string of sonobuoys with ";" hotkey.

Land facility reports abandoning ship (http://tinyurl.com/yp6axl)

Damage report states that crew is abandoning ship on a land facility.

TALD cannot be engaged (http://tinyurl.com/yspcm7)

TALD will not be engaged as they fly across target.

Herman Hum
19 Jun 06, 02:28
ViConds evaluate erratically

Damage ViCond evaluates improperly. Units selected by either Sub-Type, Class, or Specific Unit do not count in the ViCond when destroyed. This most often happens when units are destroyed at nearly the same time.

Work-around solution: When units are destroyed individually, the ViCond appears to function properly.


Run any of the files in "Damage ViCond triggers [PDb 3.6.3]" with 3.6.3 GE and PlayersDB to see that ViCond works properly and establish baseline.
Destroy the three ships that appear in a single volley of 4x Mk48 torpedoes. If necessary, repeat volley.
Check ViCond to ensure that it has triggered.


Run same files and same tests in 3.7 ANW GE.
ViCond will fail


When targets are destroyed one at a time, the ViCond appears to function properly. However, this was not exhaustively tested.

Additional Information:

Sample files have been made with ANW SE and with ODb. "[ODb] Damage ViCond fails"

Nimrodat20
22 Jun 06, 10:02
Has the user interface been updated?
In particular can windows be closed with a single left click?

Herman Hum
22 Jun 06, 14:22
ANW has the same window-closing procedure as Harpoon3.6.3. Two clicks are required in the upper left corner box to close any particular window.

Herman Hum
22 Jun 06, 23:56
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

Herman Hum
23 Jun 06, 03:03
Protect Station ViCond reverts to On Station ViCond

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



Insert a Protect station ViCond to any scenario
When you go to edit it, it appears as On Station.

Sample file has been attached for ODb.

Herman Hum
23 Jun 06, 03:17
Ferry mission crash

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



Run test scen
Destroy the Hangar
Wait 30 min for Ferry mission to activate

Sample file has been attached for ODb.

Herman Hum
23 Jun 06, 03:33
Orders disappear

Orders for remaining side disappear when other sides are deleted



Run Orders Disappear.scn test scen in SE with ODb
Edit Sides
Delete Warsaw Pact side
Delete North Korea side
NATO Orders disappear and are replaced with North Korea

Sample file has been attached for ODb.

Herman Hum
23 Jun 06, 03:51
Opening 3.6.3 scen causes crash

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



Try to load scen in ANW with PDb

Sample file (http://www.harpdb.com/h3/pdb/scen/[PDb] H3.6.3 causes CTD.SCN.zip) has been attached for PDb.

Herman Hum
23 Jun 06, 04:00
Strike mission fails to execute

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

This may be the Navigation Bug everyone is talking about but no detailed explanation has been posted.



Run test file
Watch CG Kara fire all long-ranged missiles at target and then fail to engage with guns

Sample file has been attached for PDb.

Herman Hum
23 Jun 06, 15:41
AGSI has requested the removal of certain data that was copied from the Mantis Bug-Tracking system. I fully concur and offer the following apology:

This additional request has clarified your position. And I totally agree.

Materials like the full bug list from Mantis should not have been posted to other fora. I mis-understood your previous request to mean that you wanted the entire bug list removed since those reports and files are of my own construction.

The offending attachments have been removed. Sorry for that.

Herman Hum
24 Jun 06, 17:29
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]



Load test scen
Fire Type 65-76 ASW torpedoes on BOL
In SE, you can see torpedoes turn around and kill launching sub
In GE, torpedoes just kill sub

Sample file has been attached for ODb.

Herman Hum
24 Jun 06, 17:56
Guns do not fire all ammo when ordered to do so

Guns do not fire all ammo when ordered to do so



Play test scen in GE
Attack the runway with 127mm guns. Use ONLY one mount and allocate all 255 units of ammo
Only a small amount of ammo is expended to knock the runway down to STOL and player is not allowed to fire more
If the 406mm guns are used, the runway can be knocked down to [VTOL / Large Helo capable]
As the runway is being repaired (i.e. recovers to Small a/C capability), the player is not able to knock it down again. If he tries to continue firing with the partially depleted mount, it will not fire.

Sample file has been attached for ODb.

Herman Hum
24 Jun 06, 19:34
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.



Run test file in GE from the NL side
Enable "AI Formation Air Patrols"
Run until about 18 minutes.
You can see that the ready times for some planes jumps to about 290 minutes by themselves.

Sample file has been attached for PlayersDB 6.4.9.

4UK_NL [Solitaire].Scn (http://www.strategyzoneonline.com/forums/downloads.php?do=file&id=1153)

Herman Hum
24 Jun 06, 19:56
Range value < 1.0nm not recognized

Database accepts, but does not recognize, any range value < 1.0nm Weapons will not fire when max range is < 1.0nm



Run in test SE and watch gunboat not be able to attack target with MGs because they have a range of .6 nm

Sample file has been attached for ODb.

Herman Hum
24 Jun 06, 20:06
All ammo not available

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



Run in test SE and watch gunboat not be able to attack target with MGs because they have a range of .6 nm.
When gunboat is manually ordered to fire, only 44 rounds/mount are offered even though 300 units are available.

Sample file has been attached for ODb.

Herman Hum
24 Jun 06, 20:29
Units starting inside minimum range will not fire

Units starting inside minimum range will not move far enough away to fire their weapons



Run test file
Watch bombers move in to strafe and never move far enough away to launch AS-2 Kipper

Sample file has been attached for ANWDb.

Herman Hum
26 Jun 06, 20:30
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.



Activate Time / Country restrictions in the launcher
Attempt to add aircraft to any platform. The user may add any aircraft in existence without restriction.

Herman Hum
26 Jun 06, 20:43
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.



Start up scen in SE
Assign any of the a/c to a formation air patrol.
Use the Edit Aircraft function to add aircraft to the hangar.
Formation Air Patrol will not launch even though it appears in the Formation editor
Sample file has been attached for PlayersDb.

Herman Hum
26 Jun 06, 20:56
Plane ignores Nav Zone

Plane totally ignores Nav Zone

Start up scen in SE
Watch plane fly out of Nav Zone.

Sample file has been attached for ODb.

Herman Hum
26 Jun 06, 21:05
Akula at Flank gets passive contact

Akula at Flank is able to get passive contact

Run test scen
Watch Sonar contact appear as passive contact.

Sample file has been attached for ODb.

Herman Hum
26 Jun 06, 21:15
AC Stuck on Plotted mission

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

Give a/c plotted mission
Order a/c to land on base
Try to remove the a/c from the Plotted mission with the Mission Editor
Error message:

**** Error ****
The selected mission cannot have landed aircraft assigned

Sample file has been attached for PlayersDb.

Herman Hum
26 Jun 06, 21:33
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.

42 aircraft ordered on Ferry mission cannot be seen except through Show-All function.

Sample file has been attached for ODb.

Herman Hum
26 Jun 06, 21:40
Ferry mission fails to execute

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

42 aircraft ordered on Ferry mission do not launch

Sample file has been attached for ODb.

Herman Hum
27 Jun 06, 02:44
CTD when Air Station destroyed

CTD when Air Station is destroyed by ALCM.

Run test scen

Sample file has been attached for ODb.

Herman Hum
27 Jun 06, 02:54
Mission ignores target list

Targets not restricted to target list for mission.

Run test scen. Mission specifies the Runway as the target, yet the Air Station is also destroyed.

Sample file has been attached for ODb.

Herman Hum
27 Jun 06, 03:04
E-3 lands and goes to 1092min ready

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

Run test scen.
Order both Sentries to land
One Sentry will have 30min ready time and the other 1092min ready time
Do not believe that this is a DB problem because both a/c are identical (except for the name)

Sample file has been attached for PlayersDb.

Herman Hum
27 Jun 06, 03:12
Fly off the world CTD

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

Run test scen.

Sample file has been attached for PlayersDb.

Herman Hum
27 Jun 06, 03:24
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.

Run test scen in SE with Show all from the side of the minesweepers.
Minesweepers will approach two mines.
Red ASuW Range circle of 1nm radius is around each mine.
While the minesweepers are still quite distant (usu. 5nm), the ASuW range circles around the mines will disappear. They have fired.
If you run the test scen a few times, one of the minesweepers will be hit. This is not every time.
The ships should not be engaged outside of maximum range of the weapons.

This phenomenon has occurred numerous times and is usually limited to air-to-air engagements. This is the first time it has been purposely re-created.

Sample file has been attached for PlayersDb.

Herman Hum
27 Jun 06, 03:44
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.

Run test scen in SE with Show all (Results will be the same with GE, but it is easier to see the results in SE.
BB will destroy group.
All facilities within the group will be destroyed even though none of them have ever been detected.
The distances between facilities has been exaggerated for the purposes of this demonstration.

Sample file has been attached for ODb.

Herman Hum
27 Jun 06, 03:49
Units out of range can be destroyed when part of a group

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

Run test scen in SE with Show all (Results will be the same with GE, but it is easier to see the results in SE.
BB will destroy group.
All facilities within the group will be destroyed even though they are all out of range of the guns.
The distances between facilities has been exaggerated for the purposes of this demonstration.

Sample file has been attached for ODb.

Herman Hum
28 Jun 06, 01:36
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.

http://www.gamesquad.com/forums/attachment.php?attachmentid=19592&stc=1&d=1182926368

Run test scen in GE.
Order all three BCGN to launch every SSM on BOL towards the BOL RefPt.

Sample file has been attached for ODb.

Herman Hum
08 Jul 06, 14:49
Nukes won't work without AALog activated

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

Run test scen in GE or ANW with AALog OFF.
Watch BCGN fire on target and all missiles 'miss'.
Re-run test scen with AALog ON.
Missile warheads will perform normally.

Sample file has been attached for ODb.

Herman Hum
10 Jul 06, 03:30
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.

Herman Hum
21 Jul 06, 02:03
Sonobuoy deployment altitude

Sonobuoys can be deployed at any altitude.

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.

HoustonAerosFan
25 Jul 06, 21:20
Two questions from someone definitely outside the Harpoon community.

1) How can any publisher release such bug-ridden software to the public and stay in business?

2) How do they get away with charging $50 for it? Seems they should be paying their customers $50... :hush:

Herman Hum
25 Jul 06, 21:32
2) How do they get away with charging $50 for it? Seems they should be paying their customers $50... :hush:
Simple.

Matrix can ask whatever price they think that the market will bear.

The only decision that potential customers get to make is if they are willing to pay for the product or not. :OHNO:

Herman Hum
29 Jul 06, 16:26
Jamming from dead ships

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

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.

Herman Hum
08 Aug 06, 02:16
Jamming detected underwater

Submerged units can detect ships emitting ECM.

Herman Hum
08 Aug 06, 19:58
ViCond polygons don't appear

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

This image is taken from ODb scenario, Tremors.

Herman Hum
08 Aug 06, 23:16
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".

Saved game file for the PlayersDB.

Herman Hum
11 Aug 06, 06:30
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.


Run test scen in ScenEdit
Turn on Show All feature
Fire SAET-60 torpedo on BOL
Torpedo never goes to -10m depth set by the database

Sample scenario for ODb.

Herman Hum
12 Aug 06, 02:16
Ground units attacked by Ship Strike mission

Units assigned to Ship Strike missions will attack ground facilities.

[EDIT] Wrong file attached

Herman Hum
12 Aug 06, 20:52
Ships attacked by Ground Strike mission

Units assigned to Ground Strike missions will attack ships.

Maybe related to: Ground units attacked by Ship Strike mission (http://www.xtreme-gamer.com/forums/showthread.php?p=566283#post566283)

Herman Hum
12 Aug 06, 23:22
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.

Herman Hum
12 Aug 06, 23:30
Active sonobuoys dropped passively

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

Herman Hum
12 Aug 06, 23:41
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 ([)". "," and "." hotkeys seem to work properly.

Herman Hum
12 Aug 06, 23:53
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.


Run test scen in either GE or SE
Missiles fired at ship will cruise at 18000m while missiles fired at land base will show the same information on the icon but will fly at a different altitude

Herman Hum
14 Aug 06, 20:11
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.

Herman Hum
14 Aug 06, 20:17
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.

Herman Hum
14 Aug 06, 20:23
Hellfire do not launch in ODb

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

Herman Hum
18 Aug 06, 21:04
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.

Herman Hum
20 Aug 06, 01:58
CTD when torpedo fired

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

Steps to repeat:

1) Run Power Sweep from NATO side either as MP or SP from the server.
2) Fire BOL torpedo from SSN Spartan
3) CTD with Invalid Point Error

Note: We've played this scen over 20 times in 3.7.0 with no problems.

[EDIT] Second Error message trapped

Herman Hum
20 Aug 06, 21:47
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.

This has happened predominantly with PlayersDB (http://www.strategyzoneonline.com/forums/downloads.php?do=cat&id=119) scens since they are the ones most commonly played. At first, it was suspected that this was caused by an improperly installed version of the PlayersDB (http://www.strategyzoneonline.com/forums/downloads.php?do=cat&id=119) since this is exactly what happens when the Database button is depressed with an incorrectly installed PlayersDB (http://www.strategyzoneonline.com/forums/downloads.php?do=cat&id=119) in solitaire mode. However, this has proven not to be the case after players double-checked their installations to find all Text files in their proper place within the Text sub-folder and the PlayersDB (http://www.strategyzoneonline.com/forums/downloads.php?do=cat&id=119) fully functional in solitaire mode. The files were also properly installed to the server.

Also, after a CTD and players return to the MP Lobby to re-start the exact same scenario, when they repeat the exact same procedure, it does not always cause a second CTD. In once instance it did, in another instance, the scenario started and ran without a problem only to crash later when the database button was depressed later in the game.

[Edit] With the Patch 3.9.0 release, this issue no longer results in CTD. However, it is still erroneous.

Instead of CTD, message displayed is:

Unable to locate Ship text file for platform #XXX

This is also problematic for solitaire play. Game is looking for text messages in the wrong place even though the text files are installed properly within the database Text folder.

Herman Hum
22 Aug 06, 00:43
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.

[EDIT] Sample file added for PlayersDB 6.4.9

1) Run file in SE 3.7.1 from Iranian side and have the slider on Low/Fast setting
2) Turn on Show All
3) Aircraft can been seen to launch from Ramon and fly off on their missions.

2nd Test:

A) Re-run file in SE 3.7.1 with slider on High/Slow setting.
B) Watch a/c take off and loiter over base; unable to complete missions.

Herman Hum
29 Aug 06, 14:47
Accuracy / Speed slider crashes game

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

Sample file added for PlayersDB 6.4.9

1) Run file in GE 3.7.1 and have the slider on High/Slow setting
2) Game runs fine when slider is on Low/Fast setting

Herman Hum
01 Sep 06, 02:01
Planes disappear from base

After launching and landing, planes disappear from the base.

1. Run Scen
2. Bombers will take off and release missiles and land
3. While in the readying process, 12 aircraft will disappear from the base.

Tweety
01 Sep 06, 05:56
Possibly just grabbed for an auto air patrol?

Herman Hum
01 Sep 06, 06:53
The sentiment is appreciated but that is an impossibility since there are no formations whatsoever in the test scen. :D

However, I did find out where they disappeared to. Evidently they were 'destroyed'. No idea how they ended up destroyed. All they did was launch, fire, and (supposedly) return to base. Nothing capable shooting them down or preventing them from landing.

Herman Hum
02 Sep 06, 03:14
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.

1. Run scen with SE 3.7.1 with Show All activated and slider Accuracy Low/Fast
2. Eagle flight bound for Parchin will overfly Jordanian facilities even though NAV zone surrounds it.

Sample file for the PlayersDb v6.4.9 (http://www.strategyzoneonline.com/forums/downloads.php?do=cat&id=119)

Herman Hum
02 Sep 06, 04:38
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.

1. Run test scen. Two flights of Backfires will loiter over base unable to plot a path to the target.

NOTE: This could be resolved by having all DB editors ensure that every platform has a full range of throttle settings. However, I believe that this is an improper solution as the strike platform should plot the intercept path according to its maximum speed whether it is Creep, Cruise, Full, or Flank.

Sample file for the PlayersDb v6.4.9

Herman Hum
02 Sep 06, 05:20
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.
1. Run scen with SE 3.7.1
2. B-52 inserted directly into scen will launch at targets not on the Mission list.
3. Planes launching to conduct mission will obey Mission list restriction.

Sample file for the ODb

Herman Hum
03 Sep 06, 06:29
Recon mission does not work for AI

Recon Mission works for player, but does not work under AI control.
1. Open test scen in 3.7.1. SE
2. Run game and you will see your own Spy aircraft observing nothing

3. Open test scen in 3.7.1. SE
4. Switch sides to side '1'
5. run game and you will see plane rise from land base on a recon mission

Sample file for the PlayersDB v6.4.9

Jeff Gilbert
11 Sep 06, 20:35
I saw that "they" appear to be hard at work on a 3.7.3 patch.
I sure hope a lot of the identified "issues" get resolved as I am beginning to get itchy to try out Harpoon MP. I didn't think the MP would interest me however, the more I read on all the fun you all are having ... the more interested I am getting.

Herman Hum
01 Oct 06, 05:42
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

Herman Hum
01 Oct 06, 05:55
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

FreekS
01 Oct 06, 05:57
All,

Herman and I have been working on this together. I first noticed that in 3.7.1 my 3rd scenario in Matchplay (special ops) would not function. I have used this method to delay conflict between sides through a link in many scenarios and so have other authors (SpecOps, Arctic, Persian, ....).

The test scen basically is a stripped down version of the Special Ops scenario to show the problem.

More scens for 3.7 ANW ARE underway, but progress is slow as testing for each GE/SE version takes a LOT of time.

Hope you can discover what changed from 3.7.0. to 3.7.1.

Freek

VCDH
01 Oct 06, 09:40
All strikers 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.

You mean only part of the strike launches.... ;)

Is that 2 hours and 15 minutes of game time?

Later
D

Herman Hum
01 Oct 06, 15:01
You mean only part of the strike launches.... ;)

Is that 2 hours and 15 minutes of game time?

Later
D

Yes, only part of the two strikes assigned to the target actually launch. I think each strike has 16 aircraft assigned to it.

No. The game starts at 23:00. The strikes are set for launch at 3:15 delay into the game. Therefore, they launch at 02:15 on the game clock.

Herman Hum
05 Oct 06, 02:42
Protect ViCond doesn't evaluate properly

Protect ship Victory Condition does not evaluate properly.

Saved Game file for the ColonialWarsDb

http://img175.imageshack.us/img175/9594/kwvicondmu2.gif

http://img144.imageshack.us/img144/5475/kwevaluationmb8.gif

Herman Hum
05 Nov 06, 20:08
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.

cdcool
29 Jan 07, 16:02
Scenario used: ARE NOT UNACCUSTOMED TO FEAR (Regional Conflicts 2)

Long Description: In very large scns, ESM signature (white lines) cover too much of the screen, need an option to disable it on the screen and keep it working in the background., makes some scens unplayable., cant see anything under the lines.

Herman Hum
29 Jan 07, 16:38
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.

Herman Hum
30 May 07, 21:38
Altitude mis-match between Group and units

Units and Group icons show different altitude values in SE.

1. Run test scen [ANW] Altitude mis-match between Group and units (3.8.0).SCN
2. Group altitude is shown as 490m and individual unit icons display 2001m

Herman Hum
30 May 07, 21:40
ANW battleset - File not found

Scenarios not found when trying to load ANW scenarios via the battleset function.

Player is notified that files are not found when trying to load any scenarios with this battleset since they are inside an additional sub-folder level.

Herman Hum
30 May 07, 21:43
ASW/WH torps tracking wrong targets

WH/ASW torps tracking targets they cannot hit.

1. Run test scen [ANW] ASW torps tracking wrong targets (3.8.0).SCN in SE with Show All activated
2. Launch BOL ASW torpedoes at RefPt Torp
3. Once torpedoes arrive at that point, they will begin to chase the ship targets even though they cannot hit them
4. The same phenomenon appears for WH-dedicated torpedoes chasing subs ships.

Herman Hum
30 May 07, 21:44
Ferry mission fails to launch

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

1. Run test scen [ANW] Ferry mission fails to launch (3.8.0).SCN from Observer side
2. Ferry mission from base to platform fails to launch
3. Re-run [ANW] Ferry mission fails to launch (3.8.0).SCN from Helo side
4. Ferry mission can be launched manually

Herman Hum
30 May 07, 21:47
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.

1. Run test scen [ANW] Min engine altitude ignored (3.8.0).SCN in SE
2. Fire SLBMs from Ohio at target from a depth of -20m
3. Trident engines are set for operation between 0m and 50,000m

Herman Hum
30 May 07, 21:49
Mixed Unit and Group icon error

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

1. Run test scen [ANW] Mixed Unit and Group icon error (3.8.0).scn
2. Insert any aircraft
3. Insert second aircraft atop first using Ctrl+A
4. Group aircraft together
5. Delete all the Eagle aircraft
6. Group/Unit mis-matched icons will appear.

Herman Hum
30 May 07, 21:51
SSM Altitude crash

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

1. Run test scen [ANW] SSM Altitude crash (3.8.0).SCN
2. Launcher 1 fires HY-4 and missile dissappears.
3. Launcher 2 fires same altitude from coast/sea level and missile hits.

Herman Hum
30 May 07, 21:52
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.

1. Run test scen [ANW] Sub changes depth and goes active (3.8.0) scn from Observer side with Show All activated
2. Watch sub go Active and rise to Periscope depth for an attack without any orders on Plotted mission

Herman Hum
30 May 07, 21:54
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.

1. Run test scen [ANW] TALD materialize at wrong point (3.8.0).SCN for one second.
2. Hit pause.
3. Plot aircraft path to RefPoint A
4. Launch all TALD decoys on BOL at RefPoint TALD
5. Unpause game and watch TALD decoys materialize from launch point while the plane is elsewhere

Herman Hum
30 May 07, 21:55
Time compression causes miss

Higher time compression creates automatic miss.

1. Run test scen [ANW] Time compression causes miss (3.8.0).SCN from Helo side
2. Order Fire Scout to intercept Radar
3. Run time compression at 15 seconds, Low Accuracy/High Speed
4. Fire Scout fires and misses every time
5. Fire Scout will fire and hit if run in 1:1 compression

Herman Hum
30 May 07, 21:57
Unknown Sub contacts not attacked

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

1. Run test scen [ANW] Unknown Sub contacts not attacked (3.8.0).SCN.scn in SE from Observer side with Show All activated
2. ASW ships localize unknown subs, but will not fire unless they fire first and display their hostility

Herman Hum
30 May 07, 21:59
Weapon Max Launch Speed ignored

Weapons ignore Maximum Launch Speed set in database.

1. Run [ANW] Weapon Max Launch Speed ignored (3.8.0).SCN
2. Order air group to approach target on afterburner (1074kts) at 2001m altitude
3. When in range, attack with WCMD
4. WCMD is supposedly only able to launch between 250kts and 650kts

Herman Hum
30 May 07, 22:28
Binoculars jammed

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

1. Run saved game [Col] Binoculars jammed (3.8.0).SAV
2. Norwegian companies icons appear with "jammed" designation

http://www.gamesquad.com/forums/attachment.php?attachmentid=19405&d=1180576855

Sample file in Archives (http://www.gamesquad.com/forums/downloads.php?do=file&id=1674)

Herman Hum
30 May 07, 22:33
Passive sonobuoys will not deploy

Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy.

1. Run saved game [Col] Passive sonobuoys will not deploy (3.8.0).SAV
2. AG70 Fireflies have plenty of passive sonobuoys and will not deploy with "[" hotkey
3. "." and "," hotkeys seem to work, though.

Herman Hum
30 May 07, 22:46
Phantom air group

Phantom air group.

1. Run saved game [Col] Phantom air group (3.8.0).SAV in SE with Show All activated
2. A phantom air group AG77 exists after all the aircraft are shot down while attempting to launching for the mission.

Herman Hum
30 May 07, 22:49
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.

1. Run saved game [Col] Re-Charge at Int depth (3.8.0).SAV in SE with Show All activated
2. Two Russian submarines (M-V Class and "K" Class) are reportedly re-charging batteries while at Intermediate depth

Herman Hum
30 May 07, 22:53
UnRep broken

Tanker and ship unable to meet for Underway Replenishment.

1. Run saved game [Col] UnRep broken (3.8.0).SAV
2. Repeated message: "USS Allagash has lost replenishment position"

Herman Hum
30 May 07, 22:56
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.

1. Run test scen [ODb] AI subs will not re-charge batteries (3.8.0).scn from Observer side with Show All activated.
2. Sub will deplete batteries and then stop with zero battery charge

Herman Hum
30 May 07, 22:58
Ammo dumps emptied

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

Herman Hum
30 May 07, 22:59
Ground targets re-engaged prematurely

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

1. Run test scen [ODb] Ground targets re-engaged prematurely (3.7.1).scn
2. Initial attack has 2 SSMs attacking runway facility
3. One SSM hits and fails to destroy the target
4. Another one is immediately launched while the second is still airborne.
5. Second SSM destroys target. Third SSM is thereby wasted.

Herman Hum
30 May 07, 23:08
Map Scale inaccurate

Map scale is erroneous.

1. Open test scen [ODb] Map Scale inaccurate.SCN
2. Activate Map Scale with "S" hotkey
3. 300nm SSM Range circle has been selected.
4. Scale should read (approximately) 600nm high and 600nm wide.

http://www.gamesquad.com/forums/attachment.php?attachmentid=19412&stc=1&d=1180580847

Herman Hum
30 May 07, 23:09
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. Values greater than 32,767m are allowed by the DB editor while the sanity check does not warn of error. When these planes launch, they are forced to fly at much lower altitude since the AI is unable to rise past the ceiling.

Herman Hum
30 May 07, 23:11
MP Saved game titles

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

http://www.gamesquad.com/forums/attachment.php?attachmentid=19414&stc=1&d=1180581062

Herman Hum
30 May 07, 23:12
SSK rises early

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

1. Run [ODb] SSK rises early (3.7.1).scn
2. Tango is on Plotted mission yet it rises to Periscope depth while batteries still contain 75% charge

Herman Hum
30 May 07, 23:14
Subs re-charge at Creep

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

1. Run test scen [ODb] Subs re-charge at Creep (3.8.0).scn from Sub side in GE
2. Order sub to run at Deep and Flank
3. When batteries are exhausted, sub will rise to Periscope depth and re-charge batteries without the need to go to Flank speed

Herman Hum
30 May 07, 23:16
Type 65-76 disappear on BOL

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

1. Run test scen [ODb] Type 65-76 disappear on BOL.scn
2. Order SSN to fire all four Type 65 on BOL at the same point about 6nm away.
3. Torpedoes arrive and promptly disappear and may have destroyed themselves.

Herman Hum
30 May 07, 23:17
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.

Herman Hum
30 May 07, 23:20
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.

1. Open any file in ScenEdit.
2. Add Damage Enemies ViCond
3. Select Add Class
4. When Select SubType window appears, click on Damage Enemies ViCond window and close it.
5. In Select SubType window, select any entry and hit OK.
6. CTD

http://www.gamesquad.com/forums/attachment.php?attachmentid=19419&stc=1&d=1180581547

http://www.gamesquad.com/forums/attachment.php?attachmentid=19418&stc=1&d=1180581526

Herman Hum
30 May 07, 23:21
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.

Herman Hum
30 May 07, 23:24
AAA firing past Max Range

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

1. Order each mount to fire all available ammo (72 rounds) at a different plane.
2. As planes pass out of range, ammo levels will continue to drop even when the plane is no longer localized.
3. Ammo continues to drop until contact is completely lost.

Herman Hum
30 May 07, 23:26
AAW patrol motionless

AAW patrol motionless instead of flying between assigned reference points.

1. Run [PDb] AAW patrol motionless (3.8.0).SAV in GE from UK side
2. Planes can be seen motionless over N. Sea
3. Open file [PDb] AAW patrol motionless (3.8.0).SAV in SE and see that Air Group 24 is frozen and will not fly between RefPoints 35 & 36 as assigned for the AAW area patrol mission.

Herman Hum
30 May 07, 23:29
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.

1. Run [PDb] Accuracy slider changes combat.SCN from Tanker side in SE with Low/Fast Accuracy setting and Show All activated
2. SSK will not engage tankers
3. Re-run [PDb] Accuracy slider changes combat.SCN from Tanker side in SE with High/Slow Accuracy setting and Show All activated
4. Tankers engaged

Herman Hum
30 May 07, 23:30
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.

1. Run [PDb] Accuracy slider changes combat II.SCN from Observer side in SE with Low/Fast Accuracy setting
2. Airstrike group will attack target
3. Two helos will return to base
4. Remainder of group will proceed on to a second target
5. Re-run [PDb] Accuracy slider changes combat II.SCN from Observer side in SE with High/Slow Accuracy setting
6. All four helos will attack first target and then RTB

Herman Hum
30 May 07, 23:32
Air Group formation

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

1. Run test scen [PDb] Air Group formation interrupted.SCN in SE
2. Wait for 3 mins game time to expire then order Artillery to fire on the hangar
3. Once hangar is destroyed, Strike air group fails to fully form and the planes that are launched continue to circle aimlessly.

Herman Hum
30 May 07, 23:34
CTD with Re-build Scenario function

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

1. Load AxisEvil.scn and PlayersDB into ScenEdit.
2. Select Scenario Rebuild - Re-build All Units
3. CTD

Axis of Evil II (http://www.gamesquad.com/forums/downloads.php?do=file&id=974)

Herman Hum
30 May 07, 23:38
Dead stop after torp evasion

Escort comes to a dead stop after torpedo evasion.

1. Run saved game [PDb] Dead top after torp evasion (3.8.0).SAV in SE with Show All from Side "1"
2. FF Anzac evaded a torpedo earlier and will not resume patrol zone position within the formation

Herman Hum
30 May 07, 23:40
Destroyed planes not counted on Installations

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

1. Run test file [PDb] Destroyed planes not counted on Installations (3.8.0).scn
2. TLAM strike destroys planes and base
3. Victory is still awarded

Herman Hum
30 May 07, 23:42
Dual speeds selected

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

http://www.gamesquad.com/forums/attachment.php?attachmentid=19427&stc=1&d=1180582819

Herman Hum
30 May 07, 23:44
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.

1. Run test scen [PDB] EmCon does not match display.scn
2. Order Group to Active ECM
3. Try to order Group to turn off ECM. All values appear as Zero even though Unit display shows that ECM is activated.

Herman Hum
30 May 07, 23:47
Engagement symbol missing

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

1. Run test scen [PDb] Engagement symbol missing.SCN in GE
2. Engage aircraft with one mount / aircraft as soon as they are in range.
3. "Overscore" symbol will not appear above aircraft icons unless one happens to be shot down.

Herman Hum
30 May 07, 23:48
F1 Key will not attack

F1 Key will not attack second target.

1. Run [PDb] F1 Key will not attack.SCN from Strike side in GE with Low/Fast accuracy slider setting
2. Order Airgroup to attack with F1 and select hangar.
3. After first target is destroyed, order airgroup to attack second target with F1.
4. Group will fly over target but bombs will not release.

Herman Hum
30 May 07, 23:50
F6 Key will not attack

F6 Key will not attack target.

1. Run [PDb] F6 Key will not attack.SCN from Strike side in GE
2. Order Airgroup to attack with F6 and select hangar.
3. Group will fly over target but bombs will not release.

Herman Hum
30 May 07, 23:52
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.

http://www.gamesquad.com/forums/downloads//%5Bpdb%5D%20generic%20strikes_5GA.gif

Run [PDb] Generic strikes seek additional targets.SCN from Observer side in GE on Low/Fast Accuracy/Speed setting
Watch group of four helos attack first target.
Once first target is destroyed, some (2) helos RTB will others continue onto separate second target
After group expends remaining ordnance on second target, helos RTB
Previously, in H2 and H3, Generic strike missions focused on individual target.

Herman Hum
30 May 07, 23:54
Haphazard weapons re-loading

Weapons do not reload with weapon previously fired.

1. Run [PDb] Haphazard weapons re-loading.SCN from Russian side
2. Order Victor II to fire all available weapons on BOL.
3. Watch re-load. Weapons re-loaded will not match weapons fired even though magazines contain identical weapons.

Herman Hum
30 May 07, 23:56
Inconsistent RoF

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

1. Run test file [PDb] Inconsistent RoF.SCN in GE
2. Fire 1 mount / aircraft as soon as they enter range
3. When aircraft move out of range, they will have fired approximately 30 rounds / gun in H3.6.3, but they will have fired only 7 rounds

Herman Hum
30 May 07, 23:58
Indexation status false

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

Third-party Databases currently indexed by Country and date:

PlayersDB
HUD I
HUD II
HUD3 (soon to be released)
HutchDB
H3DB
H2AE
OriginalDB
ANWDb
Colonial WarsDB
Advanced ProjectsDB
WWIIDB [Deegan]
IrishDB
HarpoonersDB

http://www.gamesquad.com/forums/attachment.php?attachmentid=19435&stc=1&d=1180583769

Herman Hum
31 May 07, 00:00
Min Firing Range prohibits weapon use

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

1. Run [PDb] Min Firing Range prohibits weapon use.SCN
2. Order ships to Ref Pts with passive sonar, only.
3. Subs will be attacked.
4. PTM Hugin will be unable to engage with ELMA ASW rockets since they have a min range of .2nm and a max range of 1nm
5. DD Friesland will be able to attack sub with Depth charges since they have min range of 0nm and max range of 1nm

Herman Hum
31 May 07, 00:01
Missiles drawn to wrong targets

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

1. Run test scen [PDb] Missiles drawn to wrong targets.SCN
2. Select nearest ship as target for 4 Harpoons
3. Missiles will strike a different ship.

Herman Hum
31 May 07, 00:03
Nav Zones re-set by mission editor

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

1. Run test file [PDb] Nav Zones re-set by mission editor.SCN in SE
2. Note the size and shape of the ASW Nav Zone
3. Edit Missions
4. Assign vessel to the ASW mission
5. Look at map and see that the NAV zone has been re-set to the original shape.

Herman Hum
31 May 07, 00:06
On Station ViCond does not trigger in MP

On Station Victory Condition triggers erratically.

1. NATO On Station Victory Condition does not trigger in MP but does trigger in SP and SE. [PDb] On Station ViCond evaluates erratically.SCN
2. US On Station Victory Condition did not trigger in GE, but did trigger in SE: [PDb] On Station ViCond evaluates erratically(2).SCN

Herman Hum
31 May 07, 00:09
Phantom mounts shown on aircraft

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

1. Run test scen [PDb] Phantom mounts on aircraft.scn in
2. Select aircraft and hit F5 twice
3. Display will show sonobuoy dispenser and non-existent RBU mount

http://www.gamesquad.com/forums/attachment.php?attachmentid=19440&stc=1&d=1180584545

Herman Hum
31 May 07, 00:13
Planes jammed against Nav Zone

Planes are unable to plot path around Nav Zone.

1. Run file in SE and watch strike planes take off and get hung on Nav Zone.

Herman Hum
31 May 07, 00:14
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.

Band Throttle MinAltitude MaxAltitude Speed
1 Creep/Loiter -4000 0 0
1 Cruise -4000 0 0
1 Full -4000 0 0
1 Flank/Reheat -4000 0 0

http://www.gamesquad.com/forums/attachment.php?attachmentid=19443&stc=1&d=1180584870

Herman Hum
31 May 07, 00:16
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.

1. Run test scen [PDb] Ready display
2. Check F6 display. Sentries appear even when the base run is damaged below the point where it can handle such an aircraft.

Herman Hum
31 May 07, 00:18
Ready Times shortened

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

1) Run [PDb] Ready Times shortened.SCN in ANW 3.8 GE
2) Select Volkel or Leeuwarden air base
3) Hit F6
4) Order 2 aircraft to be made ready for Minimal mission. Do not leave window.
5) Now, of those 2 aircraft, order one to be made ready for Ferry loadout.
6) Hit Okay to leave window.
7) Hit F6 to return to Air Ops. Ferry mission now has 30 min ready time instead of the 48hr delay.

Herman Hum
31 May 07, 00:20
Re-build All causes planes to loiter

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

1. Run [PDb] Re-build All causes planes to loiter.SCN in SE with Show All activated.
2. Planes will fly over AAA position.
3. Re-open [PDb] Re-build All causes planes to loiter.SCN in SE with Show All activated
2. Re-Build All units
3. Run scenario
4. Planes will now circle and Loiter

Herman Hum
31 May 07, 00:21
Runways can be destroyed

Runway facilities can now be destroyed.

1. Run [PDb] Runways can be destroyed (3.7.0).SCN in SE from side 1
2. Place game on pause and attack any of the runway facilities with every weapon available at the SAME time. All weapons must be allocated at the same time to replicate results. Consecutive attacks may not create this effect.

Herman Hum
31 May 07, 00:22
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.

http://www.gamesquad.com/forums/attachment.php?attachmentid=19448&stc=1&d=1180585339

Herman Hum
31 May 07, 00:23
Sanity check fails for propulsion alt bands

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

Band Throttle MinAltitude MaxAltitude Speed
1 Cruise 3510 6000 1300
2 Cruise 0 600 1000
3 Cruise 610 3500 1120

Herman Hum
31 May 07, 00:24
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.

Herman Hum
31 May 07, 00:41
Scen locks up at 15 secs into game

Scenario freezes 15 seconds after start of game.

1. Run [PDb] Scen locks up at 15 secs into game Iranhattan (3.7.0).scn for 15 seconds in SE

Herman Hum
31 May 07, 00:42
SE shows different results from GE

ScenEdit shows different results from Game Engine test.

1. Run [PDb] SE shows different results from GE.SCN in Game Engine
2. Enemy aircraft can be seen flying over AAA position
3. Re-Run [PDb] SE shows different results from GE.SCN in ScenEdit
4. Enemy aircraft are never spotted

Herman Hum
31 May 07, 00:43
Sonar detects facility

Land facility detected by sonar.

1. Run test scen [PDb] Sonar detects facility.scn
2. Sail FFG Karel Doorman towards RefPt with active sonar to detect facility on sonar

http://www.gamesquad.com/forums/attachment.php?attachmentid=19452&stc=1&d=1180586591

Herman Hum