View Full Version : Patch for Harpoon ANW 3.9.0
Herman Hum
04 Feb 08, 17:45
A Beta version of the ANW Patch 3.9.0 is now available for those willing to test out experimental software.
Matrix (http://www.matrixgames.com/forums/tm.asp?m=1702670&mpage=1)
Hi everyone,
We've uploaded 3.9.0 RC5 as a Public Beta via our Members Club. While we do final testing we figured we'd offer you a change to get it early as well. This is still a beta, but it's stable and solid as far as we can tell.
You can download this as a Registered Download as long as you have registered your Harpoon 3 Advanced Naval Warfare serial number in our Members Club (click on the MEMBERS link in the top nav bar).
Please see the reame for more details
Herman Hum
25 Mar 08, 16:54
After 9 months of totally non-functional scenarios, the Patch for Harpoon ANW 3.9.0 has finally been officially released.
Now, let's see if they actually fixed anything or just added 2 new bugs for every fix like they did for the 3.8.0 "Un-Patch" patch.
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateRelease-v3900DR.zip
http://www.harplonkhq.com/images/gslogo.jpg (http://www.gamesquad.com/forums/forumdisplay.php?f=186)
http://www.harplonkhq.com/images/badger0ma.th.jpgFilesOfScenShare (http://games.groups.yahoo.com/group/FilesOfScenShare/) http://www.harplonkhq.com/images/SubSimLogo.gif (http://www.subsim.com/~subsim_mods/downloads_harpoon.php)
http://www.harplonkhq.com/images/mainpic.gif (http://www.harplonkhq.com/)
Herman Hum
26 Mar 08, 06:35
Summary:
After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 33 fixed + 68 New) = 169 Issues
A comprehensive third-party list of 134 * Known Harpoon [ANW] Issues (http://www.gamesquad.com/forums/showthread.php?t=42076) has been exhaustively collected on GameSquad (http://www.gamesquad.com/forums/forumdisplay.php?f=186) since the release of Harpoon ANW 3.7.0 Now that the 3.9.0 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 33 behaviours appear to have been resolved by the 3.9.0 patch:
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.
Type 65-76 disappear on BOL (http://tinyurl.com/yr4kwm)
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.
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.
UGM-109 cannot be launched (http://tinyurl.com/2z2b63)
All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit.
Unknown Sub contacts not attacked (http://tinyurl.com/25865g)
Unknown submarine contacts no longer attacked unless positively identified as hostile.
These 101 behaviours do not appear to have been resolved by the 3.9.0 patch:
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.
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.
Herman Hum
26 Mar 08, 06:35
These 68 new behaviours appear to have been introduced by the 3.9.0 patch:
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.
Crash as Russian side (http://tinyurl.com/28mvkc)
Game Crashes/freezes after 45 seconds of run time when playing as Russians.
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.
GBU-15 will not fire (http://tinyurl.com/25gl7c)
GBU-15 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 in MP
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 amd 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.
Herman Hum
27 Mar 08, 17:01
Hi all, here is my top-10 issues with some explanations on why I think they are important. You may notice that there is only one CTD in my list, simply because I regard certain gameplay changes/bugs as more serious!
I regard the list mostly from the perspective of a scen designer; 3.9.0 ANW is making it very hard for me to update and retest my scens - for very little benefit that I can see.
Mission ignores target list (http://tinyurl.com/366qp8)
I see this as a SERIOUS issue :mad:. It means in many of my scens the AI-missions do not do what I intended. I see only disadvantages - basically I need to redesign and retest all my scens for no obvious improvement in the AI ability to fight.
Map Scale inaccurate (http://tinyurl.com/2cum62)
This one is just FUNNY :laugh: Its been around since 3.8 I think and on my PC the actual distance is often a factor 2 or more out from the scale indicated on the map. Funny/sad to test it so badly that this goes through on an in priciple OK feature.
Max altitude for planes is 32,767m (http://tinyurl.com/yqnyz5)
This one is SERIOUS :mad: because all it does (as far as I can see) is break all my scens with satellites in realistic orbits for again no benefit whatsoever.
SSK rises early (http://tinyurl.com/28o2gm)
The automatic charging of SSKs is a nice feature. However one issue I always had with SSKs is they are basically floating minefields in the hands of the AI. In many nice scens I actually used plotted missions with speed orders given at waypoints to move SSKs fairly long distances and time their approach at a certain point. As the SSKs now rise to recharge after only 25% or so battery power expenditure, I can now no longer program an AI controlled SSK to do something smart in this way. so SERIOUS :blab:
CTD ViCond crash when windows closed out of order (http://tinyurl.com/2esvhe)
Experienced this one. Its just irritating when you are building a scen.:angry:
Haphazard weapons re-loading (http://tinyurl.com/2qwav5)
Again, just an Irritant, :( fired all torps from inside an enemy SAG and the stupid sub reloaded with missiles.
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.
Another one I experienced when using subs under plotted mission; the sub fires, evades its own torp (running at 22 knots) and is easily killed or if it survives is out of position. :(
Unarmed units not engaged (http://tinyurl.com/2phx5p)
Probably the very worst of the bunch. :angry: Oftentimes as a player I can just loiter helo's or Recce planes right over the enemy formation without them getting killed. Recce is the hardest thing to program for the AI and for this feature to then make it this easy for the player is terrible
Cannot rescind re-fuel order (http://tinyurl.com/yqp2d7)
Just an irritant, experienced this on in Katyusha
Subs activate sonar on ship strike mission (http://tinyurl.com/ywu55m)
Where in the past subs on anti-ship would light of radar, now they even light of sonar. Another clear drop in the intelligence of the AI.
Since Freek put up his top 10, I'll add what I think are the most pressing issues
Mission ignores target list (http://tinyurl.com/366qp8)
Targets not restricted to target list for mission.
This makes it virtually impossible for scenario designers and players to script specific attacks and missions. So long as the AI fires at whatever it likes, there's really no point in crafting specific target lists.
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.
In H3.6.3, the AI would drop all of its passive sonobuoys before dropping the Active ones. When the active ones dropped, they actually turned on their sonar. Presently, the AI is supremely crippled in the ASW department because it cannot perform these two simple and basic functions.
ASW/WH torps tracking wrong targets (http://tinyurl.com/2gks8x)
WH/ASW torps tracking targets they cannot hit.
Having your Mk46 ASW torpedoes tracking towards things like ships it has Absolutely No Possibility of hitting (since they are invalid targets) is ridiculous.
AAW patrol motionless (http://tinyurl.com/2umhx3)
AAW patrol motionless instead of flying between assigned reference points.
AI just hang around at one point in the sky until they are shot down.
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.
Very difficult to script ViConds if they require that you provide a target for the AI to launch his planes in order for the player to destroy them since bombing the hangars does not fulfill ViConds.
Haphazard weapons re-loading (http://tinyurl.com/2qwav5)
Weapons do not reload with weapon previously fired.
In H3, at least the DB editor had some semblance of control over this function. Now, the AI just loads whatever it likes regarless of player orders.
Planes jammed against Nav Zone (http://tinyurl.com/2mtckl)
Planes are unable to plot path around Nav Zone.
AI simply cannot navigate intelligently even when paths are set out for it.
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.
Destroys any possibility of stealth or further concealment for the firing sub.
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.
Allows for utterly ridiculous acts like sending you AWACS over the enemy bases / CVBGs as invincible reconnaissance.
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.
Cripples most scenarios that occur near shallow water by making subs invincible.
Herman Hum
29 Mar 08, 23:34
Would any of the above issues explain why after two days of trying I have yet to succesfully drop any type of bomb wether LGB/KAB or dumb from any type of aircraft at any combination of speed or altitude despite checking that all launch parameters were compliant? The menus allow me to assign bombs to drop but nothing them happens? JDAMS are the only bomb weapons that appear to work? This applies to all the DB's I have tried including the standard one that comes with the game?
http://www.matrixgames.com/forums/fb.asp?m=1759202
This is simply unbelievable, but true. :cry: Every single database currently in existence is unable to have bombs drop from planes.
Luckily, the PlayersDB group has already found and implemented a work-around solution for this boondoggle so that players can continue to enjoy Harpoon uninterrupted.
Harpoon ANW users can get the:
Complete Harpoon ANW Library (http://www.harpdb.com/h3/pdb/scen/Complete_ANW_Library.exe)
http://www.harplonkhq.com/images/badger0ma.th.jpgFilesOfScenShare (http://games.groups.yahoo.com/group/FilesOfScenShare/) http://www.harplonkhq.com/images/SubSimLogo.gif (http://www.subsim.com/~subsim_mods/downloads_harpoon.php)
http://www.harplonkhq.com/images/mainpic.gif (http://www.harplonkhq.com/)
Herman Hum
08 May 08, 00:16
Six weeks after releasing the 3.9.0 "Crash" Patch which rendered the game totally unplayable [See (http://www.gamesquad.com/forums/showpost.php?p=983582&postcount=6)], a new patch is available from the Matrix server.
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateRelease-v392Comp.zip
Harpoon ANW users can get the:
Complete Harpoon ANW Library (http://www.harpdb.com/h3/pdb/scen/Complete_ANW_Library.exe)
http://www.harplonkhq.com/images/badger0ma.th.jpgFilesOfScenShare (http://games.groups.yahoo.com/group/FilesOfScenShare/) http://www.harplonkhq.com/images/SubSimLogo.gif (http://www.subsim.com/~subsim_mods/downloads_harpoon.php)
http://www.harplonkhq.com/images/mainpic.gif (http://www.harplonkhq.com/)
Herman Hum
08 May 08, 06:11
Summary:
After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 31 fixed + 68 New) = 171 Issues
After 3.9.2 Patch: (171 Issues - 13 fixed + 29 New) = 187 Issues
A comprehensive third-party list of 171 * Known Harpoon [ANW] Issues (http://www.harplonkhq.com/forum/viewtopic.php?p=47#47) has been exhaustively collected on HarPlonkHQ (http://www.harplonkhq.com/forum/) since the release of Harpoon ANW 3.7.0 Now that the 3.9.2 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 13 behaviours appear to have been resolved by the 3.9.2 patch:
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.
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.
Sonobuoy battery endurance
Battery endurance for sonobuoys is irrelevant.
Crash during UnRep (http://tinyurl.com/2vz4qe)
Game will crash/freeze up with infinite loop if replenishment ship moves during attempted UnRep rendezvous.
Group and Unit speed incongruent (http://tinyurl.com/232zfn)
Group and Unit speed are incongruent for the same unit.
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.
Fly off the world CTD (http://tinyurl.com/2lvrk5)
It is possible to 'fly off of the world' and cause CTD.
These 29 behaviours appear to have been added by the 3.9.2 patch:
Type 65-76 disappear on BOL (http://tinyurl.com/yr4kwm)
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.
Helo Intercepts sub at Med Alt (http://tinyurl.com/2o2eot)
Helo Intercepts sub at Med Alt when F6 command given.
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]
Helos violate NAV zone (http://tinyurl.com/5cja8z)
Helos violate NAV zone.
Incorrect re-load count (http://tinyurl.com/6h9yx7)
Planes have high number of re-loads assigned, but there are insufficient AAMs to justify this number.(Originally reported by Bart Gauvin)
Sonobuoy endurance display error (http://tinyurl.com/5xojny)
Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display.
Missiles not releasing (http://tinyurl.com/6pepx2)
Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus].
In-game Editor cannot open 3.9.0 files (http://tinyurl.com/3gd8o8)
In-game Editor cannot open 3.9.0 files.
Different depth at same location (http://tinyurl.com/5pzmu4)
Two maps of the same area show different depth at same location.
Subs go over land (http://tinyurl.com/5apjcy)
Subs go over island instead around it.
Sub goes active on ASuW (http://tinyurl.com/48kotj)
Sub goes active on ASuW area patrol mission even though mission setting is for EmCon.
Plotted path gets stuck (http://tinyurl.com/3wuhz4)
Ship gets stuck on land even though a path was plotted successfully.
Fuel does not drop to zero (http://tinyurl.com/6xa5or)
Fuel drops steadily, but does not drop all the way to zero.
CTD when hitting Report button (http://tinyurl.com/5l9hkx)
CTD when unit Skunk 2435 selected and then Report button depressed.
Planes cannot re-load (http://tinyurl.com/47atmx)
Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.
CTD on Ferry mission failure (http://tinyurl.com/5z2p5h)
CTD when Ferry mission tries to launch to a facility already destroyed
HAWKs fire into ground (http://tinyurl.com/573pez)
HAWKs fire directly into the ground
Allied sides share unit control (http://tinyurl.com/5ckynb)
Players can change unit paths for sides allied via Friendly posture setting.
Torpedo knows target depth (http://tinyurl.com/5qw6gj)
Torpedo becomes de facto depth finder
Torpedo dives past max depth (http://tinyurl.com/63w92k)
Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target
Torpedo dives 1000M instantly (http://tinyurl.com/5ounrr)
Torpedoes will instantly dive 1200m to hit target
Plane destroyed upon launch (http://tinyurl.com/3kuqg9)
Plane destroyed upon launch and never appears on map.
Fly off the world CTD II (http://tinyurl.com/5hmwtv)
It is possible to 'fly off of the world' and cause CTD.
Unable to plot path around NAV zone (http://tinyurl.com/6j7abj)
Merchant side is unable to execute Transit mission around NAV zones even though a partial path is plotted.
Bomb will not release II (http://tinyurl.com/5gu9ok)
Bomb will not release in 3.9.2 even though weapon is capable vs. runways, but releases just fine in 3.8.0
Romeo Mod has no fuel (http://tinyurl.com/5w3b6f)
Romeo Mod has no fuel. (Originally reported by CDunlap)
http://www.harplonkhq.com/images/mainpic.gif (http://www.harplonkhq.com/)
http://www.harplonkhq.com/images/badger0ma.th.jpgFilesOfScenShare (http://games.groups.yahoo.com/group/FilesOfScenShare/) http://www.harplonkhq.com/images/SubSimLogo.gif (http://www.subsim.com/~subsim_mods/downloads_harpoon.php)
Herman Hum
08 May 08, 06:12
These 158 behaviours do not appear to have been resolved by the 3.9.2 patch:
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.
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.
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 dataurl cannot be turned off (http://tinyurl.com/2q5e9z)
Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Dataurl 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 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.
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 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.
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.
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.
UGM-109 cannot be launched (http://tinyurl.com/2z2b63)
All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit.
Is the new v3.9.2 patch a time limited monstronsity or is it actually playable?
Best Wishes,
Steve
It is playable. The bug list is long; and a number of bugs impact gameplay; but on the whole you can certainly enjoy a game (especially using PDB!). And as a released patch its not time limited.
Freek
Herman Hum
16 May 08, 16:29
Is the new v3.9.2 patch a time limited monstronsity or is it actually playable?
How about a game of ANW MP so that you can decide for yourself? The HarpGamer server is up 24/7, so anytime you have 40 mins or so, give me a shout and we'll have a game. :)
Thanks guys.
Herman, sorry but I don't have an internet connection apart from using the computers at the local library. Thanks for the offer though.
Best Wishes,
Steve
Herman Hum
09 Jun 08, 20:28
A new patch is available from the Matrix server.
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateHotfix-v393.zip
Harpoon ANW users can get the:
Complete Harpoon ANW Library (http://www.harpdb.com/h3/pdb/scen/Complete_ANW_Library.exe)
http://www.harplonkhq.com/images/badger0ma.th.jpgFilesOfScenShare (http://games.groups.yahoo.com/group/FilesOfScenShare/) http://www.harplonkhq.com/images/SubSimLogo.gif (http://www.subsim.com/~subsim_mods/downloads_harpoon.php)
http://www.harplonkhq.com/images/mainpic.gif (http://www.harplonkhq.com/)
Herman Hum
10 Jun 08, 09:02
Summary:
After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 31 fixed + 68 New) = 171 Issues
After 3.9.2 Patch: (171 Issues - 15 fixed + 35 New) = 191 Issues
After 3.9.3 Patch: (191 Issues - 17 fixed + 10 New) = 184 Issues
A comprehensive third-party list of 191 * Known Harpoon [ANW] Issues (http://www.harplonkhq.com/forum/viewtopic.php?p=47#47) has been exhaustively collected on HarPlonkHQ (http://www.harplonkhq.com/forum/) since the release of Harpoon ANW 3.7.0 Now that the 3.9.3 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 17 behaviours appear to have been resolved by the 3.9.3 patch:
Nukes won't work without AALog activated (http://tinyurl.com/3bo5p6)
Nuclear weapons for BCGN Kirov do not work unless AALog is activated.
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.
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.
Scen locks up at 15 secs into game (http://tinyurl.com/3yvrvd)
Scenario freezes 15 seconds after start of game.
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.
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.
Crash after nuclear detonation (http://tinyurl.com/2yd438)
Crash after nuclear warhead detonates.
Crash on re-load (http://tinyurl.com/2vbp5l)
Crash while attempting to re-load same scenario file previously opened.
CTD during UnRep (http://tinyurl.com/372tk2)
CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command.
Destroyed submarines not always evaluated in ViConds (http://tinyurl.com/2nmo6z)
Destroyed submarines do not always evaluate properly in ViConds.
Runways cannot be destroyed by nukes (http://tinyurl.com/2hf5ae)
Runways can be reduced, but not be destroyed by nuclear weapons.
CTD on Ferry mission failure (http://tinyurl.com/5z2p5h)
CTD when Ferry mission tries to launch to a facility already destroyed
Fly off the world CTD II (http://tinyurl.com/5hmwtv)
It is possible to 'fly off of the world' and cause CTD.
Bomb will not release II (http://tinyurl.com/5gu9ok)
Bomb will not release in 3.9.2 even though weapon is capable vs. runways, but releases just fine in 3.8.0
Herman Hum
10 Jun 08, 09:32
These 174 behaviours do not appear to have been resolved by the 3.9.3 patch:
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.
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.
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/3uv4r9)
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.
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.
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/4w4w7p)
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.
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 stop after torp evasion (http://tinyurl.com/2uf79b)
Escort comes to a dead stop after torpedo evasion.
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.
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.
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.
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.
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 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.
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.
CTD changing map size (http://tinyurl.com/3632c5)
CTD occurs while changing size of tactical map.
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.
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 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.
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.
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.
Sub on surface dives on its own (http://tinyurl.com/2alkll)
Sub starts on surface but dives to Periscope depth on its own
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.
UGM-109 cannot be launched (http://tinyurl.com/2z2b63)
All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit.
Type 65-76 disappear on BOL (http://tinyurl.com/yr4kwm)
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.
Helo Intercepts sub at Med Alt (http://tinyurl.com/2o2eot)
Helo Intercepts sub at Med Alt when F6 command given.
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]
Helos violate NAV zone (http://tinyurl.com/5cja8z)
Helos violate NAV zone.
Incorrect re-load count (http://tinyurl.com/6h9yx7)
Planes have high number of re-loads assigned, but there are insufficient AAMs to justify this number.(Originally reported by Bart Gauvin)
Sonobuoy endurance display error (http://tinyurl.com/5xojny)
Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display.
Missiles not releasing (http://tinyurl.com/6pepx2)
Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus].
In-game Editor cannot open 3.9.0 files (http://tinyurl.com/3gd8o8)
In-game Editor cannot open 3.9.0 files.
Different depth at same location (http://tinyurl.com/5pzmu4)
Two maps of the same area show different depth at same location.
Subs go over land (http://tinyurl.com/5apjcy)
Subs go over island instead around it.
Sub goes active on ASuW (http://tinyurl.com/48kotj)
Sub goes active on ASuW area patrol mission even though mission setting is for EmCon.
Plotted path gets stuck (http://tinyurl.com/3wuhz4)
Ship gets stuck on land even though a path was plotted successfully.
Fuel does not drop to zero (http://tinyurl.com/6xa5or)
Fuel drops steadily, but does not drop all the way to zero.
CTD when hitting Report button (http://tinyurl.com/5l9hkx)
CTD when unit Skunk 2435 selected and then Report button depressed.
Planes cannot re-load (http://tinyurl.com/47atmx)
Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.
HAWKs fire into ground (http://tinyurl.com/573pez)
HAWKs fire directly into the ground
Allied sides share unit control (http://tinyurl.com/5ckynb)
Players can change unit paths for sides allied via Friendly posture setting.
Torpedo knows target depth (http://tinyurl.com/5qw6gj)
Torpedo becomes de facto depth finder
Torpedo dives past max depth (http://tinyurl.com/63w92k)
Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target
Torpedo dives 1000M instantly (http://tinyurl.com/5ounrr)
Torpedoes will instantly dive 1200m to hit target
Plane destroyed upon launch (http://tinyurl.com/3kuqg9)
Plane destroyed upon launch and never appears on map.
Transit mission fails to execute (http://tinyurl.com/6j7abj)
Ships will plot path around NAV Zones, but Transit mission will not trigger and execute
Romeo Mod has no fuel (http://tinyurl.com/5w3b6f)
Romeo Mod has no fuel. (Originally reported by CDunlap)
Group climbs automatically (http://tinyurl.com/3wnd8p)
The simple act of grouping planes together causes them to climb to 2001m. (Originally reported by JChiecchio)
Speed changes with altitude (http://tinyurl.com/4xxe8e)
When a group climbs, the speed will increase to the default speed for that altitude band even though user has previously entered a different speed. (Originally reported by JChiecchio)
SLBM Explodes past target (http://tinyurl.com/69rkvb)
SLBMs will pass over target and explode. (Originally reported by Freek Schepers)
Patch duplicates AALog file (http://tinyurl.com/6jd42s)
Patch installation creates duplicate AALog.opt file if AALog is already enabled at time of installation procedure. (Originally reported by Freek Schepers)
Sub stops when surfacing (http://tinyurl.com/6kslk9)
Sub rises to surface and stops. (Originally reported by Freek Schepers)
Sonobuoy mission cancels (http://tinyurl.com/4hzvf3)
Sonobuoy mission cancels on its own due to inability to deploy active sonobuoy and causes all other helo sonobuoy formation patrols to revert to Minimal loadout. (Originally reported by Vincenzo Beretta)
Herman Hum
10 Jun 08, 09:34
These 10 behaviours have been reported since the 3.9.3 patch release:
Unable to delete aircraft (http://tinyurl.com/4jvnat)
Only some aircraft can be deleted from a base
Specific strike cannot hit (http://tinyurl.com/6g8koa)
Specific strike mission cannot hit target unless Focused Strike is enabled
Planes directly inserted cannot attack (http://tinyurl.com/4jsoho)
Planes B014 and B015 cannot execute ALCM attack vs. Runway target
CTD reading Evaluation (http://tinyurl.com/5az5lp)
CTD while attempting to PgDown in Evaluation window
Ferry Mission fails to laun