* Known Harpoon [ANW] Issues

Herman Hum

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

If anyone believes that a particular bug has been fixed or is in error, please feel free to notify GameSquad so that this list can be amended. This first message is the list of Current Issues is updated on a regular basis.

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

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

    AAA guns are not limited by the altitude of the target and can even shoot down satellites.​
  2. Automatic contact classification

    The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.​
  3. 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.
  4. 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.​
  5. Subs in groups

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

    It is possible to land many more aircraft than the hangar capacity allows.​
  7. AI inside Minimum Launch Range

    If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.​
  8. MAD contact for ground facilities

    The MAD detector is able to detect ground facilities.​
  9. Sonobuoy battery endurance

    Battery endurance for sonobuoys is irrelevant.​
  10. 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.​
  11. Opening 3.6.3 scen causes crash

    Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3​
  12. Ready times go wild when AI Formation Air Patrols activated

    Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled.​
  13. All ammo not available

    300 rounds of ammo are shown, but only 44 are offered for fire allocation.​
  14. Plane ignores Nav Zone

    Plane totally ignores Nav Zone​
  15. Mission ignores target list

    Targets not restricted to target list for mission.​
  16. Fly off the world CTD

    It is possible to 'fly off of the world' and cause CTD.​
  17. Weapon ignores range limitation

    Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.​
  18. Hidden units can be destroyed without detection

    When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them.​
  19. Units out of range can be destroyed

    Units out of range can be destroyed if they are part of a group.​
  20. Nukes won't work without AALog activated

    Nuclear weapons for BCGN Kirov do not work unless AALog is activated.​
  21. Sonobuoy deployment altitude

    Sonobuoys can be deployed at any altitude.​
  22. Sonobuoy datalink cannot be turned off

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

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

    Units assigned to Ship Strike missions will attack ground facilities.​
  25. Ships attacked by Ground Strike mission

    Units assigned to Ground Strike missions will attack ships.​
  26. Active sonobuoys dropped passively

    Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed.​
  27. Active sonobuoys do not deploy

    CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy (])" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy ([)". "," and "." hotkeys seem to work properly.​
  28. Max launch speed restriction

    When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.​
  29. Hellfire do not launch in ODb

    Hellfire missiles will not launch even though they appear in the weapons allocation window.​
  30. CTD when Database button is depressed

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

    [Edit] With the Patch 3.9.0 release, this issue no longer results in CTD. However, it is still erroneous.​
  31. Mission fails to navigate without Full throttle setting

    Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.​
  32. Planes directly inserted ignore target list

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

    All aircraft assigned to a strike mission fail to launch.​
  34. Player loses control

    Player loses control of all units in the middle of a game.​
  35. Protect ViCond doesn't evaluate properly

    Protect ship Victory Condition does not evaluate properly.​
  36. Game ends abruptly

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

    Units and Group icons show different altitude values in SE.​
  38. ASW/WH torps tracking wrong targets

    WH/ASW torps tracking targets they cannot hit.​
  39. Ferry mission fails to launch

    Ferry mission fails to launch unless manually ordered to do so.​
  40. Min engine altitude ignored

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

    Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude.​
  42. TALD materialize at wrong point

    When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away.​
  43. Time compression causes miss

    Higher time compression creates automatic miss.​
  44. Weapon Max Launch Speed ignored

    Weapons ignore Maximum Launch Speed set in database.​
  45. Passive sonobuoys will not deploy

    Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy.​
  46. Phantom air group

    Phantom air group.​
  47. Re-Charge at Int depth

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

    Ammo dumps in all ODb scenarios have been emptied of weapons for aircraft.​
  49. Ground targets re-engaged prematurely

    Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons.​
  50. Map Scale inaccurate

    Map scale is erroneous.​
  51. Max altitude for planes is 32,767m

    The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms.​
  52. MP Saved game titles

    MP Saved game titles often use portions of the orders in lieu of the Session name.​
  53. SSK rises early

    Diesel subs rise to Periscope depth long before their batteries are exhausted.​
  54. Unassign command sound missing

    Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.​
  55. CTD ViCond crash when windows closed out of order

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

    AAW patrol motionless instead of flying between assigned reference points.​
  57. Accuracy slider changes combat II

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

    Air Groups do not form properly when the launching platform is destroyed before the group is fully launched.​
  59. CTD with Re-build Scenario function

    Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn.​
  60. Dead top after torp evasion

    Escort comes to a dead stop after torpedo evasion.​
  61. Destroyed planes not counted on Installations

    Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground.​
  62. Dual speeds selected

    When ships are damaged, sometimes dual speeds are show in the throttle setting.​
  63. Engagement symbol missing

    Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down.​
  64. F6 Key will not attack

    F6 Key will not attack target.​
  65. Generic strikes seek additional targets

    Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target.​
  66. Haphazard weapons re-loading

    Weapons do not reload with weapon previously fired.​
  67. Inconsistent RoF

    Guns have different rates of fire between H3.6.3. and ANW.​
  68. Indexation status false

    ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false.​
  69. Missiles drawn to wrong targets

    Missiles fired at targets located with pinpoint precision are still drawn to other targets.​
  70. Nav Zones re-set by mission editor

    Nav Zones are re-set by mission editor every time a mission is edited.​
  71. Phantom mounts shown on aircraft

    Phantom mounts are shown on aircraft when the Logistics button is pushed.​
  72. Planes jammed against Nav Zone

    Planes are unable to plot path around Nav Zone.​
  73. Propulsion ranges import improperly

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

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

    Aircraft with long ready times can have them shortened to the default 30 minutes.​
  76. Re-build All causes planes to loiter

    Planes that normally flew at cruise speed go to loiter when Re-Built All command is used.​
  77. Sanity check fails for multiple weapons records

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

    Sanity check reports an error if altitude bands for propulsion entries are not in sequential order.​
  79. Sanity check fails for propulsion max alt

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

    Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.​
  81. Scen locks up at 15 secs into game

    Scenario freezes 15 seconds after start of game.​
  82. Sensor default values are zero

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

    Land facility detected by sonar.​
  84. SSMs ignore delayed strike mission

    Land-based SSMs ignore delay time for Strike missions.​
  85. Strike Mission fails to cancel

    Ground Strike Mission fails to cancel after target is destroyed.​
  86. Strikes fail to launch

    Air strikes that performed properly in ANW 3.7.0 now fail to launch at all.​
  87. Submarine evades own torpedoes

    Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes.​
  88. Subs fire SS-N-15 onto the ice

    Submarines are able to fire SS-N-15 Starfish while under polar ice.​
  89. Subs surfacing under ice

    Submarines are able to rise to the surface from under the ice pack and run on the surface.​
  90. Subsequent strikes are disorganized

    Subsequent strikes are disorganized and launch in separate groups.​
  91. Support missions do not fully launch

    Not all aircraft assigned to support missions launch as they previously did in H3.6.3.​
  92. Torps chase improper targets

    Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical.​
  93. Unarmed units not engaged

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

    Unassigned land-based SSMs will fire on ships, but not against land targets.​
  95. Tubes re-load different weapons

    After firing, torpedo tubes re-load with different weapons than those just fired even when replacement weapons are available.​
  96. Range rings appears when none should

    Radar range rings displayed for air group when radar is passive.​
  97. Range rings missing

    Range rings missing for air groups.​
  98. Unable to set Weapons Tight in SE

    Scenario designer is unable to set Weapons Tight in ScenEditor.​
  99. Submarine control lost

    Submarine control lost when sole ship is sunk.​
  100. Cannot rescind re-fuel order

    It is not possible to rescind air-to-air re-fueling order once it is issued.​
  101. Torps inoperative in shallow water

    Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m.​
  102. Unable to fire SSM

    Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy.​
  103. Unable to intercept target

    Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target.​
  104. AGM-130A will not fire

    AGM-130A will not fire under AI control.​

  105. Distorted maps created

    Distorted maps are created when F10 is used to draw a new map.​
  106. Fighters hanging on refPt

    Fighters will launch and hang on one Ref point.​
  107. Firing sonobuoys at subs

    Sonobuoys can be fired at subs through the weapons allocation window.​
  108. Full speed over 140kts

    Ship group shows full speed of 15+131kts.​
  109. Full speed wrong

    Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed.​
  110. AGM-62 will not fire

    AGM-62 will not fire under AI control.​
  111. Icons appear off map

    Icons for uncertainty zones appear off of the map and cannot be seen nor selected.​
  112. Torpedo decoy fired at radar

    Torpedo decoy is an eligible weapon for firing at radar.​
  113. UnRep do not return to PZs

    After conducting UnRep operation, participants do not return to original patrol zones within the formation.​
  114. Wrong loadout descriptions

    Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched.​
  115. False contacts at -17000m

    False contacts at -17000m.​
  116. CTD when altitude changed

    CTD when altitude changed​
  117. AI subs will not stop re-charging

    Sub never stops re-charging.​
  118. Sonobuoys non-functional

    Sonobuoys deployed by Bear F non-functional.​
  119. Afterburner unavailable at low alt

    Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire.​
  120. Aircraft below sea level

    Aircraft below sea level.​
  121. Cannot meet for UnRep

    Ships are unable to plot a path for UnRep when ordered to do so.​
  122. Change in threat axis ignored

    Change in threat axis ignored in MP.​
  123. Crash after nuclear detonation

    Crash after nuclear warhead detonates.​
  124. Crash after re-building with SE

    Crash after re-building with SE.​
  125. Crash after re-building with SE II

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

    Crash after re-building with SE. Clock will not advance.​
  127. Crash during re-build process

    ScenEditor freezes up and does not complete function when ordered to re-build scenario.​
  128. Crash during re-build process II

    ScenEditor is unable to complete function when ordered to re-build scenario and seems to be in endless loop.​
  129. Crash during UnRep

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

    CTD does not drop game all the way down to the desktop. Instead, the Shell window remains and must be closed manually.​
  131. Crash on re-load

    Crash while attempting to re-load same scenario file previously opened.​
  132. CTD changing map size

    CTD occurs while changing size of tactical map.​
  133. CTD during UnRep

    CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command.​
  134. CTD on re-load

    CTD while attempting to re-load same scenario file previously opened.​
  135. CTD running new scen in SE

    CTD occurs when new scenarios are written and immediately run in SE.​
  136. CTD while drawing new map

    CTD while drawing new map​
  137. Damage changes aircraft ready time instead of destroying them

    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.​
  138. Delayed On-Station ViCond Faulty

    Delayed On-Station ViCond does not wait for delay time to expire before evaluating.​
  139. Destroyed submarines not always evaluated in ViConds

    Destroyed submarines do not always evaluate properly in ViConds.​
  140. Ferry mission to SSN

    It is possible to create a Ferry mission with the destination as an airplane or SSN.​
  141. Focused strike not firing

    Artillery does not fire on a Focused Land Strike mission even when Weapons Free.​
  142. Formation patrols ignore axis

    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.​
  143. Group and Unit speed incongruent

    Group and Unit speed are incongruent for the same unit.​
  144. Group cannot lay string of sonobuoys

    Group cannot lay string of sonobuoys with ";" hotkey.​
  145. Group speed differs from plane speed

    Air groups have different speed from individual plane speed in MP.​
  146. Incorrect number to be readied

    When aircraft are ordered to change loadout for Minimal mission, an incorrect number of planes is recommended in the message window.​
  147. Land facility reports abandoning ship

    Damage report states that crew is abandoning ship on a land facility.​
  148. NAV improperly drawn

    NAV zone shows double-sided left wall and inability to modify other points of the zone.​
  149. On-Station ViCond non-functional

    On-Station ViCond non-functional in GE but functional in SE.​
  150. Over-filled magazines

    Over-filled magazines not detected and fixed.​
  151. Plane does not re-arm upon landing

    Plane does not re-arm upon landing.​
  152. Planes on Transit missions

    Planes can be assigned to Transit missions.​
  153. Planes refuse to launch

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

    Protect ViCond fails to trigger even when no enemy is present to inflict damage on player.​
  155. Runways cannot be destroyed by nukes

    Runways can be reduced, but not be destroyed by nuclear weapons.​
  156. SAMs locate new targets in mid-flight

    SAMs locate new targets in mid-flight after original targets destroyed.​
  157. Subs activate sonar on ship strike mission

    Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission.​
  158. TALD cannot be engaged

    TALD will not be engaged as they fly across target.​
  159. TALD cannot be ignored

    TALD cannot be ignored as they fly towards player units.​
  160. Total loss of unit control

    Player loses control of all units in the middle of a game.​
  161. Unable to bomb sub on surface

    Planes are unable to bomb or strafe submarines even though they are on the surface and acting like ships.​
  162. Ships are unable to navigate around ice

    Ships are unable to navigate around ice.​
  163. Unidentified targets auto-engaged

    Unidentified and unknown targets are auto-engaged without being properly classified as hostile.​
  164. UnRep can overload magazines

    UnRep can overload magazines by placing more weapons in the magazine that capacity allows.​
  165. UnRep done concurrently

    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.​
  166. UnRep for 2 ships only

    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.​
  167. UnRep magazine shows zero

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

    UnRep process is possible while physically separated by several miles.​
  169. Wrong cruise altitude

    TLAM shows cruise altitude of 20m and Intermediate depth.​
  170. Helo Intercepts sub at Med Alt

    Helo Intercepts sub at Med Alt when F6 command given.​
  171. Bomb will not release

    Bomb will not release in 3.9.0, but releases just fine in 3.8.0​
  172. Entire bombload not dropped

    Bomber will attack target with only one bomb and refuse to drop the remainder of the payload.​
  173. Unable to Pause game in MP

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

    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.​
  175. MP Unpause malfunction

    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.​
  176. False Weapons Free status

    Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith]​
Issues deemed fixed or acknowledged as unfixable: Here
 
Last edited:

Herman Hum

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* Known Harpoon 3.7 [ANW] Issues

A list of 267 currently active bugs has been attached in both Word and Excel formats for your convenience.

A complete list of known behaviours can be found at:

Mantis
Username: guest
Password: guest

[Late edit]

Looks like the AGSI Bug Tracking system known as Mantis will no longer be accessible to the public.

I hope that everyone continues to freely post problems that they encounter on this forum.

PostPosted: 06 06 22 04:46 Post subject: Changes - Mantis - Bug Tracking Reply with quote
In light of our shipping H3 ANW we are rolling up the public carpet on our bug tracking system.

If you like finding and reproducing bugs we invite you to write us with saved games and a description of how you discovered a bug.

If you do it well - you'll be invited to join the new Harpoon 3 ANW Beta team.

Yes, since we have a long history of providing free updates, we have an ongoing need for testers. With a major release we bring new folks on and say good bye to the folks who didn't participate or want to do something new.
_________________
Don "UncleHarpoon" Gilman
[Edit]

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

Herman Hum

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* Known Harpoon 3 ANW Issues

These are behaviours acknowledged by AGSI, but they will not be 'fixed' as they are not deemed 'Bugs'. They have been listed here for the edification of players.

Aircraft destroyed

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

Initial sub depths

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

Ships sail over land

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

Planes directly inserted

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

Firing arcs ignored

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

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

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

[Edit]

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




Previous issues regarded as fixed by Patch 3.8.0
  1. Aircraft ignore Nav Zones

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

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

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

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

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

    Maximum range for bombs is fixed at 2nm regardless of the range a database editor may assign.​
  6. Plane revert to cruise speed

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

    Orders for remaining side disappear when other sides are deleted​
  8. Protect Station ViCond reverts to On Station ViCond

    "Protect Station" ViCond switches to "On Station" ViCond​
  9. SSK do not snort

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

    When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly.​
  11. Akula at Flank gets passive contact

    Akula at Flank is able to get passive contact​
  12. E-3 lands and goes to 1092min ready

    E-3 lands and goes to 1092min ready time.​
  13. CTD when torpedo fired

    CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server.​
  14. Ferry mission fails to execute

    Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly.​
  15. CTD when Air Station destroyed

    CTD when Air Station is destroyed by ALCM.​
  16. Sensors won't turn off Intermittent

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

    Submerged units can detect ships emitting ECM.​
  18. ViCond polygons don't appear

    Only the polygon for the first ViCond appears even when other ViConds are selected.​
  19. Missiles ignore cruise altitude

    Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships.​
  20. Accuracy / Speed slider affects game execution

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

    Different settings for the game speed / accuracy slider will cause some scenarios to crash.​
  22. Planes disappear from base

    After launching and landing, planes disappear from the base.​
  23. Recon mission does not work for AI

    Recon Mission works for player, but does not work under AI control.​
  24. Postures incorrectly re-built

    Postures are incorrectly re-estabilished once a unit has been destroyed.​
  25. Weapon ranges less than one ignored

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

    Enemy Unit appears not to be able to plot an intercept path.​
  27. ESM at 1800nm

    Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.​
  28. AC Stuck on Plotted mission

    Aircraft on Plotted mission cannot be removed from this mission in Mission Editor​
  29. Multi-Player Chat Window appears in solitaire game

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

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

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

    Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions.
  32. Non-radiating units show as being jammed.

    Units that turn off their radar can still show up as being jammed with the "X" next to their icon.​
  33. NAV zone ignored II

    Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here.​
  34. Unit cannot plot course

    Unit is unable to plot a course that enables it to leave port and proceed to Formation patrol zone.​
Previous issues regarded as fixed by Patch 3.9.0

  1. Jamming from dead ships

    Ships that are destroyed still show the Active Jamming "*" indicator.​
  2. SAVE AS window error

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

    Non-functional​
  4. Binoculars jammed

    Ground units with only Binoculars for sensors are shown as jammed by ECM.​
  5. UnRep broken

    Tanker and ship unable to meet for Underway Replenishment.​
  6. AI subs will not re-charge batteries

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

    It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon.​
  8. AAA firing past Max Range

    Guns continue to fire long after targets pass out of range.​
  9. Accuracy slider changes combat

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

    EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off..​
  11. F1 Key will not attack

    F1 Key will not attack second target.​
  12. Min Firing Range prohibits weapon use

    Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire.​
  13. On Station ViCond does not trigger in MP

    On Station Victory Condition triggers erratically.​
  14. Runways can be destroyed

    Runway facilities can now be destroyed.​
  15. SE shows different results from GE

    ScenEdit shows different results from Game Engine test.​
  16. Shallow depth shown at -20m

    Submarine at -20m is shown at Shallow depth and not Periscope depth.​
  17. Strike Mission continues to dead target

    Strike Mission continues to target even after it is already destroyed.​
  18. Tubes Cannot Change Loadout without repeated commands

    Torpedo tube loadouts cannot be changed after re-loading by AI.​
  19. VLow altitude button missing

    VLow altitude button missing for helicopters when Speed/Altitude menu called up.​
  20. Wrong altitude shown

    TLAM shows Periscope depth.​
  21. Guns do not fire all ammo when ordered to do so

    Guns do not fire all ammo when ordered to do so​
  22. ECM nullifies BOL weapons

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

    If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission.​
  24. Formation air patrols cancelled by Edit A/C function

    Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar.​
  25. Subs re-charge at Creep

    Subs are able to re-charge batteries without running throttles at Flank speed.​
  26. Unlimited ammo dumps

    Unlimited ammo expenditures allowed.​
  27. Planes disappear from base

    Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible.​
  28. Mixed Unit and Group icon error

    Unit and Group icons show up at the same time when platforms deleted in SE.​
  29. Sub changes depth and goes active

    A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own.​
  30. ANW battleset - File not found

    Scenarios not found when trying to load ANW battleset.​
  31. Unknown Sub contacts not attacked

    Unknown submarine contacts no longer attacked unless positively identified as hostile.​
Previous issues regarded as fixed by Patch 3.9.1

  1. Bomb will not release

    Bomb will not release in 3.9.0, but releases just fine in 3.8.0​
  2. Crash after re-building with SE

    Crash after re-building with SE.​
  3. Crash after re-building with SE II

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

    Crash after re-building with SE. Clock will not advance.​
  5. Entire bombload not dropped

    Bomber will attack target with only one bomb and refuse to drop the remainder of the payload.​
  6. Group cannot lay string of sonobuoys

    Group cannot lay string of sonobuoys with ";" hotkey.​
  7. Land facility reports abandoning ship

    Damage report states that crew is abandoning ship on a land facility.​
  8. TALD cannot be engaged

    TALD will not be engaged as they fly across target.​
 
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Herman Hum

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* Known Harpoon [ANW] Issues - resolved

ViConds evaluate erratically

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

Work-around solution: When units are destroyed individually, the ViCond appears to function properly.
  1. Run any of the files in "Damage ViCond triggers [PDb 3.6.3]" with 3.6.3 GE and PlayersDB to see that ViCond works properly and establish baseline.
  2. Destroy the three ships that appear in a single volley of 4x Mk48 torpedoes. If necessary, repeat volley.
  3. Check ViCond to ensure that it has triggered.

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

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

    Additional Information:
  7. Sample files have been made with ANW SE and with ODb. "[ODb] Damage ViCond fails"
 
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Nimrodat20

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H3 user interface

Has the user interface been updated?
In particular can windows be closed with a single left click?
 

Herman Hum

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ANW has the same window-closing procedure as Harpoon3.6.3. Two clicks are required in the upper left corner box to close any particular window.
 

Herman Hum

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Looks like the AGSI Bug Tracking system known as Mantis will no longer be accessible to the public.

I hope that everyone continues to freely post problems that they encounter on this forum.

PostPosted: 06 06 22 04:46 Post subject: Changes - Mantis - Bug Tracking Reply with quote
In light of our shipping H3 ANW we are rolling up the public carpet on our bug tracking system.

If you like finding and reproducing bugs we invite you to write us with saved games and a description of how you discovered a bug.

If you do it well - you'll be invited to join the new Harpoon 3 ANW Beta team.

Yes, since we have a long history of providing free updates, we have an ongoing need for testers. With a major release we bring new folks on and say good bye to the folks who didn't participate or want to do something new.
_________________
Don "UncleHarpoon" Gilman
 
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Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Protect Station ViCond reverts to On Station ViCond

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

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

    Sample file has been attached for ODb.
 
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Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Ferry mission crash

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

  1. Run test scen
  2. Destroy the Hangar
  3. Wait 30 min for Ferry mission to activate

    Sample file has been attached for ODb.
 
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Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Orders disappear

Orders for remaining side disappear when other sides are deleted​

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

    Sample file has been attached for ODb.
 
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Herman Hum

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Opening 3.6.3 scen causes crash

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

  1. Try to load scen in ANW with PDb

    Sample file has been attached for PDb.
 

Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Strike mission fails to execute

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

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

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

    Sample file has been attached for PDb.
 
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Herman Hum

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AGSI has requested the removal of certain data that was copied from the Mantis Bug-Tracking system. I fully concur and offer the following apology:

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

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

The offending attachments have been removed. Sorry for that.
 

Herman Hum

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* Known Harpoon [ANW] Issues - resolved

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

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

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

    Sample file has been attached for ODb.
 
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Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Guns do not fire all ammo when ordered to do so

Guns do not fire all ammo when ordered to do so​

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

    Sample file has been attached for ODb.
 
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Herman Hum

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Ready times go wild when AI Formation Air Patrols activated

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

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

    Sample file has been attached for PlayersDB 6.4.9.
4UK_NL [Solitaire].Scn
 

Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Range value < 1.0nm not recognized

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

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

    Sample file has been attached for ODb.
 
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Herman Hum

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All ammo not available

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

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

    Sample file has been attached for ODb.
 

Herman Hum

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Units starting inside minimum range will not fire

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

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

    Sample file has been attached for ANWDb.
 

Herman Hum

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* Known Harpoon [ANW] Issues - resolved

Edit Aircraft function does not respect Time / Country restrictions

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

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