Not a Known ANW Issue? #08 - List Issue #117 Sonobuoy endurance display error

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FreekS
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RE: Problem

Post by FreekS »

I guess my question is answered:

NO, mines don;t work in Harpoon

Freek
rsharp@advancedgamin
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RE: Problem

Post by rsharp@advancedgamin »

Freek,

You are correct. Mines are not in Harpoon and there seem to be no good kludges to use for them.

While I do intend to add mine fields, mine layers, and mine sweepers, there are no plans to do this in the immediate future. I've been collecting design ideas for some time and welcome the good input in this thread.

Thanks,
Russell
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TonyE
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RE: Problem

Post by TonyE »

ORIGINAL: Bucks
Thanks Tony,

My approach looked at your question as follows in the screen capture and notes. I would need to get some numbers posted so people can see how it would "interact" exactly.

The screenshot should expalin it without much detail at present. I'll get a reasonable write up done with examples and see what people think then.

Yes, either the original minefield Poly is now split with two "wings" of the original strength minefield and the player's new channel with the residual "random mine" chance in a recently cleared channel applicable. These polys could be represented using the mine icon applied along the boundaries of the "field" possibly. They don't keep ships out they simply designate where each type of detonation chance/minefield apply, modified by player operations.

Cheers

Darren Buckley

Looks sound to me as a player, as a programmer it looks challenging (and perhaps incongruous with other mechanics) but I don't have to program that so I can like it as a player!

Sincerely,
Tony Eischens
Harpoon (HC, HCE, HUCE, Classic) programmer
HarpGamer.com Co-Owner
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FreekS
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RE: Problem

Post by FreekS »

I would like not only for the scen designer to put in minefields prior to the game, but also as the player (using minelayers, aircraft or submarines) to be able to lay mines. Both player and AI should be able to lay mines!

A way to do that similar to the laying of a string of sonobuoys could work.
I could also see the formation editor used by a formation including minelayers , carriers, airfields or subs, and 'Mine Patrol Zones' in the formation area being defined by the player or the scen designer, whereupon the minelayer, sub, or aircraft proceeds to patrol that area, to sow mines, and upon completion return to formation patrol zone.

Like Tony I don't have to program it, unlike Tony I have no idea how hard it would be to code.

Freek
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hermanhum
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Problem

Post by hermanhum »

ORIGINAL: FreekS

A way to do that similar to the laying of a string of sonobuoys could work.

I could also see the formation editor used by a formation including minelayers , carriers, airfields or subs, and 'Mine Patrol Zones' in the formation area being defined by the player or the scen designer, whereupon the minelayer, sub, or aircraft proceeds to patrol that area, to sow mines, and upon completion return to formation patrol zone.
Conceptually, that sounds interesting. I was going to test for an implementation similar to that. However, there are already several problems involving Patrol zones including:
[ol][*]UnRep do not return to PZs

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

[*]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.

[*]Group icon moves without ships

Group icon will arrive even though all ship components are trapped by ice[/ol]
I am really worried that trying this implementation is going to badly bugger up some other vitally needed function like Random Patrol zones or sonobuoys in general. I just cringe.
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FreekS
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RE: Problem

Post by FreekS »

I fully understand your concern, there are two solutions; no new features or excellent testing and cooperation between testers and coders.

< open door>

Freek
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hermanhum
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Problem

Post by hermanhum »

Actually, there's a third alternative: Fix all the functions currently in the game before even contemplating a single new feature.

I tested out the conceptual feasibility of this idea by:
[ol][*]Adding radar and visual sensors to sonobuoys[*]The buoys would serve as the 'eyes' for an artillery-type (capable against both sub/ship targets) unit far away. If anything was detected by the buoy, a mine/shell would be fired.
[*]Buoys may be armed with weapons, but they cannot employ them.
[*]Players would see none of the firing and can only detect the buoy.
[*]Sonobuoys cannot be detected by MAD
[*]Guns are not affected by ECM or any decoys[*]Destruction of the buoys would represent mines being swept since the artillery unit would essentially be blind and thereby neutralized indirectly
[*]An invisible plane would be given a plotted path. At each waypoint, the order to "deploy buoy" would be given. These buoys would simulate individual (or groups) of mines[*]Once the plane had laid the minefield, it would retire to an obscure corner and serve as the communications link for the artillery unit.
[/ol]I was mildly successful in the test. However, several game limitations were noted:
[ol][*]Sonobuoys can only be deployed passively. This bug has already been reported on AGSI's List of Known ANW Issues. Although the sonar and radar can be manually turned on, it is not possible to issue such orders to AI-controlled units.[*]When radar was manually activated on the buoys, it was incapable of detecting targets even though the proper radar range ring appeared. This radar cannot be counter-detected, either.
[*]Passive sensors are unable to calculate range accurately. This results in targets outside the range of the mines/buoys being erroneously engaged.[*]Sonobuoys cannot be targeted by any type of weapon and thus are indestructible.
[*]This system could be used in both H3 and ANW. It is better in ANW since H3 buoy endurance is a maximum of 60 mins while ANW endurance can be limitless.[/ol]It was an interesting test, but the inability to simulate sweeping activity prevents the PlayersDB from using this idea.

[EDIT] Radar non-functional when placed on sonobuoys.
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hermanhum
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Problem

Post by hermanhum »

Instead of just trying to "talk the problem problem to death", here are 10 new scenarios that try to simulate mines.&nbsp; Although there are game limitations, I think that players will find them fun and enjoyable.

fb.asp?m=1670949&go=last
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