Unable to delete an air station from a formation
Posted: Mon Nov 22, 2010 6:37 am
Cold War/Sea lane raiders playing the soviets. I have turned off Formations and Formation Air patrols in the Launcher. I had originally only turned them off in the game. I have now started three game, the second after my initial contact in the forum.
In the second game I set up three helio stations and two cap but I forgot how forgers where so I was now stuck with these cap stations or trying to delete them. Which I cannot do other than breaking up the entire formation and rebuilding it and then I had problems
I’ve been experimenting. I set up 1 cap and two helio and I’m trying to delete any of the aircraft stations.
• I can detach an air unit but that does not delete the station which I think is how it should work. Detaching a ship does delete a ship station.
• I can detach the parent ship (CVH in this case) which does not delete the air stations. Any assets of a similar type are simply launched from another ship which means there is no cap. Reattaching the CVH to the formation puts the situation back to square one. On reflection this is how it should work as the stations were set up for the TF not the ship unit.
• Detach everything which should break up the TF and does (*see separate problem below). Now I have no TF, I have no stations. I’ve tried three thing here:
1. If you just let the game run eventually the aircraft will land BUT sometime later you get aircraft taking off again? Let it run some more these will eventually land. It’s not until this point that the ships stop putting aircraft in the air.
2. If you recombine the ships back into the TF before the second lot of air units have launched then the game will recreate the air stations.
3. If you wait until after the second lot of air units have launched then the air stations are not recreated and the ships will no longer launch.
*Detaching everything leads to a separate issue in that dragging a box around everything , or even just two, and hitting the detach button results in the following message. ‘Can’t detach a non-unit’. You have to individually detach everything.
Fundamentally being unable to easily delete an air station is wrong and, I repeat, I’m sure that in the original Harpoon 2 you could. The other point is the code is broken as the second lot of aircraft should not be launched.
I’m also going to post these finding in the Harpoon 3 ANW Support section of the Forum as I believe this is a major bug.
I thank you in advance for any help you give.
In the second game I set up three helio stations and two cap but I forgot how forgers where so I was now stuck with these cap stations or trying to delete them. Which I cannot do other than breaking up the entire formation and rebuilding it and then I had problems
I’ve been experimenting. I set up 1 cap and two helio and I’m trying to delete any of the aircraft stations.
• I can detach an air unit but that does not delete the station which I think is how it should work. Detaching a ship does delete a ship station.
• I can detach the parent ship (CVH in this case) which does not delete the air stations. Any assets of a similar type are simply launched from another ship which means there is no cap. Reattaching the CVH to the formation puts the situation back to square one. On reflection this is how it should work as the stations were set up for the TF not the ship unit.
• Detach everything which should break up the TF and does (*see separate problem below). Now I have no TF, I have no stations. I’ve tried three thing here:
1. If you just let the game run eventually the aircraft will land BUT sometime later you get aircraft taking off again? Let it run some more these will eventually land. It’s not until this point that the ships stop putting aircraft in the air.
2. If you recombine the ships back into the TF before the second lot of air units have launched then the game will recreate the air stations.
3. If you wait until after the second lot of air units have launched then the air stations are not recreated and the ships will no longer launch.
*Detaching everything leads to a separate issue in that dragging a box around everything , or even just two, and hitting the detach button results in the following message. ‘Can’t detach a non-unit’. You have to individually detach everything.
Fundamentally being unable to easily delete an air station is wrong and, I repeat, I’m sure that in the original Harpoon 2 you could. The other point is the code is broken as the second lot of aircraft should not be launched.
I’m also going to post these finding in the Harpoon 3 ANW Support section of the Forum as I believe this is a major bug.
I thank you in advance for any help you give.