Harpoon 3: Advanced Naval Warfare Is Updated Again!
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Harpoon 3: Advanced Naval Warfare Is Updated Again!
Yet another update improving this famous naval combat simulator – the benefits of the community development initiative at work!
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are proud to announce the release of another update for Harpoon 3: Advanced Naval Warfare. Serving as a significant sign that the new community-focused development initiative is working, this 3.9.3 update repairs roughly a dozen crashes or bugs posted on the community issue tracking system.
The release comes as the third update in just a few months, with more improvements and fixes in subsequent updates on the way. As was mentioned in our 3.9.2 release, the 3.9.x series of updates are aimed at improving game stability and increasing responsiveness to customer feedback, with the goal of improving the entire game experience for the Harpoon community. Matrix Games and Advanced Gaming Systems encourage Harpoon 3 fans to head to the official forums to become a part of this new initiative.
David Heath, Director of Operations at Matrix Games, said “This new community-based development initiative is really working hard to improve this great naval warfare sim for everyone. We’re proud to be working with Advanced Gaming Systems and this robust, dedicated community to frequently and effectively better Harpoon 3.”
Harpoon 3 – Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and ‘what if’ scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
Get more information on Harpoon 3: Advanced Naval War from its product page. The update will bring the game up to version 3.9.3.
http://www.matrixgames.com/games/downloads.asp?gid=323
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are proud to announce the release of another update for Harpoon 3: Advanced Naval Warfare. Serving as a significant sign that the new community-focused development initiative is working, this 3.9.3 update repairs roughly a dozen crashes or bugs posted on the community issue tracking system.
The release comes as the third update in just a few months, with more improvements and fixes in subsequent updates on the way. As was mentioned in our 3.9.2 release, the 3.9.x series of updates are aimed at improving game stability and increasing responsiveness to customer feedback, with the goal of improving the entire game experience for the Harpoon community. Matrix Games and Advanced Gaming Systems encourage Harpoon 3 fans to head to the official forums to become a part of this new initiative.
David Heath, Director of Operations at Matrix Games, said “This new community-based development initiative is really working hard to improve this great naval warfare sim for everyone. We’re proud to be working with Advanced Gaming Systems and this robust, dedicated community to frequently and effectively better Harpoon 3.”
Harpoon 3 – Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and ‘what if’ scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
Get more information on Harpoon 3: Advanced Naval War from its product page. The update will bring the game up to version 3.9.3.
http://www.matrixgames.com/games/downloads.asp?gid=323
Patch for Harpoon ANW 3.9.0
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 has been exhaustively collected on HarPlonkHQ 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:
These 174 behaviours do not appear to have been resolved by the 3.9.3 patch:
These 10 behaviours have been reported since the 3.9.3 patch release:
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 has been exhaustively collected on HarPlonkHQ 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
Nuclear weapons for BCGN Kirov do not work unless AALog is activated. - 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. - Haphazard weapons re-loading
Weapons do not reload with weapon previously fired. - Inconsistent RoF
Guns have different rates of fire between H3.6.3. and ANW. - Scen locks up at 15 secs into game
Scenario freezes 15 seconds after start of game. - Re-build All causes planes to loiter
Planes that normally flew at cruise speed go to loiter when Re-Built All command is used. - Tubes re-load different weapons
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
Radar range rings displayed for air group when radar is passive. - Range rings missing
Range rings missing for air groups. - Crash after nuclear detonation
Crash after nuclear warhead detonates. - Crash on re-load
Crash while attempting to re-load same scenario file previously opened. - CTD during UnRep
CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command. - Destroyed submarines not always evaluated in ViConds
Destroyed submarines do not always evaluate properly in ViConds. - Runways cannot be destroyed by nukes
Runways can be reduced, but not be destroyed by nuclear weapons. - CTD on Ferry mission failure
CTD when Ferry mission tries to launch to a facility already destroyed - Fly off the world CTD II
It is possible to 'fly off of the world' and cause CTD. - Bomb will not release II
Bomb will not release in 3.9.2 even though weapon is capable vs. runways, but releases just fine in 3.8.0
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
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
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
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
300 rounds of ammo are shown, but only 44 are offered for fire allocation. - Plane ignores Nav Zone
Plane totally ignores Nav Zone - Mission ignores target list
Targets not restricted to target list for mission. - 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. - 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. - Units out of range can be destroyed
Units out of range can be destroyed if they are part of a group. - Sonobuoy deployment altitude
Sonobuoys can be deployed at any altitude. - Sonobuoy datalink cannot be turned off
Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting. - 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. - Ground units attacked by Ship Strike mission
Units assigned to Ship Strike missions will attack ground facilities. - Ships attacked by Ground Strike mission
Units assigned to Ground Strike missions will attack ships. - Active sonobuoys dropped passively
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
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
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
Hellfire missiles will not launch even though they appear in the weapons allocation window. - 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. - 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. - 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. - All strikers fail to launch
All aircraft assigned to a strike mission fail to launch. - Player loses control
Player loses control of all units in the middle of a game. - Protect ViCond doesn't evaluate properly
Protect ship Victory Condition does not evaluate properly. - 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+). - Altitude mis-match between Group and units
Units and Group icons show different altitude values in SE. - ASW/WH torps tracking wrong targets
WH/ASW torps tracking targets they cannot hit. - Ferry mission fails to launch
Ferry mission fails to launch unless manually ordered to do so. - 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. - SSM Altitude crash
Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude. - 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. - Time compression causes miss
Higher time compression creates automatic miss. - Weapon Max Launch Speed ignored
Weapons ignore Maximum Launch Speed set in database. - Passive sonobuoys will not deploy
Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy. - Phantom air group
Phantom air group. - 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. - Ammo dumps emptied
Ammo dumps in all ODb scenarios have been emptied of weapons for aircraft. - Ground targets re-engaged prematurely
Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons. - Map Scale inaccurate
Map scale is erroneous. - 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. - MP Saved game titles
MP Saved game titles often use portions of the orders in lieu of the Session name. - SSK rises early
Diesel subs rise to Periscope depth long before their batteries are exhausted. - 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. - AAW patrol motionless
AAW patrol motionless instead of flying between assigned reference points. - 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. - Air Group formation
Air Groups do not form properly when the launching platform is destroyed before the group is fully launched. - CTD with Re-build Scenario function
Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn. - Dead stop after torp evasion
Escort comes to a dead stop after torpedo evasion. - Dual speeds selected
When ships are damaged, sometimes dual speeds are show in the throttle setting. - Engagement symbol missing
Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down. - F6 Key will not attack
F6 Key will not attack target. - 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. - Indexation status false
ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false. - Missiles drawn to wrong targets
Missiles fired at targets located with pinpoint precision are still drawn to other targets. - Nav Zones re-set by mission editor
Nav Zones are re-set by mission editor every time a mission is edited. - Phantom mounts shown on aircraft
Phantom mounts are shown on aircraft when the Logistics button is pushed. - Planes jammed against Nav Zone
Planes are unable to plot path around Nav Zone. - 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. - 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. - Ready Times shortened
Aircraft with long ready times can have them shortened to the default 30 minutes. - 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. - Sanity check fails for propulsion alt bands
Sanity check reports an error if altitude bands for propulsion entries are not in sequential order. - 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. - 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. - 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. - Sonar detects facility
Land facility detected by sonar. - SSMs ignore delayed strike mission
Land-based SSMs ignore delay time for Strike missions. - Strike Mission fails to cancel
Ground Strike Mission fails to cancel after target is destroyed. - Strikes fail to launch
Air strikes that performed properly in ANW 3.7.0 now fail to launch at all. - Submarine evades own torpedoes
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
Submarines are able to fire SS-N-15 Starfish while under polar ice. - Subs surfacing under ice
Submarines are able to rise to the surface from under the ice pack and run on the surface. - Subsequent strikes are disorganized
Subsequent strikes are disorganized and launch in separate groups. - Support missions do not fully launch
Not all aircraft assigned to support missions launch as they previously did in H3.6.3. - Torps chase improper targets
Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical. - 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. - Unassigned SSMs do not fire
Unassigned land-based SSMs will fire on ships, but not against land targets. - Unable to set Weapons Tight in SE
Scenario designer is unable to set Weapons Tight in ScenEditor. - Submarine control lost
Submarine control lost when sole ship is sunk. - Cannot rescind re-fuel order
It is not possible to rescind air-to-air re-fueling order once it is issued. - Torps inoperative in shallow water
Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m. - Unable to fire SSM
Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy. - Unable to intercept target
Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target. - AGM-130A will not fire
AGM-130A will not fire under AI control. - Distorted maps created
Distorted maps are created when F10 is used to draw a new map. - Fighters hanging on refPt
Fighters will launch and hang on one Ref point. - Firing sonobuoys at subs
Sonobuoys can be fired at subs through the weapons allocation window. - Full speed over 140kts
Ship group shows full speed of 15+131kts. - Full speed wrong
Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed. - AGM-62 will not fire
AGM-62 will not fire under AI control. - Icons appear off map
Icons for uncertainty zones appear off of the map and cannot be seen nor selected. - Torpedo decoy fired at radar
Torpedo decoy is an eligible weapon for firing at radar. - UnRep do not return to PZs
After conducting UnRep operation, participants do not return to original patrol zones within the formation. - Wrong loadout descriptions
Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched. - False contacts at -17000m
False contacts at -17000m. - CTD when altitude changed
CTD when altitude changed - AI subs will not stop re-charging
Sub never stops re-charging. - Sonobuoys non-functional
Sonobuoys deployed by Bear F non-functional. - Afterburner unavailable at low alt
Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire. - Aircraft below sea level
Aircraft below sea level. - Cannot meet for UnRep
Ships are unable to plot a path for UnRep when ordered to do so. - Change in threat axis ignored
Change in threat axis ignored in MP. - Crash during re-build process
ScenEditor freezes up and does not complete function when ordered to re-build scenario. - 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. - CTD incomplete
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
CTD occurs while changing size of tactical map. - CTD on re-load
CTD while attempting to re-load same scenario file previously opened. - CTD running new scen in SE
CTD occurs when new scenarios are written and immediately run in SE. - CTD while drawing new map
CTD while drawing new map - 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. - Delayed On-Station ViCond Faulty
Delayed On-Station ViCond does not wait for delay time to expire before evaluating. - Ferry mission to SSN
It is possible to create a Ferry mission with the destination as an airplane or SSN. - Focused strike not firing
Artillery does not fire on a Focused Land Strike mission even when Weapons Free. - 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 speed differs from plane speed
Air groups have different speed from individual plane speed in MP. - 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. - NAV improperly drawn
NAV zone shows double-sided left wall and inability to modify other points of the zone. - On-Station ViCond non-functional
On-Station ViCond non-functional in GE but functional in SE. - Over-filled magazines
Over-filled magazines not detected and fixed. - Plane does not re-arm upon landing
Plane does not re-arm upon landing. - Planes on Transit missions
Planes can be assigned to Transit missions. - Planes refuse to launch
Planes requiring Small/Med runway refuse to launch from a base equipped with Medium runways. (From Petterr) - Protect ViCond failure
Protect ViCond fails to trigger even when no enemy is present to inflict damage on player. - SAMs locate new targets in mid-flight
SAMs locate new targets in mid-flight after original targets destroyed. - Subs activate sonar on ship strike mission
Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission. - Sub on surface dives on its own
Sub starts on surface but dives to Periscope depth on its own - Ships are unable to navigate around ice
Ships are unable to navigate around ice. - Unidentified targets auto-engaged
Unidentified and unknown targets are auto-engaged without being properly classified as hostile. - UnRep can overload magazines
UnRep can overload magazines by placing more weapons in the magazine that capacity allows. - 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. - 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. - UnRep magazine shows zero
After UnRep procedure, magazine count shows zero weapons if a second UnRep operation is ordered. - UnRep Teleportation
UnRep process is possible while physically separated by several miles. - Wrong cruise altitude
TLAM shows cruise altitude of 20m and Intermediate depth. - UGM-109 cannot be launched
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
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. - Helo Intercepts sub at Med Alt
Helo Intercepts sub at Med Alt when F6 command given. - 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. - 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. - 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. - False Weapons Free status
Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith] - Helos violate NAV zone
Helos violate NAV zone. - Incorrect re-load count
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
Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display. - Missiles not releasing
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
In-game Editor cannot open 3.9.0 files. - Different depth at same location
Two maps of the same area show different depth at same location. - Subs go over land
Subs go over island instead around it. - Sub goes active on ASuW
Sub goes active on ASuW area patrol mission even though mission setting is for EmCon. - Plotted path gets stuck
Ship gets stuck on land even though a path was plotted successfully. - Fuel does not drop to zero
Fuel drops steadily, but does not drop all the way to zero. - CTD when hitting Report button
CTD when unit Skunk 2435 selected and then Report button depressed. - Planes cannot re-load
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
HAWKs fire directly into the ground - Allied sides share unit control
Players can change unit paths for sides allied via Friendly posture setting. - Torpedo knows target depth
Torpedo becomes de facto depth finder - Torpedo dives past max depth
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
Torpedoes will instantly dive 1200m to hit target - Plane destroyed upon launch
Plane destroyed upon launch and never appears on map. - Transit mission fails to execute
Ships will plot path around NAV Zones, but Transit mission will not trigger and execute - Romeo Mod has no fuel
Romeo Mod has no fuel. (Originally reported by CDunlap) - Group climbs automatically
The simple act of grouping planes together causes them to climb to 2001m. (Originally reported by JChiecchio) - Speed changes with altitude
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
SLBMs will pass over target and explode. (Originally reported by Freek Schepers) - Patch duplicates AALog file
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
Sub rises to surface and stops. (Originally reported by Freek Schepers) - Sonobuoy mission cancels
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)
These 10 behaviours have been reported since the 3.9.3 patch release:
- Unable to delete aircraft
Only some aircraft can be deleted from a base - Specific strike cannot hit
Specific strike mission cannot hit target unless Focused Strike is enabled - Planes directly inserted cannot attack
Planes B014 and B015 cannot execute ALCM attack vs. Runway target - CTD reading Evaluation
CTD while attempting to PgDown in Evaluation window - Ferry Mission fails to launch
Ferry Mission that executed properly in 3.9.0 fails to launch in 3.9.3 - Indestructible units in new scen
Unit from the other side cannot be destroyed in newly created scen - Map windows disappear
Map windows do not appear when file loaded. Probable cause is repeated use of Batch Re-build by Battleset function. - Multiple Edit windows opened
Multiple Edit windows can be opened but they can't be closed. - Navigator plots path off map
Navigator plots path outside of the map - ViCond triggers in SP but not MP
Damage ViCond triggers in SP but not MP.
RE: Patch for Harpoon ANW 3.9.0
IMO there were significnat bugs repaired! Thanks! Here is my own 2 seconds opinion on the most severe remaining bugs (in order of priority):[/align]
83 unarmed units not engaged
49 SSK rises early
118 Delayed on-station viccond does not wait for delay
62 Nav zone reset by mission editor
10 viccond triggers in SP but not in MP
[/align]Hope others will add their list[/align]
Freek[/align]__________________[/align]
83 unarmed units not engaged
49 SSK rises early
118 Delayed on-station viccond does not wait for delay
62 Nav zone reset by mission editor
10 viccond triggers in SP but not in MP
[/align]Hope others will add their list[/align]
Freek[/align]__________________[/align]
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RE: Patch for Harpoon ANW 3.9.0
Thanks, I got a few of my favorite bugs to look at as well. You can see what I'll be engaging next here:
http://hud3.harpoon5.com/mantis/roadmap_page.php
83 Unarmed Units not engaged
There is a workaround for this one. The database editors can give the units a threat value if they give the platform a severely limited weapon capable vs. all unit types.
A fix in the GE might introduce all sorts of target engagement weirdness. The database editors will know which platforms should be engaged better than the GE ever would. Perhaps in the future the GE will judge threat values based on emitters but this would be a new feature. That's beyond the scope of the project as it stands.
http://hud3.harpoon5.com/mantis/roadmap_page.php
83 Unarmed Units not engaged
There is a workaround for this one. The database editors can give the units a threat value if they give the platform a severely limited weapon capable vs. all unit types.
A fix in the GE might introduce all sorts of target engagement weirdness. The database editors will know which platforms should be engaged better than the GE ever would. Perhaps in the future the GE will judge threat values based on emitters but this would be a new feature. That's beyond the scope of the project as it stands.
Patch for Harpoon ANW 3.9.0
ORIGINAL: rsharp@advancedgamin
83 Unarmed Units not engaged
There is a workaround for this one. The database editors can give the units a threat value if they give the platform a severely limited weapon capable vs. all unit types.
A fix in the GE might introduce all sorts of target engagement weirdness. The database editors will know which platforms should be engaged better than the GE ever would. Perhaps in the future the GE will judge threat values based on emitters but this would be a new feature. That's beyond the scope of the project as it stands.
I'll have to disagree. This is a partial work-around solution, IMO. I do not want to get into an involved discussion at this point over why I think it may or may not work because I believe that there is a more important fundamental failure in logic in play.
When this "Unarmed" problem was first encountered, I discussed it with Darren Buckley (HUD3 editor). Both of us had already come up with similar ideas for using the same type of work-around technique in hopes of circumventing this problem. Now, it appears as though the editors for the DB2k, ANWDB, and ODb have all come to the same conclusion (and the same work-around idea.)
So, the situation is that all the biggest ANW users [PlayersDB, HUD3, ANWDB, ODb, Db2k] seem to recognize this as a significant problem, all of the editors came up with the same work-around solution, and AGSI is telling everyone to implement a work-around solution instead of fixing the underlying problem. This is a gross failure in logic and the Game Engine.
I can understand how it may have come about. AGSI was probably trying to improve the AI behaviour by getting it to act more intelligently and selectively. Unfortunately, the new scheme has not worked out; the "target engagement weirdness" is already here. Instead of continuing to try and force this 'square peg [new behaviour] into a round hole' and propping it up by requiring all the DB editors to implement (temporary?) work-around solutions, the underlying behaviour is simply not working. In H3, it was pretty simple, yet functional: attack all positively identified enemy units. A more basic concept cannot be found in war.
It is quite understandable to use a work-around if a game is no longer being supported. This is the case with Dangerous Waters since no further patches are forthcoming. However, it is not reasonable for ANW to expect everyone to rely upon partial work-around solutions when other bugs are still being addressed.
RE: Patch for Harpoon ANW 3.9.0
Hi
I would like to make a new login for mantis, but i can not see any confirmation picture for seeing the code. o
Regards
Andy
I would like to make a new login for mantis, but i can not see any confirmation picture for seeing the code. o
Regards
Andy
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RE: Patch for Harpoon ANW 3.9.0
Howdy Andy,
Which Mantis issue tracker are you trying to use? The public Mantis doesn't require a log in but you will need to switch to the public project using the drop-down list in the top right.
Which Mantis issue tracker are you trying to use? The public Mantis doesn't require a log in but you will need to switch to the public project using the drop-down list in the top right.
RE: Patch for Harpoon ANW 3.9.0
I'm having the same problem. The signup is impossible becase the capcha graphic is a broken link. I can see all pages of the public side, but other than a test of anonymous bug reporting, there are no bugs in the list. Should I go elsewhere to submit bug reports?
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RE: Patch for Harpoon ANW 3.9.0
You don't need to register to report issues or otherwise use the bug reporting list. In the top right is a drop-down list to select a project. Select project Public (which you seem to already be in) and then Report Issue to be able to enter any sort of issue.
You can then use the same drop-down list to change the project to The List to see the list of community issue reports. Typically you can use the My View, View Issues, and Summary links near the top to get an idea of what's been reported.
You can then use the same drop-down list to change the project to The List to see the list of community issue reports. Typically you can use the My View, View Issues, and Summary links near the top to get an idea of what's been reported.
RE: Patch for Harpoon ANW 3.9.0
Ok thanks, I see it now. I just had to select "all projects" from the dropdown to see the actual roadmap and full list. Then I guess I use public to submit bugs.
That said, even assuming that I'll check to see if it's a known issue and/or already been fixed, is there any value to submitting bug reports for the demo version (3.9.1.0)?
That said, even assuming that I'll check to see if it's a known issue and/or already been fixed, is there any value to submitting bug reports for the demo version (3.9.1.0)?
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RE: Patch for Harpoon ANW 3.9.0
The value would be to get your questions answered even if they have been handled in later versions. This would be the same as using the forums here so, personally, I would stick with the forums until you update.
I will be updating the demo to 3.9.4 when it is released and plan to have all the tutorial issues fixed in that.
Thanks,
I will be updating the demo to 3.9.4 when it is released and plan to have all the tutorial issues fixed in that.
Thanks,
RE: Patch for Harpoon ANW 3.9.0
Ok, I'll stick with the forums as I work my way through the tutorials and then go on to the USNI scenarios. Thanks for the quick reply.
Tom
Tom
RE: Patch for Harpoon ANW 3.9.0
ORIGINAL: rsharp@advancedgamin
The value would be to get your questions answered even if they have been handled in later versions. This would be the same as using the forums here so, personally, I would stick with the forums until you update.
I will be updating the demo to 3.9.4 when it is released and plan to have all the tutorial issues fixed in that.
Thanks,
This is great news. A few weeks ago I downloaded the demo and tutorials and had lots of problems. They certainly don't do the game justice, sadly.
Now, I did buy the game anyways (new on Ebay), but largely b/c I am an old H2 player (nostalgia?) and naval aficionado. Plus, I found out about the "bonus" databases out there, in particular the PlayersDB that keep the platforms and scenarios up to date.
Still, tutorials that work would hopefully bring in more players...