3rd Party Known ANW Issues: - A Walkthrough
Moderator: Harpoon 3
3rd Party Known ANW Issues: - A Walkthrough
I invite the maintainers of the 3rd Party Known ANW Issues list to add their list here and I will endeavour to identify issues that can be confirmed and resolved in the ongoing Harpoon3 ANW development process. As long as people are happy to take part constructively and in an attempt to improve the game I am more than happy to devote some time to working through the list.
Thanks in advance
Darren Buckley
Thanks in advance
Darren Buckley
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Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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- Posts: 45
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RE: 3rd Party Known ANW Issues: - A Walkthrough
You should invite Herman Hum back here. He's the one who maintains the most extensive bug list on H3 ANW.
RE: 3rd Party Known ANW Issues: - A Walkthrough
I'm inviting either Herman or anyone who deputies for to post the list. If not I'll simply copy both the unresolved issues and the "new to 3.9" issues already posted here.
Then I'll number them and deal with each on some type of priority basis. I believe Herman is banned from this forum and as I have no admin or moderator privledges here I have no power to reinstate Herman to the Matrix Forums.
Regardless, I intend on dealing with Herman's list and also with any further issues he believes he's found. I'll transfer the list ASAP and commence numbering the issues so they can be dealt with in a methodical manner.
Cheers
Darren
Then I'll number them and deal with each on some type of priority basis. I believe Herman is banned from this forum and as I have no admin or moderator privledges here I have no power to reinstate Herman to the Matrix Forums.
Regardless, I intend on dealing with Herman's list and also with any further issues he believes he's found. I'll transfer the list ASAP and commence numbering the issues so they can be dealt with in a methodical manner.
Cheers
Darren
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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- Posts: 430
- Joined: Mon Jun 19, 2006 7:39 am
- Contact:
RE: 3rd Party Known ANW Issues: - A Walkthrough
Howdy folks,
I can't invite Herman as he is no longer allowed on this forum for past behavior. It's out of my hands but I cannot say I would do any different. If he wants to have his bug list posted here by someone else, that's more than welcome by me.
I will say that the most comprehensive bug list is maintained at AGSI by our bug tracker, Mantis. Much of his list is in there, came from there, and is also equally inadequately maintained. We continue to work on building the most accurate list of issues and best collection of features to make the best naval warfare game. We are considering making the bug tracker public again so we can better work with the users on this.
Thanks,
I can't invite Herman as he is no longer allowed on this forum for past behavior. It's out of my hands but I cannot say I would do any different. If he wants to have his bug list posted here by someone else, that's more than welcome by me.
I will say that the most comprehensive bug list is maintained at AGSI by our bug tracker, Mantis. Much of his list is in there, came from there, and is also equally inadequately maintained. We continue to work on building the most accurate list of issues and best collection of features to make the best naval warfare game. We are considering making the bug tracker public again so we can better work with the users on this.
Thanks,
RE: 3rd Party Known ANW Issues: - A Walkthrough
I've transferred the "List of known ANW issues here. I'll attempt to number the issues and deal with each as I have time to complete the relevant testing. In response to the outstanding issues listed I will attempt to deal with them individually and if these concerns can be replicated I'll have them dealt with by the AGSI Dev Team through the internal Bug tracking system.
It has be represented to the Harpoon community that these 101 behaviours do not appear to have been resolved by the Harpoon3 ANW 3.9.0 patch. List compiled and maintained by Herman Hum. Verification and testing conducted by Darren Buckley on behalf of AGSI and the Harpoon3 ANW 3.10 Development Team.
These 68 new behaviours appear to have been introduced by the 3.9.0 patch:
Ok, if Herman or the PDB guys find more issues they can let me know and I'll add to this list. I don't expect to deal with these sequentially but the numbering system should allow me to keep track of what's being dealt with. I expect I'll being looking at Crashes initially as anything that kills the game in that fashion has top priority internally during development. Also I'll be looking for DB related issues as they, from my consideration probably account for a good proportion of the listed issues.
Thanks in advance
Darren Buckley
It has be represented to the Harpoon community that these 101 behaviours do not appear to have been resolved by the Harpoon3 ANW 3.9.0 patch. List compiled and maintained by Herman Hum. Verification and testing conducted by Darren Buckley on behalf of AGSI and the Harpoon3 ANW 3.10 Development Team.
- 01.> AAA fire
AAA guns are not limited by the altitude of the target and can even shoot down satellites. - 02.> Automatic contact classification
The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey. - 03.> 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. - 04.> 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. - 05.> Subs in groups
Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified. - 06.>Hangar overload
It is possible to land many more aircraft than the hangar capacity allows. - 07.> 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. - 08.> MAD contact for ground facilities
The MAD detector is able to detect ground facilities.
--> Please provide either link or test file for this issue - 09.> Sonobuoy battery endurance
Battery endurance for sonobuoys is irrelevant.
Fixed in 3.9.1. Sonobuoy life time is now linked to the first fuel record as the number of seconds of life. In the absence of a fuel record it will be 1 hour. - (1-Apr-08) - 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
-> Link returns a 404. - 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.
--> I've confirmed the save game contains an instance of a crash. I am attempting to reproduce this now using the HUD3 and the latest game exec.(31-Mar-08)
Fixed in 3.9.1. Changed the check within the GetWeather function to not throw an error unless using a developer's debug build.(01-Apr-08) - 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.
--> I'm calling this random until I either receive a save game that captures this or specific instructions to reproduce the issue on something other than a random basis using a specific database only. - 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.
--> Confirmed an issue with this scenario... See below. - 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.
--> Confirmed, test scen shows a land base attempting to replenish. This causes a navigator error.
I've fixed this test scen and updated it to H3ANW v3.9.0. Detaching a single unit from the "replenishing" air base and then reforming the base has resolved the issue. Fixed Test Scen - 81.> Scen locks up at 15 secs into game.(01-Apr-08) - 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.
These 68 new behaviours appear to have been introduced by the 3.9.0 patch:
- 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.
--> Confirmed this issue. Caused by basic database edits and removal of the original loadout assigned to this aircraft. Awaiting confirmation on inclusion of fix in 3.9.1 - 115.> False contacts at -17000m
False contacts at -17000m. - 116.> CTD when altitude changed
CTD when altitude changed in MP
--> Unable to recreate this issue or the crash described.
--> I cannot make the game crash following the instructions given to supposedly cause the crash. I did however rebuild the scen before testing. I can make the rebuild available if required. - 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.
--> Confirmed this crash. Issue related to/is a duplicate of #81, caused by "land unit Unrep bug". 3.9.1 Patch removes both the land unit attempt to replenish and the game hanging at that point. - 125.> Crash after re-building with SE II
Crash after re-building with SE. Clock will not start.
--> Confirmed this crash. Issue related to/is a duplicate of #81 & #124, caused by "land unit Unrep bug". 3.9.1 Patch removes both the land unit attempt to replenish and the game hanging at that point. - 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 amd 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.
--> Normal for 3.9. Shell will be removed in 3.10. Non-Issue. Hopefully after the 3.9.1 patch there won't be many instances of this anyway. - 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.
--> Message text corrected. Facilities will now 'Evacuate' rather than "Abandon ship". - 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.
--> Confirmed issue by reconstructing the test situation using the HUD3. Issue has been entered into Mantis for rectification.(09-Apr-08) - 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.
--> Correct, this shows a basic misunderstanding of the database capability flags. See full explanation below. - 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.
Ok, if Herman or the PDB guys find more issues they can let me know and I'll add to this list. I don't expect to deal with these sequentially but the numbering system should allow me to keep track of what's being dealt with. I expect I'll being looking at Crashes initially as anything that kills the game in that fashion has top priority internally during development. Also I'll be looking for DB related issues as they, from my consideration probably account for a good proportion of the listed issues.
Thanks in advance
Darren Buckley
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Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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RE: 3rd Party Known ANW Issues: - A Walkthrough
Here is another bug I encountered:
Helo's Intercept Subs at Medium Altitude and Do Not Fire
To reproduce:
Download test scen (created in PDB)
- order DDG east at creep
- set sonar intermittent
- launch helo
- when submarine is detected select sub
- hit airops (or F6)
- assign helo to intercept sub
Watch how helo will rise to 2000m and loiter over sub but never drop torpedo.
Workaround: take control of helo manually, order to vLow altitude and drop torpedo
However the method described above is a very common way to deal with submarines especially in busy scenarios.
For testscen http://www.gamesquad.com/forums/showpos ... tcount=255
Helo's Intercept Subs at Medium Altitude and Do Not Fire
To reproduce:
Download test scen (created in PDB)
- order DDG east at creep
- set sonar intermittent
- launch helo
- when submarine is detected select sub
- hit airops (or F6)
- assign helo to intercept sub
Watch how helo will rise to 2000m and loiter over sub but never drop torpedo.
Workaround: take control of helo manually, order to vLow altitude and drop torpedo
However the method described above is a very common way to deal with submarines especially in busy scenarios.
For testscen http://www.gamesquad.com/forums/showpos ... tcount=255
RE: 3rd Party Known ANW Issues: - A Walkthrough
Would any of the above issues explain why after two days of trying I have yet to succesfully drop any type of bomb wether LGB/KAB or dumb from any type of aircraft at any combination of speed or altitude despite checking that all launch parameters were compliant? The menus allow me to assign bombs to drop but nothing them happens? JDAMS are the only bomb weapons that appear to work? This applies to all the DB's I have tried including the standard one that comes with the game?
Also why is there no dialogue box for selecting ARM targets for specific radars? It means you cant go for illuminating radars as a priority to foil SARH SAM's?
Also why is there no dialogue box for selecting ARM targets for specific radars? It means you cant go for illuminating radars as a priority to foil SARH SAM's?
RE: 3rd Party Known ANW Issues: - A Walkthrough
KLAB,
You are right!
I just tried to play MAY DAY (from Falklands battleset). I flew three groups of harriers from the carrier and tried to bomb the Port Stanley and Goose Green facilities. Neither bobs nor cluster bombs would drop. I can assign the bombs to the target, release but nothing happens and they still hang on the plane.
I have no idea what is happening but its a major bug.
You are right!
I just tried to play MAY DAY (from Falklands battleset). I flew three groups of harriers from the carrier and tried to bomb the Port Stanley and Goose Green facilities. Neither bobs nor cluster bombs would drop. I can assign the bombs to the target, release but nothing happens and they still hang on the plane.
I have no idea what is happening but its a major bug.
RE: 3rd Party Known ANW Issues: - A Walkthrough
Herman also noticed this and built test scens in HUD, ODB, PDB and ANWDB. He notices that occasionally some bombs drop - but then often not enough to drop the target and it seems impossible to drop the rest manually.
Please download files from GS as zip files are not supported here
http://www.gamesquad.com/forums/showpos ... tcount=258
and another set of testfiles here:
http://www.gamesquad.com/forums/showpos ... tcount=257
Please download files from GS as zip files are not supported here
http://www.gamesquad.com/forums/showpos ... tcount=258
and another set of testfiles here:
http://www.gamesquad.com/forums/showpos ... tcount=257
-
- Posts: 45
- Joined: Sun Aug 27, 2006 3:46 am
RE: 3rd Party Known ANW Issues: - A Walkthrough
I would just like to say that I think it's awesome that this list is getting a good look at in an effort to squash it ! I hope this effort becomes fruitful ! We all want to see this list crushed ! [;)]
Keep up the good work !
Keep up the good work !
RE: 3rd Party Known ANW Issues: - A Walkthrough
After talking with Herman and having him produce a test Scenario I did some testing for item #116 CTD when altitude changed. The description fo the problem:
I was able to replicate the problem using a test scenario of my own that mimicked the one Herman used based on the Standard Database, using the "SH-60B Seahawk [1985]" launched from "BB 61 Iowa". The crash had an over 50% frequency when using the exact steps, right after loading and starting the scenario. Based on what Herman told me, if it did not crash the first time then it would not crash at all, but since it did crash for me almost consistently I did not verify that part.
I then created the exact same scenario using the ANW 2.1 database, except I had to use "SH-60B Seahawk [1987]". In 5 out of 5 times the game did not CTD. I don't know if it was semi-random or not or if there is something different between the two situations.
CTD when altitude changed
1. Run [PDb] CTD when altitude changed (3.9.0).SCN in GE
2. Order Helo to launch
3. Once launched, plot a path for it
4. Hit F2 to change altitude/speed
5. Use TAB key to move to Altitude Window
6. Ensure that altitude value is highlighted and then hit Delete key to empty the window
7. Hit Return key
8. A value of Zero will appear in highlights
9. Enter an altitude value of 564 and hit return, again. (You may have to hit return more than once)
10. CTD
I was able to replicate the problem using a test scenario of my own that mimicked the one Herman used based on the Standard Database, using the "SH-60B Seahawk [1985]" launched from "BB 61 Iowa". The crash had an over 50% frequency when using the exact steps, right after loading and starting the scenario. Based on what Herman told me, if it did not crash the first time then it would not crash at all, but since it did crash for me almost consistently I did not verify that part.
I then created the exact same scenario using the ANW 2.1 database, except I had to use "SH-60B Seahawk [1987]". In 5 out of 5 times the game did not CTD. I don't know if it was semi-random or not or if there is something different between the two situations.
-
- Posts: 430
- Joined: Mon Jun 19, 2006 7:39 am
- Contact:
RE: 3rd Party Known ANW Issues: - A Walkthrough
Shemar,
I just went through those steps with the platforms involved. I attempted to replicate the issue in ODB and ANWDB but could not get the crash. The fact that it was not replicated in ANWDB 2.1 (not yet anyway) leads me to believe the issue is database related. I looked at the data and nothing stood out to me. Perhaps Darren could find something.
If you would, please e-mail me the test scenario for ODB that you got to replicate the issue.
I just went through those steps with the platforms involved. I attempted to replicate the issue in ODB and ANWDB but could not get the crash. The fact that it was not replicated in ANWDB 2.1 (not yet anyway) leads me to believe the issue is database related. I looked at the data and nothing stood out to me. Perhaps Darren could find something.
If you would, please e-mail me the test scenario for ODB that you got to replicate the issue.
RE: 3rd Party Known ANW Issues: - A Walkthrough
I can also confirm that there is an issue with bombs. I tested using F15E Strike Eagles using Mk83 Iron Bombs against a large hangar and in most cases I could not get them to drop the bombs. I tried using a strike mission, using target intercept and manual fly overs and weapon releases. In all cases but two (both manual release) no bombs were dropped.
I used the HUD3 database and the 3.9 (Final) version of the game. As always the test scenario is availabe upon request, although I don't think this one will be hard to reproduce.
I used the HUD3 database and the 3.9 (Final) version of the game. As always the test scenario is availabe upon request, although I don't think this one will be hard to reproduce.
RE: 3rd Party Known ANW Issues: - A Walkthrough
ORIGINAL: rsharp@advancedgamin
Shemar,
I just went through those steps with the platforms involved. I attempted to replicate the issue in ODB and ANWDB but could not get the crash. The fact that it was not replicated in ANWDB 2.1 (not yet anyway) leads me to believe the issue is database related. I looked at the data and nothing stood out to me. Perhaps Darren could find something.
If you would, please e-mail me the test scenario for ODB that you got to replicate the issue.
I am sending you the test scenario but,
Before I sent it, I decided to test one more time to make sure... no crash. That led to 3-4 more tests with no crash. I thought I was going crazy and then it hit me. I opened an MSN chat (I was using it to talk to Herman as I was testing), 2 crashes in a row. I close the chat, test again, no crash, I open another chat, test again, crash.
It -could- be random but it would be a pretty big coincidense. Anyway, I will send the file so if you have MSN you can verify my testing and see if that is within the realm of issues worth looking into.
- planetbrain
- Posts: 88
- Joined: Fri Jan 27, 2006 9:56 am
RE: 3rd Party Known ANW Issues: - A Walkthrough
I have it too that it is a problem dropping (at least) Iron Bombs from aircraft.
Take, for example, tutorial lesson 6 were you are supposed to drop bombs onto the fuel depot from one Hornet from the Teddy R. Occasionally this happens, no fuss. Mostly though it just hangs about, "prosecuting the target" without actually doing so before disappearing into the sunset back to base. Yet, if you instruct to allocate gunfire bursts, this it does, but still no bombing.
I wonder too, does this have anything to do with not being able to drag select the fuel depot. You have to click on it or it gets the select frame but the message is "no unit or group selected."
I've also tried to iron bomb with the 4 Falcons from the land base with, more or less, the same results.
One thing not yet resolved is the proper integration of the Media Viewer. The first time called it stays blank. Latter callings are OK but still minimize the game when in full screen.
I want to love this game and am happy to see its ongoing development rather than seeing it die altogether.
It is frustrating to realize that after all these years from Harpoon 2 to now one still has to put up with the same frustrating problems of multiple clicking to close windows, the awkwardness of changing windows and of basically every thing getting in every things way while trying to cope with something else in a game that requires much close attention. Why can't one pause or change game speed from ANY window? Why wait for video to stop before keying response to anything,etc? The integration is not quite there, surely.
It must all be incredibly difficult to resolve, and it stops me every time from really keeping on, but I reiterate that I am glad that the effort is being made.
The game is still one very precious commodity and with all its faults is still worth the purchase.
If only.....
Take, for example, tutorial lesson 6 were you are supposed to drop bombs onto the fuel depot from one Hornet from the Teddy R. Occasionally this happens, no fuss. Mostly though it just hangs about, "prosecuting the target" without actually doing so before disappearing into the sunset back to base. Yet, if you instruct to allocate gunfire bursts, this it does, but still no bombing.
I wonder too, does this have anything to do with not being able to drag select the fuel depot. You have to click on it or it gets the select frame but the message is "no unit or group selected."
I've also tried to iron bomb with the 4 Falcons from the land base with, more or less, the same results.
One thing not yet resolved is the proper integration of the Media Viewer. The first time called it stays blank. Latter callings are OK but still minimize the game when in full screen.
I want to love this game and am happy to see its ongoing development rather than seeing it die altogether.
It is frustrating to realize that after all these years from Harpoon 2 to now one still has to put up with the same frustrating problems of multiple clicking to close windows, the awkwardness of changing windows and of basically every thing getting in every things way while trying to cope with something else in a game that requires much close attention. Why can't one pause or change game speed from ANY window? Why wait for video to stop before keying response to anything,etc? The integration is not quite there, surely.
It must all be incredibly difficult to resolve, and it stops me every time from really keeping on, but I reiterate that I am glad that the effort is being made.
The game is still one very precious commodity and with all its faults is still worth the purchase.
If only.....
'Mostly harmless'
RE: 3rd Party Known ANW Issues: - A Walkthrough
@planetbrain:
For the Media Viewer, it is much better if you use window mode. That way you can also use your native resolution instead of being limited to the existing full screen ones.
I agree about some of the little annoying things with the user interface. Not that this makes it ok, but you do eventaully get used to the quirks, like always clicking on the main window before pausing etc. It becomes kind of second nature and it is not so bad.
For the Media Viewer, it is much better if you use window mode. That way you can also use your native resolution instead of being limited to the existing full screen ones.
I agree about some of the little annoying things with the user interface. Not that this makes it ok, but you do eventaully get used to the quirks, like always clicking on the main window before pausing etc. It becomes kind of second nature and it is not so bad.
-
- Posts: 45
- Joined: Sun Aug 27, 2006 3:46 am
RE: 3rd Party Known ANW Issues: - A Walkthrough
I could care less about the interface right now if we could focus on squashing that bug list. The interface is not a big deal to me.
RE: 3rd Party Known ANW Issues: - A Walkthrough
ORIGINAL: planetbrain
<<edit>>
I wonder too, does this have anything to do with not being able to drag select the fuel depot. You have to click on it or it gets the select frame but the message is "no unit or group selected."
The drag-select function works on multiple units only. Therefore when you drag-select a single unit you will receive the "no unit or group selected" message.
One thing not yet resolved is the proper integration of the Media Viewer. The first time called it stays blank. Latter callings are OK but still minimize the game when in full screen.
I've entered the fullscreen media viewer issue into the AGSI bug tracking system on March 5th, and Russell is looking after it. I'd suggest that the report was so close to the final release that it probably didn't rate as highly as say issues with incorrect intercepts that was found around the same time.
I'd just like to go on the record here and say that the development process is a balance of fixing critical errors, such as crashes rather than always looking at what could be described as "cosmetic" issues. The resources are limited and a quick look at the credits will show the number of people involved in the 3.9 Beta Team was small and as most of you will realise testing this particular game can be just as time consuming as playing it, if not more.
My only excuse for none of the testers discovering the Media Viewer issue would be that most of us run the game windowed to allow quick access to other programs during Dev work. When I was putting the image sets together I had the game running, Paintshop, a few directory windows, the Reimer Editor, at least one Excel file and multiple webpages. Alt-Tabbing constantly soon drives a guy crazy, so...
I want to love this game and am happy to see its ongoing development rather than seeing it die altogether.
It is frustrating to realize that after all these years from Harpoon 2 to now one still has to put up with the same frustrating problems of multiple clicking to close windows, the awkwardness of changing windows and of basically every thing getting in every things way while trying to cope with something else in a game that requires much close attention. Why can't one pause or change game speed from ANY window? Why wait for video to stop before keying response to anything,etc? The integration is not quite there, surely.
It must all be incredibly difficult to resolve, and it stops me every time from really keeping on, but I reiterate that I am glad that the effort is being made.
The game is still one very precious commodity and with all its faults is still worth the purchase.
If only.....
As I stated above issues such as the Media Viewer/Full screen integration are more a matter of the way the Dev team use the game. I've entered the issue into the Bug tracker and I'm sure I can look forward to having it fixed for 3.10, if not before depending on what the cause of the issue is. For instance if the problem is associated with the Media Viewer itself we may be able to have a patch posted for full screen users. No promises.
I've made this point before and I will again here. I will be endeavouring to use this Matrix H3ANW Support Forum for what we could loosely call "customer feedback". Please keep in mind I have a real life job and I'm not an employee of AGSI, so if you post something and I didn't get to it immediately please understand I have some limitations on the time I can devote to this. Also I have to make a start on the "List".
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
RE: 3rd Party Known ANW Issues: - A Walkthrough
ORIGINAL: Shemar
I can also confirm that there is an issue with bombs. I tested using F15E Strike Eagles using Mk83 Iron Bombs against a large hangar and in most cases I could not get them to drop the bombs. I tried using a strike mission, using target intercept and manual fly overs and weapon releases. In all cases but two (both manual release) no bombs were dropped.
I used the HUD3 database and the 3.9 (Final) version of the game. As always the test scenario is availabe upon request, although I don't think this one will be hard to reproduce.
Thanks Shemar,
I just ran Tutorial VI using the HUD3, and found the same issue. I managed to drop some Rockeyes manually, but no luck with iron bombs [&:]. I'll talk to Russell as soon as and see about getting this dealt with.
Cheers
Darren
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
RE: 3rd Party Known ANW Issues: 11.> Opening 3.6.3 scen causes crash
[*]11.> Opening 3.6.3 scen causes crash
Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3
I've tried the link to this test scen, and it returns a 404 so maybe if we can actually get hold of the file so I can test it for myself?
ERROR 404 - PAGE NOT FOUND
Oops! Looks like the page you're looking for was moved or never existed.
Make sure you typed the correct URL or followed a valid link.
Thanks in advance
Darren
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************