Radar Size (Full Version)

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darknite -> Radar Size (12/23/2010 5:12:43 AM)

When I look a unit's full details in HUCE in the the active unit display it provides 'Radar Size' info. Seems pretty straight forward usually - large, small or very small. But sometimes it reads small/large. What does that mean? Is radar size contingent on load out or something?




TonyE -> RE: Radar Size (12/24/2010 2:58:47 AM)

What you are seeing is one of the results of our rewriting of the radar model back a while.

If the RCS is less than small but greater than vsmall you see: Very Small/Small

If the RCS is less than large but greater than small you see: Small/Large





Bucks -> RE: Radar Size (12/24/2010 3:19:25 AM)

Tony,

Nice discrimination of target sizes mate. I wanted to ask if the HUCE guys had a listing of recent improvements and upgrades for the game? I was contacted off list regarding this and unfortunately I wasn't able to help the person, although I pointed them in Ralf's direction for a personal endorsement.

Any help would be appreciated.

Cheers

Darren




TonyE -> RE: Radar Size (12/24/2010 5:17:06 AM)

Darren,
This covers the bulk of the recent changes (scraped from whatsnew.pdf). Players can always read the gory details at the release notes thread, http://harpgamer.com/harpforum/index.php?showtopic=2395 .

2008.045 to 2009.042 Changes:
New Features:
• Unit Window now uses the same zoom levels as the Group Window and can use the Textured Land
and Water settings.
• Submarines can now shoot guns at ships.
• Air to Air guns in aircraft loadouts now work allowing much better modeling of WWII air warfare.
• Non Intercept/Escort planes will no longer go off on ATA missions.
• Implemented a new Escort jamming model with greater variability in the protection a jammer can
offer nearby groups against distant radars.
• Improved AI BOL shots so that the AI shoots itself less!
• Scenario Designers can now add a platform of a particular name to a scenario any number of times,
allowing more units of a Class than the database recognizes. This is particularly useful for
land-based air defense units.
• Added ‘o’ hotkey to show On Station Rectangles, if present, for victory conditions. Added ‘l’
hotkey to return to 1:1 time compression. The Alt-t hotkey will now alternate thru showing no
paths, showing selected group’s path, and showing all friendly group’s paths in both GE and SE.
• When the player deletes a formation air patrol event, the game will no longer maintain that air patrol
if the returning plane is shot down.
• The Aircraft RTB dialog will now highlight the original airfield by default if it is capable of landing
the planes.
• Added the stopped clock time compression option (the ability to pause without the pause dialog
preventing map traversal and menu traversal). Also effected with Ctrl-Alt-p hotkey.
• Sufficiently damaged subs will surface and stay surfaced. They will also split into a new group of
their own.
• Scenario designers can now successfully use Staff Notes to send the player messages at specific
times in the scenario.
• Expanded WestPac BattleSet as seen in the HCE Demo!
• New EMCON AI that tells the AI when to turn on sensors and prompts player to turn on sensors. It
is now much more intelligent and at times sneaky.
• Many new command line switches for the Game Engine and Scenario Editor.
• Updated HCDB Database including but not limited to…
o Shi Lang (Varyag) CV – China
o DF-21C ASBM Bty – China
o JAS.39C Gripen - South Africa
o Manthatisi (T209/1400) SS - South Africa
o P-8I Poseidon - India
Bug Fixes/Workarounds:
• Multiple Crash bugs eliminated in both Game Engine and Scenario Editor.
• EC2000 BattleSets will now show the correct Strategic Map graphic.
• Got rid of the double prompting for game options (side, nuke release, etc.).
• ASMs/SSMs with the Snap Up/Down flag can now be shot at by point defense weapons (previously
ASMs/SSMs outside the altitude capabilities of defensive mounts could not be engaged in point
defense mode, now they can be if the ASMs/SSMs have the Snap Up/Down flag.
• When a surface or sub group is given a stop order, keep it stopped. Previously they would often
start moving again in response for formation keeping events.
• ASW birds will now RTB when told to do so instead of choosing any action they wanted to take.
• Fixed the 10x too large BOL range rings and made it yellow like it should be.
• Fixed the inability to re-task air groups already on an attack mission.
• Logging will really work in Release builds now.
• Refueling tweaks to prevent refueling immediately upon takeoff.
• Fixed out of fuel problems caused by aircraft that fly faster at lower altitudes than higher altitudes.
Endurance is now calculated from the slowest speed.
• Tweaked the shortening of the information in the installation/ship/plane/submarine list boxes in the
Scenario Editor so that more relevant information is shown in the space available.
• The SE now properly stores the database information in scenario files.
• Repeating LR patrols can now be properly deleted from a scenario and will trigger properly in the
game.
• The Scenario Editor was throwing away the % chance of inclusion for planes, now it isn’t.
• Many other minor fixes, tweaks, and improvements.
See the Release Notes section for greater detail.




Bucks -> RE: Radar Size (12/24/2010 5:25:20 AM)

Tony,

Thanks for the list and link. I've passed it along to the person concerned. One day I'll have to see if I can get my head around HCE and might look at getting in touch with Brad and see about syncing up the platforms from both our databases.

Take it easy mate

Darren




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