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* Known Harpoon Classic Issues

PostPosted: Sun Nov 26, 2006 5:22 am
by Herman Hum
At the request of Ivan Rapkinov, here is a list of known 'Bugs' for Harpoon Classic Gold. Not all the behaviours described below are 'bugs'. Some are simply an explanation of how the game or scenario editor works.

If anyone believes that a particular bug has been fixed or is in error, please feel free to notify GameSquad so that this list can be amended.

Please note: This list is not meant as a criticism of an excellent and enjoyable game. The sole purpose of this list is to inform players of currently known issues and possibly help them to avoid problems.

EDIT: ONLY BUG/ISSUE POSTS WILL BE ADDED TO THIS THREAD - ANYTHING ELSE WILL BE DELETED!!! - IR


'Have Nap' AGMs --- Game Engine 2003.16b3

Certain types of AGMs have a 'man' in the guidance loop. In order for "Have Nap" AGMs and similar weapons hit their target, the firing unit needs to remain near the target to offer guidance.

[EDIT] The firing unit also needs to remain pointed at the target. Other weapon examples are the AGM-130 and Walleye.

Have Nap malfunction --- SE HCCE B11

AGM-142 Have Nap cannot hit the target. This missile has the Command Guidance and Mid-Course Guidance flags. Under manual control, they can hit if the player remains in the area. However, under AI control, the attacking aircraft launch and immediately turn for home base so the missiles always miss.

Adding aircraft in SE --- ScenEditor 16b3

Aircraft can only be added to ships and bases. Any attempt to add aircraft to an empty group or to a unit that cannot accept planes will crash the Scenario Editor.

Aircraft guns --- Game Engine 2003.16b3

Aircraft guns are currently enabled only for aircraft with Intercept and Escort loadouts. Guns fire automatically when a shot can be taken.

ECM Area --- Game Engine 2003.16b3

ECM (i.e. EA-6B Prowler) model is presently dismantled. Chaff, flares, and own platform ECM for missile defense still works.

Note: This bug has reportedly been solved for the HC2005 Beta release but has been included here for those still playing with the 2003.16b3 Engine.

Minefield Group --- GE 2003.16b3

If the player has a group with >8 mines in it, the game will crash when the group is selected.

Work-around solution: Keep mine groups with <8 mine units.

Nuclear Release Authorization --- ScenEditor 2003.16b3

Timing parameters are not saved for nuclear release event. The GE also evaluates nuclear release events improperly (off by 27 hours and a factor of 2).

Work-around solution: Set the nuclear release event. Save the file. Re-open the SE and scenario. Re-set the parameters and save again.

Separating air patrols from bases --- Game Engine 2003.16b3

Air patrols cannot be detached from bases.

Ship-to-ship torpedoes --- Game Engine 2003.16b3

Ship-to-ship torpedo attack does not function. PT boats can only use guns.

Sub SSMs --- Game Engine 2003.16b3

Submarines will very rarely fire missiles. Possible requirements: Submarine must have a firm fix on the target. Submarine must have a pretty good idea that the enemy isn't detecting him. Submarine must be out of Torpedo range(?) Then if the stars align correctly the sub may take a shot.

Tankers refueling tankers --- Game Engine 2003.16b3

This is currently not possible.

Weapons Display for bases --- ScenEditor 2003.16b3

The SE will crash if you select a base in the Unit window, hit the Display button, and then ask to see the Weapons for that base.

Weapons allocation menu --- Game Engine 2003.16b3

When ordered to fire on an enemy unit, the Weapons Allocation window will sometimes open even if no weapons are available/able to attack the enemy unit.

Autosave time setting not saved --- GE HCCE B09

The default for autosave function (Control+K) is 2 minutes. If you change this and then quit the game, upon re-start, the autosave time limit has re-set to 2 minutes. In previous versions, the new time default would be saved.

Keyhole spots submerged objects --- GE HCCE B09

Keyhole satellite is able to detect submarines and mines.

Erroneous Staff warning message --- GE HCCE B09

Staff gives false warning message for aircraft launched from Kola airfield. Fingers of Death #2 [EC2003 NACV] Red side - No blue units are within range to have the red plane under its SAM range.

Red reports to Blue --- GE HCCE B09

OpFor [Red] detects a Neutral unit and reports it to Blue.

Neutral reports to Player --- GE HCCE B09

Neutral side detects a Red unit and reports it to Player.

Bearing-Only Launch Weapons --- GE HCCE B09

The Staff Assistant will allow the player to attempt a BOL-attack even when no such weapons are available. Also, when weapons are available, the range circle depicted is often much larger than the range of the actual weapons.

Game crashes from flame-out --- GE HCCE B09

Game can sometimes crash when aircraft run out of fuel or flame-out.

Planes in limbo --- GE HCCE B09

Sometimes, planes land and are then made unavailable to the player. He may neither re-arm nor re-launch them.

Cruise at full speed --- GE HCCE B09

Throttle shows Cruise consumption when unit at full speed.

EW planes do not jam --- GE HCCE B09

EW aircraft that do not have a radar system will not jam enemy systems. The Jamming symbol shows up, but the aircraft are not jammed. They see everything.

SE Count bug --- GE HCCE B09

Test scenario has ViCond set at the destruction of two bases. Victory is granted after just one base is destroyed.

Shot down during landing --- GE HCCE B09

The first aircraft in a group to land are left in limbo if the last aircraft in the group is shot down before it can land.

Very High Altitude --- GE HCCE B09

When a plane is in flight and the player orders it to fly at a speed slower than loiter speed, the altitude displayed is VRY. I don't know if this means Very High Altitude, but the plane appears to be invincible. Nothing appears to be able to intercept it.

Manual Sonobuoy deployment --- GE HCCE B09

When an aircraft is flying at high altitude and the player orders it to manually deploy a sonobuoy with the "." hotkey, the plane dives to low altitude. However, the player must hit the "Deploy" hotkey again in order to actually deploy the sonobuoy.

Null groups --- SE HCCE B09

When using the SE, if a designer creates a group (Cntl+G) and then fails to add any units to that group, a Null Group is created. Unless it is deleted, the Empty group will remain in the scenario and crash it when a player attempts to open it with the Game Engine. This behaviour was run down and isolated in collaboration with Brad Leyte and Thomas Ponta.

MiG-17F gun engagement --- GE HCCE B09

Aircraft will not conduct 'normal' interception procedure unless manually placed in proximity of target.

Sonobuoy hotkey --- GE HCCE B09

When the "." hotkey is depressed for Helos and Planes not currently at low altitude, the unit will drop down to low altitude. A second use of the hotkey is required to activate the dipping sonar/deploy sonobuoy.

Dipping while cruising --- GE HCCE B09

Sonar range circle can be activated while helo is still at cruise speed. Only the range circle appears. The dipping sonar does not actually function until the helo is brought to hover. This can be misleading for players who might believe that the range circle indicates that the dipping sonar is actually operational.

Dipping at Med Alt --- GE HCCE B09

Helos are able to operate dipping sonar at Med altitude.

Unable to maintain depth --- GE HCCE B09

Sub orders are to cruise at Int. depth. The sub is able to start here, but then invariably alternates between Deep and shallow depth even if the orders do not specify either depth. I was originally trying to test to see if a MAD contact could be made against a sub at Int, but couldn't do the test since the sub would not remain at Int depth so that I could try to find it.

Helo drops to low --- GE HCCE B09

When a helo is cruising at med altitude and the player orders it to hover, it automatically dives to low altitude.

MOAB release --- GE HCCE B09

MC-130 loaded with MOAB will not attack air base even though loadout is rated for Surface.

Target already destroyed --- GE HCCE B09

When a target is destroyed by leading groups, subsequent groups continue to fly to the target's position.

Neutrals cannot be engaged --- GE HCCE B09

Neutral units cannot be attacked either intentionally or accidentally.


Self-refueling Tanker --- GE HCCE B09

As the tanker runs low on fuel, it will attempt to 're-fuel itself', fail to do so, and then turn around for home. The Fuel store is used up and wasted even when the re-fueling attempt fails.


AAA altitude unlimited --- GE HCCE B09

Small AAA like 57mm S-60 and 23mm ZSU-23 are capable of killing aircraft at high altitude.


Displays incongruent --- GE HCCE B09

Information displayed in the Unit Window is often inconsistent between the [F]ull display and the [D]isplay buttons.


BSL & Active Sonar --- GE HCCE B09

Active sonar detects all sub targets at maximum range regardless of size or BSL levels. Mines, small diesels, SeaWolf,... all detected at maximum or near maximum range of sonar. Also, even though BSL [Base Sound Levels] have been exposed in HCCE so that Platform editors can modify them, they appear to have no effect on active detection ranges.



Null Bases --- GE HCCE B10

When using the SE, if a designer creates a Base(Cntl+B) and then fails to actually select a base to add, a Null Base is created. Unless it is deleted, the Empty base will show up as a Weapon Icon and remain in the scenario and crash it when a player attempts to open it with the Game Engine.


Sparrows firing without radar --- GE HCCE B10

AIM-7M Sparrow missiles are able to fire and hit without requirement of active radar guidance.

Sparrows do not engage --- GE HCCE B10

Inbound missiles fly right over Phantoms. Staff Assistant asks if player wants to engage with AAMs or not. When player hits Yes button, only AIM-9D Sidewinders are fire. The longer-ranged AIM-7F Sparrow do not fire unless manually directed by the player. Phantom EmCon is irrelevant.

Launch Limbo --- GE HCCE B10

When aircraft are either launching or landing, if the aircraft in the group are destroyed before the group is fully launched/landed, the aircraft that have not yet launched to / already landed from the group are stranded in limbo either as launching or landing.

Ferry unlimited --- GE HCCE B10

AI can launch unlimited number of aircraft on ferry mission. If aircraft are destroyed before the flight is finished launching, the AI just continues until the original full flight is launched.


Target Saturated --- GE HCCE B10

Once a target has been attacked, subsequent strikers Return To Base without engaging.


Entering AAW Range --- GE HCCE B10

Warning message appears whenever plane launches. It is incorrect, yet always appears in WestPac scens with Neutral sides.


Hostile Neutrals --- GE HCCE B10

Neutral side will shoot down Red units but not Blue units.

Hostile Neutrals B --- GE HCCE B10

Blue units not engaged by Neutrals even though they enter AAW range.

Neutral Range Circles --- GE HCCE B10

Range circles for Neutral units appear to be controlled by Blue selection. They do not match Range circles for Blue. i.e. Blue SAM range circle is for Neutral SSM, Blue Active Sonar is for Neutral SAM, Blue Passive Sonar is for Neutral Air radar,...


Range miscalculation --- GE HCCE B10

Aircraft will launch at targets well outside of fuel range.


Blank lines in Unit Display --- SE HCCE B11

Blank lines for ship entries appear in the SE with recent versions of the HCDB.

The deal is that 16-bit list boxes (the scrolling list of units) can show a maximum of 8192 items (we can only have 2048 items so we don't hit that limit) or 65536 characters of information in the entire list box. It is the 65536 character limit we hit, when the SE gets there, the rest of the lines after 65536 characters are blank.

Simple math shows that to fit the max possible number of entries from the game (2048), each entry in the list box for the Platform Display must be limited to 32 characters max.


SSMs don't fire --- GE HCCE B11

SSMs will only fire at very close range (about 25nm) even though they have 300nm maximum range.

Kaman (Late) and PTM Houdong entries in the HCDB cause a crash if you attempt to look at their weapons load. -- SE HCCE B12

This appears to be caused by the name of the mount CSS-N-8 Saccade (YJ-82/C802) Twin and the fact that the vessels have two such mounts that are grouped together. When only one mount appears, there is no problem. At a guess, the problem is with either the Syntax, length of the mount name, or a combination of both.

Work-Around Solution: Shortening the Mount Name to "CSS-N-8 Saccade (YJ-82) Twin" appears to eliminate the problem.

Contacts magically appear --- GE HCCE B13

Neutral and hostile contacts may appear without notification to the player.

Surface engagement window error --- GE HCCE B13

When user selects 'Guns' for surface engagement, neither "Airburst" nor "Impact" are selected as default. Previously, the default was "Impact".

MAD contact by non-existent sensor --- GE HCCE B13

MAD Contact can be obtained by a helo that neither carries it internally nor as a weapon pod.

AAW fails to engage second SSM strike --- GE HCCE B13

AAW will engage an initial SSM strike, but not a followup even when AAMs are plentiful. Manual engagement is possible.

Load sequence loop? --- GE HCCE B13

Game appears to be caught in infinite loop while loading saved game.

Formation air patrol will not engage --- GE HCCE B13

Formation air patrol that is in range will not be allowed to engage when task group is ordered to fire on sub contact. Weapon allocation window is blank.

Work-around solution: Either detach air patrol else select enemy unit and hit Intercept function [F1]. Air patrol will detach and proceed to attack.

Group ignores speed order --- GE HCCE B13

Surface group ignores speed order to either slow down to creep speed or stop. Although the group obeys momentarily, it will resume cruise speed on its own initiative.

Long names for saved games cause crash --- GE HCCE B13

Long names for saved games will cause CTD when the player tries to open them. However, the game allows the player to use very long names to save the games in the first place.

Separating air units causes CTD --- GE HCCE B13

Removing all aircraft from sample unit BEA with [F8] causes CTD.

Base Addition --- SE HCCE B19

Old behavior - when you add a base from country X and then re-open the Add Base window, it opens at the last added Base. Now, it simply opens at the first entry in list so that you have to scroll down to the country you´re working on.

Multi-mount on FFG will not fire Harpoons --- GE HCG

Mk-13 launcher on the Perry is modeled as a multi-mount and there must be something wrong with that code as AI-controlled Harpoons will not fire in the GIUK battleset.

* Known Harpoon Classic Issues

PostPosted: Wed Mar 26, 2008 6:45 am
by Herman Hum
With the release of the 2009.097 Patch for Harpoon Ultimate Commanders' Edition, these are some of the issues that remain open.
  1. Barges in harbour cannot be torpedoed

    Barges grouped with land facilities cannot be attacked by torpedo even though the vessels are clearly in open water. Attack is possible by SLCM.
  2. CTD choosing ClassID in SE

    SE crashes when setting up ClassID in ViConds
  3. Damage display corrupted [2006]

    After base is damaged by missiles, the Unit display is corrupted.
  4. Doubles selected in unit window

    Two units can be shown as selected at the same time within the Unit display window
  5. Dual BOL windows cause freeze

    Multiple BOL launch windows can be opened, but not closed; thereby causing game to freeze
  6. Group survivors form improper group

    Airfield ACb is destroyed. Ground units grouped with the base now form a group called "DL". Two letter designation for a group is improper. All units should have 3 characters. Also, when DL is selected and all units are detached to a new group, EQr is formed (a proper group).
  7. Ineligible target type

    When ordered to attack a surface group known to contain ships, subs, and aircraft, only subs and aircraft are offered as target types.
  8. Instantaneous torpedo resolution

    Torpedoes fired from submarines to ships 3nm-4nm away hit at once without running the distance. Also, there is no launch/hit animation (if active) and the Ph does seem unrealistic
  9. Keyboard commands missing

    Many keyboard commands listed in either the in-game help function for GE, the in-game help function for SE, or the manual are missing. Also, the keyboard commands listed in the manual do not correspond with the ones available from the in-game help function.
  10. Launch Limbo [2006]

    When aircraft are either launching or landing, if the aircraft in the group are destroyed before the group is fully launched/landed, the aircraft that have not yet launched to / already landed from the group are stranded in limbo either as launching or landing.
  11. Missile turns away

    Incoming Phoenix missile turns away on final approach to target.
  12. No Standoff attack possible

    Sub group ordered to attack carrier group. Elects to attack the sub in the group with Stand-off weapon. However, Weapons Allocation window is blank.
  13. Nuke blast range error

    Nuclear torpedoes fired from submarines to ships 2nm-3nm away hit at once without running the distance. Also, the target ship is not destroyed! (but those in the blast range are)
  14. Patrol zones centred on wrong position

    Formation patrol zones are centred on different positions and not consistent This can cause major problems when trying to add new air or ship patrols.
  15. Patrol zones do not match positions

    Graphic circular display in formation editor does not match ship positions.
  16. Shot down during landing [2005]

    Air Group BJA consisted of four aircraft. BJA is in the process of landing. Two have already landed. One was shot down. The final aircraft in the group is about to be shot down. When it is shot down, the two aircraft already on the ground will be stranded in limbo and listed as Landing, but they will never move out of that phase and are forever lost to the player/AI. This situation is easily replicable for any DB and is definitely not specific to HCDB.
  17. Specific Class not possible in ViConds

    Unable to select the Class category for any type of Victory Condition. Consequently, scenario designers are no longer able to specify individual bases for ViConds.
  18. Sub ignores patrol zone

    Sub ignores assigned formation patrol zone. This problem was first identified by Mark Kratzer.
  19. Units do not move to new patrol zones

    Units do not move to new patrol zones when size of zones is changed
  20. Staff message appears after attack cancelled

    "Effective range is 4nm. Target range is 0nm. Should we close and attack?"
  21. Torps cannot acquire

    Torpedoes never acquire target regardless of which direction and distance they are fired from. Torpedoes do work against other submarine targets. The distance the target is away from its group icon and formation patrol zone may be one possible explanation of this behaviour.
  22. SE unit display button inaccessible

    SE unit display window does not allow use of [D]isplay button after a unit is selected. Hotkey [D] works, though.
  23. Bitching Betty never turns off

    AI warns player to turn on radar. Even after player complies, the same warning repeats ad nauseum.

See also: Bug Tracker

* Known Harpoon Classic Issues

PostPosted: Wed Jun 04, 2008 8:51 pm
by Herman Hum
Defect Name: Crash upon base destruction
Build: HCE 2008.024
Repeatable: Y
Operating System: XP
DB used: HCDB-080602
Scenario used: Crash upon base destruction.hp2
Long Description: Game crashes upon base destruction

Sequence to reproduce:
1. Run saved game at 1:5 min compression
2. Game crashes/freezes after Orland is destroyed

Expected behaviour: Game should not freeze
Observed behaviour: Crash upon base destruction

* Known Harpoon Classic Issues

PostPosted: Wed Jun 04, 2008 8:55 pm
by Herman Hum
Defect Name: Destroyed icon shown for undamaged unit
Build: HCE 2008.024
Repeatable: Y
Operating System: XP
DB used: HCDA
Scenario used: Destroyed icon shown for undamaged unit.hpz
Long Description: Unit displays 'destroyed icon' even though unit was never damaged

Sequence to reproduce:
1. Run Destroyed icon shown for undamaged unit.hpz
2. XYR dispays icon for destroyed unit

Expected behaviour: Normal icon should be shown for undamaged unit
Observed behaviour: Destroyed icon shown for undamaged unit

* Known Harpoon Classic Issues

PostPosted: Wed Jun 04, 2008 8:59 pm
by Herman Hum
Defect Name: Completed intercept of dead unit
Build: HCE 2008.024
Repeatable: Y
Operating System: XP
DB used: HCDA
Scenario used: Completed intercept of dead unit.hpz
Long Description: Unit focuses on already destroyed unit when ordered to attack

Sequence to reproduce:
1. Run Completed intercept of dead unit.hpz
2. Order AQa to attack ZZb
3. AQa will try to intercept the Isla Malvinas which is already destroyed

Expected behaviour: Unit should attempt to intercept units not yet destroyed
Observed behaviour: Unit attempts to intercept a unit already destroyed

* Known Harpoon Classic Issues

PostPosted: Thu Jul 10, 2008 9:54 pm
by Herman Hum
Defect Name: Incorrect aircraft capacity displayed
Build: HCE 2008.024
Repeatable: Y
Operating System: XP
DB used: HCDB-080616
Scenario used: HHunt.scp
Long Description: SE shows incorrect aircraft capacity in the unit display. Some ships (ZR00) are shown to have 200% remaining while others (ZN00) have aircraft already added to them, yet show none in the display.

Sequence to reproduce:
1. Load file in SE
2. Select ZR00/ZN00 and look within unit display

Expected behaviour: Aircraft capacity display should match actual
Observed behaviour: Aircraft capacity display does not match actual

Defect Name: Sonobuoy contact reported by Neutral

PostPosted: Thu Jul 24, 2008 1:38 am
by Herman Hum
Defect Name: Sonobuoy contact reported by Neutral
Build: HCE 2008.044
Repeatable: Y
Operating System: XP
DB used: HCDB-080712
Scenario used: RedOctober.SCn
Long Description: Player unit receives numerous contact reports from Neutral side. Red unit can be seen near Iceland from

Neutral sonobuoy.

Sequence to reproduce:
1. Run Sonobuoy contact reported by Neutral.hpn
2. Red October will receive contacts from sonobuoys on Red units from Neutral green units

Expected behaviour: No contact reports from Neutral units
Observed behaviour: Neutral units report contact with Red units

* Known Harpoon Classic Issues

PostPosted: Thu Oct 02, 2008 8:52 am
by Herman Hum
Defect Name: Large groups launch at once
Build: HCE 2008.044
Repeatable: Y
Operating System: XP
DB used: HCDB-080824
Scenario used: Large groups launch at once.SCq
Long Description: Large groups launch and materialize at once instead of a taking minutes to do so

Sequence to reproduce:
1. Run scenario and zoom in on North Korean airfields like YGa
2. After 30 seconds, large groups of planes will be completely aloft and start moving at once

Expected behaviour: Large groups should take time to launch and form up
Observed behaviour: Large groups of planes will be completely aloft and start moving at once

* Known Harpoon Classic Issues

PostPosted: Thu Oct 02, 2008 8:55 am
by Herman Hum
Defect Name: Out of range message missing
Build: HCE 2008.044
Repeatable: Y
Operating System: XP
DB used: HCDB-080824
Scenario used: Out of range message missing.sci
Long Description: When ordered to intercept a target that is out of range, no message appears.

Sequence to reproduce:
1. Run in GE
2. Order AFa to intercept ZLa
3. Nothing happens. No message appears.
4. As AFa closes on the target, the Weapons Allocation Window appears once weapons are in range

Expected behaviour: When ordered to intercept a target, Staff Assistant should display window asking for instruction
Observed behaviour: When ordered to intercept a target that is out of range, no message appears.

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 12:10 am
by Herman Hum
Defect Name: Decoy loadout won't close
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: USNIGIUK1.0
Long Description: Hornet group with Decoy loadout cannot select surface group with active radar detected as eligible target. If group moves into range manually, weapons may be launched.

Sequence to reproduce:
1. Load Decoy loadout won't close.USNI-hp1
2. Order DCA to attack ZYS
3. Group ignores order

Expected behaviour: Air group should be asked if they want to close the range for attack
Observed behaviour: Air group not asked if they want to close the range for attack

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 12:16 am
by Herman Hum
Defect Name: Red-on-Red fire
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: USNIGIUK1.0
Long Description: Red sinks its own ship while launching SSM attack against Blue

Sequence to reproduce:
1. Open Red-on-Red fire.USNI-hp1
2. Activate Show All
3. Kresta: Vladivostok is shown as sinking even though I am dead certain that I fired nothing at Red.

Expected behaviour: Red should not sink its own ship
Observed behaviour: Red sank its own ship

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 12:21 am
by Herman Hum
Defect Name: "Attack with only cannon fire?" message
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: GIUKUSNI1.0
Long Description: "Sir, should we attack with only cannon fire?" message appears when BCH or BDH are ordered to attack submarine

Sequence to reproduce:
1. Order BCH or BDH to attack submarine
2. "Sir, should we attack with only cannon fire?" message appears
3. BEH is able to attack submarine with torpedoes

Expected behaviour: Game should ask of player wants to close the range to the target
Observed behaviour: Game does not ask if player wants to close the range to the target

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 12:25 am
by Herman Hum
Defect Name: Unit window pixellation
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: GIUKUSNI 3.0
Long Description: Unit window pixellation on 1x and 2x magnification

Sequence to reproduce:
1. Open Unit window pixellation.USNI-hp1
2. Re-open Unit window pixellation.USNI-hp1
3. Pixellation appears in Unit Window

Expected behaviour: Unit window should not be pixellated
Observed behaviour: Unit window should is pixellated

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 12:45 am
by Herman Hum
Defect Name: Hotkey C does not centre Unit window
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: Any
Long Description: Hotkey C does not centre Unit window any longer.

Sequence to reproduce:
1. Open any scenario
2. Select any group in the group window
3. Hit hotkey C
4. Group window is now centred on the group selected
5. In previous versions, Hotkey C would centre the Unit window around the group selected

Expected behaviour: Hotkey C should centre the Unit window around the group selected
Observed behaviour: Hotkey C centres the Group window around the group selected

* Known Harpoon Classic Issues

PostPosted: Sat Dec 20, 2008 3:08 am
by Herman Hum
Defect Name: SEAD cannot attack radar
Build: HCE 2008.065
Repeatable: Y
Operating System: XP
DB used: HCDB-081124
Scenario used: USNIGIUK3.0
Long Description: Badger armed with SEAD cannot attack base, but Fencers armed with Kilter can.

Sequence to reproduce:
1. Load SEAD cannot attack radar.USNI-hp1
2. Fencer group can attack Faeroes
3. Badger group cannot attack Faeroes (even though it was originally launched to do so).

Expected behaviour: Badger group should be able to attack Faeroes
Observed behaviour: Badger group cannot attack Faeroes