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#46354 A walk through the H3 versions

Posted by JSF on 02 August 2014 - 04:21 AM

Silent Hunter´s AARs displaying his way through the HC versions are fascinating. I will start a similiar walkthrough, based on the H3 version.

#54363 53 year old nuclear missile accident revealed

Posted by CV32 on 02 November 2017 - 11:54 AM

Fifty-three year old nuclear missile accident revealed (Rapid City Journal)

#53440 SITREP #52

Posted by kmart494 on 16 May 2017 - 06:26 PM

The smooth draft is out.  Larry is shooting for a Friday release.

#53410 File - Middle East - Bubiyan Turkey Shoot, January 29, 1991. Historical Scena...

Posted by CV32 on 12 May 2017 - 01:00 PM

After Action Report (AAR) ...


Spoilers follow!









This is a quick, clean and enjoyable scenario that will allow you to wipe out the Iraqi Navy in short order.


Operating in the northern of the Persian Gulf on 29 January 1991, I am tasked with clearing out those elements of the Iraqi Navy that have managed to deploy into the area.


Launching a SH-60B Seahawk from the Perry class frigate USS Curts, my intention was to quickly get an idea of the composition and location of enemy vessels, and, of course, to avoid giving away the location of my ship lest I get a Silkworm tossed in my direction for my troubles.


The SH-60B quickly established that there were small groups of fast attack craft (Osa and TNC45) to the west and north, and a cluster of amphibious ships and supporting vessels in the center. None were in immediate danger of counter-detection.


Curts also had an AH-1W SuperCobra aboard, already loaded with Hellfires and 70mm rockets, so - together with Harpoons launched from the frigate - would serve as my initial attack on the priority threat: the Iraqi FACs. The AH-1W would go after the Osas, while the Harpoons would go after the slightly more distant group.


I also launched an OH-58D Kiowa - also armed with Hellfires and Sidearm anti-radar missiles - from the frigate USS Nicholas further east. It would deal with survivors among the FACs.


Meanwhile, an A-6E loaded down with 500 lb Mk 82 bombs was launched from the carrier USS Ranger much further south. It ought to arrive around the same time as I was cleaning up the FACs.


Two of four Harpoons scored hits among the TNC45s, while the SuperCobra ravaged the Osas with Hellfires and rockets. The Kiowa blasted surviving FACs of both flavours with Hellfire and Sidearm.


A Mirage F1EQ was spotted orbiting north of Kuwait and I began to grumble a little about the lack of air cover, but it stayed away. Two coastal defence missile sites were also detected, but they posed no immediate threat.


When the A-6E arrived, I sent it after a pair of Polnocny class landing ships and an elderly T-43. It bracketed the two phibs with sticks of four 500 lb bombs each, and tossed two in the direction of the T-43. All went down quickly. During the effort, an old P-6 torpedo boat also appeared and it received the remaining two bombs to complete the mission.


Victory rapidly followed.


Thanks Enrique for the fun scenario. :)

#53256 A walk through the versions

Posted by westmarch on 15 April 2017 - 01:00 PM

having recently reacquired Harpoon (and a discarded windows laptop from my son to run it!) this site and especially this thread have rekindled my enthusiasm for the series.


Hopefully I will learn from your experience (although I fear my learning curve will resemble my earlier one).


Many thanks

#53153 A walk through the versions

Posted by Silent Hunter UK on 31 March 2017 - 09:40 AM

Which turned out not to be the case. They were F-15s with no air-to-ground capability. So things started getting rather boring for a while...


I'm going to take a brief detour here to discuss the relative combat strengths of US and FSU/Russia ships. I think it's fair to say that there are very few vessels in the 'Red Star' inventory - or indeed much of their technology in general - that could, all other things being equal, win a stand-up one vs. one fight against their closest Western equivalent. While the Russians have the stand-off range in terms of their cruise missiles, since the arrival of the Aegis system and arguably before, they have needed serious superiority in numbers to stand a chance against an equivalent NATO group.


However, of course, you don't seek a fair fight in warfare. You seek a fight in which you have that overwhelming superiority and in which you dictate the terms of the engagement. The only time the Russians have used a carrier group in combat, they used it to drop bombs on an enemy that had no viable way to fight back against them... and even then they weren't very good. I struggle to see any real viable use for the earlier Yak-38 for example except as a distraction...


Anyway, back to the game... my frigate group was continuing to close on the US LPD group, but it was still too far away to engage. I realised that my transports were a) holding my Neustrashimyy back and B) were vulnerable against the American ships. So I split the group, sending the transports east and having the former heading into action against the Blue forces...


At this point, I would make an exception to my comment about relative combat strengths. The Oliver Hazard Perry class is one that I have long dubbed the 'Overhead Projector'. This vessel's primary weapons for surface warfare are single-arm launcher and a 76mm gun. Against a Neustrashimyy, it would probably stand no chance.


Which is indeed what happened in game. Both the US frigate and LPD were sunk by gunfire with no damage suffered by my ship. It was a victory of some form... but the tables were about to turn against me.

#53063 A walk through the versions

Posted by Silent Hunter UK on 17 March 2017 - 12:42 PM

This missile ended up being three missiles, but fortunately my surface group was packing a modern frigate in the form of Neustrashimyy, whose 'Gauntlet' SAMs, despite having a range of only 6.5nm, dealt with all three missiles. As we learned in the Divide & Conquer PBX, US missiles are slow things and so there is plenty of time to fire again at them if you don't hit the first time.


Shortly after this threat was removed, I detected a helicopter on my radar for this group. It wasn't in my range, but I figured correctly that an actual ship was in the vicinity. This helicopter then fired at me with a missile that I'd never heard of; something called a AGM-122 Sidearm and was identified as an Apache Scout. A look at Wikipedia and FAS informs me that the former were anti-radar conversions of withdrawn AIM-9Cs used on helicopters, although all have been expended. The Apache Scout is a hypothetical Special Forces version of the AH-64 created purely for this game.


At any rate, the two AGM-122s were shot down before they could cause any damage. Shortly afterwards, a Seahawk came to the party and back over Iceland, a Hornet was spotted.


At 0429, a Flanker chased the Hornet, got into range and fired off all six of its radar guided missiles. Unfortunately, during their journey towards the US fighter, the aircraft lost radar lock and the missiles 'went stupid'. Shortly afterwards, the Flanker got shot down.


A bunch of large air contracts turned up near the Canada group, but these turned out to be F-15s, with no capacity to do any damage. In fact, three of them got too close to one of my transport ships... and were downed by Iglas!


This triumph lasted twenty minutes until 0538, when two missiles appeared heading for my carrier group north of Iceland...

#52140 File - GIUK - Grouch.zip

Posted by CV32 on 16 December 2016 - 11:06 AM

Thinking this one ought to have been called the 'Grinch'. It definitely has potential to try and steal your Christmas joy. ^_^


AAR to follow in due course.

#51353 Fourteen years of goodness

Posted by eeustice on 11 August 2016 - 06:55 PM

In the 2 and 1/2 years I have been part of this group HC has come a long way.


You can now have 255 units in a group up from 128


Orbital missiles were not detected with radar. That now works. Orbital missiles were never able to be detected by radar in HC prior to that in HC


You increased the number of magazines each ship can have.


Fixed HC multiple times when I exceeded the limitation of HC.


2 major HC releases was made to Matrix.


Played our first paper Harpoon game in Milwaukee!


Had a Harpoon Geeks weekend last fall.


Lets not forget you had 2 sons born during the last 2 and 1/2 years!


Let's all not forget Mel (Tony's wife) puts up with us asking for help fixing HC issues while getting in some time of his own to make the improvements he wants to make.


We can't forget CV32 he keeps the HC Official database Current .


This a all pretty awesome for a bunch of guys who do it all for free.


I hope you guys know how much you guys are appreciated!


I forgot to mention all of the guys who have pitched in creating all the scenarios for us to play, and the utilities that are created to enhance the HC playing enjoyment!


 Thanks to all!



#50632 The F-35 Saga

Posted by kcdusk on 09 March 2016 - 03:30 PM

"Turn it off and on again"?


Sounds like an episode of the "I.T. Crowd" tv series.

#50243 HUCE - How to close bottom 20th Anniversary window?

Posted by TonyE on 24 December 2015 - 11:32 PM

With the game closed, go into the ExportDLLs folder and rename DigMilArt.dll to something like DigMilArt.bak.

#50223 Will HCE v2009.050 Scenario Editor work in Win7 x64?

Posted by broncepulido on 24 December 2015 - 06:11 AM

Latest files and installation routine here:


#49913 Playing HCE as a blind gamer

Posted by donaldseadog on 15 November 2015 - 02:49 AM

Plenty of interesting things happening here recently I see :)

I'm assuming you're playing with the standard game engine from the installation? Why I ask is that one of the many advances that Tony has given us in the various betas is the ability for us to write external library files that are mini external programs. Some of the features I've written in my 'toolbox.dll' could be further massaged to carry out some of your needs, but I think I'd need to streamline some aspects and house them in a new library.


surface groups can be automatically brought together and joined, then continue on one of the groups original course ( I currently do it only for air groups);

an air group (such as an ASW group) can be given a spiral type search pattern centred on a point being a known submarine contact - this point could be altered to be related to an uncertain fix or a distance bearing;

While toolbox doesn't do it I'm certain:

a group course could be built up using bearing/ distance instead of mouse clicks;

when filtering through enemy contacts the group ID could be used even when no exact fix is given and data could be presented to indicate the size of the contact uncertainty region and something like distance and bearing from your closets group.

This would need you to install say the latest beta upgrade (available from this forum) and I would have to improve the switching from the main game to the library controlled features (I might need guru help there)
I'll start toying with what I have and see how I go and let you know if it seems worth your while installing the beta upgrade.

Maybe some of it can actually just be new information pop ups running in the game?

#49732 SimPlot by kmart494 download

Posted by kmart494 on 26 October 2015 - 08:27 PM

After finishing the program update, I spent some time fooling around with ways to display maps in Simplot.  I was initially concerned about using bitmaps since they would have to be re-scaled to fit a changing background scale.  I also thought about using polygons with game x,y coordinates, but that would need a separate program to generate the polys (probably using a background bitmap anyway).  So, I experimented with the easiest solution--bitmaps.  Using Paint Shop Pro I grabbed a screen shot of the Somali Pirates map from Harpoon Naval Review 2009.




I worked out how to resize the image with a change in zoom scale.  (Actually the bitmap remains the same size, but it is drawn to different scale sizes on the screen.  I'm not sure what effect this has on memory at this point, but it did at least work.)


It turns out that the above map did not allow the in game icons to display very well.  The map was too bright and the icons too dark.  Yuck!  I needed to modify the map, so using a new layer in PSP I painted over the map.




That's more like it!  You might have noticed the bases in Somalia are gone.  I think they would work better as in-game units so they can interact with other units.  I calculated their locations using the pixel x,y and scale (this map's original image is 3.5 pixels per nm).


After figuring out how to associate a map image to a scenario file, I loaded up a new scenario and placed the Somali bases using Simplot.  The results are very promising.  Even when the map is re-sized and re-centered, the bases remained in their relative location on the image.




I have yet to modify the save scenario routine to incorporate the image file name.  That won't take long.  One possible problem will be directory structure.  So far, the image loads if it's in the same directory as the scenario text file.  I think during a multi-player game the image would only have to be passed to players once, as long as the new turn text files are dropped into the same directory as the image.  More testing on this!


#49216 File - MEDC - MED5

Posted by rainman on 10 September 2015 - 01:42 AM

Brad is correct about the slippery slope, and I have made some very accurate scenarios that are really boring. Please remember that I said I'm just a fussy old man. A scenario here is a work of art, just as a painting or a song is. You are doing great work in keeping this old game alive, and I'll enjoy everything you do. So please don't take my comments too seriously. 

#48427 SimPlot by kmart494 download

Posted by kmart494 on 01 June 2015 - 07:56 PM

Program update:  Unit visibility is now saved with the scenario files.  Also, using the new F3 key will allow a ref to set how much of an enemy unit's information is visible to the other player.  This, too, is saved with the scenario files so the ref does not have to change it every time.  Items such as name, heading, speed, altitude/depth can be hidden even though a contact is made.  Depending on the sensor, information other than location may take a turn or two to develop.  Also, I have an option for the ref to use an alternate name for detected units (such as "Large Ship", or "4 x Small Aircraft") until the players can figure out what they are up against.


I have not uploaded this version yet.  I am still working on limiting unit track data.  As it is now, once an enemy unit is visible, you can see it's entire movement track.  I want to limit that track to just the time of initial detection up to the current turn time.  Otherwise, you will know instantly the location of firing units (of missiles and torpedoes, or launch locations of helicopters and aircraft).



#48284 SimPlot by kmart494 download

Posted by kmart494 on 18 May 2015 - 07:47 PM

I created a simple plotter (SimPlot) program that automates the process of moving units on a simple x,y coordinate system.  The objective is to get myself to play H4 paper rules more often by eliminating the problems of graph paper or Neptune's Cat attacks for tabletop games.


SimPlot will track time and motion of units.  It will also provide range and bearing info to other units.  Units can automatically follow other units that are selected as "targets."  Unit movement tracks and times can be displayed in case you want to see where you have been.


How about a few screenies?




I was hoping to show the unit tracks, but it looks like Photobucket may have changed the image a bit.  Anyway, the colors in the game are changeable so you can select whatever colors you like.




There is an option to display bearing and range data from a selected unit to all other units.  This will make calculating detection easier.




Units can automatically follow other units by assigning them as "targets."  Of course, you can still order a unit to follow a set heading.


There is a readme file within the zipped folder that has details of how to use the program.  I hope that most of it is intuitive.  still, I will answer any questions you may have about the program.


I forgot to mention that to get started you have to either create a new scenario (very easy--fill in the form, press OK, and then add units) or load an existing scenario.  I included two simple scenarios to get you started.


Attached Files

#48188 File - GIUK - Exercise Dynamic Mongoose 2015. Historical Training Scenario.

Posted by broncepulido on 10 May 2015 - 06:00 PM

Posted Image


File Name: Exercise Dynamic Mongoose 2015. Historical Training Scenario.

File Submitter: broncepulido

File Submitted: 11 May 2015

File Category: GIUK


Exercise Dynamic Mongoose 2015. 4-14 May 2015. Historical Training Scenario.


A Harpoon Commander's Edition scenario for the EC2003 Battle for GIUK Gap Battleset and the HCDB-150502 1980-2015 era Platform Database or the HCDB2-170319 new standard 1980-2025 era Platform Database. This scenario is designed with the Advanced Scenario Editor and to be run with HCE 2015.008+ or later.


Image: Swedish submarine Gotland, British frigate Portland, Spanish AEGIS frigate Blas de Lezo and Dutch NH90 Caiman helicopter. US Navy photo taked off Bergen 4 May 2015 by Commander David Benham, as consequence in public domain. Retrieved from http://www.nato.int/...otos_119170.htm


This scenario is designed to be played from the Blue/NATO side or from the Red/NATO side. You should play a few times first the Blue side to avoid spoilers, and only later play the Red side.


After the eventful year of 2014 and the not less eventful first four months of 2015 and with the World beginning the so-called Second Cold War, the President of Russia Vladimir Putin (ex-KGB lieutenant colonel) was showing clearly his plan to recover the Russian Empire and later Soviet territories for reinstitute the greatness of his Russia, and to guarantee his passage on the History as saviour of the Rodina.
From May 2014 Putin provoked in succession the Crimea, Ukraine, Donetsk, Baltic States, October 2014 Swedish submarine incursion, G-20 Brisbane meeting naval crisis, November 2014 Faslane submarine incident, frigate Yaroslav Mudryy February "Channel Dash", April 2015 Finnish submarine incursion (for many observers causing the pre-mobilization of Finland reserve forces), and constant and multiple overflies with military warplanes entangled in potential incidents with commercial flights.
When the big anti-submarine exercise Dynamic Mongoose did begin in 4 May 2015 was interpreted by many journalists as an answer to the latest Russian actions and menacing postures, but it was actually a yearly exercise. But in the current world situation was legit to think otherwise, more with the intervention in the exercise of Swedish Navy elements, probably as consequence of the Russian-attributed Swedish submarine incident of October 2014, as Sweden is not a NATO member, but did participate as partner.


Of course this is a training exercise and actually shots, torpedoes and missiles aren't fired and nobody is hurt ...


Enrique Mas, 10 May 2015.


Click here to download this file

#47877 Military Techno- thrillers - Trying to remember a specific Book

Posted by broncepulido on 21 March 2015 - 06:39 AM

Clancy's "The Bear and the Dragon", just searching in Google the expression "sm-2er block iva clancy".
(I'm casually working these days in a Little academic paper about techno-thrillers):


Beijing's increasingly desperate leaders decide to ready their ICBMs for a potential launch. A joint NATO-Russian special operations team led by Rainbow operative John Clark is dispatched to destroy them. The team destroys all but two of the Chinese missiles. Of the two that launch, one is shot down by an AH-64 Apache while the second heads toward Washington, D.C.. Ryan's family is evacuated, but Ryan himself decides at the last minute to stay behind on board a docked naval ship, the USS Gettysburg, which has an experimental anti-missile system. Ryan watches as the ship destroys the ICBM at the last possible moment.

http://www.litmir.me...?b=125462&p=138(beware, Russian Site! enter at your own risk!)

Gregory had spent most of the morning with a couple of serious commander-rank officers who seemed smart enough, though both were praying aloud to get the hell back on a ship and out to sea, just as Army officers always wanted to get back out in the field where there was mud to put on your boots and you had to dig a hole to piss in-but that's where the soldiers were, and any officer worth his salt wanted to be where the soldiers were. For sailors, Gregory imagined, it was salt water and fish, and probably better food than the MREs inflicted on the guys in BDUs.

But from his conversations with the squids, he'd learned much of what he'd already known. The Aegis radar/missile system had been developed to deal with the Russian airplane and cruise-missile threat to the Navy's aircraft carriers. It entailed a superb phased-array radar called the SPY and a fair-to-middlin' surface-to-air missile originally called the Standard Missile, because, Gregory imagined, it was the only one the Navy had. The Standard had evolved from the SM-1 to the SM-2, actually called the SM-2-MR because it was a "medium-range" missile instead of an ER, or extended-range, one, which had a booster stage to kick it out of the ships' launch cells a little faster and farther. There were about two hundred of the ER versions sitting in various storage sheds for the Atlantic and Pacific fleets, because full production had never been approved-because, somebody thought, the SM-2-ER might violate the 1972 Anti-Ballistic Missile Treaty, which had, however, been signed with a country called the Union of Soviet Socialist Republics, which country, of course, no longer existed. But after the 1991 war in the Persian Gulf, the Navy had looked at using the Standard Missile and Aegis system that shot it off against theater-missile threats like the Iraqi Scud. During that war, Aegis ships had actually been deployed into Saudi and other Gulf ports to protect them against the ballistic inbounds, but no missiles had actually been aimed that way, and so the system had never been combat-tested. Instead, Aegis ships periodically sailed out to Kwajalein Atoll, where their theater-missile capabilities were tested against ballistic target drones, and where, most of the time, they worked. But that wasn't quite the same, Gregory saw. An ICBM reentry vehicle had a maximum speed of about seventeen thousand miles per hour, or twenty-five thousand feet per second, which was almost ten times the speed of a rifle bullet.

The problem here was, oddly enough, one of both hardware and software. The SM-2-ER-Block-IV missile had indeed been designed with a ballistic target in mind, to the point that its terminal guidance system was infrared. You could, theoretically, stealth an RV against radar, but anything plunging through the atmosphere at Mach 15-plus would heat up to the temperature of molten steel. He'd seen Minuteman warheads coming into Kwajalein from California's Vandenberg Air Force

Base; they came in like man-made meteors, visible even in daylight, screaming in at an angle of thirty degrees or so, slowing down, but not visibly so, as they encountered thicker air. The trick was hitting them, or rather, hitting them hard enough to destroy them. In this, the new ones were actually easier to kill than the old ones. The original RVs had been metallic, some actually made of beryllium copper, which had been fairly sturdy. The new ones were lighter-therefore able to carry a heavier and more powerful nuclear warhead-and made from material like the tiles on the space shuttle. This was little different in feel from Styrofoam and not much stronger, since it was designed only to insulate against heat, and then only for a brief span of seconds. The space shuttles had suffered damage when their 747 ferry had flown through rainstorms, and some in the ICBM business referred to large raindrops as "hydro meteors" for the damage they could do to a descending RV. On rare occasions when an RV had come down through a THUNDERstorm, relatively small hailstones had damaged them to the point that the nuclear warhead might not have functioned properly.

Such a target was almost as easy a kill as an aircraft-shooting airplanes down is easy if you hit them, not unlike dropping a pigeon with a shotgun. The trick remained hitting the damned things.

Even if you got close with your interceptor, close won you no cigars. The warhead on a SAM is little different from a shotgun shell. The explosive charge destroys the metal case, converting it into jagged fragments with an initial velocity of about five thousand feet per second. These are ordinarily quite sufficient to rip into the aluminum skin that constitutes the lift and control surfaces of the strength-members of an airplane's internal framing, turning an aircraft into a ballistic object with no more ability to fly than a bird stripped of its wings.

But hitting one necessitates exploding the warhead far enough from the target that the cone formed of the flying fragments intersects the space occupied by the target. For an aircraft, this is not difficult, but for a missile warhead traveling faster than the explosive-produced fragments, it is-which explained the controversy over the Patriot missiles and the Scuds in 1991.

The gadget telling the SAM warhead where and when to explode is generically called the "fuse." For most modern missiles, the fusing system is a small, low-powered laser, which "nutates," or turns in a circle to project its beam in a cone forward of its flight path, until the beam hits and reflects off the target. The reflected beam is received by a receptor in the laser assembly, and that generates the signal telling the warhead to explode. But quick as it is, it takes a finite amount of time, and the inbound RV is coming in very fast. So fast, in fact, that if the laser beam lacks the power for more than, say, a hundred meters of range, there isn't enough time for the beam to reflect off the RV in time to tell the warhead to explode soon enough to form the cone of destruction to engulf the RV target. Even if the RV is immediately next to the SAM warhead when the warhead explodes, the RV is going faster than the fragments, which cannot hurt it because they can't catch up.

And there's the problem, Gregory saw. The laser chip in the Standard Missile's nose wasn't very powerful, and the nutation speed was relatively slow, and that combination could allow the RV to slip right past the SAM, maybe as much as half the time, even if the SAM came within three meters of the target, and that was no good at all. They might actually have been better off with the old VT proximity fuse of World War II, which had used a non-directional RF emitter, instead of the new high-tech gallium-arsenide laser chip. But there was room for him to play. The nutation of the laser beam was controlled by computer software, as was the fusing signal. That was something he could fiddle with. To that end, he had to talk to the guys who made it, "it" being the current limited-production test missile, the SM-2-ER-Block-IV, and they were the Standard Missile Company, a joint venture of Raytheon and Hughes, right up the street in McLean, Virginia. To accomplish that, he'd have Tony Bretano call ahead. Why not let them know that their visitor was anointed by God, after all?

My God, Jack," Mary Pat said. The sun was under the yardarm. Cathy was on her way home from Hopkins, and Jack was in his private study off the Oval Office, sipping a glass of whiskey and ice with the DCI and his wife, the DDO. "When I saw this, I had to go off to the bathroom."

"I hear you, MP." Jack handed her a glass of sherry-Mary Pat's favorite relaxing drink. Ed Foley picked a Samuel Adams beer in keeping with his working-class origins. "Ed?"

"Jack, this is totally ***ing crazy," the Director of Central Intelligence blurted. "***ing" was not a word you usually used around the President, even this one. "I mean, sure, it's from a good source and all that, but, Jesus, you just don't do shit like this."

#47653 A Tony status update

Posted by TonyE on 05 February 2015 - 01:31 PM

Due to some IRC discussion I spent much of my birthday exploring expanding the limits on how many items can be in the database. Finally there are some (boring) results of me loading a saved game from before the changes demonstrating an expanded AnnexID. 2014.019 and prior have a 16-bit AnnexID which through some tragedy ends up meaning a maximum of 32768 platforms/weapons in the database.

The experiment is to increase that to a maximum just under 2 billion or put better, 67 million items per annex (67 million ship classes, 67 million installations, 67 million submarine types, 67 million plane types, 67 million loadout definitions, ...)

Here's the boring ge.log line that indicates the initial experiment is successful.
100161 initannx.c:1340 - disk_id=52631, disk_id32=1677723031, annex=12, mem_id=49152, mem_id32=1610612736
It shows the old AnnexID of 52,631 and its new counterpart 1,677,723,031.

It is just the very tip of a huge iceberg but still a happy result.