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General

  1. Started by TonyE,

    Always thinking about improved map interfaces...

  2. In my toolbox utilising the export DLL functions I'm currently playing with reassigning targets of anti surface missiles and also capturing and repairing bases . I'm wondering if people have thoughts on these actions - or if I should just proceed for my own amusement (which is significant, it has me laughing frequently like the time I captured a ship with a whale) Don

  3. Started by TEPonta,

    Now that I have the BS Builder working well on my system, I built a Gulf of Tonkin BS without problem, and am looking at creating some Viet Nam Era scenarios. What I'd like to do is create a navigational reference point for Yankee Station and place it in the scenario. I know reference points are a feature of Harpoon 3, but this is the first time I've tried to do it in HCE. I'd like to find out if it's feasible to possibly create a generic ref. point as a facility in the PE, and then locate it wherever it's needed, similar to a Downed Pilot or Lifeboat for example. Ordinarily I'd just take a shot at this, but since it's so easy to hose up the DB, I was wondering …

  4. Started by TonyE,

    Notes for investigating air to air refueling. Automatic refueling is instigated from CheckStaff. CheckStaff is called in a few places, the key one being CheckGroupStaff. CheckGroupStaff is Harpoon Effect #20, in ExportDLL parlance, HCEffect20. In other words, if one wants to replace the built-in auto-refueling behavior, HCEffect20 must be handled in an ExportDLL instead of in the stock GE. General Process: 1. Effect21/HCEffect21/CheckGroupFuel decides a refuel is merited and creates a AirRefuelEvent that will be processed in 30 seconds. 2. AirRefuelEvent is processed after those 30 seconds, game decides how much fuel to give to each recipient plane.…

  5. Started by TonyE,

    Just experimenting with this and that. In this case perhaps the beginnings of a replacement for the stick figure ship drawings. 3D Model courtesy of StalinTC, and it is a work in progress, as is the program. Navigation is a little easier if you immediately slide pitch all the way to the right. ThreeDViewer_v1000.zip

  6. Using mouse to choose attack target for attack order issued in course editor causes broken waypoint chain. Repeatable: Yes Step by Step: 1. Create new scenario with blue base and red group. 2. Activate the red group and choose to enter a course. 3. Enter 1 or 2 legs then F1 to attack menu. 4. Mouse click on the blue base. 5. At this point your next leg will use the blue base and the next click wp to form a new course, rather than using the last wp and new wp. Build: 2008.026

    • 1 reply
    • 1.9k views
  7. Started by cdcool,

    Is this working in 2017.011?

    • 1 reply
    • 1.5k views
  8. Started by TonyE,

    I noticed there hasn't been a ton of action on the release notes verification and while I'm grateful for the issue tracker being somewhat alive, most of the excitement has surrounded a bashing of multiplayer. Well, it got me interested enough again to pound out some code. I'll try to remember to post an update here every couple of weeks until we get back to testable builds. 2011/02/20 - First time firing up the game and selecting multiple sides for the player to control. Extended the Staff Assistant to indicate which side a message is for by modifying the window title (it already differentiated with the graphic chosen but this may be more easily interpreted and hel…

  9. Started by TonyE,

    For my own usage/prioritization. Prepare Official Release files for MatrixGames so they can distribute an official patch. Target to finalize files: 2022-10-16 Build each component with current version [done] GE [done] SE PE BSB OW Ask that the installer remove the DigMilArt.dll AutoTest as much as possible Consider addressing [done] [Postponed 2022-10-11] Write a new Platform Editor Choose tech stack Initial affinity to …

  10. Started by CV32,

    As many of you know, HCE has some difficulty with the geometries of short range engagements (witness the ATA gunnery issues). Aggravating this limitation is the fact that the seeker acquisition range of many torpedoes is 1,000 yds (roughly 0.5 nm) or less. This can make effective engagement of submarines, even submarines that you have precisely located, a 'challenging' exercise to say the least. Currently the seeker acquisition ranges reflect the actual best guesstimate of their real life effective range (according to H4 specs). I am currently considering, however, introducing an artificial boost to the acquisition range to improve torpedo performance and …

  11. Started by CV32,

    It would be appreciated if someone could test the following torpedo guidance flags: 1. Unknown 2. Passive 3. Active/passive The 'active/passive' flag seems to be producing 0% hit probability, and since the code appears to treat all three flags the same, we'd like to see if all three are being affected. Thanks!

    • 7 replies
    • 2k views
  12. Started by donaldseadog,

    I'm testing some of the PAK's new EC2003 scenarios and am stuck with a total victory condition (scenario 5, sink three amphibious ships). I can only get this complete vic condition if I've scored a minimum victory. Is this normal? D

  13. Started by CV32,

    As some of you may remember, years ago we implemented in HCE a delayed turn rate for aircraft such that they could no longer "turn on a dime" and fly in the opposite direction. Essentially it delayed the ability to turn by a period of time (i.e. wait X number of seconds before executing a turn) and the values varied between types, e.g. more rapidly for maneuvering fighters and more slowly for large transport types. These turning rates (so to speak) are still quite simplistic and still allow an aircraft to change direction relatively quickly. The time has come, perhaps, to further adjust these values to impose a further degree of realism. Note that these ar…

  14. Started by TonyE,

    Hi folks, this is your friendly neighborhood programmer and leader guy reminding you that you can make the game better. One of your own, eeustice has created two fantastic Issue Reports: http://harpgamer.com/harpforum/index.php?/tracker/issue-16-debug-assertion-failed-wespac-scenario-crash/ http://harpgamer.com/harpforum/index.php?/tracker/issue-15-unable-to-add-additional-groups-blue-or-red-in-2009072-se/ Those reports need to be confirmed and any additional insights added. Eric can't do that himself since he reported the issues in the first place. Similarly, once I or someone else marks an issue as Fix Coded. Since I did the fixing I can't be trusted to …

  15. Started by Grumble,

    Interested in seeing what the AI sees? Check out turncoat.ps1 under Downloads.

    • 0 replies
    • 1.8k views
  16. Started by wombat1417,

    Defect Name: Wrong Torpedoes Build: HCE 2009.005 Repeatable: Yes Operating System: Vista SP1 DB used: HCDB_080712 Scenario used: Saved game "Torpedoes" for Original MEDC. Long Description: WAD allows selection of ASW torpedoes against surface targets. Steps to reproduce: 1) Load and run saved game "Torpedoes" in original MEDC. 2) Order Blue AAS to Attack Red ZYS. 3) The Ship to Ship WAD allows selection of Missiles, Torpedoes or Guns. 4) Select Torpedoes. 5) Select the Spruance. The WAD shows Mk50 Barracuda Not Ship Capable. See screenshot "Capture". Expected behavior: "Torpedoes" should be grayed out in the Ship to Ship WAD. Observed behavior: WAD a…

    • 1 reply
    • 1.9k views

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