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654 topics in this forum
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First time I check the sonobuoys persistence time, it's one hour only for all types, not too bad. I supposed this time is fixed and determined by the Game Engine, and we can only change this value for all the sonobuoys, and not fix a time for each time of sonobuoy, also not too bad. Is not a priority, but I think we should change this time persistence value to a longer and more realistict value, perhaps four hours persistence time (if two times are possible , perhaps 4 hours for passive sonobuoys and 30 minutes for active sonobuoys). As consequence, ASW and submarine tactics will be probably altered. Here some sonobuoys persistence times (from data on my perso…
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Hey Guys, I edited some of the wav files for HCE (and added/edited a couple thanks to Stalintc). I didn't want to be blown out of my chair & given a heart attack going from dead silence to a loud boom. I also added a couple little extras into some sounds. It's not a huge makeover but gives a few of the sounds a bit more flavor. Submitted the zip in the mod section. http://harpgamer.com/harpforum/index.php?a...mp;showfile=421
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I seem to have lost sound in HUCE. It's either non-existent or just crackles and pops. Can someone help me please?
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As discussed in more detail here. Use this thread for commentary, questions, etc regarding this new demo release. This one was a looooonnng time coming. A great deal of credit owed to the guys who volunteered their time and skills to contribute to the scenarios used in this demo.
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From the point-of-view of the game mechanics: There are 4 categories of speed; stop, creep, cruise and full. From a detection perspective; if a vessel is sailing within a category's speed range, does it make any difference if the vessel is at the low end of the speed range or the high end? Example: A Spruance class DD is set to sail in the cruise speed range, ie 6 to 19 kts. If the actual speed is set to 6 kts will an opponent's sonar have more difficulty detecting the Spruance than if the speed is set to 19 kts? Or, because the speeds are all in the "cruise" category will there be any difference in an opponent's ability to detect? The converse is: …
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I am currently in the middle of playtesting a rather large and intense scenario in the Med, and the Staff Assistant is making me Very Grumpy. About every ten seconds real time he pops up to tell me that there are enemy aircraft in SAM range, and I really should light up my radars. This can go on for half an hour at a time, and makes playing the game somewhat ... painful ... Even worse, on the rare occasions when I do light up, he doesn't seem to realize it, and keeps popping up to tell me to light up radars that are ALREADY ON! This, I can really live without, because it happens while I am trying to deal with inbound SSMs. Is there any way to make him just STFU, o…
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I don't know how to create a saved game for this, but I'll report the observation, FWIW: It appears that some of the totals reported in the Status Report do not register correctly - or something. I've seen numbers that didn't "look right" in the past, but wasn't able to tell for sure because I typically don't keep my own tally of platforms damaged or destroyed. However, in a recent play of the BACKYARD II scenario from WestPac Battleset under 2009.042, I saw some stuff that definitely was not correct: At the end of the game, it reported 20 Red subs destroyed plus 4 Red subs damaged. In reality, at least 16 Red subs were in fact destroyed in the action, but ther…
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I'm sorry but I can't find the thread where this stuff was taking place, so I'm starting a dedicated thread for discussing/reporting this special testing I'm tasked with. All runs here were using the 050 Demo. Initial test-runs on one new(er) computer, of my earlier games-saves that demonstated the issue of inability of player's AA missiles to acheive hits in some scenarios, has been a complete bust so far. If anything, the player's AAMs have seemed to be almost too effective, achieving infallible 100% hits. This is adding more confusion to the situation then it is resolving. Last night, I also tried running the THB scenario on that machine, because of the s…
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When playing Harpoon I realize that radars do not always detects the whole number of aircrafts in a group. Is it stealthier a group composed of 2 F16 (or another plane) than a group composed of 4 F16? I suppose that radars have more chances to detect a group if there are more planes in this group.
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I'm playing HCE, an EC2003 scenario called "Steal Second" (HDSI 11) and I've noticed a very strange thing: Both AGM-64 Phoenix and AGM-120 AMRAAM have a 60nm range. And while the C5 version of AMRAAM indeed is estimated to fly as far as 65 nm, the Phoenix is widely known for its superior range of over 100nm. How is it possible then that here it's so short? On a separate note - while playing another scenario (which I've attached in my previous topic) there's been no possibility to convert any of my aircraft to a tanker. And I did have F-18s and S-3s on my carriers... Is that normal? I mean - what a strike group is worth if it can't reach beyond its strike aircraft (F-1…
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Hi I recently upgraded from Win XP to Win 7. I got the scenario editor working in the virtual XP machine and everything seems to be working OK. However, in the game the small Strategic map is missing. I have resized and moved all the other windows and clicked on the strategic map in the pull down menu. I don't use it much, but on occasion it is handy. Any ideas? I am using Build 2009.036. Thx, Smitty
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I have notice the coming up on my message log more frequently making my message log basically useless. It seems to happen more often with larger scenarios. I would like to know what might cause this and how it may be disabled. It seems to happen whether or not I have the ignore no ship movement on or off in staff options. I am wondering if it may be a memory problem or running the scenario with a database more current then the one it was written with. I have looked for this in topic search but cannot find anything on it.
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Yeah, after my clumsy fingers slipped and clicked "cascade" for the umpteenth time, I am suggesting some kind of "lock" that means you cannot change the window settings when ticked/chosen. Thanks.
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I was wanting to include a suicide ship attack in a custom database and used a copy of the baka... missile from the kamikaze loadouts of the hcww database. While I can get the missile to destroy the target I can't get it to destroy the suicide ship. I assume the magic code is specific to air launched weapons (somehow) or there is some trick I've missed. Anyway my question is whether there is a general desire for suicide ship attacks eg fast launch loaded with explosives? You could do a fair bit of damage in a shared commercial/naval harbour with the right setup. Don Thomas
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Running tests on GIUK 2 Gauntlet. An old familiar scenario. NATO has an OHP frigate + a Type 22/2 FF + 2 merchants. Included are 2 x Lynx + 2 x Seahawk. Russians get 1 x Victor 2, 2 x Nanuchka, 6 x MiG-23. So my ships are driving along, minding their own business, at 15 kn. Suddenly we detect a bunch of torpedos incoming. The 22/2 is the target. It detaches and runs away at 30 kn. The OHP slows down to 5 kn. We launch 2 helos and start searching. Good sonar circle on the OHP (15 nm radius at this speed), lotta sonobuoys in play. When the torps are 4 nm away from the OHP, and fully detected, and still headed for the 22/2, suddenly the OHP just sinks!!! …
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New to this site where is the best place to ask, probably very obvious questions about existing scenarios. In this case HUCE-HDSC-IOPG-Island Home?
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TACTICS 101: ANTI-SUBMARINE WARFARE: PART 3 - THE ASW CYCLE In Part 1 of our discussion about ASW, we learned the basics of naval oceanography, and in large part, how sound behaves in the subsurface ocean environment. In Part 2, we moved to a basic examination of the tools of anti-submarine warfare (ASW), the sensors, the platforms, and the weapons. Now, in Part 3, we'll examine the ASW cycle, the methodology of detecting, locating, and attacking submarines. A. DETECTION, LOCATION AND TARGETING 1. Detection Initial detection of a subsurface contact, whether by active or passive means, is your first clue that there is a submarine in the area, …
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TACTICS 101: ANTI-SUBMARINE WARFARE (ASW): PART 1 - THE FUNDAMENTALS In Part 1 of this discussion, we'll address the fundamentals of naval oceanography, i.e. the nature of the subsurface environment and how it impacts on anti-submarine warfare (ASW). A. FEAR GOD, DREADNOUGHT, AND THE SUBMARINE! The watchword of subsurface warfare, and by extension, anti-submarine warfare (ASW), is stealth. Submarines are absolutely dependent on stealth for both mission effectiveness and self-defense. The introduction of submarines brought about a new and revolutionary dimension in naval warfare, one that was measurable in fathoms. Compared to the heavily armored ironclads, dread…
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TACTICS 101: ANTI-SUBMARINE WARFARE (ASW): PART 2 - THE TOOLS OF ASW In Part 1, we learned the basics of naval oceanography, and in large part, how sound behaves in the subsurface ocean environment. Now, in Part 2, we move to the tools of anti-submarine warfare (ASW), the sensors, platforms, and weapons. Much of the material contained here is probably "old hat" to seasoned Harpoon players, and certainly generally available to anyone who is willing to take the time and effort to dig up the information. The purpose of this "Tactics 101" discussion, however, is to provide a workable foundation for those who may be completely new to naval warfare and its concepts. Pa…
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