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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    Our shot at having a demo version has arrived. Just like ANW has a USNI demo, we will have a similar arrangement. Demo version of the game with... USNI BattleSet rebuilt. The present plan is for Brad to whip up the database and I'll re-craft the scenarios. At Rene's behest I examined his database (turns out the wrong one) and decided it wasn't the way to go for this project though the offer was much appreciated. Depending upon timing I'll probably make two versions of each scenario, one for play by Blue, the other by Red. WestPac BattleSet including a couple of new scenarios. If you craft scenarios that would be of interest to current USNI trends, feel free t…

  2. Started by divefreak,

    Hi There are some issues with ths tool. 1. when you include some scens in the Battleset they show up, but when you try to play them you get totally different ones(from they original/replaced bs?) 2. would be nice if there´s a way there´s a way to "remember" former settings (chart and scens)or and "Add" fuction if one want to add new scens to an existing Battleset.

  3. Started by TonyE,

    HCE - 2009.034 ============== - Chg:0000 GE More command line option modifications. -g, added a 9th digit to set the initial time compression. 0=paused, 1=1:1, 2=5:1, 3=10:1, 4=30:1, 5=60:1, 6=300:1, 7=600:1, 8=1800:1 so -g 111111118 would result in 30min:1sec initial time compression. -p option to set the CPU affinity mask. examples... -p 1 (run on CPU 0) -p 2 (run on CPU 1) -p 3 (run on CPU 0 and 1) -p 4 (run on CPU 2) -p 8 (run on CPU 3) …

  4. I am sure that this has been hashed over many times before, and I thought I had it down pat, but ... I would like to get some information about refueling. 1) I am currently working my way through West Pac 7, Thanh Hoa Bridge, using the demo of HCE. I have never had a problem with refueling before (which isn't saying much, though). But in this scenario, I am having problems. It was my understanding that you bring the tanker group and the group to be refueled close together, loiter both at the same altitude, and then join the groups. After 60 s, the refueling starts automatically. I used this procedure several times with a "test" scenario and at various points i…

  5. Started by TonyE,

    HCE - 2009.037 ============== + Chg:0000 GE If the loaded scenario has no time limit set, default to 72 days. (thanks Brains) + Chg:0000 GE Kamikaze plane capability added. Any loadout weapon that contains the fragment Baka (case sensitive) indicates a kamikaze weapon that if fired will shoot down the launching plane making in essence a kamikaze weapon. (thanks Brad) + Chg:0000 GE Allow inertially only guided weapons to be fired against ships. This probably breaks something else! + Chg:0000 GE Move RCS logging to radar log, before it was always logged. + Chg:B117 GE Ferryin…

  6. Started by TonyE,

    2017.012 and newer obviously have serious issues with formation-keeping. I'm finally getting a better picture of what is happening code-wise. In these builds I've tightened up how often various functons check and change paths (path following, station-keeping, close to attack, etc. That exposed the lack of a formal state machine telling units when to turn, when not to turn, etc. Now they just sit and fight each other. Ships trying to close to attack other ships have their intercept course set each second and over-ridden every 60 seconds when they try to follow their plotted path. It goes on and on like that. This is all without even broaching the topic of staying in y…

  7. Started by TonyE,

    HCE - 2008.064 ============== - Chg:0000 GE Edited the current credits and changed Tony into Anthony where it was Tony. - Chg:0000 GE Extended demo expiration until March 5, 2009. - Chg:0000 GE When changing group window land/water color, the dialog would not show LtGray selected, now it does. - Chg:0000 GE Subs damaged to 75% will surface, subs damaged to 50% and flooding will surface. They are not forced to stay surfaced. - Chg:0000 SE The Rename Unit menu choice is now disabled for installations and fixed SAMs since it isn't possible to rename those items. http://harpgamer…

  8. Started by TonyE,

    HCE - 2010.012 - 2010/11/23 =========================== + Chg:0000 GE AI should now do a better job of defending itself (fighters in formation should engage, etc.) (thanks Don Thomas) + Chg:0000 GE Nuke SAMs first attempt. They seem to work now but when more than one plane unit is in a group within range of the detonating SAM the game may crash. Give your SAM an AirPH and a SurfDP of the warhead to use.

  9. Started by VictorInThePacific,

    This coalesced from some ideas that I have discussed previously and elsewhere, and in particular from a discussion that is current right now in the Matrix forum. It is similar to or the same as what Warhorse and Mack2, and perhaps others, are already doing. It is time to give this tactic a name. At the Battle of the Little Bighorn, Custer's men were heavily outnumbered. Therefore, they were forced to assume a static defensive posture. Sitting Bull's forces drove their horses in circles around the defenders, who spent their ammunition ineffectively. In a modern plane-on-ship engagement, the 30:1 speed ratio forces the ship to assume the role of static defender, reg…

  10. Due date August 2009 HCE 20th Anniversary items CV32/TonyE - In game links to the gallery, probably from platform display Everyone - BattleSet of 'all time best' scenarios AGSI/TonyE - Spiffed up splash screens to be provided by AGSI, 800x600 BMP or PSD format, we currently rotate randomly between four splash screens. TonyE - Links to and/or embedding of nostalgia interviews (Bond/Carlson creation of Harpoon, Gilman the ups and downs of Harpoon, etc.) AGSI is going to put together a unique compilation of the games for the 20th Anniversary of the computer games, we've agreed to be a part of that and this evening reached a list of work that should …

  11. Started by TonyE,

    NOTE, grab the most recent HCDB for use with this build. Brad has removed air to ground capability from many of the aircraft guns, bringing the AI back to having a little more sanity. http://harpgamer.com/harpforum/index.php?a...mp;showfile=235 HCE - 2009.046 - 2009/10/24 =========================== - Chg:0000 GE Allow aircraft to fire ASROC type weapons at submarines. (thanks Brad & Brains) - Chg:0000 GE If there are radars or sonars added to a plane's loadout they will now be used as sensors by the GE if there are open sensor slots available (a plane can currently have at most eight se…

  12. Started by TonyE,

    HCE - 2009.045 - 2009/10/08 =========================== - Chg:0000 GE eff115 (trigger AI sensor state and prompt user for sensor activation) modified to require that the target unit in question be detected. (thanks Brad) - Chg:0000 GE True air to surface guns can now be used against surface targets, both by the AI and the player. (thanks hoogelex & Brad) - Chg:0000 PE Changed end_edit.bat support contact information to HarpGamer. Oops, I forgot to put the new end_edit.bat in the zip file, we'll get that another time. Probably the only thing you can test is the air to surface guns, see …

  13. This scenario, 'Worst Case Scenario', is for play by BLUE in the Westpac Battleset. This is a "monster scenario", depicting a war between Russia/China/DPRK vs USA/Japan/ROK/Vietnam across multiple fronts in the Western Pacific. It has over 1,700 aircraft, nearly 50 bases and nearly 100 ships in play. It is PC memory intensive, and labour intensive. It will be a challenge to keep control of all of your units, let alone successfully employ them. But thats half the fun, right? You will need the latest version of the HCDB. Please take this scenario for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT read…

  14. Started by TonyE,

    HCE - 2008.067 ============== - Chg:B047 GE Limited how the AI will execute BOL air to surface and Surface to Surface missile launches. If the axis of the uncertainty zone as seen by the firing unit to the target is greater than 50nm (uncertainty zone width when drawing a line from attacker to target), the AI will not fire. The AI will also not fire if the weapon range/5 is less than the uncertainty zone width. If the uncertainty zone is range ASMs). (thanks Herman) http://harpgamer.com/harpforum/index.php?a...&am…

  15. Started by TonyE,

    This will in all likelyhood be the build that goes out as the public beta for the first patch. It is not a debug build so if you see message log messages that should not be there, report it. Show All, auto play, and iterative saving should still work. We're also looking for difficulties with the install process. NOTE: For those editing databases, please be cautious doing so until you know it is working well with this release, changing the db_utils always brings some risk and I made multiple changes to them for this build. HCE - 2008.004 ============== - Chg:0000 GE Don't tell planes to drop to Low altitude when returning to base - Chg:0000 GE If an air gro…

  16. Started by TonyE,

    Okay, with all of the change verification going on we're very close to sending our next patch off to Matrix. While we haven't included a lot of things I'd like to have in this patch, we have done quite a lot and what feedback we've had says to release the patch and move on to the next big set of changes. Today I put together the installer for the patch and it is working well. We do still have a few things to do, some of them you can help with: Anyone - Finish up verifying releasenotes items 2008.044 - http://harpgamer.com/harpforum/index.php?showtopic=2998 TonyE - Add the new battleset descriptions for the four new battlesets. Brad wrote them, I have to add…

  17. Started by divefreak,

    I´ve played Ralfs Pason I several times form blue and red. But always ma subs catch torpedos from the AI but i get seldom even a yellow contact.... And this makes me wonder if others observed similar behaviour.... It feels as if AI subs are harder to detect for the player than player subs for the AI

  18. Started by TonyE,

    HCE - 2009.049 - 2009/11/28 =========================== + Chg:B140 GE Let's not allow firing guns at submerged subs in the torp counter-fire situation. + Chg:2447 GE Phantom air group attempts landing. (thanks Herman) See http://harpgamer.com/harpforum/index.php?showtopic=2529 + Chg:0000 GE Tanker prompted to land at wrong carrier, proceeds to land at any old carrier it wants to. Tanker now listens and follows orders. (thanks Maromak) See http://harpgamer.com/harpforum/index.php?showtopic=2674 + Chg:B142 GE Work around inability to re-target within existing target …

  19. Started by TEPonta,

    I noticed something unusual while playing HDS8 IOPG Scenario 06.0. When ESM indicates detection of hostile A/C, the standard dialogue appears asking what you want to do. If I choose Intercept, in most cases the only A/C that appear as available to intercept the contact are S-3's with ASW loadouts, as if the contact were a sub and not an A/C. This is in spite of FA-18's in patrol sectors with Air to Air loadouts. Buddha

  20. Started by TonyE,

    As Akula just had to note today damaged subs do not surface in our fine game. The H3 paper rules state on page 44 (rule 7.2.2.2, When a sub is reduced to 25% of its original DP (75% damage for those math whizzes out there), must surface and remain surfaced until it has repaired half of its critical hits and has more than 25% of its damage points left. In a campaign game, the submarine must go hom, avoiding all combat if possible. I propose that with that much damage we force the suckers to the surface and leave them there to rot. Suggestions welcome.

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