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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    HCE - 2007.023 ============== - Chg:0000 GE Prevent potential crash when launching weapon with long name - Chg:0000 GE Allow battlesets with zero scenarios, no more crashing - Chg:0000 GE Upon scenario load, suppress the orders window if no orders are available, go straight into the game. - Chg:0000 GE Refueling manually will now replace any existing refueling events that haven't started to transfer fuel. The aim is to prevent an inability to manually refuel (i.e. the command is given but no refuel occurs until much later). - Chg:0000 GE Let BOL weapons hit anybody, including player ships. - …

  2. 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

  3. Started by TonyE,

    HCE - 2009.001 ============== - Chg:0000 GE Allow the player to fire torpedoes from ships & subs at ships and subs at an installation. http://harpgamer.com/harpforum/index.php?showtopic=2528 - Chg:2437 GE Ditto http://mantis.advancedgaming.biz/view.php?id=2437 - Chg:1978 GE Subs that were not on the surface were being targeted by anti- ship missiles. Subs now will only be targeted by anti-ship missiles if they are surfaced. In other words, the player can use his subs as missile sponges but the player can also fire missiles at subs when appro…

  4. Started by TonyE,

    HCE - 2009.035 ============== - Chg:0000 GE A couple of tweaks to possibly increase responsiveness under heavy processing load. When at high time compression this should make the 1:1 time hotkeys more responsive. - Chg:0000 GE Show the proper side's Staff Assistant when enemy land units are destroyed. (thanks StalinTC) Thanks to StalinTC on that second and thanks to him also for the attached saved game, play as Blue, after about 10 seconds of game time you should be prompted to fire Brimstone at some Red MLUs, do 12 on target one, six on each of the others and you should get one or two kills. The staff assist…

  5. Started by TonyE,

    HCE - 2009.026 ============== - Chg:0000 GE A 'bonus' increment to the number of SAMs to fire at incoming targets was supposed to be applied if the target is moving at > 1300 kts. Unfortunately the code was using a speed not in kts so the bonus was always applied. That has now been fixed and the units match. - Chg:B044 GE In the case where a platform only has surface search radars yet also has SAMs, allow the platform to fire non IR guided SAMs if the platform has surface search radars turned on. (thanks to Reckall for a scen that demonstrated t…

  6. Started by TonyE,

    Your feedback at http://harpgamer.com/harpforum/index.php?a...&showbug=39 is encouraged. I want to deal with this in some manner before we release the demo. My preferred solution is to only allow AI aircraft with Intercept type loadouts (Intercept..., Escort...) to come out of formation or otherwise be re-assigned to intercept duties. That means if a EW or ASW loadout has AAMs it will only use them in self defense and not go chasing F-22s. Suggestions, approve, disapprove? Please add your comments at the link above.

  7. Started by TEPonta,

    When closing the program it exits normally, followed by a Vista error report that the program has stopped working. Playability doesn't seem to be affected. Buddha

    • 2 replies
    • 1.3k views
  8. Started by divefreak,

    Hi When you try to add an Base at more than 4x the SE crashes with a general fault. Nothing in the logfile.... Regards René

  9. Started by CV32,

    DarkNite has provided a scenario for which he would like some testing and feedback. Its for the EC2003 GIUK battleset and requires HCDB-080326. Please take DarkNite's scenario for a spin and let me know if you have problems, issues, thoughts, opinions, whatever. The scenario is NOT ready for release, so please do not distribute it. Baltic_Fury.zip

  10. Started by TonyE,

    HCE - 2007.033 ============== - Chg:0000 SE If you are drunk and do a really crazy sequence of keystrokes and mouse clicks, you can get the SE to show only water. For those episodes we've now brought back the land. (thanks Herman) - Chg:0000 SE Prevent user from opening up multiple add/edit variable start point location windows. (thanks Herman) - Chg:2064 SE Deleting Variable start points then adding more later crash, fixed. (thanks Ralf and others) - Chg:1883 SE When adding planes to a ship/base after adding the plane class scroll list would move up one slot in the list, …

  11. Started by TonyE,

    HCE - 2011.005 - 2011/04/28 =========================== - Chg:0000 GE Tweaked calling of Visual sensor DLL, I had forgotten one parameter in one spot. (thanks Don Thomas) Don, yes, the DLL should go in the ExportDLLs directory.

  12. Started by wombat1417,

    I was testing some of the SE fixes in .033 when I noticed something odd in the title line. I selected the EC2003 GIUK battleset for my test and I saw the title line read "Harpoon Commanders Edition HDSH 1.0". The proper suffix should br "M". The remaining battlesets also show a mismatch: Atlantic shows I instead of N, Med shows J instead of O, IOPG shows K instead of P, and WestPac shows L instead of Q. This doesn't affect the workings on the SE as scenarios can be loaded from and saved with the correct suffixes so it's really a somewhat trivial thing. Ah ha! I see that these are in fact the suffixes in the .res battleset files. I don't understand why this is but i…

  13. Started by cdcool,

    Noticed when starting a scn, the unit Report window is shown and clicking on a unit will not bring it up again. You have to go to the Windows pull down to get it back. I don't remember this being a problem before 32 amd 33.

  14. Started by TonyE,

    HCE - 2009.002 ============== - Chg:0000 GE Planes can fire BOL again. (thanks Rene) - Chg:0000 GE Logging will really work in Release builds this time around, no kidding, unlike the previous however many times! - Chg:0000 GE Fixed inability of planes to change intercept targets. - Chg:0000 GE Fixed issue where player sub could attack submarine in port formation but sub could not fire TLAM at the port. See TORPBRG1.SCm at http://harpgamer.com/harpforum/index.php?s...st=0#entry11387 Note that the zip file has an 'extra' file, winharp32rel.exe. That is a release build that you should use to m…

  15. Started by TonyE,

    HCE - 2008.044 ============== - Chg:0000 BB delres.bat just wasn't handling spaces in the pathname correctly. changed it so that the pathname isn't fed in on the command line and now it works. - Chg:0000 BB If user hadn't yet made a custom BattleSet and chose to embed the database, the hdsu.rsr file would be skipped. Thanks to TEPonta and noxious for pointing me distinctly in the right direction to take care of this. You two especially please try 2008.044 BS Builder. You should get both hdsu.res and hdsu.rsr files created without error (other than possibly seeing a Not Responding message). The file will fin…

  16. Started by TonyE,

    HCE - 2008.060 ============== - Chg:B039 GE Don't let none Intercept/Escort loadout planes peal off from formation or LR patrols to intercept other planes. Such planes will now only fire in self defense. This prevents EW birds, MPAs, and such from going looking for an air to air fight. A note on LR patrols, they will only peel off to intercept if the first unit in the group has an Intercept/Escort loadout. So if a pair of F-15 are escorting an E-3 and the E-3 took off first, the F-15 won't go off to intercept bandits. If the F-15s …

  17. Started by TonyE,

    HCE - 2009.003 ============== - Chg:0000 GE More improvements to player sub attacking submarines in port. Same deal for subs attacking ships in port. (thanks Akula) despite the short release notes there were quite a few changes. Note that subs vs installations now act a bit differently than ships vs installations. The general idea would be to re-test with the test scens of late.

  18. Started by TonyE,

    HCE - 2009.004 ============== - Chg:0000 GE Fixed problem created in 2009.003 that prevented player from firing antiship missiles from ships against the target ships. Once again hit attacks from ships to everything hard, and from subs to everything hard. I'm interested to hear what you think. I see some good things and some maybe not so good things...

  19. Started by TonyE,

    HCE - 2009.036 ============== - Chg:0000 GE Code changes to make sure the -g command line switch time compression is only applied for the first scenario loaded. - Chg:0000 GE The game should only prompt for game options once instead of the double prompting we've been tolerating for years. You should be able to them both but I'll be satisfied if you test the second.

  20. Started by VictorInThePacific,

    Here are some bugs that I came across while doing experiments with tankers. Not really bugs as in the game doing something wrong and unintented when a player does something normal and appropriate, but rather me doing something abnormal that the game was not designed to do, and getting away with it. One of them may not have been seen before. I am posting it in this location because the hardcore testers might derive some amusement from it, but it might give the wrong impression to a more general audience. If you order a plane to "patrol" to a location that it doesn't have the fuel to reach, the game will not allow the plane to be launched. If the plane cannot be ref…

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