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General

Old threads from HC Beta\General go here

  1. Started by miller7219,

    I'm use 2010.001 GE. Attached is a test scenario and database necessary to run the scenario. Scenario: Blue (Bainbridge) will launch 8 SSM's (Harpoon IC) at a Red test platform armed with 2x127mm/38 Mk28 mounts (1 bearing Port and 1 bearing Starboard). We're testing: 1. How many shots will Red's mounts fire 2. Which of Red's mounts (if not all) will engage *** Note: I purposely changed the min/max altitude for the Harpoon IC's to LOW/LOW to put them in the engagement envelope of the 127mm/38's. Setup and Run: 1. Select the RED side to play 2. Blue (Bainbridge) will immediately get a visual and fire off all 8 of it's Harpoon IC weapons 3. Speed …

    • 8 replies
    • 3.6k views
  2. Started by TonyE,

    HCE - 2010.001 - 2010/01/20 =========================== - Chg:0143 GE Early beginnings... Track sensor status by range ring. No player noticeable changes yet. - Chg:0000 GE Disable Windows\Cascade menu item. Only need to test the latter. Nothing to test for the former yet.

  3. Started by mack,

    I'm wondering if it's possible to get some kind of "lock" for the windows, as I'm functionally an idiot, I keep managing to press the "cascade" button and ruin my window sizes and whatnot. Could we get a "custom" remembering feature or a lock so you can't change it?

  4. Started by cdcool,

    I cant get the formation window to close in the Unit window with the new beta, not unless Im having a brain dump.

    • 2 replies
    • 2.2k views
  5. Started by Akula,

    I've suffered a catastrophic hard drive failure on my home computer, and with it being the holidays it will be several days before I can even get a new one in to fix it. I will be able to get an old one up and running, but it will basically be limited to internet and the like. I'll update you when I am back to full running capacity.

    • 7 replies
    • 3.7k views
  6. 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…

  7. 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…

  8. Started by TonyE,

    HCE - 2009.048 - 2009/11/21 =========================== - Chg:B141 GE Unit detail display would crash if aircraft's home unit was destroyed. Fixed (thanks Don Thomas) HCE - 2009.047 - 2009/11/02 =========================== - Chg:0000 GE When using formation editor from Group window, the masking of the unit icons was going haywire (since oh, 2005 or so). Finally tracked it down and fixed it, the masking should now work (i.e. no black or white unit/group icon backgrounds in all situations. (thanks DonG, and many others over years) file will be uploaded in a few minutes…

  9. 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 …

  10. Started by TonyE,

    HCE - 2009.044 - 2009/09/20 =========================== - Chg:0000 GE Disabled the DEBUG ???? could detect us debug messages, they are still logged to the EMCON_AI log if that is enabled. - Chg:0000 GE Aircraft ready messages now show the Group ID where the planes were readied. "4 x A-6E Intruder (AntiRadar) ready at ACb Oslo" - Chg:B134 GE Force recalculation of group range rings and force Group map update when any planes are shot down. (thanks Joe K) http://harpgamer.com/harpforum/index.php?a...amp;showbug=134 - Chg:0000 GE Disabled DEBUG messagelog messages for eff115 and point defense. - Ch…

  11. Started by TonyE,

    HCE - 2009.033 ============== - Chg:0000 GE Refined the EMCON situations for turning on Active Sonar... If detected unfriendly unit is: A torpedo within friendly unit Active Sonar range, turn it on. OR Using Active Sonar and is within friendly unit Active Sonar range, turn it on. OR if friendly unit is a surface craft AND friendly group meets an aggressiveness factor AND enemy unit is within friendly ASW weapon range AND within friendly Active Sonar range. The respective Message Log en…

  12. Started by TonyE,

    HCE - 2009.043 - 2009/09/04 =========================== - Chg:B129 GE In prior builds once missiles were already on the way to a target, the player wouldn't be prompted to fire more missiles even if units within striking range had available weapons. That functionality existed to prevent inundating the player with requests to fire weapons before previously launched attacks were resolved. This proved confusing. Now that behavior will only remain in force for anti-air attacks. (thanks COBLU) http://harpgamer.com/harpforum/index.php?a…

    • 3 replies
    • 1.8k views
  13. Started by TonyE,

    HCE - 2009.041 ============== - Chg:0000 GE Command line option -u added for setting the process priority. This is handy for autotesting to run the game at a lower priority letting your other programs be more responsive. Valid values are -2 thru 2. -u -2 means low priority -u -1 means below normal priority -u 0 means normal priority -u 1 means above normal priority -u 2 means high priority - Chg:0000 GE Fixed transparent error window when autotesting EC2000 IOPG 10.0 as Red by rewriting the Sta…

    • 2 replies
    • 1.8k views
  14. Started by TonyE,

    HCE - 2009.042 ============== - Chg:0000 GE Fixed another crash bug when HandleLanding is called by a ship group. This came up in autotesting of WestPac.

    • 0 replies
    • 1.5k views
  15. Started by TonyE,

    HCE - 2009.040 ============== - Chg:0000 GE AAA works again (thanks donaldseadog)

    • 3 replies
    • 1.9k views
  16. Started by donaldseadog,

    Sorry if this is either obvious or unhelpful but if it is useful great. In my testing installation (I've only just sorted out installations as suggested in beta testing guide) I have basically the latest beta (der!!) but I still have the 2009.036 GE (left with winharp32.exe name) and I've named the beta GE winharp39.exe. Now if I want to run a particular saved game or scenario (with an optional selected database, which I have in the beta main folder and with descriptive names) I use the launcher and just amend the GE name in the launcher window depending upon which GE I want to use. Then to compare how it runs in the alternative GE you just go back to the launcher (don't…

  17. Started by donaldseadog,

    This is just an observation made using HCWW data base in particular ship to ship naval gun combat. Where a ship has say three twin turrets AI will choose say eight rounds to fire at a target will will fire them as four salvos from the first available turret with the inherent time delay defined by the turret's ROF when in most cases (depending upon angles etc) six rounds could have been initially fired, two from each of the three turrets. The first two rounds are likely to do little more than wake up the enemy who might then choose to reply with all guns blazing before ai gets in the second salvo. Also while we are advised of missiles etc being detected there is not such…

  18. Started by TonyE,

    HCE - 2009.039 ============== - Chg:0000 GE Fixed a crash bug in EC2000 MEDC 11.0 upon load (it was trying to load an invalid aircraft loadout). if you can load the scenario from each Red and Blue sides and run it for 5 seconds of game time in each case, you can report this as verified.

    • 5 replies
    • 2.8k views
  19. 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) …

  20. Started by TonyE,

    HCE - 2009.038 ============== - Chg:0000 GE Fixed a crash bug that could occur when AI attacks player planes with guns in loadout. tough to test, I only ran across it while autotesting and it only happens if the gun is ONLY air capable. Anyway, I think you'll have to trust me this time that the fix works.

    • 4 replies
    • 2.3k views

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