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General

Old threads from HC Beta\General go here

  1. Started by TonyE,

    HCE - 2009.029 ============== - Chg:0000 GE ASMs/SSMs with the Snap Up/Down flag can now be shot at by point defense weapons. (thanks Miller7219) - Chg:0000 GE Fixed wacky characters in the "Please turn on your radar" messages. (thanks Miller7219)

  2. Started by TonyE,

    HCE - 2009.030 ============== - Chg:B111 GE Radar, ESM, and many other detections weren't happening at the right ranges since 2009.026, fixed up the problems leading to that situation. This may reinforce the performance penalty alluded to in 2009.027. (thanks Reckall) http://harpgamer.com/harpforum/index.php?a...amp;showbug=111 - Chg:0000 GE Fixed the wacky/absent explanation in the "Please turn on your sonar" messages. If you get a message in your message log that looks like... DEBUG eff115 Group ACC, Unit Nimitz SecondsToCPA=72 Please zip and post your save game to thi…

  3. Started by TonyE,

    HCE - 2009.031 ============== - Chg:0000 GE Changed formatting of new detection messages a bit so there are fewer missing spaces (i.e. no more lack of space before the "Method Radar" part of the message and such. - Chg:0000 GE Minor performance tweak to eff115. - Chg:0000 GE Fixed formatting issue of command line switch reporting in the log file. - Chg:0000 BS Stripped photos/graphics from EC2000 battlesets while restoring the correct strategic maps for said battlesets. All that needs checking here is the Strategic Maps for EC2000 which you can do right from the Battleset selector dialog.

  4. Started by TonyE,

    HCE - 2009.032 ============== - Chg:0000 GE EMCON messages for sonar weren't always appearing as a result of a utility function returning 0 as the active sonar range when active sonar wasn't on. Wrote a new function to give theoretical active sonar range if it were on. (thanks Akula) see http://harpgamer.com/harpforum/index.php?showtopic=4166 for test scen. The Akula is nasty though, he likes to launch ASROC style weapons that the LA never sees. I found using Show All to give the Akula a path at Cruise, below the layer did wonders, especially if the LA creeps towards the Akula.

  5. 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…

  6. 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) …

  7. 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…

  8. 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.

  9. 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…

  10. 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
  11. 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
  12. Started by TonyE,

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

    • 3 replies
    • 1.9k 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 - 2009.043 - 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
  16. 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…

  17. 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 …

  18. 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…

  19. 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…

  20. 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 …

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