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  1. In hopes of being allowed to get an official patch distributed by Matrix Games, I threw together this overview list of improvements since the 2015.027 patch and thought you might enjoy: Staff Assistant – Added additional player dials to increase/decrease prompts to radiate. DB Structure – Increased magazine limit per platform from 127 to 32,767. DB Structure – Increased countries limit from ~127 to 1023, country width from 16 to 32 characters. DB Structure – Increased to 255 Aircraft, Ship Types. DB Structure – Increased to 128 runway sizes, 32 characters each. Scenario Editor – Show the same expanded set of loadout data the Game Engine (GE) shows. Game Engine – More improvements to allowing 255 units per group, up from 127 (continued bug fixing). Game Engine – Air to Air refueling improvements splitting tankers to RTB when their range is less than refueled planes. Game Engine – Added RWR sensor model. Game Engine – Increased number of formation zones from 4 to 64 (6 available in UI), max formation radius from 255nm to 32767nm. Game Engine – Formation-keeping works better than ever Game Engine – Started adding UUIDs to game structures (unit, group, …) to be able to globally track them. Game Engine – Scenario and Saved game lineage added to be able to track the history of a scenario or saved game. Most useful for troubleshooting but also other benefits. Game Engine – Saved games now store the orders, previously the user would lose access to the orders when loading a saved game. Game Engine – Added setting to force the AI to stay on plotted paths or if they can run off on their own volition. Game Engine – Torpedo noise level logic that was making torpedoes way too quiet fixed. Too short torpedo acquisition range logic fixed. Game Engine – Expanded maximum groups possible from 676 Red & Blue total to move than 1,300 groups for each of those sides. Game Engine – Nuclear detonations game crash fixed and more accurate/thorough destruction of units as a result of the detonation(s). Game Engine – User can change speed & altitude/depth of some individual units in groups. Game Engine – Dialog window sizing and position improvements. Game Engine – Revamped victory condition evaluation. Also record more meta information for AARs, etc. General – Tons of bug fixes. Game Engine - ExportDLL interface expansion. Every non-UI aspect of the game can be overridden as a result. This has been utilized to great effect. Don Thomas in Australia has written add-ons to automate aerial refueling, most of submarine prosecution, AAR generation, and more.
    4 points
  2. The official Harpoon 5 Jumpstart is released. This is a preview of the H5 rules in the form of a scenario playthrough. The Jumpstart is a free download. It can be downloaded here, and will be available soon at the Wargame Vault (http://wargamevault.com) or at The Admiralty Trilogy (http://www.admiraltytrilogy.com/). For your behind-the-scenes information, the Jumpstart scenario was run by me using SimPlot. There were actually three scenarios executed, with each one resulting in tweaks to the rules, data annexes, or the scenario graphics. The Guardian scenario contained therein is the third and final version. Some changes to SimPlot were also implemented to facilitate making data changes to the scenario. Some of these changes will find there way into the next SP update. Larry Bond has given permission to freely copy and distribute the Jumpstart. The H5 rules, data annexes, and Player's Handbook are awaiting final print proofing. We are almost there! HpnV Jumpstart 10 Jul 20.pdf
    4 points
  3. Ok, this was fun! Second run was better, the big enemy surface group was a bit further off. Sadly, it spawned in the vicinity of my smaller surface group, enveloping it with its SAMs, thus making it impossible to safeguard the smaller surface group from missile attack. The few aircraft in Cyprus were also not able to stop air attacks against the islands installations and I could not get my carrier aircraft over the island in time, since I had to manuever around the SAM envelope of the big enemy surface group. RED thus managed to pull of a minimum victory after annihilating my smaller surface group, sinking 3 of my ships. I did not give up and launched an all-out counterstrike. Repeated air strikes killed the enemy surface group and then one by one the enemy bases and supporting units died. Total victory was inevitable.
    3 points
  4. aviator, here is a list of Soviet nuclear powered submarines that were commissioned by 1990 and which were serving with the Northern Fleet at the time: Project 627 (NATO November) SSN: K-3, K-5 (decommissioned in January 1990), K-11, K-21, K-50; decommissioned in April 1990: K-11, K-21, K-50 Pr 658 (Hotel) SSBN: K-16, K-19 (in reserve since 1979, decommissioned April 1990), K-33, K-40, K-145, K-149 (went into reserve fleet in March 1990) Pr 667A (Yankee) SSBN: K-32 (did not deploy after 1986 due to reactor accident), K-137 Leninets (on missile patrol in the North Atlantic from 19 October to 31 December 1990), K-140 (out of service by 17 December 1990), K-214, K-228, K-241, K-245, K-249, K-253 (Yankee Notch conversion), K-395 (in drydock for Yankee Notch conversion), K-403 (sea trials of towed array pod), K-411 (completed Yankee Stretch conversion in 1990), K-418 (removed from active service in 1989), K-420 (Yankee Sidecar SSGN conversion, but torpedoes only by 1989), K-423, K-426, K-444; decommissioned in April 1990: K-32, K-140, K-426 [Note: In 1988 the director of US naval intelligence Adm Studeman told Congress that Yankee class SSBNs had ceased patrols off the US coast in late 1987 and were instead conducting "combat service patrols against theater targets" (i.e. staying close to home), presumably to compensate for the loss of the SS-20 under the INF Treaty.] Pr 667B (Delta I) SSBN: K-279, K-385, K-447, K-450, K-457, K-460, K-465, K-472, K-475 Pr 667BD (Delta II) SSBN: K-92, K-182, K-193, K-421 Pr 667BDR (Delta III) SSBN: K-44 (in post drydock sea trials), K-129 (had powerplant failure in June 1989, may not have been available), K-424, K-449 (went to Pacific Fleet in November 1990), K-487, K-496 Pr 667BDRM (Delta IV) SSBN: K-18, -51, -64, -84, -114, -117, -407 (not commissioned until late November 1990) Pr 670M (Charlie II) SSGN: K-209, -452, -458, -479, -503, -508 Pr 671 (Victor I) SSN: K-38, -53, -69, -147, -306, -323, -367 (did not deploy again after a reactor accident in 1985), -370 (may not have been available for deployment), -398, -438, -462, -481 Pr 671RT (Victor II) SSN: K-371, -387, -467, -488 (never returned to sea after 1988 drydock), -495, -513, -517 Pr 671RTM (Victor III) SSN: K-218, -244, -254, -298, -299, -358, -502, -524, -527 Pr 671RTMK (Improved Victor III) SSN: K-292, K-388, K-138 (operational from January 1990), K-414 (not commissioned until 30 December 1990) Pr 675 (Echo II) SSGN: К-1 (may not have deployed after 1989), K-22, K-28, K-35 (final deployment in 1989), K-47 (in refuel and overhaul, did not return until 1992), K-74, K-104, K-125, K-128 (not in active service after 1989), K-131 (did not deploy after 1984), K-170 (may not have been operational after turbine accident in 1988), K-172 (stayed in port after reactor leak in June 1989); decommissioned in 1990: K-28, K-74, K-128, K-172 (in April) Pr 705 (Alfa) SSN: K-123 (received a new reactor in 1990, probably not operational until 1992), K-316, K-373, K-432, K-463, K-493 (all but K-123 decommissioned in April 1990) Pr 941 (Typhoon) SSBN: TK-12, TK-13, TK-17, TK-20, TK-202, TK-208 Pr 945 (Sierra I) SSN: K-239, K-276 Pr 945A (Sierra II) SSN: K-534 (not commissioned until 26 December 1990) Pr 949 (Oscar I) SSGN: K-206 Minsky Komsomolets, K-525 Pr 949A (Oscar II) SSGN: K-119, K-132 (transferred to Pacific Fleet in late October 1990), K-148, K-410 (not commissioned until 22 December 1990), K-442 (not commissioned until 28 December 1990) Pr 971 (Akula) SSN: K-154 (commissioned but reportedly not operational until December 1993), K-157 (commissioned but reportedly not operational until November 1995), K-317 Pantera (not commissioned until 27 December 1990), K-328 (commissioned but reportedly not operational until December 1992), K-461 (commissioned but reportedly not operational until December 1991), K-480 I will further update this list with information about which boats might have actually been available for service.
    3 points
  5. As far as missiles are concerned I have notice some missiles rated as surf capable will hit the targeted ship. Some of the are Slam-er a land attack also variant of the harpoon and the Scalp EG of French design. If it has a surf attack flag it usually will attack the designated target assigned to it despite other ships. If it has sea attack flag it will attack the first detected after activation. These are my findings.
    3 points
  6. I'll post new test versions of the game files to this thread and will bump the thread as needed. Please read the beta testing guidelines... https://harpgamer.com/harpforum/topic/3574-beta-testers-read-me-first/ Installation instructions: Start with your 2015.027 patched HUCE from Matrix. Then apply 2018.002 then 2022.010. HC2018.002GESEDBDUBSBB.zip HC2022.010GESEPEDUBSBBSOW.zip
    2 points
  7. HCE - 2022.009 - 2022-07-29 =========================== - Chg:00000 PE Added reference to Microsoft Scripting Runtime so that FileSystemObject can be used for reading .csv files. - Chg:00000 PE No longer uses the MS Access Import and Export Specifications, imports and exports are now done with file reader & writer and DAO.recordset. This works around Microsoft breaking the import and export spec functionality. As a side effect, it makes it easier to modify the structure of the database.
    2 points
  8. My second scenario dealing with the Ukraininan conflict. I read a lot about possible OOBs and especially the Russian landing force. And included a small surprises, hypothetical, but not impossibly, giving the Ukrainian side more punch. You are outgunned, but not without chances to defend and even to counter-attack. Odessa must not fall!
    2 points
  9. Thanks TonyE Confirmed fixed.
    2 points
  10. HCE - 2022.007 - 2022-04-30 =========================== - Chg:00000 GE Minor change to give ExportDLLs the opportunity to process Harpoon Events as part of the scenario loading process. dllexEffect18(); HCE - 2022.008 - 2022-05-21 =========================== - Chg:32297 GE Fixed heap corruption in BOL. The game was trying to come up with a class name for the activation point 'group' which isn't possible. When class name is requested for an invalid annex_id the game now sets it to a null string. (thanks TonyD) https://harpgamer.com/harpforum/topic/32297-bearing-only-launches-crash/
    2 points
  11. Oops, I'll fix the version required reference, thanks for feedback
    2 points
  12. It was another non-traditional celebration but a very Merry Christmas. My brother and now his younger son caught Covid so we were only able to get together with my sister's family on Christmas Day instead of my mom and her three kids' families as originally planned.
    2 points
  13. View File Nicobar.zip Nicobar Waltz China and India are at war. If the Indians can defend the Andaman and Nicobar islands they can cut off the supply of oil and gas to China. The Chinese have knocked the US out of the fight and are determined to take them. This is intended for show what it would be like for a 2nd world country to take on China these days, and is intended for intermediate to advanced players. Duck. Prepared with Scenario Editor 2015.027, playable with GE 2015.027 or newer. Submitter rainman Submitted 04/22/2021 Category WestPac
    2 points
  14. Scored it last week: many thanks for the heads-up. I expect much time and many ships will be sunk in 2022.
    2 points
  15. AAR: WARNING, possible spoilers... I lost two Atlantiques in the ASuW role which got into Aster-range probably and one frigate which got killed by a torpedo fired by an undetected submarine. As long as the E2 and E3 keep their radars on, there is no need to turn the radars of the carrier group on and reveal your positions. The Rafales could easily intercept inbound aircraft and I shot down about 30 of them. Another 12 or so were killed in the air bases, which I repeatedly attacked with Scalps and Tomahawks from aircraft and ships. I managed to torpedo most of the enemy surface group with Amethyste, which prompted min. victory conditions after around 8 hours of gameplay. Thank you!
    2 points
  16. I have yet to find a commercially available simulation that can come anywhere close to realistically modeling the real life outcome of any military clash of arms on the kind of scale approached by sims such as Harpoon. That includes Command. These sims are far too mechanical, too regimented, too structured to realistically simulate the swirling multi-factorial chaos that is war. But they rank among the best we have, for the moment.
    2 points
  17. Update: I am down a deep rabbit hole on VCs at this point and want to document a bit before chasing the rabbit some more. Changes Made: Victory conditions are checked every two game minutes. Previously it was one side per two minutes so every four minutes both sides were checked. This is also a stepping stone toward checking victory conditions for more than two sides. The code checks both minimum and total victory conditions and records the time each level is met for each side. You can now achieve the total victory conditions before minimum victory conditions, HOWEVER you will not be granted total victory until both the minimum and total victory conditions have been met. If a side has no minimum victory conditions defined, only total victory conditions will be examined for that side. In short, you will be able to be granted total victory if your side has only total victory conditions defined.
    2 points
  18. "Think" I have everything fixed. All units are showing up in the scenario. Only question is whether or not I can get them to actually move since for some reason they won't start out with the speeds I set for them. Onward and upward... Got the speed thing figured out. Been about 20 years since I wrote scenarios...and my memory ain't the best.😬 Still have a few things to iron out. One thing, Tony: the editor does NOT crash at all now.
    2 points
  19. Hello, I'm a huge fan of the Harpoon game series. I have almost all editions in my collection (You can see it on pictures attached). I have a few questions about this great game that, despite having searched the web, haven't found an answer: The first question is about the game Harpoon. Has Harpoon Designers' Series III ever been released as a standalone game or only in the Harpoon Classic collection? Never seen it on ebay or amazon Was Harpoon 2: Battleset 4: Regional Conflicts 2 and 3 released as a standalone game or only as Harpoon 2 Deluxe Multimedia Edition? Today I've just bought Harpoon 2: Battleset 4 Regional Conflicts 1, and I'm just curious if other parts were published separately... Do any of You have any of the parts that are missing in my collection: Harpoon 3 Pro, Harpoon Advanced Naval Warfare, Harpoon Commanders Edition? These are very hard to find anywhere... If You are wiling to sell, contact me. Best regards and greetings from Poland to all Harpoon fans!
    2 points
  20. Thank you for this scenario. Quite interesting! I finished it playing blue. SPOILER ALERT I expected a bit more aggression from the Chinese. No surface strikes materialized against my fleets. I was anxious that they might try to shoot ballistic missiles against Naha and Kadena, but that also did not occur. I managed to shoot down over 200 aircraft and killed all their fleets, achieving total victory. The F2A is a great asset with its long range ASMs and the Guam based bombers were also very handy. One needs to reposition assets from the bases in Northern Japan to the South in the beginning to achieve a swift victory, but Blue is certainly privileged having so many fighters with long range AAMs operational. I lost close to 20 fighters mostly due to errors from on side, there is a very slight chance of missing any Chinese fighters with all the AEW assets at your disposal.
    2 points
  21. There is the issue of perception during game play (because of the effect of die rolls, principally.) And then there is the DB reality: Rafale (all versions), ATA/DATA values are 55/30 (the same as Eurofighter, for example.) By comparison, the F-14B/D is 45/25. As for Mica (all versions), its hit probability (pH) is 75. By comparison, the AIM-54C Phoenix is 55. Send an early fourth generation fighter up against a late 4.5 generation fighter, get bad die rolls, and viola ... these kind of results.
    2 points
  22. I play Harpoon for more than twenty-five years. First I considered it only as a game. Now, when playing harpoon or Command Modern Opearations I feel like using not game but professional program to simulate war conflict (I somewhere have read that professional version of CMO allows/will allow You to play multiplayer - WOW!) . For me, my collection Is a part of strategic wargame history: games with thick manuals with beautiful box pictures... Games that don't need GeForce RTX, but are beautiful. Games that are so complicated (I play it so long, but I'm still learning how to play it well) but can steal Your time for weeks and months. Games that You never get bored with, You come back to them regularly... Look, it has been 32 years since Harpoon was firste released (1989) and today, in 2021, we're running internet forum harpgamer.com, isn't it cool?! We create scenarios, mods, we discuss, chat with each other, no matter whether we are 20 or 50 years old! I'm very interested in games You mentioned, they will complete my collection - searching internet everyday to grab them. Of course You can share the email with Mr Gilman... It's a little bit intimidating for me that, with help of Internet, I can today contact/write to/chat with for example Don Gilman or Larry Bond, creator of such great games, that I played in my youth and I play now!
    2 points
  23. Reminder: Next Harpoon chat on Zoom is Friday November 12th @ 7:00 PM Central. Hope to see you there! Join Zoom Meeting https://us02web.zoom.us/j/88443754075?pwd=ZXhoVjdQdFpCbkczeUFwamduSWVtZz09 Meeting ID: 884 4375 4075 Passcode: 874700 One tap mobile +16699006833,,88443754075#,,,,*874700# US (San Jose) +14086380968,,88443754075#,,,,*874700# US (San Jose) Dial by your location +1 669 900 6833 US (San Jose) +1 408 638 0968 US (San Jose) +1 346 248 7799 US (Houston) +1 253 215 8782 US (Tacoma) +1 646 876 9923 US (New York) +1 301 715 8592 US (Washington DC) +1 312 626 6799 US (Chicago) Meeting ID: 884 4375 4075 Passcode: 874700 Find your local number: https://us02web.zoom.us/u/kdfSLC4a5A
    2 points
  24. Should anyone want to buy me a present, Mizu Super Yachts look a whole lot like warships on the outside and would be a prime choice of gift. Now if anyone does give me such a gift, I'll take it for one cruise, put it up for sale, quit my job, and write warfare simulations for the rest of my life. So win-win for all of us, right? MIZU 174' Oceanfast Superyacht For Sale Oceanfast Yachts (denisonyachtsales.com) [just an example]
    2 points
  25. Well they're much more spectacular Xmas photos than I could provide. While Tony had a white Xmas I sat in humid 35 deg C temps overlooking the western brim of the Pacific Ocean. I hope everyone relaxed a bit and were able to enjoy family and friends. Don
    2 points
  26. Welcome back broncepulido! The same fix should work for you.
    2 points
  27. I've been working on this add-on to help promote the non-profit United States Naval Institute (USNI) and may well be able to release this month, the 30th anniversary of Computer Harpoon's release.
    2 points
  28. There are about eight in-game hours left to chronicle in this final write-up. Don't worry, it will be over soon. In the meantime, to thank you for your patience, here's some potatoes: I discovered some new air contacts and sent F-16s to engage them. They turned out to be MiG-23MLKs and the Flogger-Ks proved to be a very tough customer. In this and the following the fight, I lost eight F-16s for six enemy fighters. Partly down to having some very tough customers, partly for leaving one unit's radar off... I did actually do another standoff attack shortly after this, sending five aircraft armed with Harpoons to attack the Soviet carrier group. I also must have launched some F-15s in a counter-air sweep at some point, because I downed two Flanker-Ds and three helicopters; two of the latter were AEW Helixs, so that was a useful bonus. However, Suffren came under attack by Sunburn missiles. Downing one didn't exactly mitigate the damage of the other four and that vessel sunk. Shortly after, Cassard came under AS-17 attack and it too succumbed. My standoff attack managed to launch 12 Harpoons at the carrier group, but all were downed. I lost an E-3 half an hour later. At 05:52 the strangest engagement of the battle occurred, when an air combat between MiG-25s and F-16s went into gun range, after one of the latter had been downed by AA-6s. The battle ran a grand total of 17 and a half minutes; my notes show an increasing incredulity at the situation. Eventually, the F-16s (who I tried to withdraw) finally down the Foxbats and I was also able to dock some of my ships.... At 0621 I reflected it had gone rather quiet. Guess what happened five minutes later...
    2 points
  29. I've finally completed my playthrough for Harpoon CE. Write up to follow!
    2 points
  30. Next one will be a variation of "The Battle for Odessa".
    1 point
  31. At the end of the day this is valuable so that users aren't absolutely dependent upon the platform editor run on our infrastructure. While I hope every DB editor uses ours and builds upon the work of each other, it should not be a forced position and should not be a dead end should HarpGamer and such cease to exist at some point. Spinning up an instance based on a docker compose file isn't child's play but it is relatively easy and approachable for tens if not hundreds of our users.
    1 point
  32. 1 point
  33. 1 point
  34. Hmm, there are 3,090 instances of 'buf' in the source code. One that stands out is the scenario filename including path. What the is the full path and filename of your save? Example: C:\Matrix Games\HUCE\SomeFolder\SomeScenario.scq There will be a buffer overflow if that full path + filename is slightly more than 150 characters.
    1 point
  35. Fixed in 2021.011. Instant Action will not trigger if a BattleSet, Scenario, or Saved game is specified on the command line. Also, Instant Action now has EC2000 in its purview, assuming almost all users have HUCE and in turn the EC2000 BattleSets.
    1 point
  36. Fixed in 2021.011, thanks donaldseadog! Since there is no way to select sectors (pie slices) in the main body (center ring of formation), the game assumed it was the first sector, 0-44 degrees. I added code to look 0-359 degrees if the unit is assigned to the main body. if (ring > 0) bearing = random(45); else bearing = random(360);
    1 point
  37. What should have happened is that if Blue met minimum victory before Red and the game clock ran out, there should have been an end of game dialog that proclaimed Blue the winner since they met their minimum VC first. You are correct though, a logic change was to evaluate Total Victory conditions for a side that doesn't have Minimum Victory Conditions. There is no facility to declare total victory if there are no Total Victory conditions.
    1 point
  38. Doubled size of formation zones, ships travel out to their new positions properly. The only hiccup is that the group did not resume its original speed of 19kts, rather stayed at the reduced 13 kts the GE imposed when reforming. Then halved size of formation zones, ships came back to their new positions properly. Same hiccup as expanding formation zone sizes.
    1 point
  39. We covered such meaty topics as: "how do we get those lazy kids to undertake a trade in the shipyards" WestPac/China - energy is everything and in the discussion particularly aerial refuelling is critical versus last meeting exploring the strategic weakness that is the flow of energy into China. Victory Condition game improvements Lack of platform editor re-write progress Byron's articles Julian's papers Byron talked about how Harpoon is frankly useless at suggesting a real life outcome of a tactical engagement. That expanded to what it will do is teach lessons such as don't radiate in many situations, logistics is king in WestPac, stealth and stealth-denial is important.
    1 point
  40. The only decent excuse I'm coming up with on my own is that with the formation editor active in the Group window, you are setting desired formation positions while the Unit window is showing actual unit positions and that difference could be jarring?
    1 point
  41. Its not as easy as riding a bike, that's for sure
    1 point
  42. Didn’t see any posts about it so here is a heads up. https://www.matrixgames.com/game/larry-bonds-harpoon-ultimate-edition
    1 point
  43. I found a Commander's Edition DVD case included printed manual but only one so I don't want to sell that. I did not find any ANW DVDs, may have given them away already in a downsizing of the collection. Looking through my artifacts did make me notice that you don't seem to have WinHarp with EC2000. It was a release that came out almost the same time as HC97 except it was the 16-bit game engine in concert with the EC2000 BattleSets rather than HC97's 32-bit game engine. I don't have the CD handy but have attached a photo of the booklet cover and insert describing the BattleSets and game improvements.
    1 point
  44. Hello! I've skimmed through some of the wish lists and but not stumbled across (or, at least, recognised) these items elsewhere. But, please accept my apologies if I'm covering old ground. Wish 1 Having detected an and then localised a hostile submarine contact the "Message log" tells me I've detected a submarine contact 00U by Sonobuoy - and because its in a bit of a hurry -its identified as an Akula. All of which is fair enough. However, the Unit window tells me its ZT002 which implies there are at least two other 'bad guys' (ZT000 and ZT001) down there that I ought to be looking for even though I've no other contacts on screen. Were it not for the 'clue' provided I'd have no reason to believe (although I might suspect it because Red subs seldom hunt on their own) that this Akula wasn't the proverbial 'lone shark' on the prowl. My point is that the game is telling me stuff that I can't possibly know, which gives me and edge which I ought not to have. (This also prompts the question: Does the AI get a similar clue when its attacked by the human player?) So - and here's the wish - would it be possible to somehow withhold the info on the size of the hostile sub group until additional contacts have been detected? Wish 2 When attacking a Red sub group containing multiple subs the game default is that all the ASW assets allocated go after ZX000, ZX001 ZX002 and so on. While I understand that ZX000 might be, say, an Oscar and thus pose the greatest threat to Blue, but given the Zone sizes available in a submarine group formation, there might be an equally dangerous threat posed by a Red SSN that's a darn sight closer! Thus my second wish is: When a hostile Red sub group has been detected would it be possible to select the order in which the ASW assets attack the subs or, indeed, attack two or more subs concurrently? It would allow the, say, the helos to go after the target close to the friendly formation while the faster fixed-wing assets legged-it out to the more distant threat.
    1 point
  45. I'm definitely interested in joining a PBEM game. I just picked up Harpoon V myself. I'm also new here, by the way.
    1 point
  46. Suggestions: 1. Complain earlier, if you've been playing for a long time, maybe some frustration could have been avoided. 2. The core game loop hasn't changed architectures since it was written 30-some years ago. In short that means it is optimized for memory constrained machines and is single-threaded so your umpteen cores and next to useless except to keep the game on a core that isn't heavily used by other processes on your machine. 3. If you want it changed, I'll need you to invest a lot of sweat equity (or monetary equity but nobody has jumped on that bandwagon as yet!). Harpoon Classic/HC/HCE/HUCE is community developed. I've been the only programmer since around 2009 and was the only programmer from 2005-2007 or so. It is a hobby for me and gets way less time than I'd like. We're very thinly manned right now with me doing coding, CV32 making sure the forum isn't overrun with articles & spammers, and eeustice making almost every issue report and doing almost all of the testing that gets back to me. 4. Enough with my complaining... There is a ton of potential with the game, I am capable of writing and do write multi-threaded code, there is even a little bit in the game that is toggled off since the bit I chose was a bad choice and makes the game slower rather than faster. If people step up and take an interest in making the game better, we can accomplish a lot so step up! 5. For the particular slowness you are seeing, post up the background information, name of the scenario, build of the game, zip up and attach some saved games, etc. Without 3) it is unlikely much will change in the next few years but every once in a while I spend most of a PTO day cranking out something useful for the game.
    1 point
  47. Sorry for the trouble Matt, the answer to the prompt in the photo is "This program installed correctly." The next part concerns me more, when you say HC won't open, can you provide more detail? (is there an error, screen blinks, any signs of life, how are you attempting to run the game,...) You do not need to re-install the game.
    1 point
  48. Thanks for sharing the experience and I am looking forward to your summary.
    1 point
  49. Merry Christmas to all! It started snowing last night, so I will get a White Christmas after all. 😄
    1 point
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