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Showing content with the highest reputation since 12/07/2012 in Posts

  1. 6 points
    Below is an installer that should bring any copy of the game purchased from Matrix Games up to the current build. https://www.harpgamer.com/downloads/HC2025.025_ComprehensivePatch.zip When you get to selecting an installation directory and Start Menu group, please double-check that they are correct before proceeding.
  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
  3. An item to keep in mind, if you already own Harpoon Ultimate, you have Harpoon 97 already (and a lot of other versions) via the 20th Anniversary launcher pictured below.
  4. 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.
  5. The code in AreaDefense loops thru the mounts from first to last looking for a valid weapon, not the optimal weapon. AreaDefense also tags the target missiles as crossing targets so that skips at least one range check (which doesn't take courses into account so would not have prevented the SAMs from firing. It is not a small undertaking to replace the AreaDefense logic. The ExportDLL interface allows it to be replaced without modifying the core game (which we can no longer do). In short, don't hold your breath on a fix for this one. The intriguing bit is that NewAreaDefense() which I wrote in the 2013 timeframe. It does check speed and bearings to see if an intercept is kinematically possible. NewAreaDefense was not completed.
  6. AAR for this scenario, I hope it's in the right place. Thanks for this, it was very fun. I got Minvic with 60 A/C shot down, and 5 ships sunk. After that, it seemed like I was just making the rubble jump, so I moved on. What I found out is that the F-35 is almost invincible, even with the shorter range C7 AMRAAM.
  7. Following a suggestion from someone else on the Steam forum, I was able to find an almost 30 year old fix! Dr. Who's Harpoon Pages https://www.harpoonpages.com/harpoon1.htm The 4/04/97 update can be downloaded and imported into the Harpoon Classic 97 folder to replace the NAVC.res file (I created a backup of the original file just in case). When I ran the scenarios using that updated file, the ships all appeared correclty as Okean class instead of Kalinin class. The website also includes an update for the EC2000 scenarios. Were there any old bugs you can remember from those scenarios - anything I should look out for before deciding whether to apply that update as well?
  8. There aren't many sims that can claim the longevity of Harpoon. As TonyE has said, the community has been the key factor to both its success and long life.
  9. It's been a long time dream by many of us to be able to limit the number of munitions available to aircraft. Recent additions to the game by TonyE just migh have us there. This is a screen shot of an early use of the new Stores Consumed feature that tracks most munitions as they are fired. They can be filtered by firing unit class, home base and side (amongst other). The listing is circled in the lower right of the screen. The information can also be exported to a text file for later perusal. An extension of this could be assigning $ values to munitions giving another dimension to 'scoring'.
  10. HCE - 2025.011 - 2025-02-28 =========================== - Chg:32850 GE Non-air groups could have up to 30 minute delays in turning to an intercept course. Fixed by checking if a group has an intercept event during path navigation and if it does, recalculate the course much more often. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/32850-delayed-turn-of-destroyer-to-engage-enemy/ - Chg:33573 GE Player was previously allowed to fire AAMs not capable of orbital altitude at enemy missiles at orbital altitude. CheckGroupWeapons now does an altitude check but only for missiles fired against missiles. Also applied these for Satellites. (thanks Enrique) https://harpgamer.com/harpforum/topic/33573-harriers-launching-aams-to-orbit/ - Chg:33224 SE Position dialog DIALOG316 when changing a group's position always showed East and North. Corrected. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33224-se-incorrect-label-for-west-longitudes/ - Chg:00000 SE Made the left mouse click Range and Bearing text at the bottom of the window show just like the GE by adding coordinates and water depth to the readout.
  11. 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.
  12. 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.
  13. 3 points
    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.
  14. For those of you not active on social media, you may not have heard that long time Harpoon community member Byron 'JClark' Audler passed away on 15 April. His notable contributions included being a knowledgeable ship fitter (irl), scenario author, HC2002 program manager, and HULL mailing list moderator, and a Lifetime Pooner award winner. His bio can be found at Ed Ladner's website Dr Who's Harpoon Pages here : https://www.harpoonpages.com/Bios/bio022.htm Fair winds and following seas.
  15. I like that the Discord link is more visible but to your point, Downloads are less visible. I see them in a Browse menu.
  16. *** SPOILER ALERT*** Well while I got my total victory, the sinking of a damaged merchantman in reprisal for a UAV incursion on my airspace, I suffered a large loss and the opinion rating in the polls are pretty bad I spent about 4 hrs for 10 hrs game time. I decided to try and occupy the mid and east Black Sea and to weed out and sink anything that Russia had in the area. Maintaining air cover by F-16 proved costly. Keeping up good surveillance without AC loss proved difficult (OK I didn't manage it). Not waiting for Poland to bring in better AC for ASUW attacks proved costly, in the end a flight of three F16 and a pack of mavericks was all I needed. Well trimming the number of Russian fighters patrolling the area before hand did help but at a worse than 1:1 loss ratio. I'm going to have another go at this gem, after a bit of wound licking, and with a much more conservative strategy. I'll certainly be trying tho dodge their Su-35S Flanker E and maybe let their naval patrols have their end of the Black sea for themselves Thanks heaps for this Patrick. Stats: [Victory Summary] Time=05 Jan 2026, 06:14:02 The RED side has met their minimum victory conditions Time=05 Jan 2026, 10:50:02 The BLUE side has met their minimum victory conditions Time=05 Jan 2026, 10:50:02 The BLUE side has met their total victory conditions [Kill Detail Blue Side ] F-16CM40 Falcon 15/Plane=6 MQ-8C Fire Scout 17/Helicopter=3 F-16CJ50 Falcon 14/Plane=5 CN-235MSA/Plane=2 Super Lynx Mk110 05/Helicopter=1 Heybeliada/Ship=1 S-70B28 Seahawk 12/Helicopter=5 Gediz (FFG7/11)/Ship=2 E-737 Peace Eagle/Plane=2 [Kill Detail Red Side ] MiG-35 Fulcrum F 18/Plane=8 Il-38 May 92/Plane=4 Ka-27M Helix A 17/Helicopter=3 Ka-29RLD Helix E 95/Helicopter=1 MiG-31BM Foxhound 15/Plane=1 Buyan Pr21630 06/Ship=1 Su-35S Flanker E/Plane=4 Steregushchiy Pr2038 07/Ship=1 Su-34 Fullback 16/Plane=12 Gorshkov Pr22350/Ship=1 Grigorovich (1135.6)/Ship=1 Soobraziltelny Pr20381 11/Ship=1 Merchant damaged/Ship=1 MiG-29KR Fulcrum D 15/Plane=2 [StoresConsumed - Blue] Blue Weapon=Tally AIM-120C7 AMRAAM=41 AIM-120B AMRAAM=29 AGM-158A JASSM=32 Taurus KEPD350=24 AGM-88B HARM (ARM)=28 AGM-84K SLAM-ER=26 SOM-A=16 SA-10c Grumble (S-300PMU)=22 SM-1MR Block VIB=29 RIM-162B ESSM=12 UGM-84C Harpoon=8 DM2A4 Seahake=2 SM-3 Block IIB=16 RGM-84G Harpoon=4 AIM-9X Sidewinder=10 AGM-65G Maverick=6 [StoresConsumed - Red] Red Weapon=Tally AA-12 Adder B (R-77-1)=12 AA-13 Arrow (R-37)=6 SA-21 (9M96E)=43 SA-N-12 Grizzly (Shtil-1)=36 AA-12 Adder C (R-77M1)=26 AA-10 Alamo C (R-27RE)=26 AA-10 Alamo D (R-27TE)=6 SA-N-11a Grisom=3 SS-N-26 Strobile=8 SS-N-27 Sizzler (3M54)=8 Sosna-R (9M337)=3 AA-12 Adder A (R-77)=8 AA-10 Alamo A (R-27R)=11 AS-4 Kitchen D (Kh-32)=24 SS-N-25 Switchblade=8 SA-24 Grinch (Igla-S)=14 SA-6b Gainful Mod1 (Kub-M4)=12 AA-11 Archer (R-73M)=4 SA-23b (9M82M)=4 AA-11 Archer (R-73)=2 [Damage List Red] ZZa: 00 Yeysk damage=265/2500 ZXp: 00 Novorossiysk damage=1067/2500 ZYS: 02 Grad Sviyazhsk damage=33/36 [Damage List Blue] ARS: 00 Anadolou damage=303/425 Time (well) spent: [Session Summary] Session Game Start=5 Jan 2026, 01:00:00 GameTimeDuration ThisSession=3Hrs23 Mins TotalGameTimeDuration=3Hrs23Mins GameTimeToGO=68 Hrs: 36 Mins Session End RealTime=4/02/2026 22:00:00 RealTimeDuration ThisSession=1:09:59 ==== ===== Session Game Start=5 Jan 2026, 04:23:54 GameTimeDuration ThisSession=3Hrs21 Mins TotalGameTimeDuration=6Hrs45Mins GameTimeToGO=65 Hrs: 14 Mins Session End RealTime=5/02/2026 13:01:14 RealTimeDuration ThisSession=1:39:00 ==== ===== Session Game Start=5 Jan 2026, 07:45:18 GameTimeDuration ThisSession=3Hrs20 Mins TotalGameTimeDuration=10Hrs5Mins GameTimeToGO=61 Hrs: 54 Mins Session End RealTime=5/02/2026 17:51:41 RealTimeDuration ThisSession=1:18:20 ==== =====
  17. Turkey2.zip Here is a revisit of Don's excellent take on Turkey vs Russia. What if you had no F-35's? Victory conditions and order of battle are very much the same. You'll get a few more fighters, a small carrier, and two tankers. This might be hard. DUCK Patrick Howard
  18. Yes, the publishing agreement allows for updates and upgrades.
  19. Those are some powerful AGIs! I can confirm that the HC97 we published with Matrix Games also has/had that flaw. I suppose that would mean it is a known issue since for nearly 30 years <g>. The same flaw is present in the most recent builds so was not corrected. What we did with some similar situations is programmatically override bad BattleSet data when the BattleSet (which in those old ones included the platform database specific to each BattleSet) did have issues. The tools to re-generate those legacy BattleSets were lost to time. MicroProse has the ability to fix in a couple of ways (via programmatic override or painstakingly re-building the BattleSet). I suggest the time is much better spent re-making such scenarios in newer BattleSets that do not have the flaw, something you can do without any exotic tooling. I'm 99% sure I wrote a utility that could at least view but possibly update some of the legacy BattleSets but haven't located it yet.
  20. I don't for certain but does the steam hc97 have a scenario editor that would let you edit the battleset scenario and replace the units with something more suitable. It sounds like a clerical error in putting the database together. In these old games the database is built into the game,so fixing it is a major item that I'd guess isn't likely to happen, but who knows. Someone else might very well have better ideas.
  21. Yes, MicroProse is a small operation at present. You also hit upon an important additional consideration, they are not as intimately knowledgeable about Computer Harpoon as many of their consumers. The next six months or so should be informative, how they handle the growth in their catalog, communication with players about roadmap, etc. but in my dealings so far there has been positive intent and a desire to learn.
  22. 2 points
    PS, the 'Capture' feature has a better algorithm for calculating success, and I'm now looking at a repair system so once you've punished a base and captured it you can get it back to operating 100%. The long term goal is to be able to run a long term strategic scenario including expansion of territory and ammunition logistics.
  23. Last night i had a chopper landing on my frigate and the target of an enemy SAM (sm-2 I think) and was delighted but surprised to see the information "point defense got 'em all". Looking at my weapon ammo i deduced it was the 3" otto gun that got the kill. I've previously seen in a similar situation where the chopper lands before impact the sam hits the ship so really a nice result. Unbelievable shooting, maybe.
  24. View File Drone Defense of Lima IMPORTANT This scenario is meant to be run with the accompanying file Drone.DLL installed in the harpoon ExportDLL (or ExportDLL\GE) folder and requires vers HC2025.006 or newer and database HCDB2. This library file edits certain platforms' data so as to simulate high speed surface drone swarm(5 Drones), high speed semi submerged drone swarm (5) and Malay CB90 attack boats. It also starts of one ship with damaged ssm mounts. The scenario is a demonstration of how recent changes to HUCE will allow an author writing scenarios for the Harpoon community to be able to customise platforms from simple aspects such as damaged mounts to more complex changes effectively introducing new platforms. Swallow Reef (also known by many other names) is one of the larger islands of the Spratley Islands Group. It is occupied by Malaysia including a small naval presence and a tourist resort servicing primarily dive parties in the surrounding reefs. Other countries lay claim to the island (and most in the Spratley Group) with many countries fishermen having been regular visitors for hundred of years. Many of these islands have changed 'ownership' by various means including force over recent history, and undoubtedly this will continue form time to time. Submitter donaldseadog Submitted 03/01/2025 Category WestPac  
  25. I think as a sign of appreciation I'll start writing some Nukem scenarios
  26. HCE - 2025.017 - 2025-03-16 =========================== - Chg:33838 GE StoreConsumed call has been moved into FireGuns. This should mean all gunfire is now tracked by StoreConsumed. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33838-exportdll-storeconsumed-not-called-for-some-ata-situations/ - Chg:33837 GE StoreConsumed call has been moved into FireGuns, before any target unit is freed. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33837-exportdll-storeconsumed-called-later-than-optimal-for-gunfire/ - Chg:33851 GE Nuke AirToAir missiles would crash the game in some cases where those missiles shoot down the entire targeted unit and/or group. Should be fixed now. (thanks donaldseadog) https://harpgamer.com/harpforum/topic/33851-nuke-aams-crash-game/ - Chg:33851 GE Nuke Unguided bombs would crash the game in debug builds due to an over-optimistic logging call. Should be fixed now. (thanks donaldseadog)
  27. You may have noticed that TonyE has been highly productive making changes to GE and SE regarding the Export.DLL process he introduced I guess some ten years ago. A lot of these changes are to allow external mini programs to read info and be able to change internal actions thus giving more powerful control of the game. Some examples are Tony's world map and my Toolbox. This scenario demonstrates the latest of those abilities where by an author wanting a one off customisation of the database for a scenario to be distributed to the Harpoon Community can easily do so. Hopefully we'll soon have the tool that lets you make these custom changes within the SE. This doesn't effect the external database, only the database annexs that are loaded in the game and used to determine how platforms interact.
  28. Colors have shifted a bit over time, yes. The game is semi-stuck in 256-color land with a custom 256-color pallette that I do something to mess with once in a great while. I've been a programmer of HC for over 20 years now and what working on it looks like continually changes. When I converted from tester to programmer there were four of us programmers, one working on the platform editor and the rest of us on everything else. At the time my real job was running my own IT contracting firm but to be taken under the wings of a genius Harpoon programmer was an amazing gift. There were a ton of surrounding people, I don't say supporting because I was no more important than the people creating platforms in the database. Anyone can learn to sling code but to sift through mountains of articles to derive platform data, that is a special skill! The collaboration was efficient and rarely were there insurmountable agreements. You ask about the to-do list and being infinitely long, there is always something of particular personal interest to build or improve when a break is needed from the drudgery of maintaining a 36 year old piece of software. A fraction of the to-do list is illustrated in the Issue Tracker here and the Wishlist forums. For the last decade or so I've put I'd say around 1/3 of my effort into the ExportDLL interface that allows those without the game source code to write addons. That has brought fresh life to the game as you see from donaldseadog's addons and will allow it to live on when the rights holders (Bond & Carlson) pull the plug on the publishing of the game. Maintaining a semblance of backwards compatibility is a huge but rewarding burden. Many times in those early years we nearly dropped all legacy BattleSets to reduce that burden but we always left them in and accepted the burden. I went even further sometime after 2007 and started writing saved game format converters. Between 2002 and then we would periodically enhance/break the saved game format (not the scenario format) meaning we didn't commit to saved games from a previous build being able to be opened in the current build. These days I'm the only one programming the package that you get from Matrix games; one other pops in every few years and does something amazing. Most of the administrative tasks fall to me as well, it is a tiny group compared to what we had. You've seen some passionate testers here and amazing scenario authors but they are few in number. There are interesting times ahead with much opportunity for someone to come along and re-build a strong community that can get the best out of each of us. Much more help is needed to make efficient use of myself, donaldseadog, and when we provide the tools for them, the database editors.
  29. The generic answer is that the rings should not be circular unless the map scale is the same in the X and Y direction. They are not. In some releases of Harpoon, the rings are forced to be circles which makes them inaccurate. In other releases of Harpoon an ellipse is used instead to give a more accurate representation of the listed range.
  30. HCE - 2025.002 - 2025-02-09 =========================== - Chg:00000 GE Made saved game loading of the scenario lineage independent of the 'bitness' of the build 32-bit vs. 64-bit but many of the other game structures in the saved game file are bitness dependent so the work towards a 64-bit build of the game will be stopped for now. Some of the structures with pointers are MntRec and MagRec requiring converters to be written on both save and load. - Chg:00000 GE Incremented DLL interface version to 37. - Chg:00000 GE ExportDLL DBLoaded function added that sends the pointer to AnnexData just like ScenLoad does except only sends that pointer and sends it before the events, groups, and units are loaded. - Chg:00000 SE Activated ExportDLL interface but haven't customized DLL location or anything yet.
  31. Greetings All, I have a bit more time on my hands (and keyboard) these days than when I engaged with Harpoon oh so many years ago. Starting off by trying to digest HCE database contents and structure and how to use the scenario editor. Based on Tony's recommendation, kicking off this wish list to capture what I come across. Oh - just downloaded and installed the 2024.001 beta. Best I can tell took care of the reload problem I was having with DPRK missile bases. Thanks!! 👍 Okay. Wishing away.... - (1/2025) (SE) Provide a method for viewing and editing opords/attack orders for bases in the scenario editor. At present, you can revise targets for existing orders but you cannot view and change the entire order (e.g., time to initiate). - 2/2025 (GE) Provide a means for including over the horizon surface search radar in fixed facilities and mobile systems. Current system limits surface search radar distance to line of sight. - 2/2025 (SE) When adding a new base, the dropdown list is searchable on "Base" name. Would prefer the dropdown list to be searchable on "Country" e.g., like aircraft/ships. - 2/2025 (GE) Include aircraft cruise speed with maximum speed on unit display pop-up. Would help out quite a bit in mission planning.
  32. The attached scenario is run in westpac BS using HCDB 150929 database. GE 2024.006. There is a single sub. THe max speed of this sub on surface is 10 kts. It is currently submerged and traveling at its max speed or 21 kts. Use command F2 to set the speed/depth to surfaced and any speed about 10, say 15. Execute the command and the sub continues on the surface at an illegal speed. If you set the speed again you are now only able to set the legal speeds if it remains surfaced. A similar thing happens with subs that have a higher surface speed than their max submerged speed. I would expect that when changing the speed/alt from submerged to surface you should only be able to set legal surface speeds. SubChngeDepth_Spd.scq.zip
  33. The Russians have been using almost exclusively gun fire to attack naval drones generally, including machine guns from helicopters and deck mounted aboard ship.
  34. 2 points
    I believe both the 76mm OTO and the 30mm AK-630 were originally on the spec sheet when the configuration for INS Vikrant was being developed. Even the AK-630 series is getting rather long in the tooth.
  35. 2 points
    ^^^ done for next version, now working on patrols applied to a current course (ie, the player sets the course 'turn points' and sortie speed/alt, the tool inserts loiter/hover and altband for asw and temporary radar for CAP and AEW/EW
  36. The onset and growth of Chinese naval airpower has always been exactly that. ☺️ China is also now building drone carriers, roughly the size of WWII era escort carriers.
  37. 2024.001 posted, be extra cautious and careful, back up your files and tuck them away in case I accidentally introduced new issues.
  38. Another idea is to have two modifiers: one for lower speed and another for fast speed: For example, we can have a modifier for speeds above or equal to 500 knots that could be 15% and another modifier for speeds above or equal to 1000 knots that could be 30%. Slow speed: 400-500-600 knots or whatever with a Ph of 5-10-15% or whatever. Fast speed: 800-1000-1200 knots or whatever with a Ph of 10-20-30% or whatever. Logically, at the tool slow speed cannot be higher than fast speed. Another idea is that target speed depends on missile speed: if target speed is equal or higher than half missile speed (+50%) then Ph would be 10-20-30% or whatever, if target speed is equal or higher than a quarter missile speed (+25%) then Ph would be 5-10-15% or whatever. This tool will allow us to play with speed (cruise, reheat and afterburner) and with altitude (low, medium, high). Personally, I prefer the second idea.
  39. Once again the Holiday Sale is on! Larry Bond's Harpoon - Ultimate Edition - Game - Matrix Games 84% discount
  40. Looking deeper into my personnel db I have found some of my magazines have been scrambled or completely blank. The PE shows that there was something there but everything is totally empty. Using Don Tomas's Tool box I can see that there isn't any problem with magazines in my current game. My next step is to reload my last backup of my db into the PE and see what happens.
  41. We had an incident this morning of accounts being successfully created, validated, then used to post 50ish garbage posts about airlines. Those accounts have been marked as spammers and IP addressed blocked. The captcha mechanism for the forum has been changed and hopefully won't make your lives more miserable. What will be miserable is that we have re-enabled moderation of all posts. As a result, your posts will not be immediately available for others to read. Those of us caring for the site are hobbyists will real jobs so there could be a delay in approving posts of a day or more but we expect it will be much less. Hopefully we'll be able to go back to the free and wild days shortly.
  42. Heart 3 View File The Heart of the Problem, Part 3 It is October 2022 and the Chinese have invaded Taiwan. The US is on the way to help. This might prove difficult. A larger and challenging scenario that explores the difficulty of reinforcing Taiwan. OOB and situation is pretty close to what's in the theater today. Uses GE ver. 2022.11. Duck. Submitter rainman Submitted 08/25/2022 Category WestPac  
  43. An account of the sinking of Moskva that claims radar ducting: It became known how exactly Russian cruiser Moskva was discovered and sunk: details and photos (Ukrainska Pravda)
  44. 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!
  45. 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/
  46. 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
  47. 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.
  48. Welcome back broncepulido! The same fix should work for you.
  49. 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.
  50. I've finally completed my playthrough for Harpoon CE. Write up to follow!

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