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

  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. 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.
  6. 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?
  7. 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.
  8. 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'.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. I like that the Discord link is more visible but to your point, Downloads are less visible. I see them in a Browse menu.
  14. Thanks broncepulido, Merry Christmas all!
  15. 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.
  16. Taiwan Straight 2nd Crisis Escalated View File Scenario Background: On 24 and 25 August 1958 Chinese Communist (PRC) forces and Taiwanese (ROC) forces clashed in the vicinity of Dongding Island, which the Nationalist (ROC) troops controlled. The action was seen as an attempt by the communists to land on the island. This was the only naval and amphibious landing action during the crisis. ROC had begun to build military installations on the island of Kinmen (Quemoy) and the Matsu archipelago, very close to the Chinese mainland. The PRC shelled the islands of Kinmen (Quemoy) and the Matsu Islands in an attempt to take them from Taiwan, governed by the Kuomintang (KMT), and to probe the extent of American commitment to defend the Republic of China. The conflict also involved air, naval, and amphibious operations. Then U.S. secretary of state Christian Herter reportedly described it as the "first serious nuclear crisis". The USA provided military assistance in both material, especially aircraft and artillery, and a strong naval presence including naval escorts for island repleshments. The Communist Chinese government announced a unilateral ceasefire on 6 October 1958. However, on 20 October the PLA resumed artillery fire on Kinmen because a U.S. Navy warship had breached the PRC-declared 3 nautical miles exclusive zone from the coast of China that they claimed was a stipulation for their unilateral ceasefire agreement. In this scenario we play with the idea of the situation escalating, rather than subsiding. Use Database HCCW 140314 and for best play Game version 2025.023 or newer and ErrataGE.dll (download from harpgamer.com forum). Submitter donaldseadog Submitted 08/25/2025 Category WestPac  
  17. This released on the weekend. It's H97 version 1.60.
  18. Confirmed in 2025.024 This can be fixed with the aid of an ExportDLL. In other words, it doesn't absolutely require a change to the game code itself.
  19. That is what is known as a pre-commondb BattleSet so it does not use the user modifiable databases. I strongly suggest players only play the EC2003 and 'newer' BattleSets as they use the user-created databases and also don't have sub-optimal (i.e. compatibility) logic.
  20. Well, al least it all means Harpoon still has some future.
  21. 2 points
    Since this is in theory the last build of the game related to the Matrix Games publishing of the game, we will list some workarounds here for serious issues that arise. Errata: 1. 2025-07-02 The Scenario Editor (SE) has multiple issues in the release build. Rather than using Wscenedt32.exe, please use Wscenedt32dbg.exe which does not show the same issues. An even better idea may be to rename Wscenedt32.exe to Wscenedt32rel.exe then copy Wscenedt32dbg.exe to Wscenedt32.exe so that you don't accidentally use the more troublesome build. a. This is resolved in the HC2025.025_ComprehensivePatch.zip installer. 2. 2025-07-02 The BattleSet Builder makes very washed out maps so we need to go back to an older version 2015.027. a. This is resolved in the HC2025.025_ComprehensivePatch.zip installer. 3. 2025-08-23 The HDSR.RSR file (for Malacca Straits BattleSet) was not included in the installer. a. This is resolved in the HC2025.025_ComprehensivePatch.zip installer.
  22. 2 points
    AutoTesting results. This is a process that runs every built in scenario in autoplay mode (game plays itself) from first the Blue side, then the Red side. 2025.022 Release Build GE Original 4 no crashes HDSI no crashes HDSII no crashes HDSIII no crashes EC2000 no crashes EC2003 no crashes WestPac no crashes USNINew no crashes This is perhaps the best results ever. There were three crashes but upon re-running the scenarios they did not crash.
  23. And yes, Doolitov´s Raid is my fav, too! This means Harpoon Commander´s Edition, the latest evolution of the Harpoon 1 / Classic line. There is similiar scenario in H2 / H3, "To protect the Queen". Playing it gives You a really good feeling about the differences beween the two Harpoon lines which both are so great, even after decades.
  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. HCE - 2025.010 - 2025-02-27 =========================== - Chg:00000 GE Incremented DLL interface version to 41. - Chg:00000 SE ExportDLL SaveScen function added to tell the ExportDLL when the scenario has been saved in the SE. - Chg:00000 GE Both the GE and SE will load ExportDLLs in the \ExportDLLs sub-directory of HC. The GE will then load any ExportDLLs in \ExportDLLs\GE. The SE will then load any ExportDLLs in \ExportDLLs\SE - Chg:00000 SE ExportDLL interface enabled: ScenLoad StartGroup (much improved) UnitTop (much improved) - Chg:00000 SE ExportDLL made as many functions as applicable to the SE available to ExportDLLs to call (funcRefs). They haven't been checked for functionality: NewPtr DispPtr del_HarpoonEvent_list QueueHarpoonEvent CreateVictoryCondition CreateGroup disk_id_to_annex_id GetLoadoutIndex dllCheckLatLonDepth annex_id_to_disk_id ResetGroupCenter SetCourseUnit_Raw SetCourseGroup_Raw free_Unit free_Group ChangeActGroupPtr ChangeActUnitPtr
  26. 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.
  27. 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.
  28. ***SPOILER ALERT*** After Action Report Enrique has provided a double barrel effort here, two similar scenario for us to delve into... I started playing blue side the version 1988-05 JFK USSR N BARCAP.sco There was sufficient hint that things would be hot from the start so I opened the game in zero time compression, started the process of arming the many 'dormant' aircraft and allocating those ready to fly with patrol locations or sectors within their group formation. This included a few fighters, a couple of ASW and very handy AEW from the carrier group. Once the ball started rolling it was on for young and old ... we got a contact close in of a Kashin unit and visual of a number of incoming missile. Radars went hot and four ships opened fire with their bug guns, the Kashin went down quick and our SAM units were put into heavy defense mode but still JFK took a few hits, enough to markedly reduce her efficiency and slow down the aircraft armaments that we obviously would need. The Kashin had apparently been assisted by an Okean class unit sailing beyond our guns, but not our Harpoon, she soon joined the denizens of the deep. But in these first minutes the near continuous rain of missiles came at us. Our first airborne fighters put their metal in to play getting right down to cannon fire on the incoming missiles, many probably form undetected submarines but form the incoming bearings we at least had vectors to search on. Getting the ASW patrols out early and with an idea of direction was showing it's virtue with an Alpha class SSN detected within the first half hour, but it would take some time before she was sunk. An hour in, coming up on our screens to the north were numbers of large air contacts, some identified as various EW, recce and bombers, Backfires, Blinders and Badgers. Armed fighters started to roll out of the hangers and into the air heading out to hopefully intercept now expected incoming bombers before they let loose their belly loads of mischief. To a large degree we succeeded but some got thru and our fighters exhausted their AAM on the incoming onslaught but as evidence of the pilot skills only a few made it thru to need interception by ships SAM batteries. In the meantime a large surface group came under the radar of the AEW, it had been expected, or at least made allowance for, and our strikers were half way thru taking on predominantly ARM munitions and some harpoon for good measure. 40 minutes after the sighting of the first attacking missiles and our own boys were returning the compliment with Standard ARM damaging two escorts. We now had a significant, and busy, ASW guard around the carrier group, and also our smaller surface group comprising our valuable auxiliaries and escorts which were trying for a safest route. Also our own EW units were operating and extra surveillance from land based ASW units based to our west. By the three hour mark our fighter screen had downed significant numbers of bombers and large auxiliary air units, the numbers of incoming missiles from the north had greatly reduced allowing them to move to provide addition defense against the inevitable missile attacks from the surface group approaching from the west which had by now suffered significant damage from our Standard ARM greatly reducing their ability to defend. And so we continued, both fixed and rotary wing ASW units scouring for the submarines we new were their following their surprise missile launches, then over four hours in as a sign they were getting in closer we had torpedo contacts. Evasive action standoff ASW ship defense and heavy air unit ASW work saw results with what would be the next of many subs sunk, but also the loss of one of our valuable escort. Holding of our own SSM until we were close enough to launch a significant attack of the SAG we sank most of the group including Slava, Sovremennyy and Krivak class ships. This got us a heart warming message of Minimum Victory, but with the Reds now offering much less aggression we knew we could finish the job and 40 minutes later with the sinking of a further Okean class vessel we succeeded. Another epic Enrique, thanks for your time and skilled effort.
  29. HCE - 2024.006 - 2024-09-04 =========================== - Chg:33611 GE Let AI submarine groups fire missiles against player ships again. AI should be able to fire missiles at 3/4 max range now instead instead of a range similar to their torpedo range. (thanks Enrique) https://harpgamer.com/harpforum/topic/33611-ia-submarines-dont-launch-anti-ship-missiles/
  30. I couldn't resist giving it a try, looks promising. I should be able to get the build out in the next 24 hours for you to poke holes in it (or a bunch of ships).
  31. 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.
  32. View File Essequibo Crisis, January 2024. Hypothetical Scenario. Essequibo Crisis, January 2024. Hypothetical Scenario. A Harpoon Commander's Edition scenario for EC2003 Battle for the Caribbean Basin Battleset and the HCDB2-170909 (or later) 1980-2025 era Platform Database. This scenario is designed with Advanced Scenario Editor and to be run with HCE 2015.008+ or later. This scenario is designed to be played from the Blue/UK-Allied side or from the Red/Venezuela side. You should play a few times first the Blue/UK-Allied side to avoid spoilers, and only later play the Red/Venezuela side. Image: HMS Queen Elizabeth (R08) with some 617 Squadron RAF "Dambusters" F-35B on deck (And perhaps some others USMC VMFA-211 "Wake Island Avengers" F-35B out of sight) during Carrier Strike Group 21 (CSG21), the ship first operational deployment, September 22, 2021. A work by UK government file is licensed under the Open Government Licence version 1.0 and took from Wikipedia Commons. At the end of the very convulse 2023, with the almost two years long Russian invasion of Ukraine, the new Israel-Palestine crisis started on October 7, and before the current Houthis attacks on the civilian traffic in the near seas, another latent crisis exploded. The Maduro's socialist regime of Venezuela, almost a puppet of Cuba and with increasing bonds with Iran, attempts to overcome its usual internal crisis with the very usual move of search an external enemy. In this case the victim is its neighbour Guyana and the frontier Essequibo region. The terrain is impassable and Brazil supports Guyana, and the question probably will be resolved in international justice courts, too long to be explained here. But in this hypothetical scenario Guyana requested aid from the United Kingdom, materialized in a carrier strike group steaming and showing flag in the Venezuela EEZ, keeping presence for deterrent of the Maduro's pretensions over Essequibo. The carrier strike group is limited by the lack of Royal Navy escorts (many in the Horn of Africa) and the low availability of F-35B and pilots (because the Eastern Europe Russian invasion of Ukraine), and the Venezuelan side is tempted of prevent its passage on its EEZ. Also, US refuses to support UK in this operation because the low risks and other commercial interests. Alea jacta est. Enrique Mas, January 21, 2024. Submitter broncepulido Submitted 01/21/2024 Category Caribbean Basin  
  33. 2024.001 posted, be extra cautious and careful, back up your files and tuck them away in case I accidentally introduced new issues.
  34. All of the subsurface contacts in the sim were originally submarines, so no surprise that the code assumes they are subject to magnetic detection.
  35. Time for bed, I'm getting a feeling the csv file is OK (it took a while to work out for each class the order of mag items in the csv is reverse to the PE). The move to the commondb file is getting the number of items right but messing up if the first is deleted or overwritten. I'll look tomorrow at what happens when simply adding items
  36. 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.
  37. Fix confirmed for affected scenarios.
  38. 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.
  39. HCE - 2023.004 - 2023-04-04 =========================== - Chg:32897 GE Rather than loosing attacks against submarines from close to a weapon's max range, now prompt to fire them from at most 2nm away. This could negatively affect weapons like CAPTOR mines that might ideally loose their torpedoes from farther away. It would be a good thing to test. https://harpgamer.com/harpforum/topic/32897-stand-off-asw-weapons-failure/ (thanks Enrique)
  40. 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)
  41. Attached is the last good saved game before air patrols became corrupt. Unit ID Test 1-39.0008.zip
  42. 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!
  43. 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.
  44. 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!
  45. 2 points
    "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.
  46. 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!
  47. 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
  48. 2 points
    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
  49. Welcome back broncepulido! The same fix should work for you.
  50. 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.

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