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Showing content with the highest reputation since 09/12/2025 in all areas

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. I like that the Discord link is more visible but to your point, Downloads are less visible. I see them in a Browse menu.
  6. 2 points
    Yeah, in general I think that as long as the annex ceilings exist, more focus is better. For example, e.g. a battleset that focuses on the Persian Gulf from 1990 to 2002. And its usually easier to be backward looking in historical context when developing a DB (and a battleset that employs it) than trying to predict the future.
  7. Demo version 2025.025 has been uploaded.
  8. Thanks for the idea, but the possibility of a Russian convoy clearing the Kattegat against even light opposition is zero. However, how about a Russian convoy to reinforce Kaliningrad from St Petersburg while NATO (with no USA) is distracted elsewhere? I could cook up something like that pretty soon.
  9. 2 points
    "And this brings on an even bigger question, how many people still want to play this game? " That's something I sometimes wonder. Certainly the download of new scenarios isn't what it used to be but there is still obvious interest. Also time will tell but the Steam addition to the equation might well bring a new surge. I think HC is still a unique simulation, where the new programs are more a game. Taking into account current limits to database size when pondering this question I've wondered whether there's now a need to start a new (series 3?) DB from a more recent start date - an issue is that many nations still use quite old platforms. The main issue to my mind is the sheer size of the job of starting from scratch.
  10. *** 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 ==== =====
  11. 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
  12. Progress is slow. The yanks must be running low on TLAMs, they've lost important surveillance, fighter and bomber AC and we're getting our bases stocked. But it still looks dodgy. Having lots of fun!
  13. Yes, the publishing agreement allows for updates and upgrades.
  14. In a few weeks you should start seeing signs of the current Harpoon Classic build being published on Steam. Apparently, the publishing process has been prioritized again.
  15. Thanks broncepulido, Merry Christmas all!
  16. 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.
  17. 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.
  18. Nuclear-powered battlecruiser returns to Severomorsk for first time in 27 years (Barents Observer)
  19. AIM-424 “Malice” Very Long-Range Air-To-Air Missile Emerges From The Shadows (Updated) (The War Zone)
  20. Electronic warfare? 🐹
  21. Just solved now, I don't know was happened!
  22. I use win 10 and last night (or night before) used scen editor with no problem. I can get to computer tonight and test. (I'm currently using tablet). Don
  23. Dawned on me as I was about to send the scenario that I was running on my modified database, which has a number of updates that include the units and weapons involved. I'm in the middle of updating several countries (Japan, DPRK, ROK) in my database to represent post ~2000 and omit previous years. Will shift gears later this week and remodel the scenario with the current game version database. If I have the same problem, will advise and send. 👍
  24. ********** SPOILER ALERT ************ Well we basically just followed orders, and got lucky with the very early deluge of ballistic missiles. We used our choppers sparingly to seek out any surface combatants that could hinder our advance, and found them. The lower threats were advanced on until within in accurate gunnery range, then hammered. Regular and pesky air patrols from a mainland base took a couple of our choppers before they could dash back, skimming the wave tops wasn't good enough to evade detection and then the inevitable. TotalGameTimeDuration=11Hrs34Mins GameTimeToGO=12 Hrs: 25 Mins RealTimeDuration ThisSession=1:26:40 [StoresConsumed - Blue] Blue Weapon=Tally SM-2MR Block IIIB=38 AGM-114M Hellfire II=10 RGM-84D Harpoon=4 SSM-2 (Type 90/96)=8 SSM-1 (Type 88/90)=16 RIM-162A ESSM=40 127mm/62 Mk45 HE=218 127mm/54 Compact HE=104 Squad Rifle=2 12.7mm MG burst=16 Platoon Infantry=3 [StoresConsumed - Red] Red Weapon=Tally DF-21D ASBM=10 YJ-18=16 C-803 (YJ-83)=24 AA-12 Adder A (R-77)=5 AA-11 Archer (R-73)=8 HQ-9 (FD-2000)=4 SA-N-12 Grizzly (Shtil-1)=26 QW-4=10 AS-14 Kedge (Kh-29T)=4 130mm/54 AK-130 HE=11 Thanks for this one Enrique. I have a feeling the outcome could well be different every time it's played. Luck dodging, or not, those ballistic missiles is a big determining factor. I might give it a run as the Red side and see what happens.
  25. Some sources: https://www.wargamevault.com/en/product/564343/naval-sitrep-70-april-2026?src=hottest https://www.wargamevault.com/en/product/562611/japan-s-self-defense-forces?src=hottest https://www.wargamevault.com/en/product/372205/china-s-navy?src=hottest_filtered https://www.navypedia.org/ships/japan/jap_destroyers.htm About the Osumi sistership Kunisaki LST-4003 capable of carrying 3x CH-47JA and 2x UH-60JA in response to the 2004 Sumatra earthquake: https://ja.wikipedia.org/wiki/%E3%81%8F%E3%81%AB%E3%81%95%E3%81%8D_(%E8%BC%B8%E9%80%81%E8%89%A6)
    • 22 downloads
    • Version 1.0.0
    Another Senkaku crisis. July 2024. Hypothetical Scenario. A Harpoon Commander's Edition scenario for the Western Pacific WesPac Battleset and the HCDB2-170909 (or later) 1980-2025 era Platform Database. This scenario is designed with Advanced Scenario Editor Build 2017.013 and to be run with HCE 2015.008+ or later. This scenario is designed to be played from the Blue/Japanese side or from the Red/Chinese side. You should play a few times first the Blue side to avoid spoilers, and only later play the Red side. Image: JS Shimokita LST-4002, sistership of the JS Osumi LST-4001 depicted on this scenario, and JS Izakuchi DD-107, of the Murusame class, predecessor and very similar to the Japanese destroyers of this scenario. Undated photo, probably near March 2002 when Shimokita was commissioned. Took from Wikipedia Commons and licensed under the Japanese Government Standard Terms of Use (Version 2.0). These terms of use are compatible with Creative Commons Attribution 4.0 International, and the image is referenced as: https://ja.wikipedia.org/wiki/%E3%83%95%E3%82%A1%E3%82%A4%E3%83%AB:LST-4002_%E3%81%97%E3%82%82%E3%81%8D%E3%81%9F_(1).jpg An apparently simple scenario based on The Naval SITREP 70 issue (April 2026) article “You Say Diaoyu, We Say Senkaku”, by Martyn Kelly, and played with Harpoon paper rules at Historicon 2024. Basically the Chinese are defending the recent occupied islands, and the Japanese are trying to recovery the inhabited territory. Both sides concurring with very limited theatre forces, to avoid an escalade. In consequence not too easy for any side. Enrique Mas, April 18, 2026.
  26. 1 point
    @TonyE and @donaldseadog thank you very much for your guidance. I had no idea how to work TonyEs game launcher, but do now. Databases are now placed in separate folders and Harpoon works as before.
  27. Note the MapWindow window will not not be embedded within the game window as an MDI document, it is floating outside of the game window. MapWindow 20260403 2025.025+ Incremented DLL Version to 15 Sensor range rings — surface radar (green) and air radar (magenta) range rings now draw on the globe alongside the existing ASuW (orange) and AAW (cyan) weapon range rings. Data comes from BestSensorRange on the group record. Airborne endurance range rings — air range (white) and bingo range (gray) rings now draw for aircraft groups. Data is computed during snapshot capture using the new shared uHCEndurance unit, a Pascal port of the GE's GetAirborneEndurance and FindClosestBase algorithms. Annex B1 speed data and base runway compatibility are used for accurate range and bingo fuel calculations. The DLL now captures annex_id_to_disk_id from funcRefs in DLLInit and creates THCAnnexHelper from AnnexDataIn in ScenLoad. Range ring settings dialog — the per-side checkbox group has been replaced with a "Range Rings..." button that opens a settings dialog. The dialog provides a 6×4 grid of checkboxes (ring type × side), matching HC's RangeCircles[ringType][side] toggle system. Ring types: ASuW Weapon, AAW Weapon, Surf Radar, Air Radar, Air Range, Bingo Range.
  28. The aerial drones in particular, or more to the point their loadouts, would be a demand on our database if treated individually, so that was mostly where I was thinking, and some well thought out generic platforms would be beneficial. For the type treated as weapons I'm thinking there is much more space availability in our DB annexes, maybe a few new specialised platforms and mounts and modified existing platforms but for the most part it would just be additional weapons?
  29. I am presently exploring using HTML, JS, and Open Street Maps for the next gen SimPlot. That would get you a world map, but not MGRS. I don't know much about MGRS, but I think it may be metric.
  30. https://www.abc.net.au/news/2026-03-06/adf-helicopter-evasive-action-chinese-military/106426388?utm_source=abc_news_app&utm_medium=content_shared&utm_campaign=abc_news_app&utm_content=other
  31. 1 point
    Well I guess it shows for those interested in naval simulation if they haven't 'played' the latest HC then HC97 is pretty impressive.
  32. Australian aerospace company Hypersonix Launch Systems confirmed Feb. 13, 2026, that a launch window has been set for the first flight test of its DART AE hypersonic aircraft, with the mission scheduled to launch no earlier than late February from Rocket Lab Launch Complex 2 at the Mid-Atlantic Regional Spaceport on Wallops Island, Virginia. The […]View the full article
  33. The idea should be the employ of "secret" airfields in Pacific islands against some Chinese force: https://seapowermagazine.org/marines-establish-refueling-point-in-indo-pacific/
  34. I recently picked up Harpoon Classic '97 from Steam, having never played Harpoon before. I've played the tutorial scenario and am excited to play through all 250 scenarios in due course. I fire it up each evening with a hot cup of decaf coffee in hand and a copy of The Hunt for Red October next to me. 😉 I have a few questions based on what I've read online and heard about. From what I understand, Matrix had a much bigger, more robust version of "classic Harpoon" that was discontinued and removed from digital store shelves last year. Several months later, Harpoon Classic '97 was released by Microprose and quickly updated to v1.63b. After incorporating Steam cloud saves in September, radio silence. Has anyone here been in contact with Microprose about potentially bringing the game closer to where the community brought the Matrix edition over the last couple decades? Will custom scenarios here work with Harpoon Classic '97, or do they require the Matrix edition that has now disappeared? Why do you continue to play Harpoon when Command Modern Operations exists? (I have never played). How different does Harpoon Classic '97 play from paper Harpoon V? What advice do you have for a newcomer not only to Harpoon but also to wargaming in general? Thank you and have a good one!
  35. ***SPOILER ALERT*** After about 9 hrs of play and TotalGameTimeDuration=24Hrs22Mins we have a result, which I found rather funny seeing USA is now regarded as commo camp by I assume the Frogs. Some summary detail to start: [Kill Summary Red Side ] Planes:=172 AD mobile:=3 Submarines:=2 Carriers:=2 Ships:=15 Helicopters:=48 [Kill Summary Blue Side ] Ships:=2 Planes:=45 Helicopters:=1 AD mobile:=2 Submarines:=1 [StoresConsumed - Red] Red Weapon=Tally TLAM-C Blk IIIA=33 TACTOM Blk IV=583 RGM-84G Harpoon=8 AGM-84K SLAM-ER=12 TLAM-D Blk IIIB=33 MIM-104E PAC-2 GEM+=15 FIM-92D Stinger RMP=2 AIM-120D AMRAAM=209 AGM-158B JASSM-ER=96 AGM-158A JASSM=32 AIM-9X-2 Sidewinder Blk II=4 GBU-31 (Mk84) JDAM=32 AIM-120C7 AMRAAM=10 SM-2MR Block IIIB=97 MIM-104F PAC-3=13 Mk54 Mako=3 Mk48 Mod7 CBASS=2 SM-6MR ERAM Blk I=28 MIM-104B PAC-1=22 RIM-162A ESSM=11 AIM-9X Sidewinder=8 [StoresConsumed - Blue] Blue Weapon=Tally Meteor=196 GBU-39/B SDB=201 AGM-88B HARM (ARM)=24 AIM-120C6 AMRAAM=49 AIM-120B AMRAAM=44 AIM-9X Sidewinder=10 20mm M61A1 burst=31 Aster 30=64 NASAMS II=42 IRIS-T=18 SM-2MR Block IIIB=24 RIM-162C ESSM=32 RIM-116B RAM Blk1=3 AIM-9L Sidewinder=6 AIM-9M Sidewinder=4 AGM-84K SLAM-ER=16 Mica EM=8 Mica IR=9 FIM-92D Stinger RMP=22 SCALP EG=144 MU-90 Impact=4 Company Paratroopers=1 DM2A4 Seahake=12 F17 Mod 2B=3 Platoon Paratroopers=8 Tp62=12 Airborne hvy wpn team=1 Platoon Rangers=1 Mk48 Mod7 CBASS=18 F21 Artemis=13 SM.39 Exocet Blk2=2 The strategy summary was to get plenty of fighters up onthe likely attack side of bases, kill base radar unless incoming threats were detected, start to ferry useful AC first to Iceland bases and where they could do the hop in one leg (often with tankers) to southern Greenland. Once the location of northern bound enemy surface groups was known (a short lived close contact helped there) recce flights (passive detectors only) ran every where that might be useful. The good number of subs were headed off at creep speed towards the SAGs, constantly worried about enemy subs bound to be heavily spread thru the area. Our prime Carrier group set up dense asw patrols form minute 1. Annoying red bases in Iceland and Greenland then got attention in the long run resulting in Keflavik being captured with minor damage and gain of a nice operational P-8A Poseidon which proved handy later. Pituffik Space Base wasn't of interest once the AC it housed were destroyed (either intercpted airbourne or hit while grounded). As the troops were getting a bit itchy we did send in a few commando raids. Not much inroads could be made against the Surface Groups, 2 carrier (probably escorts) and a large invasion force centred it seemed on Iwo Jima unit, a Wasp class until our subs got in close, then real action started. THe sub commanders held their nerve and got in to range of the big targets, sinking one carrier then heavily damaging the second (ultimately sunk) before pretty much eradicating their escorts. By this stage our attack AC off our nearest bases and DeGaulle were no longer needling at the enemy, their SCALP missiles were sending tons of now scarp to the bottom. Just to make a point we decided to cause a bit of mayhem on the enemies home turf and sent a few SCALP and SDBs into Loring AFB (damage=4337/9000). Despite the inclusion in the orders, we didn't duck - there was no time available Thanks heaps for this scenario, I can see a lot of effort gone into it, and I'll be having another run just so I can remember to better look after my EW and the HARM they carry. I guess I should first give the Reds a spin too. For anyone interested the full minutes and data are in the attached zipped txt file. AARdata-HDSI0.zip
  36. Upcoming simulation game, perhaps of interest: https://airdefendergame.com/ https://store.steampowered.com/app/3985030/Air_Defender/
  37. Played today, another demostration of a fine and funny scenario with few elements. Chinese CV sunk with three torpedoes (and many escorts) after few hours of real time, riding out those J-15 pest! Only strange remark, after sinking the first Chinese SSN, the other keeps running continuously at full speed towards South fleeing my SSN, and at last she changes courseEast and can catch her with one of my last two Mk48 torpedoes (after I did open the scenario editor and of course that strange course and speed was not scripted!). Again, interesting and fun scenario, thanks Don!
  38. Thank you Don, I'm hopeful I can give some additional answers tonight. The good news is that your demo suggestion is valid. The demo does not expire until 2030 and demonstrates the bulk of the changes between HC97 and the latest and greatest. If one gets really invigorated, I expect the ExportDLLs (game functionality add-ons) that worked with the 2024.005 build should work just fine with the demo.
  39. 1 point
    Puzzling thru this with eeustice on Discord... case 18: /* event processor */ if (dllexEffect18() == FALSE) ProcessEvents(); break; The ExportDLLs are called before the built-in ProcessEvents logic. To avoid re-creating all of the harpoon event-processing logic (which is a ton), an ExportDLL can cheat by cherry-picking the events it wants to process then returning False so that the built-in ProcessEvents is still called. The negative side effect is that the order ExportDLLs are called is not nicely sorted by filename (See c++ - How can I get FindFirstFile to sort files - Stack Overflow for a nice explanation) so using this approach is somewhat risky but it would still be a valid approach.
  40. Flight International's World Air Forces Directory 2026 available now at: https://www.flightglobal.com/defence/2026-world-air-forces-directory/165267.article
  41. But this is an appropriate place to ask, there are just better places at the moment like what xavier posted
  42. Wow, very interesting, once I found the English version switch
  43. 1 point
    This might be getting close save game ...B1 should be 1 or 2 secs before the red group (2 ac unit) fires on blue group (single ac unit). I believe AI wants to fire 4 missiles but only fires 2, 4 out of 8 are remaining. save game ...B1.0002 is shortly after and in one or two seconds the red group expends all LR missile but none are fired. Using DB HCDB2-170909, westpac BS, GE vers 2025.025 pacMissTest-B1.zip
  44. I played HC'97 20-25 years ago and loved it. I completed a good chunk of the scenarios and battlesets back then. I noticed a few weeks ago that it was available on Steam, so I purchased it for nostalgia's sake. I completed all of the GIUK scenarios from the first battleset and moved on to the NACV battleset. Here is where I am running into issues. All three of the Okean class vessels in the first two scenarios are replaced with Kalinin class vessels. It is very odd to have a cruiser sailing solo with no escorts. It also causes severe imbalance issues, making the scenarios completely impossible for US/Blue and unenjoyable/non-challenging for USSR/Red. After doing a search in this forum for Okean, I learned that it is also used in the "Ambush" scenario of the NACV battleset. I checked that, and sure enough that has the same issue with Kalinin class instead of Okean class. I'm not sure what other scenarios use Okean class vessels, but my guess is that at minimum, every scenario from the NACV battleset that uses Okean class vessels will have that error. I looked up the individual ship names all of those "Kalinin" class ships were actual Okean class vessels - Repiter, Reduktor, and Zond - also confirming the error or bug. The Steam version was automatically updated to 1.63d. Is this a known issue with HC'97 or is it something unique to the Steam version? Is anyone aware of a fix?
  45. 1 point
    What about staging/submunitions? The game already has ASROC weapons where a missile turns into a torpedo. Could there be a weapon that has a terminal attack stage with different characteristics? Or stages like the Starstreak where it uses three submunitions as a payload. And of course MIRV warheads on nuclear weaposn.
  46. 1 point
    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.
  47. 1 point
    Uploaded a new version, 2.10.4 Removed a debug notice that would sometime popup and make no sense to player. Groups Page, added information regards NOE, IFR, and MAD capability for AC units in the unit details window. Attack Page, fixed a code error that left the toolbox enemy unit selection only working for enemy units selected in the game unit window, not for manual selection in toolbox window. The Group page (surface/sub group in older toolbox version) now with the selection of the toolbox entry by selection of the player group in GE group window gives a very quick reference to aircraft and ship/sub capability, some of which such as AC's MAD, IFR and NOE capability isn't available in the game.
  48. I have found the solution at Harpoon 3.9.4 manual. First, select the group to replenish. Second, select air operations. Third, double click on tanker.

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