Everything posted by Herman
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The PlayersDB Project
Over 79 new aircraft, ships, submarines, facilities, classes, countries, and weapons have been added to the Harpoon3 PlayersDB. Get the PlayersDB 7.4.7-ANW on Gamesquad, HarpDB, or PlayersDB Depot. Get the PlayersDB 7.4.7 on Gamesquad, HarpDB, or PlayersDB Depot. A powerful new feature has been added to the PlayersDB for scenario designers. With a single mouse click, scenario writers are now able to insert an entire pre-configured Installation. This means that instead of laboriously adding 40+ facilities one at a time, a single click can do the trick. Over 112 fully pre-arranged Installations are available for your selection including: Okinawa Commodoro Rivadavia Murmansk Petropavlovsk Vladivostok Port Stanley Port Stanley - 1982 (Argentina) The Installations capability is built primarily upon the work first introduced by the Harpoon Users Database II. The editor, Darren Buckley, has graciously allowed the PlayersDB to incorporate it for the enjoyment of the entire Harpoon community-at-large. - countless changes and improvements guaranteed not to crash any earlier scenario built with the PlayersDB Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Harpoon ANW users can get the Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file(s) into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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The F-22 ... Export Ready ?
144:0 Some truly impressive numbers.
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AAR: Korean Gulf [Spoiler Alert]
Nice AAR. I can't wait to try it for myself. Thanks for sharing.
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Harpoon 3 scenarios for the PlayersDB
The 259th NEW Harpoon scenario of the year! MATRIX LANCE Baltic Sea game of cat and mouse. The passages of the Greenland-Iceland-United Kingdom [GIUK] Gap remain an intense focal point even in time of peace. This scenario is a re-make of a Harpoon Classic scenario from the Harpoon Designers Series II and has been re-made for Harpoon 3 with the consent of AGSI. CIS 231015FEB93 CCCCCCC From: Baltic Fleet HQ, St. Petersburg To: Capt, Red Winter Subj: Operation Matrix Lance 1. Acknowledge receipt status report 0200Z this date. German government confirms loss of Goteborg. Operation Matrix Shield has been terminated. NATO surface vessels are being withdrawn. U-Boat entry into your vicinity is deemed likely. 2. Objective: Continue to avoid detection. Remain within 25nm of your present position. 3. OpFor estimates: Signal intercepts and analysis suggest that German U-Boat U22 is enroute your position via the southern sector. Additional caution is advised for the northern sector as Norwegian diesel electric may be released to German Navy to prosecute mission now designated Matrix Lance. Author: Herman Hum With over 25,000 PlayersDB scenarios downloaded in the last 8 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II GIUK Battleset is available at: Harpoon Designer Series II GIUK Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, PlayersDB Depot, Matrix, SubSim, or Frugal's World of Simulation. Home of the Harpoon3 PlayersDB FilesOfScenShare
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* Known Harpoon [ANW] Issues
These 80 new behaviours have been added by the 3.8.0 patch: Altitude mis-match between Group and units Units and Group icons show different altitude values in SE. ANW battleset - File not found Scenarios not found when trying to load ANW battleset. ASW/WH torps tracking wrong targets WH/ASW torps tracking targets they cannot hit. Ferry mission fails to launch Ferry mission fails to launch unless manually ordered to do so. Min engine altitude ignored Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters. Mixed Unit and Group icon error Unit and Group icons show up at the same time when platforms deleted in SE. SSM Altitude crash Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude. Sub changes depth and goes active A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own. TALD materialize at wrong point When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away. Time compression causes miss Higher time compression creates automatic miss. Unknown Sub contacts not attacked Unknown submarine contacts no longer attacked unless positively identified as hostile. Weapon Max Launch Speed ignored Weapons ignore Maximum Launch Speed set in database. Binoculars jammed Ground units with only Binoculars for sensors are shown as jammed by ECM. Passive sonobuoys will not deploy Passive sonobuoys will not deploy. Active sonobuoys will deploy. Phantom air group Phantom air group. Re-Charge at Int depth Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase. UnRep broken Tanker and ship unable to meet for Underway Replenishment. AI subs will not re-charge batteries AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI. Ammo dumps emptied Ammo dumps in all scenarios have been emptied of weapons for aircraft. Ground targets re-engaged prematurely Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons. Map Scale inaccurate Map scale is erroneous. Max altitude for planes is 32,767m The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms. MP Saved game titles MP Saved game titles often use portions of the orders in lieu of the Session name. SSK rises early Diesel subs rise to Periscope depth long before their batteries are exhausted. Subs re-charge at Creep Subs are able to re-charge batteries without running throttles at Flank speed. Type 65-76 disappear on BOL Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. Unassign command sound missing Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units. CTD ViCond crash when windows closed out of order When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened. ViCond Set polygon not possible It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon. AAA firing past Max Range Guns continue to fire long after targets pass out of range. AAW patrol motionless AAW patrol motionless instead of flying between assigned reference points. Accuracy slider changes combat Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow. Accuracy slider changes combat II Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting. Air Group formation Air Groups do not form properly when the launching platform is destroyed before the group is fully launched. CTD with Re-build Scenario function Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn. Dead top after torp evasion Escort comes to a dead stop after torpedo evasion. Destroyed planes not counted on Installations Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground. Dual speeds selected When ships are damaged, sometimes dual speeds are show in the throttle setting. EmCon does not match display EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off.. Engagement symbol missing Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down. F1 Key will not attack F1 Key will not attack second target. F6 Key will not attack F6 Key will not attack target. Generic strikes seek additional targets Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target. Haphazard weapons re-loading Weapons do not reload with weapon previously fired. Inconsistent RoF Guns have different rates of fire between H3.6.3. and ANW. Indexation status false ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false. Min Firing Range prohibits weapon use Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire. Missiles drawn to wrong targets Missiles fired at targets located with pinpoint precision are still drawn to other targets. Nav Zones re-set by mission editor Nav Zones are re-set by mission editor every time a mission is edited. On Station ViCond does not trigger in MP On Station Victory Condition triggers erratically. Phantom mounts shown on aircraft Phantom mounts are shown on aircraft when the Logistics button is pushed. Planes jammed against Nav Zone Planes are unable to plot path around Nav Zone. Propulsion ranges import improperly Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts. Ready display always visible Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired. Ready Times shortened Aircraft with long ready times can have them shortened to the default 30 minutes. Re-build All causes planes to loiter Planes that normally flew at cruise speed go to loiter when Re-Built All command is used. Runways can be destroyed Runway facilities can now be destroyed. Sanity check fails for multiple weapons records Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself. Sanity check fails for propulsion alt bands Sanity check reports an error if altitude bands for propulsion entries are not in sequential order. Sanity check fails for propulsion max alt Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for the aircraft. Sanity check fails for Ready Times Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check. Scen locks up at 15 secs into game Scenario freezes 15 seconds after start of game. SE shows different results from GE ScenEdit shows different results from Game Engine test. Sensor default values are zero When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed. Sonar detects facility Land facility detected by sonar. SSMs ignore delayed strike mission Land-based SSMs ignore delay time for Strike missions. Strike Mission continues to dead target Strike Mission continues to target even after it is already destroyed. Strike Mission fails to cancel Ground Strike Mission fails to cancel after target is destroyed. Strikes fail to launch Air strikes that performed properly in ANW 3.7.0 now fail to launch at all. Submarine evades own torpedoes Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes. Subs fire SS-N-15 under the ice Submarines are able to fire SS-N-15 Starfish while under polar ice. Subs surfacing under ice Submarines are able to rise to the surface from under the ice pack and run on the surface. Subsequent strikes are disorganized Subsequent strikes are disorganized and launch in separate groups. Support missions do not fully launch Not all aircraft assigned to support missions launch as they previously did in H3.6.3. Torps chase improper targets Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical. Tubes Cannot Change Loadout Torpedo tube loadouts cannot be changed after re-loading by AI. Unarmed units not engaged Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked. Unassigned SSMs do not fire Unassigned land-based SSMs will fire on ships, but not against land targets. Unit cannot plot course Unit is unable to plot a course that enables it to leave port and proceed to Formation patrol zone. Wrong altitude shown TLAM shows Periscope depth. Confirmation / verification files for this list can be found: http://www.gamesquad.com/forums/harpoon/42...anw-issues.html
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* Known Harpoon [ANW] Issues
These 80 new behaviours have been added by the 3.8.0 patch: Altitude mis-match between Group and units Units and Group icons show different altitude values in SE. ANW battleset - File not found Scenarios not found when trying to load ANW battleset. ASW/WH torps tracking wrong targets WH/ASW torps tracking targets they cannot hit. Ferry mission fails to launch Ferry mission fails to launch unless manually ordered to do so. Min engine altitude ignored Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters. Mixed Unit and Group icon error Unit and Group icons show up at the same time when platforms deleted in SE. SSM Altitude crash Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude. Sub changes depth and goes active A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own. TALD materialize at wrong point When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away. Time compression causes miss Higher time compression creates automatic miss. Unknown Sub contacts not attacked Unknown submarine contacts no longer attacked unless positively identified as hostile. Weapon Max Launch Speed ignored Weapons ignore Maximum Launch Speed set in database. Binoculars jammed Ground units with only Binoculars for sensors are shown as jammed by ECM. Passive sonobuoys will not deploy Passive sonobuoys will not deploy. Active sonobuoys will deploy. Phantom air group Phantom air group. Re-Charge at Int depth Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase. UnRep broken Tanker and ship unable to meet for Underway Replenishment. AI subs will not re-charge batteries AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI. Ammo dumps emptied Ammo dumps in all scenarios have been emptied of weapons for aircraft. Ground targets re-engaged prematurely Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons. Map Scale inaccurate Map scale is erroneous. Max altitude for planes is 32,767m The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms. MP Saved game titles MP Saved game titles often use portions of the orders in lieu of the Session name. SSK rises early Diesel subs rise to Periscope depth long before their batteries are exhausted. Subs re-charge at Creep Subs are able to re-charge batteries without running throttles at Flank speed. Type 65-76 disappear on BOL Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. Unassign command sound missing Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units. CTD ViCond crash when windows closed out of order When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened. ViCond Set polygon not possible It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon. AAA firing past Max Range Guns continue to fire long after targets pass out of range. AAW patrol motionless AAW patrol motionless instead of flying between assigned reference points. Accuracy slider changes combat Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow. Accuracy slider changes combat II Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting. Air Group formation Air Groups do not form properly when the launching platform is destroyed before the group is fully launched. CTD with Re-build Scenario function Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn. Dead top after torp evasion Escort comes to a dead stop after torpedo evasion. Destroyed planes not counted on Installations Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground. Dual speeds selected When ships are damaged, sometimes dual speeds are show in the throttle setting. EmCon does not match display EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off.. Engagement symbol missing Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down. F1 Key will not attack F1 Key will not attack second target. F6 Key will not attack F6 Key will not attack target. Generic strikes seek additional targets Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target. Haphazard weapons re-loading Weapons do not reload with weapon previously fired. Inconsistent RoF Guns have different rates of fire between H3.6.3. and ANW. Indexation status false ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false. Min Firing Range prohibits weapon use Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire. Missiles drawn to wrong targets Missiles fired at targets located with pinpoint precision are still drawn to other targets. Nav Zones re-set by mission editor Nav Zones are re-set by mission editor every time a mission is edited. On Station ViCond does not trigger in MP On Station Victory Condition triggers erratically. Phantom mounts shown on aircraft Phantom mounts are shown on aircraft when the Logistics button is pushed. Planes jammed against Nav Zone Planes are unable to plot path around Nav Zone. Propulsion ranges import improperly Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts. Ready display always visible Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired. Ready Times shortened Aircraft with long ready times can have them shortened to the default 30 minutes. Re-build All causes planes to loiter Planes that normally flew at cruise speed go to loiter when Re-Built All command is used. Runways can be destroyed Runway facilities can now be destroyed. Sanity check fails for multiple weapons records Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself. Sanity check fails for propulsion alt bands Sanity check reports an error if altitude bands for propulsion entries are not in sequential order. Sanity check fails for propulsion max alt Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for the aircraft. Sanity check fails for Ready Times Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check. Scen locks up at 15 secs into game Scenario freezes 15 seconds after start of game. SE shows different results from GE ScenEdit shows different results from Game Engine test. Sensor default values are zero When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed. Sonar detects facility Land facility detected by sonar. SSMs ignore delayed strike mission Land-based SSMs ignore delay time for Strike missions. Strike Mission continues to dead target Strike Mission continues to target even after it is already destroyed. Strike Mission fails to cancel Ground Strike Mission fails to cancel after target is destroyed. Strikes fail to launch Air strikes that performed properly in ANW 3.7.0 now fail to launch at all. Submarine evades own torpedoes Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes. Subs fire SS-N-15 under the ice Submarines are able to fire SS-N-15 Starfish while under polar ice. Subs surfacing under ice Submarines are able to rise to the surface from under the ice pack and run on the surface. Subsequent strikes are disorganized Subsequent strikes are disorganized and launch in separate groups. Support missions do not fully launch Not all aircraft assigned to support missions launch as they previously did in H3.6.3. Torps chase improper targets Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical. Tubes Cannot Change Loadout Torpedo tube loadouts cannot be changed after re-loading by AI. Unarmed units not engaged Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked. Unassigned SSMs do not fire Unassigned land-based SSMs will fire on ships, but not against land targets. Unit cannot plot course Unit is unable to plot a course that enables it to leave port and proceed to Formation patrol zone. Wrong altitude shown TLAM shows Periscope depth. Confirmation / verification files and discussion of this list and the associated behaviour can be found on Home of the Harpoon3 PlayersDB
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* Known Harpoon [ANW] Issues
These 46 behaviours remain unresolved by the 3.8.0 patch: AAA fire AAA guns are not limited by the altitude of the target and can even shoot down satellites. Automatic contact classification The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey. Edit Aircraft function Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled. Ferry Mission Crash If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission. Group Nav Zone Settings The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone. Work-around solution: Set the Nav Zone parameters for each unit individually. Identification failure Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown. Replenishment at-sea Non-functional Subs in groups Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified. Hangar overload It is possible to land many more aircraft than the hangar capacity allows. AI inside Minimum Launch Range If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons. MAD contact for ground facilities The MAD detector is able to detect ground facilities. Sonobuoy battery endurance Battery endurance for sonobuoys is irrelevant. ARMs cause planes to hang Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question. Ferry mission crash Ferry mission crashes if it tries to ferry to a base / ship that has been destroyed. Opening 3.6.3 scen causes crash Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3 Guns do not fire all ammo when ordered to do so Guns do not fire all ammo when ordered to do so Ready times go wild when AI Formation Air Patrols activated Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled. All ammo not available 300 rounds of ammo are shown, but only 44 are offered for fire allocation. Formation air patrols cancelled by Edit A/C function Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar. Plane ignores Nav Zone Plane totally ignores Nav Zone Planes disappear from base Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible. Mission ignores target list Targets not restricted to target list for mission. Fly off the world CTD It is possible to 'fly off of the world' and cause CTD. Weapon ignores range limitation Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected. Hidden units can be destroyed without detection When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them. Units out of range can be destroyed Units out of range can be destroyed if they are part of a group. ECM nullifies BOL weapons ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag. Nukes won't work without AALog activated Nuclear weapons for BCGN Kirov do not work unless AALog is activated. Sonobuoy deployment altitude Sonobuoys can be deployed at any altitude. Sonobuoy datalink cannot be turned off Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting. Jamming from dead ships Ships that are destroyed still show the Active Jamming "*" indicator. Torpedoes ignore cruise depth Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired. Ground units attacked by Ship Strike mission Units assigned to Ship Strike missions will attack ground facilities. Ships attacked by Ground Strike mission Units assigned to Ground Strike missions will attack ships. SAVE AS window error When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window. Active sonobuoys dropped passively Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed. Active sonobuoys do not deploy CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy". Max launch speed restriction When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire. Hellfire do not launch in ODb Hellfire missiles will not launch even though they appear in the weapons allocation window. CTD when Database button is depressed When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed. Mission fails to navigate without Full throttle setting Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control. Planes directly inserted ignore target list Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list. All strikers fail to launch All aircraft assigned to a strike mission fail to launch. Player loses control Player loses control of all units in the middle of a game. Protect ViCond doesn't evaluate properly Protect ship Victory Condition does not evaluate properly. Game ends abruptly When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+).
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* Known Harpoon [ANW] Issues
Now that the 3.8.0 patch as been released, we checked to see what has changed. While it is by no means definitive, we believe that: These 34 behaviours appear to have been resolved by the 3.8.0 patch: Aircraft ignore Nav Zones Some aircraft on missions are able to fly through Nav Zones. Work-around solution: Draw a double-thick Nav zone or draw an additional Nav Zone just inside another Nav Zone. Circling torpedoes Torpedoes destroy their launching platform. Sometimes this causes a problem for the Victory Condition manager. LongMathError GE crashes when doing complex calculations involving units moving at high speed. This is due to the integer math system. Problem appears to be most often encountered when SLBMs launched. ICBMs seem to be okay. Time Zones Night and day are reversed so that daytime is actually 1801 to 0559. The H3 world revolves in the opposite direction to real life when calculating Time Zones. Game time is listed in terms of Zulu (GMT). If the scenario is one time zone East of GMT, you would normally ADD one hour to Zulu time to find the local time. However, H3 SUBTRACTS one hour instead. Fixed ranges for bombs Maximum range for bombs is fixed at 2nm regardless of the range a database editor may assign. Plane revert to cruise speed Individual planes always return to cruise speed after they are given new paths. This does not occur for groups. Orders disappear Orders for remaining side disappear when other sides are deleted Protect Station ViCond reverts to On Station ViCond "Protect Station" ViCond switches to "On Station" ViCond SSK do not snort When a diesel submarine runs out of battery charge, it does not automatically rise to periscope depth to begin re-charging its batteries. Instead, it just sits at the last known depth. Also, even if a player manually orders it to periscope depth, the re-charge process does not work unless the submarine is moving. BOL Type 65-76 ASW torpedoes come back to kill sub Type 65-76 ASW torpedoes come back to kill sub when launched on BOL [bearing-Only-Launch] Edit Aircraft function does not respect Time / Country restrictions When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly. Akula at Flank gets passive contact Akula at Flank is able to get passive contact E-3 lands and goes to 1092min ready E-3 lands and goes to 1092min ready time. CTD when torpedo fired CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server. Ferry mission fails to execute Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly. CTD when Air Station destroyed CTD when Air Station is destroyed by ALCM. Sensors won't turn off Intermittent After sensors have been turned on Intermittent setting, it is not possible to change their setting in the future. Even if a player turns them either on or off, the Intermittent setting returns. Apparently, this is only problematic for multi-player games and does not present itself in solitaire games. Jamming detected underwater Submerged units can detect ships emitting ECM. ViCond polygons don't appear Only the polygon for the first ViCond appears even when other ViConds are selected. Missiles ignore cruise altitude Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships. Accuracy / Speed slider affects game execution Different settings for the game speed / accuracy slider will cause scenarios to execute in a wholly different manner. Missions may execute on one setting but will fail on another speed setting. Accuracy / Speed slider crashes game Different settings for the game speed / accuracy slider will cause some scenarios to crash. Planes disappear from base After launching and landing, planes disappear from the base. Recon mission does not work for AI Recon Mission works for player, but does not work under AI control. Postures incorrectly re-built Postures are incorrectly re-estabilished once a unit has been destroyed. Weapon ranges less than one ignored Any weapon that has a range less than 1.0 nm, cannot be fired by the AI. However, the player is able to utilize these weapons manually and they appear to operate at the correct range. I do not know if missions created by the player will suffer this restriction, but I suspect that they will since Missions are under AI control. Strike mission fails to execute Enemy Unit appears not to be able to plot an intercept path. ESM at 1800nm Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America. AC Stuck on Plotted mission Aircraft on Plotted mission cannot be removed from this mission in Mission Editor Multi-Player Chat Window appears in solitaire game After victory has been awarded to a player in solitaire mode, if the player elects to continue, a Multi-Player Chat Window opens when he selects "Yes". EmCon at Waypoints Aircraft will obey waypoint EmCon commands if the plane is currently either ACTIVE or PASSIVE (not intermittent). Once the aircraft receives a command to radiate Intermittently, either at the start or at a waypoint, no other EmCon commands will be accepted at future waypoints. Naval Ground Strike Mission Ships that are grouped together and on a ground strike mission will fire missiles, but will not close on the target to engage with naval gunfire. Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions. Non-radiating units show as being jammed. Units that turn off their radar can still show up as being jammed with the "X" next to their icon. NAV zone ignored II Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here.
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* Known Harpoon [ANW] Issues
Here a list of the 80 or so * Known Harpoon [ANW] Issues reported to GameSquad after ANW 3.7.0 was published. AAA fire AAA guns are not limited by the altitude of the target and can even shoot down satellites. Aircraft ignore Nav Zones Some aircraft on missions are able to fly through Nav Zones. Work-around solution: Draw a double-thick Nav zone or draw an additional Nav Zone just inside another Nav Zone. Automatic contact classification The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey. Circling torpedoes Torpedoes destroy their launching platform. Sometimes this causes a problem for the Victory Condition manager. Time Zones Night and day are reversed so that daytime is actually 1801 to 0559. The H3 world revolves in the opposite direction to real life when calculating Time Zones. Game time is listed in terms of Zulu (GMT). If the scenario is one time zone East of GMT, you would normally ADD one hour to Zulu time to find the local time. However, H3 SUBTRACTS one hour instead. Edit Aircraft function Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled. Work-around solution: Re-assign the air formation patrols. Ferry Mission Crash If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission. Group Nav Zone Settings The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone. Work-around solution: Set the Nav Zone parameters for each unit individually. Identification failure Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown. LongMathError GE crashes when doing complex calculations involving units moving at high speed. This is due to the integer math system. Problem appears to be most often encountered when SLBMs launched. ICBMs seem to be okay. Naval Ground Strike Mission Ships that are grouped together and on a ground strike mission will fire missiles, but will not close on the target to engage with naval gunfire. Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions. Replenishment at-sea Non-functional Weapon ranges less than one ignored Any weapon that has a range less than 1.0 nm, cannot be fired by the AI. However, the player is able to utilize these weapons manually and they appear to operate at the correct range. I do not know if missions created by the player will suffer this restriction, but I suspect that they will since Missions are under AI control. EmCon at Waypoints Aircraft will obey waypoint EmCon commands if the plane is currently either ACTIVE or PASSIVE (not intermittent). Once the aircraft receives a command to radiate Intermittently, either at the start or at a waypoint, no other EmCon commands will be accepted at future waypoints. Subs in groups Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified. Fixed ranges for bombs/rockets Maximum range for bombs and rockets is fixed at 2nm regardless of the range a database editor may assign. Plane revert to cruise speed Individual planes always return to cruise speed after they are given new paths. This does not occur for groups. Hangar overload It is possible to land many more aircraft than the hangar capacity allows. AI inside Minimum Launch Range If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons. MAD contact for ground facilities The MAD detector is able to detect ground facilities. Sonobuoy battery endurance Battery endurance for sonobuoys is irrelevant. ARMs cause planes to hang Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question. Protect Station ViCond reverts to On Station ViCond "Protect Station" ViCond switches to "On Station" ViCond Ferry mission crash Ferry mission crashes if it tries to ferry to a base / ship that has been destroyed. Orders disappear Orders for remaining side disappear when other sides are deleted Opening 3.6.3 scen causes crash Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3 Strike mission fails to execute Enemy Unit appears not to be able to plot an intercept path. BOL Type 65-76 ASW torpedoes come back to kill sub Type 65-76 ASW torpedoes come back to kill sub when launched on BOL [bearing-Only-Launch] Guns do not fire all ammo when ordered to do so Guns do not fire all ammo when ordered to do so Ready times go wild when AI Formation Air Patrols activated Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled. All ammo not available 300 rounds of ammo are shown, but only 44 are offered for fire allocation. Edit Aircraft function does not respect Time / Country restrictions When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly. Formation air patrols cancelled by Edit A/C function Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar. Plane ignores Nav Zone Plane totally ignores Nav Zone Akula at Flank gets passive contact Akula at Flank is able to get passive contact AC Stuck on Plotted mission Aircraft on Plotted mission cannot be removed from this mission in Mission Editor Planes disappear from base Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible. Ferry mission fails to execute Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly. CTD when Air Station destroyed CTD when Air Station is destroyed by ALCM. Mission ignores target list Targets not restricted to target list for mission. E-3 lands and goes to 1092min ready E-3 lands and goes to 1092min ready time. Fly off the world CTD It is possible to 'fly off of the world' and cause CTD. Weapon ignores range limitation Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected. Hidden units can be destroyed without detection When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them. Units out of range can be destroyed Units out of range can be destroyed if they are part of a group. ECM nullifies BOL weapons ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag. Nukes won't work without AALog activated Nuclear weapons for BCGN Kirov do not work unless AALog is activated. Sensors won't turn off Intermittent After sensors have been turned on Intermittent setting, it is not possible to change their setting in the future. Even if a player turns them either on or off, the Intermittent setting returns. Apparently, this is only problematic for multi-player games and does not present itself in solitaire games. Sonobuoy deployment altitude Sonobuoys can be deployed at any altitude. Sonobuoy datalink cannot be turned off Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting. Jamming from dead ships Ships that are destroyed still show the Active Jamming "*" indicator. Non-radiating units show as being jammed. Units that turn off their radar can still show up as being jammed with the "X" next to their icon. Jamming detected underwater Submerged units can detect ships emitting ECM. ViCond polygons don't appear Only the polygon for the first ViCond appears even when other ViConds are selected. Multi-Player Chat Window appears in solitaire game After victory has been awarded to a player in solitaire mode, if the player elects to continue, a Multi-Player Chat Window opens when he selects "Yes". Torpedoes ignore cruise depth Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired. Ground units attacked by Ship Strike mission Units assigned to Ship Strike missions will attack ground facilities. Ships attacked by Ground Strike mission Units assigned to Ground Strike missions will attack ships. SAVE AS window error When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window. Active sonobuoys dropped passively Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed. Active sonobuoys do not deploy CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy". Missiles ignore cruise altitude Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships. Max launch speed restriction When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire. SSK do not snort When a diesel submarine runs out of battery charge, it does not automatically rise to periscope depth to begin re-charging its batteries. Instead, it just sits at the last known depth. Also, even if a player manually orders it to periscope depth, the re-charge process does not work unless the submarine is moving. Hellfire do not launch in ODb Hellfire missiles will not launch even though they appear in the weapons allocation window. Game ends abruptly When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. CTD when torpedo fired CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server. CTD when Database button is depressed When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed. Accuracy / Speed slider affects game execution Different settings for the game speed / accuracy slider will cause scenarios to execute in a wholly different manner. Missions may execute on one setting but will fail on another speed setting. Accuracy / Speed slider crashes game Different settings for the game speed / accuracy slider will cause some scenarios to crash. Planes disappear from base After launching and landing, planes disappear from the base. NAV zone ignored II Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here. Mission fails to navigate without Full throttle setting Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control. Planes directly inserted ignore target list Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list. Recon mission does not work for AI Recon Mission works for player, but does not work under AI control. Postures incorrectly re-built Postures are incorrectly re-estabilished once a unit has been destroyed. All strikers fail to launch All aircraft assigned to a strike mission fail to launch. Player loses control Player loses control of all units in the middle of a game. Protect ViCond doesn't evaluate properly Protect ship Victory Condition does not evaluate properly. ESM at 1800nm Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.
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Known Harpoon 3 Issues
Propulsion ranges import improperly Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.
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Patch for Harpoon ANW 3.8.0 now available
After nearly a year since the initial release of Harpoon ANW v3.7.0, it looks like Matrix has the Patch for Harpoon ANW 3.8.0 available from their FtP server at: ftp://ftp.matrixgames.com/pub/Harpoon3ANW/ Now it's official and all purty-like.... http://www.matrixgames.com/forums/tm.asp?m=1470420 GS file archives - Home of the Harpoon3 PlayersDB FilesOfScenShare
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Harpoon 3 scenarios for the PlayersDB
The 258th NEW Harpoon scenario of the year! ANGLO-EUROPEAN WAR The EC was the first economic system to recover from the World Recession of the 90's. However, the advantage gained was short-lived, with the US economic situation strengthening rapidly. European leaders understood that if the US was to regain its advantage in economics held since the Second World War, the European nations would continue to live under the iron fist of North American dominance. They decided that things must change. When the complete ban on trade with North America was passed in several legislatures of the EC nations, the world was aghast. In effect, the EC declared Cold War on America and the results would be nothing short of destructive. The war which followed, however, originated from an unusual direction. Great Britain refused to pass the non-trade agreement and began unrestricted, even forced, trade with the United States. The US quietly rendezvoused with British shipping in the mid-Atlantic and escorted the trade ships across the sea. The Americans knew that they would be in a position of authority shortly and chose not to rustle the European feathers until such time. But, the Continental EC would have none of this. Demands for British acceptance of the trade pact were fierce, but unheeded. The French were the first to respond. If the British would not freely accept the trade pact, they would be forced to adhere. Author: Herman Hum With over 22,000 PlayersDB scenarios downloaded in the last 7 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II GIUK Battleset is available at: Harpoon Designer Series II GIUK Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, PlayersDB Depot, Matrix, SubSim, or Frugal's World of Simulation. Home of the Harpoon3 PlayersDB FilesOfScenShare
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Harpoon 3 scenarios for the PlayersDB
The 257th NEW Harpoon scenario of the year! INTERFET-STABILIZE East Timor is an old Portuguese colony which was annexed by Indonesia in 1975. In August 1999, the citizenry overwhelmingly voted for independence, and, almost immedately afterwards, Indonesian-backed militia bacame active. By September, 250.000 people had fled the killings. In September, President Habibi of Indonesia finally agreed to the deployment of a multinational UN-peacekeeping force in East Timor so long as it was primarily Asian troops. While US, New Zealand, Italian, Singapore, Malaysian, and Norwegian troops began the long preparations for deployment, Australia was ready and an amphibious convoy put to sea. Indonesia objected strongly to this breach of the agreement. Author: Freek Schepers With over 20,000 PlayersDB scenarios downloaded in the last 6 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The Stand-Alone Battleset is available at: Stand-Alone scenarios PlayersDb-7.4.7 Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, PlayersDB Depot, Matrix, SubSim, or Frugal's World of Simulation. Home of the Harpoon3 PlayersDB FilesOfScenShare
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AAR: Interfet-Stabilize [Spoiler Alert]
AAR: Interfet-Stabilize [spoiler Alert] Harpoon ANW scenario for the PlayersDB by Freek Schepers East Timor is an old Portuguese colony which was annexed by Indonesia in 1975. In August 1999, the citizenry overwhelmingly voted for independence, and, almost immedately afterwards, Indonesian-backed militia bacame active. By September, 250.000 people had fled the killings. In September, President Habibi of Indonesia finally agreed to the deployment of a multinational UN-peacekeeping force in East Timor so long as it was primarily Asian troops. While US, New Zealand, Italian, Singaporean, Malaysian, and Norwegian troops began the long preparations for deployment, Australia was ready and an amphibious convoy put to sea. Indonesia objected strongly to this breach of the agreement. Although this scenario has not yet been released, Tony and I decided to give it a try on the HarpGamer ANW Server. Anyone else interested in this scenario can also try it out there, too. In order to preserve the element of surprise if Tony should decide to play this scenario solitaire, I commanded the Indonesians while Tony took the UN forces. http://www.gamesquad.com/forums/attachment...mp;d=1179508069 My orders were to destroy several troop transports carrying soldiers for the Interfet operation as it is much easier to destroy units while they are embarked on ships than after they disembark and deploy. Several contact bearings were reported by submarine so I launched an unarmed Super Frelon helo to triangulate the contacts. http://www.gamesquad.com/forums/attachment...mp;d=1179508079 Once the convoy was solidly pinpointed, the submarine was ordered to dive and creep along at maximum depth. The convoy path would take it right overhead and she did not need to make any extraneous noise. Strangely, FF Anzac seemed to accelerate and pull away from the rest of the group at 31 knots. Luckily, she was still running directly towards the SS Cakra. When she was only 2nm away, I decided to launch a spread of torpedoes. I knew that she was not my main target and that I might be revealing myself early, but I was following the adage of "the bird in hand...." In addition, she held a potential inventory of 8 Harpoon missiles that could wreak havoc among my approaching ships. http://www.gamesquad.com/forums/attachment...mp;d=1179508086 The spread of four SUT torpedoes broke the surface 1 nm away from their target. An alert lookout must have noticed them as the ship began immediate evasive manoeuvres. Although the ANZAC was able to flee at 31 kts, the range was too short and the 34 kt torpedoes soon caught her and cut the SSMs available to the UN in half. Yahoo! http://www.gamesquad.com/forums/attachment...mp;d=1179508104 Unfortunately, turnabout is fair play, too. Soon afterwards, a salvo of Harpoon missiles was detected from the surviving NZ frigates. After one was shot down, I went onto the chat channel to boast about my excellent gunnery. Meanwhile, a second wave of missiles demolished both of my own Harpoon-armed Ahmad Yani missile boats before they could fire their missiles. Argggh! Moral of the story was: "Don't gloat during combat." I only had two more boats armed with the shorter-ranged Exocet. One "good" outcome of the Harpoon attack on me was the fact that one of the missiles started tracking a local fishing boat and blew her out of the water. Now world opinion would turn against the UN for harming civilians. http://www.gamesquad.com/forums/attachment...mp;d=1179508095 On the East coast of Timor, FF Hasnuddin detected the fast ferry, Jervis Bay rounding the point and set her ablaze with old-fashioned gunfire. Luckily, she did not try to escape with her phenomenal 42kt maximum speed as the frigate was only capable of 24kts in pursuit. http://www.gamesquad.com/forums/attachment...mp;d=1179508115 Back to the Amphibious convoy, a Mandau-class missile boat silently crept up on her prey. She maintained EmCon to prevent the Kiwis from ascertaining her exact identity as she was getting navigational cues from the orbiting Super Frelon helo. A second helo armed with Exocet missiles launched to try and coordinate a pincer attack with the Mandau. Just as they arrived to simultaneously deliver Exocet from the surface and the air, fire control radar was detected from the frigate! The tattletale helo exploded in a fireball, but she had done her duty and 6 Exocets were sufficient to overwhelm the little frigate's defenses. The Mandau did not live to see the results as she fell victim to return fire. At this point, just when I thought things were getting interesting, Tony conceded defeat. With only one frigate left to protect the convoy, he didn't think that it would be sufficient to accomplish the mission. We saved the game in case he changed his mind. Thanks to Freek for another superb scenario and to Tony for a great game. It was too bad that I had the opportunity to help test this scenario during development, but I tried not to take advantage of my prior knowledge. Home of the Harpoon3 PlayersDB FilesOfScenShare
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HarpGamer reliability poll
Would be nice if the cookie would work so that I don't have to log in every time I visit.
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The PlayersDB Project
Over 31 new aircraft, ships, submarines, facilities, classes, countries, and weapons have been added to the Harpoon3 PlayersDB. Get the PlayersDB 7.4.7-ANW on Gamesquad, HarpDB, or PlayersDB Depot. Get the PlayersDB 7.4.7 on Gamesquad, HarpDB, or PlayersDB Depot. Additions include: A-6B Intruder USN 68 B-52D Stratofortress USA 57 E-8C Joint STARS Blk 20 USA 01 E-2B Hawkeye Group 0 USN 70-86 Satellite [ANW] RORSat RUS Satellite [ANW] KH-11 USA Satellite [ANW] Kosmos RUS MLRS SMERCH Btty KWT MLRS SMERCH Btty UAE } Satellite Launch x1 - countless changes and improvements guaranteed not to crash any earlier scenario built with the PlayersDB Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Harpoon ANW users can get the Complete Harpoon ANW Library [PlayersDB-7.4.7-ANW] Just unzip the file(s) into your ANW Databases folder normally found at: C:\Matrix Games\Harpoon 3 Advanced Naval Warfare\Databases Home of the Harpoon3 PlayersDB FilesOfScenShare
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Ottawa to proceed with plan to acquire six Arctic patrol ships
Only one scenario for the PlayersDB currently exists for the high Arctic, "The True North Strong and Free". Looks like here's an opportunity to explore the area, again. Ottawa to proceed with plan to acquire six Arctic patrol ships Murray Brewster, The Canadian Press Published: Sunday, May 13, 2007 Victoria Times Colonist OTTAWA -- A key federal cabinet committee has given the go-ahead for a plan to construct six corvette-sized Arctic patrol vessels, The Canadian Press has learned. The cabinet priorities and planning committee approved the program to build the 100-metre-long, 6,000-tonne warships within the last 10 days, according to defence and political sources. The patrol vessels, which are almost as large as the navy's frigates, are a step down from the armed Arctic icebreakers that the Conservatives promised in the last election campaign and will likely not be in service before 2015. Nevertheless, said one political source "it'll be good for the military, good for Canadian industry and the Arctic is critical to our national interest." Cabinet is said to have authorized a two-year definition phase in which the scope of the shipbuilding project will be laid out. Much of the cost of the new vessels - about $300 million apiece - is being put off until later years. The vessels, which will be capable of smashing through "fresh ice," are expected to be based on the Royal Norwegian Navy's Svalbard class design, said a military source. That particular type vessel is armed with a 57-millimetre deck gun, missile-launching tubes and also has a helicopter pad. The recommendation has gone forward to Prime Minister Stephen Harper for final approval. "We are not commenting on cabinet discussions as they are confidential," said Isabelle Bouchard, a spokeswoman for Defence Minister Gordon O'Connor. "No final decision has been made. When we are ready we will make an announcement." She said the Conservatives are deeply committed to protecting Canada's security and to asserting sovereignty in the North, including the country's internal Arctic waters. Cabinet is proposing to build the ships in Canada under a competitive process similar to the Defence Department's program to construct joint ships for the navy. Currently two consortiums, which involve foreign and domestic defence contractors, are vying to build three 28,000-tonne replenishment vessels. The new ships were approved well before the Conservative government has had a chance to consider a key policy paper, the Canada First Defence Strategy. Rob Huebert, of the Centre for Military and Strategic Studies at the University of Calgary, said the corvettes are a good step, but they cannot be the only solution for the Arctic. "It makes sense only if the coast guard is getting its icebreaking fleet recapitalized," he said in an interview. "If this is just a cheap buyout to allow the navy not to get icebreakers, and the coast guard does not get its very old icebreakers replenished, then we're going to be in a lot of hurt." Last year, Fisheries Minister Loyola Hearn, who is responsible for the coast guard, was warned that the agency's fleet was experiencing severe "rust out" and needed to be replaced. As it stands, coast guard icebreakers are not due to begin being replaced until 2017. Since the Tories were elected there has been a fierce debate within National Defence over the party's campaign promise to build three armed icebreakers to protect Arctic sovereignty. Icebreaking has traditionally been a role for the Canadian Coast Guard - one it has been loathe to give up - and many have argued that if new ice-cutting ships were to be built they should go to that agency, not the military. In the end, the prohibitive $1 billion-per-vessel cost of armed icebreakers appears to have torpedoed the election promise. The navy was worried that such an ambitious program would seriously dent its well-laid plans to eventually replace its aging destroyers and frigates with a new single-class surface ship. With global warming melting the northern icepack, many experts have predicted the Northwest Passage will become a commercial waterway within the next few decades.
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Turkish Navy holds exercise near south of Cyprus
Looks like more great scenario fodder. Turkish Navy holds exercise near south of island 11.05.2007 The Observer The Turkish Navy performed a military exercise in the region which the Greek Cypriot side has designated as an exclusive economic zone in agreements signed with Egypt and Lebanon for the purpose of oil explorations. There are two and a half months left for the tender that will see the Greek Cypriot side issuing exploration licenses for the 13 regions. The Turkish Navy performed their exercises on Wednesday, May 2, 12 miles from the Greek Cypriot coast. According to the news from various sources the Turkish Navy and some Turkish Air Force fighter jets that were involved in the ‘“Anatolian Star 2007’ search and rescue exercise in the Aegean Sea were sent to the region which is out of their usual routine activity area. These sea and air crafts displayed the Turkish flag upon entering international waters and never entered the territorial waters or airspace of the Greek Cypriot side. Military sources in Northern Cyprus mentioned that the Turkish Naval and Air Force squads fulfilled their mission on Wednesday. The same sources attracted attention with the statement that Turkey was a guarantor of the entire island and mentioned that “You cannot explore for oil putting Turkey aside.” It was noted that the Turkish Naval and Air Force would perform the common exercise ‘Sea Wolf -1’ around the Island of Cyprus. The reaction of the Greek Cypriot Side The activities of the Turkish boats could be followed from Larnaca and Limassol. Greek Cypriot Cabinet Spokesman Christodoulos Pashiardis said that as long as the Turkish military exercises performed in international waters there would be no problems with the Greek Cypriot side. According to Greek Cypriot radio, Pashiardis said that the exercise being performed in international waters did not contravene any international agreements and continued by saying, “In the case of determining that our territorial waters and the Nicosia FIR zone have been contravened we will make the necessary complaint.” Upon a question related to a Turkish company about to open a tender for oil explorations in the Mediterranean, Pashiardis claimed “If this information is true, then another illegal act of the Turkish side will be discussed”.
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H3 Multiplayer Server up Again
JaTB (a.k.a. Norbert) and I met up to put the ANW Server through her paces, again. We wanted to try a few more scenarios made with the favorite database of Harpoon ANW, the PlayersDB. We chose to run Matrix Knight. This scenario has not yet been released, but anyone wanting to try it can find it on the HarpGamer ANW Server. Matrix Knight is an SSBN exercise played from both sides. While hunting an enemy SSBN, you must also protect your own SSBN. I commanded SSN Hartford and SSBN L'Inflexible against similar forces controlled by Norbert. http://www.gamesquad.com/forums/attachment...mp;d=1179023462 Hartford cruised across her patrol zone at a leisurely 10kts hoping to pick up the trail of her quarry while my SSBN crept around her launch area at minimum steerage. Hartford caught a whiff of her prey, first. After a series of course corrections designed to maximize the effiicacy of her Target Motion Analysis, she localized the simulated Delta IV SSBN closely enough that a pair of Mk 48 ADCAP torpedoes were launched. She sat back to await the explosions but was totally surprised when both of them missed! A second volley of 2 ADCAP fared better and the SSBN was caught at a depth of 400m. The other half of the equation was the safe-keeping of the SSBN L'Inflexible. As she lurked within her launch zone, a transient was soon detected. It turned out to be an old SSN Valiant. As the Valiant appeared to be creeping in search of the SSBN, I decided to creep away in the other direction; hoping that this would preclude him from closing the distance. http://www.gamesquad.com/forums/attachment...mp;d=1179023462 Not long afterwards, sonar reported another contact ahead of me. It turned out to be SSN Swiftsure. Once again, since discretion is the better part of valour, I crept off in a new direction. My launch area measured 50nm by 50nm, so there should be plenty of room to hide. Obviously, he must have caught my scent as the bloodhounds appeared to try and box me in. It was an eerie feeling knowing that my enemy probably detected me but was out of range, as yet. I let my pursuers close in on me slightly. They had to make more noise than I did in doing so. At maximum torpedo range, I sent a volley of 2 F17 towards Swiftsure. I was hoping that they would have sufficient range, but would be happy if they forced my pursuers to keep their distance. Unfortunately, the sonar suite aboard Switftsure was very alert and detected the launch transients almost immediately. She ran at flank speed (28kts) with 40kt torpedoes in pursuit. http://www.gamesquad.com/forums/attachment...mp;d=1179023462 JaTB also tried a wild new tactic that I had not seen before. He ordered his submarine to the surface in hopes of the torpedoes losing track of him in the surface clutter. I do not know if it worked, but both torpedoes missed. After the evasion, both submarine contacts returned, but at a much slower speed. Valiant approached from the NE quadrant and got the same reception, a volley of F17 torpedoes in the face, and reacted similarly. He tried the same evasion technique of putting his boat on the surface. There might something to it since both weapons missed, also! Now, with time running out in the exercise, I had the breathing room necessary. I only had to survive for twelve hours -- only had 30 minutes remained. Norbert's hunters did not get close enough for any further engagement before time expired. A really fun scenario with a great opponent. Thanks to HarpGamer for the use of the server and JaTB for his cunning and wiles. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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Harpoon 3 scenarios for the PlayersDB
The 256th NEW Harpoon scenario of the year! EGRESS PROJECT PENINSULA 94 Peninsula 94 is a series of 4 related scenarios (Recon, Ingress, Strike Ops, and Egress) representing different phases of a US multi-carrier battle group attack on the Kola Peninsula. From the Russian perspective, this is the mission the navy has trained for since its beginning: defense of the homeland. These scenarios are related by a common order of battle and a concurrence of mission. Any discrepancies can be attributed to poor bomb damage assessment and better than expected damage control. They should be played in order and from the same side to appreciate the developing momentum an operation of this magnitude has. Egress: For NATO, it's time to withdraw. Relentless attacks have begun to take their toll as casualties mount and magazines are down to their last reloads. Russian defenses are well aware of your approximate position and attacks are growing in size and determination. Speed is life. Return to safer waters as soon as possible. The air defense network is now operational at Keflavik, so air support will be available. This scenario will illustrate the difficulties a battle group commander will face in fighting a rear-guard action against a force receiving reinforcements. Deception should play a critical part of any strategy. Survival of the carriers is critical to future operations. From the Russian perspective, revenge is the order of the day. Attacks by US forces have done grave damage to Red Banner Fleet facilities and eliminated much of the high-level command staff in the area. The President has committed the bulk of the naval aviation reserves in an attempt to punish the Americans. A nuclear strike is authorized, though only with cruise missiles. Any use of ballistic missiles may precipitate escalation. Early destruction of the American carriers will avert escalation so time is of the essence. Original author: BI Hutchison Author: Herman Hum With over 16,000 PlayersDB scenarios downloaded in the last 4 weeks alone, the PlayersDB has proven itself the unequivocal players' favourite. Harpoon3.6.3 users can get the Complete Harpoon 3.6.3 Library [PlayersDB-7.4.7] The HDS II GIUK Battleset is available at: Harpoon Designer Series II GIUK Battleset Just unzip the file(s) into your Harpoon3 folder normally found at C:\...\Harpoon3 Scenarios can also be loaded individually at: http://www.GameSquad.com/forums/downloads....o=cat&id=36 This scenario requires the latest release of the PlayersDB v7.4.7 Get it via: ughHQ, GameSquad, HarpGamer, SimHQ, PlayersDB Depot, Matrix, SubSim, or Frugal's World of Simulation. Home of the Harpoon3 PlayersDB FilesOfScenShare
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H3 Multiplayer Server up Again
JaTB (a.k.a. Norbert) and I decided to try a few more scenarios made with the favorite database of Harpoon ANW, the PlayersDB. We tried to run Flaming Datum, but ANW is just too slow on the calculations. Even though the number of units was relatively small, the size of the map was the Gulf of Alaska. http://www.gamesquad.com/forums/attachment...mp;d=1178937185 Instead, we decided to play a PlayersDB classic, Nordkapp with me as NATO against the Russians. I was trying to evacuate an amphibious force from Northern Norway and he was trying to stop me. http://www.gamesquad.com/forums/attachment...mp;d=1178937185 My little flotilla fled under cover of darkness and EmCon. In a brilliant coup de main, JaTB fired a volley of Sunburn SSMs which caught me flat-footed as two of them slammed into FFG de With. She barely activated her SAM systems in time to shoot down the last two missiles. With half of her flotation destroyed, she was hurting badly. Worst of all, her own Harpoon SSM launcher had been damaged so she could not reply! http://www.gamesquad.com/forums/attachment...mp;d=1178937185 FFG Zeven de Provincien responded for her by slamming a Harpoon salvo into FFG Neustrashimyy to even the score. The PhibRon successfully left the area, but the ViConds would not activate (looks like yet another ANW bug :OHNO: ). With time remaining in the afternoon, we decided on one more PlayersDB scenario, Matrix Shield. I played the SSK Kilo being hunted by Swedish ASW forces. It was a long game (as most scenarios involving diesel submarines are), but once the action began, it was quite thrilling. http://www.gamesquad.com/forums/attachment...mp;d=1178937185 Norbert had the undesirable task of locating and sinking my Kilo boat. I had a strong lock on his units throughout the game and picked off each hunter one at a time. Luckily, I managed to kill his most effective ASW units, first. FF Kaszub and an FSG Goteborg were the initial victims of my Type 53-65 Wake-Homing torpedoes. Without their sensors, his remaining PTM Hugin were virtually blind. However, the ANW weapons targeting bug kept me from completing my mission and winning the game as torpedo after torpedo ended up chasing after the wrong target when I was trying to claim one more Hugin and victory. :mad: Thanks to Freek Schepers for some great scenarios and to HarpGamer for hosting the server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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'Arms race' leaving our subs all at sea
'Arms race' leaving our subs all at sea The Age
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H3 Multiplayer Server up Again
JaTB (a.k.a. Norbert) is on vacation. How better to pass the time than playing Harpoon ANW head-to-head? We finished off the previously saved scenario, Power Sweep re-made with the favorite database of Harpoon ANW, the PlayersDB. When we last signed off, I had just sunk his SSN Victor II with a volley of Spearfish torpedoes. We were matched up with SSGN Charlie and Tango vs. SSN Superb and SSK Kunna. SSN Superb moved in to collect the Charlie when all of a sudden, my world turned upside down. Sonar reported a transient from the Charlie and soon afterwards, SSN Superb just disappeared. Damn! I've just been on the receiving end of an SS-N-15 Starfish Nuke! When dealing with nukes, close is close enough. :cry: Now, I only had SSK Kunna against two Russian subs; short odds, indeed. However, luck did smile upon me when the Tango sped up and revealed her previously hidden location. This earned her a spread of Tp61 torpedoes which caught her as she tried to evade. Although I was still facing a nuclear-armed Charlie, I was fairly confident that he had not been able to counter-detect me so I crept in close before launching a full salvo of every remaining torpedo in my tubes. If I was going to go up in a ball of nuclear fire, I wanted to be certain to take him with me! Luckily, he was too busy trying to evade to return fire and the torpedoes caught him at maximum depth. Another great end to another great scenario. Thanks to HarpGamer for hosting the server and to Dave Steinmeyer for the scenario. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.
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120 new Harpoon 3 scenarios for the PlayersDB
OMG. It's only been one month since we released these 120 PlayersDB scenarios for Harpoon3 and ANW and already over 15,000 individual files have been downloaded by naval-crazed enthusiasts. At first, we thought that it might have been a mathematical error, but those numbers are correct -- that's Fifteen THOUSAND scenarios sent out to the community. We certainly hope that everyone enjoys playing them as much as we did writing them and thanks to all those involved for making this release such a resounding success; especially Tony Eischens and Frans Koenz for hosting them on their HarpDB and PlayersDB Depot servers, respectively.
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H3 Multiplayer Server up Again
MP has been somewhat quiet, but the community welcomed another member last night. JaTB (a.k.a. Norbert) came onto the Server looking for an opponent. Even though he bought the game last year, he hasn't had time to play it until now. We started off with Dawn Patrol re-made for the PlayersDB. His baptism of fire as the Russians was short and brutal. JaTB revealed his position by radiating his radar and was rewarded by a salvo of Penguin SSMs. We switched sides and tried again. This time, he learned very quickly and we totally sank each other's forces. http://www.gamesquad.com/forums/attachment...mp;d=1178617157 We then moved on to Power Sweep, by Dave Steinmeyer. Norbert is quite an experienced naval wargame player and has experience with Dangerous Waters, Fleet Command, and Janes and it showed. He certainly drove a mean submarine. His Victor II was pursued by 4 Spearfish torpedoes and he managed to dodge them all. Thank goodness I had a fifth one... http://www.gamesquad.com/forums/attachment...mp;d=1178617157 All in all, it was a fine evening of combat on and under the seas. Thanks for some fun games, JaTB, and thanks to HarpGamer for hosting the server. Anyone looking for an MP game can drop a line here or look for us on HarpGamer pHp chat room or the HG mIRC chat room.