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Herman

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Posts posted by Herman

  1. Joe Baxter was reading up on our AAR and also wanted to try out Gauntlet, made with the community's favourite database, the PlayersDB.

     

    The Soviets will attempt to seize Norwegian bases in any all-out war. This will be done by physically seizing some bases and cutting off others from the rest of NATO. NATO must re-supply these bases using naval convoys. The success or failure of the convoys will be of paramount importance to both NATO and Soviet commanders.

     

    This scenario is a re-make of a Harpoon Classic scenario from the original GIUK battleset and has yet been released. It is available only from the ANW MP server.

     

    2gauntletyr3.th.gif

     

    I commanded the Soviets while Joe played as NATO. Since Joe had already read the AAR, I had to assume that he had a pretty good idea of my OoB (Order of Battle). I decided to throw a "change-up" pitch.

     

    As were felt each other out during the reconnaissance phase, I ordered my Floggers to act as combat air patrol over my Nanuchka missile boats. I planned to protect them from Harpoon attack while shooting down NATO helos.

     

    2joekj1.th.gif

     

    This tactic worked very well and the missile boats managed to get close enough to launch their 12x SS-N-9 Sirens at the FFG Underwood. The self-defense was superb and 6 were shot down, but the survivors turned her into a pyre.

     

    3joesk8.th.gif

     

    With the most dangerous part of the screen eliminated, the Victor II crept in and launched Type 65 torpedoes at the freighters. Both targets were killed within minutes of each other and victory was awarded.

     

    Thanks to Joe for a great game and to HarpGamer for the use of their 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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  2. Jerome (a.k.a. Angle of Attack) and I wanted to get the most out of the server while it is still available so we decided to try out Gauntlet, made with the community's favourite database, the PlayersDB.

     

    The Soviets will attempt to seize Norwegian bases in any all-out war. This will be done by physically seizing some bases and cutting off others from the rest of NATO. NATO must re-supply these bases using naval convoys. The success or failure of the convoys will be of paramount importance to both NATO and Soviet commanders.

     

    This scenario is a re-make of a Harpoon Classic scenario from the original GIUK battleset and has yet been released. It is available only from the ANW MP server.

     

    2gauntletyr3.th.gif

     

    I commanded the Soviets while Jerome played as NATO. We both conducted intelligence and counter-intelligence. Jerome launched his ASW helos to get an idea of his opposition while I sent in a flight of Floggers to knock out his only available land radar at Narvik. Both of us were successful in our operations.

     

    Once Narvik was down and blind, I decided to send my Floggers to blind him further by shooting down his helos. As they got close, they suddenly lost contact with the helos as they dove down low to evade my interceptors' radar. The Floggers were operating at maximum range and could not afford to conduct a thorough search of the area. The helo pilots never knew how lucky they were.

     

    3gauntletvk1.th.gif

     

    My Victor-class submarine detected a pair of merchantmen moving at very high speed and set a course to intercept. Soon, a four ship convoy was detected and localized. Two frigates were screening the freighters. I moved some missile boats in to assist in the attack. They had been detected by the ASW helos, but I did not believe that they had been properly identified and classified. Most likely, they had only shown up on the enemy's radar screen as unknown blips.

     

    4gauntletsm3.th.gif

     

    The Victor moved in ahead of the convoy and stayed hidden at creep speed. Once within range, four massive Type 65-76 torpedoes were fired at the heart of the formation since killing escorts was not the objective. A single hit on each of the freighters proved sufficient to sink them and victory was awarded.

     

    We had such a good time that we immediately wanted to try this scenario, again. The second time, however, proved to be much different since Jerome now knew that there were submarines in the area. After sweeping aside my meagre air, surface, and subsurface forces, AoA was able to make landfall at Narvik and achieve victory.

     

    Thanks to Jerome for the challenging games and to HarpGamer for hosting it.

     

    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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  3. Joe Baxter, Tracy Vierra and I decided to bid farewell to the ANW server with a real bang by playing Freek Scheper's new 3-sided scenario, Shadow the Boomer, made with the community's favourite database, the PlayersDB.

     

    After several vicious carrier battles in the Barents Sea and with the ground war stalemated in the Nordic winter, negotiations started to end the war. Both parties observed a cease-fire, which held surprisingly well in the first week.

     

    However, NATO feared Putin would make use of the cease-fire to bring his boomers to bastions prepared in the Barentz Sea. USN and Royal Navy hunter-killer subs were sent to stake out Severomorsk and be prepared to shadow SSBNs exiting the harbour.

     

    shadowga1.th.gif

     

    We each had a command of a single submarine unit. My boat was an SSBN trying to break past a Trafalgar- and a Los Angeles-class SSN for a deterrent patrol.

     

    attachment.php?attachmentid=22140&stc=1&d=1214816562

     

    From the very start, there were numerous contacts throughout the Barents. I had a very strict timetable to keep and was traveling on the surface in the company of an icebreaker.

     

    The SSBN arrived at the separation point and all was going well. The Trafalgar had been detected over 40nm distant and was not expected to interfere. The problem was that the Los Angeles was nowhere to be found. Only later did we learn that she had been sunk.

     

    After diving and proceeding on course to the patrol position, several interesting things happened. Several distant torpedo contacts were reported from my sonar room, but I had no clear indication of what had happened. Evidently, the Los Angeles had run across one of the ASW patrols, but no word had been received about the outcome.

     

    In order to adhere to the schedule, the SSBN had to move at a higher speed than I would have liked. Unfortunately, this generated more noise and it was subsequently detected by the Trafalgar who then moved in to trail the boomer. I was under orders not to allow this to happen. When I felt that Trafalgar was within torpedo range, I fired two USET-80 torpedoes on Bearing-Only-Launch and took off like a racehorse. (Well, like an aging racehorse.)

     

    attachment.php?attachmentid=22141&stc=1&d=1214816570

     

    The Trafalgar counter-detected the torpedoes and returned the favour in-kind with a pair of Spearfish torpedoes in my direction. Both my USET-80s missed, but they had spooked the Trafalgar into running at high speed. A helicopter had detected the commotion and dropped a pair of torpedoes on her. The Trafalgar died just moments before the Spearfish caught up with the boomer.

     

    The first one was decoyed by a noisemaker, but the second one exploded against the hull next to the reactor vessel. Without power, the SSBN was doomed.

     

    The game ended in a draw since all three players had been sunk without accomplishing their victory conditions. A truly fitting end to a very enjoyable scenario.

     

    Thanks to Tracy Vierra and Joe Baxter for the game and to HarpGamer for the use of 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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  4. Joe Baxter is a real life sailor just getting off the CVN Nimitz. He's never had an MP game of ANW even though he's bought and played every version of Harpoon since 1989. Today, he got his baptism of fire. We elected to play Dawn Patrol, made with the community's favourite database, the PlayersDB.

     

    Both Joe and I had played Dawn Patrol so it offered no surprises to either party. However, instead of the crippled ANW AI, we were now each facing an experienced and cunning opponent. I played the Norwegians while Joe commanded the Russians.

     

    attachment.php?attachmentid=22137&stc=1&d=1214713187

     

    Not long after startup, my ESM detected distinctive radar emissions from Nanuchka-class missile boats. I decided to try and creep towards my targets behind a group of Neutral fishing boats. As they were only making 12kts, I slowed my Hugin missile boats down to match their pace. Once in approximate range to the fuzzy radar contacts, I decided to let loose a salvo of Penguin SSMs. One Hugin boat concentrated on each of the 3 Nanuchka contacts with full barrage of 6 Penguins.

     

    attachment.php?attachmentid=22138&stc=1&d=1214713197

     

    Joe was no slouch and quickly detected the inbound missiles and returned fire. All three Hugin and a local fisherman were soon sinking. However, 18 Penguins were sufficient to overwhelm the defences of at least two of their targets as I was granted victory a few minutes later. A well played match.

     

    Thanks to Joe for the session and to HarpGamer for the use of their server.

     

    Tomorrow, June 29, 2008, a 3-sided session has been scheduled between Joe, Tracy Vierra, and myself for 1700 PST. Anyone interested in playing or watching is most welcome to attend.

     

    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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  5. Over 40 new aircraft, ships, submarines, facilities, classes, countries, and weapons have been added to the Harpoon3 PlayersDB with the official Database editor issued by AGSI.

     

    Get the PlayersDB-ANW on HarpDB, SubSim, or ughHQ.

     

    Get the PlayersDB on HarpDB, SubSim, or ughHQ.

     

    Additions include:

     

    An-71 Madcap A RUS

    AO Zuiderkruis NL 64

    CG Zeven Provencien NL 62

    DD Nueva Esparta VE 53

    F-16C/D Falcon Blk 50/52 MA 10

    F-22A Raptor Blk 30/35 USAF 10

    F-86F Sabre VE

    FE Almirante Clemente VE 56

    FF Van Speijk NL 67

    H-6DU Badger PRC 91

    IL-78MKI Midas IND 03

    IL-86 Maxdome RUS 97

    P Wolf NL 52

    SAM HUMRAAM Battery US 06

    Canberra Mk 82 VE 60

    Mirage IIIEV VE 65

    Wasp HAS.1 NL 61

     

    - 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

     

    Harpoon ANW users can get the

    Complete Harpoon ANW Library

     

  6. Welcome aboard, shipmate.

     

    The map distortion is an old bug dating back to the Harpoon 2 days. There are a couple of easy ways to fix it.

     

    1) You can always just close the map by double-clicking in the top left-hand corner and then re-drawing a new map with the F10 command.

     

    2) Click on the Up Arrow from the top right-hand corner to maximize the map, then click on the Down Arrow to minimize the map and this will restore the proper proportions to the map.

     

    There is a potential for CTD when you use method 2. See

     

    CTD occurs while changing size of tactical map.

    If you are referring to the "Old scenarios" as the ones originally released for Harpoon2 and then re-made for Harpoon3: ANW, they are all located in battlesets named:

    Original Cold War

    Original Global Conflicts-1

    Original Global Conflicts-2

    Original Global Conflicts-3

    etc.

    The "New scenarios" are the user-created ones located in all the other battlesets. We simply include them with all the other pre-existing scenarios. For example, the latest ANW scenario release was "Hemphill's Ordeal". It is found within the Blue Water Navy Battleset.

     

    Some battlesets like HDS III - GIUK do not have scenarios released yet. They are merely placeholders for future scenarios.

  7. The 32nd NEW Harpoon scenario of the year!

     

    Hemphill's Ordeal

    hemphillsordealoj4.th.gif

     

    This scenario is an interpretation of the account from Michael A. Palmer's, "The War that Never Was".

     

    "About a dozen Soviet submarines of various types, both diesel and nuclear-powered, lay athwart the sea lanes leading toward the Norwegian Sea. The Soviet Northern Fleet staff had charged its submarines with three tasks: reconnaissance for long-range SNA strikes, delaying the movement north of key American convoys and task forces, and attacking NATO ships and installations with torpedoes and missiles.

     

    The Soviets had far better success with more traditional attacks. In the first twenty-four hours of the war, Soviet submarines and strike aircraft sank nearly half of the twenty-five ships in four convoys steaming for north Norway. By the evening of the 14th, one American destroyer, five frigates, and five freighters were at the bottom of the North Atlantic."

     

    Author: Herman Hum

     

    This scenario has been tested with both H3 and ANW and is much more challenging in H3 than ANW due primarily to the AI being far more aggressive in H3 and able to move at higher speeds.

     

    With over 270,000 PlayersDB scenarios downloaded in the last 12 months alone, the PlayersDB has proven itself the unequivocal players' favourite.

     

    Harpoon ANW users can get the:

    Complete Harpoon ANW Library

     

    Harpoon3.6.3 users can get the:

    Complete Harpoon 3.6.3 Library

     

    gslogo.jpg

     

    badger0ma.th.jpgFilesOfScenShare SubSimLogo.gif

     

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  8. Jeronimo (a.k.a. AngleOfAttack) and Tracy Vierra both came looking for matches today. Both wanted something quick so we decided to try out a scenario that is just about to be released and tested it for MP play, Hemphill's Ordeal, made with the community's favourite database, the PlayersDB.

     

    This scenario has not yet been published, but is available from the HarpGamer MP server. Here is an account of the battle with AoA.

     

    hemphillsordealoj4.th.gif

     

    This scenario is an interpretation of the account from Michael A. Palmer's, "The War that Never Was".

     

    "About a dozen Soviet submarines of various types, both diesel and nuclear-powered, lay athwart the sea lanes leading toward the Norwegian Sea. The Soviet Northern Fleet staff had charged its submarines with three tasks: reconnaissance for long-range SNA strikes, delaying the movement north of key American convoys and task forces, and attacking NATO ships and installations with torpedoes and missiles.

     

    The Soviets had far better success with more traditional attacks. In the first twenty-four hours of the war, Soviet submarines and strike aircraft sank nearly half of the twenty-five ships in four convoys steaming for north Norway. By the evening of the 14th, one American destroyer, five frigates, and five freighters were at the bottom of the North Atlantic."

     

    attachment.php?attachmentid=22051&stc=1&d=1213247485

     

    I played the Soviets while AoA acted as Hemphill. One of my Foxtrot diesel submarines immediately detected the convoy once the game started. After taking a quick periscope fix, she found herself at point-blank range with FF Trippe and immediately loosed a full volley of wake-homing and acoustic torpedoes at the convoy. The Trippe counter-detected the attack and immediately launched her own response in the form of an ASRoc torpedo. Moments later, an ET-80 torpedo slammed into the Trippe and broke her keel. The celebration aboard the Foxtrot was short-lived as the return shot from the frigate caught her desperately diving to escape. The score was tied at 1:1.

     

    attachment.php?attachmentid=22052&stc=1&d=1213247496

     

    The NATO convoy continued towards Iceland and directly into the path of a second Foxtrot. The sub crept in past the escort and was in range of the freighters before loosing a single torpedo. This failure to engage with overwhelming force would prove to be her undoing. After revealing herself, she was destroyed by another ASRoc-deployed torpedo before she had a chance to fire her remaining weapons. The torpedo missed.

     

    attachment.php?attachmentid=22053&stc=1&d=1213247510

     

    My two surviving assets were a Charlie- and an Echo-class missile-guided submarine. Both set off to engage the enemy with torpedoes. However, the enemy was not cooperating and had taken a rather circuitous route around them (almost as though they knew the position of my subs). They tried to engage with SLCMs, but all missiles were efficiently shot down by the surviving Underwood frigate. They tried to thread their way in between the sonobuoys the enemy was deploying. Unfortunately, the Echo II was caught near the surface while still in the process of firing her Shaddock missiles. A Mk 46 torpedo interrupted the firing sequence with 2 weapons still unfired.

     

    The Charlie managed to close the range to the convoy, but was unable to engage with torpedoes before she was caught moving at high speed to intercept. Another Mk 46 torpedo ended her career just outside of torpedo range. Although my command had been destroyed, the enemy spent so much effort trying to evade them that he was unable to accomplish his own victory conditions and the game ended as a draw.

     

    Thanks to AoA for a really fun game and to HarpGamer for the use of their 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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  9. p2p plying with out the need for a dedicated Server as in ANW... B)

     

    Well, you don't really need to have a dedicated server in ANW, either. You can set your single PC to both Server and Client. I just think that it might make things run very slowly since the processor is doing double duty. If you have a fast enough computer and connection, it should be very feasible.

  10. Summary:

    After 3.7.0 release: 80 Issues reported

    After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues

    After 3.9.0 Patch: (134 Issues - 31 fixed + 68 New) = 171 Issues

    After 3.9.2 Patch: (171 Issues - 15 fixed + 35 New) = 191 Issues

    After 3.9.3 Patch: (191 Issues - 17 fixed + 10 New) = 184 Issues

     

    A comprehensive third-party list of 191 * Known Harpoon [ANW] Issues has been exhaustively collected on ughHQ since the release of Harpoon ANW 3.7.0 Now that the 3.9.3 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:

     

    These 17 behaviours appear to have been resolved by the 3.9.3 patch:

     

    1. Nukes won't work without AALog activated
       

      Nuclear weapons for BCGN Kirov do not work unless AALog is activated.


       

    2. 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.


       

    3. Haphazard weapons re-loading
       

      Weapons do not reload with weapon previously fired.


       

    4. Inconsistent RoF
       

      Guns have different rates of fire between H3.6.3. and ANW.


       

    5. Scen locks up at 15 secs into game
       

      Scenario freezes 15 seconds after start of game.


       

    6. Re-build All causes planes to loiter
       

      Planes that normally flew at cruise speed go to loiter when Re-Built All command is used.


       

    7. Tubes re-load different weapons
       

      After firing, torpedo tubes re-load with different weapons than those just fired even when replacement weapons are available.


       

    8. Range rings appears when none should
       

      Radar range rings displayed for air group when radar is passive.


       

    9. Range rings missing
       

      Range rings missing for air groups.


       

    10. Crash after nuclear detonation
       

      Crash after nuclear warhead detonates.


       

    11. Crash on re-load
       

      Crash while attempting to re-load same scenario file previously opened.


       

    12. CTD during UnRep
       

      CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command.


       

    13. Destroyed submarines not always evaluated in ViConds
       

      Destroyed submarines do not always evaluate properly in ViConds.


       

    14. Runways cannot be destroyed by nukes
       

      Runways can be reduced, but not be destroyed by nuclear weapons.


       

    15. CTD on Ferry mission failure
       

      CTD when Ferry mission tries to launch to a facility already destroyed


       

    16. Fly off the world CTD II
       

      It is possible to 'fly off of the world' and cause CTD.


       

    17. Bomb will not release II
       

      Bomb will not release in 3.9.2 even though weapon is capable vs. runways, but releases just fine in 3.8.0


     

    These 174 behaviours do not appear to have been resolved by the 3.9.3 patch:

     

    1. AAA fire
       

      AAA guns are not limited by the altitude of the target and can even shoot down satellites.


       

    2. Automatic contact classification
       

      The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.


       

    3. 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.


       

    4. Subs in groups
       

      Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.


       

    5. Hangar overload

      It is possible to land many more aircraft than the hangar capacity allows.


       

    6. 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.


       

    7. MAD contact for ground facilities
       

      The MAD detector is able to detect ground facilities.


       

    8. 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.


       

    9. Opening 3.6.3 scen causes crash
       

      Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3


       

    10. 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.


       

    11. All ammo not available
       

      300 rounds of ammo are shown, but only 44 are offered for fire allocation.


       

    12. Plane ignores Nav Zone
       

      Plane totally ignores Nav Zone


       

    13. Mission ignores target list
       

      Targets not restricted to target list for mission.


       

    14. 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.


       

    15. 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.


       

    16. Units out of range can be destroyed
       

      Units out of range can be destroyed if they are part of a group.


       

    17. Sonobuoy deployment altitude
       

      Sonobuoys can be deployed at any altitude.


       

    18. 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.


       

    19. 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.


       

    20. Ground units attacked by Ship Strike mission
       

      Units assigned to Ship Strike missions will attack ground facilities.


       

    21. Ships attacked by Ground Strike mission
       

      Units assigned to Ground Strike missions will attack ships.


       

    22. Active sonobuoys dropped passively
       

      Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed.


       

    23. 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 ([)". "," and "." hotkeys seem to work properly.


       

    24. 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.


       

    25. Hellfire do not launch in ODb
       

      Hellfire missiles will not launch even though they appear in the weapons allocation window.


       

    26. 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.

       

      [Edit] With the Patch 3.9.0 release, this issue no longer results in CTD. However, it is still erroneous.


       

    27. 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.


       

    28. 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.


       

    29. All strikers fail to launch
       

      All aircraft assigned to a strike mission fail to launch.


       

    30. Player loses control
       

      Player loses control of all units in the middle of a game.


       

    31. Protect ViCond doesn't evaluate properly
       

      Protect ship Victory Condition does not evaluate properly.


       

    32. 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+).


       

    33. Altitude mis-match between Group and units
       

      Units and Group icons show different altitude values in SE.


       

    34. ASW/WH torps tracking wrong targets
       

      WH/ASW torps tracking targets they cannot hit.


       

    35. Ferry mission fails to launch
       

      Ferry mission fails to launch unless manually ordered to do so.


       

    36. 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.


       

    37. SSM Altitude crash
       

      Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude.


       

    38. 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.


       

    39. Time compression causes miss
       

      Higher time compression creates automatic miss.


       

    40. Weapon Max Launch Speed ignored
       

      Weapons ignore Maximum Launch Speed set in database.


       

    41. Passive sonobuoys will not deploy
       

      Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy.


       

    42. Phantom air group
       

      Phantom air group.


       

    43. 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.


       

    44. Ammo dumps emptied
       

      Ammo dumps in all ODb scenarios have been emptied of weapons for aircraft.


       

    45. Ground targets re-engaged prematurely
       

      Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons.


       

    46. Map Scale inaccurate
       

      Map scale is erroneous.


       

    47. 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.


       

    48. MP Saved game titles
       

      MP Saved game titles often use portions of the orders in lieu of the Session name.


       

    49. SSK rises early
       

      Diesel subs rise to Periscope depth long before their batteries are exhausted.


       

    50. 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.


       

    51. AAW patrol motionless
       

      AAW patrol motionless instead of flying between assigned reference points.


       

    52. 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.


       

    53. Air Group formation
       

      Air Groups do not form properly when the launching platform is destroyed before the group is fully launched.


       

    54. CTD with Re-build Scenario function
       

      Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn.


       

    55. Dead stop after torp evasion
       

      Escort comes to a dead stop after torpedo evasion.


       

    56. Dual speeds selected
       

      When ships are damaged, sometimes dual speeds are show in the throttle setting.


       

    57. Engagement symbol missing
       

      Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down.


       

    58. F6 Key will not attack
       

      F6 Key will not attack target.


       

    59. 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.


       

    60. Indexation status false
       

      ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false.


       

    61. Missiles drawn to wrong targets
       

      Missiles fired at targets located with pinpoint precision are still drawn to other targets.


       

    62. Nav Zones re-set by mission editor
       

      Nav Zones are re-set by mission editor every time a mission is edited.


       

    63. Phantom mounts shown on aircraft
       

      Phantom mounts are shown on aircraft when the Logistics button is pushed.


       

    64. Planes jammed against Nav Zone
       

      Planes are unable to plot path around Nav Zone.


       

    65. 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.


       

    66. 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.


       

    67. Ready Times shortened
       

      Aircraft with long ready times can have them shortened to the default 30 minutes.


       

    68. 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.


       

    69. Sanity check fails for propulsion alt bands
       

      Sanity check reports an error if altitude bands for propulsion entries are not in sequential order.


       

    70. 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 aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher.


       

    71. 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.


       

    72. 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.


       

    73. Sonar detects facility
       

      Land facility detected by sonar.


       

    74. SSMs ignore delayed strike mission
       

      Land-based SSMs ignore delay time for Strike missions.


       

    75. Strike Mission fails to cancel
       

      Ground Strike Mission fails to cancel after target is destroyed.


       

    76. Strikes fail to launch
       

      Air strikes that performed properly in ANW 3.7.0 now fail to launch at all.


       

    77. Submarine evades own torpedoes
       

      Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes.


       

    78. Subs fire SS-N-15 onto the ice
       

      Submarines are able to fire SS-N-15 Starfish while under polar ice.


       

    79. Subs surfacing under ice
       

      Submarines are able to rise to the surface from under the ice pack and run on the surface.


       

    80. Subsequent strikes are disorganized
       

      Subsequent strikes are disorganized and launch in separate groups.


       

    81. Support missions do not fully launch
       

      Not all aircraft assigned to support missions launch as they previously did in H3.6.3.


       

    82. Torps chase improper targets
       

      Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical.


       

    83. 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.


       

    84. Unassigned SSMs do not fire
       

      Unassigned land-based SSMs will fire on ships, but not against land targets.


       

    85. Unable to set Weapons Tight in SE
       

      Scenario designer is unable to set Weapons Tight in ScenEditor.


       

    86. Submarine control lost
       

      Submarine control lost when sole ship is sunk.


       

    87. Cannot rescind re-fuel order
       

      It is not possible to rescind air-to-air re-fueling order once it is issued.


       

    88. Torps inoperative in shallow water
       

      Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m.


       

    89. Unable to fire SSM
       

      Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy.


       

    90. Unable to intercept target
       

      Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target.


       

    91. AGM-130A will not fire
       

      AGM-130A will not fire under AI control.


       

    92. Distorted maps created
       

      Distorted maps are created when F10 is used to draw a new map.


       

    93. Fighters hanging on refPt
       

      Fighters will launch and hang on one Ref point.


       

    94. Firing sonobuoys at subs
       

      Sonobuoys can be fired at subs through the weapons allocation window.


       

    95. Full speed over 140kts
       

      Ship group shows full speed of 15+131kts.


       

    96. Full speed wrong
       

      Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed.


       

    97. AGM-62 will not fire
       

      AGM-62 will not fire under AI control.


       

    98. Icons appear off map
       

      Icons for uncertainty zones appear off of the map and cannot be seen nor selected.


       

    99. Torpedo decoy fired at radar
       

      Torpedo decoy is an eligible weapon for firing at radar.


    100. UnRep do not return to PZs
       

      After conducting UnRep operation, participants do not return to original patrol zones within the formation.


       

    101. Wrong loadout descriptions
       

      Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched.


       

    102. False contacts at -17000m
       

      False contacts at -17000m.


       

    103. CTD when altitude changed
       

      CTD when altitude changed


       

    104. AI subs will not stop re-charging
       

      Sub never stops re-charging.


       

    105. Sonobuoys non-functional
       

      Sonobuoys deployed by Bear F non-functional.


       

    106. Afterburner unavailable at low alt
       

      Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire.


       

    107. Aircraft below sea level
       

      Aircraft below sea level.


       

    108. Cannot meet for UnRep
       

      Ships are unable to plot a path for UnRep when ordered to do so.


       

    109. Change in threat axis ignored
       

      Change in threat axis ignored in MP.


       

    110. Crash during re-build process
       

      ScenEditor freezes up and does not complete function when ordered to re-build scenario.


       

    111. Crash during re-build process II
       

      ScenEditor is unable to complete function when ordered to re-build scenario and seems to be in endless loop.


       

    112. CTD incomplete
       

      CTD does not drop game all the way down to the desktop. Instead, the Shell window remains and must be closed manually.


       

    113. CTD changing map size
       

      CTD occurs while changing size of tactical map.


       

    114. CTD on re-load
       

      CTD while attempting to re-load same scenario file previously opened.


       

    115. CTD running new scen in SE
       

      CTD occurs when new scenarios are written and immediately run in SE.


       

    116. CTD while drawing new map
       

      CTD while drawing new map


       

    117. Damage changes aircraft ready time instead of destroying them
       

      Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status.


       

    118. Delayed On-Station ViCond Faulty
       

      Delayed On-Station ViCond does not wait for delay time to expire before evaluating.


       

    119. Ferry mission to SSN
       

      It is possible to create a Ferry mission with the destination as an airplane or SSN.


       

    120. Focused strike not firing
       

      Artillery does not fire on a Focused Land Strike mission even when Weapons Free.


       

    121. Formation patrols ignore axis
       

      Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too.


       

    122. Group speed differs from plane speed
       

      Air groups have different speed from individual plane speed in MP.


       

    123. Incorrect number to be readied
       

      When aircraft are ordered to change loadout for Minimal mission, an incorrect number of planes is recommended in the message window.


       

    124. NAV improperly drawn
       

      NAV zone shows double-sided left wall and inability to modify other points of the zone.


       

    125. On-Station ViCond non-functional
       

      On-Station ViCond non-functional in GE but functional in SE.


       

    126. Over-filled magazines
       

      Over-filled magazines not detected and fixed.


       

    127. Plane does not re-arm upon landing
       

      Plane does not re-arm upon landing.


       

    128. Planes on Transit missions
       

      Planes can be assigned to Transit missions.


       

    129. Planes refuse to launch
       

      Planes requiring Small/Med runway refuse to launch from a base equipped with Medium runways. (From Petterr)


       

    130. Protect ViCond failure
       

      Protect ViCond fails to trigger even when no enemy is present to inflict damage on player.


       

    131. SAMs locate new targets in mid-flight
       

      SAMs locate new targets in mid-flight after original targets destroyed.


       

    132. Subs activate sonar on ship strike mission
       

      Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission.


       

    133. Sub on surface dives on its own
       

      Sub starts on surface but dives to Periscope depth on its own


       

    134. Ships are unable to navigate around ice
       

      Ships are unable to navigate around ice.


       

    135. Unidentified targets auto-engaged
       

      Unidentified and unknown targets are auto-engaged without being properly classified as hostile.


       

    136. UnRep can overload magazines
       

      UnRep can overload magazines by placing more weapons in the magazine that capacity allows.


       

    137. UnRep done concurrently
       

      UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items.


       

    138. UnRep for 2 ships only
       

      Only 2 ships can conduct UnRep at the same time even though the ship has ability to replenish 2 ships to port and 2 ships to starboard.


       

    139. UnRep magazine shows zero
       

      After UnRep procedure, magazine count shows zero weapons if a second UnRep operation is ordered.


       

    140. UnRep Teleportation
       

      UnRep process is possible while physically separated by several miles.


       

    141. Wrong cruise altitude
       

      TLAM shows cruise altitude of 20m and Intermediate depth.


       

    142. UGM-109 cannot be launched
       

      All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit.


       

    143. Type 65-76 disappear on BOL
       

      Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.


       

    144. Helo Intercepts sub at Med Alt
       

      Helo Intercepts sub at Med Alt when F6 command given.


       

    145. Unable to Pause game in MP
       

      Unable to Pause game in MP. Game starts immediately and cannot stop. Also causes problems with ghost sessions on some servers.


       

    146. Ghost sessions in MP
       

      Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.


       

    147. MP Unpause malfunction
       

      After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first.


       

    148. False Weapons Free status
       

      Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith]


       

    149. Helos violate NAV zone
       

      Helos violate NAV zone.


       

    150. Incorrect re-load count
       

      Planes have high number of re-loads assigned, but there are insufficient AAMs to justify this number.(Originally reported by Bart Gauvin)


       

    151. Sonobuoy endurance display error
       

      Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display.


       

    152. Missiles not releasing
       

      Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus].


       

    153. In-game Editor cannot open 3.9.0 files
       

      In-game Editor cannot open 3.9.0 files.


       

    154. Different depth at same location
       

      Two maps of the same area show different depth at same location.


       

    155. Subs go over land
       

      Subs go over island instead around it.


       

    156. Sub goes active on ASuW
       

      Sub goes active on ASuW area patrol mission even though mission setting is for EmCon.


       

    157. Plotted path gets stuck
       

      Ship gets stuck on land even though a path was plotted successfully.


       

    158. Fuel does not drop to zero
       

      Fuel drops steadily, but does not drop all the way to zero.


       

    159. CTD when hitting Report button
       

      CTD when unit Skunk 2435 selected and then Report button depressed.


       

    160. Planes cannot re-load
       

      Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.


       

    161. HAWKs fire into ground
       

      HAWKs fire directly into the ground


       

    162. Allied sides share unit control
       

      Players can change unit paths for sides allied via Friendly posture setting.


       

    163. Torpedo knows target depth
       

      Torpedo becomes de facto depth finder


       

    164. Torpedo dives past max depth
       

      Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target


       

    165. Torpedo dives 1000M instantly
       

      Torpedoes will instantly dive 1200m to hit target


       

    166. Plane destroyed upon launch
       

      Plane destroyed upon launch and never appears on map.


       

    167. Transit mission fails to execute
       

      Ships will plot path around NAV Zones, but Transit mission will not trigger and execute


       

    168. Romeo Mod has no fuel
       

      Romeo Mod has no fuel. (Originally reported by CDunlap)


       

    169. Group climbs automatically
       

      The simple act of grouping planes together causes them to climb to 2001m. (Originally reported by JChiecchio)


       

    170. Speed changes with altitude
       

      When a group climbs, the speed will increase to the default speed for that altitude band even though user has previously entered a different speed. (Originally reported by JChiecchio)


       

    171. SLBM Explodes past target
       

      SLBMs will pass over target and explode. (Originally reported by Freek Schepers)


       

    172. Patch duplicates AALog file
       

      Patch installation creates duplicate AALog.opt file if AALog is already enabled at time of installation procedure. (Originally reported by Freek Schepers)


       

    173. Sub stops when surfacing
       

      Sub rises to surface and stops. (Originally reported by Freek Schepers)


       

    174. Sonobuoy mission cancels
       

      Sonobuoy mission cancels on its own due to inability to deploy active sonobuoy and causes all other helo sonobuoy formation patrols to revert to Minimal loadout. (Originally reported by Vincenzo Beretta)


     

    These 10 behaviours have been reported since the 3.9.3 patch release:

     

    1. Unable to delete aircraft
       

      Only some aircraft can be deleted from a base


       

    2. Specific strike cannot hit
       

      Specific strike mission cannot hit target unless Focused Strike is enabled


       

    3. Planes directly inserted cannot attack
       

      Planes B014 and B015 cannot execute ALCM attack vs. Runway target


       

    4. CTD reading Evaluation
       

      CTD while attempting to PgDown in Evaluation window


       

    5. Ferry Mission fails to launch
       

      Ferry Mission that executed properly in 3.9.0 fails to launch in 3.9.3


       

    6. Indestructible units in new scen
       

      Unit from the other side cannot be destroyed in newly created scen


       

    7. Map windows disappear
       

      Map windows do not appear when file loaded. Probable cause is repeated use of Batch Re-build by Battleset function.


       

    8. Multiple Edit windows opened
       

      Multiple Edit windows can be opened but they can't be closed.


       

    9. Navigator plots path off map
       

      Navigator plots path outside of the map


       

    10. ViCond triggers in SP but not MP
       

      Damage ViCond triggers in SP but not MP.


  11. JoaoDiogo just bought ANW and HCE and wanted to try out the MP quality of Harpoon. He's only played some ANW SP and the old H3 demos, so we chose Dawn Patrol, made with the community's favourite database, the PlayersDB.

     

    attachment.php?attachmentid=22036&stc=1&d=1213030469

     

    Joao is a big simulation player in Portugal so he's pretty experienced. He kept his radar off and crept around very quietly as I combed the Norwegian Sea for his ships. He did a very good job of evading contact.

     

    attachment.php?attachmentid=22037&stc=1&d=1213030481

     

    However, curiousity got the best of him and he turned on his radar for a peek. and I had 3 missile boats that were in range when his blips appeared on my ESM report. I fired off one boat for each of his Nanuchka missile boats. I managed to sink 2 of them, but the missiles from one Hugin tracked onto an already dead target and were wasted. Joao wasted no time and blasted three of my ships as the rest closed for a final barrage of SSMs.

     

    attachment.php?attachmentid=22038&stc=1&d=1213030505

     

    A second volley of Penguins sealed the deal. Three Hugins lost for the death of three Nanuchka corvettes. Victory was awarded.

     

    Thanks to Joao for a fun and stealthy game and to HarpGamer for the use of their 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.

     

    mainpic.gif

  12. AAR: Sea King to Chile Incident [spoiler Alert]

    A Harpoon ANW scenario

    Author: Freek Schepers

     

    Jerome Chiecchio (a.k.a. Angle of Attack) and I elected to try out this hypothetical scenario set in the Falklands.

     

    One of the most mysterious events of the war happened on May 16th, when a Sea King was found burning and abandoned near Punta Arenas airbase. The British claimed a 500nm navigation error but, after the war, it became clear that SAS Special Forces had been planning a raid to take out the Exocet-armed Super Etendard aircraft which had sunk Sheffield and Atlantic Conveyor. Speculation on the nature of this operation still ranges from SAS-Hercules aircraft landing on Rio Grande airbase in order to destroy the planes on the ground to the setting up of covert radar facilities to provide early warning for the fleet.

     

    Fact is that Chile felt it was the next target of the Argentine junta and, therefore, open to cooperation with the British.

     

    With most of my ships off replenishing their stores, I only had Invincible and a lone escort with which to accomplish my mission. My orders were to transfer two Sea King helicopters with SAS forces to Chile and take out the Super Etendard aircraft that had been a plague on Her Majesty's forces thus far.

     

    attachment.php?attachmentid=22019&stc=1&d=1212762856

     

    I decided to gamble and ferry my two available Harriers and the Sea Kings to the ad hoc RAF base in Chile. I hoped to provide my vulnerable helos with a modicum of escort at least part of the way. They took a long round-about path to Punta Arenas by flying around Tierra del Fuego and off the coast of Chile in order to stay below the radar horizon of Rio Grande air base. It was a long and tense journey as I had no airborne early warning capability. The first sign of an enemy presence might very well be tracer rounds or the smoke trail of an in coming missile. However, no of this came to pass as all the aircraft landed safely in Chile. Part one of the mission was complete.

     

    The second phase of the operation was the tricky part. I had to locate the enemy Etendard unit before I could send in the air strike. There were four possible locations for the unit: Rio Grande, Rio Gallegos, San Julian, and Comodoro Rivadavia. I only had a few unarmed PR.9 Canberra reconnaissance aircraft at Punta Arenas and a few aircraft along with an SAS unit on San Felix in the Pacific. It was a difficult order, but I decided to send in single aircraft on virtual suicide missions to photograph the four bases. I would lose the asset, but at least I would be certain of the Etendard aircraft. One flight from Punta Arenas would at least have the benefit of an armed escort in the form of the two recently arrived Harriers.

     

    attachment.php?attachmentid=22020&stc=1&d=1212762866

     

    One PR.9 Canberra took off for Rio Grande accompanied by the two Harriers. They hugged the deck and hoped not to be detected. As they climbed to cross over the island and approach Rio Grande from the landward side, they must have been detected. I saw no indication of it until an F-86 Sabre suddenly appeared in visual range! Both Harrier pilots quickly loosed a single AIM-9 Sidewinder at the target and began evasive manoeuvres fearing return fire. The Argentines also had the Sidewinder.

     

    The F-86 exploded in a ball of flame with no loss to my UK forces. However, the element of surprise was lost and the Canberra was much too far from the base to continue the mission so it was aborted. The best part of this encounter was the repeated inquiries from AoA, "Was that your aircraft? Was that Chilean? Are you in control of the Chilean forces?..." He really had no idea what had transpired as he was unable to make visual confirmation of the attack. He never even knew it was delivered by Harriers since the Chileans also used a version of the Sidewinder. I just stayed mum over the whole affair and replied with my usual, "No Free Intell" response. It was to pay significant dividends in the long run.

     

    attachment.php?attachmentid=22021&stc=1&d=1212762902

     

    After my shaken crews returned to Punta Arenas, they planned for a second mission. This time, they would try to approach Rio Gallegos. Since there were no Sidewinders available at the ad hoc base in Punta Arenas, they would have to do so with only 6 available missiles. Soon after launch, an unknown contact came zooming in a low level on an intercept course! A thousand thoughts raced through the minds of the pilots. "Had the Argentines figured out where that last mission launched from? Did they know that RN forces had deployed to Chile? Was this the payback they had been fearing?" With nervous trigger fingers, they watched it come closer and closer. It was well inside Sidewinder range, but still outside visual range. If it was hostile, the Harrier pilots decided that we would both go down in a blaze of glory since neither side could escape the other's Sidewinder missiles. Finally, at a range of 1 mile, it was confirmed to be a Chilean Hawker Hunter. With a huge sigh of relief, the Harrier pilots re-engaged the Master Arm safety switches for their weapons. An international incident with the country covertly aiding them was avoided this time.

     

    Meanwhile, unbeknownst to me, the exact same thing was happening over at Rio Grande air base. Evidently, a Chilean flight was near the border when it was intercepted by Argentine patrols. In the ensuing confusion, the Argentines must have fired upon the Chileans which in turn put the Chileans automatically into a state of war with the Argentines! My little reconnaissance mission on Rio Grande had reaped untold rewards. As a direct result of my clandestine activities, I had managed to provoke a war between my opponent and a neutral country.

     

    attachment.php?attachmentid=22022&stc=1&d=1212762928

     

    Once again, as my Canberra and Harrier escorts crept towards Rio Gallegos, they were detected. I tried to push the matter by making a high speed photo pass at the base to see if the Etendards were there, but the Argentine combat air patrol stood their ground and firmly blocked any possibility of breaking past them with my lumbering Canberra. All thoughts turned to escape. I engaged the fighters with my remaining Sidewinders and dove to the deck to evade. Again, both Argentine pilots died in fireballs. However, I was now defenceless as the Harriers and ran for the border. Another Argentine interceptor was detected closing on the fleeing Harriers and I thought that the game was over for them since they had only their 30mm Aden cannon to fight back with. Closer and closer it came until it inexplicably turned away without ever opening fire. I guess the pilot just lost his nerve and didn't want to end up with a missile shot in the face.

     

    I was to learn that AoA was having other Chilean problems at Rio Grande. Once enraged, the Chilean Air Force had mounted an air raid on the base and destroyed the very Etendard planes that I had been searching for! What a truly macabre set of circumstances. I managed to get my opponent to fire on a neutral country which in turn returned fire and accomplished my mission goals for me. At this point, AoA realized that he had lost the game and conceded defeat.

     

    A truly magnificent game with all the flavour of real world brinkmanship. Thanks to AoA for a fabulous match and to HarpGamer for the use of their 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.

     

    mainpic.gif

  13. File Name: H3DSDEditor

    File Submitter: Herman

    File Submitted: 2 Jun 2008

    File Updated: 2 Jun 2008

    File Category: Tools/Docs

    Authors: TonyE

     

    The H3DSDEditor is a fantastic tool. It is rock solid, reliable, and functional. This list is only for enhancements not currently available.

     

    Feature requests for H3dsdEditv1 in order of desire:

     

    Addressed v.0.9.2.0 [Moderate] Scenario files are listed in an order different from what the user would like to see. This can be managed somewhat manually by arranging the order in which scenarios are dropped into the folder, but not in all cases when using the recursive search function. Filtering by file path, name, scenario name, or size might be helpful. At this time, it only affects one DSD file, but there is no work-around solution that is 100% functional.

     

    [Low] Cannot Import current DSD file for editing.

     

    [Low] An editable Preview function/window for the dsd file would be very handy before the file is saved.

     

     

    Addressed v.0.9.2.0 [Minor] Battleset Description window does not wrap and there are no scroll functions available. Not too big a problem as arrow keys work just fine.

     

    Addressed v.0.9.2.0 [Minor] Check box for removing scenarios from DSD file doesn't work. Currently removing them manually before creating file.

     

    Addressed v.0.9.2.0 [Minor] "Save As .dsd" function does not add .dsd suffix to file as the default, but this can be done manually.

     

    Addressed v.0.9.2.0 [Minor] Search function uses only lowercase letters even though both cases are used in actual file name/path. Hex editor works just fine.

     

    Click here to download this file

  14. The 54th NEW Harpoon scenario in the last 12 months!

     

    Shadow the Boomer

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    After several vicious carrier battles in the Barents Sea and with the ground war stalemated in the Nordic winter, negotiations started to end the war. Both parties observed a cease-fire, which held surprisingly well in the first week.

     

    However, NATO feared Putin would make use of the cease-fire to bring his boomers to bastions prepared in the Barentz Sea. USN and Royal Navy hunter-killer subs were sent to stake out Severomorsk and be prepared to shadow SSBNs exiting the harbour.

     

    Author: Freek Schepers

     

    Nordkapp

     

    Prior to war breaking out, a small Dutch Task force of frigates delivered the Dutch Marines to Finnmark. Having trained there for years, several companies of Marines have joined their Norwegian and British counterparts to await the expected Russian attack into Finnmark.

     

    Pacific Recon

     

    The NATO-Russian war is 3 weeks old. Russia's naval aviation forces on the Kola peninsula, after being hard hit in the beginning of the war, are creating headaches for NATO in the Atlantic. The Baltic theatre of operations is quiet. Russia seems to have transferred forces to Siberia to put pressure on the Japanese and to keep U.S. carriers under attack.

    The Pacific has wide expanses for a CV to hide within and this scenario explores the difficulty of Reconnaissance.

     

    With over 260,000 PlayersDB scenarios downloaded in the last 12 months alone, the PlayersDB has proven itself the unequivocal players' favourite.

     

    Harpoon ANW users can get the:

    Complete Harpoon ANW Library

     

    Harpoon3.6.3 users can get the:

    Complete Harpoon 3.6.3 Library

     

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  15. Silent Hunter UK is really getting into the spirit of MP. He came back for another round. With only an hour to play, we chose Whose Islands are These?, made with the community's favourite database, the PlayersDB.

     

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    SH commanded the PLAN forces while I had the Vietnamese. I sent my landing forces to the island while my screening missile boats searched for the PLAN to the northwest. I suspected him to approach from that direction. To my sheer and utter surprise, I detected radar signals from the East!

     

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    After re-calling all my forces to deal with these new contacts, I also detected radar from the North. This guy was everywhere. I maintained Emissions Control [EmCon] and crept closer hoping to surprise him. I managed to get into visual range of the first contact only to find that it was the LST Dajiang and her escort. I immediately opened fire on the LST. I was tempted to kill the escort, but the needs of the mission have to come first even before the survival of my own ships. The LST could land Marines on the islands and take control from me. The PLAN could not.

     

    After turning on the radar, I pounded the LST into a pyre. Also, I unleashed a salvo of 8x Styx SSMs towards the Luda destroyer to the north.

     

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    SH also fired back to target all four of my screening missile boats, however they had already fired their weapons. Eventually, he sank all my escorts, but I won the day for I had destroyed his landing force and thus was awarded victory.

     

    Another great game, SH. Thanks for an excellent session and to HarpGamer for hosting it on their 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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