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Herman

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Everything posted by Herman

  1. Herman replied to Herman's topic in General
    Just ran it and all features work as advertised. Many thanks for the new additions.
  2. Herman posted a file in Tools/Docs
    • 1,067 downloads
    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.
  3. Herman posted a topic in General
    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
  4. The Firefox is not currently in the PlayersDB. However, there would be no problem adding it if you want to make a scenario using it. Just tell me how you want it to operate, what weapons to include, etc., and it will get added.
  5. The 54th NEW Harpoon scenario in the last 12 months! Shadow the Boomer 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 FilesOfScenShare
  6. 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. 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! 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. 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.
  7. Silent Hunter UK came back early this morning and in the mood for revenge, sweet revenge. He had been reading the multiple AARs posted for Power Sweep, made with the community's favourite database, the PlayersDB, and he wanted to try his luck at it. I was more than happy to oblige. We started off lazily enough with me in control of the Russians and SH in command of the NATO forces. Cruising along, I soon got a contact report from my Victor II escort. Everyone slowed down as we proceeded to lock down this sub. I was quite surprised to learn that it was SSK Kobben as it is normally very difficult to detected. I only later learned that it was on Intermittent active sonar. The Victor II closed in to bag her when she suddenly turned on her engines and approached at full speed. I didn't want to take unnecessary chances, so I started dropping SS-N-15 Starfish on her. Amazingly enough, she survived 2 torpedoes before the third one finally penetrated her hull before she reached launch range. I was pretty surprised by this somewhat unorthodox tactic and thought that I had the game nearly in the bag since the quieter of my two opponents had already been vanquished. Oh, how wrong I was going to be proven... My subs resumed cruise speed towards their objective. The next contact I made was in the form of a torpedo warning! The launch transient also revealed the submarine so I dropped my last SS-N-15 Starfish on the contact only to find that it was also decoyed. A brace of ET-80 torpedoes towards the contact was fruitless as the Spearfish caught my sub dodging vainly. The score was now tied and I was out of long-ranged weapons. SH was to pull another unorthodox attack. He launched his Spearfish on Bearing-Only Launch and they picked up my surviving Charlie and Tango subs. At that point, I decided that I, too, could use some wild tactics and launched a nuclear-tipped Starfish at the last bearing I had for his submarine. Just as the Spearfish sank my Charlie, the detonation caught his SSN Spartan. But, there was still one more fish in the water. SSK Tango ran as fast as her little propellers could push her, but she was just a diesel-electric boat capable of 17kts and the Spearfish was coming in at 48kts. It was no contest as she imploded at maximum depth. The game was officially a draw in this Pyrrhic victory/loss. A truly fabulous game was played with neither side giving the other a inch. Thanks to SH for a great 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.
  8. Got a description discrepancy in the 1982 Sheffield, I think.
  9. Silent Hunter UK is new to the ANW MP community so we met up to initiate him to the finer points of head-to-head play. He's played some ANW SP, but never had the opportunity for MP so we chose Dawn Patrol, made with the community's favourite database, the PlayersDB. SH had played this one from the Norwegian side, before, so he wanted to try his luck as the Russians. I obliged. We approached one another cautiously, but with systems off. However, curiosity seemed to get the best of SH as he flipped his Radar onto active for a quick peek. It was enough for me to get an ESM contact from him and send a barrage of Penguin missiles back down his proverbial throat. He was quick to react and slam SS-N-9 Sirens into two of my boats before his two Nanuchkas went under. One last Hugin unleashed her Penguins before succumbing to a salvo of Sirens. In the end, I lost 3 missile boats in exchange for his three Nanuchkas, but I was awarded victory. Thanks to SH for a fun game 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.
  10. You might also want to take a look at the SSNs in the scenarios. I think that the "Approaching the TEZ" employs the 1998 version of the Spartan with Spearfish torpedoes. Those suckers are phenomenal.
  11. Running through the Falklands battleset and noticed that the UK subs also have Spearfish torpedoes. Is this correct for the time period or simply something that will be unavoidable?
  12. I think that the AS.11 missile might bear some investigation. I thought it was an air-to-ground weapon, but it shows AIR as the target.
  13. You may be using the earlier version of the demo. Did you get the demo at either of these locations? ftp://ftp.matrixgames.com/pub/Harpoon3ANW...ouge_Demo_1.exe http://computerharpoon.com/public/Harpoon_3_Gouge_Demo_1.exe It seems as though there is a new version of the demo available. I have not tried it, but you can at: http://computerharpoon.com/public/Harpoon_3_Gouge_Demo_2.exe I'd be interested in how it runs for you (if it runs).
  14. Over 6 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: Centauro SF.260 Warrior PH 09 Geminis - 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 FilesOfScenShare
  15. Congratulations on the release of the new battleset. I was running through the second scenario "Retaking South Georgia" and noticed that the Argentine sub is sitting motionless. Is this intentional? or did you forget to set an initial group speed for it?
  16. Gave this one a run and managed to destroy everything (including the submarine) but never managed to trigger the ViConds. I had my units move to the base and were holding station all around it. Don't know what else I was supposed to do. Nice touch to have the F-16s operating near the edge of their CAP range. The Flankers coming out cause a few close calls as there weren't many fighters on hand to deal with them, but I managed to survive without losses. The ALCM attacks on my airbase were 'cute', too. I only detected them by accident with planes outbound on missions. I hit one PRC base with TLAM and wanted to finish her off with Aardvarks, but she was just a teensy bit out of range. Nice scen, thanks for sharing.
  17. I 'won' the battle, but Jerome left me with black eye, swollen lip, concussion, broken arm,....
  18. Jeronimo (AoA) and I were determined to finish our fight from last night over San Carlos, made with the community's favourite database, the PlayersDB. After pummelling HMS Ardent under a hail of rockets and gunfire, the battle entered a lull. Ardent sank under her weight of damage and HMS Yarmouth completed her mission by blasting Goose Green. I postioned 5 CAP [Combat Air Patrols] over the landing forces and hoped that they would deter further Argentine attacks. As the waiting grew long, the pilots on CAP grew tired and had to be replenished. It was at this specific moment that AoA decided to launch a massive attack. Evidently, he had been timing my patrol rotation pattern and managed to catch me with only 3 CAP flights over the Marines. Only one plane appeared on radar, so a flight went to investigate. As they closed, they activated the radar and found an entire swarm of inbound Skyhawks, Nesher, and Mirage bombers. After sounding the alarm, they closed to engage with Sidewinders. They claimed 2, but both Harriers were lost in the return fire from Magic and Sidewinder missiles. The first wave was beaten back with only two bombers slipping through the defensive wall of SeaCat and SeaWolf SAMs to deliver their bombs onto HMS Brilliant. But then there was a second wave... And then a third wave. The Argentine tide broke over the beachhead with a veritable horde of bombers releasing bombs throughout San Carlos Bay. HMS Plymouth had nearly 30 bombs dropped on her and escaped without a scratch. HMS Brilliant was less lucky and exploded after a string of bombs straddled her. Bombs penetrated the deck of LST Sir Tristram and left her ablaze along with LPD Intrepid. Frigates Yarmouth, Broadsword, and Argonaut were left in serious danger of sinking. Luckily, the game ended at that point and victory was awarded. "Close" is the only word to describe this victory. Thanks to Jerome for another fantastic game 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.
  19. Jeronimo (AoA) and I got together for another round in our ongoing battle over the Falklands, last night. We finished MayDay and moved onto San Carlos, made with the community's favourite database, the PlayersDB. I had some pretty challenging objectives. The amphibious ships were landing troops at San Carlos Sound while their air cover was located quite some distance from them. Also, I had to protect not only the carrier, but also the two separate groups of valuable logistics support vessels. I stationed 2 Combat Air Patrols [CAP] near San Carlos to give the Marines some air cover. On their approach, they noted that the surveillance radar near Port Stanley was still active. I didn't want my aerial activities revealed to the Argentines, so one CAP strafed the installation into oblivion. At this point, Jeronimo quipped, "What out for my Pucaras" and I got cautious. I didn't know if he had launched planes from Port Stanley or not so I turned around to investigate and stumbled over two supply vessels hiding in the harbour that I would have missed otherwise. Both of these light craft were also strafed until they sank. (Thanks for the tip, AoA ) Not long afterward, he really did send out a surge from Port Stanley that drew off my two lone CAP flights. It was a beautiful move. As I was hunting down the planes from Port Stanley, a surge of aircraft rose from the Goose Green dispersial field! The Goose Green Pucara were the real dagger hidden behind the surge from the East and they drew in close to HMS Ardent who was on her way to bombard the airfield. All four of the Pucara were able to deliver their loads of rockets onto the little frigate and left her sinking with 44% of her flotation destroyed and on fire. After pulling up from their attack, the Pucara decided to pursue my reconnaissance helicopters instead of finishing off the striken ship. Several Lynx and Gazelle helos were down by gunfire before the combined AAA of the landing force brought down the Argentine Banzai charge. The Harrier relief arrived just a little bit too late to help. At this point, we saved the game and hope to pick it up tomorrow. Thanks for a very nice start. I'm looking forward to finishing this one. 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.
  20. For a man who spends most of his time swimming when we play ANW MP, you sure do talk impressively...
  21. Backfires? Oscars? I say, "Pah" on both of them. Bring'em on. The more the merrier.
  22. The PlayersDB is always willing to add new platforms for players and designers who need them. If you are designing a scenario requiring an "Air Wolf" platform, let us know and it will be added so that you can write your scenario. In general, platforms that won't be used in any scenarios are less likely to be added because they simply bloat the size of the database and increase the download time for all users.
  23. Welcome aboard, shipmate. How about a game of Harpoon ANW, sometime?
  24. The 44th NEW Harpoon scenario in the last 12 months! Oubliette The war in central Europe is bogging down. Although NATO has suffered horrendous losses, the Soviet armoured thrust has lost its momentum. There are rumours of growing dissension and unrest among the upper echelons of military command in Moscow. The risk of the Soviets resorting to the use of nuclear weapons in desperation has climbed considerably in the past few days. US Navy ballistic missile submarines, already deployed and at sea, have been directed to their patrol stations in case things 'go south'. Several of these boomers, including USS Tennessee, have been ordered to take up positions where they could potentially exploit depressed trajectory launches of their missile load thereby reducing warning time substantially. This scenario was originally written by Brad Leyte for the Harpoon Classic Commander's Edition and has been re-built for Harpoon 3 with the consent of the author. This scenario was tested in both Harpoon3.6.3 and ANW and found to be MUCH more challenging in ANW. It is fully compatible with the newly released 3.9.2 patch Author: Herman Hum With over 250,000 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 FilesOfScenShare
  25. 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 - 13 fixed + 29 New) = 187 Issues These 13 behaviours appear to have been resolved by the 3.9.2 patch: Bomb will not release Bomb will not release in 3.9.0, but releases just fine in 3.8.0 Crash after re-building with SE Crash after re-building with SE. Crash after re-building with SE II Crash after re-building with SE. Clock will not start. Crash after re-building with SE III Crash after re-building with SE. Clock will not advance. Entire bombload not dropped Bomber will attack target with only one bomb and refuse to drop the remainder of the payload. Land facility reports abandoning ship Damage report states that crew is abandoning ship on a land facility. TALD cannot be engaged TALD will not be engaged as they fly across target. Sonobuoy battery endurance Battery endurance for sonobuoys is irrelevant. Crash during UnRep Game will crash/freeze up with infinite loop if replenishment ship moves during attempted UnRep rendezvous. Group and Unit speed incongruent Group and Unit speed are incongruent for the same unit. TALD cannot be ignored TALD cannot be ignored as they fly towards player units. Total loss of unit control Player loses control of all units in the middle of a game. Fly off the world CTD It is possible to 'fly off of the world' and cause CTD. These 29 behaviours appear to have been added by the 3.9.2 patch: Type 65-76 disappear on BOL Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. Helo Intercepts sub at Med Alt Helo Intercepts sub at Med Alt when F6 command given. 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. 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. 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. False Weapons Free status Tutorial 6 starts with Weapons Free status already enabled, but aircraft do not recognize it. [Originally reported by Eugene Smith] Helos violate NAV zone Helos violate NAV zone. 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) Sonobuoy endurance display error Sonobuoy endurance display only shows "0 Fuel" and "00:00:00" under unit display. Missiles not releasing Missiles not releasing even though they are assigned in Weapons allocation window [Originally reported by KlubMarcus]. In-game Editor cannot open 3.9.0 files In-game Editor cannot open 3.9.0 files. Different depth at same location Two maps of the same area show different depth at same location. Subs go over land Subs go over island instead around it. Sub goes active on ASuW Sub goes active on ASuW area patrol mission even though mission setting is for EmCon. Plotted path gets stuck Ship gets stuck on land even though a path was plotted successfully. Fuel does not drop to zero Fuel drops steadily, but does not drop all the way to zero. CTD when hitting Report button CTD when unit Skunk 2435 selected and then Report button depressed. 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. CTD on Ferry mission failure CTD when Ferry mission tries to launch to a facility already destroyed HAWKs fire into ground HAWKs fire directly into the ground Allied sides share unit control Players can change unit paths for sides allied via Friendly posture setting. Torpedo knows target depth Torpedo becomes de facto depth finder 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 Torpedo dives 1000M instantly Torpedoes will instantly dive 1200m to hit target Plane destroyed upon launch Plane destroyed upon launch and never appears on map. Fly off the world CTD II It is possible to 'fly off of the world' and cause CTD. Unable to plot path around NAV zone Merchant side is unable to execute Transit mission around NAV zones even though a partial path is plotted. 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 Romeo Mod has no fuel Romeo Mod has no fuel. (Originally reported by CDunlap)

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