Skip to content
View in the app

A better way to browse. Learn more.

HarpGamer

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

donaldseadog

Members
  • Joined

  • Last visited

Everything posted by donaldseadog

    • 23 downloads
    • Version 1.0.0
    In WW2 to strengthen their defensive position in the South Pacific, the Japanese decided to invade and occupy Port Moresby (in New Guinea) and Tulagi (in the southeastern Solomon Islands). The plan, Operation MO, involved several major units of Japan's Combined Fleet. Two fleet carriers and a light carrier were assigned to provide air cover for the invasion forces. The U.S. learned of the Japanese plan through signals intelligence and sent two U.S. Navy carrier task forces and a joint Australian-American cruiser force to oppose the offensive. On 3-4 May, Japanese forces invaded and occupied Tulagi, although several supporting warships were sunk or damaged in a surprise attack by aircraft off the U.S. carrier Yorktown. Alerted to the presence of enemy aircraft carriers, the Japanese fleet carriers advanced towards the Coral Sea to locate and destroy the Allied naval forces. On the evening of 6 May, the two carrier fleets closed to within 70 nmi (81 mi; 130 km) but did not detect each other in the darkness. The next day, both fleets launched airstrikes against what they thought were the enemy fleet carriers, but both sides actually attacked other targets. The U.S. sank the Japanese light carrier Shoho, and the Japanese sank the Sims, a destroyer, and damaged the fleet oiler Neosho. On 8 May, both sides located and attacked the other's fleet carriers, leaving the Japanese fleet carrier Shokaku damaged, the U.S. fleet carrier Lexington critically damaged, and the fleet carrier Yorktown lightly damaged. Both sides having suffered heavy aircraft losses and carriers sunk or damaged, the two forces disengaged and retired from the area. Because of the loss of carrier air cover, the Port Moresby invasion fleet was recalled. Although the battle was a tactical victory for the Japanese in terms of ships sunk, it has been described as a strategic victory for the Allies. The battle marked the first time since the start of the war that a major Japanese advance had been turned back. (^^^^ from wikipedia) The relative placement of the naval forces was influenced by many circumstances including tactical decisions, weather and luck. The four scenarios provided form a series which presents the participating forces in various differing locations. Uses Database HCWW_101110 _ https://harpgamer.com/harpforum/files/file/277-hcww-101110/
  1. The attached scenario is run in westpac BS using HCDB 150929 database. GE 2024.006. There is a single sub. THe max speed of this sub on surface is 10 kts. It is currently submerged and traveling at its max speed or 21 kts. Use command F2 to set the speed/depth to surfaced and any speed about 10, say 15. Execute the command and the sub continues on the surface at an illegal speed. If you set the speed again you are now only able to set the legal speeds if it remains surfaced. A similar thing happens with subs that have a higher surface speed than their max submerged speed. I would expect that when changing the speed/alt from submerged to surface you should only be able to set legal surface speeds. SubChngeDepth_Spd.scq.zip
  2. If a target is ordered to be attacked by an aircraft within gun range but outside gun arc (with no other weapons available) then a staff message is received "Sir, should we engage with only cannon fire?" If you answer yes the game will crash. If you answer no then your plane proceeds on its current course with no action. If you determine the bearing of the enemy plane using ctrlF then use course editor F3 to head generally in that direction you can engage the enemy. I'd expect that you should be able to answer yes to the staff message and have your aircraft turn to engage (if it turns fast enough), or at least not crash game. The test uses westpac BS and HCWW-101110 DB. I used GE version 2024.006 (but I've been seeing the issue for quite some time). To reproduce start the saved game, your (sole) aircraft group should be active (selected), the enemy plane group is likely hidden in the GUI but is visible, issue attack F1 command (there should be only one available target) and answer yes to the staff message. There is a brief pause of a a few seconds and the game crashes. The saved game and the original scenario are included. WW_cannon_GunArc.scq.zip
  3. added Having mounts on aircraft, or some way of having aircraft gun turrets (eg B-17) operate outside of the aircraft's gun arc.
  4. From Aust ABC news: https://www.abc.net.au/news/2024-12-27/finland-seizes-tanker-after-underwater-power-cable-outage/104765296
  5. ***SPOILER ALERT*** My last spin of this great 'game' pack was playing Red side, no AGI version. I will say I enjoyed this very much, while the bulk of the Red side lethality is I think in it's bombers they are stationed far afield and the orders call for a solid quick strike from the navy and so while I got most of the ready bombers on their way to targets I spent most of my time getting new intelligence and updating my use of the local surface and sub forces. I asked for volunteers in I'm sure the correct Russian fashion and had no shortage of chopper crew willing to fly medium level patrols with radar burning out the location of the cursed enemy. Getting patrol locations close enough for good contacts, but far enough out not to get downed was I think accurately described Russian Roulette, and we did loose quite a few rounds but generally we knew where our targets were, how to best close our various surface and sub groups and keep our incoming flyboys happy. With a good supply of SSMs in the larder of our main surface group we did, as ordered, get off large volleys as soon as we had the range and accurate location to hit the entire main carrier group target, typically allocating the majority at the JPK itself but always having a few targeting her escorts. This seems to work well with most ships in the carrier group sustaining damage form our first attack, assuredly slowing their aircraft efficiency and reducing their SAM defenses - we hoped. With the last of our useful SSMs gone we turned our main surface group to maintain a buffer but still have our choppers up for surveillance, meanwhile our subs were mostly able to close without resorting to noisy speeds until within close range to send in their load of torpedoes with good results. By 'Game Over' we'd cleared up the JFK carrier group, a sub and four bases that could have been used to support aircraft as their home ships were sunk. Our list of 'profit and loss': [Kill Detail Blue Side ] SH-60B Seahawk 84/Helicopter=6 Ticonderoga Blk1 (85)/Ship=1 Leahy (80/2)/Ship=1 Lupo (80)/Ship=1 S-3A Viking 84/Plane=9 Underwood 84/Ship=1 F-14A Tomcat 86/Plane=24 A-6E Intruder USN87/Plane=10 A-6E Intruder USMC87/Plane=10 EA-6B Prowler ICAP II 87/Plane=4 KA-6D Intruder USN80/Plane=4 E-2C Hawkeye Grp0 80/Plane=4 SH-3H Sea King 87/Helicopter=4 John F Kennedy 85/Carrier=1 CH-46E Sea Knight 80/Helicopter=4 Kilauea/Ship=1 Miaoulis (FRAM II/86)/Ship=1 Bainbridge (85)/Ship=1 AB.212ASW 84/Helicopter=3 Spruance (80/1)/Ship=1 Ardito (91)/Ship=1 Wichita/Ship=1 Elli (82)/Ship=1 AB.212ASW 84/Plane=2 Sturgeon (81)/Submarine=1 [Kill Summary Blue Side ] Ships:=11 Helicopters:=17 Carriers:=1 Submarines:=1 Planes:=67 [Kill Detail Red Side ] Kashin mod (61M)/Ship=1 Ka-25Ts Hormone B 80/Helicopter=2 Ka-25PS Hormone C 80/Helicopter=1 Ka-27PL Helix A 81/Helicopter=1 Sovremennyy (956/84)/Ship=1 Krivak I (1135)/Ship=1 Krivak II (1135M)/Ship=1 Tu-16K Badger CMod 80/Plane=4 Tu-22M3 Backfire C 83/Plane=4 Victor III (671RTM)/Submarine=1 Slava (1164/83)/Ship=1 [Kill Summary Red Side ] Ships:=5 Helicopters:=4 Submarines:=1 Planes:=8 [Victory Summary] Time=14 May 1988, 02:02:01 The RED side has met their minimum victory conditions Time=14 May 1988, 02:28:01 The RED side has met their total victory conditions [Damage List Blue] AFa: 00 Nea Anghialos damage=2500/2500 AGa: 00 Skiros damage=2500/2500 AHa: 00 Souda damage=5000/5000 AEa: 00 Iraklion damage=2500/2500 I've attached a full stats report file for anyone wanting the gory details. Thanks again Enrique AARdata-JFK_USSR_RED_NoAGI.txt
  6. Done and dusted, pretty much same as with AGI so I won't bore anyone with a second AAR. Ive now also knocked over the blues while playing for the red side, quite a tussle mostly manipulating my naval ships and subs, the aircraft didn't come into play until most of the hard work was done. Putting together a report might take a bit of time, it was a busy exercise. You've done a great job putting this together as a HC scenario Enrique, thanks heaps. It's a ripper. Don
  7. Japan pitches 'superior' warships in bid to clinch $10 billion Australian contract
  8. ***SPOILER ALERT*** After Action Report Enrique has provided a double barrel effort here, two similar scenario for us to delve into... I started playing blue side the version 1988-05 JFK USSR N BARCAP.sco There was sufficient hint that things would be hot from the start so I opened the game in zero time compression, started the process of arming the many 'dormant' aircraft and allocating those ready to fly with patrol locations or sectors within their group formation. This included a few fighters, a couple of ASW and very handy AEW from the carrier group. Once the ball started rolling it was on for young and old ... we got a contact close in of a Kashin unit and visual of a number of incoming missile. Radars went hot and four ships opened fire with their bug guns, the Kashin went down quick and our SAM units were put into heavy defense mode but still JFK took a few hits, enough to markedly reduce her efficiency and slow down the aircraft armaments that we obviously would need. The Kashin had apparently been assisted by an Okean class unit sailing beyond our guns, but not our Harpoon, she soon joined the denizens of the deep. But in these first minutes the near continuous rain of missiles came at us. Our first airborne fighters put their metal in to play getting right down to cannon fire on the incoming missiles, many probably form undetected submarines but form the incoming bearings we at least had vectors to search on. Getting the ASW patrols out early and with an idea of direction was showing it's virtue with an Alpha class SSN detected within the first half hour, but it would take some time before she was sunk. An hour in, coming up on our screens to the north were numbers of large air contacts, some identified as various EW, recce and bombers, Backfires, Blinders and Badgers. Armed fighters started to roll out of the hangers and into the air heading out to hopefully intercept now expected incoming bombers before they let loose their belly loads of mischief. To a large degree we succeeded but some got thru and our fighters exhausted their AAM on the incoming onslaught but as evidence of the pilot skills only a few made it thru to need interception by ships SAM batteries. In the meantime a large surface group came under the radar of the AEW, it had been expected, or at least made allowance for, and our strikers were half way thru taking on predominantly ARM munitions and some harpoon for good measure. 40 minutes after the sighting of the first attacking missiles and our own boys were returning the compliment with Standard ARM damaging two escorts. We now had a significant, and busy, ASW guard around the carrier group, and also our smaller surface group comprising our valuable auxiliaries and escorts which were trying for a safest route. Also our own EW units were operating and extra surveillance from land based ASW units based to our west. By the three hour mark our fighter screen had downed significant numbers of bombers and large auxiliary air units, the numbers of incoming missiles from the north had greatly reduced allowing them to move to provide addition defense against the inevitable missile attacks from the surface group approaching from the west which had by now suffered significant damage from our Standard ARM greatly reducing their ability to defend. And so we continued, both fixed and rotary wing ASW units scouring for the submarines we new were their following their surprise missile launches, then over four hours in as a sign they were getting in closer we had torpedo contacts. Evasive action standoff ASW ship defense and heavy air unit ASW work saw results with what would be the next of many subs sunk, but also the loss of one of our valuable escort. Holding of our own SSM until we were close enough to launch a significant attack of the SAG we sank most of the group including Slava, Sovremennyy and Krivak class ships. This got us a heart warming message of Minimum Victory, but with the Reds now offering much less aggression we knew we could finish the job and 40 minutes later with the sinking of a further Okean class vessel we succeeded. Another epic Enrique, thanks for your time and skilled effort.
  9. Missiles launched from Bushmaster vehicles could soon be operated by the Australian army
  10. I was thinking about the developing systems using semi-submerged drones, in HC I see a snorkeling sub as the closest sim. I recall some of the ukraine drones were being fitted with short range SAM for self protection. What weapons were the Russians using against the semi-sub drones? I guess if a genuine snorkeling sub there are differences to a sem-sub drone, as the drone would be vulnerable to a hit where most gunnery aimed at a sub (even at snorkel) would skip off water surface as would be at a low angle (unless the round hit the snorkel) Maybe a CIWS would be at a trajectory angle steep enough ?
  11. https://www.abc.net.au/news/2024-11-18/biden-allows-ukraine-to-use-atacms-missiles-on-targets-in-russia/104612578
  12. While started of as a means of getting Nuke powered subs to Aus, AUKUS has been mentioned as broadening its range of co operation. https://www.defenseadvancement.com/news/ai-enabled-autonomous-uas-swarms-showcased-in-aukus-trials/
    • 17 downloads
    • Version 1.0.0
    A medium size scenario to be played in the Malacca Battleset with it's inbuilt database (requires at least the latest official game release, plays best in latest beta from Harpgamer forum). Hypothetically India and China are at war to decide which is to be the world dominant economic power. Australia, a significant resource supply might also take part. This is a fairly pure naval encounter, no aircraft other than naval helos, a selection of destroyer, frigate and submarines are at each sides disposal. Action occurs in the most part around the Andaman Islands between Bay of Bengal and Andaman Sea. The attached photo of type 15B DDG By Indian Navy - https://indiannavy.nic.in/content/curtain-raiser-commissioning-visakhapatnam-and-vela (direct link)https://twitter.com/indiannavy/status/1454482271667294214/photo/2, GODL-India, https://commons.wikimedia.org/w/index.php?curid=112127454
  13. View File Andaman Action A medium size scenario to be played in the Malacca Battleset with it's inbuilt database (requires at least the latest official game release, plays best in latest beta from Harpgamer forum). Hypothetically India and China are at war to decide which is to be the world dominant economic power. Australia, a significant resource supply might also take part. This is a fairly pure naval encounter, no aircraft other than naval helos, a selection of destroyer, frigate and submarines are at each sides disposal. Action occurs in the most part around the Andaman Islands between Bay of Bengal and Andaman Sea. The attached photo of type 15B DDG By Indian Navy - https://indiannavy.nic.in/content/curtain-raiser-commissioning-visakhapatnam-and-vela (direct link)https://twitter.com/indiannavy/status/1454482271667294214/photo/2, GODL-India, https://commons.wikimedia.org/w/index.php?curid=112127454 Submitter donaldseadog Submitted 11/14/2024 Category Custom  
  14. I'm still playing this one on and off. I find the game play quite good from either Blue or Red side. It interests me how Red rely strongly on ship board SAM while Blue rely more on aircraft, and as such carefully playing Red lets you whittle down the Blue defenses and especially if you can get a sub into a good position you can do very well. I still have no muck being satisfied with victory conditions which are pretty well straight from the original scenario, fair enough I guess but I have the same problem with the original. You have to play for a very long time, even if you get good results, to get even minimum victory. To me one strong point of having minimum victory is to spur on enthusiasm, to get recognition for working well. The Min Vic Conditions are: RED MINIMUM VICTORY CONDITION (AND) 1: 1 carrier must be killed. RED MINIMUM VICTORY CONDITION (AND) 2: 2 ships must be killed. RED MINIMUM VICTORY CONDITION (AND) 3: 1 carrier must be on station for 47 hrs, 0 min, 0 sec. BLUE MINIMUM VICTORY CONDITION (AND) 1: 1 carrier must be on station for 47 hrs, 0 min, 0 sec. BLUE MINIMUM VICTORY CONDITION (AND) 2: 1 carrier must be killed. BLUE MINIMUM VICTORY CONDITION (AND) 3: 7 ships must be killed. game times out at 48 hrs. After a bit of fiddling I think it will play with more reward if the carriers on station vic conditions were Total, not Minimum conditions. I'm interested how other people feel about vic conditions and this particualr case.
  15. You should edit Wikipedia? 4 otto 76s would be nice in lots of situations, but I guess she'll always have escorts. PS, its interesting following the links in Wikipedia, ever growing list of indigenous gear being used by the Indian Navy.
  16. I'm still keeping an eye on this one but can't find the allusive point where it (probably) all starts to go pear shape. It does seem to be rather more frequent than occasional in my current testing of Enriques remake of Now there are Two. My work around is to go back in time (via iterative saves) and split and join the low in fuel aircraft (and any dodgies in the f4 formation editor) - they seem to miraculously get back to the pumps even when they have insufficient fuel?
  17. I don't know about this one (the original) but I do think sometimes the old vic conditions aren't as good as could be. These ones seem a bit complicated to me, the ships on station basically just extend game play to the last 30 mins of the 2 day game limit. Other side gets vic points for the sinking of ships so no need to have a on station covering the whole map I'd think. What do you think? I'm replaying again to try to work out why vic conditions didn't fire when I sank all blue other than a couple of sub (not seemingly in vic conditions) and had only lost a couple of ships (and subs) so I think had the number onstation - certainly the number for min conditions. I track vic conditions in my toolbox and AIWindow, they aren't showing up the On station conditions being met I think. (You can't look at them once you get to game time limit which cought me out as I was playing at full time acceleration ) Are you still on 'holidays' I guess you won't have time to look further and do more testsing till you get home.
  18. I fast played to game limit but no vic conditions were awarded although checking conditions in scen edit I can't see why not.
  19. action over at about 21 hours game time. Wondering if the required time on station is a bit long? But a very good challenge with quite different outcomes depending on luck.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.