Everything posted by donaldseadog
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File - ToolBox
We're making some progress with more features coming on line for the export DLL programs. The toolbox now has a 'patrol' feature to set a variable sized patrol box around a groups current or next position (next position if it has a current 'course'.
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An anomaly of over-water radar signature, a bug, or what?
The norm for posting up files is to 'zip' them. sounds interesting.
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Harpoon Freezes
... and I worked in Sydney for ten years, but now live down the road near Yass, it's a broad community.
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File - ToolBox
Just a tip (until we get 'event' manipulation) if you have one of the air groups selected in the game then straight after giving the 'meet' command go into the normal course editor and press F10 (brings up the reminder panel) and add a note to join the other group for fuelling, enter a zero time wait and enter the reminder as an 'event' at the groups destination position (which is where they will meet). As soon as the reminder comes up hit 'select' and F7 to join them, then you're away (you can even set the new destination/action [eg 'attack' or RTB) when setting the F10 reminder).
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Is neutral fully supported in 2009.076 now?
I do remember feeling hard done by in a particular scenario when I was being given away to the enemy by a neutral whale. Of course neutrals in history haven't always been all that neutral so far as intelligence gathering goes. So far as including them in scenarios, at best they are little more than a teaser for so long as you have a partial contact (yellow and 'uncertainty' region showing). There appears to be no 'points against you' for blowing them out of the water which is kind of a shame as that is in my mind the point of having them - make you hesitant until positive ID. From memory you can launch an attack on a neutral if you don't have an exact fix on it (ie it is still showing up yellow). I think Greenpeace had me on their hit list for a while I was spreading blubber all over the oceans:)
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My Harpoon Wish List
I'd never noticed that, do you mean your own side repeat air patrols or the enemy air patrols? don
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ToolBox
- 2,269 downloads
ToolboxV.zip is for the matrix last release 2022.027. Toolbox version 2.11+ requires GE version 2025.017 + and runs best in the 2025,025 release available here on Harpgamer Note these install instructions which differ slightly for the different GE versions. Your downloaded Export.DLL for Harpoon Classic is easily installed. For Toolbox v 2.11 in game versions 2025.017 + you should create (if not already) a folder in the games standard ExportDLL folder and name it 'GE'. Then simply unzip your package into there with the toolbox.dll in the GE folder. To disable toolbox simply move it to another folder (other than ExportDLL) or rename the file type to eg Toolbox.dllbck For ToolboxV in game version 2022.027 unzip into the ExportDLL folder, no GE subfolder is needed. This tool provides a window which resides in the Harpoon game window providing tools for: manipulating air units formations within groups; edit two air group's courses for joining; in flight reassignment of missile targets; deploying air groups exactly over known position of enemy unit; capturing enemy groups; and duplicating the message log window (so that it can replace the message log window for screen space saving). It provides some game status information not available in the game including information on the loaded scenario, detailed list of destroyed assets and damaged assets and any victory conditions that have been met. Attacking Neutral Penalty Toolbox keeps track of attacks launched by the player and if any target a neutral asset (including if the asset is shown as unknown side) the player is penalised by the attacked group changing to enemy and if the attack is launched from an air group, that group will change to neutral (and RTB at bingo) so to be unavailable in short term for further action. In most pages of toolbox player groups are selected if they are currently selected in the game. The selection can be overridden with normal mouse selections. AirGrpForm window: The "Search" button brings up a list of all current players groups that include air units. By selecting one of the listed group its air units will list in the next box. By selecting one of the units you can then edit the flight level of that unit or give it an offset from the group centre position. The offset is approximately nautical miles and a combination of N/S (+is south) or E/W (+is east). If the group is in the unit window you should see the shift instantly. There is an idicator for if the unit is NOE capable or not. To cause two air groups to join select one group in the group window and press one of the 'Grp' buttons (or use right mouse click popup menu), the group ID will be shown,then select the second group and press the second 'Grp' button, finally press the 'Join' button. The groups will be vectored to meet and join. ASW, CAP, EW and AEW - To add a hexagon based patrol select an air group, select a non zero base size (approx NMs) then press the appropriate button ASW low alt (vlow if capable), CAP medium alt with 1 in 5 min intermittent radar and AEW at highest alt capable with 1 in 10 min intermittent radar, EW like AEW but 2 1/2 in 3 min radar. If the selected group already had a course set then the patrol will be centred on the first course point, otherwise it is centred on the groups current position. If the group already has a multi leg course (no in course orders other than the last leg eg RTB) and the patrol size is set to zero then the course remains and the legs are populated with the loiter/hover and cruise orders plus radar as per the hex patrols. Pause will pause the AI but still allow some game interaction, eg move game focus. Attack window: gives information on enemy units and groups that are visible to you. An asterisk (*) before an enemy unit name indicates that an exact fix is known. A group '00' indicated unknown size. Some experimental functions include an ability to reassign missiles' targets (if capable and in the correct guidance phase), attempt to capture certain enemy or neutral assets, 'defection' of groups and directing a group to move exactly directly over the current known position of an enemy unit (or centre of uncertainty zone if no exact fix exists). Air Refuel window: This adds versatility to the already good GE refueling ability. You can set the toolbox to automatically pause the game as refuel events are queued by the main program and bring up the event information. You can bring up a list of all your groups for which refueling is current and select a group to show its units' and refueling information. You can also search for a list of Air Groups that include a tanker. Two 'manual' refueling tasks are available to supplement game refueling, you can manually "Queue" a new refuel cycle for the whole group and select the refueling unit if there are more than one (like alt+R in game but you can select which tanker unit refuels). You can also refuel tanker units from other tanker units in the group or transfer fuel internally of a tanker unit (so as to use refuel store to increase the tankers range or in reverse so as to use some of the tankers fuel for refueling). Single units can have stipulated amounts of fuel transferred without starting standard refuel cycle, so you can refuel high unit # units without waiting for the whole group to be refueled, handy if you have just joined low fuel units to a large group. In the unit information window there is information to help you estimate your refueling needs: unit endurance in minutes, unit range at current speed in nm, unit estimated range if it is split off from the refuel group (and may have a cruise speed high than the refuel group) and the nominal max range (at normal cruise speed) of the unit. The last two 'range' values allows you to estimate how much fuel can be taken up by the unit while in the refuel group. Groups window this provides information about units in your various groups. Munitions window: gives a tally across mutliple sessions of the same scenario of the expenditure of your munitions, both total and aircraft only (tallied for each AC home unit). Status Window includes four pages for Loaded game and scenario information, victory conditions achieved, damaged unit list and dead unit list Settings window: gives instruction on using toolbox and a setting for the number of lines to show in the message window, which reproduces the in-game messages so that if you wish you can delete the std in game messages for more space. Includes summary of handy short cut key commands. To use the program unzip the ToolBox.dll file into the exportDLL folder of your HCE installation. For 2025.001+ GE versions install in a ExportDLL subfolder named GE. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. Please direct any queries or bug reports via Harpgamer. 2175 -
File - ToolBox
View File ToolBox Toolbox version 1.5.2 requires at least GE 2015.015 or newer up to GE 2017.04 Toolbox V 2.4.2.1 (zip 2.4) + requires GE V 2017.013 - v 2022.027 (including Matrix Patch 2022.027) Toolbox vers 2.10.0.1 + require GE 2023.006+ ToolboxV.zip is similar to version 2.10 but updated features from recent versions backed into the older interface Toolbox version 2.11+ requires GE version 2025.017 + Installation for GE vers 2025.001 +: Your downloaded Export.DLL for Harpoon Classic is easily installed. For Toolbox which is designed to run in the Game Engine only , not in the Scenario Editor, you should create (if not already) a folder in the games standard ExportDLL folder and name it 'GE'. Then simply unzip yoour package into there with the toolbox.dll in the GE folder. To disable toolbox simply move it to another foler (other than ExportDLL) or rename the file type to eg Toolbox.dll.bck For ExpDLL designed for both GE and SE (eg Drone.DLL) unzip them into the standard ExportDLL folder, to disable them same as above, move or rename. For ExpDLL designed on ly for the scenario editor (noone at present) create and load them into a ExportDLL sub folder named 'SE'. This tool provides a window which resides in the Harpoon game window providing tools for: manipulating air units formations within groups; edit two air group's courses for joining; in flight reassignment of missile targets; deploying air groups exactly over known position of enemy unit; capturing enemy groups; and duplicating the message log window (so that it can replace the message log window for screen space saving). It provides some game status information not available in the game including information on the loaded scenario, detailed list of destroyed assets and damaged assets and any victory conditions that have been met. Attacking Neutral Penalty Toolbox keeps track of attacks launched by the player and if any target a neutral asset (including if the asset is shown as unknown side) the player is penalised by the attacked group changing to enemy and if the attack is launched from an air group, that group will change to neutral (and RTB at bingo) so to be unavailable in short term for further action. In most pages of toolbox player groups are selected if they are currently selected in the game. The selection can be overridden with normal mouse selections. AirGrpForm window: The "Search" button brings up a list of all current players groups that include air units. By selecting one of the listed group its air units will list in the next box. By selecting one of the units you can then edit the flight level of that unit or give it an offset from the group centre position. The offset is approximately nautical miles and a combination of N/S (+is south) or E/W (+is east). If the group is in the unit window you should see the shift instantly. There is an idicator for if the unit is NOE capable or not. To cause two air groups to join select one group in the group window and press one of the 'Grp' buttons (or use right mouse click popup menu), the group ID will be shown,then select the second group and press the second 'Grp' button, finally press the 'Join' button. The groups will be vectored to meet and join. ASW, CAP, EW and AEW - To add a hexagon based patrol select an air group, select a non zero base size (approx NMs) then press the appropriate button ASW low alt (vlow if capable), CAP medium alt with 1 in 5 min intermittent radar and AEW at highest alt capable with 1 in 10 min intermittent radar, EW like AEW but 2 1/2 in 3 min radar. If the selected group already had a course set then the patrol will be centred on the first course point, otherwise it is centred on the groups current position. If the group already has a multi leg course (no in course orders other than the last leg eg RTB) and the patrol size is set to zero then the course remains and the legs are populated with the loiter/hover and cruise orders plus radar as per the hex patrols. Pause will pause the AI but still allow some game interaction, eg move game focus. Attack window: gives information on enemy units and groups that are visible to you. An asterisk (*) before an enemy unit name indicates that an exact fix is known. A group '00' indicated unknown size. Some experimental functions include an ability to reassign missiles' targets (if capable and in the correct guidance phase), attempt to capture certain enemy or neutral assets, 'defection' of groups and directing a group to move exactly directly over the current known position of an enemy unit (or centre of uncertainty zone if no exact fix exists). Air Refuel window: This adds versatility to the already good GE refueling ability. You can set the toolbox to automatically pause the game as refuel events are queued by the main program and bring up the event information. You can bring up a list of all your groups for which refueling is current and select a group to show its units' and refueling information. You can also search for a list of Air Groups that include a tanker. Two 'manual' refueling tasks are available to supplement game refueling, you can manually "Queue" a new refuel cycle for the whole group and select the refueling unit if there are more than one (like alt+R in game but you can select which tanker unit refuels). You can also refuel tanker units from other tanker units in the group or transfer fuel internally of a tanker unit (so as to use refuel store to increase the tankers range or in reverse so as to use some of the tankers fuel for refueling). Single units can have stipulated amounts of fuel transferred without starting standard refuel cycle, so you can refuel high unit # units without waiting for the whole group to be refueled, handy if you have just joined low fuel units to a large group. In the unit information window there is information to help you estimate your refueling needs: unit endurance in minutes, unit range at current speed in nm, unit estimated range if it is split off from the refuel group (and may have a cruise speed high than the refuel group) and the nominal max range (at normal cruise speed) of the unit. The last two 'range' values allows you to estimate how much fuel can be taken up by the unit while in the refuel group. Groups window this provides information about units in your various groups. Munitions window: gives a tally across mutliple sessions of the same scenario of the expenditure of your munitions, both total and aircraft only (tallied for each AC home unit). Status Window includes four pages for Loaded game and scenario information, victory conditions achieved, damaged unit list and dead unit list Settings window: gives instruction on using toolbox and a setting for the number of lines to show in the message window, which reproduces the in-game messages so that if you wish you can delete the std in game messages for more space. Includes summary of handy short cut key commands. To use the program unzip the ToolBox.dll file into the exportDLL folder of your HCE installation. For 2025.001+ GE versions install in a ExportDLL subfolder named GE. To uninstall simply move or delete the file. The program utilises 'LazGUI.dll' code by Tony Eischens and adapted by Don Thomas. Please direct any queries or bug reports via Harpgamer. 2175 Submitter donaldseadog Submitted 04/02/2013 Category Tools/Mods/Docs
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Question about Air gunnery for WWII DB
I can't remember how that panned out but I think there were still issues but great improvements. From memory it sounded unlikely that significant further improvements could be obtained. I wrote a few scenarios for the HCWW database in the Westpac battleset such as this one: WWIIscenario Taking that for a spin might give you a quick idea of how the current GE is doing? My best recollection is that you have to be careful you're not getting pummelled with gunnery as you don't get normal warning from the staff assistant but that otherwise it was OK (as in not brilliant but quite useable)
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Classic versions - jettison ordenance
So far as my own boys are concerned, I don't want them to jettison without my OK. Maybe there could be a manual jettison? For the computer I'd guess on a bit of math considering the likely hood of detection, the threat level (if known - type and number of interceptors etc), available fuel and speed and distance to target. Also the direction of the interceptor threat relative to home and target. Finally I suppose the level of advantage of jettison., If that adds up to a need to do something then decide to either abort (and jettison if an advantage) and calculate a retreat path or alter the target approach to avoid the threat. If there is a jettison and run then I think something smart enough to run away from the threat and not just run straight home, and to run at a speed dependant on available fuel and speed/proximity of threat.
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Group/Unit windows have a max size?
maybe we can find useful things to fill in the extra space?
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Harpoon Chat Next Week
Sorry I missed this, I'd thought i'd worked it out only to be 24 hrs ahead then this morning my partner had to start work (over the internet) and I missed out. I'll keep an eye out in case.......
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ExportDLL-TimeCompressUse.dll
- 327 downloads
- Version 1.3.1
This program runs in the background and when the Harpoon session is finished files TimeCompressUse.Ini & TimeCompressUse.txt are created in the main Harpooon folder (where the winharp32.exe file is located) or updated with information on the last five game sessions. The information being the file path/name of the scenario (for custom scenarios) or the battleset and scenario number (for built in scenarios), the date and time the session started, the duration of the session and the percentage of real time spent in each time compression value. Accumulated data is also shown including the total real time played since TimeCompressUse.dl was first used. To view the data you can either use a simple text editor to open the TimeCompressUse.txt file or select the file in windows explorer with the preview panel operating. Much thanks to TonyE for helping me in this and other projects. -
File - ExportDLL-TimeCompressUse.dll
File Name: ExportDLL-TimeCompressUse.dll File Submitter: donaldseadog File Submitted: 07 Feb 2013 File Category: Tools/Mods/Docs This program runs in the background and when the Harpoon session is finished files TimeCompressUse.Ini & TimeCompressUse.txt are created in the main Harpooon folder (where the winharp32.exe file is located) or updated with information on the last five game sessions. The information being the file path/name of the scenario (for custom scenarios) or the battleset and scenario number (for built in scenarios), the date and time the session started, the duration of the session and the percentage of real time spent in each time compression value. Accumulated data is also shown including the total real time played since TimeCompressUse.dl was first used. To view the data you can either use a simple text editor to open the TimeCompressUse.txt file or select the file in windows explorer with the preview panel operating. Much thanks to TonyE for helping me in this and other projects. Click here to download this file
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HC Multiple Displays
For a while I was using a second screen on my lap top and this issue was a big pain, as I sometimes used the lap top away from the second screen and had things like popup assistant hidden from view:(
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refueling problem
alt-r will force a refuel so only exasperate your situation. I think CV32 has the best answer, refuelling has some gremlins for sure. Was the mission range greater than the range of the tankers? This is a pretty hard one to get around as tankers can't refuel other tankers. If you follow cv32's advice and have one tanker with the attack a/c and another group comprising only tankers following right on their tail, you can reduce the speed of the attack so as to be able to use F7 (join group) to add one tanker at at a time for refuelling as needed. Because of the way auto refuel is worked out it isn't efficicient to group the tanker with the attack a/c once you are a significant distance from home base conpared to the range of the attack planes so you are stuck with manual shuffling. - You might also need to send of tankers for the return trip much later and do a manual rendezvous - for this I find the F10 message dialog with time delay very handy.
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Forum software upgrade
Thanks Tony, PS do you ever sleep?
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Forum software upgrade
It is looking very smick, but has the button to recent/new posts dissappeared or is it just hiding from me?
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Forum software upgrade
classic scenarios IOPG: I started with the oldest (which were broken) and worked for ward till they became consistantly OK (got to Kick Down the Door) then got tired so going to bed:)
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Forum software upgrade
................... classic scenarios carribean basin OK
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Forum software upgrade
classic scenarios South Atlantic BS OK
- Has the Donation button disappeared?
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2012 Pooner voting!
Mark, thanks for many of my favourite scenarios.
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Forum software upgrade
The trouble with doing this is I keep seeing old Scenarios I really liked and haven't played for ages plus some I don't recognise that sound very interesting
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Forum software upgrade
Middle east checked all OK and South Africa BS scenarioas all checked OK