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.

Smitty's Wish List

Featured Replies

1. Allow one or more additional range bins in the formation editor and increase the maximum range in the formation editor from the current 255 nm.

 

2. Add a Mid-East battleset - suggest 20° E to 70° E Long by 10° N to 40° N latitude. This would provide one battleset as opposed to the current split of the volatile MidEast into two battlesets.

 

3. Add a smaller WestPac battleset that would be more playable - suggest 110° E to 160° E Longitude by 15° N to 50° N Latitude.

 

4. Allow the time of day for the scenario to start, to be set either at start up or in the scenario editor. It would also be nice to have some sort of progress bar to show the current day night situation.

 

5. Do something to change the shade of the red symbols. I like to use the textured maps, but the red symbols are very difficult to see against some backgrounds, even when you know they are there.

 

6. Allow for damaged bases to be repaired.

 

7. Allow for the capture and use of enemy bases.

 

8. Allow refueling groups to be assigned to intercept the groups they will refuel and join up and refuel automatically. Note that refueling aircraft are often slower that the aircraft that will be re-fueled. Often they will start out, while the aircraft to be refueled are on the outgoing leg. The logic will have to allow them to deal with that fact in this situation. In other words they will never intercept until their target flight starts back.

 

9. I don't know the situation regarding aircraft guns. In the early days aircraft would attack using guns, but I haven't seen that happening in years. It would be nice to bring them back.

 

10. For aircraft groups it would be desireable to temporarily disable long range missiles. Often a group on CAP may come upon an enemy group with little missile capabilities. In this case it would be desireable to attack using short range missiles and preserve the long range missiles for a later target. It can be done by manually flying an intercept and only issuing an attack order when very close, but this is very tedious.

1. Allow one or more additional range bins in the formation editor and increase the maximum range in the formation editor from the current 255 nm.

 

4. Allow the time of day for the scenario to start, to be set either at start up or in the scenario editor. It would also be nice to have some sort of progress bar to show the current day night situation.

 

7. Allow for the capture and use of enemy bases.

 

9. I don't know the situation regarding aircraft guns. In the early days aircraft would attack using guns, but I haven't seen that happening in years. It would be nice to bring them back.

 

You think a lot like me, gonna add some of your items to my wishlist once this post is done.

 

1. I agree, changing it isn't trivial as it will break the scenario file format (scaling is a thought but I don't think it is practical, i.e. a value of 1=10nm, 255=2550nm, especially as the land units become more and more capable and are concentrated in geographical small areas). Nonetheless something to deal with (I think we'll have to start a list of changes to implement when the scenario format is next modified).

 

4. iirc this has been a crowd favorite over the years and no reason not to implement at some point. As for seeing day/night situaton, Ctrl+W will pull up a weather report stating the day/night/morning/evening status, which we'll also need to bring up to date as some point so the day/night isn't the same across the entire map.

 

7. Excellent, totally with you there. The how makes it interesting (does a base have control points, psyop points, ... that have to be won over, SeaBee units)

 

9. Escort and Intercept loadouts use guns in HCE (I forget if it is also limited to some aircraft types like Fighter and Attack)

9. Escort and Intercept loadouts use guns in HCE (I forget if it is also limited to some aircraft types like Fighter and Attack)

 

It is limited as far as i know.

 

Regards René

I suspect that the 255nm mile limit may have its origins from the earlier days of Harpoon, running in a DOS environment. 255 = (2^8)-1, i.e. 8 bit processor environment.

Map screencaps of the coordinates provided by Smitty

 

MidEast1.jpg

 

WestPac1.jpg

 

Makes me want to get the textured maps working with the BSBuilder...

Do you not life Australia or something? Nearly every screenshot you show has Aussie ships being blown apart.

 

:o

Tony is well known in these circles as an "Australiophobe" :lol:

 

Just a fun swing at Tony.

Do you not life Australia or something? Nearly every screenshot you show has Aussie ships being blown apart.

 

:o

 

:lol: , I rather like Australia, haven't been there yet but I hear good things, and some very good looking actresses! For most of the screenshots yesterday I used a WestPac scenario with Australian units. When they don't have a spot within the current map they all bunch up in one spot and as you've seen, take some nasty hits. :o ,I'll try to pick on some other country next time...

 

At least I didn't say Austrian units, go Bush!

At least I didn't say Austrian units, go Bush!

Hey now, they had a glorious navy in their day...too bad they are now a tiny landlocked nation.

  • 4 months later...
6. Allow for damaged bases to be repaired.

 

Allrighty, anyone want to propose a model for this?

Things that could possibly be repaired

Damage Point damage (i.e. the % damage)

Sensor damage

Runway damage

Other critical hit damage

6. Allow for damaged bases to be repaired.

 

Allrighty, anyone want to propose a model for this?

Things that could possibly be repaired

Damage Point damage (i.e. the % damage)

Sensor damage

Runway damage

Other critical hit damage

 

 

1h without attack/new damage, to recover 5% damage

2h to recover 1 runwaysize. Larg runway, damaged to Vtol = 4h to become large again(2h from VTol to small, 2h from small to large)

1h (or 2?) to repair 1 critical hit (1 sensor, 1 mount etc)

 

 

And Damage adjustable in the SE. At leat the runway size... but preferable all possible damage.

6. Allow for damaged bases to be repaired.

 

Allrighty, anyone want to propose a model for this?

Things that could possibly be repaired

Damage Point damage (i.e. the % damage)

Sensor damage

Runway damage

Other critical hit damage

 

Expect, that for repair engineers and equipments ist required, I propose the following approach:

 

 

DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U)

 

were

 

H=Sum(Dh)/5000 [= how much can be repaired per hours. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand

Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer

5000 = correction factor so if necessary that it can be tuned to faster or slower]

 

V=n/50 [= how much can be repaired per hour. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles

n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired

50 = correction factor so if necessary that it can be tuned to faster or slower]

 

E=Ea/En [= quotation available equipments for reparation

Ea=available equipments for reparation

En=necessary equipments for reparation]

 

Hi=Numbers of hits during the last hour

 

U=Utilization factor=Number of launches and landings during the last hour

 

 

For Sensor damage I would propose:

 

Sensor.damage.new = Sensor.damage.old - [1^E]*(1/Hi)

 

were

 

E=Ea/En [= quotation available equipment for reparation

Ea=available equipment for reparation

En=necessary equipment for reparation]

 

Hi=Numbers of hits during the last hour

 

 

For runway and Hangar damage I would propose

 

DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U) = 1 = very small repaired; 2 = small repaired; 4 = medium repaired; 8 = large repaired; 16= very large repaired

 

were

 

H=Sum(Dh)/75'000 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand

Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer

75'000 = correction factor so if nasseccaery that it can be tuned to faster or slower]

 

V=n/750 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles

n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired

750 = correction factor so if necessary that it can be tuned to faster or slower]

 

E=Ea/En [= quotation available equipment for reparation

Ea=available equipment for reparation

En=necessary equipment for reparation]

 

Hi=Numbers of hits during the last hour

 

U=Utilization factor=Number of launches and landings during the last hour

 

 

Up to date, there is no modeling of engineers, pioniers and equipment, so that all parameters H and V are to set = 0.05, and E is to set = 1.

 

 

Comments?

  • 2 months later...
6. Allow for damaged bases to be repaired.

 

Allrighty, anyone want to propose a model for this?

Things that could possibly be repaired

Damage Point damage (i.e. the % damage)

Sensor damage

Runway damage

Other critical hit damage

 

Expect, that for repair engineers and equipments ist required, I propose the following approach:

 

 

DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U)

 

were

 

H=Sum(Dh)/5000 [= how much can be repaired per hours. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand

Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer

5000 = correction factor so if necessary that it can be tuned to faster or slower]

 

V=n/50 [= how much can be repaired per hour. Multiplied by duration (8760 = 24 hr * 365 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles

n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired

50 = correction factor so if necessary that it can be tuned to faster or slower]

 

E=Ea/En [= quotation available equipments for reparation

Ea=available equipments for reparation

En=necessary equipments for reparation]

 

Hi=Numbers of hits during the last hour

 

U=Utilization factor=Number of launches and landings during the last hour

 

 

For Sensor damage I would propose:

 

Sensor.damage.new = Sensor.damage.old - [1^E]*(1/Hi)

 

were

 

E=Ea/En [= quotation available equipment for reparation

Ea=available equipment for reparation

En=necessary equipment for reparation]

 

Hi=Numbers of hits during the last hour

 

 

For runway and Hangar damage I would propose

 

DP.new = DP.old - [(H+V)^E]*(1/Hi)*(1/U) = 1 = very small repaired; 2 = small repaired; 4 = medium repaired; 8 = large repaired; 16= very large repaired

 

were

 

H=Sum(Dh)/75'000 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 5'000 engineers or pioneers by hand

Dh=Displacement of engineering units (mobile ground unit with the flag engineers or pioneers and no fuel propulsion); more or bigger units = faster repaired; 1 cubic meter = 1 engineer

75'000 = correction factor so if nasseccaery that it can be tuned to faster or slower]

 

V=n/750 [= how much can be repaired per hour. Multiplied by duration (168 = 24 hr * 7 days) = how long does it take to build a new base with 50 engineer or pioneer vehicles

n=number of engineering vehicles (mobile ground unit with the flag engineers or pioneers and fuel propulsion); more units = faster repaired

750 = correction factor so if necessary that it can be tuned to faster or slower]

 

E=Ea/En [= quotation available equipment for reparation

Ea=available equipment for reparation

En=necessary equipment for reparation]

 

Hi=Numbers of hits during the last hour

 

U=Utilization factor=Number of launches and landings during the last hour

 

 

Up to date, there is no modeling of engineers, pioniers and equipment, so that all parameters H and V are to set = 0.05, and E is to set = 1.

 

 

Comments?

 

Just thinking out loud here, so feel free to slap me around. . . ;)

 

What if the player has a recovery points which can be edited by the scenario editor if necessary for scenario purposes, but otherwise the effect of the recovery points are based upon where they are used (geographic location). The value could be assigned for major components, such as RADAR, RUNWAY, C2, FUEL, AMMO, STRUCTURE, etc. I'll stop short of saying that points could get accrued over time, because then it starts making HCE play more like those micro-wargames like Command & Conquer.

 

The value would loosely translate into how long before repairs are effected, and MAYBE the option could be presented for the player to choose which component he/she wants to focus on repairing first. If I need to stage E-3's out of a base and the runway is damaged to VTOL capability, I can focus all my recovery points on the Runway

 

For example, repairing damage at Reykjavik, Iceland may take considerably longer than repairing damage at a RAF base in Southern UK, due to the availability of supplies and personnel. Therefore it would take more player recovery points to bring an Icelandic runway back up to snuff for E-3 operations.

 

To play into the wishlist concept that someone here played along with, if you can "invade and seize" an enemy facility, the recovery value would go down because you have to find a way of working with non-standard equipment that would be found say at a WP airbase compared to a NATO airbase.

 

Again, I'm thinking out loud with no reasonable expectation of being taken seriously. . . or as they say on TMZ, "We're just sayin'."

  • 3 months later...

Create an account or sign in to comment

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.