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Don's (new) wishlist

Featured Replies

It's hard to believe I've made no wishes since the last wish list condense in 2011. But here we go...

1\ In PE the exported database file having a name other than the std database name, or better the ability to name the database file or place it in a selected folder.

just to make it easier (?) import and export from the same folder as the executed PFBuild file.

2/ In scenario Editor an indication of the lat and long of a selected unit or lat and long of a mouse click position in the group or unit window.

DONE

3/ Be able to instruct an ASW aircraft with asw sensors but no weapons to attack a sub contact (F1) so that it will attempt to get a fix on a soft contact.

4/ (new) Have some way associating an air group to a IFR tanker similar to the home base association so that the air unit is happy to fly around while in range of the tanker without requesting to RTB.

5/ If a surface group (or sub group) detect an incoming torpedo and decide to activate sonar all group units activate sonar but often only one unit is in short range of the incoming torpedo and the enemy then have a higher chance of detecting all units.

I would like only the unit at risk by the incoming torpedo activate sonar. This is mostly for benefit of AI side.

6/ When an aircraft has expended its loadout and refuels in air it's range will be it's naked (so to speak) range not the range normally associated with its loadout.

7/ When getting staff message regards the range of an ac group that has been assigned to conduct an intercept, I'd wish the 'select' option selected your assigned intercept group instead of the target enemy group. (see below comment with screen shot)

MAYBE this will now be available thru export.dll management of Message Assistant.

8/ in PE, when looking at a weapon be able to get a list of mounts (and loadouts?) that use the weapon, and in mounts get a list of classes that use the mount etc.

You can do this long handed via the CSV files in the commondb subdirectory, but it is rather clumsy.

9/ Having mounts on aircraft, or some way of having aircraft gun turrets (eg B-17) operate outside of the aircraft's gun arc.

9/ An aircraft 'size' (maybe) that is in line with the size of modern small drones so that an eg ship with aircraft capacity of one can carry 2 or 3 or what ever drones instead of one helo.

10/ Ability to instigate air intercept (F1 Attack) an enemy unit selected in the unit window. It can be the standard F1 attack (of the group) but currently you need to guess the group of an approx fix unit.

Now available to a useful degree thru export.dll  eg Toolbox.

11/ A fine movement of the unit and group window focus, eg a shift arrow that moves the window focus a fraction of the movement of an arrow key.

12/ In SE, when setting the probability of a unit or group occurring, be able to link it to another unit or group so as to be able to set conditional occurrence, eg mutually exclusive.

13/ In SE be able to assign a course (including attacks) to aircraft launch (patrols and attacks).

14/ Orders writer to have a 'Save As' option (OK this is just being incredibly lazy to avoid doing three texts saves and remembering how to use windows clip board)

15/ when ai turns on 'enemy' radar it turns on instantly but periodic, not continuous. Maybe it turns off after some event eg the platforms performs an attack or the triggering threat is no longer detected.

16/ BOL torpedo. Two things I'd use it for, firing down a bearing of a suspected sub and creating (with luck) a mine that could be laid by vessels (a kind of slow torpedo).

 

Edited by donaldseadog
some wishes granted

  • Author

added lat long indication in the scenario editor. When adding facilities or groups and wanting a particular lat long (eg a generic facility for a real location not in database).

  • Author

added ability to F1 and ASW aricraft with asw sensors but no asw weapons to hunt and obtain fix on sub soft contact

  • Author

added to top post of topic:

4/ A penalty for damage to neutrals, especially biologicals.

5/ If a surface group (or sub group) detect an incoming torpedo and decide to activate sonar all group units activate sonar but often only one unit is in short range of the incoming torpedo and the enemy then have a higher chance of detecting all units.

 

  • Author

Added adjusting AIChance setting for groups in Scenario Editor.

  • Author

removed AIChance setting wish as testing doesn't seem to make much difference, if any, to game play.

also added a IFR related wish regarding aircraft that have expended their loadout.

also expanded my wish regarding PE import and export

  • 3 weeks later...
  • Author

New wish regarding what is selected from advice window when intercepting a new content.

image.thumb.png.1180576692dffc50cd4a5246225e61f6.png

Selected group, that looks like a way to increase the player efficiency and click less, I like it.

  • 2 weeks later...
  • Author
On 10/17/2023 at 11:28 PM, TonyE said:

Selected group, that looks like a way to increase the player efficiency and click less, I like it.

I'm glad you like it :D

I can't wait for it to happen :)

 

  • Author

New wishes, initiate F1 Attack of an enemy by selecting a unit (can be yellow approx fix) from the unit window, and a fine move of the focus of the group and especcially unit windows

  • Author

added

Having mounts on aircraft, or some way of having aircraft gun turrets (eg B-17) operate outside of the aircraft's gun arc.

  • Author

New wish added to first lost, when ai turns on 'enemy' radar it turns on instantly but periodic, not continuous. Maybe it turns off after some event eg the platforms performs an attack or the triggering threat is no longer detected.

It is such a sitting duck move by ai to turn on continuous radar at any provocation and leave it on.

 

  • 4 months later...
On 12/10/2022 at 12:45 PM, donaldseadog said:

3/ Be able to instruct an ASW aircraft with asw sensors but no weapons to attack a sub contact (F1) so that it will attempt to get a fix on a soft contact.

This inability could be worked around with a "torpedo weapon" that would be similar to those found in the EC2003 scenarios where you get the MH-53E Sea Dragon MCM helo.

Those have an EOD Team (SUB, 1.0 Range, 90% Hit, 1 Damage) and Minesweeper Gear (SUB, 1.0 Range, 75% Hit, 2 Damage), in order to shoot mines. They also get a Channel Marker but that's a sensor and works like a sonobouy.

I would call it something like "Target Marker Smoke" with a short range (I would suggest 1 or 2nm), extremely limited fuel, no hit percentage, low as possible speed, no damage, and if possible no sensor. Since it would be a weapon the plane would be able to prosecute a target as normal even if it had no torpedoes. I'm not sure how exactly weapons are put into the game but I would hope that the 3nm range but with very limited fuel, no speed would ensure that even though it technically exists as a weapon, it would never actually be able to do anything apart from provide the ability for ASW planes to continue attacking a contact to get a fix.

On 7/24/2025 at 2:22 AM, mack said:

This inability could be worked around with a "torpedo weapon" that would be similar to those found in the EC2003 scenarios where you get the MH-53E Sea Dragon MCM helo.

Those have an EOD Team (SUB, 1.0 Range, 90% Hit, 1 Damage) and Minesweeper Gear (SUB, 1.0 Range, 75% Hit, 2 Damage), in order to shoot mines. They also get a Channel Marker but that's a sensor and works like a sonobouy.

I would call it something like "Target Marker Smoke" with a short range (I would suggest 1 or 2nm), extremely limited fuel, no hit percentage, low as possible speed, no damage, and if possible no sensor. Since it would be a weapon the plane would be able to prosecute a target as normal even if it had no torpedoes. I'm not sure how exactly weapons are put into the game but I would hope that the 3nm range but with very limited fuel, no speed would ensure that even though it technically exists as a weapon, it would never actually be able to do anything apart from provide the ability for ASW planes to continue attacking a contact to get a fix.

Seems like a winner to me, it may have to do 1DP of damage but with a super short range the chance of a hit could be minimal (and speaking of that a low Ph).

  • Author

I'm thinking of trying a few things to follow up that idea. 

 

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