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2009.033 Release Notes

Featured Replies

HCE - 2009.033

==============

- Chg:0000 GE Refined the EMCON situations for turning on Active Sonar...

If detected unfriendly unit is:

A torpedo within friendly unit Active Sonar range, turn it on.

OR

Using Active Sonar and is within friendly unit Active Sonar range,

turn it on.

OR

if friendly unit is a surface craft AND friendly group meets

an aggressiveness factor AND enemy unit is within friendly ASW

weapon range AND within friendly Active Sonar range.

 

The respective Message Log entries in debug builds are:

torpedoes at %dnm are within active sonar range

contact at %dnm is within active sonar range and using active sonar

contact at %dnm is within ASW range

(thanks to Brad for puzzling this out)

- Chg:0000 GE Fixed a bug in the radar function that wasn't telling radar at

what altitude the target was residing.

- Chg:0000 GE New command line options to enable a launcher program later on.

-b 1 (would load battleset 1 which is original GIUK)

-c 1 (would load scenario 1.0 of the selected battleset)

-c "C:\Matrix Games\HCE\MyScen.SCp" (would load MyScen.SCp)

-v "C:\Matrix Games\HCE\MySave.hpp" (would load saved game MySave.hpp)

-d C:\Games\HCE\hcdb-090427.res (would load hcdb-090427 as the commondb)

-r C:\Games\HCE\commondb.rsr (would load commondb.rsr as the commondb resource file)

-g 11111111 (explained below from left to right)

1st digit is player side in the scen 0 = Blue, 1 = Red

2nd digit is Nuke Release Enabled 1=yes, 0=no

3rd digit is Snorkeling subs 1=yes, 0=no

4th digit is Real Weather 1=yes, 0=no

5th digit is Maintenance Failures 1=yes, 0=no

6th digit is Full Ordnance 1=yes, 0=no

7th digit is Auto Formation Patrols 1=yes, 0=no

8th digit is whether to exit the game at scen end 1=yes, 0=no

 

Sonar EMCON, Brad please post your results as I think you confirmed that whole batch already.

 

There is no testing to do for the Radar function.

 

Command Line options please do take them for a spin. There is little error checking done, it expects valid inputs. Some combinations don't make any sense (selecting a battleset but not indicating a scenario or saved game for instance).

example command line to immediately load a scenario and start play...

C:\Matrix Games\Winharp32.exe -b 26 -c 1 -g 01111100

(that'll be WestPac 1.0 Blue side, no autoformation air patrols)

  • Author

Already cooking up some additional goodness for the next build on the command line front:

1. No more showing the autotest dialog if command line option is enabled

2. No more showing Debug dialog if autotest is enabled

3. Added one more digit to -g for an initial time compression, values 0 - 8 (zero is paused, 8 is 30min:1)

 

All of those to aid in automated autoplay of multiple scenarios.

HCE - 2009.033

==============

- Chg:0000 GE Refined the EMCON situations for turning on Active Sonar...

If detected unfriendly unit is:

A torpedo within friendly unit Active Sonar range, turn it on. OR

Using Active Sonar and is within friendly unit Active Sonar range, turn it on. OR

if friendly unit is a surface craft AND friendly group meets an aggressiveness factor AND enemy unit is within friendly ASW

weapon range AND within friendly Active Sonar range.

Sonar EMCON, Brad please post your results as I think you confirmed that whole batch already.

 

Confirmed - AI will turn on active sonar if they come under torpedo attack and the torpedo is within their active sonar range (e.g. AI submarine turns on active sonar upon detecting attack by air dropped lightweight torpedo).

 

Confirmed - Player is prompted to turn on active sonar if he comes under torpedo attack and the torpedo is within their active sonar range (e.g. player ship attacked by AI submarine with torpedoes).

 

Confirmed - Player is prompted to turn on active sonar if he is within range of an actively radiating AI sonar (e.g. player submarine sneaks up on AI submarine, shoots torpedo at very close range, AI sub detects the torpedo, turns on its own active sonar, player sub is within AI active sonar range).

 

Confirmed - AI will turn on active sonar if enemy (player) unit is within active sonar range (where active sonar range exceeds passive range) and within own ASW weapon range (e.g. Grisha II versus submarine).

 

Test scenario for EC2003 GIUK attached (Grisha vs sub).

sonar_emcon_test.zip

  • 1 month later...
  • Author
What's not finished on this one?

 

Command line options, more info on that posted to 2009.034

  • 2 months later...

BTW, forgot to post this the other day...

 

Command line options are working.

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