home *** CD-ROM | disk | FTP | other *** search
-
- Harpoon 1.3 Eleventh Hour Release Notes
- =======================================
-
-
- The following is a list of additional features, along with some
- errata that did not make it into the printed copy of the manual.
- Taking a minute or so to scan through this list might help you avoid
- confusion about certain aspects of Computer Harpoon Version 1.30.
-
-
-
- ----------------------------------------------------------------------
- Anti-Radiation Missiles
-
- Some of our testers pointed out that the manual did not emphasize
- an important aspect of AntiRadiation Missiles (ARM's)ARM employment
- very well. We wish to reiterate the important part:
-
- If an ARM arrives at a base or ship, but no base radars are on,
- LITTLE OR NO dammage will be done by the missile! To follow
- through on this rule consider the following example;
- A base is radiating with two radars.
- You launch ten (10) ARMs at that base.
- When they arrive, both radars at the base are still on.
- After the first two missiles destroy each radar, the other
- eight do little or no damage...
-
- ----------------------------------------------------------------------
- Radar Target Enhancers (Blip Enhancers)
-
- The following helicopters carry radar blip enhancers.
-
- NATO LAMPS-II SH-60 Seahawks/Oceanhawks
- NATO LAMPS-I Sea Sprite
- ALL Sea King
- ALL Lynx
- ALL AEW Helix
-
- Note that some missiles may have more than one method of finding
- a target, (for example; InfraRed ) and will not be as easily
- fooled by such tricks...
-
- The player has no control over whether blip enhancers
- are on or off. Remember that the 20% chance is cumulative, so the
- more helos are in the air, the better the chance that some missiles
- will be decoyed.
-
- In most cases the helicopters are *not* at risk from the
- SSM missiles, although some proximity fused missiles could
- conceivably attack the decoying helos if they pass close enough.
-
- ----------------------------------------------------------------------
- New torpedo modeling
-
- All aerial delivered torpedos (by stand-off rocket or ASW aircraft)
- will behave similarly, though their search pattern is usually
- an expanding circle (spiral) centered on their drop-in point.
-
- Aerial dropped torpedos, when fired at an *exact* submarine contact
- will run out straight to the last known intercept point, and then
- begin their spiral search patterns.
-
- Torpedos will now follow targeted submarines through depth changes
- at a rate of one band every 30 seconds... Submarines are
- restricted to a change of about one depth band every 60 seconds.
-
- ----------------------------------------------------------------------
- Land attack ordnance can't attack sea targets and vice versa
-
- Tomahawk Land-Attack Missiles (TLAMs) can be used on
- bases only.
-
- Tomahawk Anti-Ship Missiles (TASMs) can be used on bases
- *or* ship targets in some BattleSets.
-
- Harpoon missiles may NOT be used on land targets!
- (Except in the earlier BattleSets)
- A seperate land attack variant (SLAM) is provided in some
- loadouts for this purpose.
-
- ----------------------------------------------------------------------
- New SAM and Aircraft behavior modeling
-
- If you have only Semi-Active Radar Homing SAMs, they WILL NOT
- automatically launch against incoming threats (missiles or planes)
- until your radar is on!
-
- Computer controlled aircraft WILL attempt to duck beneath the radar
- horizon to try and break the radar line-of-sight (LOS) illumination
- from a SAM launching platform. If they succeed in staying out of
- sight for more than a few seconds, SemiActive Radar Homing (SARH)
- missiles that lose their illumination will self-destruct!
-
- Fortunately, some types of SAMs have a backup inertial guidance
- system. These SARH/Inertial missiles will fly ballistically
- (unguided) towards the last known intercept point when they lose
- illumination. Apon arrival at the intercept point, the missile will
- attempt to reaquire the target's Semi-Active reflection. This
- feature offers a potential tactic against ARM attacks; The firing
- platform can turn off it's radars for a few seconds to avoid an
- incoming ARM attack, and still not totally lose control of outgoing
- SAMs. After the ARM passes harmlessly by, the radars can be
- re-energized and (hopefully) will reaquire the target and guide the
- coasting missiles towards it.
-
- Remember; the target must be 'illuminated' (exact detection and in
- radar LOS from the guiding platform) for SARH missiles to hit!
-
- Computer controlled aircraft will also attempt to duck beneath the
- radar-horizon of some air search radars so they can approach
- closer while remaining undetected.
-
- ----------------------------------------------------------------------
- New aircraft endurance model
-
- Now aircraft have a more consistant and realistic model of endurance.
- This table shows fuel consumption coefficients for the various altitude
- bands and throttle settings. (Note: 1.0 = normal fuel consumption rate)
-
- ------------------------------------
- Helo TurboProp Jets
- Loiter L 1.0 .75 .75
- M 1.0 .75 .75
- H 1.0 .75 .75
- ------------------------------------
- Cruise L 1.0 1.0 1.5
- M 1.0 1.0 1.0
- H --- 1.5 1.0
- ------------------------------------
- Military L 1.1 1.5 2.5
- M 1.1 1.5 2.5
- H --- 1.5 2.5
- ------------------------------------
- ReHeat L --- --- 12.5
- M --- --- 12.5
- H --- --- 12.5
- ------------------------------------
-
- ----------------------------------------------------------------------
- Weapons Allocation screen shows new information:
-
- Range Safety -- This message indicates the target is too close
- for safe engagement with the selected ordnance.
-
- Mount Empty - This message appears next to weapons that have the range
- to reach at least some of the targets, but the mount is busy
- either reloading or tracking/controlling other ordnance.
-
- ----------------------------------------------------------------------
- Secret Command Line Switches (Shhhh!)
-
- Command line switches may now appear in ANY order and require a
- space between each. These are not case sensitive so upper or
- lower case letters will work.
-
- x Disable the swapping of overlays into EMS/EXT memory
- l Keep a logfile of the last game in lastlog.txt
- -gD Graphics .RES file location (drive D in this case)
- -RC Data .RES file location (drive C in this case)
-
- Examples:
-
- harpoon L <---- Keep a log
- harpoon X l -gF <---- Don't use EMS/EXT, keep a log, and
- look for the graphic res file on drive F:
-
-
-
-