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- Harpoon II FAQ
- ==============
-
- Welcome to the revised Harpoon II frequently asked questions (FAQ) help
- file. This file contains valuable Harpoon II troubleshooting information
- and general play tips as compiled by the Three-Sixty Technical Support
- staff, and by fellow Harpoon II users. We hope that you find it useful
- and informative. If you have any questions regarding the included material,
- please feel free to contact us on any of the online services, or by
- contacting Three-Sixty technical support at: 409-776-2187 (M-F 9:00 a.m
- to 6:00 p.m. CT).
-
-
- TABLE OF CONTENTS
-
- SECTION 1: Harpoon II Common Error Messages and Solutions
- SECTION 2: Harpoon II Video Display - Common Troubleshooting Tips
- SECTION 3: Optimum System Configuration for Harpoon II
- SECTION 4: Making a Boot Disk
- SECTION 5: Harpoon II Sound - Common Troubleshooting Tips
- SECTION 6: Speeding Up Harpoon II
- SECTION 7: Harpoon II and OS/2
- SECTION 8: Common Harpoon II Questions and Answers
- Appendix A: VESA Manufacturer List
-
-
- SECTION 1: HARPOON II COMMON ERRORS MESSAGES AND SOLUTIONS
-
- This section discusses some of the more frequently encountered Harpoon II
- error messages and how to resolve them.
-
-
- ERROR MESSAGE: Country border data file not found
-
- If you receive the above error, try increasing the FILES line in your
- CONFIG.SYS file to read as:
-
- FILES=40
-
- Remember to reboot after effecting this change to your file.
-
-
- ERROR MESSAGE: Interrupt 0DH, General Protection Fault, Possible Illegal
- Address
-
- Try making a boot disk using the optimum Harpoon II CONFIG.SYS and
- AUTOEXEC.BAT as discussed in Section 4 of this document. You can
- of course modify your existing CONFIG.SYS and AUTOEXEC.BAT files, however we
- recommend that you back them up first before doing so. Make sure to have at
- least 10MB of free space on the hard drive where Harpoon II resides.
- Also make sure that this drive has been de-fragmented. De-fragmentation is a
- process whereas the fragmented files on your hard drive are consolidated,
- thus increasing performance (most commercial utility programs such as
- Norton Utilities and PC Tools have this capability). If this fails, try
- setting Harpoon II to run with no sound, through H2SETUP.EXE.
-
-
- ERROR MESSAGE: Cannot read drive
-
- Set the LASTDRIVE line in your CONFIG.SYS to the next highest letter.
- (i.e. if the CONFIG.SYS has LASTDRIVE=F, set it to LASTDRIVE=G)
-
-
- ERROR MESSAGE: Interrupt 0DH, General Protection Fault, possible illegal
- line 2.
-
- The sound card in use is most likely a Gravis Sound Board. Disable all
- Gravis drivers which are in your AUTOEXEC.BAT or CONFIG.SYS files and reboot.
- Harpoon II should now run properly, but without sound. Please read section
- 5 of this document for a more complete compatibility explanation.
-
-
- SECTION 2: HARPOON II VIDEO DISPLAY - COMMON TROUBLESHOOTING TIPS
-
- If you receive an error message to the effect of "No VESA driver loaded"
- after attempting to start Harpoon II you will need to read the following
- section. Also addressed in this section are special problems that
- some users have experienced with certain types of video cards. If you
- are receiving video display anomalies of any kind, you should also
- read over this section.
-
- What is a VESA driver, why do I need one and how do I load it?
-
- With the advent of SuperVGA display modes, and the subsequent release
- of a myriad of different types of video cards and other display hardware, the
- software development industry quickly realized that some standard needed to
- be set so that SuperVGA software and hardware would work together under one
- standard. Thus, VESA (or the Video Electronics Standards Association) was
- organized in order to establish software development standards, thus
- ensuring (ideally) that all SuperVGA software and hardware would work
- together without problems.
-
- As you are probably aware, there are literally hundreds of different
- types of video cards. As each video card handles SuperVGA display routines
- in its own way, a VESA driver needs to be loaded before any SuperVGA
- software product can be run on your system. This VESA driver basically serves
- as an interpreter between your video card and the software you wish
- to run which utilizes SuperVGA display modes.
-
- We have included several different VESA drivers with Harpoon II. These
- are located in the "DRIVERS" subdirectory under your "HARPOON2" directory.
- If you can't find a driver which matches your video card, you will
- need to contact your video card manufacturer to obtain one. The
- manufacturers telephone number can usually be found in your video card
- documentation. You may also reference Appendix A of this document, which
- contains several video card manufacturer phone numbers and addresses.
-
- Before running Harpoon II, you will need to load your VESA driver. To
- do this, enter your HARPOON2 directory by typing:
-
- CD HARPOON2 <ENTER>
-
- NOTE: This assumes that you used the default installation routine. If you
- did not you will need to insert the appropriate path name above (e.g.
- C:\GAMES\HARPOON2)
-
- Once you are in the HARPOON2 directory, type:
-
- RECON <ENTER>
-
- This will activate our technical support program. At the main menu
- type, "HARDWARE". The lower half of the screen will now display information
- regarding the video capabilities of your system. Examine the VGA BIOS
- and VGA CHIPSET readouts. Write down the vendor name and save this
- information for now. You should now exit RECON by clicking on the EXIT
- button.
-
- Now go back to your HARPOON2 directory, and re-enter your DRIVERS
- subdirectory. Look through the drivers (by typing "DIR/P" at the
- DOS prompt). Once you see a video driver that matches your video
- card BIOS or CHIPSET, type in the name of the file. For example a
- Trident video card owner might type:
-
- TRIDENT.EXE <ENTER>
-
- After typing this in, move back to your HARPOON2 directory and try
- and start the game again. If you still get a "No VESA Support" message,
- you can try one of two things: first check the DRIVERS directory again
- for any other VESA drivers that might match your card. Type these in
- and attempt to start the game until you find a match. Remember to
- reboot after you try one and before loading another as some of them
- may conflict with one another. If this doesn't work try contacting the
- company who manufactured your video card and ask them for the exact name of
- the VESA driver required for your video card, and how it is loaded.
-
-
- Special Circumstances:
-
- Some video cards do not require the user to load a VESA driver, as
- the VESA driver is already contained in a chip on the card (you
- will sometimes hear this referred to as the VESA driver being "on board").
- The Diamond Viper card is an example of this. However, in order to
- insure that the Viper's on board VESA driver activates, the following
- commands need to be in your AUTOEXEC.BAT file:
-
- C:\VIPER\VPRBIOS
- C:\VIPER\CHKPATH C:\VIPER
- If errorlevel 3 Path c:\Viper;%Path
- Set VIPERPATH= c:\Viper
-
- While in the Viper Directory type: VPRMODE VESA. This command will load
- the VESA driver and you can now run HARPOON II.
-
-
- Harpoon II And The XGA Chipset: (used by actual IBM machines):
-
- Several users have reported problems with the IBM XGA VESA driver and
- Harpoon II. At this time we recommend that you contact IBM and
- obtain the updated VESA compliant drivers which they offer on their
- BBS system, or via their technical support network. Their BBS can
- be contacted at: 919-517-0001.
-
- Harpoon II and the ATI Graphics Ultra Pro:
-
- Suggestions for users of ATI Graphics Ultra Pro VLB (VESA Local Bus)
- with 2MB (MACH 32 chip):
-
- 1) Ensure that you have the latest ATI VESA driver (for a while
- new releases and updates for this particular driver were released
- very frequently).
- 2) Run the ATI supplied VESATEST program to see what modes
- your system supports.
- 3) If the modes used by H2 (101, 103, 105 and 107) aren't
- supported, you may have to change the memory size option used by
- the ATI install routine. With the GUP, you are asked to specify
- how much memory should be reserved for VGA. ATI recommends
- setting this parameter to "shared" but this setting doesn't give you
- all of the available VESA modes. If you select "512K" instead, you
- will pick up additional VESA modes.
-
- Harpoon II and Headland Video Cards:
-
- We have had continuing reports of poor performance from the V7/Headland
- video cards. For those who are experiencing snow and mouse trails, try both
- V7 drivers (V7VESA.COM and V7WVGA.COM). We have had a report that the
- Microsoft mouse driver 9.1 helps with the cursor problems, and we also have a
- report of the VESA driver OAK.COM working well. We are still
- researching this problem.
-
-
- SECTION 3: OPTIMUM SYSTEM CONFIGURATION FOR HARPOON II
-
- The following section contains optimum configuration settings for
- your AUTOEXEC.BAT and CONFIG.SYS files. By "optimum" we mean a system
- configuration that has been stripped of any unnecessary terminate and stay
- resident programs (TSR's) and DOS commands which may conflict with
- Harpoon II. If you are not experiencing problems with Harpoon II under
- your current system configuration, we recommend that you do NOT make
- any changes to your AUTOEXEC.BAT or CONFIG.SYS files. If you are experiencing
- problems, try the following configurations (remember to back up your
- AUTOEXEC.BAT and CONFIG.SYS files before making any changes):
-
- Your AUTOEXEC.BAT file should read as follows:
-
- PROMPT $P$G
- Path=C:\;C:\DOS;C:\PATH TO YOUR MOUSE DRIVER;C:\PATH TO YOUR VESA DRIVER
- MOUSE
- VESA
-
- NOTE: Insert the name of your VESA driver in place of "VESA" The same
- applies to your mouse driver. If your mouse driver utilizes a name
- other than "MOUSE" then you will need to insert the appropriate file name.
-
- Your CONFIG.SYS file should read as follows:
-
- FILES=40
- BUFFERS=40
-
- NOTE: if you decide to run SMARTDRV under DOS 6, then you must include
- HIMEM.SYS and lower BUFFERS to 5. While a SMARTDRV disk cache of 1MB
- will increase game performance, it should be noted that some users
- have reported incompatibility between HIMEM.SYS and Harpoon II. Thus,
- if you receive any lock-ups or crashes after installing HIMEM.SYS
- and SMARTDRV then you will want to remove them from your CONFIG.SYS file.
-
-
-
- SECTION 4: MAKING A BOOT DISK
-
- An inherent disadvantage of creating specialized CONFIG.SYS and AUTOEXEC.BAT
- files is that each time you wish to play Harpoon II you will be forced to
- reinstate them and then reboot your machine. One way around this is to
- create a boot disk, which when placed in your A: drive, will boot your
- machine with your special Harpoon II AUTOEXEC.BAT and CONFIG.SYS files. The
- following section explains how to do this.
-
- First, make sure that you have a formatted diskette in your designated
- "A" drive. Next, move to your Harpoon2 directory and type:
-
- RECON <ENTER>
-
- This command will activate our technical support program. When Recon comes
- up select "Tools" and then "Make Boot Disk" from the menu. Now simply follow
- the on-screen instructions.
-
- After you are returned to the main menu, select "Hardware". On the bottom
- half of the screen you will be presented with information regarding
- the video display capabilities of your system. Look at the section
- labeled "VGA BIOS" and "VGA Chipset" and write down the displayed
- information. This will tell you what company manufactured your video
- card and subsequently which VESA driver your system utilizes. Save this
- for now as we will need this information shortly. You should
- now exit Recon by clicking on "Exit".
-
- We now need to find out where your mouse driver is located on your hard
- drive. Thus, type the following:
-
- C: <ENTER>
- DIR MOUSE.COM/S <ENTER>
-
- You may be presented with an entire screen of text, however the
- only information that you need to take particular note of is the text
- which follows the words, "Directory of". Write down this text as it
- indicates the path to your mouse driver. It is concievable that you will get
- the message "File Not Found". If this is the case, type in :
-
- C:\ <ENTER>
- DIR MOUSE.*/S /P <ENTER>
-
- This will list all of the mouse related files on your disk, look for a
- MOUSE.EXE. If you find a MOUSE.EXE, use it just as you would a MOUSE.COM.
- If you are still unable to find a mouse driver, try finding out which one you
- use in your normal setup and using that in the boot disk, or call us at
- (409) 776-2187 and we can help you further.
-
- Now we need to find out exactly which VESA driver your system requires
- to run Harpoon II. Change to your Harpoon II directory by typing
- the following:
-
- CD HARPOON2 <ENTER>
-
- NOTE: This assumes that when you installed Harpoon II you used the default
- installation path as provided the installation routine. If you changed
- this path before you installed Harpoon (i.e. something like:
- C:\GAMES\HARPOON2) then you will need to edit the above command to
- reflect that change. For example: CD GAMES\HARPOON2.
-
- Once you are in the Harpoon II main directory, you will want to enter
- a sub-directory entitled "DRIVERS". To do this, type the following:
-
- CD DRIVERS <ENTER>
-
- Once you are in the "Drivers" directory, type:
-
- DIR <ENTER>
-
- There are many drivers here all listed by their respective manufacturer.
- Find the one(s) that match the name of your chipset (remember you wrote this
- down earlier while using RECON). If there are more than one, write them
- all down. You are now ready to create the AUTOEXEC.BAT and CONFIG.SYS
- files which will be placed on your boot disk. To start this process type:
-
- A: <ENTER>
- EDIT CONFIG.SYS <ENTER>
-
- You will now be presented with several lines of text. Delete all the
- lines so that only the following text remains:
-
- FILES=40
- BUFFERS=40
-
- After you are done with the editing, choose "SAVE" from the "FILE" menu.
- Now choose "EXIT" from the "FILE" menu.
-
- Next type:
-
- EDIT AUTOEXEC.BAT <ENTER>
-
- You will again be presented with several lines of text. The last two lines
- should have "LH" in front of them. If they do, go ahead and remove
- LH's from the front of each line. The second to last line should read
- "MOUSE", change this to reflect the path to your mouse driver (For example
- "C:\MOUSE\MOUSE.COM").
-
- The next line in the list loads your VESA driver. Change it to read as:
-
- C:\HARPOON2\DRIVERS\driver
-
- where "driver" is the VESA driver you determined your system utilizes
- as per the chipset indicated by RECON (for example "V7WVGA.COM" or
- "TRIDENT.EXE"). Also, if you did not use the default installation path of
- C:\HARPOON2, then you will need to edit this part of the line as well. For
- example if you installed Harpoon II into a "games" directory, and your system
- uses the TRIDENT.EXE video driver this line would read as:
-
- C:\GAMES\HARPOON2\DRIVERS\TRIDENT.EXE
-
- Choose "SAVE" from the "FILE" menu. After the file has been saved,
- choose "EXIT" from the "FILE" menu.
-
- You should now restart your computer with your new boot the disk in your
- "A" drive.
-
- After the reboot is complete, switch to your hard drive by typing:
-
- C:
-
- Now enter your HARPOON2 directory and try to run the game. If at this
- time you receive a VESA driver error message, try replacing the driver you
- loaded in the AUTOEXEC.BAT file with the next one by the same manufacturer
- (assuming that you found more than one VESA driver which might match
- your chipset). Be sure to reboot between each attempt since the drivers may
- conflict with each other. If all else fails try reading the documentation
- which accompanied your video card to determine the exact name of the
- VESA which you need to load. You may also try calling your video
- card manufacturer - often times they will tell you the exact name of the
- driver or will even help you load one into your AUTOEXEC.BAT file.
-
-
-
- SECTION 5: HARPOON II SOUND - COMMON TROUBLESHOOTING TIPS
-
- If you are experiencing problems with the Harpoon II audio effects
- (i.e. garbled sound effects, excessively loud pops etc.) then we recommend
- that you read the following section.
-
- The Harpoon II sound routines were programmed very specifically in
- accordance with the SoundBlaster development guidelines (hence the system
- requirements label which reads, "Supports SoundBlaster & 100% Compatibles.")
- Unfortunately, this means that some cards which are not of SoundBlaster
- brand may experience some difficulties in playing the sound effects/music.
- During the quality assurance process we tested HII against many
- different sound cards with varying success, and we found that
- "100% Compatible" actually meant about "90% compatible" with some sound
- cards. However, some testers were able to configure their sound cards
- anyway with no problems by manipulating their IRQ and DMA settings. We
- spent a lot of time attempting to "tweak" the sound routines to work with
- all cards (i.e. trying to develop a semi-SoundBlaster standard) but each
- time we attempted this we inevitably would end up with one or two cards that
- just were not compatible. Thus, the only option remaining to us was to
- move forward with the SoundBlaster development guidelines - which
- unfortunately meant that some non-SoundBlaster cards were going to
- experience some problems.
-
- Pro-Audio Spectrum 16 and Harpoon II:
-
- Problems with the Pro-Audio Spectrum 16:
- A) Loud "snap" in place of Tactile Feedback sound. This is still
- being researched, but several users have achieved success by running
- PAS.EXE and lowering the volume. A setting of 35 seems to work well.
- B) If the game is hanging at the introduction (credits), run
- MVSOUND.SYS and use "HARPOON2 -t" to start the game. This will force
- Harpoon II to skip the introduction sequence.
- C) In order to get the Pro Audio Spectrum 16 to work try these
- settings: (Thanks to N5VUO on America Online!)
-
- Your CONFIG.SYS file should have the following settings:
-
- DEVICE=MVSOUND.SYS D:3 Q:10 T:1 /W:0 S:1,220,1,7 M:1 J:0
-
- NOTE: ("J:" is the joystick toggle, if you have one, there should
- be a 1 here, otherwise you need a 0)
-
- Your AUTOEXEC.BAT file should have the following settings:
-
- SET BLASTER=A220 D1 I7 T3
-
- NOTE: A = address, D = DMA channel, and I = IRQ.
-
- NOTE: if your settings are changed here, they are reflected in the
- CONFIG.SYS. For additional help with the PAS16, we recommend
- that you contact MediaVision directly. MediaVision can be reached
- on CompuServe and via their BBS:
-
- BBS: 510-770-0527
- CompuServe: Go Mediavision
-
- Gravis Ultra and Harpoon II:
-
- This card is incompatible with Harpoon II.
- SECTION 6: SPEEDING UP HARPOON II
-
- During the quality assurance process, several of our testers provided
- some very good tips on how to increase Harpoon II's performance.
- This section discusses several such points.
-
- Realizing that Harpoon II pushed the envelope in terms of system
- requirements, the Harpoon II development team spent a lot of time optimizing
- Harpoon II for speed. One of the reasons that Harpoon II runs slowly at
- times is due to the amount of calculations that are occuring every
- second during the simulation. You can imagine what the processor is up
- against when it has to simultaneously calculate hundreds of performance
- models such as SONAR, RADAR, ESM, ECM, etc, etc. under varying conditions
- for every unit on the screen. While these routines are quite processor
- intensive and sometimes result in sagging game speed, it is all
- neccessary in order to be the most accurate naval simulation available
- today.
-
- As mentioned there are many different variables that will cause the game to
- slow down. The primary one is the number of active units in play (which you
- can't do much about), but there are some variables you can adjust:
- 1) set your screen resolution to 640x480x256.
- 2) close unnecessary windows. If you have windows open, and you
- are not using them, close them. If you want to use them later
- then you should iconize them.
- 3) Toggle off any unecessary Window preferences. Also, if you
- spawn a new window from an old one, the new one retains the
- settings for the old one. If you do not need them, turn off all
- of the active range circles; this will result in a speed increase.
- Latitude/Longitude lines and borders also slow the game down
- somewhat.
- 4) Run SMARTDRV. The cache size should be set to 256k.
- Please note however that under DOS 6.x HIMEM.SYS is required
- to load SMARTDRV, and as we recommend that you do not use a
- memory manager with Harpoon II, this may cause a conflict.
- 5) If you are setting patrol zones in the formation editor, make
- sure that they are as squarish as possible to reduce course
- changes and recalculations.
- 6) Try not to use tracking threat axes. (SLOOW)
- 7) As distasteful as the idea is, buy more RAM. Harpoon II uses
- a Virtual Memory engine, which in affect serves as a buffer for
- when you run out of memory. When this happens, Harpoon II will
- use part of your hard drive as a virtual memory space. However,
- the problem with this is that it involves a tremendous
- amount of disk access, which is extremely slow compared to
- chip based RAM.
- 8) A math co-processor will speed up Harpoon II. If you have
- a math co-processor installed, Harpoon II will use it
- automatically.
-
-
-
- SECTION 7: HARPOON II AND OS/2
-
- The following section discusses some OS/2 settings that various users
- have found success with. It should be noted that the operating system
- requirement for Harpoon II (as noted on the box label) is DOS 5.0 or
- higher. No formal testing was conducted with OS/2, thus we cannot
- guarantee that Harpoon II will work correctly under any OS/2 settings.
-
- The following settings have been used succesfully by OS/2 users:
-
- DOS_HIGH=1
- DOS_BACKGROUND_EXECUTION=0
- HW_TIMER=1
- IDLE_SENSITIVITY=100
- IDLE_SECONDS=60
- EMS_MEMORY_LIMIT=0
- XMS_MEMORY_LIMIT=0
- DPMI_MEMORY_LIMIT=6*
- VIDEO_RETRACE_EMULATION=0
- VIDEO_SWITCH_NOTIFICATION=1
- VIDEO_8514A_XGA_IOTRAP=0
-
- All other settings are defaults.
-
- NOTE: O=OFF 1=ON. THESE ARE INTERCHANGEABLE - each represents
- switches on a notebook entry for the full-screen DOS-session.
-
- * This number is a representation of usable ram for OS2. Unless you have a
- really good reason, it should not be more than the total PHYSICAL ram the
- machine has. In any case, for Harpoon II's purposes, it need not be any
- higher than 6MB).
-
-
- SECTION 8: COMMON HARPOON II QUESTIONS AND ANSWERS
-
- Questions Addressed in the Frequently Asked Questions for Harpoon II
- (FAQ.TXT)
-
- 1. Group speed changes
- 2. Sub Depth
- 3. 1:1 time with staff messages
- 4. Group speed to 0
- 5. Plotted and Unassigned missions
- 6. Unavailable carrier-based aircraft
- 7. Minimal loadouts
- 8. Colored Maps
- 9. Air-to-air missiles
- 10. Strike aircraft won't launch
- 11. Losing contact with units or groups
- 12. Mission names
- 13. Cancel Return to Base (RTB)
- 14. Time compression rates
- 15. Game pause
- 16. Losing contact
- 17. Contact color changes
- 18. Aircraft mission behavior
- 19. Intercepting enemy contacts
- 20. Remove units from mission
- 21. Aircraft mission list
- 22. Cancelling a mission
- 23. Changing mission reference points
- 24. Patrol aircraft behavior
- 25. Permanent game and symbol preferences
- 26. Memory Remaining window
- 27. Staff Message windows
- 28. Centering map windows
- 29. Sea State
- 30. Ship contacts on land
- 31. Uncertainty regions
- 32. Groups break up when attacking
- 33. SAMs fail to allocate
- 34. Losing contact with missiles
- 35. Missiles hitting target
- 36. Point defenses
- 37. Electronic Counter-Measures
- 38. Turning communications off
- 39. Passive and active sonobuoys
- 40. Dipping sonars
- 41. Aircraft loadout types
- 42. Tanker aircraft
- 43. ASW threat axis
- 44. Formation Editor range rings
- 45. Threat and Detections
- 46. Reloading mounts
- 47. Sensor selection
- 48. Disappearing torpedoes
- 49. Jumping contacts
- 50. Aircraft refuse orders
- 51. Database selection
- 52. Clearing old contacts
- 53. Damage to enemy bases
- 54. Aircraft won't drop bombs
- 55. Diesel submarines
- 56. Giving waypoint orders
- 57. What is an Alaska class ship?
- 58. Why do my missiles miss?
- 59. How do DICASS sonobouys work?
- 60. How to control ECM status through EMCON mission status.
- 61. Why no nukes?
- 62. Planes and intercept missions: Why plane groups split
- 63. What is a group, and how do I make one?
- 64. Groups demystified
- 65. Why no range circles for groups?
- 66. Why no range circles for the enemies?
- 67. Where are they: communications and unit control.
- 68. Info on enemy contacts in database.
- 69. When I make a air mission, how many aircraft go?
- 70. Why won't all the air platforms I select launch at the target?
- 71. Why don't the hotkeys work?
- 72. Threat axes and formation editor hints.
- 73. Mission editor tips and tricks.
- 74. How do I get my A6s to launch their decoys?
- 75. Why won't my platforms use the BGL 1000 Laser-Guided Bomb?
- 76. Why don't my units do what I want them to?
-
- ----------------------------------------------------------------
- 1.
- Q: When I give my Task Force a speed order to go at Full Speed or
- Flank, why does it slow down to 5 knots off and on?
-
- A: If there are units in the Task Force formation which are off of
- their designated stations, the whole formation slows down a bit to
- allow them to get where they are supposed to be. Be patient; the
- speed will resume when the Task Force AI is satisfied.
-
- ---------------------------------------------------------------
- 2.
- Q: I told my submarine to go to Deep and he stays at Shallow or
- Intermediate depth. Why won't he dive where I told him to?
-
- A: Make a Zoom window around the submarine. Then, click on the PREF
- button and click on Water Depth. Chances are the water is not deep
- enough for the sub to dive as deep as you ordered him. Alternatively,
- turn on the <RANGE/BEARING> toggle, which will display information
- (including the current depth/height) about every location where you
- click the mouse. This information will be shown in the Incoming
- Messages window.
-
- ---------------------------------------------------------------
- 3.
- Q: Why does the game stay in 1:1 time after clicking on a staff
- message?
-
- A: There may be one or more staff message boxes hidden behind your
- map. After clicking on the one you see, if the time still goes to
- 1:1, try minimizing all the windows and seeing if there are any open
- staff message boxes. Closing them all cures the problem.
- There is a check box in the Staff Message window that should be
- checked if you desire the game *stay* at 1:1 after you close the
- message window.
-
- ---------------------------------------------------------------
- 4.
- Q: Why do my groups suddenly go to 0 speed?
-
- A: The groups course may have been inadvertently set to 0 or it may have
- reached its destination. Giving the group a new course should cure
- the problem.
-
- ---------------------------------------------------------------
- 5.
- Q: What is the difference between "Plotted" and "Unassigned"?
-
- A: Any units on the "Plotted" mission belong to you. Your automatic
- Formation AI will not touch them. Neither will the Mission AI. They
- are completely yours to operate however you see fit.
-
- Any units that are "Unassigned" have no mission, and may be assigned
- to any mission (included "Plotted" if you wish control of them). The
- Formation AI will take unassigned units and use them if needed. The
- Mission AI will not use "Unassigned" units. It will only use units
- on a mission that are assigned to that mission.
-
- ---------------------------------------------------------------
- 6.
- Q: Why are all my carrier-based aircraft unavailable for missions?
-
- A: When a ship is assigned to a mission, all unassigned aircraft on
- that ship are also assigned to that mission. When you give the
- carrier a path, it changes from "Unassigned" to "Plotted." Its
- aircraft change too. You can either make the aircraft missions first
- or unassign them using the "Remove Aircraft" function of the mission
- editor.
-
- ---------------------------------------------------------------
- 7.
- Q: Why can't I load some aircraft with anything other than "minimal?"
-
- A: Some aircraft have no adjustable loadouts. These aircraft are
- generally good for only one type of mission. Examples include and
- E-2 Hawkeye or a Boeing-747 passenger liner. The "Ready" button will
- not respond when these aircraft are selected.
-
- ---------------------------------------------------------------
- 8.
- Q: How can I get my map window to look like the color map displayed
- on the box?
-
- A: Use the window preferences tool to turn on the display of land
- elevations and water depths, then shrink the window size. This works
- best with large area maps, and, although colorful, isn't really very
- useful.
-
- ---------------------------------------------------------------
- 9.
- Q: How come my air-to-air missiles keep missing the target?
-
- A: The probability of an air-to-air missile hitting the target
- depends greatly on the geometry of every situation, as well as which
- kind of missiles and targets are involved. Many factors will
- increase or degrade the probability of a hit or a miss. A common
- occurance of this is when a missile is fired at a target that is
- moving away (an opening shot). The probability of a successful
- engagement is greatly reduced for long range opening shots. Another
- common situation occurs when non-dogfight capable missiles such as
- the AIM-54 Phoenix are employed against nimble fighters. These
- missiles are designed for shooting down heavily laden, unsuspecting
- bombers, and as such, don't work very well against most modern
- fighters.
-
- If you are *really* doubting the validity of the model, you can run
- Harpoon2 with the "-W" command line parameter. This will show (in
- the Message Window) all the factors, modifiers, etc, of *every*
- missile engagement. Keep in mind that this will also ruin part of
- the fun of playing the game because information not normally
- available to you will be shown. We call this "cheating".
-
- ---------------------------------------------------------------
- 10.
- Q: How come my strike mission aircraft will not launch?
-
- A: Strike aircraft do not launch until they have a known hostile
- contact within engagement range. If you specified a target when you
- created the mission, the aircraft will wait until that target comes
- into range. If no target was specified, they will wait until the
- first appropriate target shows up. Keep in mind that aircraft combat
- ranges will be much shorter than the optimal ranges shown in the
- Launch/Ready dialog. This is because combat aircraft conducting
- strikes must fly faster and sometimes lower to avoid radar and enemy
- defenses. This consumes fuel at a much higher rate than normal
- flight.
-
- ---------------------------------------------------------------
- 11.
- Q: How come I lose contact with my units or groups?
-
- A: Harpoon uses a fairly realistic communications model, and several
- factors can drop a unit off the network. Some common ones are:
- a) The unit is out of range of your comm gear.
- b) The unit, either by design or enemy action, is now under water.
- c) Your communications gear or their comm gear has been
- destroyed or turned off.
-
- When the communication net breaks down, you will retain control of
- those units which are on the same net as your designated flagship.
- Others will act as their mission dictates. Aircraft which have flown
- beyond contact range will return home when they run out of path or
- complete their missions. If an aircraft runs low on fuel it will also
- return home. Submarines without orders will rise to periscope depth
- and 'phone home'. Submarines on patrol will periodically do this
- anyway. When these 'lost' units return to your local network, they
- will share with you any contact information they current hold.
-
- The "Auto Datalink" option (in Difficulty Settings) prevents this
- modeling and allows you to talk with all of your units, regardless of
- range or depth. When you play in this mode, if a unit will not talk
- to you then it is either dying/badly-damaged (eg. no radios), or it's
- not on your side.
-
- ---------------------------------------------------------------
- 12.
- Q: How do I edit the mission name list?
-
- A: Once a mission is created and approved (by pressing OK in the
- Create Mission window), you can't change it. Before that point
- however, you may type over the suggested mission name with whatever
- phrase or word you like. The computer will randomly generate mission
- names for you, drawing on the contents of two text files in your
- Harpoon2 directory. These files are MISSADJ.TXT and MISSNOUN.TXT and
- may be customized using any text editor. MISSADJ.TXT contains the
- adjectives (the first word) and MISSNOUN.TXT contains the nouns (the
- second word). These names will be matched randomly; results during
- development ranged from bland to appalling.
-
- ---------------------------------------------------------------
- 13.
- Q: How do I cancel an aircraft's Return to Base (RTB) order?
-
- A: Select the aircraft and hit the "Unassign Aircraft" hotkey (the
- "U" on the IBM PC). After this point, the plane (or air group) is
- yours. It is moved into the unassigned list and will loiter until
- given further instructions. If the plane was landing because of fuel
- considerations ("BINGO") it will still stop and await orders; it's up
- to you to get it to a tanker or a base before it runs out of fuel.
-
- ---------------------------------------------------------------
- 14.
- Q: How come the time compression rate is so slow?
-
- A: Performance varies with scenario size. The larger and more complex
- the scenarios will take more time to process, and should be run at
- lower time compression, especially on slower machines.
-
- ---------------------------------------------------------------
- 15.
- Q: How can I pause the game and still have access to game menus?
-
- A: At any difficulty level but full reality (HARD), the pause key
- will still allow the user access to the entire interface. This can
- be set at will using the Custom difficulty settings. The "Enforce
- Realtime" check box, if checked, causes the modal (blocking) pause
- and will not let you effect the game until you unpause it.
-
- ---------------------------------------------------------------
- 16.
- Q: How come I lose contact with all of my units?
-
- A: Check to make sure your flagship is on something reasonable.
- Designating a submarine as the flagship is liable to leave all your
- other units on their own when you submerge. If there are no units
- under your control at all, they're all dead. Better luck next time;
- Select Resign from the File menu and see how you did.
-
- ---------------------------------------------------------------
- 17.
- Q: Why do contacts change colors?
-
- A: Contact colors indicate two things; your posture towards them and the
- certainty with which the contact is known.
-
- Posture:
- Initially, most contacts are unknown, and are displayed as such. If
- an unknown contact is seen to take hostile action, it will change to
- the Hostile shape/color, although you still may not really know what
- side it is on. You may designate an unknown (or a known) contact as
- Hostile with the <Mark Hostile> hotkey ("H" on the IBM PC), but you
- ought to have a good reason for suspecting them or you may be cited
- for a Rules-of-Engagement violation in your evaluation.
-
- Certainty:
- In the default palette set contacts are brighter if you have an
- exact location for them. They tend to grow dimmer if there is
- some uncertainty about their location.
-
- ---------------------------------------------------------------
- 18.
- Q: How come all of the aircraft I have assigned to a mission do not
- launch at once?
-
- A: Strike and ferry missions are single events, and all launch
- together. All other missions are attempting to maintain a steady
- on-station presence. These missions will try to keep one third of
- their aircraft in the air at once, replacing them as needed. If you
- wish to saturate an area immediately, the aircraft can be ordered to
- launch manually, and will join the mission. Be aware that you are
- leaving yourself open to shortages down the road.
-
- ---------------------------------------------------------------
- 19.
- Q: How do I intercept enemy contacts?
-
- A: There are two methods of getting an intercept.
-
- a) Select the interceptors, hit the air-ops button, and select the target.
- This is very fast, but does not provide much information about
- ranges or times. There may be other air assets better capable to
- intercept the target than the one you chose.
-
- b) Select the target (any contact), and hit the air-ops button. This
- will bring up a dialog listing all air units available, with ranges
- and loadouts listed. This takes longer, but allows you to pull units
- out of group CAP or ASW stations pretty fast, and allows a more
- considered response.
-
- ---------------------------------------------------------------
- 20.
- Q: How do I remove units or groups from a mission?
-
- A: Aircraft can be removed quickly with the "Unassign Aircraft"
- hotkey. For all other units, bring up the mission editor dialog,
- select the mission, and deallocate the units. This also works for
- aircraft, launched or landed.
-
- ---------------------------------------------------------------
- 21.
- Q: How do I get a list of aircraft currently assigned to a mission?
-
- A: Select the mission in the mission editor dialog. Aircraft in the
- air will be in the assigned units column. Landed aircraft can be
- viewed using the "Remove Aircraft" button in this dialog. This is
- also a way to change the loadouts of assigned aircraft; it is not
- necessary to remove them.
-
- ---------------------------------------------------------------
- 22.
- Q: How do I cancel a mission?
-
- A: Bring up the mission editor and delete the mission. All units on
- the mission will become "Unassigned." Mission generated launch
- orders and paths will be deleted for these units, and the units
- will become unassigned as well.
-
- ---------------------------------------------------------------
- 23.
- Q: How to I change which reference points an existing mission uses?
-
- A: Select the reference points, then bring up the mission editor.
- The "Remove" button under "Selected Reference Points" will remove the
- selected reference points from the list used by the selected mission.
- The "Add" button does the opposite. This makes some actions a two
- step process. If you have an anti-ship patrol "MOVING WINDOW" around
- reference points 1,2,3,4, and you want it to use 3,4,5,9 the
- following actions are needed.
-
- 1) Select reference points 1 and 2.
- 2) bring up the mission editor.
- 3) Select MOVING WINDOW.
- 4) Hit "Remove", then "Ok" to leave the mission editor.
-
- 5) Deselect points 1 and 2. (Don't forget this!)
- 6) Select points 5 and 9.
- 7) Bring up the mission editor and select "MOVING WINDOW".
- 8) Hit "Add", then "Ok" to leave the mission editor.
-
- ---------------------------------------------------------------
- 24.
- Q: Why do aircraft on an area mission sometimes patrol outside the
- region defined by the reference points?
-
- A: Aircraft on patrol are fairly curious about unknown contacts.
- They will wander over and attempt to ID contacts that match their
- patrol types (eg. Surface patrols look at ships, AAW patrols look at
- aircraft, etc). This 'closer look' might take them beyond their
- defined area by a few miles. Known hostile contacts will be attacked
- by Patrol missions if possible, and avoided (but reported on) by Recon
- missions.
-
- ---------------------------------------------------------------
- 25.
- Q: How do I set my permanent game and symbol preferences?
-
- A: Run H2SETUP.EXE to set your preferences. This program makes changes to
- the HARPOON2.INI file. When loading a scenario, Harpoon II will default to
- the settings found in the HARPOON2.INI file.
-
- ---------------------------------------------------------------
- 26.
- Q: Why do I have more memory listed in the Memory Remaining window
- than I have in actual RAM?
-
- A: Harpoon II uses a virtual memory DOS Extender. This means the
- theoretical maximum amount of RAM a program can use is limited by the
- disk space on the drive with the executable. It should be noted that
- the game does slow down somewhat when virtual memory is actually
- used, so it is only used when no more real RAM remains.
-
- ---------------------------------------------------------------
- 27.
- Q: There are too many Staff Message windows. How can I get rid of
- them?
-
- A: Select Game Preferences from the Settings menu and turn off the
- more common ones. The messages will still be shown in the "Incoming
- Messages" window; the only difference is that the Staff Message
- pop-up windows allowed you to put the game in 1-1 time.
-
- ---------------------------------------------------------------
- 28.
- Q: How come I can't center my map window?
-
- A: Map windows won't move outside the defined scenario boundaries.
- If a Map Window is against one or more of the scenario boundaries, it
- will not move or expand further in that direction. The main map
- window contains the entire area of the scenario and can't be moved at
- all.
- ---------------------------------------------------------------
- 29.
- Q: How come Sea State data is shown on land?
-
- A: Sea state data also shows wind speed.
-
- ---------------------------------------------------------------
- 30.
- Q: Why are ship contacts appearing on land?
-
- A: If the contact is uncertain, it is displayed in the center of the
- uncertainty region for the contact. This sometimes shows contacts
- over land, especially for detections that reveal only a relative
- bearing or direction (eg. "We hear something over that-a-way, but
- we're not sure how far"). ESM detections commonly do this.
-
- ---------------------------------------------------------------
- 31.
- Q: What are the lines, expanding circles, and wedges that appear
- around contacts?
-
- A: These are the uncertainty regions mentioned above. The
- uncertainty region is created by the accumulated information from the
- most recent detection cycle, and then it ages when the contact is no
- longer detected. These concepts are explained very thoroughly in
- the tutorial section of your manual.
-
- ---------------------------------------------------------------
- 32.
- Q: How come my group breaks up when I order it to close and attack?
-
- A: The units which are capable of attacking the target are removed
- from the group and placed on an intercept mission for the
- contact(s). I don't recommend doing this with your carrier groups.
-
- ---------------------------------------------------------------
- 33.
- Q: Why do my surface-to-air missiles fail to allocate?
-
- A: The theoretical engagement distance for semi-active missiles is
- much longer than the engagement distance against low targets. These
- missiles require direction from radars on the firing platform, and
- any target over the radar horizon can't be engaged. This will
- display as "Target not Illuminated". Sometimes you will see a range
- ring that indicates an optimal engagement range against closing
- targets. This optimal range is not often realized and you must
- frequently wait until the geometry is more favorable (ie. the target
- is closer). The missile will also fail to allocate if the projected
- intercept point is beyond the range of the missile. This will
- display as "Out of Range."
-
- ---------------------------------------------------------------
- 34.
- Q: Why do I lose contact with the missiles I just launched?
-
- A: If the missile does not have a command data link, it must be
- tracked with a search radar just like everything else. You have to
- decide if your curiosity about the fate of that Tomahawk is worth
- giving away your location by turning on a radar. But that's up to
- you.
-
- ---------------------------------------------------------------
- 35.
- Q: How come I can't see when my missiles hit their target?
-
- A: For the same reason you don't know what is happening anyplace
- else you can't see. If you don't have a current
- visual/IR/passive-sonar track on the target, or a datalink with your
- missile, you will not know what is going on. You can later fly over
- the target and perhaps you'll see some visible damage. Perhaps your
- plane will be shot down instead. But that's a kind of target damage
- assessment too, now isn't it?
-
- BDA (Bomb Damage Assessment) is always shown for individual
- land facilities. Make sure you have UNITs showing instead of
- GROUPs and you will see any relevant damage to facility targets.
- If you can no longer find the target facility (which are always
- automatically detected) then you have destroyed it. If the
- facility is not destroyed or visibly damaged, that does not mean
- it has any functional equipment remaining.
-
- ---------------------------------------------------------------
- 36.
- Q: How do I use point defenses?
-
- A: Point defenses are automatically fired for you. This includes
- chaff and flares, and point defense deceptive ECM (if you have the
- appropriate gear). If you do not have the "Weapons Tight" option
- set, missiles will be engaged by longer ranged SAMs as soon as an
- intercept is possible.
-
- ---------------------------------------------------------------
- 37.
- Q: How do I use Electronic Counter-Measures?
-
- A: The ON/OFF switch can be found in the Sensor dialog. This will
- activate any barrage/noise jamming equipment for the selected
- platform. This will certainly give away the location of the jamming
- platform, but may hide other platforms or weapons from detection.
-
- ---------------------------------------------------------------
- 38.
- Q: Why would I ever want to turn my communications off?
-
- A: Broadcast communications gear can be intercepted by ESM
- equipment, and may give away your location. Most modern
- communications gear, when employed properly is hard to detect. This
- type of datalink is shown in the "Secure datalink" color. Some units
- aren't capable of using this type of equipment (or have moved beyond
- its' range) and must now broadcast openly to remain in communications
- with you. These units have datalinks shown in the "Broadcast
- datalink" color. Units will always attempt to use secure gear where
- possible. Turning communications to Active gives the selected unit
- permission to broadcast (if needed) to stay in communications.
- Broadcasted communications links only give an ESM cut to listening
- enemy units. Since most units are capable of secure communications,
- we recommend you just keep this on for most units. The AI opponent
- does NOT currently take advantage of communications ESM cuts so there
- is no penalty.
-
- NOTE: Sonobuoys will self-destruct via sinking if they lose their
- datalinks with their parent unit. Selecting a buoy and turning off
- its comm gear is a good way to drop unneeded sonobuoys.
-
- ---------------------------------------------------------------
- 39.
- Q: What is the difference between a passive and active sonobouy?
-
- A: Passive sonobuoys use passive sonar. Active sonobuoys will give
- a more positive location on the enemy, but can be easily detected
- by submarines and tells them how close to being discovered they are.
- Active sonobuoys are also useful in shallow water, where all passive
- sonar works poorly.
-
- ---------------------------------------------------------------
- 40.
- Q: How do I use dipping sonars?
-
- A: If the helicopter is hovering at or below fifty meters, it will
- deploy dipping sonar. If you tell the unit to use active sonar, it
- will go active when the sonar deploys.
-
- ---------------------------------------------------------------
- 41.
- Q: What loadouts should I use for various aircraft missions?
-
- A: This is a style question. Generally speaking, the following
- holds true;
-
- IB (Iron Bombs) will give you the most destruction per aircraft.
- The disadvantage of IB loadouts is that you must fly very close
- to the target. If the target is heavily defended...
-
- SO (Standoff) loadouts tend to work on heavily defended ships where
- the price for a close-in attack with IB may be too high.
-
- PGM (Precision Guided Munitions) require a fairly close attack
- (though not as bad as IB), but promise a much higher hit ratio.
-
- SEAD (Suppression of Enemy Air Defenses) tends to be either decoys
- or anti-radar missiles and can help reduce the defenses around a
- target.
-
- ATA (Air-to-Air) is good for shooting down other planes.
-
- This is by no means an exhaustive list... Many variations on loadouts
- exists such as LR (long range) loadouts which tend to trade ordnance
- for extra fuel. This means you can strike targets further away.
- Read up on how modern aircraft are generally employed and as always,
- experiment.
-
- ---------------------------------------------------------------
- 42.
- Q: What types of aircraft can I use as tankers for aerial re-fueling?
-
- A: Obviously, anything with a TANKER loadout will do, as will any loadout
- containing a buddy-store. Single purpose tankers will not have
- loadouts, but will be described in the platform display. Common tanker
- aircraft include the Kc-135, the KC-130, the A-6, and the Tu-16 Badger.
-
- ---------------------------------------------------------------
- 43.
- Q: Why can't I move the ASW threat axis in the formation editor?
-
- A: The principle ASW threat comes from the PIM (Path of Intended
- Motion), because a sub in front of your group can wait quietly for
- you to set the shot up for him. Elsewhere he must make noise to
- close range. We therefore tie the ASW axis to the group path, as per
- USN doctrine. If resources permit, ASW units are placed behind the
- group as well.
-
- ---------------------------------------------------------------
- 44.
- Q: Why are my range rings in the formation editor showing up as only
- ones and zeros?
-
- A: The formation editor window is sized to include all of the vessels
- in the group and all of their stations (even if they're not there
- yet). The range rings are then placed evenly out from the center. If
- the group is less than 2 miles across, the described behavior will
- occur because we round the displayed number down the nearest mile.
- Don't panic, the rings can be dragged to wherever you want them
- and the window can be zoomed.
-
- ---------------------------------------------------------------
- 45.
- Q: What is the difference between a Threat Nav Zone and a Detection
- Nav Zone?
-
- A: Threat Nav zones are placed around areas where positive danger
- exists, such as around enemy SAM sites. Detection Nav zones are used
- for areas where detection is either possible or certain. They operate
- in the same way, but units can always be told to ignore any of them
- separately.
-
- ---------------------------------------------------------------
- 46.
- Q: How do I reload my weapons mounts?
-
- A: Mounts will automatically reload from on-board magazines when
- completely empty. To change the loaded weapon or reload early, use
- the reload toolbar button. The dialog works similar to the Weapon
- Allocation dialog.
-
- ---------------------------------------------------------------
- 47.
- Q: Even though I select Sonar, Radar, ECM, and Comm Link active, only
- some of them change?
-
- A: You only keep sensor states for those types of sensors you have.
- If there are no sonars on the ship, they will always come up
- "Passive."
-
- ---------------------------------------------------------------
- 48.
- Q: Why do my missiles/torps turn dark blue and disappear?
-
- A: The missile has gone out of your sensor range.
-
- ---------------------------------------------------------------
- 49.
- Q:. Why does a contact seem to jump from place to place?
-
- A: You are probably getting uncertain contacts from several different
- detecting units. Not all of these will get hits every cycle, so the
- contact may be updated differently. This is pretty common when a sub
- crashes through a sonobuoy line.
-
- ---------------------------------------------------------------
- 50.
- Q: Why won't my planes follow my orders to go somewhere?
-
- When planes are launched as a group, they must form up as a
- formation before they can go anywhere. This means that all of the
- planes you launched as a block will wait until they are all airborne
- before they set off on a path or mission. Generally speaking,
- planes launched together will form into groups of 4.
-
- If you don't want them to be in a group, break them into
- single unit launch requests.
-
- It is also possible that the plane is going home, either because
- it has run low on fuel or ammo, or perhaps has completed the
- mission it performing. These must be unassigned before they will
- follow orders.
-
- ---------------------------------------------------------------
- 51.
- Q: When I select a ship in the game and press DATABASE, it shows me
- the wrong ship entry.
-
- A: You cannot get DATABASE information on unknown contacts because
- you do not know what they are yet. If you selected a ship whose
- exact identity is known, or if you selected one of your own ships,
- then you will see the database entry for the class of ship to which
- your selection belongs. For example; If you selected the USS
- Eisenhower and pressed DATABASE, you would see the entry for the USS
- Nimitz aircraft carrier because the Eisenhower is a member of this
- ship class.
-
- ---------------------------------------------------------------
- 52.
- Q: I have an old contact left behind from a ship I sank with
- missiles. Since I didn't actually *see* it sink, (but I'm pretty
- sure it did), how do I get rid of the old contact which is still
- cluttering up my screen?
-
-
- A: By selecting the contact and pressing the <DROP TRACK> hotkey
- (3/PGDN on the IBM PC). If the contact is not really gone, you
- will see it again as soon as it is redetected.
- ---------------------------------------------------------------
- 53.
- Q: Why does the is the enemy airbase I keep bombing still say "No
- Apparent Damage" in the Unit Status window?
-
- A: Many of the bases in the Harpoon II scenarios are groups of facilities.
- Use the hot key to toggle to unit view to see the individual components
- that you have been targeting during your attacks. Each individual
- facility will have a damage level.
- ----------------------------------------------------------------
- 54.
- Q: My planes won't drop bombs or fire air-to-ground missiles, why?
-
- A: There are restrictions on some weapons as to what speed and altitude
- they can be released from to operate properly. Try using medium altitude
- and cruise speed.
- ----------------------------------------------------------------
- 55.
- Q: What is the difference between diesel and electric power for diesel
- submarines?
-
- A: Diesel subs use electric motors with battery power when submerged.
- The fuel status indicator shows the endurance at the current throttle
- setting. If you switch from creep to cruise you should see a dramatic
- drop in the amount of endurance. To charge batteries, you need to go to
- at least periscope depth to run the diesel engines to charge the
- batteries.
- The battery charge process happens automatically when you reach periscope
- depth as the sub will start using the diesel engines as soon as the snorkle
- can be deployed. There are two fuel indicators for diesel subs, one shows
- the endurance at the present speed and the other shows the endurance
- capability of the batteries.
- ----------------------------------------------------------------
- 56.
- Q: When I set a waypoint order for a unit or group the order is not being
- executed when the waypoint is reached. Why?
-
- A: Waypoint orders can only be set AFTER the course has been plotted. If you
- are in navigation mode (pencil cursor) any order you give a waypoint will
- not be retained as the waypoint does not exist until after you click on the
- Navigation toolbar button to exit the navigation mode. After the course
- has been created you can assign waypoint orders.
- ----------------------------------------------------------------
- 57.
- Q: What is an Alaska class ship?
-
- A: The Nuclear Battlecruiser Alaska found in Harpoon II was named after
- the US Navy's Battlecruiser program in 1943-1944. They were named after
- territories (Alaska, Guam, etc) and completed just before WWII ended. By
- design, the BCs were fast pocket battleships designed to cream Japanese heavy
- cruisers and to raid convoys. By the time the Alaska was in service
- however, (Dec 1944) there were very few Japanese heavy cruisers to
- bushwhack and no commerce to raid. The US had shifted to air attacks as its
- principal anti-surface tactic and the subs were better at sinking commercial
- tonnage which no longer ran in convoys anyway. The Alaskas were essentially
- 5/8th scale Iowa's with 12" guns and a 38kt top speed. Fast, well armed and
- with all the new accessories, (modern gunfire radars, superb damage control,
- fast gun loaders, scout planes, long range, etc...) they would have been
- deadly if available a year earlier. The Alaska was decommissioned in the
- early 1950's and it is unknown whether the Guam was ever finished.
- Several 'what-if' platforms were tested in Harpoon II to show off
- some of the more advanced modelling capabilities we built in to the
- simulation (eg. the Metcalf Strike Cruiser, the Alaska, a well-armed
- Volkswagen Bug, etc...). Certain official organizations have sent us
- outlines (and even plans in one case) of future what-if platforms that we
- might someday use in BattleSets. We'll see. Alaska was retained in the
- BattleSet for both nostalgic reasons and to show off what we could do.
- ---------------------------------------------------------------
- 58.
- Q: Why do my missiles miss?
-
- A: The probability of a missile hitting a target depends greatly on the
- geometry of the situation as well as which kinds of missiles and targets
- are involved. Many factors will increase or degrade the probability of a
- hit or miss. For example, when a missile is fired in a long range
- opening shot at a target that is moving away, the probability of a
- hit is greatly reduced. Other factors that also affect missile hit
- probabilities include the ECM and point defense capabilities of your target,
- target size, what decoys are in place (chaff & flares), the image
- signature of your target (i.e. does it have a highly visible radar cross
- section), weather conditions (affects optically guided missiles), etc,
- etc. As you can see, firing a missile at a target doesn't necessarily
- mean that you are going to paste it!
- If you are *really* interested in the missile performance models
- that Harpoon II uses, you can run Harpoon II with the "-W" command line
- parameter (i.e. type "harpoon2 -W" to get the game to run). This will show
- you all of the factors and modifiers for every single missile engagement in
- the message window. Keep in mind that this will ruin part of your enjoyment
- of the game as information not normally made available to you will be shown.
- ---------------------------------------------------------------
- 59.
- Q: How do DICASS sonobouys work?
-
- A: All of the DICASS buoys in H-II operate in medium frequency (MF)
- range and are subject to the pathloss limits of that frequency range. Since
- we attenuate the figure-of-merit appropriately for different frequencies,
- (not to mention location, seasons, shipping noise, etc.) you will have a
- reduced chance of detecting signal sources outside the normal range of the
- receiver. Additionally, each model and type of sonar set has a different
- sensitivity and S/N level.
- Yes, you can get passive MF detections with a DICASS buoy. No, MF
- passive sonar isn't very good, and you won't get detections on every
- platform unless they are pretty loud or *really* close. Passive MF also
- implies direct path (or possibly bottom bounce), non-integrated source
- signals. The detection period is adjusted for this as well.
- ---------------------------------------------------------------
- 60.
- Q: How to control ECM status through EMCON mission status.
-
- A: The missions do not (at this time) control the ECM. It is used by
- computer controlled units in a defensive manner only (i.e., when my ship
- detects incoming missiles that it thinks are targeted at it, or another
- friendly ship on the network, it turns on the jammers).
- The possibility exists that this option may be included in future
- versions of Harpoon II.
- ---------------------------------------------------------------
- 61.
- Q: Why no nukes?
-
- A: The various routines for handling nuclear weapons are currently
- in the program, but not implemented. Thus, there is no way to obtain nuclear
- release (right now). It will probably appear in the future.
- ---------------------------------------------------------------
- 62.
- Q: Planes and intercept missions: Why plane groups split
-
- A: Remember; if you assign a airgroup to intercept, only those planes
- capable of executing an ATA attack will split off (and they WILL split
- off) individually. If you want to split a couple of planes off, select the
- airgroup and then go to the formation editor and split off a few planes,
- then assign them to an Intercept mission. Remember that an air group will
- loiter at its optimum fuel-saving altitude.
- ---------------------------------------------------------------
- 63.
- Q: What is a group, and how do I make one?
-
- A: Groups are a bunch of units that are in formation with one another, and
- their relative positions can be assigned in the formation editor. You can
- combine several units into a Group by clicking on the center of a unit and
- dragging a line from the unit to another.
- The two methods of creating a group are: Select all of the units by
- using the drag-select or by using shift-click to select each one
- individually. Once all of the units are selected, use the hot key to
- create a group with all of the selected units (make sure that NumLock is
- NOT on, or the hotkey will not work); or select a single unit and hold the
- mouse button down to drag a line from the selected unit to another unit,
- the two units will then form a group. This is explained more fully on
- page 142 of the manual.
- ---------------------------------------------------------------
- 64.
- Q: Groups demystified
-
- A: We have two methods for viewing your units; the absolute view and
- the relatively uncluttered group view. Often the volume of information
- can become overwhelming, and so we allow for it to be managed this way.
- Normally, what we do is toggle back and forth from the group view to the
- unit view and back again with the hot key (9 on the numeric keypad) to see
- the ranges. To find the range-to-target, we suggest making a Zoom Window
- around the target, make the window tracking, then toggle unit view for that
- window, and watch all the range circles necessary, while the main window is
- still in group view.
- ---------------------------------------------------------------
- 65.
- Q: Why no range circles for groups?
-
- A: The inherent problem with range circles is how to best show them.
- We could show all of them but that would defeat the purpose of having the
- group view. We could only show the outer limit of the overlapping ones.
- This also has the effect of slowing down the game to the point where it
- would become unacceptable. Nevertheless, many people have requested this
- option and it may appear in a future version. We recommend you try using the
- group view and switching to the unit view (via the "9" hotkey) for ranges.
- ---------------------------------------------------------------
- 66.
- Q: Why no range circles for the enemies?
-
- A: The reason that enemy weapon range circles are not displayed
- is due to the fact that you would not have access to this sort of
- information in a real-life encounter. After all, how can one tell what
- weapons the opposing ship has available to it?
- If one really wants to know the weapon ranges they can be
- looked up in the database under the appropriate ship. This information
- will indicate what the standard loadout for that vessel is, and what the
- ranges on the weapons are. You can then subsequently use range and bearing
- to determine if you are in the danger zone for what you think they might
- have. It should always be remembered that loadouts vary, even for ships...
- It should be noted however that many people have requested that this
- information be provided, and it may appear as a realism option in a future
- release.
- ---------------------------------------------------------------
- 67.
- Q: Where are they: communications and unit control.
-
- A: When you are using full reality in communications, you will lose
- contact with units when they travel out of range or submerse under water.
- These units will continue to follow their last orders and mission. Subs will
- pop up periodically for new orders.
- ---------------------------------------------------------------
- 68.
- Q: Info on enemy contacts in database.
-
- A: You can get info on enemy contacts, but only once you have identified
- them. You must first get the name and unit type, then select them
- and click on the database key. The database will then jump to the unit type.
- ---------------------------------------------------------------
- 69.
- Q: When I make a air mission, how many aircraft go?
-
- A: If you make a mission that is not a specifically targeted strike
- mission, then only 1/3rd of all of the planes assigned to the mission will
- launch at any one time. If you want to take out that base, launch a strike
- mission with it as the designated target.
- In addition, when you want to attack specific parts of a base, toggle
- groups to units and you will see all of the base parts (a base is a group
- of land units).
- ---------------------------------------------------------------
- 70.
- Q: Why won't all the air platforms I select launch at the target?
-
- A: Strike missions that have no specified target will launch one group
- (of at least one up to how many you assigned to that group, default is 4) of
- that type of plane at the first target that satisfies the mission. Any
- additional groups of plane types will wait for the next viable target. If
- you create a mission to attack a specific target such as, say, Haifa, then
- all of the units (planes, ships, lifeboats, etc.) assigned will move to
- attack with.
- ---------------------------------------------------------------
- 71.
- Q: Why don't the hotkeys work?
-
- A: The hotkeys must be enabled by turning NUMLOCK and
- CAPSLOCK off.
- ---------------------------------------------------------------
- 72.
- Q: Threat axes and formation editor hints.
-
- A: When you select a unit in the FE, the current threat axis for that
- unit's station is shown. Every station has a threat axis, and the station is
- always relative to that threat axis. An example; you have an aircraft on a
- station that appears about 90 DEG(East) from the group center, and
- the active threat axis for that station is the AAW axis, and the AAW axis
- is 000 (North); If the AAW axis is moved (either you drag it manually, or
- the staff decides a new threat warrants reorientation) to, say, 270 (West),
- then the air station will now be at 000 (North). All stations are attached
- to an Axis. When the Axis moves, the station moves with it.
- You can change the Axis a station uses by selecting a unit with a
- station and then picking some other Axis (the triangle tags). The ASW axis
- points along the path of intended motion for the group, so Station Keeping
- type stations tend to use this axis by default.
- ---------------------------------------------------------------
- 73.
- Q: Mission editor tips and tricks. (Thanks to the Beta Team on CompuServe)
-
- A: 1) For patrol missions, assign 3 times the number of A/C that
- you actually want on station at any given point in time.
- The AI launches only 1/3 of the assigned A/C in order to
- provide for relief.
- 2) Even though dissimilar A/C types can (and should) make up a
- mission, they will launch, transit, attack and recover in
- separate groups by A/C and loadout type. For example, a
- strike mission assigned 2 A-6s with HARMS, 4 A-6s with
- Harpoons and 2 Tomcats with Aim-54s will launch as 3
- separate groups.
- 3) Reference points are not placed relative to a formation or
- base. They are fixed points in space. This means that your
- CVBG can sail under your BARCAP, unless you manually move
- the reference points.
- 4) Unlike Harpoon 1, you do not get range circles for groups.
- They are available for units, however. If you like to have
- your main battle management window display groups, then one
- option is to use the "9" key on the keypad to toggle the
- display to "show units" for a moment, check the shown ranges,
- and then toggle back to a unit display.
- 5) With your display zoomed out, selecting a particular unit in
- a crowded area can be frustrating. To fix this: Zoom in
- until you can distinguish the individual units. Select a
- unit in the center of things and convert the window to a
- Tracking window. The window will now always follow this
- designated unit, and you can iconize the window until you
- need it (for increased speed). Also, do not forget that
- the "space" and "backspace" keys work as they did in
- Harpoon 1. (See Harpoon II Command Card for details.)
- 6) If you play at Full Reality, don't blindly set a submarine
- at Deep, Speed at Creep, and lay out a 400nm course. As
- soon as he descends, he is out of contact and control, and
- will not come up until he finishes his orders! Lay in your
- course carefully, with many surface checks for new orders.
- ---------------------------------------------------------------
- 74.
- Q: How do I get my A6s to launch their decoys?
-
- A: The keystroke is CTRL-F1.
- ---------------------------------------------------------------
- 75.
- Q: Why won't my platforms use the BGL 1000 Laser-Guided Bomb?
-
- A: They won't, can't, and don't. As per the database, these
- otherwise-potent purveyors of potential peril lack the guidance devices
- necessary for them to hit their targets. Thus, they are never
- launched. This bug is really only relevant in "A Naval Border War".
- This is a bug which is slated for possible future upgrades.
- ---------------------------------------------------------------
- 76.
- Q: Why don't my units do what I want them to?
-
- A: IF YOU ASSIGN UNITS TO MISSIONS YOU ARE GIVING CONTROL OF THEM TO
- THE AI. If you want to make a plane group fly a roundabout course to a
- target, don't put them on a strike mission. Move them to Plotted. Plotted
- means it is under your control. If you want your planes to avoid a
- particular area of the map, you should use a Navigation Zone. Look them up
- in the Manual for details on how to use them.
-
-
- APPENDIX A: VESA Manufacturers Listing
-
- Ahead Systems Inc.
- 44244 Fremont Boulevard
- Fremont, CA 94538
- (510) 623-0900
-
- Appian Technology Inc.
- (206) 649-8086
-
- ATI Technologies Inc.
- 3761 Victoria Park Avenue
- Scarborough, Ontario
- Canada M1W3s2
- (416) 756-0711
-
- Boca Research Inc.
- 6401 Congress Avenue
- Boca Raton, FL 33487
- (407) 241-8088
-
- Chips and Technologies
- 3050 Zanker Road
- San Jose, CA 95134
- (408) 434-0600
-
- Compaq Computer Corp.
- (800) 345-1518
-
- Cirrus Logic
- 1463 Center Pointe Drive
- Milpitas, CA 95035
- (408) 945-8300
- BBS: (510) 440-9080
-
- Diamond Computer Systems Inc.
- (408) 736-2000
-
- Everex Systems
- 48431 Milmont Drive
- Frement, CA 94538
- (510) 498-1115
-
- Genoa Systems Corp.
- 75 E. Trimble Road
- San Jose, CA 95131
- (408) 432-9090
-
- Headland Technology Inc.
- 46221 Landing Parkway
- Fremont, CA 94538
- (800) 248-1850
-
- Hercules Computer Technology Inc.
- (510) 540-0749
-
- Matrox Electronic Systems Ltd.
- (800) 462-8769
-
- Micro-Labs Inc.
- (214) 702-8654
-
- Micron Technology Inc.
- (800) 642-7661
-
- MaxLogic Systems Inc.
- 48350 Milmont Drive
- Fremont, CA 94538
- (415) 683-2684
-
- NEC Technologies Inc.
- (800) 388-8888 ext.43
-
- Nth Graphics
- (800) 624-7552
-
- Number Nine Computer Corp.
- (617) 674-0009
-
- Orchid Technology Inc.
- (510) 685-0540
-
- Panacea Inc.
- (603) 437-5022
-
- Paradise
- see Western Digital
-
- Sigma Designs Inc.
- (510) 770-0100
-
- STB Systems Inc.
- 1651 N. Glenville
- P.O. Box 850957
- Richardson, TX 75085
- (800) 234-4334
-
- Tecmar
- (800) 344-4463
-
- Trident Microsystems, Inc.
- 321 Soquel Way
- Sunnyvale, CA 94086
- (415) 691-9211
-
- TrueTech Inc.
- 181-B W. Orangethorpe
- Placentia, CA 92670
- (714) 961-0438
-
- Tseng Laboratories Inc.
- 10 Pheasant Run
- Newtown Commons
- Newtown, PA 18940
- (215) 968-0502
-
- United Solutions Inc.
- (800) 365-4995
-
- ViewSonic
- (213) 944-3041
-
- Video Seven
- see Headland
-
- Western Digital Imaging
- 800 E. MiddleField Road
- Mountain View, CA 94043
- (415) 960-3360
-
- ZyMOS Corp.
- 477 N. Mathilda Avenue
- Sunnyvale, CA 94086
- (408) 730-5400
-
-
-
-
-
- --
- Jordan E. Keister
- TSPI's Unofficial Internet Representative
- Correspondence Management/ Disk Exchange Internet:
- America OnLine: THREESIXTY THREESIXTY@AOL.COM
- GEnie: THREE-SIXTY 76711.240@COMPUSERVE.COM
- Compuserve: 76711,240 THREE-SIXTY@GENIE.GEis.COM
-