home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Hardcore Gamer Resource Kit
/
Hardcore Gamer Resource Kit - Disc 2.iso
/
Pc
/
F_J
/
HARP132A.ZIP
/
UPDATE.TXT
< prev
Wrap
Text File
|
1993-05-18
|
8KB
|
170 lines
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: