home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!caen!uflorida!elm.circa.ufl.edu!u4657abl
- From: u4657abl@elm.circa.ufl.edu (Marv Conn)
- Newsgroups: comp.sys.ibm.pc.games
- Subject: Harpoon 1.32 is OUT!!!!
- Message-ID: <37630@uflorida.cis.ufl.edu>
- Date: 16 Nov 92 00:19:33 GMT
- Sender: news@uflorida.cis.ufl.edu
- Organization: University of Florida, Gainesville
- Lines: 715
- Nntp-Posting-Host: elm.circa.ufl.edu
-
- This is the readme file from the new V 1.32 release that is now on
- Compuserve. Its got some good and some bad news in it. I haven't had a
- chance to play it yet, so I don't know how it works. I have the 386
- only version.
-
-
- ---------------------------------------------------------------------
-
-
-
-
- Harpoon 1.32 Release Notes
- ==========================
-
- The following document includes a description of the differences
- between PC Harpoon versions 1.30, 1.31, and 1.32. Also included are
- some tactics and hints that illustrate some of the new features. You
- should first read through both the 1.30 or 1.31 manual and the
- README.TXT file on your original release diskettes. The 1.30
- README.TXT file contains some very important information about
- playing Harpoon version 1.3+ that was not covered in some releases of
- the manual. This summary also contains useful information about
- known limitations and work-arounds for problems that were not
- addressed. The programmers at Three-Sixty have spent many months
- fixing, cleaning up and fine tuning this program. We thank you for
- your patience and hope you enjoy it as much as we do.
-
- -- Michael Steele
-
- ----------------------------------------------------------------------
- Low Memory and Insufficient Master Handles with Large Scenarios
-
- When playing a large scenario you should get into the habit of
- frequently saving and re-loading your game (using ALT-S and ALT-L).
- Saving the game permits you to restart the scenario where you left
- off, should you have a sudden memory crash. If you re-load a saved
- scenario, the program memory is de-fragmented, providing more
- available memory than prior to saving the game. Do this frequently
- when you are running low on memory. Indicators of low memory are: No
- Staff Assistant picture, no animations, and warning messages. When
- playing with low memory due to scenario size, avoid using the
- database, and do not have any air patrols airborne that are not
- required. PC Harpoon pushes the 640K barrier of DOS. Some scenarios
- will cause problems when lots of action is going on at once in a
- large scenario. SAVE EARLY AND SAVE OFTEN!!!
-
- Be sure to follow the recommended system configurations in the
- 1.3/1.31 manual. If possible, use DOS 5.0 and your mouse driver both
- loaded in high menory.
-
- Large scenarios (with many units) will rapidly use all the master
- handles that Harpoon needs to keep track of units in the computer's
- memory. Some of these scenarios will cause Harpoon to crash because
- of insufficient master handles. This happens because the default
- number of handles is exceeded. We have added a command line switch
- to allow the user to increase the number of master handles available
- to Harpoon. Unfortunately, increasing handles will use up more
- memory. Because of this two-edged situation, we decided to give the
- user the ability to add more master handles rather than just increase
- the default number of handles. To help prevent problems, you should
- consider playing large scenarios without using the Auto Formation Air
- Patrol function. Auto Formation Air Patrols use up Handles,
- especially if you also manually place air patrols. If you want to
- still use Auto Formation Air Patrols you need to be aware that these
- patrols are present and using both memory and handles. Most large
- scenario with many units will run using the H3 or H4 command line
- switch (see below).
-
- -------------------------------------------------------------------------
- Command Line Switches
-
- The X switch now toggles EMS (not Extended) memory swapping of the
- program overlays. This does not free up more memory, but does speed
- up play quite a bit. Do not use this with a RAM disk, or when you
- suspect conflicts with other TSRs that employ EMS.
-
- The 'g' and 'r' switches now work properly.
-
- The H switch now allows the user to fine-tune the number of memory
- handles that Harpoon uses for keeping track of platforms. The format
- is 'Hn' where 'n' is number from 1 to 9. Each increment of n adds
- 128 more handles to Harpoon's base handle count. Please note the
- change from an increment of 64 handles in V1.31 to 128 handles in
- V1.32. These should allow users to run large scenarios that would
- previously crash due to 'insufficient master handles' errors. Such
- scenarios should still be saved fairly often.
-
- Examples:
-
- harpoon L <---- Keep a log
- harpoon X L -gF <---- Use EMS/EXT, keep a log, and
- look for the graphic res files on drive F:
- harpoon h4 -rE <---- Use 512 more handles, and look on
- drive E: for the data res files.
-
- ---------------------------------------------------------------------------
- Employment of ARM missiles
-
- Some users have expressed confusion about the proper use of
- missiles with anti-radiation seekers. ARMs may be employed against
- non-radiating targets in the expectation that they will turn on their
- sensors at some time during the flight of the weapon. This is why you
- can fire ARMs against targets that have no active radars.
-
- If an ARM missile hits a base or a ship while the target is radiating
- (eg. has it's radars on), the active radar(s) will be destroyed and
- the missile will cause airburst damage, which may destroy
- non-hardened items like aircraft or the ship's bridge, etc. It can
- also start a fire. If an ARM missile arrives at a base or ship, but
- no radar is on, ***little or no damage will be done at all by the
- missile!***
-
- Tactics:
- ARM strikes are used to blind your enemy to incoming strikes and
- should be followed up as soon as possible by a conventional attack
- that will do more permanent damage to the target (while the enemy
- is trying to repair the radars)..
-
- Advanced Tactics:
- Please note that ESM detection occurs every 30 seconds. If you
- try and stimulate the enemy target into turning on their radars
- (perhaps by turning on your radars) just before an ARM arrives,
- be advised that the enemy might not react for up to 30 seconds.
- You should time such sneaky tricks so the ARM has at least
- 30 seconds of flight time remaining to the target.
-
- ----------------------------------------------------------------------
- Surface/Submarine launched homing torpedoes
-
- Some confusion about how torpedoes behave has been expressed by our
- testers, in particular with homing vs. wire guided torpedoes. Homing
- torpedoes head toward the last known intercept position of the
- target, as calculated at launch. If they encounter a target along
- this path, they will attack it. When they reach the interception
- point, they will enter a search pattern centered around the original
- intercept path. If the target has changed course during the torpedo
- run, the torpedo has no way of knowing the target isn't where it's
- supposed to be. A good chance exists (especially on long range
- shots) that a maneuvering target won't be anywhere near the torpedoes
- path if this happens and the shot might be wasted. This is why the
- computer will turn away from incoming torpedoes. The torpedo will
- still roam about, trying to find a target until it's fuel runs out.
-
- In contrast, wire-guided torpedoes will be launched along an
- intercept course to a target, but as long as the launching platform
- still has an exact fix on the target the torpedo will steer to a
- continually updated interception point. Wire-guided torpedoes will
- ignore any other targets that might happen to be in the way while
- they are being guided to a target whose location is exactly known.
- If the launching platform loses the fix on the target, the torpedo
- will continue towards the last known interception point, but will
- engage any target it hears along the way.
-
- Tactics:
- Always change course when torpedoes are incoming! This will
- wreck the intercept geometry of the torpedo launch, and if you have
- time, put enough distance between the targeted ships and the
- torpedo's path so they are not heard by the weapon's seeker.
-
- Advanced Tactics:
- Jump all over the launching sub! Wire-guided torps are extremely
- dangerous only if the launcher has a good fix on you. Put some
- torpedoes in the water around him and fire back along the bearing if
- given the chance. If the sub decides to run for it, he will lose his
- exact fix on you, and the torps will go for the last known intercept
- point (which you should immediately invalidate by changing course and
- speed).
-
- ----------------------------------------------------------------------
- SAM and Aircraft behavior
-
- Surface groups defending themselves against SSMs now optimize their
- targeting decisions to avoid duplicate engagements. Ships will
- contribute to the overall area defense based on their range and rates
- of fire. Ships will choose to engage missiles targeted on themselves
- over contributing to area defense when the range begins to get
- critical. SAMs now fly to the predicted intercept point, rather than
- the simpler stern-chase methods previously employed. Rates of Fire
- and number of fire-control channels on each platform is a prime
- limitation on the number of targets you will see engaged. There is
- unfortunately no way for the user to see the number of director
- channels each ship possesses from within Harpoon. Any number of
- reference materials exist (check your local library) that show this
- type of information about various platforms. Our recommendation is
- "Jane's Fighting Ships" or "Combat Fleets of the World". (Shameless
- plug---> ) The original Harpoon boardgame from GDW is probably your
- best bet though, and the price is really great compared to a copy of
- "Jane's".
-
- ----------------------------------------------------------------------
- Air-to-Air Missile Combat
-
- The guidance restrictions imposed on SAMs also apply to the
- air-to-air missiles as well. Semi-Active Radar Homing (SARH)
- missiles require radar guidance to their targets, while Terminal
- Active Radar Homing (TARH) missiles have their own radar seekers and
- can find target on their own. Some missiles have Snap-up/Snap-down
- capability and suffer no penalties for being launched at an altitude
- different from that of their targets (AMRAAM, AA-10, MICA, Sparrows,
- SkyFlash, etc). Missiles without snap-up/down will have a reduced
- chance to hit if fired from a different altitude band than their
- targets.
-
- Tactics:
- At medium ranges, getting off the first good shot becomes even more
- important, as SARH missiles will miss if they are not being radar
- guided. This means if your outgoing missile destroys the enemy
- aircraft before his SARH missiles get to you, the incoming missiles
- will be destroyed when his planes are destroyed. As TARH missiles
- can acquire targets on their own, you should *not* fire them into a
- dogfight from long ranges. An even chance exists that the aircraft
- they decide to engage will be friendly. Medium range shots against
- isolated incoming enemy units present the best geometry.
-
- ----------------------------------------------------------------------
- Aircraft endurance
-
- We have fixed several problems with aircraft endurance that make the
- version 1.30 changes much more accurate and meaningful. Patrol
- aircraft should no longer drop from the skies with no warning.
-
- 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 Turbo prop 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
- ------------------------------------
- Re heat L --- --- 12.5
- M --- --- 12.5
- H --- --- 12.5
- ------------------------------------
-
- ----------------------------------------------------------------------
- Air-to-Ground Jettisons
-
- Aircraft which are attacked by a sufficient number of fighters in
- air-to-air combat will jettison all air-to-ground ordnance and abort
- their mission! If you find your attack aircraft suddenly have no
- more air-to-ground ordnance, chances are good that you let enemy
- fighters get too close.
-
- Tactics:
- It is now *much* more important to establish at least temporary air
- superiority over strike routes. Send fighters ahead of strike
- packages to keep the enemy fighters busy.
-
- ----------------------------------------------------------------------
- Weapons Allocation and Rate-of-Fire
-
- Mount Empty - This message appears next to weapons mount selections
- that are either empty or are unable to engage due to rate-of-fire or
- director limitations. In either case, the mount is effectively empty
- and may not be employed until reloaded. A F[ull Report] for the unit
- in question will usually reveal whether or not that unit still has
- remaining ammunition. Rate-of-Fire times tend to cycle every 15 or 30
- seconds. This means you will not be able to use the ordnance mount
- until it either reloads or finishes whatever mounts do between
- firings.
-
- For aircraft, this means you may be prompted by the Staff Assistant
- to close to a nearer range so you may engage your target with other
- weapons. If you wish to wait until the longer ranged weapons come
- back online, simply choose <NO> and try to re-attack in a few
- moments.
-
- ----------------------------------------------------------------------
- SAM/AAM Auto-Fire Logic
-
- When your SAM launchers or Aircraft automatically attack incoming
- enemy aircraft (not missiles), they will attempt to fire only when
- the incoming aircraft are close enough so they cannot escape by
- merely turning around for a few seconds. This holdoff prevents the
- enemy aircraft from suckering your defenses out of missiles by using
- 'Turn-and-burn' tactics. This logic is used *only* for aircraft
- targets when your SAM range gate setting is at "Optimum Range". All
- other settings will engage aircraft targets at the appropriate range
- for that setting. Missile targets are always engaged at maximum
- interception range.
-
- Enemy aircraft *will* attempt to avoid incoming missile fire by
- dropping to lower altitudes and/or running away for a while. All
- aircraft attempting to close against surface targets will endeavor to
- avoid radar illumination for as long as possible (usually by dropping
- under the radar horizon).
-
- ----------------------------------------------------------------------
- Aircraft Intercept Geometry
-
- The aircraft intercept routines have been substantially rewritten.
- Aircraft given an intercept order will now try to intercept at the
- fastest speed allowed by their fuel status, giving much shorter
- intercepts than the earlier algorithm, which used the slowest
- possible intercept speed. As a result, much less micro-management of
- intercepts is needed as maneuvering targets are less likely to
- escape.
-
- Some of the logic is still (necessarily) conservative and most
- players will be able to get the best performance by hand controlling
- some of the trickier intercepts. Be aware that manually adjusting
- the speed or altitude of an intercepting group will now remove the
- intercept order.
-
- ----------------------------------------------------------------------
- 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.
- Helicopters are *not* at risk from the SSM missiles, although some
- proximity fused Air-to-Air missiles fired at surface targets could
- conceivably attack the decoying helos if they pass close enough.
-
- -----------------------------------------------------------------------
- New Sonobuoy Display
-
- A new hot key has been added to Harpoon. The ALT-V combination now
- toggles sonobuoy representation between the area display and a new icon
- display. If sonobuoys are displayed in the Unit Window, they will show
- either as a rectangle which roughly corresponds to the maximum detection
- radius of the sonobuoy or as a sonobuoy icon at the actual location of the
- sonobuoy.
-
- Use of the sonobuoy icon is automatically enabled for the 8 X zoom level
- on the Unit Window, or if a sonobuoy is located on the window but its
- area is not displayed because part of it is off the window.
-
-
- ======================================================================
-
-
- PC HARPOON 1.32 CONTENT LIST
- ----------------------------
-
- This section of this text file describes the bugs that were fixed in
- Computer Harpoon (PC) Version 1.32. Descriptions of known bugs or
- limitations that have not been fixed are also included. Additionally,
- some clarifications to the manual and previous README.TXT files have
- been included to help clear up some misconceptions and confusion.
-
- ----------------------------------------------------------------
- Harpoon used it's internal memory Handles inefficiently. Better
- use of the handles, reduction of waste memory and a bug fix to
- the garbage collection routine has helped to eliminate this. For
- large scenarios that run out of handles before running out of
- memory, a new command line switch (H#) allows Harpoon to start
- with more handles. About 20,000 bytes of previously reserved
- memory was also freed for scenario use.
-
- ----------------------------------------------------------------
- In addition to the regular HARPOON.EXE program, we also included
- in this release is 80386 machine specific version of Harpoon
- named HARP386.EXE. This version has all the same features as
- regular Harpoon, but has been compiled to take advantage of the
- 80386 instruction set. HARP386.EXE is a bit faster and about
- 20K smaller than regular HARPOON.EXE, but can *ONLY* be run on
- 80386 machines.
-
- ----------------------------------------------------------------
- Certain internal speaker sound effects (torpedo launches, etc)
- used to lock the computer.
-
- ----------------------------------------------------------------
- Several loose pointer bugs have been eliminated, greatly increasing
- the stability of Harpoon. Many seemingly random crashes have been
- eliminated.
-
- ----------------------------------------------------------------
- Raw Extended Memory is no longer used for code overlays. Too
- many TSRs violate identification rules and caused conflicts.
- Harpoon will now attempt to locate and use EMS 4.0 if the user
- specifies an 'X' on the command line.
-
- ----------------------------------------------------------------
- Getting a [F]ull report on certain enemy airfields would
- crash Harpoon.
-
- ----------------------------------------------------------------
- 'F' key was fixed to not allow Full Reports on unidentified enemy
- ships.
-
- ----------------------------------------------------------------
- Victory conditions are not as obvious or intuitive as might have
- been implied by the printed documentation. Total victory
- conditions are *always* complementary to your minimal victory
- conditions. To achieve a total victory, you *must* have first
- achieved, or simultaneously achieve your minimal victory
- conditions.
-
- ----------------------------------------------------------------
- Unit and Group IDs are now reused, allowing much neater management
- of objects in the playing arena. This also fixes the problem
- of running out of unit IDs.
-
- ----------------------------------------------------------------
- Bearing-Only (activation point) launches <ALT-B> would crash
- Harpoon when used with certain types of ordnance under
- certain conditions. Now any type (except torpedoes) of
- ordnance with inertial guidance and some type of autonomous
- terminal seeker may be launched this way.
-
- ----------------------------------------------------------------
- The aircraft Air-to-Ground ordnance jettison logic would drop ordnance
- too easily in some cases. A significant threat level must be
- exceeded before attack a/c will jettison (about 25% of the attack
- a/c must be threatened). Some problems involving unformed airgroups
- jettisoning ordnance have also been addressed.
-
- ----------------------------------------------------------------
- Jettisons and automatic area defenses would not update the ASuW or
- AAW range rings around a group if they depleted all remaining
- ordnance in that unit/group.
-
- ----------------------------------------------------------------
- The Intercept logic has been entirely rewritten. Aircraft will
- now attempt to make the soonest intercept possible (taking into
- consideration their fuel status) against other aircraft. Attack
- aircraft will commence their attack runs against a surface target
- as fast and low as possible to limit exposure to detection and
- defenses. A group ordered on an intercept will recalculate the
- geometry every few moments. Manually changing the course,
- altitude or speed of the attacker will negate the intercept
- order and disengage the recalculation feature (effectively
- turning off the 'cruise-control').
-
- ----------------------------------------------------------------
- Submarines used to be immune from attack when operating on
- the surface. Torpedoes will now successfully attack a surfaced
- submarine, although other ordnance types still will not.
-
- ----------------------------------------------------------------
- Submarines now take sixty seconds to change a depth band.
- Once the maneuver order has been given, it will take a few
- moments to complete. Be patient. torpedoes now take only
- thirty seconds to change a depth band.
-
- ----------------------------------------------------------------
- Submarines would rarely fire SSMs against surface targets.
- This depended on range and detection status.
-
- ----------------------------------------------------------------
- Landing or forming airgroups were entirely lost if the
- airborne component was destroyed.
-
- ----------------------------------------------------------------
- Some (not all) anti-ship ordnance with inertial guidance can be
- used against land targets. Harpoons can NOT be used against
- land targets.
-
- ----------------------------------------------------------------
- Time compression problems sometimes prevented short-ranged
- weapons (eg. iron bombs) from ever being in range.
-
- ----------------------------------------------------------------
- Because ROF restrictions will make some mounts unavailable
- for a short period of time, some platforms will ask to close
- to the next effective weapon range as soon as longer ranged
- mounts are busy. Saying <NO> to the Staff Asst. request
- will make aircraft continue on present course until the
- mount recycles. See the Release-Notes section up above for more
- details
-
- ----------------------------------------------------------------
- Some aircraft would lose or postpone attack orders.
- This will still occur in some circumstances. In
- most instances, merely waiting a few moments will cause the
- attack to commence.
-
- ----------------------------------------------------------------
- Aircraft only get four (4) attacks with internal cannon. After
- this ammunition is used up, the aircraft will no longer be able
- to attack targets with gunfire. There is no way for the user to
- tell when an aircraft has expended it's cannon ammo. This
- ammunition modeling explains why fighters will RTB instead of
- continuing to make gun attacks on some targets.
-
- ----------------------------------------------------------------
- Surface gun attacks will now cease re-attacking when the target
- moves out of range or is destroyed.
-
- ----------------------------------------------------------------
- In rare instances the detection status of an airgroup changes
- without updating the individual units. This means a group may
- not be visible on the group map, but some of it's units may
- appear in the unit window. This rare occurance should not be
- confused with units whose actual group icon is many miles away
- due to wide area patrolling.
-
- ----------------------------------------------------------------
- Attack ranges against a group tend to indicate the known
- geographic center of detected units within the target group.
- This can sometimes lead to differing reports from the Staff
- Asst. if individual UNITS in the target GROUP are just in or
- just out of range of attacking groups/units.
-
- ----------------------------------------------------------------
- Aircraft used to return-to-base (RTB) because of BINGO (low fuel)
- or Winchester (no ordnance) and ignore incoming threats
- (missiles, etc). Now attack aircraft will egress the target
- area at safer speeds and altitudes for longer times, and will
- not interrupt missile-avoidance logic to stroll home at a
- leisurely fuel efficient pace.
-
- ----------------------------------------------------------------
- The computer opponent now uses appropriate types of aircraft to
- intercept and attack enemy aircraft. (eg. no more Recon Bears
- trying to intercept Tomcats with their tailgun)
-
- ----------------------------------------------------------------
- Aircraft ordered to land on an aircraft carrier will set a course
- toward a rendezvous point. If the aircraft carrier changes course
- and/or speed so it is not at the rendezvous, the aircraft will appear
- to land in the water. These aircraft actually land on the carrier,
- but the display shows this inaccurately.
-
- ----------------------------------------------------------------
- Several bugs with ordnance allocation (especially submarine-launched
- cruise missiles) caused deallocated weapons to be deducted from
- the magazine, even though they weren't fired.
-
- ----------------------------------------------------------------
- Several bugs in routines handling nuclear weapon damage were
- fixed. These included value overflows and incorrect damage
- radii calculations for certain types of target. A bug in which
- point defense SAMs might hit an incoming SLBM was also fixed.
-
- ----------------------------------------------------------------
- Aircraft carrier plane counts were not always updated
- properly.
-
- ----------------------------------------------------------------
- Some missiles and torpedoes launched inertially will lose
- track of their activation points and wander in a random direction.
- These weapons are still armed and dangerous. Most occurances
- of this have been fixed, but it will still occasionally happen.
- It probably happens about as often as the real MTBF (mean-time-
- between-failures) rating on the missiles anyway...
-
- ----------------------------------------------------------------
- Coordinated Area Anti-Air Defense has been overhauled and
- rewritten to make it smarter, faster and much more efficient.
- Ships will contribute to the group's anti-air defense as needed,
- engaging any free targets and using energy efficient intercepts
- for better targeting. SAMs are allocated based on perceived
- threat and kill confidence level against the target. This
- compensates for other restrictions we placed on SAMs; Director
- limits, rate-of-fire times, radar line-of-sight, weapon masking,
- etc.. Note that Anti-Air launches and ROF resets occur *only*
- every 15 seconds. If a ship does not fire at an incoming SSM,
- chances are very good that it could not do so, and not that the
- crew was asleep. See the Release-Notes section up above for more
- details.
-
- ----------------------------------------------------------------
- Some SARH and or Command guided SAMs and AAMs were able to
- engage a target even though the launching platforms' radar
- was off or destroyed.
-
- ----------------------------------------------------------------
- Yet another problem in the fuel endurance calculations made some
- wingtank fuel (10%) unavailable to aircraft.
-
- ----------------------------------------------------------------
- Certain ordnance guidance modes were not modeled correctly.
- Notably, Inertial/Mid-Course/Terminal Optical(I/MC/TOPT)
- guided ordnance (such as Walleye's) were handled wrong.
-
- ----------------------------------------------------------------
- Submarines attempt to put the thermocline between themselves
- and searching torpedoes. A bug in this code caused them to always
- change to snorkel depth.
-
- ----------------------------------------------------------------
- Active sonars were always using the low frequency acoustic
- propagation tables for calculating sonar ranges, regardless of
- the actual signal frequency. This resulted in high and medium
- frequency active sonars having much greater detection range than
- normal.
-
- ----------------------------------------------------------------
- Aircraft without a target (assumed to be patrolling) will RTB
- on BINGO without asking.
-
- ----------------------------------------------------------------
- Restrictions on the altitude from which aerial dipping sonar can
- be deployed is now enforced (V-Low or Low only).
-
- ----------------------------------------------------------------
- The command line arguments defining the drive letter to
- search for graphic and database files has been fixed.
-
- ----------------------------------------------------------------
- AAM attack code fixed to make Snap-Down attacks with
- non-capable missiles less accurate, just like Snap-Up case.
-
- ----------------------------------------------------------------
- Victory conditions did not trigger properly if only bases were
- present on winning side.
-
- ----------------------------------------------------------------
- Base radar circles were always shown as on, regardless of actual
- emissions.
-
- ----------------------------------------------------------------
- When loading a saved game with the "Load Game" option in a currently
- running game, the Group Status window will be displayed on top
- of the Load Game screen if you double-click on a saved game to load.
-
- ----------------------------------------------------------------
- Checks have been put in place to prevent you from selecting an enemy
- unit and using the bearing-only attack key <ALT-B> to access weapon
- data about the enemy unit.
-
- ----------------------------------------------------------------
- Plane groups sometimes would begin moving before being totally
- formed up. Only groups performing Ferry missions now do this.
-
- ----------------------------------------------------------------
- Some of the flags shown on the Status Screen are improperly
- placed or overwritten. This still occurs in Version 1.32
-
- ----------------------------------------------------------------
- The <ALT-F8> Additional Staff options SAM engagement ranges have
- changed in meaning slightly for surface units attacking air
- targets. The 'Optimum' SAM range will attack non-maneuvering
- (missile) targets whenever their course will place them within
- the maximum engagement range. This setting will engage incoming
- aircraft *only* when the aircraft is close enough as to be
- unable to avoid the SAM by simply turning around for a few
- moments and stepping out of range. This prevents emptying the
- magazines against taunting aircraft that dance around just out
- of reach. The other range settings will engage any aircraft
- target that crosses into the range specified. Missile
- defense is always conducted at maximum range.
-
- ----------------------------------------------------------------
- Submarines now attempt to close to effective torpedo ranges
- if they are out of range (at stealthy speeds and depths) of a
- target group and can intercept successfully.
-
- ----------------------------------------------------------------
- If an attacking platform has both Tomahawk Land-Attack Missiles
- (TLAM) and Tomahawk Anti-Ship Missiles (TASM) in the same
- multi-cell launcher, Harpoon will automatically select TASMs
- instead of TLAMs for allocation against bases if range to the
- target is less than 250nm. This will temporarily not allow you
- to select TLAMs due to the Rate-of-Fire restrictions of the
- launcher. Even if you de-allocate the TASMs, you may not fire
- the TLAMs at bases until the TASMs are gone. This is only a
- problem with base attacks using multi-cell launchers having a
- combined TASM/TLAM loadouts. The most significant instance of
- this bug occurs when employing an Improved Spruance DDGs in a
- strike role.
-
- ----------------------------------------------------------------
- When loading a saved game with the "Load Game" option in a
- currently running game, the Group status window will be
- displayed on the load game screen when you double-click on a
- saved game to load.
-
- ----------------------------------------------------------------
- Some confusion about the weapon allocation menu exists. The
- weapon allocation menu shows all the ordnance that you are
- capable of firing *right now*. There may still be more
- ammunition in the magazine, but it needs to be reloaded or the
- mount may need to recycle before it may be used. If you know a
- PARTICULAR platform has 6 missiles, remember that the
- allocation menu might only allow you to fire them 2 at a time.
-
- ----------------------------------------------------------------
- In Harpoon 1.3+, some missiles and torpedoes can initiate search
- patterns to look for nearby targets. Unfortunately, some
- ordnance that would normally be capable of this are not setup to
- do so in earlier Battlesets (GIUK, NACV, MEDC & USNI).
-
- ----------------------------------------------------------------
- Group formation air patrols will inherit their groups' emission
- control (EMCON) policy. If you wish to have only one
- particular unit radiate, you may do so by selecting it in the
- UNIT window and turning on its' appropriate sensors.
- Alternatively, you may select "Intermittent" for the GROUPs
- sensor status, and then allow only a particular formation ring
- to radiate. This is an effective way to make active AEW patrols
- without having the remainder of the group radiate (which might
- reveal their location to enemy ESM).
-
- ----------------------------------------------------------------
- Passive sonar range rings were updated too infrequently.
- This only effected the display and sensor report, not the actual
- detection range of the sonar.
- ----------------------------------------------------------------
-
-