Harpoon II FAQ

 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 


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