Hpanw Advmanual-Light PDF

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The document discusses precautions for playing video games that involve flashing lights due to potential health risks like seizures. It also covers editing the database for a game called Harpoon 3.

The document is an instruction manual for editing the database and using features of the game Harpoon 3.

The document covers creating, importing, exporting databases for Harpoon 3. It also discusses editing platforms and fields for units in the game like aircraft.

EPILEPSY WARNING PLEASE READ THIS NOTICE BEFORE PLAYING THIS GAME OR BEFORE ALLOWING YOUR CHILDREN TO PLAY.

Certain individuals may experience epileptic seizures or loss of consciousness when subjected to strong, flashing lights for long periods of time. Such individuals may therefore experience a seizure while operating computer or video games. This can also affect individuals who have no prior medical record of epilepsy or have never previously experienced a seizure. If you or any family member has ever experienced epilepsy symptoms (seizures or loss of consciousness) after exposure to flashing lights, please consult your doctor before playing this game. Parental guidance is always suggested when children are using a computer and video games. Should you or your child experience dizziness, poor eyesight, eye or muscle twitching, loss of consciousness, feelings of disorientation or any type of involuntary movements or cramps while playing this game, turn it off immediately and consult your doctor before playing again. PRECAUTIONS DURING USE: - Do not sit too close to the monitor. Sit as far as comfortably possible. - Use as small a monitor as possible. - Do not play when tired or short on sleep. - Take care that there is sufficient lighting in the room. - Be sure to take a break of 10-15 minutes every hour.

2007 Advanced Gaming Systems, Inc. The Harpoon system is Larry Bond and Chris Carlson. All Rights Reserved. Matrix Games and Matrix Games logo are trademarks of Matrix Games. Advanced Gaming Systems, Inc. and Advanced Gaming Systems logo and Harpoon 3 are trademarks of Advanced Gaming Systems, Inc. All other trademarks and trade names are the properties of their respective owners and Matrix Games and Advanced Gaming Systems, Inc. make no claim thereto

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CONTENTS

Contents
13 13 13 14 15 15 16 16 17 17 17 17 19 19 19 19 19 19 20 20 21 21 22 23 24 24 25 25 25 29 29 30 30 30 32 33 33 35 36 36 36

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Harpoon 3 Professional Version.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 1.0 Database Editing .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11


1.1 Obtaining the Editors.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Editor Installation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.2 Creating a New Database [H3RE] .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.3 Importing a Database .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.4 Exporting a Database. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.5 Other Database Builder Features .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.0 Platform Fields.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1 Editing Platforms.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.1 Aircraft.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Misc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ATA.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Aircraft Flags.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Show Ranges Button.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.2 Facilities.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Area Defense Systems .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Point Defense Systems.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Distraction systems.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.3 Armor Ratings.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.4 A Note About DP For Facilities .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.1.5 Installations .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.2 Base/Facility/Installations Issues.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3 Ships. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.1 Ship Annex Fields.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.3.2 Ship Data Flags. ................................................. 2.4 Submarines .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.4.1 Submarine Data Flags. ............................................ 2.5 Countries .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.6 Air Facilities.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7 Comms.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7.1 Communication Data Flags.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.7.2 Frequency Bands .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.8 Fuel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.9 Loadouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.9.1 Loadout Components .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.10 Magazines .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.11 Mounts.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.12 Propulsion .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.12.1 Altitude and Depths from the Harpoon4 Rules.. . . . . . . . . . . . . . . . . . . . . . . . . 2.13 Fuel Consumption .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.13.1 Calculating Ship and Diesel Sub Burn Rates in Harpoon 3.. . . . . . . . . . . . . . . . 2.13.2 Some Guidelines for Fuel .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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2.13.3 Calculating Endurance for Ship Engines with No Co-Type . . . . . . . . . . . . . . . . 2.13.4 Calculating Endurance for Ship Engines with a Co-Type . . . . . . . . . . . . . . . . . 2.13.5 Submarine Powerplants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.14 Sensors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.14.1 Sensor Annex Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.14.2 Sensor Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.15 Warheads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.15.1 Damage Point Calculation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16.1 Weapon Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16.2 Weapon Annex Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16.3 Weapon Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.16.4 Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.17 Weapon Records Annex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.18 Text Annex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2.19 Harpoon Component Files (HCF) RE Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.0 Manual Conguration - .OPT Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.0 Manual Conguration Command-Line Arguments . . . . . . . . . . . . . . . . . 4.1 Using Multiple Command Line Arguments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2 INI le section example: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3 VESA Mode Denitions for -v . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.4 Other Legal Values for -v . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.0 Decoys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.1 Platform Decoys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.2 Modeling Note: Decoys in Harpoon4 Miniatures . . . . . . . . . . . . . . . . . . . . . . . . 5.3 Decoys in Harpoon 3 ANW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5.4 Decoys in Harpoon 3 Databases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.0 Electronic Counter-Measures (ECM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.1 Modeling Note: ECM in Harpoon4 Miniatures . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.2 ECM in Harpoon 3 ANW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3 ECM and Database Editing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7.0 Electronic Support Measures (ESM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.0 Formation Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2 Basic Questions on the Formation Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.1 What is the Formation Editor? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.2.2 When Is It A Good Time To Use the Formation Editor? . . . . . . . . . . . . . . . . . . . . 8.2.3 Anything I Need to Do Before I Use the Formation Editor? . . . . . . . . . . . . . . . . . 8.2.4 Where is the Formation Editor? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3 Functionality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.1 The Basic Idea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.2 Great, hows all this help me? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.3 Display Window and Buttonology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.4 Formation Editor Display Window and Its Functions . . . . . . . . . . . . . . . . . . . . . 8.3.5 Circular Plot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.6 The Platforms within the Plot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

36 37 38 41 42 43 44 46 46 46 47 48 50 52 53 53 54 55 56 56 57 57 57 57 58 58 59 59 60 61 61 62 63 63 64 64 64 64 66 66 66 67 67 67 67 67

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8.3.7 ASW, AAW, ASuW, and Corresponding Marker Triangles.. . . . . . . . . . . . . . . . . . . Antisubmarine Warfare (ASW) Axis.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Anti Air Warfare (AAW) Axis .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Anti Surface Warfare (ASuW) Axis .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.3.8 Buttonology .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Zoom In and Zoom Out Toolbar Buttons.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PREF Toolbar Button .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Sensor Toolbar Button.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Patrol Zone Formation Editor Toolbar Button .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Air Ops Toolbar Button .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Threat-Axes-tracking Formation Editor Toolbar Button .. . . . . . . . . . . . . . . . . . . . . . Detach Unit Formation Editor Toolbar Button.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CPU Formation Editor Toolbar Button.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8.4 A Practical Example .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.0 HARPOON 3 Database Compliance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.1 Harpoon 3 ANW DB Compliance Notes.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.2 Missile Seekers .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.3 Underway Replenishment.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.3.1 Switchology .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.4 Missile Defense Rating (MDR). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.5 Electronic Warfare.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.6 Acoustic Intercept and Ranging (AIR). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.7 Diesel Electric (DE) Sub Fuel Burn Rates .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.8 Anti-Ship Patrol Mission Behavior .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.9 Aircraft Fuel Burn Rates .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.9.1 Aircraft Altitudes Bands.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.10 Missile Flight Trajectories.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.11 Anti-Radiation Missiles (ARM) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.12 Torpedo Defense .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.13 Decoys .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.14 Weapon Salvo Allocation and Probability of Kill (PK). . . . . . . . . . . . . . . . . . . . 9.15 Expanded Comm Flags .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9.16 Rebuild All Your Scenarios .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.0 HARPOON 3 Launcher Conguration. . . . . . . . . . . . . . . . . . . . . . . . . . . 10.1 Launch Harpoon 3 Window.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2 Command Line Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.3 Advanced Features .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.4 Run Buttons.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.5 Map Preferences .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.6 .Opt Files. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.7 Database Manager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.8 Video and Sound Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.9 Multiplayer Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.10 Game Preferences .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.0 Harpoon 3 Platform Assistant .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.1 Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Contents
68 68 68 68 69 69 69 69 70 71 74 74 74 74 82 82 82 83 83 84 85 86 86 87 87 88 88 88 89 89 90 90 90 91 91 91 92 92 92 93 93 94 94 95 95 95

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11.2 Section Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 11.3 Ship Damage Points Calculation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 11.4 Platform Cross Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 11.5 Ship Fuel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 11.5.1 Ship/Submarine Fuel Consumption Formulas . . . . . . . . . . . . . . . . . . . . . . . . 101 11.6 Aircraft Fuel Listing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 11.7 Altitude/Depth Listing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 11.8 Torpedo Range Calculation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 11.9 ESM Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 11.10 Self-Protection ECM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 11.11 Stand-Off ECM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 11.12 Radar Horizon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 11.13 Radar Output Correction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.14 ESM Baseline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.15 ECM Baseline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.16 HARPOON 3 Utilities. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.17 Harpoon 3 ANW Utilities List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 11.18 Harpoon 3 Radar Assistant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 11.18.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 11.18.2 Section Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 11.18.3 Air Search Radar Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 11.18.4 Surface Search Radar Performance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 11.18.5 Platform Cross Sections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 11.18.6 Frequency Bands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 11.18.7 ESM Performance, Radar Horizon, and Frequency Bands . . . . . . . . . . . . . . . 113 11.19 Harpoon 3 Sonar Assistant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 11.19.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 11.19.2 Section Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 11.19.3 Passive Sonar Calculator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 11.19.4 Passive Sonar Performance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 11.19.5 Active Sonar Calculator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 11.19.6 Sonar Baselines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 11.19.7 Original Sonar Spread Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 11.19.8 Passive Sonar Listing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 12.0 Harpoon 3 Multi-Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 12.1 Server Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 12.2 LAN Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 12.3 WAN Only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 12.4 LAN and WAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 12.5 Additions to the Conguration File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 12.5.1 H3 ANW INI entry for Multi-Player Connections . . . . . . . . . . . . . . . . . . . . . . . 117 12.5.2 H3 MP Log INI setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 12.5.3 Routers and Firewalls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118 12.5.4 Connecting to a Multiplayer Server Through a Router and/or Firewall . . . . . . 119 12.5.5 Setting up a Multiplayer Server with a Router and/or Firewall . . . . . . . . . . . . 119 12.6 Client Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

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12.7 Lobby .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.8 Battle Set/Scenario Selection.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.9 Side/Role Selection .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.10 Basic Game Play .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.11 Changes in Play.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.12 Additions to Play .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12.13 Other Changes from Single Player Harpoon.. . . . . . . . . . . . . . . . . . . . . . . . . 13.0 VCR.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.1 Activation .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.2 Recording .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.3 Playback.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13.4 Buttons and Functions of the Playback Control Menu.. . . . . . . . . . . . . . . . . . 13.5 Dropdown Menus and Button of the Viewpoint Control Menu.. . . . . . . . . . . . . . 14.0 Harpoon 3.ini File .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.1 Introduction.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.2 Display Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.3 Sound Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.4 Animation Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.5 Aircraft Logistics Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.6 Editor Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.7 File Extension Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.8 File Directory Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.9 Map Display Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.10 Realism Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.11 Staff Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.12 UI Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.13 Harpoon 3 ANW Additions.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.13.1 Installation-Relative Paths.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.13.2 Multiplayer Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.13.3 Default Window Scheme Options .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.14 Additions in Harpoon 3.7.1 .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14.14.1 Additional Display Options.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.0 Hotkeys.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.1 Numeric Keypad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.2 Function Keys. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.3 Regular Keys .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.4 Sonobuoy Release.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15.5 Window Controls .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.0 In Game Combat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.1 Search .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.2 Detection and Localization .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.3 Launch and Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.3.1 Typical PAP Ranges.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.4 Defense. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.4.1 How To Defeat The Aegis System .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16.4.2 More On Aegis-Defeating .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Contents
120 121 121 121 121 122 122 122 123 123 123 124 124 124 124 125 126 126 127 127 128 129 130 132 133 134 135 135 135 136 136 136 138 138 138 139 139 140 140 140 141 141 142 142 143 145

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17.0 Map Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149


17.1 Window Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.2 Water Depths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.3 Land Elevations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.4 Ice Pack Borders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.5 Polar Ice Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.6 National Borders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.7 Map Scale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.8 Latitude/Longitude Lines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.9 Weather Data . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.9.1 No Weather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.9.2 Wind/Sea State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.9.3 Cloud Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.9.4 Precipitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10 Nav Zones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10.1 Surface Threat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10.2 Sub Threat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10.3 Aircraft Threat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10.4 General Exclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.10.5 Neutral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.11 Weapon Ranges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.11.1 Anti-Air . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.11.2 Anti-Surface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.11.3 Anti-Submarine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.12 Sensor Ranges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.12.1 Air Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.12.2 Surface Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.12.3 Sonar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.12.4 Endurance Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.13 Data Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17.14 Show Sonobuoys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18.0 Radar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18.1 Basic Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18.2 Radar Ducting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19.0 Settings Pull-Down Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20.0 Miscellaneous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20.1 Weapon Record Import/Export . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20.2 Editing the INI File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21.0 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22.0 Team Harpoon v3.8 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16.5 Resolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 149 149 149 150 150 150 150 150 150 151 151 151 151 151 151 151 151 152 152 152 152 152 152 152 152 153 153 153 153 153 153 154 155 155 157 157 157 158 160

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INTRODUcTiON

Introduction

Welcome and thank you for purchasing Harpoon 3: Advanced Naval Warfare. This game system is based on the Admiralty Trilogy naval gaming system which includes Harpoon, Command at Sea, and Fear God and Dreadnaught designed by Larry Bond and Chris Carlson and published by Discovery Games. References to the H4.x Master Rules refer to the Harpoon rule set developed for both computer and miniatures play, and are becoming consistent with the other two systems with each new release. This manual was originally developed on the AGSI Wiki website by the people listed in the credits. It was then extensively edited by Michael Eckenfels of Matrix Games.. Current information on the game, errata, hints, etc are found here: http://mediawiki.advancedgaming.biz

HARPOON 3 PROFESSiONAL VERSiON


GIS Shapele Import STK interface ANSI SQL Datamart VCR edit and replay DIS interface

AGSI also publishes a Professional version of the Harpoon 3 software called H3 Pro. It has the following professional grade functions:

Please visit: http://www.advancedgaming.biz/h3pro for more details.

1.0 DATABASE EDiTiNG


It is the function of the Navy to carry the war to the enemy, so that it will not be fought on U.S. soil. -Fleet Admiral Chester W. Nimitz Use of the editors is solely at your own risk. Neither AGSI nor Matrix provides support for their use. Those who have mastered their use have, in the past, developed work-arounds for defects. AGSI will x all reproducible defects due time. AGSI reserves the right to change the database structure, disable database editing, or make other changes at any time. NO obligation is made to anyone regarding forward compatibility unless you are under contract to AGSI.

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A list of 3rd party databases, provided w/o warranty of any kind, is available on the Matrix Harpoon 3 forum. Harpoon 3TM is the single most exible tactical naval warfare simulator on the market today. While other games provide 3D graphics and multiple methods of user interface to give the player a more tactile experience, HARPOON 3(TM) simply duplicates the look that you would see if the user were in the darkened CIC of a warship. The key to HARPOON 3(TM) exibility is its database (sometimes referred to as DB). The DB, which is modular in design, provides the user with all the information necessary to make playing the game as real as it is. HARPOON 3 would not have existed if it wasnt for the exibility of the DB and its DB editors. The current Harpoon 3 Reimer eEditor (H3RE) has its origins in two previous editors. The rst was the original H2 DB editor created by 360/Intracorp, the original writers and publishers of H2, the precursor to HARPOON 3(TM). The other editor is called PfEdit and was created by Tom Wenck. It was a simple 16-bit DOS application that soon saw widespread use. Both editors eventually fell victim to advances in computer technology. The original 360 editor was cumbersome to use and required a screen resolution beyond the capabilities of most computers of the era. PfEdit, was limited by the 16-bit nature of the program and was limited to the 640kB conventional memory of pre-Win95 operating systems. In the mid-1990s, Jon Remier, another H2 player set out to create a new editor using MS Access and Visual Basic. He was able to overcome all the limitations of the other editors and create a program that ran in MS Ofce. This editor is the most widely used means to edit the various HARPOON 3 (and Harpoon Commanders Edition) databases. This section of the manual will focus on this editor, to explain the concepts needed to create/edit databases. AGSI obtained the rights to this Editor in 2005 and named it H3RE in honor of Jons work. There is also an editor based on the Harpoon 3 Game Engine. Except for a few elds mentioned below, it has the same capabilities as the H3RE, but it looks and acts much like the actual Harpoon Game Engine (GE). There are about a dozen user developed databases out there, The databases mentioned in this manual are: ODB by AGSI. The Original DB. Pretty much out of date but complete enough to be built on. HUDII and HUDIII by Darren Buckley. Derived from ODB. ANW (or ANWDB) by AGSI (Dale Hillier). Created from the ODB.

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1.1 OBTAiNiNG ThE EDiTORS

Database Editing

At the time of this manuals publication, AGSI observed behavior on the part of certain users that obliges AGSI to obtain explicit user agreement to a set of Good Conduct principals before allowing users to download either of the two database Editors. Both are free as of this writing. The Game Based Editor is available here: http://advancedgaming.biz/dbe_request The Reimer Editor is now restricted in distribution to members of the Beta Team and to Harpoon 3 Professional users. It contains a DLL le that will generate the DB signature automatically when it exports the entire DB. There is some more automation and new target ags have been added. The list of added features include: Automated Mount and Magazine capacity calculation - This will calculate current and maximum capacity of Mounts and Magazines. New Target Flags - Air to Air Missile, Torpedo, and Base New Propulsion Types - Jet type replaced with Turbo-Fan and Turbo-Jet types. New Sensor Type - Added Look Down/Shoot Down capability for aircraft radars. Numerous UI Changes help explain features to the user.

EDiTOR INSTALLATiON
Installing the Game Based Editor (H3CD) is easy, it comes with a full installer and we suggest that you install its alongside the existing Harpoon 3 product so the Launcher will pick it up for your use. There is one caveat it only runs at resolutions of 1024x768. H3RE requires MS Ofce 2000, XP, or 2003. It has not been tested with Ofce 2007 as of this writing and is NOT backwards compatible with Ofce 97. Harpoon 3 Reimer Editor Specic items are going to be marked [H3RE] through this section of the manual. Again, the information necessary to use the Game Based Editor is almost identical.

1.2 CREATiNG A NEW DATABASE [H3RE]


There are two methods to create a new DB for H3RE. The rst method is to copy the MDB le and give it another name. This doesnt involve the Access editor per se because the editor only modies the Database (DB) les when it exports (see below). However you will have to make another copy of the MDB le to use for the new database. To create a new DB: Create a folder for the DB in your Harpoon 3 installation

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Copy a DB le set into this folder. It doesnt really matter what DB, its all about personal preference; i.e. copy the HUDIII les to a new DB folder, or whatever name you wish. Copy the .MDB le and rename it to whatever your new DB is going to be called. i.e. copy the ANWDB.MDB le and call it Personal.MDB or whatever. Run the new MDB le and the editor will appear. It will contain the data from the copied MDB le.

The second method is to use the Erase Database function in the main menu of H3RE. This will clear the DB of all platforms leaving you with a blank DB. This does not involve renaming the .MDB le but, for obvious reasons, scenarios that you made with the DB you just erased will be unplayable. Most DB authors like to start with some sort of structure in place already (as was the case with the Colonial Wars DB and the 1960s-1970s DB, both of which were copies of DB2K given with the permission of its author. You now have the tools necessary to start your new DB. If you wish, you can erase the database totally and start from scratch, or you can selectively delete various platforms so as to keep the integral parts of the DB (such as sensors and weapons) intact and thus save you a lot of time. Make sure that your MDB import/export default le path is set to the correct folder otherwise you could import over another DB and lose that information; i.e. make sure that the MDB le exports to C:\Harpoon 3\databases\my DB instead of C:\Harpoon 3\databases\HUDIII.

1.3 IMPORTING A DATABASE


The Access editor works by importing an HARPOON 3 DB from whatever directory it lies in. The editor will ask you to point it to the correct directory. Its important to note that when importing the DB the editor only READS the les and doesnt make any changes to them. To import a DB, click on the Import New Database button in the menu form and it will then bring up a small window with 2 options and a start button. The rst option is to use the default directory. The second option is to import text. Both of these will be explained later. When you hit start, the editor will bring up a browse listing and you will then have to select the folder where the DB resides in. The les are found in the database folders inside your HARPOON 3(tm)/databases directory and carry a .dat extension. It is important to note that when you import a new DB, youll be erasing any other information that resided in the editor at that time.

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After you select the folder the process is automatic from there. The editor will then read all DB les and you should be ready to go. How long it takes to import the DB depends on the size of that DB and the CPU of your computer. I have a PII 400MHz and importing HUDIII takes several minutes. After the import is complete the editor will advise you to compact the DB to make the whole process run faster. The editor will provide you with instructions on how to do this. You will then be ready to read and modify the DB as you wish. Its also important to note that when you are looking or modifying the DB, you are not changing the DB les itself, only whats been imported into the editor. To make changes to the DB les themselves youll have to export the les.

Database Editing

1.4 EXPORTiNG A DATABASE


In the previous section I stated that the editor only reads the .dat les that make up the DB. This is true. However, when you export the DB it will create a series of .dat les that will over write anything in the specied folder. Exporting uses a similar process to importing.

1.5 OThER DATABASE BUiLDER FEATURES


Opening any annex will cause the editor to create a new entry in the tool bar at the top of the window. This entry is called Harpoon and it contains a variety of useful tools that can assist in speeding up the DB creation process. Copy Item This will have the editor make an exact duplicate of whatever you are viewing (platform or component) at the time. The new item will be an exact duplicate of the previous item with the exception that will have a different version number. This is useful when making platforms of the same design but for different countries. Import This command will bring up a submenu that gives the user the choice to import a totally new DB, annex (one of the .dat les) or an HCF le. You will be prompted for a le name and/or location. Export This command is the opposite of the Import command. It will bring up a submenu that will allow the user to export a DB or to a directory, or save a platform or component as an HCF le. You will be prompted for a le name and/or location. Add to Export List When getting ready to create an HCF le, using this command will add whatever you are looking at, to a list of items to be converted into HCF les. Clear Export List This will clear the HCF export list.

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Recalc Unused This useful command will have the editor scan the annex that you are currently viewing and nd any items in the annex that are not currently used by any other annex. Items that are unused will lose the check mark located at the far right side of the screen. Show Unused A simple lter command that will show a list of all un-used items in the annex the user is viewing. Delete Unused This command will, after user conrmation, delete all unused items in the currently viewed annex. Validation Report This command will generate a text le of all errors and warnings in the annex that you are currently viewing. This is one of the more important features of the editor, as it will show you a list of platform names that are too long. Platforms with this error will cause the game to crash. Its important to use this on every annex on a regular basis. Show Platform A simple secondary menu that will allow the user to change from one annex to another or open an unopened platform annex. Show Component Another simple secondary menu that will allow the user to change from one annex to another or open an unopened component annex.

2.0 PLATFORM FIELDS


It follows then as certain as night succeeds day, that without a decisive naval force we can do nothing definitive, and that with it everything honorable and glorious. - George Washington This section will clarify some of the denitions, elds, and annexes associated with various unit types.

2.1 EDITING PLATFORMS


Platforms have a variety of entries that you can modify. The dimensions of the platform are only for the platform database entry in game. It is only when you get into the platform buttons (Flags, X-Section, fuel, etc) that youll be altering just what a platform is capable of doing. All measurements use the metric system. Meters, Kilograms, and Metric Tonnes (called Tonnes). All speeds use knots (Nautical Miles per Hour) and ranges are in Nautical Miles.

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2.1.1 AiRcRAFT

Platform Fields

When editing aircraft entries in the databases, there are a variety of factors that can be changed. This section will explain the different settings and their effects. MiSc Length, Wingspan, and Crew are self-explanatory. Weight should show the empty weight of the aircraft. Climb Rate is usually found in many reference books. If its unavailable simply take the cruise speed of the aircraft and multiply it by the sine of 45. Climb Rate = cruise speed (meters per second) x sin 45 ATA This is probably the most important aspect of the most aircraft in the DB. It is certainly the most important aspect for ghters and attack aircraft. ATA is best described as the ability of a missile or aircraft to avoid another missile or aircraft. For aircraft this is value is used so the Harpoon 3TM game engine can calculate ACM between aircraft and an aircrafts ability to dodge missile or gunre. Because ATA is a comparison between that platform and another theres no real set ATA for a platform against all aircraft and missiles. Rather ATA is a generational value comparing it between other aircraft and weapons of its generation. It is purely subjective and assumes that both pilots have the same skill. Not a very likely occurrence in real life. Therefore, as an example, an SA-9 might be able to hit a B-52 3/4 of the time, and an F-16 only 30% of the time. Given ATA values of equal size (e.g. both missile and aircraft are ATA 5), the Probably of Kill (PK) of a weapon will be a base value of 30% before any other modiers like jammers and decoys come into play. Any changes of 0.5 ATA equate to 5% PK. Thus if the SA-7 has a 35% hit rate against an aircraft like the F-15 with an ATA of 4.5, then the SA-7 will have an ATA rating of 5.0. The H4.x Master Rules ATA combat table has the following differential values 0.0 = 30% 0.5 = 35% 1.0 = 40% ... 5.5 = 85%. For numbers above 0.0 you get a conversion formula: (ATA/0.5) x 5% + 30% = PK% However, the PK numbers for the missile might be geared towards a specic type of target, which might mean something too: a typical ghter has a D-ATA of 4.0/2.0 while a large A/C like the Sentry has 0.5/0.5 AiRcRAFT FLAGS Probe Refueling Indicates the aircraft has a probe for mid-air refueling; most aircraft in the world are probe refueled.

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Centerline Drogue Indicates that the aircraft has a hose with a drogue at the end of it to refuel aircraft tted with refueling probes. The hose is reeled out of the back end of the aircraft. Some Royal Air Force (RAF) tankers have this tting. Wing Drogue Indicates that it has hose and drogue gear at either wing tip. The KC-130 has this type of refueling gear. Boom Refueling The aircraft in question requires rigid boom refueling gear to accomplish its mid-air refueling. All United States Air Force (USAF) aircraft use this method of refueling. Centerline Boom Indicates that the aircraft has boom type refueling gear; the KC-10 and KC-135 have these attachments. Its important to note that the boom gear can be tted with a short hose and drogue to refuel aircraft tted with a probe. Terrain Avoidance Aircraft that have the ability to y low enough to avoid terrain but not match ight proles with it. Aircraft with the ag cannot y lower than 100m in game. Terrain Following The aircraft has a sophisticated computer that allows it to y so low that it can match its ight path with the terrain. Aircraft with this ag cannot y any lower than 40m. Bombsight There are three types of bombsights: Basic, Computing, and Advanced. Helo Pad This is a size factor. There are three types: Small, Medium, and Large. A small helo can land on all of them, while a large helo can only land on the Large Helo Pad and nothing else. Runway Like the helo pad ag, this too is based on size. VTOL runway is pretty much the same has a helo pad. STOL is for aircraft with short take off and landing capabilities. Aside from that the other size parameters are the same. Carrier Capable Indicates the aircraft is capable of taking off and landing on an aircraft carrier. (Note that in many databases this ag is set for all aircraft to allow ctional airbases at sea) Aircraft Size Based on aircraft size. Refer to section 30.5.7 Air Facilities for further details. Blip Enhance This is mainly a helo ag. It allows the aircraft to broadcast a signal that makes it appear to be a medium sized (or larger) surface vessel. Helicopter This ag tells the game engine that the aircraft is a helicopter and is capable of hovering.

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ShOW RANGES BUTTON

Platform Fields

This will display a small window that shows the ranges for all the loadouts that the aircraft carries.

2.1.2 FAciLiTiES
Facilities are ground based platforms. Facilities have several elds that are important. Mast Height - This is an indicator of how far the sensors on the facility can see. The higher you are, the farther your visual horizon is. The same principle applies to radar as well. Missile Defense Rating (MDR) This is a calculation of how well a platform can defend against incoming missiles. To determine the MDR for platforms (it also applies to ships as well) proceed with the following: during combat, this number is used by the Articial Opponent (AO) to determine the number of missiles enemy units will re on this unit based on an assumed level of gathered intelligence. This number should be based on the number of re-control channels available for anti-missile re. AREA DEFENSE SYSTEmS (10 nm or greater anti-air range) MDR = # shots vs. a mach 1 closing target x number re-control channels x time pK of weapon. POiNT DEFENSE SYSTEmS (<10nm anti-air range) MDR = number of ring arcs / 8 DiSTRAcTiON SYSTEmS +1 if Defensive ECM system present +1 if Chaff/Flare launcher present

2.1.3 ARmOR RATiNGS


These apply to ships as well. There are four levels. Light, Medium, Heavy and Special. According to the H4.x Master Rules, the denitions of each level are as follows: Light 90 to 120mm RHA (Rolled Homogeneous Armor) Medium 121 to 140mm RHA Heavy 141 to 190mm RHA Special 191 to 406mm RHA These values are highly subjective, if for the only reason that theres a difference in materials used (Concrete vs. Steel, for example). Youll have to use your best judgment in that regard.

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2.1.4 A NOTE ABOUT DP FOR FACILITIES


Facility DP is based on the number of weapons it would take to destroy that facility. An M-1 tank would require a Maverick, TOW, or Hellre missile to destroy it. Therefore, if a Maverick has a DP value 15, then an M-1 tank platoon (four tanks) would have a DP value of 60 points. The obvious problem here is that other weapons have greater than 60DP but can still attack a xed facility such as a Tank Platoon. The use of facilities in this regard would help but increase the size of the scenario. The bottom line is that Harpoon 3TM isnt meant to model tactical combat on that level at this time.

2.1.5 INSTALLATIONS
This annex is probably the least used but has a lot of potential with regards to scenario design. Simply put, an installation is a group of facilities lumped together. They are there to make life easier for the scenario builder. With a few clicks someone can place an entire SAM battery, Coastal Artillery Site, and Radar Installation. To create an installation one must have a little knowledge of latitude and longitude. Ill go into the basics of it here. Latitude is North and South starting at the equator and ending at the poles. Longitude is East and West starting at the Greenwich Meridian (London) and ends at the International Date Line. Along any great circle (any line of latitude, the equator itself, or any other plane which includes the earths center) one Degree of Arc is 60nm. Thus one degree of arc along the equator going East or West is 60 Nautical Miles, and one minute of arc is one Nautical Mile. One degree of arc in the true North or true South direction is also 60 Nautical miles, and one minute of arc is one Nautical mile. As one moves away from the Equator and closer to the poles one minute of arc in the East or West directions becomes less than one Nautical Mile and approaches a zero value at the poles. As already mentioned one degree is broken down into 60 minutes. In addition each minute is broken down into 60 seconds. Therefore one minute equals one nautical mile (along any great circle) and one second equals about 30 meters. This is where the Offset comes into play. The offset allows the game engine to separate units and spread them around. In extreme cases, you can accurately model what an installation looks like in real life. But I recommend against that as too time consuming. Keep in mind that a realistic separation between close in facilities would be around 100 meters (three seconds) depending on the facilities involved.

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2.2 BASE/FAciLiTY/INSTALLATiONS ISSUES

Platform Fields

There are two known land installation issues. The rst involves certain types of weapons. Weapons that require command guidance or employ semi-active homing methods will require that the guidance sensor (or comm unit) be placed on the launching facility. This causes problems for units like the SA-2, which has 6 launchers with a radar and command van in the middle. However, active homing weapons such as CLAWS (ground launched AMRAAM) or coastal systems like Exocet will not be affected. The second involved air bases. The game engine does not reliably report the total number of aircraft in a scenario which includes air bases included in Installations. This happens because the game engine doesnt count the facilities in the installation in the same way as they would if the scenario builder created each facility individually. There is a work-around. It is believed that the anomaly occurs when the installation is actually placed. Because an installation is grouped, and because the game engine DOES plant the facilities in a certain order, then the work-around for this is to delete the group. This will remove the base so to speak but not the facilities that are in it. Then you can regroup the base normally.

2.3 ShiPS
Type This is an up to 5 letter acronym used to indicate the type of vessel. It is required to create a new ship but doesnt affect the game in any way except for platform type during ship identication. Category This is meant to signify the type of ship for the game engine. There are ve classes: Surface Combatant, Merchant, Carrier, Amphibious, and Auxiliary. Surface Combatant This applies to Cruisers, Destroyers, Frigates, and anything with guns/ missiles manned by military personnel that oats. Merchant These are civilian owned ships. Usually they are very easy to destroy. Carrier Any ship designed to carry and launch xed wing aircraft. Amphibious Any vessel that has been designed to support the landing of men and material on hostile shores. Auxiliary Any vessel designed to support naval vessels (UnRep vessels, ammo ships, oilers, etc).

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2.3.1 SHIP ANNEX FIELDS


Length The length of the ship (in meters). Draft - The depth of a vessels keel below the surface (in meters) Reimer Editor Only Beam The breadth/width of the vessel at its maximum point (in meters) Reimer Editor Only. These values are used to automatically calculate the platforms cross section in H3RE. In H3DC you will have to manually input the cross section elds from data developed using the H3 Platform Assistant. Displacement Dened as the weight of the water displaced by the ships hull form, this is expressed in metric tons. Whenever possible this should be the lightship displacement which is the displacement of the vessel when totally empty (the technical description of lightship is the displacement of the vessel when empty with the exception of lube oil for the main engine). Crew The number of men required to operate the vessel. Troop Capacity The number of armed troops the ship can carry (not crew). This option is not currently supported. Cargo Capacity The amount of cargo, in metric tons, that the vessel can carry. This option is not currently supported. Damage Points This is a numerical value of the ships survivability in a combat situation. Its directly related to light displacement. The formulas for calculating vessel DP is as follows: Displacement (in tons) 0-500 501-5000 5001-12,000 12,000 and over Formula T/20 (T/30) + 9 (T/50) + 76 (T/60) + 116

Once you have determined the damage points, multiply the value by any of the following multipliers that apply: Fleet Auxiliary (supply ships, container ships, tankers, ammunition vessels, etc.), not including converted merchant vessels 0.75 Surface-Effect Ship (SES), Hovercraft, or Merchant (including all ships specied as being built to civilian standards) 0.5

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Supertankers 0.25 Soviet Construction 0.9 Composites; Aluminum, GRP, Wood 0.75

Platform Fields

The following ags are unrelated to Damage Points: Max Sea State This is the maximum seas that the vessel can sustain combat operations. Not Supported. Repair Capacity The ability of a ship to repair damage. Not much is known about this value and it is not supported. Missile Defense See Missile Defense in the Facilities Section Armor Ratings See Armor Ratings in the Facilities Section

2.3.2 ShiP DATA FLAGS


Refuel Astern In/Out This ag signies that the vessel is capable of accepting or pumping fuel from another ship. It is an older method of refueling that is common among older tankers and civilian auxiliaries. Refuel To/From Port/Starboard Indicates that the vessel can accept from a ship or pump fuel to another ship. Typical UnRep ships have four fueling stations, two on each side. Replenish To/From Port/Starboard This ag is similar to the Refuel ag but applies to weapons instead of fuel. Passive/Single Stabilizers This indicates that the ship has either a passive (ume tank) or single pair of stabilizers. Dual or Triple Stabilizers Ships with this ag have multiple or active sets of stabilizers. Nuclear Shock Resistant This indicates that the vessel in question is built to withstand massive shock waves such as those created by nuclear weapons. This ag generally only applies to older battleships and cruisers. Civilian Construction Standards Used to indicate that the ship is not compartmented or strengthened with multiple watertight internal bulkheads in a manner similar to warships. Aviation Vessel Aside from the carrier ag mentioned above, this ag is used to indicate vessels that can support more than the usual number of helicopters (1 or 2) carried on a warship. Examples of this are the Japanese Navy DDH or the Italian Vittorio Veneto.

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Aluminum Superstructure Aluminum superstructures were a feature of 1970s ship design. Indeed, they still are for many merchant ships. However in the Falklands War of 1982, it was discovered that Aluminum also melted at a much lower temperature than steel. This led to a basic shift in warship design back to steel superstructures. The ag mainly applies to ships built in the 1970s and 80s.

2.4 SUBMARINES
Type This is an up to four-letter acronym that is used to denote the type of platform. It is required to create a new sub in the editor but doesnt affect the game in any way. Length The length of the submarine. Displacement This is similar to the ship entry (except that in some circles a 0.5 DP modier is applied due to the relatively small reserve buoyancy of submarines). Crew The number of crew on the submarine. Maximum Depth The maximum depth the submarine can withstand. It must be a negative value. Damage Points See above for ships.

2.4.1 SUBMARINE DATA FLAGS


Anechoic Coating This ag is for subs that have either a layer of applied composite or tiles that are used to absorb sounds and prevent detection by sonar. Used by most modern subs. Nonmagnetic Hull Subs using this ag have been built using non-magnetic materials. Russians subs such as the Alfa and Sierra classes (with Titanium hulls) are examples of this. Double Hull Mainly a feature of Russian subs, this ag indicates the presence of a second pressure hull. This makes subs more resistant to damage. Shock Resistant This is similar to the ship ag of the same name. No Launch Transient Subs with this ag do not radiate the sounds associated with the launch of a weapon. Only the most modern submarines have this ag. Shrouded Propulsor This is a design feature that lowers the passive sonar signature of the sub. It indicates that the sub has a directional collar around its propeller (on merchant ships this is called a Kort Nozzle). This feature is not supported in the game.

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Advanced Propulsor Used to indicate the presence of a pump jet propulsor. It is unknown if this feature is supported.

Platform Fields

Snorkel A universal feature in almost all subs, this allows the sub to run on diesel engines when they are at periscope depth to re-charge their batteries.

2.5 COUNTRiES
This is an organizational listing of platforms listed by country. Each eld is self-explanatory and all you are required to do is input the DB ID number. The editor will guide you along the process.

2.6 AiR FAciLiTiES


This component of the DB contains all the information available for the launching, landing and storage of aircraft on platforms. The type values are self-explanatory but the aircraft size requires a short explanation. In the database, aircraft are given a size in the aircraft annex. In the game this is expressed as a numerical value. These values are: Small Aircraft = 2 points Medium Aircraft = 3 Large Aircraft = 4 Very Large Aircraft = 8

Obviously as can be seen here, small aircraft can use any facility. Aircraft can use any air facility providing its as big as or bigger than it is size rating. Therefore: One Very Large Aircraft Facility can hold two Large Aircraft, two and 2/3rds Medium Aircraft, and four Small Aircraft. A note about ships and Helicopters important to realize that a ship that can carry a helo will require a Pad with Haul-Down type of air facility. This type indicates that the ship has gear that helps the helicopter land on the ship in the pitching environment that is the ocean. Ships that do not have that kind of air facility will not be able to operate sea based helicopters. They WILL be able to operate helicopters that are land based but within the scope of Harpoon 3TM, this isnt realistic.

2.7 COmmS
As you can imagine, the comms annex holds all the data that allows platforms and weapons to communicate among each other. This annex plays an important part in the DB because without comms, many weapons would not be able to work. SARH and Command Guided weapons

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wouldnt be able to work and ships would not be able to share data and there couldnt be an integrated defensive posture in the event of an attack. All platforms and a large number of weapons will require communications units to talk and share information to one another. In Harpoon 3TM, communications are very abstracted for two reasons. One is that the game was rushed into release, secondly; because the game was rushed to release (360 was going bankrupt) there was some aspects of comms that were not activated in the game. When the difculty level is set to full realism submerged submarines will not be able to communicate with any other platform. In game, this means you lose contact (and thus control over) that unit. This irks a large number of people, including myself and as a result, most people play with auto datalinks on. This is a trade off though because auto datalinks means you are in constant communication with your units and there is no modeling of comm range levels. Furthermore, SIGINT isnt modeled in the game (yet). There are plans in the works to attempt a work-around at this time but no timeline has been given. Platforms, as a general rule require several comm units at the least. The types of comms in the game are as follows: ELF Link Extremely Low Frequency. This is a very slow communication method which can be received by submerged submarines. Only facilities and submarines use it Type 75 Sonobuoy Link This is the comm unit for Russian Type 75 LOFAR sonobuoys. It is used by those sonobuoys and by the aircraft that use them, namely Bears and Mays and some ASW ships like the Udaloy and Kara. BM Sonobuoy Link The comm unit for the Russian BM series of buoys. It is an older system that is used by ships such as Kashin, Kanin, and Kresta classes. RGB Sonobuoy Link The current standard Russian sonobuoy system. There are many types in service and its in widespread use on many Russian ships and aircraft. French Sonobuoy Link The French Navy have developed their own series of sonobuoys for use from their helicopters and MPAs. NATO Sonobuoy Link The universal western standard sonobuoy link, it is in widespread use throughout the globe. All NATO members and NATO aligned nations use this link. Radio The most widely used method of communication in the game.

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Visual Comm This is meant to indicate signal ags, signal lights, or signal mirrors. It cannot be jammed. Laser Comm A very new and very fast method of communication. Used mostly by ground forces. Commercial SATCOM A generic setting for long range communication sets. Widely used and easily hacked into. A346Z Datalink This is the datalink for aircraft that use the Big Bulge radar system. It is meant to pass on targeting info to strike aircraft. Bear and certain variants of Badger bombers use this to provide missile targeting for attacks. Walleye Datalink The datalink used by the Walleye glide bomb. It is also used in early versions of the AGM-84E SLAM missile. GBU-15 Datalink The datalink used by the GBU-15 EO guided bomb and the AGM-130 powered guided bomb. APD-15 Datalink The tactical datalink used by MiG-31 aircraft and possibly by Su-27 aircraft as well. Missile Guidance Unit Generic missile guidance comms.

Platform Fields

LAMPS Datalink The Light Airborne Multi-Purpose System is the current ship to helo datalink system used by the US Navy. It is used my most US surface ships and by H-2 and H-60 series helicopters. Punch Bowl SATCOM Dedicated missile targeting SATCOM system used by Russia on its RORSATs, EORSATS, and the newer missile subs and cruisers such as Kirov, Oscar, Slava, etc. Syracuse SATCOM The standard satellite communications system used by the French Navy; it is exported to many nations. TERMA Datalink Data transfer system used mainly by the Danish Armed Forces. Used on board surface ships and as part of the Danish Coastal Defense system. Link W An unlicensed copy of the NATO Link 11 system. This system is used by France, Saudi Arabia and probably by China as well. It is associated with the TAVITAC and VEGA combat systems. Link 4 Datalink system used by France and the US for interceptor control; it is widely used on carriers and missile cruisers.

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Link 10 Tactical data system developed in the UK and used by Belgian, Dutch, Greek and Royal Navy vessels. It is broadly similar to but not compatible with Link 11. Link 11 The current NATO standard datalink system. It has been very widely exported and has many variants. It is carried on almost every NATO warship, MPA, and helicopter. There are also plans to t all NATO (and Australian) subs with Link 11. Link 16 The next generation successor to Link 11, it is currently entering service in the USN on board combat aircraft and major surface combatants. Plans call for it to be exported to several nations allied with the US. PEAB TDMA Datalink The standard datalink system used by the Swedish Navy. Big Ball SATCOM Strategic communications system used by the Russian Armed Forces; it is similar to DSCS or FLTSATCOM. Link Y A variant of Link 10; it is very widely exported. Link Z A variant of Link 14 for use by non-NATO nations. Skynet SATCOM The current standard satellite communications system for the British Armed Forces. Thailand uses a variant called Star of Siam. DSCS SATCOM Defense Satellite Communications System. This high-volume system is used by the US DoD and Diplomatic departments. FLTSATCOM The USNs high priority eet wide communications system. Have Quick US Tri-Service radio system. Jam Proof. AKT-22 Datalink The datalink system used by LAMPS equipped helicopters. MILSTAR SATCOM The new Tri-Service military communications system for the US Armed Forces. SSIXS SATCOM Submarine Satellite Information Exchange. Similar to the Punch Bowl SATCOM system except it is exclusively used by submarines. Link 14 A datalink system developed for ships that lack a combat system or a core central computer system. It is, in effect, a teletype version of Link 11. One Way Wire Guidance A guidance system where the weapon is guided by commands sent through it. ATGMs and early torpedoes use this.

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Two Way Wire Guidance A guidance system where sensor data is transmitted back to the launching platform. This in effect turns the weapon into a remote controlled autonomous vehicle. Land Line Communication via direct cable, ber-optic, etc. Used by facilities.

Platform Fields

2.7.1 COmmUNicATiON DATA FLAGS


Broadcast This indicates that the comm unit in question is capable of being jammed as its frequencies are widely known. Secure Used my military forces on discrete frequencies, these radios are considered jam-proof in the game. Receive Only This ag is used for certain datalink systems that operate as slaves to a central unit. The Russian Bell Spike system is one such example. The unit in question can only receive message and not transmit any information. Send Only This rarely used ag is for systems that broadcast data over a wide network. National defense systems such as the North Warning System send data back to NORAD facilities in the US and Canada for processing. LOS Limited Used by higher frequency radios, this signies that the platform using this cannot transmit information unless it is in sight of another.

2.7.2 FREQUENcY BANDS


ELF (Extremely Low Frequency) VLF (Very Low Frequency) LF (Low Frequency) MF (Medium Frequency) HF (High Frequency) VHF (Very High Frequency) UHF (Ultra High Frequency) SHF (Super High Frequency) EHF (Extremely High Frequency) Below 10 KHz 10 KHz to 30 KHz 30 KHz to 300 KHz 300 KHz to 3 MHz 3 MHz to 30 MHz 30 MHz to 328.6 MHz 328.6 MHz to 2.9 GHz 2.9 GHz to 30 GHz Above 30 GHz (not supported in game)

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2.8 FUEL
The simplest of annexes, this one stores all the information for fuel only. There are the following types of fuels: Air Independent This is basically liquid oxygen for use in AIP engines to allow submarines to spend extended time underwater without snorkeling. Aviation Fuel Any fuel used by aircraft. Battery Units of Battery remaining. Mainly used by SSKs when underwater. Diesel Fuel The most common type of fuel, mainly used in ships. Gas Fuel This is the type of fuel used by gas turbine powered vessels (e.g. LM-2500). Oil Fuel Used for steam powered vessels, this is also known as Bunker C. Rocket Fuel Any fuel that will power a rocket, ramjet, or any other non-air breathing powered weapon. Torpedo Fuel Any type of fuel used by Torpedoes. Weapon Coast Time Used for gliding weapons such as the JSOW or TALD, it calculates the amount of glide time the weapon will have.

2.9 LOADOUTS
The Loadout Annex stores all the possible combinations of weapons that can be carried by aircraft in that DB. It takes weapon records from their annex and applies them in a listed format.

2.9.1 LOADOUT COMPONENTS


ID# - The numerical listing of the loadout for the purpose of being read by the game engine. Name The name applied to the loadout in question. There are two naming systems in use right now. The system used by HUDIII editors and the original 360 system. The HUDIII system uses a 6 number system to keep track of the loadouts, their function and the type of plane they are used on. The original 360 system was easier to read but less descriptive with only loadout type and the main weapon it carries. The original 360 system uses abbreviations for its loadout description and a numerical count method.

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OCA ASW-DC ASW-T ATA ECM-P Ferry IB PGM-B PGM-M Recon SEAD-D SEAD-M SO Tanker UG-C UG-R

Platform Fields
Offensive Counter-Air Any mission using anti-runway weapons. Anti-Submarine Warfare using Depth Charges/Bombs Anti-Submarine Warfare using torpedoes (either guided or un-guided) Air to Air using missiles and/or gun pods Electronic Warfare using Sensor Pods (i.e. ALQ-99) Aircraft Ferry using Drop/Ferry Tanks (aircraft is usually un-armed) Iron Bombs such as Mk80 series and FAB series. Precision Guided Munitions using Bombs (Guided/Smart Bombs) Precision Guided Munitions using Missiles (i.e. Maverick, AS-14) Reconnaissance using either pods or Mk1 eyeball Suppression of Enemy Air Defenses using Decoys (i.e. TALD) Suppression of Enemy Air Defenses using Missiles (i.e. HARM, AS-11) Stand-Off; any weapon that can be launched without danger to the aircraft (Harpoon, AS-15) Any aircraft equipped with a buddy store. Does not apply to dedicated tankers like the KC-10. Un-Guided Cluster weapons (Mk20, RBK series) Un-Guided Rocket weapons (HYDRA, S-80)

Further, over the years, Ive used these and the following others in my personal DB: Airborne Cargo ECM-M Exercise Patrol Troop simulator, from squad to company-sized units. Usually used on large aircraft to simulate shipping ammo between bases and ships. Electronic Counter-Measures. Loadouts using a combination of EW pods and missiles. Loadouts using inert (warhead is a 1 DP are) missiles. Combination loadouts, using a wide variety (usually 2 to 4) of weapons. Used on MPAs and Helicopters.

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UG-G UG-I

Un-Guided Guns. Pod mounted guns on some aircraft and helicopters. Un-Guided Incendiary; this includes napalm and other re gels.

ROF ROF stands for Rate of Fire. There are 2 ways of expressing it in the DB. A positive number means that the ROF is that many seconds. (i.e. an ROF of 15 means that the weapon in question will re once every 15 seconds). A negative number indicates increments of 30 seconds. Therefore a ROF of -2 will mean the weapon will re once every minute. Capacity This is the total weapons capacity of the loadout in question. There is no practical limit to this and the DB editor automatically calculates this when you place weapons records into loadouts. Ready Time This is a fairly new feature to Harpoon 3TM. It allows the editor to alter the amount of time it takes an aircraft to be readied for its next mission. This number is totally subjective and up to the editor. This is actually a fairly advanced setting because it can alter the speed and course of a scenario. Generally speaking, the larger the aircraft the longer it will take to make ready for the next mission. That being said however, tactical aircraft can be turned around very quickly indeed depending on the situation and the weapons involved. Target type This is an automatic setting that describes what targets the loadout is capable of attacking. This is a reference setting and doesnt apply to the game in any way.

2.10 MAGAZINES
This annex holds all spare weapons that a ship, sub, or facility will carry for later use. Once a mount on one of these platforms has expended all its weapons, it will automatically reload from the available magazines. Facility magazines currently do not work as of this writing and special exceptions have to be made for them to have sustainability in a scenario. The Magazine annex is very simple to use. Simply select the magazine you wish to modify and select the weapon record that you wish to add to that magazine from the pull down menu. Duplicate weapons records are indicated by the Quantity eld next to the pull down selection for the weapon record. Other elds in the Magazine annex are: Armor This is an indication of how protected the magazine is from weapons hits against a platform. It is similar to the armor levels mentioned earlier. ROF The Rate of Fire for the Magazine is its ROF to move weapons from the magazine to the mount in question. Its values are the same as in the Loadouts

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Capacity The maximum amount of weapons that the magazine can hold. It cannot exceed 65000. Version Just a number separating different versions. It is of no consequence to game or DB operation. UnRep Flag This removes the magazine from the sanity check feature of H3DG. The sanity check would look for weapons in magazines that had no mount that could re them. This would lead to a very large check le for aircraft carriers because the AC ordinance load isnt taken into account.

Platform Fields

2.11 MOUNTS
The Mount annex, used by all platform types, contains the readily available weapons for the platform it is assigned to. It is similar in operation and use to the Magazine Annex. There are two elds with drop down selections, however: Sensors and Weapons. The Sensor eld is used for mounts that have on board sensors. Examples are point defense weapons like Phalanx or mobile AAA vehicles such as the 2S6 Tunguska. It is important to know that when a mount has an on board sensor that the weapon on the mount be slaved to that sensor. This will be described later in the weapon annex description. Further to this, the mount must be set to auto. The sensor and weapons elds operate similar to the Magazine weapons eld in that annex. The rest of the annex is similar to the Magazine annex with one exception. There is an auto ag for all mounts. When selected the mount will operate independently from the human player and will attack every target it can given its weapons parameters.

2.12 PROPULSiON
In Harpoon 3TM, all platforms and most weapons require propulsion of some sort for obvious reasons. Failure to have an engine of some kind in the required platforms or weapons will result in a non-functioning (unable to move) platform or weapon, which may cause unwanted game behavior... There are ve entry elds and two more sub-elds in the Propulsion annex. ID This is the numerical ID number assigned to the propulsion unit by the editor. Name The name assigned to the propulsion unit.at your discretion

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Primary Type The main type of propulsion. In most cases this will be the only type of propulsion used. Merchant ships, aircraft, and submarines will only have primary propulsion. Boost Type The secondary type of propulsion for ships with two different types of engines such as CODAG (Combined Diesel and Gas), CODAD (Combined Diesel and Diesel), and COGAG (Combined Gas and Gas). In the case of Combined Diesel and Gas systems (CODAG) the primary type would be diesel and the boost type would be gas turbine. Version A generic value to differentiate between different versions of the same entry. Altitude/Speed This eld sets the altitude and speed characteristics of the engine and platform. For ships, this is moot because they operate on the surface and are always at zero altitude. Submarines always operate in negative altitudes (under water) while planes cannot go any lower than 10 meters and even then they require to be over the water with their terrain following ags set. It is important to note that speed increase isnt logarithmic but rather inversely exponential. That is, the speed increase be less at each increasing level. This is especially important for ships and submarines, as they require a tremendous increase in power for each extra knot of speed. A typical speed breakdown would be this: Slow Half Full Flank 5 knots 16 knots (11 knot increase) 24 knots (8 knot increase) 29 knots (5 knot increase)

The altitude bands are for aircraft and subs. They indicate the varying altitudes/depths that aircraft/subs use. This is a fairly easy concept for subs because they will retain the same speeds no matter what depth they are. Important Note: The altitude settings in the Propulsion annex take priority over the Altitude settings in the Weapon annex. The settings in the Weapon annex are for launch parameters only. In-game users will have to abide by the settings in the Propulsion annex which are not visible in game. If you have problems launching weapons in game, then one of the rst places to check is the Altitude settings in the Propulsion annex, as they are usually the cause of several issues in this regard.

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2.12.1 ALTiTUDE AND DEPThS FROm ThE HARPOON4 RULES


Very High High Medium Low Nap of the Earth for xed wing aircraft) Very Low for xed wing aircraft) Surface Periscope/Snorkel Shallow Intermediate I Intermediate II Intermediate III Intermediate IV Intermediate V Deep I Deep II Deep III Deep IV Deep V Very Deep 0m 0 to 25 m 26 to 50 m 51 to 100 m 101 to 200 m 201 to 300 m 301 to 400 m 401 to 500 m 501 to 600 m 601 to 750 m 751 to 900 m 901 to 1050 m 1051 to 1200 m 1201+ m 0 ft. 0 to 30 m 10501 to 20000 m 7501 to 10500 m 2001 to 7500 m 101 to 2000 m 31 to 100 m

Platform Fields
34450 to 65617 ft. 24607 to 34449 ft. 6563 to 24606 ft. 329 to 6562 ft. 99 to 328 ft. (over land, risks 0 to 98 ft. (over land, risks

0 to 82 ft. 83 to 164 ft. 165 to 328 ft. 329 to 656 ft. 657 to 984 ft. 985 to 1312 ft. 1313 to 1640 ft. 1641 to 1968 ft. 1969 to 2460 ft. 2461 to 2952 ft. 2953 to 3444 ft. 3445 to 3936 ft. 3937+ ft.

For aircraft its a little more complicated. Not only do aircraft operate at different altitude bands; they also have different fuel consumption rates at each different band. This can be a little difcult, as there is little information on this regarding modern aircraft. In the absence of any information (which is the usual case) I generally fall back on H4.x Master Rules.

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2.13 FUEL CONSUMPTION


The second eld is for fuel consumption for varying altitude bands. Calculating fuel consumption for a platform is the most complicated item of any database second to sensor creation.

2.13.1 CALCULATING SHIP AND DIESEL SUB BURN RATES IN HARPOON 3


The method for calculating ship and sub fuel consumption values, given in the 360 database editor documentation, has several aws. The formulas would have you enter 100 x the fuel consumption rate into the database. However, the game engine interprets the value as 10 x the fuel consumption rate. The user is instructed to use a range from a reference work, but ignore the speed at which that range is valid. The formulas call for calculating endurance using some standard speed. The result is that vessels in the game exhibit the referenced range at the standard speed, vice the speed given in the reference, and usually have signicant errors in the range at higher speeds. The documentation instructs the user to calculate boost (co-) engine burn rates using the same formulas as cruise burn rates. In reality, the game uses a complex combination of the cruise and boost burn rate to calculate the actual burn rate at full and ank speeds.

2.13.2 SOME GUIDELINES FOR FUEL


1. 2. Do not include Aviation Fuel as fuel load. The aircraft in Harpoon 3 do not need it to be present to refuel on a ship and they are automatically refueled when they land. On ships, only use one type of fuel, do not mix types. This is especially relevant to co-engine ships. Diesel is best as all ship engines can burn it. Do not have any one fuel load in excess of 1987 tons, as this causes an endurance display error. To have a total load of greater than 1987 tons, you can have multiple loads of lesser values of the same type of fuel. Example: 5417 tons could be represented as 1500+1500+1500+900+10+7. As the fuel load is not seen by the gamer, you dont necessarily have to have the exact load as specied by your text reference. What is important, is to get the Endurance shown correct.

3.

4.

2.13.3 CALCULATING ENDURANCE FOR SHIP ENGINES WITH NO CO-TYPE


1. 2. Find range, speed, and fuel data from a reference. (Note: some references give range in statute miles; convert to nm = miles x 0.869 = km x 0.54) If no fuel data is available, make up a reasonable amount. A good idea is to use something from a similar ship in the database. This value must be used as the fuel load in the database.

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3.

Calculate the fuel burn rate at the speed given in the reference as follows:

Platform Fields

Endurance (hrs) = Range (nm) / Speed (kts) Burn Rate (tons/hr) = Fuel (tons) / Endurance (hrs) 1. Convert the calculated burn rate to the cruise burn rate: On the table below, look up the scale factor for the proper engine type and the reference speed. Cruise Burn Rate = Calculated Burn Rate x Scale Factor 1. Round the cruise burn rate up or down to the nearest 0.1 . This is required as Harpoon II uses a whole number for the ten hour fuel burn rate. Multiply the rounded cruise burn rate by 10 to get the value to be entered into the Database using either DBEDIT or PFEDIT. Calculate the revised Fuel Load that will give the correct endurance at the rounded cruise burn rate.

2.

Revised Fuel (tons) = Rounded Cruise Burn Rate / Scale Factor x Endurance (hrs) Example: Diesel Engine, 5000 nm range @ 18 kts, 1100 tons diesel fuel Endurance = 5000 nm / 18 kts = 277.8 hrs Burn Rate (18kts) = 1100 tons / 277.8 hrs = 3.96 tons/hr Diesel Engine Scale Factor (18kts) = 0.50 Cruise Burn Rate = 3.96 x 0.5 = 1.98 tons/hr Rounded Cruise Burn Rate = 2.0 tons/hr Revised Fuel Load = 2.0 / 0.50 x 277.8 = 1111.2 tons Enter 1111 tons of diesel as the fuel load of the ship and Enter 20 into the database as the cruise burn rate. The extra 11 tons of fuel is required to compensate for the 0.02 rounding of the cruise burn rate.

2.13.4 CALcULATiNG ENDURANcE FOR ShiP ENGiNES WiTh A CO-TYPE


1. 2. Calculate cruise burn rate, as above, using data for ship running on just the primary engine. Calculate co-burn rate with data for boost engines running and with revised fuel load, as in 3. Above. Boost Burn rate = (co-burn rate - (cruise burn rate x engine factor)) x Scale Factor where engine factor = 0.68 diesel, 0.80 gas turbine, 0.87 steam

3.

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4.

Using PFEDIT & The Reimer Editor, round to the nearest 0.1 and divide by 10, and then enter the boost burn rate. Using DBEDIT, round to the nearest 0.1 and multiply by 10, then enter the boost burn rate.

5. Example:

CODOG Engine, 8500 nm @ 18kts on diesel, 2500 nm @ 28kts on GT, 600 tons diesel fuel Endurance (18kts) = 8500 nm / 18kts = 472.2 hrs Burn Rate (18kts) = 600 tons / 472.2 hrs = 1.27 tons/hr Diesel Engine Scale Factor (18kts) = 0.50 Cruise Burn Rate = 1.27 x 0.50 = 0.64 tons/hr Rounded Cruise Burn Rate = 0.6 tons/hr Revised Fuel Load = 0.6 / 0.50 x 472.2 = 566.64 tons Enter 567 tons of diesel as the fuel load of the ship and Enter 6 into the database as the cruise burn rate. Boost Endurance = 2500 nm / 28kts = 89.9 hrs Burn Rate (28kts) = 567 tons / 89.9 hrs = 6.31 tons/hr Gas Turbine Scale Factor (28kts) = 0.25 Engine Factor (diesel) = 0.68 Boost Burn Rate = [6.31 - (0.6 x 0.68) ] x 0.25 = 1.48 Enter 0.15 into the database as the boost burn rate using Pfedit. Enter 15 into the database as the boost burn rate using Dbedit.

2.13.5 SUBMARINE POWERPLANTS


1. 2. 3. 4. 5. 6. 7. Submarines may have two engines and each engine may use two altitude bands. Altitude Band 1 must always contain the altitude range for which the max speed of the sub is achieved. Max surface speed is usually slower than max dived / snorkel speed. Do not use co-engines on submarines. On Diesel Electric submarines, the altitudes of the two engines must not overlap. Typically diesel engines range from 0m to 20m and electric engines range from 30m to max depth. For submarines using Air Independent propulsion, you need just the AI engine and two fuel loads. One load of diesel as calculated using the same equations as for ships, and one load of air independent fuel of the same amount as diesel. Electric engines require batteries. A battery fuel load is given in seconds of endurance at 5 knots. The electric engine burn rate should always be 1. To get the right endurance, we have to calculate the amount of battery charge should be carried. Using reference range and speed from a text and the corresponding scale factor below for the given speed: Battery Charge (sec) = Range (nm) x Scale Factor x 720

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Example:

Platform Fields

Endurance on electric engine is 100nm at 10 kts Scale Factor for 10 kts = 7.50 Battery charge = 100 x 7.50 x 720 = 540000 seconds = 150 hrs Enter 540000 seconds of battery as the fuel load of the submarine Burn Rate Scale Factor Speed 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Diesel 1.47 1.32 1.19 1.09 1.00 1.00 1.00 1.00 1.00 1.00 0.93 0.86 0.81 0.76 0.71 0.56 0.53 0.50 0.47 0.45 0.33 Steam 1.15 1.14 1.13 1.11 1.10 1.10 1.09 1.08 1.07 1.05 1.00 1.00 1.00 1.00 1.00 0.89 0.79 0.71 0.66 0.60 0.45 Gas Turbine 1.25 1.25 1.25 1.25 1.25 1.16 1.15 1.14 1.12 1.11 1.04 1.03 1.02 1.01 1.00 1.00 1.00 1.00 1.00 1.00 0.83 Electric 1.00 1.00 1.00 1.00 1.00 7.50 7.52 7.50 7.52 7.50 14.35 13.76 13.31 12.86 12.50 25.00 25.21 25.00 25.61 25.00 50.42

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22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

0.32 0.30 0.29 0.28 0.19 0.19 0.18 0.17 0.17 0.10 0.09 0.09 0.09 0.09 0.06 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.05 0.04 0.04 0.04 0.04 0.04 0.04

0.42 0.38 0.36 0.33 0.19 0.19 0.18 0.17 0.17 0.13 0.13 0.12 0.12 0.11 0.08 0.08 0.08 0.08 0.08 0.07 0.07 0.07 0.07 0.07 0.07 0.06 0.06 0.06 0.06

0.71 0.62 0.56 0.50 0.27 0.26 0.25 0.24 0.23 0.19 0.19 0.18 0.18 0.17 0.14 0.14 0.13 0.13 0.12 0.12 0.12 0.12 0.11 0.11 0.11 0.11 0.10 0.10 0.10

51.14 52.17 50.00 51.43 24.73 28.99 33.84 38.80 42.86

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2.14 SENSORS

Platform Fields

The most complicated and important part of Harpoon 3TM is its sensors. Without it, naval combat simply isnt possible. Sensors permeate every aspect of platforms and weapons and provide the player with situational awareness of the battleeld. There are 17 classes of sensors in the annex: Radar (RAdio Detection And Ranging) The most common type of sensor, radar is also the oldest sensor in operation. Only the searchlight has been around longer. Visual The visual eye. On board all platforms. Infrared A passive sensor, this is a visual form sensor that can see into the infrared part of the spectrum that isnt visible to the eye. Passive Sonar (SOund Navigation And Ranging) A listening sonar that is carried by most ships frigate sized and larger. It is totally passive with some systems having extreme range. Active/Passive Sonar A dual mode sonar usually carried by subs and anti-submarine ships, they have the ability to send out sound pulses underwater that function in a manner similar to radar. ESM (Electronic Surveillance Measures) A passive system that listens for radar (ESM) and communication signals (COMINT/SIGINT). This is mounted on almost all platforms. COMINT/ SIGINT is not modeled in Harpoon 3TM. I always thought the S stood for Support ECM (Electronic Counter Measures) Active jamming systems that can be used to block a variety of sensors, the most common of them being radar and communications jammers. However there are models that can jam light spectrums Semi-Active Any kind of sensor that relies on detecting the reected emission of a specic (usually related) emitter for guidance. Mainly used by weapons seekers; semi-active radar homing is the most common type. MAD (Magnetic Anomaly Detection) An ASW sensor with very limited range, it detects the magnetic eld of a submerged submarine. It cannot detect subs that have non-steel (i.e. Titanium) hulls. Radar Suite A system of radars that share information using a Combat Direction System. It is not supported in Harpoon 3TM.

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Sonar Suite A system of sonars that share information using a Combat Direction System. It is not supported in Harpoon 3TM. Ranging Sonar A short-range sonar system generally used for depth control and for bottom mapping. The hydrographic features of this sonar are not available in Harpoon 3TM. Active VDS (Variable Depth Sonar) In essence, this is an active sonar at the end of a long cable. This is a specialized type of sonar carried by many ships that operate in adverse sonar conditions. Passive VDS A passive sonar at the end of a long cable. Many ships that operate in adverse sonar conditions use this. They are different from towed arrays in that you can vary the depth of the VDS. Towed Array Sonar The most sensitive type of sonar available, this is a gang of passive sonar arrays at the end of a very long (300m or more) cable. A powerful sensor with some of them having tremendous ranges, they have no active capability what so ever. This is an excellent long range search system. Active Sonar Active sonar sends pulses under water in a manner similar to radar. They provide accurate xes on targets but have much less range when compared to passive sonar. Laser Designator A difcult to detect version of Semi-Active guidance. Primarily used for guided weapons, the laser designator shines a spot, generally not visible to the human eye to provide a target point for semi-active sensors to home in on.

2.14.1 SENSOR ANNEX FIELDS


Search Output Used by radars, active sonars and laser designators. This is the amount of power that is transmitted by the sensor in search mode. Search Input Used by radars and active sonars. This is the value assigned to sensors to determine its sensitivity and therefore its ability to pick up targets in search mode. Track Output Used by radars, active sonars and laser designators. This is the amount of power that is transmitted by the sensor in track mode. Track Input Used by radars and active sonars. This is the value assigned to sensors to determine its sensitivity and therefore its ability to pick up targets in track mode. Passive Input Used by passive sonars, visual, IR, and semi-active sensors. This is the sensitivity of the sensor and is similar to Search/Track Input.

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Range (Minimum and Maximum) The xed minimum and maximum range, in nautical miles, for the sensor in question. The Input/Output (I/O) values determine the sensitivity and thus the detection range of a sensor vs. a specic target. The rage range value is the maximum instrumented range of that sensor. If the I/O values are set for a really high sensitivity then the detection range will be cut off by the Range value. If the I/O values are set for a low sensitivity then the range value is moot as it probably wont detect anything out that far. Inputs are for all sensors (except designators), and Outputs are for active sensors Altitude (Minimum and Maximum) The xed minimum and maximum altitude, in meters, for the sensor in question. Range Accuracy The accuracy of a sensor with deviance measured in nautical miles. Angle Accuracy The accuracy of a sensor with deviance measured in degrees. Max Intercept Applies to re control sensors, this value indicates the number of targets that can be engaged at any one time.

Platform Fields

2.14.2 SENSOR DATA FLAGS


Capabilities This determines the capability of the sensor. Whether it can search the surface, air, underwater (sonar), and a variety of other features. Important Note: Surface Search radars in the game have the ability to do limited air search as well, therefore we have allowed surface search radars to have the ability to cover the VLOW and LOW altitude bands. This corresponds to real life experience with surface search radar where the operator (in this case me) has picked up low ying aircraft (including Tornados, Jaguars, F-16s, and F-4s) as well as wildlife (in my case - ducks ying over the water). Search Frequency The frequency that a sensor operates at in search mode. Uses the NATO band naming system. Track Frequency The frequency that a sensor operates at in track mode. Uses the NATO band naming system. ECM Type Used for ECM type sensors only, it indicates the type of radars that can be affected by the jammer. This feature is being upgraded with each new release. Text A brief text description of the sensor in question.

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2.15 WARHEADS
The Warhead Annex, used only by the weapons annex, contains all the payloads for all weapons in the database. The following elds are in the annex: ID Number The reference number used by the editor to keep track of the warheads. Warhead Name This is the name of the warhead. Text Index Warheads do not have Text Indices. (Only displayed in the in game editor) Warhead Type Despite its name, this annex doesnt just hold explosive warheads. There are a variety of types, listed as follows: Enhanced Conventional Represents Fuel-Air explosives and other, more exotic, methods to improve the efciency of conventional payloads. Due to their vastly increased yield, these weapons are modeled as area-attack weapons doing atmosphere-transmitted shock. (Check game support for this ag, text taken from H2 manual) Sensor Meant to simulate the dispensed chaff, the value is actually the ID number of the sensor in the sensor annex. In Chaff rounds this is a low power ECM sensor. For ares its a low power IRCM. Weapon This is for weapons that contain another weapon as their primary warhead. The DP number in this case is the ID number of the weapon in the weapon annex. Weapons that use this type of warhead are ASROC, SS-N-16, where these weapons employ a slave rocket system to carry an ASW torpedo to optimal attack position. Alternative from H2 with edits: Weapon - By clicking on the Weapon radio button or weapon index number drop down menu, you should see a list of all items in the Weapon annex appear in the Payload Annex. When the weapon reaches its target, it will create a number of weapons of this type equal to the number in the Number eld which will then be appropriately executed (some will have immediate effects, such as depth charges, while others will be released and conduct their own searches and attacks). Warning! If a weapons warhead has a weapon payload of the same type as the weapon upon which it is mounted, Harpoon 3 will try to load the combat resolution information for the weapon, then notice that there is a warhead, and try to call the weapon which is the payload of the warhead, then notice that the weapon carries a warhead, etc; the game will probably lock up. Depth Charge The Depth Charge warhead represents underwater explosive warheads designed to explode at a preset depth and damage targets by shock.

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Fragmentation An explosive warhead designed to disperse small pelleted fragments these fragments have reduced effects against armor, but increased effects against units without armor such as personnel. Many types of cluster warhead deploy fragmentation warheads.. WARNING: In Harpoon 3TM, this warhead will destroy any target it hits no matter what the DP values of the target or warhead. This type of warhead should not be used except by weapons that are meant to be used against airborne targets ONLY. Any type of armor on the target will nullify the effects however. Torpedo Torpedo warhead, operates much in the same way as a Depth Charge. Has twice the explosive power of a conventional bomb, due to the hydraulic effect of the surrounding water. This represents explosive charge payloads which are designed to detonate on contact with the target. Also represents such warhead types as Common, High Capacity, and Semi-Armor Piercing. Armor Piercing Used by weapons that are used to destroy armored targets. Usually applied guided bombs and anti-runway weapons. HEAT High Explosive Anti-Tank. Used against armored vehicles such as tanks. Examples of HEAT warheads are TOW, TRIGAT, and AT-16. Fire (NAPALM, WP) A warhead which consists primarily of a combustive agent. These types of warhead do not inict DP damage, but rather start res. The Capacity of the warhead is calculated exactly as for standard warheads.. Nuclear Air Burst A nuclear device designed to detonate above the surface, destroying targets through a combination of EMP, thermal effects, and atmospheric shock.

Platform Fields

Nuclear Surface Burst A nuclear device designed to detonate at or just below the surface, destroying targets primarily through shock transmitted through the water or ground. Nuclear Sub Burst A nuclear device designed to detonate underwater and destroy targets through water-transmitted shock. Mostly deployed as anti-submarine weapons, but usable against surface targets as well. Gun Class - For gun and rocket warheads only, this eld selects the effective diameter of the payload for armor penetration purposes. Select the entry corresponding to the diameter of the projectile (may be smaller than the bore diameter for subcaliber or payload rounds) or warhead (may differ from rocket size). Cluster - The warhead is a dispenser of smaller charges. Cluster warheads should have their damage determined normally based on the total mass of the submunitions. Cluster weapons attack a small area around the designated target.

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2.15.1 DAMAGE POINT CALCULATION


As a general rule, all DP calculations are based on the weight of the warhead in kilograms. Not the totally weight of the weapon, but the total weight of the warhead. Therefore a Mk84 2000lb bomb has a DP value of 91. 2000lbs = 909.1 kg, half of that being the HE of the warhead. Thats 454.5 kg for a total of 91 DP. You round up the value. Nuclear warheads express their DP value in kilotons. Therefore a 400kT MIRV would have a DP value of 400. Both PFedit and the EditorH3RE use a dp eld, the in game editor uses the capacity eld for this value.

2.16 WEAPONS
Along with sensors, weapons are the most important part of any DB. Without weapons, platforms cant re weapons and therefore wont be able to accomplish their objectives. The weapon annex contains entries modeling weapons in Harpoon 3. A weapon is dened (roughly) as the delivery system for a warhead. Note: This does not include the launching mechanism as this is modeled as mounts.

2.16.1 WEAPON TYPES


Missile Any guided weapon that has a self-sustaining motor and a guidance package. Bomb A dumb weapon that is dropped from an aircraft with a steel casing and explosive ller. An aircraft only weapon. Rocket A battleeld support weapon that is mainly a short-range missile with no guidance. Mainly red from aircraft and a few ships. Gun A ballistic projectile that may or may not be unguided. Found on ships and aircraft. Torpedo An underwater missile. The primary weapon of submarines, they are second only to missiles in their potency. Mk48, Spearsh, USET-95 are all torpedoes. Depth Charge An underwater bomb. Very effective when detonated in close proximity to submarines. Examples are the Mk54, Mk11, and B-1. ASW Contact A form of depth charge that can be aimed to a limited extent. A hit actually requires contact with the target for detonation to occur. Examples are the Russian RBU series and the older Mk10 Hedgehog. Sensor Pod Used on a variety of aircraft, these pods can be used for jamming, reconnaissance, or ELINT.

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Sonobuoy A small cylinder, dropped from aircraft that contains a sonar transducer and radio transmitter. Meant to search for submarines. Drop Tank A tank used to carry extra fuel aircraft. Ferry Tank A larger version of a drop tank, often carried internally. Decoy Any weapon meant to draw away an incoming missile from its real target. Affects guided weapons only. Mine A dumb weapon that waits for a ship to strike or come into close proximity with it. A very cheap and powerful weapon that isnt supported in Harpoon 3TM. Buddy Store A pod carrying hose and reel gear. Used to re-fuel other aircraft in ight.

Platform Fields

2.16.2 WEAPON ANNEX FiELDS


Length The length of the weapon in meters or decimeters (one-tenth of a meter) if using the in-game editor. Span The diameter of the weapon in meters or decimeters if using the in game editor, sometimes wingspan is substituted for this depending on the weapon used. Weight The mass of the weapon in kilograms. Waypoints The ability of a weapon to undertake multiple waypoints and thus confuse the defender as to what direction the weapon was launched from. Not supported. Climb Rate The rate at which this weapon can change altitude, in meters per second. Only applicable to missile and torpedo type weapons. Launch Altitude The minimum and maximum altitudes, in meters or 10s of meters if using the in game editor, that the weapon can be launched. If the launching platform is outside these perimeters then the weapon will not launch. Launch Range The minimum and maximum ranges, in nautical miles, that the weapons can be launched. If the launching platform is outside these perimeters then the weapon will not launch. Launch Speed The minimum and maximum speed, in knots, that a weapon can be launched at. If the launching platform is outside these perimeters then the weapon will not launch. Cruise Altitude The altitude, in meters, that a weapon will y at when approaching the target. For this to work, the Level Cruise Flight ag must be toggled.

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Surface Near PH The base percentage chance to hit for weapons versus surface targets. Used by guns and rockets at less than half range and by all other weapon always. Also used in the PK reduction value on decoys against acoustically homing weapons (i.e. torpedoes). Surface Far PH Base percentage chance to hit for guns and rockets at equal to or greater than half range. Near ATA This is a rating representing the ability of a weapon to hit an airborne target which is, in all likelihood, not cooperating. It is equal to the percentage chance to hit a non-maneuvering target minus 30. This rating is used by guns at less than half range, and by all other anti-air weapon at all ranges. Also used as a PK reduction value on decoys against radar homing weapons. Far ATA As above, but used by guns at half range or greater and IR decoys where Far ATA = PH reduction versus IR homing weapons. Also used as a PK reduction value on decoys against IR homing weapons Separation This eld isnt used. Terminal Trajectory This eld isnt used.

2.16.3 WEAPON DATA FLAGS


Illuminate at Launch When this ag is activated, the weapon will require that a sensor track the target at launch time. This is used for weapons requiring target indication such as ASTER and CLAWS. Typically these missiles require target speed, heading and altitude so their own active sensors know where to look after launch. Local Control Possible This ag allows the user to control the weapon from the launching platform. Wire guided torpedoes and missiles usually have this ag. Supported for guns only. No Diving Target Mod With this ag, usually applied to advanced SAMs, will not have a PK penalty assigned to it when attacking a high speed diving target like the SS-N-12 or AS-4. SM-2 Standard, ASTER, and SA-N-9 are examples of weapons that will use this ag. Level Cruise Flight This ag indicates whether or not a weapon will descend (or climb) to a specic cursing altitude as set in the eld above. Limited to Mount Arc - Indicates that the weapon lacks the ability to radically change direction after launch. Such weapons are restricted to ring within their mount arc during Point Defense resolution. ARM Loiter Capability Applying to anti-radar missiles, this will have the weapon in question remain over the target area waiting for an appropriate target to appear, if one hasnt appeared

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already. Mind you what happens to the weapon while it loiters is another thing. Weapons can be shot down remember. It applies to ARMs like ALARM, and Tacit Rainbow.

Platform Fields

ARM Tunable in Flight Applies to ARMs that can be re-targeted while they are in ight. Used only for the most advanced ARMs (none of which are in service in real life). It is unknown if this is supported in game. Stern Chase AAM Applying to the earliest of AAMs, weapons with this ag will only be able to launch against a target when its seeker can only see its back end (engine exhaust). Weapons such as AIM-9A Sidewinder, AA-2 and PL-2 are covered under this ag. Rear-Aspect AAM Differing from the Stern Chase ag, these missiles can launch against a target providing its in its rear hemisphere (i.e. behind the 3-9 line). AA-8, R.550 Magic, and AIM-9J use this ag. All-Aspect AAM All-Aspect AAMs are able to attack their targets from any angle. However, this is still a launch envelope for the best PK for the missile. This ag is typical of third generation AAMs such as AIM-9M, MICA and PL-7. Dogght AAM Fourth generation short range AAMs should have this ag toggled. They are all aspect weapons with high-G maneuverability provided by thrust vectoring. AIM-9X, AA-11 Archer, and Python 4 all should have this ag. ARM Target Memory ARMs with this ag will have an inertial guidance unit that allows it to track a target based on its last known position, course, and speed after it shuts down its radar. AGM-88 HARM has a target memory. Home On Jam Some weapons have the ability to home in on the signals emitted by jamming aircraft. This mainly applies to AAMs such as AIM-54 Phoenix and early models of the AIM-120 AMRAAM. Terminal Illumination This ag requires the weapon to be guided by a radar during its terminal homing process. All semi-active homing missiles are required to have this ag. All Standard series SAMs, Sea Sparrow, SA-N-6, and Laser Guided Bombs all require terminal illumination. Capable vs. Seaskimmer Some weapons are not capable to depress enough or their guidance radars cant distinguish ultra-low level ying targets like missiles. When this ag is toggled then a weapon will be able to detect and engage low ying targets. CIWS systems, the more modern SAMs and guns will have this capability. Search Pattern Weapons with this ag will be able to carry out a search pattern using whatever sensor they carry if they do not nd a target at their pre-planned activation point. When in search mode, they will adopt a snake search pattern until they acquire a target or run out of fuel.

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Weapons without this ag, if they dont acquire a target (or miss) will go ballistic and eventually run out of fuel. Drive-Through Logic This ag is used to indicate torpedoes that can classify decoys and drive around or through them. The Mk48 Mod 5 ADCAP, USET-95 and the Mu-90 Impact are all capable of this. Not supported as of v3.8. Bearing-Only Launch A common capability of modern weapons systems (and one of the more powerful tools of Harpoon 3TM) is the ability of a weapon to be launched, set to activate at a point designated by the user. Most smart weapons (missiles and torpedoes) have this capability. Wake-Following Torpedo Wake following torpedoes traverse a snake pursuit pattern. A sensor determines when it enters the disturbed water that makes up the ships wake. Only a few weapons have this capability, the most popular example being the Russian Type 65 torpedo that was recently retired from Russian service. Straight-Running Torpedo This applies to older torpedoes such as the British Mk8 (used to sink the General Belgrano during the Falklands War). Weapons with this ag will run ballistic. They may or may not hit the target and are obsolete in the face of more modern weapons.

2.16.4 TARGETS
This for the most part is self explanatory. Targets can be ships, subs, aircraft, radars (which include the platform it resides on), Runways, and Structures. Surface Vessel Enables the weapon to target surface vessels (including surfaced submarines). Submarine Enables the weapon to target submerged submarines. Aircraft - Enables the weapon to target aircraft. Missile - Enables the weapon to target missiles. Radar - Enables the weapon to target emitting radars and jammers. If the weapon has a Surface Near Ph, it is usable against ships, surfaced submarines, and land facilities. If the weapon has a Near ATA, it is usable against aircraft and missiles. Runway - The weapon is usable against large slabs of concrete. Runways can NEVER be completely destroyed, but can be reduced to near-worthlessness. Land Structure Any semi-permanent or permanent building that is not armored. Ofce buildings to guard shacks.

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Hardened Structure Any building that is protected with any kind of armor. Bunkers, pillboxes, generally reinforced or underground structures intended to resist attack. Soft Target Any unarmored mobile target such as trucks, cars, APCs (like the M113), etc. Hardened Target Armored non-structural targets (dug-in troops and guns, tanks). Communications Some weapons will require datalinks to communicate with their launching platforms. This usually involves the creation of a weapon datalink in the comm annex and placing it on the weapon. In all cases, there has to be 2 comm entries. One for the launching platform and another for the weapon. The launching platform unit must be set to send only while the weapon unit has to be set to receive only. The weapon will then trade information with the launching platform (and only the launching platform). This is a minor code issue that will be addressed in the future. Directors A large number of weapons require guidance or target information from off-board (from the weapon) sensors to hit their targets. This entry will have to be lled if the weapon in question has either the terminal illumination or illuminate at launch ags toggled. Entries here are taken directly from the sensor annex using their ID numbers. A drop down menu is provided for it if you wish to search for the correct sensor. This generally applies to semi-active homing weapons and beam riders but can apply to certain active homers as well. The ASTER SAM is one of these weapons. It has the illuminate at launch ag toggled because it requires information from a target designation radar so that it can calculate its intercept. After launch the missile uses its own autopilot (like in the Standard SAM) to guide it to a point where its active seeker switches on. At this point the missile will attempt to intercept the target. Engines With the exception of sensor pods, sonobuoys, iron bombs (both guided and un-guided) and rockets, all weapons require some form of propulsion. As explained in the propulsion and fuel annex, the type of propulsion will depend on the weapon. Generally though jets, rockets and gliders are the most common. Its important to note that in all cases, fuel consumption for weapons should be set to 1. No matter what the altitude band, speed, or range. Fuel As explained in the fuel annex above, this will store the fuel listing for the weapon in question. See the fuel section above for more information. Sensors A large number of weapons carry sensors to assist in hitting their targets. Dumb weapons, drop tanks, rockets and depth charges dont require sensors because they simply have to hit the ground or reach a specic depth before they detonate. Most weapons though have sensors. Weapon seekers can be radar, IR, or optical but they all must have the ability to see the target for the weapon to hit it. Sensors are selected directly from the sensor annex in the same

Platform Fields

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manner as directors are selected. For a Sensor Pod, these sensors will be added to an aircraft equipped with a loadout including this weapon. Next to the sensor list will be the sensor arc selection box. It will determine the eld of view of the sensor. In most cases this should be the forward arc but there will be some cases where they will cover other arcs as well. Sensor pods will fall under this most often with ESM, ECM and SLAR pods being the most common. Warhead This is the actual payload of the weapon. It is taken directly from the warhead annex described above. While weapons can have multiple warheads, most do not. Text This is a brief text description of the weapon.

2.17 WEAPON RECORDS ANNEX


One of the simpler but more important annexes is the Weapon Records section. This annex tells the game the type and number of weapons that a mount, magazine, or aircraft loadout will contain. Without weapon records (or weaponrecs as they are sometimes called) planes and ships wont be able to launch missiles and submarines wont be able to reload their torpedo tubes. The Weapon Record annex contains the following entries: ID Number The ID number of the Weapon Record itself Weapon ID Number The ID number of the Weapon for that Weapon Record Weapon The name of the weapon indicated by its ID number. Default Load The initial number of weapons that the weapon record will carry for the mount, magazine, or loadout. Max. Load The maximum number of weapon that the weapon record can carry in a mount, magazine or loadout. ROF Rate of Fire for the weapon record. In all cases, the ROF should match the ROF of the mount, magazine or loadout. Loadouts generally have an ROF of one so this shouldnt be a big issue. However mounts have differing ROFs and care should be taken to make sure they match. There is a limitation in the game regarding mounts like the USN Mk26 twin rail. The Mk26 will pop out two missiles every 10 seconds. In this case youd set the Mk26 ROF and its stored weapon records to ve seconds each. This ensures the adequate VOLUME of re if not the correct method of re. Firing rates are slaved to the mount rst and then to the weapon record second.

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Multiple The number of weapons in the record that will indicate a single salvo has been launched. Once the number of weapons red reaches the multiple value, then one slot (i.e. an empty slot) will open on the weapon record.

Platform Fields

An example of this is the Evolved Sea Sparrow Missile. This SAM has been designed to be quadpacked in Mk41 VLS systems. What this means is that four ESSMs can be carried in a single VLS cell. This in turn means the weapon record multiple must be set to a value of 4. Once all 4 ESSMs in that cell have been red then that cell is empty and ready to be reloaded. Weapon Record Multiples are supported in H2 but are not supported in Harpoon 3TM. This is a minor code issue to be addressed in the future. Therefore, in all cases, this value should be set to 1. Version This is a simple version number to help prevent duplication. It has a generic value.

2.18 TEXT ANNEX


This annex holds all the text descriptions in the DB. It is one of the lesser used annexes because it doesnt alter the .dat les but the .res les, which reside in another directory. Altering text is very simple. Simply type whatever you want in the proper eld and save the annex. Go to the platform in question and select the proper text ID number. There is no way to edit the .res les using the in game editor. If you wish to edit these les you will need to obtain a copy of a third party .res le editor. Check the Utility Wiki page if you really want to edit this eld. Proper use of this annex is very important to the game. Should the H3.res les have different text ID numbers than the values in the platform annexes then you will most likely suffer a fatal game crash. It is important to remember to export the .res les to their own directory with the correct DB. The location of the .res les can be found in your H3.ini le. The simplest solution to this would be to point a separate directory for the .res les. However this should only be done by experienced users. Novice users are better off leaving this alone for the time being. The only way to get a feel for this will be by trial and error. Its better for you to get experience understanding how the editor and le structure works before attempting this.

2.19 HARPOON COmPONENT FiLES (HCF) RE ONLY


Harpoon Component Files (HCF) allow the user to transfer either platform or components (either singly or multiple items) in a compressed le. The information is then exported to user named le with an HCF extension. The le then can be passed on to others editors using the import command described below. The les are very small (usually less than 15 kb) for easy transport.

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During import of an HCF le the editor will also check (it will automatically ask the user if he/she wishes to) for duplication. If any duplicates are found, the editor will give the user the choice of either installing the duplicate item, or to use the original item or something similar to it. This is a concept similar to the validation report described below. It also requires a fair amount of watching so that you dont reject items that you feel you need, even though they might be similar to another item in your DB.

3.0 MANUAL CONFIGURATION - .OPT FILES


No man will be a sailor who has contrivance enough to get himself into a jail; for being in a ship is being in a jail, with the chance of being drowned... a man in a jail has more room, better food, and commonly better company. - Samuel Johnson The second mechanism of change within the game is the option les (.opt). AGSI has included these les with the current build of the simulation to allow you to turn certain features on and off. If you look within your Harpoon 3TM directory (C:\HARPOON 3(tm)) you will see a folder named options (C:\HARPOON 3(tm)\options). Within that folder you will see a folder named disabled (C:\ HARPOON 3(tm)\options\disabled) and in each you will nd the les that correspond to each available option which I will describe in detail below. To activate options you simply leave the corresponding les in the option folder. To deactivate options you move the corresponding le to the disabled folder. Normally handled in the HARPOON 3 Launcher AALog.opt - This le enables usage of the After-Action Log, which will be written in the AA logs folder (C:\HARPOON 3(tm)\AALogs) when activated. ExtrashortPointDefense.opt This option provides a little extra information about point defense, but keeps the messages short to just tip off the player that certain things are being used (e.g. you will see the worlds buzz or zap when various types of ECM are being used). ExtraVerbosePointDefense.opt Allows every computation involved in point defense to be included in the AA log. Moviemaker.opt This le enables the auto-screen grab feature. Edit the MovieTime.txt-le to change the time between auto-screen grabs. RuninWindow.opt This le allows HARPOON 3 to be run in a window rather than full screen mode. Removed in version 3.7.1, use the .ini le setting instead.

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ShowPointDefense.opt This prints out some basic information to the AAlog and must be active for ExtraShortPointDefense.opt and ExtraVerbosePointDefense.opt to work. UseNukes.opt This le grants nuclear release. This option should only be used in scenarios designed for nuclear exchange. VerboseWeaponDetection.opt If you have this option enabled you will receive extra feedback about weapon detections and targeting. You must have the AA Log option enabled or be in watch mode.

Configurations

4.0 MANUAL CONFiGURATiON COmmAND-LiNE ARGUmENTS


A ship-of-war is the best ambassador. - OLiVeR CRoMweLL You can use command-line options in Harpoon 3TM to activate several additional options (Skipping the Intro, Auto Save, Show Weapons-calculations and error-logging). The different command line options are as follows: Normally handled in the HARPOON 3 Launcher -? -a or -A Displays a list of valid command-line switches. Auto Save. This will autosave the game every couple of minutes. The savegame will be called Auto.sav and is located in your Harpoon 3TM directory. (3.7.0) The autosave le name is the name of the session (Session in SP) postpended with -AUTO-SAV. Allows you to specify an alternate path to the HARPOON 3(tm).ini le (e.g., C:\HARPOON 3(tm)\myIniDir) Allows you to specify the maximum length of a simulation cycle in seconds. x must be an integral divisor of 15 (1, 3, 5, or 15), default is 15 ( example: -L15 ). Formerly, the simulation would run in steps of the lesser of the selected time compression, or 15 seconds (the length of a paperrules air phase). This switch allows you to set a lower ceiling on the size of the time step, making the simulation more precise but possibly slower.

-I<path> -lx or -Lx

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-s<section> or -S<section> -t or -T

Allows you do select an alternate section of the HARPOON 3(tm).ini le to override settings in the default section.

Skip Intro. This will load HARPOON 3(tm) without displaying the Introanimation Override the HARPOON 3(tm).ini vide setting. <mode> is the VESA mode corresponding to the resolution you wish to use. See table below for valid settings. 3.7.1 - <mode> is more exible, see notes accompanying VESA table. Display the version information for the executable. Show Weapons Calculations. This will display the weapons calculations in the

-v<mode>

-V -w or -W

4.1 USING MULTIPLE COMMAND LINE ARGUMENTS


You can combine the different command line options by simply adding them in the end. HARPOON 3(tm).exe -t -a for example will skip the intro and make autosaves. You might want to create a .bat le with the command line options so you dont have to open a DOS-window to start HARPOON 3(tm).

4.2 INI FILE SECTION EXAMPLE:


If your .ini le contained the following command-line parameter lines: [OTHERDB] ScenarioDir C:\HARPOON 3(tm)\OtherDB\Scenarios AnnexDir C:\HARPOON 3(tm)\OtherDB\Database And you ran Harpoon with the -S OTHERDB the program would use the above directories instead of the ones in the [HARPOON 3(TM)] section, allowing you to switch database and scenario sets without having to edit the .ini le.

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4.3 VESA MODE DEFiNiTiONS FOR -v VESA Mode Resolution 101 640 x 480 103 800 x 600 105 1024 x 768 107 1280 x 1024 4.4 OThER LEGAL VALUES FOR -v

Countermeasures

You may also use values for VideoMode and VideoWidth as documented in the .ini le. The program is able to determine which type of value you are using. Both will set the width of the program display using <mode> (if it is 640 or higher, it will be used directly as a pixel count, if it it at least 4 but less than the VESA codes, it will be multiplied by 160 to provide the pixel count), and the height of the display will be 3/4 the width (4:3 is the standard aspect ratio for monitors). If you want an aspect ratio of other than 4:3, you must use the HARPOON 3(tm).ini le settings for VideoWidth and VideoHeight.

5.0 DEcOYS
All warfare is based on deception. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. Hold out baits to entice the enemy. Feign disorder, and crush him. - Sun Tzu, The Art of War

5.1 PLATFORm DEcOYS


A decoy is any apparatus (generally a mortar type weapon) that is used to attempt to trick the seeker-head of a missile into thinking its target is elsewhere. They are considered part of Electronic Warfare. Decoy deployment is generally an operation that happens throughout the duration of an engagement. A decoy launcher can have several functions. Firing at long range (either while enemy aircraft are approaching launch range or while the missiles are inbound) can provide the targeting radar/missile seeker with multiple targets. If all targets are engaged then the attack

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is diluted, reducing the number of weapons that are targeted on actual platforms, which in turn reduces the load on the ships defensive systems (SAMs, Guns, CIWS, etc.). In reality the usual counter-measure is called Moving Target Indication (MTI). A radar distinguishes a real target from the decoy (in this case chaff) because the real target is moving so much faster. However, such a distinction is harder to make when the target involves a ship due to the relative speeds involved. The second function of the decoy launch is called seduction. This is accomplished by ring a large cloud of decoys away from the ship to present a new and larger target for the seeker to attack. Generally an intermediate range function, its most useful just before the seeker head of the missile turns on. Note that range gate is related to tracking. A sensor in track mode looks within a series of gates (range, speed, and bearing) for a known track. If the contact is NOT detected within the gates, a wider area must be searched to re-establish the track. Breaking track and forcing a re-acquire re-track makes all sensor targets (including decoys) within the larger gate a potentially valid target. Range gates do NOT alleviate the effects of chaff. Finally, there is a last-ditch tactic, centroid-seduction. This missiles seeker will generally home in on the centroid of the targets radar return, seeing the ships target as a complex array of point and corner reectors. If a large decoy cloud is added around or near the ship, then it alters the shape of the radar return in such a way that the missile will adjust its course to pass through the new centroid and (hopefully) y overhead of pass to the side of the targeted vessel. Success in this mode depends on the reective cross-section of the decoy cloud compared with that of the ship proper. If the cloud is designed to move the centroid up then that may be countered by having a radio altimeter that keeps the missile at low altitude. Chaff (and IR Decoys and Flares) may be launched by rocket or mortar. Rockets provide longer range (for the dilution role) and do not impose any load on the surrounding deck. However, they are relatively large, and a designer must protect against their back-blast. Mortars, and their ammunition, are more compact. Both types exist in considerable variety.

5.2 MODELING NOTE: DECOYS IN HARPOON4 MINIATURES


Decoys in Harpoon4 function as a reduction in PK verses the attacking missile. They operate along a generational line similar to self protection ECM (i.e. ALQ-131).

5.3 DECOYS IN HARPOON 3 ANW


As deployed in HARPOON 3(TM), decoys are considered a point defense weapon. They are (and can be) launched and expended like any other weapon but only factor in the weapon calculations at the moment of impact. Decoys can be launched at any time but they will have no affect until

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(and if) the weapon reaches its assigned target. They function in the same manner as in the miniatures rules in that they provide a reduction in PK to the approaching weapon. The reduction (and any others) is then applied to the overall PK of the weapon during the random number generation of whether the weapon hits or missiles (i.e. the roll of the dice).

Countermeasures

5.4 DEcOYS iN HARPOON 3 DATABASES


Decoy performance is based on the values assigned to them in the ATA and Surface PK elds in the database. Acoustic (torpedo) decoys use the Near Surface Atk PK value. Radar decoys (chaff) use the Near ATA Atk PK value. Infra-Red decoys (Flares) use the Far ATA Atk PK Value. The Far Surface Atk Pk value doesnt do anything at this time. Values in these elds must be between 0 and 99 and are a function of a percentage reduction of PK. All elds must be lled with a 0 representing no affect against that type of weapon while a value of (for example) 15 will represent a 15% reduction in the PK of the approaching weapon. The value must never be negative as this will result in an abnormally high reduction in the PK of the weapon (100%, making the incoming weapon effectively useless and tilting the balance of the game). This applies to all EW sensors and decoys in game. Decoys are treated as point defense weapons by the program engine but are expended like any other weapon.

6.0 ELEcTRONic COUNTER-MEASURES (ECM)


A ship in port is safe, but thats not what ships are built for. - Grace Murray Hopper If a ship or aircraft is equipped with ECM equipment, it can be used to degrade enemy sensors. Select Active from the Sensor dialog box to activate the ECM. Remember that in many cases, using ECM will degrade your sides sensors as well. When a unit or group is being jammed, a small X will appear in the upper-right side of the unit or group symbol. If a unit or group on another side is using jammers, a small Q will appear in the upper-right side of the symbol for the unit or group using the jammer.

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ECM (now called Electronic Warfare in the US) falls into two broad categories: noise jamming and deception jamming. Noise jamming seeks to blot out the signal in a manner similar to shining a ashlight in your eyes. It can cover a broad spectrum (called barrage jamming) or specic frequencies (called spot jamming). In real life, the best counter to spot jamming is frequency agility which gives the jammed sensor the ability to operate outside the frequencies that are being jammed. This is made harder at higher frequencies (such has the NATO K-Band [the US Ka and Ku Bands]) because the higher the frequency, the broader the range of frequencies that the jammer must cover. Noise jamming is generally used to screen formations of aircraft and ships in which a jammer will generate enough power to make it impossible for the other side to distinguish a nearby High Value Unit (HVU). Deception jamming generally depends on a more involved analysis of the radar to be jammed. Because the jammer must send back a false echo, then systems on board the jammer must be able to monitor the Pulse Repetition Frequency (PRF), scan rate, and pulse width. The idea being to send back signals that will fool the radar into creating a false contact either by altering the range (range-gate pull off), speed (velocity-gate pull off), or bearing (by sending a signal down the radars side lobes). This is mainly a battle between hardware sophistication and its associated software.

6.1 MODELING NOTE: ECM IN HARPOON4 MINIATURES


Because of the complex and highly classied nature of ECM, Harpoon4 uses a simplied approach, building in the effects of RCM into weapon PK values and radar detection capabilities. Although some information is available for many of the systems in use, knowledge of their combined use is limited, and the effects of both sides using chaff, jammers, deception repeaters, and ares all at the same time can only be guessed at. The accent on Harpoon4 is simplicity, and given the accuracy of unclassied information available, this approach gives a reasonably accurate approximation of the effectiveness of electronic or acoustic countermeasures. ECM actions (turning on jammers, deploying chaff) must be ordered in the plotting phase of a turn. Exact employment tactics are not necessary as its assumed the countermeasures are used correctly. In H4.x Master Rules play, stand off jammers like ALQ-99 will automatically degrade all radars by a certain percentage of their range (typically 50 to 75% depending on the generation of the system and how many pods [jammers] there are). Self-protection jammers will apply a PK reduction similar that used by chaff or ares. Users are advised that to consult the H4.x Master Rules (specically pages 6-31 and 6-32) for further information on Electronic Warfare.

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6.2 ECM iN HARPOON 3 ANW

Countermeasures

Harpoon 3 is only capable of barrage or spot jamming. In most databases, jammers cover a large spectrum area. Spot jamming is possible along a frequency-band by frequency-band basis. In other words, spot jamming can cover only one frequency band at a minimum and cannot cover part of a band. Achieving burn-through is a function of the value in the search/track output value compared to the search/track output value of the radar being jammed. Either way, maximum jamming range is set by the radar horizon of the jamming platform. Single Platform Radar Horizon is calculated by using the following formula: [2 x (4/3rds radius of the earth) x altitude]^0.5 Where the radius of the earth is 6,379,155 meters Altitude is also in meters This means for an aircraft at 10,000 meters (32,800 feet) then the radar horizon is 222.7 nautical miles. For Two Platforms at different heights, the following equation is used: [(2.21 x Square Root of Mast Height/Altitude 1 in Meters) + (2.21 x Square Root of Mast Height/ Altitude 2 in Meters)] An automated web based radar horizon calculator can be found here: http://radarproblems.com/calculators/horizon.htm

6.3 ECM AND DATABASE EDiTiNG


In game ECM has no range other than the radar horizon, and the game engine will not observe the maximum range eld of the sensor annex. At this time the user will have to calculate manually, based on altitude, the maximum effective range of the jammer. Database authors are advised that we are looking at creating a range ring (per se) for ECM based on the radar horizon but it will not provide an accurate representation of whats jammed and whats not since that is dependant on radar output values. We can only guarantee that platforms OUTSIDE the range ring will not be jammed. Database authors are also reminded that all values in the output values for the jammer (and radars too) must be positive. There will be strange weapons effects (100% effectiveness of countermeasures) should the value be negative. This also applies to the ATA and PK values of decoys.

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7.0 ELECTRONIC SUPPORT MEASURES (ESM)


Men of sense often learn from their enemies. It is from their foes, not their friends, that cities learn the lesson of building high walls and ships of war. - Aristophanes ESM involves the passive reception of enemy electromagnetic emissions. By processing these emissions against a database of known emissions, and comparing the frequency, pulse repetition rate and other details too extensive to cover here, modern ESM suites like the SLQ-32 are capable of identifying the class of emitter which produced the transmissions. A unit which radiates, and is subsequently classied by the enemy, is not necessarily targeted or even located with any degree of certainty. If a single unit in the force receives the transmission, a line of bearing to the source is generated. If multiple units in the force receive the intercept, they may correlate their bearings to dene an ellipse known as the area of probability, within which the radiating unit must be. This technique is known as passive cross-xing. The greater the physical separation between the units coordinating for the passive cross x, the greater their bearing separation will be and the more accurate and narrow the area of probability. Electronic Support Measures (ESM) are means of locating and identifying an emitter passively, e.g., to target a weapon (in theory the target identies itself). For example, an anti-radar missile (ARM) uses ESM guidance. ESM systems concentrate on identifying a particular emitter. Their relatives, radar warning receivers (RWR), concentrate instead of the quick warning of likely threats. A very precise ESM system designed to measure emitter parameters may be called an Electronic Intelligence (ELINT) systems. Current US ofcial parlance has replaced ESM with Electronic Support (ES). For ESM systems the rst, the rst great divide was between precision and wide-open types, both in direction and frequency. In both cases, precision equates in higher gain but also to a lower probably of intercept since the narrow frequency/direction window may not be pointed in the direction of the threat. ESM receivers fall into two categories: Superheterodynes (SHRs) and Crystal Video Receivers (CVRs). SHRs scans a narrow tuning window (and as a result are more sensitive) through the systems frequency spectrum thus both detecting incoming signals and their frequency fairly quickly. The trade off is that it cant scan quickly enough to pick up a short signal such as a radar pulse. As such they are used usually in the Communications Intelligence (COMINT) role. CVRs detect all signals over its bandwidth but is relatively insensitive. In the early 60s aircraft RWRs used CVRs because they were sure to detect strong signals of any frequency (within the coverage area) pointed continuously at the detector, such as those from Fire Control Radars

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(FCRs). CVRs would be far less likely to detect search radars but they were much less important. Later, it became possible to make CVRs sensitive enough by adding front end ampliers. Because it is a broadband receiver, a CVR can identify a signal by frequency band, but it cannot tell where in the band that signal is located. If signal characteristics are broadly known, a system can trade off size (for instant directivity) against time (to achieve directivity using a small antenna), using a technique called superresolution. Some emitters are unique to a single class of ship, aircraft, or submarine; as soon as that emitter is detected, the commander will be able to classify the threat exactly. Most emitters, however, are carried on numerous platforms. As such, a single emission may only produce a list of possibilities as to the originating platform. When this occurs, prudent commanders must assume the worst possible case of all the potential threats. Subsequent emissions of other radar types from the same bearing may allow one to narrow the list of possible threats, by excluding those platforms which do not have both emitter types, but formations of many vessels may still make this evaluation unreliable. Indeed, it is possible for far-sighted commanders to radiate emitters on two separate ships in proximity, possibly leading the enemy to believe a third, stronger vessel is present. One thing should be readily apparent: For ESM efforts to be effective, the enemy must cooperate by radiating their emitters. Given the potentially deadly effect of a passive, over-the-horizon missile attack, in which the rst warning is illumination by missile seeker heads in their terminal phase of ight, one might reasonably question if it is ever worthwhile to radiate and risk this possibility. The answer is yes, but radiating must be done when it is tactically advisable to do so and avoided when it is not. As the battleeld is a dynamic environment, the situations which dictate changes in emission posture are also uid.

Formation Editor

8.0 FORmATiON EDiTOR


Any commander who fails to exceed his authority is not of much use to his subordinates. - Admiral Arleigh Burke

8.1 INTRODUcTiON
The Formation Editor is one of the most advanced features of the game and is extremely useful tool in efcient task management in the game. When this article was started several months ago my rst thought was no problem. Like many other long time players, I had used it to simply set up formations that were held in place and didnt think there was much else to it. However, after a detailed exploration I discovered just how wrong I was. The Formation Editor allows players to automate most operational concerns of their groups allowing them to concentrate on more

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pressing tactical concerns. However, what is really ingenious about the formation editor is that the players are not forced to use this feature in its entirety to play the game. The designers built this editor so the player can choose the level of AI assistance he or she wishes. They have the option to do with it as they wish; including hardly at all. This was truly a remarkable idea for its time. This guide will cover the formation editor in its entirety. It will start by answering basic user questions and then move into in-depth descriptions and step-by-step directions of the editors various functions. This guide will then conclude with a practical example of use of the formation editor. As with my prior guide, these are living guides that will be updated as new information is learned and changes are made to the Harpoon 3TM game. I do hope you enjoy it as much as a technical writing can be enjoyed.

8.2 BASIC QUESTIONS ON THE FORMATION EDITOR


8.2.1 WHAT IS THE FORMATION EDITOR?
The formation editor is a useful tool created by the Harpoon II/3 design team to give players and scenario editors the ability to automate the management of units formed into groups. It accomplishes this by allowing the player to assign individual units into patrol zones relative to an assigned threat axis (AAW, ASW, or ASuW) which will be retained for the duration of the game or until otherwise ordered. Its usefulness lies in the fact that once a player or scenario writer has accomplished this task, they can concentrate on more pressing tasks in the simulation knowing that the AI is handling the inner management of their groups. All platforms within the game, with the exception of submarines, can be formed into formations. This is accomplished by clicking and dragging one unit to another. The unit that you drag to will always be the center of the formation. Once this has been accomplished you can click the formation editor button and begin working in the formation editor. Given the functionality of the editor and the types of commands given, the only useful usage is with groups composed of surface warships.

8.2.2 WHEN IS IT A GOOD TIME TO USE THE FORMATION EDITOR?


The formation editor should be used at the beginning of every scenario with every player group to make sure that units are where the player would like them to be within each group under their control. All other functions are optional and can be changed/used at any time. The formation editor can be accessed at any time.

8.2.3 ANYTHING I NEED TO DO BEFORE I USE THE FORMATION EDITOR?


Yes, you must decide how much control you would like over your formations and the game. The designers have provided a series of preferences (found in the Game Preferences menu and the

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HARPOON 3(tm).ini le) that allow you to allocate control between you and the AI. It is your game and your choice how you wish to use these preferences. I do, however, suggest you play the game with total human control.

Formation Editor

There are two ways to turn off AI control. The rst is temporary, using the Game Preferences menu in the game, which will turn them off for the game at hand. The second is permanent, by modifying your HARPOON 3(tm).ini le (which can also be accomplished with the Harpoon 3TM Launcher). The preference menu is accessed by clicking the Settings pull-down menu, then game preferences selection, on your main HARPOON 3(tm) menu at the top of your window. The preferences that should be turned off are located under the Staff Handles heading. Using this menu works for the duration of the current Harpoon. The HARPOON 3(tm).ini le is found in the Harpoon 3TM directory on your computer. You double click to open or by using a text editor like Notepad. Modifying this le keeps your preferences permanent (or until you return to the .ini le to change them). The entry you want to modify looks like this: ; ; ; ; ; ; ; ; ; ; ; ; ============================================= The following preference is for the amount of assistance the AI gives the human player. The bits in the value are assigned as follows Navigate paths 1 Allocate weapons 2 Assign threat axes 16 Default formations 32 Manage Air Assets 64 =============================================

ExecutiveOfcerAssistance 0 As you can see I have already modied mine so no options are marked as on. Keep in mind that this is the proper set up to give the player total control. If you have any questions about your .ini le refer to section 18.0. The nice feature of these options is that you can gear the level of AI assistance to your liking. The only requirement is that player set up patrol zones so their formations stay in position during game play. This is accomplished by setting all of your ships patrol zones to the ASW threat axis. Given that the ASW axis is always set to the path of intended motion the units will not break formation unless attacked by a torpedo.

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8.2.4 WHERE IS THE FORMATION EDITOR?


To access the formation editor rst click on the formation or group you would like to edit, and then click the Formation Editor toolbar button:

8.3 FUNCTIONALITY
8.3.1 THE BASIC IDEA
The basic idea of the formation editor is to assign platforms to patrol zones based on threat axes. What you are doing is setting up a template for the AI to micromanage your groups. You can then shift your defenses with relative ease by simply shifting the threat axes you are working with in a new direction, to face a new threat, or you can let the AI do this for you. Youve got three axes to work with in the editor: ASW, AAW, and ASuW. These three axes are oriented from the center of your group. You can only have one of each type of axis for each formation. So all of your AAW assigned ships work with one axis, likewise with your ASuW and ASW (ASW always oriented toward the path of intended motion). They will still carry out other defensive tasks, but their primary orientation will be to their assigned axis. To assign a platform to an axis, perform the following. First, select a vessel which will bring your axis selection triangles into view. Click the triangle of the corresponding axis you would like to assign this ship to, which will bring the axis into view. Now click the axis and shift it in the direction you think your threat will come from. You can change the width (clicking the sides) and the bearing (clicking the end). Once this is accomplished click the vessel once again and then click the Patrol Zone Formation Editor toolbar button:

Now work through the corresponding menus (PZ-Patrol Zone types). Click okay when nished and now youve assigned a ship or aircraft to a particular arc. Now work through the rest of your formation in the same way. Just remember that the axis you see is the axis your ship is assigned to. Harpoon helps by using the same color to mark the PZ as it does the axis.

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8.3.2 GREAT, hOWS ALL ThiS hELP mE?

Formation Editor

Well its like this. Lets say you initially set up your AAW axis to the port of your group, expecting the main attack to come from that direction. Now you soon nd out that the threat is in the opposite direction. All you have to do to x this is open up the formation editor, and grab that AAW axis and slide it in the proper direction. The vessel you had assigned to the axis will begin moving to cover your newly dened threat axis. You can then quickly click out of the formation editor and move on to more pressing tasks, knowing that your vessels will move to the proper defensive posture. The patrol zones are xed, so as you move that axis the patrol zones move along with it.

8.3.3 DiSPLAY WiNDOW AND BUTTONOLOGY


Looking at this workspace you will have two main areas of interest. The rst is the display window that gives you a visual representation of your group in the context of a circular plot, range measurements, and threat axes. The second area is the formation editor tool bar that includes a series of nine buttons that have specic functions in the editor. You must use these two together to successfully use the formation editor.

8.3.4 FORmATiON EDiTOR DiSPLAY WiNDOW AND ITS FUNcTiONS


The display window is the visual representation of your formation. It is composed of a circular plot, the units youve added to the group, the threat axis marker triangles, and one visible threat axis at a time (the others are visible by clicking the threat axis marker triangles). This window is like your tactical display and gives you the option to view all sorts of information. Like your tactical display you can also change its size and location using the same window function buttons.

8.3.5 CiRcULAR PLOT


The circular plot is simply a visual reference that lets you set up patrol zones in a logical arrangement in reference to the center of the formation. This center would be the center of the groups gravity (command or high value units). This plot is marked by measures of radius in nautical miles, and is editable by clicking and dragging the circles in or out. This allows you to set up formation displays of any reasonable size (depending on your comfort and map size).

8.3.6 ThE PLATFORmS WiThiN ThE PLOT


Viewing the units within the circular plot, you will see that all of the units youve click and dragged together to form the group are included. The unit that you clicked and dragged everyone else to is at the center of the formation. You will notice small PIM (path of intended motion) lines stemming from each unit. You can click and select any unit, which will then be surrounded by a selection box. You can then use any of the other functions within the editor to issue this unit orders.

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In Version 3.7.1 and later, you may use the Unit/Group Display Toggle key (Numpad 9) to enable the display of contacts and friendly units not in the formation. In the formation editor, the key rotates through 3 states: Not Showing Non-Group units This only displays units which are part of the target group for the formation editor Showing Non-Group units individually - This displays contacts and friendly units which are not part of the target group as individual units Showing Non-Group units as groups - This displays contacts as individual units, except for contacts that are part of land bases; and friendly units as groups, except for those which are not part of any group. Units which are part of the target group for the formation editor are always displayed as individual units. The formation editor window always opens in Not Showing Non-Group units mode.

8.3.7 ASW, AAW, ASUW, AND CORRESPONDING MARKER TRIANGLES


You will notice several colored axes (wedges) and corresponding marker triangles within your circular plot. These are threat axes and are very important to the management of your surface groups. These are your tool to indicate to the AI where expected threats will come from, and where the AI should concentrate its efforts in each particular case. ANTISUBMARINE WARFARE (ASW) AXIS The Antisubmarine axis will always be facing the path of intended motion (PIM). The reason for this is that is where most ASW threats are expected to be coming from. The ASW axis will not affect sonar performance. So the direction the axis is pointing does not imply better sonar performance. ANTI AIR WARFARE (AAW) AXIS The AAW axis is set to the expected direction of an air threat. This axis can be set by the player and will remain in the same direction until the player or AI changes it. To set this axis just click and hold the mouse button which will grab the axis. Then slide it to the heading you would like and release. ANTI SURFACE WARFARE (ASUW) AXIS The ASuW axis is set to the expected direction of a surface threat. This axis can be set by the player, and will remain in the same direction until the player or AI changes it. To set this axis just click and hold the mouse button which will grab the axis. Then slide it to the heading you would like and release (by releasing the mouse button).

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8.3.8 BUTTONOLOGY

Formation Editor

ZOOm IN AND ZOOm OUT TOOLBAR BUTTONS These buttons allow player to zoom in and zoom out their formation editor displays. To use simply click either button which will zoom them in or out one level of magnication. PREF TOOLBAR BUTTON This button allows players to set certain display options for their formation editor display. When clicked the formation Window Preferences Window appears allowing selection of certain visual properties of the display. To select an option simply click the available selection boxes (checked active, unchecked inactive) and select okay at the bottom of the menu to activate choices. SENSOR TOOLBAR BUTTON This button allows players to set emission conditions for each individual unit in a formation. As in all other Harpoon emission control menus you will need to set each type of sensor to the appropriate setting (active, passive, and intermittent). Any unit in your group which has a sensor set to active will cause the entire groups emission condition to be reported as active although that may only be true with one particular sensor. This does not mean that an enemy will detect your entire group (they will only detect that sensor), however, it does mean that the one member is transmitting. How Intermittent Sensor Settings Work in the Formation Editor You have four paired values to ll in. The rst two are Active Duration and Percent Variance. The second pair are Passive Duration and Percent Variance. The Active Duration eld is where you

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put the value for the number of minutes you would like this sensor to be active. The associated Percent Variance is the percent value change you would like your active value to change after each cycle. So if you entered 10 minutes active and a 20% variation. Your sensor will go active for 8 to 12 minutes (2 is 20% of 10). The Passive Duration eld and its associated percent variance work the same way. You then click okay and you are complete. PATROL ZONE FORMATION EDITOR TOOLBAR BUTTON This button allows player to set individual patrol zones to individual surface units within a formation as well as setting a type of patrol zone. To create a zone, simply select a unit by clicking its icon. Next select the threat axis you wish to assign the patrol zone to. Then click the patrol zone button and then move your mouse cursor to the area you would like that zone to be. You will then click and drag, forming the zone. When done simply release the mouse button. You will now be prompted as to how your selected unit will maneuver in your newly drawn zone. This will be in the form of a menu that will give you a number of choices: Sprint-Drift, Station Keep, and Random. Sprint-Drift This is a patrol pattern where units will race at full speed and then drift, allowing good usage of passive sonar. This is a typical ASW pattern used by modern navies worldwide. Great care must be taken with this type of zone. Please assign these zones in logical patterns (around 8 miles or longer) ahead of your group. Sprint-Drift Patterns that are too short or improperly oriented may consume your escorts fuel at an inefcient rate and slow your group down. Escorts assigned to this mission must have sufcient enough speeds to keep up with your main body. If they do not, please assign to a station keeping patrol zone. Station Keeping This will enforce a constant distance and heading relative to the center of the formation. The ship will always remain in the same zone and keep up with the rest of the group. A typical station keeping patrol zone should be no larger than 2 miles by 2 miles in size. Random This setting causes the unit to select a random side of its assign zone and travel to its midpoint and take up a station. Always use this setting with larger zones. Reason being is that in terms of distances and sensor detection small zones may make this setting irrelevant. To delete a patrol zone assignment, simply reassign the surface unit using the same procedure as described above. Surface units must always be assigned to a patrol zone or the AI will assign the ship to whatever it thinks it should be which could have some undesirable results.

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AiR OPS TOOLBAR BUTTON

Formation Editor

As its name implies, the air operations button allows you to assign embarked aircraft to patrol zones within threat axes. To assign aircraft to the formation air patrols rst select the corresponding axis you would like to assign the aircraft to, and then select the platform which hosts the aircraft you wish to assign. Click the Formation Air Operations button once, and then click, drag and release your patrol zone as you did with a standard ship patrol zone. When complete click the Formation Air Operations button once again. When you do this a new menu will appear. It is the Select Patrol Station/Type menu. This allows you to choose from 5 different types of formation air patrol zones. These are: CAP, AEW, Dipping Sonar, Sonobouy, and SUCAP patrol zones types. CAP (Combat Air Patrol) This mission is generally associated with the AAW Threat axis. When issued aircraft will launch from host platform and engage any aircraft entering its associated threat zone. These aircraft are anchored to their positions and will act defensively unless an identied enemy contact moves into engagement range. This is a very useful patrol zone but should be limited in use. The AI tends to be fairly liberal with the amount of aircraft assigned to this mission and will send them up in urries. It is advised that you assign very few aircraft to these patrol zones; assign aircraft to AAW patrol missions and intercept missions in the Mission editor for best effect. The only aircraft that should be assigned to this patrol zone are those that have an AAW role. For best effect be sure your Staff Handles Formation Air Patrols is off when using this. AEW (Airborne Early Warning) This mission is generally associated with the AAW threat axis, although it may be associated with others as well. When orders are issued aircraft will launch from their host platform and survey the drawn patrol zone. This function is very useful. Please be sure to assign AEW aircraft to this mission (E-2 Hawkeyes, Sea King AEW, Helix AEW) and be sure to take advantage of their advanced sensors. Keep in mind that the position of these assets does give your opponent a good idea where your CVBG is, so great care must be taken in positioning.

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Dipping Sonar This mission should be associated with the ASW Threat axis. Units ordered to this mission will take off and patrol their assigned zones with their dipping sonar. Upon detecting a contact they will move to localize and attack. This is another useful function. This patrol should only be assigned to aircraft with dipping sonar and they should be placed in useful but efcient positions with sonar emissions turned on. Useful positions are somewhere where you think an attack submarine would be if it wanted to engage your high value units, but not close enough to re torpedoes. Efcient positions are locations where they can be useful but where they would not be expending fuel at a rate that would prevent long on-station times. As a rule of thumb thirty nautical miles is the maximum you would want to use. Sonobouy This mission should be associated with the ASW Threat axis. Units ordered to this mission will take off and begin patrolling their assigned zones, dropping patterns of sonobouys. Upon detection of a contact they will move to engage. When sonobouys or fuel is expended these units will return to base to reload. This function is useful, but you should only use it with smaller scenarios as it has been known to cause problems. Sonobouys slow the game down greatly, and the AI will order tons to be dropped. Second, although many navies have their units drop sonobouy barriers, there is still a limited amount of them. HARPOON 3(tm) has no logistics settings for sonobouys, so you can drop as many as you like. Unfortunately this is a breach of reality and this function takes full advantage of it. Finally, use of this mission is a bit off doctrine. In most cases navies will use host units with good sensors (towed arrays, VDS) to detect distant contacts. They will then launch ASW helicopters with sonobouys to localize, identify and prosecute submarines. As such this patrol zone does not match that model. However, assigning a Sub Strike Mission to embarked helicopters in the mission editor does exactly that, so you would be better off using that rather than a sonobouy air patrol-zone mission. Use dipping sonar missions to carry out responsibilities within your groups. If you do decide to use this patrol zone please be sure that assigned units are ASW types with sonobouy load-outs. SUCAP (Surface Combat Air Patrol) This mission is normally assigned to the ASuW threat axis. Units assigned to this mission will launch and patrol their assigned zones. The will move to engage any identied surface threat detected along the ASuW threat axis.

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This function should be assigned to aircraft with weapons capable of engaging enemy surface platforms. This is another patrol zone whose usage is not advised, as you may get undesirable results (urries of aircraft or aircraft being unavailable for other ops). The most valuable use of this mission is with helicopters armed with anti-shipping weapons.

Formation Editor

Once you choose the mission you would like, check the appropriate radio button. When you do this a familiar Sensors menu will appear. Set the appropriate emission controls for each type of sensors you have with your platform. When completed click the OK button. You will then be directed to the assigned Aircraft menu.

To assign an aircraft to your mission select it by clicking the entry in the upper menu. Youll know its selected if its entry is highlighted. Next, click the Assign button and the mini How Many menu will appear. Enter the proper amount and click Ok. You will be returned to the Assigned aircraft menu. You will note the entry has an O/T Station entry under the Assignment column. This means that your aircraft has been successfully assigned. Continue clicking to nalize your assignment and youve now assigned an aircraft to a patrol zone. To delete an air patrol zone in the formation editor you simply select the unit and then click the air ops button. The unit will then return to its base and the mission will be deleted

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THREAT-AXES-TRACKING FORMATION EDITOR TOOLBAR BUTTON This is perhaps one of the most advanced features of the formation editor because it allows you to set a threat axis to a contact you wish to track. What this means is that as the contact moves the threat axis (and units assigned to it) will move with it. To activate the threat axis tracking button click on the axis you would like to assign to a particular contact. Make sure that the threat axis type matches the contact type you are choosing to track. Single click your tactical display window and then double click the contact you would like to track. Your axis is now locked on that target and will stay on it until you reassign or the target moves outside sensor range. If the target is lost the axis will hold to the last known bearing of the target. In Version 3.7.1 and later, the behavior of the Axis Tracking button has been altered to bring it more in line with the operation of other buttons. You may now depress the button with the axis to be assigned selected, and either double-click on the contact to be tracked, or click on the contact to be tracked and click on the Axis Tracking button a second time. If you are displaying contacts in the Formation Editor window, you may select the contact in that window rather than having to switch to a map window. Axis Tracking (in all version) only works with singly-selected contacts, the axis will not track on drag-selected contacts. DETACH UNIT FORMATION EDITOR TOOLBAR BUTTON This unit detaches a selected unit from a group. Select the unit you wish to detach by clicking on it in the formation editor window, and then click the Detach Unit button.

CPU FORMATION EDITOR TOOLBAR BUTTON This button allows you to set a unit of your formation to computer control. The Computer well then set appropriate zones and threat axes. The Computer will also gain control of all aviation units on that vessel. This is accomplished by selecting the unit and then depressing the CPU Button. To Remove CPU control you simply re-assign the stations and axes.

8.4 A PRACTICAL EXAMPLE


Now that youve got a good deal of familiarization with the interface it is time to see a practical example. This walkthrough will be a series of screenshots with corresponding explanations as to what is going on in them. For this example, we shall build a small SSG (surface strike group) consisting of a CG, DD and an FFG. Given that this group will be tasked in an environment where any type of threat (AAW, ASW, ASuW) is possible, all three ships and embarked helicopters will be given a specic tasking in the formation editor. We will assume that this is a coastal patrol with

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land to the east. Probable threats are air and surface from the east and submarine along the path of intended motion. To start I have dropped my three units at desirable positions on my harpoon tactical map. My CG is centered and marked as agship (little ag next to ship symbol) and is also selected (box around it). My DD is to the north and my FFG is to the Northeast. You will notice baby blue lines protruding northward (0 degrees) from each ship. These are your PIM (path of intended motion) lines. So when building your formation always orient in the direction your PIM lines are pointed. I will now build my formation by clicking, dragging and releasing my FFG and DD on my CG. I have done this because I wish the CG to be the center of group. Once I have completed this procedure, I now have a formation built. As you can see, the symbology has changed to note this. I have named my formation SSG, it has a heading of 0 degrees and a speed of 0 knots. Speed and heading are of those values because I have not issued any orders to the formation in the Formation Editor or the Mission Editor. It is now time to delve into the formation editor. To activate this editor, click the Formation Editor toolbar button:

Formation Editor

I am now in the formation editor. I have taken the liberty of clicking on one of the units so all relevant information will be displayed. You will rst notice the units I dropped in the rst screenshot. Their positions have held. You will also notice the circular plot which consists of four rings range marked in nautical miles. You see the ASW threat axis which is the currently visible threat axis (you can only view one at a time). To access the others you will see clickable marker triangles for the other axes. To access the ASuW axis I would click the white marker triangle on the lower right portion of the screenshot. To access the AAW axis I would click the red marker triangle on the lower right portion of the screenshot. Looking over what I

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have made I feel that I could make my circular plot a bit larger. To do this I simply click, drag out and release my outer range circle. This change will be reected in the next screenshot.

Now its time to assign my rst vessel to an axis, and I must make some decisions and begin the process. I know that I will face all three types of threats in this scenario (AAW,ASW, and ASuW). I decide to assign my CG to the AAW axis because its sensors and weapons seem most suited. Looking over on the lower left side of my screen I nd the AAW marker triangle and click it which brings the AAW axis into view. Knowing that my threat is mostly likely going to come from the East I need to swing it to the east. I do so by click, drag and releasing the axis in the appropriate direction. This change will be reected in the next screenshot. I have now swiveled my axis over to the appropriate direction and now must decide where I would like to position my patrol zone. Looking at my circular plot I realize that the farther my patrol zone is from the center, the farther the ship must travel if I at some point change the direction of the axis. I play it safe and decide to put my patrol zone closer to the center. I also understand that once I place this zone with at the axis it is locked in position within that axis. It is now time to create my patrol zone.

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To create my patrol zone, I follow these steps:

Formation Editor

First make sure that the ship I would like to assign to the axis is selected (box around it) and that I will assign it to the axis I desire (the axis is visible). I then click the Patrol Zone Formation Editor toolbar button and then click, drag, and release the zone I would like to create. When I release, the Select Station/Patrol Type menu will appear with my three options (station keep, sprint drift and random). Looking over the properties I realize that station keep is the most appropriate. I click its associated radio button and then click okay. My patrol zone now appears in the location I have selected. I know it is correct because the color of the patrol zone matches the color of the axis it is assigned to. I have now successfully assigned the CG to the AAW axis. The screenshot above shows what this looks like when successful. I now move on to assigning my other two vessels to their appropriate missions. I will not do a click by click as the procedure will be the same. I will however provide a screenshot of a ship assigned to the ASuW axis and ASW axis as well as explanations.

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Using the same procedure as above I have assigned my FFG to the ASuW axis. I have set this axis oriented toward the northeast because that is the direction I assume enemy surface forces will come from. If any are detected my FFG will now move to engage. You will also notice that the AAW marker triangle is now found in the same position as I had moved the axis. This is just a quick visual cue to remind the user where they had left an axis when not in view. I now move on the ASW axis. Using the same procedure as above I have now assigned my DD to a patrol zone on the ASW axis. The groups path of intended motion is north so that is where the ASW axis is locked. I have set a ASW patrol station about 10-15 nautical miles from

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the vessels I would like to protect so as to hopefully detect, localize and prosecute any submarine before it moves into torpedo range.

Formation Editor

As mentioned before, setting ships to patrol stations on the ASW axis is the only formation editor related necessity to play the game. The axis is xed on the path of intended motion so when you assign ships to patrol zones they will always stay in formation. So, if you are playing a game in which you do not wish to use the formation editors features at all, you must at least enter once and set ASW patrol missions for each vessel. We will now move on to the nal lesson of this example and that is setting up an air patrol station within this editor.

Looking over my forces I decide that I will assign a ASW helicopter from my DD to a dipping sonar air mission within a patrol zone in the ASW Axis. Directions to accomplish this are as follows. I rst make sure that the appropriate axis is selected (axis is visible). I then click the Air Ops Toolbar Button and click, drag, and release my intended patrol zone. When I accomplish this the Select Station/Patrol Type menu appears. I click the appropriate radio button (dipping sonar) and then click OK. The Sensor menu now appears. I set the unit to active to allow it to use its surface search radar to assist the group. I understand that once I do this my group emissions condition will be reported

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as active because one radar is. I also understand that this is the only radar the enemy will see. I then press Ok to complete this menu. The Assign Aircraft To Station menu now appears. I click each entry to nd the helicopter which is hosted on my DD. I will know this because the bottom portion of this menu gives me that information. Once found, I then click the assign button at the bottom of the menu. It will ask me how many, I assign one and press Ok. I am now returned to the main assign aircraft menu, and know that my aircraft has been assigned because its entry has been marked with a O/T Station under the Assignment column. I then press Continue and my task has been accomplished. Aircraft that start on ships will not be visible until you run the simulation. Once this occurs your aircraft should take off and immediately begin their patrol, provided they are ready. To be sure that the aircraft patrol zone has been assigned simply select the aircraft from within the formation editor. When you do, you should see the patrol zone you have drawn and assigned it to. Is should be the same color as the axis you have assigned it to. We have now basically completed the formation editor assignments for this group. Lets see how we did by looking at two of the axes.

This is a screenshot of the nal ASW axis. It is xed to the path of intended motion so we cannot change it unless we change course of the group. Visually we verify that the DD and helicopter weve assigned to it are within their patrol zones. I have selected the helicopter so you can see that it has a drawn patrol zone and the color matches that of the axis so it is correct. It appears

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thus far that we have successfully assigned our units in the formation editor. There is, however, one more check.

Formation Editor

In this rst screenshot of the AAW axis we see that our CG is now within its dened patrol zone within the AAW axis. It appears we have successfully assigned it to a patrol zone within the AAW axis. However, I want to double-check my work as well as give you a good visual example of the value of the formation editor. Lets say the ESM on our cruiser detects a distant radar contact to the northwest of this group. I quickly click the axis, drag and drop it in that direction. As you can see, I have shifted the AAW axis and the ship has followed, taking up its assigned patrol zone within the axis. It is in the same position it was in the axis as it was when the axis was oriented east. It is now successfully engaging the detected aircraft fullling its AAW role. This is the value of the formation editor. By assigning platforms to patrol zones within dened threat axis at the beginning of a session you are able to quickly access, change, and

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reorient to meet a threat with only a quick click and drag. You are now able to concentrate on more pressing tasks knowing that your groups are well managed by the AI per your orders.

9.0 HARPOON 3 DATABASE COMPLIANCE


The difference between a good and great officer is about ten seconds. - Admiral Arleigh Burke

9.1 HARPOON 3 ANW DB COMPLIANCE NOTES


This section details all changes that have been made to Harpoon 3 ANW Databases for v3.8

9.2 MISSILE SEEKERS


Missile seekers now perform more to real life than in 3.6.3. The determining factor here is the BOL ag. An active seeking weapon without the BOL ag will be considered to be a Homing All The Way type weapon (i.e. active as soon as it leaves the tube/rail) with the appropriate consequences if there is a friendly between the launched weapon and its target. Weapons with the BOL ag will be considered capable of traveling some distance before requiring guidance (either from an FCR or its own seeker). For DB authors this means that all active homing weapons (Harpoon, AMRAAM, etc) will require the BOL ag to be present. Passive homing weapons that use ESM, EO and IR guidance will not require the BOL ag, however the seeker on the weapon to have to be able to see the target before that weapon will re. This is analogous to getting the tone prior to ring a sidewinder missile. The DB author must ensure that the seeker can see at least as far as the range of the weapon for the weapon to be able to use its full range capacity. Some of you may remember that during Desert Storm A-10 pilots used the seeker head of the Maverick missile as a primitive FLIR. Given the correct settings for the Maverick seeker then you should be able to do that as well. Initial versions of the ANWDB feature an increased seeker head sensitivity to a very high level (I use 1500) and set the seekers max range to 1.5 times the maximum range of the weapon. This gives the seeker (and the plane) the time to pick out targets. Its up to you as DB author what input value you use however. This feature must be applied over the entire DB, otherwise seekers will not perform properly.

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9.3 UNDERWAY REPLENiShmENT

Database Compliance

For Database authors, tankers will require correct fuel loads based on reference material. The number of ships that can be refueled at once is dependant on data ags and can be set to up to 4 per side.

9.3.1 SWiTchOLOGY
Underway refueling is accomplished by selecting the ship requiring fuel and hitting the logistics button [F5]. The cursor will then change to a crosshair and you move this to the oiler that youre going to use and double click on it. The thirsty platform will then lay in an intercept course for the oiler. Upon intercept, the thirsty ship will then enter into formation with the oiler and commence hook up. Because many ships can also transfer stores (i.e. weapons) as well as fuel, the logistic transfer menu will come up rst. Hit OK and there will be a notication in the message window that the ship is getting into position to refuel. Hook up will take approximately 20 minutes of game time, give or take. Fuel transfer will then start and youll get a message as to how much is being taken aboard. Fuel transfer rate is determined by the eld set in the DB editor. (for the older players this was the Repair Capacity eld). For reference purposes, it should be noted that Kaiser-class oilers have eight cargo pumps with combined output of just under 5500 tons per hour. This works out to an average of 686 tons per pump per hour or a rate of 11.5 tons per minute per pump. This means that a Spruance class destroyer with 1500 tons of fuel capacity should be topped up by a single pump in a little over 2 hours. As a comparison, all RN ships use a standardized system that employs 6 inch hoses that transfer at a rate of 500 tons per hour per station. An Invincible class can be topped up in about 2 hours and frigates in about 40 minutes (from Combat Fleets). There is a eld in the ship annex of the DB editor to specify the amount of fuel transferred in tons per minute. Underway Replenishment of Weapons is also functional as of this build. It functions exactly the same as fueling does. Transfer starts immediately and its rate is determined by the ROF settings in the magazines of the UnRep ship. Implementation of this is optional at the Database Authors discretion. To be honest most Harpoon 3TM scenarios will never use this capability and only the most committed and anal scenario designers would ever make the time and effort to create a multi-week scenario that requires ships visit a UnRep group. That being said there are some scenario ideas that could make use of this. In any case this broadens the scope of the game into campaign territory.

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9.4 MISSILE DEFENSE RATING (MDR)


The Missile Defense Rating is the number of weapons that will be allocated by the AI (or by staff if that is so checked) against a target. However, the target has to be IDd for the MDR to be applied by the game engine. In the event that the specied target is un-identied the GE will fall back on a default allocation that is size dependant. These sizes are as follows: Default MDR and Weapon Allocation Ship Size Allocation Very Large Ship weapons Large Ship weapons Medium Ship weapons Small Ship weapons Very Small Ship weapons Ultimately though, the number allocated will be wrong. This is the nature of incomplete information. Call it the fog of war. Lets say that a ight of four A-6 Intruders carrying Harpoon missiles (45dp warheads) detects an un-identied large ship target. Should the player decide to attack the target while it is still un-identied then, the GE will allocate 10 of those missiles [250dp = 6 x 45dp warheads each + 4 extra missiles]. As a general rule of thumb, I assign a MDR based on the number of re control channels that a ship has but I stress that its highly subjective. There are many other factors that determine the MDR for a vessel, such as DECM, decoys, and CIWSs. For reference Ive provided the original MDR calculation formula: Area Defense Systems (10 nm or greater anti-air range) MDR: Number of shots vs. a mach 1 closing target x number of simultaneous engagements (director channels or launcher ROF) x the PK of the incoming weapon (0.75 to 0.85 depending on generation) Less than 9 DP 20 DP + 1 additional 9 to 38 DP 80 DP + 1 additional 49 to 138 DP 120 DP + 2 additional 139 to 498 DP 250 DP + 4 additional 499+ DP 500 DP + 4 additional Default DP Value Default Weapon

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Database Compliance
Point Defense Systems (<10nm anti-air range) MDR: Number of ring arcs / 8 Distraction Systems +1 if Defensive ECM system present +1 if Chaff/Flare launcher present This feature will be required for most ships but there is some leeway given in the fact that some platforms (i.e. small craft like a Boghammar) dont really require a Harpoon to destroy. Obviously the wide amount of variation between DBs will mean that the default value calculated will be different. The information Ive supplied here is based on the ANW DB which uses the H4.x Master Rules so keep in mind that other DBs may produce different values based on warhead DP values.

9.5 ELEcTRONic WARFARE


Electronic Warfare in H3ANW is currently of two types, OECM (barrage) and DECM (point defense). For the purposes of the database, OECM will depend on the value in the search output value of the jammer in the sensor annex. DECM will use the track output value of the jammer in the sensor annex. Burn through values for OECM will be estimated by use the HARPOON 3 Platform Assistant. It will be dependant on the output value of the jammer vs. the input and output values of he radar with the cross section of the jamming platform to add some avor. DECM values represent a reduction in PK as determined by the value set in the track output value. For example, an ALQ-131 ECM, considered a 2nd generation jamming pod will have a reduction in PK of 10%. It is up to the database author what they consider to be an acceptable value for the PK reduction. I have tested OECM and DECM and both have worked as advertised in the Platform assistant. If you have any problems please let us know. This feature must be applied over the entire DB. Typical PK reduction values will vary between 5 and 20% based on the H4.x Master Rules. Some systems have higher PKs for their DECM value but under no circumstances should the DECM value be negative. A negative value will produce a very high PK reduction with unrealistic results. Weve discovered that a negative value leads to a 100% reduction in the PK value leading to the minimum PK value of 5% being applied to any weapon attacking a unit with a negative DECM value. This applies to decoys as well.

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9.6 ACOUSTIC INTERCEPT AND RANGING (AIR)


AIR is basically ESM for submarines. In HARPOON 3 ANW it is dependent on sonar frequency. As per the H4.x Master Rules , passive sonars will hear active sonars of their own or one higher frequency band. Since range attenuation is dependent on the frequency of the emitting sonar and since helo and sonobuoy sonars are mostly high frequency they will be totally inaudible to a Low Frequency (LF) sonar have truly miserable range characteristics (less than direct path, the max of which is 10nm or so). We dont have an explicit AIR model in the game yet, but you could use a Medium Frequency (MF) passive set with fairly poor performance as a fake AIR (except on older Soviet subs, which had MF sets with poor performance as their main search set already. Using multiple frequencies wont work as the sensor will default to the lowest frequency. This is an optional feature for DBs as many passive sonars will be able to pick up LF/MF sonars or MF/HF sonars. If youre really committed then you can create 2 separate AIR sets that can pick up all frequencies.

9.7 DIESEL ELECTRIC (DE) SUB FUEL BURN RATES


Harpoon3HARPOON 3(tm).v3.8 now features the battery discharge/recharge rates from the Harpoon 4.1 rules. The changes are: AIP no longer recharges. Initial implementation assumed onboard oxygen liquefaction which apparently is not done. Base recharge rate is 20x. Halved if at full or ank throttle. Halved if batteries above 70% of maximum. When charging, the engine(s) will operate at ank throttle, but the sub will move at the speed for the set throttle. This will appear anomalous in the unit report window, but the unit is moving at the stated speed, and the engines are in fact burning fuel at the stated throttle setting. AIP systems in the computer version are implemented as diesels with an independent oxygen supply (AIP Fuel) that burns at the same rate as the fuel. AIP systems consume fuel at the base rate for Idle/Creep, 2x for Cruise, and 3x for higher. At Idle/Creep they will recharge batteries at 2x, 1x at Cruise and not at all for higher. Speed effects on discharge rate. Discharge rate is multiplied by the base rate dened in the propulsion system (normally should be 1 for electric engines for fuel in seconds at cruise). From the Battery Discharge Table with 4 differences: At 0kt discharge rate is .5x At 19 knots discharge rate is 32.5x (interpolated, paper rate was 39 and pretty obviously incorrect) above 25kt discharge rate is +10x per knot to a max of 640 Rates are interpolated in the cases where multiple speeds shared a paper rate.

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There must be no propulsion gap for submarine engines. Many DBs have the electric motors top altitude set at 30m. This will now cause an engine shutoff when going between periscope and shallow. Submarine electric motors should go all the way up to 0m (i.e. the surface). This change is due to the new hotkey ; that toggles battery charge.

Database Compliance

Since this affects all submarines this will be a required change for all DBs as the change in fuel consumption rates means that all DBs need to have corrected fuel loads. I hope to have a new version of the HARPOON 3 Platform Assistant up in the future to take this into account.

9.8 ANTi-ShiP PATROL MiSSiON BEhAviOR


Theres been a change to the behavior of ships assigned to surface patrol missions. They will operate at cruise speed until they detect a target and then they will alter course and speed to intercept. Once the target is IDd to its satisfaction then the patrolling ship will resume its original course and speed. It will play catch up. This affects scenarios. The user is reminded that they will have to re-consider the positioning of units in scenarios so that the AI doesnt use its new found speed advantage to unbalance the game.

9.9 AiRcRAFT FUEL BURN RATES


It should be noted that the boost value for engines reects the multiplier for Full Military Power and NOT Afterburner. The afterburner modier is hard coded to be 5x that of the boost value. According to the H4.1 Rx Master Rules, Turbo-Fan (TF) ype jets (i.e. F-15) have a boost value of 4 and Turbo-Jet (TJ) type jets (i.e. A-6) have a boost value of 3.5. All other aircraft engines have a boost rate of 1.5 as per H4.1x Master Rules. The afterburner modier is still present but since only TF and TJ type jet engines have that capability then to add that extra value would deviate from realism. Jet propulsion has been split into Turbojet and Turbofan categories. All previous Jet systems are now classed as Turbojets. The only difference is in the multiple applied to the boost rating when in afterburner. Turbojets are x3, Turbofans are x6. Full Power multiples are still adjustable, although the H4.1 Rule x Master Rules values should be used in the absence of specic information. The primary reason for the different full and afterburner multiples between turbojets and turbofans is that turbofans are considerably more efcient at subsonic speeds, and should have rather lower base fuel consumption for comparable performance. At transonic and supersonic speeds, much of this advantage is lost and the turbofan will have similar speed/range characteristics to a turbojet.

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9.9.1 AIRCRAFT ALTITUDES BANDS


VLow 0 - 30m (over Water Only) Nap Of the Earth (NOE) 30 - 100m (over Land Only) Low 101 - 2000m Med 2001 - 7500m High 7501 - 15240m VHigh 10501 - 25000m

Aircraft use the correct minimum altitude for the environment. Over sea, the Low altitude band extends down to 31m. Aircraft will not go below 31m over sea (Hazardous low-altitude ight is not yet implemented). Over land, the minimum altitude for aircraft is dependent on their capability. Helicopters and aircraft with Terrain-Following or Terrain Avoidance will operate down to 31m (the bottom of NOE). Other aircraft will be limited to a minimum of 101m. This altitude is relative to the ground, not sea level. This is an optional feature based on the realism requirement of the DB author. However keep in mind that higher boost values will lead to an un-realistic reduction in fuel burn ranges so its probably best to play with the values until you reach something youre happy with.

9.10 MISSILE FLIGHT TRAJECTORIES


Terminal dives are now modeled. DB authors are advised that the dive will begin when the seeker has picked up a target (i.e. at the Pre-Planned Activation Point). It will then follow a ight path that is based on the direct path of the ight geometry. Think a right triangle. This will allow databases to be able to accurately model ight altitudes of the various high altitude ASMs such as AS-4. This is a low priority change as most DBs are currently set up to allow most weapons to engage high yers at altitude by setting looser altitude launch parameters for defensive weapons. Keep in mind that should this be implemented it will drastically reduce defensive capabilities of the targeted ship because engagement will not take place until the weapon enters the engagement envelope.

9.11 ANTI-RADIATION MISSILES (ARM)


ARMs will now place their critical hit on the radar that they were targeted on. Warheads be fragmentation to accomplish the correct critical hit. Fragmentation warheads will also no longer penetrate armor in any way, even the lightest setting will deect the warhead. The sensor will still be smacked down however. As a side note, all air bursting weapons will now cause at least one critical hit. This should be applied to DBs but the real change here is in warhead performance. Fragmentation warheads will not cause more realistic damage. Keep in mind that the

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seeker must still be able to see the target as described above in the section on seekers. Without this mod, ARMs will act more like ASMs and may or may not destroy the radar it was assigned to.

Database Compliance

9.12 TORPEDO DEFENSE


Torpedoes are now marked as valid targets (in addition to ships, planes, subs, missiles, etc) to provide for anti-torpedo defense. The Access DB editor and the in game editor have been modied to take this into account. DB authors are to make sure that the associated detection sensors are present or that existing sensors on the platform can detect the incoming torpedo enough for a shot. Weapon performance will follow the H4.x Master Rules in that anti-torpedo weapons will have a xed PK of 30% against wake following and straight running torpedoes and 20% against acoustic homing weapons. This is another long term project for DBs. However future systems like the US Navys LCS and DDX will use active torpedo defense in their designs so DBs that use futuristic or hypothetical platforms (such as the ADB for example) should have this as an integral part of any defensive systems.

9.13 DEcOYS
In section 3.8, Layered defense, it is now possible using decoys. Decoys come in two avors, active decoys (meant to simulate a target) and point defense decoys (PDD) (used during attack resolution). MOSS and TALD are examples of active decoys. SRBOC and Sea Gnat are examples of PDDs. For a decoy to simulate a target type, you will have to add an engine and fuel and associated jammers and sensors (if you so desire). The Decoy target type will specify the type of target to be simulated by the decoy. Therefore if you select sub then it will show up as such on the other players screen. Keep in mind to have the appropriate propulsion for the decoys. This might also be applied to long range chaff and active decoys like Nulka but we havent tested it extensively but it should work in theory. This enhancement is related to the Defense ECM value as the GE uses the PK value of the decoy as the reduction factor to apply to the attacking weapon. This value cannot be negative either. This change will dramatically affect MP games once users understand how the concept works. Incoming missiles will be ooded with a large number of fake contacts that have been BOLd from targeted ships. Try to keep the number of decoys down to a manageable level, as the decoy launchers have a very high reload rate, perhaps 15 or more minutes.

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9.14 WEAPON SALVO ALLOCATION AND PROBABILITY OF KILL (PK)


The default allocation has been adjusted to be more pessimistic. Previously it was only ring 1 missile if it had an estimated Pk of 80%. It will now re 2 weapons at planes and missiles unless the estimated Pk is 90% or higher. This isnt really a DB change but rather a change in doctrine. Its placed here so that DB authors can change the PKs of their weapons to reect different weapon allocation if they so wish.

9.15 EXPANDED COMM FLAGS


There are now comm ags for adjusting the channel usage of sonobuoys. Directional sonobuoys use multiple channels to transmit additional information to their parent unit. These ags are not currently implemented; they have been added to support future sonobuoy developments, as channel usage is a big limiting factor in the real world. This is a stub feature and is not fully activiated in v3.8 of the GE.

9.16 REBUILD ALL YOUR SCENARIOS


After youve made your DB changes, make sure to rebuild all your scenarios. Theres been several bugs xed that require you to rebuild the scenario for the xes to take effect. In short, rebuild rst, then make your changes, then rebuild again. Be sure to save your weapon export le to save the time and trouble of having to manually input ammo loadouts all over again.

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10.0 HARPOON 3 LAUNchER CONFiGURATiON


tm

Launcher Configuration

10.1 LAUNch HARPOON 3 WiNDOW


This is the rst window you will see when you run the HARPOON 3 Launcher for the rst time. Its pretty self explanatory. Most importantly you need to click on the respective RUN button to launch that particular Harpoon 3TM product.

10.2 COmmAND LiNE OPTiONS


Skip Intro: If this checkbox is ticked the Intro video will not be shown when Harpoon 3TM is started Autosave: If this checkbox is ticked the game will regularly create a save game as a backup. Show Weapons Calculations: If this checkbox is ticked the calculations that decide whether a weapon hits or misses will be shown in the In Game Message box Trap Error: If this checkbox is ticked the game will log additional data used for debugging the application. This should not be needed in regular gameplay. Accuracy/Speed setting: The accuracy/speed setting sets the maximum amount of time between calculations in the game window. The default for this is once every 15 seconds, so if you run at higher time compression the game engine will only calculate each 15 second step (which is the fastest setting). You can reduce this to 1 second which means that even at maximum time

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compression each second is calculated. This is much more accurate, but also requires a much better hardware to run at the same time compression.

10.3 ADVANCED FEATURES


Activate VCR: Since Harpoon 3TM ANW the game includes a VCR feature that will allow the players to review their scenario after they are done with it. For detailed instructions on the VCR feature please take a look at Section 14.0 Harpoon 3 VCR. Close Launcher after starting Harpoon 3TM: If this box is unchecked, the Launcher application will remain open even after an instance of Harpoon 3TM is launched. This is useful if a player wants to run the server and client on the same computer.

10.4 RUN BUTTONS


These buttons are used to run the different Harpoon 3TM applications. Simply select the version you want to use from the pull down menu and hit the run button. Harpoon 3TM should then start.

10.5 MAP PREFERENCES


Map Preferences, again reasonably self explanatory, this shows the default selections which can be changed for each map in the game.

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10.6 .OPT FiLES

Launcher Configuration

Information on the .OPT les and what options they enable/disable can be found in section 4.0.

10.7 DATABASE MANAGER


The DB-Manager screen allows you to easily switch between databases. Place each user database inside the database directory and the launcher will automatically display them in this window. The

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DB-Manager will also adjust the scenario folder to point at the Scenarios folder inside the current DBs folder, so if you want to download additional scenarios please place them there. Additionally, the DB manager will automatically create a battle set le for all standalone scenarios it nds in the scenario folder.

10.8 VIDEO AND SOUND OPTIONS


The Video and Sound options, again, self explanatory.

10.9 MULTIPLAYER OPTIONS

For VCR functionality, please refer to section 13.0. The Multiplayer options screen will allow you to congure all settings needed to run or connect to a Multiplayer server. IP: In this eld please enter the IP of the server you want to connect to (you will need to ask the person running it). If you want to run the server yourself you can enter 127.0.0.1 which is the internal IP of your own computer.

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Port: This is the port you want to connect to or run the server on. As a default this is 14342 and it usually should not be necessary to change it. Server Name: If you want to run a server, you need to give it a name. Player Name: Enter a nickname here which people will see when you log onto a server. Resolve DNS: This is an advanced feature that will allow people to set up static server addresses which the Launcher will then resolve into IPs.

Platform Assistant

Log Multiplayer chat: The name says it all. Choose the location for the chat logs with the button to the right.

10.10 GAmE PREFERENcES


Here you can set the Game Preferences. Please refer to the relevant article to nd out what the specic settings do.

11.0 HARPOON 3 PLATFORm ASSiSTANT


11.1 INTRODUcTiON
The H3ANW-PA is a multi-tabbed spread sheet built in MS Excel. It is a compilation of a number of user designed sheets, some of which are several years old, more in some cases. They were

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initially developed by members of the Harpoon community and the consolidated together by AGSI and are useful tools for DB authors/editors. It is considered a work in progress and the current version, plus any supporting notes will be kept on the AGSI Wiki: These are user supported and we encourage the community to participate. http://mediawiki.advancedgaming.biz/index.php/Harpoon_3_Utilities The Platform Assistant is divided into thirteen sections: Ship DP Calculation Platform Cross Sections Ship Fuel Aircraft Fuel Altitude/Depth Listing Torpedo Range Calculation ESM Performance Self-Protection ECM Performance Stand-Off ECM Performance Radar/Visual Horizon Calculation Radar Output Correction ESM Range Correction ECM Baseline Values

There are other, dedicated sheets for both radar and sonar performance. These will be discussed in the Harpoon 3 Advanced Naval Warfare Radar Assistant and the Harpoon 3 Advanced Naval Warfare Sonar Assistant sections.

11.2 SECTION DESCRIPTIONS


Ship DP Calculation - Created by Timothy Drost and rst posted at the Clash of Arms website, this form uses Harpoon4 miniature rules to create the values required for vessel DP values in H3ANW. Platform Cross Sections - Created by Gregg Smith and rst posted to the Harpoon Community, this is probably the oldest excel spreadsheet in existence today. It calculates Radar, Visual, IR, and Active Sonar cross-sections. There is also a section to test Radar/Visual/IR sensors. Ship Fuel - Built in 1997 by Peter Ruhl and Tom Wenck, this spreadsheet will calculate Ship and Submarine fuel burn values. Aircraft Fuel - Based on the work of the HarpoonHQ, this highly modied sheet will determine the fuel burn rate for aircraft using H4.x Master Rules..

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Altitude/Depth Listing - This is a listing of Altitude and Depth bands as used by H3ANW and is the same as used by the H4.x Master Rules. It is meant as a reference for platform propulsion performance at various altitude bands. It has been provided by AGSI.

Platform Assistant

Torpedo Range Calculation - Created by Craig Paffhausen for a WW2 DB back in the 1990s this spread sheet will calculate fuel burn rates for torpedoes based on range and is multi-speed capable. ESM Performance - Another work of Gregg Smith, this sheet is used to model ESM range and radar power output for ECCM. Self-Protection ECM Performance - This sheet, developed by the HarpoonHQ, is used to model on-board jammers and the burn through range of various radars based on output power. Stand-Off ECM Performance - Developed by the HarpoonHQ at the same time as the Self-Protection ECM sheet, this is used for stand-off jammers like the EA-6 Prowler. It adds a separation factor between the jamming aircraft and the package its supporting. Radar/Visual Horizon Calculation - This sheet, developed by AGSI, is meant to show the radar and visual horizon ranges for specic altitudes. Also included are H4.x Master Rules for height of eye as adopted for H3ANW. Radar Output Correction - This is a listing of various radars used by a variety of Harpoon 3TM databases. It is not meant to provide information but rather an easy way to make broad based changes to a database. ESM Range Correction - This sheet does the same function for ESM as the previous sheet does for radar output. ECM Baseline Values - A listing of baseline ECM values as suggested by the HarpoonHQ. It is out of date because of updates to the code and will worked on in the near future.

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11.3 SHIP DAMAGE POINTS CALCULATION


This sheet is used for DP calculation only. It takes into account all the factors used by the H4.x Master Rules. In those rules, damage points are calculated using the lightship displacement of a vessel. This sheet has modiers for Standard and Full Load Displacement as well.

The user selects a displacement type (generally from the reference work) and the maximum speed of the platform. DP modiers are then selected using the list below the displacement settings. It is advised that the user select no more than two or three values to avoid keeping the DP from being prohibitively low. The sheet is very descriptive and is largely self-explanatory.

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11.4 PLATFORm CROSS SEcTiONS


Platform Cross Sections Input/Output Value Calculations Sensor Test Worksheet

Platform Assistant

The Platform CS sheet is divided into three sections:

In all cases except for weapons and facilities, the user is required to input the dimensions of the platform plus any stealth modier (if any) in the elds provided. You can then copy the values directly into the DB editor if you so wish. Cross-Section values for weapons are based on the length and diameter (not the wing span) of the weapon. Facility cross-section is based on the area of the unit and is quite subjective depending on the users opinion. A helo landing area may not be that big (say 100 square meters) but an SA-2 site (which has to be one facility due to technical restrictions in the game) has to be quite large due to its Star-of-David deployment. There are several things to note here: The dimensions/area for platforms must be in meters. 1 meter being 3.28 feet. The exception being facilities which must be in square meters. 1 square meter being 10.76 square feet.

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Aircraft and Helicopter dimensions are different and will generate different results. Helo dimensions may or may not include the fuselage width and is usually based on rotor diameter when spinning. It should be noted that helicopters are considerably less stealthy than an aircraft of similar size due to the large radar return generated by the rotor disc. Nevertheless, its a matter of user preference if he/she wishes to use the fuselage width or rotor disc diameter in the width eld. Passive sonar is NOT calculated for ships or subs on this sheet, only active sonar CS values. Passive sonar cross-section values are calculated using the separate Harpoon 3 Advanced Naval Warfare Sonar Assistant.

The sensor worksheet allows the user to test the performance of Radar/Visual/IR sensors vs a specic CS value. To use it, the user inputs a sensor input value (either active or passive depending on the sensor type) and then adds in a cross section (from a platform annex) and the resulting detection range will be calculated. Tables to the right are provided to give the user baseline information from the Harpoon4 rules.

11.5 SHIP FUEL


This sheet will calculate ship and submarine fuel for any HARPOON 3 DB. The user is required to put in the ships fuel load (in tons) and then provide the range and speed specications for that vessel (e.g. 5000nm at 15 knots). The sheet will then calculate the fuel burn rate for that ship.

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Submarines use a slightly different interface that applies only to diesel-electric powered subs. Diesel power is calculated using the same interface as ships, but electric power is based on range at a specic speed. This is because the fuel consumption rate is xed at 1.

Platform Assistant

11.5.1 ShiP/SUBmARiNE FUEL CONSUmPTiON FORmULAS


Propulsion Type Description A propulsion type for submarines and ships. A combustion engine using diesel fuel. Must be within 20 meters of the surface to snorkel air for the combustion process. This engine burns a gas fuel to spin a turbine and generate power which can be used for propulsion and electricity. Used only in ships (IRL also used in some Main Battle Tanks such as the M-1 Abrams) Burns fuel oil in a boiler to produce steam which then turns a turbine producing power which then is used for propulsion and electricity for general ship functions. Generally a type of propulsion used on submarines. Used by non-nuclear submarines when underwater, as they can no longer reach the air supply at lower depths to fuel combustion engines. Fuel Type Fuel Consumption Rate Endurance Boost Rate

Diesel

Diesel Fuel

100 * (Tons Fuel/ Endurance)

Range (nm) / speed [6-10] kts

Same as Cruise

Gas Turbine

Gas, Diesel, or Aviation Fuel

100 * (Tons Fuel/ Endurance)

Range (nm) / speed [16-20] kts

Same as Cruise

Steam

Oil Fuel

100 * (Tons Fuel/ Endurance)

Range (nm) / speed [11-15] kts

Same as Cruise

Electric

Battery Fuel

100 * (tons fuel/ Endurance)

Range (nm) / speed [6-10] kts

Same as Cruise

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Nuclear

A controlled nuclear reaction to produce steam which turns a turbine and produces power for propulsion and general use electricity. Usually uses Uranium 238 and graphite control rods to regulate the speed of the reaction.

None Required

Not Required

N/A

N/A

The spread sheet uses data at the bottom of the spread sheet to calculate ranges based on values inputted. Its important that the user do not modify these values as they will alter the calculated data and result in bad ranges that could alter the performance of the platform in game. In the event that the specic fuel load is unknown for a ship, you can use a generic value of 1000. In the ship annex its not the fuel load thats important but the fuel burn rate that that determines the range for a specic speed.

11.6 AIRCRAFT FUEL LISTING


This spreadsheet was derived from a sheet developed for aircraft mission planning. It has been modied to comply with H4.x Master Rules but is fully modable. The sheet is color coded with green for cruise speed, yellow for full, and red for afterburner.

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The user simply inputs the fuel load, in kilograms, along with speeds for the various throttle settings. The sheets on the right will calculate the range while the sheets in the center calculate the fuel burn rate. Afterburner settings are provided by the Endurance Modier Table on the right. Unlike the ship fuel sheet, the aircraft fuel load is important since the burn rate also reects on the fuel in drop tanks. DB authors are advised to try approximate real life fuel loads at the least since any major discrepancy will result in a different fuel rate for any fuel in drop tanks.

Platform Assistant

11.7 ALTiTUDE/DEPTh LiSTiNG


This sheet shows the various altitude and depth bands as used in the Harpoon 4 rules. It provides the user of the proper depth bands.

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11.8 TORPEDO RANGE CALCULATION


This sheet is used to calculate the range of multi-speed torpedoes. Seeker type is irrelevant but information is supplied here for PK and seekers in an attempt to collate the data under a single source.

Speed and range (in yards) is inputted and the sheet will calculate a fuel load and boost value. In the event that the weapon is a single speed weapon (i.e. such as in a straight running torpedo) then the boost value remains at 0. The fuel burn rate (not boost, thats separate) always remains at 1. Keep in mind that the range value is in yards. This is the only sheet to use Imperial Measurements because torpedo range data in the H4.x Master Rules annex is given in thousands of yards (kyds). This sheet will also calculate salvo PK under the Command at Sea Rules. This is done automatically and is based solely on the range of the weapon. The shorter the range, the higher the salvo PK.

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11.9 ESM ShEET

Platform Assistant

ESM (indeed EW in general) is one of the more arcane aspects of naval warfare. This is further hampered by a lack of visual range aids in the current H3ANW interface. To help the user, deciphering the EW has become a priority for the AGSI beta team. This sheet was the rst step in this process. It calculates: Radar Performance - Input Value vs. Cross Section ESM Performance - Input value vs. Radar Output Value Radar Output Calculation - Output value based on the power of the radar in watts. Radar Output Correction - New Output based on a percentage value of the Old Output.

The whole purpose of the corrected values is to collate radar output values into a range between 500 and 600. Search and Fire Control Radars represent almost all of the radars in this category. LPI radars and Missile Seekers will fall below the 500-600 range. On the right are two sets of tables that will give the user an idea of what values to use. Below the ESM calculation areas are ESM Horizon ranges based on Harpoon 4 rules.

11.10 SELF-PROTEcTiON ECM


Electronic Warfare in H3ANW is divided into two parts. Self-Protection and Stand-Off. This sheet covers the self-protection values for ships and aircraft equipped with ECM systems. Check the ECM article for more information on how EW works in H3ANW.

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Self-Protection ECM (or Defensive ECM [DECM]) in game uses the search output value of the jammer to impose a detection penalty on missile seekers while they are active. The value input creates extra background noise that the missile seeker must ght against to achieve detection for attack. This is similar to the additional interference added by increased sea state when calculating sonar detection as opposed to a EO or IR sensor that is experiencing extra clutter due to weather. When using this sheet, its important to remember that there are only 2 platforms to consider, the targeted (and jamming) platform, and the attacking radar (usually a missile or aircraft but it can be a ship as well). DECM uses the following factors when calculating jamming capability (for the purposes of this example, well assume a ship defending against an ASM with a radar seeker): Targeted Platform Radar Cross Section - From the Ship Annex CS values Attacking Radar Sensitivity - The ASM radar seeker search input (Active RD) value from the Sensor Annex. Targeted Platform ECM Output - The Search Output value of the ECM Sensor from the Sensor Annex. Attacking Radar Output - The Search Output value of the ASM Seeker from the Sensor Annex. Range - The Range of the ASM to the Jammer in Nautical Miles. Radar Horizon - The Absolute Maximum Range of the Jammer based on the Mast Height/Altitude of the Targeted Platform.

All values must be taken from the DB that is being used for that scenario. DB authors please note that all values regarding ECM output (both search and track) must be positive. There are minimum and maximum values so that the user can calculate the two extremes in Radar Cross Section to determine jamming performance based on target aspect. Inputting the values into the relevant elds will generate four curves on the associated graph on the right side of the sheet. These curves represent: Range to Jammer - The distance of the ASM to the Targeted Platform Radar Horizon - The absolute maximum range of the Jammer. Rmin Burn Through Value - The Burn Through Range of the ASM using the minimum RCS of the Targeted Platform Rmax Burn Through Value - The Burn Through Range of the ASM using the maximum RCS of the Targeted Platform.

Where the Rmin and Rmax values cross at the range value, then the ASM seeker burns through the jammer and is able to pick up the target. Should the seeker activate outside this range, then the missile will go into search mode (and do a search pattern if it has that capability agged in the Weapon Annex) and look for other targets. Its important to note that how seekers work in game is

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that the missile will lock on to the rst target it sees depending on RCS Size and Range. As long as it doesnt lock onto your ship, the jammer has done its job.

Platform Assistant

The Radar Horizon line (the thick red line) represents the maximum jamming range of the jammer based on the mast height and DP size chart in the lower right. The user can disregard any values above this line. The missile seeker is jammed without any question until the it reaches the Rmax Burn Through Value at which point the seeker will begin to burn through depending on aspect. Once the missile crosses the Rmin Burn Through Value it will have achieved burn through and be able to see the target.

11.11 STAND-OFF ECM


Stand-off Jamming, sometimes called Offensive ECM (OECM), is designed to cover friendly aircraft under a barrage of jamming power until the launch point is reached. Typically, one or two jamming aircraft (depending on the type and size of the strike) will accompany the strike to provide OECM and thus prevent enemy radars from being able to detect the package as a whole.

The whole theory is similar to the DECM sheet described above but OECM adds an extra range value to simulate the from the strike group to the radar in addition to the distance from the jammer to the radar.

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Usage is similar to the DECM sheet but the added range value signicantly affects burn through, especially for larger (and un-stealthy) aircraft platforms such as the B-52. The user is reminded to be mindful of the distance between the jammer and the strike package so that jamming coverage is continuous with no gaps that can expose the other aircraft to sudden tracking and attack. In real life, jamming aircraft are priceless multi-million dollar assets and should not be exposed to weapons re. The user is advised that the sudden loss of any jamming aircraft can have serious (and often fatal) repercussions for a strike package that depends on it. The OECM graph functions in the same way as the DECM graph does but creates a polygon that encompasses the burn through area. As in DECM, Rmin and Rmax values cross over at the Rmin and Rmax range values to provide burn through ranges. As in real life, maximum jamming range is at the radar horizon but aircraft can alter this by simply changing altitude.

11.12 RADAR HORIZON


The radar horizon sheet is meant to provide the user with an understanding of the maximum range limitations of Radar and ECM when compared to visual sensors.

This sheet will calculate radar and visual horizon for a specic platform based on altitude. It will also calculate radar horizon based on the altitudes of the searching platform and the detected platform, again based on altitude.

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11.13 RADAR OUTPUT CORREcTiON

Platform Assistant

This is a spread sheet that shows all radar sets for an earlier version of the ADB and their corrected output values. It is out of date and is scheduled for deletion.

11.14 ESM BASELiNE


This is a spread sheet that shows all the ESM sets for an earlier version of the ADB and their new input values. It is out of date and is scheduled for deletion.

11.15 ECM BASELiNE


This sheet provides the user with baseline values for ECM output. As of this writing (October 2006), it is out of date and must be updated.

11.16 HARPOON 3(Tm) UTiLiTiES


The Harpoon Community with the co-operation with AGSI have developed a series of utilities that will help the user get the most out of his Harpoon Experience. AGSI is still in the progress of collating and updating these sheets and will be updated as time allows. For the most part, these sheets are utilized by DB authors to help create platforms, sensors and weapons. However we encourage their use by all players to better understand how the game operates and to gain a better understanding of the factors that take place in the background while the game is operating. Most of these utilities require the user to have MS Ofce on his/her computer. The later the version the better (preferably at least MS Ofce 2000). All utilities are kept here, along with any updated documentation. They are User supported and we encourage users to contribute: http://mediawiki.advancedgaming.biz/index.php/Harpoon_3_Utilities

11.17 HARPOON 3 ANW UTiLiTiES LiST


Harpoon 3 ANW Reimer Editor (H3RE)- An MS Access based editor that is used to create and edit databases. This editor is only available to Beta Team members in good standing. . Harpoon 3 Database Client based (H3DC). A version of the actual game engine with full editing capabilities. It differs from H3RE in that it cant presently access a few of the newer elds in the database.

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H3ANW Platform Assistant - A collection of spreadsheets in MS Excel that allows the user to create platforms and simulate some sensor performance. HARPOON H3ANW Radar Assistant - A collection of spreadsheets in MS Excel that models air and surface search radar performance along with a series of spread sheets to provide the user with a stealth model, Frequency Range, and Radar Horizon. HARPOON 3ANW Sonar Assistant - This collection of Excel sheets will model and simulate sonar performance as used in Harpoon 3 ANW for both active and passive sonar of all frequencies from LF to HF. Grid Layout Sheet - A simple excel sheet to help DB authors set up installations for their database. Sortie Rate Sheet - A simple sheet to generate sortie rates for aircraft in game. Strike Planner - Another simple excel sheet that will determine ight and launch times for weapons. Many of these sheets are currently being worked over and they will be released as time permits. The central repository for these is: http://mediawiki.advancedgaming.biz/index.php/Harpoon_3_Utilities

11.18 HARPOON 3 RADAR ASSISTANT


11.18.1 INTRODUCTION
The H3ANW-RA is a multi-tabbed spread sheet built in MS Excel. It is a compilation of sheets that attempt to simulate radar performance in H3ANW. It is considered a work in progress and will be and integral part of TNH. The Platform Assistant is divided into thirteen sections: Air Search Radar Performance Surface Search Radar Performance Platform Cross Sections ESM Performance Radar Horizon Simulator Frequency Bands

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11.18.2 SEcTiON DEScRiPTiONS


Platform Assistant

Air Search Radar Performance - This sheet is used for air search radars, including those used on ghters and other aircraft. Surface Search Radar Performance - This sheet is used for Airborne surface search radars. This includes Look Down/Shoot Down radars used by attack aircraft as well. Aircraft Cross Sections - This is a multi-generational stealth model developed for the ANW DB, ADB, and HUD3 databases. It is considered the current canon for HARPOON 3ANW. Helicopter Cross Sections - This sheet performs a function similar to the Aircraft Sheet. It should be noted however that the application of stealth to a helicopter is limited by the large radar return generated by its rotor disc. Ship Cross Sections - This is a multi-generational stealth model for ships. Weapon Cross Sections - A multi-generational stealth model for weapons. ESM Performance - This is a direct copy of the ESM Performance Sheet from the HARPOON 3Platform Assistant. It is placed here for convenience. Radar Horizon Simulator - A direct copy of the same sheet from the Platform assistant. Again, its been placed here for convenience. Frequency Bands - A listing of all frequency bands used in Harpoon 3 ANW. It should be noted that while US band designations are listed here, HARPOON 3ANW uses the NATO bandwidth system. The US system is there to provide comparison since some references use it.

11.18.3 AiR SEARch RADAR PERFORmANcE


This spreadsheet calculates the performance of air search radars. Harpoon4 rules uses difference cross section sizes for air targets and surface targets and this sheet deals mainly with the former. Its important to note that this sheet applies to all radars that have an air search capability. This includes Dual Purpose and Low Flyer target acquisition radars such as the Sea Giraffe 150HC. ISAR radars such as those used on the S-3 Viking with an ability to classify targets and detect periscopes. The sheet itself has two areas to use. The rst is a ve-part section where the user inputs the various performance ranges based on H4.x Master Rules class sizes. These sizes are: Large 63.1 square meters in size Medium - 10 square meters in size Small - 3.16 square meters in size Very Small - 0.1 square meters in size Stealthy - 0.001 square meters in size

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After inputting the range values for all class sizes the sheet will automatically generate an average value. Below that is the cross section table, the user then inputs the three cross section values (front, side, rear). This will then generate detection ranges for HARPOON 3ANW and H4.x Master Rules. Below the Cross Section Table, is a rough baseline based on a variety air search radars.

11.18.4 SURFACE SEARCH RADAR PERFORMANCE


This sheet operates in the same method as the air search sheet before it except it applies to surface search radars only. Surface search radars, non-dedicated attack radars (such as the surface search option on the radar of the F-15) and shipboard surface search radars will use this sheet. Operation is exactly the same as in the Air Search Radar Performance Sheet.

11.18.5 PLATFORM CROSS SECTIONS


This is a group of four sheets dedicated to modeling stealth for platforms. It deals with aircraft, helicopters, ships, and weapons. All four sheets use a multi-generational model. Warning: This sheet is meant as a reference for players only. DB Authors will use this sheet to determine what cross section value to apply to platforms. The values presented in it are subjective and can be changed at any time. The Stealth Model is divided into 5 sections: First Generation - This level applies to platforms that have made only minimal attempts to reduce the Radar Cross Section (RCS) of the platform. Examples of this are ships with radar-absorbent matting (RAM) such as on Perry class Frigates, or on jet intakes such as those on the Tornado. Designs that provide a lower RCS by accident (wood, GRP, etc) also belong in this level. Second Generation - This level is for platforms that have had dedicated attempts to reduce the radar cross section. It includes the shaping of hull systems and angled plating to deect radar energy away from the receiver. This is a much more general level of stealth that can broadly apply to ships designed in the 1980s and built in the 1990s such as early ight Burke class DDGs, Neustrashimy-class FFGs, and aircraft that use composite materials in at least some of their construction. Third Generation - More advanced, but basically similar to the Second Generation level. This broadly applies to current generation platforms such as Flight IIA Burke class DDGs, Euroghter Typhoon, La Fayette class FFGs, and the F-18E Super Hornet. Fourth Generation - This is basically considered to be next generation platforms. Either just starting trials or are being constructed in this timeframe. They have

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advanced shaping and canceling systems to produce a very small RCS. Horizon class destroyers, the LCS, the F-35 JSF and the F-22 Raptor all fall into this category. Fifth Generation - High end units, future designs, and platforms that are highly classied go here. Basically, we know these platforms are very capable and stealthy but the people that really know arent even allowed to dream about it. Systems like the B-2 Spirit, Visby class Corvette, and the cancelled RAH-66 Comanche helicopter belong in this category.

Platform Assistant

11.18.6 FREQUENcY BANDS


This sheet provides a listing of major radio frequency bands as applied in Harpoon 3 ANW. The game uses the NATO Bandwidth scale.

11.18.7 ESM PERFORmANcE, RADAR HORizON, AND FREQUENcY BANDS


These are copies of the same sheets from the HARPOON 3Platform Assistant. They are placed here for convenience.

11.19 HARPOON 3 SONAR ASSiSTANT


11.19.1 INTRODUcTiON
The H3ANW-SA is a multi-tabbed spread sheet built in MS Excel. It is a compilation of sheets that attempt to simulate sonar performance in H3ANW. It is considered a work in progress and will be and integral part of TNH.

11.19.2 SEcTiON DEScRiPTiONS


The Sonar Assistant is divided into six sections: Passive Sonar Calculator - This sheet is used to calculate the passive input value for sonar. Passive Sonar Performance - An expansion on the passive sonar calculator, this provides an idea of sonar performance for a given input value. Active Sonar Calculator - This sheet is used to calculate active sonar based on output value and a given range. Sonar Baselines - A rough guide to values that should be used. Its subjective and at the discretion of the DB Author. Original Sonar Spread Sheet - The original spread sheet from which the H3ANW-SA is derived from. Its placed here to provide a backup in case further work is done on the sheet.

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Passive Sonar Listing - A listing of sonars and their values for an HARPOON 3ANW DB. It is out of date and will be deleted.

11.19.3 PASSIVE SONAR CALCULATOR


Passive sonar is divided into three frequencies in Harpoon 3 ANW: Low Frequency - 1 to 5 KHz (5 to 7 KHz in some navies) Medium Frequency - 5 to 15 KHz High Frequency - 15 to 30 KHz

This sheet handles all three frequency categories. There are two elds that the user can modify. The Sonar Input Value and the Target Passive Signature. Altering the input value gives the user a range (in nautical miles) value over the specied passive sonar cross section values. Keep in mind that detection isnt absolute but rather a 50% chance of detection. However, detection will eventually occur. Graphs are provided to achieve a visual representation of the sonar detection range. At the bottom of the Passive Signature comparison and above the graphs there is a section to provide input values based on a cross section and a given range.

11.19.4 PASSIVE SONAR PERFORMANCE


This sheet provides a broader range value of detection ranges based on a specic input value. The user can change the input value and look up detection ranges for a variety of platforms. Its a time saving feature for looking up sonar performance. Graphs and a baseline chart are provided to give a visual representation.

11.19.5 ACTIVE SONAR CALCULATOR


This section calculates active sonar performance given a specic sensor output level in decibels, sea state, target active signature and receiver speed. Three frequencies are covered with each frequency being color coded. The user inputs the four values named above and the sheet generates an input value for the database. There are some caveats to these values: Sea State is based on known data. When in doubt use a sea state of 0 to provide that unknown factor in scenarios. Its a rare day when the sea is at calm (which is what sea state 0 is). For a visual representation of Sea State please see: http://www.geology.wmich.edu/Kominz/windwater.html

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The sensor output level maximum value is 250dB. IRL, anything beyond that value boils the seawater around the sonar transducer making it useless. Active signature is taken from the DB values generated in the ship annex. Receiver speed is generally 5 knots for subs, but will be the cruise speed for torpedoes (25 knots and above). Range is arbitrary and is usually from a reference source.

Multi-Player

To the left of the parameter elds is a chart that will automatically provide range gate for a specic area of cross sections. Below it is similar chart that uses a manual input value to provide cross check data. A graph is provided to give a visual representation. It should be noted that active sonar suffers from being a direct path sensor only. Therefore maximum range can be considered to be approximately 10nm (18.5km). While there has been movement in increasing the maximum direct path range, it is only among the latest and most advanced active sonars. The users are advised to keep to the 10nm limit for active sonars.

11.19.6 SONAR BASELiNES


This is a text document that provides information about sonar baselines that are used to generate a model for consistency among databases. It is meant as a guide to the user. Feel free to modify the model for your own database. If you have any problems, contact AGSI for guidance.

11.19.7 ORiGiNAL SONAR SPREAD ShEET


This is the original spreadsheet developed by Darren Buckley that is used as a base for developing this assistant. It is there for reference purposes only.

11.19.8 PASSivE SONAR LiSTiNG


This is a listing of all sonars capable of active operation in the ADB. It was used for reference purposes and is slated for deletion.

12.0 HARPOON 3 MULTi-PLAYER

Multiplayer (MP) requires a server; we recommend a 1.5 GHz system with 256mb of RAM or better. Then youll need one or more clients. The games AI is ofine in the MP products. It is possible for one machine to be both Server and a client, but performance suffers accordingly. The illustrations are presently Harpoon 3 Pro illustrations, simply ignore the Umpire button.

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12.1 SERVER SETUP


The Servers .ini le must be modied to establish its name and IP address. The Clients .ini le must also be modied to point to the Servers IP address. Both must also specify the Port to listen for or attempt connections on. The Harpoon 3TM Advanced Naval Warfare Launcher allows users to easily make these modications. Note it is a courtesy to stipulate the database version and scenarios being offered to another player. The Server can only run one version of the database and should only run scenarios created for that exact version of the database. The Server will push down the database and scenarios to the Clients so they will be consistent. Here are the most basic considerations for setting up and conguring the MP features:

12.2 LAN ONLY


At the command prompt, do an ipcong command and copy the IP address for your active network adapter. That is what the client congurations will need in addition to the server name above. If you choose to run a Client on the Server computer, the loopback address 127.0.0.1 may be used. If you are behind a router on your LAN you should use your internal IP address for the server. People outside the router (e.g. on the internet) should use your external IP.

12.3 WAN ONLY


We will assume that you have an external rewall. Therefore youll need to take the internal computers IP (see above) and tell the rewall to either allow trafc from that IP to and from the Internet OR youll need to establish a DMZ for that IP. Note the port setting in the INI le will also have to be opened up. We do not use UDP ports, just the one TCP Port, which defaults to 14342. Report this Port, Servername, and your external IP on the IRC channel to allow for real time setup and coordination. The WAN clients will need to use the IP of the rewall. AGSI can not provide you support, nor be responsible for, any changes you make to your rewall

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12.4 LAN AND WAN

Multi-Player

The Server is setup as above, and then the WAN steps are followed for the WAN clients and the LAN steps for the LAN clients.

12.5 ADDiTiONS TO ThE CONFiGURATiON FiLE


Any directory can also be specied as relative to the directory the program is started from by starting with \. For example: If the program is started from C:\HARPOON 3(tm) and a directory entry in the .ini le reads \resource the program will use C:\HARPOON 3(tm)\resource for that path.

12.5.1 H3 ANW INI ENTRY FOR MULTi-PLAYER CONNEcTiONS

;========================================= ; Multiplayer Connection Info ; ServerIP is the IP address for the game server (not used by the game server itself) ; ServerPort is the IP listening port for the game server ; PlayerName is the name to use as the players handle in the game ;========================================= ServerName BIGJP ServerIP 127.0.0.1 ServerPort 14342 PlayerName LITTLEJP VCRout OFF

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ServerName is only important when you are planning to run your own server. Give it any name you want. ServerIP on the other hand is only important when you want to connect to another server. You will need to nd out the IP of the computer where the server is run. The player that sets up the server will be required to inform other players of the IP. The ServerPort is 14342 as default and most people that run a server will leave it at that setting. PlayerName is pretty straight-forward, thats your name. VCRout is the toggle switch for the VCR feature included in HARPOON 3(tm) ANW, it is now handled by the launcher that comes with the installed. VCR les will be saved to your scenario folder if it is activated and will require the scenario le to view on playback as the VCR le needs it to create the scenario environment.

12.5.2 H3 MP LOG INI SETTING


; ======================================== ; Default Window Scheme ; ======================================== WindowScheme D:\Harpoon 3 ANW\DEFAULT.SCH Harpoon 3TM ANW allows you to specify a default window scheme that is applied when you load a scenario if you have the little checkbox at the scenario load screen checked. ;======================================== ;MP Chat Logging Settings ;MPLogging ON|OFF ;MPLogDir e.g. c:\Harpoon 3 ANW\MPlogs ; ======================================== MPLogging ON MPLogDir .\MPlogs These settings allow you to specify a folder where the Multiplayer chat logs will be saved and toggle the logging of the chat on and off.

12.5.3 ROUTERS AND FIREWALLS


First wed like to point out that there are too many brand names and models of router to count. Because of this we cant go into detail here about specic settings and compatibility issues that are needed to run multiplayer sessions in Harpoon 3 ANW. Instead we can only provide a general over-view of the basic requirements that are needed to allow Harpoon 3 ANW to operate in a routing environment. Obviously in a multiplayer session the client computers need to be able to

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establish a connection with the multiplayer server. This should not usually pose too much of a problem for people that are not interested in running the server and only want to connect to a multiplayer session (of course some exceptions like specially protected networks - e.g. school/ military networks apply). Setting up a router to support running a multiplayer server on the other hand requires some knowledge in networking and specic router settings.

Multi-Player

12.5.4 CONNEcTiNG TO A MULTiPLAYER SERvER ThROUGh A ROUTER AND/ OR FiREWALL


In most cases connecting to a server through a router or rewall should be fairly straightforward. Most software rewalls will pop up a notication window after starting the Harpoon 3TM client informing the user that the program is trying to connect to the internet. Usually the user will be given the option to allow the connection or to block it. Obviously to function properly Harpoon 3TM will need this capability. Additionally the router will have to let the originating trafc to port 14342 pass through (most will do this without any problems or specic settings).

12.5.5 SETTiNG UP A MULTiPLAYER SERvER WiTh A ROUTER AND/OR FiREWALL


Setting up a multiplayer server in a router/rewall environment is very different from just using the client to connect to a remote server. Routers and Firewalls are specically designed to protect your computer from attacks from the outside. Because of this they are usually set up to not allow any incoming connections from other computers on the internet. In order to run a multiplayer server these protective measures will need to be somewhat weakened in order to allow other players to connect to your computer. Firewalls usually block all trafc from the outside and need to be specically told that connections coming in on port 14342 should be allowed to pass through to the Harpoon 3TM server. How this is accomplished varies greatly from one rewall software to the other and users should consult the various manuals on how to allow this. In addition to the hardware rewall often integrated in routers (which principally pose the same problem software routers do) routers face an additional problem. When seen from the internet the router has only one IP address although there might be more than one computer connected to it. Because of this the router needs to know which of the connected computers is the target of an incoming connection attempts on port 14342. Some router manufacturers call this setting Virtual Server or Port forwarding and users should refer to the different user manuals of their routers on how this can be accomplished. In general, to allow your router to operate HARPOON 3ANW you must do the following: Ensure that your software rewall allows HARPOON 3ANW to establish outgoing connections to port 14342 (client)

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Ensure that your router allows HARPOON 3ANW to establish outgoing connections to port 14342 (client) Ensure that your software rewall allows incoming connections to contact the HARPOON 3ANW software on port 14342 (server) Ensure that your router allows incoming connections to port 14342 (server) Ensure that your router knows which computer on the local network should receive incoming connection attempts on port 14342 and forwards all packets to it (server)

Like we said above, consult your routers manual as each router has different commands to accomplish the same thing. AGSI has also set up an IRC channel on the Gamesurge system (#harpoon) and there are people there that can help you get connected.

12.6 CLIENT SETUP


The players will then modify their .ini les (as per above). The host will then start his server followed by the players starting their clients, and the multiplayer session will begin. There may be a brief delay as the host database is uploaded to each client. Keep in mind that the host may also run a client separate from the server, allowing him/her to be a player as well. This will cause a performance hit, especially in the beta.

12.7 LOBBY
The Clients will now be logged into the main lobby. The lobby allows you to chat and set up games as well as creating a session (i.e. a multiplayer game). You create a session by having one player click the Create Session button, which then prompts the player to name the session. Everyone can then see the created session. They then join via the Join Session button.

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12.8 BATTLE SET/ScENARiO SELEcTiON

Multi-Player

The controlling client that created the session will then be able to choose the Battle Set. These are intuitive and similar to the normal Harpoon 3TM scenario selection.

12.9 SiDE/ROLE SELEcTiON


From there the controlling client then assigns each player to a side. Players can be assigned to any side within a scenario and can also be assigned to a side called Spectator. This side allows players to view the game from the sidelines, offering a number of viewpoints to watch from. However, a spectator may not issue orders to any units. This also precludes the spectator viewing dialogs from which such orders may be given, such as the Launch/Ready Aircraft Dialog. Once side selection is completed the controlling client initiates the game and the game begins.

12.10 BASic GAmE PLAY

Game play is very close to Harpoon 3 Single Player. Please consult the Harpoon 3 Advanced Naval Warfare manual if you have any questions. All games will be played to their duration unless terminated early by clients or server. The victory screen will appear as normal, displaying game results. You then have the option of exiting the game or returning to the lobby for another session.

12.11 ChANGES iN PLAY


Time Compression is handled differently in the MP products than in Single Player Harpoon 3TM. Basically it operates on a veto basis. The lowest setting of any human player (see AI players below) is the value that is used. This does introduce the articial aspect of someone decreasing the Time Compression in order to plan and launch an attack or just to unnerve an opponent. The

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Game Status window in MP has an additional Time Compression display showing your requested time compression, below the current time compression. The procedure for creating a mission in the Mission Editor has changed slightly. You will notice that you do not have Edit Now option available in your Mission Editor Menu. The reason why is that the game will need to send an update prior to you adding the unit to properly implement the mission. As such after you create the mission and exit out of the Mission Editor you will have then Edit that mission to assign platforms to the mission. Missions function as they always have so there is no change in behavior just procedure.

12.12 ADDITIONS TO PLAY


MP offers a built-in Chat feature. This is accessed by pressing control plus the C key (Ctrl + C). A small chat console will then appear allowing you to type a short message and send it by pressing okay or enter. This message will appear for all clients and in the Servers message window. At the bottom of the chat window is a small checkbox that will allow you to either speak to all players or just your own network. In this case your network is any side that is allied to you. The box is not checked by default and you will want to make sure the box is checked or un-checked depending on what information you want to pass on. The Spectator Feature provides a new dialog box that allows the Client to select which Side they will see or to choose ALL sides.

12.13 OTHER CHANGES FROM SINGLE PLAYER HARPOON


The nature of MP play means that there is going to be a higher load on the program engine to accomplish the same things. This means that single player games will run slightly slower in MP than they would in single player ANW. To this end AGSI recommends that dedicated MP scenarios be no large than 500kb in size.

13.0 VCR

The basic ability to record and play back a game is available in all versions of the system. Harpoon 3TM Pro offers more advanced capabilities suited for training.

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13.1 AcTivATiON
VCR can be enabled using the VCR option in the Harpoon 3 ANW Launcher as shown here: Or it can be enabled from within your harpoon.ini le as illustrated here: ;================================ ; VCR Switch ON | OFF ;================================ VCRout ON

VCR

To switch the feature on and off you simply change the OFF to ON. Once this is complete please make sure to save the le so that the .ini le is properly updated. Keep in mind that on slower machines, there will be a noticeable performance hit with this feature on and with all machines, it will QUICKLY consume hard disk space. This also means, until we gure out some way to selectively remove some of the fat, these are going to be really hard to share.

13.2 REcORDiNG
To record a session, you simply play and complete a game in a normal fashion. Each game session creates a single VCR le as described below. The VCR les are written to your \Scenario directory. The format of the le names is session.001.vcr and each scenario you record after the rst will be numbered sequentially (session.002.vcr, session.003.vcr...). Moving the les out of the directory or deleting them will start the sequence again. Please be sure to not modify the names or format of these les.

13.3 PLAYBAcK
To playback a VCR le, you must have it in the \scenario folder with the Scenario it was created from. Run the Harpoon exe and click the VCR Playback button on the scenario selection window when the application opens. Just as you select a scenario you will select the .vcr le you would like to view and complete the process by clicking OK. Your recorded scenario

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will load with a Playback Control Menu and Viewpoint Selection Menu superimposed over the typical Harpoon display. These menus can be moved to any part of your window with a click and drag to allow you to set up their appearance as you wish. The Playback Control Menu should look very similar to the interface of your home VCR or DVD player and acts in the same manner with a few unique features.

13.4 BUTTONS AND FUNCTIONS OF THE PLAYBACK CONTROL MENU


Play - This plays the recording in normal game speed. Pause - This pauses a recording in any playback setting Fast Forward - This plays the recording at an accelerated rate of speed. Forward Step - This plays the recording forward by one time increment. End Playback - This ends the Playback session. Pro version - Prompts the user to the Side Selection menu so they may play the game from the point where the playback was ended. The Viewpoint Selection Menu relates to the basic VCR functionality. It consists of two drop down menus and a Show All button.

13.5 DROPDOWN MENUS AND BUTTON OF THE VIEWPOINT CONTROL MENU


Current Side Menu - This drop down menu allows you to view from the side of your choice by click and dragging to the side you choose. Current Network Menu - This drop down menu allows you to view the recording from the perspective of a unit within your current side of choice by clicking and dragging to the specic unit Show All Button - Clicking this button allows you to view all units from all sides of the game.

14.0 HARPOON 3.INI FILE


14.1 INTRODUCTION
For maximum commonality with Harpoon II for MS-DOS, Harpoon 3TM uses a separate set-up le (an INI le). While Harpoon II had a program that edited this le for you, Harpoon 3TM doesnt due to incompatibilities of this program with Windows NT-based systems. (The le itself is a plain

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text le, so perhaps some nice programmer with some free time will write a simple graphical program to edit it.)

.ini File

The name of the set-up le is Harpoon 3.INI. The rst time you launch Harpoon 3TM, it will automatically create this le for you. This le has many settings that tell Harpoon 3TM where to look for certain parts of the game. For example the Harpoon 3.ini le tells the game where movies are stored. It is strongly suggested that you always BACK UP your Harpoon 3.ini le before making any changes. Many of the features you can set in Harpoon 3.ini are also congurable in the game. However the game does not currently save those settings when you quit. Eventually, the game should automatically update this le for you when you quit. VERY IMPORTANT: Before editing the Harpoon3.ini le, please note that the order of the entries is critical. Do not reorder them, or remove them, or add in extra entries. We would like to rewrite this whole system some day so its a lot less fussy, but its not at the top of my list of things to do.

14.2 DiSPLAY OPTiONS


; ; ; ; ; ; ; ; ; ; ; ;

================================ Super VGA Modes Supported ================================ 101 640 x 480 x 256 103 800 x 600 x 256 105 1024 x 768 x 256 107 1280 x 1024 x 256 Anything other than one of the listed modes results in the screen resolution set to 101 ================================

;SVGAMode 103 The rst item you will see is your display options. As you can see this simply is a listing of possible display modes of computer. 800 by 600 is the default but you may change as desired. Note that if you run Harpoon 3TM in window-mode you can only choose screen-resolutions up to 1 level below your current desktop screen-resolution. In version 3.7.1 and later additional display setting options are available:

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14.3 SOUND OPTIONS


; ; ; ; ; ; ; ; ; ; ; ;

============================================== Sound Directives ============================================== 0 No Sound 1 Voice only 2 Music only 3 Voice and Music only 4 F/X only 5 Voice and F/X only 6 F/X and Music only 7 Voice, F/X and Music ==============================================

Sound 6 The next section of the ini deals with your sound options. This is fairly self-explanatory and works the same as the above mentioned section of the ini. You simply replace the value after sound to suit your needs. Keep in mind the voices are neat but Jesse is no Barry White. I suggest you turn these off particularly in larger scenarios as you may get many Vampire calls concurrently. You can change this setting in the game (Game Preferences), however it does not currently save them when you quit.

14.4 ANIMATION OPTIONS

; ============================================ ; Animation Settings: Can be set to ON or OFF ; ============================================ Animations ON ; ============================================== ; Animation window persistence, may be on or off ; ============================================== AnimationPersist ; ; ; ; ; ; OFF =================================================== If Animations are set to ON, the following settings may be specified. If Animations are set to OFF, these items are always off in the game, no matter what the following settings are. =================================================== ON ON

WeaponLaunch WeaponHit

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PlaneLaunch PlaneLand PointDefense

OFF OFF OFF

.ini File

The next section of the Ini has to do with the Animation settings. The Animation settings are the little movies that are displayed when certain actions take place in the game. As you can see you have a wide range of settings to play with in this section of the le. The rst section, Animations, is a general setting which allows you to turn them all on or off. If you do not wish to have any animations, you simply set this one to off and your job is done. If you wish to keep them on with changes you must work through the rest of the section. Animation persist simply gives you the option to allow the animation to remain on your screen until you turn it off or not. Finally, the last ve options gives you control of each animation individually. You can change this setting in the game (Game Preferences), however it does not currently save them when you quit.

14.5 AiRcRAFT LOGiSTicS OPTiONS

This section of the ini file determines if the game engine will track weapon useage for ground based aircraft. If set to ON and the required weapons do not exist in landbased ammo dump facilities, the aircrafts loadouts will be unavailable during play. ; ============================================== ; Aircraft Logistics Setting ; Set this variable to ON if you want to limit ; the number of aircraft weapons available to ; the contents of the parent units magazines ; ============================================== AircraftLogistics ON

14.6 EDiTOR OPTiONS


The next section of the ini covers aircraft logistics which is fairly important to most players. The basic premise behind this one is giving yourself an option of limited ammunition with your aircraft or unlimited. You choose ON to enforce aircraft logistics and OFF to ignore them. ; ; ; ; ; ; ; ============================================== Class Restrictions - Scenario Editor Only Set ClassRestrictionByCountry ON if you wish to limit the classes available to ones used by the selected country.

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; ; ; ; ; ;

Set ClassRestrictionByTime ON if you ALSO wish to limit selection to classes and individual units which were historically in service that year. This option only works if Class RestrictionsByCountry is set ON. ============================================== OFF OFF

ClassRestrictionByCountry ClassRestrictionByTime

Next weve got a section designed for scenario writers only called Class Restriction. What these do is allow the scenario editor to view the database only by class or year. Changing these values is simply done by change the default values from OFF to ON. When you turn Class Restriction by Country to On and then access the scenario editor and choose to add a unit a list of nations is produced from the country le. When you select the desired country a list of its platforms will be produced for you to select. When you turn Class Restriction by Time on and then access the editor you will be given a selection based on the date youve chosen when rst creating the scenario. Some databases support this option with continued maintenance of the HARPOON 3(tm) Country. dat le. Check with the respective database author to determine if this option is supported..

14.7 FILE EXTENSION OPTIONS

; ============================================= ; Load Scenario file extension ; ============================================= LoadList *.SCN,*.SAV ; ============================================= ; Save Scenario file extension ; ============================================= SaveList *.SAV (3.7.0) The SaveList entry is replaced by the following two entries: ; ============================================= ; Save Game file extension (used by game) ; ============================================= SaveGameList *.SAV ; ============================================ ; Save Scenario file extension (used by editor) ; ============================================

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SaveScenarioList

*.SCN

.ini File

The next section is allows you to change the default extensions for harpoon to load and save scenarios and games. These options are change by simply editing the extensions listed in the le.

14.8 FiLE DiREcTORY OPTiONS

; ============================================ ; Directories where resource files are stored ; ============================================ ResDirCount ResDir1 ResDir2 ResDir3 3 C:\HARPOON 3(tm)\resource C:\HARPOON 3(tm)\sound C:\HARPOON 3(tm)\dat2

; ============================================ ; Directory where startup music is found ; ============================================ MusicDir C:\HARPOON 3(tm)\resource ; ============================================ ; Directory where intro animation is found ; ============================================ IntroDir C:\HARPOON 3(tm)\resource ; ============================================ ; Directory where runtime animations are found ; ============================================ AnimDir C:\HARPOON 3(tm)\video ; ============================================ ; Directory where map data is stored ; ============================================ MapDir C:\HARPOON 3(tm)\mapdata ; ============================================ ; Directory where scenerio data is stored ; ============================================ ScenarioDir C:\HARPOON 3(tm)\battlset

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; ============================================ ; Directory where annex data is stored ; ============================================ AnnexDir C:\HARPOON 3(tm)\database ; ============================================= ; Directory where doctrine tables are stored ; ============================================= DoctrineDir C:\HARPOON 3(tm)\doctrine ; ============================================= ; Scenario creator scratch file ; ============================================= ScratchFile C:\HARPOON 3(tm)\scratch.map ; ============================================= ; Palette save file ; ============================================= Palette C:\HARPOON 3(tm)\resource\default.pal ; ============================================= ; Default Palettes file ; ============================================= DefaultPalettes C:\HARPOON 3(tm)\resource\pal.bin

The next set of options really should be left alone except under certain circumstances. The only options that would be a concern to any player are the res, dat, and dat2 locations. These must be changed when using other databases. The database writers should include a detailed le explaining how to change these values correctly with any database release. Relative path denitions may be used.

14.9 MAP DISPLAY OPTIONS

; =============================================== ; Map Preferences ; ; 1 Show coastlines (should ALWAYS be on) ; 2 Show international borders ; 4 Show ice caps ; 8 Show land ; 16 Show water ; 32 Show data blocks ; 64 Show ice pack ; 128 Show unit paths ; 256 Show groups

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; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ;

512 1024 2048 32768 65536 131072 262144 524288 1048576 2097152 4194304 8388608 16777216 33554432

Show Show Show Show Show Show Show Show Show Show Show Show Show Show

sonobuoys current unit data block current unit path reference points communication networks wind data cloud data precipitation data surface threat zones submarine threat zones air threat zones restricted navigation zones neutral zones window scale (Added in 3.7.3)

.ini File

Add the values for the features you wish to have displayed ===============================================

MapPreferences 15830273 The next set of editable options in the ini are the map options. As you can see a bit of math is required to get your desired result. It is worth noting that you can change these options within the game however, they will only work for your current game. The default value is suggested, as adding anymore may clutter your map. You can change this setting in the game (Map Preferences), however it does not currently save them to the .ini le when you quit. ; ============================================= ; Map Lat,Lon Line Increment ; Lat,Lon lines can be added at 1,5, or 10 degree intervals. ; A zero for this value will turn the lines off. ; ============================================= LatLonIncrement 0

This next section deals with displaying latitude and longitude lines on your map. Again this information can be set within the game, but in that case you will need to set them each time you play the game. You can change this setting in the game (Map Preferences), however it does not currently save them to the .ini le when you quit.

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14.10 REALISM OPTIONS

; ============================================= ; Realism levels: ; 0 Full realism ; 1 Auto DataLinks ; 3 Instant Side ID ; 7 Instant Unit ID ; 15 Instant Detect ; 256 Enforce Real-Time ; ; ; Automatic networks gives the user instant communication ; with all units on his side that have communications equipment. ; Instant side ID gives you the allegiance of all contacts. ; Instant Unit ID automatically classifies contacts. ; Instant detect will show you all units in the game. ; ============================================= RealismLevel 1

This next value in the ini allows you to change the difculty settings in the game. This is of particular interest to all those wondering why they cant communicate with their subs. As mentioned in the description there are ve settings to chose from which are: full realism, auto data links, instant side ID, Instant Unit ID and Instant Detect. Full realism will enforce communications rules. Meaning if you have units which leave the communication threshold you will not be able to issue them orders until they enter that threshold once again. Submarines are the best examples and will only surface to communicate when they reach waypoints. Auto Datalinks allows you to communicate with units that have left the communication threshold. Most players of this game utilize this setting as it allows them the most control while still maintaining some degree of reality. Instant side ID gives you the ability to know the contacts side identication on contact. Instant unit ID gives you the ability to know a contacts identity on contact. Instant Detect gives you omniscience as you will see everything on your map. Enforce Real-Time will cause the game to continue to run at 1:1 time when the user is manipulating complex dialog, such as the Weapon Allocation and Launch/Ready Aircraft dialogs (normally the game pauses for these). In addition, when the game is paused, an unpause dialog will block access to the games UI. This option does not affect the multi-player client or server. The value for

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Enforce Real-Time should be ADDED to the value for the difculty setting (So Auto Datalinks and Enforce Real-Time would be 257 ).

.ini File

14.11 STAFF OPTiONS


; ; ; ; ; ; ; ;

============================================= Executive Officer Box Popup preference Add values for the following popups New Contact 4 Contact Change 8 Hit or sunk ship 16 General Information 32 ============================================= 16

ExecutiveOfficerBoxAppears

The next setting is the Executive Ofcer Popup Box Preference option. You simply add the values of the options you would like to include to activate each popup. Keep in mind that all of this information displayed by the popup is displayed in your message box within the game. Only select those you feel that you would need as the popups can become cumbersome. I especially advise you to make sure that you leave the new contact popup out of your game as the start of your game could ood your screen with them. You can change this setting in the game (Game Preferences), however it does not currently save them when you quit. ; ; ; ; ; ; ; ; ; ; ; ; ============================================= The following preference is for the amount of assistance the AI gives the human player. The bits in the value are assigned as follows Navigate paths 1 Allocate weapons 2 Assign threat axes 16 Default formations 32 Manage Air Assets 64 ============================================= 19

ExecutiveOfficerAssistance

The next option is the executive ofcer assistance selection. You simply add the values of the options you would like to include to activate each option. There are ve which are Navigate Paths, Allocate Weapons, Assign threat axes, default formations and manage air assets. The Navigate paths, Allocate weapons and assign threat axes are fairly self explanatory and must for those who do not wish to spend a lot of time micromanaging their formations.

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Default formations set xed formations within the formation editor. You can change them but if they are not set the AI will assign a standard formation which is suitable but may not be exactly what most harpooners would use. Finally, the Manage Air Assets selection gives the computer control over the air assets within your formation. It will assign all variants of the missions offered in the formation editor. It is highly advised you turn this option off as it is not the best manager of your air assets. It will often take aircraft that you would use for your missions and is anything but efcient. You can change this setting in the game (Game Preferences), however it does not currently save them when you quit.

14.12 UI OPTIONS
; ; ; ; ; ; ; ; ;

======================================= Selects the size of the button on the map/zoom windows toolbar. Values are: Small 0 Medium 1 Large 2 ======================================= 1

ButtonSize

The next selection in the ini le allows you to adjust the size of the buttons that are displayed on your map window within the game. ; ; ; ; ; ; ; ; ======================================= Selects the type of icons that will be displayed on the map/zoom windows. Values are: NTDS 0 Stylized 1 ======================================= 0

SymbolSet

The next option in the ini le is the symbol set option. This selection allows you to change the unit Icons within the game. The NTDS (Navy Tactical Data System) symbols are the standard symbols used in military circles. The Stylized icons look like the units they are depicting. You can change this setting in the game (Settings pull-down menu), however it does not currently save them when you quit.

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.ini File
; ; ; ; ; ; ======================================== Mouse Acceleration 2 is the default larger values slow down the mouse 1 is faster ======================================== 2

MouseSpeed

The nal selection is the mouse speed selection. To change this setting you simply edit to value to match the mouse speed you would like.

14.13 HARPOON 3 ANW ADDiTiONS


14.13.1 INSTALLATiON-RELATivE PAThS
Since B130 or later any directory can also be specied as relative to the directory the program is started from by starting with .\. For example: If the program is started from C:\HARPOON 3(tm) and a directory entry in the .ini le reads .\resource the program will use C:\HARPOON 3(tm)\resource for that path.

14.13.2 MULTiPLAYER OPTiONS

;========================================= ; Multiplayer Connection Info ; ServerIP is the IP address for the game server (not used by the game server itself) ; ServerPort is the IP listening port for the game server ; PlayerName is the name to use as the players handle in the game ;========================================= ServerName BIGJP ServerIP 127.0.0.1 ServerPort 14342 PlayerName LITTLEJP VCRout OFF These are the multiplayer settings of Harpoon 3TM. Server name is only important when you are planning to run your own server. Give it any name you want:) ServerIP on the other hand is only important when you want to connect to another server. You will need to nd out the IP of the computer where the server is run. Usually the player that sets up the server will tell you the IP. If you are planning to run the server and client on the same machine use 127.0.0.1 as IP. The server port is 14342 as default and most people that run a server will leave it at that setting. PlayerName is pretty straightforward, thats your name. VCRout is the toggle switch for the VCR feature included in Harpoon 3TM ANW. VCR les will be saved to your scenario folder if it is activated.

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;======================================== ;MP Chat Logging Settings ;MPLogging ON|OFF ;MPLogDir e.g. c:\Harpoon 3 ANW\MPlogs ; ======================================== MPLogging ON MPLogDir .\MPlogs These settings allow you to specify a folder where the Multiplayer chat logs will be saved and toggle the logging of the chat on and off. This feature is implemented since B130 or later.

14.13.3 DEFAULT WINDOW SCHEME OPTIONS

; ======================================== ; Default Window Scheme ; ======================================== WindowScheme D:\Harpoon 3 ANW\DEFAULT.SCH Harpoon 3TM allows you to specify a default window scheme that is applied when you load a scenario if you have the little checkbox at the scenario load screen checked.

14.14 ADDITIONS IN HARPOON 3.7.1


14.14.1 ADDITIONAL DISPLAY OPTIONS
; ================================ ; RunInWindow ; If ON, program will run in a window ; If OFF, program will run in full-screen mode ; ================================ ;RunInWindow ON Version 3.7.1 also adds selection of Windowed mode to the .ini file (the .opt file is removed). If RunInWindow is not set, Harpoon will run full-screen. ; ================================================= ; VideoMode ; ; Replacement for VESA mode definitions ; Selects a 4:3 aspect ratio display ; ; Size is 160x120 times the VideoMode setting ; Hence : VideoMode = 4 is 640x480 ; ; ; Minimum legal value is 4 ; ; If the program is unable to operate at the selected ; resolution, it will automatically step down

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; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ; ;

until it finds a valid resolution

.ini File

In windowed mode, the display size must be less than the current desktop resolution, to allow room for the title bar and window borders. ================================================= 6 ================================================= VideoWidth VideoHeight (optional) Can be used to set custom aspect-ratio display mode Values are the dimension of the game display in pixels If VideoHeight is not specified, it will default to 3/4 of VideoWidth (standard 4:3 aspect ratio) If the program is unable to operate at the selected resolution, it will automatically step down until it finds a valid resolution In windowed mode, the display size must be less than the current desktop resolution, to allow room for the title bar and window borders ================================================= 1024 768

;VideoMode

;VideoWidth ;VideoHeight

Version 3.7.1 adds some more exible alternatives to setting the display resolution. If, for some reason, multiple specications are used in one .ini le, VideoWidth will take precedence, followed by VideoMode and SVGAMode in that order.

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15.0 HOTKEYS
15.1 NUMERIC KEYPAD
Key / * + 7 9 5 3 0 DEL Ctrl+7 Action Course Tracks All/Sel/Off Data Block All/Sel/Off Decrease Time Compression Increase Time Compression Rename Unit/Group/Contact/Nav Zone Display Groups/Units Toggle Range/Bearings On/Off Clear Old Contact Add Reference Point Delete Reference Point Rename Reference Points

15.2 FUNCTION KEYS


Key F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 Action Attack Speed/Alt/Depth Navigation Mode Formation Editor Logistics Air Ops Nav Zone Editor Window Preferences Sensors New Zoom Window

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F12 Ctrl+F1

Hotkeys
Pause/Resume Game

Bearing Only Attack

15.3 REGULAR KEYS Key Action ~ Weapons Free D Detach Unit ((3.7.0) works on all map views when in Unit mode) G Group Selected Units H Mark the selected contact(s) as hostile K (3.7.0) Mark the selected contact as Probably Killed* M Toggle GIS graphics (Pro Only) U Unassign (tac map) SPACE Select Next Group/Unit BACK SPACE Select Previous Group/Unit
* Probably Killed is a BDA state that prevents further attacks from being launched, but patrol and recon missions will still attempt ID and BDA on the contact. It can also be automatically assigned if a contact is stopped, not emitting or ring weapons, and not in BDA range of a friendly unit.

15.4 SONOBUOY RELEASE Key Action , Drop Passive* Sonobuoy . Drop Active* Sonobuoy [ Drop Directional Passive** Sonobuoy ] Drop Directional Active** Sonobuoy { Drop Best*** Passive Sonobuoy } Drop Best*** Active Sonobuoy
* Drop Passive and Drop Active will drop omnidirectional sonobuoys if any are present, otherwise directional sonobuoys if those are present.

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** Drop Directional Passive and Drop Directional Active will never drop omnidirectional sonobuoys. ***Currently Best is interpreted as least number available among most suitable sonobuoys present. This is useful for dropping scarce attack localization buoys (VLAD, Barra and CAMBS, for example) to nail down a contact detected the cheaper and more common LOFAR and DIFAR sonobuoys. The other keys select greatest number available.

15.5 WINDOW CONTROLS


Key F10 Z X F8 T M N S Shift-Click Action New Zoom Window Zoom In Expand Out Window Preferences Tracking Window On/Off Toggle GIS Graphics (3.7.3) Toggle mouse over text display (3.7.3) Toggle map window scale display to Select/Deselect multiple units/groups

16.0 IN GAME COMBAT


Search Detection Launch and Attack Defense Resolution

In game combat is dened by several actions, all of which occur in sequence. These are:

16.1 SEARCH
Search is that function where the player attempts to locate an objective or target. It is a sensor battle and can include active (radar or active sonar) and/or passive (ESM or passive sonar) sensors. Searching for your objective is a time intensive and somewhat risky proposition that

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means using the right platforms for the job and timely use of sensors. Timely means having the wisdom to use the correct sensor setting.

Combat

16.2 DETEcTiON AND LOcALizATiON


Detection is a game calculation thats based on several values in the database. For radars and sonars, detection depends on the Search Input (and Track Input for radars only) values. The value is inversely exponential in nature, that is the lower the number the greater the ability of the sensor to detect a target. In the literal sense, the input value rates the ability of that sensor to pick a target out of the background clutter. For passive sonar and ESM, detection is based on the Passive Input value and it is also inversely exponential. The in game terminology (for the older manuals) calls the Search Input value the Active Detect RD and the Passive Input value the Passive Detect RD.

16.3 LAUNch AND ATTAcK


Launch is that point in the game where the player (or AI) decides to launch weapons. From the game perspective, a weapon is anything detached from a platform for the express purpose of destroying another platform. Firing weapons requires that the launching platform meet the requirements of the launch envelope for the weapon. Launch parameters are dened by Range (in nautical miles), Altitude (in meters), and Speed (in knots). The platform must meet all three parameters before it will be able to launch that weapon, if not then you will receive a message stating what is out of parameter in the weapon selection attack dialogue. Weapons fall into two categories for launch, active homing weapons like the AGM-84 Harpoon missile, and passive homing weapons like the AIM-9 Sidewinder. Active seeking weapons have their own sensors to seek out the target. They can be launched without the assistance of other sensors on the ship and are BOL capable. Passive seeking weapons are different in that their seekers must be able to see the target they are going to attack prior to launch. In the case of the Sidewinder missile, this is analogous to getting the tone prior to launch. DB Authors are to note that the seekers of passive homing weapons (IR and ESM) should have the passive input value of their seekers set to a value that will detect targets at a distance that at least meets the maximum range (Rmax) of the weapon. Its important to note that in many cases the range of the seeker will exceed the range of the missile itself so this really isnt a violation of realism. Indeed during the Gulf War of 1991, A-10 pilots used the seeker of the AGM-65 Maverick (both EO and IR) as a makeshift FLIR in ight. This runs concurrent with their method of operation where the pilot must select the target and have the seeker lock onto it.

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The seeker of passive seeking weapons MUST see the target before they will be able to launch against it. After launch, weapons that have datalinks (either a radio or xed link like a torpedo wire) attached to it can be controlled to a limited extent by the player. We say limited because a weapon that is still in search mode can be controlled by the player. Using the navigation command (F3) the player can guide a weapon towards the likely location of contacts until the weapon locks on. At that point, control of the weapon is lost and youre committed to attacking the selected target. The weapon will proceed to its target at cruise speed (set in the propulsion annex of the database) oblivious of anything that happens around it. If it is detected in this transit phase, it can be attacked. These engagements will follow Harpoon rules in that attacking missiles have an ATA of 0. The transit phase of active seeking weapons terminates at its seeker activation point. Called the Pre-Planned Activation Point (PAP), this is the location where the missile turns on its active seeker (active radar/sonar). The location of the PAP is automatically set at launch by the game engine based 5 nm from the target or 15 seconds of travel distance, whichever is longer. This means is that a weapon must be traveling at a speed of Mach 1.88 (1205 knots) or greater for its seeker to activate at a range of greater than 5nm from the target.

16.3.1 TYPICAL PAP RANGES


AGM-84 Harpoon 545 knots cruise speed = 2.27nm in 15 seconds. 2.27 < 5 therefore PAP is at 5nm Kh-22 Burya [AS-4 Kitchen] 1604 knots cruise speed (low end) = 6.68nm in 15 seconds 6.68 > 5 therefore PAP is 6.68nm The player can alter PAP location of datalinked weapons (after launch) by altering the location of the end of the weapons transit time. This is accomplished by using the Navigation (F3) command.

16.4 DEFENSE
Defense is any action taking by a platform being attacked to defend itself. While it usually involves ring weapons, it can also involve certain types of decoys and ECM. The whole point of defense from a game perspective is to either force the missile to lose contact with the platform (by using ECM), or to fool the weapon into attacking another target (by using decoys), or to destroy the weapon (using guns or missiles). Active defense depends on the ability of the target to detect incoming missiles with enough time to re off enough weapons to destroy or decoy them. Timely detection of the incoming missiles will

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depend on the sensor network that the defending platform has at its disposal. Airborne radars, air patrols, and good EO/IR systems will help in the detection of incoming weapons. Airborne ESM will be especially important when the missile seekers go active as they will provide early warning that will allow you the time to activate all your sensors.

Combat

Once an attack is detected, the defending platform will automatically take measures to defend itself. The rst step will be to activate the various ECM systems that are on board. This will help only if the PAP of the incoming weapon is at a range from the target that its radar is jammed. This usually isnt very effective since ECM is effective only to the radar horizon, which in the case of H3ANW is only out to about 15 nm for the largest ships. For a missile ying in at 10 meters altitude, this means a radar horizon of 21 nm, an ECM gap of about 16 nm. This 16nm gap means that you have less than two minutes before the missile hits the 5nm minimum range of ECM that many DB authors give. The next step will be SAMs. This is where the time factor comes into play. Older arm-type launchers suffer from a slow Rate-Of-Fire (ROF) when compared to modern Vertical-Launch System (VLS). Basically speaking, the faster the missile the less shots that youre going to be able to make against it. AGM-84 Harpoon - 545 knots cruise speed = 280m/s Kh-22 Burya [AS-4 Kitchen] - 1604 knots cruise speed (low end) = 825m/s ZR-90 Launcher [SA-N-7] - 1 missile every 10 seconds Mk41 VLS - 1 missile every second If one assumes that the missiles are picked up at 20nm, then that means a travel time of 132 seconds for a Harpoon and 45 seconds for an AS-4. This equates to 13 SA-N-7 shots against a Harpoon and 4 against an AS-4. Compare this to a Mk41 VLS that will be able to re over 130 missiles against a Harpoon and almost 50 against an AS-4.

16.4.1 HOW TO DEFEAT ThE AEGiS SYSTEm


In Ancient Greece mythology, Aegis is the name of Zeus shield. Forged by Hephaestus, it was an invulnerable shield with Medusas head at its top (or in the middle depending on the version you believe). In the 1980s, the United States commissioned a new series of ships tted with a new micrometricwave radar called SPY-1B. Ticonderoga (CG-47) and Arleigh Burke (DDG-51) class ships are tted with this system to protect against large-scale missile threats, most notably from (at the time) the Soviet Union and their long-range bombers equipped with the dreaded AS-4 or AS-6 anti-ship missiles.

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The Aegis system can be fully automated or partly automated, according to the environment. The SPY-1 radar guides missiles (either the SM-1 or SM-2, or their different variants) towards their targets (missiles and aircraft) with great accuracy. As in Greek mythology, Aegis was conceived as an invulnerable defense system. It can, however, sometimes be defeated in Harpoon 3TM. Here we wont speak about an easy solution that would consist in having more attacking missiles than defending AEGIS-guided missiles. Theres another solution which demands a little more effort. Imagine a scenario where Chinas navy is battling the U.S. Navy. The U.S. Navy has a carrier group and an amphibious squadron heading towards Chinese-occupied islands. China wants to prevent this and mounts an attack against this force. The U.S. has one carrier, three amphibious ships, and an escort of three Ticonderoga class and three Arleigh Burke class ships. These six ships may be seen as an impervious screen, but it is one that can be pierced. The best solution is to mount a multi-directional attack on the U.S. ships. To this end, the Chinese need to know the distance to the target, the speed of aircraft (sometimes different types with different speeds), and then it is just a matter of doing the math: The Chinese will attack from ve different bases: NW: 706 miles (8 Su-30 + 8 H-6 Badger) W: 507 miles (8 Su-30 + 8 H-6 Badger) Hainan: 646 miles (8 Su-30 + 8 H-6 Badger) Spratly North: 175miles (12 JH-7) Spratly South: 190 miles (12 JH-7)

Lets look at the cruise speed of our aircraft: An Su-30 and a JH-7 both travel at 540mph, thats 9 miles/ minute. An H-6 Badger ies at 459mph, thats 7.65 miles/ minute.

This means that if you want half of these planes (due to a formation having a maximum number of aircraft limit of four) striking at the same time (lets say 95 minutes after the scenario begins to allow all aircraft to take off), your timing should be as follows: NW: Su-30 at +17 and H-6 at +3 W: Su-30 at +39 and H-6 at +29 Hainan: Su-30 at +24 and H-6 at +11 Spratly North: JH-7 at +76 Spratly South: JH-7 at +74

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In this manner, all of your aircraft should arrive more or less at the same time. Most of the missiles should be downed by Aegis-guided missiles, but some will make way to their intended targets.

Combat

16.4.2 MORE ON AEGiS-DEFEATiNG


Keep in mind that Eastern Bloc forces had a large superiority over those of the Western Bloc during the 1970s. Few people realize how close it really was back in the early 1980s; there are several books written on East/West military levels during the Cold War that support this. In the early 1980s, before the U.S. Army elded new systems (M-1, M-2, Patriot, AH-64, UH-60, etc.), it was a given fact that NATO probably would not be able to hold Western Europe through conventional means, and that tactical nuclear weapons would most likely be needed to halt a USSR-led invasion. However, by 1985, the situation had stabilized and began to tilt towards NATOs favor. The year of decision was around 1982-3. It was during those years that, had the Warsaw Pact attacked, the result would have been a toss up. This is best illustrated in General Sir John Hacketts book, The Third World War: August 1985, in which NATO forces were hard-pressed to hold out against a Warsaw Pact attack. It was only the good timing of a B-52 strike that stopped Soviet armored spearheads just short of cutting West Germany in half. Fiction I know but written by men who were there. If anything, the trickle of increased technology is much slower in naval circles than in any other military arm. Warships are complex systems in and of themselves and all too often cannot support a new technology; a new platform to support it usually needs to be developed. However, placing new technology onto new platforms is much more expensive than placing newer technology onto older platforms. This is one of the reasons why DLGN-38 was cancelled and AEGIS sat in someones backyard for 10 years while the weeds grew and the dust gathered. In 1985, VLS was just a drawing on a paper napkin in a restaurant. In 1985, the Mk26 red two missiles every 10 seconds and the missiles themselves required nning. Mk26 Mod 2 (64 missiles of varying types) red 32 salvos at 10 seconds a salvo. This means that both Mk26s on a Ticonderoga class CG will empty their magazines in a little over ve minutes. SS-N-19 Shipwreck missiles have a speed of Mach 2.5 (approx. 1650 kts) and a range of 300 nm. That means, if launched at maximum range, the Shipwrecks will arrive over their target in 10 minutes. But thats not the really bad news. The standard SM-2 missiles of the day only had a 40 nm range (SM-2 ER Block 3B was developed for VLS). So if you factor in that the computers on the Ticonderoga will adjust the launch time so that the rst salvo tries for an intercept at that 40 nm max range, that gives the Ticonderoga only an extra minute plus the time it takes the SS-N-19 to travel the 40 nm to the target. All told, this means that the Ticonderoga has 146 seconds from the time the rst salvo of missiles is red until the Shipwreck is on (or rather IN the target). In that time, the Ticonderoga will have launched 28 missiles (14 salvos) and thats just against one missile.

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Mind that the ships computers will probably attempt to allocate more targets than what we are talking about here. This works both ways, because it allows more missiles to be engaged with the same Pk%, the down side being that the system cannot engage very many targets a second or third time. This is where priority comes into effect. The AEGIS computer will attempt to determine which missiles should be engaged and which should not. Its not always about director dwell time Here is a hypothetical scenario where U.S. systems are able to detect the incoming missiles in sufcient time to allow AEGIS to engage at maximum range a SINGLE SS-N-19 missile with a Mk26 magazine full of Standard SM-2 SAMs (no ASROC). Furthermore, we have gone on the assumption that the Ticonderoga is the only ship around and that there isnt any carrier to protect. Multiple ships and high-value units complicate an already bleak engagement envelope. Finally, were allowing for no mechanical failure, jamming, missile fall-back, and any of those little gremlins that can ruin anyones day. What does this mean? That you have approximately 56 missiles launched (remember that theres two Mk26s per Ticonderoga) to fend off the hordes of SS-N-19s or AS-4s that would make up a typical Soviet SAG or Regimental Backre attack. Twenty planes to a regiment and you can count on at least three regiments plus supporting elements in a dedicated strike. The bottom line is that, if you have to start shooting, youd better pray that you get lots of intercepts because you probably wont get a second chance. We never knew how lucky we were that we didnt have to face off against that kind of large scale attack. Now that Ive depressed everyone, just think of how it would turn out with the older systems like Talos and Terrier. Thank God for VLS and the Computer Revolution.

16.5 RESOLUTION
Combat resolution can be more properly dened as the moment of impact. It is controlled by a random number generator that will roll the dice so to speak. The RNG is triggered when the weapon arrives at the target. There are a number of factors that are calculated at this point. They are listed in the AA Log, an example of which will look like this, for an engagement between 2 incoming Harpoon IC missiles and an Israeli Reshev PTG.

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---------------------EXAMPLE 1 ---------------------Weapon Harpoon IC is resolving its attack against Yafo Attacking a surface target with base pH: 80% ++++++++ + Starting Point Defense Calculations. + Defending Unit is Yafo. + Target weapon is Harpoon IC. ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. ++ Bang! (Shooting Gun at it) ++ 1 X GPMG fired in Point Defense! ++ 0 GPMG left. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 - (This mount did not fire due to its mount arc restrictions.) ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. ++ Bang! (Shooting Gun at it) ++ 1 X GPMG fired in Point Defense! ++ 0 GPMG left. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 - (This mount did not fire due to its mount arc restrictions.) ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 20mm Mk15 Block 0. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. ++ Bang! (Shooting Gun at it) ++ BOOM! (Got it :) ++ 1 X 20mm Mk15 Block 0 fired in Point Defense! ++ 0 20mm Mk15 Block 0 left. + Number Shot Down by Mount was 1 +++++++++ Shot down by point defense. -------------------------------------------

Combat

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The Yafo has survived the rst incoming Harpoon, the second may be a different matter: Weapon Harpoon IC is resolving its attack against Yafo Attacking a surface target with base pH: 80% ++++++++ + Starting Point Defense Calculations. + Defending Unit is Yafo. + Target weapon is Harpoon IC. ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is GPMG. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 76mm/62 - DP. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 The above mounts were either reloading or masked by arc restrictions. ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 20mm Oerlikon. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. ++ Bang! (Shooting Gun at it) ++ 1 X 20mm Oerlikon fired in Point Defense! ++ 0 20mm Oerlikon left. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 20mm Oerlikon. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 2nd Gen - Chaff (I/J/K Bands). ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo. ++ Bamf! (Missile Decoy Effective in EM Mode at -10% ) : 2nd Gen - Chaff (I/J/K Bands) ++ 4 2nd Gen - Chaff (I/J/K Bands) left. + Number Shot Down by Mount was 0 ++ Resolving Weapon Fire for Point Defense. ++ Defending Weapon is 2nd Gen - IR Flare Decoy. ++ Incoming Weapon is Harpoon IC. ++ Firing Unit is Yafo.

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++ Pop! (Missile Decoy Effective in IR Mode at -10% ) : 2nd Gen - IR Flare Decoy ++ 4 2nd Gen - IR Flare Decoy left. + Number Shot Down by Mount was 0 +++++++++ Total countermeasures: -10% Final pH: 70% Roll: 56 (Hit) -------------------------------------------

Map Preferences

As you can see, decoys such as SRBOC are used in a point defense mode, along with gunre resolution that is applicable. It can be noted in the rst example above that the incoming target was shot down and the defending ship did not require the expenditure of decoys.

To activate the various map display options, click on the PREF toolbar button. This is the Map Preferences button and will display a dialog box with a variety of display options which may be selected. It is important to note that you may set a combination of display preferences in each individual window. Each window may have an independent set of preferences. Use this feature to create windows containing a variety of display information. The following map display options are available:

17.0 MAP PREFERENcES

17.1 WiNDOW NAmE


To change the name you see displayed in the title bar of a window, click on the text eld containing the current window name and type the name you desire. You can change the window names to whatever you want during a game to keep track of various areas, units, or groups. Be aware that large window names will not be practical when you have the map window in icon form. Use small names or abbreviations when naming windows.

17.2 WATER DEPThS


Water depths are represented by colored tick marks every 30 minutes of map distance. The water depth scale is represented for three levels: 10, 100, or 1000+ meters. The colors used to represent the depth bands may be changed using the Map Colors sub-menu from the Colors selection of the Settings pull-down menu.

17.3 LAND ELEvATiONS


Land elevations can be displayed in 500 meter bands starting at sea level (0 meters) and going up to 2500 meters. Each band can be represented by a colored tick mark. Tick marks are placed in 30 minute (one-half degree or 30 nautical miles at the equator) intervals on the map. The color of

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the tick mark indicates the elevation for that particular area on the map. The size of the tick mark will depend on the size of the map area represented by the map window and the level at which the map is magnied. The colors used to represent the elevation bands may be changed using the Map Colors sub-menu from the Colors selection of the Settings pull-down menu.

17.4 ICE PACK BORDERS


To display the polar ice pack borders, click on the Ice Packs Borders selection. The ice packs will only be displayed in scenarios taking place close to the polar regions of the world. Surface ships cannot traverse across polar ice. The ice packs are represented on the map as a line similar to coastlines. Think of it as a variable coastline that changes with the seasons.

17.5 POLAR ICE DATA


Polar Ice Data is provided every half-degree of map distance. When this selection is ON, the entire area dened by the Ice Pack Borders will be displayed.

17.6 NATIONAL BORDERS


To display national borders on the map click on this item in the Preferences window. Borders are represented as lines within the land masses on the map. Although HARPOON 3(tm) is updated frequently the National Borders in the game have remained the same since the late 80s, so some inconsistencies with current borders can be expected.

17.7 MAP SCALE


Added in Version 3.7.3. Displays the horizontal and vertical dimensions of the map area displayed in the window in the upper-left corner. Distances are given in Nautical Miles or yards, depending on the scale of the zoom.

17.8 LATITUDE/LONGITUDE LINES


Latitude and longitude can be represented on any map. You can choose to have no lines, or lines at either 1, 5, or 10 degree intervals.

17.9 WEATHER DATA


Harpoon 3TM contains a global weather model that creates the weather conditions most likely to be found in the geographic region in which the scenario takes place. The following weather display choices are available.

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17.9.1 NO WEAThER 17.9.2 WiND/SEA STATE

Map Preferences

No weather information will be displayed on the map.

Color coded tick marks similar to the land elevation and depth information will be displayed. The colors vary with the speed of the wind in each half degree interval.

17.9.3 CLOUD COvER


The color tick marks represent the type of cloud cover in a given area. The categories for cloud cover are clear, scattered, partly cloudy, and overcast.

17.9.4 PREciPiTATiON
The color tick marks represent nine categories of precipitation. The categories include three levels of fog, three levels of rain, and three levels of snow. No precipitation is present if no tick marks are displayed. On the PC, the colors used for weather data can be found in the Weather Legend under the Window pull-down menu. The colors may be changed using the Weather Colors sub-menu from the Colors selection of the Settings pull-down menu.

17.10 NAv ZONES


Navigation or Nav Zones are areas that you can designate as off-limits to all or some of your units. Please see the Nav Zones article for a more detailed analysis.

17.10.1 SURFAcE ThREAT


A Surface Threat Nav Zone will exclude all surface ships from entering the zone. Aircraft and submarines are unaffected by this type of Nav Zone. You may create, modify, or delete this type of Nav Zone.

17.10.2 SUB ThREAT


A Sub Threat Nav Zone will exclude all submarines from entering the zone. Aircraft and ships are unaffected by this type of Nav Zone. You may create, modify, or delete this type of Nav Zone.

17.10.3 AiRcRAFT ThREAT


An Aircraft Threat Nav Zone will exclude all aircraft from entering the zone. Submarines and ships are unaffected by this type of Nav Zone. You may create, modify, or delete this type of Nav Zone.

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17.10.4 GENERAL EXCLUSION


A General Exclusion Nav Zone will exclude all units, aircraft, ships, and submarines, from entering the zone. You may create, modify, or delete this type of Nav Zone.

17.10.5 NEUTRAL
Similar to a General Exclusion Nav Zone, a Neutral Nav Zone will exclude all units, aircraft, ships, and submarines, from entering the zone. You may not create, modify, or delete this type of zone. Most Neutral Nav Zones will be created when the scenario is designed and will be present from the start of the scenario. To display the various Nav Zones, you would select each one so an X appears in the boxes.

17.11 WEAPON RANGES


Weapon ranges are displayed for units, not groups. To display the approximate ranges of your units weapons, place an X in the boxes next to the following:

17.11.1 ANTI-AIR
Displays a ring depicting the approximate range of the farthest reaching AAW weapon for each platform.

17.11.2 ANTI-SURFACE
Displays a ring depicting the approximate range of the farthest reaching ASuW weapon for each platform.

17.11.3 ANTI-SUBMARINE
Displays a ring depicting the approximate range of the farthest reaching ASW weapon for each platform. The colors used for weapon range circles can be found in the Tactical Legend under the Window pull-down menu. The colors may be changed using the Game Colors sub-menu from the Colors selection of the Settings pull-down menu.

17.12 SENSOR RANGES


Like weapon ranges, sensor ranges are displayed for units only. To display the approximate ranges of your units sensors, place an X in the boxes next to the following:

17.12.1 AIR SEARCH


Displays a ring depicting the approximate range of the farthest reaching AAW sensor for each platform.

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17.12.2 SURFAcE SEARch

Radar

Displays a ring depicting the approximate range of the farthest reaching ASuW sensor for each platform.

17.12.3 SONAR
Displays a ring depicting the approximate range of the farthest reaching ASW sensor for each platform. The colors used for sensor range circles can be found in the Tactical Legend under the Window pull-down menu. The colors may be changed using the Game Colors sub-menu from the Colors selection of the Settings pull-down menu. Please be aware that modern sonar is not a line of sight sensor. Sound waves bend and bounce underwater due to temp, salinity, and the terrain of the ocean bottom.

17.12.4 ENDURANcE RANGE


Place an X here to show the approximate range each platform has based upon its current fuel state and speed. This applies to units only. This will normally only display for aircraft, as most ships will possess an endurance greater than the boundaries of the normal scenario map size.

17.13 DATA LiNKS


Data Links are used to relay communications, sensor, and contact information between platforms. Data links can only be established between units with operational communications equipment that are in range of one another. A data link provides the ability to see things from the point of view of another platform. Think of a data link system as a network of sensors and communications equipment. If you select the Show Data Links selection, the links will be represented by thin lines between the data link capable platforms on your side.

17.14 ShOW SONOBUOYS


Place an X here to display individual sonobuoys on the map. Sonobuoys are dropped into the water by Anti-Submarine aircraft and have their own sensor range circles and data link lines. Because many sonobuoys on the screen can clutter the view, it is a good idea to only use the Show Sonobuoys display option in windows that are being used for ASW operations.

18.0 RADAR

Radar is an acronym for radio detection and ranging. It is a system used to detect, range (determine the distance of), and map objects such as aircraft and ships. Strong radio waves are transmitted, and a receiver listens for any echoes. By analyzing the reected signal, the reector can be located, and sometimes identied. Although the amount of signal returned is tiny, radio signals can easily be detected and amplied.

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Radar radio waves can be easily generated at any desired strength, detected at even tiny powers, and then amplied many times. Thus radar is suited to detecting objects at very large ranges where other reections, like sound or visible light, would be too weak to detect.

18.1 BASIC PRINCIPLES


Radar operates in a manner similar to a ashlight. Electromagnetic waves reect from any large change in the dielectric or diamagnetic constants. This means that a solid object in air or vacuum, or other signicant changes in atomic density between object and whats surrounding it, will usually reect radar waves. The reection is then seen by the radar antenna and processed to show the picture on the radar scope. This is particularly true of electrically-conductive materials such as metal, making radar particularly well suited to the detection of aircraft and ships. In effect the ashlight is the transmitter and the light that you see on the wall (its reection) is what you see with your eyes. Radar antennas accomplish both operations instantly. Radar waves reect in a variety of ways depending on the size of the radio wave and the shape of the target. If the radio wave is much shorter than the reectors size, the wave will bounce off in a way similar to the way light bounces from a mirror. Early radars used very long wavelengths that were larger than the targets and received a vague signal, whereas modern systems use shorter wavelengths (a few centimeters) that can image objects as small as a loaf of bread. Radio waves always reect from curves and angles, in a way similar to glint from a rounded piece of glass. The most reective targets have 90 angles between the reective surfaces. A surface consisting of three at surfaces meeting at a single corner, like the corner on a block, will always reect directly back at the source. These so-called corner cubes are commonly used as radar reectors to make otherwise difcult-to-detect objects easier to detect, and are often found on boats in order to improve their detection in a rescue situation. For generally the same reasons objects attempting to avoid detection will angle their surfaces in a way to eliminate corners, which leads to odd looking stealth aircraft. Radars are generally described by the frequency bands, peak power, pulse width, and Pulse Repetition Frequency (PRF). Frequency (which is inversely proportional to wavelength) determines how precise the radar beam can be, since beam width (in radians) is approximately equal to the inverse of the antenna size in wavelengths. The larger the antenna, the narrower the beam. Moreover, the larger the antenna, the higher the gain: the larger the fraction of the returning echo the radar will detect. Frequency (or wavelength) also determines the kind of technology required to produce the radar signal, and the extent which that signal will be absorbed by the atmosphere (e.g. rain).

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18.2 RADAR DUcTiNG

Settings

The radar horizon is nominally four-thirds of the visual horizon, so that a radar can generally see a third farther than the eye (or an electro-optical sensor). However, under some conditions, evaporation off the sea will form what is called a duct (a waveguide) just above the surface. Ducting, which can also form higher up in the atmosphere, applies mainly to I-Band (US X-Band) radars. Certain types of radars such as the Italian RAN-30X/I and the Russian Garpun (NATO Plank Shave) exploit this effect. The top and bottom of the duct (depending on the type of radar used) reects radar signals from outside, creating a radar hole, allowing for very long detection ranges. Duct heights (over water) can be calculated. Although radar propagation in ducts is always described as anomalous, it is found in as much as 80% of the time in areas such as the Baltic and Eastern Mediterranean, the Indian Ocean, and the South China Sea. hence the importance of combining surface radars with airborne ones, to avoid holes: and hence also the possibility of that platforms may detect (and re at) radar emissions far beyond their nominal horizons. Ducting can also happen over land. At lower frequencies between the B to D Bands (US L-Band), radar signals are refracted by the troposphere, creating long range propagation conditions. Called Troposcatter, this phenomenon is widely used for radio. The Russian Mineral (NATO Bandstand) radar exploits this to gain long radar ranges.

19.0 SETTiNGS PULL-DOWN MENU


Start/Resume or Pause - This line has two different congurations, depending on the status of the game at the time you open this menu. If the game is running, it will show Pause, and clicking here will pause the game. If the game is paused, it will show Start/Resume, and clicking here will unpause the game. Consult the HARPOON 3(tm) Command Card to learn about the hot key that can be used to toggle between Pause and Resume.

Clicking on Settings in the menu bar will produce a menu with the following eight items:

Time Compression - Clicking on Time Compression brings up a dialog box that allows you to adjust the time compression ratio, from 1 second equals 1 second to 1 second equals 30 minutes. (Note: if the scenario is large, the effective time compression may slow down, as the program has more work than can be done in one second). To set the time compression in this window, click on the radio button next to the desired ratio; a dot will appear in the circle. Consult the HARPOON 3(tm) Command Card to learn about the hot keys that can be used to increase or decrease time compression, as well as return the game clock to 1:1 with a single keystroke.

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Toggle Rng/Bearing [ON/OFF] - This menu item has two congurations. If ranging is currently turned off, it will show Toggle Range/Bearing [OFF]; if ranging is currently turned on, it will show Toggle Range/Bearing [ON]. Turning ranging on causes the distance and bearing between consecutive mouse clicks within either the main map or a zoom window (or even across windows) to be displayed in the Incoming Message window. To determine the distance between two groups, for example, you should turn on this feature, click on one group, and then click on the other group. When you click on the second group, the range, bearing, depth and position (in latitude and longitude) will appear in the message window. This function can also be toggled by using the correct hot key. Mouseover Display[OFF/Lat/Lon] (Revised v373) - This item is used to control the display of context-sensitive text next to the mouse cursor. Current options are OFF and Lat/Lon, which displays the Latitude and Longitude of the cursor position. The hot key N is also used to toggle this setting. Set Flagship - This command allows you to change to a new agship (which is essentially the center of your communications network); this feature is useful if your current agship is threatened or has moved to a disadvantageous position. To set a new agship, click on the desired ship and then select Set Flagship from Settings in the menu bar. Setting a new agship moves the center of your sides communications net to the newly selected platform (note that a agship can be any manned platform with communications gear - ships, subs, airplanes, but not missiles or the group symbol). The newly selected agship must be on the current communications network for this function to work. Edit Waypoint Orders - To edit the orders assigned to a particular waypoint, rst select a waypoint and then click on Edit Waypoint Orders. A box will appear with a listing of the orders assigned to the currently selected waypoint. You may delete any order by selecting it and then clicking on the Discard Order button. To add a different order, select the waypoint and use the toolbar button for the particular order you wish to assign to that waypoint. Colors - Harpoon 3TM provides the user with the ability to change the colors used to represent the interface, maps, and the game elements (such as symbols). There are three ways to change the colors: Load a Default Palette Load a User Palette Create a New Palette

Symbol Set - Harpoon 3TM comes with two sets of platform (ship, sub, aircraft, and base) symbols: Stylized and NTDS. NTDS stands for Naval Tactical Display System. The NTDS symbols are adapted from the symbols actually used by the United States military and many other western navies. Stylized symbols are the images of boats, ships, planes, etc. familiar to most wargamers. Please see the Symbol Set article for more information.

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Setting Game Preferences - Click on the Game Preferences selection under the Settings pulldown menu to bring up the window containing a variety of preferences that you can set for the following areas: Staff Handles Staff Message Settings Weapon State Video Options Sound Options

Settings

20.0 MiScELLANEOUS
20.1 WEAPON REcORD ImPORT/EXPORT
The export feature will work as long as the DB version stays consistent. Should there be any changes to the mount/magazine/weapon records in the scenario then youll have to rebuild and then manually make your weapons changes again. Most of the time youll be able to get away with using your original import le because there are usually no changes to the weapon record ID. If there are, youll have to start from scratch as the game engine will not rebuild them. This affects scenarios more than databases but it is up to the DB author to ensure that the loadouts in ammo dumps are not corrupted. This can have a fatal effect in GE performance if the scenarios and their weapon export les are not kept up to date.

20.2 EDiTiNG ThE INI FiLE


If you know Harpoon 3TM, then you will know that manually editing the Harpoon 3TM .ini le was the way to change many of the game preferences. The Harpoon 3TM Launcher provides an easy way to edit the ini le; it allows you to easily change databases and other settings. For a full explanation of the H3.ini le refer to the H3.ini-section in the Harpoon 3TM Manual.

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21.0 INDEX
A
Acoustic Intercept and Ranging (AIR) 84 Aircraft Altitudes Bands 86 Air Search Radar Performance 109 Altitude and Depths 33 Annex Text 51 Weapon Fields 45 Weapon Records 50 Anti-Radiation Missiles (ARM) 86 Anti-Ship Patrol Mission Behavior 85

Database Editing 59 Harpoon 3 ANW 59 ECM Baseline 107 Editing Database 9 Editor Installation 11 Obtaining Editors 11 Electronic Counter-Measures (ECM) 57 Electronic Support Measures (ESM) 60 Electronic Warfare 83 Endurance Ship Engines with Co-Type 35 Ship Engines with No Co-Type 34 ESM Baseline 107 Expanded Comm Flags 88

B
Button Air Ops Toolbar 69 Detach Unit Formation Editor 72 Patrol Zone Formation Editor 68 PREF 67 Sensor Toolbar 67 Threat Axes Tracking Formation Editor 72 Zoom In and Out 67

F
Fields Ship Annex 20 Weapon Annex 45 Flags Communication Data 27 Sensor Data 41 Ship Data 21 Submarine Data 22 Weapon Data 46 Formation Editor 61 Functionality 64 Frequency Bands 27, 111 Fuel 28 Aircraft Fuel Burn Rates 85 Aircraft Fuel Listing 100 Consumption 34 Diesel Electric (DE) Sub Fuel Burn Rates 84 Guidelines 34

C
Command Line Options 89

D
Damage Point Calculation 44 Database Creating New 11 Exportng 13 Importing 12 Other Builder Features 13 Decoys 55

H
Harpoon 3 Multi-Player 113 Harpoon 3 Platform Assistant 93 Harpoon 3 Radar Assistant 108

E
ECM

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Harpoon 3 Sonar Assistant 111 HARPOON 3(tm) Database Compliance 80 Harpoon 3(tm).ini File 122 HARPOON 3(tm) Launcher Conguration 89 HARPOON 3(tm) Utilities 107 Harpoon Component Files (HCF) 51 Hotkeys 136

Submarines 36 Probability of Kill (PK) 88

Index

R
Radar 151 Radar Horizon 106 Radar Output Correction 107 Rebuild All Your Scenarios 88

I
In Game Combat 138

S
Sensors 39 Annex Fields 40 Data Flags 41 Settings Pull-Down Menu 153 Stand-Off ECM 105 Surface Search Radar Performance 110

L
Loadouts 28 Components 28

M
Magazines 30 Manual Conguration Command Line Arguments 53 OPT Files 52 Map Preferences 147 Missile Defense Rating (MDR) 82 Missile Flight Trajectories 86 Mounts 31

T
Targets 48 Torpedo Defense 87 Typical PAP Ranges 140

U
Underway Replenishment 81

P
Platform Air Facilities 23 Comms 23 Countries 23 Cross Sections 110 Decoys 55 Editing 14 Facilities 17 Fields 14 Installations 18 Issues 19 Ships 19 Submarines 22 Powerplants

V
VCR 120

W
Warheads 42 Weapon Salvo Allocation and Probability of Kill (PK) 88

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22.0 TEAM HARPOON V3.8 CREDITS


MATRIX GAMES Executive Producer
David Heath Erik Rutins

Web-Database Design & Development


Alex Fiedler Mike Vahan

Network and System Administrator Network & PC Support


Ron Duquesnel Erik Rutins

Quality Assurance Lead Very Special Thanks

Associate Producer Box and Logo Design


Marc Schwanebeck Michael Eckenfels

Ron Tedesco, Debra Pugh, Renee Schoenfelder, Marti Nagy, Bob Lippman, Thomas Heath, Yvonne Heath.

Manual Editing and Content Manual Design and Layout


Marc Schwanebeck

Matrix NexGen

Alexander Rutins, David Vebber, Megan Vebber, Andrew Heath, Nicholas Heath, Shane Heath, Austin Stoltz, Noah Stoltz, Jesse Stoltz, Cameron Eckenfels, Hannah Eckenfels and Erik Conkling.

Public Relations & Marketing


Sean Drummy, Brant Guillory

Our Strength

Production Assistant
Gregory Wilcox Liz Stoltz

We thank God for giving us the ability and strength to complete this project and follow our dream. We also like to thank our families and friends for giving us their non-stop love and support during this project.

Administration Distributor Sales Manager


Ross Jepson

Core Contributors v3.8:

Dale Hillier, Darren Buckley, Rod Graves, Jeff Krump, Kip Allen, Steve Reynolds, Jan-Paul Kster *, Russell Sharp*, Darrel Dearing*, Don Gilman

Business Development Manager


Karlis Rutins, Lance Stoltz

Other Contributors to Harpoon v3.8:

Customer Support Staff Forum Administration

Mike Vahan, Daniel Heath, Alex Fiedler Paul Vebber, Marc Schwanebeck, Erik Rutins, David Heath

Ethan Atsinger, Calum Gibson, Mariusz Klamra, Vladmir Prelovac, Eric Grover, Dan Hayes, Charlie Dunlap, Francois Guerin, Steve Mills, Norm Lunde, Michael Schlater, Franois Gunny Gurin, and Dan Redman With ongoing support from Larry Bond and Chris Carlson the creators of the Harpoon and Admiralty Trilogy Systems the heart of our product.

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MATRIX GAMES MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON CD OR DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND THE GAME ARE SOLD AS IS . THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL MATRIX GAMES BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME, OR FOR LOST DATA RESULTING IN ANY WAY FROM USE OF THE PROGRAM OR GAME, IN ALL CASES EVEN IF MATRIX GAMES HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU).

THE ENCLOSED SOFTWARE PROGRAM AND THIS MANUAL ARE COPYRIGHTED. ALL RIGHTS ARE RESERVED. THE ORIGINAL PURCHASER MAY PRINT OR HAVE A PRINT/ COPY SHOP MAKE A PRINTOUT AND/OR COPY OF THE MANUAL. MATRIX GAMES GRANTS THE ORIGINAL PURCHASER OF THIS SOFTWARE PACKAGE THE RIGHT TO USE ONE COPY OF THE SOFTWARE PROGRAM. YOU MAY NOT RENT OR LEASE IT, DISASSEMBLE, DECOMPILE, REVERSE ENGINEER, OR MODIFY THE SOFTWARE IN ANY WAY. ALL EDITORS MAY BE USED TO CREATE SCENARIOS THAT MAY BE FREELY DISTRIBUTED. ALL SCENARIO AUTHORS HOLD THE ULTIMATE RIGHTS TO THEIR DESIGNED SCENARIOS AND MATRIX GAMES MAKES NO CLAIMS THEREOF. YOU MAY NOT COPY OR DISTRIBUTE COPIES IN ANY MEDIA FORM. ANY PERSONS DOING SO SHALL BE GUILTY OF COPYRIGHT VIOLATION AND SUBJECT TO THE APPROPRIATE CIVIL OR CRIMINAL ACTION AT THE DISCRETION OF THE COPYRIGHT HOLDER.

2007 MATRIX GAMES. ALL RIGHTS RESERVED. MATRIX GAMES AND THE MATRIX GAMES LOGO ARE TRADEMARKS OF MATRIX GAMES. ALL OTHER TRADEMARKS AND TRADE NAMES ARE THE PROPERTIES OF THEIR RESPECTIVE OWNERS AND MATRIX GAMES MAKE NO CLAIM THERETO.

USE OF THIS PRODUCT IS SUBJECT TO THE ACCEPTANCE OF THE LICENSE AGREEMENT AND LIMITED WARRANTY

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