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A new v3.9.2 update is available and a new Development Initiative takes shape!
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are pleased to announce the release of another quick update for their famous naval warfare simulator, Harpoon: Advanced Naval Warfare. The comprehensive 3.9.2 update brings another quick fix to a land unit logistics issue and also marks the announcement of a new community-focused development initiative.
David Heath, Director of Operations at Matrix Games, said “This latest update brings another small but effective change to make the Harpoon experience all that it can be. We’re proud to be working with Advanced Gaming Systems to bring gamers this award winning naval combat simulator!”
The 3.9.2 release is the second in a series of 3.9.x updates that are intended to improve game stability and increase responsiveness to customer feedback, with the goal of improving the entire game experience for the Harpoon community. Please check the Harpoon 3 ANW forum at www.matrixgames.com for information on how to be a part of this initiative.
Erik Rutins, Director of Product Development at Matrix Games, stated, ”Together with AGSI, we’ve embarked on a new initiative to make it our development priority to work through the outstanding issues reported to us by the community and release frequent updates as these issues are addressed. As a part of this new focus, we’ve entered the entire community-maintained issues list into our tracking system and opened that up to the public. Along with this increased visibility into our progress on these issues, the public will also have the ability to submit reports directly into our system again.”
Harpoon 3 – Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and ‘what if’ scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
Get more information on Harpoon 3: Advanced Naval Warfare from its product page. This new update is comprehensive and will bring the game up to version 3.9.2.
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A comprehensive third-party list of 171 * Known Harpoon [ANW] Issues has been exhaustively collected on HarPlonkHQ since the release of Harpoon ANW 3.7.0 Now that the 3.9.2 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 13 behaviours appear to have been resolved by the 3.9.2 patch:
Ghost sessions in MP continue to run after all players have left the session. This ties up processing power as the sessions do not usually expire on their own.
After pause button has been depressed in MP, the game does not respond when user hits F12 to continue unless player uses [+] [-] keys to change the compression selection, first.
Planes show zero re-loads available when AirOps [F6] button depressed. However, re-loads are available when AirOps is selected for individual hangars and runway.
Target at -1200m cannot be engaged directly, but torpedoes fired on BOL will still dive below the maximum depth of their propulsion system (-500m) to kill target
Romeo Mod has no fuel. (Originally reported by CDunlap)
These 158 behaviours do not appear to have been resolved by the 3.9.2 patch:
AAA fire
AAA guns are not limited by the altitude of the target and can even shoot down satellites.
Automatic contact classification
The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.
Group Nav Zone Settings
The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.
Work-around solution: Set the Nav Zone parameters for each unit individually.
Identification failure
Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown.
Subs in groups
Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.
Hangar overload
It is possible to land many more aircraft than the hangar capacity allows.
If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.
MAD contact for ground facilities
The MAD detector is able to detect ground facilities.
ARMs cause planes to hang
Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question.
Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.
Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Dataurl to them, this is not true under any realism setting.
Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired.
CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy (])" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy ([)". "," and "." hotkeys seem to work properly.
When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.
Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.
Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list.
When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+).
Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.
Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.
Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired.
Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself.
Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher.
Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.
When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed.
Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked.
Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status.
Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too.
UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items.