Harpoon II FAQ ============== Welcome to the revised Harpoon II frequently asked questions (FAQ) help file. This file contains valuable Harpoon II troubleshooting information and general play tips as compiled by the Three-Sixty Technical Support staff, and by fellow Harpoon II users. We hope that you find it useful and informative. If you have any questions regarding the included material, please feel free to contact us on any of the online services, or by contacting Three-Sixty technical support at: 409-776-2187 (M-F 9:00 a.m to 6:00 p.m. CT). TABLE OF CONTENTS SECTION 1: Harpoon II Common Error Messages and Solutions SECTION 2: Harpoon II Video Display - Common Troubleshooting Tips SECTION 3: Optimum System Configuration for Harpoon II SECTION 4: Making a Boot Disk SECTION 5: Harpoon II Sound - Common Troubleshooting Tips SECTION 6: Speeding Up Harpoon II SECTION 7: Harpoon II and OS/2 SECTION 8: Common Harpoon II Questions and Answers Appendix A: VESA Manufacturer List SECTION 1: HARPOON II COMMON ERRORS MESSAGES AND SOLUTIONS This section discusses some of the more frequently encountered Harpoon II error messages and how to resolve them. ERROR MESSAGE: Country border data file not found If you receive the above error, try increasing the FILES line in your CONFIG.SYS file to read as: FILES=40 Remember to reboot after effecting this change to your file. ERROR MESSAGE: Interrupt 0DH, General Protection Fault, Possible Illegal Address Try making a boot disk using the optimum Harpoon II CONFIG.SYS and AUTOEXEC.BAT as discussed in Section 4 of this document. You can of course modify your existing CONFIG.SYS and AUTOEXEC.BAT files, however we recommend that you back them up first before doing so. Make sure to have at least 10MB of free space on the hard drive where Harpoon II resides. Also make sure that this drive has been de-fragmented. De-fragmentation is a process whereas the fragmented files on your hard drive are consolidated, thus increasing performance (most commercial utility programs such as Norton Utilities and PC Tools have this capability). If this fails, try setting Harpoon II to run with no sound, through H2SETUP.EXE. ERROR MESSAGE: Cannot read drive Set the LASTDRIVE line in your CONFIG.SYS to the next highest letter. (i.e. if the CONFIG.SYS has LASTDRIVE=F, set it to LASTDRIVE=G) ERROR MESSAGE: Interrupt 0DH, General Protection Fault, possible illegal line 2. The sound card in use is most likely a Gravis Sound Board. Disable all Gravis drivers which are in your AUTOEXEC.BAT or CONFIG.SYS files and reboot. Harpoon II should now run properly, but without sound. Please read section 5 of this document for a more complete compatibility explanation. SECTION 2: HARPOON II VIDEO DISPLAY - COMMON TROUBLESHOOTING TIPS If you receive an error message to the effect of "No VESA driver loaded" after attempting to start Harpoon II you will need to read the following section. Also addressed in this section are special problems that some users have experienced with certain types of video cards. If you are receiving video display anomalies of any kind, you should also read over this section. What is a VESA driver, why do I need one and how do I load it? With the advent of SuperVGA display modes, and the subsequent release of a myriad of different types of video cards and other display hardware, the software development industry quickly realized that some standard needed to be set so that SuperVGA software and hardware would work together under one standard. Thus, VESA (or the Video Electronics Standards Association) was organized in order to establish software development standards, thus ensuring (ideally) that all SuperVGA software and hardware would work together without problems. As you are probably aware, there are literally hundreds of different types of video cards. As each video card handles SuperVGA display routines in its own way, a VESA driver needs to be loaded before any SuperVGA software product can be run on your system. This VESA driver basically serves as an interpreter between your video card and the software you wish to run which utilizes SuperVGA display modes. We have included several different VESA drivers with Harpoon II. These are located in the "DRIVERS" subdirectory under your "HARPOON2" directory. If you can't find a driver which matches your video card, you will need to contact your video card manufacturer to obtain one. The manufacturers telephone number can usually be found in your video card documentation. You may also reference Appendix A of this document, which contains several video card manufacturer phone numbers and addresses. Before running Harpoon II, you will need to load your VESA driver. To do this, enter your HARPOON2 directory by typing: CD HARPOON2NOTE: This assumes that you used the default installation routine. If you did not you will need to insert the appropriate path name above (e.g. C:\GAMES\HARPOON2) Once you are in the HARPOON2 directory, type: RECON This will activate our technical support program. At the main menu type, "HARDWARE". The lower half of the screen will now display information regarding the video capabilities of your system. Examine the VGA BIOS and VGA CHIPSET readouts. Write down the vendor name and save this information for now. You should now exit RECON by clicking on the EXIT button. Now go back to your HARPOON2 directory, and re-enter your DRIVERS subdirectory. Look through the drivers (by typing "DIR/P" at the DOS prompt). Once you see a video driver that matches your video card BIOS or CHIPSET, type in the name of the file. For example a Trident video card owner might type: TRIDENT.EXE After typing this in, move back to your HARPOON2 directory and try and start the game again. If you still get a "No VESA Support" message, you can try one of two things: first check the DRIVERS directory again for any other VESA drivers that might match your card. Type these in and attempt to start the game until you find a match. Remember to reboot after you try one and before loading another as some of them may conflict with one another. If this doesn't work try contacting the company who manufactured your video card and ask them for the exact name of the VESA driver required for your video card, and how it is loaded. Special Circumstances: Some video cards do not require the user to load a VESA driver, as the VESA driver is already contained in a chip on the card (you will sometimes hear this referred to as the VESA driver being "on board"). The Diamond Viper card is an example of this. However, in order to insure that the Viper's on board VESA driver activates, the following commands need to be in your AUTOEXEC.BAT file: C:\VIPER\VPRBIOS C:\VIPER\CHKPATH C:\VIPER If errorlevel 3 Path c:\Viper;%Path Set VIPERPATH= c:\Viper While in the Viper Directory type: VPRMODE VESA. This command will load the VESA driver and you can now run HARPOON II. Harpoon II And The XGA Chipset: (used by actual IBM machines): Several users have reported problems with the IBM XGA VESA driver and Harpoon II. At this time we recommend that you contact IBM and obtain the updated VESA compliant drivers which they offer on their BBS system, or via their technical support network. Their BBS can be contacted at: 919-517-0001. Harpoon II and the ATI Graphics Ultra Pro: Suggestions for users of ATI Graphics Ultra Pro VLB (VESA Local Bus) with 2MB (MACH 32 chip): 1) Ensure that you have the latest ATI VESA driver (for a while new releases and updates for this particular driver were released very frequently). 2) Run the ATI supplied VESATEST program to see what modes your system supports. 3) If the modes used by H2 (101, 103, 105 and 107) aren't supported, you may have to change the memory size option used by the ATI install routine. With the GUP, you are asked to specify how much memory should be reserved for VGA. ATI recommends setting this parameter to "shared" but this setting doesn't give you all of the available VESA modes. If you select "512K" instead, you will pick up additional VESA modes. Harpoon II and Headland Video Cards: We have had continuing reports of poor performance from the V7/Headland video cards. For those who are experiencing snow and mouse trails, try both V7 drivers (V7VESA.COM and V7WVGA.COM). We have had a report that the Microsoft mouse driver 9.1 helps with the cursor problems, and we also have a report of the VESA driver OAK.COM working well. We are still researching this problem. SECTION 3: OPTIMUM SYSTEM CONFIGURATION FOR HARPOON II The following section contains optimum configuration settings for your AUTOEXEC.BAT and CONFIG.SYS files. By "optimum" we mean a system configuration that has been stripped of any unnecessary terminate and stay resident programs (TSR's) and DOS commands which may conflict with Harpoon II. If you are not experiencing problems with Harpoon II under your current system configuration, we recommend that you do NOT make any changes to your AUTOEXEC.BAT or CONFIG.SYS files. If you are experiencing problems, try the following configurations (remember to back up your AUTOEXEC.BAT and CONFIG.SYS files before making any changes): Your AUTOEXEC.BAT file should read as follows: PROMPT $P$G Path=C:\;C:\DOS;C:\PATH TO YOUR MOUSE DRIVER;C:\PATH TO YOUR VESA DRIVER MOUSE VESA NOTE: Insert the name of your VESA driver in place of "VESA" The same applies to your mouse driver. If your mouse driver utilizes a name other than "MOUSE" then you will need to insert the appropriate file name. Your CONFIG.SYS file should read as follows: FILES=40 BUFFERS=40 NOTE: if you decide to run SMARTDRV under DOS 6, then you must include HIMEM.SYS and lower BUFFERS to 5. While a SMARTDRV disk cache of 1MB will increase game performance, it should be noted that some users have reported incompatibility between HIMEM.SYS and Harpoon II. Thus, if you receive any lock-ups or crashes after installing HIMEM.SYS and SMARTDRV then you will want to remove them from your CONFIG.SYS file. SECTION 4: MAKING A BOOT DISK An inherent disadvantage of creating specialized CONFIG.SYS and AUTOEXEC.BAT files is that each time you wish to play Harpoon II you will be forced to reinstate them and then reboot your machine. One way around this is to create a boot disk, which when placed in your A: drive, will boot your machine with your special Harpoon II AUTOEXEC.BAT and CONFIG.SYS files. The following section explains how to do this. First, make sure that you have a formatted diskette in your designated "A" drive. Next, move to your Harpoon2 directory and type: RECON This command will activate our technical support program. When Recon comes up select "Tools" and then "Make Boot Disk" from the menu. Now simply follow the on-screen instructions. After you are returned to the main menu, select "Hardware". On the bottom half of the screen you will be presented with information regarding the video display capabilities of your system. Look at the section labeled "VGA BIOS" and "VGA Chipset" and write down the displayed information. This will tell you what company manufactured your video card and subsequently which VESA driver your system utilizes. Save this for now as we will need this information shortly. You should now exit Recon by clicking on "Exit". We now need to find out where your mouse driver is located on your hard drive. Thus, type the following: C: DIR MOUSE.COM/S You may be presented with an entire screen of text, however the only information that you need to take particular note of is the text which follows the words, "Directory of". Write down this text as it indicates the path to your mouse driver. It is concievable that you will get the message "File Not Found". If this is the case, type in : C:\ DIR MOUSE.*/S /P This will list all of the mouse related files on your disk, look for a MOUSE.EXE. If you find a MOUSE.EXE, use it just as you would a MOUSE.COM. If you are still unable to find a mouse driver, try finding out which one you use in your normal setup and using that in the boot disk, or call us at (409) 776-2187 and we can help you further. Now we need to find out exactly which VESA driver your system requires to run Harpoon II. Change to your Harpoon II directory by typing the following: CD HARPOON2 NOTE: This assumes that when you installed Harpoon II you used the default installation path as provided the installation routine. If you changed this path before you installed Harpoon (i.e. something like: C:\GAMES\HARPOON2) then you will need to edit the above command to reflect that change. For example: CD GAMES\HARPOON2. Once you are in the Harpoon II main directory, you will want to enter a sub-directory entitled "DRIVERS". To do this, type the following: CD DRIVERS Once you are in the "Drivers" directory, type: DIR There are many drivers here all listed by their respective manufacturer. Find the one(s) that match the name of your chipset (remember you wrote this down earlier while using RECON). If there are more than one, write them all down. You are now ready to create the AUTOEXEC.BAT and CONFIG.SYS files which will be placed on your boot disk. To start this process type: A: EDIT CONFIG.SYS You will now be presented with several lines of text. Delete all the lines so that only the following text remains: FILES=40 BUFFERS=40 After you are done with the editing, choose "SAVE" from the "FILE" menu. Now choose "EXIT" from the "FILE" menu. Next type: EDIT AUTOEXEC.BAT You will again be presented with several lines of text. The last two lines should have "LH" in front of them. If they do, go ahead and remove LH's from the front of each line. The second to last line should read "MOUSE", change this to reflect the path to your mouse driver (For example "C:\MOUSE\MOUSE.COM"). The next line in the list loads your VESA driver. Change it to read as: C:\HARPOON2\DRIVERS\driver where "driver" is the VESA driver you determined your system utilizes as per the chipset indicated by RECON (for example "V7WVGA.COM" or "TRIDENT.EXE"). Also, if you did not use the default installation path of C:\HARPOON2, then you will need to edit this part of the line as well. For example if you installed Harpoon II into a "games" directory, and your system uses the TRIDENT.EXE video driver this line would read as: C:\GAMES\HARPOON2\DRIVERS\TRIDENT.EXE Choose "SAVE" from the "FILE" menu. After the file has been saved, choose "EXIT" from the "FILE" menu. You should now restart your computer with your new boot the disk in your "A" drive. After the reboot is complete, switch to your hard drive by typing: C: Now enter your HARPOON2 directory and try to run the game. If at this time you receive a VESA driver error message, try replacing the driver you loaded in the AUTOEXEC.BAT file with the next one by the same manufacturer (assuming that you found more than one VESA driver which might match your chipset). Be sure to reboot between each attempt since the drivers may conflict with each other. If all else fails try reading the documentation which accompanied your video card to determine the exact name of the VESA which you need to load. You may also try calling your video card manufacturer - often times they will tell you the exact name of the driver or will even help you load one into your AUTOEXEC.BAT file. SECTION 5: HARPOON II SOUND - COMMON TROUBLESHOOTING TIPS If you are experiencing problems with the Harpoon II audio effects (i.e. garbled sound effects, excessively loud pops etc.) then we recommend that you read the following section. The Harpoon II sound routines were programmed very specifically in accordance with the SoundBlaster development guidelines (hence the system requirements label which reads, "Supports SoundBlaster & 100% Compatibles.") Unfortunately, this means that some cards which are not of SoundBlaster brand may experience some difficulties in playing the sound effects/music. During the quality assurance process we tested HII against many different sound cards with varying success, and we found that "100% Compatible" actually meant about "90% compatible" with some sound cards. However, some testers were able to configure their sound cards anyway with no problems by manipulating their IRQ and DMA settings. We spent a lot of time attempting to "tweak" the sound routines to work with all cards (i.e. trying to develop a semi-SoundBlaster standard) but each time we attempted this we inevitably would end up with one or two cards that just were not compatible. Thus, the only option remaining to us was to move forward with the SoundBlaster development guidelines - which unfortunately meant that some non-SoundBlaster cards were going to experience some problems. Pro-Audio Spectrum 16 and Harpoon II: Problems with the Pro-Audio Spectrum 16: A) Loud "snap" in place of Tactile Feedback sound. This is still being researched, but several users have achieved success by running PAS.EXE and lowering the volume. A setting of 35 seems to work well. B) If the game is hanging at the introduction (credits), run MVSOUND.SYS and use "HARPOON2 -t" to start the game. This will force Harpoon II to skip the introduction sequence. C) In order to get the Pro Audio Spectrum 16 to work try these settings: (Thanks to N5VUO on America Online!) Your CONFIG.SYS file should have the following settings: DEVICE=MVSOUND.SYS D:3 Q:10 T:1 /W:0 S:1,220,1,7 M:1 J:0 NOTE: ("J:" is the joystick toggle, if you have one, there should be a 1 here, otherwise you need a 0) Your AUTOEXEC.BAT file should have the following settings: SET BLASTER=A220 D1 I7 T3 NOTE: A = address, D = DMA channel, and I = IRQ. NOTE: if your settings are changed here, they are reflected in the CONFIG.SYS. For additional help with the PAS16, we recommend that you contact MediaVision directly. MediaVision can be reached on CompuServe and via their BBS: BBS: 510-770-0527 CompuServe: Go Mediavision Gravis Ultra and Harpoon II: This card is incompatible with Harpoon II. SECTION 6: SPEEDING UP HARPOON II During the quality assurance process, several of our testers provided some very good tips on how to increase Harpoon II's performance. This section discusses several such points. Realizing that Harpoon II pushed the envelope in terms of system requirements, the Harpoon II development team spent a lot of time optimizing Harpoon II for speed. One of the reasons that Harpoon II runs slowly at times is due to the amount of calculations that are occuring every second during the simulation. You can imagine what the processor is up against when it has to simultaneously calculate hundreds of performance models such as SONAR, RADAR, ESM, ECM, etc, etc. under varying conditions for every unit on the screen. While these routines are quite processor intensive and sometimes result in sagging game speed, it is all neccessary in order to be the most accurate naval simulation available today. As mentioned there are many different variables that will cause the game to slow down. The primary one is the number of active units in play (which you can't do much about), but there are some variables you can adjust: 1) set your screen resolution to 640x480x256. 2) close unnecessary windows. If you have windows open, and you are not using them, close them. If you want to use them later then you should iconize them. 3) Toggle off any unecessary Window preferences. Also, if you spawn a new window from an old one, the new one retains the settings for the old one. If you do not need them, turn off all of the active range circles; this will result in a speed increase. Latitude/Longitude lines and borders also slow the game down somewhat. 4) Run SMARTDRV. The cache size should be set to 256k. Please note however that under DOS 6.x HIMEM.SYS is required to load SMARTDRV, and as we recommend that you do not use a memory manager with Harpoon II, this may cause a conflict. 5) If you are setting patrol zones in the formation editor, make sure that they are as squarish as possible to reduce course changes and recalculations. 6) Try not to use tracking threat axes. (SLOOW) 7) As distasteful as the idea is, buy more RAM. Harpoon II uses a Virtual Memory engine, which in affect serves as a buffer for when you run out of memory. When this happens, Harpoon II will use part of your hard drive as a virtual memory space. However, the problem with this is that it involves a tremendous amount of disk access, which is extremely slow compared to chip based RAM. 8) A math co-processor will speed up Harpoon II. If you have a math co-processor installed, Harpoon II will use it automatically. SECTION 7: HARPOON II AND OS/2 The following section discusses some OS/2 settings that various users have found success with. It should be noted that the operating system requirement for Harpoon II (as noted on the box label) is DOS 5.0 or higher. No formal testing was conducted with OS/2, thus we cannot guarantee that Harpoon II will work correctly under any OS/2 settings. The following settings have been used succesfully by OS/2 users: DOS_HIGH=1 DOS_BACKGROUND_EXECUTION=0 HW_TIMER=1 IDLE_SENSITIVITY=100 IDLE_SECONDS=60 EMS_MEMORY_LIMIT=0 XMS_MEMORY_LIMIT=0 DPMI_MEMORY_LIMIT=6* VIDEO_RETRACE_EMULATION=0 VIDEO_SWITCH_NOTIFICATION=1 VIDEO_8514A_XGA_IOTRAP=0 All other settings are defaults. NOTE: O=OFF 1=ON. THESE ARE INTERCHANGEABLE - each represents switches on a notebook entry for the full-screen DOS-session. * This number is a representation of usable ram for OS2. Unless you have a really good reason, it should not be more than the total PHYSICAL ram the machine has. In any case, for Harpoon II's purposes, it need not be any higher than 6MB). SECTION 8: COMMON HARPOON II QUESTIONS AND ANSWERS Questions Addressed in the Frequently Asked Questions for Harpoon II (FAQ.TXT) 1. Group speed changes 2. Sub Depth 3. 1:1 time with staff messages 4. Group speed to 0 5. Plotted and Unassigned missions 6. Unavailable carrier-based aircraft 7. Minimal loadouts 8. Colored Maps 9. Air-to-air missiles 10. Strike aircraft won't launch 11. Losing contact with units or groups 12. Mission names 13. Cancel Return to Base (RTB) 14. Time compression rates 15. Game pause 16. Losing contact 17. Contact color changes 18. Aircraft mission behavior 19. Intercepting enemy contacts 20. Remove units from mission 21. Aircraft mission list 22. Cancelling a mission 23. Changing mission reference points 24. Patrol aircraft behavior 25. Permanent game and symbol preferences 26. Memory Remaining window 27. Staff Message windows 28. Centering map windows 29. Sea State 30. Ship contacts on land 31. Uncertainty regions 32. Groups break up when attacking 33. SAMs fail to allocate 34. Losing contact with missiles 35. Missiles hitting target 36. Point defenses 37. Electronic Counter-Measures 38. Turning communications off 39. Passive and active sonobuoys 40. Dipping sonars 41. Aircraft loadout types 42. Tanker aircraft 43. ASW threat axis 44. Formation Editor range rings 45. Threat and Detections 46. Reloading mounts 47. Sensor selection 48. Disappearing torpedoes 49. Jumping contacts 50. Aircraft refuse orders 51. Database selection 52. Clearing old contacts 53. Damage to enemy bases 54. Aircraft won't drop bombs 55. Diesel submarines 56. Giving waypoint orders 57. What is an Alaska class ship? 58. Why do my missiles miss? 59. How do DICASS sonobouys work? 60. How to control ECM status through EMCON mission status. 61. Why no nukes? 62. Planes and intercept missions: Why plane groups split 63. What is a group, and how do I make one? 64. Groups demystified 65. Why no range circles for groups? 66. Why no range circles for the enemies? 67. Where are they: communications and unit control. 68. Info on enemy contacts in database. 69. When I make a air mission, how many aircraft go? 70. Why won't all the air platforms I select launch at the target? 71. Why don't the hotkeys work? 72. Threat axes and formation editor hints. 73. Mission editor tips and tricks. 74. How do I get my A6s to launch their decoys? 75. Why won't my platforms use the BGL 1000 Laser-Guided Bomb? 76. Why don't my units do what I want them to? ---------------------------------------------------------------- 1. Q: When I give my Task Force a speed order to go at Full Speed or Flank, why does it slow down to 5 knots off and on? A: If there are units in the Task Force formation which are off of their designated stations, the whole formation slows down a bit to allow them to get where they are supposed to be. Be patient; the speed will resume when the Task Force AI is satisfied. --------------------------------------------------------------- 2. Q: I told my submarine to go to Deep and he stays at Shallow or Intermediate depth. Why won't he dive where I told him to? A: Make a Zoom window around the submarine. Then, click on the PREF button and click on Water Depth. Chances are the water is not deep enough for the sub to dive as deep as you ordered him. Alternatively, turn on the toggle, which will display information (including the current depth/height) about every location where you click the mouse. This information will be shown in the Incoming Messages window. --------------------------------------------------------------- 3. Q: Why does the game stay in 1:1 time after clicking on a staff message? A: There may be one or more staff message boxes hidden behind your map. After clicking on the one you see, if the time still goes to 1:1, try minimizing all the windows and seeing if there are any open staff message boxes. Closing them all cures the problem. There is a check box in the Staff Message window that should be checked if you desire the game *stay* at 1:1 after you close the message window. --------------------------------------------------------------- 4. Q: Why do my groups suddenly go to 0 speed? A: The groups course may have been inadvertently set to 0 or it may have reached its destination. Giving the group a new course should cure the problem. --------------------------------------------------------------- 5. Q: What is the difference between "Plotted" and "Unassigned"? A: Any units on the "Plotted" mission belong to you. Your automatic Formation AI will not touch them. Neither will the Mission AI. They are completely yours to operate however you see fit. Any units that are "Unassigned" have no mission, and may be assigned to any mission (included "Plotted" if you wish control of them). The Formation AI will take unassigned units and use them if needed. The Mission AI will not use "Unassigned" units. It will only use units on a mission that are assigned to that mission. --------------------------------------------------------------- 6. Q: Why are all my carrier-based aircraft unavailable for missions? A: When a ship is assigned to a mission, all unassigned aircraft on that ship are also assigned to that mission. When you give the carrier a path, it changes from "Unassigned" to "Plotted." Its aircraft change too. You can either make the aircraft missions first or unassign them using the "Remove Aircraft" function of the mission editor. --------------------------------------------------------------- 7. Q: Why can't I load some aircraft with anything other than "minimal?" A: Some aircraft have no adjustable loadouts. These aircraft are generally good for only one type of mission. Examples include and E-2 Hawkeye or a Boeing-747 passenger liner. The "Ready" button will not respond when these aircraft are selected. --------------------------------------------------------------- 8. Q: How can I get my map window to look like the color map displayed on the box? A: Use the window preferences tool to turn on the display of land elevations and water depths, then shrink the window size. This works best with large area maps, and, although colorful, isn't really very useful. --------------------------------------------------------------- 9. Q: How come my air-to-air missiles keep missing the target? A: The probability of an air-to-air missile hitting the target depends greatly on the geometry of every situation, as well as which kind of missiles and targets are involved. Many factors will increase or degrade the probability of a hit or a miss. A common occurance of this is when a missile is fired at a target that is moving away (an opening shot). The probability of a successful engagement is greatly reduced for long range opening shots. Another common situation occurs when non-dogfight capable missiles such as the AIM-54 Phoenix are employed against nimble fighters. These missiles are designed for shooting down heavily laden, unsuspecting bombers, and as such, don't work very well against most modern fighters. If you are *really* doubting the validity of the model, you can run Harpoon2 with the "-W" command line parameter. This will show (in the Message Window) all the factors, modifiers, etc, of *every* missile engagement. Keep in mind that this will also ruin part of the fun of playing the game because information not normally available to you will be shown. We call this "cheating". --------------------------------------------------------------- 10. Q: How come my strike mission aircraft will not launch? A: Strike aircraft do not launch until they have a known hostile contact within engagement range. If you specified a target when you created the mission, the aircraft will wait until that target comes into range. If no target was specified, they will wait until the first appropriate target shows up. Keep in mind that aircraft combat ranges will be much shorter than the optimal ranges shown in the Launch/Ready dialog. This is because combat aircraft conducting strikes must fly faster and sometimes lower to avoid radar and enemy defenses. This consumes fuel at a much higher rate than normal flight. --------------------------------------------------------------- 11. Q: How come I lose contact with my units or groups? A: Harpoon uses a fairly realistic communications model, and several factors can drop a unit off the network. Some common ones are: a) The unit is out of range of your comm gear. b) The unit, either by design or enemy action, is now under water. c) Your communications gear or their comm gear has been destroyed or turned off. When the communication net breaks down, you will retain control of those units which are on the same net as your designated flagship. Others will act as their mission dictates. Aircraft which have flown beyond contact range will return home when they run out of path or complete their missions. If an aircraft runs low on fuel it will also return home. Submarines without orders will rise to periscope depth and 'phone home'. Submarines on patrol will periodically do this anyway. When these 'lost' units return to your local network, they will share with you any contact information they current hold. The "Auto Datalink" option (in Difficulty Settings) prevents this modeling and allows you to talk with all of your units, regardless of range or depth. When you play in this mode, if a unit will not talk to you then it is either dying/badly-damaged (eg. no radios), or it's not on your side. --------------------------------------------------------------- 12. Q: How do I edit the mission name list? A: Once a mission is created and approved (by pressing OK in the Create Mission window), you can't change it. Before that point however, you may type over the suggested mission name with whatever phrase or word you like. The computer will randomly generate mission names for you, drawing on the contents of two text files in your Harpoon2 directory. These files are MISSADJ.TXT and MISSNOUN.TXT and may be customized using any text editor. MISSADJ.TXT contains the adjectives (the first word) and MISSNOUN.TXT contains the nouns (the second word). These names will be matched randomly; results during development ranged from bland to appalling. --------------------------------------------------------------- 13. Q: How do I cancel an aircraft's Return to Base (RTB) order? A: Select the aircraft and hit the "Unassign Aircraft" hotkey (the "U" on the IBM PC). After this point, the plane (or air group) is yours. It is moved into the unassigned list and will loiter until given further instructions. If the plane was landing because of fuel considerations ("BINGO") it will still stop and await orders; it's up to you to get it to a tanker or a base before it runs out of fuel. --------------------------------------------------------------- 14. Q: How come the time compression rate is so slow? A: Performance varies with scenario size. The larger and more complex the scenarios will take more time to process, and should be run at lower time compression, especially on slower machines. --------------------------------------------------------------- 15. Q: How can I pause the game and still have access to game menus? A: At any difficulty level but full reality (HARD), the pause key will still allow the user access to the entire interface. This can be set at will using the Custom difficulty settings. The "Enforce Realtime" check box, if checked, causes the modal (blocking) pause and will not let you effect the game until you unpause it. --------------------------------------------------------------- 16. Q: How come I lose contact with all of my units? A: Check to make sure your flagship is on something reasonable. Designating a submarine as the flagship is liable to leave all your other units on their own when you submerge. If there are no units under your control at all, they're all dead. Better luck next time; Select Resign from the File menu and see how you did. --------------------------------------------------------------- 17. Q: Why do contacts change colors? A: Contact colors indicate two things; your posture towards them and the certainty with which the contact is known. Posture: Initially, most contacts are unknown, and are displayed as such. If an unknown contact is seen to take hostile action, it will change to the Hostile shape/color, although you still may not really know what side it is on. You may designate an unknown (or a known) contact as Hostile with the hotkey ("H" on the IBM PC), but you ought to have a good reason for suspecting them or you may be cited for a Rules-of-Engagement violation in your evaluation. Certainty: In the default palette set contacts are brighter if you have an exact location for them. They tend to grow dimmer if there is some uncertainty about their location. --------------------------------------------------------------- 18. Q: How come all of the aircraft I have assigned to a mission do not launch at once? A: Strike and ferry missions are single events, and all launch together. All other missions are attempting to maintain a steady on-station presence. These missions will try to keep one third of their aircraft in the air at once, replacing them as needed. If you wish to saturate an area immediately, the aircraft can be ordered to launch manually, and will join the mission. Be aware that you are leaving yourself open to shortages down the road. --------------------------------------------------------------- 19. Q: How do I intercept enemy contacts? A: There are two methods of getting an intercept. a) Select the interceptors, hit the air-ops button, and select the target. This is very fast, but does not provide much information about ranges or times. There may be other air assets better capable to intercept the target than the one you chose. b) Select the target (any contact), and hit the air-ops button. This will bring up a dialog listing all air units available, with ranges and loadouts listed. This takes longer, but allows you to pull units out of group CAP or ASW stations pretty fast, and allows a more considered response. --------------------------------------------------------------- 20. Q: How do I remove units or groups from a mission? A: Aircraft can be removed quickly with the "Unassign Aircraft" hotkey. For all other units, bring up the mission editor dialog, select the mission, and deallocate the units. This also works for aircraft, launched or landed. --------------------------------------------------------------- 21. Q: How do I get a list of aircraft currently assigned to a mission? A: Select the mission in the mission editor dialog. Aircraft in the air will be in the assigned units column. Landed aircraft can be viewed using the "Remove Aircraft" button in this dialog. This is also a way to change the loadouts of assigned aircraft; it is not necessary to remove them. --------------------------------------------------------------- 22. Q: How do I cancel a mission? A: Bring up the mission editor and delete the mission. All units on the mission will become "Unassigned." Mission generated launch orders and paths will be deleted for these units, and the units will become unassigned as well. --------------------------------------------------------------- 23. Q: How to I change which reference points an existing mission uses? A: Select the reference points, then bring up the mission editor. The "Remove" button under "Selected Reference Points" will remove the selected reference points from the list used by the selected mission. The "Add" button does the opposite. This makes some actions a two step process. If you have an anti-ship patrol "MOVING WINDOW" around reference points 1,2,3,4, and you want it to use 3,4,5,9 the following actions are needed. 1) Select reference points 1 and 2. 2) bring up the mission editor. 3) Select MOVING WINDOW. 4) Hit "Remove", then "Ok" to leave the mission editor. 5) Deselect points 1 and 2. (Don't forget this!) 6) Select points 5 and 9. 7) Bring up the mission editor and select "MOVING WINDOW". 8) Hit "Add", then "Ok" to leave the mission editor. --------------------------------------------------------------- 24. Q: Why do aircraft on an area mission sometimes patrol outside the region defined by the reference points? A: Aircraft on patrol are fairly curious about unknown contacts. They will wander over and attempt to ID contacts that match their patrol types (eg. Surface patrols look at ships, AAW patrols look at aircraft, etc). This 'closer look' might take them beyond their defined area by a few miles. Known hostile contacts will be attacked by Patrol missions if possible, and avoided (but reported on) by Recon missions. --------------------------------------------------------------- 25. Q: How do I set my permanent game and symbol preferences? A: Run H2SETUP.EXE to set your preferences. This program makes changes to the HARPOON2.INI file. When loading a scenario, Harpoon II will default to the settings found in the HARPOON2.INI file. --------------------------------------------------------------- 26. Q: Why do I have more memory listed in the Memory Remaining window than I have in actual RAM? A: Harpoon II uses a virtual memory DOS Extender. This means the theoretical maximum amount of RAM a program can use is limited by the disk space on the drive with the executable. It should be noted that the game does slow down somewhat when virtual memory is actually used, so it is only used when no more real RAM remains. --------------------------------------------------------------- 27. Q: There are too many Staff Message windows. How can I get rid of them? A: Select Game Preferences from the Settings menu and turn off the more common ones. The messages will still be shown in the "Incoming Messages" window; the only difference is that the Staff Message pop-up windows allowed you to put the game in 1-1 time. --------------------------------------------------------------- 28. Q: How come I can't center my map window? A: Map windows won't move outside the defined scenario boundaries. If a Map Window is against one or more of the scenario boundaries, it will not move or expand further in that direction. The main map window contains the entire area of the scenario and can't be moved at all. --------------------------------------------------------------- 29. Q: How come Sea State data is shown on land? A: Sea state data also shows wind speed. --------------------------------------------------------------- 30. Q: Why are ship contacts appearing on land? A: If the contact is uncertain, it is displayed in the center of the uncertainty region for the contact. This sometimes shows contacts over land, especially for detections that reveal only a relative bearing or direction (eg. "We hear something over that-a-way, but we're not sure how far"). ESM detections commonly do this. --------------------------------------------------------------- 31. Q: What are the lines, expanding circles, and wedges that appear around contacts? A: These are the uncertainty regions mentioned above. The uncertainty region is created by the accumulated information from the most recent detection cycle, and then it ages when the contact is no longer detected. These concepts are explained very thoroughly in the tutorial section of your manual. --------------------------------------------------------------- 32. Q: How come my group breaks up when I order it to close and attack? A: The units which are capable of attacking the target are removed from the group and placed on an intercept mission for the contact(s). I don't recommend doing this with your carrier groups. --------------------------------------------------------------- 33. Q: Why do my surface-to-air missiles fail to allocate? A: The theoretical engagement distance for semi-active missiles is much longer than the engagement distance against low targets. These missiles require direction from radars on the firing platform, and any target over the radar horizon can't be engaged. This will display as "Target not Illuminated". Sometimes you will see a range ring that indicates an optimal engagement range against closing targets. This optimal range is not often realized and you must frequently wait until the geometry is more favorable (ie. the target is closer). The missile will also fail to allocate if the projected intercept point is beyond the range of the missile. This will display as "Out of Range." --------------------------------------------------------------- 34. Q: Why do I lose contact with the missiles I just launched? A: If the missile does not have a command data link, it must be tracked with a search radar just like everything else. You have to decide if your curiosity about the fate of that Tomahawk is worth giving away your location by turning on a radar. But that's up to you. --------------------------------------------------------------- 35. Q: How come I can't see when my missiles hit their target? A: For the same reason you don't know what is happening anyplace else you can't see. If you don't have a current visual/IR/passive-sonar track on the target, or a datalink with your missile, you will not know what is going on. You can later fly over the target and perhaps you'll see some visible damage. Perhaps your plane will be shot down instead. But that's a kind of target damage assessment too, now isn't it? BDA (Bomb Damage Assessment) is always shown for individual land facilities. Make sure you have UNITs showing instead of GROUPs and you will see any relevant damage to facility targets. If you can no longer find the target facility (which are always automatically detected) then you have destroyed it. If the facility is not destroyed or visibly damaged, that does not mean it has any functional equipment remaining. --------------------------------------------------------------- 36. Q: How do I use point defenses? A: Point defenses are automatically fired for you. This includes chaff and flares, and point defense deceptive ECM (if you have the appropriate gear). If you do not have the "Weapons Tight" option set, missiles will be engaged by longer ranged SAMs as soon as an intercept is possible. --------------------------------------------------------------- 37. Q: How do I use Electronic Counter-Measures? A: The ON/OFF switch can be found in the Sensor dialog. This will activate any barrage/noise jamming equipment for the selected platform. This will certainly give away the location of the jamming platform, but may hide other platforms or weapons from detection. --------------------------------------------------------------- 38. Q: Why would I ever want to turn my communications off? A: Broadcast communications gear can be intercepted by ESM equipment, and may give away your location. Most modern communications gear, when employed properly is hard to detect. This type of datalink is shown in the "Secure datalink" color. Some units aren't capable of using this type of equipment (or have moved beyond its' range) and must now broadcast openly to remain in communications with you. These units have datalinks shown in the "Broadcast datalink" color. Units will always attempt to use secure gear where possible. Turning communications to Active gives the selected unit permission to broadcast (if needed) to stay in communications. Broadcasted communications links only give an ESM cut to listening enemy units. Since most units are capable of secure communications, we recommend you just keep this on for most units. The AI opponent does NOT currently take advantage of communications ESM cuts so there is no penalty. NOTE: Sonobuoys will self-destruct via sinking if they lose their datalinks with their parent unit. Selecting a buoy and turning off its comm gear is a good way to drop unneeded sonobuoys. --------------------------------------------------------------- 39. Q: What is the difference between a passive and active sonobouy? A: Passive sonobuoys use passive sonar. Active sonobuoys will give a more positive location on the enemy, but can be easily detected by submarines and tells them how close to being discovered they are. Active sonobuoys are also useful in shallow water, where all passive sonar works poorly. --------------------------------------------------------------- 40. Q: How do I use dipping sonars? A: If the helicopter is hovering at or below fifty meters, it will deploy dipping sonar. If you tell the unit to use active sonar, it will go active when the sonar deploys. --------------------------------------------------------------- 41. Q: What loadouts should I use for various aircraft missions? A: This is a style question. Generally speaking, the following holds true; IB (Iron Bombs) will give you the most destruction per aircraft. The disadvantage of IB loadouts is that you must fly very close to the target. If the target is heavily defended... SO (Standoff) loadouts tend to work on heavily defended ships where the price for a close-in attack with IB may be too high. PGM (Precision Guided Munitions) require a fairly close attack (though not as bad as IB), but promise a much higher hit ratio. SEAD (Suppression of Enemy Air Defenses) tends to be either decoys or anti-radar missiles and can help reduce the defenses around a target. ATA (Air-to-Air) is good for shooting down other planes. This is by no means an exhaustive list... Many variations on loadouts exists such as LR (long range) loadouts which tend to trade ordnance for extra fuel. This means you can strike targets further away. Read up on how modern aircraft are generally employed and as always, experiment. --------------------------------------------------------------- 42. Q: What types of aircraft can I use as tankers for aerial re-fueling? A: Obviously, anything with a TANKER loadout will do, as will any loadout containing a buddy-store. Single purpose tankers will not have loadouts, but will be described in the platform display. Common tanker aircraft include the Kc-135, the KC-130, the A-6, and the Tu-16 Badger. --------------------------------------------------------------- 43. Q: Why can't I move the ASW threat axis in the formation editor? A: The principle ASW threat comes from the PIM (Path of Intended Motion), because a sub in front of your group can wait quietly for you to set the shot up for him. Elsewhere he must make noise to close range. We therefore tie the ASW axis to the group path, as per USN doctrine. If resources permit, ASW units are placed behind the group as well. --------------------------------------------------------------- 44. Q: Why are my range rings in the formation editor showing up as only ones and zeros? A: The formation editor window is sized to include all of the vessels in the group and all of their stations (even if they're not there yet). The range rings are then placed evenly out from the center. If the group is less than 2 miles across, the described behavior will occur because we round the displayed number down the nearest mile. Don't panic, the rings can be dragged to wherever you want them and the window can be zoomed. --------------------------------------------------------------- 45. Q: What is the difference between a Threat Nav Zone and a Detection Nav Zone? A: Threat Nav zones are placed around areas where positive danger exists, such as around enemy SAM sites. Detection Nav zones are used for areas where detection is either possible or certain. They operate in the same way, but units can always be told to ignore any of them separately. --------------------------------------------------------------- 46. Q: How do I reload my weapons mounts? A: Mounts will automatically reload from on-board magazines when completely empty. To change the loaded weapon or reload early, use the reload toolbar button. The dialog works similar to the Weapon Allocation dialog. --------------------------------------------------------------- 47. Q: Even though I select Sonar, Radar, ECM, and Comm Link active, only some of them change? A: You only keep sensor states for those types of sensors you have. If there are no sonars on the ship, they will always come up "Passive." --------------------------------------------------------------- 48. Q: Why do my missiles/torps turn dark blue and disappear? A: The missile has gone out of your sensor range. --------------------------------------------------------------- 49. Q:. Why does a contact seem to jump from place to place? A: You are probably getting uncertain contacts from several different detecting units. Not all of these will get hits every cycle, so the contact may be updated differently. This is pretty common when a sub crashes through a sonobuoy line. --------------------------------------------------------------- 50. Q: Why won't my planes follow my orders to go somewhere? When planes are launched as a group, they must form up as a formation before they can go anywhere. This means that all of the planes you launched as a block will wait until they are all airborne before they set off on a path or mission. Generally speaking, planes launched together will form into groups of 4. If you don't want them to be in a group, break them into single unit launch requests. It is also possible that the plane is going home, either because it has run low on fuel or ammo, or perhaps has completed the mission it performing. These must be unassigned before they will follow orders. --------------------------------------------------------------- 51. Q: When I select a ship in the game and press DATABASE, it shows me the wrong ship entry. A: You cannot get DATABASE information on unknown contacts because you do not know what they are yet. If you selected a ship whose exact identity is known, or if you selected one of your own ships, then you will see the database entry for the class of ship to which your selection belongs. For example; If you selected the USS Eisenhower and pressed DATABASE, you would see the entry for the USS Nimitz aircraft carrier because the Eisenhower is a member of this ship class. --------------------------------------------------------------- 52. Q: I have an old contact left behind from a ship I sank with missiles. Since I didn't actually *see* it sink, (but I'm pretty sure it did), how do I get rid of the old contact which is still cluttering up my screen? A: By selecting the contact and pressing the hotkey (3/PGDN on the IBM PC). If the contact is not really gone, you will see it again as soon as it is redetected. --------------------------------------------------------------- 53. Q: Why does the is the enemy airbase I keep bombing still say "No Apparent Damage" in the Unit Status window? A: Many of the bases in the Harpoon II scenarios are groups of facilities. Use the hot key to toggle to unit view to see the individual components that you have been targeting during your attacks. Each individual facility will have a damage level. ---------------------------------------------------------------- 54. Q: My planes won't drop bombs or fire air-to-ground missiles, why? A: There are restrictions on some weapons as to what speed and altitude they can be released from to operate properly. Try using medium altitude and cruise speed. ---------------------------------------------------------------- 55. Q: What is the difference between diesel and electric power for diesel submarines? A: Diesel subs use electric motors with battery power when submerged. The fuel status indicator shows the endurance at the current throttle setting. If you switch from creep to cruise you should see a dramatic drop in the amount of endurance. To charge batteries, you need to go to at least periscope depth to run the diesel engines to charge the batteries. The battery charge process happens automatically when you reach periscope depth as the sub will start using the diesel engines as soon as the snorkle can be deployed. There are two fuel indicators for diesel subs, one shows the endurance at the present speed and the other shows the endurance capability of the batteries. ---------------------------------------------------------------- 56. Q: When I set a waypoint order for a unit or group the order is not being executed when the waypoint is reached. Why? A: Waypoint orders can only be set AFTER the course has been plotted. If you are in navigation mode (pencil cursor) any order you give a waypoint will not be retained as the waypoint does not exist until after you click on the Navigation toolbar button to exit the navigation mode. After the course has been created you can assign waypoint orders. ---------------------------------------------------------------- 57. Q: What is an Alaska class ship? A: The Nuclear Battlecruiser Alaska found in Harpoon II was named after the US Navy's Battlecruiser program in 1943-1944. They were named after territories (Alaska, Guam, etc) and completed just before WWII ended. By design, the BCs were fast pocket battleships designed to cream Japanese heavy cruisers and to raid convoys. By the time the Alaska was in service however, (Dec 1944) there were very few Japanese heavy cruisers to bushwhack and no commerce to raid. The US had shifted to air attacks as its principal anti-surface tactic and the subs were better at sinking commercial tonnage which no longer ran in convoys anyway. The Alaskas were essentially 5/8th scale Iowa's with 12" guns and a 38kt top speed. Fast, well armed and with all the new accessories, (modern gunfire radars, superb damage control, fast gun loaders, scout planes, long range, etc...) they would have been deadly if available a year earlier. The Alaska was decommissioned in the early 1950's and it is unknown whether the Guam was ever finished. Several 'what-if' platforms were tested in Harpoon II to show off some of the more advanced modelling capabilities we built in to the simulation (eg. the Metcalf Strike Cruiser, the Alaska, a well-armed Volkswagen Bug, etc...). Certain official organizations have sent us outlines (and even plans in one case) of future what-if platforms that we might someday use in BattleSets. We'll see. Alaska was retained in the BattleSet for both nostalgic reasons and to show off what we could do. --------------------------------------------------------------- 58. Q: Why do my missiles miss? A: The probability of a missile hitting a target depends greatly on the geometry of the situation as well as which kinds of missiles and targets are involved. Many factors will increase or degrade the probability of a hit or miss. For example, when a missile is fired in a long range opening shot at a target that is moving away, the probability of a hit is greatly reduced. Other factors that also affect missile hit probabilities include the ECM and point defense capabilities of your target, target size, what decoys are in place (chaff & flares), the image signature of your target (i.e. does it have a highly visible radar cross section), weather conditions (affects optically guided missiles), etc, etc. As you can see, firing a missile at a target doesn't necessarily mean that you are going to paste it! If you are *really* interested in the missile performance models that Harpoon II uses, you can run Harpoon II with the "-W" command line parameter (i.e. type "harpoon2 -W" to get the game to run). This will show you all of the factors and modifiers for every single missile engagement in the message window. Keep in mind that this will ruin part of your enjoyment of the game as information not normally made available to you will be shown. --------------------------------------------------------------- 59. Q: How do DICASS sonobouys work? A: All of the DICASS buoys in H-II operate in medium frequency (MF) range and are subject to the pathloss limits of that frequency range. Since we attenuate the figure-of-merit appropriately for different frequencies, (not to mention location, seasons, shipping noise, etc.) you will have a reduced chance of detecting signal sources outside the normal range of the receiver. Additionally, each model and type of sonar set has a different sensitivity and S/N level. Yes, you can get passive MF detections with a DICASS buoy. No, MF passive sonar isn't very good, and you won't get detections on every platform unless they are pretty loud or *really* close. Passive MF also implies direct path (or possibly bottom bounce), non-integrated source signals. The detection period is adjusted for this as well. --------------------------------------------------------------- 60. Q: How to control ECM status through EMCON mission status. A: The missions do not (at this time) control the ECM. It is used by computer controlled units in a defensive manner only (i.e., when my ship detects incoming missiles that it thinks are targeted at it, or another friendly ship on the network, it turns on the jammers). The possibility exists that this option may be included in future versions of Harpoon II. --------------------------------------------------------------- 61. Q: Why no nukes? A: The various routines for handling nuclear weapons are currently in the program, but not implemented. Thus, there is no way to obtain nuclear release (right now). It will probably appear in the future. --------------------------------------------------------------- 62. Q: Planes and intercept missions: Why plane groups split A: Remember; if you assign a airgroup to intercept, only those planes capable of executing an ATA attack will split off (and they WILL split off) individually. If you want to split a couple of planes off, select the airgroup and then go to the formation editor and split off a few planes, then assign them to an Intercept mission. Remember that an air group will loiter at its optimum fuel-saving altitude. --------------------------------------------------------------- 63. Q: What is a group, and how do I make one? A: Groups are a bunch of units that are in formation with one another, and their relative positions can be assigned in the formation editor. You can combine several units into a Group by clicking on the center of a unit and dragging a line from the unit to another. The two methods of creating a group are: Select all of the units by using the drag-select or by using shift-click to select each one individually. Once all of the units are selected, use the hot key to create a group with all of the selected units (make sure that NumLock is NOT on, or the hotkey will not work); or select a single unit and hold the mouse button down to drag a line from the selected unit to another unit, the two units will then form a group. This is explained more fully on page 142 of the manual. --------------------------------------------------------------- 64. Q: Groups demystified A: We have two methods for viewing your units; the absolute view and the relatively uncluttered group view. Often the volume of information can become overwhelming, and so we allow for it to be managed this way. Normally, what we do is toggle back and forth from the group view to the unit view and back again with the hot key (9 on the numeric keypad) to see the ranges. To find the range-to-target, we suggest making a Zoom Window around the target, make the window tracking, then toggle unit view for that window, and watch all the range circles necessary, while the main window is still in group view. --------------------------------------------------------------- 65. Q: Why no range circles for groups? A: The inherent problem with range circles is how to best show them. We could show all of them but that would defeat the purpose of having the group view. We could only show the outer limit of the overlapping ones. This also has the effect of slowing down the game to the point where it would become unacceptable. Nevertheless, many people have requested this option and it may appear in a future version. We recommend you try using the group view and switching to the unit view (via the "9" hotkey) for ranges. --------------------------------------------------------------- 66. Q: Why no range circles for the enemies? A: The reason that enemy weapon range circles are not displayed is due to the fact that you would not have access to this sort of information in a real-life encounter. After all, how can one tell what weapons the opposing ship has available to it? If one really wants to know the weapon ranges they can be looked up in the database under the appropriate ship. This information will indicate what the standard loadout for that vessel is, and what the ranges on the weapons are. You can then subsequently use range and bearing to determine if you are in the danger zone for what you think they might have. It should always be remembered that loadouts vary, even for ships... It should be noted however that many people have requested that this information be provided, and it may appear as a realism option in a future release. --------------------------------------------------------------- 67. Q: Where are they: communications and unit control. A: When you are using full reality in communications, you will lose contact with units when they travel out of range or submerse under water. These units will continue to follow their last orders and mission. Subs will pop up periodically for new orders. --------------------------------------------------------------- 68. Q: Info on enemy contacts in database. A: You can get info on enemy contacts, but only once you have identified them. You must first get the name and unit type, then select them and click on the database key. The database will then jump to the unit type. --------------------------------------------------------------- 69. Q: When I make a air mission, how many aircraft go? A: If you make a mission that is not a specifically targeted strike mission, then only 1/3rd of all of the planes assigned to the mission will launch at any one time. If you want to take out that base, launch a strike mission with it as the designated target. In addition, when you want to attack specific parts of a base, toggle groups to units and you will see all of the base parts (a base is a group of land units). --------------------------------------------------------------- 70. Q: Why won't all the air platforms I select launch at the target? A: Strike missions that have no specified target will launch one group (of at least one up to how many you assigned to that group, default is 4) of that type of plane at the first target that satisfies the mission. Any additional groups of plane types will wait for the next viable target. If you create a mission to attack a specific target such as, say, Haifa, then all of the units (planes, ships, lifeboats, etc.) assigned will move to attack with. --------------------------------------------------------------- 71. Q: Why don't the hotkeys work? A: The hotkeys must be enabled by turning NUMLOCK and CAPSLOCK off. --------------------------------------------------------------- 72. Q: Threat axes and formation editor hints. A: When you select a unit in the FE, the current threat axis for that unit's station is shown. Every station has a threat axis, and the station is always relative to that threat axis. An example; you have an aircraft on a station that appears about 90 DEG(East) from the group center, and the active threat axis for that station is the AAW axis, and the AAW axis is 000 (North); If the AAW axis is moved (either you drag it manually, or the staff decides a new threat warrants reorientation) to, say, 270 (West), then the air station will now be at 000 (North). All stations are attached to an Axis. When the Axis moves, the station moves with it. You can change the Axis a station uses by selecting a unit with a station and then picking some other Axis (the triangle tags). The ASW axis points along the path of intended motion for the group, so Station Keeping type stations tend to use this axis by default. --------------------------------------------------------------- 73. Q: Mission editor tips and tricks. (Thanks to the Beta Team on CompuServe) A: 1) For patrol missions, assign 3 times the number of A/C that you actually want on station at any given point in time. The AI launches only 1/3 of the assigned A/C in order to provide for relief. 2) Even though dissimilar A/C types can (and should) make up a mission, they will launch, transit, attack and recover in separate groups by A/C and loadout type. For example, a strike mission assigned 2 A-6s with HARMS, 4 A-6s with Harpoons and 2 Tomcats with Aim-54s will launch as 3 separate groups. 3) Reference points are not placed relative to a formation or base. They are fixed points in space. This means that your CVBG can sail under your BARCAP, unless you manually move the reference points. 4) Unlike Harpoon 1, you do not get range circles for groups. They are available for units, however. If you like to have your main battle management window display groups, then one option is to use the "9" key on the keypad to toggle the display to "show units" for a moment, check the shown ranges, and then toggle back to a unit display. 5) With your display zoomed out, selecting a particular unit in a crowded area can be frustrating. To fix this: Zoom in until you can distinguish the individual units. Select a unit in the center of things and convert the window to a Tracking window. The window will now always follow this designated unit, and you can iconize the window until you need it (for increased speed). Also, do not forget that the "space" and "backspace" keys work as they did in Harpoon 1. (See Harpoon II Command Card for details.) 6) If you play at Full Reality, don't blindly set a submarine at Deep, Speed at Creep, and lay out a 400nm course. As soon as he descends, he is out of contact and control, and will not come up until he finishes his orders! Lay in your course carefully, with many surface checks for new orders. --------------------------------------------------------------- 74. Q: How do I get my A6s to launch their decoys? A: The keystroke is CTRL-F1. --------------------------------------------------------------- 75. Q: Why won't my platforms use the BGL 1000 Laser-Guided Bomb? A: They won't, can't, and don't. As per the database, these otherwise-potent purveyors of potential peril lack the guidance devices necessary for them to hit their targets. Thus, they are never launched. This bug is really only relevant in "A Naval Border War". This is a bug which is slated for possible future upgrades. --------------------------------------------------------------- 76. Q: Why don't my units do what I want them to? A: IF YOU ASSIGN UNITS TO MISSIONS YOU ARE GIVING CONTROL OF THEM TO THE AI. If you want to make a plane group fly a roundabout course to a target, don't put them on a strike mission. Move them to Plotted. Plotted means it is under your control. If you want your planes to avoid a particular area of the map, you should use a Navigation Zone. Look them up in the Manual for details on how to use them. APPENDIX A: VESA Manufacturers Listing Ahead Systems Inc. 44244 Fremont Boulevard Fremont, CA 94538 (510) 623-0900 Appian Technology Inc. (206) 649-8086 ATI Technologies Inc. 3761 Victoria Park Avenue Scarborough, Ontario Canada M1W3s2 (416) 756-0711 Boca Research Inc. 6401 Congress Avenue Boca Raton, FL 33487 (407) 241-8088 Chips and Technologies 3050 Zanker Road San Jose, CA 95134 (408) 434-0600 Compaq Computer Corp. (800) 345-1518 Cirrus Logic 1463 Center Pointe Drive Milpitas, CA 95035 (408) 945-8300 BBS: (510) 440-9080 Diamond Computer Systems Inc. (408) 736-2000 Everex Systems 48431 Milmont Drive Frement, CA 94538 (510) 498-1115 Genoa Systems Corp. 75 E. Trimble Road San Jose, CA 95131 (408) 432-9090 Headland Technology Inc. 46221 Landing Parkway Fremont, CA 94538 (800) 248-1850 Hercules Computer Technology Inc. (510) 540-0749 Matrox Electronic Systems Ltd. (800) 462-8769 Micro-Labs Inc. (214) 702-8654 Micron Technology Inc. (800) 642-7661 MaxLogic Systems Inc. 48350 Milmont Drive Fremont, CA 94538 (415) 683-2684 NEC Technologies Inc. (800) 388-8888 ext.43 Nth Graphics (800) 624-7552 Number Nine Computer Corp. (617) 674-0009 Orchid Technology Inc. (510) 685-0540 Panacea Inc. (603) 437-5022 Paradise see Western Digital Sigma Designs Inc. (510) 770-0100 STB Systems Inc. 1651 N. Glenville P.O. Box 850957 Richardson, TX 75085 (800) 234-4334 Tecmar (800) 344-4463 Trident Microsystems, Inc. 321 Soquel Way Sunnyvale, CA 94086 (415) 691-9211 TrueTech Inc. 181-B W. Orangethorpe Placentia, CA 92670 (714) 961-0438 Tseng Laboratories Inc. 10 Pheasant Run Newtown Commons Newtown, PA 18940 (215) 968-0502 United Solutions Inc. (800) 365-4995 ViewSonic (213) 944-3041 Video Seven see Headland Western Digital Imaging 800 E. MiddleField Road Mountain View, CA 94043 (415) 960-3360 ZyMOS Corp. 477 N. Mathilda Avenue Sunnyvale, CA 94086 (408) 730-5400 -- Jordan E. Keister TSPI's Unofficial Internet Representative Correspondence Management/ Disk Exchange Internet: America OnLine: THREESIXTY THREESIXTY@AOL.COM GEnie: THREE-SIXTY 76711.240@COMPUSERVE.COM Compuserve: 76711,240 THREE-SIXTY@GENIE.GEis.COM