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    11.3 sHIp daMage poInts CalCulatIonThis 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 modifi ers 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 modifi ers 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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    Platform Assistant11.4 platforM Cross seCtIonsThe Platform CS sheet is divided into three sections:

    Platform Cross Sections Input/Output Value Calculations Sensor Test Worksheet

    In all cases except for weapons and facilities, the user is required to input the dimensions of the platform plus any stealth modifier (if any) in the fields 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 fi 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 specifi c 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 fuelThis 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 specifi cations 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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    Platform AssistantSubmarines 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 specific speed . This is because the fuel consumption rate is fixed at 1 .

    11.5.1 sHIp/subMarIne fuel ConsuMptIon forMulas

    Propulsion Type Description Fuel Type

    Fuel Consumption Rate

    Endurance Boost Rate

    Diesel

    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 .

    Diesel Fuel 100 * (Tons Fuel/Endurance)

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

    Same as Cruise

    Gas Turbine

    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)

    Gas, Diesel, or Aviation Fuel

    100 * (Tons Fuel/Endurance)

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

    Same as Cruise

    Steam

    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 .

    Oil Fuel 100 * (Tons Fuel/Endurance)

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

    Same as Cruise

    Electric

    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 .

    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 specifi c 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 specifi c speed .

    11.6 aIrCraft fuel lIstIngThis spreadsheet was derived from a sheet developed for aircraft mission planning . It has been modifi ed 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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    Platform AssistantThe 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 Modifier Table on the right .

    Unlike the ship fuel sheet, the aircraft fuel load is important since the burn rate also reflects 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 .

    11.7 altItude/deptH lIstIngThis 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 CalCulatIonThis 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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    Platform Assistant11.9 esM sHeetESM (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 first 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 eCMElectronic 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 fi 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 fi 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 PlatformRadar 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 fl 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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    Platform Assistantthat the missile will lock on to the first target it sees depending on RCS Size and Range . As long as it doesnt lock onto your ship, the jammer has done its job .

    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 eCMStand-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 signifi cantly 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 fi 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 specifi c 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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    Platform Assistant11.13 radar output CorreCtIonThis 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 baselIneThis 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 baselIneThis 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) utIlItIesThe 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 Office on his/her computer . The later the version the better (preferably at least MS Office 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 lIstHarpoon 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 fields 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 fl 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 IntroduCtIonThe 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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    Platform Assistant11.18.2 seCtIon desCrIptIons

    Air Search Radar Performance - This sheet is used for air search radars, including those used on fighters 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 perforManCeThis 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 first is a five-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 seCtIonsThis 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 defl ect 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 fl 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, Eurofi ghter 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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    Platform Assistantadvanced 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 classified 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 .

    11.18.6 frequenCy bandsThis 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 bandsThese 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 IntroduCtIonThe 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 desCrIptIonsThe 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 CalCulatorPassive 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 fi 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 specifi ed 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 perforManCeThis sheet provides a broader range value of detection ranges based on a specifi c 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 CalCulatorThis section calculates active sonar performance given a specifi c 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 fl 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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    multi-PlayerThe 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 .

    To the left of the parameter fields is a chart that will automatically provide range gate for a specific 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 baselInesThis 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 sHeetThis 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 lIstIngThis 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-playerMultiplayer (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 offline 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 setupThe Servers .ini fi le must be modifi ed to establish its name and IP address . The Clients .ini fi le must also be modifi ed 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 modifi cations .

    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 confi guring the MP features:

    12.2 lan onlyAt the command prompt, do an ipconfi g command and copy the IP address for your active network adapter . That is what the client confi gurations 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 onlyWe will assume that you have an external fi rewall . Therefore youll need to take the internal computers IP (see above) and tell the fi rewall to either allow traffi c 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 fi 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 fi rewall .

    AGSI can not provide you support, nor be responsible for, any changes you make to your fi rewall

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    multi-Player12.4 lan and wanThe 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 fIleAny directory can also be specified 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 file 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 BIGJPServerIP 127.0.0.1ServerPort 14342PlayerName LITTLEJPVCRout 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 fi 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 fi les will be saved to your scenario folder if it is activated and will require the scenario fi le to view on playback as the VCR fi 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.SCHHarpoon 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 ONMPLogDir .\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 fIrewallsFirst 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 specifi c 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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    multi-Playerestablish 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 specific router settings .

    12.5.4 ConneCtIng to a MultIplayer serVer tHrougH a router and/or fIrewallIn most cases connecting to a server through a router or firewall should be fairly straightforward . Most software firewalls will pop up a notification 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 traffic to port 14342 pass through (most will do this without any problems or specific settings) .

    12.5.5 settIng up a MultIplayer serVer wItH a router and/or fIrewallSetting up a multiplayer server in a router/firewall environment is very different from just using the client to connect to a remote server . Routers and Firewalls are specifically 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 traffic from the outside and need to be specifically 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 firewall software to the other and users should consult the various manuals on how to allow this .

    In addition to the hardware firewall 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 firewall 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 fi 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 setupThe players will then modify their .ini fi 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 lobbyThe 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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    multi-Player12.8 battle set/sCenarIo seleCtIonThe 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 seleCtIonFrom 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 playGame 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 playTime 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 artificial 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 playMP 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 HarpoonThe 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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    vCr13.1 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 file as illustrated here:

    ;================================; VCR Switch ON | OFF;================================VCRout ON To switch the feature on and off you simply change the OFF to ON . Once this is complete please make sure to save the file so that the .ini file 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 figure out some way to selectively remove some of the fat, these are going to be really hard to share .

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

    13.3 playbaCkTo playback a VCR file, 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 file 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 MenuPlay - 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 MenuCurrent 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 specifi c

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

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

    The name of the set-up file is Harpoon 3 .INI . The first time you launch Harpoon 3TM, it will automatically create this file for you . This file has many settings that tell Harpoon 3TM where to look for certain parts of the game . For example the Harpoon 3 .ini file tells the game where movies are stored . It is strongly suggested that you always BACK UP your Harpoon 3 .ini file before making any changes . Many of the features you can set in Harpoon 3 .ini are also configurable in the game . However the game does not currently save those settings when you quit . Eventually, the game should automatically update this file for you when you quit .

    VERY IMPORTANT: Before editing the Harpoon3.ini file, 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 first 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 specifi ed. If Animations are set to OFF, ; these items are always off in the game, no matter ; what the following settings are. ; =================================================== WeaponLaunch ON WeaponHit ON

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    .ini FilePlaneLaunch OFF PlaneLand OFF PointDefense OFF

    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 file . The first 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 five 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 optIonsThis 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 land-based 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 optIonsThe 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. ; ============================================== ClassRestrictionByCountry OFF ClassRestrictionByTime OFF

    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 fi 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 fi rst creating the scenario .

    Some databases support this option with continued maintenance of the HARPOON 3(tm) Country .dat fi le . Check with the respective database author to determine if this option is supported . .

    14.7 fIle extensIon optIons; =============================================; Load Scenario fi le extension; ============================================= LoadList *.SCN,*.SAV ; =============================================; Save Scenario fi le extension; ============================================= SaveList *.SAV(3.7.0) The SaveList entry is replaced by the following two entries: ; =============================================; Save Game fi le extension (used by game); =============================================

    SaveGameList *.SAV

    ; ============================================; Save Scenario fi le extension (used by editor); ============================================

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    .ini FileSaveScenarioList *.SCN

    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 file .

    14.8 fIle dIreCtory optIons; ============================================; Directories where resource files are stored ; ============================================ ResDirCount 3 ResDir1 C:\HARPOON 3(tm)\resource ResDir2 C:\HARPOON 3(tm)\sound ResDir3 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 fi le; ============================================= ScratchFile C:\HARPOON 3(tm)\scratch.map ; =============================================; Palette save fi le; ============================================= Palette C:\HARPOON 3(tm)\resource\default.pal ; =============================================; Default Palettes fi le; ============================================= 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 fi le explaining how to change these values correctly with any database release . Relative path defi nitions 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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    .ini File; 512 Show sonobuoys ; 1024 Show current unit data block ; 2048 Show current unit path ; 32768 Show reference points ; 65536 Show communication networks ; 131072 Show wind data ; 262144 Show cloud data ; 524288 Show precipitation data ; 1048576 Show surface threat zones ; 2097152 Show submarine threat zones ; 4194304 Show air threat zones ; 8388608 Show restricted navigation zones ; 16777216 Show neutral zones ; 33554432 Show window scale (Added in 3.7.3);; 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 file 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 file 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 classifi es contacts.; Instant detect will show you all units in the game.; ============================================= RealismLevel 1

    This next value in the ini allows you to change the diffi culty 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 fi 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 identifi cation 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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    .ini FileEnforce Real-Time should be ADDED to the value for the difficulty setting (So Auto Datalinks and Enforce Real-Time would be 257 ) .

    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; ============================================= ExecutiveOfficerBoxAppears 16

    The next setting is the Executive Officer 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 flood 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; ============================================= ExecutiveOfficerAssistance 19

    The next option is the executive officer assistance selection . You simply add the values of the options you would like to include to activate each option . There are five 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 fi 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 effi cient .

    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; ======================================= ButtonSize 1

    The next selection in the ini fi 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; ======================================= SymbolSet 0

    The next option in the ini fi 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; ========================================

    MouseSpeed 2

    The final 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 patHsSince B130 or later any directory can also be specified 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 file 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 BIGJPServerIP 127.0.0.1ServerPort 14342PlayerName LITTLEJPVCRout 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 find 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 files 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 ONMPLogDir .\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 ONVersion 3.7.1 also adds selection of Windowed mode to the .ini fi le (the .opt fi le is removed). If RunInWindow is not set, Harpoon will run full-screen. ; =================================================; VideoMode;; Replacement for VESA mode defi nitions; 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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    .ini File; 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.; =================================================

    ;VideoMode 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; =================================================

    ;VideoWidth 1024;VideoHeight 768

    Version 3 .7 .1 adds some more flexible alternatives to setting the display resolution . If, for some reason, multiple specifications are used in one .ini file, VideoWidth will take precedence, followed by VideoMode and SVGAMode in that order .

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

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

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    HotkeysF12 Pause/Resume Game Ctrl+F1 Bearing Only Attack

    15.3 regular keysKey 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/UnitBACK 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 firing weapons, and not in BDA range of a friendly unit .

    15.4 sonobuoy releaseKey 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 ControlsKey Action F10 New Zoom Window Z Zoom In X Expand Out F8 Window Preferences T Tracking Window On/Off M Toggle GIS Graphics N (3 .7 .3) Toggle mouse over text display S (3 .7 .3) Toggle map window scale display Shift-Click to Select/Deselect multiple units/groups

    16.0 In gaMe CoMbat In game combat is defi ned by several actions, all of which occur in sequence . These are:

    Search Detection Launch and AttackDefense Resolution

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

    16.2 deteCtIon and loCalIZatIonDetection 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 attaCkLaunch 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 defined 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 flight . 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 fi 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 defenseDefense is any action taking by a platform being attacked to defend itself . While it usually involves fi 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 fi re off enough weapons to destroy or decoy them . Timely detection of the incoming missiles will

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    Combatdepend 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 .

    Once an attack is detected, the defending platform will automatically take measures to defend itself . The first 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 flying 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 fire over 130 missiles against a Harpoon and almost 50 against an AS-4 .

    16.4.1 How to defeat tHe aegIs systeMIn 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 fitted with a new micrometric-wave radar called SPY-1B . Ticonderoga (CG-47) and Arleigh Burke (DDG-51) class ships are fitted 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 fi 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 fl 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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    CombatIn 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 .

    16.4.2 More on aegIs-defeatIngKeep 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 fielded 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 fired two missiles every 10 seconds and the missiles themselves required finning . Mk26 Mod 2 (64 missiles of varying types) fired 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 five 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 first 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 first salvo of missiles is fired 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 suffi cient 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 Backfi re 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