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Frequently Asked Questions for Harpoon 3, ANW, and HUE
 

Frequently Asked Questions Index

For ease of Reference, this FAQ will follow the layout of the ANW Manual so that users can co-locate entries within the manual. The entire original layout for the manual has been kept so that future questions may be added.

(v1.1.5 Last updated 2013.5.21)

Entries in Green are specific to H3 (Harpoon v3.6 or earlier)
Entries in Brown are specific to ANW (Advanced Naval Warfare v3.7.0 or later)
Entries in Red indicate Known bugs

General Questions

Which version of the game should I get? H3 or ANW?
Is there a demo for either H3 or ANW?
What does ANW offer that H3 does not?
Is any DRM involved?
Where can I find patches for H3 or ANW?
What order do I apply the ANW patches?
Are there any known incompatibilities or problems?
Will ANW work on Windows7?
Do I need to purchase multiple versions to play ANW MP?
Can I burn a backup CD?
Is there any difference between the Physical and eDownload?
Is a printed manual included with CD edition?
Will H3 and ANW work on a Mac?
Are scenario and database editors included?
Can H3 be upgraded to ANW?

The PlayersDB

What is this PlayersDB everyone talks so much about?
Why should I use the PlayersDB?
Where can I find scenarios for the PlayersDB?
How do I use the PlayersDB and scenarios in Harpoon3?
How do I use the PlayersDB and scenarios in ANW?
Is the PlayersDB installer safe to use?
Why should I use the PlayersDB and not another database?
Are all the original Harpoon2 available for the PlayersDB?
There is an error in the PlayersDB or scenario
Can I add a missing platform to the PlayersDB?
Why are there multiple entries for the same platform?
Is the PlayersDB indexed according to country and date?
Having problems with H3/ANW and other scenarios
I wrote a scenario and want it included in The Library
Do group installations work?
I want my personal database included in The Library
I want to make a personalized variant of the PlayersDB
I believe that Weapon XX should have a range of YY
Which sites support the PlayersDB?
Why is the PlayersDB often referred to as a Patch?
Unhandled exception error using Harpoon3 from HUE

Game Questions

1.0 HARPOON 3
 1.1 INSTALLATION
     Install to which folder?
 Minimum System Requirements
 Uninstalling the Game
 1.2 PRODUCT UPDATES
     Is registration mandatory?
     Missing dll installation problem
     Invalid reg number during installation
 1.3 GAME FORUMS
     Is Matrix game forum helpful?
 1.4 TECHNICAL SUPPORT
     I get no response for help
     Why is this game so buggy?
     Tried to start up 3.10 and nothing happens
     Corrupted colours in Full Screen mode
2.0 INTRODUCTION
     Why do I get "Annex version later than program version." message?
 2.1 HARPOON 3TM 101
  Alphabet Soup
 2.2 HOT KEYS
     Do the hotkeys work?
     Hotkey reference card
   2.2.1 Numeric Keypad
     Clearing old contacts
   2.2.2 Function Keys
   2.2.3 Regular Keys
   2.2.4 Sonobuoy Release
   2.2.5 Window Controls
 2.3 MULTIPLAYER
     Helpful MP login process
     Is this PBEM?
     Can MP games be saved?
     Can the same computer act as client and server?
     How many can play MP at the same time?
     Why is my name always "Pooner" on the server?
     Backup channels of communication?
     Any MP restriction on scenario size?
3.0 INTERFACE
 3.1 INTERFACE BASICS
   3.1.1 Menu Buttons
   3.1.2 Toolbar Buttons
   3.1.3 Radio Buttons/Check Boxes
   3.1.4 Pull-Down Menus
 3.2 MOUSE BASICS
   3.2.1 Click
   3.2.2 Double-Click
   3.2.3 Drag
   3.2.4 Mouse Cursor
 3.3 WINDOWS
     Ship and sub contacts over land
     How do I run in Full Window?
   3.3.1 Window Sizing and Closing
   3.3.2 Moving Windows
   3.3.3 Iconizing or Minimizing Windows
   3.3.4 Icons
 3.4 DIALOG BOXES
 3.5 SELECTING
   3.5.1 Selecting Multiple Items
4.0 PULL-DOWN MENUS
 4.1 PULL-DOWN MENU SELECTIONS
   4.1.1 PC Pull-Down Menu
   4.1.2 File Pull-Down Menu
   4.1.3 Settings Pull-Down Menu
     Time compression rate is very slow
     How do I customize my map colours?
     How to pause the game
     Inundated by Staff Message windows
     Issuing waypoint orders
     How can I make the game run faster?
     Always set a flagship
 4.2 GAME PREFERENCES
   4.2.1 Setting Game Preferences
     Stuck in 1:1 time with staff messages
     Starting a game with Formation Patrols enabled
   4.2.2 Weapon State
   4.2.3 Video Options
   4.2.4 Sound Options
     Voices overlap and drown each other out
   4.3 MAP PREFERENCES
     Why do range circles show as ellipses?
   4.3.1 Window Name
   4.3.2 Terrain
   4.3.3 Latitude/Longitude Lines
   4.3.4 Weather Data
   4.3.5 Nav Zones
     Threat and Detection Zones
     Baffled by the check boxes
   4.3.6 Weapon Ranges
     Why do range circles only appear for my forces?
     Why do range circles not appear for groups?
   4.3.7 Sensor Ranges
     Why do sensor range circles change in size?
   4.3.8 Miscellaneous
     Sea State shown over land
 4.4 MISSION PULL-DOWN MENU
 4.5 WINDOW PULL-DOWN MENU
5.0 TOOLBAR BUTTONS
 5.1 MAIN WINDOW TOOLBAR
     Cannot centre map window
     Creation of zoom map causes CTD
 5.2 ZOOM FUNCTIONS
 5.3 FORMATION EDITOR TOOLBAR
6.0 TUTORIAL
     ANW tutorial not as described in manual
 6.1 LOADING THE TUTORIAL
 6.2 CHOOSING SIDES
 6.3 DIFFICULTY SETTINGS
 6.4 VIEWING ORDERS
 6.5 LESSON I: ORIENTATION
   6.5.1 Main Window
   6.5.2 Toolbar
   6.5.3 Map Preferences
   6.5.4 Creating Zoom Windows
   6.5.5 Centering the Screen
   6.5.6 Zooming In/Out
   6.5.7 Creating Tracking Windows
   6.5.8 Additional Window Types
   6.5.9 Game Status Window
   6.5.10 Unit Status Window
   6.5.11 Database Window
   6.5.12 Unit Report window
   6.5.13 Order of Battle
   6.5.14 Legends
   6.5.15 Incoming Messages Window
   6.5.16 Current Orders
   6.5.17 Scenario Info
   6.5.18 Display Features
   6.5.19 colours
   6.5.20 Choosing a Symbol
   6.5.21 Lesson Summary
 6.6 LESSON II - COURSE & SPEED
   6.6.1 Showing Data Blocks
   6.6.2 Navigation
   6.6.3 Nav Zones
   6.6.4 Run the Game
   6.6.5 Lesson Summary
 6.7 LESSON III - USING SENSORS
   6.7.1 Passive vs. Active
   6.7.2 Composite Warfare Command Structure
   6.7.3 START THE LESSON
   6.7.4 Air Contact
   6.7.5 Evaluating a Contact
   6.7.6 Using Active Radar
   6.7.7 Radar Contacts
   6.7.8 Visual Identification
   6.7.9 Sonar
   6.7.10 Sub Surface Contacts
   6.7.11 Working the Contact
   6.7.12 Active Sonar
   6.7.13 Resume Course and Speed
   6.7.14 Surface Contacts
   6.7.15 ESM vs. Active Radar Detection
   6.7.16 Identification
   6.7.17 ECM
   6.7.18 Comm Link
   6.7.19 Remainder of the Lesson
   6.7.20 Change the Detection Setting
 6.8 LESSON IV - USING WEAPONS
   6.8.1 Starting the Lesson
   6.8.2 Weapons Free or Weapons Tight
   6.8.4 Acquire Air Targets
   6.8.5 Staff Allocation
   6.8.6 Surface Threats
   6.8.7 Anti-Radiation Missiles
   6.8.8 Bearing Only Attacks (BOL)
   6.8.9 Naval Gunfire
   6.8.10 Continue on Course
   6.8.11 Saving a Game
   6.8.12 Air Defense Against Missiles
   6.8.13 Active & Passive Counter-Measures
   6.8.13.2 Naval Guns
   6.8.13.3 Chaff
   6.8.13.4 Flares
   6.8.13.5 Jamming
   6.8.13.6 Blip Enhancers
   6.8.14 About Submarine Threats
   6.8.15 Run at Full Reality
   6.8.16 End of Lesson
 6.9 LESSON V - SUBMARINE OPERATIONS
   6.9.1 Getting Started
   6.9.2 Navigation
   6.9.3 Using Sensors
   6.9.4 Surface Contacts
   6.9.5 Sub Contacts
   6.9.6 Using Weapons
   6.9.7 Using the Thermocline
   6.9.8 Closing with the Sub Contact
   6.9.9 Engaging the Sub Contact
   6.9.10 End of Lesson
 6.10 LESSON VI - AIR OPERATIONS
   6.10.1 Launch Aircraft
   6.10.2 Ready Aircraft
   6.10.3 Anti-Ship Strikes
   6.10.4 Air-to-Ground Strikes
   6.10.5 Air-to-Air Engagements
   6.10.6 Airborne ASW
   6.10.7 Aerial Refueling
   6.10.8 Land Aircraft
 6.11 LESSON VII - USING THE MISSION EDITOR
   6.11.1 Mission Types
   6.11.2 Reference Points
   6.11.3 Create a Mission
   6.11.4 Mission Name
   6.11.5 Select Mission Type
   6.11.6 Emission Control
   6.11.7 Time Delay
   6.11.8 1/3 Rule
   6.11.9 Edit Now
   6.11.10 Edit Missions Dialog Box
   6.11.11 Confirm Mission Assignments
   6.11.12 Edit Strike Mission
   6.11.13 Create a Reconnaissance Mission
   6.11.14 Edit Reconnaissance Mission
   6.11.15 Mission Behavior
   6.11.16 Ships and Submarines
   6.11.17 Editing Existing Missions
   6.11.18 Freeing Units
 6.12 LESSON VIII - THE FORMATION EDITOR
     Why are there no orders?
   6.12.1 The Formation Editor
   6.12.2 Starting the Lesson
   6.12.3 The Anti-Submarine Warfare Axis (ASW)
   6.12.4 High Value Units (HVUs)
   6.12.5 Anti-Surface Warfare Axis (ASuW)
   6.12.6 Anti-Air Warfare Axis (AAW)
   6.12.7 Aerial Patrols
   6.12.8 End of Lesson
 6.13 TUTORIAL SUMMARY
7.0 NAVIGATION
     Group speed changes
     Sub Depth
     Subs move after new course plotted
     Why do individual planes move at different speeds and altitudes than groups?
     Why do planes climb after grouping together?
 7.1 SETTING WAYPOINT ORDERS
 7.2 A NOTE ABOUT THE NAVIGATOR
8.0 ATTACKING
     Weapons fire indiscriminately
 8.1 MANUAL ENGAGEMENTS
     Weapons will not fire
     Reloading mounts
     Can submarines conduct UnRep?
     Are firing arcs enforced?
     Can AI units conduct aerial re-fueling or UnRep?
 8.2 CLOSE-TO-ATTACK
     Groups break up when attacking
 8.3 STAFF ALLOCATION
 8.4 MANUAL ALLOCATION
     Weapons are allocated, why don't they release?
 8.5 BEARING ONLY ATTACKS (BOL)
     How do I launch TALD decoys?
     Can I plot the path of my weapons?
   8.5.1 Surface-to-Surface Missiles (SSMs)
     Losing contact with weapons
   8.5.2 Air-to-Air Missiles (AAMs)
   8.5.3 Surface-to-Air Missiles (SAMs)
     SAMs fail to allocate
     Can a SAM be fired while the ship's radar is passive?
   8.5.4 Anti-Radiation Missiles (ARMs)
     How can I assess the effectiveness of my ARM (Anti-Radiation Missile) attack?
   8.5.5 Torpedoes
     ASRoc hit my sub but do no damage
     Why are the Maximum Firing ranges for torpedoes so short?
     Wire-guided torpedoes
   8.5.6 Aircraft Guns
   8.5.7 Naval Gunfire
     Probability of hit for near/far
   8.5.8 Air Intercepts
 8.6 AUTOMATIC ENGAGEMENTS
     How do point defenses work?
     Are point defense firing arcs enforced?
 8.7 ACTIVE & PASSIVE COUNTER-MEASURES
     How do I use Electronic Countermeasures?
     Small "+" symbol in the upper right-hand corner
     Small "q" symbol in the upper right-hand corner
   8.7.1 Close-in Weapons System (CIWS)
   8.7.2 Naval Guns
   8.7.3 Chaff
     How does Chaff work?
   8.7.4 Flares
     How do Flares work?
   8.7.5 Jamming
     ECM is ordered to activate but remains passive
     How does Offensive ECM work in ANW?
     How does Defensive ECM work?
   8.7.6 Blip Enhancers
     Are blip enhancers enabled?
9.0 MISSIONS
     What are Linked or Chained Missions?
     How do I create Linked or Chained Missions?
     When are missions considered complete?
     What are Programmable missions?
     How do I use Programmable missions during a game?
     How do I use Programmable missions with ScenEditor?
     I used mission profiles, but users see no changed behaviours
     What is a Mission Profile?
     How do I create a Mission Profile?
     What is the Mission Parameter Library?
     What is Boarding and Takeover?
     How do I create a Takeover profile?
 9.1 MISSION TYPES
 9.2 CREATING A MISSION
   9.2.1 Mission Planning
   9.2.2 Mission Planning
   9.2.3 Fire and Movement
   9.2.4 Intelligence Gathering
   9.2.5 A Lesson in Geography
   9.2.6 Know the Enemy
   9.2.7 Laying the Course
   9.2.8 Summary
   9.2.9 Understanding the Mission Editor
     Why does mission XXX behave this way?
 9.3 BASIC OPERATION OF THE MISSION EDITOR
   9.3.1 Create Mission Menu
   9.3.2 Edit Mission Menu
     Plotted and Unassigned missions
 9.4 UNDERSTANDING THE MISSIONS THAT CAN BE ASSIGNED IN THE GAME
     Changing mission reference points
     Canceling a mission
     Aircraft on a mission
     Remove units from mission
     Cancel Return to Base (RTB) order
     Selecting possible mission names
     Naming missions
     Will a unit on ASW area patrol mission fire upon hostile units?
     Will an SAG on ASuW area patrol mission attack subs?
     Can AI positively identify subsurface contact before attacking?
     Why do ASW missions automatically create a NAV zone?
     Aircraft throttle settings on strike missions
   9.4.1 Plotted Mission
   9.4.2 Transit Mission
     Unique feature of Transit Missions
     Can bases be assigned to Transit Missions?
   9.4.3 Ferry Mission
     Ferry Mission to a dead target
   9.4.4 Air Intercept Mission
   9.4.5 Ground Strike Mission
   9.4.6 Ship Strike Mission
   9.4.7 Sub Strike Mission
   9.4.8 Support Mission
   9.4.9 Recon Ground Mission
   9.4.10 Recon Ship Mission
10.0 FORMATION EDITOR
 10.1 INTRODUCTION
 10.2 BASIC QUESTIONS ON THE FORMATION EDITOR
     Deleting Formation Air Patrol zones
     ASW threat axis
     Formation Editor range rings
     Ships zig and zag constantly
     How do I stop the AI from launching my formation air patrols?
   10.2.1 What is the Formation Editor?
   10.2.2 When is a good time to use the Formation Editor?
   10.2.3 What Should I Do Before I Use the Formation Editor?
   10.2.4 What Are Formations and When Can I Use the Formation Editor?
   10.2.5 Where is the Formation Editor?
 10.3 FUNCTIONS
   10.3.1 The Basic Idea
   10.3.2 Display Window
   10.3.3 Display Window Buttons
   10.3.4 A Practical Example
11.0 SENSORS
     Contact colours change
     Uncertainty Zones
     Wrong database information displayed
 11.1 ACTIVE SENSORS
     Are sensor arcs enforced?
   11.1.1 Radar
   11.1.2 Active Sonar
     I slowed down to hunt a sub with active sonar and cannot find him
   11.1.3 Electronic Countermeasures (ECM)
   11.1.4 Communications
     Why do I lose contact with my units
     Disappearing torpedoes
     Flickering contacts
 11.2 PASSIVE SENSORS
     Why do my UZs never seem to shrink in ANW?
   11.2.1 Electronic Support Measures
     Can I detect ECM with ESM?
   11.2.2 Passive Sonar
 11.3 INTERMITTENT SETTING
 11.4 OTHER SENSORS
     Sensor selection
   11.4.1 Sonobuoys
     Passive and active sonobuoys
     How do I deploy sonobuoys manually?
     Do sonobuoys work?
   11.4.2 Dipping Sonar
     How is dipping sonar employed?
12.0 NOTES ON WEAPONS AND ORDINANCE
     Why are my ASW torps chasing ships and helos?
     Why does my sub fire torpedoes and then run away from them away at flank speed?
13.0 WEATHER
     Does weather restrict ships?
14.0 ORDER OF ENGAGEMENT
15.0 FORMATION AND STATIONING CONSIDERATIONS
 15.1 DISPERSAL VS. CONCENTRATION
 15.2 THE THREAT AXIS
 15.3 FORCE COMPOSITION
 15.4 FORMATION STRUCTURE
 15.5 THE OUTER SCREEN
 15.6 THE INNER SCREEN
16.0 ELECTRONIC BATTLEFIELD
 16.1 ELECTRONIC SCOUTING
 16.2 THE ELECTRONIC WARFARE TRIAD
 16.3 ESM
 16.4 DETECTABILITY VS. SURVIVABILITY
 16.5 INFERIORITY VS. SUPERIORITY
 16.6 ECM
 16.7 ECCM
16.8 COMMAND & CONTROL
17.0 SUBMARINE WARFARE
17.1 COMMANDING SUBMARINES
   17.1.1 Out of Sight, but Not Out of Mind
   17.1.2 The Special Case: SSNDS
     Is SSNDS enabled?
   17.1.3 Submarine Missions
   17.1.4 Summary
18.0 ANTI-SUBMARINE WARFARE (ASW)
 18.1 THE ENVIRONMENT
 18.2 ACTIVE VS. PASSIVE
 18.3 SHALLOW-WATER OPERATIONS
 18.4 JOINT ASW
 18.5 AREA ASW
 18.6 LOCAL ASW
 18.7 TASK FORCE DEFENSIVE TACTICS
 18.8 SUMMARY
19.0 AIR-TO-AIR WARFARE
     Aircraft loadout types
     What types of aircraft can perform aerial re-fueling?
     Intercepting enemy contacts
     Air strike detected, but air intercept mission never launched
     Carrier planes unavailable
     Why do aircraft hang in mid-air at one point?
20.0 STRIKE WARFARE
     Aircraft mission behavior
     How many aircraft launch on missions?
     Planes cannot return to base from which they launch
     Why don't my air strike missions launch?
     Why don't my missions do what I want them to do?
     Patrol aircraft behavior
     Can a unit be assigned more than one mission?
     Why can't my aircraft re-fuel?
     How do aircraft logistics work?
     How big are air groups/mission?
     Are fuel facilties used?
 20.1 TARGET VALUE
 20.2 TARGET COMPOSITION
 20.3 STRIKE COMPOSITION
 20.4 INGRESS AND EGRESS
 20.5 STRIKE TIMING
 20.6 BATTLE DAMAGE ASSESSMENT (BDA)
 20.7 ANTI-SURFACE WARFARE (ASUW)
   20.7.1 Over-The-Horizon Targeting
   20.7.2 Evaluating Enemy Defenses
   20.7.3 The ASuW Strike Group
   20.7.4 Ship-to-Ship ASuW
   20.7.5 Composition and Employment of Surface Action Groups (SAGs)
   20.7.6 Summary
21.0 ANTI-AIR WARFARE (AAW)
 21.1 AAW WEAPON BASICS
 21.2 AIRBORNE EARLY WARNING (AEW)
 21.3 THE OUTER AIR BATTLE
 21.4 THE INNER AIR BATTLE
 21.5 SPECIAL TACTICS: THE ROLE OF THE AAW PICKET SHIP
     Is Cooperative Engagement Capability functional?
 21.6 CALCULATING DEFENSIVE AND STAYING POWER
 21.7 SUMMARY
22.0 DATABASE
     Receiving "Database does not match" error
     What is this Signature.bin file?
     How does this Signature.bin work?
     How do I make a scenario match the Signature.bin?
     I have a saved game. After an update, I cannot re-start
     I would like to examine a database in more detail
     Error during database import process regarding "commercial products"
     What is the difference between the Reimer Editor and the Game Editor?
     Do I need Microsoft Access to use the Reimer Editor?
     I modified a unit in the database. Now, I cannot open the scenarios
     How can I switch back to the internal viewer for DB images?
     How can I switch back to the external HMV for DB images?
 22.1 A NOTE ABOUT THE DATABASE
23.0 SCENARIOS
     What is a Battleset?
     How do I arrange a Battleset?
 23.1 LOADING A SCENARIO
     Load Battleset command immediately loads scenario
     Load Battleset command in ScenEditor erases set missions
     What scenarios are available for H3?
     What scenarios are available for ANW?
24.0 NAV ZONES
 24.1 CREATING A NAV ZONE
 24.2 EDITING A NAV ZONE
 24.3 NAVIGATION AROUND NAV ZONES
     When returning to base, my planes fly right through aerial Nav Zones
 24.4 NAVIGATION THROUGH NAV ZONES
 24.5 DELETING A NAV ZONE
25.0 PREFERENCES
 25.1 COMMAND-LINE OPTIONS
   25.1.1 Using Multiple Command Line Arguments
 25.2 *.OPT-FILES
     Nuclear weapons
     Why are ships with nukes not firing them?
 25.3 HARPOON3.INI
 25.4 HARPOON 3 ANW ADDITIONS TO THE *.INI
     VCR file will not play after database update
26.0 TECHNICAL NOTES
 26.1 PROPULSION
 26.2 WEAPONS
 26.3 MAPS
     Is it possible to create a world map?
     How do I know the coordinates when making a map?
     How do I know the timezones when making a map?
27.0 SCENARIO DESIGN
     What is the Re-build process?
     I get a CTD when I order Re-build All?
     What is Re-build by Battleset?
     Is there a Tutorial for Scenario Design?
 27.1 MODELING COLLATERAL DAMAGE
 27.2 CENTRALIZED INTEGRATED AIR DEFENSE SYSTEMS AND HOW TO CONSTRUCT THEM IN HARPOON 3
   27.2.1 What is a Centralized Integrated Air Defense System (IADS)?
   27.2.2 What are the Advantages of Centralized IADS?
   27.2.3 What are the Disadvantages of a Centralized IADS?
   27.2.4 Can You Really Implement this in Harpoon 3?
   27.2.5 Why should I Implement This in My Scenarios?
   27.2.6 How do I implement a Centralized IADS in Harpoon 3?
   27.2.7 Enough Already, Test It and Show Me It Works!
   27.2.8 Any Known Scenario Oddities That Can Occur Using This Method?
28.0 SCENARIO DESIGN CHECKLIST
     Any hints for scenario design?
 28.1 INTRODUCTION
 28.2 SIDES
 28.3 SHIPS
 28.4 FORMATIONS
 28.5 FORMATION NAME
 28.6 EMCON
 28.7 LAND
 28.8 AIR DEFENSE
 28.9 MAPS
     Mid-ocean ASW scenario crashes on start
 28.10 MISSIONS
     Using Edit Aircraft deletes my missions
     Using Edit Aircraft stops my formation patrols
 28.11 VICTORY CONDITIONS
     Scenario with Protect ViCond ends after 30 minutes
     Is the Protect Station ViCond reliable?
 28.12 CONCLUSION
29.0 DEFEATING THE AEGIS SYSTEM IN HARPOON 3
30.0 CREDITS

FAQ: Which version of the game should I get? H3 or ANW?

A: For the PC, the only commercially available version is ANW from Matrix. A new bundled release named Ultimate Edition will include both ANW, H3, and Harpoon Commanders' Edition.

Mac users can still purchase H3 separately at: http://store.esellerate.net/s.asp?s=STR7956108410

FAQ: Is there a demo for either H3 or ANW?

A: A public demo exists for H3, but only for the Mac. http://www.fileplanet.com/114310/download/Harpoon-3-v3.5.6-(Macintosh)

A demo for ANW is available at: http://www.computerharpoon.com/downloads/2011/Public/ANW/Harpoon3ANW-SetupRelease-v3101_Timeout_20110310.exe

FAQ: What does ANW offer that H3 does not?

A: ANW now supports multi-player capability. A number of new features were added to ANW along with the repair of some long-standing bugs. Unfortunately, many new bugs were introduced at the same time.

Check out the current state of ANW and H3:

List of Known ANW Issues
List of Known H3 Issues

FAQ: Is any DRM involved?

A: There is no DRM or any online activation required. The only protection method employed by Matrix is a simple serial number that you enter when first installing the game.

FAQ: Where can I find patches for H3 or ANW?

A: No patches are available for H3 as it is the final version, but patches for ANW and HUE can be found:
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/
ftp://ftp.matrixgames.com/pub/Harpoon-UltimateEdition/

FAQ: What order do I apply the ANW patches?

A: It depends upon which version of the game you purchased. If you purchased the original release for the game (v3.7.0), the recommended order is:

ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateRelease-380-Inc.zip
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateRelease-v3900DR.zip
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateRelease-v392bComp.zip
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateHotfix-v393.zip
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-HotfixRelease-v394.zip
http://tinyurl.com/29rx7lo

If you received the 3.9.2 version of the game, then the recommended patches are:

ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-UpdateHotfix-v393.zip
ftp://ftp.matrixgames.com/pub/Harpoon3ANW/Harpoon3ANW-HotfixRelease-v394.zip
http://tinyurl.com/29rx7lo

FAQ: Are there any known incompatibilities or problems?

A: Yes. Fully documented lists of problems have been compiled for both H3 and ANW:

List of Known ANW Issues
List of Known H3 Issues

FAQ: Will ANW work on Windows7?

A: Matrix claims that it will, but there are at least two known cases whereby customers were unable to get the game to run successfully after running into problems with graphics issues [Win7 64 bit system at 1950 x 1080 resolution]. The best solution is to try the demo to see if it works on your system.

FAQ: Do I need to purchase multiple versions to play ANW MP?

A: No, one copy can be installed on multiple computers using the same serial number so that you can have one acting as the server for game calculations while the other functions as the client for the player.

FAQ: Can I burn a backup CD?

A: If you purchased the eDownload version, this is possible and highly recommended.

FAQ: Is there any difference between the Physical and eDownload?

A: There are no differences except that the Physical copy gives you a plastic case.

FAQ: Is a printed manual included with CD edition?

A: No. The manual is the same *.PDF file for both physical and eDownload editions. Provisions exist that allow owners to print a copy of the manual for their personal use.

FAQ: Will H3 and ANW work on a Mac?

A: A version of H3 for the Mac is available. Matrix makes no claim for compatibility of ANW with Mac, but many customers report running the game successfully via emulation software. The best solution is to try the demo to see if it works on your system.

FAQ: Are scenario and database editors included?

A: Both H3 and ANW include scenario and database editors.

FAQ: Can H3 be upgraded to ANW?

A: No, it cannot. Each game is a separate purchase unless bought at the same time via the Harpoon Ultimate Edition.

FAQ: What is this PlayersDB everyone talks so much about?

A: The PlayersDB is the most popular and widely used database for both H3 and ANW. The principles for the database are simple and can be found here.

Everyone has their own reason for preferring the PlayersDB. Some might like it for its rock solid stability, some prefer it for its ease of use, organization, openness, bug-resistant operation, or willingness to accommodate new entries.

FAQ: Why should I use the PlayersDB?

A: The PlayersDB is the most functional database available and is guaranteed to give users the least number of game problems. All the weapons fire, all the weapons can hit, and all the ships, subs and aircraft move. No other database can make this rudimentary claim. It is the only database proven to reduce problems instead of increasing them.

FAQ: Where can I find scenarios for the PlayersDB?

A: The PlayersDB is organized into three installers that contain hundreds of scenarios and the database for ease of use and convenience to the player.

Harpoon HUE users can get the Complete PlayersDB HUE Library

Harpoon ANW users can get the Complete PlayersDB ANW Library

Harpoon3.6.3 users can get the Complete PlayersDB H3.6 Library

FAQ: How do I use the PlayersDB and scenarios in Harpoon3?

A: Simply download the installer for your version and point it to your Harpoon3 folder like any other patch. All the necessary files will unzip to the appropriate folders.

Harpoon3.6.3 users can get the Complete PlayersDB H3.6 Library

FAQ: How do I use the PlayersDB and scenarios in ANW?

A: Simply download the installer for your version and point it to your ANW folder like any other patch. All the necessary files will unzip to the appropriate folders. Be sure to switch the selector in the ANW Launcher under the Database Manager tab so that it shows the PlayersDB.

Harpoon ANW users can get the Complete PlayersDB ANW Library

FAQ: Is the PlayersDB installer safe to use?

A: Very safe. The Prime Directive of the PlayersDB is, "Primum Non Nocere" -- First, do no Harm. Over 13,000,000 scenarios have been downloaded without any complaints. The PlayersDB uses an installer/*.Exe file in lieu of the traditional *.zip file format. This was done primarily for a matter of convenience to users and for more compact storage. The installer is nothing more than one big *.Zip file and will do nothing to harm your computer or game. The installer was chosen to simplify the process to a single click and for higher data compression.

FAQ: Why should I use the PlayersDB and not another database?

A: It should not be necessary to choose one database over another. Try them all. The PlayersDB philosophy does not believe in exclusivity. However, most users seem to prefer the PlayersDB for its ease of use, dependability, and simplicity.

FAQ: Are all the original Harpoon2 available for the PlayersDB?

A: Yes, all 120 of the original Harpoon 2 scenarios have been fixed and re-written for compatibility with the PlayersDB with the express written consent of the AGSI developers. A great number of problems with the old files were discovered in the re-building process, but they were corrected so now the PlayersDB versions of the scenarios are the most functional and reliable to be found.

FAQ: There is an error in the PlayersDB or scenario

A: Please notify the PlayersDB managing editor of your concern via e-mail. Problems can usually be fixed within 24 hours.

FAQ: Can I add a missing platform to the PlayersDB?

A: Users are free to modify the PlayersDB for their private use. However, if you want to have your platform made available for others to enjoy, please contact the PlayersDB managing editor so that it may be included for the next public release. This way, any user changes made to their private databases are not wiped out by the next release of the PlayersDB as it overwrites previous files. The PlayersDB accommodates many platforms from various players as special requests.

Also, be aware of the signature implications for any changes:

     What is this Signature.bin file?
     How does this Signature.bin work?
     How do I make a scenario match the Signature.bin?
     I have a saved game. After an update, I cannot re-start

FAQ: Why are there multiple entries for the same platform

A: Some entries are multiples and some just appear to be multiples. This was done for ease of reference. An F-16A Falcon JO 96 may be an exact duplicate of the F-16A Falcon PK 96. However, a second entry was created with a different country user so that a scenario designer looking for an F-16A Falcon PK 96 would not need to know that the two planes were identical export versions and could simply select the plane of his choice.

FAQ: Is the PlayersDB indexed according to country and date

A: Yes. The Country index function is operational. To activate it, select the "Class Restriction by Country" or "Class Restriction by Time" function in either the H3 or ANW launcher utilities. When enabled, only those units that were actually possible during the scenario's timeframe will appear to the scenario designer while he decides which units to insert into the scenario.

In H3, this feature is not fully functional and is buggy.

In ANW, this feature is fully functional.

FAQ: Having problems with H3/ANW and other scenarios

A: Scenarios are made to be played with the database they were written. If you load scenarios from other sites and try to play them with the PlayersDB, you will encounter problems. All known PlayersDB scenarios are already included with their respective installer files.

FAQ: I wrote a scenario and want it included in The Library

A: Congratulations! Please send it along to the PlayersDB managing editor for inclusion with the next PlayersDB release. There are no submission guidelines. The only rule is, "Are you happy to have your name on it?" No one will sit in judgment of your work.

FAQ: Do group installations work?

A: The PlayersDB has taken the time to set up installations as they were originally intended for use. Now, with the single click of the mouse, a scenario designer can insert 50+ facilities at the same time all well spaced and aesthetically pleasing without the need to hunt down every facility and over 200 clicks to accomplish this same task.

FAQ: I want my personal database included in The Library

A: By all means, contact the PlayersDB managing editor to work out the details on how to handle the logistics of this endeavour. The PlayersDB philosophy is one of inclusion for all players.

FAQ: I want to make a personalized variant of the PlayersDB

A: Absolutely. Not everyone agrees with the basic precepts or values of the PlayersDB. That is why there are database editors. Feel free to customize the PlayersDB to your heart's content in the privacy of your home. Should you decide to publish it in the future for others to enjoy, please contact the PlayersDB managing editor to minimize any potential problems.

FAQ: I believe that Weapon XX should have a range of YY

A: Everyone has different sources of data. This is not to say that one is wrong and another is right; BOTH could be wrong. The PlayersDB operates under the general principle:

  "If it flies, if it hits, if it delivers damage, then it isn't broken; it is just different from your expectations."

The PlayersDB philosophy is one of inclusion for all players and will try to accommodate any requests. However, this may not always be possible. In such cases, users are always encouraged to maintain their own personalized editions of the PlayersDB for their private enjoyment.

FAQ: Which sites support the PlayersDB?

A: Most major game sites such as HarPlonkHQ, SubSim, GameSquad, SimHQ, Files of ScenShare, CombatSim, Matrix, and WarGamer have dedicated fora for the discussion of Harpoon as well as file download archives.

FAQ: Why is the PlayersDB often referred to as a Patch?

A: The PlayersDB is not an official software patch, but functions as one since it is the only release that actually reduces game problems instead of increasing them.

FAQ: I get an "Unhandled exception c0000005 at address 100042bd" error code when I run the Harpoon3 installed from my HUE purchase

A: Simply move the files found within the "Battlset" sub-folder of your Harpoon3 installation over to the "Battleset" sub-folder. The original Harpoon3 would look for files within the "Battlset" folder. The Harpoon3 version released by AGSI with the HUE has the game looking for scenarios within the "Battleset" folder.

Users can also modify their personal Harpoon3.ini file so that the game will search for scenarios in the "Battlset" folder instead of the HUE default "Battleset" folder.

FAQ: Install to which folder?

A: It is not recommended to install inside the Program folder when using Vista or Windows7. Also, installing under Administrator level access is recommended.

FAQ: Is registration mandatory?

A: No. Registered games make it easier for Matrix customer service in the future if recovery of your game information is necessary. Also, registered members may get special releases or previews, but all official patches are publicly available. However, once registered, it is also harder to transfer ownership as any new owner would be unable to re-register or change the previous registration. Patches for ANW are found at: ftp://ftp.matrixgames.com/pub/Harpoon3ANW/

FAQ: Missing DLL installation problem

A: A patch step was missed. Uninstall and reinstall all patches according to:

What order do I apply the ANW patches?

FAQ: Invalid reg number during installation

A: Possible explanation is the installation of the game to one directory and then the installation of a patch to a different directory.

FAQ: Is Matrix game forum helpful?

A: Users should be aware that publisher-owned fora are highly susceptible to bias since criticism of the game is disallowed. Any claims made by developers should always be tested. Just because they say it is functional/fixed does not mean that it is fixed in any way, shape, or form. Believe only what can be proven with your own eyes.

FAQ: I get no response for help

A: Unofficial tech support can be found on HarPlonkHQ, SubSim, GameSquad, SimHQ, Files of ScenShare, and WarGamer.

FAQ: Why is this game so buggy?

A: The situation is quite baffling since a comprehensive and exhaustive List of Known ANW Issues has been publicly available for years.

After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (080 Issues - 34 Fixed + 088 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 31 Fixed + 068 New) = 171 Issues
After 3.9.2 Patch: (171 Issues - 15 Fixed + 035 New) = 191 Issues
After 3.9.3 Patch: (191 Issues - 19 Fixed + 015 New) = 187 Issues
After 3.9.4 Patch: (187 Issues - 46 Fixed + 068 New) = 209 Issues
After 3.10. Patch: (209 Issues - 82 Fixed + 102 New) = 229 Issues
After 3.11. Patch: (229 Issues - 09 Fixed + 014 New) = 234 Issues

FAQ: Tried to start up 3.10 and nothing happens

A: There are many possible explanations. With the release of 3.10 and the removal of the DOS screen, error messages are no longer displayed. After waiting a couple of minutes to ensure that 3.10 does not start, go to your ANW folder and check out the Crash and De-bug logs depending on which *.EXE file you tried to start such as: debug_H3_b0.txt, crash_H3_b0.txt, debug_Scenedit_b0.txt for possible explanations on causes.

FAQ: Corrupted colours in Full Screen mode

A: Running Harpoon ANW Ultimate Edition in full screen mode on Windows 7 64 bit, can result in corrupted colours, with pinks, oranges and other bright colours, replacing the usual greys.

One work-around solution is to simply run Harpoon Ultimate Edition in reduced-window mode.

A second proposed solution is to do a Right+Click on the desktop, select the Properties option, and then the Settings tab. No changes are required. Just leave it open as you start up the game.

FAQ: Why do I get "Annex version later than program version. Cannot continue!" message?

A: The game version you are running is not the same as the game version used to create the database and/or scenario. Patch your game up to the latest version. Where can I find patches for H3 or ANW?

FAQ: Do the hotkeys work?

A: For best results, turn the NumLock and CapsLock off.

In H3, hotkeys found within menus and windows such as the Air Ops and Mission Editor are generally non-functional.

In ANW, hotkeys are functional where found with the exception of some pull-down menus.

FAQ: Hotkey reference card

A: A reference card for hotkeys can be found: H3 ANW Command Card

FAQ: How do I get rid of old contacts like missiles no longer in flight or dead ships which clutter my map?

A: Select the contact and depress the Drop Contact ("3" on the numeric keypad) hotkey. However, if the contact is still there, your units may re-detect it.

FAQ: Helpful MP login process

A: A helpful introduction to the process for logging onto an MP server: AoA's ANW Server

FAQ: Is this PBEM?

A: No. All players participating in MP must be online at the same time.

FAQ: Can MP games be saved?

A: Yes, an MP session can be saved and continued at another time.

FAQ: Can the same computer act as client and server?

A: Yes, the same computer can serve as both client and server, but this may slow down the game due to the higher demand on the processor.

FAQ: How many can play MP at the same time?

A: Six

FAQ: Why is my name always "Pooner" on the server?

A: After entering a user name in the Multiplayer tab of your ANW Launcher, hit OK to close the launcher and save the settings. Re-start the launcher and log onto the server and your name change should now be reflected.

FAQ: Backup channels of communication?

A: Always have a backup form of communication when playing MP such as MSN, Yahoo, ICQ, or IRC. Sometimes, in the middle of an MP session, the server can drop a player from the game. Without a backup comms channel, he will be unable to tell his opponent that he is sitting in the lobby and not playing the game.

FAQ: Any MP restriction on scenario size?

A: Large scenarios tend to crash servers even those set up in LAN format.

FAQ: What is a Battleset?

A: A battleset is a collection of scenarios grouped together usually by their creator. Often, they share a common background, theme, geographic location, or time period. *.DSD files contain all the information regarding scenarios in a battleset.

FAQ: How do I arrange a Battleset?

A: Many Battleset Creator utilities exist. The most user-friendly utility is the H3DSDEditor written by Tony Eischens. Place the utility in the folder with the scenarios you wish to group and hit the List Scenarios from Disk command and then fill in the rest of the battleset information. When you save it, a *.DSD file will be contained with those scenario names.

FAQ: Load Battleset command immediately loads scenario

A: In post H3 v3.5.13, the Load Battleset command does not allow a user to read the scenario description before immediately loading the scenario. This has been corrected in ANW.

FAQ: Load Battleset command in ScenEditor erases set missions

A: To avoid having your missions deleted, use the File Open command.

FAQ: What scenarios are available for H3?

A: A complete and comprehensive list of H3 scenarios can be found : Harpoon3 Scenario List

FAQ: What scenarios are available for ANW?

A: A complete and comprehensive list of ANW scenarios can be found: Harpoon ANW Scenario List These are the only scenarios specifically tested under the ANW game engine.

Some scenarios are included in the Complete PlayersDB ANW Library as a matter of convenience to the user even if they have not actually been tested under ANW conditions. This was done since players were taking H3 scenarios and running them in ANW resulting in problems. This way, they at least have some chance of success. Otherwise, most would end in a crash.

FAQ: Why do sub and ship contacts appear over land?

A: Contacts that are not perfectly localized will appear within an Uncertainty Zone to show all possible locations of that contact given the sensitivity of the sensor. Sometimes, the ship or sub appears over land within the Uncertainty Zone because the UZs are not bounded by coastlines. The AI calculates that the contact might be X miles away and disregards the possibility that it would put the contact over land. Contacts of this nature are most common when the detection is made by ESM or is bearing-only.

In both H3 and ANW, ships and subs have been known to travel across land.

FAQ: How do I run in Full Window?

A: Start the launcher and select the Video and Sound Options tab. De-select the "Run in Windowed Mode" box.

FAQ: Why is the game running so slowly even at a high time compression rate?

A: Performance varies with scenario size, number of units, map size, and number of sides. Larger and more complex scenarios will have more detection and decision cycles to process and should be played at lower time compression rates, especially on less powerful processors.

FAQ: How do I customize my map window colours?

A: Individual palettes can be customized via the Settings >> colours >> Map colours command.

FAQ: When the game is on pause, do I still have access to the user interface?

A: At any difficulty level except Full Realism, a game may be put on pause while still allowing the player access to the user interface to issue orders. The "Enforce Real time" check box, if enabled, will prevent the player from issuing orders until the game resumes.

FAQ: I am inundated with Staff Message windows. How can I get reduce them?

A: Under the Settings >> Game Preferences menu, deselect the notifications you do not wish to see. The messages will still appear in the "Incoming Messages" window.

FAQ: How do I set a waypoint orders for a unit or group?

A: Waypoint orders can only be issued after a valid course/path has been plotted. Select the unit or group, go to navigation mode (F3-hotkey), and plot a path with the pencil cursor. Click on the unit a second time to leave navigation mode and lock in the path. Now, click on the waypoint and issue orders for it.

FAQ: How can I make the game run faster?

A: Close unnecessary windows and programs running in the background. If there are map windows open and not in use, close them. If you intend to use them later and do not wish to lose their settings, (such as tracking windows) reduce them to icons.

Minimize the window preferences on as many maps as possible. By reducing the amount of information displayed (such as range circles, terrain features, latitude and longitude lines, weather conditions), processor speed will improve.

Reduce game calculations by turning off active sensors such as sonar, radar, and ECM systems if you do not need them.

Avoid using the Threat Tracking Axes function in the Formation Editor.

FAQ: Always set a flagship

A: Scenario designers should always take care to have a unit set as the flagship for each side of a scenario as this deficiency has been known to result in crashes.

FAQ: Why does the game remain in 1:1 time after clicking to close a staff message??

A: One or more open staff message boxes may be open, but hidden behind your maps and displays. Minimize all the windows and maps to icons and see if there are any open staff message boxes. Closing them will fix the problem. The check box in the Staff Message window that states, "Stay at 1:1?" should only be enabled if you actually want the game to stay at 1:1 time compression after you close that specific message window.

In some instances with ANW (especially during MP sessions), the game will always default to 1:1 time whenever a Staff Message is displayed regardless whether the box for "Stay at 1:1?" is enabled or not.

FAQ: Starting a game with Formation Patrols enabled

A: Starting a scenario with the AI in control of Formation Air Patrols can be problematic if you should decide to re-take control from the AI of this function. See: Deleting Formation Air Patrol zones.

FAQ: Voices overlap and drown each other out

A: This happens when there are many events happening at the same time and the AI endeavours to announce each report individually. Slowing down the time compression can alleviate this problem.

FAQ: Why do Range Circles appear as ellipses?

A: This occurs when a zoom map or Formation Editor window is near the edge of the scenario map and the player zooms out. Proportions are easily re-established by first Maximizing the window and then Minimizing it.

FAQ: What is the difference between a Detection and a Threat Nav Zone?

A: There is no practical difference between Detection Nav Zones and Threat Nav Zones. Both fulfill the same functions and exist only to provide users with additional ways to mark and identify areas administratively.

FAQ: I am baffled by the check boxes used in Nav Zones i.e. A,B,C,D etc. Is there any difference? Why check one box and not another?

A: Every Nav Zone operates like every other Nav Zone. Theoretically, all 32 Nav Zone boxes and types could simply be numbered 1 through 32.

1) Any unit can be ordered to obey any Nav Zone regardless of type of Zone. Ships can be ordered to obey Air Nav Zones. As long as the checked boxes for the ship match the ones checked for the Nav Zone, that unit will respect and observe that Nav Zone.

2) It is possible to create many Nav Zones with the same check box. i.e. 3 Air Threat Nav Zones all with just the 'A' box marked.

3) A Unit/Group will only avoid those Threat Zones that it is ordered to obey. Continuing from the previous example, if you choose a ship unit then hit F7 and check the 'A' box next to the Air Threat Zone, the ship will now avoid the 3 Air Threat Nav Zones even though it is a ship.

4) If you create another Air Threat Nav Zone and check only the 'B' box for Air Threat Nav Zones, the ship will ignore the zone designated with the 'B' box and will sail through it while continuing to respect any Air Threat Nav Zones marked "A".

5) Any aircraft launched from the ship will automatically have all of its boxes checked for Air Threat and Air Detection and will obey and avoid all Air Threat and Air Detection Nav Zones. Aircraft do not inherit the parent ship's Nav Zone settings.

6) Nav Zones are only obeyed by aircraft outward bound from their bases. Once a unit is ordered to return to base, ALL Nav zones are ignored, including Neutral Zones.

FAQ: Why do range circles only appear for my contacts?

A: Range circles only appear for contacts under your control or in communication with you (i.e. friendly forces). There is no way for a commander to know what the status of units are or the weapons they carry from hostile forces.

FAQ: Why are there no range circles for groups?

A: Groups may be scattered over an area thus making it difficult to depict an accurate range circle. Quickly toggling between Unit and Group display view via the ("9") hotkey from the numeric keypad can often provide a sufficient work-around solution.

In ANW, air groups will show range rings when ordered under the Map Preferences.

FAQ: Why do sensor range circles change in size?

A: Sensor range circles may change according to their environment. As planes climb, the radar horizon expands and the circles get larger. Some sensors like towed sonar may function better as the unit reaches deep water.

FAQ: Why is Sea State data shown on land positions?

A: Sea state also shows local weather and wind speed data

FAQ: How come I cannot centre my map window?

A: The main map window covers the entire area of the scenario and may be re-sized, but cannot be centred. The Zoom Window and Tracking capability buttons are missing from that toolbar.

Zoom Map windows will not move outside the scenario map boundaries. If a Map Window is against one of the scenario boundaries, it will not move or expand further in that direction. However, the map can still be centred upon a unit by selecting the unit and hitting the 'T-tracking' hotkey.

FAQ: Creation of zoom map causes CTD

A: This only happens in ANW. Sometimes, the creation of a zoom map in extreme latitudes or other conditions can cause a CTD.

FAQ: ANW tutorial not as described in manual

A: Many changes in ANW database and game function render the tutorials distributed with the game dysfunctional. The best solution is to use the Tutorials remade to work with the PlayersDB. They may not be perfect, but they come closer to the described process than any other versions Complete PlayersDB ANW Library.

FAQ: Why are there no orders?

A: This only occurs with the scenarios distributed by the publisher and has been corrected in the appropriate version of the PlayersDB.

Harpoon ANW users can get the Complete PlayersDB ANW Library

Harpoon3.6.3 users can get the Complete PlayersDB H3.6 Library

FAQ: Why does my Task Group slow down to 5 knots or show 5+5 when I order it to Full Speed?

A: There are units within the Task Group formation which not in their designated formation patrol stations. The entire formation slows to allow them to get to their assigned PZs.

FAQ: Why won't my submarine go to Deep when I order it? Instead, it stays at Shallow or Intermediate depth.

A: Click on your submarine and zoom in very closely. Activate the "Range/Bearing" function ("5") hotkey from your numeric keypad and enable the Water Depth display for your Map Preferences. Click around your sub icon and the current depth of the water at that point will appear in your message window. Chances are, your submarine is in shallow water.

FAQ: Subs move after new course plotted

A: Motionless subs begin to move immediately after a path is plotted in ANW.

A workaround solution is to pause the game, plot a new path, change sub speed back to zero, then re-start the game.

FAQ: Why do individual planes move at different speeds and altitudes than groups?

A: This only occurs in ANW. Individual planes and groups behave differently. Individual planes are generally able to go faster and at lower altitudes.

FAQ: Why do planes climb after grouping together?

A: This only occurs in ANW. Planes that start at low altitude will climb to 2001m if ordered to combine into a group.

FAQ: Weapons fire indiscriminately

A: Ensure that Weapons Tight is selected under Settings >> Game Preferences.

In ANW, select Settings >> Rules of Engagement and ensure that the correct boxes are enabled or disabled. The boxes can be confusing but can loosely be translated to:

Automatically engage contacts in self defence while under Weapons Free status? Y/N (Enabled/Disabled)

Automatically engage contacts in self defence while under Weapons Tight status? Y/N (Enabled/Disabled)

FAQ: Why can't my planes drop bombs, missiles, or rockets?

A: Certain weapons have restrictions on altitude and speed which they can be deployed. Use the Database function to check and see if your aircraft are within the correct envelope. All PlayersDB weapons will show the Min/Max launch altitudes in the weapon's description.

FAQ: How do weapons mounts reload?

A: Only when completely empty will mounts automatically reload themselves from magazines . To change a weapon already loaded or to reload while still partially loaded, select the unit and hit [F5] or use the magazine toolbar button.

In H3, mounts will not reload the last weapon fired. Instead, the weapon with the lowest WeaponsRecord number is selected. This number is known to database editors and cannot be seen from within the game.

In ANW, mounts will reload with last weapon fired. Partially depleted mounts can also reload before ammunition is complete exhausted.

FAQ: Can submarines conduct UnRep?

A: Not in H3.

Possible in ANW.

FAQ: Are firing arcs enforced?

A: Firing arcs are ignored for all weapons except in Point Defense mode.

FAQ: Can AI units conduct aerial re-fueling or UnRep?

A: No. UnRep and aerial re-fueling is limited to human-controlled units..

FAQ: Why does my group break up when ordered to close and attack?

A: Only those units actually capable of delivering an attack against the target will separate from the group and proceed upon individual intercept missions towards the target(s).

FAQ: Weapons are allocated, why don't they release?

A: This is a bug specific to ANW. In H3, once weapons have been allocated towards targets, they are guaranteed to release (provided they are functional in the database.) The only solution is to repeat the allocation process again, and again, as the firing unit closes with the desired target.

FAQ: How do I launch TALD decoys?

A: TALD decoys can only be used by human players through launching them on Bearing-Only-Launch mode (CTRL+F1)

FAQ: Can I plot the path of my weapons?

A: Weapons that can be launched in Bearing-Only-Launch (BOL) mode and have a communications datalink back to their launch platform, may have paths plotted. Launch the weapon in BOL and then plot a new path with waypoints after it is in the air. Once weapons have selected a target and are in terminal acquisition mode, player control is no longer possible.

FAQ: Why do I lose contact with weapons immediately after launch?

A: Only weapons with command datalinks remain in contact with the firing unit. Otherwise, they must be tracked with an active search radar just like any other unit not in communication.

FAQ: Why am I unable to allocate my surface-to-air missiles?

A: The game engine calculates an intercept solution in hopes of a high probability of a kill. Targets moving at high speed reduce the engagement envelope. Once SAMs are allocated they will launch.

In ANW, weapons may be allocated in the Weapons Allocation window yet still fail to launch. This attack process must be repeated over, and over, again, manually.

FAQ: Can a SAM be fired while the ship's radar is passive?

A: Some weapons have dual IR/SARH capabilities. Weapons equipped with other forums of guidance either through datalinks or secondary sensors may fire while the launching unit is passive. Normally, missiles can only be guided if the fire-control radar of their parent unit is active.

FAQ: How can I assess the effectiveness of my ARM (Anti-Radiation Missile) attack?

A: Click on the target and hit the Report button from the Unit Status window. The lower half of the display shows the active emitters from the target with an asterix (*). A second ARM attack against the target will also reveal information as Arms can only be allocated against active emitters.

FAQ: Why do ASRoc repeatedly hit my sub with no apparent damage?

A: The hit from an ASRoc-type weapon only means that it has successfully delivered a torpedo in your vicinity. The torpedo is now in the water and searching for your sub.

FAQ: Why are the Maximum Firing ranges for torpedoes so short?

A: Torpedo firing ranges have been abbreviated for the torpedoes so that they can have a chance of catching the target. Otherwise, if torpedo ranges are extended to match their actual fuel range, the targets simply turn around and saunter out of range in the other direction. The Max firing range of torpedoes may be short, but they have fuel to run for extended ranges; sometimes in excess of 20nm. Players are always able to circumvent this by firing torpedoes on Bearing-Only-Launch.

FAQ: Can a player control wire-guided torpedoes once they leave the tube?

A: Yes, wire-controlled torpedoes can be controlled after firing. A player can change the speed, depth, course, and sensor status just like he would any other platform.

In ANW, control of depth is no longer possible.

In ANW, controlled weapons may have targets re-designated.

FAQ: Probability of hit for near/far

A: Near targets are less than 50% max range of the gun while far targets are >50% max range for the gun.

FAQ: How do point defenses work?

A: Point defenses such as chaff, flares, defensive ECM, point defense guns, and missiles are automatically fired for you by the AI even if your forces are under Weapons Tight mode. Point defense weapons all have Min Engagement range of 0nm.

FAQ: Are point defense firing arcs enforced?

A: Assigned mount arcs are enforced when those mounts fire in Point Defense mode.

FAQ: How do I use Electronic Countermeasures?

A: The Sensor command [F9] controls the active/passive status for any barrage/noise jamming equipment on the selected platform.

FAQ: What is the small "+" symbol in upper right-hand corner of my units?

A: The "+" symbol appears on any friendly platform that is radar-active and being jammed.

FAQ: What is the small "q" symbol in upper right-hand corner on some enemy units?

A: The "q" symbol shows up on any enemy platform actively trying to jam your radar systems.

FAQ: How does Chaff work?

A: Chaff reduces the probability that a radar-guided weapon will hit by modifying the PoK [Probability of Kill] value for the weapon.

FAQ: How do Flares work?

A: Flares reduce the probability that an IR-guided weapon will hit by modifying the PoK [Probability of Kill] value for the weapon.

FAQ: ECM is ordered to activate but remains passive

A: Not all ECM is offensive/barrage in nature. Some is Defensive and will only be resolved as a point defense system when the approaching weapon is in its terminal phase.

FAQ: How does Offensive ECM work in ANW?

A: Offensive ECM reduces all radar within range by 75% (25% for Phased Array types). This reduction can be modified by the Passive value assigned to the radar which represents the ECCM [Electronic Counter-Counter-Measures] capability of the radar.

FAQ: How does Defensive ECM work?

A: Defensive ECM reduces the probability that a radar-guided weapon will hit by modifying the PoK [Probability of Kill] value for the weapon.

FAQ: Are blip enhancers enabled?

A: This feature is not presently functional in either H3 or ANW.

FAQ: What are Linked or Chained Missions?

A: Missions can now be linked together as a series so that once a primary mission is completed, secondary, tertiary, and other subsequent missions can be carried out. Upon completion of the primary mission in either failure or success, all assigned units will transfer to the secondary (and subsequent) missions.

FAQ: How do I create Linked or Chained Missions?

A: To link one mission to another:

1. Create the primary and secondary missions to be accomplished.

2. Select the first (primary) mission in the Mission Editor dialog menu.

3. Select the other pre-existing mission in the Secondary Mission field.

FAQ: When are missions considered complete?

A: Strike missions are considered complete when all targets in its specified list have been destroyed.

Area missions such as Patrol, Recon, Support, and Transit missions are never considered complete unless the Sequential Waypoint parameter for their mission profile has been previously set. Otherwise, the mission will continue to repeat ad infinitum. The mission profile must have its Mission_PatrolWaypointSelection mission parameter set to a value of 1. See:

How do I create Programmable missions during a game?

FAQ: What are Programmable missions?

A: All missions in ANW now have mission profiles which are programmable by users. By modifying parameters within the mission profiles, users can attempt to exert some influence on certain mission behaviours.

FAQ: How do I use Programmable missions during a game?

A: The process is the same for either MP or SP:

1) Save and shut down your current game session else any new profiles created will be inaccessible.

2) Every mission has a pre-assigned default Mission Profile found within the Doctrine sub-folder:

MissionDefault_ElectronicSupport
MissionDefault_Ferry
MissionDefault_Ground Recon
MissionDefault_Intercept
MissionDefault_NoMission
MissionDefault_Patrol
MissionDefault_Plotted
MissionDefault_Recon
MissionDefault_Standard
MissionDefault_Strike
MissionDefault_Transit

3) Create a new Mission Profile or use a pre-existing one. See: How do I create a Mission Profile?

4) For SP, place the new Mission Profile in the Doctrine sub-folder.
For MP, place the new Mission Profile in the Doctrine sub-folder of the server hosting the game.

5) Re-start the MP or SP session from the saved game.

6) Create a new mission or select a pre-existing mission from the Mission Editor dialogue.

7) Select the new Base Parameters that will be used by this mission. Your new Mission Profile should be available here.

FAQ: How do I use Programmable missions with ScenEditor?

A: The process is the same as for the game engine How do I use Programmable missions during a game?.

The Scenario Editor has one additional feature that the game engines do not. Scenario designers are able to combine mission profiles with mission names and save the results so that they are unique to the scenario.

The [Edit >> Mission Profiles >> Join] command will create new profiles that combine Mission names with the Mission Profiles assigned to them the scenario.

The [Edit >> Mission Profiles >> Save] command will save the new profiles into the Doctrine sub-folder.

FAQ: I used mission profiles, but users see no changed behaviours

A: All *.HPS files used by the scenario must also be sent to anyone who tries to play the scenario. Otherwise, the AI will return to the default values.

FAQ: What is a Mission Profile?

A: A Mission Profile is a collection of Mission Parameters.

FAQ: How do I create a Mission Profile?

A: Mission profiles are designated *.HPS files, saved in the Doctrine sub-folder, and will be loaded when the game engine or scenario editor is started. *.HPS files can be edited with any text editor. The minimal data fields required are:

[PropertySet]
Name=

Inherit=

PropertyName1=MissionParameterSet
PropertyType1=Null
PropertyValue1=

* [PropertySet] - This will always be the first line for all mission profile files.
* Name= Any unique name can be selected (spaces are not allowed) and will appear in the Mission Editor dialogue.

* Inherit= This field is optional but means, "Use all parameters of the inherited profile except as modified below"

* Each parameter consists of three sub-fields and the same unique ID number for each sub-field.
o PropertyName# = The unique name for the parameter.
o PropertyType# = Each parameter will be either Null, Integer value, Real (Decimal value), or Text.
o PropertyValue# = This sets the value of the parameter and must be compatible with PropertyType

One sample profile with three modified parameters might be:

[PropertySet]
Name=Patrol_and_Takeover

Inherit=MissionDefault_Patrol

PropertyName1=MissionParameterSet
PropertyType1=Null
PropertyValue1=

PropertyName2=Mission_Board
PropertyType2=Integer
PropertyValue2=1

PropertyName3=Mission_BoardTakeover
PropertyType3=Integer
PropertyValue3=1

FAQ: What is the Mission Parameter Library?

A: Possible parameters a Mission Profile may contain (but are not limited to) [http://wiki.computerharpoon.com/index.php/H3ANW:MissionParameters]:

[PropertySet]
Name=MissionDefault_Standard

PropertyName1=
PropertyType1=Integer
PropertyValue1=1

PropertyName2=MissionParameterSet
PropertyType2=Null
PropertyValue2=

PropertyName3=Mission_AirGroupSize
PropertyType3=Integer
PropertyValue3=4

PropertyName4=Mission_AirGroupSizeFocused
PropertyType4=Integer
PropertyValue4=4

PropertyName5=Mission_AirGroupSizeSubTarget
PropertyType5=Integer
PropertyValue5=1

PropertyName6=Mission_StrikeProsecuteUZ
PropertyType6=Integer
PropertyValue6=0

PropertyName7=ReengageTime[Ignore][Surface Vessel]
PropertyType7=Integer
PropertyValue7=300

PropertyName8=ReengageTime[Ignore][Submarine]
PropertyType8=Integer
PropertyValue8=300

PropertyName9=ReengageTime[Ignore][Aircraft]
PropertyType9=Integer
PropertyValue9=60

PropertyName10=ReengageTime[Ignore][Missile]
PropertyType10=Integer
PropertyValue10=5

PropertyName11=ReengageTime[Ignore][Radar]
PropertyType11=Integer
PropertyValue11=300

PropertyName12=ReengageTime[Ignore][Runway]
PropertyType12=Integer
PropertyValue12=300

PropertyName13=ReengageTime[Ignore][Land Structure]
PropertyType13=Integer
PropertyValue13=300

PropertyName14=ReengageTime[Ignore][Hardened Structure]
PropertyType14=Integer
PropertyValue14=300

PropertyName15=ReengageTime[Ignore][Soft Target]
PropertyType15=Integer
PropertyValue15=300

PropertyName16=ReengageTime[Ignore][Hardened Target]
PropertyType16=Integer
PropertyValue16=300

PropertyName17=ReengageTime[Ignore][Base]
PropertyType17=Integer
PropertyValue17=300

PropertyName18=ReengageTime[Ignore][Torpedo]
PropertyType18=Integer
PropertyValue18=120

PropertyName19=ReengageTime[Ignore][Mine]
PropertyType19=Integer
PropertyValue19=300

PropertyName20=ReengageTime[Ignore][Air-to-Air Missile]
PropertyType20=Integer
PropertyValue20=5

PropertyName21=ReengageTime[Engage][Surface Vessel]
PropertyType21=Integer
PropertyValue21=120

PropertyName22=ReengageTime[Engage][Submarine]
PropertyType22=Integer
PropertyValue22=120

PropertyName23=ReengageTime[Engage][Aircraft]
PropertyType23=Integer
PropertyValue23=15

PropertyName24=ReengageTime[Engage][Missile]
PropertyType24=Integer
PropertyValue24=1

PropertyName25=ReengageTime[Engage][Radar]
PropertyType25=Integer
PropertyValue25=120

PropertyName26=ReengageTime[Engage][Runway]
PropertyType26=Integer
PropertyValue26=120

PropertyName27=ReengageTime[Engage][Land Structure]
PropertyType27=Integer
PropertyValue27=120

PropertyName28=ReengageTime[Engage][Hardened Structure]
PropertyType28=Integer
PropertyValue28=120

PropertyName29=ReengageTime[Engage][Soft Target]
PropertyType29=Integer
PropertyValue29=120

PropertyName30=ReengageTime[Engage][Hardened Target]
PropertyType30=Integer
PropertyValue30=120

PropertyName31=ReengageTime[Engage][Base]
PropertyType31=Integer
PropertyValue31=120

PropertyName32=ReengageTime[Engage][Torpedo]
PropertyType32=Integer
PropertyValue32=120

PropertyName33=ReengageTime[Engage][Mine]
PropertyType33=Integer
PropertyValue33=120

PropertyName34=ReengageTime[Engage][Air-to-Air Missile]
PropertyType34=Integer
PropertyValue34=1

PropertyName35=ReengageTime[Investigate][Surface Vessel]
PropertyType35=Integer
PropertyValue35=300

PropertyName36=ReengageTime[Investigate][Submarine]
PropertyType36=Integer
PropertyValue36=300

PropertyName37=ReengageTime[Investigate][Aircraft]
PropertyType37=Integer
PropertyValue37=60

PropertyName38=ReengageTime[Investigate][Missile]
PropertyType38=Integer
PropertyValue38=5

PropertyName39=ReengageTime[Investigate][Radar]
PropertyType39=Integer
PropertyValue39=300

PropertyName40=ReengageTime[Investigate][Runway]
PropertyType40=Integer
PropertyValue40=300

PropertyName41=ReengageTime[Investigate][Land Structure]
PropertyType41=Integer
PropertyValue41=300

PropertyName42=ReengageTime[Investigate][Hardened Structure]
PropertyType42=Integer
PropertyValue42=300

PropertyName43=ReengageTime[Investigate][Soft Target]
PropertyType43=Integer
PropertyValue43=300

PropertyName44=ReengageTime[Investigate][Hardened Target]
PropertyType44=Integer
PropertyValue44=300

PropertyName45=ReengageTime[Investigate][Base]
PropertyType45=Integer
PropertyValue45=300

PropertyName46=ReengageTime[Investigate][Torpedo]
PropertyType46=Integer
PropertyValue46=120

PropertyName47=ReengageTime[Investigate][Mine]
PropertyType47=Integer
PropertyValue47=300

PropertyName48=ReengageTime[Investigate][Air-to-Air Missile]
PropertyType48=Integer
PropertyValue48=5

PropertyName49=ReengageTime[Drop][Surface Vessel]
PropertyType49=Integer
PropertyValue49=300

PropertyName50=ReengageTime[Drop][Submarine]
PropertyType50=Integer
PropertyValue50=300

PropertyName51=ReengageTime[Drop][Aircraft]
PropertyType51=Integer
PropertyValue51=60

PropertyName52=ReengageTime[Drop][Missile]
PropertyType52=Integer
PropertyValue52=5

PropertyName53=ReengageTime[Drop][Radar]
PropertyType53=Integer
PropertyValue53=300

PropertyName54=ReengageTime[Drop][Runway]
PropertyType54=Integer
PropertyValue54=300

PropertyName55=ReengageTime[Drop][Land Structure]
PropertyType55=Integer
PropertyValue55=300

PropertyName56=ReengageTime[Drop][Hardened Structure]
PropertyType56=Integer
PropertyValue56=300

PropertyName57=ReengageTime[Drop][Soft Target]
PropertyType57=Integer
PropertyValue57=300

PropertyName58=ReengageTime[Drop][Hardened Target]
PropertyType58=Integer
PropertyValue58=300

PropertyName59=ReengageTime[Drop][Base]
PropertyType59=Integer
PropertyValue59=300

PropertyName60=ReengageTime[Drop][Torpedo]
PropertyType60=Integer
PropertyValue60=120

PropertyName61=ReengageTime[Drop][Mine]
PropertyType61=Integer
PropertyValue61=300

PropertyName62=ReengageTime[Drop][Air-to-Air Missile]
PropertyType62=Integer
PropertyValue62=5

PropertyName63=ReengageTime[Shadow][Surface Vessel]
PropertyType63=Integer
PropertyValue63=300

PropertyName64=ReengageTime[Shadow][Submarine]
PropertyType64=Integer
PropertyValue64=300

PropertyName65=ReengageTime[Shadow][Aircraft]
PropertyType65=Integer
PropertyValue65=60

PropertyName66=ReengageTime[Shadow][Missile]
PropertyType66=Integer
PropertyValue66=5

PropertyName67=ReengageTime[Shadow][Radar]
PropertyType67=Integer
PropertyValue67=300

PropertyName68=ReengageTime[Shadow][Runway]
PropertyType68=Integer
PropertyValue68=300

PropertyName69=ReengageTime[Shadow][Land Structure]
PropertyType69=Integer
PropertyValue69=300

PropertyName70=ReengageTime[Shadow][Hardened Structure]
PropertyType70=Integer
PropertyValue70=300

PropertyName71=ReengageTime[Shadow][Soft Target]
PropertyType71=Integer
PropertyValue71=300

PropertyName72=ReengageTime[Shadow][Hardened Target]
PropertyType72=Integer
PropertyValue72=300

PropertyName73=ReengageTime[Shadow][Base]
PropertyType73=Integer
PropertyValue73=300

PropertyName74=ReengageTime[Shadow][Torpedo]
PropertyType74=Integer
PropertyValue74=120

PropertyName75=ReengageTime[Shadow][Mine]
PropertyType75=Integer
PropertyValue75=300

PropertyName76=ReengageTime[Shadow][Air-to-Air Missile]
PropertyType76=Integer
PropertyValue76=5

PropertyName77=ReengageTime[Evade][Surface Vessel]
PropertyType77=Integer
PropertyValue77=120

PropertyName78=ReengageTime[Evade][Submarine]
PropertyType78=Integer
PropertyValue78=120

PropertyName79=ReengageTime[Evade][Aircraft]
PropertyType79=Integer
PropertyValue79=15

PropertyName80=ReengageTime[Evade][Missile]
PropertyType80=Integer
PropertyValue80=1

PropertyName81=ReengageTime[Evade][Radar]
PropertyType81=Integer
PropertyValue81=120

PropertyName82=ReengageTime[Evade][Runway]
PropertyType82=Integer
PropertyValue82=120

PropertyName83=ReengageTime[Evade][Land Structure]
PropertyType83=Integer
PropertyValue83=120

PropertyName84=ReengageTime[Evade][Hardened Structure]
PropertyType84=Integer
PropertyValue84=120

PropertyName85=ReengageTime[Evade][Soft Target]
PropertyType85=Integer
PropertyValue85=120

PropertyName86=ReengageTime[Evade][Hardened Target]
PropertyType86=Integer
PropertyValue86=120

PropertyName87=ReengageTime[Evade][Base]
PropertyType87=Integer
PropertyValue87=120

PropertyName88=ReengageTime[Evade][Torpedo]
PropertyType88=Integer
PropertyValue88=120

PropertyName89=ReengageTime[Evade][Mine]
PropertyType89=Integer
PropertyValue89=120

PropertyName90=ReengageTime[Evade][Air-to-Air Missile]
PropertyType90=Integer
PropertyValue90=1

PropertyName91=MissionTargetConcern
PropertyType91=Integer
PropertyValue91=16383

PropertyName92=MissionTargetPriority[Surface Vessel]
PropertyType92=Integer
PropertyValue92=10

PropertyName93=MissionTargetPriority[Submarine]
PropertyType93=Integer
PropertyValue93=10

PropertyName94=MissionTargetPriority[Aircraft]
PropertyType94=Integer
PropertyValue94=90

PropertyName95=MissionTargetPriority[Missile]
PropertyType95=Integer
PropertyValue95=100

PropertyName96=MissionTargetPriority[Radar]
PropertyType96=Integer
PropertyValue96=10

PropertyName97=MissionTargetPriority[Runway]
PropertyType97=Integer
PropertyValue97=10

PropertyName98=MissionTargetPriority[Land Structure]
PropertyType98=Integer
PropertyValue98=10

PropertyName99=MissionTargetPriority[Hardened Structure]
PropertyType99=Integer
PropertyValue99=10

PropertyName100=MissionTargetPriority[Soft Target]
PropertyType100=Integer
PropertyValue100=10

PropertyName101=MissionTargetPriority[Hardened Target]
PropertyType101=Integer
PropertyValue101=10

PropertyName102=MissionTargetPriority[Base]
PropertyType102=Integer
PropertyValue102=10

PropertyName103=MissionTargetPriority[Torpedo]
PropertyType103=Integer
PropertyValue103=100

PropertyName104=MissionTargetPriority[Mine]
PropertyType104=Integer
PropertyValue104=10

PropertyName105=MissionTargetPriority[Air-to-Air Missile]
PropertyType105=Integer
PropertyValue105=100

PropertyName106=MissionAutoDefenseWeaponsFree
PropertyType106=Integer
PropertyValue106=0

PropertyName107=MissionTargetPriority_TargetMatch
PropertyType107=Integer
PropertyValue107=100

PropertyName108=MissionTargetPriority_TypeMatch
PropertyType108=Integer
PropertyValue108=80

PropertyName109=MissionTargetPriority_TypeHelo
PropertyType109=Integer
PropertyValue109=20

PropertyName110=AssumedContactDefense[Ship_VLarge]
PropertyType110=Integer
PropertyValue110=12

PropertyName111=AssumedContactSurvivability[Ship_VLarge]
PropertyType111=Integer
PropertyValue111=500

PropertyName112=AssumedContactDefense[Ship_Large]
PropertyType112=Integer
PropertyValue112=12

PropertyName113=AssumedContactSurvivability[Ship_Large]
PropertyType113=Integer
PropertyValue113=250

PropertyName114=AssumedContactDefense[Ship_Medium]
PropertyType114=Integer
PropertyValue114=6

PropertyName115=AssumedContactSurvivability[Ship_Medium]
PropertyType115=Integer
PropertyValue115=120

PropertyName116=AssumedContactDefense[Ship_Small]
PropertyType116=Integer
PropertyValue116=2

PropertyName117=AssumedContactSurvivability[Ship_Small]
PropertyType117=Integer
PropertyValue117=2

PropertyName118=AssumedContactDefense[Ship_VSmall]
PropertyType118=Integer
PropertyValue118=2

PropertyName119=AssumedContactSurvivability[Ship_VSmall]
PropertyType119=Integer
PropertyValue119=20

PropertyName120=AssumedContactDefense[Ship]
PropertyType120=Integer
PropertyValue120=1

PropertyName121=AssumedContactSurvivability[Ship]
PropertyType121=Integer
PropertyValue121=1

PropertyName122=AssumedContactDefense[Sub]
PropertyType122=Integer
PropertyValue122=0

PropertyName123=AssumedContactSurvivability[Sub]
PropertyType123=Integer
PropertyValue123=20

PropertyName124=AssumedContactDefense[Plane]
PropertyType124=Integer
PropertyValue124=1

PropertyName125=AssumedContactSurvivability[Plane]
PropertyType125=Integer
PropertyValue125=1

PropertyName126=AssumedContactDefense[Missile]
PropertyType126=Integer
PropertyValue126=0

PropertyName127=AssumedContactSurvivability[Missile]
PropertyType127=Integer
PropertyValue127=1

PropertyName128=AssumedContactDefense[LandHard]
PropertyType128=Integer
PropertyValue128=0

PropertyName129=AssumedContactSurvivability[LandHard]
PropertyType129=Integer
PropertyValue129=40

PropertyName130=AssumedContactDefense[LandSoft]
PropertyType130=Integer
PropertyValue130=0

PropertyName131=AssumedContactSurvivability[LandSoft]
PropertyType131=Integer
PropertyValue131=10

PropertyName132=AssumedContactDefense[Runway]
PropertyType132=Integer
PropertyValue132=0

PropertyName133=AssumedContactSurvivability[Runway]
PropertyType133=Integer
PropertyValue133=50

PropertyName134=AssumedContactDefense[Other]
PropertyType134=Integer
PropertyValue134=0

PropertyName135=AssumedContactSurvivability[Other]
PropertyType135=Integer
PropertyValue135=0

PropertyName136=DefaultRadarIntermittanceStandbyDuration
PropertyType136=Integer
PropertyValue136=600

PropertyName137=DefaultRadarIntermittanceStandbyVariance
PropertyType137=Integer
PropertyValue137=50

PropertyName138=DefaultRadarIntermittanceActiveDuration
PropertyType138=Integer
PropertyValue138=120

PropertyName139=DefaultRadarIntermittanceActiveVariance
PropertyType139=Integer
PropertyValue139=50

PropertyName140=DefaultSonarIntermittanceStandbyDuration
PropertyType140=Integer
PropertyValue140=300

PropertyName141=DefaultSonarIntermittanceStandbyVariance
PropertyType141=Integer
PropertyValue141=50

PropertyName142=DefaultECMIntermittanceStandbyVariance
PropertyType142=Integer
PropertyValue142=50

PropertyName143=SearchBreakoffMin
PropertyType143=Integer
PropertyValue143=5

PropertyName144=SearchBreakoffRange
PropertyType144=Integer
PropertyValue144=10

PropertyName145=CommAltitude[None]
PropertyType145=Real
PropertyValue145=0

PropertyName146=CommThrottle[None]
PropertyType146=Integer
PropertyValue146=1

PropertyName147=ReadyAltitude[None]
PropertyType147=Real
PropertyValue147=0

PropertyName148=ReadyThrottle[None]
PropertyType148=Integer
PropertyValue148=1

PropertyName149=ShadowAltitude[None]
PropertyType149=Real
PropertyValue149=0

PropertyName150=StandardThrottle[None]
PropertyType150=Integer
PropertyValue150=1

PropertyName151=DriftThrottle[None][None]
PropertyType151=Integer
PropertyValue151=0

PropertyName152=InterceptAltitude[None][None]
PropertyType152=Real
PropertyValue152=0

PropertyName153=InterceptEngagedAltitude[None][None]
PropertyType153=Real
PropertyValue153=0

PropertyName154=InterceptBaseThrottle[None][None]
PropertyType154=Integer
PropertyValue154=0

PropertyName155=InterceptEngagedThrottle[None][None]
PropertyType155=Integer
PropertyValue155=0

PropertyName156=InvestigateAltitude[None][None]
PropertyType156=Real
PropertyValue156=0

PropertyName157=LongInterceptAltitude[None][None]
PropertyType157=Real
PropertyValue157=0

PropertyName158=ProsecuteAltitude[None][None]
PropertyType158=Real
PropertyValue158=0

PropertyName159=ProsecuteAltitudeMode[None][None]
PropertyType159=Integer
PropertyValue159=2

PropertyName160=SearchThrottle[None][None]
PropertyType160=Integer
PropertyValue160=0

PropertyName161=StandardAltitudeMode[None][None]
PropertyType161=Integer
PropertyValue161=0

PropertyName162=DriftThrottle[None][Surface]
PropertyType162=Integer
PropertyValue162=1

PropertyName163=InterceptAltitude[None][Surface]
PropertyType163=Real
PropertyValue163=0

PropertyName164=InterceptEngagedAltitude[None][Surface]
PropertyType164=Real
PropertyValue164=0

PropertyName165=InterceptBaseThrottle[None][Surface]
PropertyType165=Integer
PropertyValue165=1

PropertyName166=InterceptEngagedThrottle[None][Surface]
PropertyType166=Integer
PropertyValue166=1

PropertyName167=InvestigateAltitude[None][Surface]
PropertyType167=Real
PropertyValue167=0

PropertyName168=LongInterceptAltitude[None][Surface]
PropertyType168=Real
PropertyValue168=0

PropertyName169=ProsecuteAltitude[None][Surface]
PropertyType169=Real
PropertyValue169=0

PropertyName170=ProsecuteAltitudeMode[None][Surface]
PropertyType170=Integer
PropertyValue170=2

PropertyName171=SearchThrottle[None][Surface]
PropertyType171=Integer
PropertyValue171=1

PropertyName172=StandardAltitudeMode[None][Surface]
PropertyType172=Integer
PropertyValue172=0

PropertyName173=DriftThrottle[None][Sub]
PropertyType173=Integer
PropertyValue173=0

PropertyName174=InterceptAltitude[None][Sub]
PropertyType174=Real
PropertyValue174=0

PropertyName175=InterceptEngagedAltitude[None][Sub]
PropertyType175=Real
PropertyValue175=0

PropertyName176=InterceptBaseThrottle[None][Sub]
PropertyType176=Integer
PropertyValue176=0

PropertyName177=InterceptEngagedThrottle[None][Sub]
PropertyType177=Integer
PropertyValue177=0

PropertyName178=InvestigateAltitude[None][Sub]
PropertyType178=Real
PropertyValue178=0

PropertyName179=LongInterceptAltitude[None][Sub]
PropertyType179=Real
PropertyValue179=0

PropertyName180=ProsecuteAltitude[None][Sub]
PropertyType180=Real
PropertyValue180=0

PropertyName181=ProsecuteAltitudeMode[None][Sub]
PropertyType181=Integer
PropertyValue181=2

PropertyName182=SearchThrottle[None][Sub]
PropertyType182=Integer
PropertyValue182=0

PropertyName183=StandardAltitudeMode[None][Sub]
PropertyType183=Integer
PropertyValue183=0

PropertyName184=DriftThrottle[None][Air]
PropertyType184=Integer
PropertyValue184=1

PropertyName185=InterceptAltitude[None][Air]
PropertyType185=Real
PropertyValue185=0

PropertyName186=InterceptEngagedAltitude[None][Air]
PropertyType186=Real
PropertyValue186=0

PropertyName187=InterceptBaseThrottle[None][Air]
PropertyType187=Integer
PropertyValue187=1

PropertyName188=InterceptEngagedThrottle[None][Air]
PropertyType188=Integer
PropertyValue188=1

PropertyName189=InvestigateAltitude[None][Air]
PropertyType189=Real
PropertyValue189=0

PropertyName190=LongInterceptAltitude[None][Air]
PropertyType190=Real
PropertyValue190=0

PropertyName191=ProsecuteAltitude[None][Air]
PropertyType191=Real
PropertyValue191=0

PropertyName192=ProsecuteAltitudeMode[None][Air]
PropertyType192=Integer
PropertyValue192=2

PropertyName193=SearchThrottle[None][Air]
PropertyType193=Integer
PropertyValue193=1

PropertyName194=StandardAltitudeMode[None][Air]
PropertyType194=Integer
PropertyValue194=0

PropertyName195=CommAltitude[Surface]
PropertyType195=Real
PropertyValue195=0

PropertyName196=CommThrottle[Surface]
PropertyType196=Integer
PropertyValue196=1

PropertyName197=ReadyAltitude[Surface]
PropertyType197=Real
PropertyValue197=0

PropertyName198=ReadyThrottle[Surface]
PropertyType198=Integer
PropertyValue198=1

PropertyName199=ShadowAltitude[Surface]
PropertyType199=Real
PropertyValue199=0

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PropertyName225=InterceptEngagedAltitude[Surface][Sub]
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PropertyName227=InterceptEngagedThrottle[Surface][Sub]
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PropertyName228=InvestigateAltitude[Surface][Sub]
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PropertyName229=LongInterceptAltitude[Surface][Sub]
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PropertyName247=ReadyAltitude[Sub]
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PropertyName248=ReadyThrottle[Sub]
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PropertyName249=ShadowAltitude[Sub]
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PropertyName250=StandardThrottle[Sub]
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PropertyName251=DriftThrottle[Sub][None]
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PropertyName252=InterceptAltitude[Sub][None]
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PropertyName253=InterceptEngagedAltitude[Sub][None]
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PropertyName256=InvestigateAltitude[Sub][None]
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PropertyName258=ProsecuteAltitude[Sub][None]
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FAQ: What is Boarding and Takeover?

A: Boarding is the placement of personnel onto a foreign unit. Takeover is the capture of the foreign unit. Helicopters may board either ships and facilities while ships and submarines may only board other ships. No more than one unit may attempt to board a target at any time. Boarding attempts have a 50% chance of success and will take one minute multiplied by the current sea state to conduct. A mission that is set for TakeOver will always be successful ten minutes after a successful boarding attempt. Upon takeover, both the boarding unit and the captured unit will be assigned to the secondary mission of the boarding unit.

FAQ: How do I create a Takeover profile?

A: Create a new Mission Profile as per: How do I create a Mission Profile? with the following parameters:

[PropertySet]
Name=Patrol_and_Takeover

Inherit=MissionDefault_Patrol

PropertyName1=MissionParameterSet
PropertyType1=Null
PropertyValue1=

PropertyName2=Mission_Board
PropertyType2=Integer
PropertyValue2=1

PropertyName3=Mission_BoardTakeover
PropertyType3=Integer
PropertyValue3=1

FAQ: Will Mission Profiles cure many ANW problems?

A: No. Many of the problems reported on the List of Known ANW Issues cannot be corrected through the use of Mission Profiles.

FAQ: Why does mission XXX behave this way?

A: Often, the simplest and fastest way to learn how the AI missions behave is to set up small test scenarios with the Scenario Editor and then watching what happens to the units involved with the Show All function.

FAQ: What is the difference between "Plotted" and "Unassigned"?

A: Units on the "Plotted" mission are under manual control and the AI will not exert any control over them except to activate point defenses if the unit is under attack.

Units that are "Unassigned" have no mission and may be assigned to any mission. If AI has been given control of Formation functions, unassigned units may be assigned by the AI as it sees fit.

In ANW, air units that find themselves under Plotted mission while aboard a ship or airbase may find themselves unavailable for re-assignment. One possible work-around solution for this problem is to launch them on Plotted mission, unassign them, and land them.

FAQ: How do I add or remove reference points from an existing mission?

A: Select (highlight) the reference points you wish to add or remove, then call up the Mission Editor window. Select the mission you wish to modify. The "Add" or "Remove" buttons under "Selected Reference Points" will add/remove the selected reference points from the list used by that mission.

FAQ: How do I cancel a mission?

A: Call up the mission editor, select the mission in the left-hand window, and delete the mission. All units on the mission will become "Unassigned" and appear in the right-hand window; available for re-assignment.

In H3, sometimes, the units do not re-appear as Unassigned. In fact, contact may be totally lost with them thereby corrupting the scenario irreparably. A safer method of mission deletion is to:

Select the mission, unassign all the units currently assigned to it, and hit OK to close the Mission editor. Then, re-open the Mission Editor and delete the mission as previously described.

FAQ: How do I see which aircraft are currently assigned to a mission?

A: Call up the Mission Editor, select the mission, and aircraft (both in the air and on the ground) will appear in the Assigned Units (central) column. Aircraft still on the ground will be shown as an amalgamated number and can be viewed using the "Remove Aircraft" button in the Mission Editor.

FAQ: How are units and groups removed from a mission?

A: Call up the Mission Editor, select the mission, de-select units assigned to that mission by clicking on them in the central column. Unassigned units will re-appear on the right-hand column ready for future re-assignment. Aircraft not yet launched can be unassigned by the Remove Aircraft button.

Units and groups may also be unassigned by selecting their icon and use of the Unassign ("U") hotkey.

FAQ: How do I cancel the Return to Base (RTB) order for aircraft?

A: Select the unit and hit the Unassign ("U") hotkey. The plane will revert to Unassigned, is available for re-assignment, and will loiter awaiting further instructions. If the plane was automatically given the return order by the AI due to low fuel considerations (i.e. Bingo fuel state), it will take no further action and risks crashing from fuel exhaustion without further player involvement.

FAQ: Can I modify the list of possible mission names?

A: Mission names are randomly selected by pairing a word selected from the MissAdj.txt file and one from the MissNoun.txt file. These files may be edited with any word processor. Users are not obligated to use the names suggested by the Mission Editor and may enter their own in the Name field when creating missions.

FAQ: Naming missions

A: Giving missions unique and specific names can assist players and scenario designers in saving details not normally accessible. When creating a mission, data such as the delay time set for the mission is not known once entered.

Some scenario authors employ systems to save this data so that if they ever have to return to the scenario in the future either to repair or modify it, they know exactly what the purpose and function of each mission is. One example is: "ASuW Bodo 11 44:37" to name an ASuW area patrol at RefPts 11 from base Bodo (or near Bodo) that will launch after 44h and 37m.

FAQ: Will a unit assigned to an ASW area patrol mission fire upon hostile surface and sub-surface units?

A: Once a contact is confirmed as hostile, any unit on an ASW mission will fire on both ships and submarines.

In H3, *all* unknown subsurface contacts will be attacked indiscriminately by forces under AI control. This includes units that are friendly to the AI, but not currently in direct communication. Once a sub submerges and is out of contact with the AI, it will be treated as hostile.

In ANW, only units on the ASW area patrol mission or SubStrike mission will attack any subsurface contacts. All other missions require positive classification of subsurface contacts as hostile prior to engagement.

FAQ: Will an SAG on ASuW area patrol attack subs?

A: Yes, it will attack subs that it encounters during its patrol, but will not deliberately hunt for them.

In ANW, the SAG will not fire upon a subsurface contact unless it is first positively classified as hostile.

FAQ: How does the AI positively classify a subsurface contact as hostile prior to attacking?

A: In H3, the AI attacks any and all subsurface targets indiscriminately. It will even sink its own friendly subs if they have fallen out of communications with the attacking forces due to its submerged state.

In ANW, only units assigned either the SubStrike Mission or ASW Area Patrol mission will fire upon unknown sub-surface contacts without further identification. All other missions require positive classification of hostility before AI units will engage.

FAQ: Why do ASW missions automatically create a NAV zone?

A: The ASW Nav Zone is auto-created on ASW area patrol missions so that AI controlled subs do not accidentally stray into the area and come under attack. This powerful feature also allows experienced scenario designers to create Nav Zones that disappear and are not visible to players.

FAQ: Aircraft throttle settings on strike missions

A: Aircraft will use cruise throttle settings for the entire mission.

In ANW, aircraft will use the fastest throttle setting possible on ingress and cruise when ordered to return to base. Conceivably, the same type of aircraft on the same strike mission could have some approach at cruise speed, full speed, and afterburner due to differences in fuel ranges between three different loadouts.

FAQ: Unique feature of Transit Missions

A: When aircraft are assigned to Formation Air Patrols and the group is assigned to a transit mission, the aircraft have the unique ability to detach themselves from the group in order to prosecute targets. CAP fighters may intercept or investigate bogeys, ASuW patrols will prosecute Skunks, and ASW aircraft may hunt for submarines. Only the Transit Mission is capable of this feature. All other missions will not detach units on their own. Arguably, this mission is the most powerful for the AI since it grants it the most leeway to react. In old H2 scenarios, this was the most commonly used mission.

FAQ: Can bases be assigned to Transit Missions?

A: Even though the manual denies this, it is possible. When bases are assigned to a Transit Mission in H3, they gain the capability of Unique feature of Transit Missions

FAQ: Ferry Mission to a dead target

A: If the destination of a Ferry Mission is destroyed before the Ferry Mission launches, this can cause a crash in H3. This does not occur in ANW.

FAQ: How do you delete Formation Air Patrols?

A: If you do not want the AI handling your Formation Air Patrols, turn it off before starting a scenario. Once enabled, it can be a major inconvenience to cancel.

There are many different suggested ways of accomplishing this, but one of the most effective is to completely disband the Group. When the AI tries to launch a formation patrol, it cannot and thus cancels it. Once the patrols are nullified, the group can be re-formed and (hopefully) the AI will no longer grab the assets for PZ assignment.

FAQ: Can the ASW threat axis be moved?

A: No. The primary ASW threat comes from the Path of Intended motion [PiM] because the subs in front of your path can lay quietly in hopes of penetrating the screen.

FAQ: Why do my formation editor range rings only show ones and zeros?

A: This happens if the size of the group is less than 2nm across. Simply grab the range rings and drag them out to a more suitable distance.

FAQ: Ships in a group formation tend to zig and zag constantly and slow the entire formation

A: Small patrol zones tend to make ships constantly re-plot their position and adjust thereby slowing the formation. Generally, square patrol zones work best. One way to find out which ship(s) are causing the re-plotting is to run the scenario a little bit then examine the individual ships via the Unit Display or the Formation Editor. The ship slowing down all the others is often the one that is going Full Speed while all others are moving at the reduced rate. Re-drawing an appropriate Patrol Zone for this vessel usually solves the problem. Of course, once one problem is solved, another ship may cause the same problem. Once all units have satisfactory PZs, the group should make good speed.

FAQ: How do you stop the AI from launching my formation air patrols?

A: Under the Settings >> Game Preferences pull-down menu, ensure that the 'Formation Air Patrols' box beneath the 'Staff Handles:' section is disabled. Unfortunately, once a game has begun with this function enabled, it is not possible to disable it. The only option is to re-start the scenario anew.

FAQ: Why do colours change for contacts?

A: Icon colours indicate your current posture towards them and the certainty with which the contact's position is known.

Most contacts are unknown upon initial detection and are displayed in that colour. If an unknown contact is detected committing a hostile act, it will change to the hostile colour (normally red). Players may deliberately designate any unclassified contact as hostile with the Mark as Hostile ("H") hotkey. This action is irreversible and may cause the player to suffer a Rules of Engagement violation should he accidentally engages a neutral. colours for contacts are generally brighter for those which are perfectly localized. Lost contacts will dim and fade over time as their current location becomes more and more uncertain.

FAQ: What are the polygons, shifting lines, and expanding circles that appear around some contacts?

A: These are Uncertainty Zones and are the AI's "best guess" where that contact resides given the current accumulated data from all sensors available. Perfectly localized contacts have no such zones. If contact is lost, the zones start to grow as either circles or polygons until the zone and contact eventually disappear altogether.

FAQ: When I select a contact and press the database button, why does it show me so many entries?

A: Precise and accurate database information is not available for unknown or imprecisely classified contacts. When the button is depressed, the AI will show the list of all possible database entries that might fulfill the parameters according to the current information collected. As more data is known about the contact, fewer possibilities will be shown until there is only one possible entry.

FAQ: Are sensor arcs enforced?

A: Sensor arcs are enforced.

FAQ: I slowed down to hunt a sub with active sonar and cannot find him

A: In H3, active sonar does not function if the searching unit is at creep speed.

FAQ: Why do I lose contact with my units?

A: Contact is lost when units are out of range, communications gear is disabled or de-activated, communications hubs are destroyed. If the flagship (where all the communications are connected to) is destroyed, the game will try to re-build the comms network with the next unit in line. This may take a few minutes.

If all communication is lost with all units, you are likely playing with the Full Realism option and currently have a submarine set as your flagship. When it submerges, it is out of contact with all of your other units. Coming back to periscope depth should solve it. For this reason, playing with the Auto-Datalink option enable is very popular since it allows direct control over subsurface forces.

FAQ: Why do missiles and torpedoes turn dark blue and disappear?

A: The weapons have no communications link to your units and have gone out of sensor range.

FAQ: Why does a contact flicker and jump around the map?

A: This phenomenon is due to the imprecise nature of some sensors. Multiple detecting units can also cause this behaviour as each unit may detect the contact during different cycles.

FAQ: Why do my UZs never seem to shrink in ANW?

A: ESM and passive sonar does not reduce Uncertainty Zones [UZs] in ANW as fast as they did in H3. It appears as though the AI is simply unable to triangulate very well to calculate estimated positions in ANW.

FAQ: Can I detect ECM with ESM?

A: ECM cannot be detected by ESM sensors. The only sensors capable of detecting ECM are active radar.

FAQ: I select active Radar, Sonar, ECM, and Comm Link in the Sensor menu, but only radar and Comm shows active

A: You can only activate those sensors if they are actually on the platform. Units with no sonar will always come up "Passive." Some ECM is only for defensive purposes and cannot be activated.

FAQ: What is the difference between passive and active sonobuoys?

A: Passive sonobuoys use passive sonar while active sonobuoys use active sonar. Active sonar will return more precise location data, but can easily be counter-detected by submarines and ships. Passive buoys are able to classify the identity of contacts while active sonar cannot.

FAQ: How do I deploy sonobuoys manually?

A: Hotkeys for passive and active sonobuoy deployment are "[" and "]"

In ANW, "," and "." will drop Passive and Active omnidirectional sonobuoys if any are present, otherwise directional sonobuoys if those are present.

"[" and "]" will drop Directional Passive and drop Directional Active but will never drop omnidirectional sonobuoys.

"{" and "}" will drop best available. 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".

FAQ: Do sonobuoys work?

A: No sonobuoys deployed by the AI in H3 work. They give the impression of working, but a bug prevents any information return from the buoy to the deployment platform. Manually deployed sonobuoys work in H3, though.

AI-deployed passive sonobuoys functional normally in ANW. However, under no circumstances will the AI deploy active sonobuoys.

FAQ: How is dipping sonar employed?

A: A helicopter hovering at Very Low altitude will deploy its dipping sonar automatically. Order the helo to use active sonar and it will go active when the sonar deploys.

FAQ: Why are my ASW torps chasing ships and helos?

A: In ANW, torpedoes can chase after targets they are unable to hit. ASW torps which are set for submarines will chase ships, sonobuoys, and dipping sonar and disappear then they 'hit'.

FAQ: Why does my sub fire torpedoes and then run from them away at flank speed?

A: This only happens in ANW when the submarine fires torpedoes that do not have wire-guidance capability.

FAQ: Does weather restrict ships?

A: Weather plays no role in restricting surface movement. Ships that are set to a maximum Sea State of 1 can still sail into hurricanes with impunity.

FAQ: Is SSNDS enabled?

A: SSNDS is not enabled, per se. A human player can operate under the Auto-Datalinks setting in order to issue orders to his sub-surface forces. However, the AI is not able to do this. Once an AI-controlled sub submerges, it is out of contact until such time as it can re-establish communications.

FAQ: What do the loadout names mean?

A: Loadouts / Mission types:
AAW Air-to-Air Warfare
AGM Air-to-Ground Munitions
ALCM Air-Launched Cruise Missile
ARM Anti-Radiation Missile
ASM Anti-Ship Mission
ASuW Anti-Surface Warfare Patrol
ASW Anti-Submarine Warfare
BAI Battlefield Interdiction (CBU / Area munitions)
BOMB Bomb mission (Iron Bombs)
CAS Close Air Support (Rockets)
CARGO Transport
DECOY
ECM Electronic Counter-Measures
Ferry
NUKE Nuclear weapons
PARA Parachute / airborne assault
PGM Precision-Guided Munitions
RECON Reconnaissance
RUNW Runway denial
TANK Airborne tanker

FAQ: What types of aircraft can perform aerial re-fueling?

A: Any aircraft given a Tanker loadout can function as a tanker. Also, any aircraft with a loadout that includes a buddy-store will do the same. Dedicated tankers might not have specific loadouts, but will be described as specialty platforms in the database display. Common tanker aircraft include the Midas, KC-135, VC.10, KC-130, KA-6, and Tu-16 Badger.

FAQ: How do I intercept enemy air contacts?

A: A few methods are possible:
1) Select the interceptors, hit Attack [F1], then select the target(s)
2) Select the interceptors, hit the Air-Ops [F6] button, and select the target
3) Select the target and hit the Air-Ops [F6] button. This will bring up a menu with all air units available along with ranges and loadouts

FAQ: Enemy air strike was detected and classified as hostile, but the air intercept mission never launched. Why?

A: Air Intercept missions only launch against hostile aircraft which are perfectly located, confirmed as hostile, and are able to reach the point of interception. Fast-moving planes, short interceptor ranges, and imprecise tracking data tend to keep interceptors on the ground.

FAQ: Why are my carrier planes not available for missions?

A: When a carrier is assigned to a mission (even plotted), all unassigned aircraft on that carrier are also assigned to that same mission. When a carrier is assigned a path, it becomes "Plotted." The aircraft are given the same mission. Either set-up the aircraft missions first or unassign them from Plotted mission with the "Remove Aircraft" function of the mission editor and then re-assign them.

This auto-assignment behaviour does not occur in ANW.

FAQ: Why do aircraft hang in mid-air at one point?

A: This bug only occurs in ANW.

FAQ: How don't all of the aircraft on the same mission launch at once?

A: All aircraft on Strike missions and Ferry missions will all launch together. All other missions are area patrol missions and thus try to maintain an on-station presence at their assigned area of responsibility. Unless the "1/3 Rule" box was de-selected when the mission was created, these missions will launch one third of the assigned aircraft at any one time and relieve them as needed.

FAQ: How many aircraft launch/mission?

A: All aircraft assigned to Strike-type missions launch at the same time. Area patrol missions launch one-third of their assigned assets if the "1/3 Rule" box was enabled during the mission creation. Otherwise, all aircraft will also launch. Air Intercept missions launch 2 interceptors for each contact.

FAQ: Why can't planes return to the base from which they launched?

A: There are many possible reasons behind this problem, but the most common explanation is that the base is overloaded with too many aircraft. They can launch, but cannot return. The message reads "unit unable to land at selected destination". It will Eventually the plane runs low on fuel and will land itself.

There is a known bug in the aircraft facilities somewhere for both H3 and ANW allowing many aircraft to land at locations which cannot contain them all.

FAQ: Why don't my air strike missions launch?

A: Strike missions only launch at targets known to be hostile with precise location information. Potential targets with uncertainty zones or unknown postures will not trigger strike missions.

FAQ: Why don't my missions do what I want them to do?

A: Once units are assigned to missions, control has been turned over to the AI to handle them in its best judgment. You can try to re-plot their courses or alter the EmCon status, but the AI will act on its own and disregard most input from you. It will fire at its own discretion.

FAQ: Why do units on area patrol missions sometimes wander outside the area defined by the reference points?

A: The AI is set to be inquisitive. Units have been known to travel far from their assigned patrol area to investigate contacts.

In ANW, there is an *.OPT file setting that claims to restrict units to their patrol zones. It does not work.

FAQ: Can a unit be assigned more than one mission?

A: Only in one very, very limited circumstance is this possible in H3.

In ANW 3.10, this is possible via the linked mission function.

FAQ: Why can't my aircraft re-fuel?

A: Aircraft must refuel before it has expended 50% of its fuel and only one plane can do so at a time regardless of how the database flags are set for the tanker.

In ANW, there is no 50% restriction.

FAQ: How do aircraft logistics work?

A: Ammo dumps are for use with airbases only. Other units (ships, subs, facilities) cannot replenish from them. Aircraft will draw munitions from the first ammo dump added to an air base group.

Facilities such as SAMs cannot be reloaded in H3 due to a bug.

Ammo dumps in H3 have a bug whereby they increase ammo when planes land instead of decreasing according to expenditures.

Facilities like SAM units can reload their mounts in ANW.

FAQ: How big are air groups/mission?

A: Strike missions generally launch in launch in flights of four. Once four aircraft have assembled, they move towards the target while the next flight of four launches and forms.

In H3, aircraft assigned to area patrol missions will launch individually and proceed on their own to the assigned patrol area. Even if the "1/3 Rule" box has been disabled, the planes will launch and proceed 'as a stream' towards the designated patrol area.

In ANW, Strike missions can wait for all aircraft to form before moving towards the target if the "Focused Strike" box has been enabled for the Mission. Otherwise, it launches groups of four aircraft like in H3.

In ANW, aircraft assigned to area patrol missions will no longer launch individually and proceed on their own to the assigned patrol area. Instead, aircraft will form into groups when the "1/3 Rule" box has been de-selected before proceeding to the designated patrol area.

FAQ: Are fuel facilties used?

A: Fuel facilities such as AvGas and Diesel facilities play no operational role and only serve as targets. Aircraft are always deemed able to re-fuel as long as they have a place to land.

FAQ: Is Cooperative Engagement Capability functional?

A: CEC is not possible in either H3 or ANW. The launching platform must illuminate and control any SAMs launched.

FAQ: Receiving "Database does not match" error

A: The scenario you are trying to load was written with either a different database or else a different version of the same database with which you currently have loaded for your game.

FAQ: What is this Signature.bin file?

A: Every database consists of 17 *.DAT files. The signature.bin file is generated by the ANW Game Editor or ANW Reimer Editor from the properties of those 17 files and matches them exactly. If a single character or datum is changed in any of the database files, a new signature must be generated. Otherwise, neither the Game Engine nor the Scenario Editor will open and will result in an error message of: "Database missing signature information or does not match signature, unable to load."

FAQ: How does this Signature.bin work?

A: Every scenario that is written saves the information from the Signature.bin file in the scenario file. Only if the current Signature.bin file matches the data in the scenario file will it open with the Game Engine.

FAQ: How do I make a scenario match the Signature.bin?

A: A scenario can be synchronized with the new edition/signature of a database by either:

1) Opening it with either the Scenario Editor or Game Editor and re-saving.

2) Opening it with either the Scenario Editor or Game Editor and performing the re-build function before re-saving.

FAQ: I have a saved game. After an update, I cannot re-start

A: The saved game was created using the previous edition of the database. After the update, the signature.bin file is different and no longer matches the one used to create your saved game file. The game cannot be completed unless you find the exact same database and signature combination you had before the update. Performing the How do I make a scenario match the Signature.bin? process will not solve the problem because game timers and other events have occurred that cannot be re-set.

FAQ: I would like to examine a database in more detail

A: Database editors are available for this function. H3 does not currently have a public version while ANW has two versions.

The Game Editor: http://computerharpoon.com/downloads/2010/Public/ANW/Harpoon3ANW-DatabaseEditor-v394.exe

The Reimer Editor: http://computerharpoon.com/downloads/2010/Public/ANW/H3RE_2_29.zip

FAQ: Error during database import process regarding "commercial products"

A: Error message "Harpoon commercial products cannot load Harpoon professional products." appears when an ANW Reimer Editor attempts to import a database made with the H3 edition of the Reimer Editor.

1) Load the database into the Game Editor by starting it up with the database selected

2) Under the Database menu >> Save Annexes. This will re-save the 17 *.DAT files in ANW format.

3) Re-import into the Reimer Editor

FAQ: What is the difference between the Reimer Editor and the Game Editor?

A: The Reimer Editor is based upon Microsoft Access and is generally considered more user-friendly and efficient. The Game Editor is the same as the Scenario Editor but with database editing capabilities.

FAQ: Do I need Microsoft Access to use the Reimer Editor?

A: The Reimer Editor needs either Microsoft Access or Runtime 2003 (that simulates Access) in order to function.

FAQ: I modified a unit in the database. Now, I cannot open the scenarios

A: The signature of the newly modified database is not the same signature saved with the scenario files when they were created. Each scenario must now be re-synchronized with the new signature before it can run in the game engine. See:

How do I make a scenario match the Signature.bin?

My crazy database idea

FAQ: How can I switch back to the internal viewer for DB images?

A: The Harpoon Media Widget viewer was introduced in v3.9.0 and it drops the user out of the game every time an image is called from the database function. To switch back to the older H2/H3 internal viewer:

1) Select the ANW folder

2) Run the DOS command: regsvr32 /u HMW.dll

FAQ: How can I switch back to the external HMW for DB images?

A: To switch from the older H2/H3 internal viewer back to the external Harpoon Media Widget viewer:

1) Select the ANW folder

2) Run the DOS command: regsvr32 HMW.dll

FAQ: Can I add images to the Database?

A: The older H2/H3 images used by the internal viewer are stored as *.RES files and can be edited with the EditPic utility. Images must be in *.PCX format.

*.PNG images can be added to ANW folders by simply dropping them in the requisite folders. So long as no changes are made to the 17 *.DAT files, signature problems will not arise. See:

I modified a unit in the database. Now, I cannot open the scenarios

FAQ: When returning to base, my planes fly right through aerial Nav Zones

A: Nav Zones are only respected by planes outward bound on their missions. When planes have the Return to Base order, they fly right through any and all Nav Zones.

FAQ: Do nuclear weapons work?

A: Nuclear weapons have been enabled in both Harpoon 3 and ANW. Release authorization is set according to the Nuclear option (*.OPT) file.

FAQ: Why are ships with nukes not firing them?

A: In H3, ships armed with nuclear weapons and given nuclear authorization will not fire them when assigned to ASuW area patrol missions. Nuclear weapons only launched on Strike missions.

FAQ: VCR file will not play after database update

A: VCR files can only play when matched with the specific database from which they were created.

FAQ: Is it possible to create a world map?

A: There is one special circumstance that allows the creation of a world map. Use the Miller Cylindrical (0,0) with the northern latitude 90, southern latitude -90, eastern longitude 180, western longitude -180 values.

FAQ: How do I know the coordinates when making a map?

A: http://wiki.computerharpoon.com/images/b/b1/Coordinates.jpg

FAQ: How do I know the timezones when making a map?

A: http://wiki.computerharpoon.com/images/8/8c/Timezones.jpg

FAQ: What is the Re-build process?

A: The Re-build process is a function of the Scenario Editor and is used to re-synchronize all the elements of a scenario with the defaults set by the database. The process can be conducted one unit at a time with the Re-build Unit command. Or, it can be done en masse for the entire scenario with the Re-build All command. Re-building re-sets the mounts, sensors, ship and sub fuel status, and other unit capabilities back to the database default settings. Magazines are not re-set with this command.

In H3, magazines cannot be re-built with the Scenario Editor.

In ANW, there is a separate Re-build Magazine command. Also, a scenario editor can save specific changes for a scenario. For example, weapons that have been deliberately unloaded from a mount on a ship will be re-loaded with the Re-build command. If the Exports Weapons Edits command is used first(thereby creating an *.SEM file), then Re-builds All Units and Re-build All Magazines, before Importing Weapons Edits, the ScenEditor reads the *.SEM file, sees that the mount was unloaded, and will unload it automatically.

FAQ: I get a CTD when I order Re-build All?

A: There are many different potential causes. Some of them are:

1) There is a side with no units.

2) There is a 'null' land unit present in the scenario. This often occurs when a designer is inserting units very quickly. The ScenEditor does not insert a proper unit. Instead, it inserts just the icon with no information or details. In essence, it is a shell.

FAQ: What is Re-build by Battleset?

A: A battleset is a batch of scenarios grouped together and listed in a *.DSD file. The Re-build by Battleset command performs the Re-build function on the entire batch in a single operation. Before issuing this command, the scenario designer should use the "Export Weapons Edits >> by Battleset" command so that any previous magazine/mount changes are remembered in the *.SEM files the Export command generates.

FAQ: Is there a Tutorial for Scenario Design?

A: A scenario design tutorial exists for each version of the game.
H3 Scenario Design Tutorial
ANW Scenario Design Tutorial

FAQ: Any hints for scenario design?

A: Some basic ones include:

1) Keep it small. That way, you can see how units interact and behave. It's hard to know what is happening when there are hundreds of units moving around. There's nothing wrong with just having a few units. Some of the best scens have a total of 20 units on all sides.

2) Feel free to take a PlayersDB scenario and monkey around with it to test and learn how the AI works. i.e. change the position / orders for a unit and see how the AI reacts

3) When making a map for the scenario and there is doubt over the size, make it larger than necessary because map size cannot be modified.

4) When dealing with Victory Conditions, make darn sure they work. There is nothing more frustrating than finishing a scenario and being unable to trigger a ViCond due to lack of testing. i.e. True story - The orders say to "Sink the Nimitz". Unfortunately, there isn't any Nimitz in the scenario!

5) Save often and under different names. You never know when you might accidentally start the game, introduce a bug, or have the scenario crash while it is saving. All these events can cause a total and irretrievable crash resulting in a total loss of data. Saving under a new name every day / few hours / significant activity is also prudent. One useful naming system is to count backwards from 99.scn then 98.scn then 97.scn This way, the most recent scenario is always at the top of the File Open menu when I re-start.

FAQ: Mid-ocean ASW scenario crashes on start

A: In H3, all scenario maps must contain a land element or else it can crash when run.

FAQ: Using Edit Aircraft deletes my missions

A: In H3, if the Scenario Editor is run with Logistics Enabled and the designer uses the Edit Aircraft command, aircraft on that unit will have their Missions cancelled. To avoid this, simply do not run the Scenario Editor with Logistics Enabled.

FAQ: Using Edit Aircraft stops my formation patrols

A: In H3, use of the Edit Aircraft command will prevent the launch of any formation patrols assigned from that unit.

FAQ: Scenario with Protect ViCond ends after 30 minutes

A: The game checks Victory Conditions every 30 minutes. The Protect ViCond is checked, found to be TRUE and the game ends. This kind of ViCond should always be used jointly with other ViConds. An On-Station ViCond can be used to ensure that a scenario runs for a minimum length of time.

FAQ: Is the Protect Station ViCond reliable?

A: This Victory Condition has been unreliable since H2. It evaluates differently according to different player actions and results.

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COPYRIGHT
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All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

Copyright 2010 Herman Hum

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