Feature requests

Harpoon 3 Advanced Naval Warfare is the result of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. New features include, multiplayer support, third party databases, scenario editors, and OVER 300 pre-built scenarios!

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ClaudeJ
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Feature requests

Post by ClaudeJ »

Hello everyone,

was playing a scen where i had many units to take care and many enemies to keep focused, then i thought that it would be great to be able to draw lines of given length, circles of given radius (by drag'n drop and/or manually input of the figure) and then be able to attach them, or not to a units, no matter from wich side.

Ideally, the lines could be tagged and given a defined color, individually.

I'm sure that everyone have already played to a game wich is possible, and faced that this little tool can be invaluable when having essential range or navigation datas matter.

Have fun,

Best regards,

Jan
AMD Ryzen 3 1200 @ 3.1, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 16 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
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ClaudeJ
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RE: Feature requests

Post by ClaudeJ »

Hello,

another two requests.

- could be great to be able to classify a contact as friendly, actually we are already able to classify manualy a contact as hostile, wich is sometimes very usefull, but it could be also very usefull to classify it as friendly to be sure that it won't be shooted or simply to sort all the "unknows" contacts.

- along the new feature that will display the coordinates of the cursor's position, would it be possible to display the depth/elevation too?

EDIT:

- one thing that annoy me much are that all planes are listed close to individually in the Air Ops window (F6).
Would it be possible to group the planes when they are the same and have the same loadout? IMHO, i would be more clear and easier to manage.

thanks for your attention,

best regards,

Jan
AMD Ryzen 3 1200 @ 3.1, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 16 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
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hermanhum
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RE: Feature requests

Post by hermanhum »

If you have the Range/Bearing function activated, (NumPad '5'), you already get the depth/elevation at the point where the cursor clicks.

The idea for classifying contacts as friendly sounds interesting. I have a suggested implementation. Since the 'h' hotkey already marks units as hostile, could this key (and others) be made into a toggle?

For example, one depression of the 'h' key could mark a unit as hostile while a second / third depression could cycle it to neutral / friendly / unknown. Is this feasible?

Also, could this be done for the 'k' [Probable Kill] hotkey? One tap to turn it on/off for a selected unit? As it currently operates, once a unit has been assigned probable kill by either the player or the AI, it is not possible to change its status (especially if it isn't dead yet!) [:D]
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ClaudeJ
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RE: Feature requests

Post by ClaudeJ »

A function that would be a great addition in teh scenario editor, and i think that active scenarios author's will agree, would the possibility to assign to any unit a "probability of inclusion" factor (percentage).

It would allow to offer a lot of more pleasure to the player since he would be able to play the same scenario without beoung able to tell wich units will be included and where.

Thank you much for you attention.

best regards,
Jan
AMD Ryzen 3 1200 @ 3.1, NVIDIA GeForce GTX 1650 4 Go, Windows 10 64bits, 16 GB RAM, Regional settings = French, Belgium
(Previously known as JanMasters0n)
DeSade
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RE: Feature requests

Post by DeSade »

Possiblity of drawing (at least circle and line) would be great, hovewer i'm not sure how dificult it would be to implement
ORIGINAL: hermanhum
The idea for classifying contacts as friendly sounds interesting. I have a suggested implementation. Since the 'h' hotkey already marks units as hostile, could this key (and others) be made into a toggle?
For example, one depression of the 'h' key could mark a unit as hostile while a second / third depression could cycle it to neutral / friendly / unknown. Is this feasible?

I'm affraid toggle "h" key could be dangerous, as when you will be changing unit status in range of your weapons, AI could fire on it during changing state.

Strongly agree on "k" key.
ORIGINAL: Jan Masterson
A function that would be a great addition in teh scenario editor, and i think that active scenarios author's will agree, would the possibility to assign to any unit a "probability of inclusion" factor (percentage).

As in Fleet Command? Thats good idea, I thought also about another feature of FC scen ed, possibility to appear/disappear unit(s) when proper goal (VC) is triggered. This could allow for creating larger scenarios without adding too many units at start.

Overall, i like ideas, but for me bugs first [:D]
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hermanhum
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RE: Feature requests

Post by hermanhum »

ORIGINAL: DeSade

I'm affraid toggle "h" key could be dangerous, as when you will be changing unit status in range of your weapons, AI could fire on it during changing state.

An easy solution for this potential problem is to always pause when toggling through. So long as the game is stopped, the AI won't accidentally fire missiles at any targets that are marked 'hostile' in passing.
ORIGINAL: Jan Masterson
A function that would be a great addition in teh scenario editor, and i think that active scenarios author's will agree, would the possibility to assign to any unit a "probability of inclusion" factor (percentage).

This function is also available in Harpoon Classic. It is very nice to be able to not only use it for individual ships, but also for the inclusion / exclusion of entire groups. [8D]
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ClaudeJ
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RE: Feature requests

Post by ClaudeJ »

It would be great if the "Loaded ATA" value could be relative to a given loadout rather than the related platform.

It would allow to the DB designers that prefer to have a specific "Loaded ATA" value precisely related to the loadout to have it but also allow to those who prefer to have simply one "Lodaded ATA" by plane to have it by copying/pasting the unique value to each loadout.

It would expand the capacity of the DB to fit the view of the designers who will use this function without changing much for those who don't want.

Jan
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Blacklight
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RE: Feature requests

Post by Blacklight »

Also.. How about a nice little built in database editor that doesn't require Microsof Access to edit the database ? That would be really nice if I wanted to add a ship or other platform (since I don't have Access) Do database editors for Harpoon exist that don't requite Access ?
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hermanhum
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RE: Feature requests

Post by hermanhum »

It looks like one is already planned: See AGSI

The 3.7 version of this editor will be relased under seperate license. The same goes for the Game Engine based Database Editor. H3DG.
DeSade
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RE: Feature requests

Post by DeSade »

ORIGINAL: Blacklight

Also.. How about a nice little built in database editor that doesn't require Microsof Access to edit the database ? That would be really nice if I wanted to add a ship or other platform (since I don't have Access) Do database editors for Harpoon exist that don't requite Access ?

As far as I know, H3 Access editor don't need MS Access, only Access runtime library distributed freely by Microsoft.
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