Harpoon 3 – Advanced Naval Warfare Is Updated!
Moderator: Harpoon 3
- Alex Fiedler
- Posts: 504
- Joined: Mon Jul 21, 2003 11:54 pm
- Location: Sydney
- Contact:
Harpoon 3 – Advanced Naval Warfare Is Updated!
All hands on deck! A major new update is headed this way!
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are pleased to announce the release of a new update for Harpoon 3 – Advanced Naval Warfare. The new update brings scores of improvements and new features in addition to a few major changes to the Harpoon 3 system. Major improvements to the game include an augmented and more realistic land damage model, a revamped electronic counter-measures system, and new rules for ship to ship fuel transfer.
David Heath, Director of Operations at Matrix Games, said “Harpoon 3 – Advanced Naval Warfare is one of those games that with near-infinite replayability. Our thanks are due to Advanced Gaming Systems team who continually work to improve the realism and playability of Harpoon 3 and continue to support the growing Harpoon community.”
Don Gilman of Advanced Gaming Systems added “Each new update for Harpoon 3 – Advanced Naval Warfare gives gamers more reasons to come aboard and play this uniquely realistic naval warfare simulation. Our team is thrilled to continue to work with our community and volunteers on this amazing gaming system. We will continue to do our best to give gamers the ultimate naval warfare experience.”
Harpoon 3 – Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and ‘what if’ scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
Get more information on Harpoon 3 – Advanced Naval Warfare from its product page. This update is comprehensive and will bring the version of the game up to 3.90.
http://www.matrixgames.com/games/downloads.asp?gid=323
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are pleased to announce the release of a new update for Harpoon 3 – Advanced Naval Warfare. The new update brings scores of improvements and new features in addition to a few major changes to the Harpoon 3 system. Major improvements to the game include an augmented and more realistic land damage model, a revamped electronic counter-measures system, and new rules for ship to ship fuel transfer.
David Heath, Director of Operations at Matrix Games, said “Harpoon 3 – Advanced Naval Warfare is one of those games that with near-infinite replayability. Our thanks are due to Advanced Gaming Systems team who continually work to improve the realism and playability of Harpoon 3 and continue to support the growing Harpoon community.”
Don Gilman of Advanced Gaming Systems added “Each new update for Harpoon 3 – Advanced Naval Warfare gives gamers more reasons to come aboard and play this uniquely realistic naval warfare simulation. Our team is thrilled to continue to work with our community and volunteers on this amazing gaming system. We will continue to do our best to give gamers the ultimate naval warfare experience.”
Harpoon 3 – Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and ‘what if’ scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
Get more information on Harpoon 3 – Advanced Naval Warfare from its product page. This update is comprehensive and will bring the version of the game up to 3.90.
http://www.matrixgames.com/games/downloads.asp?gid=323
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
hello there, is this different from the RC6 that was posted just two or three days ago?
I'd hate to re-download 220Mb again [:(]
thanks,
-E
I'd hate to re-download 220Mb again [:(]
thanks,
-E
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Doesnt seem like ANYONE here is on the same page.
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RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
This is not a beta release. This is the final 3.9 patch. A full installer for Harpoon 3.9 will be available soon.
This release includes fixes for at least three issues found in the release candidates.
This release includes fixes for at least three issues found in the release candidates.
- FransKoenz
- Posts: 255
- Joined: Fri Jun 03, 2005 2:01 am
- Contact:
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Summary:
After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 33 fixed + 68 New) = 169 Issues
A comprehensive third-party list of 134 * Known Harpoon [ANW] Issues has been exhaustively collected on GameSquad since the release of Harpoon ANW 3.7.0 Now that the 3.9.0 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 33 behaviours appear to have been resolved by the 3.9.0 patch:
These 101 behaviours do not appear to have been resolved by the 3.9.0 patch:
These 68 new behaviours appear to have been introduced by the 3.9.0 patch:

FilesOfScenShare 

After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 33 fixed + 68 New) = 169 Issues
A comprehensive third-party list of 134 * Known Harpoon [ANW] Issues has been exhaustively collected on GameSquad since the release of Harpoon ANW 3.7.0 Now that the 3.9.0 patch has been released, the list has been checked to see what has changed. While it is by no means definitive, it is believed that:
These 33 behaviours appear to have been resolved by the 3.9.0 patch:
- Jamming from dead ships
Ships that are destroyed still show the Active Jamming "*" indicator. - SAVE AS window error
When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window. - Replenishment at-sea
Non-functional - Binoculars jammed
Ground units with only Binoculars for sensors are shown as jammed by ECM. - UnRep broken
Tanker and ship unable to meet for Underway Replenishment. - AI subs will not re-charge batteries
AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI. - ViCond Set polygon not possible
It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon. - AAA firing past Max Range
Guns continue to fire long after targets pass out of range. - Accuracy slider changes combat
Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow. - EmCon does not match display
EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off.. - F1 Key will not attack
F1 Key will not attack second target. - Min Firing Range prohibits weapon use
Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire. - On Station ViCond does not trigger in MP
On Station Victory Condition triggers erratically. - Runways can be destroyed
Runway facilities can now be destroyed. - SE shows different results from GE
ScenEdit shows different results from Game Engine test. - Shallow depth shown at -20m
Submarine at -20m is shown at Shallow depth and not Periscope depth. - Strike Mission continues to dead target
Strike Mission continues to target even after it is already destroyed. - Tubes Cannot Change Loadout without repeated commands
Torpedo tube loadouts cannot be changed after re-loading by AI. - VLow altitude button missing
VLow altitude button missing for helicopters when Speed/Altitude menu called up. - Wrong altitude shown
TLAM shows Periscope depth. - Guns do not fire all ammo when ordered to do so
Guns do not fire all ammo when ordered to do so - ECM nullifies BOL weapons
ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag. - Ferry mission crash
If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission. - Formation air patrols cancelled by Edit A/C function
Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar. - Subs re-charge at Creep
Subs are able to re-charge batteries without running throttles at Flank speed. - Type 65-76 disappear on BOL
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining. - Unlimited ammo dumps
Unlimited ammo expenditures allowed. - Planes disappear from base
Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible. - Mixed Unit and Group icon error
Unit and Group icons show up at the same time when platforms deleted in SE. - Sub changes depth and goes active
A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own. - ANW battleset - File not found
Scenarios not found when trying to load ANW battleset. - UGM-109 cannot be launched
All UGM-109 Tomahawk TLAM in OriginalDB cannot be launched since none of the weapons has an engine / propulsion unit. - Unknown Sub contacts not attacked
Unknown submarine contacts no longer attacked unless positively identified as hostile.
These 101 behaviours do not appear to have been resolved by the 3.9.0 patch:
- AAA fire
AAA guns are not limited by the altitude of the target and can even shoot down satellites. - Automatic contact classification
The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey. - Group Nav Zone Settings
The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.
Work-around solution: Set the Nav Zone parameters for each unit individually. - Identification failure
Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown. - Subs in groups
Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified. - Hangar overload
It is possible to land many more aircraft than the hangar capacity allows. - AI inside Minimum Launch Range
If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons. - MAD contact for ground facilities
The MAD detector is able to detect ground facilities. - Sonobuoy battery endurance
Battery endurance for sonobuoys is irrelevant. - ARMs cause planes to hang
Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question. - Opening 3.6.3 scen causes crash
Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3 - Ready times go wild when AI Formation Air Patrols activated
Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled. - All ammo not available
300 rounds of ammo are shown, but only 44 are offered for fire allocation. - Plane ignores Nav Zone
Plane totally ignores Nav Zone - Mission ignores target list
Targets not restricted to target list for mission. - Fly off the world CTD
It is possible to 'fly off of the world' and cause CTD. - Weapon ignores range limitation
Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected. - Hidden units can be destroyed without detection
When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them. - Units out of range can be destroyed
Units out of range can be destroyed if they are part of a group. - Nukes won't work without AALog activated
Nuclear weapons for BCGN Kirov do not work unless AALog is activated. - Sonobuoy deployment altitude
Sonobuoys can be deployed at any altitude. - Sonobuoy datalink cannot be turned off
Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting. - Torpedoes ignore cruise depth
Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired. - Ground units attacked by Ship Strike mission
Units assigned to Ship Strike missions will attack ground facilities. - Ships attacked by Ground Strike mission
Units assigned to Ground Strike missions will attack ships. - Active sonobuoys dropped passively
Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed. - Active sonobuoys do not deploy
CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy (])" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy ([)". "," and "." hotkeys seem to work properly. - Max launch speed restriction
When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire. - Hellfire do not launch in ODb
Hellfire missiles will not launch even though they appear in the weapons allocation window. - CTD when Database button is depressed
When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed. - Mission fails to navigate without Full throttle setting
Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control. - Planes directly inserted ignore target list
Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list. - All strikers fail to launch
All aircraft assigned to a strike mission fail to launch. - Player loses control
Player loses control of all units in the middle of a game. - Protect ViCond doesn't evaluate properly
Protect ship Victory Condition does not evaluate properly. - Game ends abruptly
When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+). - Altitude mis-match between Group and units
Units and Group icons show different altitude values in SE. - ASW/WH torps tracking wrong targets
WH/ASW torps tracking targets they cannot hit. - Ferry mission fails to launch
Ferry mission fails to launch unless manually ordered to do so. - Min engine altitude ignored
Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters. - SSM Altitude crash
Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude. - TALD materialize at wrong point
When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away. - Time compression causes miss
Higher time compression creates automatic miss. - Weapon Max Launch Speed ignored
Weapons ignore Maximum Launch Speed set in database. - Passive sonobuoys will not deploy
Passive sonobuoys will not deploy with "[" hotkey. Active sonobuoys will deploy. - Phantom air group
Phantom air group. - Re-Charge at Int depth
Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase. - Ammo dumps emptied
Ammo dumps in all ODb scenarios have been emptied of weapons for aircraft. - Ground targets re-engaged prematurely
Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons. - Map Scale inaccurate
Map scale is erroneous. - Max altitude for planes is 32,767m
The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms. - MP Saved game titles
MP Saved game titles often use portions of the orders in lieu of the Session name. - SSK rises early
Diesel subs rise to Periscope depth long before their batteries are exhausted. - Unassign command sound missing
Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units. - CTD ViCond crash when windows closed out of order
When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened. - AAW patrol motionless
AAW patrol motionless instead of flying between assigned reference points. - Accuracy slider changes combat II
Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting. - Air Group formation
Air Groups do not form properly when the launching platform is destroyed before the group is fully launched. - CTD with Re-build Scenario function
Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn. - Dead top after torp evasion
Escort comes to a dead stop after torpedo evasion. - Destroyed planes not counted on Installations
Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground. - Dual speeds selected
When ships are damaged, sometimes dual speeds are show in the throttle setting. - Engagement symbol missing
Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down. - F6 Key will not attack
F6 Key will not attack target. - Generic strikes seek additional targets
Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target. - Haphazard weapons re-loading
Weapons do not reload with weapon previously fired. - Inconsistent RoF
Guns have different rates of fire between H3.6.3. and ANW. - Indexation status false
ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false. - Missiles drawn to wrong targets
Missiles fired at targets located with pinpoint precision are still drawn to other targets. - Nav Zones re-set by mission editor
Nav Zones are re-set by mission editor every time a mission is edited. - Phantom mounts shown on aircraft
Phantom mounts are shown on aircraft when the Logistics button is pushed. - Planes jammed against Nav Zone
Planes are unable to plot path around Nav Zone. - Propulsion ranges import improperly
Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts. - Ready display always visible
Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired. - Ready Times shortened
Aircraft with long ready times can have them shortened to the default 30 minutes. - Re-build All causes planes to loiter
Planes that normally flew at cruise speed go to loiter when Re-Built All command is used. - Sanity check fails for multiple weapons records
Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself. - Sanity check fails for propulsion alt bands
Sanity check reports an error if altitude bands for propulsion entries are not in sequential order. - Sanity check fails for propulsion max alt
Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for aircraft. Maximum altitude for aircraft is 32,767m but maximum engine operational altitude value can be set higher. - Sanity check fails for Ready Times
Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check. - Scen locks up at 15 secs into game
Scenario freezes 15 seconds after start of game. - Sensor default values are zero
When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed. - Sonar detects facility
Land facility detected by sonar. - SSMs ignore delayed strike mission
Land-based SSMs ignore delay time for Strike missions. - Strike Mission fails to cancel
Ground Strike Mission fails to cancel after target is destroyed. - Strikes fail to launch
Air strikes that performed properly in ANW 3.7.0 now fail to launch at all. - Submarine evades own torpedoes
Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes. - Subs fire SS-N-15 onto the ice
Submarines are able to fire SS-N-15 Starfish while under polar ice. - Subs surfacing under ice
Submarines are able to rise to the surface from under the ice pack and run on the surface. - Subsequent strikes are disorganized
Subsequent strikes are disorganized and launch in separate groups. - Support missions do not fully launch
Not all aircraft assigned to support missions launch as they previously did in H3.6.3. - Torps chase improper targets
Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical. - Unarmed units not engaged
Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked. - Unassigned SSMs do not fire
Unassigned land-based SSMs will fire on ships, but not against land targets. - Tubes re-load different weapons
After firing, torpedo tubes re-load with different weapons than those just fired even when replacement weapons are available. - Range rings appears when none should
Radar range rings displayed for air group when radar is passive. - Range rings missing
Range rings missing for air groups. - Unable to set Weapons Tight in SE
Scenario designer is unable to set Weapons Tight in ScenEditor. - Submarine control lost
Submarine control lost when sole ship is sunk. - Cannot rescind re-fuel order
It is not possible to rescind air-to-air re-fueling order once it is issued. - Torps inoperative in shallow water
Mk46 ASW torpedoes are inoperative in shallow water and will not release when water depth is -10m.
These 68 new behaviours appear to have been introduced by the 3.9.0 patch:
- Unable to fire SSM
Unable to fire SSM Sizzler from any depth or range. Weapons will fire from DDG Sovremennyy. - Unable to intercept target
Unable to intercept target for either unit. Weapons will fire if units are manually placed within range of target. - AGM-130A will not fire
AGM-130A will not fire under AI control. - Distorted maps created
Distorted maps are created when F10 is used to draw a new map. - Fighters hanging on refPt
Fighters will launch and hang on one Ref point. - Firing sonobuoys at subs
Sonobuoys can be fired at subs through the weapons allocation window. - Full speed over 140kts
Ship group shows full speed of 15+131kts. - Full speed wrong
Group only allows full speed of 15kts, but all units within the group are fully capable of faster speed. - AGM-62 will not fire
AGM-62 will not fire under AI control. - Icons appear off map
Icons for uncertainty zones appear off of the map and cannot be seen nor selected. - Torpedo decoy fired at radar
Torpedo decoy is an eligible weapon for firing at radar. - UnRep do not return to PZs
After conducting UnRep operation, participants do not return to original patrol zones within the formation. - Wrong loadout descriptions
Helix helos are show the wrong loadout descriptions. Display is Mk44 torp, but they revert to Minimal when launched. - False contacts at -17000m
False contacts at -17000m. - CTD when altitude changed
CTD when altitude changed in MP - AI subs will not stop re-charging
Sub never stops re-charging. - Sonobuoys non-functional
Sonobuoys deployed by Bear F non-functional. - Afterburner unavailable at low alt
Afterburner speed unavailable at low alt in MP for Rafale. No problem in Solitaire. - Aircraft below sea level
Aircraft below sea level. - Cannot meet for UnRep
Ships are unable to plot a path for UnRep when ordered to do so. - Change in threat axis ignored
Change in threat axis ignored in MP. - Crash after nuclear detonation
Crash after nuclear warhead detonates. - Crash after re-building with SE
Crash after re-building with SE. - Crash after re-building with SE II
Crash after re-building with SE. Clock will not start. - Crash after re-building with SE III
Crash after re-building with SE. Clock will not advance. - Crash during re-build process
ScenEditor freezes up and does not complete function when ordered to re-build scenario. - Crash during re-build process II
ScenEditor is unable to complete function when ordered to re-build scenario amd seems to be in endless loop. - Crash during UnRep
Game will crash/freeze up with infinite loop if replenishment ship moves during attempted UnRep rendezvous. - CTD incomplete
CTD does not drop game all the way down to the desktop. Instead, the Shell window remains and must be closed manually. - Crash on re-load
Crash while attempting to re-load same scenario file previously opened. - CTD changing map size
CTD occurs while changing size of tactical map. - CTD during UnRep
CTD occurs while selecting ordnance to be transferred with "Enter Number of Weapons" command. - CTD on re-load
CTD while attempting to re-load same scenario file previously opened. - CTD running new scen in SE
CTD occurs when new scenarios are written and immediately run in SE. - CTD while drawing new map
CTD while drawing new map - Damage changes aircraft ready time instead of destroying them
Damage changes aircraft ready time instead of destroying them. Planes are given a ready time of 0:00 but they never become ready unless player uses F6 to change them to Ready status. - Delayed On-Station ViCond Faulty
Delayed On-Station ViCond does not wait for delay time to expire before evaluating. - Destroyed submarines not always evaluated in ViConds
Destroyed submarines do not always evaluate properly in ViConds. - Ferry mission to SSN
It is possible to create a Ferry mission with the destination as an airplane or SSN. - Focused strike not firing
Artillery does not fire on a Focused Land Strike mission even when Weapons Free. - Formation patrols ignore axis
Formation patrols ignore axis when assigned patrol zones in the Formation editor. Most often, the patrols appear offset from the actual Threat Axis. i.e. if the Threat Zone is pointing North and a Patrol zone is assigned to it, the ship may take up a patrol zone 90 degrees off the intended placement. This occurs primarily in multi-player games, but has been reported in SP (by Shemar), too. - Group and Unit speed incongruent
Group and Unit speed are incongruent for the same unit. - Group cannot lay string of sonobuoys
Group cannot lay string of sonobuoys with ";" hotkey. - Group speed differs from plane speed
Air groups have different speed from individual plane speed in MP. - Incorrect number to be readied
When aircraft are ordered to change loadout for Minimal mission, an incorrect number of planes is recommended in the message window. - Land facility reports abandoning ship
Damage report states that crew is abandoning ship on a land facility. - NAV improperly drawn
NAV zone shows double-sided left wall and inability to modify other points of the zone. - On-Station ViCond non-functional
On-Station ViCond non-functional in GE but functional in SE. - Over-filled magazines
Over-filled magazines not detected and fixed. - Plane does not re-arm upon landing
Plane does not re-arm upon landing. - Planes on Transit missions
Planes can be assigned to Transit missions. - Planes refuse to launch
Planes requiring Small/Med runway refuse to launch from a base equipped with Medium runways. (From Petterr) - Protect ViCond failure
Protect ViCond fails to trigger even when no enemy is present to inflict damage on player. - Runways cannot be destroyed by nukes
Runways can be reduced, but not be destroyed by nuclear weapons. - SAMs locate new targets in mid-flight
SAMs locate new targets in mid-flight after original targets destroyed. - Subs activate sonar on ship strike mission
Subs activate sonar on ship strike mission. Previously, subs only activated radar on ship strike mission. - TALD cannot be engaged
TALD will not be engaged as they fly across target. - TALD cannot be ignored
TALD cannot be ignored as they fly towards player units. - Total loss of unit control
Player loses control of all units in the middle of a game. - Unable to bomb sub on surface
Planes are unable to bomb or strafe submarines even though they are on the surface and acting like ships. - Ships are unable to navigate around ice
Ships are unable to navigate around ice. - Unidentified targets auto-engaged
Unidentified and unknown targets are auto-engaged without being properly classified as hostile. - UnRep can overload magazines
UnRep can overload magazines by placing more weapons in the magazine that capacity allows. - UnRep done concurrently
UnRep process is conducted concurrently and not consecutively. If all items take 1 second to transfer, 1000 items can be transferred in a single second if they are all different items. - UnRep for 2 ships only
Only 2 ships can conduct UnRep at the same time even though the ship has ability to replenish 2 ships to port and 2 ships to starboard. - UnRep magazine shows zero
After UnRep procedure, magazine count shows zero weapons if a second UnRep operation is ordered. - UnRep Teleportation
UnRep process is possible while physically separated by several miles. - Wrong cruise altitude
TLAM shows cruise altitude of 20m and Intermediate depth.




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RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Hi Taitennek,
That is quite a list but the post really belongs in the Support section of this forum. We will go over it and see what has been fixed, what persists, which are duplicates, and what is by design. For instance, planes can be left on the runway and are more vulnerable when not put into the hangar.
Thanks for your input.
That is quite a list but the post really belongs in the Support section of this forum. We will go over it and see what has been fixed, what persists, which are duplicates, and what is by design. For instance, planes can be left on the runway and are more vulnerable when not put into the hangar.
Thanks for your input.
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Hi all,
I agree its a long list, so my top 10 most critical issues:
http://www.gamesquad.com/forums/showpost.php?p=982877&postcount=5
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- Posts: 430
- Joined: Mon Jun 19, 2006 7:39 am
- Contact:
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Folks,
This goes for everything and everyone. I can't support any forums besides the Matrix and AGSI forums. I won't follow those links but please feel welcome to join us here in discussion of any issues. That's a limitation I have to deal with.
Thanks for understanding,
This goes for everything and everyone. I can't support any forums besides the Matrix and AGSI forums. I won't follow those links but please feel welcome to join us here in discussion of any issues. That's a limitation I have to deal with.
Thanks for understanding,
- FransKoenz
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RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Then I would suggest that you invite the author of the list [Herman Hum] to join the discussion on this forum as well, after all, you AGSI/MATRIX guys can't stop telling the audience how things have been improved, and another one comes with other conclusions that there are even more nasty events that occure during game-play, as when Harpoon 3.7 was launched.
The buglist is not Herman's personal ukaze, but a summary of reports of players that faced strange events during gameplay[sometimes very stupide] , or simply face a black screen after the €50,= game crashed again.......
For the outsider it sounds like AGSI/MATRIX is running away for the reality.....

Harpoon ANW inferior to HC[E]. This is what you read on the Harpoon Classic Commanders Edition Forum.
So lads, prove that this is not true. fix the bugs rapidly, instead of talking nonsens
The buglist is not Herman's personal ukaze, but a summary of reports of players that faced strange events during gameplay[sometimes very stupide] , or simply face a black screen after the €50,= game crashed again.......
For the outsider it sounds like AGSI/MATRIX is running away for the reality.....

Harpoon ANW inferior to HC[E]. This is what you read on the Harpoon Classic Commanders Edition Forum.

So lads, prove that this is not true. fix the bugs rapidly, instead of talking nonsens

-
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- Contact:
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Thanks for your input Tatiennek. We will use your input as we use all customer's input. I do plan on going through the items one by one. I know some are valid and still others have been fixed for months.
Thanks again,
Thanks again,
- FransKoenz
- Posts: 255
- Joined: Fri Jun 03, 2005 2:01 am
- Contact:
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: rsharp@advancedgamin
Thanks for your input Tatiennek. We will use your input as we use all customer's input. I do plan on going through the items one by one. I know some are valid and still others have been fixed for months.
Thanks again,
Yaddaa, Yaddaa, Yaddaa

Oftewel: "Je smoesjes zijn leuk, maar je praatjes deugen niet!"
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: Taitennek
Summary:
After 3.7.0 release: 80 Issues reported
After 3.8.0 Patch: (80 Issues - 34 Fixed + 88 New) = 134 Issues
After 3.9.0 Patch: (134 Issues - 33 fixed + 68 New) = 169 Issues
These 101 behaviours do not appear to have been resolved by the 3.9.0 patch:
[*]TALD materialize at wrong point
When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away.
Ok, this really isn't an issue at all, well not with the game engine anyway. Infact it's doing exactly what's being asked of it and if the "reporter" of the error had looked beyond the surface of the issue he'd have seen the cause informed the DB editor; QED prolem solved.
The reason the TALDs all originate at the same point is that in the ANWDB, the Rate of Fire (RoF) of the TALD WeaponRecord is one (1) second. Therefore the GE launches the entire load of weapons instantaneously. The aircraft moves away as the weapons become visible and what you are seeing appears to be weapons launching, "from thin air". Imagine launching say 12 missiles in a single second, it's going to be difficult to differentiate them all from the missile cluster you're now looking at.
Has this issue been checked with other available databases and confirmed as an issue? If it's an issue related to the particular DB being used then a polite "bug report" to the Editor may very well get the issue "fixed" or at least obtain an explanation for the observed behaviour.
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: Taitennek
Yaddaa, Yaddaa, Yaddaa
Oftewel: "Je smoesjes zijn leuk, maar je praatjes deugen niet!"
Or: "Your excuses are fun, but you do not talk right! (tell the truth?)"
Excuse the poor grammar of Google Translate...
Ok no more excuses and no more negativity or name calling. I've come to the realization that some people are never happy with their lot unless complaining or hanging shit on anything that moves.
Taitennek, please re-post your thread from above pertaining to the fixed and "non-fixed/not-confirmed" issues, under the Harpoon 3 ANW Support subforum here:
tm.asp?m=1758280&mpage=1&key=�
I will endeavour to work through them here on the official Matrix forum as part of the current 3.10 development process. You will however need to keep in mind that if you are at the same time asking for an increase in the speed of bug fixing you will also need to be amenable to accepting that the development team also have a plan to work to and some of these issues if confirmed may still require time to work into the development schedule before being dealth with.
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
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RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: Taitennek
Then I would suggest that you invite the author of the list [Herman Hum] to join the discussion on this forum as well, after all, you AGSI/MATRIX guys can't stop telling the audience how things have been improved, and another one comes with other conclusions that there are even more nasty events that occure during game-play, as when Harpoon 3.7 was launched.
The buglist is not Herman's personal ukaze, but a summary of reports of players that faced strange events during gameplay[sometimes very stupide] , or simply face a black screen after the €50,= game crashed again.......
For the outsider it sounds like AGSI/MATRIX is running away for the reality.....
Harpoon ANW inferior to HC[E]. This is what you read on the Harpoon Classic Commanders Edition Forum.
So lads, prove that this is not true. fix the bugs rapidly, instead of talking nonsens![]()
As another customer, I feel it is most reasonable for Matrix to ask that bugs be reported in their forums.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: witpqs
As another customer, I feel it is most reasonable for Matrix to ask that bugs be reported in their forums.
Thx witpqs,
It's not just the reporting here in the forums, there's actually a process we have in place to deal with issues that are both reported by the community at large and within the Beta testing group. I won't be able to convince the AGSI ANW dev team to drop everything and make a start fixing the list. To start with we need to confirm that these are really issues that need dealing with or are simply as a result of incorrect database values or even player assumptions.
As I have have stated above, I am happy to attempt to find some time to work through the list as posted above but within the framework of the ANW Support forum. We internally use a bug tracking system during development and it requires users to provide some basic information that we use to identify the basis of the issues. I will endeavour to work through the list one by one and collect the required information for confirmed issues into the bug tracker. I suppose that means I have to register etc at the originating forums, which I'll do over the next day or two.
On another point related to this subject, AGSI has monotonously extended an invitation to those truly wishing to see the game move forward and volunteer to join the testing process. I extend that invitation to anyone interested as we commence work on Harpoon3 ANW v3.10.
I have to say joining the team has been well worth it, and not just personally but in seeing the game starting to move forward. Through my association with the AGSI team, we have the new colour photo collections for the game's platforms, my request for a modification to allow mission timings to be viewed and edited in the scen editor. Even manged to get some of the list from above fixed...
Replenishment at-sea
-Functional
UnRep Functional
-Tanker and ship able to meet for Underway Replenishment.
AAA firing past Max Range
-Guns no longer continue to fire long after targets pass out of range.
Runways can be destroyed
-Runway facilities can no longer be destroyed. Their ability to handle size class aircraft, however is reduced.
VLow altitude button missing
-VLow altitude button no longer missing for helicopters when Speed/Altitude menu called up.
Formation air patrols cancelled by Edit A/C function
-Formation air patrols are no longer cancelled by use of the Edit A/C function on the launching platform or hangar.
Of course I haven't added the bugs the guys who keep the list missed that I might have found...
My point here is that if you cooperate with AGSI in the required fashion, you can actually make a difference. [;)]
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: FreekS
Hi all,
I agree its a long list, so my top 10 most critical issues:
http://www.gamesquad.com/forums/showpost.php?p=982877&postcount=5
Freek,
I've taken a look at your "Top 10" list. Thanks for prioritising your issues. It certainly makes it easier to deal with your problems in an orderly fashion. I tend to agree with several of your concerns and I intend to make a start on dealing with them immediately as part of the 3.10 development process.
Again thanks for the input Freek it's greatly appreciated.
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Thanks Bucks,
Happy to help in testing. I believe the more people who publish their priority list the better - as everyone understands the limited resources and thus the need to prioritise on the bigger issues.
Freek
Happy to help in testing. I believe the more people who publish their priority list the better - as everyone understands the limited resources and thus the need to prioritise on the bigger issues.
Freek
- FransKoenz
- Posts: 255
- Joined: Fri Jun 03, 2005 2:01 am
- Contact:
RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
Darren,
We both know that I am reporting the bugs on behalf of Herman, the author of the huge list. We love to discuss the bugs related problems, but, due to the fact that the reporter has been banned from this forum, it is easily talking about resolving bugs, but there are other reports.
Why not simply allow Herman to place comments on this forum...[&:]
As I said earlier, it is not Herman's personal battle: Not at all: we [customers] expect a decent product for our money.
Herman's list should be a guideline for the AGSI Team in order to improve the value of the game, instead of continiously try to bagatallize the list [I refer to Freek's complaints that more than 1 of his home-made scn have been ruined by new bugs, or bug after bugs].
Witgps......, normally, Herman would answer you directly within this topic, but he is banned from this forum, due to earlier bug reports usw.
AGSI/MATRIX can promise lot of things, but there is a great diffrence between claiming something and guarantee something when talking about bug repairing; Herman does not have the answers, but could be a great help in solving game problems. That we have to discuss the bugs on another forum is not our fault. It is AGSI/MATRIX that runs away for some real game discussions, by banning people because they ask the questions and dare to critisize the so called improvements.
Cheers,
Frans.
We both know that I am reporting the bugs on behalf of Herman, the author of the huge list. We love to discuss the bugs related problems, but, due to the fact that the reporter has been banned from this forum, it is easily talking about resolving bugs, but there are other reports.
Why not simply allow Herman to place comments on this forum...[&:]
As I said earlier, it is not Herman's personal battle: Not at all: we [customers] expect a decent product for our money.
Herman's list should be a guideline for the AGSI Team in order to improve the value of the game, instead of continiously try to bagatallize the list [I refer to Freek's complaints that more than 1 of his home-made scn have been ruined by new bugs, or bug after bugs].
Witgps......, normally, Herman would answer you directly within this topic, but he is banned from this forum, due to earlier bug reports usw.
AGSI/MATRIX can promise lot of things, but there is a great diffrence between claiming something and guarantee something when talking about bug repairing; Herman does not have the answers, but could be a great help in solving game problems. That we have to discuss the bugs on another forum is not our fault. It is AGSI/MATRIX that runs away for some real game discussions, by banning people because they ask the questions and dare to critisize the so called improvements.
Cheers,
Frans.
Patch for Harpoon ANW 3.9.0
KLAB
Would any of the above issues explain why after two days of trying I have yet to succesfully drop any type of bomb wether LGB/KAB or dumb from any type of aircraft at any combination of speed or altitude despite checking that all launch parameters were compliant? The menus allow me to assign bombs to drop but nothing them happens? JDAMS are the only bomb weapons that appear to work? This applies to all the DB's I have tried including the standard one that comes with the game?
http://www.matrixgames.com/forums/fb.asp?m=1759202
Every single database currently in existence is unable to have bombs drop from planes.
Luckily, the PlayersDB group has already found and implemented a work-around solution so that players can continue to enjoy Harpoon uninterrupted.
Harpoon ANW users can get the:
Complete Harpoon ANW Library




RE: Harpoon 3 – Advanced Naval Warfare Is Updated!
ORIGINAL: Taitennek
Darren,
We both know that I am reporting the bugs on behalf of Herman, the author of the huge list. We love to discuss the bugs related problems, but, due to the fact that the reporter has been banned from this forum, it is easily talking about resolving bugs, but there are other reports.
Why not simply allow Herman to place comments on this forum...[&:]
Frans,
Yes we both know you're just the messenger and I was always taught not to shoot him. It's not up to me to allow Herman to return here and so I know there's a section of the community that would like to see that; it's simply not in my power to grant that wish.
Herman has informed me he'd like to see the list dealt with on some of the other forums where it exists/originates and he can freely post. I understand his desire for that but I have an issue myself. Matrix is the home of the official Harpoon 3 ANW forum. AGSI and Matrix have a business relationship and one can understand that AGSI would only entertain discussion of the game "officially" here.
I'm part of the Beta Team and therefore I can if I wish (the why behind this is still to reveal itself to me) attempt to deal with Herman and a section of the community's issues here. I have the full support of AGSI's ANW Producer, Russell Sharp in dealing with the "List" here at the Matrix ANW Support Forum. So using my Beta Tester position and the ability to enter bugs so they are fixed and not just part of a list, I've decided to make a start on it here at Matrix.
I'm not responsible for the position Herman finds himself in here. I am however, prepared to deal with these issues and attempt to find a solution to the problem the list presents to the game's development and success.
As I said earlier, it is not Herman's personal battle: Not at all: we [customers] expect a decent product for our money.
Herman's list should be a guideline for the AGSI Team in order to improve the value of the game, instead of continiously try to bagatallize the list [I refer to Freek's complaints that more than 1 of his home-made scn have been ruined by new bugs, or bug after bugs].
No, it's not Herman's personal battle. Here's some stats to defend the AGSI Team against the "officially untested, List". I managed to report 72 issues prior to this release. All except two have been assigned and or resolved by the time 3.9 hit the "streets". If I'm prepared to take on the responsibility of attempting to maintain my "batting average" and attack the "List" I really just need some time and a little cooperation from everybody. If the only way this list of issues will ever be dealt with properly is here at Matrix, so be it.
I am sorry about the issues Freek has had with his scens. I have been working with him on converting a scen to HUD3 specs, that he originally designed using the PDB. We have both had to look at the effect of using two Databases that have differing values cause to basic scenario design. Take it from me I know all about this and I'm still learning to be truthful. I volunteered to attempt to convert the original Harpoon2 scenario set to use the HUD3 as the default DB rather than the ODB. Many of the 72 issues I mentioned above have been discovered while undertaking this project. Many of the original ODB scens are in need of modification so they will work effectively with H3ANW 3.9. They needed work with versions prior to 3.9 so it's not new. This is part of the basic development process the game is undergoing at present.
I know I use this alot as an example, but even though I may love one of the 1000's of maps available for Counter Strike 1.6, I can't play it in CS Source unless I convert the map to use the Source engine. We're simply looking at the same development process for Harpoon3 and sometimes it's painful. I've lost weeks of work tying my own DB and scen projects to the Beta effort. Did I get the s*&ts about it? Yes, but why throw the whole thing in just because we took a step backward to eventually move a mile forward?
AGSI/MATRIX can promise lot of things, but there is a great diffrence between claiming something and guarantee something when talking about bug repairing; Herman does not have the answers, but could be a great help in solving game problems. That we have to discuss the bugs on another forum is not our fault. It is AGSI/MATRIX that runs away for some real game discussions, by banning people because they ask the questions and dare to critisize the so called improvements.
Cheers,
Frans.
I'm not speaking for AGSI here, as stated elsewhere I am not an employee of AGSI, just part of the effort to help improve the game. I spent several weeks working on making sure the claim about replenishment was 100% correct. I built and tested scens so now we can all build a fortnight long campaign game if you can manage the logistics and the DB you're using allows for it. [:)] Why was this possible? I think because I decided that I'd work with the AGSI guys to make this game work. I'm even up for complaints, that's how we'll find the issues. I've even found out about the guys involved, I have the upmost respect for Russell Sharp and Darrel Dearing's efforts in terms of what they are attempting to achieve here. This isn't an overnight plan the game will evolve if we help it along.
People need to understand that this is an effort by a really small team of dedicated people. I mean the hardcore is a number your fingers can easily manage without the assistance of toes, when it comes to counting them. I have lots of issues with the game because I first played the minis version for years. I know the minis allows getter flexibility but that's because we have the advantage of using the human version of the PC, our brains... Why was I able to flood the Kirov's defences with TASMs in a minis game? I could plot the dogleg courses for each turn's fire so they all arive at once using the missile's waypoint capability. DB editors will know there's a waypoints DB value but everybody try to image how you're going to work it into a real time game, in terms of game engine code? Would I like to see it added? Yes. Will I make it into a personal "crusade"? No.
My personal belief is that the Harpoon community needs to work together and keep the game alive. I'm up for it and if people want to report issues, lets see what we can get fixed.
Cheers
Darren Buckley
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************
Editor HUD-II/HUD3 Harpoon Databases
http://www.taitennek.com/hud3-db/hud3-index.htm
Development Team H3ANW v3.8, v3.9, v3.10 & v3.10.1
*******************************************