HPANW EditorManual (EBOOK)
HPANW EditorManual (EBOOK)
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1.5.11 Magazines...................................................................................................................20
1.5.12 Mounts.........................................................................................................................21
1.5.13 Propulsion....................................................................................................................21
1.5.14 Fuel Consumption........................................................................................................22
Calculating Ship and Diesel Sub Burn Rates in Harpoon 3.....................................................22
Some Guidelines for Fuel......................................................................................................23
Calculating Endurance for Ship Engines with No Co-Type.....................................................23
Calculating Endurance for Ship Engines with a Co-Type........................................................24
Submarine Powerplants........................................................................................................25
1.5.15 Sensors........................................................................................................................27
Sensor Annex Fields.............................................................................................................28
Sensor Data Flags................................................................................................................28
1.5.16 Warheads.....................................................................................................................29
Damage Point Calculation.....................................................................................................30
1.5.17 Weapons......................................................................................................................30
Weapon Types......................................................................................................................30
Weapon Annex Fields...........................................................................................................31
Weapon Data Flags..............................................................................................................31
Targets.................................................................................................................................33
1.5.18 Weapon Records Annex................................................................................................34
1.5.19 Text Annex....................................................................................................................35
1.5.20 HCF Files......................................................................................................................35
1.5.21 Other Database Builder Features..................................................................................36
2.0 Credits.................................................................................................................................37
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DATABASE EDITING
1.0 Database Editing
It is the function of the Navy to carry the war to the enemy, so that it will
not be fought on U.S. soil.
-Fleet Admiral Chester Nimitz
The key to Harpoon 3TM flexibility is its database. The DB, which is modular in design, provides the user
with all the information necessary to make playing the game as real as it is. Harpoon 3TM would not
have existed if it wasn’t for the flexibility of the DB and it’s editors.
The first was the original Harpoon 2 Database Editor created by 360/Intracorp, the original writers
and publishers of Harpoon 2, the precursor to Harpoon 3TM. The other editor is called PfEdit and was
created by Tom Wenck. It was a simple 16-bit DOS application that soon saw widespread use.
Both editors eventually fell victim to advances in computer technology. The original 360 editor was
cumbersome to use and required a screen resolution beyond the capabilities of most computers of the
era. PfEdit, was limited by the 16-bit nature of the program and was limited to the 640kB conventional
memory of pre-Win95 operating systems.
In the mid-1990s, Jon Remier, another H2 player set out to create a new editor using MS Access and
Visual Basic as a code. He was able to overcome all the limitations of the other editors and create
a universal program that could be used by all operating systems using MS Office. This editor is the
most widely used means to edit the various Harpoon 3TM databases and this manual will focus on it to
explain the concepts needed to create/edit databases.
1.2 Installation
The current version of Jon Remier’s editor can be downloaded at:
http://mediawiki.advancedgaming.biz/index.php/H3RE_ReimerEditor
Installation is simple. You download the file and un-zip it to the directory of your choice. Running it is
only a matter of double clicking on the file.
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To import a DB, click on the “Import New Database” button in the menu form and it will then bring up
a small window with 2 options and a start button. The first option is to use the default directory. The
second option is to import text. Both of these will be explained later.
When you hit start, the editor will bring up a browse listing and you will then have to select the folder
where the DB resides in. The files are found in the database folders inside your harpoon3/databases
directory and carry a .dat extension.
It is important to note that when you import a new DB, you’ll be erasing any other information that
resided in the editor at that time.
After you select the folder the process is automatic from there. The editor will then read all DB files
and you should be ready to go. How long it takes to import the DB depends on the size of that DB and
the CPU of your computer. I have a PII 400MHz and importing DB2K takes several minutes.
After the import is complete the editor will advise you to compact the DB to make the whole process
run faster. The editor will provide you with instructions on how to do this. You will then be ready to
read and modify the DB as you wish.
It’s also important to note that when you are looking or modifying the DB, you are not changing the
DB files itself, only what’s been imported into the editor. To make changes to the DB files themselves
you’ll have to export the files.
All measurements use the metric system. Meters, Kilograms, and Metric Tonnes (called Tonnes). All
speeds use knots (Nautical Miles per Hour) and ranges are in Nautical Miles.
1.5.1 Aircraft
When editing aircraft entries in the databases there are a variety of factors that can be changed. This
section will explain the different settings and their effects.
Misc
Length, Wingspan, and Crew are self-explanatory.
Weight should show the empty weight of the aircraft.
Climb Rate is usually found in many reference books. If it’s unavailable simply take the cruise speed
of the aircraft and multiply it by the sine of 45.
Climb Rate = cruise speed (meters per second) x sin 45
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DATABASE EDITING
ATA
This is probably the most important aspect of the most aircraft in the DB. It is certainly the most impor-
tant aspect for fighters and attack aircraft. ATA is best described as the ability of a missile or aircraft to
avoid another missile or aircraft. For aircraft this is value is used so the Harpoon 3TM game engine can
calculate ACM between aircraft and an aircraft’s ability to dodge missile or gunfire.
Because ATA is a comparison between that platform and another there’s no real set ATA for a platform
against all aircraft and missiles. Rather ATA is a generational value comparing it between other aircraft
and weapons of its generation. It is purely subjective and assumes that both pilots have the same skill.
Not a very likely occurrence in real life.
Therefore, as an example, an SA-9 might be able to hit a B-52 3/4 of the time, and an F-16 only 30%
of the time. Given ATA values of equal size (e.g. both missile and aircraft are ATA 5), the Probably of
Kill (PK) of a weapon will be a base value of 30% before any other modifiers like jammers and decoys
come into play. Any changes of 0.5 ATA equating to 5% pK. Thus if the SA-7 has a 35% hit rate against
an aircraft like the F-15 with an ATA of 4.5, then the SA-7 will have an ATA rating of 5.0.
The H4 ATA combat table has the following differential values 0.0 = 30% 0.5 = 35% 1.0 = 40% ...
5.5 = 85%.
For numbers above 0.0 you get a conversion formula: (ATA/0.5) x 5% + 30% = PK%
I *think* that 85% is the max PK, but I’m not sure
However; the PK numbers for the missile might be geared towards a specific type of target, which
might mean something too: a typical fighter has a D-ATA of 4.0/2.0 while a large A/C like the Sentry
has 0.5/0.5
Aircraft Flags
Probe Refueling – Indicates the aircraft has a probe for mid-air refueling; most aircraft in the world
are probe refueled.
Centerline Drogue – Indicates that the aircraft has a hose with a drogue at the end of it to refuel
aircraft fitted with refueling probes. The hose is reeled out of the back end of the aircraft. Some Royal
Air Force (RAF) tankers have this fitting.
Wing Drogue – Indicates that it has hose and drogue gear at either wing tip. The KC-130 has this
type of refueling gear.
Boom Refueling – The aircraft in question requires rigid boom refueling gear to accomplish its mid-
air refueling. All United States Air Force (USAF) aircraft use this method of refueling.
Centerline Boom – Indicates that the aircraft has boom type refueling gear; the KC-10 and KC-135
have these attachments. It’s important to note that the boom gear can be fitted with a short hose and
drogue to refuel aircraft fitted with a probe.
Terrain Avoidance – Aircraft that have the ability to fly low enough to avoid terrain but not match
flight profiles with it. Aircraft with the flag cannot fly lower than 100m in game.
Terrain Following – The aircraft has a sophisticated computer that allows it to fly so low that it can
match its flight path with the terrain. Aircraft with this flag cannot fly any lower than 40m.
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Bombsight – There are three types of bombsights: Basic, Computing, and Advanced.
Helo Pad – This is a size factor. There are three types: Small, Medium, and Large. A small helo can
land on all of them, while a large helo can only land on the Large Helo Pad and nothing else.
Runway – Like the helo pad flag, this too is based on size. VTOL runway is pretty much the same has
a helo pad. STOL is for aircraft with short take off and landing capabilities. Aside from that the other
size parameters are the same.
Carrier Capable – Indicates the aircraft is capable of taking off and landing on an aircraft carrier.
(Note that in many databases this flag is set for all aircraft to allow fictional airbases at sea)
Aircraft Size – Based on aircraft size. Refer to section 1.5.7 Air Facilities for further details.
Blip Enhance – This is mainly a helo flag. It allows the aircraft to broadcast a signal that makes it
appear to be much larger than it really is.
Helicopter – This flag tells the game engine that the aircraft is a helicopter and is capable of hover-
ing.
1.5.2 Facilities
Facilities are ground based platforms. Facilities have several fields that are important.
Mast Height – This is an indicator of how far the sensors on the facility can see. The higher you are,
the farther your visual horizon is. The same principle applies to radar as well.
Missile Defense – This is a calculation of how well a platform can defend against incoming missiles.
To determine the MDR for platforms (it also applies to ships as well) proceed with the following: dur-
ing combat, this number is used by the Artificial Opponent (AO) to determine the number of missiles
enemy units will fire on this unit based on an assumed level of gathered intelligence. This number
should be based on the number of fire-control channels available for anti-missile fire.
Distraction systems
+1 if Defensive ECM system present
+1 if Chaff/Flare launcher present
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DATABASE EDITING
Armor Ratings
These apply to ships as well. There are four levels. Light, Medium, Heavy and Special. According to the
H4 Rules, the definitions of each level are as follows:
Light – 90 to 120mm Medium – 121 to 140mm Heavy – 141 to 190mm Special – 191 to 406mm
These values are highly subjective, if for the only reason that there’s a difference in materials used.
Concrete vs. Steel for example. You’ll have to use your best judgment in that regard.
The obvious problem here is that other weapons have greater than 60DP but can still attack a fixed
facility such as a Tank Platoon. The use of facilities in this regard would help but increase the size of
the scenario. The bottom line is that Harpoon 3TM isn’t meant to model tactical combat on that level
at this time.
1.5.3 Installations
This annex is probably the least used but has a lot of potential with regards to scenario design. Simply
put, an installation is a group of facilities lumped together. They are there to make life easier for the
scenario builder. With a few clicks someone can place an entire SAM battery, Coastal Artillery Site,
and Radar Installation.
To create an installation one must have a little knowledge of latitude and longitude. I’ll go into the ba-
sics of it here. Latitude is North and South starting at the equator and ending at the poles. Longitude is
East and West starting at the Greenwich Meridian (London) and ends at the International Date Line.
At the equator, one degree of Latitude or Longitude equals 60 nautical miles. This will change the
farther one goes north or south, however for the purpose of this example we’ll assume that everything
is happening at the equator.
Considering that one degree is broken down into 60 minutes and each minute is broken down into 60
seconds. Therefore one minute equals one nautical mile and one second equals about 30 meters.
This is where the Offset comes into play. The offset allows the game engine to separate units and
spread them around. In extreme cases, you can accurately model what an installation looks like in real
life. But I recommend against that as too time consuming.
Keep in mind that a realistic separation between close in facilities would be around 100 meters (3
seconds) depending on the facilities involved.
Installation Issues
There are two known installation issues. The first bug involves certain types of weapons. Weapons
that require command guidance or employ semi-active homing methods will require that the guid-
ance sensor (or comm unit) be placed on the launching facility. This causes problems for units like the
SA-2, which has 6 launchers with a radar and command van in the middle. However, active homing
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weapons such as CLAWS (ground launched AMRAAM) or coastal systems like Exocet will not be af-
fected.
The second involved air bases. There is a bug in the game engine that screws up the total number of
aircraft in a scenario. This bug occurs when an installation is created that has air facilities in it. This
happens because the game engine doesn’t count the facilities in the installation in the same way as
they would if the scenario builder dropped each facility individually.
There is a work-around for this however. It is believed that the bug is created when the installation is
actually placed. The game engine, it seems at any rate, gets confused at all the facilities placed at the
same time. Therefore it looses track of which facilities hold wish aircraft. This is only a guess however,
but it turned out to be an educated one.
Because an installation is grouped, and because the game engine DOES ‘plant’ the facilities in a cer-
tain order, then the work-around for this is to delete the group. This will remove the ‘base’ so to speak
but not the facilities that are in it. Then you can regroup the base normally.
There has yet to be a recurrence of the bug when this procedure is done. I say yet because it’s been
done on only a few scenarios.
1.5.4 Ships
Type – This is an up to 5 letter acronym used to indicate the type of vessel. It is required to create a
new ship but doesn’t affect the game in any way except for platform type during ship identification.
Category – This is meant to signify the type of ship for the game engine. There are five classes:
Surface Combatant, Merchant, Carrier, Amphibious, and Auxiliary.
Surface Combatant – This applies to Cruisers, Destroyers, Frigates, and anything with guns/missiles
manned by military personnel that floats.
Merchant – These are civilian owned ships. Usually they are very easy to destroy.
Carrier – Any ship designed to carry and launch fixed wing aircraft.
Amphibious – Any vessel that has been designed to support the landing of men and material on
hostile shores.
Auxiliary – Any vessel designed to support naval vessels. UnRep vessels, ammo ships, oilers, etc.
Displacement – Defined as the weight of the water displaced by the ships hull form, this is expressed
in tonnes. Whenever possible this should be the lightship displacement which is the displacement of
the vessel when totally empty (the technical description of lightship is the displacement of the vessel
when empty with the exception of lube oil for the main engine).
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Interface
Cargo Capacity – The amount of cargo, in tonnes, that the vessel can carry. Not supported.
Damage Points – This is a numerical value of the ship’s survivability in a combat situation. It’s directly
related to light displacement. The formulas for calculating vessel DP is as follows:
Once you have determined the damage points, multiply the value by any of the following multipliers
that apply:
Fleet Auxiliary (supply ships, container ships, tankers, ammunition vessels, etc.) not including con-
verted merchant vessels – 0.75
Surface-Effect Ship (SES), Hovercraft, or Merchant (including all ships specified as being build to
civilian standards) – 0.5
Supertankers – 0.25
Soviet Construction – 0.9
Composites; Aluminum, GRP, Wood – 0.75
Max Sea State – This is the maximum seas that the vessel can sustain combat operations. Not Sup-
ported.
Repair Capacity – The ability of a ship to repair damage. Not much is known about this value and we
don’t consider it supported.
Missile Defense – See Missile Defense in the Facilities Section
Armor Ratings – See Armor Ratings in the Facilities Section
Refuel To/From Port/Starboard – Indicates that the vessel can accept from a ship or pump fuel to
another ship. Typical UnRep ships have 2 fueling stations, one on each side.
Replenish To/From Port/Starboard – This flag is similar to the Refuel flag but applies to weapons
instead of fuel.
Passive/Single Stabilizers – This indicates that the ship has either a passive (flume tank) or single
pair of stabilizers.
Dual or Triple Stabilizers – Ships with this flag have multiple or active sets of stabilizers.
Nuclear Shock Resistant – This indicates that the vessel in question is built to withstand massive
shock waves such as those created by nuclear weapons. This flag generally only applies to older
battleships and cruisers.
Civilian Construction Standards – Used to indicate that the design of the ship is not compartment
or strengthened in a manner similar to warships.
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Aviation Vessel – Aside from the carrier flag mentioned above, this flag is used to indicate vessels
that can support more than the usual number of helos (1 or 2) carried on a warship. Examples of this
are the Japanese Navy DDH or the Italian Vittorio Veneto.
Aluminum Superstructure – Aluminum superstructures were a feature of 1970’s ship design. In-
deed, they still are for many merchant ships. However in the Falklands War of 1982, it was discovered
that Aluminum also melted at a much lower temperature than steel. This led to a basic shift in warship
design back to steel superstructures. The flag mainly applies to ships built in the 1970’s and 80’s.
1.5.5 Submarines
Type – This is an up to four-letter acronym that is used to denote the type of platform. It is required to
create a new sub in the editor but doesn’t affect the game in any way.
Displacement – This is similar to the ship entry except that in some circles a 0.5 DP modifier is
applied.
Maximum Depth – The maximum depth the submarine can withstand. It must be a negative value.
Nonmagnetic Hull – Subs using this flag have been built using non-magnetic materials. Russians
subs such as the Alfa and Sierra classes (with Titanium hulls) are examples of this.
Double Hull – Mainly a feature of Russian subs, this flag indicates the presence of a second pressure
hull. Makes the subs more resistant to damage.
Shock Resistant – This is similar to the ship flag of the same name.
No Launch Transient – Subs with this flag do not radiate the sounds associated with the launch of a
weapon. Only the most modern submarines have this flag.
Shrouded Propulsor – This is a design feature that lowers the passive sonar signature of the sub. It
indicates that the sub has a directional collar around it’s propeller (on merchant ships this is called a
Kort Nozzle). This feature is not supported in the game.
Advanced Propulsor – Used to indicate the presence of a pump jet propulsor. It is unknown if this
feature is supported.
Snorkel – A universal feature in many diesel-electric subs, this allows the sub to run on diesel en-
gines when they are at periscope depth to re-charge their batteries.
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Interface - Pull-down Menus
1.5.6 Countries
This is an organizational listing of platforms listed by country. Each field is self-explanatory and all you
are required to do is input the DB ID number. The editor will guide you along the process.
In the database, aircraft are given a size in the aircraft annex. In the game this is expressed as a
numerical value. These values are:
Obviously as can be seen here, small aircraft can use any facility. Aircraft can use any air facility
providing it’s as big as or bigger than it is size rating. Therefore:
1 Very Large Aircraft Facility can hold 2 Large Aircraft, 2 and 2/3rds Medium Aircraft, and 4 Small
Aircraft.
A note about ships and helos. It’s important to realize that a ship that can carry a helo will require
a “Pad with Haul-Down” type of air facility. This type indicates that the ship has gear that helps the
helicopter land on the ship in the pitching environment that is the ocean. Ships that do not have that
kind of air facility will not be able to operate sea based helos. They WILL be able to operate helos that
are land based but within the scope of Harpoon 3TM, this isn’t realistic.
1.5.8 Comms
As you can imagine, the comms annex holds all the data that allows platforms and weapons to com-
municate among each other. This annex plays an important part in the DB because without comms,
many weapons would not be able to work. SARH and Command Guided weapons wouldn’t be able to
work and ships would not be able to share data and there couldn’t be an integrated defensive posture
in the event of an attack.
All platforms and a large number of weapons will require communications units to talk and share
information to one another. In Harpoon 3TM, communications are very abstracted for two reasons. One
is that the game was rushed into release, secondly; because the game was rushed to release (360
was going bankrupt) there was some aspects of comms that were not activated in the game. When
the difficulty level is set to full realism submerged submarines will not be able to communicate with
any other platform. In game, this means you lose contact (and thus control over) that unit. This irks a
large number of people, including myself and as a result, most people play with auto datalinks on.
This is a trade off though because auto datalinks means you are in constant communication with your
units and there is no modeling of commo range levels.
Furthermore, SIGINT isn’t modeled in the game (yet). There are plans in the works to attempt a work-
around at this time but no timeline has been given.
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Platforms, as a general rule require several commo units at the least. The types of comms in the game
are as follows:
ELF Link – Extremely Low Frequency. This is very slow underwater communication method. Only
facilities and submarines use it
Type 75 Sonobuoy Link – This is the comm unit for Russian Type 75 LOFAR sonobuoys. It is used
by those sonobuoys and by the aircraft that use them, namely Bears, May’s and some ASW ships like
the Udaloy and Kara.
BM Sonobuoy Link – The comm unit for the Russian BM series of buoys. An older system that is used
by ships such as Kashin, Kanin, and Kresta classes.
RGB Sonobuoy Link – The current standard Russian sonobuoy system. There are many types in
service and it’s in widespread use on many Russian ships and aircraft.
French Sonobuoy Link – The French Navy have developed their own series of sonobuoys for use
from their helicopters and MPAs.
NATO Sonobuoy Link – The universal western standard sonobuoy link, it is in widespread use
throughout the globe. All NATO members and NATO aligned nations use this link.
Visual Comm – This is meant to indicate signal flags, signal lights, or signal mirrors. It is un-jam-
mable.
Laser Comm – A very new and very fast method of communication. Used mostly by ground forces.
Commercial SATCOM – A generic setting for long range communication sets. Widely used and easily
hacked into.
A346Z Datalink – This is the datalink for aircraft that use the Big Bulge radar system. It is meant
to pass on targeting info to strike aircraft. Bear and certain variants of Badger bombers use this to
provide missile targeting for attacks.
Walleye Datalink – The datalink used by the Walleye glide bomb. It is also used in early versions of
the AGM-84E SLAM missile.
GBU-15 Datalink – The datalink used by the GBU-15 EO guided bomb and the AGM-130 powered
guided bomb.
APD-15 Datalink – The tactical datalink used by MiG-31 aircraft and possibly by Su-27 aircraft as
well.
LAMPS Datalink – The Light Airborne Multi-Purpose System is the current ship to helo datalink
system used by the US Navy. It is used my most US surface ships and by H-2 and H-60 series heli-
copters.
Punch Bowl SATCOM – Dedicated missile targeting SATCOM system used by Russia on it’s RORSATs,
EORSATS, and the newer missile subs and cruisers such as Kirov, Oscar, Slava, etc.
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Interface - Pull-down Menus
Syracuse SATCOM – The standard satellite communications system used by the French Navy. Ex-
ported to many nations.
TERMA Datalink – Data transfer system used mainly by the Danish Armed Forces. Used on board
surface ships and as part of the Danish Coastal Defense system.
Link W – An unlicensed copy of the NATO Link 11 system. This system is used by France, Saudi Arabia
and probably by China as well. It is associated with the TAVITAC and VEGA combat systems.
Link 4 – Datalink system used by France and the US for interceptor control. Widely used on carriers
and missile cruisers.
Link 10 – Tactical data system developed in the UK and used by Belgian, Dutch, Greek and Royal Navy
vessels. It is broadly similar to but not compatible with Link 11.
Link 11 – The current NATO standard datalink system. It has been very widely exported and has many
variants. It is carried on almost very NATO warship, MPA, and helicopter. There are also plans to fit all
NATO (and Australian) subs with Link 11.
Link 16 – The next generation successor to Link 11, it is currently entering service in the USN on
board combat aircraft and major surface combatants. Plans call for it to be exported to several nations
allied with the US.
PEAB TDMA Datalink – The standard datalink system used by the Swedish Navy.
Big Ball SATCOM – Strategic communications system used by the Russian Armed Forces. Similar to
DSCS or FLTSATCOM.
Skynet SATCOM – The current standard satellite communications system for the British Armed Forc-
es. Thailand uses a variant called Star of Siam.
DSCS SATCOM – Defense Satellite Communications System. The high volume system used by the US
DoD and Diplomatic departments.
MILSTAR SATCOM – The new Tri-Service military communications system for the US Armed Forces.
SSIXS SATCOM – Submarine Satellite Information Exchange. Similar to the Punch Bowl SATCOM
system except it is exclusively used by submarines.
Link 14 – A datalink system developed for ships that lack a combat system or a core central computer
system. It is, in effect, a teletype version of Link 11.
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One Way Wire Guidance – A guidance system where the weapon is guided by commands sent
through it. ATGMs and early torpedoes use this.
Two Way Wire Guidance – A guidance system where sensor data is transmitted back to the launch-
ing platform. This in effect turns the weapon into a remote controlled autonomous vehicle.
Land Line – Communication via direct cable, fiber-optic, etc. Used by facilities.
Secure – Used my military forces on discrete frequencies, these radios are considered jam-proof in
the game.
Receive Only – This flag is used for certain datalink systems that operate as slaves to a central unit.
The Russian Bell Spike system is one such example. The unit in question can only receive message
and not transmit any information.
Send Only – This rarely used flag is for systems that broadcast data over a wide network. National
defense systems such as the North Warning System send data back to NORAD facilities in the US and
Canada for processing.
LOS Limited – Used by higher frequency radios, this signifies that the platform using this cannot
transmit information unless it is in sight of another.
Frequency Bands
ELF (Extremely Low Frequency) Below 10 KHz
VLF (Very Low Frequency) 10 KHz to 30 KHz
LF (Low Frequency) 30 KHz to 300 KHz
MF (Medium Frequency) 300 KHz to 3 MHz
HF (High Frequency) 3 MHz to 30 MHz
VHF (Very High Frequency) 30 MHz to 328.6 MHz
UHF (Ultra High Frequency) 328.6 MHz to 2.9 GHz
SHF (Super High Frequency) 2.9 GHz to 30 GHz
EHF (Extremely High Frequency) Above 30 GHz (not supported in game)
1.5.9 Fuel
The simplest of annexes, this one stores all the information for fuel only. There are the following types
of fuels:
Air Independent – This is basically liquid oxygen for use in AIP engines to allow submarines to spend
extended time underwater without snorkeling.
Diesel Fuel – The most common type of fuel. It is mainly used in ships.
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Interface - Pull-down Menus
Gas Fuel – This is the type of fuel used by gas turbine powered vessels. (e.g. LM-2500)
Oil Fuel – Used for steam powered vessels, this is also known as Bunker C.
Rocket Fuel – Any fuel that will power a rocket, ramjet, or any other non-air breathing powered
weapon.
Weapon Coast Time – Used for gliding weapons such as the JSOW or TALD, it calculates the amount
of glide time the weapon will have.
1.5.10 Loadouts
The Loadout Annex stores all the possible combinations of weapons that can be carried by aircraft in
that DB. It takes weapon records from their annex and applies them in a listed format.
Loadout Components
ID# - The numerical listing of the loadout for the purpose of being read by the game engine.
Name – The name applied to the loadout in question. There are two naming systems in use right
now. The system used by DB2K editors and the original 360 system. The DB2K system uses a 6
number system to keep track of the loadouts, their function and the type of plane they are used on.
The original 360 system was easier to read but less descriptive with only loadout type and the main
weapon it carries.
The original 360 system uses abbreviations for its loadout description and a numerical count meth-
od.
Further, over the years, I’ve used these and the following others in my personal DB:
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Airborne Troop simulator, from squad to company sized units.
Cargo Usually used on large aircraft to simulate shipping ammo between bases and
ships.
ECM-M Electronic Counter-Measures. Loadouts using a combination of EW pods and mis-
siles.
Exercise Loadouts using inert (warhead is a 1 DP flare) missiles.
Patrol Combination loadouts, using a wide variety (usually 2 to 4) of weapons. Used on
MPAs and Helos.
UG-G Un-Guided Guns. Pod mounted guns on some aircraft and helos.
UG-I Un-Guided Incendiary. Napalm and other fire gels.
ROF – ROF stands for ‘Rate of Fire’. There are 2 ways of expressing it in the DB. A positive number
means that the ROF is that many seconds. (i.e. an ROF of 15 means that the weapon in question will
fire once every 15 seconds). A negative number indicates increments of 30 seconds. Therefore a ROF
of -2 will mean the weapon will fire once every minute.
Capacity – This is the total weapons capacity of the loadout in question. There is no practical limit to
this and the DB editor automatically calculates this when you place weapons records into loadouts.
Ready Time – This is a fairly new feature to Harpoon 3TM. It allows the editor to alter the amount of
time it takes an aircraft to be readied for it’s next mission. This number is totally subjective and up
to the editor. This is actually a fairly advanced setting because it can alter the speed and course of a
scenario. Generally speaking, the larger the aircraft the longer it will take to make ready for the next
mission. That being said however, tactical aircraft can be turned around very quickly indeed depend-
ing on the situation and the weapons involved.
Target type – This is an automatic setting that describes what targets the loadout is capable of at-
tacking. This is a reference setting and doesn’t apply to the game in any way.
1.5.11 Magazines
This annex holds all the spare weapons that a ship, sub, or facility will carry for later use. Once a
mount on one of these platforms has expended all it’s weapons, it will automatically reload from the
available magazines. Facility magazines currently do not work as of this writing and special excep-
tions have to be made for them to have sustainability in a scenario.
The Magazine annex is very simple to use. Simply select the magazine you wish to modify and select
the weapon record that you wish to add to that magazine from the pull down menu. Duplicate weap-
ons records are indicated by the Quantity field next to the pull down selection for the weapon record.
Other fields in the Magazine annex are:
Armor – This is an indication of how protected the magazine is from weapons hits against a platform.
It is similar to the armor levels you read earlier.
ROF – The Rate of Fire for the Magazine is its ROF to move weapons from the magazine to the mount
in question. Its values are the same as in the Loadouts
Capacity – The maximum amount of weapons that the magazine can hold. It cannot exceed 65000.
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1.5.12 Mounts
The Mount annex, used by all platform types, contains the readily available weapons for the platform
is it assigned to. It is similar in operation and use to the Magazine Annex. There are two fields with
drop down selections however. Sensors and Weapons.
The Sensor field is used for mounts that have on board sensors. Examples are point defense weapons
like Phalanx or mobile AAA vehicles such as the 2S6 Tunguska. It is important to know that when a
mount has an on board sensor that the weapon on the mount be slaved to that sensor. This will de
described later in the weapon annex description. Further to this, the mount must be set to auto.
The sensor and weapons fields operate similar to the Magazine weapons field in that annex.
The rest of the annex is similar to the Magazine annex with one exception. There is an ‘auto’ flag for
all mount. When selected the mount will operate independently from the human player and will attack
every target it can given its weapons parameters.
1.5.13 Propulsion
In Harpoon 3TM, all platforms and most weapons require propulsion of some sort for the obvious
reasons. Failure to have an engine of some kind in the required platforms or weapons will more than
likely result in a game crash.
There are 5 entry fields and 2 more sub-fields in the Propulsion annex.
ID – This is the numerical ID number assigned to the propulsion unit by the editor.
Primary Type – The main type of propulsion. In most cases this will be the only type of propulsion
used. Merchant ships, aircraft, and submarines will only have primary propulsion.
Boost Type – The secondary type of propulsion for ships with two different types of engines such as
CODAG, CODAD, and COGAG. In the case of Combined Diesel and Gas systems (CODAG) the primary
type would be diesel and the boost type would be gas turbine.
Version – A generic value to differentiate between different versions of the same entry.
Altitude/Speed – This field sets the altitude and speed characteristics of the engine and platform. For
ships, this is moot because they operate on the surface and are always at zero altitude. Submarines
always operate in negative altitudes (under water) while planes cannot go any lower than 10 meters
and even then they require to be over the water with their terrain following flags set.
It is important to note that speed increase isn’t logarithmic but rather inversely exponential. That is,
the speed increase will be less at each increasing level. This is especially important for ships and
submarines, as they require a tremendous increase in power for each extra knot of speed. A typical
speed breakdown would be this:
Slow 5 knots
Half 16 knots (11 knot increase)
Full 24 knots (8 knot increase)
Flank 29 knots (5 knot increase)
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The altitude bands are for aircraft and subs. They indicate the varying altitudes/depths that aircraft/
subs use. This is a fairly easy concept for subs because they will retain the same speeds no matter
what depth they are.
For aircraft it’s a little more complicated. Not only do aircraft operate at different altitude bands; they
also have different fuel consumption rates at each different band. This can be a little difficult, as there
is little information on this regarding modern aircraft. In the absence of any information (which is the
usual case) I generally fall back on H4 miniatures rules.
The user is instructed to use a range from a reference work, but ignore the speed at which that range
is valid. The formulas call for calculating endurance using some “standard” speed. The result is that
vessels in the game exhibit the referenced range at the “standard” speed, vice the speed given in
the reference, and usually have significant errors in the range at higher speeds. The documentation
instructs the user to calculate boost (co-) engine burn rates using the same formulas as cruise burn
rates. In reality, the game uses a complex combination of the cruise and boost burn rate to calculate
the actual burn rate at full and flank speeds.
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Finally, there is a bug in the game that corrupts the endurance display, in the unit window, for ships
with boost (co-) engine types. At full and flank speeds, the display will always show the same endur-
ance, no matter what speed the vessel travels. However, the endurance “ticks” off at a rate faster
than 1 second of endurance for each second of game time. The higher the vessels’ speed, the faster
the endurance ticks off. The end result is that the vessel exhibits the proper endurance and range at
various speeds.
2. As ships do not refuel at sea in the game, it is not relevant to include extra fuel loads on
fleet oilers etc. (Since this is a bug, I generally include the fuel for UnRep in the eventual
circumstance that it will be fixed.)
3. On ships, only use one type of fuel, do not mix types. This is especially relevant to co-
engine ships. Diesel is best as all ship engines can burn it.
4. Do not have any one fuel load in excess of 1987 tons, as this causes an endurance
display error. To have a total load of greater than 1987 tons, you can have multiple loads
of lesser values of the same type of fuel. Example: 5417 tons could be represented as
1500+1500+1500+900+10+7.
5. As the fuel load is not seen by the gamer, you don’t necessarily have to have the exact
load as specified by your text reference. What is important, is to get the Endurance
shown correct.
2. If no fuel data is available, make up a reasonable amount. A good idea is to use some-
thing from a similar ship in the database. This value must be used as the fuel load in the
database.
3. Calculate the fuel burn rate at the speed given in the reference as follows:
Endurance (hrs) = Range (nm) / Speed (kts)
Burn Rate (tons/hr) = Fuel (tons) / Endurance (hrs)
1. Convert the calculated burn rate to the cruise burn rate:
On the table below, look up the scale factor for the proper engine type and the reference speed.
Cruise Burn Rate = Calculated Burn Rate x Scale Factor
1. Round the cruise burn rate up or down to the nearest 0.1 . This is required as Harpoon
II uses a whole number for the ten hour fuel burn rate. Multiply the rounded cruise
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burn rate by 10 to get the value to be entered into the Database using either DBEDIT or
PFEDIT.
2. Calculate the revised Fuel Load that will give the correct endurance at the rounded
cruise burn rate.
Revised Fuel (tons) = Rounded Cruise Burn Rate / Scale Factor x Endurance (hrs)
Example:
2. Calculate co-burn rate with data for boost engines running and with revised fuel load,
as in 3. Above.
3. Boost Burn rate = (co-burn rate - (cruise burn rate x engine factor)) x Scale Factor
where engine factor = 0.68 diesel, 0.80 gas turbine, 0.87 steam
4. Using PFEDIT, round to the nearest 0.1 and divide by 10, and then enter the boost burn
rate.
5. Using DBEDIT, round to the nearest 0.1 and multiply by 10, then enter the boost burn
rate.
Example:
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Enter 6 into the database as the cruise burn rate.
Boost Endurance = 2500 nm / 28kts = 89.9 hrs
Burn Rate (28kts) = 567 tons / 89.9 hrs = 6.31 tons/hr
Gas Turbine Scale Factor (28kts) = 0.25
Engine Factor (diesel) = 0.68
Boost Burn Rate = [6.31 - (0.6 x 0.68) ] x 0.25 = 1.48
Enter 0.15 into the database as the boost burn rate using
Pfedit.
Enter 15 into the database as the boost burn rate using
Dbedit.
Submarine Powerplants
1. Submarines may have two engines and each engine may use two altitude bands.
2. Altitude Band 1 must always contain the altitude range for which the max speed of the
sub is achieved. Max surface speed is usually slower than max dived / snorkel speed.
4. On Diesel – Electric submarines, the altitudes of the two engines must not overlap.
Typically diesel engines range from 0m to –20m and electric engines range from –30m
to max depth.
5. For submarines using Air Independent propulsion, you need just the AI engine and two
fuel loads. One load of diesel as calculated using the same equations as for ships, and
one load of air independent fuel of the same amount as diesel.
6. Electric engines require batteries. A battery fuel load is given in seconds of endurance at
5 knots.
7. The electric engine burn rate should always be 1. To get the right endurance, we have
to calculate the amount of battery charge should be carried. Using reference range and
speed from a text and the corresponding scale factor below for the given speed:
Battery Charge (sec) = Range (nm) x Scale Factor x 720
Example:
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Burn Rate Scale Factor
Speed Diesel Steam Gas Turbine Electric
1 1.47 1.15 1.25 1.00
2 1.32 1.14 1.25 1.00
3 1.19 1.13 1.25 1.00
4 1.09 1.11 1.25 1.00
5 1.00 1.10 1.25 1.00
6 1.00 1.10 1.16 7.50
7 1.00 1.09 1.15 7.52
8 1.00 1.08 1.14 7.50
9 1.00 1.07 1.12 7.52
10 1.00 1.05 1.11 7.50
11 0.93 1.00 1.04 14.35
12 0.86 1.00 1.03 13.76
13 0.81 1.00 1.02 13.31
14 0.76 1.00 1.01 12.86
15 0.71 1.00 1.00 12.50
16 0.56 0.89 1.00 25.00
17 0.53 0.79 1.00 25.21
18 0.50 0.71 1.00 25.00
19 0.47 0.66 1.00 25.61
20 0.45 0.60 1.00 25.00
21 0.33 0.45 0.83 50.42
22 0.32 0.42 0.71 51.14
23 0.30 0.38 0.62 52.17
24 0.29 0.36 0.56 50.00
25 0.28 0.33 0.50 51.43
26 0.19 0.19 0.27 24.73
27 0.19 0.19 0.26 28.99
28 0.18 0.18 0.25 33.84
29 0.17 0.17 0.24 38.80
30 0.17 0.17 0.23 42.86
31 0.10 0.13 0.19
32 0.09 0.13 0.19
33 0.09 0.12 0.18
34 0.09 0.12 0.18
35 0.09 0.11 0.17
36 0.06 0.08 0.14
37 0.05 0.08 0.14
38 0.05 0.08 0.13
39 0.05 0.08 0.13
40 0.05 0.08 0.12
41 0.05 0.07 0.12
42 0.05 0.07 0.12
43 0.05 0.07 0.12
44 0.05 0.07 0.11
45 0.04 0.07 0.11
46 0.04 0.07 0.11
47 0.04 0.06 0.11
48 0.04 0.06 0.10
49 0.04 0.06 0.10
50 0.04 0.06 0.10
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1.5.15 Sensors
The most complicated and important part of Harpoon 3TM are its sensors. Without it, naval combat
simply isn’t possible. Sensors permeate every aspect of platforms and weapons and provide the
player with situational awareness of the battlefield.
Radar – The most common type of sensor, radar is also the oldest sensor in operation. Only the
searchlight has been around longer.
Infrared – A passive sensor, this is a visual form sensor that can see into the infrared part of the
spectrum that isn’t visible to the eye.
Passive Sonar – A listening sonar that is carried by most ships frigate sized and larger. It is totally
passive with some systems having extreme range.
Active/Passive Sonar – A dual mode sonar usually carried by subs and anti-submarine ships, they
have the ability to send out sound pulses underwater that function in a manner similar to radar.
ESM – A passive device that listens for radar (ESM) and communication signals (COMINT/SIGINT).
Mounted on almost all platforms. COMINT/SIGINT is not modeled in Harpoon 3TM.
ECM – Active jamming systems that can be used to block a variety of sensors, the most common
of them being radar and communications jammers. However there are models that can jam light
spectrums
Semi-Active – Any kind of sensor that relies on another for guidance. Mainly use by weapons seek-
ers; semi-active radar homing is the most common type.
MAD – An ASW sensor with very limited range, it detects the magnetic field of a submerged subma-
rine. It cannot detect subs that have non-steel (i.e. Titanium) hulls.
Radar Suite – A system of radar’s that share information using a Combat Direction System. It is not
supported in Harpoon 3TM.
Sonar Suite – A system of sonar’s that share information using a Combat Direction System. It is not
supported in Harpoon 3TM.
Ranging Sonar – A short-range sonar system generally used for depth control and for bottom map-
ping. The hydrographic features of this sonar are not available in Harpoon 3TM.
Active VDS – In essence, an active sonar at the end of a long cable. This is a specialized type of sonar
carried by many ships that operate in adverse sonar conditions.
Passive VDS – A passive sonar at the end of a long cable. Many ships that operate in adverse sonar
conditions use this. They are different from towed arrays in that you can vary the depth of the VDS.
Towed Array Sonar – The most sensitive type of sonar available, this is a gang of passive sonar
arrays at the end of a very long (300m or more) cable. A powerful sensor with some of them hav-
27
ing tremendous ranges, they have no active capability what so ever. This is an excellent long range
search system.
Active Sonar – Active sonar sends pulses under water in a manner similar to radar. They provide
accurate fixes on targets but have much less range when compared to passive sonar.
Laser Designator – Primarily used for guided weapons, the laser designator shines a ‘spot’, generally
not visible to the human eye to provide a target point for semi-active sensors to home in on.
Search Input – Used by radar’s and active sonars. This is the value assigned to sensors to determine
it’s sensitivity and therefore it’s ability to pick up targets in search mode.
Track Output – Used by radar’s, active sonar’s and laser designators. This is the amount of power that
is transmitted by the sensor in track mode.
Track Input – Used by radar’s and active sonars. This is the value assigned to sensors to determine
it’s sensitivity and therefore it’s ability to pick up targets in track mode.
Passive Input – Used by passive sonars, visual, IR and semi-active sensors. This is the sensitivity of
the sensor and is similar to Search/Track Input.
Range (Minimum and Maximum) – The fixed minimum and maximum range, in nautical miles, for
the sensor in question.
Altitude (Minimum and Maximum) – The fixed minimum and maximum range, in meters, for the
sensor in question.
Range Accuracy – The accuracy of a sensor with deviance measured in nautical miles.
Max Intercept – Applies to fire control sensors, this value indicates the number of targets that can
be engaged at any one time.
Search Frequency – The frequency that a sensor operates at in search mode. Uses the NATO band
naming system.
Track Frequency – The frequency that a sensor operates at in track mode. Uses the NATO band
naming system.
ECM Type – Used for ECM type sensors only, it indicates the type of radar’s that can be affected by
the jammer.
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Text – A brief text description of the sensor in question.
1.5.16 Warheads
The Warhead Annex, used only by the weapons annex, contains all the payloads for all weapons in the
database. The following fields are in the annex:
ID Number – The reference number used by the editor to keep track of the warheads.
Warhead Type – Despite its name, this annex doesn’t just hold explosive warheads. There are a
variety of types, listed as follows:
Enhanced Conventional – A more powerful warhead type. Little is known about it.
Sensor – Meant to simulate the dispensed chaff, the value is actually the ID number of the sensor in
the sensor annex. In Chaff rounds this is a low power ECM sensor. For flares it’s a low power IRCM.
Weapon – This is for weapons that contain another weapon as their primary warhead. The DP num-
ber in this case is the ID number of the weapon in the weapon annex. Weapons that use this type of
warhead are ASROC, SS-N-16, etc.
Depth Charge – A small depth bomb packed with high explosives. Used against submarines and,
because of the effects of water pressure, is generally twice the DP of a conventional HE bomb burst.
Fragmentation – A steel casing that turns into millions of fragments when it detonates. Very deadly
against personnel. WARNING: In Harpoon 3TM, this warhead will destroy any target it hits no matter
what the DP values of the target or warhead. This type of warhead should not be used except by
weapons that are meant to be used against airborne targets ONLY.
Torpedo – Torpedo warhead, operates much in the same way as a Depth Charge. Has twice the
explosive power of a conventional bomb.
High Explosive – The standard type of warhead this is present in most of the weapons in the DB. It is
also used to substitute for fragmentation warheads in a DB.
Armor Piercing – Used by weapons that are used to destroy armored targets. Usually applied guided
bombs and anti-runway weapons.
HEAT – High Explosive Anti-Tank. Used against armored vehicles such as tanks. Examples of HEAT
warheads are TOW, TRIGAT, and AT-16.
Fire – Napalm. Effective against soft targets like infantry and trucks.
Nuclear Sub Burst – Nuclear weapon that detonates when reaching a specific depth.
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Damage Point Calculation
As a general rule, all DP calculations are based on the weight of the warhead in kilograms. Not the
totally weight of the weapon, but the total weight of the warhead. Therefore a Mk84 2000lb bomb has
a DP value of 91. 2000lbs = 909.1 kg, half of that being the HE of the warhead. That’s 454.5 kg for a
total of 91 DP. You round up the value.
Nuclear warheads express their DP value in kilotons. Therefore a 400kT MIRV would have a DP value
of 400.
1.5.17 Weapons
Along with sensors, weapons are the most important part of any DB. Without weapons, platforms can’t
fire weapons and therefore won’t be able to accomplish their objectives. The weapons annex interacts
with almost every other annex in the DB and thus is vital to the operation of the DB.
Weapon Types
Missile – Any guided weapon that has a self-sustaining motor and a guidance package.
Bomb – A dumb weapon that is dropped from an aircraft with a steel casing and explosive
filler. An aircraft only weapon.
Rocket – A battlefield support weapon that is mainly a short-range missile with no guidance.
Mainly fired from aircraft and a few ships.
Gun – A ballistic projectile that may or may not be unguided. Found on ships and aircraft.
Torpedo – An underwater missile. The primary weapon of submarines, they are second only to
missiles in their potency. Mk48, Spearfish, USET-95 are all torpedoes.
Depth Charge – An underwater bomb. Very effective when detonated in proximity to subma-
rines. Examples are the Mk54, Mk11, and B-1.
ASW Contact – A form of depth charge that can be aimed to a limited extent. A hit actually
requires contact with the target for detonation to occur. Examples are the Rus-
sian RBU series and the older Mk10 Hedgehog.
Sensor Pod – Used on a variety of aircraft, these pods can be used for jamming, reconnais-
sance, or ELINT.
Sonobuoy – A small cylinder, dropped from aircraft that contains a sonar transducer and radio
transmitter. Meant to search for submarines.
Decoy – Any weapon meant to draw away an incoming missile from its real target. Affects
guided weapons only.
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Mine – A dumb weapon that waits for a ship to strike or come into close proximity with it. A very cheap
and powerful weapon that isn’t supported in Harpoon 3TM.
Buddy Store – A pod carrying hose and reel gear. Used to re-fuel other aircraft in flight.
Span – The diameter of the weapon in meters, sometimes wingspan is substituted for this depending
on the weapon used.
Waypoints – The ability of a weapon to undertake multiple waypoints and thus confuse the defender
as to what direction the weapon was launched from. Not supported.
Climb Rate – The rate of climb of the weapon in meters per second.
Launch Altitude – The minimum and maximum altitudes, in meters, that the weapon can be launched.
If the launching platform is outside these perimeters then the weapon will not launch.
Launch Range – The minimum and maximum ranges, in nautical miles, that the weapons can be
launched. If the launching platform is outside these perimeters then the weapon will not launch.
Launch Speed – The minimum and maximum speed, in knots, that a weapon can be launched at. If
the launching platform is outside these perimeters then the weapon will not launch.
Cruise Altitude – The altitude, in meters, that a weapon will fly at when approaching the target. For
this to work, the ‘Level Cruise Flight’ flag must be toggled.
Surface Attack – The percentage to kill (PK) of a weapon such as a guided bomb, or anti-ship missile.
Far range is not supported.
ATA – The ATA value of a weapon such as an AAM, AAA, or aircraft cannon. Far ATA is not supported.
Separation – This field isn’t used and nothing is known about it at this time.
Terminal Trajectory – This field isn’t used and nothing is known about it at this time.
Local Control Possible – This flag allows the user to control the weapon from the launching platform.
Wire guided torpedoes and missiles usually have this flag.
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No Diving Target Mod – With this flag, usually applied to advanced SAMs, will not have a PK penalty
assigned to it when attacking a high speed diving target like the SS-N-12 or AS-4. SM-2 Standard,
ASTER, and SA-N-9 are examples of weapons that will use this flag.
Level Cruise Flight – This flag indicates whether or not a weapon will descend (or climb) to a specific
cursing altitude as set in the field above.
Limited to Mount Arc – This will limit the weapon firing arcs to the limits imposed by the mount on
the platform that carries it. Weapon arcs that are not ticked will not allow the weapon to fire in that
specific direction. The platform will have to alter course to an open arc before it will fire. This applies
to most surface and sub launched weapons, including VLS weapons.
ARM Loiter Capability – Applying to anti-radar missiles, this will have the weapon in question remain
over the target area waiting for an appropriate target to appear, if one hasn’t appeared already. Mind
you what happens to the weapon while it loiters is another thing. Weapons can be shot down remem-
ber. It applies to ARMs like ALARM, and Tacit Rainbow.
ARM Tunable in Flight – Applies to ARMs that can be re-targeted while they are in flight. Used only
for the most advanced ARMs (none of which are in service in real life). It is unknown if this is sup-
ported in game.
Stern Chase AAM – Applying to the earliest of AAMs, weapons with this flag will only be able to
launch against a target when its seeker can only see it’s back end (engine exhaust). Weapons such as
AIM-9A Sidewinder, AA-2 and PL-2 are covered under this flag.
Rear-Aspect AAM – Differing from the Stern Chase flag, these missiles can launch against a target
providing it’s in it’s rear hemisphere (i.e. behind the 3-9 line for you air sim nuts). AA-8, R.550 Magic,
and AIM-9J use this flag.
All-Aspect AAM – All-Aspect AAMs are able to attack their targets from any angle. However, this is
still a launch envelope for the best PK for the missile. This flag is typical of third generation AAMs such
as AIM-9M, MICA and PL-7.
Dogfight AAM – Fourth generation short range AAMs should have this flag toggled. They are all
aspect weapons with high-G maneuverability provided by thrust vectoring. AIM-9X, AA-11 Archer, and
Python 4 all should have this flag.
ARM Target Memory – ARMs with this flag will have an inertial guidance unit that allows it to ‘track’
a target based on it’s last known position, course, and speed after it shuts down it’s radar. AGM-88
HARM has a target memory.
Home On Jam – Some weapons have the ability to home in on the signals emitted by jamming
aircraft. This mainly applies to AAMs such as AIM-54 Phoenix and early models of the AIM-120 AM-
RAAM.
Terminal Illumination – This flag requires the weapon to be guided by a radar during its terminal
homing process. All semi-active homing missiles are required to have this flag. All Standard series
SAMs, Sea Sparrow, SA-N-6, and Laser Guided Bombs all require terminal illumination.
Capable vs. Seaskimmer – Some weapons are not capable to depress enough or their guidance
radars can’t distinguish ultra-low level flying targets like missiles. When this flag is toggled then a
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weapon will be able to detect and engage low flying targets. CIWS systems, the more modern SAMs
and guns will have this capability.
Search Pattern – Weapons with this flag will be able to carry out a search pattern using whatever
sensor they carry if they do not find a target at their pre-planned activation point. When in search
mode, they will adopt a snake search pattern until they acquire a target or run out of fuel. Weapons
without this flag, if they don’t acquire a target (or miss) will go ballistic and eventually run out of
fuel.
Drive-Through Logic – This flag is used to indicate torpedoes that can classify decoys and drive
around or through them. The Mk48 Mod 5 ADCAP, USET-95 and the Mu-90 Impact are all capable of
this.
Bearing-Only Launch – A common capability of modern weapons systems (and one of the more
powerful tools of Harpoon 3TM) is the ability of a weapon to be launched, set to activate at a point
designated by the user. Most smart weapons (missiles and torpedoes) have this capability.
Wake-Following Torpedo – Wake following torpedoes traverse a snake pursuit pattern. A sensor
determines when it enters the disturbed water that makes up the ship’s wake. Only a few weapons
have this capability, the most popular example being the Russian Type 65 torpedo that was recently
retired from Russian service.
Straight-Running Torpedo – This applies to older torpedoes such as the British Mk8 (used to sink
the General Belgrano during the Falklands War). Weapons with this flag will run ballistic. They may or
may not hit the target and are obsolete in the face of more modern weapons.
Targets
This for the most part is self explanatory. Targets can be ships, subs, aircraft, radars (which include
the platform it resides on), Runways, and Structures.
Structures are divided into 4 types:
Land Structure – Any semi-permanent or permanent building that is not armored. Office buildings
to guard shacks.
Hardened Structure – Any building that is protected with any kind of armor. Bunkers, pillboxes, etc.
Soft Target – Any unarmored mobile target such as trucks, cars, APCs (like the M113), etc.
Hardened Target – Any armored mobile target such as tanks, IFVs, etc.
Communications – Some weapons will require datalinks to communicate with their launching plat-
forms. This usually involves the creation of a weapon datalink in the commo annex and placing it on
the weapon. In all cases, there has to be 2 commo entries. One for the launching platform and another
for the weapon. The launching platform unit must be set to send only while the weapon unit has to be
set to receive only. The weapon will then trade information with the launching platform (and only the
launching platform). This is a minor code issue that will be addressed in the future.
Directors – A large number of weapons require guidance or target information from offboard (from
the weapon) sensors to hit their targets. This entry will have to be filled if the weapon in question has
either the ‘terminal illumination’ or ‘illuminate at launch’ flags toggled. Entries here are taken directly
33
from the sensor annex using their ID numbers. A drop down menu is provided for it if you wish to
search for the correct sensor.
This generally applies to semi-active homing weapons and beam riders but can apply to cer-
tain active homers as well. The ASTER SAM is one of these weapon. It has the ‘illuminate at
launch’ flag toggled because it requires information from a target designation radar so that it
can calculate its intercept. After launch the missile uses it’s own autopilot (like in the Standard
SAM) to guide it to a point where it’s active seeker switches on. At this point the missile will
attempt to intercept the target.
Engines – With the exception of sensor pods, sonobuoys, iron bombs (both guided and un-guided)
and rockets, all weapons require some form of propulsion. As explained in the propulsion and fuel
annex, the type of propulsion will depend on the weapon. Generally though jets, rockets and gliders
are the most common. It’s important to note that in all cases, fuel consumption for weapons should be
set to 1. No matter what the altitude band, speed, or range.
Fuel – As explained in the fuel annex above, this will store the fuel listing for the weapon in question.
See the fuel section above for more information.
Sensors – A large number of weapons carry sensors to assist in hitting their targets. Dumb weapons,
drop tanks, rockets and depth charges don’t require sensors because they simply have to hit the
ground or reach a specific depth before they detonate. Most weapons though have sensors. Weapon
seekers can be radar, IR, or optical but they all must have the ability to see the target for the weapon
to hit it. Sensors are selected directly from the sensor annex in the same manner as directors are
selected.
Next to the sensor list will be the sensor arc selection box. It will determine the field of view of
the sensor. In most cases this should be the forward arc but there will be some cases where
they will cover other arcs as well. Sensor pods will fall under this most often with ESM, ECM
and SLAR pods being the most common.
Warhead – This is the actual payload of the weapon. It is taken directly from the warhead annex
described above. While weapons can have multiple warheads, most do not.
Weapon ID Number – The ID number of the Weapon for that Weapon Record
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Interface - Pull-down Menus
Default Load – The initial number of weapons that the weapon record will carry for the mount,
magazine, or loadout.
Max. Load – The maximum number of weapon that the weapon record can carry in a mount, maga-
zine or loadout.
ROF – Rate of Fire for the weapon record. In all cases, the ROF should match the ROF of the mount,
magazine or loadout. Loadouts generally have an ROF of one so this shouldn’t be a big issue. However
mounts have differing ROFs and care should be taken to make sure they match.
Multiple – The number of weapons in the record that will indicate a single ‘salvo’ has been launched.
Once the number of weapons fired reaches the multiple value then one slot (i.e. an empty slot) will
open on the weapon record.
An example of this is the Evolved Sea Sparrow Missile. This SAM has been designed to be quad-
packed in Mk41 VLS systems. What this means is that four ESSMs can be carried in a single VLS cell.
What this means for the weapon record is that the multiple must be set to a value of 4. Once all 4
ESSMs in that cell have been fired then that cell is empty and ready to be reloaded.
Weapon Record Multiples are supported in H2 but are not supported in Harpoon 3TM. This is a minor
code issue to be addressed in the future. Therefore, in all cases, this value should be set to 1.
Version – This is a simple version number to help prevent duplication. It has a generic value.
Altering text is very simple. Simply type whatever you want in the proper field and save the annex. Go
to the platform in question and select the proper text ID number.
Proper use of this annex is very important to the game. Should the H3.res files have different text ID
numbers than the values in the platform annexes then you will most likely suffer a fatal game crash. It
is important to remember to export the .res files to their own directory with the correct DB.
The location of the .res files can be found in your H3.ini file. The simplest solution to this would be to
point a separate directory for the .res files. However this should only be done by experienced users.
Novice users are better off leaving this alone for the time being. The only way to get a feel for this
will be by trial and error. It’s better for you to get experience understanding how the editor and file
structure works before attempting this.
During import of an HCF file the editor will also check (it will automatically ask the user if he/she
wishes to) for duplication. If any duplicates are found, the editor will give the user the choice of either
installing the duplicate item, or to use the original item or something similar to it.
35
This is a concept similar to the validation report described below. It also requires a fair amount of
watching so that you don’t reject items that you feel you need, even though they might be similar to
another item in your DB.
Copy Item – This will have the editor make an exact duplicate of whatever you are viewing (platform
or component) at the time. The new item will be an exact duplicate of the previous item with the
exception that will have a different version number. This is useful when making platforms of the same
design but for different countries.
Import – This command will bring up a submenu that gives the user the choice to import a totally new
DB, annex (one of the .dat files) or an HCF file. You will be prompted for a file name and/or location.
Export – This command is the opposite of the Import command. It will bring up a submenu that will
allow the user to export a DB or to a directory, or save a platform or component as an HCF file. You will
be prompted for a file name and/or location.
Add to Export List – When getting ready to create an HCF file, using this command will add whatever
you are looking at, to a list of items to be converted into HCF files.
Clear Export List – This will clear the HCF export list.
Recalc Unused – This useful command will have the editor scan the annex that you are currently
viewing and find any items in the annex that are not currently used by any other annex. Items that are
unused will lose the check mark located at the far right side of the screen.
Show Unused – A simple filter command that will show a list of all un-used items in the annex the
user is viewing.
Delete Unused – This command will, after user confirmation, delete all unused items in the currently
viewed annex.
Validation Report – This command will generate a text file of all errors and warnings in the annex
that you are currently viewing. This is one of the more important features of the editor, as it will show
you a list of platform names that are too long. Platforms with this error will cause the game to crash.
It’s important to use this on every annex on a regular basis.
Show Platform – A simple secondary menu that will allow the user to change from one annex to
another.
Show Component – Another simple secondary menu that will allow the user to change from one
annex to another.
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Interface - Pull-down Menus
2.0 Credits
Advanced Gaming Systems
Game System: Boxart and Logo Art Design
Larry Bond and Chris Carlson Marc Schwanebeck
Manual/Guide Authors and Editors: Manual Editing and Content
Mike Mykytyn - Contributor and Testing Michael Eckenfels
Dale Hillier - Contributor
Jan Paul Köster - Contributor, Wiki Master, and Testing Manual Design and Layout
Ralph Benton - Editor Marc Schwanebeck
Michael Eckenfels – Manual Editing and Organization
Public Relations & Marketing
Development Teams for of 3.6 and 3.7: Joe Lieberman
Jesse Spears v3.6
Darrel Dearing v3.7 Administration
Tim Jacobs v3.7 Liz Stoltz
Russell Sharp - Deployment and Testing
Jonathon Reimer - Database Editor Customer Support Staff
Don Gilman - Project Manager Mike Vahan, Daniel Heath, Alex Fiedler
Dale Hillier - Multiplayer Scenarios and Testing Erik Rutins, David Heath
The programmers and staff at Three Sixty Pacific for Web-Database Design & Development
creating the predecessor Product Harpoon II. Alex Fiedler
The Crew of Harpoon HQ and The Crew of HULL for Da- Network and System Administrator
tabases, Scenarios and Community Building during the Mike Vahan
“Harpoon 4” period.
Network & PC Support
The Allegro Open Source Project (http://alleg.source- Ron Duquesnel
forge.net) for providing a wonderful Game Library. The
Windows version of Harpoon 3TM never would have Quality Assurance Lead
been completed without it. Erik Rutins
37
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