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HP3-DatabaseManual-rev1.2

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    2006 Advanced Gaming Systems, Inc. The Harpoon system is Larry Bond and Chris Carlson. All Rights Reserved. Matrix Games and Matrix Games logo are trade-marks o Matrix Games. Advanced Gaming Systems, Inc. and Advanced Gaming Systems logo and Harpoon 3 are trademarks o Advanced Gaming Systems, Inc. Alother trademarks and trade names are the properties o their respective owners and Matrix Games and Advanced Gaming Systems, Inc. make no claim thereto.

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    TOC

    Contents

    1.0 Database eDiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.1 Harpoon 3 Database builDer Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.2 installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

    1.3 iMporting a Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.4 exporting a Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.5 eDiting units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61.5.1 Aircrat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    Misc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7ATA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Aircrat Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Show Ranges Button . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

    1.5.2 Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Area Deense Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Point Deense Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Distraction systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Armor Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8A note about DP or Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    1.5.3 Installations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Installation Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

    1.5.4 Ships . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Ship Annex Fields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Ship Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

    1.5.5 Submarines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Submarine Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    1.5.6 Countries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101.5.7 Air Facilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101.5.8 Comms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

    Communication Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Frequency Bands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    1.5.9 Fuel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121.5.10 Loadouts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

    Loadout Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121.5.11 Magazines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    1.5.12 Mounts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131.5.13 Propulsion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131.5.14 Fuel Consumption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

    Calculating Ship and Diesel Sub Burn Rates in Harpoon 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Some Guidelines or Fuel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Calculating Endurance or Ship Engines with No Co-Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Calculating Endurance or Ship Engines with a Co-Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Submarine Powerplants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

    1.5.15 Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Sensor Annex Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Sensor Data Flags. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

    1.5.16 Warheads . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Damage Point Calculation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    1.5.17 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18Weapon Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

    Weapon Annex Fields. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Weapon Data Flags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

    1.5.18 Weapon Records Annex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211.5.19 Text Annex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211.5.20 HCF Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211.5.21 Other Database Builder Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

    2.0 CreDits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

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    1.0 Database EditingIt is the function of the Navy to carry the war to the enemy, so thatit will not be fought on U.S. soil.-Fleet Admiral Chester Nimitz

    1.1 Harpoon 3 Database Builder ManualHarpoon 3TM is the single most exible tactical naval wararesimulator on the market today. While other games provide 3Dgraphics and multiple methods o user interace to give theplayer a more tactile experience, Harpoon 3TM simply duplicatesthe look that you would see i the user were in the darkened CICo a warship.

    The key to Harpoon 3TM exibility is its database. The DB, whichis modular in design, provides the user with all the inormationnecessary to make playing the game as real as it is. Harpoon 3TMwould not have existed i it wasnt or the exibility o the DBand its editors.

    The current editor has its origins in two previous editors.

    The frst was the original Harpoon 2 Database Editor created by360/Intracorp, the original writers and publishers oHarpoon 2,the precursor to Harpoon 3TM. The other editor is called PEditand was created by Tom Wenck. It was a simple 16-bit DOS ap-plication that soon saw widespread use.

    Both editors eventually ell victim to advances in computer tech-nology. The original 360 editor was cumbersome to use and re-quired a screen resolution beyond the capabilities o most com-puters o the era. PEdit, was limited by the 16-bit nature o theprogram and was limited to the 640kB conventional memory o

    pre-Win95 operating systems.

    In the mid-1990s, Jon Remier, another H2 player set out to createa new editor using MS Access and Visual Basic as a code. He wasable to overcome all the limitations o the other editors and cre-ate a universal program that could be used by all operating sys-tems using MS Ofce. This editor is the most widely used meansto edit the various Harpoon 3TM databases and this manual willocus on it to explain the concepts needed to create/edit data-bases.

    1.2 InstallationThe current version o Jon Remiers editor can be downloaded

    at:

    http://mediawiki.advancedgaming.biz/index.php/H3RE_Re-imerEditor

    Installation is simple. You download the fle and un-zip it to thedirectory o your choice. Running it is only a matter o doubleclicking on the fle.

    1.3 Importing a DatabaseThe Access editor works by importing an Harpoon 3TM Databaserom whatever directory it lies in. The editor will ask you to pointit to the correct directory. Its important to note that when im-porting the DB the editor only READS the fles and doesnt makeany changes to them.

    To import a DB, click on the Import New Database button inthe menu orm and it will then bring up a small window with 2options and a start button. The frst option is to use the deaultdirectory. The second option is to import text. Both o these wilbe explained later.

    When you hit start, the editor will bring up a browse listing andyou will then have to select the older where the DB resides in

    The fles are ound in the database olders inside your harpoon3/databases directory and carry a .dat extension.

    It is important to note that when you import a new DB, youll be

    erasing any other inormation that resided in the editor at thattime.

    Ater you select the older the process is automatic rom thereThe editor will then read all DB fles and you should be ready togo. How long it takes to import the DB depends on the size othat DB and the CPU o your computer. I have a PII 400MHz andimporting DB2K takes several minutes.

    Ater the import is complete the editor will advise you to compact the DB to make the whole process run aster. The editor wilprovide you with instructions on how to do this. You will then beready to read and modiy the DB as you wish.

    Its also important to note that when you are looking or modiying the DB, you are not changing the DB fles itsel, only whatsbeen imported into the editor. To make changes to the DB flesthemselves youll have to export the fles.

    1.4 Exporting a DatabaseIn the previous section I stated that the editor only reads the.dat fles that make up the DB. This is true. However, when youexport the DB it will create a series o .dat fles that will over writeanything in the specifed older. Exporting uses a similar processto importing.

    1. Editing UnitsUnits have a variety o entries that you can modiy. The dimensions o the platorm are only or the platorm database entry ingame. It is only when you get into the platorm buttons (FlagsX-Section, uel, etc) that youll be altering just what a platorm iscapable o doing.

    All measurements use the metric system. Meters, Kilograms, andMetric Tonnes (called Tonnes). All speeds use knots (NauticaMiles per Hour) and ranges are in Nautical Miles.

    http://mediawiki.advancedgaming.biz/index.php/H3RE_ReimerEditorhttp://mediawiki.advancedgaming.biz/index.php/H3RE_ReimerEditorhttp://mediawiki.advancedgaming.biz/index.php/H3RE_ReimerEditorhttp://mediawiki.advancedgaming.biz/index.php/H3RE_ReimerEditor
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    1..1 Aircraft

    When editing aircrat entries in the databases there are a varietyo actors that can be changed. This section will explain the di-erent settings and their eects.

    Misc

    Length, Wingspan, and Crew are sel-explanatory.Weight should show the empty weight o the aircrat.Climb Rate is usually ound in many reerence books. I its un-available simply take the cruise speed o the aircrat and multi-ply it by the sine o 45.Climb Rate = cruise speed (meters per second) x sin 45

    ATA

    This is probably the most important aspect o the most aircratin the DB. It is certainly the most important aspect or fghtersand attack aircrat. ATA is best described as the ability o a mis-sile or aircrat to avoid another missile or aircrat. For aircrat thisis value is used so the Harpoon 3TM game engine can calculateACM between aircrat and an aircrats ability to dodge missile

    or gunfre.

    Because ATA is a comparison between that platorm and anothertheres no real set ATA or a platorm against all aircrat and mis-siles. Rather ATA is a generational value comparing it betweenother aircrat and weapons o its generation. It is purely subjec-tive and assumes that both pilots have the same skill. Not a verylikely occurrence in real lie.

    Thereore, as an example, an SA-9 might be able to hit a B-52 3/4o the time, and an F-16 only 30% o the time. Given ATA valueso equal size (e.g. both missile and aircrat are ATA 5), the Prob-ably o Kill (PK) o a weapon will be a base value o 30% beoreany other modifers like jammers and decoys come into play.

    Any changes o 0.5 ATA equating to 5% pK. Thus i the SA-7 hasa 35% hit rate against an aircrat like the F-15 with an ATA o 4.5,then the SA-7 will have an ATA rating o 5.0.

    The H4 ATA combat table has the ollowing dierential values0.0 = 30% 0.5 = 35% 1.0 = 40% ... 5.5 = 85%.

    For numbers above 0.0 you get a conversion ormula: (ATA/0.5)x 5% + 30% = PK%I *think* that 85% is the max PK, but Im not sure

    However; the PK numbers or the missile might be geared to-wards a specifc type o target, which might mean somethingtoo: a typical fghter has a D-ATA o 4.0/2.0 while a large A/C like

    the Sentry has 0.5/0.5

    Aircraft Flags

    p r Indicates the aircrat has a probe or mid-airreueling; most aircrat in the world are probe reueled.

    C D Indicates that the aircrat has a hose witha drogue at the end o it to reuel aircrat ftted with reuelingprobes. The hose is reeled out o the back end o the aircrat.Some Royal Air Force (RAF) tankers have this ftting.

    W D Indicates that it has hose and drogue gear ateither wing tip. The KC-130 has this type o reueling gear.

    bm r The aircrat in question requires rigid boomreueling gear to accomplish its mid-air reueling. All UnitedStates Air Force (USAF) aircrat use this method o reueling.

    C bm Indicates that the aircrat has boom type reueling gear; the KC-10 and KC-135 have these attachments. Itsimportant to note that the boom gear can be ftted with a shorthose and drogue to reuel aircrat ftted with a probe.

    t avdc Aircrat that have the ability to y lowenough to avoid terrain but not match ight profles with it. Aircrat with the ag cannot y lower than 100m in game.

    t Fw The aircrat has a sophisticated computethat allows it to y so low that it can match its ight path withthe terrain. Aircrat with this ag cannot y any lower than 40m

    bmh There are three types o bombsights: Basic, Com-puting, and Advanced.

    H pd This is a size actor. There are three types: Small, Medium, and Large. A small helo can land on all o them, while a largehelo can only land on the Large Helo Pad and nothing else.

    rwy Like the helo pad ag, this too is based on size. VTOLrunway is pretty much the same has a helo pad. STOL is or air-crat with short take o and landing capabilities. Aside rom thathe other size parameters are the same.

    C C Indicates the aircrat is capable o taking oand landing on an aircrat carrier. (Note that in many databases

    this ag is set or all aircrat to allow fctional airbases at sea)

    ac sz Based on aircrat size. Reer to section 1.5.7 AirFacilities or urther details.

    b ehc This is mainly a helo ag. It allows the aircrat tobroadcast a signal that makes it appear to be much larger thanit really is.

    Hc This ag tells the game engine that the aircrat is ahelicopter and is capable o hovering.

    Sho Ranges Button

    This will display a small window that shows the ranges or all the

    loadouts that the aircrat carries.

    1..2 Facilities

    Facilities are ground based platorms. Facilities have severafelds that are important.

    M Hh - This is an indicator o how ar the sensors on theacility can see. The higher you are, the arther your visual horizon is. The same principle applies to radar as well.

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    M D This is a calculation o how well a platormcan deend against incoming missiles. To determine the MDR orplatorms (it also applies to ships as well) proceed with the ol-lowing: during combat, this number is used by the Artifcial Op-ponent (AO) to determine the number o missiles enemy unitswill fre on this unit based on an assumed level o gathered in-

    telligence. This number should be based on the number o fre-control channels available or anti-missile fre.

    Area Defense Systems

    (10 nm or greater anti-air range)MDR = # shots vs. a mach 1 closing target x number fre-controlchannels x time pK o weapon.

    Point Defense Systems

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    game in any way except or platorm type during ship identifca-tion.

    Cy This is meant to signiy the type o ship or the gameengine. There are fve classes: Surace Combatant, Merchant, Car-rier, Amphibious, and Auxiliary.

    sc Cm This applies to Cruisers, Destroyers, Frig-ates, and anything with guns/missiles manned by military per-sonnel that oats.

    Mch These are civilian owned ships. Usually they are veryeasy to destroy.

    C Any ship designed to carry and launch fxed wing air-crat.

    amh Any vessel that has been designed to supportthe landing o men and material on hostile shores.

    ay Any vessel designed to support naval vessels. UnRepvessels, ammo ships, oilers, etc.

    Ship Annex Fields

    lh The length o the ship.

    Dcm Defned as the weight o the water displacedby the ships hull orm, this is expressed in tonnes. Wheneverpossible this should be the lightship displacement which is thedisplacement o the vessel when totally empty (the technicaldescription o lightship is the displacement o the vessel whenempty with the exception o lube oil or the main engine).

    Cw The number o men required to operate the vessel.

    Troop Capacity The number o men the ship can carry (notcrew). Not supported in game.

    C Ccy The amount o cargo, in tonnes, that the ves-sel can carry. Not supported.

    Dm p This is a numerical value o the ships surviv-ability in a combat situation. Its directly related to light displace-ment. The ormulas or calculating vessel DP is as ollows:

    Dcm ( ) Fm0-500 T/20501-5000 (T/30) + 95001-12,000 (T/50) + 76

    12,000 and over (T/60) + 116

    Once you have determined the damage points, multiply thevalue by any o the ollowing multipliers that apply:Fleet Auxiliary (supply ships, container ships, tankers, ammu-nition vessels, etc.) not including converted merchant vessels 0.75Surace-Eect Ship (SES), Hovercrat, or Merchant (including allships specifed as being build to civilian standards) 0.5Supertankers 0.25

    Soviet Construction 0.9Composites; Aluminum, GRP, Wood 0.75Max Sea State This is the maximum seas that the vessel cansustain combat operations. Not Supported.Repair Capacity The ability o a ship to repair damage. Notmuch is known about this value and we dont consider it sup-

    ported.Missile Deense See Missile Deense in the Facilities SectionArmor Ratings See Armor Ratings in the Facilities Section

    Ship Data Flags

    Reuel Astern In/Out This ag signifes that the vessel is capable o accepting or pumping uel rom another ship. It is an oldemethod o reueling that is common among older tankers andcivilian auxiliaries.

    r t/Fm p/sd Indicates that the vessel canaccept rom a ship or pump uel to another ship. Typical UnRepships have 2 ueling stations, one on each side.

    rh t/Fm p/sd This ag is similar to theReuel ag but applies to weapons instead o uel.

    pv/s sz This indicates that the ship has either a passive (ume tank) or single pair o stabilizers.

    D t sz Ships with this ag have multiple oactive sets o stabilizers.

    nc shck r This indicates that the vessel in question is built to withstand massive shock waves such as thosecreated by nuclear weapons. This ag generally only applies toolder battleships and cruisers.

    Cv Cc sdd Used to indicate that thedesign o the ship is not compartment or strengthened in amanner similar to warships.

    av V Aside rom the carrier ag mentioned abovethis ag is used to indicate vessels that can support more thanthe usual number o helos (1 or 2) carried on a warship. Exampleso this are the Japanese Navy DDH or the Italian Vittorio Veneto

    amm sc Aluminum superstructures werea eature o 1970s ship design. Indeed, they still are or manymerchant ships. However in the Falklands War o 1982, it was discovered that Aluminum also melted at a much lower tempera-ture than steel. This led to a basic shit in warship design back to

    steel superstructures. The ag mainly applies to ships built in the1970s and 80s.

    1.. Submarines

    ty This is an up to our-letter acronym that is used to denotethe type o platorm. It is required to create a new sub in the edi-tor but doesnt aect the game in any way.

    lh The length o the submarine.

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    Dcm This is similar to the ship entry except that insome circles a 0.5 DP modifer is applied.

    Cw The number o crew on the submarine.

    Mmm Dh The maximum depth the submarine can

    withstand. It must be a negative value.

    Dm p See above or ships.

    Submarine Data Flags

    achc C This ag is or subs that have either a layero paint or tiles that are used to absorb sounds and prevent de-tection by sonar. Used by most modern subs.

    nmc H Subs using this ag have been built usingnon-magnetic materials. Russians subs such as the Ala and Si-erra classes (with Titanium hulls) are examples o this.

    D H Mainly a eature o Russian subs, this ag indi-

    cates the presence o a second pressure hull. Makes the subsmore resistant to damage.

    shck r This is similar to the ship ag o the samename.

    n lch t Subs with this ag do not radiate thesounds associated with the launch o a weapon. Only the mostmodern submarines have this ag.

    shdd p This is a design eature that lowers thepassive sonar signature o the sub. It indicates that the sub has adirectional collar around its propeller (on merchant ships this iscalled a Kort Nozzle). This eature is not supported in the game.

    advcd p Used to indicate the presence o a pumpjet propulsor. It is unknown i this eature is supported.

    sk A universal eature in many diesel-electric subs, thisallows the sub to run on diesel engines when they are at peri-scope depth to re-charge their batteries.

    1.. Countries

    This is an organizational l isting o platorms listed by country.Each feld is sel-explanatory and all you are required to do isinput the DB ID number. The editor will guide you along the pro-cess.

    1.. Air FacilitiesThis component o the DB contains all the inormation availableor the launching, landing and storage o aircrat on platorms.

    The type values are sel-explanatory but the aircrat size requiresa short explanation.

    In the database, aircrat are given a size in the aircrat annex. Inthe game this is expressed as a numerical value. These valuesare:

    Small Aircrat = 2 pointsMedium Aircrat = 3Large Aircrat = 4Very Large Aircrat = 8

    Obviously as can be seen here, small aircrat can use any acility

    Aircrat can use any air acility providing its as big as or biggethan it is size rating. Thereore:

    1 Very Large Aircrat Facility can hold 2 Large Aircrat, 2 and2/3rds Medium Aircrat, and 4 Small Aircrat.

    A note about ships and helos. Its important to realize that a shipthat can carry a helo will require a Pad with Haul-Down type oair acility. This type indicates that the ship has gear that helpsthe helicopter land on the ship in the pitching environment thais the ocean. Ships that do not have that kind o air acility wilnot be able to operate sea based helos. They WILL be able to operate helos that are land based but within the scope oHarpoon3TM, this isnt realistic.

    1.. Comms

    As you can imagine, the comms annex holds all the data that allows platorms and weapons to communicate among each other. This annex plays an important part in the DB because withoutcomms, many weapons would not be able to work. SARH andCommand Guided weapons wouldnt be able to work and shipswould not be able to share data and there couldnt be an integrated deensive posture in the event o an attack.

    All platorms and a large number o weapons will require com-munications units to talk and share inormation to one anotheIn Harpoon 3TM, communications are very abstracted or two rea-sons. One is that the game was rushed into release, secondly; be

    cause the game was rushed to release (360 was going bankruptthere was some aspects o comms that were not activated in thegame. When the difculty level is set to ull realism submergedsubmarines will not be able to communicate with any otheplatorm. In game, this means you lose contact (and thus controover) that unit. This irks a large number o people, including mysel and as a result, most people play with auto datalinks on.

    This is a trade o though because auto datalinks means youare in constant communication with your units and there is nomodeling o commo range levels.

    Furthermore, SIGINT isnt modeled in the game (yet). There areplans in the works to attempt a work-around at this time but notimeline has been given.

    Platorms, as a general rule require several commo units at theleast. The types o comms in the game are as ollows:

    elF lk Extremely Low Frequency. This is very slow underwater communication method. Only acilities and submarines useit

    ty 75 sy lk This is the comm unit or RussianType 75 LOFAR sonobuoys. It is used by those sonobuoys and by

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    the aircrat that use them, namely Bears, Mays and some ASWships like the Udaloy and Kara.

    bM sy lk The comm unit or the Russian BM serieso buoys. An older system that is used by ships such as Kashin,Kanin, and Kresta classes.

    rgb sy lk The current standard Russian sonobuoysystem. There are many types in service and its in widespreaduse on many Russian ships and aircrat.

    Fch sy lk The French Navy have developedtheir own series o sonobuoys or use rom their helicopters andMPAs.nato sy lk The universal western standard sono-buoy link, it is in widespread use throughout the globe. All NATOmembers and NATO aligned nations use this link.

    rd The most widely used method o communication in thegame.

    V Cmm This is meant to indicate signal ags, signallights, or signal mirrors. It is un-jammable.Laser Comm A very new and very ast method o communi-cation. Used mostly by ground orces. Commercial SATCOM Ageneric setting or long range communication sets. Widely usedand easily hacked into.

    a346Z Dk This is the datalink or aircrat that use the BigBulge radar system. It is meant to pass on targeting ino to strikeaircrat. Bear and certain variants o Badger bombers use this toprovide missile targeting or attacks.

    Wy Dk The datalink used by the Walleye glide bomb.

    It is also used in early versions o the AGM-84E SLAM missile.

    gbu-15 Dk The datalink used by the GBU-15 EO guidedbomb and the AGM-130 powered guided bomb.

    apD-15 Dk The tactical datalink used by MiG-31 aircratand possibly by Su-27 aircrat as well.

    M gdc u Generic missile guidance comms.

    laMps Dk The Light Airborne Multi-Purpose System isthe current ship to helo datalink system used by the US Navy.It is used my most US surace ships and by H-2 and H-60 serieshelicopters.

    pch bw satCoM Dedicated missile targeting SATCOMsystem used by Russia on its RORSATs, EORSATS, and the newermissile subs and cruisers such as Kirov, Oscar, Slava, etc.

    syc satCoM The standard satellite communicationssystem used by the French Navy. Exported to many nations.

    terMa Dk Data transer system used mainly by theDanish Armed Forces. Used on board surace ships and as parto the Danish Coastal Deense system.

    lk W An unlicensed copy o the NATO Link 11 system. Thissystem is used by France, Saudi Arabia and probably by Chinaas well. It is associated with the TAVITAC and VEGA combat systems.

    lk 4 Datalink system used by France and the US or interceptor control. Widely used on carriers and missile cruisers.

    lk 10 Tactical data system developed in the UK and used byBelgian, Dutch, Greek and Royal Navy vessels. It is broadly similato but not compatible with Link 11.

    lk 11 The current NATO standard datalink system. It hasbeen very widely exported and has many variants. It is carried onalmost very NATO warship, MPA, and helicopter. There are alsoplans to ft all NATO (and Australian) subs with Link 11.

    lk 16 The next generation successor to Link 11, it is currentlyentering service in the USN on board combat aircrat and majo

    surace combatants. Plans call or it to be exported to several nations allied with the US.

    peab tDMa Dk The standard datalink system used bythe Swedish Navy.

    b b satCoM Strategic communications system used bythe Russian Armed Forces. Similar to DSCS or FLTSATCOM.

    lk Y A variant o Link 10. Very widely exported.

    lk Z A variant o Link 14 or use by non-NATO nations.

    sky satCoM The current standard satellite communica

    tions system or the British Armed Forces. Thailand uses a variancalled Star o Siam.

    DsCs satCoM Deense Satellite Communications System. Thehigh volume system used by the US DoD and Diplomatic de-partments.

    FltsatCoM The USNs high priority eet wide communications system.

    Hv Qck US Tri-Service radio system. Jam Proo.

    aKt-22 Dk The datalink system used by LAMPSequipped helicopters.

    Milstar satCoM The new Tri-Service military communications system or the US Armed Forces.

    ssixs satCoM Submarine Satellite Inormation ExchangeSimilar to the Punch Bowl SATCOM system except it is exclusively used by submarines.

    lk 14 A datalink system developed or ships that lack a com-bat system or a core central computer system. It is, in eect, ateletype version o Link 11.

    INTERFACE

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    o Wy W gdc A guidance system where the weap-on is guided by commands sent through it. ATGMs and early tor-pedoes use this.

    tw Wy W gdc A guidance system where sensor

    data is transmitted back to the launching platorm. This in e-ect turns the weapon into a remote controlled autonomousvehicle.

    ld l Communication via direct cable, fber-optic, etc.Used by acilities.

    Communication Data Flags

    bdc This indicates that the comm unit in question is ca-pable o being jammed as its requencies are widely known.

    sc Used my military orces on discrete requencies, theseradios are considered jam-proo in the game.

    rcv oy This ag is used or certain datalink systems thatoperate as slaves to a central unit. The Russian Bell Spike systemis one such example. The unit in question can only receive mes-sage and not transmit any inormation.

    sd oy This rarely used ag is or systems that broadcastdata over a wide network. National deense systems such as theNorth Warning System send data back to NORAD acilities in theUS and Canada or processing.

    los lmd Used by higher requency radios, this signifesthat the platorm using this cannot transmit inormation unlessit is in sight o another.

    Frequency Bands

    ELF (Extremely Low Frequency) Below 10 KHzVLF (Very Low Frequency) 10 KHz to 30 KHzLF (Low Frequency) 30 KHz to 300 KHzMF (Medium Frequency) 300 KHz to 3 MHzHF (High Frequency) 3 MHz to 30 MHzVHF (Very High Frequency) 30 MHz to 328.6 MHzUHF (Ultra High Frequency) 328.6 MHz to 2.9 GHzSHF (Super High Frequency) 2.9 GHz to 30 GHzEHF (Extremely High Frequency) Above 30 GHz (not sup-ported in game)

    1.. Fuel

    The simplest o annexes, this one stores all the inormation or

    uel only. There are the ollowing types o uels:a idd This is basically liquid oxygen or use in AIPengines to allow submarines to spend extended time underwa-ter without snorkeling.

    av F Any uel used by aircrat.

    by Units o Battery remaining. Mainly used by SSKs whenunderwater.

    D F The most common type o uel. It is mainly usedin ships.

    g F This is the type o uel used by gas turbine poweredvessels. (e.g. LM-2500)

    o F Used or steam powered vessels, this is also known asBunker C.

    rck F Any uel that will power a rocket, ramjet, or anyother non-air breathing powered weapon.

    td F Any type o uel used by Torpedoes.

    W C tm Used or gliding weapons such as theJSOW or TALD, it calculates the amount o glide time the weap-on will have.

    1..10 Loadouts

    The Loadout Annex stores all the possible combinations o

    weapons that can be carried by aircrat in that DB. It takes weapon records rom their annex and applies them in a listed ormat

    Loadout Components

    iD# - The numerical listing o the loadout or the purpose o be-ing read by the game engine.

    nm The name applied to the loadout in question. There aretwo naming systems in use right now. The system used by DB2Keditors and the original 360 system. The DB2K system uses a 6number system to keep track o the loadouts, their unction andthe type o plane they are used on. The original 360 system waseasier to read but less descriptive with only loadout type andthe main weapon it carries.

    The original 360 system uses abbreviations or its loadout description and a numerical count method.

    oCa Oensive Counter-Air Any mission using anti-run-way weapons.

    asW-DC Anti-Submarine Warare using Depth Charges/Bombs

    asW-t Anti-Submarine Warare using torpedoes (eitherguided or un-guided)

    ata Air to Air using missiles and/or gun podseCM-p Electronic Warare using Sensor Pods (i.e. ALQ-99)Fy Aircrat Ferry using Drop/Ferry Tanks (aircrat is usu-

    ally un-armed)ib Iron Bombs such as Mk80 series and FAB series.

    pgM-b Precision Guided Munitions using Bombs (Guided/Smart Bombs)

    pgM-M Precision Guided Munitions using Missiles (i.e. Mav-erick, AS-14)

    rc Reconnaissance using either pods or Mk1 eyeballseaD-D Suppression o Enemy Air Deences using Decoys

    (i.e. TALD)seaD-M Suppression o Enemy Air Deences using Missiles

    (i.e. HARM, AS-11)so Stand-O, any weapon that can be launched with-

    out danger to the aircrat. (Harpoon, AS-15)

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    tk Any aircrat equipped with a buddy store. Does notapply to dedicated tankers like the KC-10.

    ug-C Un-Guided Cluster weapons. (Mk20, RBK series)ug-r Un-Guided Rocket weapons. (HYDRA, S-80)

    Further, over the years, Ive used these and the ollowing others

    in my personal DB:

    a Troop simulator, rom squad to company sized units.C Usually used on large aircrat to simulate shipping

    ammo between bases and ships.eCM-M Electronic Counter-Measures. Loadouts using a com-

    bination o EW pods and missiles.ec Loadouts using inert (warhead is a 1 DP are) mis-

    siles.p Combination loadouts, using a wide variety (usually

    2 to 4) o weapons. Used on MPAs and Helos.ug-g Un-Guided Guns. Pod mounted guns on some air-

    crat and helos.ug-i Un-Guided Incendiary. Napalm and other fre gels.

    roF ROF stands or Rate o Fire. There are 2 ways o expressingit in the DB. A positive number means that the ROF is that manyseconds. (i.e. an ROF o 15 means that the weapon in questionwill fre once every 15 seconds). A negative number indicatesincrements o 30 seconds. Thereore a ROF o -2 will mean theweapon will fre once every minute.

    Ccy This is the total weapons capacity o the loadout inquestion. There is no practical limit to this and the DB editor au-tomatically calculates this when you place weapons records intoloadouts.

    rdy tm This is a airly new eature to Harpoon 3TM. It al-

    lows the editor to alter the amount o time it takes an aircrat tobe readied or it s next mission. This number is totally subjectiveand up to the editor. This is actually a airly advanced setting be-cause it can alter the speed and course o a scenario. Generallyspeaking, the larger the aircrat the longer it will take to makeready or the next mission. That being said however, tactical air-crat can be turned around very quickly indeed depending onthe situation and the weapons involved.

    t y This is an automatic setting that describes whattargets the loadout is capable o attacking. This is a reerencesetting and doesnt apply to the game in any way.

    1..11 Magazines

    This annex holds all the spare weapons that a ship, sub, or acilitywill carry or later use. Once a mount on one o these platormshas expended all its weapons, it will automatically reload romthe available magazines. Facility magazines currently do notwork as o this writing and special exceptions have to be madeor them to have sustainability in a scenario.

    The Magazine annex is very simple to use. Simply select themagazine you wish to modiy and select the weapon record thatyou wish to add to that magazine rom the pull down menu. Du-

    plicate weapons records are indicated by the Quantity feld nextto the pull down selection or the weapon record.Other felds in the Magazine annex are:

    am This is an indication o how protected the magazine isrom weapons hits against a platorm. It is similar to the armor

    levels you read earlier.

    roF The Rate o Fire or the Magazine is its ROF to move weapons rom the magazine to the mount in question. Its values arethe same as in the Loadouts

    Ccy The maximum amount o weapons that the maga-zine can hold. It cannot exceed 65000.

    V Just a number separating dierent versions. It is o noconsequence to game or DB operation.

    1..12 Mounts

    The Mount annex, used by all platorm types, contains the readily

    available weapons or the platorm is it assigned to. It is similar inoperation and use to the Magazine Annex. There are two feldswith drop down selections however. Sensors and Weapons.

    The Sensor feld is used or mounts that have on board sensorsExamples are point deense weapons like Phalanx or mobileAAA vehicles such as the 2S6 Tunguska. It is important to knowthat when a mount has an on board sensor that the weapon onthe mount be slaved to that sensor. This will de described later inthe weapon annex description. Further to this, the mount mustbe set to auto.

    The sensor and weapons felds operate similar to the Magazineweapons feld in that annex.

    The rest o the annex is similar to the Magazine annex with oneexception. There is an auto ag or all mount. When selected themount will operate independently rom the human player andwill attack every target it can given its weapons parameters.

    1..13 Propulsion

    In Harpoon 3TM, all platorms and most weapons require propulsion o some sort or the obvious reasons. Failure to have anengine o some kind in the required platorms or weapons wilmore than likely result in a game crash.

    There are 5 entry felds and 2 more sub-felds in the Propulsion

    annex.

    iD This is the numerical ID number assigned to the propulsionunit by the editor.

    nm The name assigned to the propulsion unit.at your discretion

    pmy ty The main type o propulsion. In most cases thiswill be the only type o propulsion used. Merchant ships, aircratand submarines will only have primary propulsion.

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    b ty The secondary type o propulsion or ships withtwo dierent types o engines such as CODAG, CODAD, andCOGAG. In the case o Combined Diesel and Gas systems (CO-DAG) the primary type would be diesel and the boost typewould be gas turbine.

    V A generic value to dierentiate between dierent ver-sions o the same entry.

    ad/sd This feld sets the altitude and speed char-acteristics o the engine and platorm. For ships, this is mootbecause they operate on the surace and are always at zero al-titude. Submarines always operate in negative altitudes (underwater) while planes cannot go any lower than 10 meters andeven then they require to be over the water with their terrainollowing ags set.

    It is important to note that speed increase isnt logarithmic butrather inversely exponential. That is, the speed increase will be

    less at each increasing level. This is especially important or shipsand submarines, as they require a tremendous increase in poweror each extra knot o speed. A typical speed breakdown wouldbe this:

    Slow 5 knotsHal 16 knots (11 knot increase)Full 24 knots (8 knot increase)Flank 29 knots (5 knot increase)

    The altitude bands are or aircrat and subs. They indicate thevarying altitudes/depths that aircrat/subs use. This is a airlyeasy concept or subs because they will retain the same speedsno matter what depth they are.

    ad d Dh m h H4 rVery High 10501 to 20000 m 34450 to 65617t.High 7501 to 10500 m 24607 to 34449t.Medium 2001 to 7500 m 6563 to 24606t.Low 101 to 2000 m 329 to 6562 t.Nap o the Earth 31 to 100 m 99 to 328 t.(over land, risks or fxed wing aircrat)Very Low 0 to 30 m 0 to 98 t. (overland, risks or fxed wing aircrat)Surace 0 m 0 t.

    Periscope/Snorkel 0 to 25 m 0 to 82 t.Shallow 26 to 50 m 83 to 164 t.Intermediate I 51 to 100 m 165 to 328 t.Intermediate II 101 to 200 m 329 to 656 t.Intermediate III 201 to 300 m 657 to 984 t.Intermediate IV 301 to 400 m 985 to 1312 t.Intermediate V 401 to 500 m 1313 to 1640 t.Deep I 501 to 600 m 1641 to 1968 t.Deep II 601 to 750 m 1969 to 2460 t.Deep III 751 to 900 m 2461 to 2952 t.Deep IV 901 to 1050 m 2953 to 3444 t.

    Deep V 1051 to 1200 m 3445 to 3936 tVery Deep 1201+ m 3937+ t.

    For aircrat its a little more complicated. Not only do aircratoperate at dierent altitude bands; they also have dierent ueconsumption rates at each dierent band. This can be a little di-

    fcult, as there is little inormation on this regarding modern aircrat. In the absence o any inormation (which is the usual caseI generally all back on H4 miniatures rules.

    1..14 Fuel Consumption

    The second feld is or uel consumption or varying altitudebands. Calculating uel consumption or a platorm is the mostcomplicated item o any database second to sensor creation.

    Calculating Ship and Diesel Sub Burn Rates in Harpoon 3

    The method or calculating ship and sub uel consumption values, given in the 360 database editor documentation, has several aws. The ormulas would have you enter 100 x the ueconsumption rate into the database. However, the game engine

    interprets the value as 10 x the uel consumption rate.

    The user is instructed to use a range rom a reerence work, buignore the speed at which that range is valid. The ormulas calor calculating endurance using some standard speed. The result is that vessels in the game exhibit the reerenced range atthe standard speed, vice the speed given in the reerence, andusually have signifcant errors in the range at higher speeds. Thedocumentation instructs the user to calculate boost (co-) engineburn rates using the same ormulas as cruise burn rates. In reality, the game uses a complex combination o the cruise andboost burn rate to calculate the actual burn rate at ull and ankspeeds.

    Finally, there is a bug in the game that corrupts the endurancedisplay, in the unit window, or ships with boost (co-) enginetypes. At ull and ank speeds, the display will always show thesame endurance, no matter what speed the vessel travels. However, the endurance ticks o at a rate aster than 1 second oendurance or each second o game time. The higher the vesselsspeed, the aster the endurance ticks o. The end result is thatthe vessel exhibits the proper endurance and range at variousspeeds.

    Some Guidelines for Fuel

    1. Do not include Aviation Fuel as uel load. The aircratin Harpoon III do not need it to be present to reuel on

    a ship and they are automatically reueled when theyland.

    2. As ships do not reuel at sea in the game, it is notrelevant to include extra uel loads on eet oilers etc.(Since this is a bug, I generally include the uel or Un-Rep in the eventual circumstance that it will be fxed.)

    3. On ships, only use one type o uel, do not mix types.This is especially relevant to co-engine ships. Diesel isbest as all ship engines can burn it.

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    4. Do not have any one uel load in excess o 1987 tons,as this causes an endurance display error. To have atotal load o greater than 1987 tons, you can havemultiple loads o lesser values o the same type o uel.Example: 5417 tons could be represented as 1500+1500+1500+900+10+7.

    5. As the uel load is not seen by the gamer, you dontnecessarily have to have the exact load as specifedby your text reerence. What is important, is to get theEndurance shown correct.

    Calculating Endurance for Ship Engines ith No Co-Type

    1. Find range, speed, and uel data rom a reerence.(Note: some reerences give range in statute miles;convert to nm = miles x 0.869 = km x 0.54)

    2. I no uel data is available, make up a reasonableamount. A good idea is to use something rom a simi-lar ship in the database. This value must be used as theuel load in the database.

    3. Calculate the uel burn rate at the speed given in thereerence as ollows:

    Endurance (hrs) = Range (nm) / Speed (kts)

    Burn Rate (tons/hr) = Fuel (tons) /

    Endurance (hrs)

    1. Convert the calculated burn rate to the cruise burnrate:

    On the table below, look up the scale actor or the proper en-gine type and the reerence speed.Cruise Burn Rate = Calculated Burn Rate x

    Scale Factor1. Round the cruise burn rate up or down to the near-

    est 0.1 . This is required as Harpoon II uses a wholenumber or the ten hour uel burn rate. Multiply therounded cruise burn rate by 10 to get the value tobe entered into the Database using either DBEDIT orPFEDIT.

    2. Calculate the revised Fuel Load that will give the cor-rect endurance at the rounded cruise burn rate.

    Revised Fuel (tons) = Rounded Cruise Burn Rate / Scale Factor xEndurance (hrs)

    Example:

    Diesel Engine, 5000 nm range @ 18 kts, 1100

    tons diesel fuel

    Endurance = 5000 nm / 18 kts = 277.8 hrs

    Burn Rate (18kts) = 1100 tons / 277.8 hrs =

    3.96 tons/hr

    Diesel Engine Scale Factor (18kts) = 0.50

    Cruise Burn Rate = 3.96 x 0.5 = 1.98 tons/

    hr

    Rounded Cruise Burn Rate = 2.0 tons/hr

    Revised Fuel Load = 2.0 / 0.50 x 277.8 =

    1111.2 tons

    Enter 1111 tons of diesel as the fuel load

    of the ship and

    Enter 20 into the database as the cruise

    burn rate.

    The extra 11 tons o uel is required to compensate or the 0.02rounding o the cruise burn rate.

    Calculating Endurance for Ship Engines ith a Co-Type

    1. Calculate cruise burn rate, as above, using data or shiprunning on just the primary engine.

    2. Calculate co-burn rate with data or boost enginesrunning and with revised uel load, as in 3. Above.

    3. Boost Burn rate = (co-burn rate - (cruise burn rate xengine actor)) x Scale Factor where engine actor =0.68 diesel, 0.80 gas turbine, 0.87 steam

    4. Using PFEDIT, round to the nearest 0.1 and divide by10, and then enter the boost burn rate.

    5. Using DBEDIT, round to the nearest 0.1 and multiply by10, then enter the boost burn rate.

    Example:

    CODOG Engine, 8500 nm @ 18kts on diesel,

    2500 nm @ 28kts on GT, 600 tons diesel fuel

    Endurance (18kts) = 8500 nm / 18kts = 472.2

    hrs

    Burn Rate (18kts) = 600 tons / 472.2 hrs =

    1.27 tons/hr

    Diesel Engine Scale Factor (18kts) = 0.50Cruise Burn Rate = 1.27 x 0.50 = 0.64 tons/

    hr

    Rounded Cruise Burn Rate = 0.6 tons/hr

    Revised Fuel Load = 0.6 / 0.50 x 472.2 =

    566.64 tons

    Enter 567 tons of diesel as the fuel load

    of the ship and

    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) = 0.25Engine 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.

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    Submarine Poerplants

    1. Submarines may have two engines and each enginemay use two altitude bands.

    2. Altitude Band 1 must always contain the altituderange or which the max speed o the sub is achieved.Max surace speed is usually slower than max dived /snorkel speed.

    3. Do not use co-engines on submarines.

    4. On Diesel Electric submarines, the altitudes o thetwo engines must not overlap. Typically diesel enginesrange rom 0m to 20m and electric engines rangerom 30m to max depth.

    5. For submarines using Air Independent propulsion, youneed just the AI engine and two uel loads. One loado diesel as calculated using the same equations asor ships, and one load o air independent uel o the

    same amount as diesel.

    6. Electric engines require batteries. A battery uel load isgiven in seconds o endurance at 5 knots.

    7. The electric engine burn rate should always be 1. Toget the right endurance, we have to calculate theamount o battery charge should be carried. Usingreerence range and speed rom a text and the corre-sponding scale actor below or the given speed:

    Battery Charge (sec) = Range (nm) x Scale Factor x 720

    Example:

    Endurance on electric engine is 100nm at 10

    kts

    Scale Factor for 10 kts = 7.50

    Battery charge = 100 x 7.50 x 720 = 540000

    seconds = 150 hrs

    Enter 540000 seconds of battery as the fuel

    load of the submarine

    Burn Rate Scale Factorsd D sm g t ecc1 1.47 1.15 1.25 1.002 1.32 1.14 1.25 1.003 1.19 1.13 1.25 1.00

    4 1.09 1.11 1.25 1.005 1.00 1.10 1.25 1.006 1.00 1.10 1.16 7.507 1.00 1.09 1.15 7.528 1.00 1.08 1.14 7.509 1.00 1.07 1.12 7.5210 1.00 1.05 1.11 7.5011 0.93 1.00 1.04 14.3512 0.86 1.00 1.03 13.7613 0.81 1.00 1.02 13.3114 0.76 1.00 1.01 12.86

    15 0.71 1.00 1.00 12.5016 0.56 0.89 1.00 25.0017 0.53 0.79 1.00 25.2118 0.50 0.71 1.00 25.0019 0.47 0.66 1.00 25.6120 0.45 0.60 1.00 25.00

    21 0.33 0.45 0.83 50.4222 0.32 0.42 0.71 51.1423 0.30 0.38 0.62 52.1724 0.29 0.36 0.56 50.0025 0.28 0.33 0.50 51.4326 0.19 0.19 0.27 24.7327 0.19 0.19 0.26 28.9928 0.18 0.18 0.25 33.8429 0.17 0.17 0.24 38.8030 0.17 0.17 0.23 42.8631 0.10 0.13 0.1932 0.09 0.13 0.1933 0.09 0.12 0.1834 0.09 0.12 0.18

    35 0.09 0.11 0.1736 0.06 0.08 0.1437 0.05 0.08 0.1438 0.05 0.08 0.1339 0.05 0.08 0.1340 0.05 0.08 0.1241 0.05 0.07 0.1242 0.05 0.07 0.1243 0.05 0.07 0.1244 0.05 0.07 0.1145 0.04 0.07 0.1146 0.04 0.07 0.1147 0.04 0.06 0.1148 0.04 0.06 0.10

    49 0.04 0.06 0.1050 0.04 0.06 0.10

    1..1 Sensors

    The most complicated and important part oHarpoon 3TM are itssensors. Without it, naval combat simply isnt possible. Sensorspermeate every aspect o platorms and weapons and providethe player with situational awareness o the battlefeld.

    There are 17 classes o sensors in the annex:

    rd The most common type o sensor, radar is also the oldest sensor in operation. Only the searchlight has been aroundlonger.

    V The visual eye. On board all platorms.

    id A passive sensor, this is a visual orm sensor that cansee into the inrared part o the spectrum that isnt visible to theeye.

    pv s A listening sonar that is carried by most shipsrigate sized and larger. It is totally passive with some systemshaving extreme range.

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    acv/pv s A dual mode sonar usually carried bysubs and anti-submarine ships, they have the ability to send outsound pulses underwater that unction in a manner similar toradar.

    esM A passive device that listens or radar (ESM) and commu-

    nication signals (COMINT/SIGINT). Mounted on almost all plat-orms. COMINT/SIGINT is not modeled in Harpoon 3TM.

    eCM Active jamming systems that can be used to block a vari-ety o sensors, the most common o them being radar and com-munications jammers. However there are models that can jamlight spectrums

    sm-acv Any kind o sensor that relies on another or guid-ance. Mainly use by weapons seekers; semi-active radar homingis the most common type.

    MaD An ASW sensor with very limited range, it detects themagnetic feld o a submerged submarine. It cannot detect subs

    that have non-steel (i.e. Titanium) hulls.

    rd s A system o radars that share inormation using aCombat Direction System. It is not supported in Harpoon 3TM.

    s s A system o sonars that share inormation using aCombat Direction System. It is not supported in Harpoon 3TM.

    r s A short-range sonar system generally used ordepth control and or bottom mapping. The hydrographic ea-tures o this sonar are not available in Harpoon 3TM.

    acv VDs In essence, an active sonar at the end o a longcable. This is a specialized type o sonar carried by many ships

    that operate in adverse sonar conditions.

    pv VDs A passive sonar at the end o a long cable. Manyships that operate in adverse sonar conditions use this. They aredierent rom towed arrays in that you can vary the depth othe VDS.

    twd ay s The most sensitive type o sonar available,this is a gang o passive sonar arrays at the end o a very long(300m or more) cable. A powerul sensor with some o themhaving tremendous ranges, they have no active capability whatso ever. This is an excellent long range search system.

    acv s Active sonar sends pulses under water in a man-

    ner similar to radar. They provide accurate fxes on targets buthave much less range when compared to passive sonar.

    l D Primarily used or guided weapons, the la-ser designator shines a spot, generally not visible to the humaneye to provide a target point or semi-active sensors to home inon.

    Sensor Annex Fields

    sch o Used by radars, active sonars and laser designators. This is the amount o power that is transmitted by thesensor in search mode.

    sch i Used by radars and active sonars. This is the val

    ue assigned to sensors to determine its sensitivity and thereoreits ability to pick up targets in search mode.

    tck o Used by radars, active sonars and laser designators. This is the amount o power that is transmitted by thesensor in track mode.

    tck i Used by radars and active sonars. This is the valueassigned to sensors to determine its sensitivity and thereore itsability to pick up targets in track mode.

    pv i Used by passive sonars, visual, IR and semi-ac-tive sensors. This is the sensitivity o the sensor and is similar toSearch/Track Input.

    r (Mmm d Mmm) The fxed minimum andmaximum range, in nautical miles, or the sensor in question.

    ad (Mmm d Mmm) The fxed minimum andmaximum range, in meters, or the sensor in question.

    r acccy The accuracy o a sensor with deviance measured in nautical miles.

    a acccy The accuracy o a sensor with deviance measured in degrees.

    M ic Applies to fre control sensors, this value indicates the number o targets that can be engaged at any onetime.

    Sensor Data Flags

    C This determines the capability o the sensorWhether it can search the surace, air, underwater (sonar), and avariety o other eatures. Most o sel-explanatory.

    sch Fqcy The requency that a sensor operates at insearch mode. Uses the NATO band naming system.

    tck Fqcy The requency that a sensor operates at intrack mode. Uses the NATO band naming system.

    eCM ty Used or ECM type sensors only, it indicates the typeo radars that can be aected by the jammer.

    t A brie text description o the sensor in question.

    1..1 warheads

    The Warhead Annex, used only by the weapons annex, containsall the payloads or all weapons in the database. The ollowingfelds are in the annex:

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    iD nm The reerence number used by the editor to keeptrack o the warheads.

    Whd ty Despite its name, this annex doesnt just holdexplosive warheads. There are a variety o types, listed as ol-lows:

    ehcd Cv A more powerul warhead type. Lit-tle is known about it.

    s Meant to simulate the dispensed cha, the value is ac-tually the ID number o the sensor in the sensor annex. In Charounds this is a low power ECM sensor. For ares its a low powerIRCM.

    W This is or weapons that contain another weaponas their primary warhead. The DP number in this case is the IDnumber o the weapon in the weapon annex. Weapons that usethis type o warhead are ASROC, SS-N-16, etc.

    Dh Ch A small depth bomb packed with high explo-sives. Used against submarines and, because o the eects owater pressure, is generally twice the DP o a conventional HEbomb burst.

    Fm A steel casing that turns into millions o rag-ments when it detonates. Very deadly against personnel. WARN-ING: In Harpoon 3TM, this warhead will destroy any target it hits nomatter what the DP values o the target or warhead. This type owarhead should not be used except by weapons that are meantto be used against airborne targets ONLY.

    td Torpedo warhead, operates much in the same wayas a Depth Charge. Has twice the explosive power o a conven-

    tional bomb.

    Hh ev The standard type o warhead this is presentin most o the weapons in the DB. It is also used to substitute orragmentation warheads in a DB.

    am pc Used by weapons that are used to destroy ar-mored targets. Usually applied guided bombs and anti-runwayweapons.

    Heat High Explosive Anti-Tank. Used against armored vehiclessuch as tanks. Examples o HEAT warheads are TOW, TRIGAT, andAT-16.

    F Napalm. Eective against sot targets like inantry andtrucks.

    nc a b Nuclear weapon that detonates in the air.

    nc sc b Nuclear weapons that detonate oncontact.

    nc s b Nuclear weapon that detonates whenreaching a specifc depth.

    Damage Point Calculation

    As a general rule, all DP calculations are based on the weight othe warhead in kilograms. Not the totally weight o the weaponbut the total weight o the warhead. Thereore a Mk84 2000lbbomb has a DP value o 91. 2000lbs = 909.1 kg, hal o that beingthe HE o the warhead. Thats 454.5 kg or a total o 91 DP. You

    round up the value.

    Nuclear warheads express their DP value in kilotons. Thereore a400kT MIRV would have a DP value o 400.

    1..1 weapons

    Along with sensors, weapons are the most important part o anyDB. Without weapons, platorms cant fre weapons and thereore wont be able to accomplish their objectives. The weaponsannex interacts with almost every other annex in the DB andthus is vital to the operation o the DB.

    weapon Types

    M Any guided weapon that has a sel-sustaining motoand a guidance package.

    bm A dumb weapon that is dropped rom an aircrat with asteel casing and explosive fller. An aircrat only weapon.

    rck A battlefeld support weapon that is mainly a shortrange missile with no guidance. Mainly fred rom aircrat and aew ships.

    g A ballistic projectile that may or may not be unguidedFound on ships and aircrat.

    td An underwater missile. The primary weapon o sub-marines, they are second only to missiles in their potency. Mk48Spearfsh, USET-95 are all torpedoes.

    Dh Ch An underwater bomb. Very eective whendetonated in proximity to submarines. Examples are the Mk54Mk11, and B-1.

    asW Cc A orm o depth charge that can be aimed to alimited extent. A hit actually requires contact with the target odetonation to occur. Examples are the Russian RBU series andthe older Mk10 Hedgehog.

    s pd Used on a variety o aircrat, these pods can beused or jamming, reconnaissance, or ELINT.

    sy A small cylinder, dropped rom aircrat that contains a sonar transducer and radio transmitter. Meant to searchor submarines.

    D tk A tank used to carry extra uel aircrat.

    Fy tk A larger version o a drop tank, oten carried internally.

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    Dcy Any weapon meant to draw away an incoming missilerom its real target. Aects guided weapons only.

    M A dumb weapon that waits or a ship to strike or comeinto close proximity with it. A very cheap and powerul weaponthat isnt supported in Harpoon 3TM.

    bddy s A pod carrying hose and reel gear. Used to re-uelother aircrat in ight.

    weapon Annex Fields

    lh The length o the weapon in meters.

    s The diameter o the weapon in meters, sometimes wing-span is substituted or this depending on the weapon used.

    Wh The mass o the weapon in kilograms.

    Wy The ability o a weapon to undertake multiplewaypoints and thus conuse the deender as to what direction

    the weapon was launched rom. Not supported.

    Cm r The rate o climb o the weapon in meters per sec-ond.

    lch ad The minimum and maximum altitudes, in me-ters, that the weapon can be launched. I the launching platormis outside these perimeters then the weapon will not launch.

    lch r The minimum and maximum ranges, in nauti-cal miles, that the weapons can be launched. I the launchingplatorm is outside these perimeters then the weapon will notlaunch.

    lch sd The minimum and maximum speed, in knots,that a weapon can be launched at. I the launching platorm isoutside these perimeters then the weapon will not launch.

    C ad The altitude, in meters, that a weapon willy at when approaching the target. For this to work, the LevelCruise Flight ag must be toggled.

    sc ack The percentage to kill (PK) o a weapon such asa guided bomb, or anti-ship missile. Far range is not supported.

    ata The ATA value o a weapon such as an AAM, AAA, or air-crat cannon. Far ATA is not supported.

    s This feld isnt used and nothing is known aboutit at this time.

    tm tjcy This feld isnt used and nothing is knownabout it at this time.

    weapon Data Flags

    im lch When this ag is activated, the weaponwill require that a sensor track the target at launch time. This isused or weapons requiring target indication such as ASTER andCLAWS. Typically these missiles require target speed, heading

    and altitude so their own active sensors know where to look a-ter launch.

    lc C p This ag allows the user to control theweapon rom the launching platorm. Wire guided torpedoesand missiles usually have this ag.

    n Dv t Md With this ag, 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-2Standard, ASTER, and SA-N-9 are examples o weapons that wiluse this ag.

    lv C Fh This ag indicates whether or not a weapon will descend (or climb) to a specifc cursing altitude as set inthe feld above.

    lmd M ac This will limit the weapon fring arcs tothe limits imposed by the mount on the platorm that carries itWeapon arcs that are not ticked will not allow the weapon to fre

    in that specifc direction. The platorm will have to alter courseto an open arc beore it will fre. This applies to most surace andsub launched weapons, including VLS weapons.

    arM l Cy Applying to anti-radar missiles, this wilhave the weapon in question remain over the target area waiting or an appropriate target to appear, i one hasnt appearedalready. Mind you what happens to the weapon while it loiters isanother thing. Weapons can be shot down remember. It appliesto ARMs like ALARM, and Tacit Rainbow.

    arM t Fh Applies to ARMs that can be re-targeted while they are in ight. Used only or the most advancedARMs (none o which are in service in real lie). It is unknown i

    this is supported in game.

    s Ch aaM Applying to the earliest o AAMs, weaponswith this ag will only be able to launch against a target whenits seeker can only see its back end (engine exhaust). Weaponssuch as AIM-9A Sidewinder, AA-2 and PL-2 are covered undethis ag.

    r-ac aaM Diering rom the Stern Chase ag, thesemissiles can launch against a target providing its in its reahemisphere (i.e. behind the 3-9 line or you air sim nuts). AA-8R.550 Magic, and AIM-9J use this ag.

    a-ac aaM All-Aspect AAMs are able to attack their tar-

    gets rom any angle. However, this is still a launch envelope othe best PK or the missile. This ag is typical o third generationAAMs such as AIM-9M, MICA and PL-7.

    Dfh aaM Fourth generation short range AAMs shouldhave this ag toggled. They are all aspect weapons with highG maneuverability provided by thrust vectoring. AIM-9X, AA-11Archer, and Python 4 all should have this ag.

    arM t Mmy ARMs with this ag will have an inertiaguidance unit that allows it to track a target based on its last

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    known position, course, and speed ater it shuts down its radar.AGM-88 HARM has a target memory.

    Hm o Jm Some weapons have the ability to home in onthe signals emitted by jamming aircrat. This mainly applies toAAMs such as AIM-54 Phoenix and early models o the AIM-120

    AMRAAM.

    tm im This ag requires the weapon to beguided by a radar during its terminal homing process. All semi-active homing missiles are required to have this ag. All Stan-dard series SAMs, Sea Sparrow, SA-N-6, and Laser Guided Bombsall require terminal illumination.

    C v. skmm Some weapons are not capable todepress enough or their guidance radars cant distinguish ultra-low level ying targets like missiles. When this ag is toggledthen a weapon will be able to detect and engage low ying tar-gets. CIWS systems, the more modern SAMs and guns will havethis capability.

    sch p Weapons with this ag will be able to carryout a search pattern using whatever sensor they carry i they donot fnd a target at their pre-planned activation point. When insearch mode, they will adopt a snake search pattern until theyacquire a target or run out o uel. Weapons without this ag, ithey dont acquire a target (or miss) will go ballistic and eventu-ally run out o uel.

    Dv-thh lc This ag is used to indicate torpedoesthat can classiy decoys and drive around or through them. TheMk48 Mod 5 ADCAP, USET-95 and the Mu-90 Impact are all ca-pable o this.

    b-oy lch A common capability o modern weap-ons systems (and one o the more powerul tools o Harpoon3TM) is the ability o a weapon to be launched, set to activate at apoint designated by the user. Most smart weapons (missiles andtorpedoes) have this capability.

    Wk-Fw td Wake ollowing torpedoes traversea snake pursuit pattern. A sensor determines when it enters thedisturbed water that makes up the ships wake. Only a ew weap-ons have this capability, the most popular example being theRussian Type 65 torpedo that was recently retired rom Russianservice.

    sh-r td This applies to older torpedoes

    such as the British Mk8 (used to sink the General Belgrano dur-ing the Falklands War). Weapons with this ag will run ballistic.

    They may or may not hit the target and are obsolete in the aceo more modern weapons.

    Targets

    This or the most part is sel explanatory. Targets can be ships,subs, aircrat, radars (which include the platorm it resides on),Runways, and Structures.Structures are divided into 4 types:

    ld sc Any semi-permanent or permanent buildingthat is not armored. Ofce buildings to guard shacks.

    Hdd sc Any building that is protected with anykind o armor. Bunkers, pillboxes, etc.

    s t Any unarmored mobile target such as trucks, carsAPCs (like the M113), etc.

    Hdd t Any armored mobile target such as tanksIFVs, etc.

    Cmmc Some weapons will require datalinks tocommunicate with their launching platorms. This usually involves the creation o a weapon datalink in the commo annexand placing it on the weapon. In all cases, there has to be 2 commo entries. One or the launching platorm and another or theweapon. The launching platorm unit must be set to send onlywhile the weapon unit has to be set to receive only. The weaponwill then trade inormation with the launching platorm (and

    only the launching platorm). This is a minor code issue that wilbe addressed in the uture.

    Dc A large number o weapons require guidance otarget inormation rom oboard (rom the weapon) sensors tohit their targets. This entry will have to be flled i the weaponin question has either the terminal illumination or illuminateat launch ags toggled. Entries here are taken directly rom thesensor annex using their ID numbers. A drop down menu is provided or it i you wish to search or the correct sensor.

    This generally applies to semi-active homing weapons and beamriders but can apply to certain active homers as well. The ASTERSAM is one o these weapon. It has the illuminate at launch ag

    toggled because it requires inormation rom a target designation radar so that it can calculate its intercept. Ater launchthe missile uses its own autopilot (like in the Standard SAM) toguide it to a point where its active seeker switches on. At thispoint the missile will attempt to intercept the target.

    e With the exception o sensor pods, sonobuoys, ironbombs (both guided and un-guided) and rockets, all weaponsrequire some orm o propulsion. As explained in the propul-sion and uel annex, the type o propulsion will depend on theweapon. Generally though jets, rockets and gliders are the mostcommon. Its important to note that in all cases, uel consumption or weapons should be set to 1. No matter what the altitudeband, speed, or range.

    F As explained in the uel annex above, this will store theuel listing or the weapon in question. See the uel sectionabove or more inormation.

    s A large number o weapons carry sensors to assistin hitting their targets. Dumb weapons, drop tanks, rockets anddepth charges dont require sensors because they simply haveto hit the ground or reach a specifc depth beore they detonateMost weapons though have sensors. Weapon seekers can be radar, IR, or optical but they all must have the ability to see the

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    target or the weapon to hit it. Sensors are selected directly romthe sensor annex in the same manner as directors are selected.

    Next to the sensor list will be the sensor arc selection box. Itwill determine the feld o view o the sensor. In most cases thisshould be the orward arc but there will be some cases where

    they will cover other arcs as well. Sensor pods will all under thismost oten with ESM, ECM and SLAR pods being the most com-mon.

    Whd This is the actual payload o the weapon. It is takendirectly rom the warhead annex described above. While weap-ons can have multiple warheads, most do not.

    t This is a brie text description o the weapon.

    1..1 weapon Records Annex

    One o the simpler but more important annexes is the WeaponRecords section. This annex tells the game the type and numbero weapons that a mount, magazine, or aircrat loadout will con-

    tain. Without weapon records (or weaponrecs as they are some-times called) planes and ships wont be able to launch missilesand submarines wont be able to reload their torpedo tubes.

    The Weapon Record annex contains the ollowing entries:

    iD nm The ID number o the Weapon Record itsel

    W iD nm The ID number o the Weapon or thatWeapon Record

    W The name o the weapon indicated by its ID number.

    D ld The initial number o weapons that the weapon

    record will carry or the mount, magazine, or loadout.

    M. ld The maximum number o weapon that the weaponrecord can carry in a mount, magazine or loadout.

    roF Rate o Fire or the weapon record. In all cases, the ROFshould match the ROF o the mount, magazine or loadout. Load-outs generally have an ROF o one so this shouldnt be a big is-sue. However mounts have diering ROFs and care should betaken to make sure they match.

    M The number o weapons in the record that will in-dicate a single salvo has been launched. Once the number oweapons fred reaches the multiple value then one slot (i.e. anempty slot) will open on the weapon record.

    An example o this is the Evolved Sea Sparrow Missile. This SAMhas been designed to be quad-packed in Mk41 VLS systems.What this means is that our ESSMs can be carried in a single VLScell. What this means or the weapon record is that the multiplemust be set to a value o 4. Once all 4 ESSMs in that cell havebeen fred then that cell is empty and ready to be reloaded.Weapon Record Multiples are supported in H2 but are not sup-ported in Harpoon 3TM. This is a minor code issue to be addressedin the uture. Thereore, in all cases, this value should be set to 1.

    V This is a simple version number to help prevent duplication. It has a generic value.

    1..1 Text Annex

    This annex holds all the text descriptions in the DB. It is one o

    the lesser used annexes because it doesnt alter the .dat fles butthe .res fles, which reside in another directory.

    Altering text is very simple. Simply type whatever you want inthe proper feld and save the annex. Go to the platorm in ques-tion and select the proper text ID number.

    Proper use o this annex is very important to the game. Shouldthe H3.res fles have dierent text ID numbers than the valuesin the platorm annexes then you will most likely suer a atagame crash. It is important to remember to export the .res flesto their own directory with the correct DB.

    The location o the .res fles can be ound in your H3.ini fle. The

    simplest solution to this would be to point a separate directoryor the .res fles. However this should only be done by experienced users. Novice users are better o leaving this alone or thetime being. The only way to get a eel or this will be by trial anderror. Its better or you to get experience understanding howthe editor and fle structure works beore attempting this.

    1..20 HCF Files

    Harpoon Component Files (HCF) allow the user to transer either platorm or components (either singly or multiple items)in a compressed fle. The inormation is then exported to usenamed fle with an HCF extension. The fle then can be passedon to others editors using the import command described be-

    low. The fles are very small (usually less than 15 kb) or easytransport.

    During import o an HCF fle the editor will also check (it wilautomatically ask the user i he/she wishes to) or duplication. Iany duplicates are ound, the editor will give the user the choiceo either installing the duplicate item, or to use the original itemor something similar to it.

    This is a concept similar to the validation report described below. It also requires a air amount o watching so that you donreject items that you eel you need, even though they might besimilar to another item in your DB.

    1..21 Other Database Builder FeaturesOpening any annex will cause the editor to create a new entryin the tool bar at the top o the window. This entry is called Harpoon and it contains a variety o useul tools that can assist inspeeding up the DB creation process.

    Cy im This will have the editor make an exact duplicate owhatever you are viewing (platorm or component) at the time

    The new item will be an exact duplicate o the previous itemwith the exception that will have a dierent version number

    INTERFACE - PULL-DOwN MENUS

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    This is useul when making platorms o the same design but ordierent countries.

    im This command will bring up a submenu that gives theuser the choice to import a totally new DB, annex (one o the .datfles) or an HCF fle. You will be prompted or a fle name and/or

    location.

    e This command is the opposite o the Import command.It will bring up a submenu that will allow the user to export a DBor to a directory, or save a platorm or component as an HCF fle.You will be prompted or a fle name and/or location.

    add e l When getting ready to create an HCF fle,using this command will add whatever you are looking at, to alist o items to be converted into HCF fles.

    C e l This will clear the HCF export list.

    rcc ud This useul command will have the editor scan

    the annex that you are currently viewing and fnd any items inthe annex that are not currently used by any other annex. Itemsthat are unused will lose the check mark located at the ar rightside o the screen.

    shw ud A simple flter command that will show a list oall un-used items in the annex the user is viewing.

    D ud This command will, ater user confrmation,delete all unused items in the currently viewed annex.

    Vd r This command will generate a text fle o allerrors and warnings in the annex that you are currently viewing.

    This is one o the more important eatures o the editor, as it will

    show you a list o platorm names that are too long. Platormswith this error will cause the game to crash. Its important to usethis on every annex on a regular basis.

    shw pm A simple secondary menu that will allow theuser to change rom one annex to another.

    shw Cm Another simple secondary menu that willallow the user to change rom one annex to another.

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    2.0 Credits

    Advanced Gaming Systems

    gm sym:

    Larry Bond and Chris CarlsonM/gd ah d ed:Mike Mykytyn - Contributor and TestingDale Hillier - ContributorJan Paul Kster - Contributor, Wiki Master, and TestingRalph Benton - EditorMichael Eckenels Manual Editing and OrganizationDvm tm 3.6 d 3.7:Jesse Spears v3.6Darrel Dearing v3.7

    Tim Jacobs v3.7Russell Sharp - Deployment and Testing

    Jonathon Reimer - Database EditorDon Gilman - Project ManagerDale Hillier - Multiplayer Scenarios and Testing

    sc thk :The Australian Department o Deense or sponsoring the multiplayer development o this product.

    The programmers and sta at Three Sixty Pacifc or creating thepredecessor Product Harpoon II.

    The Crew o Harpoon HQ and The Crew o HULL or DatabasesScenarios and Community Building during the Harpoon 4 period.

    The Allegro Open Source Project (http://alleg.sourceorge.netor providing a wonderul Game Library. The Windows versionoHarpoon 3TM never would have been completed without it.

    The makers o Zinc and WindRiver (http://www.windriver.com/zinc). Zinc was the ramework or the original Harpoon II, andwithout their permission to continue using Zinc, Harpoon 3TM oWindows would never have been started.

    ** And all o those stubborn Harpoon Heads who would notgive up on this product **

    Matrix Team

    ecv pdcDavid Heath

    ac pdcErik Rutins

    l a DMarc Schwanebeck

    b DMarc Schwanebeck

    M ed d CMichael Eckenels

    M D d lyMarc Schwanebeck

    pc r & MkJoe Lieberman

    admLiz Stoltz

    Cm s sMarc Schwanebeck, Mike VahanDaniel Heath, Alex FiedlerErik Rutins, David Heath

    Fm admPaul Vebber, Marc SchwanebeckErik Rutins , David Heath

    W-D D & DvmAlex Fiedler

    nwk d sym admMike Vahan

    nwk & pC sRon Duquesnel

    Qy ac ldErik Rutins

    Vy sc thkRon Tedesco, Debra Pugh, Renee Schoenelder, Marti Nagy, Thomas Heath, Yvonne Heath

    M ngDavid Vebber, Megan Vebber, Rowan Lieberman, Andrew HeathNicholas Heath, Shane Heath, Austin Stoltz, Noah Stoltz, Cam-

    eron Eckenels, Hannah Eckenels and Erik Conkling.

    o shWe thank God or giving us the ability and strength to completethis project and ollow our dream. We would also like to thankour amilies and riends or giving us their non-stop love andsupport during this project.

    CREDITS

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    MATRIX GAMES MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED WITH RESPECT TO THESOFTWARE PROGRAM RECORDED ON CD OR DISKETTE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULARPURPOSE. THE PROGRAM AND THE GAME ARE SOLD AS IS. THE ENTIRE RISK AS TO THEIRQUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL MATRIX GAMES BELIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROMANY DEFECT IN THE PROGRAM OR GAME, OR FOR LOST DATA RESULTING IN ANY WAY FROMUSE OF THE PROGRAM OR GAME, IN ALL CASES EVEN IF MATRIX GAMES HAS BEEN ADVISEDOF THE POSSIBILITY OF SUCH DAMAGES (SOME STATES DO NOT ALLOW THE EXCLUSION ORLIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIALDAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU).

    THE ENCLOSED SOFT


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