03-25-08, 11:55 PM
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#1
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Ocean Warrior 
Join Date: Sep 2006
Location: Connecticut
Posts: 2,507
Downloads: 145
Uploads: 0
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New updated for Harpoon ANW released
Just thought I'd make Harpoon ANW players aware that the new update for Harpoon ANW has been released.
Quote:
Matrix Games News Release
For Harpoon 3 - Advanced Naval Warfare
Harpoon 3 - Advanced Naval Warfare Is Updated!
All hands on deck! A major new update is headed this way!
Matrix Games and Advanced Gaming Systems (www.advancedgaming.biz) are pleased to announce the release of a new update for Harpoon 3 - Advanced Naval Warfare. The new update brings scores of improvements and new features in addition to a few major changes to the Harpoon 3 system. Major improvements to the game include an augmented and more realistic land damage model, a revamped electronic counter-measures system, and new rules for ship to ship fuel transfer.
David Heath, Director of Operations at Matrix Games, said "Harpoon 3 - Advanced Naval Warfare is one of those games that with near-infinite replayability. Our thanks are due to Advanced Gaming Systems team who continually work to improve the realism and playability of Harpoon 3 and continue to support the growing Harpoon community."
Don Gilman of Advanced Gaming Systems added "Each new update for Harpoon 3 - Advanced Naval Warfare gives gamers more reasons to come aboard and play this uniquely realistic naval warfare simulation. Our team is thrilled to continue to work with our community and volunteers on this amazing gaming system. We will continue to do our best to give gamers the ultimate naval warfare experience."
Harpoon 3 - Advanced Naval Warfare is the culmination of decades of development and fan support, resulting in the most comprehensive, realistic, and accurate simulation of modern combined air and naval operations available to the gaming public. Harpoon 3 gives the player an opportunity to manage some of the most advanced air and naval assets available in the world, putting them in the middle of many historical and 'what if' scenarios. Players will have the chance to battle it out against a variety of enemies using technology from all of the premier naval powers of the day: Iranian Revolutionary Guard in the Persian Gulf, re-live Operation El Dorado Canyon, strike at the heart of Libya, guard the Greenland-Iceland-UK gap to stop a Soviet naval invasion of the Atlantic, or stalk unwary U.S. shipping in a Soviet Akula-class submarine.
This update is comprehensive and will bring the version of the game up to 3.90.
http://www.matrixgames.com/games/news.asp?gid=323
FIXES
General
Some scenarios on load would have their scenario map display truncated
The Unit Status Window would not correctly resize when using a Window Scheme
UNREP-flagged Magazines would display loadout names
The Database Display window incorrectly shoed the Near ATA value for weapons in both the Near ATA and Far ATA locations
Crash when opening Sensor Settings dialog with multiple units drag-selected
Incorrect button text in Speed/Altitude dialog
Fixed Threat Zone polygon editing to fix incorrect error detection
Simulation
Under some conditions, Daylight Savings Time conditions would cause contact report times to be displayed as one hour off the actual time
Navigation issues would cause UnRep operations to fail sometimes
Contacts with ESM information would not display the detected sensors
Aircraft in Air Groups that were assigned to a mission would be unable to use air-to-air refueling
Ships reduced to 0 speed would not be removed from their group, which would likely never move again
Several instances of math overflow/underflow are now checked for and handled in a non-fatal fashion
Contact speed information was being dropped, resulting in incorrect flagging of hostile units as "Probable Kill"
Airborne contacts would be reported as being at "Surface" altitude
Protect Station victory conditions would fail if the units to be kept out were destroyed
Specific Strike missions could cause neutral units to be incorrectly flagged as hostile
Weapons with midcourse guidance would home on the true target location instead of the target location as known to the controlling unit
Aircraft Rate of Climb was incorrectly floored at 100m per simulation interval
Aircraft dive rate was not being correctly calculated (was equal to climb rate but should have been double)
A unit hit in rapid succession by multiple weapons and destroyed could be counted multiple times for victory conditions
Submarine Decoys self-destructed prematurely
Uncertainty zones that got to close to the North or South pole could cause a hang and eventual crash
Ships with an uncertain location that had their centroid over land would be reported as "Submerged"
If a mission attempted to turn off a units engines, it would cause a crash
The On-Station victory condition evaluation could crash under some circumstances
Missions would not always be notified to recompute intercepts when their target changed course or speed
Fixed incorrect handling of multiple-speed torpedoes
Corrected an error that would generate incorrect short ranges on identified passive sonar contacts
Fixed a hang when pressing "Ok" on Weapon Reload dialog for an UNREP operation
Fixed a case where gunfire would be resolved after the firing unit had moved out of range of the target (or vice versa) if the fire had been ordered while the units were in range
Multiplayer
Resigning a scenario in multiplayer with an aircraft launch in progress could lead to a server crash
On-Station victory conditions would not trigger in multiplayer
Player-controlled sides would not be correctly flagged on the server, resulting in AO rules being applied (most notably regarding communications difficulty settings)
Chat window now opened when entering a scenario
Scenario Editor
Export Weapon Edits function did not check all units
Attempting to rename a unit with no unit selected would crash the editor
Editing a landed aircraft record in such a way that it matched another landed aircraft record present on the same parent unit could cause a crash
Communications links would not be correctly restored if the side flagship was deleted
Attempting to create a scenario with a duration of 0 would cause a crash
Edit Unit Aircraft would lose existing formation patrol information
Database Editor
Several Comm type flags were missing from the database editor interface
Loadout Ready Time field relabeled from Text Index
FEATURES
General
Contact uncertainty zones will now clamp to map boundaries
Exit button added to battleset selection dialog
Added a runtime check for overfilled mounts and magazines (a situation which could cause program errors in mount reloading and UNREP processes). Excess weapons are chucked overboard and a message is displayed.
Refinement to the navigation system to improve performance when navigating around coastlines
All tutorials remade for the ANWDB.
Simulation
Passive Sonar classification times and probabilities updated to match paper rules v4.1
Helicopters no longer excluded from VLow altitude
ASW Patrol missions will now attack unidentified submarines in their area of interest
Facility-type units damage resolution changed to more closely match paper rules v4.1
Submarines snorkeling to recharge their batteries will now be noisier
Noise ECM changed to conform to paper rules v4.1
When modifying aircraft loadouts, the weapons currently on the aircraft are now counted as being available
Ctrl-B added as an alternate hotkey for BOL Attack
Scenario Editor
Mission Delay timing values are now visible and editable in the Edit Mission dialog
Added handling for formerly out-of-range years. Years from 1900 to 2154 are now supported.
Aircraft may now have their parent unit set using Ctrl-P or Edit|Units|Set Parent Unit, then clicking on the new parent with the hand pointer
Edit Unit Aircraft no longer affects munitions on the parent unit when using Aircraft Logistics
Scrub Launches command now returns aircraft to a ready, unassigned state
Database Editor
Added a Sanity Check for overfilled mounts and magazines.
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