Welcome to the revised Harpoon II frequently asked questions (FAQ) help 
file. This file contains valuable Harpoon II troubleshooting information
and general play tips as compiled by the Three-Sixty Technical Support
staff, and by fellow Harpoon II users. We hope that you find it useful
and informative. If you have any questions regarding the included material,
please feel free to contact us on any of the online services, or by
contacting Three-Sixty technical support at: 409-776-2187 (M-F 9:00 a.m
to 6:00 p.m. CT).


TABLE OF CONTENTS 
 
SECTION 1: Harpoon II Common Error Messages and Solutions 
SECTION 2: Harpoon II Video Display - Common Troubleshooting Tips 
SECTION 3: Optimum System Configuration for Harpoon II 
SECTION 4: Making a Boot Disk 
SECTION 5: Harpoon II Sound - Common Troubleshooting Tips
SECTION 6: Speeding Up Harpoon II
SECTION 7: Harpoon II and OS/2
SECTION 8: Common Harpoon II Questions and Answers 
SECTION 9: Lesson VIII: The Formation Editor
Appendix A: VESA Manufacturer List

 
SECTION 1: HARPOON II COMMON ERRORS MESSAGES AND SOLUTIONS

This section discusses some of the more frequently encountered Harpoon II
error messages and how to resolve them.
 

ERROR MESSAGE: Country border data file not found 

If you receive the above error, try increasing the FILES line in your  
CONFIG.SYS file to read as: 

FILES=40 

Remember to reboot after effecting this change to your file.
 

ERROR MESSAGE: Interrupt 0DH, General Protection Fault, Possible Illegal 
Address 

Try making a boot disk using the optimum Harpoon II CONFIG.SYS and  
AUTOEXEC.BAT as discussed in Section 4 of this document. You can 
of course modify your existing CONFIG.SYS and AUTOEXEC.BAT files, however we 
recommend that you back them up first before doing so. Make sure to have at 
least 10MB of free space on the hard drive where Harpoon II resides. 
Also make sure that this drive has been de-fragmented. De-fragmentation is a 
process whereas the fragmented files on your hard drive are consolidated,
thus increasing performance (most commercial utility programs such as 
Norton Utilities and PC Tools have this capability). If this fails, try 
setting Harpoon II to run with no sound, through H2SETUP.EXE. 
 

ERROR MESSAGE: Cannot read drive 

Set the LASTDRIVE line in your CONFIG.SYS to the next highest letter.   
(i.e. if the CONFIG.SYS has LASTDRIVE=F, set it to LASTDRIVE=G) 
 

ERROR MESSAGE: Interrupt 0DH, General Protection Fault, possible illegal 
line 2. 

The sound card in use is most likely a Gravis Sound Board. Disable all 
Gravis drivers which are in your AUTOEXEC.BAT or CONFIG.SYS files and reboot. 
Harpoon II should now run properly, but without sound. Please read section
5 of this document for a more complete compatibility explanation.


SECTION 2: HARPOON II VIDEO DISPLAY - COMMON TROUBLESHOOTING TIPS
 
If you receive an error message to the effect of "No VESA driver loaded"
after attempting to start Harpoon II you will need to read the following
section. Also addressed in this section are special problems that 
some users have experienced with certain types of video cards. If you
are receiving video display anomalies of any kind, you should also 
read over this section.

What is a VESA driver, why do I need one and how do I load it?

With the advent of SuperVGA display modes, and the subsequent release 
of a myriad of different types of video cards and other display hardware, the 
software development industry quickly realized that some standard needed to 
be set so that SuperVGA software and hardware would work together under one 
standard. Thus, VESA (or the Video Electronics Standards Association) was 
organized in order to establish software development standards, thus  
ensuring (ideally) that all SuperVGA software and hardware would work
together without problems. 

As you are probably aware, there are literally hundreds of different
types of video cards. As each video card handles SuperVGA display routines
in its own way, a VESA driver needs to be loaded before any SuperVGA
software product can be run on your system. This VESA driver basically serves
as an interpreter between your video card and the software you wish
to run which utilizes SuperVGA display modes.

We have included several different VESA drivers with Harpoon II. These
are located in the "DRIVERS" subdirectory under your "HARPOON2" directory.
If you can't find a driver which matches your video card, you will
need to contact your video card manufacturer to obtain one. The 
manufacturers telephone number can usually be found in your video card
documentation. You may also reference Appendix A of this document, which
contains several video card manufacturer phone numbers and addresses.

Before running Harpoon II, you will need to load your VESA driver. To
do this, enter your HARPOON2 directory by typing:

CD HARPOON2 <ENTER>

NOTE: This assumes that you used the default installation routine. If you 
did not you will need to insert the appropriate path name above (e.g.
C:\GAMES\HARPOON2)

Once you are in the HARPOON2 directory, type:

RECON <ENTER>  

This will activate our technical support program. At the main menu 
type, "HARDWARE". The lower half of the screen will now display information
regarding the video capabilities of your system. Examine the VGA BIOS
and VGA CHIPSET readouts. Write down the vendor name and save this 
information for now. You should now exit RECON by clicking on the EXIT 
button.

Now go back to your HARPOON2 directory, and re-enter your DRIVERS
subdirectory. Look through the drivers (by typing "DIR/P" at the
DOS prompt). Once you see a video driver that matches your video
card BIOS or CHIPSET, type in the name of the file. For example a
Trident video card owner might type:

TRIDENT.EXE <ENTER>

After typing this in, move back to your HARPOON2 directory and try
and start the game again. If you still get a "No VESA Support" message,
you can try one of two things: first check the DRIVERS directory again
for any other VESA drivers that might match your card. Type these in
and attempt to start the game until you find a match. Remember to 
reboot after you try one and before loading another as some of them
may conflict with one another. If this doesn't work try contacting the 
company who manufactured your video card and ask them for the exact name of 
the VESA driver required for your video card, and how it is loaded. 
 

Special Circumstances:
	
Some video cards do not require the user to load a VESA driver, as
the VESA driver is already contained in a chip on the card (you 
will sometimes hear this referred to as the VESA driver being "on board").
The Diamond Viper card is an example of this. However, in order to 
insure that the Viper's on board VESA driver activates, the following 
commands need to be in your AUTOEXEC.BAT file:

C:\VIPER\VPRBIOS 
C:\VIPER\CHKPATH  C:\VIPER 
If errorlevel 3 Path c:\Viper;%Path 
Set VIPERPATH= c:\Viper 
	
While in the Viper Directory type: VPRMODE VESA.  This command will load 
the VESA driver and you can now run HARPOON II.
 

Harpoon II And The XGA Chipset: (used by actual IBM machines):

Several users have reported problems with the IBM XGA VESA driver and
Harpoon II. At this time we recommend that you contact IBM and
obtain the updated VESA compliant drivers which they offer on their
BBS system, or via their technical support network. Their BBS can
be contacted at: 919-517-0001.

Harpoon II and the ATI Graphics Ultra Pro: 
	
Suggestions for users of ATI Graphics Ultra Pro VLB (VESA Local Bus) 
with 2MB (MACH 32 chip): 
	
	1)  Ensure that you have the latest ATI VESA driver (for a while    
	new releases and updates for this particular driver were released
	very frequently).  
	2)  Run the ATI supplied VESATEST program to see what modes      
	your system supports. 
	3)  If the modes used by H2 (101, 103, 105 and 107) aren't       
	supported, you may have to change the memory size option used by         
	the ATI install routine. With the GUP, you are asked to specify         
	how much memory should be reserved for VGA. ATI recommends      
	setting this parameter to "shared" but this setting doesn't give you     
	all of the available VESA modes. If you select "512K" instead, you       
	will pick up additional VESA modes.  
 
Harpoon II and Headland Video Cards:

We have had continuing reports of poor performance from the V7/Headland 
video cards.  For those who are experiencing snow and mouse trails, try both 
V7 drivers (V7VESA.COM and V7WVGA.COM). We have had a report that the
Microsoft mouse driver 9.1 helps with the cursor problems, and we also have a 
report of the VESA driver OAK.COM working well.   We are still 
researching this problem. 


SECTION 3: OPTIMUM SYSTEM CONFIGURATION FOR HARPOON II

The following section contains optimum configuration settings for 
your AUTOEXEC.BAT and CONFIG.SYS files. By "optimum" we mean a system
configuration that has been stripped of any unnecessary terminate and stay 
resident programs (TSR's) and DOS commands which may conflict with
Harpoon II. If you are not experiencing problems with Harpoon II under
your current system configuration, we recommend that you do NOT make
any changes to your AUTOEXEC.BAT or CONFIG.SYS files. If you are experiencing
problems, try the following configurations (remember to back up your
AUTOEXEC.BAT and CONFIG.SYS files before making any changes):

Your AUTOEXEC.BAT file should read as follows:

PROMPT $P$G 
Path=C:\;C:\DOS;C:\PATH TO YOUR MOUSE DRIVER;C:\PATH TO YOUR VESA DRIVER
MOUSE
VESA

NOTE: Insert the name of your VESA driver in place of "VESA" The same
applies to your mouse driver. If your mouse driver utilizes a name
other than "MOUSE" then you will need to insert the appropriate file name.

Your CONFIG.SYS file should read as follows:
	
FILES=40 
BUFFERS=40 

NOTE: if you decide to run SMARTDRV under DOS 6, then you must include 
HIMEM.SYS and lower BUFFERS to 5. While a SMARTDRV disk cache of 1MB
will increase game performance, it should be noted that some users
have reported incompatibility between HIMEM.SYS and Harpoon II. Thus,
if you receive any lock-ups or crashes after installing HIMEM.SYS
and SMARTDRV then you will want to remove them from your CONFIG.SYS file.
 


SECTION 4: MAKING A BOOT DISK 

An inherent disadvantage of creating specialized CONFIG.SYS and AUTOEXEC.BAT
files is that each time you wish to play Harpoon II you will be forced to 
reinstate them and then reboot your machine. One way around this is to 
create a boot disk, which when placed in your A: drive, will boot your 
machine with your special Harpoon II AUTOEXEC.BAT and CONFIG.SYS files. The
following section explains how to do this.

First, make sure that you have a formatted diskette in your designated 
"A" drive. Next, move to your Harpoon2 directory and type: 

RECON <ENTER>

This command will activate our technical support program. When Recon comes 
up select "Tools" and then "Make Boot Disk" from the menu. Now simply follow 
the on-screen instructions.  

After you are returned to the main menu, select "Hardware". On the bottom 
half of the screen you will be presented with information regarding
the video display capabilities of your system. Look at the section
labeled "VGA BIOS" and "VGA Chipset" and write down the displayed 
information.  This will tell you what company manufactured your video 
card and subsequently which VESA driver your system utilizes. Save this
for now as we will need this information shortly. You should 
now exit Recon by clicking on "Exit".  

We now need to find out where your mouse driver is located on your hard 
drive. Thus, type the following:  

C: <ENTER>
DIR MOUSE.COM/S <ENTER>

You may be presented with an entire screen of text, however the 
only information that you need to take particular note of is the text 
which follows the words, "Directory of". Write down this text as it 
indicates the path to your mouse driver. It is concievable that you will get 
the message "File Not Found".  If this is the case, type in :

C:\ <ENTER>
DIR MOUSE.*/S /P <ENTER>

This will list all of the mouse related files on your disk, look for a 
MOUSE.EXE.  If you find a MOUSE.EXE, use it just as you would a MOUSE.COM.
If you are still unable to find a mouse driver, try finding out which one you 
use in your normal setup and using that in the boot disk, or call us at 
(409) 776-2187 and we can help you further.

Now we need to find out exactly which VESA driver your system requires 
to run Harpoon II. Change to your Harpoon II directory by typing
the following:

CD HARPOON2 <ENTER>

NOTE: This assumes that when you installed Harpoon II you used the default
installation path as provided the installation routine. If you changed
this path before you installed Harpoon (i.e. something like: 
C:\GAMES\HARPOON2) then you will need to edit the above command to
reflect that change. For example: CD GAMES\HARPOON2.

Once you are in the Harpoon II main directory, you will want to enter
a sub-directory entitled "DRIVERS". To do this, type the following:

CD DRIVERS <ENTER>

Once you are in the "Drivers" directory, type:

DIR <ENTER>

There are many drivers here all listed by their respective manufacturer. 
Find the one(s) that match the name of your chipset (remember you wrote this 
down earlier while using RECON). If there are more than one, write them 
all down. You are now ready to create the AUTOEXEC.BAT and CONFIG.SYS 
files which will be placed on your boot disk. To start this process type:
    
A: <ENTER>
EDIT CONFIG.SYS <ENTER>

You will now be presented with several lines of text. Delete all the
lines so that only the following text remains:

FILES=40 
BUFFERS=40 

After you are done with the editing, choose "SAVE" from the "FILE" menu.
Now choose "EXIT" from the "FILE" menu.

Next type:      
      
EDIT AUTOEXEC.BAT <ENTER>

You will again be presented with several lines of text. The last two lines 
should have "LH" in front of them. If they do, go ahead and remove 
LH's from the front of each line.  The second to last line should read  
"MOUSE", change this to reflect the path to your mouse driver (For example  
"C:\MOUSE\MOUSE.COM"). 

The next line in the list loads your VESA driver. Change it to read as: 

C:\HARPOON2\DRIVERS\driver 

where "driver" is the VESA driver you determined your system utilizes 
as per the chipset indicated by RECON (for example "V7WVGA.COM" or 
"TRIDENT.EXE"). Also, if you did not use the default installation path of 
C:\HARPOON2, then you will need to edit this part of the line as well. For 
example if you installed Harpoon II into a "games" directory, and your system 
uses the TRIDENT.EXE video driver this line would read as: 

C:\GAMES\HARPOON2\DRIVERS\TRIDENT.EXE

Choose "SAVE" from the "FILE" menu. After the file has been saved, 
choose "EXIT" from the "FILE" menu.

You should now restart your computer with your new boot the disk in your 
"A" drive. 

After the reboot is complete, switch to your hard drive by typing:

C:

Now enter your HARPOON2 directory and try to run the game. If at this
time you receive a VESA driver error message, try replacing the driver you 
loaded in the AUTOEXEC.BAT file with the next one by the same manufacturer
(assuming that you found more than one VESA driver which might match
your chipset). Be sure to reboot between each attempt since the drivers may 
conflict with each other. If all else fails try reading the documentation 
which accompanied your video card to determine the exact name of the 
VESA which you need to load. You may also try calling your video 
card manufacturer - often times they will tell you the exact name of the 
driver or will even help you load one into your AUTOEXEC.BAT file.

 

SECTION 5: HARPOON II SOUND - COMMON TROUBLESHOOTING TIPS

If you are experiencing problems with the Harpoon II audio effects
(i.e. garbled sound effects, excessively loud pops etc.) then we recommend 
that you read the following section. 

The Harpoon II sound routines were programmed very specifically in   
accordance with the SoundBlaster development guidelines (hence the system  
requirements label which reads, "Supports SoundBlaster & 100% Compatibles.")  
Unfortunately, this means that some cards which are not of SoundBlaster   
brand may experience some difficulties in playing the sound effects/music.   
During the quality assurance process we tested HII against many 
different sound cards with varying success, and we found that 
"100% Compatible" actually meant about "90% compatible" with some sound 
cards.  However, some testers were able to configure their sound cards 
anyway with no problems by manipulating their IRQ and DMA settings. We 
spent a lot of time attempting to "tweak" the sound routines to work with 
all cards (i.e. trying to develop a semi-SoundBlaster standard) but each 
time we attempted this we inevitably would end up with one or two cards that 
just were not compatible.  Thus, the only option remaining to us was to 
move forward with the SoundBlaster development guidelines - which 
unfortunately meant that some non-SoundBlaster cards were going to 
experience some problems. 
 
Pro-Audio Spectrum 16 and Harpoon II:

Problems with the Pro-Audio Spectrum 16: 
	A) Loud "snap" in place of Tactile Feedback sound.  This is still  
	being researched, but several users have achieved success by running  
	PAS.EXE and lowering the volume.  A setting of 35 seems to work well.   
	B) If the game is hanging at the introduction (credits), run 
	MVSOUND.SYS and use "HARPOON2 -t" to start the game. This will force
	Harpoon II to skip the introduction sequence.
	C) In order to get the Pro Audio Spectrum 16 to work try these   
	settings: (Thanks to N5VUO on America Online!)
	
	Your CONFIG.SYS file should have the following settings:        
	
	DEVICE=MVSOUND.SYS D:3 Q:10 T:1 /W:0 S:1,220,1,7 M:1 J:0  
	
	NOTE: ("J:" is the joystick toggle, if you have one, there should 
	be a 1 here, otherwise you need a 0) 
	
	Your AUTOEXEC.BAT file should have the following settings:
	    
	SET BLASTER=A220 D1 I7 T3 
	
	NOTE: A = address, D = DMA channel, and I = IRQ. 
	
	NOTE: if your settings are changed here, they are reflected in the 
	CONFIG.SYS. For additional help with the PAS16, we recommend
	that you contact MediaVision directly. MediaVision can be reached
	on CompuServe and via their BBS:
		
		BBS: 510-770-0527 
		CompuServe: Go Mediavision 
 
Gravis Ultra and Harpoon II: 
	
	This card is incompatible with Harpoon II.   



SECTION 6: SPEEDING UP HARPOON II
 
During the quality assurance process, several of our testers provided
some very good tips on how to increase Harpoon II's performance. 
This section discusses several such points.
 
Realizing that Harpoon II pushed the envelope in terms of system 
requirements, the Harpoon II development team spent a lot of time optimizing 
Harpoon II for speed. One of the reasons that Harpoon II runs slowly at  
times is due to the amount of calculations that are occuring every 
second during the simulation. You can imagine what the processor is up
against when it has to simultaneously calculate hundreds of performance 
models such as SONAR, RADAR, ESM, ECM, etc, etc. under varying conditions
for every unit on the screen. While these routines are quite processor 
intensive and sometimes result in sagging game speed, it is all 
neccessary in order to be the most accurate naval simulation available
today.
 
As mentioned there are many different variables that will cause the game to 
slow down. The primary one is the number of active units in play (which you  
can't do much about), but there are some variables you can adjust: 
	  1) set your screen resolution to 640x480x256.   
	  2) close unnecessary windows. If you have windows open, and you       
	  are not using them, close them. If you want to use them later      
	  then you should iconize them. 
	  3) Toggle off any unecessary Window preferences. Also, if you      
	  spawn a new window from an old one, the new one retains the 
	  settings for the old one.  If you do not need them, turn off all 
	  of the active range circles; this will result in a speed increase. 
	  Latitude/Longitude lines and borders also slow the game down 
	  somewhat.    
	  4) Run SMARTDRV. The cache size should be set to 256k. 
	  Please note however that  under DOS 6.x HIMEM.SYS is required 
	  to load SMARTDRV, and as we recommend that you do not use a 
	  memory manager with Harpoon II, this may cause a conflict. 
	  5)  If you are setting patrol zones in the formation editor, make  
	  sure that they are as squarish as possible to reduce course  
	  changes and recalculations.   
	  6)  Try not to use tracking threat axes. (SLOOW) 
	  7)  As distasteful as the idea is, buy more RAM.  Harpoon II uses  
	  a Virtual Memory engine, which in affect serves as a buffer for 
	  when you run out of memory. When this happens, Harpoon II will
	  use part of your hard drive as a virtual memory space. However,
	  the problem with this is that it involves a tremendous 
	  amount of disk access, which is extremely slow compared to 
	  chip based RAM. 
	  8) A math co-processor will speed up Harpoon II. If you have
	  a math co-processor installed, Harpoon II will use it
	  automatically.



SECTION 7: HARPOON II AND OS/2 

The following section discusses some OS/2 settings that various users
have found success with. It should be noted that the operating system 
requirement for Harpoon II (as noted on the box label) is DOS 5.0 or 
higher. No formal testing was conducted with OS/2, thus we cannot
guarantee that Harpoon II will work correctly under any OS/2 settings.

The following settings have been used succesfully by OS/2 users:

	DOS_HIGH=1       
	DOS_BACKGROUND_EXECUTION=0       
	HW_TIMER=1       
	IDLE_SENSITIVITY=100     
	IDLE_SECONDS=60  
	EMS_MEMORY_LIMIT=0       
	XMS_MEMORY_LIMIT=0       
	DPMI_MEMORY_LIMIT=6*     
	VIDEO_RETRACE_EMULATION=0 
	VIDEO_SWITCH_NOTIFICATION=1      
	VIDEO_8514A_XGA_IOTRAP=0 

All other settings are defaults. 

NOTE:  O=OFF 1=ON.  THESE ARE INTERCHANGEABLE - each represents  
switches on a notebook entry for the full-screen DOS-session. 
 
* This number is a representation of usable ram for OS2.  Unless you have a  
really good reason, it should not be more than the total PHYSICAL ram the  
machine has.  In any case, for Harpoon II's purposes, it need not be any  
higher than 6MB). 
 
 
SECTION 8: COMMON HARPOON II QUESTIONS AND ANSWERS
 
Questions Addressed in the Frequently Asked Questions for Harpoon II   
(FAQ.TXT) 
 
1.  Group speed changes 
2.  Sub Depth 
3.  1:1 time with staff messages 
4.  Group speed to 0 
5.  Plotted and Unassigned missions 
6.  Unavailable carrier-based aircraft 
7.  Minimal loadouts 
8.  Colored Maps 
9.  Air-to-air missiles 
10. Strike aircraft won't launch   
11. Losing contact with units or groups  
12. Mission names  
13. Cancel Return to Base (RTB)  
14. Time compression rates 
15. Game pause 
16. Losing contact 
17. Contact color changes 
18. Aircraft mission behavior 
19. Intercepting enemy contacts 
20. Remove units from mission 
21. Aircraft mission list 
22. Cancelling a mission 
23. Changing mission reference points 
24. Patrol aircraft behavior 
25. Permanent game and symbol preferences 
26. Memory Remaining window 
27. Staff Message windows 
28. Centering map windows 
29. Sea State 
30. Ship contacts on land 
31. Uncertainty regions 
32. Groups break up when attacking 
33. SAMs fail to allocate 
34. Losing contact with missiles 
35. Missiles hitting target 
36. Point defenses 
37. Electronic Counter-Measures 
38. Turning communications off 
39. Passive and active sonobuoys 
40. Dipping sonars 
41. Aircraft loadout types 
42. Tanker aircraft 
43. ASW threat axis 
44. Formation Editor range rings 
45. Threat and Detections  
46. Reloading mounts 
47. Sensor selection 
48. Disappearing torpedoes 
49. Jumping contacts 
50. Aircraft refuse orders 
51. Database selection 
52. Clearing old contacts 
53. Damage to enemy bases 
54. Aircraft won't drop bombs 
55. Diesel submarines 
56. Giving waypoint orders 
57. What is an Alaska class ship?
58. Why do my missiles miss?
59. How do DICASS sonobouys work?
60. How to control ECM status through EMCON mission status.
61. Why no nukes?
62. Planes and intercept missions: Why plane groups split
63. What is a group, and how do I make one?
64. Groups demystified 
65. Why no range circles for groups?        
66. Why no range circles for the enemies?
67. Where are they:  communications and unit control.
68. Info on enemy contacts in database.
69. When I make a air mission, how many aircraft go?
70. Why won't all the air platforms I select launch at the target?
71. Why don't the hotkeys work?
72. Threat axes and formation editor hints. 
73. Mission editor tips and tricks.
74. How do I get my A6s to launch their decoys? 
75. Why won't my platforms use the BGL 1000 Laser-Guided Bomb?
76. Why don't my units do what I want them to? 
77. Why do I have A/C Ready & Unassigned that I cannot put on missions?

----------------------------------------------------------------
1.
Q:  When I give my Task Force a speed order to go at Full Speed or
    Flank, why does it slow down to 5 knots off and on?

A:  If there are units in the Task Force formation which are off of
    their designated stations, the whole formation slows down a bit to
    allow them to get where they are supposed to be.  Be patient; the
    speed will resume when the Task Force AI is satisfied.

---------------------------------------------------------------
2.
Q:  I told my submarine to go to Deep and he stays at Shallow or
    Intermediate depth. Why won't he dive where I told him to?

A:  Make a Zoom window around the submarine. Then, click on the PREF
    button and click on Water Depth. Chances are the water is not deep
    enough for the sub to dive as deep as you ordered him. Alternatively,
    turn on the <RANGE/BEARING> toggle, which will display information
    (including the current depth/height) about every location where you
    click the mouse. This information will be shown in the Incoming
    Messages window.

---------------------------------------------------------------
3.
Q:  Why does the game stay in 1:1 time after clicking on a staff
    message?

A:  There may be one or more staff message boxes hidden behind your
    map.  After clicking on the one you see, if the time still goes to 
    1:1, try minimizing all the windows and seeing if there are any open
    staff message boxes. Closing them all cures the problem.
    There is a check box in the Staff Message window that should be
    checked if you desire the game *stay* at 1:1 after you close the
    message window.

---------------------------------------------------------------
4.
Q:  Why do my groups suddenly go to 0 speed?

A:  The groups course may have been inadvertently set to 0 or it may have
    reached its destination.  Giving the group a new course should cure 
    the problem.

---------------------------------------------------------------
5.
Q:  What is the difference between "Plotted" and "Unassigned"?

A:  Any units on the "Plotted" mission belong to you. Your automatic
    Formation AI will not touch them. Neither will the Mission AI.  They
    are completely yours to operate however you see fit.

    Any units that are "Unassigned" have no mission, and may be assigned
    to any mission (included "Plotted" if you wish control of them). The
    Formation AI will take unassigned units and use them if needed.  The
    Mission AI will not use "Unassigned" units.  It will only use units
    on a mission that are assigned to that mission.

---------------------------------------------------------------
6.
Q:  Why are all my carrier-based aircraft unavailable for missions?

A:  When a ship is assigned to a mission, all unassigned aircraft on
    that ship are also assigned to that mission.  When you give the
    carrier a path, it changes from "Unassigned" to "Plotted."  Its
    aircraft change too.  You can either make the aircraft missions first
    or unassign them using the "Remove Aircraft" function of the mission
    editor.

---------------------------------------------------------------
7.
Q:  Why can't I load some aircraft with anything other than "minimal?"

A:  Some aircraft have no adjustable loadouts.  These aircraft are
    generally good for only one type of mission.  Examples include and
    E-2 Hawkeye or a Boeing-747 passenger liner.  The "Ready" button will
    not respond when these aircraft are selected.   

---------------------------------------------------------------
8.
Q:  How can I get my map window to look like the color map displayed
    on the box?

A:  Use the window preferences tool to turn on the display of land
    elevations and water depths, then shrink the window size.  This works
    best with large area maps, and, although colorful, isn't really very
    useful.

---------------------------------------------------------------
9.
Q:  How come my air-to-air missiles keep missing the target?

A:  The probability of an air-to-air missile hitting the target
    depends greatly on the geometry of every situation, as well as which
    kind of missiles and targets are involved.  Many factors will
    increase or degrade the probability of a hit or a miss.  A common
    occurance of this is when a missile is fired at a target that is
    moving away (an opening shot).  The probability of a successful
    engagement is greatly reduced for long range opening shots.  Another
    common situation occurs when non-dogfight capable missiles such as
    the AIM-54 Phoenix are employed against nimble fighters. These
    missiles are designed for shooting down heavily laden, unsuspecting
    bombers, and as such, don't work very well against most modern
    fighters.

    If you are *really* doubting the validity of the model, you can run
    Harpoon2 with the "-W" command line parameter.  This will show (in
    the Message Window) all the factors, modifiers, etc, of *every*
    missile engagement.  Keep in mind that this will also ruin part of
    the fun of playing the game because information not normally
    available to you will be shown.  We call this "cheating".
    
---------------------------------------------------------------
10.
Q:  How come my strike mission aircraft will not launch?

A:  Strike aircraft do not launch until they have a known hostile
    contact within engagement range.  If you specified a target when you
    created the mission, the aircraft will wait until that target comes
    into range.  If no target was specified, they will wait until the
    first appropriate target shows up.  Keep in mind that aircraft combat
    ranges will be much shorter than the optimal ranges shown in the
    Launch/Ready dialog. This is because combat aircraft conducting
    strikes must fly faster and sometimes lower to avoid radar and enemy
    defenses.  This consumes fuel at a much higher rate than normal
    flight.

---------------------------------------------------------------
11.
Q:  How come I lose contact with my units or groups?

A:  Harpoon uses a fairly realistic communications model, and several 
    factors can drop a unit off the network.  Some common ones are:
	a) The unit is out of range of your comm gear.
	b) The unit, either by design or enemy action, is now under water.
	c) Your communications gear or their comm gear has been
	   destroyed or turned off.

    When the communication net breaks down, you will retain control of 
    those units which are on the same net as your designated flagship. 
    Others will act as their mission dictates.  Aircraft which have flown
    beyond contact range will return home when they run out of path or
    complete their missions.  If an aircraft runs low on fuel it will also
    return home.  Submarines without orders will rise to periscope depth
    and 'phone home'.  Submarines on patrol will periodically do this
    anyway.  When these 'lost' units return to your local network, they
    will share with you any contact information they current hold.
    
    The "Auto Datalink" option (in Difficulty Settings) prevents this 
    modeling and allows you to talk with all of your units, regardless of
    range or depth.  When you play in this mode, if a unit will not talk
    to you then it is either dying/badly-damaged (eg. no radios), or it's
    not on your side. 

---------------------------------------------------------------
12.
Q:  How do I edit the mission name list?

A:  Once a mission is created and approved (by pressing OK in the
    Create Mission window), you can't change it.  Before that point
    however, you may type over the suggested mission name with whatever
    phrase or word you like.  The computer will randomly generate mission
    names for you, drawing on the contents of two text files in your
    Harpoon2 directory.  These files are MISSADJ.TXT and MISSNOUN.TXT and
    may be customized using any text editor.  MISSADJ.TXT contains the
    adjectives (the first word) and MISSNOUN.TXT contains the nouns (the
    second word).  These names will be matched randomly; results during
    development ranged from bland to appalling.

---------------------------------------------------------------
13.
Q:  How do I cancel an aircraft's Return to Base (RTB) order?

A:  Select the aircraft and hit the "Unassign Aircraft" hotkey (the
    "U" on the IBM PC).  After this point, the plane (or air group) is
    yours.  It is moved into the unassigned list and will loiter until
    given further instructions.  If the plane was landing because of fuel
    considerations ("BINGO") it will still stop and await orders; it's up
    to you to get it to a tanker or a base before it runs out of fuel.

---------------------------------------------------------------
14.
Q:  How come the time compression rate is so slow?

A:  Performance varies with scenario size.  The larger and more complex
    the scenarios will take more time to process, and should be run at 
    lower time compression, especially on slower machines.

---------------------------------------------------------------
15.
Q:  How can I pause the game and still have access to game menus?

A:  At any difficulty level but full reality (HARD), the pause key 
    will still allow the user access to the entire interface.  This can
    be set at will using the Custom difficulty settings.  The "Enforce
    Realtime" check box, if checked, causes the modal (blocking) pause
    and will not let you effect the game until you unpause it.

---------------------------------------------------------------
16.
Q:  How come I lose contact with all of my units?

A:  Check to make sure your flagship is on something reasonable. 
    Designating a submarine as the flagship is liable to leave all your
    other units on their own when you submerge.  If there are no units
    under your control at all, they're all dead.  Better luck next time;
    Select Resign from the File menu and see how you did.

---------------------------------------------------------------
17.
Q:  Why do contacts change colors?

A:  Contact colors indicate two things; your posture towards them and the
    certainty with which the contact is known.

 Posture:
    Initially, most contacts are unknown, and are displayed as such.  If
    an unknown contact is seen to take hostile action, it will change to
    the Hostile shape/color, although you still may not really know what
    side it is on. You may designate an unknown (or a known) contact as
    Hostile with the <Mark Hostile> hotkey ("H" on the IBM PC), but you
    ought to have a good reason for suspecting them or you may be cited
    for a Rules-of-Engagement violation in your evaluation.

 Certainty:
     In the default palette set contacts are brighter if you have an
     exact location for them. They tend to grow dimmer if there is
     some uncertainty about their location.

---------------------------------------------------------------
18.
Q:  How come all of the aircraft I have assigned to a mission do not
    launch at once?

A:  Strike and ferry missions are single events, and all launch
    together.  All other missions are attempting to maintain a steady
    on-station presence.  These missions will try to keep one third of
    their aircraft in the air at once, replacing them as needed.  If you
    wish to saturate an area immediately, the aircraft can be ordered to
    launch manually, and will join the mission.  Be aware that you are
    leaving yourself open to shortages down the road.

---------------------------------------------------------------
19.
Q:  How do I intercept enemy contacts?

A:  There are two methods of getting an intercept.

 a) Select the interceptors, hit the air-ops button, and select the target.
    This is very fast, but does not provide much information about
    ranges or times. There may be other air assets better capable to
    intercept the target than the one you chose.

 b) Select the target (any contact), and hit the air-ops button.  This
    will bring up a dialog listing all air units available, with ranges
    and loadouts listed.  This takes longer, but allows you to pull units
    out of group CAP or ASW stations pretty fast, and allows a more 
    considered response.

---------------------------------------------------------------
20.
Q:  How do I remove units or groups from a mission?

A:  Aircraft can be removed quickly with the "Unassign Aircraft"
    hotkey.  For all other units, bring up the mission editor dialog,
    select the mission, and deallocate the units.  This also works for
    aircraft, launched or landed.

---------------------------------------------------------------
21.
Q:  How do I get a list of aircraft currently assigned to a mission?

A:  Select the mission in the mission editor dialog.  Aircraft in the
    air will be in the assigned units column.  Landed aircraft can be
    viewed using the "Remove Aircraft" button in this dialog.   This is
    also a way to change the loadouts of assigned aircraft; it is not
    necessary to remove them.

---------------------------------------------------------------
22.
Q:  How do I cancel a mission?

A:  Bring up the mission editor and delete the mission.  All units on
    the mission will become "Unassigned."  Mission generated launch
    orders and paths will be deleted for these units, and the units
    will become unassigned as well.

---------------------------------------------------------------
23.
Q:  How to I change which reference points an existing mission uses?

A:  Select the reference points, then bring up the mission editor.  
    The "Remove" button under "Selected Reference Points" will remove the
    selected reference points from the list used by the selected mission.
    The "Add" button does the opposite.  This makes some actions a two
    step process.  If you have an anti-ship patrol "MOVING WINDOW" around
    reference points 1,2,3,4, and you want it to use 3,4,5,9 the
    following actions are needed.

	1) Select reference points 1 and 2.
	2) bring up the mission editor.
	3) Select MOVING WINDOW.
	4) Hit "Remove", then "Ok" to leave the mission editor.

	5) Deselect points 1 and 2.  (Don't forget this!)
	6) Select points 5 and 9.
	7) Bring up the mission editor and select "MOVING WINDOW".
	8) Hit "Add", then "Ok" to leave the mission editor.

---------------------------------------------------------------
24.
Q:  Why do aircraft on an area mission sometimes patrol outside the
    region defined by the reference points?

A:  Aircraft on patrol are fairly curious about unknown contacts. 
    They will wander over and attempt to ID contacts that match their
    patrol types (eg. Surface patrols look at ships, AAW patrols look at
    aircraft, etc).  This 'closer look' might take them beyond their
    defined area by a few miles.  Known hostile contacts will be attacked
    by Patrol missions if possible, and avoided (but reported on) by Recon
    missions.

---------------------------------------------------------------
25.
Q:  How do I set my permanent game and symbol preferences? 

A:  Run H2SETUP.EXE to set your preferences.  This program makes changes to 
    the HARPOON2.INI file. When loading a scenario, Harpoon II will default to 
    the settings found in the HARPOON2.INI file.

---------------------------------------------------------------
26.
Q:  Why do I have more memory listed in the Memory Remaining window
    than I have in actual RAM?

A:  Harpoon II uses a virtual memory DOS Extender.  This means the
    theoretical maximum amount of RAM a program can use is limited by the
    disk space on the drive with the executable.  It should be noted that
    the game does slow down somewhat when virtual memory is actually
    used, so it is only used when no more real RAM remains.

---------------------------------------------------------------
27.
Q:  There are too many Staff Message windows.  How can I get rid of
    them?

A:  Select Game Preferences from the Settings menu and turn off the
    more common ones.  The messages will still be shown in the "Incoming
    Messages" window; the only difference is that the Staff Message
    pop-up windows allowed you to put the game in 1-1 time.

---------------------------------------------------------------
28.
Q:  How come I can't center my map window?

A:  Map windows won't move outside the defined scenario boundaries. 
    If a Map Window is against one or more of the scenario boundaries, it
    will not move or expand further in that direction.  The main map
    window contains the entire area of the scenario and can't be moved at
    all.

---------------------------------------------------------------
29.
Q:  How come Sea State data is shown on land?

A:  Sea state data also shows wind speed.

---------------------------------------------------------------
30.
Q:  Why are ship contacts appearing on land?

A:  If the contact is uncertain, it is displayed in the center of the
    uncertainty region for the contact.  This sometimes shows contacts
    over land, especially for detections that reveal only a relative
    bearing or direction (eg. "We hear something over that-a-way, but
    we're not sure how far"). ESM detections commonly do this.

---------------------------------------------------------------
31.
Q:  What are the lines, expanding circles, and wedges that appear
    around contacts?

A:  These are the uncertainty regions mentioned above.  The
    uncertainty region is created by the accumulated information from the
    most recent detection cycle, and then it ages when the contact is no
    longer detected.  These concepts are explained very thoroughly in
    the tutorial section of your manual.

---------------------------------------------------------------
32.
Q:  How come my group breaks up when I order it to close and attack?

A:  The units which are capable of attacking the target are removed
    from the group and placed on an intercept mission for the
    contact(s).  I don't recommend doing this with your carrier groups.

---------------------------------------------------------------
33.
Q:  Why do my surface-to-air missiles fail to allocate?

A:  The theoretical engagement distance for semi-active missiles is
    much longer than the engagement distance against low targets. These
    missiles require direction from radars on the firing platform, and
    any target over the radar horizon can't be engaged.   This will
    display as "Target not Illuminated".  Sometimes you will see a range
    ring that indicates an optimal engagement range against closing
    targets. This optimal range is not often realized and you must
    frequently wait until the geometry is more favorable (ie. the target
    is closer).  The missile will also fail to allocate if the projected
    intercept point is beyond the range of the missile.  This will
    display as "Out of Range."

---------------------------------------------------------------
34.
Q:  Why do I lose contact with the missiles I just launched?

A:  If the missile does not have a command data link, it must be
    tracked with a search radar just like everything else.  You have to
    decide if your curiosity about the fate of that Tomahawk is worth
    giving away your location by turning on a radar. But that's up to
    you.

---------------------------------------------------------------
35.
Q:  How come I can't see when my missiles hit their target?

A:  For the same reason you don't know what is happening anyplace
    else you can't see.  If you don't have a current
    visual/IR/passive-sonar track on the target, or a datalink with your
    missile, you will not know what is going on.  You can later fly over
    the target and perhaps you'll see some visible damage. Perhaps your
    plane will be shot down instead. But that's a kind of target damage
    assessment too, now isn't it?

    BDA (Bomb Damage Assessment) is always shown for individual 
    land facilities.  Make sure you have UNITs showing instead of
    GROUPs and you will see any relevant damage to facility targets.
    If you can no longer find the target facility (which are always
    automatically detected) then you have destroyed it.  If the
    facility is not destroyed or visibly damaged, that does not mean
    it has any functional equipment remaining.

---------------------------------------------------------------
36.
Q:  How do I use point defenses?

A:  Point defenses are automatically fired for you.  This includes
    chaff and flares, and point defense deceptive ECM (if you have the
    appropriate gear).  If you do not have the "Weapons Tight" option
    set, missiles will be engaged by longer ranged SAMs as soon as an
    intercept is possible. 

---------------------------------------------------------------
37.
Q:  How do I use Electronic Counter-Measures?

A:  The ON/OFF switch can be found in the Sensor dialog.  This will
    activate any barrage/noise jamming equipment for the selected
    platform.  This will certainly give away the location of the jamming
    platform, but may hide other platforms or weapons from detection.

---------------------------------------------------------------
38.
Q:  Why would I ever want to turn my communications off?

A:  Broadcast communications gear can be intercepted by ESM
    equipment, and may give away your location.  Most modern
    communications gear, when employed properly is hard to detect.  This
    type of datalink is shown in the "Secure datalink" color.  Some units
    aren't capable of using this type of equipment (or have moved beyond
    its' range) and must now broadcast openly to remain in communications
    with you.  These units have datalinks shown in the "Broadcast
    datalink" color.  Units will always attempt to use secure gear where
    possible.  Turning communications to Active gives the selected unit
    permission to broadcast (if needed) to stay in communications.
    Broadcasted communications links only give an ESM cut to listening
    enemy units.  Since most units are capable of secure communications,
    we recommend you just keep this on for most units.  The AI opponent
    does NOT currently take advantage of communications ESM cuts so there
    is no penalty.

    NOTE: Sonobuoys will self-destruct via sinking if they lose their
    datalinks with their parent unit. Selecting a buoy and turning off
    its comm gear is a good way to drop unneeded sonobuoys.

---------------------------------------------------------------
39.
Q:  What is the difference between a passive and active sonobouy?  

A:  Passive sonobuoys use passive sonar.  Active sonobuoys will give 
    a more positive location on the enemy, but can be easily detected
    by submarines and tells them how close to being discovered they are.
    Active sonobuoys are also useful in shallow water, where all passive
    sonar works poorly.

---------------------------------------------------------------
40.
Q:  How do I use dipping sonars?

A:  If the helicopter is hovering at or below fifty meters, it will
    deploy dipping sonar.  If you tell the unit to use active sonar, it
    will go active when the sonar deploys.

---------------------------------------------------------------
41.
Q:  What loadouts should I use for various aircraft missions?

A:  This is a style question.  Generally speaking, the following
    holds true;

	IB (Iron Bombs) will give you the most destruction per aircraft.  
	The disadvantage of IB loadouts is that you must fly very close 
	to the target. If the target is heavily defended...

	SO (Standoff) loadouts tend to work on heavily defended ships where
	the price for a close-in attack with IB may be too high.

	PGM (Precision Guided Munitions) require a fairly close attack
	(though not as bad as IB), but promise a much higher hit ratio. 

	SEAD (Suppression of Enemy Air Defenses) tends to be either decoys 
	or anti-radar missiles and can help reduce the defenses around a 
	target.

	ATA (Air-to-Air) is good for shooting down other planes.

    This is by no means an exhaustive list... Many variations on loadouts
    exists such as LR (long range) loadouts which tend to trade ordnance
    for extra fuel. This means you can strike targets further away.
    Read up on how modern aircraft are generally employed and as always,
    experiment.

---------------------------------------------------------------
42.
Q:  What types of aircraft can I use as tankers for aerial re-fueling?

A:  Obviously, anything with a TANKER loadout will do, as will any loadout
    containing a buddy-store.  Single purpose tankers will not have 
    loadouts, but will be described in the platform display. Common tanker 
    aircraft include the Kc-135, the KC-130, the A-6, and the Tu-16 Badger.

---------------------------------------------------------------
43.
Q:  Why can't I move the ASW threat axis in the formation editor?

A:  The principle ASW threat comes from the PIM (Path of Intended
    Motion), because a sub in front of your group can wait quietly for
    you to set the shot up for him.  Elsewhere he must make noise to
    close range.  We therefore tie the ASW axis to the group path, as per
    USN doctrine.  If resources permit, ASW units are placed behind the
    group as well.

---------------------------------------------------------------
44.
Q:  Why are my range rings in the formation editor showing up as only
    ones and zeros?

A:  The formation editor window is sized to include all of the vessels
    in the group and all of their stations (even if they're not there
    yet).  The range rings are then placed evenly out from the center. If
    the group is less than 2 miles across, the described behavior will
    occur because we round the displayed number down the nearest mile. 
    Don't panic, the rings can be dragged to wherever you want them
    and the window can be zoomed.

---------------------------------------------------------------
45.
Q:  What is the difference between a Threat Nav Zone and a Detection
    Nav Zone?

A:  Threat Nav zones are placed around areas where positive danger
    exists, such as around enemy SAM sites.  Detection Nav zones are used
    for areas where detection is either possible or certain.  They operate
    in the same way, but units can always be told to ignore any of them
    separately.  

---------------------------------------------------------------
46.
Q:  How do I reload my weapons mounts?

A:  Mounts will automatically reload from on-board magazines when
    completely empty.  To change the loaded weapon or reload early, use
    the reload toolbar button.  The dialog works similar to the Weapon
    Allocation dialog.

---------------------------------------------------------------
47.
Q:  Even though I select Sonar, Radar, ECM, and Comm Link active, only 
    some of them change? 

A:  You only keep sensor states for those types of sensors you have. 
    If there are no sonars on the ship, they will always come up
    "Passive."

---------------------------------------------------------------
48.
Q:  Why do my missiles/torps turn dark blue and disappear? 

A:  The missile has gone out of your sensor range.

---------------------------------------------------------------
49.
Q:.  Why does a contact seem to jump from place to place? 

A:  You are probably getting uncertain contacts from several different
    detecting units.  Not all of these will get hits every cycle, so the 
    contact may be updated differently.  This is pretty common when a sub
    crashes through a sonobuoy line.
 
---------------------------------------------------------------
50.
Q:  Why won't my planes follow my orders to go somewhere? 

    When planes are launched as a group, they must form up as a 
    formation before they can go anywhere.  This means that all of the 
    planes you launched as a block will wait until they are all airborne
    before they set off on a path or mission.  Generally speaking,
    planes launched together will form into groups of 4.

    If you don't want them to be in a group, break them into
    single unit launch requests.

    It is also possible that the plane is going home, either because
    it has run low on fuel or ammo, or perhaps has completed the
    mission it performing.  These must be unassigned before they will
    follow orders.
 
---------------------------------------------------------------
51.
Q:  When I select a ship in the game and press DATABASE, it shows me
    the wrong ship entry.

A:  You cannot get DATABASE information on unknown contacts because
    you do not know what they are yet.  If you selected a ship whose
    exact identity is known, or if you selected one of your own ships,
    then you will see the database entry for the class of ship to which
    your selection belongs.  For example; If you selected the USS
    Eisenhower and pressed DATABASE, you would see the entry for the USS
    Nimitz aircraft carrier because the Eisenhower is a member of this
    ship class.

---------------------------------------------------------------
52.
Q:  I have an old contact left behind from a ship I sank with
    missiles. Since I didn't actually *see* it sink, (but I'm pretty
    sure it did), how do I get rid of the old contact which is still
    cluttering up my screen?


A:  By selecting the contact and pressing the <DROP TRACK> hotkey
    (3/PGDN on the IBM PC).  If the contact is not really gone, you
    will see it again as soon as it is redetected.
---------------------------------------------------------------
53.
Q:  Why does the is the enemy airbase I keep bombing still say "No 
    Apparent Damage" in the Unit Status window?  

A:  Many of the bases in the Harpoon II scenarios are groups of facilities.
    Use the hot key to toggle to unit view to see the individual components 
    that you have been targeting during your attacks.  Each individual 
    facility will have a damage level.  
----------------------------------------------------------------
54.  
Q:  My planes won't drop bombs or fire air-to-ground missiles, why?

A:  There are restrictions on some weapons as to what speed and altitude
    they can be released from to operate properly.  Try using medium altitude 
    and cruise speed.
----------------------------------------------------------------
55.
Q:  What is the difference between diesel and electric power for diesel 
    submarines?

A:  Diesel subs use electric motors with battery power when submerged.  
    The fuel status indicator shows the endurance at the current throttle 
    setting.  If you switch from creep to cruise you should see a dramatic 
    drop in the amount of endurance.  To charge batteries, you need to go to 
    at least periscope depth to run the diesel engines to charge the batteries.  
    The battery charge process happens automatically when you reach periscope 
    depth as the sub will start using the diesel engines as soon as the snorkle 
    can be deployed.  There are two fuel indicators for diesel subs, one shows 
    the endurance at the present speed and the other shows the endurance 
    capability of the batteries.
----------------------------------------------------------------
56.
Q:  When I set a waypoint order for a unit or group the order is not being 
    executed when the waypoint is reached. Why?

A:  Waypoint orders can only be set AFTER the course has been plotted.  If you 
    are in navigation mode (pencil cursor) any order you give a waypoint will 
    not be retained as the waypoint does not exist until after you click on the 
    Navigation toolbar button to exit the navigation mode.  After the course 
    has been created you can assign waypoint orders. 
----------------------------------------------------------------
57.
Q: What is an Alaska class ship?

A:      The Nuclear Battlecruiser Alaska found in Harpoon II was named after  
the US Navy's Battlecruiser program in 1943-1944.  They were named after  
territories (Alaska, Guam, etc) and completed just before WWII ended. By 
design, the BCs were fast pocket battleships designed to cream Japanese heavy  
cruisers and to raid convoys.  By the time the Alaska was in service  
however, (Dec 1944) there were very few Japanese heavy cruisers to  
bushwhack and no commerce to raid. The US had shifted to air attacks as its  
principal anti-surface tactic and the subs were better at sinking commercial  
tonnage which no longer ran in convoys anyway.  The Alaskas were essentially  
5/8th scale Iowa's with 12" guns and a 38kt top speed. Fast, well armed and  
with all the new accessories, (modern gunfire radars, superb damage control,  
fast gun loaders, scout planes, long range, etc...) they would have been  
deadly if available a year earlier.  The Alaska was decommissioned in the  
early 1950's and it is unknown whether the Guam was ever finished. 
	Several 'what-if' platforms were tested in Harpoon II to show off  
some of the more advanced modelling capabilities we built in to the  
simulation (eg. the Metcalf Strike Cruiser, the Alaska, a well-armed  
Volkswagen Bug, etc...). Certain official organizations have sent us  
outlines (and even plans in one case) of future what-if platforms that we  
might someday use in BattleSets.  We'll see. Alaska was retained in the  
BattleSet for both nostalgic reasons and to show off what we could do.  
---------------------------------------------------------------
 58.
Q:  Why do my missiles miss? 

A:       The probability of a missile hitting a target depends greatly on the  
geometry of the situation as well as which kinds of missiles and targets  
are involved.  Many factors will increase or degrade the probability of a  
hit or miss.  For example, when a missile is fired in a long range 
opening shot at a target that is moving away, the probability of a  
hit is greatly reduced. Other factors that also affect missile hit 
probabilities include the ECM and point defense capabilities of your target, 
target size, what decoys are in place (chaff & flares), the image 
signature of your target (i.e. does it have a highly visible radar cross 
section), weather conditions (affects optically guided missiles), etc,
etc. As you can see, firing a missile at a target doesn't necessarily
mean that you are going to paste it!
	If you are *really* interested in the missile performance models 
that Harpoon II uses, you can run Harpoon II with the "-W" command line 
parameter (i.e. type "harpoon2 -W" to get the game to run). This will show 
you all of the factors and modifiers for every single missile engagement in 
the message window. Keep in mind that this will ruin part of your enjoyment 
of the game as information not normally made available to you will be shown.   
---------------------------------------------------------------
59. 
Q: How do DICASS sonobouys work?

A:         All of the DICASS buoys in H-II operate in medium frequency (MF)  
range and are subject to the pathloss limits of that frequency range.  Since  
we attenuate the figure-of-merit appropriately for different frequencies,  
(not to mention location, seasons, shipping noise, etc.) you will have a  
reduced chance of detecting signal sources outside the normal range of the  
receiver. Additionally, each model and type of sonar set has a different  
sensitivity and S/N level. 
	Yes, you can get passive MF detections with a DICASS buoy.  No, MF  
passive sonar isn't very good, and you won't get detections on every  
platform unless they are pretty loud or *really* close.  Passive MF also  
implies direct path (or possibly bottom bounce), non-integrated source  
signals.  The detection period is adjusted for this as well. 
---------------------------------------------------------------
60. 
Q: How to control ECM status through EMCON mission status. 

A:      The missions do not (at this time) control the ECM. It is used by  
computer controlled units in a defensive manner only (i.e., when my ship  
detects incoming missiles that it thinks are targeted at it, or another  
friendly ship on the network, it turns on the jammers). 
	The possibility exists that this option may be included in future  
versions of Harpoon II. 
---------------------------------------------------------------
61. 
Q:  Why no nukes? 

A:      The various routines for handling nuclear weapons are currently 
in the program, but not implemented. Thus, there is no way to obtain nuclear 
release (right now).  It will probably appear in the future. 
---------------------------------------------------------------
62. 
Q:  Planes and intercept missions: Why plane groups split

A:          Remember; if you assign a airgroup to intercept, only those planes  
capable of executing an ATA attack will split off (and they WILL split  
off) individually. If you want to split a couple of planes off, select the 
airgroup and then go to the formation editor and split off a few planes, 
then assign them to an Intercept mission. Remember that an air group will 
loiter at its optimum fuel-saving altitude.
---------------------------------------------------------------
63. 
Q:  What is a group, and how do I make one? 

A:     Groups are a bunch of units that are in formation with one another, and  
their relative positions can be assigned in the formation editor.  You can 
combine several units into a Group by clicking on the center of a unit and 
dragging a line from the unit to another. 
       The two methods of creating a group are: Select all of the units by  
using the drag-select or by using shift-click to select each one  
individually.  Once all of the units are selected, use the hot key to  
create a group with all of the selected units (make sure that NumLock is  
NOT on, or the hotkey will not work); or select a single unit and hold the  
mouse button down to drag a line from the selected unit to another unit,  
the two units will then form a group.  This is explained more fully on  
page 142 of the manual. 
 ---------------------------------------------------------------
64.
Q:  Groups demystified 

A:      We have two methods for viewing your units; the absolute view and  
the relatively uncluttered group view.  Often the volume of information  
can become overwhelming, and so we allow for it to be managed this way.  
Normally, what we do is toggle back and forth from the group view to the  
unit view and back again with the hot key (9 on the numeric keypad) to see  
the ranges.  To find the range-to-target, we suggest making a Zoom Window  
around the target, make the window tracking, then toggle unit view for that  
window, and watch all the range circles necessary, while the main window is  
still in group view.  
---------------------------------------------------------------
65.
Q:  Why no range circles for groups?        

A:      The inherent problem with range circles is how to best show them.  
We could show all of them but that would defeat the purpose of having the  
group view.  We could only show the outer limit of the overlapping ones.   
This also has the effect of slowing down the game to the point where it 
would become unacceptable. Nevertheless, many people have requested this 
option and it may appear in a future version.  We recommend you try using the 
group view and switching to the unit view (via the "9" hotkey) for ranges.
  ---------------------------------------------------------------
66.
Q:  Why no range circles for the enemies? 

A:      The reason that enemy weapon range circles are not displayed
is due to the fact that you would not have access to this sort of
information in a real-life encounter. After all, how can one tell what 
weapons the opposing ship has available to it?
	If one really wants to know the weapon ranges they can be 
looked up in the database under the appropriate ship. This information
will indicate what the standard loadout for that vessel is, and what the 
ranges on the weapons are. You can then subsequently use range and bearing 
to determine if you are in the danger zone for what you think they might 
have. It should always be remembered that loadouts vary, even for ships...  
	It should be noted however that many people have requested that this 
information be provided, and it may appear as a realism option in a future 
release.
  ---------------------------------------------------------------
67.
Q:  Where are they:  communications and unit control.

A:      When you are using full reality in communications, you will lose  
contact with units when they travel out of range or submerse under water.  
These units will continue to follow their last orders and mission. Subs will 
pop up periodically for new orders. 
  ---------------------------------------------------------------
68.
Q:  Info on enemy contacts in database. 

A:      You can get info on enemy contacts, but only once you have identified  
them. You must first get the name and unit type, then select them  
and click on the database key. The database will then jump to the unit type. 
  ---------------------------------------------------------------
69.
Q: When I make a air mission, how many aircraft go?

 A:        If you make a mission that is not a specifically targeted strike  
mission, then only 1/3rd of all of the planes assigned to the mission will  
launch at any one time.  If you want to take out that base, launch a strike  
mission with it as the designated target. 
       In addition, when you want to attack specific parts of a base, toggle  
groups to units and you will see all of the base parts (a base is a group  
of land units).
  ---------------------------------------------------------------
70.
Q:  Why won't all the air platforms I select launch at the target? 

A:      Strike missions that have no specified target will launch one group  
(of at least one up to how many you assigned to that group, default is 4) of  
that type of plane at the first target that satisfies the mission. Any  
additional groups of plane types will wait for the next viable target. If  
you create a mission to attack a specific target such as, say, Haifa, then  
all of the units (planes, ships, lifeboats, etc.) assigned will move to  
attack with. 
  ---------------------------------------------------------------
71.
Q:  Why don't the hotkeys work? 

A:      The hotkeys must be enabled by turning NUMLOCK and 
CAPSLOCK off. 
  ---------------------------------------------------------------
72.
Q:  Threat axes and formation editor hints. 

A:      When you select a unit in the FE, the current threat axis for that  
unit's station is shown.  Every station has a threat axis, and the station is  
always relative to that threat axis. An example; you have an aircraft on a  
station that appears about 90 DEG(East) from the group center, and  
the active threat axis for that station is the AAW axis, and the AAW axis  
is 000 (North); If the AAW axis is moved (either you drag it manually, or  
the staff decides a new threat warrants reorientation) to, say, 270 (West),  
then the air station will now be at 000 (North). All stations are attached  
to an Axis. When the Axis moves, the station moves with it. 
	You can change the Axis a station uses by selecting a unit with a  
station and then picking some other Axis (the triangle tags).  The ASW axis  
points along the path of intended motion for the group, so Station Keeping  
type stations tend to use this axis by default. 
  ---------------------------------------------------------------
73.
Q:  Mission editor tips and tricks. (Thanks to the Beta Team on CompuServe)

A:      1)      For patrol missions, assign 3 times the number of A/C that 
		you actually want on station at any given point in time.  
		The AI launches only 1/3 of the assigned A/C in order to 
		provide for relief.
	2)      Even though dissimilar A/C types can (and should) make up a 
		mission, they will launch, transit, attack and recover in 
		separate groups by A/C and loadout type.  For example, a 
		strike mission assigned 2 A-6s with HARMS, 4 A-6s with 
		Harpoons and 2 Tomcats with Aim-54s will launch as 3 
		separate groups.
	3)      Reference points are not placed relative to a formation or 
		base.  They are fixed points in space.  This means that your 
		CVBG can sail under your BARCAP, unless you manually move 
		the reference points.
	4)      Unlike Harpoon 1, you do not get range circles for groups.  
		They are available for units, however.  If you like to have 
		your main battle management window display groups, then one 
		option is to use the "9" key on the keypad to toggle the 
		display to "show units" for a moment, check the shown ranges, 
		and then toggle back to a unit display.  
	5)      With your display zoomed out, selecting a particular unit in 
		a crowded area can be frustrating.  To fix this:  Zoom in 
		until you can distinguish the individual units.  Select a 
		unit in the center of things and convert the window to a 
		Tracking window.  The window will now always follow this 
		designated unit, and you can iconize the window until you 
		need it (for increased speed).  Also, do not forget that 
		the "space" and "backspace" keys work as they did in 
		Harpoon 1. (See Harpoon II Command Card for details.)
	6)      If you play at Full Reality, don't blindly set a submarine 
		at Deep, Speed at Creep, and lay out a 400nm course.  As 
		soon as he descends, he is out of contact and control, and 
		will not come up until he finishes his orders!  Lay in your 
		course carefully, with many surface checks for new orders. 
---------------------------------------------------------------
74.
Q:  How do I get my A6s to launch their decoys? 

A:      The keystroke is CTRL-F1.  
  ---------------------------------------------------------------
75.
Q:  Why won't my platforms use the BGL 1000 Laser-Guided Bomb? 

A:      They won't, can't, and don't.  As per the database, these 
otherwise-potent purveyors of potential peril lack the guidance devices 
necessary for them to hit their targets.  Thus, they are never 
launched.  This bug is really only relevant in "A Naval Border War".  
This is a bug which is slated for possible future upgrades.   
  ---------------------------------------------------------------
76.
Q:  Why don't my units do what I want them to? 

A:      IF YOU ASSIGN UNITS TO MISSIONS YOU ARE GIVING CONTROL OF THEM TO  
THE AI. If you want to make a plane group fly a roundabout course to a  
target, don't put them on a strike mission.  Move them to Plotted.  Plotted  
means it is under your control.  If you want your planes to avoid a  
particular area of the map, you should use a Navigation Zone.  Look them up  
in the Manual for details on how to use them. 
  _______________________________________________________________
77.
Q:  Why do I have A/C Ready and Unassigned that I cannot put on missions?

A:      With earlier releases of the game, there is a very infrequent bug
causeing A/C that are landing after completing a mission to remain invisible
to the Mission AI.  These A/C will show up in your Launch/Ready A/C window,
and you can reclaim them by launching them, and them assigning them to
whatever missions you desire.
  ________________________________________________________________

 
 SECTION 9: LESSON VIII:  THE FORMATION EDITOR
(THIS SECTION IS INCLUDED HERE NOW, AND WILL BE IN THE 
REVISED MANUAL IN THE CD-ROM VERSION OF THE GAME)

Lesson VIII: The Formation Editor

Getting Started 
Select Lesson VIII: The Formation Editor from the Scenario Selection window.
It is recommended that your difficulty level be set to Average for this lesson.
Select Good Guys from the Side Selection window.

The Formation Editor
This lesson demonstrates the use of the Harpoon II Formation Editor. A formation
is a group consisting of two or more units. Subs cannot be included in any
formation. The Formation Editor is used to position the units within a group in
the best possible configuration to meet potential threats. In this lesson you
will learn to create and arrange patrol zones within a formation's threat axes,
and assign units to these patrol zones. There are three threat axes within a
Harpoon II formation:

Anti-Submarine Warfare (ASW)
Anti-Air Warfare (AAW)
Anti-Surface Warfare (ASuW)

User created-patrol zones can be assigned to each threat axis. This allows you
to set units within the formation on patrols in areas relative to the
formation's center as the group moves. 

Starting the Lesson
As the scenario opens, you should see a group of four ships in the English channel.
This group has no mission and is currently set to move to a default formation.
Default formations are quite limited in their design, so in this lesson you will
learn how to arrange the formation in such a way that the group is better
protected.  Select the group, then click once on the Formation Editor button.
Expand the window to full size, and click on the Zoom Out toolbar button three
(3) times. Now that we can see the group in the formation editor, let's begin by
creating an Anti-Submarine Warfare patrol zone within the ASW threat axis.

The Anti-Submarine Warfare axis (ASW)
The ASW threat axis is placed in anticipation of  incoming sub threats. As the
formation moves, the ASW threat axis moves also, always facing the direction
that the formation is headed. This allows you to create and assign a patrol zone
to the ASW axis, assign an anti-submarine unit to it, and have that unit
automatically transit to face the direction the formation is moving. As most
sub threats the group will encounter will be coming from the direction of the
group's Path of Intended Motion (PIM), this is a useful function for a group
commander.

Turn on the sonar range rings by clicking on the Pref toolbar button, and
marking the ASW Sensor box. Click OK. Now find and select the Arleigh Burke.
It should be apparent that since the Sir Bedivere has no sonar range ring, it
is not an applicable unit for this patrol. Click on the Patrol Zone button, and
drag-select a zone 1/3 the width of the open end of the ASW wedge, from the
outer curved line of the ASW Threat Axis down to the fourteen (14) mile range
circle. Try to center this in the ASW wedge if possible. After releasing the
mouse button, a dialog box will appear prompting you to select the type of
patrol movement configuration.

There are three different possible movement configurations :

Sprint-Drift
Station Keep
Random

Sprint-Drift-a high speed run across the patrol zone followed by a reduction of
speed to drift. This is used to make passive sonar observations during the
'drift' phase.
Station Keep- the unit alters course and speed as the formation moves to
maintain a location in the center of the patrol zone.
Random- the unit randomly selects a side of the patrol zone, finds the midpoint
of that side, and then navigates there, repeating as needed.

For this patrol, select Sprint-Drift, then select the Arleigh Burke again to
update the display. You should see the newly created patrol zone. If the patrol
zone is not satisfactory, you can create another to replace it by repeating this
procedure.

You may have noticed that the sonar range circle for the Arleigh Burke has
changed size.This is because the ship is moving (or will be when we unpause the
game), which limits the sonar's effective range.

High Value Units (HVU's)
HVUs are those units which must be protected by the formation. Since the ASW
axis is always facing the path of intended motion, the ideal place for HVU's
is in the center of the formation, directly behind the leading anti-submarine
unit. Find and select the Sir Bedivere. Then click on the Patrol Zone button,
and drag-select a zone behind the ASW wedge that covers from about the one mile
to the three mile range circle, making it 45 degrees across. Select Station Keep
as the patrol type, and then click on OK

Now that all the units assigned to the ASW threat axis are arranged, let's
assign a patrol to the Anti-Surface Warfare Axis.

Anti-Surface Warfare axis (ASuW)
The ASuW threat axis is used to anticipate and counter surface threats. Unlike
the ASW threat axis, the ASuW need not necessarily change direction with the
group. It will, by default, stay pointing in the same direction relative to the
ASW axis, unless we either assign it a specific compass direction, or make it
track a specific threat.

Find and select the Ticonderoga. Now click on the small colored triangles in the
Formation Editor window until you find the ASuW axis. Click on the outer arc of
the wedge and drag it until it is pointing due south. Now we will place the
Ticonderoga on a patrol. Click on the Patrol Zone button, and drag-select an
area centered in the wedge that ranges from the three to seven mile range
circles and is approximately 1/3 the width of the wedge. Select Station Keep as
the patrol type and click on OK. Click on the Ticonderoga again to display the
patrol zone. Here we have set the ASuW axis to remain pointing due south.

Anti-Air Warfare axis (AAW)
The AAW threat axis is primarily used to counter aerial threats. There are times
when it is advantageous to make this axis tracking, meaning it will rotate to
face the designated threat. For this lesson we want to assign an anti-air patrol
to the AAW axis and have it track a source of possible air threats. First let's
create the patrol. Find and select the Stout. Now click on the colored triangles
until you find the AAW threat axis. Click on the Patrol Zone button and drag-
select an area within the AAW wedge that ranges from the seven to 10 mile range
circles and is about 1/3 the width of the wedge. Select Station Keep as the
patrol type, then click on OK. Click on the Stout again to display the patrol
zone.

Now we will make the AAW axis track a source of possible air threats. Resize the
Formation Editor window by clicking on the up and down arrow button, then drag
the window to the right side of the screen to clear the view of the tactical map.
Start the game for a few seconds and let it run until you detect the enemy base
to the south, then pause game. This is the source of the air threat that we want
to track. Click once on the Tracking toolbar button from the Formation Editor
window, and  click once on the Tactical map window to activate it.
Double-click on the enemy base. Next, find and select the Stout in the Formation
Editor. Notice that the position of the AAW axis has changed to track the enemy
threat. It will continue to rotate throughout the scenario, always facing the
enemy base.

Aerial Patrols
In addition to the obvious advantage airborne units have in line-of-sight
detection, they can also be deployed to several specific patrol types. These are:

Combat Air Patrol (CAP)
Advanced Early Warning (AEW)
Dipping Sonar
Sonobuoy
Surface Combat Air Patrol (SUCAP)

Combat Air Patrol (CAP)-an aircraft carries an air-to-air loadout to engage
enemy airborne units.
Advanced Early Warning (AEW)-an aircraft carries sensor loudout to search for
enemy units.
Dipping Sonar-a helo will occasionally loiter and drop dipping sonar.
Sonobuoy-a helo will drop a line of sonobuoys along the leading edge of the
patrol zone.
Surface Combat Air Patrol (SUCAP)-an aircraft carries an anti-surface loadout to
engage enemy surface units.

For the purpose of this lesson, let's create a Sonobuoy patrol to watch for
possible sub threats. First, resize the Formation Editor window by clicking once
on the up arrow, then click on the Zoom Out toolbar button twice. Next, drag the
14 mile range circle out to 25 miles, and drag the 10 mile range circle out to
20 miles. This is to create a frame of reference for the patrol we are about to
make. Find and select the Arleigh Burke. Click on the Air Ops toolbar button.
Now, drag-select a zone centered in the ASW wedge ranging from the 20 to the 25
mile range markers. Make this zone 1/3 the width of the ASW wedge.

A dialog box should appear requesting that a patrol type be designated. Click on
Sonobuoy, and set Radar, Sonar, and ECM to passive. Click on Continue.

At this point, a window should appear listing all of the aircraft in the group
that are not launching or already in the air. Select a SeaHawk, and click on
Assign. Then click on OK, and select Continue. The remaining SeaHawk will be
used to maintain the patrol station when the one we assigned runs low on fuel
or is destroyed in combat. 

End of Lesson
Close the Formation Editor window (do not just iconize it), and then plot a
course out of the channel and northeasternly to the Good Guy's Port. Pull up a
tracking window centered on the group to observe how the assigned units respond
to their new patrol orders. The base to the south will be sending hostile aircraft
to 'test' your new formation, and from here on out you are on your own.
Good luck!


 APPENDIX A: VESA Manufacturers Listing 
 
Ahead Systems Inc. 
44244 Fremont Boulevard 
Fremont, CA 94538 
(510) 623-0900 
 
Appian Technology Inc. 
(206) 649-8086 
 
ATI Technologies Inc. 
3761 Victoria Park Avenue 
Scarborough, Ontario 
Canada M1W3s2 
(416) 756-0711 
 
Boca Research Inc. 
6401 Congress Avenue 
Boca Raton, FL 33487 
(407) 241-8088 
 
Chips and Technologies 
3050 Zanker Road 
San Jose, CA 95134 
(408) 434-0600 
 
Compaq Computer Corp. 
(800) 345-1518 
 
Cirrus Logic 
1463 Center Pointe Drive 
Milpitas, CA 95035 
(408) 945-8300 
BBS: (510) 440-9080 
 
Diamond Computer Systems Inc. 
(408) 736-2000 
 
Everex Systems 
48431 Milmont Drive 
Frement, CA 94538 
(510) 498-1115 
 
Genoa Systems Corp. 
75 E. Trimble Road 
San Jose, CA 95131 
(408) 432-9090 
 
Headland Technology Inc. 
46221 Landing Parkway 
Fremont, CA 94538 
(800) 248-1850 
 
Hercules Computer Technology Inc. 
(510) 540-0749 
 
Matrox Electronic Systems Ltd. 
(800) 462-8769 
 
Micro-Labs Inc. 
(214) 702-8654 
 
Micron Technology Inc. 
(800) 642-7661 
 
MaxLogic Systems Inc. 
48350 Milmont Drive 
Fremont, CA 94538 
(415) 683-2684 
 
NEC Technologies Inc. 
(800) 388-8888 ext.43 
 
Nth Graphics 
(800) 624-7552 
 
Number Nine Computer Corp. 
(617) 674-0009 
 
Orchid Technology Inc. 
(510) 685-0540 
 
Panacea Inc. 
(603) 437-5022 
 
Paradise 
see Western Digital 
 
Sigma Designs Inc. 
(510) 770-0100 
 
STB Systems Inc. 
1651 N. Glenville 
P.O. Box 850957 
Richardson, TX 75085 
(800) 234-4334 
 
Tecmar 
(800) 344-4463 
 
Trident Microsystems, Inc. 
321 Soquel Way 
Sunnyvale, CA 94086 
(415) 691-9211 
 
TrueTech Inc. 
181-B W. Orangethorpe 
Placentia, CA 92670 
(714) 961-0438 
 
Tseng Laboratories Inc. 
10 Pheasant Run 
Newtown Commons 
Newtown, PA 18940 
(215) 968-0502 
 
United Solutions Inc. 
(800) 365-4995 
 
ViewSonic 
(213) 944-3041 
 
Video Seven 
see Headland 
 
Western Digital Imaging 
800 E. MiddleField Road 
Mountain View, CA 94043 
(415) 960-3360 
 
ZyMOS Corp. 
477 N. Mathilda Avenue 
Sunnyvale, CA 94086 
(408) 730-5400 



