The purpose of this file is to provide a forum by which any last minute
changes to the game, or its accompanying documentation can be documented.
The below table of contents can give you an overview as to what is contained
in this file.

TABLE OF CONTENTS:

SECTION 1: ADDITIONAL HARPOON COMMAND LINE SWITCHES
SECTION 2: SURFACE/SUBMARINE LAUNCHED HOMING TORPEDOES



SECTION 1: ADDITIONAL HARPOON COMMAND LINE SWITCHES:  

The -gx command allows Harpoon to look for the graphics res files on
another drive besides the one which contains your main Harpoon files.  Thus,
if you wish to keep your graphics files on D drive while playing Harpoon 
from say, drive C you would use the following command to boot Harpoon:

HARPOON -gD

The -rx command does basically the same thing, except that it allows Harpoon
to look for the data res files on another drive.  Thus, if you wish to
keep your data files on F drive, you would use the following command to
boot Harpoon:

HARPOON -rF


SECTION 2: SURFACE/SUBMARINE LAUNCHED HOMING TORPEDOES
    
Some confusion about how torpedoes behave has been expressed by our
testers, in particular with homing vs. wire guided torpedoes.  Homing
torpedoes head toward the last known intercept position of the
target, as calculated at launch.  If they encounter a target along
this path, they will attack it.  When they reach the interception
point, they will enter a search pattern centered around the original
intercept path.  If the target has changed course during the torpedo
run, the torpedo has no way of knowing the target isn't where it's
supposed to be.  A good chance exists (especially on long range
shots) that a maneuvering target won't be anywhere near the torpedoes
path if this happens and the shot might be wasted. This is why the
computer will turn away from incoming torpedoes.  The torpedo will
still roam about, trying to find a target until it's fuel runs out. 

In contrast, wire-guided torpedoes will be launched along an
intercept course to a target, but as long as the launching platform
still has an exact fix on the target the torpedo will steer to a
continually updated interception point.  Wire-guided torpedoes will
ignore any other targets that might happen to be in the way while
they are being guided to a target whose location is exactly known.
If the launching platform loses the fix on the target, the torpedo
will continue towards the last known interception point, but will
engage any target it hears along the way.

Tactics:
Always change course when torpedoes are incoming!  This will
wreck the intercept geometry of the torpedo launch, and if you have
time, put enough distance between the targeted ships and the
torpedo's path so they are not heard by the weapon's seeker.

Advanced Tactics:
Jump all over the launching sub!  Wire-guided torps are extremely
dangerous only if the launcher has a good fix on you.  Put some
torpedoes in the water around him and fire back along the bearing if
given the chance.  If the sub decides to run for it, he will lose his
exact fix on you, and the torps will go for the last known intercept
point (which you should immediately invalidate by changing course and
speed).

