Newsgroups: comp.sys.amiga.games Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!wuarchive!ukma!usenet.ins.cwru.edu!agate!sunspot.ssl.berkeley.edu!felixh From: felixh@sunspot.ssl.berkeley.edu (Felix Hack) Subject: Re: Possible bug in Harpoon Message-ID: <1991Apr12.082251.22705@agate.berkeley.edu> Keywords: harpoon bug Sender: usenet@agate.berkeley.edu (USENET Administrator) Organization: /etc/organization References: <1991Apr11.192923.86559@vaxc.cc.monash.edu.au> Date: Fri, 12 Apr 1991 08:22:51 GMT Lines: 47 I've never seen anything like this bug, but then I find a new bug in Harpoon everytime I play it . . . . It's unlikely that my patches could cause this because the weapons loadouts on subs were not touched (has anyone figured out the correct codes? I just figured out airplane weapon codes, but the codes for sub weapon pointers seem incomprehensible). At best I may have monkeyed with the range or hit chance of the type 65's, but I don't think so because torpedo data was about the only correct data (as defined by the 1990-91 Harpoon Data Annex for the boardgame) in the entire game! Odd too that there would be a delay for reloading; type 65 torps go in the Victor III's 65cm torpedo tubes. Once they're fired, the only other weapon that fits there are the anti-sub SSN16's. The 533mm torps which are capable vs ships come out of the two 533mm (surprise) tubes. In other words, there shouldn't be any sort of delay. Actually, the game is really screwed up in firing rates and reloading. I'm always able to shoot lots of torpedoes and missiles at the same time, not just a few at a time, and there doesn't seem to be any reload time needed for sub torpedo weapons as far as I can tell. It seems to me that sub operations are about the most screwed up part of Harpoon. I just get really frustrated by oversights in what I consider critical areas if you want to accuratlely model ASW ops. The data patches were done with the hope that fixing the sonars would help the situation, but it really doesn't, because the basic detection system is wrong (as documented previously, even with a very slim chance of detection, getting a shot every 30 seconds means that you ultimately have a very high chance of achieving detection once a target comes within maximum sonar range.) For those having problems with scenarios running just subs (especially in GIUK), I have all sorts of problems too. I think the simplifications in the game favor the Soviets over NATO because the Soviets have more platforms to take advantage of spurious perfect targetting intelligence. I also dislike that all ASW weapons seem to be bearing-only capable, which means they can be fired at unlocalized contacts. In real life only a heavy wire-guided torpedo would have a chance at such a target if the range is not point-blank, and you'd still probably need to get an idea of target range at some point to tell the torpedo when to start searching. Light air-dropped torpedoes, SSN14, SSN15, SSN16, etc., Sea Lance, and so on need to be employed almost right on top of their targets, so exact localization should be required. But no, Harpoon abstracts all that away so now the Soviets can drop SSN15 nukes on the most spurious NATO contacts. Oh well. I guess after waiting so long I had hoped Harpoon would be better. Right now Simulation Canada's Grey Seas Grey Skies is about as good in some ways, and better in others, while lacking the often disfunctional graphics of Harpoon. Too bad Amiga GSGS isn't out. Felix