Manual Addendum

Command Line Switches
        The following command line switches are available in Harpoon II:

        -?           Display command line switches.

        -T or -t     Skip introduction screens.

        -V           Display version number of the executable.

        -v<mode>     Force vesa mode <mode>.
                     Valid modes are 101, 103, 105, and 107.

        -a           Autosave.  Creates a saved game named "auto.sav"   
                     every 15 game cycles.  

To use a command line switch type HARPOON2 -s (where 's' is the letter of 
                                               the desired switch). 

The -x switch to force XGA2 mode is not implemented.


Tutorial

To ensure that the tutorial functions properly, make sure that you follow 
directions and set the difficulty level to what is indicated in the tutorial
text.

Aerial Re-fueling

        Air-to-air refueling will only function if the tanker aircraft is 
set to loiter.  To do this, set the tanker's speed to loiter using
the Speed/Altitude/Depth toolbar button or delete the tanker's 
current path.   


Missions

        Units assigned to a mission will not properly execute orders
given to them unless you do one of the following:

1)  Cancel the Mission
2)  Remove the unit from the mission
3)  Use the Unassign key ("U" on the IBM PC)

When a unit or group is assigned to a mission all orders to change speed,
altitude, or course will not be accepted.  The computer controls these units 
until you release the unit or group from the mission using one of the three
options listed above.

Intercepts are missions and can be cancelled or edited as well.

If a Strike mission is out of range it will not launch until the carrier
or the target moves closer. Manually launching planes assgined to a 
mission that is not in range will cause them to return to base (RTB) right 
away.


Weather Information

	The Unit Status window now displays weather conditions for
friendly units.  If the bottom of the Unit Status window is not fully
extended, this information will not be visible.  Extend the bottom of
the window to view the additional data or press REPORT for a full
sized screen display.

Time Compression
 
	Increasing the time compression should only be used when you
wish to speed the game up to make first contact, to transit units or
groups, or to ready aircraft.  Do not use a high time compression at
all times when playing Harpoon II.  Time compression does not provide
a compression rate of the selected rate for every second of real time
that passes.  Instead, the time compression feature updates the
screen to what has happened in the selected compression interval
every time the screen updates.  Screen update times vary and are
dependent upon the speed of your computer, the size of the scenario,
and what is taking place in the scenario at any given moment.  If you
are playing Harpoon II on a slow machine, or if you have multiple
aircraft and missiles airborne, the game speed will be affected.  
Playing with a high time compression rate can prevent you from having
enough time to make decisions that could decide the fate of your
forces.  Use time compression to speed up game events such as transit
to an area or the readying of aircraft.  

Datablocks

	Data blocks are text information displayed next to a unit,
group, reference point, or Nav zone.  Use the data block hot key to
turn on datablocks).  Data blocks can be set to display all, display
selected, or display none.

Rename Contacts/Reference Points

	Contacts or Reference Points can be renamed by selecting them
and then using the rename hot key (consult the Harpoon II Command
Card).

Clear Contact Hot Key

	To remove an old contact from the screen, use the Clear
Contact hot key ("3/PGDN" on the IBM PC).  This feature can be used
to clear old contacts and contacts that are no longer important (such
as a sinking ship).  This is useful if a target has sunk, but you did
not actually see it go down; the old contact will hang around
cluttering your display.  If the contact is cleared and later
reappears, it has been re-acquired by your sensors.  

Designate Contact Hostile Hot Key

	Contacts can be manually designated as hostile using a hot
key ("H" on the IBM PC).  If an unknown contact is designated hostile
it will be attacked by your units.  Be careful you do not designate a
neutral unit or group. 

Unassign Aircraft Hot Key 

	If an aircraft is returning to base (RTB) or is assigned to a
mission, you can unassign it by using a hot key ("U" on the IBM PC). 
If you use this option you will be responsible for getting the
aircraft to a tanker or another base prior to its fuel being
expended.  This hot key is handy when an intercepting aircraft's
mission is canceled because of range or lack of fuel yet you want
to assign the aircraft to another intercept or patrol mission.

Nav Zones

	In addition to Threat Nav Zones there are also Detection Nav
Zones.  Both types are identical in nature except for how they are
labeled.  Use a Detection Nav Zone around something that can detect
your units if they enter the area.  Use a Threat Nav Zone around
something that can fire on your units.  

Groups Break on Close to Attack Order

	A group that is given a "close to attack" order will break up. 
Only those units in the group that are capable of attacking and
closing with the target will detach.  Be careful using the "close to
attack" dialog box with groups if you do not want to break-up your
groups.

Aircraft Loadout Types

	The types of aircraft loadout types is abbreviated in Ready
Aircraft window.  the following are the types of loadouts:

        IB  - Iron Bomb (gravity bombs)
        PGM - Precision Guided Munitions (B for bomb, M for Missile)
        SO  - Stand-Off (i.e. Harpoon anti-ship missiles)
        SEAD- Suppression of Enemy Air Defense (i.e. Anti-radiation missiles)
        ATA - Air To Air (i.e. Phoenix missiles, Sidewinder missiles)
        ECM - Electronic Counter-Measures (ALQ-99 jammers)
        Tanker - Aerial Refueling 
        Minimal - Basic Loadout, (ie. gun ammo only, detection equipment only)

Facilities 

	Bases are made of components called facilities, much the same
way that Groups are made from units.  Facilities may include
communications assets, fuel storage, runways, hangars, command &
control bunkers, and many other types.  Each individual facility can
be targeted in an attack.

Victory Conditions
	
	Victory conditions are checked every 30 minutes of game time.
This is done to ensure that the evaluation of the scenario is
accurate and reflects events in progress when you reached your
victory condition(s).  An example might be that you destroyed all
enemy ships but there were still enemy missiles in the air at the
time you sunk the last enemy ship.  The 30 minute delay allows these
missiles to reach the end of their flights where they may potentially
affect the outcome of the scenario.


Velocity Vectors

	The variable lines protruding from unit and group symbols are
velocity vectors.  This indicate the direction and relative speed of
the unit or group.  The longer the line, the faster the unit or
group's velocity.  These lines point in the direction the unit
or group is moving.  

Damage 

  The Harpoon II damage system is similiar to that used by the Harpoon
miniatures rules (Paper rules game by Game Designers Workshop).  Vessels 
( ships and submarines ) have a damage point rating, which represents the 
ability of the hull to retain integrity despite damage.  All impact weapons 
act by reducing the number of damage points.  As damage points are lost, the 
maximum speed of the vessel is reduced.  At 10% of its initial damage points, 
a vessel is no longer capable of movement under its own power.  At 0 damage 
points, the vessel is no longer afloat and will begin to sink.  Sinking may 
take up to two hours for a ship or surfaced submarine, although an impact by 
a large enough warhead can sink a ship instantly. The amount of damage a warhead 
does is generally equal to its weight in kilograms, divided by five.  This amount 
can be further modified by any armor the vessel may have, as explained below.

  Example : The Admiral Kustnetsov has around 1100 damage points.  It is
struck by a Harpoon missile, which has a 227kg warhead.  The missile inflicts
a base amount of 45 DP on the Kusnetsov, possibly modified by armor.  Unless
a critical hit results ( not terribly likely at such a low warhead to
vessel DP ratio ), this will not impair the Kusnetsov at all.  If the same
missile were to strike an Osa class missile boat (with 9 DP), the poor
Osa would be broken in two and sunk instantly.

  Damage is also represented by critical hits, which model damage to
specific systems such as weapons, sensors, and propulsion systems which
may damage or destroy the equipment without harming the hull of the vessel.
Critical hits can result from normal weapons hits, based on the size of the
warhead and the size of the vessel.  Certain weapons can also cause critical
hits as their primary damage mechanism.  Fragmentation warheads, for example,
can cause damage to a large number of systems, but the hull of the target
is unlikely to be substantially damaged by the fragments.

  Damage can be reduced or negated by the presence of armor on a vessel.
Armor can be of two types: 
  General armor reduces the damage a vessel takes from weapons which hit it.
Larger warheads and armor-piercing warheads are reduced less than smaller 
ones.  For example, the Iowa's general armor rating is sufficient to shrug
off 20mm guns, but still takes substantial damage from large anti-ship
missiles and large-caliber (8 inch or larger ) AP rounds.
  Critical hit protection prevents damage to specific systems.  For example,
The Mk44 Tomtohawk Armored Box Laucher has light armor.  This will probably
stop fragmentation damage or light guns (25% chance to penetrate), but damage 
from a 16 inch round will likely penetrate the armor ( 50% or higher chance
to penetrate).

  Some critical hits can continue to cause damage ( which can cause MORE
critical hits, etc.. ) such as flooding and fires.  These hits can be
eventually stopped by damage control ( which occurs automatically).

  Critical hits which do affect a system may destroy the system ( or at least
damage it such that it cannot be repaired at sea) or merely damage it, in 
which case it is likely that the crew will be able to repair it ( again, this
occurs automatically).  If repairs at sea are possible, they should occur 
within 48 hours, unless the system is damaged again before the repairs are
complete, in which case the repairs will have to start over.

  Note that under this system, it is possible for a ship to be fully operational,
except for movement, up to the time it begins to sink.  It is also quite
possible for a ship to be stripped of weapons and sensors, and still be
completely seaworthy.
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