The software you are using was produced through the efforts of many people:
designers, artists, programmers, distributors, retailers, and other dedicated professionals. The costs of developing this and other software programs are recovered
through software sales. The unauthorized duplication of personal computer
software raises the cost to all legitimate users.
This software is protected by federal copyright law. Copying software for any
reason other than to make a backup is a violation of this law. Individuals who make
unauthorized copies of software may be subject to civil and criminal penalties.
Harpoon®is a registered trademark of GDW Inc.
BattleSet® is a registered trademark of ACSI.
MicrosoftTM and WindowsTM are trademarks of Microsoft Corp.
Table of Contents
Credits.......................................................... iii
Introduction .................................................. ix
Table of Contents......................................... xiii
Part One: Operating Instructions .................1
Index ............................................................ 283
xvi
Overview
Welcome Aboard!
You are about to take command of the awesome power of modern
naval and air forces. If you are new to Harpoon then there is much
to learn to successfully command these forces under the most
difficult scenarios. If you are a seasoned “Harpooner,” we believe we
have put together an experience that, like the first computer
Harpoon, will provide you with thousands of hours of entertainment
and challenging modern conflict. Harpoon II has plenty of things the
veteran Harpoon user will find familiar, and yet there are many new
features that will demand both your attention and newly acquired
familiarity.
Not Just a Game
This is more than just a game. It is a simulation that accurately
represents the capabilities and limitations of modern naval and air
forces. A painstakingly detailed labor of love went into providing
Harpoon II with the most accurate data that can be obtained from
open or unclassified sources. You will not find another entertainment
product on the market that has the amount of data contained in the
Harpoon II database.
Flexibility of Interface
One of the most striking things about Harpoon II is the use of a
windowing interface. Using this interface will provide you with the
flexibility to arrange the layout of your tactical display suit to your
own particular needs and tastes. You may choose to display either
one or multiple windows at the same time. Each window can be resized or “iconized” for later viewing by a simple double-click of the
mouse. Each window has its own display preferences settings so you
can have one window containing terrain and depth information, while
another window displays weather information. There are many
combinations available. There is an enormous amount of information
in a Harpoon II scenario; the unprepared may easily become
overwhelmed. Your use of the interface to create a screen layout will
make obtaining and managing the information easier. The interface
gives you the versatility to customize the game display and set the
level of detail that best suits your style of play and the tactical
situations at hand.
Do your Homework!
The dedicated efforts of many people went into making this product
the most accurate and exciting simulation you can run without
3
Harpoon II
security clearance. Harpoon II is not difficult to play. It is, however,
a challenge to play Harpoon II well. While we want you to start
enjoying the experience right away, we heartily recommend taking
some time to become familiar with the manual before you set sail for
the new challenges that await you. You will be a more proficient
commander if you log a few hours doing the head work necessary to
be the cool, confident, modern commander required to meet the
contingencies and conflicts found in Harpoon II. As mentioned
above, with the vast amount of information that you will receive as
you command your forces, it is not uncommon to become overwhelmed. The greater your familiarity with the interface, and the
custom features it offers, the better prepared you will be to lead your
forces to the successful completion of the mission objectives.
Operating Instructions
About this Manual
This manual is divided into two parts. Part One contains the
Operating Instructions. These instructions include both the Tutorial,
and the Descriptive Instructions. Both provide detailed information
on how to use the Harpoon II interface. Part Two is the Guide toNaval Warfare. This guide is a comprehensive reference source that
will give the user an orientation into the complexity of modern naval
warfare.
Included in the Operating Instructions is a step-by-step tutorial that
will get you up and running Harpoon II by taking you through a series
of basic scenarios. The tutorial will give the user the opportunity to
become familiar with utilizing the interface, commanding units, and
using the vast platform database to make informed tactical decisions.
It is recommended you take a moment to, at the very least, read
through the tutorial to become familiar with the interface and the use
of the toolbar. The tutorial has been designed to provide you with a
working knowledge of the most important basic commands. Veteran
Harpoon users should not view using the Tutorial as a “demotion,”
instead it is a wise investment of your time and will make you a better
commander.
After you have read through the Tutorial, you may then decide
whether you desire to actually run the tutorial scenarios or skip them
and dive into the first tactical scenario. We recommend reading the
Guide to Naval Warfare at your leisure, using it to hone your tactical
skills. The Guide was written by a former Naval Officer with years of
experience. Investing the time in study could make thedifference
4
Overview
once you find yourself on the simulated high seas.
For the PC User
For the PC, most of the Harpoon II interface can be utilized with your
mouse and the toolbar. All mouse clicks described in this manual refer
to a click with the left mouse button. The only exception is the use
of the right mouse button to center the map display on whatever
point you click using the right mouse button. In addition to the
toolbar, major commands can also be given using the keyboard. A
guide to the keyboard commands can be found on the Harpoon II
Command Card. In addition, 'PC Only' symbols are placed in the
manual next to items that apply only to those users with a PC version
of Harpoon II.
For the Macintoshtm User
For the Macintoshtm, most of the Harpoon II interface can be utilized
with your mouse and the toolbar. The only exception is the use of the
Option key and the mouse button simultaneously to center the map
display on whatever point that you click. In addition to the toolbar,
major commands can also be given using “hot keys”; individual or
combination keys on your keyboard. A guide to the keyboard
commands can be found on the Harpoon II Command Reference
Card. Also, 'Mac Only' symbols can be found next to items that apply
only to those users with the MacintoshTM version of Harpoon II .
Attention New Harpoon User!
Welcome to the exciting world of modern naval warfare. We hope you
enjoy Harpoon II and that you too will find yourself spending many
hours commanding contemporary naval and air forces. To be a
successful Harpoon II commander, it is important for you to invest
time to become familiar with how the interface for Harpoon II works.
Just as important is learning the tactics required to bring about the
successful completion of the missions that await you. Because
Harpoon II is a complex simulation, learning how to access and use
the information that will be made available to you as you play is
paramount to your success. Be sure to familiarize yourself with how
to give commands to your forces. Modern naval warfare is often
PC Only
symbol
Macintosh Only
symbol
5
Harpoon II
described as “hours of boredom, interrupted by moments of stark
terror.” Use those “hours of boredom” to improve the flow of
information or “intelligence” required to make your “Commander’s
estimate of the situation.” Doing this will better prepare you for when
those “moments of stark terror” arrive. And trust us, those moments
are going to arrive!
View yourself as a naval officer assuming a new command. Become
familiar with your forces. Know your capabilities. Equally important
is becoming familiar with the capabilities of the enemy. Harpoon II
provides an extensive platform database containing detailed information about the capabilities of every platform (surface vessel, submarine, or aircraft) used in the game. In Harpoon II, as in real life, it is
often true that victory goes to the commander that “gets there first
with the most.” A successful commander has to also know how and
when to use “the most.” Before using your firepower, it is wise that
you have the best information about your situation and the situation(s)
surrounding you. Those familiar with current events know this may
mean the difference between destroying a threatening enemy contact or shooting down an unarmed civilian airliner.
Operating Instructions
For New and Veteran Harpoon Users
If you are a veteran of the first computer Harpoon we believe you will
be very pleased with what we have accomplished with Harpoon II.
Besides the interface, another noticeable feature of Harpoon II that
differs from its predecessor are the maps. The maps in Harpoon II
are vector-generated and are based upon data obtained from a
variety of government agencies from several nations, including the
Central Intelligence Agency, the Defense Mapping Agency, and the
National Oceanic and Atmospheric Administration. These maps are
very accurate and when future BattleSets and the Harpoon IIScenario Editor are released, players will see even more versatility
from the Harpoon II mapping routines. We are no longer limited to
one specific region of the world as was the case in each of the original
computer Harpoon BattleSets.
The database for Harpoon II is extensive. Every ship, submarine,
aircraft, weapon, and sensor in the database is made up of individual
propulsion, mount, and warhead components. The entire database
is cross-referenced so that the database of available platforms for the
Harpoon II Scenario Editor increases every time you purchase a
new Harpoon II BattleSet. We put a great amount of effort and
planning into the Harpoon II database. To obtain the amount ofdata
6
Overview
available to you in Harpoon II by other means would cost you
thousands of dollars and take hundreds of hours of research.
The data is used by the complex and realistic modeling to determine
movement, sensor detection and performance, weapon effectiveness and the adjudication of hits, damage, and kills.
Weapons and sensors are not the only things modeled in HarpoonII. Nature itself is part of the Harpoon II modeling. Realistic weather
conditions are represented in the simulation as wind & sea state,
precipitation, and cloud cover.
Harpoon II introduces the use of neutral and unknown contacts.
Unlike the first computer Harpoon, you will now make contact with
other platforms (a platform is a ship, aircraft, or submarine) but will
not know their identity unless you improve your visual or electronic
means of detection. Many of the scenarios contain neutral civilian
ship and aircraft traffic that may be operating in your area. This adds
a degree of realism and will challenge your decision-making process.
You will find there is less “micro-management” required in HarpoonII. Your ships, subs, and aircraft can be assigned to missions
providing them with mission profiles that are based upon their abilities
and the threat situation. This allows you to give the orders and watch
what happens. Of course, you can intervene at anytime and give
orders to individual platforms as you see fit.
We have also introduced logistics elements to the game. You can no
longer expect to have an unlimited supply of ordnance and fuel. If
your aircraft land at a base that does not have the type of ordnance
your planes require then they will probably just be making a fuel stop.
Conventional ships (non-nuclear powered) can now be refueled and
replenished at sea. Fuel and ordnance supplies are not unlimited and
are factors to be considered during operations. For air operations, the
capability for aerial refueling has been included with Harpoon II.
7
Harpoon II
Operating Instructions
8
Interface Basics
Interface Basics
In order to make Harpoon II easier to use, we gave it a windowing
interface. If you are familiar with windowing interfaces (like Microsoft_ WindowsTM or MacintoshTM interfaces), you might want to
skip this section. If you haven’t used windowing interfaces before,
read on.
Menu Buttons
Buttons are raised areas (actually, they are drawn to look raised) on
the screen. They generally represent options available to you within
that window or box. For example, the only button in some dialog
boxes is the one labeled OK, because all you can do is acknowledge
that you have received the information. By contrast, the zoom map
windows have multiple buttons to control game functions.
Toolbar Buttons
Each map window in Harpoon II has a row of colored buttons along the
top of the map. These toolbar Buttons are used to issue a variety of
orders to your groups, units, or bases as well as provide visual
information for each map. Use of each toolbar Button differs slightly.
Each button will be explained later in this manual.
Toolbar Buttons
Radio Buttons/Check Boxes
Many of the dialog boxes and windows in Harpoon II use radio buttons
and check boxes to enable certain game options. Unlike Menu and
Toolbar buttons, Radio buttons and Check boxes have two states:
selected and non-selected.
Menu Button
Mouse Basics
In the interest of making the rest of this manual easier to
9
Radio Buttons
Check Boxes
Harpoon II
read, we need to define a few basic mouse concepts.
Operating Instructions
Click
When we talk about a mouse click, we mean quickly pressing the
mouse button and letting it go. In Harpoon II (and other
windowing applications), this is generally the method for selecting an item from a menu or marking a point on a map. You don’t
need to worry about holding down the mouse; how long it takes
to make the click doesn’t matter. For the PC all clicks are made
with the left mouse button with the exception of map centering
which uses a right mouse click. MacintoshTM uses Option-click to
center the map.
Double-Click
A double-click is two clicks as fast as you can do it. In Harpoon
II, double-clicks serve several purposes. As in other windowing
programs, double-clicking in a window’s upper left corner closes
the window (except on MacintoshTM computers, where one click
will suffice). Most menu selections will allow you to double-click
to highlight the particular selection and simultaneously select it,
thus eliminating the need to hit another button such as an OK orCANCEL button. Also, double-clicking on a target finishes the
targeting procedure for all appropriate functions (from assigning
attacks to landing aircraft).
Drag
A drag is performed by holding down the mouse button and
moving the mouse to a new location. Generally, this operation is
used for making a user-defined box (like a Zoom Map - see below)
or drag-selecting several units. A Drag can also be used to move
an Icon or a Window, both of which will be explained in detail below.
Mouse Pointer
The mouse pointer (generally an arrow) changes shape at different times to indicate different modes. Thus, when you are
choosing a target for an attack, the mouse pointer will look like
a targeting crosshair, while at other times it will be the traditional
arrow, a pointer finger, or one of several other possibilities.
10
Interface Basics
Hot Keys
Although the use of a mouse is required to play Harpoon II, many
commands and options may be selected using the keyboard. Throughout this manual the use of individual keystrokes and combinations of
keystrokes are referred to as “hot keys.” Some of the hot keys differ
between PC and MacintoshTM. The Harpoon II Command Card has
been provided with a list of every hot key and toolbar button. Please
review this card to become familiar with the hot keys for your type
of computer.
Windows
A window is a rectangular area of the screen bounded by a border. To
differentiate it from a box, a window is sizable (that is, you can change
its size).
Window Size and Re-sizing
To change the size (and shape) of a window, move the mouse
cursor to the edge of the window; when the cursor changes to a
split arrow, hold down the mouse button and drag the edge of the
window to where you want it. You can also change the size of a
window by clicking on the up arrow in the upper-right corner;
doing so will enlarge the window to its maximum size. If you want
to restore a window to its former size after you’ve enlarged it,
click on the button in the upper right corner with both up and
down arrows. Note that when changing the size of the Main Map
window it will stay proportional at all times since it represents the
entire scenario map area. Zoom and Tracking windows behave
differently as you will see later in the tutorials.
Mouse Pointers
Closing Windows
To close a window, double-click on the bar in the upper left corner.
Note that there is no close button on the Main Map Window since
it can’t be closed.
Moving Windows
To move a window, move the mouse cursor to the title bar, hold
down the mouse button, and drag the window wherever you
would like the window placed. Release the mouse button when
the window is in the area you desire. You should be careful about
dragging a window too far off to the edge of the screen; onceyou
11
Window
Harpoon II
do so, it will become difficult to manipulate it any longer. Also, if
you encounter a situation where one window covers another
there are five ways to gain access to the window “underneath”:
Operating Instructions
• Close the covering window.
• Move the covering window.
• Send the covering window to an icon.
• Click on a portion of the covered window to
bring it to the front.
• Use the Window pull-down menu and select
the menu item in the lower portion of the
menu list that bears the name of the window
that is covered.
Iconizing or Minimizing Windows
To reduce a window to an icon, click on the down arrow in the
upper right corner. An icon will appear bearing the name that was
in the title bar of the window. You can then drag this icon to some
out-of-the-way spot for later use by clicking on it and dragging it
to the new location.
The Macintoshtm interface does not support the iconizing or minimizing
of windows.
Icons
Icons are reduced, miniature windows that you can arrange on the
screen to keep useful information out of the way but still at hand.
For example, if you create a window around a unit to closely follow
its course, you could then iconize that window and move the icon
into a corner of the screen - nicely out of the way. When you want
to see that window again, double-click on it to restore it to its
former size and screen placement.
Enlarging Icons
To restore an iconized window, double click on the icon. The
window will reappear in its original location.
12
Interface Basics
Dialog Boxes
A dialog box is a fixed area of the screen bounded by a rectangle.
Unlike a window, a dialog box is not sizable, and often it is not
moveable either. In Harpoon II , dialog boxes give you information
from your staff, allow you to give orders to your units, and allow you
to modify game settings like time compression.
Selecting
To do almost anything in Harpoon II, you have to select some item
(a window, a unit, a menu choice, etc.). To select an item, move the
mouse cursor to that item and click the mouse button once.
Selecting Multiple Items
A special case of selecting items is Harpoon II’s ability to allow
you to select multiple items (units, groups, bases, and reference
points). Harpoon II allows you to use two methods of selecting
multiple items. First, you may drag a rectangle around all the
items in an area; all of the items will be selected (though only
appropriate ones will be included in the action). Second, you can
use the mouse pointer and the shift key to select multiple targets.
To do so, hold down the shift key and click on each item you want
to select; then double-click while holding the shift key down on
the last item. This method is useful for selecting some items in
a crowded area with many items (units, bases, or reference
points). Shift-click can also be used to deselect individual items
as well.
Icon
Dialog Box
13
Harpoon II
Operating Instructions
14
Tutorial
Tutorial
The HarpoonII Tutorial has been designed to take you through a
series of lesson scenarios. These lessons will familiarize you with the
interface while demonstrating how to use each command and menu
function in Harpoon II. The Harpoon IITutorial is a wise
investment of your time. We understand that you are anxious to start
playing and we have designed the Tutorial so that you may learn
while you play.
Running Harpoon II
If you have not already installed Harpoon II, we recommend you do
so now. Consult the Installation Instructions. Begin the lessons by
running the Harpoon II executable file. Harpoon II was installed in
either the HARPOON2 sub-directory for PC, or the HARPOON II Folder
for the MacintoshTM. Once Harpoon II has loaded and the title screen
and credits have passed, you will see the BattleSet/Scenario Selection Screen. This screen is used to select the BattleSet and scenario
you wish to play during the current Harpoon II session.
Selecting the Tutorial
Select the Tutorial by placing the mouse cursor on the word “Tutorial”
and clicking with your left mouse button
MacintoshTM users simply click the single mouse button.
Tutorial Scenarios
Once you have selected the Tutorial from the Scenario Selection
dialog box, you will see a set of Lesson Scenarios displayed to the
right side of the dialog box. Each of these lessons focuses on a
particular series of commands and functions in Harpoon II .
The following are the Tutorial Lessons for Harpoon II:
Lesson I:Orientation
17
Harpoon IIOperating Instructions
Lesson II:Course and Speed
Lesson III:Using Sensors
Lesson IV:Using Weapons
Lesson V:Submarine Operations
Lesson VI:Air Operations
Lesson VII:Using the Mission Editor
Lesson VIII: The Formation Editor
Loading a Scenario
We will start with Lesson I: Orientation . Select the first scenario
of the tutorial by either double-clicking on the scenario name or by
clicking once on the scenario name and then once on the OK button
located in the lower left area of the Scenario Selection dialog box.
Scenario Load Status
While the scenario is loading watch the Incoming Message Window to see the various portions of the scenario as they are loaded
into the computer’s memory.
Cross Platform Loading and Saving
Harpoon II supports cross-platform loading and saving. Scenarios
and saved game files can be opened and saved on either the PC or the
MacintoshTM. NOTE: Attempting to load a game saved from a scenario
that was part of a Battleset you do not own will produce unpredictable
results.
Choosing Sides
Once the scenario has loaded, you will be asked to choose sides. Click
on Good Guys.
Setting Difficulty Level
Press the Difficulty button to set the level of difficulty for the scenario
you will be playing.
On the PC, You have four choices:
18
Tutorial
• EasyBeginner settings
• AverageNovice settings
• HardExpert settings
• DefaultUser defined settings
• CustomModifies difficulty settings
The initial setting for Harpoon II is Default. For this tutorial select
Easy and then OK. A more detailed explanation of Difficulty Levels
and how to customize your default settings can be found in the
Reference Section.
On the MacintoshTM version there is a Difficulty Settings dialog box that
allows you to toggle the individual difficulty settings. Selecting OK saves
those settings to a preferences file, which will then be used each time the game
is played.
Macintosh Difficulty Settings Dialog box
Viewing Orders
After selecting your side and setting difficulty level, it is time to
review your orders. Take a moment to read the scenario orders on
the right side of the Side Selection window. You can use the scroll
bar at the side of the orders window to read all of the orders. These
orders can also be viewed at anytime while you are playing thegame.
Once you have reviewed your orders, click on OK.
19
Harpoon IIOperating Instructions
20
Tutorial Lesson I: Orientation
Lesson I: Orientation
Now that you have selected your side, examined your orders, and the
scenario has been loaded, it is time to become familiar with the
Harpoon II screen and the components of the interface.
Main Window
The Main Window depicts the entire map area of the scenario. In the
Lesson I scenario the Main Window is currently in icon form and labeled
“Lesson I.” Go ahead and double-click on the icon. The window will
expand and the entire map area will be displayed. For this first Tutorial
scenario the only map features that are active are the coastlines and
a single unit symbol. The unit represented here is the USS Lewis B.Puller. We’ll learn more about the Puller later in this lesson.
Map Preferences
Let’s go over the components of the map. The map area itself is
where the ocean, coastlines, groups, units, and bases are displayed.
At the top of the display area is a toolbar containing the buttons used
to issue orders to your units or change the window’s features. To
activate the various display options, click on the toolbar button
marked PREF. This is the Map Preferences button and will display an
options screen with a variety of display options which may be
selected. It is important to note that you may set a combination of
display preferences in each individual window. Each window may have
an independent set of preferences. Use this feature to create
windows containing a variety of display information. Let’s try out the
various Preferences. Go ahead and select the PREF toolbar button
from the Main Window. The Map Preferences box should now be
in the center of your screen.
PREF Toolbar
Button
21
Harpoon IIOperating Instructions
Map Preferences Dialog Box
Window Name
To change the name you see displayed in the title bar of a window,
click on the text field containing the current window name and
type the name you desire. Go ahead and change “Lesson I” to
“Lesson One” or to whatever you want to name the window. You
can change the window names to whatever you want during a
game to keep track of various areas, units, or groups. Be aware
that large window names will not be practical when you have the
map window in icon form. Use small names or abbreviations when
naming windows.
Water Depths
Water depths are represented by colored tick marks every 30
minutes of map distance. This is one-half degree or 30 nautical
miles at the equator. The water depth scale is represented for
three levels, sea level to 10 meters, 10 to 100 meters, and 100
to 1000+ meters. Select Water Depths and click on OK. You
should now see colored tick marks representing the various
depths of the ocean represented on the map. Go ahead and click
the PREF button again to return to the Map Preferences window.
Click the Water Depths selection so it is turned off.
22
Tutorial Lesson I: Orientation
Land Elevations
Land elevations can be displayed in 500 meter bands starting at
sea level (0 meters) and going up to 2500 meters. Each band can
be represented by a colored tick mark. Like water depths, tick
marks are placed in 30 minute intervals on the map. The color of
the tick mark indicates the elevation for that particular area on
the map. The size of the tick mark will depend on the size of the
map area represented by the map window and the level at which
the map is magnified. We will learn more about changing the
magnification level of the map and how to determine the various
altitude colors later in this tutorial. For now, select the Land
Elevations box and click the OK button. You should now see
various colored tick marks representing the elevations of the land
masses on the map. Go ahead and click the Map Preferences
button again to return to the Preferences window. We are going
to leave the elevations off for now while we look at some other
display features. Click the Land Elevations selection so it is turned
off.
Ice Pack Borders
To display the polar ice pack borders, click on the Ice Pack Borders
selection. The ice packs will only be displayed in scenarios taking
place close to the polar regions of the world. Surface ships cannot
traverse across polar ice. The ice packs are represented on the
map as a line similar to coastlines. Think of it as a variable
coastline which changes with the seasons. Because this scenario
does not take place in a polar region, ice packs can not be viewed
from this first tutorial scenario. Leave this selection off (no “X”
in the small square) for now.
Polar Ice Data
Polar Ice Data is provided every half-degree of map distance.
When this selection is ON, the entire area defined by the Polar Ice
Borders will be displayed. Leave this selection off for now.
National Borders
To display national borders on the map click on this item in the
Preferences window. The selection is active if there is an “X” in
the small square. Borders are represented as lines within the land
masses on the map. Select this box and click on the OK button.
You should notice there are now several lines representing
borders on the land masses. Now select the PREF toolbar button
23
Harpoon IIOperating Instructions
again to bring back the preferences listing. You can leave the
borders on or off, the choice is yours.
Latitude & Longitude Lines
Latitude and longitude can be represented on any map. You can
choose to have no lines, or lines at either 1, 5, or 10 degree
intervals. Go ahead and try it out. When you have finished looking
at the lines, select No Lines to avoid cluttering the screen as we
examine other aspects of the display.
Weather Data
Harpoon II contains a global weather model that creates the
weather conditions most likely to be found in the geographic
region in which the scenario takes place. The following weather
display choices are available:
No Weather
No weather information will be displayed on the map.
Wind & Sea State
Color coded tick marks similar to the land elevation and depth
information will be displayed. The colors vary with the speed
of the wind in each half degree interval.
Cloud Cover
The color tick marks represent the type of cloud cover in a
given area. The categories for cloud cover are clear, scattered, partly cloudy, and overcast.
Precipitation
The color tick marks represent nine categories of precipitation. The categories include three levels of fog, three levels
of rain, and three levels of snow. No precipitation is present
if no tick marks are displayed.
Nav Zones
Navigation or “Nav” Zones are areas that you can designate as
off-limits to all or some of your units. We will explore how to
create and use Nav Zones later in the tutorial. For now, we are
24
Tutorial Lesson I: Orientation
interested in the types of Nav Zones and how to display them on
the map.
Surface Threat
A Surface Threat Nav Zone will exclude all surface ships from
entering the zone. Aircraft and submarines are unaffected by
this type of Nav Zone. You may create, modify, or delete this
type of Nav Zone.
Sub Threat
A Sub Threat Nav Zone will exclude all submarines from
entering the zone. Aircraft and ships are unaffected by this
type of Nav Zone. You may create, modify, or delete this type
of Nav Zone.
Aircraft Threat
An Aircraft Threat Nav Zone will exclude all aircraft from
entering the zone. Submarines and ships are unaffected by
this type of Nav Zone. You may create, modify, or delete this
type of Nav Zone.
General Exclusion
A General Exclusion Nav Zone will exclude all units, aircraft,
ships, and submarines, from entering the zone. You may
create, modify, or delete this type of Nav Zone.
Neutral
Similar to a General Exclusion Nav Zone, a Neutral Nav Zone will
exclude all units, aircraft, ships, and submarines, from entering the zone. You may NOT create, modify or delete a Neutral
Nav Zone. Most Neutral Nav Zones will be created when the
scenario is designed and will be present from the start of the
scenario.
To display the various Nav Zones, you would select each one so
an “X” appears in the boxes. There are no Nav Zones in this first
lesson. We will explore their use later in the tutorial.
25
Harpoon IIOperating Instructions
Weapon Ranges
To display the approximate ranges of your weapons, place an “X”
in the boxes next to the following:
Anti-Air Warfare (AAW)
Displays a ring depicting the approximate range of the
farthest reaching AAW weapon for each platform.
Anti-Surface Warfare (ASuW)
Displays a ring depicting the approximate range of the
farthest reaching ASuW weapon for each platform.
Anti-Submarine Warfare (ASW)
Displays a ring depicting the approximate range of the
farthest reaching ASW weapon for each platform.
Once you have all the items selected with an “X”, click on the OK
button. You should see several colored rings around the Puller
representing the approximate ranges of its weapons.
Sensor Ranges
To display the approximate ranges of your sensors, place an “X”
in the boxes next to the following:
Air Search
Displays a ring depicting the approximate range of the
farthest reaching AAW sensor for each platform.
Surface Search
Displays a ring depicting the approximate range of the
farthest reaching ASuW sensor for each platform.
Sonar
26
Tutorial Lesson I: Orientation
Displays a ring depicting the approximate range of the
farthest reaching ASW sensor for each platform.
Once you have all the sensor items selected with an “X”, click on
the OK button. Since we do not have any sensors activated, the
only sensor range circle that you should see is the Puller’s passive
sonar.
Range Rings and Groups
Range rings are not displayed while in group view. To view
approximate range rings, make sure all desired display options are
set in the Map Preferences dialog box, then press the Unit View
hot key.
Data Links
Data Links are used to relay communications, sensor, and contact
information between platforms. Data links can only be established between units with operational communications equipment
that are in range of one another. A data link provides the ability
to “see” things from the point of view of another platform. Think
of a data link system as a network of sensors and communications
equipment. If you select the Data Links selection, the links will be
represented by thin lines between the data link capable platforms
on your side. We will take a look at data links later in the tutorial
when we have more platforms on the map. Go ahead and leave
the Data Link selection on.
Show Sonobuoys
Place an “X” here to display individual sonobuoys on the map.
Sonobuoys are dropped into the water by Anti-Submarine aircraft
and have their own sensor range circles and data link lines.
Because many sonobuoys on the screen can clutter the view, it
is a good idea to only use the Show Sonobuoys display option in
windows that are being used for ASW operations.
Endurance Range
Place an “X” here to show the approximate range each platform
has based upon its current fuel state. The endurance circle for the
Puller is very large so it will not show up on your map, so we will
not select it at this time. Endurance circles for aircraft are more
27
Harpoon IIOperating Instructions
noticeable as they have much shorter ranges and use fuel at a
faster rate than either ships or submarines.
Tutorial Settings
For the purposes of this tutorial you should have the following
settings for Map Preferences:
Water Depths:OFF
Land Elevations:OFF
Ice Pack Borders:OFF
Polar Ice Data:OFF
National Borders:OFF
Latitude/Longitude:NO LINES
Weather:NO WEATHER
Nav Zones:All OFF
Weapon Ranges:All ON
Sensor Ranges:All ON
Data Links:ON
Show Sonobuoys:ON
Endurance Range:OFF
Creating Zoom Windows
A Zoom Window can be created by first clicking on the Zoom Window
toolbar button. The mouse cursor should now resemble a “+”. Place
the mouse cursor at any location on the Main Map area and drag a box
as you hold the mouse button down. Once you release the mouse
button, a new map window will appear. The new window is a Zoom
Window labeled “Zoom Map 1.” Note this new window has its own
toolbar buttons. A Zoom Window will have the same preferences as
the map from which it was originally created. If you wish to have
different settings, use the Map Preferences button (PREF) for this
28
Tutorial Lesson I: Orientation
new window to give it its own display parameters. Click on the PREF
button in this new Zoom Window and rename it “Tactical View”. Now
grab the corner of Tactical View zoom window and stretch the
window so it’s big enough for you to see all of the toolbar buttons for
this window. Unlike the Main Map window, zoom windows do not stay
proportional and can be stretched to any size without distorting the
map.
Centering the Screen
Since the map area displayed in the new Zoom Window is smaller than
the Main Map, you can move around within the map and center it on
any location. To center the map place the mouse cursor on the point
you wish to designate as the new center of the map and click the right
mouse button for PC or Option-click for MacintoshTM. The map should
now be centered on the point where you clicked. Try it by clicking
around and making various points on the map the center. This is a
rapid means of traversing across the map surface in any direction.
Zoom In & Out
The new window has three toolbar buttons that were absent from the
Main Map. The first two buttons are Zoom In and Zoom Out. Use these
buttons to magnify or expand your view in the map. Try clicking the
Zoom In button three times and watch what happens to the view in
Tactical View. It should zoom in towards the map. Now click on the
Zoom Out button three times. Doing this should have expanded the
view back to where it was prior to using the Zoom In button. Go ahead
and center the map on several areas using the center map feature
described above and use the Zoom In and Zoom Out buttons to
change the magnification of the view. For example, try centering the
map on a coastline and then zoom in and out or center on the Puller
and change the magnification. When you are comfortable with how
these two buttons function, center the map around the Puller and
zoom out enough to where you can see the Puller and some of the
coastlines.
Zoom Window
Toolbar Button
Creating Tracking Windows
Another toolbar button not found on the Main Map is the Tracking
Window button. A Tracking Window allows the user to select a unit
or group and center the map screen continuously on that unit or
group. This means the window will keep the selected unit or group
in the center of the window as it moves across the map. To create
a Tracking Window, select the Puller. Next, click on the Tracking
Window toolbar button. This should center the window on thePuller
29
Loading...
+ 235 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.