A comprehensive third-party list of approximately 80 * Known Harpoon [ANW] Issues has been exhaustively collected on GameSquad since the release of Harpoon ANW 3.7.0 Now that the 3.8.0 patch as been released, we checked to see what has changed. While it is by no means definitive, we believe that:
These 34 behaviours appear to have been resolved by the 3.8.0 patch:
- Aircraft ignore Nav Zones
Some aircraft on missions are able to fly through Nav Zones.
Work-around solution: Draw a double-thick Nav zone or draw an additional Nav Zone just inside another Nav Zone.
- Circling torpedoes
Torpedoes destroy their launching platform. Sometimes this causes a problem for the Victory Condition manager.
GE crashes when doing complex calculations involving units moving at high speed. This is due to the integer math system. Problem appears to be most often encountered when SLBMs launched. ICBMs seem to be okay.
- Time Zones
Night and day are reversed so that daytime is actually 1801 to 0559. The H3 world revolves in the opposite direction to real life when calculating Time Zones. Game time is listed in terms of Zulu (GMT). If the scenario is one time zone East of GMT, you would normally ADD one hour to Zulu time to find the local time. However, H3 SUBTRACTS one hour instead.
- Fixed ranges for bombs
Maximum range for bombs is fixed at 2nm regardless of the range a database editor may assign.
- Plane revert to cruise speed
Individual planes always return to cruise speed after they are given new paths. This does not occur for groups.
- Orders disappear
Orders for remaining side disappear when other sides are deleted
- Protect Station ViCond reverts to On Station ViCond
"Protect Station" ViCond switches to "On Station" ViCond
- SSK do not snort
When a diesel submarine runs out of battery charge, it does not automatically rise to periscope depth to begin re-charging its batteries. Instead, it just sits at the last known depth. Also, even if a player manually orders it to periscope depth, the re-charge process does not work unless the submarine is moving.
- BOL Type 65-76 ASW torpedoes come back to kill sub
Type 65-76 ASW torpedoes come back to kill sub when launched on BOL [Bearing-Only-Launch]
- Edit Aircraft function does not respect Time / Country restrictions
When Time / Country restrictions are activated by the Launcher, Edit Aircraft function does not respect them when used to add aircraft to facilities. Aircraft directly inserted into a scenario function properly.
- Akula at Flank gets passive contact
Akula at Flank is able to get passive contact
- E-3 lands and goes to 1092min ready
E-3 lands and goes to 1092min ready time.
- CTD when torpedo fired
CTD experienced when BOL torpedo fired from SSN Spartan in Power Sweep scenario run from a server.
- Ferry mission fails to execute
Ferry mission fails to execute. If user runs in ScenEdit and orders planes to launch, they mission executes properly.
- CTD when Air Station destroyed
CTD when Air Station is destroyed by ALCM.
- Sensors won't turn off Intermittent
After sensors have been turned on Intermittent setting, it is not possible to change their setting in the future. Even if a player turns them either on or off, the Intermittent setting returns. Apparently, this is only problematic for multi-player games and does not present itself in solitaire games.
- Jamming detected underwater
Submerged units can detect ships emitting ECM.
- ViCond polygons don't appear
Only the polygon for the first ViCond appears even when other ViConds are selected.
- Missiles ignore cruise altitude
Missiles fired at ground targets ignore the cruise altitude specified in the Database. These same missiles will fly at the proper cruise altitude when fired at ships.
- Accuracy / Speed slider affects game execution
Different settings for the game speed / accuracy slider will cause scenarios to execute in a wholly different manner. Missions may execute on one setting but will fail on another speed setting.
- Accuracy / Speed slider crashes game
Different settings for the game speed / accuracy slider will cause some scenarios to crash.
- Planes disappear from base
After launching and landing, planes disappear from the base.
- Recon mission does not work for AI
Recon Mission works for player, but does not work under AI control.
- Postures incorrectly re-built
Postures are incorrectly re-estabilished once a unit has been destroyed.
- Weapon ranges less than one ignored
Any weapon that has a range less than 1.0 nm, cannot be fired by the AI. However, the player is able to utilize these weapons manually and they appear to operate at the correct range. I do not know if missions created by the player will suffer this restriction, but I suspect that they will since Missions are under AI control.
- Strike mission fails to execute
Enemy Unit appears not to be able to plot an intercept path.
- ESM at 1800nm
Radar can be detected by ESM at a range of 1800nm. Radar in Europe (Spain) can nearly be detected in N. America.
- AC Stuck on Plotted mission
Aircraft on Plotted mission cannot be removed from this mission in Mission Editor
- Multi-Player Chat Window appears in solitaire game
After victory has been awarded to a player in solitaire mode, if the player elects to continue, a Multi-Player Chat Window opens when he selects "Yes".
- EmCon at Waypoints
Aircraft will obey waypoint EmCon commands if the plane is currently either ACTIVE or PASSIVE (not intermittent). Once the aircraft receives a command to radiate Intermittently, either at the start or at a waypoint, no other EmCon commands will be accepted at future waypoints.
- Naval Ground Strike Mission
Ships that are grouped together and on a ground strike mission will fire missiles, but [B][U]will not[/U][/B] close on the target to engage with naval gunfire.
Work-around solution: This only applies to ASuW Area Patrol missions. Missiles will launch on strike missions.
- Non-radiating units show as being jammed.
Units that turn off their radar can still show up as being jammed with the "X" next to their icon.
- NAV zone ignored II
Aircraft on strike mission flies right through an Aircraft NAV restriction zone. This is not the same as the NAV zone bug reported here.
We can see that a few helpful additional features have been added including:
- Immediate change of launcher settings - Previously, multi-player users had to always close the launcher in order to have any changes in their settings take effect.
- Alphabetization of windows - Scenario editors will find this useful. Many windows in ScenEdit are now alphabetized to more easily find entries.
- Classification by Date / Country - Scenario editors using the PlayersDB will find this useful when adding aircraft. Only those aircraft available for the time period will appear in the selection windows.
- Additional Database info - More information is available when the Database button is depressed for aircraft. Ranges, speeds, and operating altitudes are now shown.
- Minimum Ranges < 1 nm allowed - Database editors will like this one since it allows for better portrayal of suicide bombers.
These 46 behaviours remain unresolved by the 3.8.0 patch:
- AAA fire
AAA guns are not limited by the altitude of the target and can even shoot down satellites.
- Automatic contact classification
The true type classification of a contact is automatically revealed when it is designated hostile by the hotkey.
- Edit Aircraft function
Use of the Edit Aircraft function on a group or base that has pre-set air patrols will cause air formation patrols to be cancelled.
- Ferry Mission Crash
If you set up a delayed Ferry mission and the receiving/landing facility (revetment/airfield) is destroyed (or deleted by the designer) before the mission is activated, the game will crash when the AI tries to launch the Ferry mission.
- Group Nav Zone Settings
The Nav Zone settings for a Group are not adopted by the individual units forming that Group. i.e. If you order a TF to avoid Ship Threat Zone [A], the Group icon will avoid the Threat Zone but the individual ships of the Group will sail into the Threat Zone.
Work-around solution: Set the Nav Zone parameters for each unit individually.
- Identification failure
Sometimes, when you hit the Database button for a unit, only one possible identity is shown but the unit display will still describe it as Unknown.
- Replenishment at-sea
- Subs in groups
Subs joined with groups are automatically assigned a formation patrol zone on the ASW axis that cannot be changed or modified.
- Hangar overload
It is possible to land many more aircraft than the hangar capacity allows.
- AI inside Minimum Launch Range
If an AI unit finds itself inside the Minimum Launch Range of its weapons, it is unable to move away in order to fire its weapons.
- MAD contact for ground facilities
The MAD detector is able to detect ground facilities.
- Sonobuoy battery endurance
Battery endurance for sonobuoys is irrelevant.
- ARMs cause planes to hang
Aircraft armed with Anti-Radiation Missiles and bombs will continue to hang over a target once the bombs are released if they have not fired their ARMs. This will occur even if ARMs cannot be fired at the target in question.
- Ferry mission crash
Ferry mission crashes if it tries to ferry to a base / ship that has been destroyed.
- Opening 3.6.3 scen causes crash
Opening this scenario in ANW causes Crash. Scenario opens and runs fine in H3.6.3
- Guns do not fire all ammo when ordered to do so
Guns do not fire all ammo when ordered to do so
- Ready times go wild when AI Formation Air Patrols activated
Ready times go wild when AI Formation Air Patrols activated. This does not appear when the AI option is not enabled.
- All ammo not available
300 rounds of ammo are shown, but only 44 are offered for fire allocation.
- Formation air patrols cancelled by Edit A/C function
Formation air patrols cancelled by use Edit A/C function on the launching platform or hangar.
- Plane ignores Nav Zone
Plane totally ignores Nav Zone
- Planes disappear from base
Planes were added to a base and assigned to a mission. However, they disappear and access through the Mission editor is not possible.
- Mission ignores target list
Targets not restricted to target list for mission.
- Fly off the world CTD
It is possible to 'fly off of the world' and cause CTD.
- Weapon ignores range limitation
Weapon sometimes ignores range limitation and fires on targets outside of the range set by the Database. This can sometimes result in guns hitting targets 100s of miles away. Often, it occurs when the target is vaguely detected.
- Hidden units can be destroyed without detection
When hidden units are part of a group, attacks on the Group Icon can destroy the hidden units without the need to ever detect them.
- Units out of range can be destroyed
Units out of range can be destroyed if they are part of a group.
- ECM nullifies BOL weapons
ECM nullifies weapons on Bearing-Only-Launch. All missiles are automatically drawn to the jammer regardless if it can hit the target or not due to the Home-on-Jam flag.
- Nukes won't work without AALog activated
Nuclear weapons for BCGN Kirov do not work unless AALog is activated.
- Sonobuoy deployment altitude
Sonobuoys can be deployed at any altitude.
- Sonobuoy datalink cannot be turned off
Although the manual says that sonobuoys can be dropped / discarded by turning off the Comm Datalink to them, this is not true under any realism setting.
- Jamming from dead ships
Ships that are destroyed still show the Active Jamming "*" indicator.
- Torpedoes ignore cruise depth
Torpedoes ignore cruise depth set by the database even when the "Level Cruise Flight" flag has been set and a value has been entered in the "Cruise Altitude" field. They stay at the depth at which they were fired.
- Ground units attacked by Ship Strike mission
Units assigned to Ship Strike missions will attack ground facilities.
- Ships attacked by Ground Strike mission
Units assigned to Ground Strike missions will attack ships.
- SAVE AS window error
When SAVE or SAVE AS function is selected, other files with either *.SAV or *.SCN suffixes do not appear in the selection window.
- Active sonobuoys dropped passively
Sonobuoys with active-only sonar systems are dropped in passive mode even when the "Drop Active Sonobuoy" hotkey is depressed.
- Active sonobuoys do not deploy
CASS Active Sonar Sonobuoys carried by S-2 Trackers do not deploy when the "Drop Active Sonobuoy" hotkey is depressed. However, they do deploy with "Drop Passive Sonobuoy".
- Max launch speed restriction
When a unit is travelling faster than the Maximum Allowable Launch Speed of the weapons it is carrying and tries to fire them, the weapon allocation table appears and the player is mistakenly given the choice of firing the weapon. The window no longer displays a warning message and restricts player from attempts to fire.
- Hellfire do not launch in ODb
Hellfire missiles will not launch even though they appear in the weapons allocation window.
- CTD when Database button is depressed
When playing Multi-player games, scenarios will sometimes crash to the desktop when the Database button has been depressed.
- Mission fails to navigate without Full throttle setting
Aircraft without a "Full speed" throttle setting in the database are fully functional under manual control, but are unable to calculate a path to their targets under AI control.
- Planes directly inserted ignore target list
Planes directly inserted ignore targets listed in strike missions. However, planes that launch on those same strike missions will obey the target strike list and not attack any target not on the list.
- All strikers fail to launch
All aircraft assigned to a strike mission fail to launch.
- Player loses control
Player loses control of all units in the middle of a game.
- Protect ViCond doesn't evaluate properly
Protect ship Victory Condition does not evaluate properly.
- Game ends abruptly
When playing Multi-player games, scenarios will end at incorrect times. One side gets a message that it has not fulfilled the ViConds and has lost. He is then kicked from the game even though there is plenty of time remaining. This occurs more often during "high" time compression rate (1:60+).
These 79 new behaviours have been added by the 3.8.0 patch:
- Altitude mis-match between Group and units
Units and Group icons show different altitude values in SE.
- ANW battleset - File not found
Scenarios not found when trying to load ANW battleset.
- ASW/WH torps tracking wrong targets
WH/ASW torps tracking targets they cannot hit.
- Ferry mission fails to launch
Ferry mission fails to launch unless manually ordered to do so.
- Min engine altitude ignored
Min engine altitude ignored for Trident SLBM. Missile can be launched from a depth deeper that allowed by the engine parameters.
- Mixed Unit and Group icon error
Unit and Group icons show up at the same time when platforms deleted in SE.
- SSM Altitude crash
Land-based SSMs appear to crash into the surface after launch and ignore their cruise altitude.
- Sub changes depth and goes active
A sub on Plotted mission at max depth detects a ship, changes to periscope depth, and goes active on its own.
- TALD materialize at wrong point
When firing lots of missiles i.e. TALD, the missiles all originate from the same point even when the plane moves away.
- Time compression causes miss
Higher time compression creates automatic miss.
- Unknown Sub contacts not attacked
Unknown submarine contacts no longer attacked unless positively identified as hostile.
- Weapon Max Launch Speed ignored
Weapons ignore Maximum Launch Speed set in database.
- Binoculars jammed
Ground units with only Binoculars for sensors are shown as jammed by ECM.
- Passive sonobuoys will not deploy
Passive sonobuoys will not deploy. Active sonobuoys will deploy.
- Phantom air group
Phantom air group.
- Re-Charge at Int depth
Subs are reported to be re-charging batteries at Intermediate depth, but it is not known if charge levels actually increase.
- UnRep broken
Tanker and ship unable to meet for Underway Replenishment.
- AI subs will not re-charge batteries
AI-controlled subs will not re-charge batteries when depleted as there is no one around to depress the 'R' hotkey for the AI.
- Ammo dumps emptied
Ammo dumps in all scenarios have been emptied of weapons for aircraft.
- Ground targets re-engaged prematurely
Targets are being re-engaged prematurely. Missiles are still in flight when successive attacks are launched thus wasting weapons.
- Map Scale inaccurate
Map scale is erroneous.
- Max altitude for planes is 32,767m
The Max altitude for planes is now 32,767m. Previously, it was unlimited and could simulate satellite platforms.
- MP Saved game titles
MP Saved game titles often use portions of the orders in lieu of the Session name.
- SSK rises early
Diesel subs rise to Periscope depth long before their batteries are exhausted.
- Subs re-charge at Creep
Subs are able to re-charge batteries without running throttles at Flank speed.
- Type 65-76 disappear on BOL
Type 65-76 torpedoes disappear after reaching activation point even though they have copious fuel remaining.
- Unassign command sound missing
Use of the Unassign Hotkey command on groups will elicit an audible "ping". However, this audible cue is missing when the same command is issued to individual units.
- CTD ViCond crash when windows closed out of order
When setting ViCond, the ScenEditor can crash when windows are closed out of sequence from which they were opened.
- ViCond Set polygon not possible
It is not possible to set up a Victory Condition polygon. Once the ViCond menu comes up, designer cannot click on the map to designate a polygon.
- AAA firing past Max Range
Guns continue to fire long after targets pass out of range.
- AAW patrol motionless
AAW patrol motionless instead of flying between assigned reference points.
- Accuracy slider changes combat
Accuracy slider changes combat calculation. Combat may or may not occur dependant upon the setting of the slider from Low/Fast Accuracy/Speed and High/Slow.
- Accuracy slider changes combat II
Accuracy slider changes combat calculation. Air strike resolves differently when slider set on Low/Fast or High/Slow Accuracy setting.
- Air Group formation
Air Groups do not form properly when the launching platform is destroyed before the group is fully launched.
- CTD with Re-build Scenario function
Crash to the desktop when Scenario Rebuild - Re-build All Units is selected with AxisEvil.scn.
- Dead top after torp evasion
Escort comes to a dead stop after torpedo evasion.
- Destroyed planes not counted on Installations
Planes added to Installations are not counted in Victory Conditions when they are destroyed on the ground.
- Dual speeds selected
When ships are damaged, sometimes dual speeds are show in the throttle setting.
- EmCon does not match display
EmCon status of units does not match the EmCon state shown in Unit display and there is no way to turn it off..
- Engagement symbol missing
Overscore symbol over aircraft fails to appear when engaged by AAA unless one of the aircraft are shot down.
- F1 Key will not attack
F1 Key will not attack second target.
- F6 Key will not attack
F6 Key will not attack target.
- Generic strikes seek additional targets
Generic strikes seek additional targets after initial target is destroyed even if secondary targets have no relation to original target.
- Haphazard weapons re-loading
Weapons do not reload with weapon previously fired.
- Inconsistent RoF
Guns have different rates of fire between H3.6.3. and ANW.
- Indexation status false
ANW Launcher claim that "most community-databases do not support" indexation by Time and Country is false.
- Min Firing Range prohibits weapon use
Weapons (guns, ASW rockets, and others) with a Minimum Firing Range value > 0 will not fire.
- Missiles drawn to wrong targets
Missiles fired at targets located with pinpoint precision are still drawn to other targets.
- Nav Zones re-set by mission editor
Nav Zones are re-set by mission editor every time a mission is edited.
- On Station ViCond does not trigger in MP
On Station Victory Condition triggers erratically.
- Phantom mounts shown on aircraft
Phantom mounts are shown on aircraft when the Logistics button is pushed.
- Planes jammed against Nav Zone
Planes are unable to plot path around Nav Zone.
- Propulsion ranges import improperly
Propulsion ranges do not import to the Reimer Editor properly. Ranges with a speed of Zero will not import even when those ranges are required for proper platform behaviour in units such as mines and false contacts.
- Ready display always visible
Aircraft ready display shows all planes available at a base regardless of the Base's ability to launch them. Previously, when a base was damaged, those aircraft not able to launch (i.e. Large/VLarge planes) no longer showed up in the Ready menu until the runway was repaired.
- Ready Times shortened
Aircraft with long ready times can have them shortened to the default 30 minutes.
- Re-build All causes planes to loiter
Planes that normally flew at cruise speed go to loiter when Re-Built All command is used.
- Runways can be destroyed
Runway facilities can now be destroyed.
- Sanity check fails for multiple weapons records
Sanity check reports an error when a Quantity value >1 is entered beside a Weapons Record in either the Loadout tabel or the Magazine table even though this causes no problem for the game, itself.
- Sanity check fails for propulsion alt bands
Sanity check reports an error if altitude bands for propulsion entries are not in sequential order.
- Sanity check fails for propulsion max alt
Sanity check fails to report an error if the max altitude for the propulsion system is greater than the allowable altitude for the aircraft.
- Sanity check fails for Ready Times
Sanity check fails to account for different Ready Times in loadout table. Loadouts that have identical weapons with only differ in Ready Times are identified as 'duplicate' entries by the Sanity Check.
- Scen locks up at 15 secs into game
Scenario freezes 15 seconds after start of game.
- SE shows different results from GE
ScenEdit shows different results from Game Engine test.
- Sensor default values are zero
When Sensor menu [F9] is activated for individual units or groups, all default values are Zero. Previously, the default values were 1 min Active followed by 5 minutes Passive for all types of sensors. Proper default values of 1min/5min appear if a group of separate units are "drag-selected" and then the F9 hotkey is depressed.
- Sonar detects facility
Land facility detected by sonar.
- SSMs ignore delayed strike mission
Land-based SSMs ignore delay time for Strike missions.
- Strike Mission continues to dead target
Strike Mission continues to target even after it is already destroyed.
- Strike Mission fails to cancel
Ground Strike Mission fails to cancel after target is destroyed.
- Strikes fail to launch
Air strikes that performed properly in ANW 3.7.0 now fail to launch at all.
- Submarine evades own torpedoes
Submarine evades her own wake-homing torpedoes after firing. This does not occur with wire-guided torpedoes.
- Subs fire SS-N-15 under the ice
Submarines are able to fire SS-N-15 Starfish while under polar ice.
- Subs surfacing under ice
Submarines are able to rise to the surface from under the ice pack and run on the surface.
- Subsequent strikes are disorganized
Subsequent strikes are disorganized and launch in separate groups.
- Support missions do not fully launch
Not all aircraft assigned to support missions launch as they previously did in H3.6.3.
- Torps chase improper targets
Torpedoes chase the improper targets once they reach their activation point even though all potential targets are identical.
- Tubes Cannot Change Loadout
Torpedo tube loadouts cannot be changed after re-loading by AI.
- Unarmed units not engaged
Unarmed units will not be engaged by AI units (sub or ship) on Plotted mission. This is due to the fact that the targets pose no 'threat' to the AI unit thus elicits no response. Once weapons are added to the targets, they are immediately attacked.
- Unassigned SSMs do not fire
Unassigned land-based SSMs will fire on ships, but not against land targets.
- Wrong altitude shown
TLAM shows Periscope depth.
Confirmation / verification files and discussion of this list and the associated behaviour can be found on
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