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HCCE:DBE Guide
From AGSI
Contents
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Introduction
Harpoon Classic now has its first ever, user-editable database. What follows is an outline that will help you understand and utilize the Platform Editor that Jon Reimer so graciously and effectively designed for us.
The Platform Editor allows you to manipulate existing data and add new items to the database for the WESTPAC and EC2003 Battlesets.
***CAUTION: Never, NEVER, delete a Major Annex entry in your database.
Doing so will almost certainly cause HCGOLD to crash after exporting the database to the Game Engine (GE, henceforth). Major Annex entries are Aircraft, Ships, Submarines, Weapons, Sensors, Mounts, Installations and Text Descriptions (all the editable choices found in the Main Menu of the Editor).
Modifying data will affect performance in game play upon successful export, and usually this is the desired outcome. But deleting data outright, especially the Major Annex entries, can be very hazardous to the health of HCGOLD. Should you find this has occurred, there is a way to recover the lost data. So don’t panic, just keep reading below<G>. Credits (1)(2)
Viewing Data in the Editor
Enter the Platform Editor (PE) via the “Platform Editor†icon in the Harpoon CE Start Menu Group or by opening your HCE root directory and clicking on “pfBuild2002.mdb†Upon first using the PE, some versions of MS Access will show you two radio buttons and you will need to choose one. Please choose the bottom one for now (Open Database).
After a moment or two, you will get a message that says “Automatically linking to…†followed by the location and filename of your pfData2002 file.
Click OK and the Main Menu screen will open. You are now ready to browse around the PE. For now, please stick to the upper part of the menu, selecting the entries under Platforms and Components. “Other Tasks†in the lower half of the screen can adversely affect game play and should be avoided until they are more fully examined below.
Exporting an Edited Database to the Harpoon Comanders Edition Game Engine
When you are ready to try out your edited database, CLOSE BOTH THE GE AND SE if you have them open. Return to the Main Menu and click on EXPORT DATABASE under Other Tasks in the bottom half of the screen. This step will take some time, and you will know it’s finished when you see a DOS screen open, and soon thereafter close. At this point your Database is now ready to try out in the GE and SE. Credits (1)(2) ===Importing Databases from the Game Engine=== (Commondb.res)
This feature is particularly useful if you are using someone else’s commondb and want to view and edit it in the PE. Sharing the commondb will be the primary mechanism for playing user created scenarios that were created using a different database than the one you are running.
Again, CLOSE BOTH THE GE AND SE if you have them open. Click on IMPORT DATABASE under Other Tasks in the bottom half of the screen. This takes some time to complete, depending on the speed of your system. On slower machines it may even appear to freeze the Editor for a period of time. This is normal. Upon completion you will be able to edit the database in the PE as outlined above. Credits (1)(2)
Managing multiple Commondb files
We plan to automate this so that when you load a scenario, both the GE and SE will seek out the correct commondb in your directory and load them into the game. Until this feature is ready, we recommend you do the following or something similar:
1) Place all scenarios you create with a given commondb in a separate folder, along with a copy of the commondb.res file the scenarios need to use.
2) Rename this commondb.res file to something that will help you identify it in the future. For example, commondb_orig.res might be your choice for the file needed to run scenarios created for the first commondb.res file. Similarly, you might use commondb_my_first.res for the scenarios you create using the first db you edit yourself.
3) You are now ready to swap out databases. To do so, rename the existing commondb.res file in your game root directory in order to preserve it, in a manner consistent with the convention described above. Next, create a new folder in your game root directory called Current_DB. Locate the commondb_whatever-you-named-it_.res file (the one you are about to use, not the one you just renamed) and Copy/Paste it into the Current_DB folder. This helps you remember which commondb you are using because the final step is to also paste it to the game root directory and rename it to commondb.res. You are now ready to run the scenarios created for the commondb you just installed. Credits (1)(2)
Recovering from problems
If you encounter errors in the PE, please post a message to the Support section of the Forum, or use the Contact Us navigation button in the upper section of this page.
IMPORTANT: Taking a screenshot of the error message and saving it for our future review is usually helpful in tracking down the cause of the problem.
If you encounter errors in the GE using a newly created commondb, you will need to revert to a previously working version of commondb.res and invoke the Start_edit.bat file in your game root directory (by double-clicking on it) to make it run properly. Invoking the Rest_cdb.bat file will restore the most recent “official†commondb to the root directory.
Text created by bruce Fenster and Tony Eischens
Usefull Tools
You can use the DB-Worksheets as a help to create your own entrys.
Editing Entries
All Annex have a variety of entries that you can modify. The dimensions of the platform are only for the platform database entry in game. It is only when you get into the platform buttons (Flags, Runway, Propulsion) that you’ll be altering just what a platform is capable of doing.
All measurements use the metric system. Meters, Kilograms, and Metric Tonnes (called Tonnes). All speeds use knots (Nautical Miles per Hour) and ranges are in Nautical Miles. Credits (3)
Modifying Existing Data
This is pretty straightforward. As you browse through the fields and buttons in the PE, you will find values and ID#’s.
Values are either numerical or string entries. Modify numerical entries by simply replacing the current value with a new one. Modify string entries via the dropdown menu by clicking the Down Arrow to the right of the current setting. Check these pages in the future for a listing and explanation of the numerical and string codes.
ID#’s are used to associate items that belong together in a game engine component. As you browse the buttons for Aircraft, Ships, and Subs, you will find items like LOADOUTS, MOUNTS, SENSORS, and MAGAZINES.
Clicking these buttons will unveil a dropdown that includes the various subcomponents for that item. The subcomponents are listed by ID# and double-clicking the > (right side pointing arrow) to the left of the ID# will open a new window, detailing that particular subcomponent.
Now go back to the previous window. To the right of the subcomponent ID# you will see a string value for its nomenclature, and immediately to the right of that is a Down Arrow. A single click there opens a dropdown that offers the “allowable†selections for that particular subcomponent. Choosing one of them will automatically update the ID# to the left.
IMPORTANT: To ensure your changes are accepted by MS Access, move to the next record. Assuming no error messages, your edit is now saved.
Creating New Entries
Two very important facts to keep in mind:
1) ALWAYS APPEND, NEVER REPLACE A RECORD.
2) DO NOT ENTER ANY ID#. The PE will assign the appropriate ID# as you move through the remaining data fields. Be very careful to enter all required data in the remaining data fields. Failure to do so will cause the SE and GE to choke upon export of your new data.
Mechanically speaking, creating new entries is otherwise similar to editing existing data described above.
The Annexes/Screens
of the HCRE Platform Editor:
Mainscreen/menu Screen
this screen is rather self explanating.
Important for an DB-Designer are only two fields.
1. the Data file field, here you chose wich db you want to edit,
2. the DB Name field, give your db a good and well defined name, so you won´t mix up db versions
When you click on the other Fields you´ll enter the following Annexes
Under DB editor you may enter your name, this affects the view history entry under the Harpoon submenue
Edit Aircaft Screen
Aircraft Flags
Each of these Flags has the potential to affect aircraft behavior in the Game Engine (GE), depending on how they are treated in the source code. "Has the potential", because not all the Flags listed are actually employed by the source code as of this writing.
When building or upgrading aircraft in your database, you will want to associate as many of the Flags from the table below as are applicable to reflect the aircraft's characteristics and capabilities.
| FLAG: | DESCRIPTION |
|---|---|
| All-weather capable | This flag would indicate all weather capability for an aircraft,
but is not currently modeled in the GE. Nevertheless, for the same reasons as above in the SB flag, it is recommended to include this flag where appropriate. |
| Blip enhance | An electronic subterfuge that magnifies a small aircraft's radar
signature, typically that of a helicopter, to make it appear much larger on enemy radar screens and to decoy radar homing missiles. |
| Carrier capable | Carrier capable aircraft are just that -- capable of flight
operations to and from an aircraft carrier. This flag is also needed to enable helos and VTOL aircraft to operate from ships. |
| DPS | Digital Processing System(?): We are unsure of this one's purpose,
as it does not appear to be implemented within the source code and thus has no current function in game play. |
| ESM | Electronic Surveillance Measures: Systems that detect electronic
emissions of platforms and weapons, providing a vector to the emitter,analyzing it against a known database and thereby enabling identification. |
| FLIR | Forward Looking Infra-Red: A Passive Air-to-Ground detection system
based upon target's heat signature. |
| Inflight refuelling | This flag means that an aircraft is capable of receiving in-flight
refueling from a tanker aircraft. |
| IRST | Infra-Red Search and Tracking: A passive Air-to-Air detection method
using the target's heat signature to find it and track it. |
| LRMTS | Laser Ranger and Marked Target Seeker: Normally used in marking
targets for bombing missions, this Flag is used by Harpoon Classic to indicate a plane's ability to safely fly Nap of the Earth (or VLOW altitude, as Harpoon Classic models it). |
| MAD: | Magnetic Anomaly Detection: Used to locate Submarines from the air
by finding the disruption in the Earth's Magnetic Field, caused by the boat's metal hull. |
| Mid-course guidance | Missiles with the mid-course guidance flag are capable of receiving
course correction and new targeting information in mid-flight, thereby improving their Hit Percentage (PH) over missiles lacking this feature. While the GE currently treats all aircraft as if they have this flag, it may, in the future, come to model the comm link that is needed from aircraft to missile, so we recommend adding it where appropriate as well. Right now, only the missile that is mid-course guidance capable (not the aircraft itself) actually requires the flag to be present. |
| Radar Mod 1 | Radar Mod Flags 1 and 2: These flags are no longer implemented as of
HC2005. However, in all earlier versions they were very important in modeling relative stealth of aircraft. Under the old system no radar mod flag was stealthiest, less stealthy was Radar Mod 1, even less so was Radar Mod 2, and any aircraft with Radar Mods 1 and 2 had the least stealth with respect to detection by radar. |
| Radar Mod 2 | See Radar Mod 1 |
| RWR | Radar Warning Receiver: Alerts the pilot that his aircraft is under
attack from a radar homing missile. |
| SB | Sonobuoy: Signifies an existing comm link for data transfer from
sonobuoy to aircraft. While not currently implemented in the GE source code as such (Sonobuoys nevertheless do function properly via a different code mechanism), all platforms with SB comm links in real life should be given this flag for reference purposes and in case this flag is implemented in the GE at some future date. |
| TCS | Television Camera System: another passive Air-to-Air detection system
using a specialized TV Camera to locate and track other aircraft. |
Propulsion Systems
Affects Fuel Calculation and sound while playing
| FLAG: | DESCRIPTION |
|---|---|
| 4 Engine | |
| 2 engine | |
| 2 engine, CV cpbl | |
| 2 engine, CVL cpbl | |
| Jet | |
| Jet, CV cpbl | |
| Jet, CVL cpbl | |
| STOL | |
| VTOL & Helicopter |
Edit Installations Screen
Edit Ships Screen
Shiptypes
| (Main)Type | ||||||
|---|---|---|---|---|---|---|
| Type | Explanation | |||||
| AD Mobile | Affects the Symbol used for the Unit and if a Unit can move over Land or over Sea | |||||
| Armored | ||||||
| Carrier | ||||||
| Convoy | ||||||
| Ship | ||||||
| Subtype and Designation | ||||||
|---|---|---|---|---|---|---|
| Harpoon | Other Systems | |||||
| Symbol | Explanation | US | NATO | |||
| A | Auxilary | |||||
| AAA | Anti Air Artillery | |||||
| AE | ||||||
| AFS | ||||||
| AGI | intelligence/survey/research ship | |||||
| AGS | ||||||
| AO | ||||||
| AOE | ||||||
| AOR | ||||||
| AOT | ||||||
| APC | armored personal carrier | |||||
| Arty | artillery | |||||
| AS | ||||||
| ASR | ||||||
| AX | training Ship | |||||
| BB | battle shpip | |||||
| BCGN | battle cruiser guided missile (nuclear propulsion) | |||||
| BLD | ||||||
| BLDG | building | |||||
| BRG | ||||||
| Cargo | ||||||
| CG | Cruiser guided missile | |||||
| CGN | Cruiser guided missile (nuclear propulsion) | |||||
| CV | Aircraft Carrier | R | ||||
| CVH | Helicopter Carrier | RH | ||||
| Aircraft | Carrier(nuclear propulsion) | R | ||||
| DD | Destroyer | DD | DD | |||
| DDG | Destroyer guided missile | DG | ||||
| FF | Frigate | FF | ||||
| FFG | Frigate guided missile | FG | ||||
| FFL | Frigate(light)/Corvette | FS | ||||
| HSS | ||||||
| LCAC | Landig Craft | |||||
| LCC | Landing Flag Ship | LF | ||||
| LCF | Landing Flag Ship | LF | ||||
| LCM | Landig Craft medium | |||||
| LCU | Landig Craft Utility | |||||
| LHA | Amphibiuos Assault Ship | |||||
| LHD | Amphibiuos Assault Ship | |||||
| LKA | ||||||
| LPD | Landig Platform dock | |||||
| LPH | Landing Helicopter Carrier | |||||
| LSD | Landig Ship Dock | |||||
| LSM | Landig Ship medium | |||||
| LST | Landig Ship Tank | |||||
| MCM | Minecountermeasure | |||||
| MCS | Minecountermeasure Support Ship | |||||
| MHC | Minehunter (Coastal) | |||||
| MISC | ||||||
| MPS | ||||||
| MRCH | Merchant | |||||
| MSC | Minesweeper (Coastal) | |||||
| MSI | Minesweeper (Inshore) | |||||
| NB | Minelayer | |||||
| OPV | Offshore Patrol Vessel | PP | ||||
| PC | Partrol Chaser | PC | ||||
| PG | Patrolboat (Gun) | PP | ||||
| PGM | Patrolboat guided missile | PG | ||||
| PGR | Patrolboat (River) | PR | ||||
| PHM | Patrolboat guided missile (hydrofoil) | PH | ||||
| PP | Patrolboat | PP | ||||
| PT | Fast Patrolboat (Torpedo) | PF | ||||
| PTM | guided missile | PG | ||||
| SAM | Surface to Air Missile unit | |||||
| SMAA | ||||||
| SPAAG | Self propelled Anti aircraft gun | |||||
| SS | Submarine (subsufaceship) | |||||
| SSBN | Submarine Balistic(nuclear propulsion) | |||||
| SSG | Submarine guided missile | |||||
| SSGN | Submarine guided missile(nuclear propulsion) | |||||
| SSN | Submarine (nuclear propulsion) | |||||
| TANK | ||||||
| Tanker | ||||||
| TRAN | ||||||
| Transport | ||||||
| WHEC | US Coast Guard Cutter | |||||
=====Damage Points===== This is a numerical value of the ship's survivability in a combat situation. It’s directly related to light displacement.
The formulas for calculating vessel DP is as follows:
| Displacement (in tonnes) | Formula |
|---|---|
| 0-500 | T/20 |
| 501-5000 | (T/30) + 9 |
| 5001-12,000 | (T/50) + 76 |
| 12,000 and over | (T/60) + 116 |
Once you have determined the damage points, multiply the value by any of the following multipliers that apply:
Fleet Auxiliary (supply ships, container ships, tankers, ammunition vessels, etc.) not including converted merchant vessels – 0.75
Surface-Effect Ship (SES), Hovercraft, or Merchant (including all ships specified as being build to civilian standards) – 0.5
Supertankers – 0.25
Soviet Construction – 0.9
Composites; Aluminum, GRP, Wood – 0.75
Ship Flags/Codes
| FLAG: | DESCRIPTION |
|---|---|
| ESM | Electronic Surveillance Measures: Systems that detect electronic emissions of platforms and weapons, providing a vector to the emitter, analyzing it against a known database and thereby enabling identification. |
| IR | Infrared optical system. |
| Low Level light | system for night view |
| Rast | (for Recovery Assist, Secure and Traverse)revocery system for Helicopters used on the landing pad |
| Shock Resitant | the Ship was build to withstand explosion shocks. common one MCM-Vessels |
| Silencing | system to reduce the noise emitted by a vessel. makes it harder to detect by passive sonar |
| Stabilizer | Ship stabilizers are fins mounted beneath the waterline and emerging laterally. In contemporary vessels, they may be gyroscopically controlled active fins, which have the capacity to change their angle of attack to counteract roll caused by wind or waves acting on the ship. This affects the accuracy of weaponsystems. |
| Stabilizer (Dual) | more effective than single Stabilizers |
Propulsionsystems
This Value has no effect at the moment. Maybee it will be used in Future.
| FLAG: | DESCRIPTION |
|---|---|
| Diesel | |
| Electric | |
| Gas Turbine | |
| Nuclear | |
| Steam |
Edit Subs Screen
Submarine Flags
| FLAG: | DESCRIPTION |
|---|---|
| Anechoic coating | is made of rubber or Sorbothane-like tiles containing thousands of tiny voids, applied to the outer hulls of military ships and submarines. Their function is twofold: * To absorb the sonar sound waves of active sonar, reducing and |
| DE warhead resistant | |
| Does not cavitate | The noise created by cavitation is a particular problem for submarines, as it increases the chances of being detected by the enemy. Cavitation is a general term used to describe the behavior of voids or bubbles in a liquid. Cavitation is usually divided into two classes of behavior: inertial (or transient) cavitation and non-inertial cavitation. Inertial cavitation is the process where a void or bubble in a liquid rapidly collapses, producing a shock wave. So this flag makes the sub more quit |
| ESM | Electronic Surveillance Measures: Systems that detect electronic emissions of platforms and weapons, providing a vector to the emitter, analyzing it against a known database and thereby enabling identification. |
| IR | Infrared optical system. |
| Low level light | system for night view |
| Radar mast | |
| Snorkel | A submarine snorkel is also a device that allows a submarine to operate submerged while still taking in air from above the surface. |
| Shock resistant | the Ship was build to withstand explosion shocks |
| Titanium hull | stronger hull than those made of steel |
| Transient-free launch | the torpedo tubes creates no air squall while firing a torpedo, so this systems is quiter and reduces the chance to detect the submarine after a torpedo was fired |
Propulsionsystems
This Value determins if a sub will snorkel from time to time to reload its batteries.
| FLAG: | DESCRIPTION |
|---|---|
| Diesel | |
| Nuclear |
Edit Loadouts Screen
Edit Mounts Screen
ROF this value effects the number of round that can be fired in a minute per mount.
ROF x Tubes = Rounds per minute
Auto 0 or 1 1 represents automatic systems like Vulcan Phalanx
The Arcs affects the direction a mount can fire the 12 o clock direction represents the bow of a unit
Comment on the weapon selction: a mount can carry more than 1 weapon type!
Edit Sensors Screen
Range Range of an Senor in nm
PD Probability of Dection Value between 0-100%. the higher the Value the higher the Probability to detect something.
CZ Convergence Zone An effect benefitting sonar detection - sound travels in mileslong arcs under the surface of the ocean, producing a donut-shaped detection area (the annulus - see above) many miles from the detecting unit. If a Sonar is capable of working with CZs you can add 1,2,3... to represent the Capabilty of the Sonar. The first Zone is around 30nm(20 for Medc), the Second 60(40nm, the third 90(60)nm,..., away from your unit, these Values have a random factor/modifier, too!
Sensor Types
| Sensortypes | ||||||
|---|---|---|---|---|---|---|
| Maintype | Subtype | Explanation | ||||
| Radar | ||||||
| Sonar | ||||||
| Dipping | ||||||
| Hull | Sonar mounted on the Hull | |||||
| Hull/Towed | combined Hull and towed sonar | |||||
| Localiser/Ranging | ||||||
| Sonobuoy | a relatively small expendable sonar system that is dropped/ejected from aircraft or ships conducting anti-submarine warfare | |||||
| Towed | Towed Array Sonar | |||||
Sensor Codes/Capabilitys
| FLAG: | DESCRIPTION |
|---|---|
| AS (airborne) | Airseachradar carried by a plane |
| AS (360-degree) | Airseachradar on the Ground with 360 degree coverage |
| HF (3D) | High Frequency 3D Radar |
| LDSD | look down, shoot down radar mod, without the LDSD flag, radar range is halved even one band below the emitting (so High vs Med would be penalized), or more than one altitude band above emitter (Low vs High would have penalty, Low vs Med would not) |
| RO (airborne) | Range only Radar |
| SPIR | |
| SS (airborne) | Surfaceseachradar carried by a plane |
| SS (360-degree) | Surfaceradar on the Ground with 360 degree coverage |
Edit weapons Screen
Weapon Types
| Weapontypes | ||||||
|---|---|---|---|---|---|---|
| Maintype | Subtype | Explanation | ||||
| ASW | ||||||
| Depth Charge | An underwater bomb. Very effective when detonated in proximity to submarines.
Examples are the Mk54, Mk11, and B-1. | |||||
| Mortar | ||||||
| Standoff | combined weapon like the ASRoc. Rocet + ASW Torpedo. | |||||
| ECM | ||||||
| Chaff/Flare | ||||||
| Chaff | ||||||
| Type-D | ||||||
| ECM | ||||||
| Flare | ||||||
| IR | ||||||
| Laser | ||||||
| FLIR | Forwardlooking infrared | |||||
| Gun | A ballistic projectile that may or may not be unguided.
Found on ships and aircraft. | |||||
| Missile | Any guided weapon that has a self-sustaining motor and a guidance package | |||||
| Nuke | ||||||
| Airburst | ||||||
| surface | ||||||
| underwater | ||||||
| Ordenance | ||||||
| Anti-runway | ||||||
| Bomb | A dumb weapon that is dropped from an aircraft
with a steel casing and explosive filler. | |||||
| Cannon | ||||||
| Cluster bomb | ||||||
| Drop tank | A tank used to carry extra fuel aircraft. | |||||
| Rocket | A battlefield support weapon that
is mainly a short-range missile with no guidance. Mainly fired from aircraft and a few ships. | |||||
| Torpedo | "An underwater missile". The primary weapon of submarines,
they are second only to missiles in their potency. Mk48, Spearfish, USET-95 are all torpedoes. | |||||
| Single-wire guided | ||||||
| Double-wire guided | ||||||
| Active/Passive seeker | ||||||
| Passive seeker | ||||||
| Straight-running | ||||||
| Wake following, term active | ||||||
Damage Point Calculation
As a general rule, all DP calculations are based on the weight of the warhead in kilograms. Not the totally weight of the weapon, but the total weight of the warhead. Therefor a Mk84 2000lb bomb has a DP value of 91. 2000lbs = 909.1 kg, half of that being the HE of the warhead. That’s 454.5 kg for a total of 91 DP. You round up the value. If you create a weapon carrying a payload (Asroc fx) you put the annexnummber of the payload in the dp field.
PH Probability of Hit Value between 0-100%. the higher the Value the higher the Probability to hit a target.
Armor
Weapon Flags
| FLAG: | DESCRIPTION |
|---|---|
| Small missile | |
| All-aspect | |
| Dogfight | |
| Snap up/down | |
| Land attack | |
| Ship attack | |
| Inertial guidance | |
| Terminal guidance | |
| Semi-active guidance | |
| Anti-radar | |
| IR/laser guidance | |
| Radar guided | |
| Mid-course guidance | |
| Command guidance | |
| Payload | |
| DE | |
| Quiet |
Edit Text Descriptions Screen
Special Functions
Credits and Sources
AGSI Wishes to thank and acknowledge the HUGE contribution to the HCE community by Mr. Rene Haar, the man who created this page.
Some of the Material above was copied from other sources, this made this entry much more easy for me
Many thanks for the permissions to use their work and for their patience while they explained stuff (meaning of Flags etc)to me or teached me how to use the PE and recover from varius problems:
- Tony Eischens(1)
- Bruce Fenster(2)
- Dale Hillier(3)
- Brad Leyte(4)
Sources:



