RC
P.S. You guys are supporting F4 consistently and it remains the best modern
jet combat flight sim out there today, IMHO.
Gabe / MicroProse <webma...@falcon4.com> wrote in message
news:3844733c...@192.48.96.23...
> Falcon 4.0
> Version 1.08 Update (U.S. and UK)
> Readme File
> 29 November 1999
>
> Table of Contents
> 1) How to Update to Version 1.08
> 2) Version 1.08 Changes
> 3) Previous Version Changes
> 4) FAQ (Frequently Asked Questions)
> 5) Installation
> 6) Troubleshooting
> 7) Enhancing Game Performance
> 8) Hardware Compatibility
> 9) Game Controllers
> 10) Higher Resolutions
> 11) Enhanced Graphics
> 12) Gameplay
> 13) Multiplayer
> 14) Customer Support
> 15) License Agreement
>
> How to Update to Version 1.08
> Note: This updater works with any previous U.S. or UK version of
> Falcon 4.0. You do not need to update to any prior version first
> before using the version 1.08 updater.
>
> This updater can only be used with the U.S. or UK version of Falcon
> 4.0. Do not use this updater for any other language version!
>
> If you have a beta version of Falcon 4.0 of any kind, you must
> uninstall the game completely, then remove the leftover files (by
> manually deleting the folder) and then install the game again from the
> CD-ROM.
>
> If you are using any third-party utilities or add-ons with Falcon 4.0,
> we recommend that you uninstall the game completely, then remove the
> leftover files (by manually deleting the folder) and then install the
> game again from the CD-ROM.
>
> 1. Download the file F4108US.EXE to your hard drive. You will need
> about 17MB free on your hard drive.
> 2. Double-click F4108US.EXE to start the update.
> 3. Click the "Next" button at the Welcome screen to start the update.
> 4. At the Object/Art Upgrade window, click the OK button.
> 5. When you see "Object and Art data successfully updated," click the
> OK button.
> 6. After the updater is finished, you can either view the ReadMe file
> and/or launch the game.
> 7. Click the Finish button to exit the updater.
>
> If you still cannot update your copy to version 1.08, we recommend
> that you uninstall Falcon 4.0 and then reinstall the game before
> running the updater.
>
> After you update to version 1.08, the File Version for FALCON4.EXE
> should now read "1,0,8."
>
> Version 1.08 Changes
> Graphics
> * The fonts used in the cockpit and HUD are more readable now,
> especially at the higher resolutions of 800 x 600 and 1024
> * The frame rate in the simulation has been improved.
> * Support for 3dfx cards (such as the Voodoo 2 and Voodoo 3) is now
> improved.
> * Falcon 4.0 now includes a 1024 x 768 2-D Cockpit. This cockpit is
> "clickable" at this higher resolution. Your video card must have at
> least 4MB of video RAM in order to run the 1024 x 768 cockpit. To use
> this new feature, simply select "1024 x 768" for Resolution at the
> Graphics setup screen.
> * The fonts used in the cockpit and HUD are more readable now,
> especially at the higher resolutions of 800 x 600 and 1024 x 768.
>
> Game Controllers
> * Falcon 4.0 now defaults to seeing at least one hat switch on your
> joystick. This will solve the problem with DirectX incorrectly
> reporting zero hat switches (for example, on certain CH joysticks).
>
> Simulation
> * Both the number and fire rate of SA-7 SAMs have been reduced.
> * Runway repair is now slower and, therefore, more realistic.
> * Aircraft will no longer take off from a damaged or captured runway.
> * If Invulnerability is set to On in the Simulation setup screen, your
> plane will no longer take damage from crashing into the ground.
> * HARM targeting has been improved and, therefore, HARMs are now more
> effective.
> * The weight of fuel tanks is now correctly calculated.
>
> AI Logic
> * AI pilots will now attack air-to-air threats during air-to-ground
> missions.
> * AI pilots no longer keep attacking helicopters.
> * AI pilots are more effective with using Maverick missiles.
> * AI pilots no longer inappropriately trigger the New Guy tone on your
> RWR.
> * If you radio "Attack my target" to your flight, you will now hear
> the correct bullseye information.
>
> AWACS
> * AWACS will now acknowledge your radio call of "Check in" with
> "Roger."
> * AWACS will now vector your wingmen correctly to ground targets.
>
> Tactical Engagement and Campaign
> * In the Debrief, erroneous messages about flights being diverted from
> home base have been fixed.
> * When you select a mission from the Mission Schedule, you should only
> see "Not a package mission" now because of a shortage in either planes
> or pilots.
> * The icon for the EA-6B plane has been corrected.
> * In Tactical Engagement, you can now retask aircraft after they have
> landed.
> * You can now reenter a training mission many times without a problem.
> In earlier versions, the timing would become out of synch.
>
> Multiplayer
> * The stability of multiplayer connections has been improved.
> * Version 1.08 now supports more than one multiplayer game running
> simultaneously on the same LAN.
> * Weapons, air brakes, afterburners and landing gear are now updated
> visually for all players in a multiplayer game.
> * Rules of Engagement are now updated for any out-of-compliance
> settings for all players.
> * Rules of Engagement no longer return to their default settings if
> another window is opened.
> * Two or more players can now edit weapon loadouts simultaneously in a
> multiplayer mission. Changes to weapon loadouts are updated now for
> all players in the game.
> * Victory conditions are now updated in a multiplayer Tactical
> Engagement for all players.
> * The Points box now displays the correct score for all pilots in a
> multiplayer Tactical Engagement.
>
> Previous Version Changes
> Serious Problems That Have Been Fixed
> * If you used the Software graphics option (instead of Glide or
> Direct3D), the game used to crash if you exited the simulation while
> in the 2-D Cockpit.
> * The crash caused by repeatedly switching to Tactical Reference has
> been fixed.
> * If you padlocked onto an aircraft just as it exploded, the game used
> to crash.
> * If you selected the "Inbound" radio command after declaring an
> emergency landing, the game used to crash.
> * In Tactical Engagement, if you placed a ground supply unit in the
> ocean, the game used to crash.
> * In Tactical Engagement, if you clicked the Saved tab and then the
> Edit button while online, the game used to crash.
> * In Tactical Engagement, modifying the Theater Map with the
> Paintbrush tool no longer causes a crash.
> * If you dropped a lot of weapons, the game would sometimes crash.
> * If you selected a mission, entered the countdown screen, returned to
> the user interface, selected a different mission, entered the
> simulation and then looked at the kneeboard, the game used to crash.
> * If you entered the simulation, the game would sometimes crash during
> the loading screen.
> * The crash in version 1.04 on computers with Voodoo 2 cards and
> Terrain Detail set to the highest setting has been fixed.
> * If you cycled the GBUs, the game would sometimes crash (especially
> if you switched to an outside view and then returned to the cockpit).
> * If you clicked the Comms button and then selected "Sign Off" from
> within Dogfight, Tactical Engagement or Campaign, the game would
> crash. (If you returned to the main menu and then chose "Sign Off,"
> the game worked fine.)
> * Pressing the MARK button on the ICP no longer crashes the game.
> * A period in the path name (such as "D:\Falcon4.0") caused the game
> to crash after the intro movie.
> * If you ejected in earlier versions, the game would sometimes crash.
> * More memory leaks have been fixed.
> * The game no longer loses memory each time you enter Campaign or
> Tactical Engagement.
> * Some memory leaks in Campaign have been fixed.
> * The game is more stable now in the Campaign user interface.
> * The mouse button used to sometimes stick and remain in the "down"
> position (for zoom, time advance, etc.).
> * Remapping keys used to cause radio command menus to not appear, etc.
> * A space in the path name (such as "D:\Falcon 4") previously caused
> the command line parameters (such as "-hires" and "-g#") to not work.
> * You can no longer press keys that are not displayed in the Exit Sim
> menu.
>
> Game Controllers
> * Support for force feedback controllers has been added. These force
> feedback effects are compatible with any force feedback joystick that
> supports DirectX 6 or later. Effects have been added for firing the
> gun, dropping bombs, being hit by missiles and gun fire, taxiing,
> aircraft shuddering and slow speeds.
> * If Falcon 4.0 is not recognizing the digital hat switches on your
> joystick, first try updating the joystick drivers. If this does not
> help, you can force Falcon 4.0 to use a specified number of digital
> hat switches by using the "-numhats #" command line parameter. This
> will force Falcon 4.0 to ignore DirectInput. First, select "Run" from
> the Start menu. Then type "C:\MicroProse\Falcon4\falcon4.exe -numhats
> #" where # is the number 0, 1, 2, 3 or 4. Please note that this
> parameter will not work with non-digital hat switches, such as the
> ones on older ThrustMaster sticks.
> * If you use the keyboard for rudder control, you can now press the
> ">" key for right rudder.
> * Support for multiple digital hats has been implemented (such as the
> Logitech WingMan Interceptor joystick). You can now map game commands
> to digital hats (such as the Microsoft SideWinder Precision Pro
> joystick).
> * If you have a throttle hooked up to your computer, you can press the
> "+" (Plus) key and "-" (Minus) key for finer throttle control.
> * You can set your throttle's afterburner position to something other
> than the default. First, set your throttle to wherever you would like
> the afterburner detent to be. Then click the "Set AB" button at the
> Controllers setup screen. The AB position is marked with a green line
> on the Throttle readout.
>
> * Some joysticks report to Windows that they have rudders even though
> none are connected. If you wish to disable any rudder input
> (regardless of whether you actually have rudder pedals or not), you
> can use the command line parameter of "-norudder." First, select "Run"
> from the Start menu. Then, type "C:\MicroProse\Falcon4\falcon4.exe
> -norudder" in the Run dialog box.
> * The game now supports the Union Reality gear headset. This headset
> lets you change your view by moving your head. To use this headset,
> run Falcon 4.0 with the "-urview XXX" parameter where "XXX" is the
> viewing angle between 50 and 160 degrees. The default value is 160.
>
> Simulation
> * Your throttle (if you have one) is checked when you enter the
> simulation. Therefore, instead of starting on the runway with your
> throttle already set to its current stick position, the simulation now
> requires you to move the throttle first.
> * Inverted ejections now work correctly. In earlier versions, pilots
> would die if they ejected inverted even with sufficient altitude.
> * You now get more advance warning for inbound missiles.
> * The terrain masking model has been improved.
> * The amount of fuel onboard no longer increases at high speeds at low
> altitude nor at idle at high altitude.
> * When you exit a mission after landing, aircraft will no longer crash
> into objects while taxiing.
> * SAM units now fire the appropriate missiles at reasonable rates.
> * Runways are now appropriately damaged.
> * Metal bridges no longer burn when destroyed.
> * The Kadena and Wonson airports now operate correctly.
> * The tanker's director lights and calls for positioning are fixed.
> * Wingmen no longer add steerpoints to your HSD when they are low on
> fuel.
> * Helicopter flights no longer become "neutral" when the flight leader
> is killed. That is, the label color will remain red and not change to
> green.
> * Ground units now retreat to more logical locations after losing a
> battle. They will regroup and then retreat.
>
> Plane Modeling
> * When the landing gear is down, the maximum extension for the speed
> brakes has been changed to 43 degrees. (When the landing gear is up,
> the maximum extension is still 60 degrees.)
> * Your F-16 will no longer pitch its nose up while landing if you
> engaged the autopilot prior to landing.
> * Rudder authority has been reduced to be more realistic. You will no
> longer be able to perform loops easily in the F-16 using only rudders.
> * You can no longer cruise above Mach 1 in Mil power at high altitude.
> * The FLCS (Flight Control System) can no longer pull Gs significantly
> above 9Gs. The F-16 now behaves more realistically when pulling Gs
> near corner speed.
> * The engines for the MiG-29, Su-27 and F-15 have been adjusted so
> that these planes can no longer climb into orbit.
> * AI-controlled aircraft no longer "hover" in the air when they run
> out of fuel.
> * Effects for partially damaged landing gear are now modeled.
> * Aircraft can no longer taxi on water.
> * The F-16's landing gear was strengthened to be more realistic.
> * Brakes no longer work if the landing gear collapses.
> * Collisions with airport signs (both taxiway and runway) now cause
> damage to the aircraft.
>
> Cockpit
> * You can now save and load cockpit setups, including HUD settings,
> MFD settings, master mode and the default view. To save the current
> cockpit setup, press Alt-C, release and then press the "S" key. To
> load the saved cockpit setup, press Alt-C, release and then press the
> "L" key.
> * The Master Arm Switch is now functional. The three modes are Safe,
> Armed and Sim. Weapons will not fire in either Safe or Sim mode. To
> switch to Armed mode, press Alt-Enter. To switch to Safe mode, press
> Alt-\ (Backslash). To switch to Sim mode, press Shift-Alt-\
> (Backslash). To toggle through the modes, press Alt-M.
> * The VVI (Vertical Velocity Indicator) has been corrected.
> * Cockpit damage (such as to the DED) now matches in all cockpit views
> (both 2-D and 3-D).
> * The gauges for the Altimeter, Nozzle Position Indicator, RPM
> Indicator and the FTIT now match in all cockpits (both 2-D and 3-D).
> * The DED (Data Entry Display) is now colored amber for greater
> realism.
>
> HUD
> * In Easy Avionics mode, the HUD now displays the "SHOOT" cue for
> AGM-65 Mavericks.
> * The recon camera now displays the steerpoint diamond in the HUD
> correctly.
> * The flight path marker is now displayed in correct relation to the
> AOA bracket on the HUD when the landing gear is down.
>
> Avionics
> * Switching to Ground Map radar no longer crashes the program.
> * You can now set your air-to-ground radar (GM, GMT or SEA) to standby
> (Ctrl-R) without the game crashing.
> * You can change the range in Ground Map radar by moving the radar
> cursors to the top or bottom of the display. To decrease the radar
> range, move the cursor inside the closest range circle and then
> release the arrow key.
> * Radar cursors now work properly after firing Mavericks. In earlier
> versions, the radar cursors would be locked in position.
> * The lock box on the Laser Targeting display no longer "breathes"
> after you break a lock and launch your weapon until it is moved onto
> the next valid target.
> * The blinking blips in ground radar (GM, GMT and SEA) have been
> fixed.
> * Bullseye data has been added to ground radar in Realistic Avionics
> mode.
> * You can now change the SOI (Sensor of Interest) after using DTOS
> (Dive-Toss) mode.
> * The Intercept Steering Cue in air-to-air radar now works correctly.
> * You can now slew the TD box in Dive-Toss mode.
> * The bullseye readout is now correct.
> * You no longer have to double-click the Cursor Zero function in
> air-to-ground radar.
> * The SMS no longer freezes if you try to ripple more bombs than you
> have on your F-16.
>
> TWS and RWR
> * SAM radar now triggers the TWS when the SAM unit locks up and
> launches its missile.
> * If a new symbol is displayed on the RWR (Radar Warning Receiver),
> you will hear a new tone from the TWS (Threat Warning System).
> * If a radar-guided missile is launched, you will hear a specific tone
> from the TWS. Remember: you will not hear a tone for heat-seeking
> missiles.
> * The Radar Lock tone now works. You will now hear a specific tone
> when someone has a radar lock on your plane.
> * The RWR returns to the default view 5 seconds after the Target
> Separate button is pressed. In addition, the button deactivates.
>
> Weapons
> * If you are in Steerpoint autopilot, you will not be able to lock on
> a target with Mavericks. Please disengage the autopilot before
> engaging the target with Mavericks.
> * You can damage runways (in addition to taxiways) with bombs.
> * The designation and selection of targets with Mavericks, LGBs and
> ground radar has been fixed. If the cursors are over several closely
> spaced targets, the target closest to the center of the cursors will
> be selected.
> * The laser pod gimbal limits have been fixed. In earlier versions,
> you could look beyond its realistic capabilities.
> * AGM-88A HARMs now guide more accurately and thus are more effective.
> * When you fire the last HARM, you can now change to other weapons,
> the cursors work and the game no longer occasionally crashes.
> * You no longer have to cycle through weapons to designate and launch
> a second HARM.
> * The frag pattern of penetration and cluster bombs has been
> corrected. This will reduce the likelihood of your plane taking damage
> when you drop penetration or cluster bombs.
> * Rippled bomb drops are now scored correctly. You should no longer
> get debriefs that show one bomb hitting and the rest missing.
> * BSU-49 and BSU-50 bombs now deploy parachutes.
> * You can no longer set a ripple count for LGBs.
> * You can now selectively jettison centerline stores (although not the
> ECM pod or the recon camera) by using the middle OSB. In earlier
> versions, you needed to press the OSB to the right.
> * You will no longer hear a Sidewinder growl when no AIM-9 missiles
> are left.
>
> ATC (Air Traffic Control)
> * ATC now schedules flights to take off and land with appropriate
> spacing.
> * You will now hear the clearance call for your plane from ATC (such
> as "Falcon 11, you are cleared to take off").
> * ATC no longer orders planes that are out of fuel to clear the
> runway.
> * If you are entering the sim to join a flight, the AI flight lead
> will wait at the hold short line (the double yellow line at the end of
> the taxiway) until you enter the plane.
> * Wrong-way and off-runway takeoffs should no longer occur.
> * ATC is less likely to scold you for not getting clearance to land
> even after ATC accepted your previous landing request.
> * Taxiing flights will not pass stalled flights until at least two
> minutes have elapsed.
> * Flights now wait for their flight lead before taking off.
> * AI pilots will no longer taxi around their own wingmen.
> * ATC will no longer scold you if you bounce your F-16 while landing.
> * ATC issues proper landing and takeoff clearances.
> * ATC now handles emergency landing requests more effectively.
> * ATC now gives the correct vectors for landing.
> * ATC no longer repeats the same call.
> * ATC now directs you correctly right vs. left.
>
> Radio
> * Radio messages to the player are given the highest priority and will
> interrupt other messages.
> * The frequency of radio messages repeating has been reduced.
> * Radio channels now work correctly. For example, you will hear calls
> from AI aircraft to the tower if your radio is correctly set.
> * Callsigns more accurately reflect the actual pilot now.
> * Radio calls now use the correct order, addressing the recipient
> first and then identifying the caller.
>
> AI Logic
> * If wingman #2 or wingman #3 gets shot down, the next wingman in line
> will move into the vacant slot. For example, if you are wingman #3 and
> wingman #2 is killed, you will be placed into the wingman #2 slot and
> become the flight lead's wingman. The labels for the aircraft,
> however, will remain the same.
> * AI pilots are now better at attacking designated targets, both
> air-to-air and air-to-ground.
> * AI pilots will now engage and fire BVR (Beyond Visual Range).
> * AI pilots behave more intelligently during dogfights, especially
> close-in dogfights.
> * AI pilots will not rapidly fire air-to-air missiles in a dogfight.
> * AI pilots do not "wiggle" their planes as much during dogfights.
> * AI pilots now leave the fight when they run out of fuel.
> * AI pilots now leave the fight when their planes are seriously
> damaged.
> * You can now designate a target for your wingmen with any sensor,
> including HTS (HARM Targeting System). To tell AI-controlled aircraft
> to attack HARM targets, use your HTS to designate those targets.
> * AI pilots now know how to use guided weapons (such as Mavericks,
> HARMs and LGBs) correctly.
> * AI pilots now use air-to-ground weapons (including the recon camera)
> more effectively.
> * AI pilots can now complete air-to-ground interdiction missions (such
> as Interdiction, BAI and SAD).
> * AI pilots will no longer fire all their weapons at the same ground
> target.
> * Wingman #4 should now obey orders to attack ground targets.
> * On air-to-ground missions, AI pilots will now request permission to
> engage once they reach the IP (Initial Point). You no longer have to
> designate individual ground targets for the AI pilots; as long as they
> request permission first, they will attack once you give them the
> "Weapons free" command. Since CAS missions in Tactical Engagements do
> not create an IP automatically, however, you will need to manually
> order your wingmen to attack.
> * AI pilots on a SEAD mission in Campaign will no longer loiter in the
> target area beyond the appropriate time.
> * You must now command your wingman to return to base. Although they
> will request to RTB, they will not leave until you order them to do
> so.
> * AI pilots will return to base when ordered. In earlier versions,
> they sometimes acknowledged the request but did not actually fly home.
> * AI pilots should no longer taxi down runways in the wrong direction.
> * AI pilots now wait longer on the taxiway for you to take off.
> * AI pilots no longer return to base right after taking off.
> * AI pilots now land more reliably.
> * AI pilots now land their aircraft correctly with regard to approach
> speed and angle of attack.
> * Ground traffic at airbases should no longer get cluttered (that is,
> fewer traffic jams on the taxiways).
> * AI-controlled aircraft will no longer take off from destroyed
> runways.
> * AI pilots no longer collide when changing formations.
> * AI pilots now respond appropriately when you tell them to attack.
> * AI pilots will now break off and look behind your plane when you
> radio "Clear six."
> * AI pilots now give their correct fuel states when you radio them.
> * AI wingmen now follow formation orders better.
> * Wingman #4 will rejoin on his element lead instead of the flight
> lead when given the Rejoin command.
> * AI pilots no longer call "Engaged defensive" while taxiing or on the
> ground.
> * AI wingmen no longer collide with you.
> * AI pilots are now better at avoiding the ground.
> * AI pilots use afterburner more appropriately (for example, they do
> not use afterburner as much during non-combat flight).
> * AI pilots no longer drive on the ground to Steerpoint 1 (they now
> fly to Steerpoint 2).
> * Aircraft no longer end up inside another (either on the ground or in
> the air).
>
> AWACS
> * If you radio "Request picture" to AWACS, AWACS will report the
> nearest planes.
> * Threat calls from AWACS should now be more appropriate to the player
> regarding distance.
> * AWACS should no longer vector you to a recently destroyed flight.
> * AWACS now responds appropriately to the "Declare" radio command by
> calling out the target under your radar cursors.
> * AWACS now correctly vectors players to threats and tankers.
>
> Autopilot
> * The Combat autopilot can no longer control the plane while blacking
> out or redding out.
> * After you use the Combat autopilot, the SMS now shows the correct
> number of weapons. In earlier versions, the SMS would show zero after
> Combat autopilot use.
> * The Combat autopilot's tendency to repeat the same radio call over
> and over while failing to attack a target (such as "Gypsy, gypsy,
> gyp-, gypsy 5") has been fixed.
> * The Combat autopilot will no longer try to return to base when you
> press the Link button on the ICP.
> * Toggling the autopilot off and on repeatedly while taxiing no longer
> causes the aircraft to teleport to a new location.
> * The Combat autopilot now takes photos on BDA and recon missions.
> * The Combat autopilot should no longer taxi down runways in the wrong
> direction.
>
> Views
> * You can now "mouse look" around the cockpit. Hold down the right
> mouse button, and the cockpit view will automatically change as you
> move the mouse. The "mouse look" works in both the 2-D and 3-D Cockpit
> views.
> * If you zoom in using the Look Closer command in Action view, the
> cockpit is no longer in zoomed-in mode when you return to the internal
> view.
> * The Glance Forward function has been sped up to be more realistic
> and useful.
> * Padlock sorting is now working correctly. You can now padlock onto
> missiles.
> * If you padlock something behind you and then glance forward, the
> Target Designator box no longer appears in the forward view.
>
> Campaign and Tactical Engagement
> * The Mission Schedule now displays the correct takeoff time when a
> flight is edited.
> * You will now see a message when a flight has been cancelled due to
> lack of pilots before you enter the loading screen. In earlier
> versions, the game would continue to the loading screen where you had
> to wait 5 minutes for a timeout.
> * The mission debriefings should better reflect actual mission events.
> * If you remove ECM pods during mission planning, they are no longer
> loaded on your aircraft.
> * The settings in the Priorities dialog box now work correctly if you
> set Target Type, Mission Type or PAKs to zero. For example, if Target
> Type of "Radar" is set to zero, your squadron will not be assigned any
> anti-radar missions.
> * The PAK settings in the Priorities dialog box are now saved.
> * Package flights taking off from the same airbase will now take off
> as a group. ATC will group all the flights in a single package.
> * Colonels (such as Klemmick and Bonanni) now die.
> * Previously, Pilots Klemmick and Bonanni were duplicated (planes are
> now held with the label "Unassigned" until a pilot becomes available
> or until takeoff).
> * The Debriefings now correctly list the player in the appropriate
> flight (for example, escort vs. strike).
> * Pilots are no longer court-martialed for crashing a battle-damaged
> aircraft.
> * The Campaign debriefing would previously report you as MIA (Missing
> in Action) even after you successfully completed a mission and landed.
> * In Campaign, the Squadron History window now has the correct
> information for missions and ratings.
> * In Campaign, the scroll bar for the Campaign Saved list now works.
>
> Tactical Engagement Only
> * When you create a mission, SAM units will snap to designated SAM
> sites or radar installations if placed within 20 miles of an
> appropriate site. In earlier versions, the SAM unit had to drive to
> the appropriate site after the mission started.
> * Ground units can no longer be added while a Tactical Engagement
> mission is in progress.
> * Ground units can no longer be moved when in play mode (vs. edit
> mode).
> * Steerpoints for ground units can now be moved when in play mode.
> * Ground units now move to their objectives.
> * You can now assign a destination to ground units in earlier versions
> of the game.
> * You can now right-click on a package icon or open the ATO window to
> edit flights in the package.
> * The clock now works correctly (it will now go past Day 1).
> * The game will no longer exit a Tactical Engagement landing mission
> if you request takeoff clearance when you touch the ground.
> * In Tactical Engagement, the kneeboard map now displays correct
> information, including steerpoints.
> * The F-22, EA-6B, B1B and Tu-95 aircraft are now available in
> Tactical Engagement. To learn more about these new planes, check out
> their Tactical Reference entries.
> * There is new Help text for the Victory Condition window.
> * The flameout and refueling training missions now start with the
> correct amount of fuel onboard.
>
> ACMI
> * ACMI recordings now include aircraft flown by other human pilots
> (not just AI-controlled planes).
> * The ACMI menu options no longer gets out of synch after you load
> another file.
> * You can delete files from within the game by right-clicking on the
> filename in the Load dialog box and choosing "Delete." This means that
> you can now delete ACMI files from within Falcon 4.0.
>
> Logbook
> * The Logbook now reports the correct number of flight hours,
> including in multiplayer games.
> * In Logbook, Ace Factor now works correctly (it can be a value other
> than "1.0").
>
> Setup
> * In Setup, the sliders in the Graphics setup screen now correctly
> reflect the settings.
> * In Setup, you can now choose from different joysticks in the
> Controllers screen. (This allows you to use a joystick other than the
> one set for ID 1.)
> * In Setup, the Set AB setting is now saved from one game session to
> the next. The Set AB line, however, will revert to its default to show
> you the original afterburner setting.
>
> Multiplayer
> * Bandwidth management has been improved, leading to better stability,
> more reliable connections and less warping.
> * If the host of a multiplayer game exits Falcon 4.0, ownership of the
> game is transferred to another player. In earlier versions, the
> program would crash.
> * If the host's computer does not receive any data from a client for
> one minute, the host's computer will automatically timeout that
> client.
> * Ghost aircraft (either for humans or AIs) are no longer created.
> * Restrictions on the number of players allowed in a multiplayer game
> are now implemented.
> * Missiles, chaff and flares now display properly in multiplayer
> games.
> * Tracer bullets from other player's planes are now correctly depicted
> re velocity.
> * If you are in the user interface (not in the sim), the Comms button
> will blink when there's a new chat message.
> * You will no longer enter the plane with the autopilot already
> engaged.
> * The Chat window now automatically scrolls.
>
> Multiplayer Dogfight
> * If you "respawn" in a Furball or Team Furball game, the autopilot
> will no longer be automatically set to on.
> * The Delete button in Dogfight no longer stays highlighted after you
> delete a pilot.
> * In Dogfight, changing your starting location on the map works
> correctly.
> * In Dogfight, the USA plane labels no longer change color.
> * The instruments on the Situational Awareness bar no longer disappear
> in Dogfight once you respawn.
> * You can press Alt-R in Dogfight games to toggle the score display.
> * In Dogfight, you now correctly lose a single point if you eject or
> crash into the ground without being damaged.
> * In Dogfight, all players should now see each other.
> * Over a LAN, reentry issues within the Dogfight setup are fixed.
> * In the Dogfight debriefing, ejecting without being damaged is now
> listed correctly in the Events list (rather than "Killed by debris").
> * Scoring in multiplayer Dogfight games (including over a LAN) should
> now be correct.
> * The airspeed readout on radar in multiplayer Dogfight games is now
> correct.
> * Aircraft are now eliminated from a multiplayer Dogfight game when
> that machine crashes.
> * The Event List in Dogfight no longer overwrites the text box.
> * You can now exit a Match Play game without crashing the game.
> * Players can no longer enter a Match Play game while it is in
> progress.
> * If you die in a Match Play game, your view will switch to the Action
> view. You can then change to the Orbit View to watch the Match Play
> game.
> * Match Play games now require at least two teams before you can start
> a session.
> * A Match Play game score is determined 30 seconds after only one team
> is alive to allow for a draw condition.
> * In a Match Play game, the Sierra Hotel screen always comes up now
> when the match ends.
> * In a Match Play game over a LAN, both players and AI aircraft now
> respawn correctly.
> * You can no longer give wingman commands in multiplayer Match Play
> when you are dead.
>
> Multiplayer Tactical Engagement and Campaign
> * All players will start a multiplayer mission by taxiing. The
> "Takeoff" and "Taxi" buttons have been removed for multiplayer.
> * All machines (not just the host's) now see the correctly updated
> flights.
> * Selecting an aircraft to fly is much faster now.
> * You can now see and lock individual targets with ground radar. In
> earlier versions, you had to be within visual range before the ground
> targets deaggregated into individual units.
> * Any player can join any F-16 flight on his team no matter which
> player created it.
> * The mission clock is better synchronized so that guests do not get
> ahead of the host's computer.
> * When you enter your plane in a multiplayer game, the aircraft will
> be stationary. In earlier versions, you would sometimes enter a moving
> aircraft and it could crash into something before you gained control
> of the plane.
> * When a player exits Falcon 4.0, his aircraft (if flyable) can now be
> flown by another human pilot.
> * The time compression rate is now selected correctly when players
> have different settings. The rate defaults to the slowest time
> compression chosen.
> * ATC is improved in multiplayer missions and should now vector you
> correctly.
> * ATC should no longer scold you for landing when you enter the
> simulation on the runway.
> * Any player in a multiplayer Tactical Engagement can create flights.
> In earlier versions, only the host could create a flight.
>
> Rules of Engagement
> * The password function in Rules of Engagement has been implemented.
> * The settings for Rules of Engagement now default to the host's last
> settings.
> * The Rules of Engagement for multiplayer Tactical Engagement now
> work.
> * The settings for Rules of Engagement should no longer get corrupted
> between multiplayer games.
> * In Dogfight and Campaign, you will now always see the ROE (Rules of
> Engagement) screen if your settings do not match the host's
> requirements.
>
> Chat in Multiplayer
> * Chat messages in the sim now stay onscreen longer so you can read
> them. In addition, you will hear a beep when a new chat message
> appears.
> * The chat window in the user interface now word wraps.
> * Chatting within the simulation (Shift-T) now works correctly.
> Remember that if you want to talk to everyone (friendlies and
> enemies), you need to set your radio to the Broadcast channel (channel
> 6).
>
> Graphics
> * At 1x magnification, aircraft now look correct when taxiing or on
> the ground. In addition, the height of their corresponding shadows has
> been corrected.
> * In earlier versions, when you first entered the simulation, the 3-D
> models of aircraft were sometimes missing parts such as cockpits. This
> graphics glitch has been fixed.
> * The frame rate while in the 2-D Cockpit has been improved.
> * The special effects for sparks have been improved.
> * Napalm explosions are improved.
> * Explosions now look better on the water.
> * Colors on the life raft and/or parachute no longer flash.
> * The damage from bomb explosions (particularly napalm) are more
> realistic.
> * In Software graphics mode, the white line between the horizon and
> ground is now fixed.
> * In Software graphics mode, the missile trails are no longer white at
> night.
>
> Sound
> * The music files for awards and court-martials are now played.
> * Engine sounds are now correct for each type of aircraft, including
> prop planes.
> * The tire chirping sound no longer plays when the landing gear has
> been broken off.
>
> Miscellaneous
> * To display the frame rate counter, press Ctrl-Z, release the keys
> and then press "R."
> * The game now checks for all the needed files when it launches and
> will prompt you to insert the game CD-ROM if it is needed.
> * Text in editable boxes (such as the Phone Book) is now saved when
> you hit the OK button. In earlier versions, you had to first press the
> Enter key.
>
> FAQ (Frequently Asked Questions)
> If you are having any problems with Falcon 4.0, please read this
> entire Readme file for more help. In addition, we recommend that you
> look at the Falcon 4.0 FAQ, available for downloading from our Web
> site as F4FAQ.DOC. The Falcon 4.0 FAQ contains helpful information on
> troubleshooting, graphics, gameplay, the simulation, etc.
>
> Installation
> Compact
> The Compact installation option will install not only the game files,
> but also the object files onto your hard drive. Therefore, the Compact
> install will require approximately 150MB of hard drive space (not
> 140MB).
>
> Custom
> If you choose the Custom install option, be sure to mark the check box
> for "Program Files" or else you will not install the necessary game
> files and Falcon 4.0 will not run.
>
> DirectX
> After the installer copies all the game files to your hard drive, it
> will check your computer system to make sure that your version of
> DirectX is up to date. If you have DirectX version 5 or later, the
> installer will say "DirectX drivers on your system are current." If
> you have DirectX version 5, you can play Falcon 4.0 but you can also
> choose to upgrade to version 6 by clicking the box next to "DirectX
> 6." If you have a version of DirectX older than 5, you must upgrade
> since Falcon 4.0 requires at least DirectX version 5 in order to run.
> If you already have a compatible version of DirectX on your computer,
> you will not be prompted to update DirectX. If you ever need to
> reinstall DirectX 6, open the DirectX folder on the Falcon 4.0 CD-ROM
> and run SETUP.EXE.
>
> Error Message
> If you see the error message "-115" when you try to install Falcon
> 4.0, it may be caused by a program called NetZip. If NetZip is on your
> computer, it may prevent the Falcon 4.0 installer from copying a Zip
> file from the game CD-ROM to your hard drive. You need to remove
> NetZip to install the game.
>
> Troubleshooting
> Swap File
> Because Falcon 4.0 is an extremely complex and realistic simulation,
> we recommend a swap file space on your hard drive of at least 200MB.
> Otherwise, the game may simply quit back to the Windows desktop when
> you try to run it. Even if you have the required amount of RAM (32MB)
> or more, you still need a large swap file. We recommend making sure
> that you have at least 200MB free on your hard drive and that you let
> Windows manage the swap file. Follow the instructions below:
> 1. Right-click on the icon for My Computer.
> 2. Select "Properties" from the pop-up menu.
> 3. Select the Performance tab.
> 4. Click the Virtual Memory button.
> 5. Select "Let Windows manage my virtual memory settings."
> 6. Click OK.
>
> Using MPRTest
> If Falcon 4.0 crashes with a black screen, please use the supplied
> utility MPRTest to check your video cards. Running MPRTEST.EXE
> displays a list of all available video cards drivers, devices and
> resolutions. Run "MPRtest.exe -help" for more information on how to
> use this utility to test your graphics capabilities. To run MPRTest,
> select "Run" from the Start menu and type
> "C:\MicroProse\Falcon4\MPRtest.exe" in the dialog box.
>
> Task Switching
> Do not press Alt-Tab to task switch while in the simulation. You can,
> however, press Alt-Tab while you are in the user interface.
>
> Error Messages
> If you see an error message about MSVCRT.DLL when you run Falcon 4.0,
> you need to copy this file to your Falcon 4.0 directory. Copy the file
> MSVCRT.DLL from the \Programs directory on your Falcon 4.0 CD-ROM to
> the Falcon 4.0 directory on your hard drive (usually
> C:\MicroProse\Falcon4).
>
> If you see an error message "Invalid page fault," you may have the
> Glide driver for a Voodoo card without having a Voodoo card installed
> in your computer. For example, if you had a Voodoo card but then
> switched to a non-Voodoo card (such as a Riva TNT), Falcon 4.0 will
> not run if it detects a Glide driver on your computer. If Falcon 4.0
> finds the GLIDE2X.DLL on your computer, it assumes that you have a
> Voodoo card. If you don't, then the game will not run and display the
> "Invalid page fault" error message. To solve this problem, rename the
> GR3DFX.MPR file from your Falcon 4.0 directory to OLDGR3DFX.MPR. If
> you add a Voodoo card to your computer, we recommend reinstalling
> Falcon 4.0 again.
>
> Enhancing Game Performance
> If you selected "Software" for Video Driver in the Graphics setup
> screen because you do not have a 3-D graphics accelerator, we strongly
> suggest for better game performance that you set the following options
> in the Graphics setup screen:
> 1) Turn Texture Smoothing off
> 2) Turn Transparency off
> 3) Set Canopy Cues to Lift Line
>
> If your computer system has less than 64MB RAM, we suggest setting
> both Object Density and Player Bubble to "1" in the Graphics setup
> screen.
>
> If your computer system only meets the minimum specifications and you
> have chosen the Compact install (150MB), the game will take several
> minutes to load each mission. If you have enough hard drive space, we
> recommend installing the Typical version to reduce load times.
>
> Freeing up Maximum Memory
> To free up the maximum amount of memory in Windows, press Ctrl-Alt-Del
> at the Windows desktop. Close all programs listed in the Close Program
> dialog box except Explorer and Systray.
>
> Hardware Compatibility
> Mice With Scroll Wheels
> If you have turned on the scroll wheel of your mouse, you may not be
> able to click on buttons, switches, etc. in the Falcon 4.0 cockpit. We
> recommend that you either turn off this feature from the control panel
> before running the game or use the standard Windows mouse driver.
>
> PowerVR
> If your computer system has a video card based on the PowerVR chipset,
> you must run Falcon 4.0 in Software mode, not Direct3D. Unfortunately,
> the PowerVR card does not have a frame buffer, which the program
> requires for Direct3D mode.
>
> Color Corruption
> If you are running Falcon 4.0 in Software graphics mode (not Direct3D
> or Glide), you may see incorrect colors, especially if you have an
> older 2-D video card. To correct this problem, use the ColorMode
> utility we have provided in the root Falcon 4.0 directory on your hard
> drive. To use this utility, select "Run" from the Start menu. Type
> "C:\MicroProse\Falcon4\ColorMode 555" in the Run dialog box. If that
> doesn't work to correct the problem, try typing
> "C:\MicroProse\Falcon4\ColorMode 565" in the Run dialog box. If you
> later change your video card, you can make the game automatically
> detect your graphics capability by running "ColorMode Auto."
>
> 3dfx Voodoo 2
> If you see an error message that says "Mutual exclusion prevents
> this," you need to update your Glide reference driver for the Voodoo 2
> card to at least version 2.53 or later.
>
> If you have installed version 2.54 or later of the Voodoo 2 reference
> drivers, your installed copy of DirectX must be version 6. Otherwise,
> the simulation graphics will not function correctly in Direct3D mode.
>
> Video Cards
> The following video cards require at least these driver versions:
>
> 3dfx Voodoo 2 glide2x.dll 2.53 or higher www.3dfx.com
> 3dfx Banshee glide2x.dll 2.53 or higher www.3dfx.com
> 3dfx Voodoo glide2x.dll 2.46 or higher www.3dfx.com
> ATI Rage 5.30b50y www.atitech.ca
> Matrox G200 mgapdx64.drv 4.10.01.4110 www.matrox.com
> Nvidia Riva TNT nv4disp.drv 4.10.01.0044 www.nvidia.com
> Nvidia Riva 128 nv3dd32.dll 4.10.01.0277 www.nvidia.com
> nv3disp.drv 4.10.01.0277 www.nvidia.com
> Permedia 2 DirectX driver 4.10.01.2105-0359 WHQL www.3dlabs.com
>
> Video Card Utilities
> We have included two utilities in the default Falcon 4.0 directory.
> F4INFO.EXE will give you information about Falcon 4.0, your video
> cards and DirectX. Run MPRTEST.EXE to display a list of all available
> video cards drivers, devices and resolutions. Run "MPRtest.exe -help"
> for more information on how to use this utility to test your graphics
> capabilities. To run either utility, select "Run" from the Start menu
> and type either "C:\MicroProse\Falcon4\F4info.exe" or
> "C:\MicroProse\Falcon4\MPRtest.exe" in the dialog box. We recommend
> running both of these utilities and printing out the information
> displayed onscreen before calling Customer Support with a problem.
>
> Direct3D
> The auto-detection for Direct3D graphics cards may not always work. In
> this case, your video card will appear available in the Graphics setup
> screen if you choose "Software" for the Video Driver but not if you
> choose "Direct3D." To force all Direct3D video cards to appear, you
> will have to edit your registry. Do not edit your registry unless you
> are an experienced computer user. You need to change "False" to "True"
> for
> HKEY_LOCAL_MACHINE\SOFTWARE\MicroProse\Falcon\4.0\MPR\MPRRAIID3DDevices.
>
> Game Controllers
> Remember that if you have a throttle on your joystick, you cannot
> press "+" and "-" on the keyboard to change your throttle. You must
> use the throttle on the joystick.
>
> If you have rudder pedals, you cannot use "<" and ">" on the keyboard
> as rudder controls. You must use your rudder pedals.
>
> CH Joysticks
> To use the supplied CH CombatStick setup, be sure to download the
> Speedkeys utility from CH's Web site (www.chproducts.com). You need to
> use Speedkeys to create a directory where the supplied data file
> should go. All other CH joysticks should be set up using the Speedkeys
> utility.
>
> Keyboard Flight Controls
> If you do not have a joystick, you can fly your F-16 using the cursor
> keys on the keyboard. First, at the Controllers setup screen, click
> the Load button under Key Mapping. Next, select "Laptop" and click the
> Load button. This will remap the cursor keys to flight controls. Other
> keys are remapped as listed below. Remember that you cannot fly with
> the keyboard if you have a joystick attached.
>
> Nose Down á ICP A-G Button Ctrl-` (tilde key)
> Nose Up â ICP MARK Button Ctrl-1
> Bank Left ß ICP ENTER Button Ctrl-3
> Bank Right à ICP STPT Button Ctrl-4
> Move Radar Cursors Up Ctrl-á ICP CRUS Button Ctrl-5
> Move Radar Cursors Down Ctrl-â ICP DLNK Button Ctrl-6
> Move Radar Cursors Left Ctrl-ß ICP ILS Button Ctrl-7
> Move Radar Cursors Right Ctrl-à ICP ALOW Button Ctrl-8
> Move View Up Alt-á ICP F-ACK Button Ctrl-9
> Move View Down Alt-â ICP A-A Button Ctrl-0
> Move View Left Alt-ß ICP Previous Button Ctrl--
> Move View Right Alt-à ICP Next Button Ctrl-=
> Zoom In Alt-F7 ICP COM1 Button Ctrl-F11
> Zoom Out Alt-F8 ICP COM2 Button Ctrl-F12
> Designate Target Ctrl-Z Lock Previous Target Ctrl-F1
> Radar Return to Search Ctrl-X Lock Target on Nose Ctrl-F2
> Glance Backward Alt-[ Lock Next Target Ctrl-F3
> Glance Forward Alt-]
>
> Text Entry
> Falcon 4.0 does not support using the numeric keypad or the CapsLock
> key for entering text in the user interface.
>
> Higher Resolutions
> If you want to access resolutions higher than 1024 x 768 in the
> simulation, use the command line parameter of "-hires." First, select
> "Run" from the Start menu. Then, type
> "C:\MicroProse\Falcon4\falcon4.exe -hires" in the Run dialog box. If
> your computer system supports any higher graphics resolutions, the
> Resolution option at the Graphics setup screen will show the available
> choices: 1152 x 864, 1280 x 960 or 1600 x 1200. Please remember that
> which resolutions are available depends on your video card and its
> memory.
>
> Unfortunately, the 2-D Cockpit view does not support the graphics
> resolution of 1152 x 864. You will only see a HUD onscreen. To see the
> MFDs, switch to the HUD Only or Virtual Cockpit views. This means that
> at 1152 x 864, you will not be able to click on buttons, switches,
> etc. in the cockpit. (You will get a clickable cockpit if you choose
> 640 x 480, 800 x 600, 1024 x 768, 1280 x 960 or 1600 x 1200.)
>
> Enhanced Graphics
> If you have a high-end computer system, you can enhance your graphics.
> Use the command line parameter of "Falcon4.exe -g#" where "#" is
> either 2, 3 or 4. This parameter increases the maximum settings for
> Terrain Detail, Object Detail and Player Bubble in the Graphics setup
> screen. For example, if you run the game with "-g2," this will change
> the range of settings for these graphics options to 1 through 10 (vs.
> 1 through 5). Obviously, selecting a setting higher than 5 will take a
> large amount of RAM and decrease frame rate, but the game will run
> with more detailed graphics.
>
> Gameplay
> Mission Completion Criteria
> Be sure to pay attention to what AWACS tells your flight. For example,
> AWACS may tell you to intercept enemy fighters while you are on CAP.
> You will need to successfully complete the intercept in order to
> successfully complete the entire mission.
>
> To get complete success for a mission, you must not end the mission
> until you have completed your task and landed at your airbase.
> Otherwise, you will only get credit for a partial success even if you
> completed your task and end the mission in friendly airspace.
>
> BAI (Battlefield Air Interdiction)
> The purpose of BAI is to interdict enemy troops before they can reach
> the front line. To achieve success, you must destroy a reasonable
> number of enemy vehicles given the ordnance capacity of your aircraft.
>
>
> Training Missions
> If you are getting shot down in a training mission, we suggest turning
> Invulnerability on in the Simulation setup screen. This should help
> you get through the entire training mission.
>
> Logbook
> The maximum size for the pilot picture is 96 x 96 pixels (not 144 x
> 110 as stated in the manual).
>
> Landing
> Once you request clearance to land, if you radio a command to your
> wingmen, they will not land. You must then tell them to "return to
> base" to get them to land.
>
> When you are landing, the tower will only give you a heading if you
> are more than 5 degrees off the correct heading.
>
> Views
> If you would like to view the action in the simulation, set your
> autopilot to Combat mode, turn Invulnerability on and select Unlimited
> Fuel from the Simulation setup screen. Then, start the mission and
> select the Action Camera view by pressing Shift-tilde (Shift-~). The
> Action Camera will automatically switch viewpoints from one vehicle to
> the next, so you can get a feel for what is happening in the world
> without having to fly over it.
>
> ACMI
> If you record an ACMI tape during flight, it may take several minutes
> after you exit the simulation before you return to the user interface
> as the program processes the ACMI tape. You will see the Stand By
> screen during this time.
>
> Remember that the ACMI file size that you set in the Simulation setup
> screen only determines the file size for each tape. Once each tape is
> full, the ACMI recorder will start a new tape (meaning a new file).
> Make sure that you have enough hard drive space to handle all the ACMI
> tapes you create during flight.
>
> AWACS
> If you radio "Declare" to AWACS, AWACS will try to determine whether
> the target you have is hostile or friendly. The position of the radar
> cursors is used to determine what target you want AWACS to declare. If
> you do not have a target under your radar cursors, then AWACS will
> declare the target you have locked up.
>
> Tactical Engagement
> The Edit button was removed from the Add Package window.
>
> To refresh the threat circles on the Mission Planning map, right-click
> on the map and then select "Threat Circles" from the Map Options menu.
> All other map data, such as units, are automatically updated every 15
> seconds or so.
>
> Wingmen
> If your computer-controlled wingmen are getting too close to you,
> order them back into formation by radioing "Rejoin."
>
> Multiplayer
> We have had greater success when the person who hosts the game is not
> the person who sets up the game. That is, if Players B and C connect
> to Player A, we recommend that Player B or Player C actually sets up
> the multiplayer game (instead of Player A).
>
> We recommend that the player with the fastest connection to the
> Internet be the host in Internet multiplayer games. (For advanced
> users, it is optimal to choose a host with the highest outbound
> bandwidth.)
>
> The host should always remain in the multiplayer game.
>
> Do not press Shift-P for Freeze mode in multiplayer games.
>
> In the Phone Book as you enter an IP address, press the Tab key after
> every set of numbers. Do not use the Period key. For example, type
> "123 <tab> 456 <tab> 789" instead of "123.456.789" for an IP address.
>
> Multiplayer Dogfight
> If someone other than the host exits from a Dogfight game and then
> reenters, the Debrief will be wrong but the in-game scores will be
> correct.
>
> When you set the Altitude for a multiplayer Dogfight game, that it is
> MSL (Mean Sea Level), not AGL (Above Ground Level). This means that if
> you start over a mountain, your AGL may be 1,000 feet while your MSL
> is 7,000 feet.
>
> Multiplayer Tactical Engagement and Campaign
> It may take a few moments for clients to receive updates to the
> Mission Schedule.
>
> We recommend that all players choose either Taxi or Takeoff to start
> their mission for better synchronization of all aircraft. If any
> player in a flight chooses Taxi, all flight members will start by
> taxiing in multiplayer missions.
>
> We recommend that the host always be the first player flight to take
> off. If everyone is in the same flight, then the host should wait for
> all players to enter the sim before beginning to taxi. If two players
> want to be in different flights, the host should be in the flight with
> the earlier takeoff time.
>
> If you enter a multiplayer mission with less than 2 minutes to takeoff
> time, your aircraft may have already started to taxi.
>
> Multiplayer Tactical Engagement
> If you are creating a multiplayer Tactical Engagement on the fly, be
> sure to set the mission start time at least 20 minutes after you
> finish creating the mission. Otherwise, your multiplayer participants
> may not get the chance to enter your mission before it starts
> automatically.
>
> Multiple Connections
> If you have a modem and are hooked up to a LAN, you may not be able to
> connect to another player. This is because Falcon 4.0 does not know
> which IP address to use, the one for your modem or the one for your
> LAN. If this is a problem, you need to run the HostIDX utility. Select
> "Run" from the Start menu and type "C:\MicroProse\Falcon4\HostIDX 1"
> to use your computer's second IP address. Type "HOSTIDX 0" to use your
> computer's original IP address.
>
> Special thanks to the members of the iBeta Testing Team for their
> invaluable assistance in making this possible!
> Glenn "Sleepdoc" Kletzky
> Eric "Snacko" Marlow
> Joe "SurfDog" Abramo
> Robert "Voodoo" Adams
> Charles "Coolie" Allen Jr.
> Merle "VFA69_Painter" Antrim
> Joel "Eviper" Arrington
> Jan "Bajur" Backlund
> Peter "Nzfalcon" Baker
> Paul "LEO" Bartelt
> Patrice "Skypat" Basquin
> Rodney "Robodog" Bauer
> Chad "Cat" Borsheim
> Adam "Bloody Nose" Breidenbaugh
> Kevin "Darkstar" Brown
> Herbert "Stormin_VFC-13" Brunner
> David "Somo" Carmeli
> Michael "MadDog" Cavaluzzi
> Nestor "Red-10" Colon
> Rick "Iceman" Conkling
> Don "Rapier" Corbin
> Ric "Harpy" Couchman
> Ryan "Kosmo" Cowley
> Kenneth "SideKick" Crawford
> Marco "Driekey" Drioel
> Peter "Gunhawk" Eggen
> Tomas "RIK" Eilsoe
> Jeff "Terminator" Euclide
> Troy "Mongoose" Felix
> Shane "Cat" Felts
> Joseph "Scorpion" Fitzpatrick
> Costas "SHARK" Gardias
> James "Kamikaze" Gerlach
> Bernie "Norad" Godfrey
> Jason "Graf" Graefling
> John "Avenger" Gray
> Jonathan "Bubba" Green
> Burl "Rama" Gregory
> Jon-Paul "Mirv" Griffin
> Roel "A^LiFe" Groot
> Craig "NightLight" Hagen
> Dave "Ham" Hamilton
> David "AltFire" Hankins
> Dr. Nicholas "Mako" Hastings
> Terry "Turn'N'Burn" Hayward
> Stuart "Headache" Hetrick
> David "Crankshaft" Hiebert
> Kevin "Crash" Hill
> John "Cleanur" Hirst
> Andrew "Blocker" Hody
> Jimmy "Cattleprod" Holdaway
> Eddie "Hot Shot" Hönig
> Guillaume "ghostrider29" Houdayer
> Jon "Relic" Jessop
> Tom "JordanAir" Jordan
> Vangelis "H-Thunder" Kazalis
> Rick "Talon" Keller
> Michael "Superman" Kent
> Don "-morc-" Lafontaine
> Tom "Saint" Launder
> Steve "Wizard" Lewis
> Rodrigo "Motor" Lourenço
> J. "Cyanide" Luckie
> David "Mad Mac" Macherey
> Rene "Trapper" Madsen
> Sascha "Conan" Mangs
> James "Razer" Martin
> Steve "BlackMagic" Mayers
> Timothy "Tango" McCall
> Kevin "BEAR 257th" McLean
> Roger "FAULKEN" Moeller
> Charles "I Inhaled" Monson
> Roger "Simian" Morris
> Paul "BlHawk" Mullins Jr.
> Paul "Topboy" North
> Anders "Swebeast" Olandersson
> Zac "Vapor Trail" Olsen
> Vernon "Seducer" Pellerin
> Gary "Ranger416th" Perry
> Aaron "BitViper" Pitts
> Bruce "Eagle" Ponder
> Bertrand "Gazzz" Puech
> Brad "The_GhostRider" Raulston
> James "Redwolf" Rhodes
> JR "Steelcity" Richards
> Robert "Ghostrider" Roberge
> Bevan "Coreviper" Roberts
> Paul "Wizard" Robertshaw
> John "Makani" Sargent
> Chris "Hawk" Schroeder
> Randall "Mouse" Sechler
> Kevin "Lawndart" Shaw
> John "NavlAV8r" Simon
> Alan "Doc" Simpkins
> Leonard "StaMan" Stables
> Scott "Fanatik" Stephens
> Daniel "Ripper33" Sullivan
> John "=Jagr=" Tasker
> Sim "Gunner" Taylor
> Geoffrey "SkyNet" Trexler
> Tom "Airdog" Velez
> Edwin "RazorBlade" Versijp
> Tony "Racer x" Vulpitta
> David "DewDog" Wagner
> Tony "Tone" Walker
> Charles "DirtDobber" Weems
> Daniel "MakoByte" Wilson
> Wilbur "Spaceman" Winslow Jr.
> Steve "Wiseman" Wise
> Leigh "Anytime" Woolley
> Eric "AlphaWizard" Yale
> Lawrence "Foxbat" Young
> Victor "Duke" Zaveduk
> Dale "FlightDoc" Varner - 303rd Sidewinders, Denver
> Brad "GhostRider" Raulston - 303rd Sidewinders, Denver
> Brad "LaserDoc" McDowell - 303rd Sidewinders, Denver
> Bill "Tailpipe" Skulley - 303rd Sidewinders, Denver
> Eric "Snacko" Marlow - 303rd Sidewinders, Denver
>
> Customer Support
> If none of the information above or in the FAQ helps to solve your
> problem, please contact Customer Support.
>
> We recommend running the System Information utility and printing out
> the information displayed onscreen before calling Customer Support
> with a problem.
>
> * MicroProse
> 2490 Mariner Square Loop
> Alameda, CA 94501
> ATTN: Customer Support
>
> * (510)864-4550
> 9:00 am to 5:00 pm Pacific Time
> Monday through Friday
>
> * Fax
> (510)864-4602
>
> * E-mail
> sup...@microprose.com
>
> Interactive Help Desk:
> For technical help with MicroProse games, check out our Interactive
> Help Desk at http://support.microprose.com. The Interactive Help Desk
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>
> Web Site:
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>
> For more information about Falcon 4.0, please visit www.falcon4.com.
>
> How to Get Help:
> If you are having problems with Falcon 4.0, we can best help you if
> (1) you are at your computer when you call and (2) you have the
> following information handy:
> * Version number of Falcon 4.0
> * Your computer's processor and its speed
> * Your computer's brand and model
> * Total RAM installed in your computer
> * Version of DirectX drivers
> * CD-ROM brand and model name
> * Video card brand and model name
> * Sound card brand and model name
> * Mouse brand and version number of mouse driver
> * Joystick brand and model name
> * Any error message you see in the game
>
> --------------------------------------------------------------------------
---------------------------------
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Darren Chriest wrote in message <384477DA...@home.com>...
>WOOOOHOOOOO!!
>RC? Did you REALLY have to quote Gabe's -ENTIRE- 1400+ line post?
>
>
>
>RC Jordan wrote:
>>
>> Thanks Gabe! Now that you have us drooling, when will the final release
>> version of the patch be posted to the MPS site & Mirrors for immediate
>> download?
>>
>> RC
>>
>> P.S. You guys are supporting F4 consistently and it remains the best modern
>> jet combat flight sim out there today, IMHO.
Ditto . I am ready to label this dude with a call sign of Mr. Magoo .
Joe
I deserve a ticket for obstructing traffic on the bandwidth highway.
My fault. Sorry. I'm not usually so negligent.
RC
Darren Chriest <dchr...@home.com> wrote in message
news:3844917D...@home.com...
> RC? Did you REALLY have to quote Gabe's -ENTIRE- 1400+ line post?
>
>
>
> RC Jordan wrote:
> >
bard
J...@bsfilter.com <nobr...@unleesrjed.Clampet> wrote in message
news:els84s0he0qa31h1k...@4ax.com...
> On Wed, 01 Dec 1999 03:09:27 GMT, Darren Chriest <dchr...@home.com>
> wrote:
>
> >RC? Did you REALLY have to quote Gabe's -ENTIRE- 1400+ line post?
> >
> >
> >
> >RC Jordan wrote:
> >>
> >> Thanks Gabe! Now that you have us drooling, when will the final
release
> >> version of the patch be posted to the MPS site & Mirrors for immediate
> >> download?
> >>
> >> RC
> >>
> >> P.S. You guys are supporting F4 consistently and it remains the best
modern
> >> jet combat flight sim out there today, IMHO.
>
Jerry Morelock wrote in message ...
>
>"Darren Chriest" <dchr...@home.com> wrote in message
>news:3844917D...@home.com...
>> RC? Did you REALLY have to quote Gabe's -ENTIRE- 1400+ line post?
>>
>>
>This is one time I'm gonna take up for improper etiquette. Gabe's original
>still hasn't shown up on this lame-ass server, and if RC hadn't reposted
the
>whole thing I still wouldn't be seeing it.
>
>So get off his ass! <g>
>
>(Uh, RC, that's really not the thing to do, but thanks, anyway.)
>
>Jerry Morelock
>
>
>
:) maybe i would have finally gotten to read the original contents then...
damn you TELUS!!!!
Bard
--
Phil
Remove the "dot" between op and tusnet to reply
"krypto" <k...@datacom.com> wrote in message
news:3844...@news.hawaii.rr.com...
WTG Gabe...thanks for giving us the update...
Heater
BTW...no mention made of the current state of the ACMI...misreported
airspeeds and skipping frames, etc...any news on this?
Darren Chriest <dchr...@home.com> wrote in message
news:384477DA...@home.com...
> WOOOOHOOOOO!!
Remove countermeasures to reply.
Hell with the read.me.....can somebody post the
friggin patch...........
Sorry Sorry So-sorry.
RC
Braun Tacon <bta...@home.com> wrote in message
news:3844aaaf...@enews.newsguy.com...
The Readme file is posted at www.Dofighter.com . Enjoy reading it and I can
tell you all the new patch is very good and will show much more stability
then ever. Lots of fixes too!
Dusty "Redwolf" Rhodes
Red...@Dogfighter.com
www.Dogfighter.com
www.187th.org
Mikey Scott <M.J....@hw.ac.uk> wrote in message
news:8236a7$coe$1...@news.hw.ac.uk...
>
>I have yet to see this README post as well. And I've checked this
>NG using two different news servers.
>
same here...and it ain't on deja.com either....
The Readme file is posted at www.Dofighter.com . Enjoy reading it and I can
tell you all the new patch is very good and will show much more stability
then ever. Lots of fixes too!
Dusty "Redwolf" Rhodes
Red...@Dogfighter.com
www.Dogfighter.com
www.187th.org
<ben...@execpc.com> wrote in message
news:384562e0$0$48...@news.execpc.com...
>Thanks Gabe! Now that you have us drooling, when will the final release
>version of the patch be posted to the MPS site & Mirrors for immediate
>download?
I don't have a final release date/time yet. Could happen between
tomorrow and Friday or next week. They're still working on the final
checks and what not. When they get to this stage, I normally stop
bugging so I don't run the risk of rushing them into overlooking
something. Just don't expect it today and let's hope they finish it by
the end of the week.
Gabe HI-MPS
Visit the Falcon 4.0 IP page at:
http://support.microprose.com/spower/f4ip/f4ip.htm
Like I said, for once I'm glad you did it. Gabe's original post is still
lost in the void as far as my server's concerned.
Sothankyouverymuchformuckingup! <g>
Jerry Morelock
You might want to check that URL... you keep typing Dofighter instead of
Dogfighter ;-)
^^
^^^
--
Jan-Albert "Sliver" van Ree | java...@3dgamers.com
3D Sims Archive maintainer | http://www.3dgamers.com
Thrustmaster Resource Center | http://www.3dgamers.com/~javanree/
Thanks again Gabe,
RC
Gabe / MicroProse <webma...@falcon4.com> wrote in message
news:384578a6...@192.48.96.23...
RC
Jerry Morelock <chainbreake...@email.msn.com> wrote in message
news:#72H0XDP$GA.96@cpmsnbbsa05...
Thanks for the early heads up on the patch!!!
I am glad the bouncy landing will be recognized as having clearance, as I do really stress that gear on my way
down :)
I really enjoy Falcon 4. I have been playing since its initial release last year, starting with the training
missions which are very well done. This is the first sim I had that has great training missions that actually
helped me out and learn to fly better. I am looking forward to this patch, and the upcoming add-on products.
Keep up the good work.
Master_GG
Grey Ghosts wing commander squadron
Yeah, Uncle Bill's still got some work to do with MSN. I don't mind cutting
him some slack, though. It's not like he hasn't had some other things on
his mind lately.
I'd change services, but I'm just too damned lazy to do it. Besides, if I
did that I might get out of practice piecing together what's going on in
some of these threads by reading responses and checking out Deja--you never
know when you might need those skills for something.
Jerry Morelock
we have been waiting a long time now so a few days more shouldn't bother.
It's good news anyway.
From what I've read in the NGs and heard in #falcon4 it seems to be good,
Patiently waiting
Dirk "Mad Dog" Schiefke
PS: Good to see you back...
http://huskies.albylien.net
http://www.maddogs-domain.de