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Falcon 4.o Press Release

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PRESS RELEASE: New Patch For Falcon 4.0: Allied Force

 

 

November 23nd 2005: Lead Pursuit LLC, the developer of the award-winning Falcon 4.0: Allied Force, is close to releasing its third patch for the premier F-16 combat flight simulator. This will take Allied Force to version 1.0.4 with new features and improvements. Highlights include stunning new exhaust effects for missiles, a new F-16 dual seat model, a major overhaul of the Forward Air Controller (FAC) logic and improved TrackIR support. This update is in its final stages of testing and should be released before the end of November. A zip file of screenshots from the new patch can be accessed here: http://lead-pursuit.com/screens.zip

 

The full changelog is as follows:

 

Aircraft & Flight Models

 

 

J-22 flight parameters updated.

 

 

F-4SDK parameters adjusted.

 

 

Loadout changes for mavericks with LAU-88.

 

 

Hardpoint/weapons drag computation corrected to be more accurate.

 

 

Loadout changes on AGM-88 HARM. Two on 3/7 hardpoints only.

 

 

Jaguar loadouts adjusted.

 

 

More Tornado loadout changes

 

 

Loadout changes to F/A-18E/F

 

 

SU-29 loadout change, remove R-77.

 

 

Flight models for the F-16A-MLU, F-16A-15, F-16C-25, F-16C-30, F-16C-32, F-16D-40, and F-16D-52 updated.

 

 

Fix to load correct amount of external fuel for assymetric, multi-tank and unusual hardpoint filling.

 

 

Make rudder inertia when going from full left to full right NWS rudder deflection again invariant of the game FPS.

 

 

F-16, F-5, F-18D/F get smoke rockets added for FAC missions.

 

Artificial Intelligence & General Improvements

 

 

Rudder sensitivity toned down.

 

 

Force Feedback effects should be back.

 

 

Fix a bug with the FCRPowerOn/Off keystrokes.

 

 

Instant Action should now have avionics properly configured when entering the pit.

 

 

Repairtime lowered on small bridges.

 

 

Adjustment to SA-6 radar acquire/track times.

 

 

Stop the AI circling the target during ground attack.

 

 

AI pilot ground avoidance improvements following a 'weapons free' instruction.

 

 

Improvements to AI pilots receiving the RTB and Rejoin commands.

 

 

Fix for active missiles losing lock prematurely.

 

 

Fix for AI not firing air to air missiles after a bombing run.

 

 

Addressed ATC violation when told to clear the runway after a valid landing.

 

 

AI attack profile improved when flying low through a valley and the target is on top of a hill.

 

 

Math fixes to some AI WVR routines for aircraft and helicopters.

 

 

AI attempt to exit combat at Joker fuel level instead of Bingo.

 

 

Improvements to AI pilot afterburner usage.

 

 

Better TrackIR support in 2D pit. 2D pit panels are switched to using absolute TIR azimuth/elevation position.

 

 

Using keyboard, mouse or POV in 2D pit to change view, will temporarily disable TIR view changes, until TIR is moved preset angle (70 deg) from last position, or until view is returned to the last view where TIR was used.

 

 

12 o'clock one-click down view is skipped over during TrackIR panning since it's too close to main view and would be too easy to change to it by accident. Using normal POV/keyboard panning you can still change to this view.

 

 

In realistic mode, the padlock box is not displayed anymore, only the yellow rhombus depicting the next locked padlock object when switching.

 

Art & Textures

 

 

Airbase tiling error fixed.

 

 

Some objects 3D-models fixed for various errors.

 

 

Positional adjustments to missile burner placement to missile model.

 

 

LAU-68 texture added.

 

 

2D cockpit kneemap for Balkan theater updated with roads, rivers and Tacandata.

 

 

2D cockpits Balkan theater reference views updated with rivers, roads and Tacandata.

 

 

UI map of Balkan theater updated with roads, rivers and Tacandata.

 

 

UI map of Korea theater was fixed for gap near the coast. (missing land).

 

 

New animated exhaust-flames for missiles.

 

 

New F/A-18's models and textures.

 

 

Updated bombs: New 3D-models and textures for all Mk-8X's, BSU's, PavewayII, PavewayIII and JDAM's.

 

 

J-22: New texture and shadow.

 

 

F-16 3D-pit update: Taillight moved to base of fin. Corrected misalignment on the left aux-console.

 

 

New dual-seat 3D-model and texture for F-16D

 

Avionics

 

 

Fix issue where the avionics could end up selecting an empty hardpoint when dropping LGB's and switching to another weapon in the meantime.

 

 

Removed redundant AIM-9 missile reticle in A-A Mode.

 

 

Fix selective Jettison Bug with Mavericks as selected weapon.

 

 

Wingman display fix for the HSD.

 

 

Cockpit switch error corrected.

 

 

Missile and Threat Volume knobs fixed.

 

 

Fixes to A-A weapon switching if different types of the same missile were loaded.

 

 

If the last A-A missile of a certain type is fired, automatically switch to the next type.

 

 

Changes to Reference symbol and AG MasterModes:

 

 

When the radar is in an AG mode, display the reference symbol instead of the bullseye, regardless of the ICP selection.

 

 

In A-A Modes and BE mode deselected, the bullseye solution readout shows bearing and range from the current steerpoint to the cursors.

 

 

In A-A STT Modes and with a locked target and BE mode deselected, the bullseye solution readout shows range and bearing from the current steerpoint to the bugged target.

 

 

Do not display the radar cursors with an STT Lock.

 

 

Change to the RWR newguy sound. Instead of playing the 3 beeps, play 3 bursts of audio at the emitters PRF.

 

Campaign

 

 

More activity by teams in defensive and consolidation modes.

 

 

Mission planning improvements.

 

 

New modes added for Airborne Forward Air Controller (FAC[A]) / Close Air Support (CAS) / Battlefield Air Interdiction (BAI).

 

 

Missile AIM 120-C5 added to 2005 / 2010 campaigns.

 

Configuration Options

 

 

Setup options for intro movie, current player selection and Instant action scores are now stored in configoptions.cfg so they are not lost again during future patching, installing and uninstalling.

 

 

Make sure to go over all of the Setup screen options once again after applying patch 3.

 

Documents

 

 

FR Keyboard layout amended.

 

Forward Air Controller (Airborne) (FAC[A]) Changes

 

 

On-Call CAS flights now check in with the FAC when the FAC is on station.

 

 

CAS and BAI flights will look for an FAC in their package if they can't find a target within their patrol area. FAC can hand-off targets.

 

 

FAC capable aircraft now carry marker rockets.

 

 

FAC now launches white smoke marker rockets into the target area whenever it has aircraft checked in.

 

 

FAC and AWACS radio calls now function if player voice option is turned off in the setup panel.

 

 

CAS and BAI flights no longer look to engage ground targets en route to their assigned patrol area.

 

 

FAC will continue to assign targets even if it has run out of rockets.

 

 

FAC missions will no longer issue formation commands.

 

Multiplayer

 

 

A padlock box shifted up on some ground vehicles fixed.

 

 

ACMI recording is now more precise in MP.

 

 

ATC voices from the same tower should now be consistent in MP.

 

 

Successive Request Takeoff commands should now be answered by ATC in MP.

 

 

Instances of duplicate pilot entries in debriefs corrected in MP.

 

 

Addressed issue of player flight lead influencing other player aircraft steerpoint.

 

 

The AWACS user interface can now be accessed for Tactical Engagements as well.

 

 

No long distance warps or ground crashes anymore when joining an already airborne flight.

 

Stability

 

 

Several crashes fixed including

 

 

Font drawing in the UI

 

 

Force Feedback stick crashes

 

 

MFD drawing while switching views

 

 

Mission Evaluation post flight

 

 

Occasionally when Radar mode change

 

 

Multiplayer issues

 

 

Some occasional terrain loading issues

 

 

Sound playing while switching views

 

 

Some more post ejection crashes.

 

User Interface

 

 

Briefing layout adjusted for longer aircraft names.

 

 

UI Music now loops correctly.

 

 

When adding a package, deleting a created flight and readding a flight caused it not to be flyable.

 

 

Fog slider values correctly displayed in TE editor, Instant Action and Dogfight.

 

 

Setup option for using TrackIR in 2D pit views in Controllers section (only available if TrackIR is detected).

 

BACKGROUND INFORMATION

 

Falcon 4.0: Allied Force, the successor of Falcon 4.0, is an advanced F-16 combat flight simulator for the PC. The player takes on the role of a pilot flying a multitude of missions in either the Balkans Theater of Operations or the Korean Theater of Operations in a fully dynamic, evolving war.

 

Features include:

 

 

Multiple threads for true Dual Core processor support

 

 

Improved graphics engine

 

 

Reworked multiplayer engine

 

 

Highly advanced Artificial Intelligence

 

 

716-page advanced .pdf manual, 109-page "new player" printed manual

 

 

Reworked Dynamic Campaign Engine

 

 

Brand new theater of operations

 

 

New high resolution models and cockpits

 

 

Highly detailed terrain and airbases

 

 

Intuitive User Interface screens

 

The graphics engine supports real-time terrain lighting, dynamically-shaded 3D volumetric clouds and alpha-blended scattered clouds. Fog is also implemented and combined with new high resolution textures on models and the terrain, the visuals are tremendously improved. Highly detailed and clickable cockpits for three different F-16 aircraft are included: the Block 50/52, 40/42 and MLU variants.

 

The multiplayer engine features a new, problem-free connection method with support for a centralized, server-system style of play for Internet and Local Area Network (LAN) games. Performance and reliability have been greatly improved for both custom made missions and campaign flights.

 

The Dynamic Campaign Engine (DCE) is the war simulator where any event happening in any part of the theater of combat affects the war's direction throughout that theater. How you perform in your mission directly, and proportionately, determines what happens elsewhere. This is true for the tens of thousands of computer controlled entities in the game. It means that the player really feels part of a living war environment, part of something that is evolving around them in real time.

 

Some of the greatest changes have been to improve the interaction of computer controlled aircraft and the hundreds of ground entities in Falcon 4.0: Allied Force. Thousands of hours of work has led to remarkable improvements in artificial intelligence. During missions, computer-controlled aircraft will perform with precision. The role of the Forward Air Controller (FAC) is now implemented, allowing the player to co-operate with other flight aircraft when carrying out ground attacks. Brand new Air Traffic Control intelligently manages the flights in and out of bases.

 

The F-16's electronic systems simulated in Falcon 4.0: Allied Force, including the avionics, are the most realistic for the home personal computer. Numerous modes and sub-modes in air-to-air and air-to-ground radar are accurately implemented to immerse the player in the feel of operating a modern combat aircraft.

 

The new theater of operations is the Balkans. There are three time periods stretching from the mid-1990s to 2010, featuring appropriate aircraft, squadrons and units. Each theater period has three campaigns, making nine in total for the Balkans. Falcon 4.0: Allied Force also features a heavily revised Korean theater and associated campaigns.

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