User manual GAMES PC FALCON 4.0-SUPERPAK 4

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Detailed instructions for use are in the User's Guide.

[. . . ] Falcon 4 SuperPAK 4 - USER'S MANUAL 1 Falcon 4 SuperPAK 4 - USER'S MANUAL Falcon 4 SuperPAK 4 User's manual Falcon 4. 0 is the intellectual property of Infogrames Inc. 1 With the "SuperPAK 4" (SP4) patch, your MicroProse Falcon 4. 0 combat flight simulator (F4) has vastly improved from the original game. This document should be read in conjunction with the original Falcon 4. 0 manual and the SuperPAK 3 manual to understand the extent of changes in this version. For additional knowhow about the changes made to Falcon over the last four years and an insight into the ideas behind them, we suggest reading the Realism Patch 5 (RP5) manual - a worthy lecture in terms of air warfare, weapons, weapon systems and air combat tactics and techniques. [. . . ] The result was that the gear was usually place way behind the aircraft making it look somewhat comical on takeoff and landings, vastly increasing the area needed for it to turn around while taxiing, and also making tail scrapes impossible. Another problem was that most gear locations were set too far apart giving the aircraft a massive wheel track (ever pass close to a taxi sign and wonder why you didn't clear it?) With the help of Christian "Ripper" Thomsen (3D models) and Jason "Hippy" Davis we set about to correct this problem, with Christian fixing the locations, myself making the alterations to data files and Jason testing and repairing my ever so slight mistakes ;-) The final outcome is that Aircraft now takeoff and land graphically and realistically correct, turning them on the taxi way is much easier. The floating down to the runway bug seems to have disappeared. And passing close to taxi signs is no longer a game of Russian roulette, so if your aircraft explodes then you actually hit it. This has also made the scraping of tails on the runway during takeoff and landing possible so if you are making your approach and come in with to great an AoA then you will die a most horrible death. The same goes for takeoff if you pull back too early or too much your tail will scrape the runway. As with most changes in Falcon there has to be a downside somewhere. The lengths of some aircraft had to be reduced to actually not include part of the tail section. This mostly effects large 20 Falcon 4 SuperPAK 4 - USER'S MANUAL aircraft and results in a slightly reduced collision point at the rear. I will point out that this has no effect on flight. You may be able to slightly nudge the rear of someone on the taxiway and not explode. This is mostly evident on heavy aircraft not fighters GROUND EFFECT All aircraft will now be subject to ground effect with the correct calculations made for the area2span for each aircraft wing. Ground effect is a disturbance to a wing's airflow caused by coming close to the ground. This basically has an effect on the induced drag of an aircraft causing it to decrease the closer the aircraft gets to the ground. The result of this is that if you have slightly too much speed the aircraft will tend to float above the runway. The area2span value governs when ground effect will come into play based on the span and area of the aircrafts wing. Up until now the only aircraft with the correct value was the F16. MOVE SPEEDS AND ADDITIONAL DATA Kevin "Ktel" Thompson made a lot of changes to the move speeds in the database and updates had to made to the data files these include BingoReturnDistance, bingoFactor, fumesFactor, Jokerfactor. Due to the relatively short distances in the Korean theater some aircraft don't have the distance to be able to climb to their respective cruise altitudes so altitudes for cruise were lowered in the database. Falcons mission builder and campaign engine will take these values into account when calculating steerpoint times and altitudes. Theta max changes were made in an effort to sacrifice altitude for steerpoint times. This will be most noticeable when a player is tasked for fighter escort of a flight of heavies. Hopefully now the heavies wont be late and want to abort. [. . . ] It is therefore recommended to make the TE from stratch. 31 THE DATA WORLD OF FALCON 4 This chapter gives you an overview of all the data available in Falcon for edits. It's sorted by folder/subfolder of your Falcon directory. It can be used to find spcific data for edits ­ or just give you an idea on how vast the Falcon 4 Data Universe is! FALCON 4 ROOT FOLDER Ø Ø FalconSP. cfg: Configuration File for detail configuration TacRefDB. bin: Tactical Reference ACMIBIN Saved ACMI tapes ART Various subfolders: User Interface layout definitions and resource files (graphics). Created by Microprose for the classic brown 800x600 User Interface Art/ckptart Cockpit definition graphics Various subfolders: Cockpit definition graphics for other planes. [. . . ]

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