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- *******************************************************
- Falcon 3.0 and Operation: Fighting Tiger
- Version 3.05
- 9/16/94
- *******************************************************
-
- Contents
- ========
- The history of Falcon 3.0
- Updating
- Update troubleshooting
- Version 3.05 changes
- Version 3.04 changes
- Version 3.03 changes
- Version 3.02.1 changes
- Version 3.02 changes
- Version 3.0e and 3.01.1 changes
- Version 3.0d through version 3.0a changes
- General program information
- Mission requirements
- Mission debriefing
- Communications play
- Finding free memory
- Stacker
- Packard Bell and IBM PS/1 computers
- Sound cards
-
- The history of Falcon 3.0
- =========================
- After Falcon 3.0's original release in 1991, a number
- of problems were reported by owners. Because of these
- problems, several updates have been released. These
- updates were designated A, C and D. (B was skipped
- because an unauthorized version with that version label
- was released by an unknown party.) These updates are
- all cumulative; that is, the changes in A are also in
- D, so only the latest update is needed to fully upgrade
- the program.
-
- After the D version, a Falcon 3.0 Campaign Disk
- containing three new theaters (titled Operation:
- Fighting Tiger) was released, bearing the designation
- "Falcon 3.01." Because some problems were reported
- with Operation: Fighting Tiger, an update for that
- version of the game was released, updating the
- program to version 3.01.1. To maintain communications
- compatibility with Operation: Fighting Tiger, a 3.0e
- version of Falcon 3.0 was released.
-
- MiG-29: Deadly Adversary of Falcon 3.0 was released in
- July 1993. To maintain compatibility between MiG-29,
- Falcon 3.0 and Operation: Fighting Tiger, Falcon 3.0
- version 3.02 was released.
-
- Hornet: Naval Strike Fighter was released in November
- 1993. To maintain compatibility between Hornet, MiG-29,
- Falcon 3.0 and Operation: Fighting Tiger, Falcon 3.04
- was released at the same time.
-
- Falcon Gold is the latest incarnation of Falcon 3.0,
- combining all the sims onto one CD-ROM. In addition,
- Falcon 3.0 has been updated to version 3.05.
-
- This latest version contains several changes and new
- features. In fact, for owners of early versions of
- Falcon 3.0, the cumulative changes could be something
- of a shock (many changes and new enhancements have been
- since the original version came out in December 1991).
- We strongly recommend that you print this Read Me file
- and refer to it as you play.
-
- Updating
- ========
- WARNING: You should not run this updater if you have
- Falcon Gold installed. This Falcon 3.05 updater may
- damage any Falcon Gold installation and should be
- used only with the floppy disk version of Falcon 3.0.
-
- If you are updating Falcon 3.0, run the Falcon 3.05
- update program. Insert your Falcon 3.05 updater disk
- and type "F3UPDATE" at the DOS prompt. This will
- update any version of Falcon 3.0 to version 3.05.
-
- WARNING: You should complete any campaigns you
- intend to finish before updating. The Falcon 3.05
- update process deletes all existing squadron files.
-
- OPERATION: FIGHTING TIGER WARNING: Do not attempt to
- install Operation: Fighting Tiger after updating to
- version 3.05! If you buy Operation: Fighting Tiger
- after you update to version 3.05, delete everything
- in your FALCON3 directory and reinstall from scratch
- (Falcon 3.0, then Operation: Fighting Tiger, then
- the 3.05 update). See the update instructions below.
-
- Who can update?
- ---------------
- Any Falcon 3.0 owner can update to version 3.05.
- You are encouraged to distribute copies of the Falcon
- 3.05 update disk to other Falcon 3.0 owners.
-
- Should I update?
- ----------------
- Yes, if you have any of the following versions of
- Falcon 3.0: Falcon 3.0 (no suffix), Falcon 3.0a,
- Falcon 3.0c, Falcon 3.0d, Falcon 3.0e, Falcon 3.01
- (Operation: Fighting Tiger) Falcon 3.01.1, (Operation:
- Fighting Tiger update) Falcon 3.02, Falcon 3.02.1,
- Falcon 3.03 or Falcon 3.04.
-
- No, if you have Falcon Gold installed.
-
- Note also that Falcon 3.05 is required in order to
- communicate with Hornet 1.02, MiG-29 1.04 or Falcon
- 3.05. Earlier versions will fail to communicate
- properly in head-to-head and allied play.
-
- If you update to Falcon 3.05 and then want to install
- Operation: Fighting Tiger, MiG-29 or Hornet later, you
- will need to re-install all the programs in the
- following order:
- 1) Falcon 3.0
- 2) Operation: Fighting Tiger
- 3) MiG-29
- 4) Hornet: Naval Strike Fighter
- 5) Falcon 3.05 updater
-
- Update instructions
- -------------------
- NOTE: If you downloaded this update, you must copy it
- onto a 1.44MB 3.5" floppy disk before proceeding. The
- updater is designed to work from a floppy and will
- fail if you try to run it from your hard drive.
-
- 1) Install Falcon 3.0 according to the instructions
- provided with that game (unless it is already
- installed).
-
- 2) Install Operation: Fighting Tiger, if you have it,
- according to the instructions provided with that
- game (unless it is already installed).
-
- 3) Install MiG-29, if you have it, according to the
- instructions provided with that game (unless it is
- already installed).
-
- 4) Install Hornet: Naval Strike Fighter, if you have
- it, according to the instructions provided with
- that game (unless it is already installed).
-
- 5) At the A: or B: prompt (depending on where the
- update disk is), type "F3UPDATE."
-
- 6) On the screen which appears, you will be given the
- choice to "Continue" or "Quit." Select "Continue"
- to go on.
-
- 7) A warning appears, telling you that all your
- squadrons will be deleted if you continue. You are
- given the choice to "Continue" or "Quit." Select
- "Continue" to go on with the Falcon 3.05 update.
-
- 8) The Falcon 3.05 update program now searches your
- hard drive for Falcon 3.0. When it finds Falcon
- 3.0, it says "Falcon 3.0 found in:" followed by
- the path to the directory containing your copy of
- Falcon 3.0. Edit this path if it is wrong or if
- you have another copy of Falcon 3.0 you wish to
- update instead of the one found.
-
- 9) At the bottom of the screen are four buttons:
- "Install," "Search," "View" and "Quit." "Quit"
- aborts the Falcon 3.05 update. "View" brings up
- this Read Me file. "Search" continues the search
- for other copies of Falcon 3.0 by checking other
- drives or directories. Select "Install" to
- continue the Falcon 3.05 update.
-
- 10) The Falcon 3.05 updater will begin updating
- Falcon 3.0 to version 3.05. You can abort the
- Falcon 3.05 update by pressing Ctrl-Break.
-
- When the Falcon 3.05 updater is finished, it will
- beep. Press any key to exit to DOS.
-
- Type "CHECKVER" at the DOS prompt. You should see
- the following line (in addition to other information,
- such as whether Operation: Fighting Tiger or MiG-29
- is installed and how much memory you have available).
-
- CHECKVER V2.1
-
- Program Version Date Time Size
- FALCON3.EXE 3.05 6-14-94 08:10pm 1373671
-
-
- Update troubleshooting
- ======================
- If there are problems with the Falcon 3.05 updater,
- you may see one of several possible error messages.
- These messages are listed below.
-
- Error messages
- --------------
- ERROR - NOT ENOUGH CONVENTIONAL MEMORY AVAILABLE
- You do not have enough conventional memory free to
- use the Falcon 3.05 updater. This message is
- extremely unlikely, since the Falcon 3.05 updater
- only requires 250K of free conventional memory to
- run.
-
- ERROR - DISK SPACE NOT AVAILABLE ON DRIVE:
- This message will be followed by the path to the
- drive and directory to which you are attempting to
- update Falcon 3.0. The solution is to make sure
- you have enough free space on your hard drive. The
- Falcon 3.05 update requires 2MB of free disk space.
-
- ERROR - CANNOT LOCATE FILE (filename) ON DISK
- This message will be followed by the name of whatever
- disk you are trying to install to or update from. The
- word "(filename)" above will be replaced by whatever
- file the Falcon 3.05 updater is seeking. This message
- appears most often when the wrong disk is put in the
- drive. The solution is to make sure the update disk
- is in the drive being used. If you have the update
- disk in the floppy drive and still get this message,
- write down what file it is looking for and contact
- Customer Support.
-
- ERROR - INVALID VERSION
- This message appears if the Falcon 3.05 updater
- cannot find certain files that should exist in a
- functioning, legitimate copy of Falcon 3.0.
-
- One likely possibility, especially if you have a
- backup copy of FALCON3.EXE, is that the Falcon 3.05
- updater is trying to update to a directory that only
- contains FALCON3.EXE. If this is so, quit the Falcon
- 3.05 update and restart it. When you are given the
- option to edit the path it will update to, type in
- the path to a full working copy of Falcon 3.0.
-
- Another possibility is that your FALCON3 directory
- has had some of its files removed. In this case, the
- solution is to quit the Falcon 3.05 updater, delete
- all the files from your FALCON3 directory (or
- whatever directory your copy of Falcon 3.0 is in),
- and re-install Falcon 3.0 (followed by Operation:
- Fighting Tiger if you have it). Then run the Falcon
- 3.05 updater.
-
- DATA ERROR READING DRIVE (drive, usually A: or B:)
- This message appears if there is a disk error on
- your update disk. Contact Customer Support for a
- replacement disk.
-
- How to manually update to Falcon 3.05
- -------------------------------------
- If you are having trouble updating to Falcon 3.05,
- you can manually perform the Falcon 3.05 update
- using one of the following procedures. Follow the
- instructions appropriate to your setup, as different
- files are needed depending on what is already
- installed on your system.
-
- To update to Falcon 3.05 with Falcon 3.0 and
- Operation: Fighting Tiger already installed:
-
- - Insert the 3.05 update disk in drive A.
- - At the A: prompt, type the following:
- COPY GOPATCH.EXE C:\FALCON3
- COPY 305PATCH.RTP C:\FALCON3
- COPY CHECKOFT.RTP C:\FALCON3
- COPY CHECKVER.COM C:\FALCON3
- COPY ASIAPAT.RTP C:\FALCON3
- COPY F30RESET.EXE C:\FALCON3
- COPY GOPATCH.EXE C:\FALCON3\ARMSDATA
- COPY 305ARM.RTP C:\FALCON3\ARMSDATA
- C:
- CD\FALCON3
- - You will now be at a C:\FALCON3 prompt. Type the
- following to update to Falcon 3.05:
- GOPATCH CHECKOFT
- GOPATCH ASIAPAT
- GOPATCH 305PATCH
- CD ARMSDATA
- GOPATCH 305ARM
- - The update is now complete. Remove the excess files
- from your hard drive by typing the following (you
- should still be in C:\FALCON3\ARMSDATA):
- DEL GOPATCH.EXE
- DEL *.RTP
- CD..
- DEL GOPATCH.EXE
- DEL *.RTP
- F30RESET
-
- To update to Falcon 3.05 with Falcon 3.0 only already
- installed:
-
- - Insert the 3.05 update disk in drive A.
- - At the A: prompt, type the following:
- COPY GOPATCH.EXE C:\FALCON3
- COPY EPATCH.RTP C:\FALCON3
- COPY 305PATCH.RTP C:\FALCON3
- COPY F30RESET.EXE C:\FALCON3
- COPY CHECKVER.COM C:\FALCON3
- COPY GOPATCH.EXE C:\FALCON3\ARMSDATA
- COPY PATCHARM.RTP C:\FALCON3\ARMSDATA
- COPY 305ARM.RTP C:\FALCON3\ARMSDATA
- C:
- CD\FALCON3
- - You will now be at a C:\FALCON3 prompt. Type the
- following to update to Falcon 3.05:
- GOPATCH EPATCH
- GOPATCH 305PATCH
- CD ARMSDATA
- GOPATCH PATCHARM
- GOPATCH 305ARM
- - The update is now complete. Remove the excess files
- from your hard drive by typing the following (you
- should still be in C:\FALCON3\ARMSDATA):
- DEL GOPATCH.EXE
- DEL *.RTP
- CD..
- DEL GOPATCH.EXE
- DEL *.RTP
- F30RESET
-
- Version 3.05 changes
- ====================
- * If your joystick was calibrated incorrectly in
- version 3.04, you could pull more than 9.9 Gs. This
- problem is now fixed.
-
- * Sometimes the plane would unexpectedly roll left in
- version 3.04. This problem is now fixed.
-
- * You will now be assigned to an appropriate air base
- in the Bosnia theater. Your wingmen will no longer
- crash into mountains when taking off and landing.
-
- * Campaigns now last longer than two days in the
- Bosnia theater.
-
- * Your wingmen will be more aggressive in engaging
- enemy planes, especially when returning home.
-
- * TM-STICK (developed by Ken "Stinger" Richardson and
- ThrustMaster) has been updated in version 2.1 to
- work with Falcon 3.05. In addition, TM-STICK 2.1
- works with earlier versions of Falcon 3.0. For more
- information on TM-STICK, please read TM-STICK.TXT.
-
- Version 3.04 changes
- ====================
- * Some users reported a problem where the views would
- switch around without any user input. This no longer
- happens.
-
- * Serious joystick control and calibration problems
- found in version 1.0 have been fixed. The joystick
- inputs are now linear, and there is a "null zone" of
- 20% of the stick's travel. What this means is that
- the plane will react evenly to gradual increases in
- stick pressure, and that slight movement of the
- stick near the center point will not cause the plane
- to jerk around.
-
- * AMRAAMs are now available in communications play.
-
- * When you press Ctrl-K (to jettison all stores), you
- will still keep your wingtip missiles, even if they
- are AMRAAMs.
-
- Version 3.03 changes
- ====================
- * Several users reported a problem where if you create
- a squadron, take off and return, create another
- squadron, take off and return, then try to fly
- another mission with the first squadron, the game
- would crash with a message saying "Fatal Error!
- Cannot Create File!" This was related to the
- number of planes in a squadron and has been fixed.
-
- Version 3.02.1 changes
- ======================
- * Problems with joystick calibration are now fixed.
-
- * The coolie hat problem when switching between cockpit
- and scroll lock views has been fixed.
-
- * Some users reported difficulty with rolling right.
- This problem is now fixed.
-
- * Some users reported problems with pitching upward
- when in any outside view. The problem was that the
- plane would not go beyond 30 degrees upward pitch
- until the player switched back to an inside cockpit
- view. This problem has been corrected.
-
- Version 3.02 changes
- ====================
- * The blackout/redout model has been upgraded. Blackout
- and redout conditions are defined by pilot G
- tolerance, maximum blackout duration and degree of
- control over the plane during blackout.
-
- Flight Model G tolerance max. duration control
- ------------- ----------- ------------- -------
- Simplified 300% normal 1 second normal
- Moderate 200% normal 1 second none
- Complex 150% normal 15 seconds none
- High Fidelity normal 30 seconds none
-
- To recover from blackout or redout, center the flight
- stick. If you continue to pull the stick, you will
- remain blacked out until you release it.
-
- Blackout and redout may seem rather sudden under the
- new model. Increasing your G load gradually instead
- of suddenly will greatly extend this onset time. Your
- pilot's G tolerance decreases over the course of a
- mission due to the cumulative strain of repeatedly
- pulling high Gs. As a pilot's G tolerance decreases,
- blackout and redout will occur more suddenly and at
- lower G values.
-
- * In the OPTIONS menu there is a new selection called
- G ONSET. There are four settings: No Effect,
- Moderate, Difficult and Realistic. These settings
- refer to the likelihood of blackout due to rapid
- G onset. G onset defaults to Moderate.
-
- Blackout can be caused either by continuous high Gs
- or by sudden G onset (such as going from 1 to 10 Gs
- instantly).
-
- At the No Effect setting, G onset has no effect on
- blackout. At the Moderate setting, the effects of
- G onset on blackout are slight. At the Difficult
- setting, G onset plays a major part in determining
- blackout conditions but not as much as in reality.
- At the Realistic setting, blackout from rapid G
- loading is as likely as it is in reality.
-
- * The joystick calibration routine now includes coolie
- hat calibration for the ThrustMaster Flight Control
- System.
-
- * Version 3.02 supports CH Products' FlightStick Pro.
- On the System Setup screen, you can now choose the
- FlightStick Pro as your control device.
-
- * The "coolie hat" on the ThrustMaster and CH
- FlightStick Pro control views in Falcon 3.0. The
- coolie hat view controls are: back=Padlock View,
- left=Left View, right=Right View, forward=Forward
- View. If you are already in Forward View, forward=
- heads-up (Scroll Lock) View. The coolie hat functions
- built into Falcon 3.0 override any other coolie hat
- programs (such as F3COOLIE, Pilot's Edge, etc.) you
- may have installed. Occasionally, there may be a
- conflict between Falcon 3.0 and third-party coolie
- hat programs which can make the game crash. Do not
- use any TSRs or other programs that read or
- reprogram the coolie hat when playing Falcon 3.0.
-
- * The Padlock View shows some new information. In
- the upper left corner window is the target
- identification, followed by the range to target in
- nautical miles (NM). The range now shows tenths of
- miles. Next is your altitude above ground level (AGL)
- and airspeed in knots. The airspeed shown is in
- knots true airspeed (KTAS). Last is the current load
- factor (in Gs).
-
- In the upper right corner window are three new
- indicators. As always, the warning "REAR" appears
- if the target is behind you. Beneath this, the
- indication "BRK" now appears if your speed brakes
- are on. Just below the "BRK" indicator, the
- indication "AB" comes on if your afterburner
- is engaged.
-
- * The ECM model has been changed to be more realistic.
- Instead of consistently jamming radar or always
- breaking radar lock, there is now a continuing
- battle between ECM systems and fire control radars.
- The result is that a plane using ECM will
- occasionally still get locked up, but only for
- a few moments. Likewise, if you are tracking a plane
- that uses ECM, your radar lock will be broken and
- re-established over and over again as your fire
- control systems battle the target's ECM.
-
- * Menu bar selections are now saved.
-
- * All animations have been disabled when in
- communications mode to prevent timing conflicts.
-
- Version 3.0e and version 3.01.1 changes
- =======================================
- The following changes were introduced as part of
- Operation: Fighting Tiger (both versions 3.01 and
- 3.01.1) and Falcon 3.0e.
-
- Night mode
- ----------
- * The night mode has been darkened to make it more
- realistic and more exciting for certain types of
- missions.
-
- * Stars have been added at night and can be seen in
- actual astronomical positions.
-
- * Visual contact will be made at a shorter distance
- at night.
-
- Objects
- -------
- * U.S. insignias have been added to the F-16.
-
- * The F-16 cockpit glass is now a clear gold instead
- of an opaque blue when looking at an F-16 from the
- outside.
-
- * Lights have been added to the wingtips of the F-16,
- and they turn on when the landing gear is down.
-
- Sound and music
- ---------------
- * Some messages that previously used static have been
- replaced with new digitized messages.
-
- Weapons
- -------
- * Some missiles have had their ranges increased to be
- more realistic. (For example: the Phoenix fired from
- the F-14 can now be fired from about 80 miles away.)
-
- * The SAM radar cones have been adjusted to be more
- realistic.
-
- * AMRAAMs are now more realistic and more effective.
-
- * Bullet craters have been removed.
-
- * If you're following an enemy aircraft that heads
- towards the sun, your heat-seeking missiles (AIM-9P
- and AIM-9M) may be fooled by the heat source. Your
- best bet is to keep your position until the enemy is
- away from the sun before you fire your missiles.
-
- * Drag has been added to the HD bomb and to the
- Durandal. These weapons can now be dropped safely
- at even lower altitudes.
-
- Campaign, missions and waypoints
- --------------------------------
- * The Intelligence option is no longer available on
- the Difficulty Levels Screen. Instead, a Campaign
- option has been added so that you can adjust the
- degree of difficulty of your campaigns. See your
- Operation: Fighting Tiger manual for more
- information.
-
- * In the campaign, the BOMB waypoint action code is
- only available when you are assigned a bombing
- mission.
-
- * Debriefings can now be long enough to list all ground
- targets destroyed by the player's squadron.
-
- * Campaign victory or loss will occur when either side
- is reduced to two strategic sites.
-
- * SEAD is now available for better waypoint realism
- (SEAD=Suppress Enemy Air Defenses). When SEAD is
- selected as the waypoint action, your assigned flight
- will only attack SAM and AAA threats.
-
- * The non-mobile SAM sites in the Operation: Fighting
- Tiger theaters (Japan, Korea and Pakistan) will now
- fire missiles, unlike stationary SAM sites in the
- Falcon 3.0 theaters (Israel, Panama and Kuwait).
-
- Wingman views and commands
- --------------------------
- * Three new wingman commands have been added. They are
- Shift-G for spread formation, Shift-F for close up
- formation and Shift-H for return to base. See your
- Operation: Fighting Tiger manual for more
- information.
-
- ILS and landing
- ---------------
- * The ILS now has two modes, Directional and Beacon.
- Pressing "\" turns on the ILS; Shift-\ will toggle
- between the two modes.
-
- In the Beacon mode, the ILS locks onto a radio
- beacon at the end of this runway. The beacon is
- omnidirectional so centering the localizer deviation
- (LD) bar will steer your aircraft directly for this
- point from any direction. The glideslope indication
- will only be valid if you are approaching the runway
- on the indicated heading. The Beacon mode is helpful
- for finding the runway and making the first pass of
- a racetrack landing, but it is not the best mode to
- use on the final approach.
-
- The Directional mode is used to make the final
- approach to the runway. Lining up the GSD (glideslope
- deviation) and LD bars will put your aircraft on a 3
- degree glideslope right down the middle of the
- runway. If the needles are not lined up, steer your
- aircraft towards them. Do not turn more than 90
- degrees off your approach heading, however, or you
- might end up flying in circles.
-
- See your Operation: Fighting Tiger manual for more
- information on the ILS modes.
-
- * When the ILS HUD mode is turned on, the view out of
- the cockpit is shifted downward so that you can more
- easily see the runway when your aircraft has the high
- angle of attack proper for landing. Another smaller
- downward shift occurs when the landing gear are
- lowered. Both view shifts can be toggled off and on
- with Shift-Scroll Lock.
-
- * Visual Approach Slope Indicator (VASI) lights are
- visual landing aids which let you determine at a
- glance whether you are on, above or below the correct
- glideslope. VASI lights consist of two pairs of
- bicolored lights spaced about 50 feet apart on the
- approach end of the runway. The lights are
- constructed so that the color you see as you land is
- either red or white depending on whether you are
- above or below the glideslope. See your Operation:
- Fighting Tiger manual for more information.
-
- Miscellaneous
- ------------
- * On some of your missions, you might notice a thick
- overcast. This is a new weather pattern which will
- appear from time to time in the game. The cover will
- vary in altitude and thickness, depending on the
- atmospheric conditions. If the current weather
- forecast on the Report Screen is listed as
- "Overcast," there is a high probability that
- the weather will be overcast at the start of
- your next mission.
-
- * The HUD color selection has been changed to be more
- realistic and to be easier to see in different
- lighting conditions.
-
- * The ACM mode of the High Fidelity Radar has two scan
- patterns: 20 x 20 and 10 x 40. The ACM radar mode is
- turned on with F6. You can then alternate between the
- two scan patterns with Shift-F6. See your Operation:
- Fighting Tiger manual for more information.
-
- * The radar range, scan elevation and scan azimuth
- settings can all be cycled in the opposite direction
- by pressing Shift in addition to the appropriate
- function key. For example, to change the radar range
- directly from 20 nm to 40 nm, press Shift-F8 instead
- of pressing F8 three times.
-
- Program fixes
- -------------
- * The flight characteristics for heavy aircraft, like
- the B-52 and C-130, have been improved. They will fly
- more realistically and will no longer crash on
- landing (assuming, of course, that they are undamaged
- before attempting to land).
-
- * Pilot Abilities will no longer roll over to zero.
-
- * Pilots will now be replaced on the replacement date.
-
- * The Instant Action high score music will play
- properly.
-
- * Debriefings will now list wingman plane crashes.
-
- * The occasional wingman flip over and crash on landing
- problem is fixed.
-
- * Medals will now be awarded appropriately and not
- without reason.
-
- * Squadron records will now be up-to-date in number of
- missions flown.
-
- * Extra drag has been eliminated when unlimited weapons
- are selected.
-
- * Sound Blaster problems were fixed that resulted in
- program freezes.
-
- * Unrealistic messages have been eliminated from
- head-to-head communications.
-
- * Pilot injuries now work correctly.
-
- * The Sounds off selection for Sound Blaster will now
- turn all sounds off.
-
- * The F-16 will now consume less fuel at high altitudes
- than at low altitudes.
-
- * On some systems, Operation: Fighting Tiger would
- crash before even reaching the title screen. The
- update will correct this problem for all systems.
-
- * Buildings in Red Flag can now be damaged.
-
- * The MiG-31, the Mirage 2000, the Jaguar and the UMF
- can now be assigned to enemy flights in Red Flag.
-
- * It is now possible to succeed at escort missions.
-
- * Problems in version 3.01 with PC speaker sounds have
- been fixed.
-
- * When flying an Allied Communications mission in the
- Kurile Islands theater, ships will now appear on all
- connected machines, not just the caller's.
-
- * The ACMI will no longer label friendly planes as
- enemy planes.
-
- * The Supply Status display of the campaign Report
- Screen now lists the AIM-9R and the AGM-84.
-
- Version 3.0d through 3.0a changes
- =================================
- The following section outlines the changes that have
- been made in earlier versions of Falcon 3.0. The
- changes are arranged by topic, not by version.
-
- Instant Action
- --------------
- * After you destroy a certain number of enemy aircraft
- in Instant Action, you will advance to the next level
- of play. Every enemy pilot in this new wave of
- aircraft will have an Enemy Logic Level one higher
- than the one you set in the Configuration screen.
- (For example, if you had Enemy Logic Level set to
- Veteran in the Configuration screen, the next wave of
- aircraft will have Ace pilots.) After the Ace
- aircraft wave, all pilots in subsequent waves will
- have Ace logic level.
-
- Red Flag
- --------
- * The appropriate pilot skills will now increase upon
- completion of a successful Red Flag mission.
-
- * In the Red Flag training mission LESSON 4, the F-16
- now faces the correct direction at the beginning of
- the lesson.
-
- Weapons
- -------
- * When you are loading weapons onto a wingman's
- aircraft, the Report button on the F-16 Armament
- screen will change to a Copy Leader button. Pressing
- this button will load the same weapons on the
- currently selected aircraft as are currently loaded
- on the flight leader's aircraft.
-
- * Weapons can be cleared in all weapon loading screens.
-
- * The jettison controls have been changed to allow you
- to selectively jettison stores:
-
- Ctrl-K jettisons all stores except for wingtip
- missiles and the ECM pod (if you loaded one prior
- to takeoff).
-
- Ctrl-F jettisons all external fuel tanks (both
- centerline and wing).
-
- Ctrl-C jettisons the ECM pod only. This is the only
- way to jettison an ECM pod.
-
- Remember: "F for fuel, C for countermeasures."
-
- * A-A missiles and SAMs are more realistic. They can
- acquire you much easier, and ECM is no longer a
- foolproof method of defeating them. In addition,
- proximity hits from missiles are now accounted for;
- a missile may detonate when it comes close to your
- F-16, causing minor damage from fragmentation.
-
- * Anti-aircraft artillery (AAA) effectiveness is now
- greatly increased. The amount and type of damage
- depends on factors such as airspeed, altitude and
- distance from the artillery.
-
- Autopilot, wingmen and enemy pilots
- -----------------------------------
- * The autopilot's bombing accuracy has been improved.
-
- * The autopilot now realizes when it has gone
- winchester.
-
- * The artificial intelligence has been improved to
- allow for autopilot bombing and landing (however, if
- you are damaged, there are no guarantees). Enemy
- pilot logic has also been improved--enemy aircraft
- are now more aggressive at higher logic levels.
-
- * Enemy aircraft can no longer detect a Sidewinder
- lock-on.
-
- * Pilots involved in a campaign can no longer recover
- fatigue by flying in Red Flag missions.
-
- * Wingmen now receive their assigned weapons load
- when the Limited Weapons option is set to "OFF."
-
- * One of the new features we added to Falcon 3.0 is
- called the "life after death" view. Life after death
- allows you to view the action in a Red Flag or
- campaign mission even if the plane you're flying has
- been destroyed. If your plane crashes into the
- ground or you are wiped out by a missile, the
- mission will not immediately end. A dialog box will
- appear informing you of your death and giving you
- the opportunity to watch the rest of the mission
- from your wingmen's point of view (if you have any
- on the mission).
-
- * You can now see the action from any of your wingmen
- on the flight by pressing the "7" key to change your
- view from wingman to wingman. If you want to watch a
- different target from the wingman's view, press the
- "T" key. If all of your wingmen are destroyed, the
- mission will end. Otherwise, the only way to end the
- mission is to select End Mission from the FILE menu.
-
- Flight models
- -------------
- * The roll rates on the Simplified and Moderate flight
- models are significantly slower than on the Complex
- and High Fidelity flight models. This allows a
- beginning user more control while learning how to
- fly.
-
- * In all flight models, airspeed will increase during
- dives.
-
- Radar and ECM
- -------------
- * If the radar lock on an enemy aircraft becomes
- unstable, the sides of the target designator box
- will change to broken lines. If this happens, don't
- fire a missile until you get a stable radar lock on
- the target.
-
- * ECM pod, chaff and flares have greater effectiveness.
-
- * Enemies will use ECM to break a radar lock.
-
- * Enemy aircraft that are randomly given ECM pods will
- use them according to their skill level.
-
- * Computer-controlled aircraft (both friendly and
- enemy) will use ECM pods with more intelligence.
-
- * ECM now works against all aircraft and radar-guided
- missiles, not just ground units and SAMs.
-
- * Computer-controlled planes now jettison stores based
- on skill level. Also, heavy bombers will not jettison
- stores under any circumstance.
-
- Missions
- --------
- * Aborting missions will no longer consume supplies or
- add to the mission count.
-
- * Unused stores at the end of a mission are now
- restored to your inventory.
-
- * External fuel tanks added by the user are now loaded
- correctly.
-
- Joysticks, keyboards, mice, etc.
- --------------------------------
- * Users of joysticks with a throttle, such as the CH
- FlightStick or the Kraft Thunderstick, have the
- option of turning off the joystick's throttle and
- using the "+" and "-" keys on the keyboard instead.
- During joystick calibration, you will be given the
- option of using the throttle wheel or not. Just
- press "N" for "No." If you change your mind,
- simply recalibrate your joystick.
-
- If you use the throttle wheel for throttle control,
- you must first advance the throttle several clicks
- and then press the "+" key on the keyboard to start
- the engine. You will then be able to control the
- engine RPM with the joystick throttle wheel.
-
- * The problem with the keyboard not responding on
- certain systems has been fixed.
-
- Sound and music
- ---------------
- * Digitized radio messages on the Thunderboard and
- Sound Blaster now work more reliably on fast machines
- such as 33MHz 486s and with a bus speed faster than
- 8MHz.
-
- * Sound glitches, including the missing IFF squawk,
- have been corrected.
-
- * Systems with only 1MB of total RAM and no sound card
- need to set Sound and Music to PC Speaker in the
- Configuration screen. This will allow you to hear
- guns, lock-on tones, enemy lock and launch warnings,
- stall warnings and a caution tone. Digitized voices
- are not supported on machines without expanded
- memory (EMS).
-
- * If you have a sound card and the Music option is
- turned on (from the Configuration screen), the type
- of music you hear will indicate how well you are
- doing in the war.
-
- Padlock View
- ------------
- * Incoming missiles can be tracked in Padlock, Track
- and Wingman Views. Whenever you first switch to
- Padlock or Track View, the closest missile targeted
- at your aircraft, if there is one, will be tracked.
- You can switch the view to padlock or track nearby
- aircraft by pressing "T". Pressing "T", however, will
- not switch the view to padlock or track a missile. To
- re-establish missile tracking, you must again press
- the view key ("8" or "9") for the view you are using.
- You can also track any missiles targeted at your
- wingmen in the same way using the Wingman View.
-
- The following names will appear in the Padlock Status
- Window when you have padlocked a missile (regardless
- of the specific designation of the missile):
- * ATOLL - rear-aspect IR air-to-air missile
- * MAGIC - all-aspect IR air-to-air missile
- * APEX - semi-active radar air-to-air missile
- * ALAMO - active radar air-to-air missile
- * AMOS - active radar air-to-air missile
- * SAM (R) - any radar SAM
- * SAM (IR) - any IR SAM
-
- * The Padlock View will now be able to lock onto the
- runway for landing. This may help you make an
- efficient turn on the last leg of a racetrack
- landing pattern. You must be fairly low and close
- to the runway, however. You should also be wary of
- becoming disoriented while using the Padlock View
- so close to the ground.
-
- Communications
- --------------
- * In communications mode, you can now enter modem
- commands of up to 60 characters directly. Just press
- "N" when you are asked if you want to use the default
- modem settings.
-
- * In head-to-head mode, shutting off one player's radar
- will remove blips from the other player's Threat
- Warning Indicator or Radar Warning Receiver.
-
- Miscellaneous
- -------------
- * The low fuel HUD readout will appear over the Master
- Arm Indicator rather than over the AGL Indicator.
-
- * All the Realism Values on the Difficulty Levels area
- in the Configuration screen now add up correctly.
-
- * Glare caused by the sun now occurs at the appropriate
- climb and heading.
-
- * If a given waypoint has an air-to-air mission such as
- CAP or INTRCEPT, the waypoint will not automatically
- increment until after all hostiles either depart or
- are shot down.
-
- * The F-16 has a thrust-to-weight ratio of
- approximately 0.97:1, not 6.2:1.
-
- * The MiG-27 is a Strike aircraft, not a Class A
- Fighter.
-
- * Video palette problems caused by bus speeds faster
- than 8MHz have been corrected.
-
- * The bug which gave certain systems erroneous "Player
- disconnected" messages when exiting to DOS is fixed.
-
- General program information
- ===========================
- * The radio message "Waypoint x at xxx - Angels xx -
- xxx miles" from your AWACS plane describes the
- direction to your next waypoint: the number of the
- waypoint, the compass direction you should take, the
- altitude you should be at ("Angels"), and how many
- miles away the waypoint is. Since this is a generic
- radio message, the digitized sound that accompanies
- this message ends after the word "Waypoint."
-
- * In the Kurile Islands theater, your FSX will
- sometimes start in the air over the runway at
- Asahikawa. You need to retract your gear (by pressing
- "G") immediately or else your plane will be damaged.
-
- * F-16 pilots cannot black out or red out in
- communications play (head-to-head or multiplayer),
- even if Blackout/Redout is turned on.
-
- * If you play Instant Action for a long time
- (especially if you get more than a million points),
- the game will sometimes lock up at the Top Ten
- screen.
-
- Weapons
- -------
- * Even though Sidewinders (AIM-9P and AIM-9M) are
- heat-seeking missiles, their seeker heads are slaved
- to the F-16 radar system. This allows you to target
- a Sidewinder by locking your radar onto the specific
- aircraft you want to attack. The drawback to this
- system is that if your radar is being jammed by enemy
- ECM, your Sidewinders will not lock at all. This
- problem can be solved by switching your radar to a
- non-tracking mode (i.e. NAM) or by switching your
- radar off altogether.
-
- * Normally when you are using the CCIP method for
- dropping iron bombs, a small horizontal bar appears
- above the bombsight. If this bar is twice as thick
- as normal, your fire control computer is telling you
- that it isn't a good time to drop the bombs because
- of your aircraft's awkward position to the target.
-
- * Note that you will be unable to drop any iron bombs
- from an inverted position.
-
- ACMI
- ----
- * .VCR files created using the ACMI feature are not
- compatible between release versions. This includes
- all versions of Falcon 3.0, Operation: Fighting
- Tiger, MiG-29 and Hornet: Naval Strike Fighter.
-
- * .VCR files created in High Fidelity flight mode can
- be viewed only on machines that are equipped with a
- math coprocessor.
-
- Miscellaneous
- -------------
- * To erase the Instant Action high scores list,
- simply erase the file TOPTEN from the FALCON3
- directory by typing "DEL TOPTEN" at the DOS prompt.
-
- * If any of your squadron files get damaged, corrupted
- or lost, a file called "F30RESET.EXE" has been
- provided which will replace all squadrons with
- freshly generated ones and will delete any garbage
- files that might have been created. Just type
- "F30RESET" at the DOS prompt to clean out garbage
- files and replace all squadron files.
-
- WARNING - this will destroy any saved camapigns and
- all existing squadron information!
-
- Mission requirements
- ====================
- On the Briefing screen, there will be a mission
- description for each of the four missions you fly in
- a day. This will give you specific objectives that you
- must complete in order for your mission to be counted
- as a success. Failure in any area of the mission
- description will be tallied as a "mission failure."
-
- The following section lists the requirements for
- successfully completing the missions you may be
- assigned. The mission title will be found on the
- Campaign Status screen (in the Report area). The
- mission briefing will be similar to the typical
- briefing given here, but will be tailored to the
- situation. Some of the missions require that you stay
- on patrol for at least 10 minutes. In reality, such
- missions would last much longer. As one pilot put it,
- however, "a combat mission is three hours of boredom
- and 10 minutes of stark terror." We decided to leave
- out the first three hours and just give you the later
- 10 minutes.
-
- Scramble
- --------
- Typical briefing: "AWACS has detected a force of 6
- enemy aircraft approaching point A. Intercept and
- destroy these aircraft. Do not let a single enemy
- aircraft escape."
- * Destroy enemy aircraft before they can bomb allied
- targets.
- * Destroy all aircraft assigned in the mission
- briefing.
- * At least one F-16 must survive the mission.
-
- Air Superiority
- ---------------
- Typical briefing: "Lead a flight of 3 F-16s on a sweep
- of enemy airspace. Engage and destroy as many enemy
- aircraft as possible."
- * Destroy more planes than you lose.
- * Destroy at least one enemy aircraft.
- * At least one F-16 must survive the mission.
-
- Front-Line Screen
- -----------------
- Typical briefing: "Lead a flight of 4 F-16s on a
- defensive screen from point A to point B. Destroy any
- enemy aircraft encountered in this area. AWACs has
- reported a large strike force gathering in enemy
- territory. If they attempt to penetrate your sector,
- make sure that no enemy aircraft survive. Beware of
- decoys and do not stray from your assigned area. Stay
- on station as long as possible, but return to base
- when you are low on fuel or ordnance."
- * Destroy any enemy aircraft encountered.
- * Destroy any enemy intruders before they are able to
- bomb allied assets.
- * Sustain your patrol for at least 10 minutes.
- * At least one F-16 must survive the mission.
-
- Combat Air Patrol
- -----------------
- Typical briefing: "You are assigned to fly a combat
- air patrol over point A. Prevent enemy aircraft from
- destroying military assets at this site. Patrol the
- area until you are low on fuel or ordnance."
- * Destroy any enemy aircraft attacking allied assets
- in your assigned sector before they can inflict
- casualties.
- * Stay on patrol for at least 10 minutes.
- * At least one F-16 must survive the mission.
-
- Escort Transport (Milk Run)
- ---------------------------
- Typical briefing: "Congratulations, you get today's
- milk run. A flight of C-130s are flying in supplies.
- Meet them at waypoint 2 and make sure they get here."
- * Ensure that the transport aircraft make it safely to
- their destination.
- * At least one F-16 must survive the mission.
-
- Escort Strike or Bombers
- ------------------------
- Typical briefing: "Your mission is to escort 4 B-52s
- on a strike against point A. On approach to the
- target, sweep ahead to clear any enemy interceptors
- from the strike force's path. If warranted by enemy
- air defenses, assign a flight to provide SEAD."
- * Provide both fighter escort and SEAD support to
- ensure that strike aircraft make it to their
- destination.
- * Your flight must fly to within 10 nm of the target
- waypoint.
- * At least one F-16 must survive the mission.
-
- Close Air Support
- -----------------
- Typical briefing: "Elements of Company C, 3rd Armored
- Cavalry Division have come under heavy attack from an
- enemy tank column. The command ALO has requested Tac
- air to stem the enemy thrust."
- * Destroy enemy ground forces at the assigned location
- in a timely fashion. To succeed you must ensure that
- the enemy takes more casualties than the allied
- forces.
-
- Ground Strike
- -------------
- Typical briefing: "Tac air reconnaissance has spotted
- a large concentration of enemy forces near point A.
- Lead a flight of 4 F-16s and destroy as many enemy
- units as possible."
- * Destroy at least 20% of the enemy forces at the
- assigned location.
-
- SEAD
- ----
- Typical briefing: "Enemy air defenses at point A
- represent a significant threat to allied air
- operations. Lead a flight of 3 F-16s and destroy as
- many anti-aircraft weapons at this site as possible."
- * Destroy at least one-third of the enemy anti-aircraft
- weapons at the assigned location.
-
- Bomb
- ----
- Typical briefing: "Today's ATO calls for a strike
- against strategic targets located at point A."
- * Destroy the target listed by the Target button on
- the Waypoint Setup screen at the location assigned
- by the mission briefing. You may select a different
- target with the Target button, but you may not move
- the waypoint to attack targets at a different
- location.
-
- Tactical Air Reconnaissance
- ---------------------------
- Typical briefing: "Fly to waypoint 2, then return to
- base."
- * Fly to within 10 nm of the assigned destination.
- * At least one F-16 must survive the mission.
-
- Mission debriefing
- ==================
- The Debriefing has three main sections. The first
- section will trace your flight path, listing any
- events occurring during the mission. It will list only
- those events that involve your immediate flight. Such
- events as enemy aircraft shot down, enemy ground forces
- destroyed, wingmen lost and crashes with the ground
- will be listed. To continue with the debriefing, press
- the Continue button. Pressing Next Mission will skip
- the rest of the Debriefing.
-
- After the Mission Trace, you will be informed whether
- or not any of your pilots received a medal. If none
- of them warranted a medal, this screen will be empty;
- otherwise, the pilot's name and the name of the medal
- will be displayed.
-
- Finally, the Mission Summary portion of the debriefing
- will rate your mission a success or failure, providing
- a brief explanation if your mission was a failure.
- There may be several possible reasons for failing a
- particular mission; the Mission Summary will only list
- the most obvious.
-
- If the Debriefing judges your mission a failure, you
- will be given one of the following or similar reasons:
-
- * No enemy aircraft were shot down.
- * You failed to destroy a single enemy unit.
-
- If you are given one of these reasons for failing your
- mission, then you were assigned to attack a particular
- type of enemy unit but did not destroy even one.
-
- * Too few enemy aircraft were shot down.
- * You failed to completely destroy the enemy strike
- force.
- * You inflicted only minor damage on the enemy forces.
-
- In general, air-to-air missions require that you
- destroy a particular formation of aircraft or at least
- destroy more aircraft than you lose. Air-to-ground
- missions generally require that you destroy a
- significant percentage of the enemy troops at the
- assigned target.
-
- * You failed to destroy the primary target.
- * You hit the wrong target.
- * You did not hit the assigned target.
-
- You will get one of these messages if you fail to
- destroy the proper target at the assigned location
- on a bombing mission.
-
- * You failed to reach your assigned target.
- * You failed to reach your assigned station.
- * You failed to escort the aircraft all the way to the
- target.
-
- Some missions require that you fly to within 10 nm of
- your assigned target waypoint. This is to ensure either
- that you attack the correct targets or that you stay
- with escorted aircraft all the way to the target.
-
- * The enemy conducted successful attacks through your
- sector.
- * None of the escorted aircraft survived.
- * Allied losses were unacceptable.
- * Allied ground forces were defeated.
-
- You will get one of these messages if you are assigned
- to protect allied troops or assets and the enemy
- succeeds in destroying them.
-
- * The enemy operation succeeded.
-
- You will get this message if enemy paratroopers are
- able to land and deploy to their assigned positions.
-
- * Your flight was eliminated.
-
- Air-to-air missions require that at least one member of
- your squadron survives.
-
- * You ended the mission too soon.
-
- You will get this message if you end the mission early,
- leaving allied forces unprotected and in danger.
-
- The Mission Summary also tallies enemy and allied
- losses that occurred during the mission and provides
- the post-mission status of all your squadron's pilots
- who flew sorties during the mission. The status of a
- pilot can be active, injured, court-martialed, POW
- (prisoner of war), MIA (missing in action) or KIA
- (killed in action). Only pilots with an active status
- will be available for the next mission. Injured pilots
- will be put back on the active roster as soon as they
- have recuperated enough to fly. Pilots with any other
- status will never fly again. (Pilots who show up with
- an asterisk in front of their name have become so
- battle fatigued that their abilities are impaired. You
- may still select them for missions, but you should only
- do so as a last resort. A pilot who is so fatigued that
- he is incapable of flying is listed as injured.)
-
- Pressing Continue after the Mission Summary will
- display the Occupation Screen, which shows the current
- state of the war in terms of the territory held by
- each side. This screen will only change once per day.
- From there you can replay the Debriefing from the start
- (in case you missed something), check your squadron
- records or go on to your next mission.
-
- Communications tips
- ===================
- * All players must be running the same version of the
- game for best results.
-
- * If you are having problems in network play, make sure
- that any players who have SMARTDRV or other disk
- caching software turn it off beforehand.
-
- * If you are just going to play a single allied mission
- (instead of a campaign), have the caller set up the
- mission before you connect. When the mission is
- ready, the caller can return to the War Room and
- establish communications. Since the mission is
- already planned, you will be able to cruise through
- the Mission Planning Screens and take off without
- delay.
-
- * There is a way to continue any allied campaign. It
- involves copying squadron files from one slot to
- another using DOS. After you exit the game following
- a communications campaign session, the campaign
- information is stored in the SQUAD6 files. To save
- your allied campaign, you must copy these files to
- the permanent squadron files. To save your campaign
- to squad 0, for example, type:
-
- COPY SQUAD6.* SQUAD0.*
-
- If there is another squadron stored in the SQUAD0
- files, it will be overwritten. (The permanent
- squadron files are numbered from 0 to 5.)
-
- A batch file has been provided to do this for you.
- Type "SAVECAMP" from your FALCON3 directory to copy
- all SQUAD6 files into SQUAD0.
-
- To resume a campaign stored in this first (SQUAD0)
- slot, just select the first squadron when you set up
- your communications session.
-
- * If the connection is accidentally broken in
- head-to-head mode, there is a slight possibility that
- squadron data will get corrupted. For safety's sake,
- create a new squadron when entering head-to-head
- mode. This will provide the most reliable results
- in head-to-head mode, as well as protect existing
- squadrons that are involved in a single player
- campaign.
-
- * If squadron files are damaged or corrupted,
- communications problems can result.
-
- If any of your squadron files get damaged, corrupted
- or lost, a file called "F30RESET.EXE" has been
- provided that will replace all squadrons with freshly
- generated ones and will delete any garbage files that
- might have been created. Just type "F30RESET" at the
- DOS prompt to clean out garbage files and replace all
- squadron files.
-
- WARNING - this will destroy any saved camapigns and
- all existing squadron information!
-
- Modems
- ------
- * If you are having trouble connecting using a modem
- line, try using the custom modem command box. If
- your modem uses hardware data compression (modems
- using the v.32, v.42, v.42bis or MNP standards, for
- example), you must turn this feature off using the
- custom modem commands. Refer to your modem manual
- for the proper commands. Be sure not to select a
- higher baud rate than your modem can handle without
- data compression.
-
- When using a modem for play, the connection process
- will begin when both players hit the ACCEPT button.
- The caller will then receive a dialog box asking to
- "USE MODEM DEFAULTS" or not. If you need to input
- some special Hayes AT commands (or your telephone
- credit card number), you can input them after you
- type "N". Otherwise, simply press "Y" and continue
- with your connection. Your modem will then begin to
- dial and establish a communications link to start
- your communications session.
-
- The modem defaults consist of a series of Hayes AT
- commands. If you decide to bypass the default string,
- you may enter your own modem commands of up to 60
- characters in length. If you wish to use a phone
- number longer than 18 characters or are having
- difficulty establishing a connection, you should
- use this option.
-
- You can also use the default commands in addition
- to your own. Press Enter to send the command
- appearing in the box to the modem. The default modem
- commands are automatically entered into the first few
- boxes, but you may alter them if you wish. To replace
- these commands with your own, press Backspace to
- erase the default command and then type the desired
- alphanumeric string in its place (up to 60
- characters). When you are ready to exit the command
- entry session, press Enter at a blank command line
- box.
-
- To use the command mode to enter a long phone number,
- for example, you would press "N" to bypass the
- automatic hookup, but press Enter to send the default
- commands until you reach an empty command line box.
- Type in the phone number, including any credit card
- codes, into this box and then press Enter twice to
- send the phone number to the modem and exit the
- command entry session. The modem will then try to
- connect. Refer to your modem manual or suitable
- reference book for more information on the Hayes AT
- command set.
-
- * Another method for connecting over a modem is to
- first establish a connection using a communications
- program like ProComm. Next, exit that program without
- hanging up the modem and then start Falcon 3.0. At
- the Communication Setup screen, select direct connect
- through the COM port attached to your modem to
- complete the link.
-
- * Make sure the baud rates of the connected computers
- are the same. When using a modem, make sure that the
- line type of the calling computer is set correctly.
-
- Finding free memory
- ===================
- Falcon 3.05 requires 601K (615,424 bytes) of free
- conventional memory. Here are some hints to help you
- get the memory you need:
-
- * Type "MEM /C" at the DOS prompt. This will show how
- the 640K of conventional memory is being used.
-
- * Double-check the CONFIG.SYS file in your root
- directory to be sure that the "DOS=HIGH" command is
- included.
-
- * Load TSRs (Terminate and Stay Resident programs),
- such as mouse drivers, into high memory instead of
- conventional memory. Consult your DOS or expanded
- memory manager manual to learn how.
-
- * Temporarily modify your CONFIG.SYS and AUTOEXEC.BAT
- files so they do not load TSRs that are unnecessary
- to run Falcon 3.0.
-
- * Try using a commercial EMS manager in place of the
- MS-DOS EMS manager EMM386. Third-party EMS managers
- can improve your system's performance by using far
- less conventional memory and providing improved
- ability to load TSRs into high memory. Also, a
- commercial memory manager will allow you to use more
- extended memory without constantly modifying your
- CONFIG.SYS file. This is especially useful if you run
- Windows 3.0, which requires a lot of extended memory.
-
- * MS-DOS 6.0 comes with a memory optimizer called
- MemMaker. To use MemMaker, type "MEMMAKER" at the
- DOS prompt. MemMaker will alter your CONFIG.SYS and
- AUTOEXEC.BAT files to make your setup more memory
- efficient. MemMaker will try to load as many of your
- TSRs into high memory as possible. It will not remove
- TSRs that cannot be loaded high. If, after running
- MemMaker, you still do not have enough conventional
- memory, you should edit your CONFIG.SYS and
- AUTOEXEC.BAT files to remove TSRs that cannot be
- loaded high. Refer to your MS-DOS 6.0 manual.
-
- Stacker
- =======
- Falcon 3.0 works with Stacker, but Stacker must be
- loaded into high memory. If you are using EMM386 as
- your DOS 5.0 or DOS 6.0 memory manager, replace the
- DEVICE command that loads Stacker with "DEVICEHIGH" in
- your CONFIG.SYS file. On the line that loads Stacker,
- simply add the four letters "HIGH" after the word
- "DEVICE." If you are using another memory manager,
- read the manual to learn how to load device drivers
- high. You should also refer to the Stacker manual for
- information on Stacker's /EMS option.
-
- Packard Bell and IBM PS/1 computers
- ===================================
- Running Falcon 3.0 on a Packard Bell or IBM PS/1
- computer may require a change in your CONFIG.SYS file
- to avoid an EMS conflict between the video BIOS and
- the EMS page frame at address E000. It is recommended
- that the EMS page frame address be set to D000. Add
- the following line to your CONFIG.SYS file to set the
- EMS page frame address properly for the EMM386 memory
- manager:
-
- DEVICE=C:\DOS\EMM386.EXE 1024 RAM FRAME=D000 I=CD00-DFFF
-
- Sound cards
- ===========
- There is a problem with the Sound Blaster 16 ASP,
- Reveal and other 16-bit sound cards. Falcon 3.0
- automatically detects which sound cards you have when
- you start the game. Unfortunately, it detects these
- sound cards as a Roland sound card, which causes
- Falcon 3.0 to crash when you try to run the game.
-
- To solve this problem, delete the FALCON3.DEF file
- before running Falcon 3.0 for the first time. Then
- when you run the game, select Sound Blaster on the
- System Setup screen.
-