 
This FAQ is by Kristoffer Ongbongan 
(krismon@neuromancer.hacks.arizona.edu). Any and all comments, 
questions, corrections, flames, etc. are always welcome. 
 
1.0 The Falcon 3.0 Mailing List 
 
2.0 FALCON VERSION HISTORY, PATCH FILES AND UPGRADES 
	2.1 FALCON 3.01: OPERATION FIGHTING TIGER 
	2.2 FALCON VERSION INFORMATION 
		2.2.1 Version 3.05 changes 
  		2.2.2 Version 3.04 changes 
  		2.2.3 Version 3.03 changes 
  		2.2.4 Version 3.02.1 changes 
  		2.2.5 Version 3.02 changes 
  		2.2.6 Version 3.0e and version 3.01.1 changes 
  		2.2.7 Version 3.0d through 3.0a changes 
 	2.3 MIG 29: DEADLY ADVERSARY OF FALCON 3.0 
 	2.4 MIG-29 VERSION INFORMATION 
  		2.4.1 Version 1.04 changes 
  		2.4.2 Version 1.03 changes 
  		2.4.3 Version 1.02 changes 
  		2.4.4 Version 1.01 changes 
 	2.5 Hornet: Naval Strike Fighter 
 	2.6 HORNET VERSION INFORMATION 
  		2.6.1 Version 1.02 changes 
  		2.6.2 Version 1.01 changes 
 	2.7 Falcon Gold 
 
3.0 FALCON UTILITIES 
 	3.1 UTILITIES FOR FALCON 3.0D - 3.01 
  		3.1.1 FALCONER 
  		3.1.2 F3MAPS 
  		3.1.3 FALCCALC 
  		3.1.4 F3PAD 
  		3.1.5 FCE - Falcon Campaign Editor 
 	3.2 UTILITIES FOR FALCON 3.02, MIG-29 FULCRUM, AND F-18 HORNET 
  		3.2.1 KEYBOARD COMMANDER CORPS UTILITIES 
  		3.2.2 Ken `Stinger' Richarson's SIMPAK Utilities 
  		3.2.3 TM-STICK 
 
4.0 WHERE TO GET PATCHES AND UTILITIES 
 	4.1 SPECTRUM HOLOBYTE CUSTOMER SUPPORT 
 	4.2 FTP.K9.COM ANONYMOUS FTP ARCHIVE AND MIRRORS 
 	4.3 TRADE CENTER BBS and other SIMNET nodes 
 	4.4 COMPUSERVE GAMEPUB FORUM (library 3) 
 	4.5 ELECTRONIC BATTLEFIELD SERIES FAQ FTP SITE 
 
5.0 FALCON REFERENCE MATERIAL 
 	5.1 FALCON 3.0: THE COMPLETE HANDBOOK 
 	5.2 FALCON 3: THE OFFICIAL COMBAT STRATEGY BOOK 
 	5.3 FALCON 3.0 AIR COMBAT 
 	5.4 FALCON3: AIR COMBAT TRAINER 
 	5.5 FIGHTER COMBAT: THE ART AND SCIENCE OF AIR-TO-AIR COMBAT 
 	5.6 FALCON3 WAIS LIBRARY 
 	5.7 Falcon 3 Modem Bible 
 	5.8 Electronic Battlefield Series WWW page 
	 
6.0 UNDOCUMENTED FEATURES 
 	6.1 INCREASING AIRCRAFT DETAIL LEVEL 
 	6.2 UNDOCUMENTED KEYS 
 	6.3 EXPLOITING THE HIDDEN LANDING CAPABILITIES OF YOUR F-16! 
 	6.4 THE GOD'S-EYE VIEW IN FALCON 3.0 (DEBUG MODE) 
  		6.4.1 SOME HOT SPOTS WORTH LOOKING AT IN THE FALCON 3.0 WORLD 
 	6.5 SAY "CHEESE" -- THE BUILT-IN SCREEN SHOT FEATURE OF FALCON 3.0 
 	6.6 A FEW OTHER HIDDEN FEATURES WORTH MENTIONING... 
 
7.0 OTHER FAQ'S 
 	7.1 FALCON 3.0 HIGH FIDELITY FLIGHT MODEL 
 	7.2 COMMON BUGS 
  		7.2.1 COPY LEADER BUG 
  		7.2.2 WINGMEN WON'T LAND AT ALTERNATE FIELDS 
 	 	7.2.3 MAKING THE MUD MOVE: AIR-TO-GROUND BUGS 
 	7.3 AVOIDING SAMS 
 	7.4 FALCON 3.0 SQUADRON LISTINGS 
 	7.5 GUIDE TO WINGMAN RADIO TRANSMISSIONS (COMPLETE AND UNCENSORED!) 
 	7.6 FALCON AND SCSI PROBLEMS 
 	7.7 OS/2 AND FALCON 
 
8.0 THANKS (in no particular order) 
 
 
1.0 The Falcon 3.0 Mailing List 
 
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Later, 
 
    -Jeff 
- -- 
Jeff Beadles  jeff@k9.com 
Keeper of the Falcon 3 mailing lists 
 
 
2.0 FALCON VERSION HISTORY, PATCH FILES AND UPGRADES 
 
The release of Falcon 3.0 in December, 1991 was accompanied by 
many bugs that Spectrum HoloByte has addressed in a series of 
software bugfix patches. The patches to the original Falcon 3.0 
program were released as versions A, C, and D. 
 
Spectrum HoloByte has also released an add-on campaign disk for 
use with Falcon 3.0 called Operation Fighting Tiger. Falcon 3.0 
modified by the addition of OFT is referred to as Falcon 3.01. A 
bugfix patch to Falcon 3.01 has been released as version 3.01.1. 
 
In July, 1993, SH released a second add-on product for Falcon 3.0 
called  MiG-29, Deadly Adversary of Falcon 3.0. To maintain 
compatibility between the various versions of Falcon 3.0, OFT, 
and MiG-29, SH released a patch called version 3.02 which 
upgrades any version of Falcon 3.0 or OFT to a common standard. 
 
Soon afterwards, SH released the patch for MiG-29 and Falcon, to 
upgrade to 1.01 and 3.02.1 receptively. 
Around this time, the MiG-29 stand alone was released, which 
fused the MiG-29 add-on with the scenarios of Falcon 3.0. 
 
In December, 1993, SH released a third add-on product for Falcon 
3.0 called Hornet: Naval Strike Fighter. To maintain 
compatibility with the various versions, a patch was included for 
updating Falcon 3.0 and MiG-29 to 3.03 and 1.02 respectively. 
 
Soon afterwards, SH released the patch for Hornet, Mig-29 and 
Falcon, to upgrade to 1.01, 1.03, and 3.04 respectively. These 
are the latest versions as of this writing. 
 
For Falcon 3.0 owners who did not decide to purchase the OFT 
campaign disk, SH made an E patch available which included many 
of the new features introduced in OFT. However, version 3.02 was 
released almost immediately after version E. As a result, patch E 
was never made widely available, and has in virtually all 
respects been superseded by version 3.02. Current shipping 
copies(new) of Falcon 3.0 contain version 3.0E. Its mention in 
this FAQ is for the sake of completeness. 
 
Earlier this year Spectrum Holobyte released Falcon Gold CD. 
Which contained Falcon 3.05, MiG-29 1.04, Hornet 1.02, Operation 
Fighting Tiger, and Art of the Kill. This is the same software 
that comes on the disk, but on CD, it can be installed on the 
hard drive or run from the CD. 
 
All patches are cumulative (for example, version D includes all 
software changes from patches A and C, installation of OFT 
includes all changes from version D, and installation of version 
3.02 brings any previous version to a 3.02 standard). You can 
tell which version you have by looking at the title screen, which 
is the screen with the pilot looking over his shoulder at the F- 
16. The version number appears on the bottom of the screen as, 
for example, V3.0C. Additionally, starting in version 3.02, SH 
includes a CHECKVER.COM file which, when run, displays which 
versions reside in the directory. 
 
FALCON 3.0 
Designation              Date & Comments 
--------------------               ---------------------- 
3.0            12/91 
3.0a                1/92 (bug-fix) 
3.0c                3/92 (more bug-fixes) 
3.0d                6/92 (still MORE bug-fixes) 
3.0e           7/93 (equal bug fix status as 3.01.1) 
3.01                7/92 (Operation Fighting Tiger) 
3.01.1              9/92 (the bugs strike back, but are fixed) 
3.02           7/93 (compatibility with MiG-29 1.0) 
3.02.1              9/93 (minor bug-fixes to match MiG-29 1.01.1) 
3.03           12/93 (compatibility with Hornet: Naval Strike 
Fighter 1.0, MiG-29 1.02) 
3.04           2/94 (more bug-fixes and match with Hornet 1.01, 
MiG-29 1.03) 
3.05           10/94 (some more bug fixes and to match Falcon 
Gold, Hornet 1.02, and MiG-29 1.04) 
               Version 3.05 is the latest as of this writing. 
 
MiG-29: Deadly Adversary of Falcon 3.0 (Falcon 3.0 add-on) 
MiG-29 (stand-alone version) 
 
Designation              Date & Comments 
--------------------               ---------------------- 
1.00 Original release    7/93 
1.01           9/93 (bug-fixes) 
1.01.1              10/93 (compatibility with Falcon 3.02.1) 
1.02           12/93 (compatibility with Hornet 1.0,Falcon 3.03) 
1.03           2/94 (compatibility with Hornet 1.01, Falcon 3.04) 
1.04           10/94 (some more bug fixes and to match Falcon 
Gold, Hornet 1.02, and Falcon 3.05) 
               Version 1.04 is the latest as of this writing. 
 
The original MiG-29 release required Falcon 3.0 (since it used 
RTPatch to patch the versions and add/modify the Falcon files). 
The stand-alone version was released around October 1993. 
 
HORNET: NAVAL STRIKE FIGHTER 
 
Designation              Date & Comments 
--------------------               ---------------------- 
1.00                12/93 (original release) 
1.01                2/94 (bugfixes and compatibility with MiG-29 
1.03/ Falcon 3.04) 
1.02           10/94 (some more bug fixes and to match Falcon 
Gold, Falcon 3.05, and MiG-29 1.04) 
               Version 1.02 is the latest as of this writing. 
 
 
Latest copies of stand-alone Falcon made after 8/93 conform to 
version 3.0e. 
 
There was never a version 3.0b of Falcon, since pirated copies 
infected with a virus were being passed around as "Falcon 3.0b" 
Spectrum decided to rename their next patch after 3.0a to 3.0c. 
 
Whether you have Falcon 3.0, OFT, and/or MiG-29, and/or Hornet 
make sure you have the latest patch version. In addition to 
fixing bugs, the patches add game features omitted from previous 
versions. These changes are documented in README files supplied 
with the patch files. It's also desirable to run the most recent 
version if you want to find other players for modem play, since 
the game must be at the same version on both PC's for the 
connection to succeed. 
 
The process of upgrading to any version of the game causes all 
squadrons you've formed and any tapes you've recorded with the 
ACMI to be unusable with the new version. You may want to finish 
any campaigns in progress beforehand. 
 
Upgrade patches to Falcon 3.0D, 3.01.1, and 3.02 can be obtained 
from Spectrum HoloByte, or downloaded via anonymous FTP from 
FTP.K9.COM or its mirrored sites. Refer to section 4.0 of this 
FAQ for instructions. 
 
 
2.1 FALCON 3.01: OPERATION FIGHTING TIGER 
 
Operation Fighting Tiger is a commercially-available campaign 
disk add-on product for Falcon 3.0. Installation of OFT will 
upgrade Falcon 3.0 to version D standards, and include its own 
enhancements, bringing it to version 3.01. 
 
The improvements to Falcon 3.0 made available in OFT, such as new 
wingman commands, improved TWI codes, landing aids, new radio 
messages, etc., can be obtained by non-OFT Falcon 3.0 owners by 
applying the version E or 3.02 patches. 
 
Additions unique to the Falcon 3.01 OFT add-on disk include: 
     - New campaign theaters: Pakistan, Korea, and the Kurile 
     Islands 
     - New plane types: MiG-31 Foxhound, Jaguar, Mirage 2000, J-7 
     Airguard, Q-5 Fantan, the hypothetical Russian UMF (unmanned 
     fighter), F-5 Tiger, Mistubishi F1, and the FSX, an advanced 
     version of the F-16. 
     - New missions: Anti-ship, train-busting, and others 
 
To fix bugs found in OFT, Spectrum HoloByte has released a patch 
file called 3.01.1. Refer to section 4.0 for instructions on how 
to obtain the patch file from SH or via anonymous FTP from 
FTP.K9.COM or its mirrors. 
 
 
2.2 FALCON VERSION INFORMATION 
 
These is the list of the changes made by the patches, taken 
directly from the readme.txt distributed with the patch. 
 
 
2.2.1 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. 
 
 
2.2.2 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. 
 
 
2.2.3 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. 
 
 
2.2.4 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. 
 
 
2.2.5 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. 
 
 
2.2.6 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.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. 
 
 
2.2.7 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. 
 
 
2.3 MIG 29: DEADLY ADVERSARY OF FALCON 3.0 
 
Mig-29 Fulcrum is the second add-on disk to Falcon 3.0. There is 
also a Stand-alone version of MiG-29, which is compatible with 
OFT and Hornet. MiG-29 add-on version, currently at version 1.0, 
includes the Falcon 3.02 upgrade on its distribution diskettes. 
 
MiG-29 Fulcrum allows the Falcon 3.0 player to experience the 
action from the standpoint of the opposition in Instant Action, 
Red Flag, and Campaign play. 
 
Highlights of Falcon 3.0 Adversary: MiG-29 Fulcrum is described 
here, parts taken from a press release from former SH Product 
manager Daron Stinnett: 
----------------------------------------------------------------- 
------------- 
Highlights: 
 
* Head-to-head and multi-player comms.  Six players with any 
combination of MiGs and F-16s can fly against each other in 
either H2H or campaign mode.  For example, if the F-16s are given 
a mission to destroy an enemy air strip, the MiG-29 group will be 
given the mission to protect the air strip.  Each side can setup 
their own tactics to accomplish the mission. 
 
* NEW FLIGHT MODEL - We have redone our flight model from 
scratch.  Everything including non-fly-by-wire characteristics, 
spins, tail slides, separated control surfaces has been 
implemented.  You will find that it takes a lot more finesse to 
control this plane in a dogfight.  For instance, the MiG-29 has 
amazing nose authority, which means that you when you are turning 
circles in a dogfight, by cranking your stick back you should be 
able to point your nose at your opponent, however your high AOA 
will cause you to bleed speed at a rapid rate and you will be a 
sitting duck if you don't get a kill.  In the hands of a good 
pilot, the MiG-29 can out perform the F-16 but an inexperienced 
pilot will get shot down every time. 
 
* REALISTIC AVIONICS - We are pulling out the stops in this area. 
I expect that the avionics will be more accurately portrayed in 
the game than any where else including books and video.  We are 
working with Soviet fighter pilots as well as the Department Of 
Defense to make it as accurate as possible.  Some of the 
features: IRST (including head mounted variant), Functional 
gauges, realistic HUD, and systems failure. 
 
 
2.4 MIG-29 VERSION INFORMATION 
 
These is the list of the changes made by the patches, taken 
directly from the readme.txt distributed with the patch. 
 
 
2.4.1 Version 1.04 changes 
 
* The MiG-29 flight model has been improved to more accurately 
reflect its capabilities and to be more competitive with the 
other aircraft. 
 
* Sometimes the plane would unexpectedly roll left in version 
1.03. This problem is now fixed. 
 
* 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 MiG-29 
version 1.04. In addition, TM-STICK 2.1 works with earlier 
versions of MiG-29. For more information on TM-STICK, please read 
TM-STICK.TXT. 
 
 
2.4.2 Version 1.03 changes 
 
* In response to a number of users who were having trouble with 
sudden high G forces destroying their aircraft without warning, 
we have added a G-damage limiter. Press Alt-O (the letter O) to 
turn it on or off. When the G-damage limiter is on, it limits the 
amount of damage you can suffer from high G forces. You will 
still black out, but at least the plane will not turn to 
confetti. An indicator light for this subsystem has been added to 
the Mach meter. When this light is on, the G-damage limiter is 
active. When it is off, the limiter is inactive. The limiter is 
inactive until you turn it on. 
 
* 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. 
 
* This new version is fully compatible with version 2.0 of the 
TMSTICK.COM joystick TSR, developed jointly by Ken "Stinger" 
Richardson and ThrustMaster. With their permission, we have 
incorporated much of the TMSTICK code into this update. As a 
result, you do not need to load TMSTICK.COM to fix your joystick 
problems. If you want the other features of TMSTICK, however, you 
will still have to load it. 
 
* Version 1.03 fixes a problem where the views would  sometimes 
switch around (especially to the Left View) without any user 
input. 
 
 
2.4.3 Version 1.02 changes 
 
* The MiG-29 vs. MiG-29 communications problems introduced in 
version 1.01 have been fixed. 
 
* 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 problem, relating to the number 
of planes in a squadron, has been fixed. 
 
 
2.4.4 Version 1.01 changes 
 
* Ground units in Red Flag will no longer fire upon your MiG-29 
near Nellis. 
 
* The flight model has been improved, which is most noticeable in 
nose stability, trim control, and stability at high airspeeds. 
 
* In Red Flag, enemy F-16s can now be assigned weapons loads. 
 
* Problems with joystick calibration are now fixed. 
 
* Some users reported difficulty with rolling right. This problem 
is now fixed. 
 
* Adjustments to the flight model have made maneuvering and 
control smoother. 
 
* 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. 
 
* The airspeed scale on the HUD is now marked correctly. 
Previously, 1100 kts was marked as 1000 kts (so it read 900, 
1000, 1000, 1200). 
 
* At extremely high airspeeds (in excess of 800 knots), the nose 
would rise no matter how the trim controls were used. The trim 
controls are now effective at all airspeeds. 
 
 
2.5 Hornet: Naval Strike Fighter 
 
Hornet: Naval Strike Figher is the third plane in the Electronic 
Battlefield Series. The add-on disk, gives you the F/A-18 Hornet, 
the Bosnia campaign (from SH) and carrier operations. The plane 
is Fly-by-wire, the flight model feels the same as Falcon, and 
network play is still supported. The latest version is 1.02 to 
match with Falcon 3.05 and MiG-29 1.04. (This is my personal 
favorite plane) 
 
 
2.6 HORNET VERSION INFORMATION 
 
These is the list of the changes made by the patches, taken 
directly from the readme.txt distributed with the patch. 
 
 
2.6.1 Version 1.02 changes 
 
* The Hornet flight model has been improved to more accurately 
reflect its capabilities and to be more competitive with the 
other aircraft. 
 
* Sometimes the plane would unexpectedly roll left in version 
1.01. This problem is now fixed. 
 
* 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. 
 
* TACTS now works correctly in version 1.02. 
 
* Hornet now has ECM capability in communications play, both head- 
to-head and multiplayer. 
 
* When your waypoint is set to the landing waypoint, the waypoint 
symbol follows the ILS beam instead of guiding you to the 
aircraft carrier. Don't rely on using the waypoint symbol to 
guide you to the  aircraft carrier. 
 
* If you're using the PC speaker for digitized sound, the IFF 
squawk won't be played. You can, however, look at the IFF light 
just below the HUD. 
 
* TM-STICK (developed by Ken "Stinger" Richardson and 
ThrustMaster) has been updated in version 2.1 to work with Hornet 
1.02. In addition, TM-STICK 2.1 works with earlier versions of 
Hornet. For more information on TM-STICK, please read TM- 
STICK.TXT. 
 
 
2.6.2 Version 1.01 changes 
 
* Version 1.01 fixes a problem where the views would sometimes 
switch around (especially to the Left View) without any user 
input. 
 
* 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. 
 
* This new version is fully compatible with version 2.0 of the 
TMSTICK.COM joystick TSR, developed jointly by Ken "Stinger" 
Richardson and ThrustMaster. With their permission, we have 
incorporated much of the TMSTICK code into this update. As a 
result, you do not need to load TMSTICK.COM to fix your joystick 
problems. If you want the other features of TMSTICK, however, you 
will still have to load it. 
 
* Numerous users reported problems with wingmen crashing. This 
was due to two problems. First, an error in the flight logic 
caused computer-controlled wingmen to stall out in a sharp climb. 
Stalling out in a dogfight is usually fatal. The other reason for 
high wingman mortality was running out of fuel. On long missions, 
where external fuel is necessary to make it back, there was an 
error that caused wingmen to jettison their stores early. Both of 
these problems have been fixed. See the next item for a full 
explanation of the jettisoning problem. 
 
* In version 1.0, as soon as you switched to the final waypoint 
(either by flying to all the other ones or by pressing Shift-B), 
all your wingmen automatically jettisoned their stores in 
preparation for a carrier landing. This had some unfortunate 
consequences if your flight happened to be deep in enemy 
territory at the time. 
 
Now, no stores are jettisoned until the LSO picks up a pilot in 
the landing pattern and begins giving instructions. At this 
point, stores will be automatically jettisoned to lighten up for 
landing. Note that this automatic jettisoning applies to your 
plane as well: as soon as you contact the LSO (by pressing Alt- 
H), your stores will be jettisoned. 
 
* Enemy planes will no longer show up during landing. You must 
still deal with any that were pursuing you on the way in, but no 
new foes will appear once you begin your landing sequence (unless 
you stray too far from the carrier). In addition, we have added a 
CAP flight of F-14s which sometimes appear when you are near the 
carrier to help you escape any pursuers. 
 
* The ILS has been completely revised so that it is more useful. 
The ILS cone (the area within which you can detect the ILS 
signal) extends 18 nm from the stern of the carrier. At this 
distance, the cone is 20 degrees wide: 
 
                                 *********** 
  -----------------   *********** 
  ! carrier       !                    20 degrees 
  -----------------   *********** 
                                 *********** 
                                           18 nm 
 
  When you get within 10 nm, the cone is 70 degrees wide (35 
degrees on either side): 
                            *** 
                         *** 
  -----------------   *** 
  ! carrier       !         70 degrees 
  -----------------   *** 
                         *** 
                           **** 
                              10 nm 
 
In addition, the cone extends 1 nm forward from the end of the 
landing deck, so you will still have ILS information during a 
bolter. When you are outside the cone, the bars of the ILS cross 
appear as dotted lines that cross at the center of your HUD. 
 
The bars on the ILS only show up to 4 degrees of deviation. Thus, 
if you were 2 degrees to the right of the beam, here is how the 
ILS would look: 
              --- 
               |                (both lines 
               |                 are solid) 
          |----|-----------| 
               | 
               | 
              --- 
If you are more than 4 degrees off the beam, the appropriate bar 
will appear as a dotted line at the end of the other bar. So, if 
you were more than 4 degrees below glideslope, the ILS would look 
like this: 
     |- - - --- - - -|   <--(dotted line) 
             | 
             | 
             |           <--(solid line) 
             | 
             | 
            --- 
Thus, to be on a proper landing approach, you must keep both 
lines centered. 
 
Be aware that the waypoint indicator at the top of your HUD does 
NOT show the location of the carrier! It only shows the way to 
your current waypoint. Once you reach your final waypoint, it is 
up to you to spot the carrier visually and bring your bird in. 
You can also detect the carrier using SEA mode radar. 
 
Finally, remember that the ILS is not intended to guide you all 
the way to the deck. It is meant to bring you in on a safe 
approach until you can finish the landing visually. Once you can 
see the deck and the meatball, ignore the ILS and fly the 
meatball in. 
 
* The vertical velocity on the HUD is now shown in feet per 
minute instead of tens of feet per minute. 
 
 
2.7 Falcon Gold 
 
Falcon Gold is basically shovelware(from what I can tell), it's 
Falcon, MiG-29, Hornet, Operation Fighting Tiger, and Art of the 
Kill on one CD. You can run the games from the CD to save hard 
disk space, sacrificing some speed. 
 
OK.. here's the thing on upgrading to Falcon Gold(which I 
recommend) 
 
--- snip --- 
 
Date: Wed, 14 Sep 1994 12:41:48 -0400 (EDT) 
From: "michael dobbs (micro bio)" 
<g055837@labsun1.med.uottawa.ca> 
Subject: F3 Gold CD Upgrade 
To: falcon3@falcon3.k9.com 
Message-Id: <Pine.3.88.9409141211.A11375- 
0100000@labsun1.med.uottawa.ca> 
Mime-Version: 1.0 
Content-Type: TEXT/PLAIN; charset=US-ASCII 
 
Here is the message I recieved from the SH tech support guy re. 
discounts to the disk version owner that wants to upgrade to the 
cd. 
 
 
 
---------- Forwarded message ---------- 
Date: 12 Sep 94 22:20:14 EDT 
From: The Cat:Karl SH Tech Support <76004.2144@compuserve.com> 
To: "\"michael dobbs (micro bio)\"" 
<g055837@labsun1.med.uottawa.ca> 
 
Yes, there is a discount available, let me attach the info about 
it: 
 
FALCON GOLD CD-ROM UPGRADE ANNOUNCEMENT 
 
Spectrum HoloByte is pleased to announce this upgrade offer, 
which allows owners of Falcon 3.0 or the stand-alone version of 
MiG-29 floppy-based products to upgrade to the new Falcon Gold 
collection on CD-ROM at a price which varies depending on how 
many of the products the customer previously purchased. 
 
Falcon Gold contains newly updated versions of the entire 
Electronic Battlefield Series collection: 
 
>Falcon 3.0 v 3.05 
>MiG-29 v 1.04 
>Operation: Fighting Tiger v1.2 
>Hornet: Navel Strike Fighter v1.02 
>Art of the Kill 
 
Upgrading customer will receive all of the documentation for each 
product that they don't currently own, however, the BOX that 
comes with the retail version will NOT be included. 
 
The cost to upgrade to Falcon Gold is as follows: 
 
If you currently own Falcon 3.0 or the stand-alone version of MiG- 
29: 
 
plus any 3 or more of the add-ons = $30 
plus any 2 add-ons = $40 
plus any 1 add-on = $50 
 
If you currently own Falcon 3.0 or the stand-alone version of MiG- 
29 by itself and no add-ons, the upgrade price is $59. 
 
Shipping/handling: $5.25. Outside North America $10. 
Sales Tax: CA = 8.25%, MD = 5%, WA = 8%, Canada = 7% 
 
All prices listed here are in US funds. 
 
UPGRADE PROCEDURE 
 
To order by phone, call 1-800-695-4263 anytime from the USA or 
Canada to order with Visa or MasterCard. Have your original disk 
1 (or the VHS tape from Art of the Kill) ready for each of the 
following programs that you own: 
 
Falcon 3.0 
Operation: Fighting Tiger 
MiG-29 stand-alone 
MiG-29 add-on 
Hornet: Naval Strike Fighter 
Art of the Kill 
 
To order by fax, make a xerox copy of the label on your original 
disk 1 (or the label on the VHS tape from Art of the Kill) along 
with your 
 
name 
daytime shipping address 
daytime phone 
Visa/MC number and expiration date 
 
Fax all of the above to 408-644-2001 anytime from anywhere. 
 
To order by mail, make a xerox copy of the label on your original 
disk 1 (or the label on the VHS tape from Art of the Kill) along 
with 
 
name 
daytime shipping address 
daytime phone 
Visa/MC number and expiration date 
OR 
check/money order (U.S. funds, U.S. or Canadian bank) payable to 
'Spectrum HoloByte' and mail to 
 
Spectrum HoloByte Direct 
PO Box 3941 
Salinas, CA 93912 
 
Karl "The Cat" Maurer - SHI On-Line Support Rep 
 
 
----------------------------------------------------------------- 
------ 
 
 
Sounds good, no? Read on: 
 
I next asked if I could still get the discount in the form of a 
rebate since (being a loyal F3 follower for many years now) I 
already went out and bought the cd a couple of weeks ago. The 
answer was NO! Now this wouldn't upset me so much if SH had let 
the buy know this discount was going to happen.  If I had missed 
a magazine add, a label on the CD box, a coupon in the box, etc. 
etc....I wouldn't have leg to stand on.  But I feel I'm being 
taken to the cleaners for being "quick off the mark" and 
supporting SH. 
 
Are there others out there in net land in my predicament? Why 
don't we all let SH know how we feel being treated this way? Who 
knows, they may decide rebates are a good idea! 
 
 
Mike. 
 
--- snip --- 
 
From: n.johnston2@genie.geis.com 
Message-Id: <199409160456.AA274531375@relay2.geis.com> 
Date: Fri, 16 Sep 94 04:12:00 UTC 
To: falcon3@neon.k9.com 
Cc: 76004.2144@compuserve.com 
Subject: Falcon Gold at retail 
X-Genie-Id: 5995638 
X-Genie-From: N.JOHNSTON2 
Status: RO 
 
Michael Dobbs wrote about buying Falcon Gold at retail prior to 
knowing about SH's direct sales upgrade offer. 
 
I believe it's fair to remind the dlist that SH customer support 
has publicly responded to requests for an upgrade offer since 
shortly after Falcon Gold shipped in early summer. The gist of 
the response was "we are going to offer a special upgrade price, 
but we haven't got the offer finalized and approved yet; we will 
make it known when it has been approved."  Unfortunately the 
offer could not be finalized before the ad was done or the 
product shipped, so there was no prior way to notify users via 
advertising or in the package. 
 
On the one hand, I'm sympathetic to Michael's plight; on the 
other hand, I too have been in the place of the afficionado who 
rushed to buy product as soon as possible, only to see lower 
prices available thereafter. Witness Strike Commander, which I 
bought at retail on Day 1 for $72 and change, and whose price 
declined shortly thereafter.  The situation is endemic to both 
software and hardware. The early buyers pay the most.  And 
unfortunately SH does not have the mechanism in place to handle a 
rebate program. 
 
Nevertheless, I'm interested to know how many subscribers to the 
dlist were caught in Michael's situation.  If you bought Falcon 
Gold at retail prior to the customer support announcement (and 
can prove it) please send me a brief email 
[N.JOHNSTON2@GENIE.GEIS.COM]. 
 
Best regards, 
 Neil Johnston 
 Product Marketing Manager, Simulations 
 Spectrum HoloByte 
 aka "Waxer" 
 
--- snip --- 
 
 
 
3.0 FALCON UTILITIES 
 
There are several software utilities available for sale, as 
freeware, or as shareware that extend the capabilities of Falcon 
3.0. As new versions of Falcon 3.0 were introduced, the utilities 
likewise had to be revised to accomodate changes made by SH to 
the game files. With the introduction of Falcon 3.02 and MiG-29 
Fulcrum, new versions of some of the formerly freeware or 
shareware utilities became available only as commercial products. 
 
The freeware and shareware versions, in many cases compatible 
only with Falcon 3.0D or 3.01, are available for downloading from 
FTP.K9.COM or its mirrors. See section 4.2 for information about 
dowloading by anonymous FTP. 
 
 
3.1 UTILITIES FOR FALCON 3.0D - 3.01 
 
 
3.1.1 FALCONER 
 
The freeware version of Falconer is a utility created by Rob 
Heittman for use with Falcon 3.0 version D and Falcon 3.0: OFT. 
It allows you to edit all pilot stats, replenish of weapons and 
supplies in campaign play, and print out pilot and squadron 
information. Available from FTP.K9.COM and mirrors as FALCNR.ZIP. 
 
 
3.1.2 F3MAPS 
 
Shareware version 4.1 of Falcon Mapper for Falcon 3.01.1 is a 
utility created by Greg Prete that allows you to set Red Flag or 
Instant action to any campaign theater, permanently set default 
scale to 1x magnification, declutter the HUD, and randomly 
generate Red Flag missions. Available from FTP.K9.COM and mirrors 
as F3MAPR.ZIP. 
 
 
3.1.3 FALCCALC 
 
Shareware version 2.51 of FalCalc, The Falcon 3.01 Mission 
Planning Assistant, was  written using the data given in the 
various charts and pages of both Falcon manuals, the original and 
OFT.  It gives you a lot of information to help you fly 
successful missions and wage a successful campaign. With Version 
2.51, FalcCalc has been expanded to include: 
 
- A Set of Intelligence Dispatches, which offer both Strategic 
and Tactical data about your campaign. 
- FalcCalc will now automatically examine your campaign files and 
warn you if you're getting dangerously low on specific stores. 
- You can Change Waypoint Speeds from directly within FalcCalc. 
- You have the ability to pick which Pilots' names appear on your 
Knee Board Sheet. 
- "Bingo Fields" will now print directly on the Knee Board Sheet. 
- The interface has been standardized. 
 
Version 2.51 of FalcCalc is available from FTP.K9.COM and its 
mirrors as FLCLC251.ZIP. 
 
 
3.1.4 F3PAD 
 
Although Falcon 3.02 added indicators for afterburner and 
airbrake in padlock view, for owners of Falcon 3.01 Ken 
Richardson's TSR utility shows indicators in padlock and SCROLL- 
FORWARD views for afterburner, brake, radar, and ECM. Available 
from FTP.K9.COM and its mirrors as F3PAD.ZIP and F3PAD2.ZIP. 
 
 
3.1.5 FCE - Falcon Campaign Editor 
 
This is email I received from Frank Racis... 
 
Here's the Promo file I posted to the Netnews Flight-Sim group. 
This should be on cactus.org as fce11.txt 
 
The current version is actually 1.1a (1.1 had a compiler error). 
This is fce11a.zip on cactus.org. 
 
----------------------------------------------------------------- 
--------- 
 
New version of Falcon Campaign Editor 
 
Available at: cactus.org  /incoming/fce11a.zip 
 
Falcon Campaign Editor (FCE) is a squadron/campaign editor for 
Falcon 3.04 and MiG-29 1.03.  It has a basic menu-selection 
interface in DOS, and a full graphical Windows interface. 
 
New for version 1.1: 
   * Bug fixes: 
     Fuel consumption calculation corrected (actually 2 bugs) 
     No more "missing" squadrons 
   * Fly your next campaign mission in Red Flag (great for 
intel...) 
   * Print hard copy of roster and flight plan 
   * Edit medals earned by a pilot 
   * Limited Hornet 1.01 support (Roster/Supply editing only) 
 
Features of DOS version: 
   * Fully supports Falcon 3.04, MiG 1.03 
   * Make all pilots unfatigued or perfect 
   * Add 20 to inventory of all types of ordnance 
   * Resurrect all dead pilots 
   * Give squadron all 18 planes 
   * Fuel estimates 
   * Command line parameters allow automatic use in batch files. 
 
Windows version allows: 
   * All features of DOS version 
   * Edit individual pilots / abilities 
   * Complete control over all ordnance and supplies 
   * Rename squadrons (even create new names) 
   * Much nicer user interface than DOS 
   * Time-on-Target lets you adjust speed to co-ordinate flights 
 
Still free, asking only for an E-Mail with comments. 
 
-Frank Racis   (FWR100@psuvm.psu.edu) 
 
 
3.2 UTILITIES FOR FALCON 3.02, MIG-29 FULCRUM, AND F-18 HORNET 
 
 
3.2.1 KEYBOARD COMMANDER CORPS UTILITIES 
 
Keyboard Commander Corps offers keyboard templates and utilities 
for use with Falcon 3.01, 3.02, and MiG-29. Versions of some of 
the formerly  freeware and shareware utilities for use with 
Falcon 3.02 and MiG-29 are  available only from Keyboard 
Commander Corps. This press release was circulated on USENET 
earlier this summer: 
 
7/20/93               FALCON & MIG COMMANDER UTILITIES 
 
Keyboard Commander Corps is proud to announce exciting new 
utilities for Falcon 3.0:Operation Fighting Tiger and MiG- 
29:Deadly Adversary of Falcon 3.0.  FCU & MCU are feature-packed 
upgrades to their shareware predecessors written by the 
"Skunkworks" gang on CompuServe's Flight Simulator Forum. 
KCC has formed an alliance with the authors to bring you these 
new and improved versions at a low price, but at the same time 
reward the authors their normal registration fees.  For one low 
price you get: 
 
FalcCalc 3.0:  The wildly popular and superb campaign 
intelligence gathering tool.  Viewable/Printable theater map with 
detailed info. on every site, ground forces and all flight paths. 
Printable Fuel consumption, Waypoint timing, Strategic/Tactical 
reports and mission "Kneeboard sheet", including 
new viewable pilot's roster to select upcoming mission pilots. 
Allows resetting of waypoint timing speeds from within FalcCalc 
to coordinate actions between multiple flights.  FalcCalc even 
tells you the conditions for victory or defeat, backs up squadron 
files and more!  Author- Bill White 
 
F3 Requisition 1.0:  All new  utility from the author of FalcCalc 
that truly puts you in command of your Falcon 3.0 squadrons. 
Allows player to customize pilot's roster including names, 
callsigns, skill ratings and status. Replenishes all supplies 
including F-16's and even allows player to change resupply date. 
Sort and print both pilot's roster and Sierra Hotel List. Allows 
customized naming of squadrons!  Author- Bill White 
 
Falcon Mapper 5.0:  A stalwart of Falcon world, Falcon Mapper is 
the famous Red Flag, Instant Action and HUD customizing utility 
now in it's fifth and best version. Allows players to change 
default theaters for both Red Flag and Instant Action, Customize 
and "declutter" the HUD and change the default view scale.  Auto- 
generates missions in any theater and even allows the player to 
set the numerous variables used for auto-generation. Great new 
graphical map shows entire Red Flag theater, flight paths, enemy 
positions and 
more!   Author- Greg Prete 
 
ShowF3 2.0: One of the coolest utilities available, ShowF3 allows 
viewing of screen-shots taken with Falcon 3.0's own secret, 
proprietary screen-capture program.  (Yep, it's been on player's 
hardrives all along!).  New features include easy-to-navigate 
interface that makes viewing screen-shots a snap, a save option 
that converts screen-shots from Falcon's proprietary format into 
popular .PCX or .GIF formats and deletes original file at the 
same time to reduce disk clutter.  Easy instructions on how to 
use Falcon's screen-capture commands included (Tip: Take AVTR 
film, then use "Z" in ACMI/VCR mode to get best results!) 
Author- Steve Kramp 
 
Bornstein's Combat Missions:  Action packed, gut-wrenching custom 
Red Flag missions from the celebrated author of the popular book 
"Falcon 3:The Official Combat Strategy Book", the only book 
Spectrum HoloByte chooses to sell via their direct marketing 
newsletter and 800#!  Includes all type Nellis: Red Flag missions 
with complete descriptions.  Missions can be further customized 
in Falcon's Red Flag area.  Author- Howard Bornstein 
 
KCC Menu 1.0:  Fantastic menu shell that brings it all together. 
Easy way to access Falcon and utilities from one central menu 
that creates a seamless "suite". Player can use ready-to-go 
default menu configuration or customize to his or her preference. 
Can load .bat files as well as create sub-menus to add all of the 
player's games and sims.  Allows viewing and printing of 
accompanying utility manuals.  Completely unloads itself from 
memory while running menu selection. Author- Craig Allen 
 
FCU & MCU are separate packages.  FCU is now available, MCU will 
be released early 8/93.  You can find FCU & MCU at your local 
retailer or buy direct from KCC. 
 
                Keyboard Commander Corp. 
                4839 SW 148 Ave., Suite 402 
                Davie, FL 33330 
                800-262-6066 
                CompuServe 72370,2375 
                Prodigy: DKRV26A 
 
 
3.2.2 Ken `Stinger' Richarson's SIMPAK Utilities 
 
The SIMPAK utilities include newer versions of Ken Richardson's 
old utilities such as the commtsr and f3pad. SIMPAK?.ZIP Is 
available at FTP.K9.COM and its mirrors. 
 
COMMTSR 
 
The COMMTSR.COM file is a TSR that works with Spectrum 
Holobytes's simulators. On serial communications: "Using  this 
TSR you will see your connection times improve greatly. During 
testing, this patch completed a 2400bps direct connection in just 
over 2 minutes, a 57600bps V.42bis connection in just under 30 
seconds." 
 
PADLOCK(formerly F3PAD) 
 
PADLOCK is a TSR program that will add small indicator lights to 
the Padlock and Scrolled lock views. These lights indicate 
Afterburners, Airbrakes, Radar on/off, and ECM. Each indicator 
has it's own color. 
 
COOLIE 
 
"COOLIE is a Terminate and Stay Resident (TSR) program that will 
work with the ThrustMaster FCS allowing you to program the 
"Coolie Hat" and Buttons 3 and 4 to any keystroke on the 
keyboard, (including SHFT/CTRL/ALT keys). You can also program 
"double-click" funtions to any button or hat position. For 
example: By default the Hat is programmed to switch between 
forward, back, right and left views depending on what direction 
you push it. If you push the Hat up twice, it will switch to 
Padlock view." --COOLIE.TXT 
 
 
3.2.3 TM-STICK 
 
TM-STICK.??? Is available from FTP.K9.COM and its mirrors. I 
quote from TM-STICK.TXT 
 
TM-STICK Features 
----------------- 
This utility program gives you more flexible control of the 
joystick routines in Falcon 3.04, MiG-29 1.03 and Hornet 1.01 
(and earlier versions of these games). TM-STICK works with any 
joystick, particularly the FCS from ThrustMaster. 
 
Although the joystick routines from TM-STICK version 1.0 have 
been incorporated into the latest versions of Falcon 3.0, MiG-29 
and Hornet, TM-STICK version 2.0 will work with the latest 
versions of these games and will not interfere with the new built- 
in joystick routines.  TM-STICK version 2.0 will also add the new 
joystick 
routines to any earlier versions of Falcon 3.0 and MiG-29 (in 
addition to fixing a problem with the rudders when using an 
analog throttle). 
 
TM-STICK allows you to set the null zone for each axis of two 
joysticks independently of one another.  You can make the null 
zones wider or narrower on each joystick axis.  If, for example, 
your F-16 starts rolling right or left immediately when you first 
move the joystick just a small amount, you can delay the start of 
the roll by simply 
increasing the width of the null zone on the X-axis of Joystick 
1. This patch is also a very useful tool to use if you find that 
your aircraft is "drifting" to one side or the other.  By 
increasing the null zone, you can avoid this "drift." 
 
If you have a ThrustMaster Mark II Weapons Control System, TM- 
STICK  also allows you to set the position of the AB 
(afterburner) detent on your Mark II WCS when using analog 
throttle.  If you find that your AB detent is not setting your 
throttle to (or very close to) 100% Military Power, then use this 
patch to force it to do so.  The AB 
detent should actually be set so that your Mark II WCS's throttle 
handle in ANALOG will produce as close to 100% Military Power as 
possible without actually entering afterburner stage 1.  As you 
move forward out of the AB detent, your afterburners will kick 
in. 
 
TM-STICK also removes the ILS view shift.  Now when the ILS mode 
is turned on, your view will no longer shift down.  It will 
remain like a normal view and the ILS view shift up/down will be 
disabled. 
 
 
 
4.0 WHERE TO GET PATCHES AND UTILITIES 
 
In addition to the sources listed below, patches and utilities 
may be found in CompuServe Flight Simulator Forum (GO FSFORUM) in 
Library 8, Modern Air Combat. 
 
 
4.1 SPECTRUM HOLOBYTE CUSTOMER SUPPORT 
 
The Falcon 3.0 version D, 3.01.1, and 3.02 upgrades are available 
directly from Spectrum HoloByte's Customer Support at: 
 
Spectrum HoloByte 
2490 Mariner Square Loop 
Alameda, CA 94501 
Attn: Customer Support 
(510) 522-1164 (9am-5pm Pacific Time, M-F) 
 
Spectrum HoloByte can also be reached from the INTERNET by 
electronic mail. Their address is 76004.2144@compuserve.com. 
 
Also there is the Spectrum HoloByte BBS at (510)522-8909. Where 
you can obtain the latest patches and some third party utilities. 
 
 
4.2 FTP.K9.COM ANONYMOUS FTP ARCHIVE AND MIRRORS 
 
Falcon 3.0 patches and utilities are available for downloading 
via anonymous FTP from host FTP.K9.COM in the pub/falcon3 
directory. FTP.K9.COM is mirrored at: 
cactus.org in /pub/falcon3 
ftp.informatik.uni-rostock.de in /pub/msdos/falcon3 
 
All the patches, once decompressed, each contain a readme file 
with instructions, and an installation procedure as well as the 
upgrade files. The utilities are also packaged in a compressed 
format, and most also include documentation files. Freeware or 
shareware decompression software like PKUNZIP, UNZIP, or UNARJ 
are available from many anonymous FTP sites. 
 
An index of the contents of the pub/falcon3 directory of 
FTP.K9.COM's  FTP file archive is available for download from 
that directory as a file named INDEX. In addition to the Falcon 
3.0 patches and utilities, Falcon3 list members have uploaded 
custom missions, help files, and other play-related items. 
 
 
4.3 TRADE CENTER BBS and other SIMNET nodes 
 
Check Six                Orange Co CA        (714) 362-8299 
Patrick Gost   28.8/VFAST 
The Fast Tracks     Sunnyvale CA        (408) 739-5781      Jedi 
14.4/v32b 
Beta                     Los Osos  CA        (805) 528-6829 
Steve Parker   14.4/v32b 
Powerline BBS       Valdosta  GA        (912) 249-9585 
Robert Whitt   14.4/v32b 
Modem CONNECTion    Atlanta   GA        (404) 952-8981      Pat 
Coloney        14.4/v32b 
Cyber Space BBS     Milwaukie OR        (503) 654-4645      Scott 
Johnson   14.4/v32b 
Afterburner BBS     Ft Worth  TX        (817) 292-4193      Jeff 
Herman    14.4/v32b 
The Contrails            Euless    TX        (817) 355-9242 
Joe Richter    14.4/v32b 
The Fox Den              N Britain CT        (203) 223-5217 
Clyde Fox      14.4/v32b 
Reverse Polarity         Plantsville CT           (203) 620-0001 
Bill Arlofski  21.6/Dual 
The Spacedock       Newington CT        (203) 666-4999      Jim 
Bills          16.8/Dual 
32 Bit Bus BBS      Levittown PA        (215) 949-2701      Bob 
Bernstein      16.8/Dual 
Wild Blue Yonder    Tulsa     OK        (918) 664-9824      Mike 
Groner    14.4/v32b 
The Crosswinds      Phoenix   AZ        (602) 678-4381      Brent 
Ward      14.4/v32b 
Gamma on-line            Williamsburh VA     (804) 565-3503 
George Marsh   28.8/VFAST 
Fox One BBS              Broken Arrow OK     (918) 251-3160 
Bill Rogers    14.4/v32b 
Cowford Cargo       Jacksonville FL          (904) 384-6021 
Steven Moyer   14.4/v32b 
 
 
4.4 COMPUSERVE GAMEPUB FORUM (library 3) 
 
???? 
 
 
4.5 ELECTRONIC BATTLEFIELD SERIES FAQ FTP SITE 
 
It's at: 
 
ftp.HACKS.Arizona.EDU /pub/krismon/ebspatch 
 
I like to keep the latest patches here... so only the latest ones 
are in there.. f305.zip, m104.zip and h102.zip. There's less 
traffic here so you'll get faster transfers(usually) than 
cactus.org 
 
 
5.0 FALCON REFERENCE MATERIAL 
 
Several books are available for purchase from retail software 
stores, or via mail order. In addition, a WAIS service containing 
an archive of email and USENET postings relating to Falcon 3.0 
and other flight simulators has been created. 
 
 
5.1 FALCON 3.0: THE COMPLETE HANDBOOK 
 
>From Tom Basham: 
Falcon 3.0: The Complete Handbook by Joel Powell and Tom Basham, 
published by The Waite Group, ISBN 1-878739-29-8, and is 
approximately 650 pages. Retails for $34.95 US, but can be found 
cheaper at most chain book stores. The include 1.2M floppy 
contains over 40 custom Red Flag missions used within the text, 
Falcnr 3.1, f3maps 4.0, and the original F3 demo program. The 
Waite Group is the only licensed, non-network, non-BBS 
distributor of F3maps 4.0. 
 
Chapters 1 through 7 are written to the new F3 user. These 
chapters explain the basic info on aerodynamics, flying, radar 
usage, landing, and weapons delivery. Chapters 8 thru 12 are 
written to the advance user. Chapter 8 (43 pages) is dedicated to 
mastering the Hi-Fi radar, including walking readers through two 
of the included Red Flag missions. Chapter 9 (118 pages), the 
"Advanced Flight School," steps readers through 8 Red Flag 
missions designed to simulate a campaign and teach weapons usage, 
coordination of multiple flights, allocation of resources, dive 
bombing styles, and combat tactics for intercept, scramble, 
escort, CAS, and bombing missions. Chapter 10 gives the inside 
info on how campaign mode works and how the war operates. It also 
gives valuable lessons on allocating resources, combat doctrine, 
and designing waypoints for safe ingress and egress. Chapter 10 
also lists the mission requirements for each type of campaign 
mission. Chapter 11 goes into inside the mind of the computer 
pilot, explaining the differences between different levels, 
compares the strengths of the enemy's weapons, describes missile 
evasion techniques, and gives detailed info on enemy airborne 
radars. Basic ACM and BFM illustrations are also provided. 
Chapter 12 is dedicated to the late arrival: OFT. New aircraft, 
theaters, weapons, and updated mission success requirements for 
OFT specific missions. Appendicies include the Combat Reference 
Table (xrefing aircraft 
type, weapons systems, radar type, and top speed at a glance), 
fuel usage calculation tables, and upgrade info for F3maps and 
Falcnr. 
 
 
5.2 FALCON 3: THE OFFICIAL COMBAT STRATEGY BOOK 
 
Falcon3: The Official Combat Strategy Book, by Howard Bornstein, 
published by Prima Publishing, ISBN 1-55958-160-3, 367 pages. 
Retails for $27.95 US, available for less from chain book stores 
or mail-order computer game retailers. Covers Falcon 3.0A through 
Falcon OFT 3.01. Includes 3.5" diskette with 3.0D patch, the 
utilities Falconer, F3MAPS, F3ILS2, and SHOWF3 for use with 3.0D 
or 3.01, plus numerous Red Flag missions for use with book 
lessons. 
 
Bornstein's book is divided into three parts. Part one describes 
the versions of Falcon 3.0, explains difficulty levels, enemy and 
wingman AI, flight models, and Instant Action scoring. 
Part two explains 
- HUD strategies for air-to-air and air-to-ground missions 
- Radar modes 
- Countermeasures including RWR and using chaff/flares 
- Navigation and fuel management 
- Dogfighting strategies including padlock and SCROLL-FORWARD 
view strategies 
- How to identify aircraft visually and electronically 
- ACMI features 
- Undocumented and hidden features 
 
Part three presents various Red Flag tutorials for air-to-air and 
air-to-ground missions, and an explanation of Falcon 3.0 Campaign 
mode. 
 
 
5.3 FALCON 3.0 AIR COMBAT 
 
Falcon 3.0 Air Combat by Pete Bonanni and Bernard Yee, published 
by Osborne McGraw-Hill, 
ISBN 0-07-881701-3, 350 pages. Retails for $19.95. 
 
Covers basic fighter maneuvers, beyond visual range radar 
deployment, advanced air-to-air combat tactics, Falcon 3.0 
weapons deployment, advanced surface attack tactics, and campaign 
management. Essentally a rehash of the user manual with some 
useful keyboard templates. Does not cover OFT. 
 
 
5.4 FALCON3: AIR COMBAT TRAINER 
 
As of April, 1993 no detailed information about this product is 
available. This description was submitted to the Falcon3 mailing 
list by Tom Basham: 
 
"Falcon3: Air Combat Trainer is a combo of a book, mission disk 
and a video tape being co-written by Pete Bonanni (F-16 pilot and 
author) and another guy whose name I can't recall right now. 
It'll sort of be an inhome lecture on ACM/BFM 101." 
 
 
5.5 FIGHTER COMBAT: THE ART AND SCIENCE OF AIR-TO-AIR COMBAT 
 
This book, by fighter pilot Robert Shaw, is considered by many to 
be the most definitive book on ACM (air combat manoevering) 
available to the general public, and is highly recommended as a 
source of background information for the concepts presented in 
Falcon 3.0 reference books and manuals. It is available from the 
US Naval Institute, Spectrum HoloByte, and most well-stocked 
public libraries. 
 
Fighter Combat: the art and science of air-to-air combat 
Author: Robert L. Shaw 
Publisher: Patrick Stephens Limited, 
                 Great Britain, 
                 1986/1988 (2nd edition) 
ISBN 1-85260-201-5 
Copyright 1985/88 US Naval Institute 
 
 
5.6 FALCON3 WAIS LIBRARY 
 
>From Jim Knutson (knutson@mcc.com) 
 
I have been collecting Falcon 3 related articles since Feb. 1992. 
Rather than keep all this information to myself, I decided to 
write `The USENET Guide to Falcon 3' (can be found on 
ftp.k9.com).  In the process of doing so, I created the Falcon 3 
wais library.  The wais library lets you lookup any references to 
a particular topic.  For instance, if I was interested in how to 
dodge sam missiles, I might ask about the following topics "sam 
missile evasion dodge tactics", and I would get back 
approximately 230 items related to those topics sorted so that 
the most relevant items are first.  I can then browse through the 
items looking for the answer to my question. 
 
There are two methods to use the wais library and both require 
Internet access. The first requires only telnet and the second 
requires that a wais client be installed on your system. 
 
The easiest way to lookup things in the wais library is to telnet 
to quake.think.com and login as user wais.  For example: 
 
     urbino> telnet quake.think.com 
     Trying 192.31.181.1 ... 
     Connected to quake.think.com. 
     Escape character is '^]'. 
 
 
     SunOS UNIX (quake) 
 
     login: wais 
     Last login: Tue Apr  6 08:35:51 from 159.230.1.13 
     SunOS Release 4.1.1 (QUAKE) #3: Tue Jul 7 11:09:01 PDT 1992 
 
     Welcome to swais. 
     Please type user identifier (optional, i.e user@host): 
knutson@mcc.com 
     TERM = (vt100) sun-cmd 
     Starting swais (this may take a little while)... 
 
You will be presented with a list of about 400 different wais 
libraries that you can query.  You want to scroll down to the 
falcon3 library (usually referred to as a source).  Select 
falcon3 as the source you want to ask and hit return to enter the 
topic keywords you are interested in. 
 
You will then be presented with a list of items that match those 
topics.  You can select any of them for viewing.  You can even 
have the items mailed to you. 
 
The second method requires existing wais software on your host. 
To perform the query, you will need the following source 
description placed in the file ~/wais-sources/falcon3.src 
(assuming you use a Unix box). 
 
------ falcon3.src cut here ------ 
(:source 
   :version  3 
   :database-name "falcon3" 
   :ip-name "urbino.mcc.com" 
   :tcp-port 8000 
   :update-time (:time-interval :interval :daily) 
   :cost 0.00 
   :cost-unit :free 
   :maintainer "knutson@urbino.mcc.com" 
   :description "Server created with WAIS release 8 b5 on Sep 30 
15:33:02 1992 by knutson@urbino.mcc.com 
 
This is a collection of most of the mail and news traffic I have 
seen on the Falcon 3 air combat flight simulator since Feb. 1992. 
This database helped me write `The USENET Guide to Falcon 3.' 
 
For maximum effect, be sure to increase the default maximum 
number of results returned from 40 to something larger. 
 
The files of type mail used in the index were: 
   /home/knutson/mail/Falcon 
" 
) 
------ end of falcon3.src ------ 
 
Here are some usage statistics in case anyone is interested. 
 
WAIS traffic from Mar 22 10:26:12 1993 to Apr 6 10:46:40 1993 288 
connections from 35 hosts. 
 
Queries 
                      Searches              #1 Query 
Database        Pings /Results Expressions Count Question 
..rces/falcon3     5  14/ 339          13     2 arizona-phoenix 
falcon3             4  72/1530          59     5 falcon 
flight_sim         27  98/2295          77    11 flight 
 
Answers 
210 answers, min/avg/max documents = 0/19/227 
 
Retrieved Documents 
Database        Retrievals 
falcon3            38 
..rces/falcon3   157 
..urnal-titles     2 
flight_sim         88 
..s/flight_sim   159 
total             444 
 
 
Lastly, I would like to say that I also have a flight_sim wais 
library that is a collection of all the flight sim related info I 
have collected. 
 
-- snip -- 
[I (Kris) should point out that this is rather old. And the WAIS 
archive can now be accessed through WWW/Mosaic at 
http://cactus.org/~knutson/FlightSimLibrary.html or through the 
EBS FAQ WWW page. 
http://neuromancer.hacks.arizona.edu/~krismon/public.html 
The USENET Guide to Falcon 3is also available via WWW/Mosaic at 
http://cactus.org/~knutson/UGF3.html] 
 
 
5.7 Falcon 3 Modem Bible 
This text file from CompuServe contains helpful information about 
setting up Falcon for modem play. It is available in CompuServe, 
and the EBSFAQ ftp site, 
ftp.hacks.arizona.edu:/pub/krismon/ebsstuff/modem.zip 
 
 
5.8 Electronic Battlefield Series WWW page 
Page holds the FAQ, and some other stuff related to Falcon 3 and 
EBS. Worth checking out. 
http://neuromancer.hacks.arizona.edu/~krismon/public.html 
 
 
6.0 UNDOCUMENTED FEATURES 
 
 
6.1 INCREASING AIRCRAFT DETAIL LEVEL 
 
There are three methods by which one can make any version of 
Falcon 3.0 or MiG-29 display aircraft objects in full detail, 
similar in detail to objects displayed in the REPORTS screens: 
 
- Copy OBJECTS onto SOBJECTS. Be sure to rename SOBJECTS to 
another filename before doing this. You will need to copy the 
renamed SOBJECTS back to successfully upgrade Falcon 3.0 to a new 
version. 
- for EMM386 users, start Falcon 3.0 or MiG-29 by typing LOADHI 
FALCON3 or LOADHI MIG29 
- for QEMM386 users, before running Falcon, type LOADHI/LINK 
 
There are some potential problems that may arise from using these 
techniques, as described in this post from Tom Neff: 
 
From: tneff@mimiki.win.net (Tom Neff) 
Subject: Max Falcon Detail: The Straight Dope 
 
I got utterly sick of explaining this at one point and swore off, 
but I guess it's been a while. 
 
Falcon uses one of two wireframe databases, filenamed OBJECTS 
(the complex one) or SOBJECTS (the simple one) depending on how 
much free memory it thinks you have when it loads -- if your CPU 
is fast enough to begin with, which most people's are these days. 
With SOBJECTS loaded you see more detail on friendly and enemy 
planes (your own plane detail doesn't vary). 
 
The purpose of the LOADHIGH/LOADHI trick is to d**k with the 
segment pointers so that Falcon thinks you actually have a lot 
more free memory than you really do, and thus decides to grant 
you SOBJECTS anyway. There is no essential difference between the 
DOS LOADHIGH and QEMM LOADHI commands in this respect.  People 
for whom only LOADHI works are probably simply getting more free 
memory from QEMM than they were from vanilla EMM386, and so 
winning that way. 
 
(By the way, I cannot stress highly enough the wisdom of 
maintaining _separate_ configurations for different "missions" on 
a multipurpose computer.  There is no excuse for worrying about 
how to keep your color document scanner driver and PopCalc 5.99 
loaded underneath Falcon 3! When the game is loaded, you want to 
give it every CPU cycle and byte of memory you've got, not waste 
time worrying about interactions with irrelevant software. When 
you're done playing, just take twenty seconds and reboot. There 
are a dozen little multi-config maintainers out there, or you can 
write your own.  I just cobbled together a couple of batch 
files.) 
 
The other max-detail approach, which SH calls dangerous but 
someone tired of banging away at LOADHI[gh] combos might call 
infallible, is to rename SOBJECTS to some safe-keeping name and 
COPY OBJECTS to SOBJECTS.  Now both wireframe databases are the 
same, so even if Falcon decides you only 
deserve the simple one, you get the complex one anyway.  The 
downside to this trick is that if you really _didn't_ have enough 
memory for SOBJECTS, Falcon may lock up on you unexpectedly.  The 
quickest way to find out is to create a Red Flag mission with 
four _different_ aircraft types in your flight, then launch and 
pound the '7' key.  If you can see the whole flight in one screen 
at max magnification, you're in the clear. 
 
The other problem with copying and renaming files around, like 
the various user contributed "patches," is that later version 
upgrades will bomb verifying your files!  (Many MiG-29 buyers are 
probably being reminded of this right now.)  Make sure you have 
the capability to "return to cherry" when you need to. 
 
All right, that's out of my system.  Somebody save it, because 
nobody reads archives and the question will be asked again next 
week... :-) 
 
[Newer Versions of DOS from MS-DOS 6 onwards now support multiple 
bootup parameters. It makes it very easy to maintain a multi- 
configuration PC. Check your DOS manual for more.] 
 
 
6.2 UNDOCUMENTED KEYS 
 
Toggle time of day                 (shift + T) 
Hidden down view (great for BDA!)       (shift + U) 
Automatic wing leveler                  (Ctrl + Alt + 5 (keypad)) 
 
The time of day toggle changes the apparent time of day you are 
flying within the simulation.  If you save the mission to ACMI, 
the true time of day for the mission is recorded.  It does not 
affect the campaigns or Red Flag times of day -- just think of it 
as the poor man's Falcon 3.0 LANTIRN. The hidden down view 
pretends you have a glass-bottomed cockpit floor (don't you 
wish!) which is helpful in determining if your dumb bombs hit 
the target.  Just make sure you're in autopilot and have no 
hostiles bearing down on you when invoking this function!  The 
automatic wing leveler instantly levels you out from whatever 
attitude you may be -- even when you are completely disabled from 
a hit and are out of the game (assuming you haven't been blown 
away to smithereens by missile or gunfire).  You can gently 
flutter to the ground with 0 speed and wings level (or at least 
until you are in a safe enough attitude to pull the loud handle). 
 
 
6.3 EXPLOITING THE HIDDEN LANDING CAPABILITIES OF YOUR F-16! 
 
     Did you know that as long as you meet the landing parameters 
of the F-16 (gear down, flaps down, speed brakes out, airspeed 
around 150-180 knots and angle of attack of around 10 degrees) 
you can safely land anywhere -- road, desert, ground, even on the 
water! (Has GD created a seaplane version of the Falcon? -- I 
don't think so!  At least you can pretend they did!) Hopefully 
you can save your skin and live on to fight again. 
 
 
 
6.4 THE GOD'S-EYE VIEW IN FALCON 3.0 (DEBUG MODE) 
 
These features are accessed by first pressing the pause key (P) 
then immediately pressing the Tab key.  You are initially put in 
a sort of chase view -- but with a major difference: the view ID 
is now labeled "PAUSE" and the following keys will help you get 
around in this mode (known also as PAUSE-TAB or DEBUG mode): 
 
(arrow keys not on keypad)         Move forward, backward, right 
or 
                                                  left in the 
campaign theater 
 
(Page Up/Page Down)           Increase/decrease altitude 
(F3)                     Rotate right 
(F4)                     Rotate left 
(Shift + F3)                  Rotate up 
(Shift + F4)                  Rotate down 
(Ctrl + rotation keys above)       Fine tune rotation 
(plus key)                    Increase movement factor 
(minus key)                   Decrease movement factor 
(D)                      Debug mode -- displays 
                         map coordinates and frame rate 
(T)                      Enter Transporter Room -- 
                         teleport to any coordinate in 
the campaign map 
(tilde (~))                   Continue action while in 
                         PAUSE-TAB mode.  Press again 
                         to turn off. 
 
(WARNING: If you wish to continue the action while in PAUSE-TAB 
mode, be sure you are in autopilot before entering this mode. 
Otherwise, you might have to fight a runaway airplane!) 
 
READING THE DEBUG COORDINATE LEGEND 
 
This appears on the upper left of your screen when debug mode is 
activated: 
 
          XXXX XXXX 
          XXXXXXXX XXXXXXXX XXXXXXXX XXXXX 
          XXXXX 
 
A clearer example: 
 
          0128 0012 
          -00071368 -00445036 0001400 00025 
          00014 
 
     The numbers on the top two rows are an internal coordinate 
system that is interesting but useless unless you have a list of 
coordinates (and SH ain't gonna provide!).  The second row 
contains a set of coordinates which are better -- they are, 
respectively, the North-South (NS) and East-West (EW) coordinates 
within the Falcon world you are flying (in any theatre). Highly 
useful for locating some unusual features left by the Falcon 3 
programmers.  The third group of numbers in this row is your 
altitude in feet (AGL) times 2, while the fourth number is the 
"speed" while moving through the world.  Note that the NS/EW 
coordinates may have a minus sign before the number groups.  The 
third line is your actual frame rate (images per second).  If you 
exit PAUSE-TAB mode while in Debug mode, the debug info remains 
on screen while in the simulation. 
 
 
6.4.1 SOME HOT SPOTS WORTH LOOKING AT IN THE FALCON 3.0 WORLD 
 
(Includes coordinates (NS/EW), heading and altitude) 
 
NELLIS (RED FLAG) THEATER 
 
"Elvis Lives" neon sign -- NS -71368, EW -445036 
               Heading: 8 degrees  Altitude: 300 feet 
 
"Vegas Vic" neon sign -- NS -93397, EW -484505 
               Heading: 264 degrees     Altitude: 200 feet 
 
"Vegas Vic" is the famous neon cowboy sign in downtown Las Vegas 
at the Pioneer casino.  You might also see what looks like the 
Landmark hotel nearby (that odd-looking space needle casino 
which, sadly, is no longer in operation).  Installing Hornet adds 
the Luxor and the MGM Grand Hotel. 
 
The secret source of the Grand Canyon (a giant faucet!) -- 
     NS -365316, EW 1672511 
     Heading: 44 degrees Altitude: 4340 feet 
 
Kayak in the Colorado River -- NS -296452, EW 699396 
     Heading: 109 degrees     Altitude 56 feet 
 
Donkeys hiking the Grand Canyon -- NS -227964, EW 476323 
     Heading: 59 degrees Altitude: 1900 feet 
 
Nellis 7-target gunnery range -- NS 715552, EW -172701 
     Heading: 0 degrees  Altitude: 7000 feet 
 
Nellis 11-target gunnery range -- NS 990123, EW -800905 
     Heading: 0 degrees  Altitude: 7000 feet 
 
"Falcon 3" in the desert -- NS 812122, EW -723375 
     Heading: 0 degrees  Altitude: 10,000 feet 
 
KUWAIT THEATER (INSTANT ACTION AND CAMPAIGN) 
 
Permanently destroyed bridge -- NS 1111070, EW 74120 
     Heading: 348 degrees     Altitude: 25 feet 
 
Well, no need to target this installation! 
 
KURILE ISLANDS THEATER (OPERATION: FIGHTING TIGER ONLY!) 
 
Godzilla vs the Love Boat -- NS -846508, EW -1601408 
     Heading: 141 degrees          Altitude: 80 feet 
 
Dead man in the water -- NS -00034468, EW -01466383 
    Heading: 270 degrees    Altitude: 20 feet 
 
The Panama, Israel, Korea and Pakistan theaters have not really 
been explored for hidden jewels -- yet!!  Who knows what may be 
found? 
 
 
6.5 SAY "CHEESE" -- THE BUILT-IN SCREEN SHOT FEATURE OF FALCON 
3.0 
 
NOTE: Although you can capture the screen within the simulation, 
you must have a program called SHOWF3 to view them.  This is 
available through Compuserve's FSFORUM or packaged with the 
"Falcon 3: The Official Combat Strategy Book" disk (sorry, only a 
3.5" disk is available). It is also available at FTP.K9.COM and 
its mirrors An updated version of SHOWF3 is sold with the 
Falcon/MiG/Hornet Commander Utilities and will allow you to save 
your screen shots in GIF or PCX format. 
 
     Take screen shot within simulation      (Ctrl + Alt + N) 
 
     Take screen shot in non-sim area 
     (war room, briefing, etc.)              (Ctrl + N) 
 
     Take shot within ACMI 
     (Operation Fighting Tiger only)         (Z) 
 
     Take shot in PAUSE-TAB mode        (N) 
 
This is how Spectrum Holobyte was able to shoot the screen shots 
you see in their ads.  You cannot take snapshots of the opening 
animations, nor of the mission start/end animations. Neither can 
you take a snapshot of the config screens or of the Mission 
Computer. 
 
 
6.6 A FEW OTHER HIDDEN FEATURES WORTH MENTIONING... 
 
Yes, the ACES II ejection seat is accurately modeled.  ACES II 
works as a "zero-zero" (will work at zero speed and zero 
altitude) ejection seat. You will probably need more than a few 
sessions at the chiropractor if you do this in real life. 
 
While in ACMI, the <Enter> key clears out the VCR control panel 
for a full-screen view of ACMI or VCR mode. 
 
The Mission Computer (a database of all the objects, air and 
ground in the simulation), buried within the Campaign and Red 
Flag options, has hidden view controls.  They are: 
 
     1, Shift 1 controls yaw. 
     2, Shift 2 controls pitch. 
     3, Shift 3 controls roll. 
     + increase rotation speed. 
     - decrease rotation speed. 
 
Getting tired of the daily Campaign screen every time you get 
ready to fly? 
Hit <Esc> to go right into the mission. 
 
Wanna fly a campaign with missions YOU decide? Unfortunately, 
this only works in the Kurile Islands theater.  First, assign a 
squadron to fly the Kurile Islands.  If you have a squadron 
already flying there, this will not work.  Then click your mouse 
over the man checking monitors on the left -- you MUST click his 
head -- and you will see him say "Yes, Sir!".  Commit to the 
campaign.  After the canned opening briefing a special "Choose 
Mission" screen appears. Note that "PG" missions are 
pregenerated.  This is a great way to find out what the UMF looks 
like. 
 
Feel like seeing the edge of space?  Load LESSON1 in Red Flag. 
Then get on the runway, apply wheel brakes let 'er rip with the 
afterburners.  Take off the wheel brakes as soon as you sense 
motion.  Raise the nose at about 130 knots and IMMEDIATELY raise 
the gear.  Put the nose up to about an 75-degree angle, gradually 
raising it to 90 degrees. Keep it on AB5 until you run out of air 
at about 65-70,000 feet. 
 
 
 
7.0 OTHER FAQ'S 
 
 
7.1 FALCON 3.0 HIGH FIDELITY FLIGHT MODEL 
 
The high-fidelity flight model in Falcon 3.0 was originally 
developed for ASAT, or Advanced Situational Awareness Trainer, 
which was an air intercept trainer for the USAF. Its inclusion in 
Falcon 3.0 has generated many questions as to how it behaves. The 
following remarks are applicable to the 
high-fidelity flight model in all versions of Falcon 3.0: 
 
- Hi-fi flight model does not function at airspeeds under approx 
270 knots. Below this, the player's aircraft is controlled by the 
complex flight model. There is a noticeable transition when this 
airspeed threshold is crossed. 
- Hi-fi flight models weight limitations somewhat, in that planes 
loaded in excess of 32,000 pounds will crash as soon as they 
exceed 270 knots in a takeoff. 
- Hi-fi flight model doesn't model G limitations (nor does 
Complex), so you can pull 9 G's with a full load of fuel and 
ordnance. However, you'll lose airspeed in the turn, until you 
cross below the 270 knot threshold and re-enter Complex flight 
model. If you stay in a turn, you can yo-yo between the two 
flight models indefinitely. 
- Hi-fi flight model doesn't model drag effects; you can travel 
at 450 knots at zero throttle indefinitely. 
- Hi-fi flight model's airbrakes are dramatically more effective 
than those in Complex flight model. 
- Hi-fi flight model causes your F16 to travel at least 40 knots 
faster Complex flight model at the same throttle settings 
 
Note that wingmen, enemies, and your plane in Autopilot always 
use Complex flight model, not Hi-fi. 
 
 
7.2 COMMON BUGS 
 
 
7.2.1 COPY LEADER BUG 
 
When using the COPY LEADER button on the Arm Planes menu screen, 
sometimes it causes the hard drive to spin but nothing happens. 
What's happening? 
 
From: bash@ihlpb.att.com 
Subject: Re: multiple topics 
 
The copy leader loadout hang up - this is not a hangup. No, it's 
not 8-). It sometimes is *VERY* slow. I mean *REALLY* slow. I 
mean, like 3 or 4 minutes slow. But, everytime I have waited on 
it, it has always spun the hdisk continuously, and always 
returned. After I installed smartdrv, the problem has completely 
went away. I think their disk read needs some optimization and 
using a cache just speeds the whole process up. My observations 
here have been independantly verified by many people on CIS. This 
doesn't mean the pause ain't a bug, it just ain't a lockup 8-). 
 
 
7.2.2 WINGMEN WON'T LAND AT ALTERNATE FIELDS 
 
The Falcon 3.0 manual says I can set waypoints so as to let my 
wingmen land at airfields other than the one we started at. But, 
it doesn't work. Why? 
 
From: bash@ihlpb.att.com 
Subject: Re: multiple topics 
 
I'll throw my $.02 into the ring as well. Wrt to landing, it 
seems SH's right hand is unaware of what SH's left hand is 
saying. Way before F3 was publicly released, we (the beta crew) 
had asked for a "bingo field" option, where we could place a LAND 
waypoint over a different base and the wingmen would land there. 
This never worked. The F3 manual still mentions it, but you are 
never allowed to select LAND at any airbase other than the one 
you started from. 
 
Next came Shft-B. Early on everyone realized you might need to 
bypass a waypoint. After a few of use accidently hit SHFT-B when 
going for SHFT-N, SH added the SHFT-V "previous waypoint" 
command. At no time did anyone ever mention pilots looking for 
bingo fields. 
 
While working on F3:TCH, this was a hot topic for me. As each 
patch came out, I wrestled with No.19 and various programmers to 
find out *exactly* what changed so as to keep the book current. I 
was flatly told by Gary Stotlemeyer (sp?) over the phone that 
your F-16s would never land anywhere except their origination 
base. 
 
OK, so here's some comments to those who have posted: 1) To Tom 
Neff (are you "Rattler" from FSFORUM?) how did you verify that 
the allied planes landed at another base? Did you watch it on a 
VCR? Did you get the (now mythical) "pilot is uavailable because 
he is at another airbase" message? If you have a VCR, PLEASE send 
it to  me. I'd prefer to receive it on CI$, but can accept 
UUENCODED mail at this address. 
 
2) For Jim, re: landing at bingo fields when low on fuel. Again, 
I have not ever been able to reproduce this. I've just had them 
continue to scream "Fuel is low" every few seconds over and over 
and over again. Have you ever seen one of your F-16s land at 
another base? 
 
3) Also for Jim: I have used your idea of putting a waypoint over 
an allied base, even though I couldn't select LAND as an action. 
When I did get into trouble, I'd land there. This worked well 
except none of my other planes would land with me. At any rate, I 
highly reccommend this tactic. 
 
4) Regarding Atlas' comments, a) this is not what the programmers 
told me personnally (that was before OFT, though), and b) In 
Kuwait, Allied forces almost always capture one or two airbases 
due east of my starting base. Some of my waypoint constructs 
should have placed them in Atlas' second category, but to date I 
have never witnessed an allied plan landing at another base. 
 
This whole thing is a very important topic, though. If just once 
we can get a VCR shot of this happening (or maybe a good photo of 
a sasquatch), this revolutionizes how a lot of us fight 
campaigns.  Many of us don't utilize bingo field tactics because 
we didn't think they worked. If they do, however, that opens a 
lot of options,  especially later in a campaign when allied 
forces have captured additional bases. If anyone can get this on 
VCR, please send it to me at "bash@ihlpb.ATT.COM". 
 
 
7.2.3 MAKING THE MUD MOVE: AIR-TO-GROUND BUGS 
 
Ground targets in all versions of Falcon 3.0 often have a special 
place where they must be hit, or the program won't give credit 
for hits. In general, if a hit causes the target to change color 
or shape, you'll get credit for it. Here are two common 
situations and their solutions: 
 
RUNWAYS: Even though I manage to hit a runway with Durandals, I 
don't seem to be able to get the program to acknowledge that I've 
hit it. Why? 
 
From: opus@ihlpf.att.com 
Subj: Re: Hitting Runways 
 
..I routinely take out runways with just two durandals. The 
question of how to take out runways in F3 comes up often.  There 
is a magic spot on every runway that you must hit.  If you zoom 
all the way in during the briefing, you will see the red bulleye 
right on this spot. I believe it's the point closest to the 
hangar.  What I do is to take along Mavericks as well as a pair 
of durandals. When I get close to the runway, I do the following: 
 
- select Mavericks 
- cycle through the targets until it points at a spot on the 
runway 
- line up the plane so it points right at that spot (the "magic 
spot" :^) 
- select durandals 
- bombs away--don't miss! 
 
It is actually easier to spot this point if you don't fly along 
the length of the runway, contrary to what you might think is the 
ideal approach angle. 
 
RAILYARDS: Even though I hit the railyard target with GBU-15's, I 
didn't get credit for the hit. Why? 
 
From: wedge%rccw22@rcc.rti.org 
Subj: Bombing a railyard 
 
I have also attacked railyards and not have the after-action 
wrapup give me credit for it. According to the documentation, 
campaign mode bombing missions are successful if any target at 
the target site is destroyed, and if I remember correctly from 
the OFT manual, it says that GBU15's and the heavier "slicks" 
(Mk84's?) are needed to damage a railyard. Did you load out your 
attacking flight with GBU15's, by chance? If so, it looks like 
you are a victim of a bug in the way that the game deals with 
guided weapons and railyard targets. Here's what I've observed: 
 
Notice that each railyard target is an area of RR tracks with a 
box in the center. You need to hit the box in order to damage the 
target. In OFT, and probably 3.0D and earlier versions as well, 
if you launch on a railyard with GBU15's or other guided weapons 
they will strike the yard and not the box in the center. If you 
lock up a GBU15 on a railyard, and look at the representation on 
your multi-function display, you'll see how it's going to miss 
that box. I'm guessing that happens to your wingmen, too. 
 
So, for scoring purposes, you will miss every time if you use 
guided weapons on a railyard. The only way to hit it is with 
Mk84's "slicks". 
 
 
7.3 AVOIDING SAMS 
 
From: cisko@d0tokensun.fnal.gov (Greg Cisko) 
Subject: avoiding SAMs 
 
Evading AA missles has always been difficult for me. I 
successfully could shake an AA missle about 05% of the time. This 
was either radar or IR models. I had asked for advice. There was 
the usual advice about  changing direction & putting max g-s on 
the jet ect... I still couldn't do it. Then I read that when an 
IR AA missle is launched, this person would dodge them by pulling 
back on the stick & releasing flares. This was nothing more than 
a loop, & I didn't think it would work. Well it does work. I can 
now dodge over 90% of the AA missles coming my way. I do all of 
my dogfighting in paddlock, so I am not sure how well it works in 
other views. In general it shouldn't matter at all though. 
So...when I  hear a missle launch warning I hit paddlock view. It 
tells you what kind  of missle got launched. (this is probably 
why paddlock should be used!) 
 
If it is a SAM(R), turn on your ECM pod & release chaff. If the 
missile  won't unlock turn on your radar & turn toward the 
missle. 
 
If it is an APEX (AA Radar) pull back on the stick & release a 
lot of chaff. 
 
If it is an ATOLL or MAGIC (AA IR) pull back on the stick & 
release a lot of flares. Also turning off your AB couldn't hurt. 
 
 
7.4 FALCON 3.0 SQUADRON LISTINGS 
 
FALCON 3.0 SQUADRON LISTINGS 
By Chuck "Nuke'em" Corway 
(CIS: 72672,1553) 
 
Yes indeed, those squadrons with the funny-sounding names in 
Falcon 3.0 ARE genuine active U.S. Air Force fighter squadrons 
flying F-16s.    Below is a listing of the Falcon 3.0 squadrons, 
identified through the quarterly publication World Air Power 
Journal (Volume 5, Spring 1991).  Squadrons are identified by 
nickname first (as in the game), the unit number, parent wing, 
location, and tail code (the two large letters on the tail of 
most F-16s). 
 
ABBREVIATIONS: 
TFS -- Tactical Fighter Squadron 
TFG -- Tactical Fighter Group 
TFW -- Tactical Fighter Wing 
TTW -- Tactical Training Wing 
TFTS -- Tactical Fighter Training Squadron 
FIG -- Fighter Interceptor Group 
FIS  -- Fighter Interceptor Squadron 
AFB -- Air Force Base (USA only) 
AB -- Air Base (overseas except United Kingdom) 
ANG -- Air National Guard 
ANGB -- Air National Guard Base 
AFRes -- Air Force Reserve. 
 
NOTE: As of 1 June 1992, the designation "Tactical" disappeared 
from fighter units with the deactivation of Tactical Air Command. 
The new command that replaces TAC is now called Air Combat 
Command -- not to worry, the old TAC winged sword insignia has 
been adopted by ACC.  For clarity, the old designation remains. 
 
Fighting Tenth           10th TFS, 50th TFW, Hahn AB, Germany 
(HR) 
Hooters                       17th TFS, 363rd TFW, Shaw AFB, SC 
(SW) 
Falcons                       33rd TFS, 363rd TFW, Shaw AFB, SC 
(SW) 
Rams                          34th TFS, 388th TFW, Hill AFB, UT 
(HL) 
Black Widows             421st TFS, 388th TFW, Hill AFB UT (HL) 
Squids                        613th TFS, 401st TFW, Torrejon AB, 
Spain (TJ) 
Dragons                       512th TFS, 86th TFW, Ramstein AB, 
Germany (RS) 
Lucky Devils             614th TFS, 401st TFW, Torrejon AB, Spain 
(TJ) 
Fighting Eagles          612th TFS, 401st TFW, Torrejon AB, Spain 
(TJ) 
Swamp Fox(es)            157th TFS,  169th TFG, South Carolina 
ANG, 
                              McEntire ANGB, SC (SC)* 
Flying Fiends                 36th TFS, 51st TFW, Osan AB, Korea 
(OS) 
Black Knights            526th TFS, 86th TFW, Ramstein AB, 
Germany (RS) 
White Knights            70th TFS, 347th TFW, Moody AFB, GA (MY) 
Phantoms                      35th TFS, 8th TFW,  Kunsan AB, 
Korea (WP) 
Sun Devils                    302nd TFS, 944th TFG (AFRes), Luke 
AFB, AZ (LR) 
Lightning Lancers        68th TFS, 347th TFW, Moody AFB GA (MY) 
Fighting Foujins         4th TFS, 388th TFW, Hill AFB, UT (HL) 
Michigan Wolves          107th FIS, 191st FIG, Selfridge ANGB, MI 
                              (no tail code carried -- this 
squadron is also known as the "Six Pack") 
 
* Later photos (taken during Desert Storm) deletes this code and 
replaces it with a blue and white "South Carolina" fin flash. 
 
Here are other USAF F-16 squadrons worthy of mention, that should 
have been, but were not included in the game.  Many of the ANG 
squadrons do not carry the two-letter tailcodes that are pretty 
much standard throughout the Air Force. 
 
Panthers                      81st TFS, 52nd TFW, Spangdahlem AB, 
Germany (SP) 
Fighting Hawks           23rd TFS, 52nd TFW, Spangdahlem AB, 
Germany (SP) 
Warhawks                 480th TFS, 52nd TFW, Spangdahlem AB, 
Germany (SP) 
Gamecocks                19th TFS, 363rd TFW, Shaw AFB, SC (SW) 
Headhunters              80th TFS, 8th TFW, Kunsan AB, Korea (WP) 
The Boys from Syracuse        138th TFS, 174th TFG, New York Air 
National Guard, Syracuse, NY (NY) 
Wild Ducks               309th TFS, 31st TFW, Homestead AFB, FL 
(HS) 
Knights                       308th TFS, 31st TFW, Homestead AFB, 
FL (HS) 
Tophats                       310th TFTS, 58th TTW, Luke AFB, AZ 
(LF) 
Sidewinders              311th TFTS, 58th TTW, Luke AFB, AZ (LF) 
Scorpions                     312th TFTS, 58th TTW, Luke AFB, AZ 
(LF) 
Happy Hooligans          119th FIG, North Dakota ANG, Fargo, ND 
Ace in the Hole          111th FIS, 147th FIG, Ellington ANGB, TX 
Green Mountain Boys      134th FIS, 158th TFG, Vermont ANG, 
Burlington, VT 
Jersey Devils                 119th FIS, 177th FIG, New Jersey 
ANG, Atlantic City, NJ 
Fly'n Illini                  170th TFS, 183rd TFG, Illinois ANG, 
Springfield, IL (SI) 
Jayhawks                      184th TFG, Kansas ANG, McConnell 
AFB, KS 
Flying Razorbacks        184th TFS, 188th TFG, Arkansas ANG, Fort 
Smith, AR (FS) 
Florida Makos            93rd TFS, 482nd TFW (AFRes), Homestead 
AFB, FL (FM) 
Diamondbacks             466th TFS, 419th TFW (AFRes), Hill AFB, 
UT (HI) 
"Sierra Hotel"           465th TFS, 507th TFG (AFRes), Tinker 
AFB, OK ("S*** Hot") (SH) 
Big Sky Country          120th FIG, Montana ANG, Great Falls, MT 
Mile High Militia        120th TFS, 140th TFW, Colorado ANG, 
Buckley ANGB, Colorado (CO) 
 
If you're REALLY serious about realism when using your squadrons 
in a campaign, here are some pointers: 
 
Korea campaign: Use the Flying Fiends or the Phantoms squadron. 
 
Desert Storm/Kuwait campaign: Falcons, Hooters, Lucky Devils, 
Squids, Fighting Eagles, Fighting Tenth, Swamp Fox, Dragons, 
Black Knights, Rams, Black Widows.  Interesting geographical 
error:  King 
Khalid Military City is actually in Saudi Arabia, NOT in Kuwait! 
Many of the units were based all over Saudi Arabia, Oman and 
Turkey. KKMC during the war was host to an A-10 squadron. 
 
For all the other theaters, take your pick.  With the advent of 
the new "super" wing concept, (currently the 3rd, 4th, 23rd, 
343rd Wings, with various types of aircraft) chances are that in 
time of crisis, one or more of these wings would be sent. 
 
Well, that's it for now.  Enjoy Falcon 3.0 knowing that these 
squadrons are real and are not the contrived product of a game 
designer's mind -- well, if you want to strive for total realism, 
you've gotta do your homework! 
 
Check six, 
Nuke 'em 
 
PS: If any FSFORUM member can come up with more (official and 
semi-official) F-16 squadron nicknames other than those listed 
here, just post me a message at the above E-mail address. 
 
The following list contains each of the squdrons included in 
Hornet:NSF.  I collected this information from World Power 
Jorunal's "US Navy & Marine Corp Air Power Directory".  This was 
published in late 1992.  As such, it may not be entirely acurate. 
However, I would highly recommend this book for anyone interested 
in Naval/Marine air power. 
 
I have included a suggested theater for several of the squadrons 
due to historical significance, current station or other similar 
factor.  Not all squadrons have a suggested theater. 
 
 
Navy Squadron  Designation Base & Tail Letters         Theater(s) 
 
Valions             VFA-15      NAS Cecil Field, FL: 'AJ'   Iraq 
        The Valions were converted from A-7 Corsair IIs to F/A- 
18As on October 
        1, 1986.  It is part of CVW-8 aboard the USS Theodore 
Roosevelt. 
 
Fist of the Fleet   VFA-25      NAS Lemoore, CA: 'NK' 
        VFA-25 was founded January 1, 1943 and is part of CVW-14. 
 
Sunliners           VFA-81      NAS Cecil Field, FL: 'AA'   Iraq 
        Operating as part of CVW-17 aboard the Saratoga, the 
Sunliners took 
        part in the Persian Gulf War from its inception.  The 
Hornet manual 
        discusses the F/A-18s versatility and cites an incident 
in the Gulf 
        War in which two Hornets on route to a ground strike 
shoot down two 
        MiG-21 and then continue on to complete their ground 
strike.  Lt. 
        Cmdr. Mark Fox and Lt. Nick Mongillo from VFA-81 were the 
two pilots 
        that performed actually performed so valiantly. 
 
Sidewinders         VFA-86      NAS Cecil Field, FL: 'AB'   Iraq 
        As part of CVW-1, the Sidewinders was stationed aboard 
the USS America 
        and flew combat missions during the Gulf War. 
 
Golden Warriors     VFA-87      NAS Cecil Field, FL: 'AJ'   Iraq 
        Like VFA-15, Valions, the Golden Warriors are part of CVW- 
8 aboard the 
        Roosevelt.  It is mentioned that they took part in the 
Gulf War. 
 
Rough Riders        VFA-125     NAS Lemoore, CA: 'NJ'       Iraq 
        This squadron is part of the West Coast FRS squardron for 
F/A-18 
        training.  It, too, was deployed during the Gulf War. 
 
Wildcats            VFA-131     NAS Cecil Field, FL: 'AG'   Iraq, 
Israel, Bosnia 
        The Wildcats were established relatively recently as a 
brand new 
        Hornet squadron (1983).  It is part of CVW-7 aboard the 
USS Dwight D. 
        Eisenhower today.  However, in 1986, this squadron flew 
from the 
        USS Coral Sea and took part in operations versus Libya. 
Since 
        joining the Ike, VFA-131 took part in Desert Shield but 
returned to 
        the Med prior to Desert Storm. 
 
Privateers          VFA-132     NAS Lemoore, CA: 'AE'       Iraq, 
Israel 
        Also a relatively new squadron, the Privateers began 
operating the 
        F/A-18C on January 9, 1984.  Like VFA-131, VFA-132 saw 
combat in Libya 
        in 1986.  The Privateers do have an interesting story 
about an unusual 
        kill.  It seems that in 1991 Lt. Bill Reilly was sent up 
to shoot down 
        a crippled E-2C Hawkeye over the Med after the crew 
parachuted to 
        safety.  On June 1, 1992, VFA-132 was disestablished when 
the Forrestal 
        (its current carrier assignment) was converted to a 
training carrier. 
 
Knighthawks         VFA-136     NAS Cecil Field, FL: 'AG'   Iraq, 
Israel 
        This squadron flew with the Wildcats during actions in 
Libya and Desert 
        Storm. 
 
Golden Dragon       VFA-192     NAS Atsugi, Japan: 'NF'     Japan 
        Actually called the World Famous Golden Dragons, VFA-192 
was formed at 
        the end of World War II as VFA-153.  During it's long 
history, the 
        Golden Dragon's have flown FJ-4B Furies and A-7 Corsair 
IIs. 
 
 
Marine Sqdns.  Designation Base & Tail Letters         Theater(s) 
 
Silver Eagles       VMFA-115    MCAS Beaufort, SC: 'VE' 
Japan, Iraq 
        During Vietnam, VMFA-115 flew F-4 Phantoms and has made 
deployments in 
        Japan and Denmark.  It was also part of the Marines land- 
based efforts 
        during Desert Storm. 
 
Crusaders           VMFA-122    MCAS Beaufort, SC: 'DC' 
Japan, Iraq 
        Also an ex-Phantom squadron, the Crusaders have toured 
Japan and 
        Norway. 
 
Lancers             VMFA-212    MCAS Kaneohe Bay, HI: 'WD' 
        Another ex-Phantom sqadron. 
 
Red Devils          VMFA-232    MCAS Kaneohe Bay, HI: 'WT' Japan 
        During Desert Storm, VMFA-232 was deployed to Bahrain. 
 
Death Angels        VMFA-235    MCAS Kaneohe Bay, HI: 'DB' 
        The 'Angels' are an old squadron with a long history in 
the F-4 
        Phantom. 
 
Thunderbolts        VMFA-251    MCAS Beaufort, SC: 'DW' 
        The Thunderbolts became the third Marine unit on the East 
Coast 
        to receive the F/A-18.  It shares its nickname with the 
Navy's 
        HSL-84. 
 
Checkertails        VMFA-312    MCAS Beaufort, SC: 'DR' 
        Actually called the Checkerboards, VMFA-312 is also an ex- 
Phantom 
        squadron. 
 
Black Knights       VMFA-314    MCAS El Toro, CA: 'VW' 
Israel 
        The Black Knights cruised with the USS Coral Sea and saw 
combat during 
        Operations Pairie Fire and El Dorado against Libya. 
Additionally, it 
        has been deployed to Egypt and Japan. 
 
Death Rattlers      VMFA-323    MCAS El Toro, CA: 'WS' 
Israel 
        Participating with VMFA-314, the 'Rattlers' saw action in 
Libya as 
        well as Egypt and Japan. 
 
Shamrocks           VMFA-333    MCAS Beaufort, SC: 'DN'     Iraq 
        From July, 1971, until December of that same year, the 
Shamrocks were 
        the first Marine unit (at that time operating F-4 
Phantoms) to be 
        stationed aboard an aircraft carrier.  In 1972, Maj. 
Thomas 'Bear' 
        Lasseter and Capt. John Cummings shot down the only kill 
by a Marine 
        flying crew during Vietnam.  The loser in this fight was 
a MiG-21. 
        Also, the squadron was deployed to Bahrain during Desert 
Storm and flew 
        many CAS, Interdiction and SEAD missions during the war. 
It was 
        established March 31, 1992. 
 
Warlords            VMFA-451    MCAS Beaufort, SC: 'VM' 
        In 1989, the Warlords was assigned to CVW-13 aboard the 
Coral Sea. 
 
Grey Ghosts         VMFA-531    MCAS El Toro, CA: 'EC'      Korea 
        Among other things, the 'Ghosts' were the first Marine 
fixed-wing 
        squadron to be stationed in SE Asia. 
 
 
7.5 GUIDE TO WINGMAN RADIO TRANSMISSIONS (COMPLETE AND 
UNCENSORED!) 
 
(NOTE: Digitized voices can only be heard with a mininum of 2MB 
RAM -- otherwise, text only will flash on upper screen.  Most of 
these calls are digitized, however some generic radio calls are 
reproduced with static instead of a digitized voice.) 
 
"Negative. Pigeons to home plate" -- Return to base.  Waypoint 
cannot be bypassed beyond this one. 
 
"Kilo Mike Alpha" -- Kiss My Ass.  You have ordered your wingman 
to do something really stupid such as breaking low at less than 
100 feet -- and obviously he doesn't mince words!  Rarely heard. 
 
"I'm picking up a spike" -- Wingman has detected radar (air or 
ground) being pointed at the formation. 
 
"Radar contact (bearing in degrees and range in miles)" -- 
Wingman has a solid radar contact.  This is a steering cue for 
interception to a possible bogie. 
 
"Stranger (X o'clock)" -- Unexpected friendly aircraft flying in 
the area, be careful. 
 
"Waypoint (X)(bearing in degrees and range in miles)".  From 
AWACS -- steering cue to the waypoint bearing.  Falcon 3.03 
replaces this call with static, but the text is not changed. 
 
"Unable" -- Wingman is unable to comply with your command.  Heard 
more often (and sounds better than "Kilo Mike Alpha"). 
 
"Copy fence check" -- Wingman has checked all weapons ready for 
action. Heard only if Shift + E is pressed with no action in 
sight. 
 
"Be advised, I've gone winchester" -- Wingman has run out of all 
weapons (air-to-air/air-to-ground), except guns. 
 
"Copy, disengage, will resume" -- Wingman has been ordered to 
"knock it off" by leader. 
 
"Clean, clear and naked" -- Nothing on radar, no visual 
sightings, no threat indications.  You can relax for a bit. 
 
"Fox one!" -- Wingman has launched an AMRAAM. 
 
"Fox two!" -- Wingman has launched a Sidewinder (AIM-9P (Papa)) 
 
"Fox two mike!" -- Wingman has launched a Sidewinder (AIM-9M 
(Mike)) 
 
"Atoll! Atoll!" -- Rear-aspect infrared missile (AA-2 Atoll) 
fired at your wingman.  All you get is the "LNH" (missile launch 
indicator).  Atoll is a Soviet copy of the Sidewinder. 
 
"Magic! Magic!" -- All-aspect infrared missile (Matra R.550 
Magic) fired at your wingman.  This is a French-built 
A-A missile similar to the AIM-9M 
 
"Apex inbound!" -- An active radar-homing missile (AA-7 Apex) has 
been fired and is inbound.  The Apex is a Soviet A-A missile 
similar in performance to the AIM-7 Sparrow. 
 
"Guns! Guns! Guns!" -- Wingman firing M61A1 cannon. 
 
"Flame out! Flame out!" -- Wingman has suffered severe engine 
damage due to a hit or has run out of fuel.  Usually followed by 
"Ejecting!" or "I'm hit! I'm hit!" 
 
"Bandit! Bandit! (X o'clock)"  Enemy aircraft sighted, usually 
followed by clock position.  Wingman will usually ask for 
permission to engage if this is the first bandit encounter. 
 
"Singer high!"  Surface to air missile launched.  Rarely heard, 
since the "LNH" indicator immediately lights up. TAKE IMMEDIATE 
EVASIVE ACTION!!! 
 
"Request you check joker" -- Wingman is low on fuel and is 
requesting you check your fuel state. 
 
"Be advised, fuel is low!" -- Wingman is dangerously low on fuel. 
Any action other than returning to base could cause a flameout. 
 
"Fuel critical, fuel critical" -- Wingman is running on fumes. 
If an immediate return to base or to a bingo fuel airfield is not 
called, he will be forced to eject. 
 
"Maverick, Maverick!" -- Wingman has launched a Maverick (AGM- 
65B/D) air to-ground missile at a ground target. 
 
"Rockets away!" -- Wingman has launched LAU-5003A rockets at a 
ground target. 
 
"Bombs away!" -- Wingman has released bombs or other stores at a 
ground target. 
 
"Closing on ground targets" -- Ground targets ahead, wingman 
beginning attack run.  Followed by "Request permission to 
attack". 
 
"Closing on primary target" -- Primary target ahead, wingman 
beginning bomb run. 
 
"I'm already committed!"  -- Wingman has started attack run and 
cannot break off.  Only heard if pressing (Shift + E) after 
granting permission to attack. 
 
"I'm not engaged!" -- Wingman is not engaged in attack.  Only 
heard if (Shift + Q) is pressed with no target designated. 
 
"I'm hit! I'm hit!" -- Wingman has been hit, almost always 
followed by the "Ejecting!" command.  This wingman is out of the 
fight (obviously!).  If no communication has been heard from any 
one of your wingmen for some time after an engagement, assume the 
worst has happened and press on.  Chances are he either punched 
out or was hit and killed. 
 
"Music on!" --  Wingman has turned on ECM pod. 
 
"PULL UP! PULL UP! PULL UP!" (voice message system (Bitchin' 
Betty)) -- You are in immediate danger of becoming a powered lawn 
dart (they're not even sold any more!!).  If you do not take 
immediate action such as pulling back on the stick you're a 
goner.  In addition, a converging arrow cue is visible. getting 
closer as you get on a first-name basis with the gophers! It will 
shut off only if you take the appropriate action. 
 
"CAUTION!-CAUTION!" (Bitchin' Betty) -- Activates only when the 
Master Caution indicator lights up on the glareshield.  It only 
turns off if you go to the right interior view, where the 
warning/caution panel is located so you can see the item that 
caused the light to go on in the first place.  If ALL the lights 
are lit up, you better hope your ACES II seat works!! 
 
"WARNING!-WARNING! (pause) WARNING!-WARNING!" (Bitchin' Betty) -- 
Indicates a major systems failure has occurred in your aircraft, 
such as an engine failure, or an enemy missile has lodged up your 
tailpipe.  Nine times out of ten you might survive, otherwise 
it'll be a quick and dirty end for you. 
 
"Be advised -- enemy ECM activity detected." -- AWACS has 
detected enemy aircraft with ECM transmitters operating.  Who 
said shooting down a MiG was going to be a cakewalk? 
 
"Copy bracket (left or right)" --  Wingman executing a bracket 
maneuver. 
 
"Copy drag (left or right) -- nail him!" -- Wingman executing a 
drag maneuver. 
 
"Dumping air-to-ground stores!" -- Wingman jettisoning bombs 
and/or air-to-ground missiles to lighten his load, usually 
because an enemy fighter has jumped him.  No air-to-air ordnance 
is jettisoned, however. 
 
"Breaking (high, low, left, right)" -- Wingman executing break 
maneuver. 
 
"Rolling out" -- Wingman rolling straight and level. 
 
"Copy. Kicking out"  -- Wingman spreading out formation. 
 
"Copy. Closing it up" -- Wingman closing up formation. 
 
"Copy. Returning to base" -- Wingman returning to base.  This is 
the last you'll hear from them as they bug out for home when you 
tell them. 
 
"Harpoon away!" -- Wingman has launched an AGM-84A Harpoon anti- 
ship missile (heard only in the Kurile Islands theatre). 
 
"Closing on ship target" -- Wingman has acquired a ship target 
and is closing in for the kill (heard only in the Kurile Islands 
theatre). 
 
"You are violating rules of engagement!" -- From AWACS in the 
Kuriles only. Isn't it obvious?   See you at the General Court 
Martial when -- and if -- you return! 
 
"Be advised, increased enemy air activity!" -- From AWACS in the 
Kuriles only.  See what your ROE violation just did? Now you have 
a load of pissed-off Russkies going after us! 
 
"Permission given to destroy enemy aircraft!" -- From AWACS in 
the Kuriles only.  You heard 'em, now kick some Russian ass! 
This doesn't mean you are authorized to blast away every Russkie 
on the ground. 
 
"You're on your own..."  Your Whiskey Delta (Weak Dick -- the 
worst insult you can call a fighter pilot) wingman just bugged 
out on you, it's time to try out some John Wayne fighter tactics 
against the Russian fighter squadron closing in at your twelve 
o'clock... 
 
"One Russian bugging out..." 
"There goes one fine Russian pilot -- Nyet!" 
"No cojones on that Russian!" -- Your wingman has been able to 
persuade that pesky Fulcrum, Flanker (or whatever the Russkies 
just sent you) to go back to the Motherland and fight another 
day. 
 
"Smoked a bogie!" 
"Nailed him!" 
"Alpha Mike Foxtrot!" (Adios Mother Fucker) 
"Yo -- your fries are done!" 
"Scratch one, down in flames! 
"Watch the canopy when you punch out, jack!" 
"Time to feed the worms, bud!"  -- Miscellaneous kill calls from 
your wingman. 
 
"Paint us like Thunderbirds first, sir!" -- Smartass remark from 
your wingman when you close up the formation too much. 
 
"Negative -- maintianing visual contact." -- You've spread out 
the formation too far. 
 
"Do svidaniya, stupid American!" --  From the Russian TU-22.  Now 
you've really pissed 'em off! And just to get even he just 
launched a UMF(Unmanned Fighter) at you! 
 
 
7.6 FALCON AND SCSI PROBLEMS 
 
I've heard a lot about Falcon not running with Adapted SCSI 
adapters, and the only answer I could think of is that Adaptec is 
by default set on 330h, which is where Falcon looks for the 
Roland MT-32/LAPC-1 synthesizer. My suggestion is to change the 
address for the Adaptec card and see what happens. I've suggested 
this to a *lot* of people, but they never emailed me back telling 
me if it worked or not. 
 
 
7.7 OS/2 AND FALCON 
 
I really don't know what to put in here since I don't have any 
experience with OS/2. So if anyone has any contributions, email 
me. 
 
 
8.0 THANKS (in no particular order) 
 
Jeff Beadles, Jim Knutson, Greg Cisko, Chuck Corway, Frank Racis, 
Gabe Turk, Tom Basham, Tom Neff, Rob (opus@ihlpf.att.com), Joel 
Robertson, John Threadgill, the SH reps, and the everyone on the 
Falcon3 mailing list for their ideas, suggestions, questions, and 
contributions. 
 
 
-- 
Kristoffer Ongbongan						 Krismon on IRC 
krismon@neuromancer.hacks.arizona.edu -=- The Electronic Battlefield Series FAQ  
ftp://ftp.hacks.arizona.edu/pub/krismon/ebsfaq         (ebsfaq or falcon3 faq) 
http://neuromancer.hacks.arizona.edu/~krismon 
 
