Home

Chapter - Hosting

image

Contents

1. In SuperPAK 2 the first three mechanisms were left unchanged but 4 and 5 were optimized Our basic assumption was that the initiative of a team should be mainly governed apart from player performance by the relative status of the team in the war A measure for this is the relative strength of the teams So the automatic calculation of initiative points for each team should converge to this relative strength and not arbitrarily to 40 or not at all converging as in the old version This would prevent the possibility as mentioned above that a defensive team never goes on the offensive even when it has more vehicles because the air force was very successful and a better strategic position The player s performance can be similarly applied as above The mechanism to incorporate the player s contribution is critical and should target a long term value that is effected by the player s ongoing contribution Therefore simple formulas like Initiative 0 5 Initiative 0 5 relative_ strength will not have the desired cumulative effect However if the player is consistently flying successful missions initiative points should converge to a number greater than the relative strength This is what is intended so if he is flying only one mission the effect on initiative is only temporary The same applies for poor mission performance In SuperPAK Initiative points for both teams exactly sum to 100 A team can now go to a minor offe
2. Obviously it is important to note which aircraft have manual settings since these aircraft require the pilot to raise and lower the surfaces A table showing LEF and TEF settings for each aircraft is available on the following page The keystrokes to move the LEFs and TEFs are Seto Zeg Extend Fully Ctrl F9 Ctrl F10 Ctrl F11 Ctrl F12 Leading Edge Flaps Alt F9 Alt F 10 Alt F1 1 Alt F12 To view the current flap position with manual flaps find set g bShowFlaps and set it to 1 instead of 0 in the falconsp cfg file found in the main Falcon4 directory This will put a flap position display in the upper left corner of the screen that is always on during flight This is a temporary measure until cockpits and 3D models are designed that take advantage of the SP coding for flap position Another feature to help the pilot is an added flap sound that plays when the LEFs TEFs are manually set The sound plays when first entering the cockpit as the flaps lower to takeoff position and when the pilot manually deploys or retracts the surfaces i INCONA Since SP2 the following aircraft have been available with manual surfaces Aircraft LEF TEF TEF Takeoff Setting AOA A 50 MAN AN 2 NONE AN 24 MAN MAN MAN B 52 NONE MAN 30 MAN MAN al C 130 NONE E 3 NONE 50 F 4E G AOA F 15C E NONE MAN 15 IL 78 J 5 J 7 NONE MAN 25 KC 135 NONE MAN 50 MiG 21 N
3. o CO CH oo L a L L Pi On LO T IK a Pi a CO CH LO ho wesch mm Pi a The transonic drag rise is important to note particularly for older fighter aircraft and any fighter that is low on thrust to 40K weight ratio There are techniques that a pilot can use to get through the transonic region quickly to achieve a better acceleration to top speed One technique is to best climb normally maintaining Mach 0 8 to 40 000 feet and then to do a zero g pushover in afterburner This zero g pushover should bottom out around 30 000 ft and into a slight climb to the desired altitude and speed see fig 2 0 8 12 Zero g pushover AUR The transonic drag increase is also the reason why many fighters cannot break the Mach 1 barrier when carrying multiple bombs and fuel tanks These additional drag producers combine to create a wall of drag that is nearly impossible to push through Even high powered fighters like the F 16 experience this problem with high drag index loadouts like six CBU 52 s four missiles two 370 gallon fuel tanks and one ECM pod ENGINES The engines in SP are considerably improved as well in comparison to the 108i2 originals In the original MPS flight model for the F 16 the thrust for an afterburning turbofan engine was used but modified in various ways to incorporate RAM drag and to match the F 16 energy curve Ps curve This same thrust chart was the basis for all the other flig
4. D This activates various warning lights ignore them for now ELEC SYS SEC ON and SEAT NOT ARMED on the warning panel HYD OIL ON on the right eyebrow panel A A B Go to the external lights panel set the master switch to NORM and turn anti collision lights to ON Switch the position lights on Wing Trail and Fuselage to BRT and set them to FLASH A B Set MASTER FUEL to ON and ENG FEED to NORM A B Check that the EPU switch is set to NORMAL E Check that the Fuel Readout Switch FUEL QTY SEL is set to NORM A G Set the AIR SOURCE to NORM Now the engine can be started A Move your throttle to idle A B Set the JFS to START2 You can now hear the engine spinning up A D While the engine starts the RPM needle begins to move As soon as it goes over 20 advance the throttle to 50 and A C toggle the idle detent switch on the throttle The engine RPM will now increase to the current throttle setting e g 70 A B Check that the JFS has switched itself OFF A The HYD OIL warning light should have switched off between 25 and 70 RPM With the engine running at idle power up the avionics A G Turn on FCC SMS UFC MFD GPS and DL A G Set the INS to ALIGN NORM The gyroscopes will begin to spin up The INS will be fully aligned after about 8 minutes F Power on the left and right hardpoints turn on the FCR and set RDR ALT to STBY F Enable the flight path marker by setting
5. Navigation page NAV nav STATUS ALCUR HIGH Displays and controls FCC NAV Filter operation and some GPS GPS BECH q MIGH functions Not implemented enee eee Manual Gun Funnel Adjustment page MAN Set the manual ballistics for the gun using the DED scratchpad Valid data entries change the size of the gun funnel to match the wingspan of known threats The default is 35 feet an effective setting for small to medium fighters e g MiG 29 Aircraft Span ft wSPAn KA d OFT 0 05SEC 7 A SE Gr LAA SE tT NEO po K TITE E Inertial Navigation System page INS The first line displays the align time status RDY mnemonic Ins O8 and steerpoint The other lines display your current GPS Lar N coordinates heading and groundspeed Use this page to set SALT your current reference coordinates before aligning the INS EE This isn t needed on normal ramp start as the coordinates are already programmed into the system but may come in handy to manually reprogram the coordinates after a full system shutdown and restart on another base Electronic Warfare System page EWS Control page for the Electronic Warfare System Toggling the EUS CONTROL REQJAM option to ON automatically turns the radar jammer a Sen ui on when the RWR system detects a radar spike Set the k SE JS warning level for expendables by toggling BINGO to ON then manually set chaff and flare low warning levels When BINGO is O
6. Superior weapons our flight has longer range missiles than the bad guys If the flight is on an aggressive mission like a Sweep Intercept or Escort mission they attempt to stay together and will not react defensively by dragging unless they are highly threatened H they are on a non aggressive mission OCA SEAD they will also press on and launch their longer range missiles They will kick turn away a bit though since they are not looking for a fight If they are getting too close and are threatened they will attempt to run rather than end up in a turning fight Inferior weapons The nature of this situation requires us to do some fancy stuff or we will die Well unless our tactic is to outnumber the enemy so we could just drone in and overwhelm the enemy by sheer numbers These fancy tactics are used in the current code Based on their skill the flight will execute some tactics that should confuse the enemy s targeting and drag out some of the enemy s long range missiles The initial aim is to stay alive until we get within a range where we can deploy our own weapons The flight stays together in pairs but usually splits up into two elements The pairs themselves only split in rare cases like if a wingie is defending against a missile launch but will attempt to rejoin if split In general the flight will attempt to use one element as bait while the other element will try to get in untargeted One way to do that is
7. FaALCOA UNIFIED TEAM FALCON 4 SUPERPAK 3 USER MANUAL mahvAml Avs 4 elie FALCON 4 SUPERPAR 3 USER S MANUAL Falcon 4 0 is the intellectual property of Infogrames Inc E Faber With the SuperPAK 3 SP3 patch your MicroProse Falcon 4 0 combat flight simulator F4 has vastly improved from the original game This document should be read in conjunction with the original Falcon 4 0 manual to understand the extent of changes in this version For an additional understanding of the changes made to Falcon over the last two years and an insight into the ideas behind them we suggest reading the Realism Patch 5 RP5 manual a worthy lecture in terms of air warfare weapons weapon systems and air combat tactics and techniques This is NOT an official patch release from MicroProse DO NOT contact G2 Interactive Hasbro Interactive Infogrames or MicroProse for technical support if you are experiencing problems with this patch DISCLAIMER WE ARE NOT RESPONSIBLE FOR ANYTHING THAT GOES WRONG WITH YOUR COMPUTER DUE TO ACTIONS TAKEN BASED ON THIS DOCUMENT OR THIS SOFTWARE YOU USE THIS SOFTWARE ENTIRELY AT YOUR OWN RISK rev 3a FAO FREQUENTLY ASKED QUESTIONS A SSA Help can t steer the jet while rolling on the ground You must enable NWS Nose Wheel Steering with SHIFT on international keyboards the key just to the left of the right shift key The same key is also used to
8. The fuel is transferred from the reservoirs to the engine There are fuel pumps that are normally activated to aid the transfer but the main transfer mechanism is gravity and siphoning between tanks The fuel then goes through the Fuel Flow Proportioner FFP It adjusts flow rates from the two systems to maintain the balance of fuel between F R and L A systems to maintain the aircraft s center of gravity Should the FFP fail it is part of the A hydraulic system then erratic distribution may occur leading to a center of gravity imbalance The fuel then goes through the main fuel valve to the engine where it burns The amount of fuel in the F R and L A is shown on the fuel gauge More important is the ratio of the fuel in the tanks If the difference is too large a center of gravity imbalance will occur Attention to the fuel gauge indicators is important beyond just assessing remaining fuel The fuel readout knob has 6 settings which alter what is shown on the gauge In all positions except TEST the digits in the display show the total fuel Shift Ctrl F1 F2 The positions have the following functions A TEST Digits should show 6000lbs of fuel and both dial indicators should point to 2000lbs A NORM One gauge indicates the F R amount and the other the L A quantity of internal fuel total amount stored in reservoirs Fwd Aft tanks and internal wing tanks for each system RESV Shows the amounts in the Fwd Aft reserv
9. Turn ECM Off O _ Split from wingman formation Take over as lead Report weapon status Toggle formation side Left Right Perform 90 degree break to your right Perform 90 degree break to your left Increase relative Altitude Decrease relative Altitude Orbit current position Go Fluid formation Go Vic formation Go Line Astern formation Go Finger Four formation Go Echelon Left formation Go Echelon Right formation Go Diamond formation Turn ECM jammer on Turn ECM jammer off New speech for SP2 Speech activated for SP2 Replies added for SP 1 New speech for SP2 Speech activated for SP2 Speech activated for SP2 Activated for SP2 Activated for SP2 Speech activated for SP2 Activated for SP2 Activated for SP2 New command for SP2 Activated for SP2 Activated for SP2 Activated for SP2 New command for SP2 New command for SP3 New command for SP3 TA E CH LA A A EEE THE MULTIPLAYER EXPERIENCE Ace of the skies bored by the Al Face real competition There is nothing more fun in Falcon 4 than a multiplayer game with human partners or opponents Get ready for a totally new experience SuperPAK features new client server based Multiplayer Code offering maximum stability minimal lag and optimum bandwidth usage In addition DirectPlay Voice allows multi channel in game voice communications eliminating the need for additional voice software like Roger Wilco or
10. It s been two years since it all started It began in early 2000 when eRAZOR wrote the F4DX patch a DirectX 6 to DirectX 7 DLL proxy that translated DX6 calls and redirected them to their DX7 counterparts This fixed some of the crashes to desktop that caused problems for many pilots flying the 1 0812 exe with DX7 The Falcon community was very impressed with F4DX Some time after F4DX was written a guy came into IRC and asked a few questions Knowing what he had done in the recent past mirv didn t hesitate to give him the answers he was searching for At this point it wasn t anything yet It was simply one man trying to make Falcon 4 0 better This quest started out with improving graphics and framerates but almost immediately became much more than that At this point they were only two guys who knew that they would need more help to succeed Some testers good friends and good pilots got onboard Then somewhere along the way the so called eTeam picked up some extremely talented programmers Codec JJB Pogo Marco Sylvain and lt Someone gt as well as a small group of dedicated beta testers such as Vexx various members of the RPG and the 87th Stray Dogs In 2001 eFalcon developed into a project to transform the original Falcon 4 0 into the most realistic simulation it can be After the individual releases of eFalcon 1 10 and RPG s Realism Patch 5 had caused quite a stir a solution had to be found the creation of a unified patch t
11. The pictures on the right depict the 3 stages of the WPN view caged no video available yet uncage the missile uncaged slew with cursor to target and locked target has been designated MISSION SP25 LASER GUIDED BOMBS Load the default Falcon 4 training mission 25 to train the new deployment procedures Since SuperPAK 2 Falcon 4 features a realistic Targeting Pod TGP Therefore the operation of Laser Guided Bombs LGBs has changed considerably Use the following procedure to set up your cockpit properly A When the mission begins set both the Master Arm switch Shift m and the Laser Arm switch Alt L to ARM A Select A G NumKP as your master mode because you want to attack ground targets A Select the FCR page in your left MFD and the SMS page in your right MFD using the OSBs 12 13 14 A Onthe SMS page switch to the GBU OSB 6 GBU is the US designation for LGBs A Switch the right MFD to TGP notWPN mode using the OSBs 12 13 14 You will now see the FLIR video from the targeting pod Do also check if the laser is armed a large L should be visible in the lower right part of the image A Onthe FCR page in your left MFD set your radar mode F2 as required GM GMT Now you can choose your target area A Still on the radar screen of the FCR page slew the radar cursor over your target Cursor keys and designate it NumKP 0 The SOI Sensor of Interest now changes to the ri
12. To selectively jettison your stores press the pickle button while in the S J page Emergency Jettison This page looks similar to Selective Jettison It is only displayed while the Emergency Jettison button is pressed down Pressing the Emergency Jettison button for about a second will jettison all Air to Ground weapons zz TERRAIN FOLLOWING RADAR TFR PAGE To engage the TFR switch to this page level the aircraft and fly the desired heading Then select the wanted altitude OSB 6 10 and ride type OSB 2 change TFR mode from STBY to NORM OSB 1 and finally press OSB 4 Ctrl Shift A to engage TFR If anytime during the ride you desire to change heading or temporarily take control hold autopilot override Ctrl 3 After releasing AP override TFR will resume control and maintain the new heading To switch TFR off press OSB4 again The OSB buttons have the following functions OSB 1 Current mode OSB 2 Ride type Hard Soft Smooth determines how aggressively the terrain is followed and how many G s the Autopilot is allowed to pull to avoid terrain OSB 4 ON Toggle On Off to enable or disable the TFR system OSB 5 CHN1 Current radar channel N l OSB 6 1000 Set 1000 terrain clearance OSB 7 500 Set 500 terrain clearance OSB 8 300 Set 300 terrain clearance OSB 9 200 Set 200 terrain clearance OSB 10 VLC Set very low clearance only over sea or extremely flat land OSB 11 DCLT Declutter display if
13. Welcome to SuperPAK 3 The Falcon 4 Unified Team takes another step forward in creating the ultimate combat flight simulator In relation to the original Falcon 4 0 as released by MicroProse some of the most notable gameplay improvements found in SuperPAK are Vastly improved gameplay stability Fearsome Al behavior Superior avionics Realistic weapons weapon systems and flight models well as close as it can be A photorealistic F 16 cockpit including a separate wide view option Modeling of electronic warfare ECM stand off jamming Integrated Air Defense System An improved graphics engine DX7 32bit anisothropic filtering fast Air to Ground radar Detailed textures skins and 3D models for many airplanes and weapons New wingman commands Weather effects reduced visibility rain and snow thunder and flashes thick clouds Optional engine start up sequence Ramp start The ability to fly planes other than the F 16 and an automatic cockpit switcher free external add ons bring cockpits for other planes like the F 4 MiG 29 F 18 etc Basic carrier operations landing training missions for the F 14 and F 18 are included 3D sound JetNet a central game server to find other online pilots Vastly improved multiplayer code including DirectPlay Voice for in game voice comms In game theatre switcher Redesigned User Interface including AWACS view Countless bugfixes and corrections FOREWORD BY THE PRODUCERS
14. 87th Sander Atco Johansen Pedro Ferreira Debequem Snacko Juan Pablo Rasetti Barrera Budds D Brown Ed Kiefer Georg kinggeorge Mumelter greatclantoni Jens Atheist Wegener Jon Paul Mirv Griffin Keith Slaney Catfish 68th Matevz WhiteAngel Jekovec Bob Mitchells Olivier Red Dog Beaumont Nick Paradox Parker Ray Ratty Gatterer FBNA Robby Rayd RSS27 Fabio Spiegator Incagli Thorsten Spyder Handel Stephen HotdogOne French Trevor Rilex Seward Xavier of Haar Tim Nighthawk Admire 69th Paul Bard Forbes Bryn Horseman MacDonald Juan Ace Roldan Snake PMC Halldor B Jester Jonsson 87th H C Pookie Smokin Joe Tipton M Kent Mariano Parsifal Maciel 404th Muttley Paul Poulsen Bob Snowman Crawford Shawn Viper Agne Joe Scorpion Fitzpatrick 77th Widowmaker Bozo 68th Tom Saint Launder Thomas tom2 W in Brad Birdman Ahlf Colin Morrow Daniel BrownSnake Fahl n Glen SteelBuns Anderson Hellfire Alvin Ubiera Mike Laskey Francesco Mix Missarino mpg Thomas Saceur Schutze Sang Hyuk Axxa Yune Jose Alberto Coradan Dominguez Randall Mouse Sechler Rider Tobias Buster Adams Dr Death FAngs32 Jim B Keane Badger 343rd CCC Gotshall Popa Coldone Saint 185th SB Chevy Vern Viper Kessinger 726th Eltjo BigBrother Biemold 185th Alfred Stiassny Andreas Komninos bert Charles Cobracab Bodiker Claude Cavanaugh Erik de Klerk J Homeboy
15. Displays some info about your IFF settings IFF is not implemented nize MA csi na 34123 Au Eh AS 1234 00T 271 LIST page Used to access various additional subpages LIST 3 Hoest Henao up MITA Anan Mrs fotnk none A ins Destination page DEST Displays the GPS coordinates of the selected steerpoint Soe ER a e see STPT page above Use the PREV or NEXT button to GG dek d d change the selected steerpoint The waypoint coordinates ee e may be changed using the Secondary buttons Enter the GPS coordinates of the new waypoint destination and press ENTR to implement the change There will always be an error shown for the coordinates you are entering This is nota bug of SP but the way F4 calculates coordinates in game For the target waypoint needs to be the currently selected waypoint up to two Offset Aimpoints OA may be entered Use the sequence button to cycle between the two OA and DEST then input an OA by entering it s bearing and distance relative to the target waypoint BINGO page PINGO Sets the BINGO Fuel warning level It can be set using the ser Fl isoo esh Secondary buttons Push the ENTR button to implement the Pees ones changed warning level Visual Initial Point page VIP Pl IP To Tota PIP pe Set location information for the Visual Initial Point VIP Enter a EENS SE Visual Initial Waypoint for the target waypoint the target ren er waypoint needs to be the active waypoint
16. Holmes Owner Martin Pogo Ingold rbarbati Red1 Dale Reeck Sascha Conan Mangs Steve Hustler Wooters Terry Tezza Bailey Rik C3PO gujvari RadiationHazard Fred Baldeagle Balding EagleEye Sihto Shizznit Murosaki Nomad Francisco Chisco de Ascanio Bob Robett Sneeringer 388th j mi Simon Animal Jessurun Rob Kromander Milliken 388th mfstyx Rafael Cuervo Garc a 111th Broham34 Paul Jagstang Joy Philippe Phil Affergan Joshua Ender Clarkson Danger 388th Rufus C Parson Mike Vermin Rivers Gavin Araquael Bennett badkarmapt Rob Bryerton Colin Recon Kerr 87th Tyelias Guillaume Ghostrider Houdayer David Cobra Brandt Martin Hollywood Muehlemann Mike Spectre 63 McMahon Chris Parano M Chronus Danny Steely74 van der Molen Davor Bowman Perkovac John F Nighthawk Frisch Mack Roman Feret Dabrowski 1st G U N S Sierra Andrew Hody Wilson Striker Rodrigues wsmedberg2 Skypat Joeri kbmil Cools Obi Offiah Spyder 101 Boomer 388th Terry Bailey SP2 SP3 Adam Twiggy Wahlgren Jens Eglund Jarhead Mike vK Kovacs Marco Shark Scott Grabham Smoke 388th Charles Dart Mahaney T Tejay Beauparlant Alberto G mez Merino Enricos Instar Cleon Associ8er Waterberg Nicola Hawk Verruno Felix Magic Hoegerl 23rd Adrian W anarnier andarnier Bob Papabull West cno_airwolves Donn MonGooSe Sartain Martin Mav Vinther 87th FoxThree Mikae
17. cursor at that position press Ctrl v and the command line will be pasted Now check if the command is not yet used in your existing keyfile Search for the hex code associated with the command s shortcut 0X16 0 in the example above The 0X16 stands for the associated key and the following 0 for the modifier none here 1 is SHIFT 2 is ALT 3is CTRL etc If the code is found in another command the shortcut is already in use You must therefore replace the code section between the command and it s description 100X16000 1 in our example with a value of 1 00XFFFFFFFF 000 1 This will clear the shortcut and you can manually re program a new shortcut later by using the Falcon Setup gt Controllers tab Repeat these steps until all new commands are in your key file Once they are all copied you will want to save the key file to the falcon4 config folder start F4 go to the Controllers Setup screen in F4 Setup and reload your key file Program unassociated commands those where you had to delete the code section to whatever keystrokes your heart desires BEE HOTAS SETUP To allow for maximum realism in HOTAS programming a number of additional keystrokes have been added to simulate proper HOTAS button operations 2 STAGE TRIGGER The original HOTAS trigger is a two detent switch Squeezing the trigger to the first detent Ctrl the key left of the right shift key starts operation of the AVTR if the AVTR switch i
18. home wanadoo nl tcc rnlaf mlu_back html F16 BLOCK 50 52 INFORMATION A A A www f16korea com www fas org www f 16 net EXE VERSION CHANGES SUPERPAK 2 SUPERPAK 3 Tons of new features Hundreds of bugfixes A full history txt will be available from our website in the near future There was simply no time left to catch up with the developers SUPERPAK 1 This is the combined exe eFalcon 1 10 and RP5 It therefore doesn t offer any major new features but many bug and CTD fixes Adaptation of RP5 exe features A GCI Ground Controlled Interception Target detection Target spotting A Pilot s Air to Ground Al Target selection Weapon use Missile evasion Flight path A RWR Radar Warning Receiver Improved RWR information better HARM use A SEAD Escorts regained situational awareness improved situation handling A Air Tasking Order ATO Nighttime tasking enroute waypoints A Integrated Air Defense systems IADS Correct radar mode switching of systems Various A Further improvements to Air to Ground Al Target selection ground awareness Al flight performance improved gt Adjusted ripple spacing gt Improved HTS Better coupling with RWR THE AGREEMENT THE FALCON 4 0 SUPERPAK PROJ ECT Purpose To generate an agreement between G2 Interactive Inc the current license holder of all Falcon 4 intellectual property and the Falcon 4 community of developers which results in G2
19. ownship offset from the center Your aircrafts position is depressed two thirds down the display to dedicate a larger percentage of the display to your forward quadrants The display covers a minimum viewable range of 15 miles and a maximum of 240 miles Three range rings appear in this view and divide the display into four quarters of viewable range rings at 5 miles 10 miles and 15 miles at minimum range DEP is the default mode In Centered CEN mode the display view centers the ownship on the MFD Two range rings appear in this view and divide the display into equal thirds distance rings at 5 miles and 10 miles at minimum range The minimum range is 10 miles and the maximum range is 160 miles in this view This mode can be used as a means to zoom the display slightly since you can get a 10 mile picture FACE INTO OSB 2 DCPL CPL In the default decoupled DCPL mode OSBs 19 and 20 adjust the range displays on the HSD When in Coupled CPL mode the range is not adjustable but follows the range of the radar display For example if the radar range is set to 40 miles the HSD will be set to 40 miles when in CEN mode and 60 miles in DEP made OSB 3 NORM EXP Toggles expanded view modes only if HSD is SOI OSB 5 CNTL When pressed once this button takes the MFD display to the control configuration page In this mode various display options may be set see next page Pressing the CNTL button again returns
20. was sweating Finally loaded the fuel on After separating from the tanker went to close formation Lead called me to the manual uniform channel said 2 and changed channels He said How do you see me said Dark He said Raise your visor it might be better for you when flying at night wonder if there is another pilot who loaded fuel at night with his visor down INSTALLATION ES You MUST install the SuperPAK onto a clean configuration of Falcon 4 1 08us FalconSP_Installer A Make a backup copy of your logbook the lt callsign gt bk file found inside the Falcon4 config folder If needed do also backup the phonebook dat file in the Falcon4 directory There is no need to backup other files Due to the new SP3 database saved campaigns from earlier versions won t work correctly and custom TEs should be re created see p 165 Remove your current version of Falcon 4 using Uninstall from MicroProse Falcon4 in the Start Menu Manually delete the Falcon 4 folder Clear the temp folder and the Recycle Bin Use Start gt Run Program and enter regedit Browse to HKEY_LOCAL MACHINE gt Software gt Microprose if it exists If there is still a Falcon section visible delete it Reboot your PC Install Falcon 4 from your original retail CD ROM Update it to 1 08us the last official patch from MicroProse a 17 MB file found in various places on the web www simhg com www f4freeware net www fru
21. 1 computer xxx xxx xxx Xxx From this list you now must find out your EXTERNAL Internet IP address It shouldn t be that hard to figure out and note it s corresponding HostID this is the number just after ComlPHostIDGet Now type the following in the DOS prompt hostidx exe X substitute X for your HostID and press enter For those that only have one adapter X will be 0 If you have more than one adapter use whichever number corresponds to your external IP address e g hostidx 1 Router Firewall Issues If you have an external router or firewall you most likely need to open up UDP and TCP protocols on some ports to allow Falcon to work through it See your router or firewall documentation on how to open up or forward ports A For JetNet UDP and TCP on ports 7778 27900 27910 and 28900 A For Online Multiplay UDP and TCP on ports 2935 and 2934 A For internal Voice Comms UDP and TCP on 2936 and 2937 unfortunately DirectPlay Voice opens some additional ports while enumerating your TCP devices so this might not work If it doesn t evaluate or use Roger Wilco If you re behind a firewall or a router you may also need to use the ip flag in your command line Using this will explicitly tell Falcon to use a specific IP address If you know you need this right click on your Falcon icon and go to Properties In the target box put ip XXX XXX XXX XXX where xxx xxx xxx xxx IS your external IP address in the field an
22. Battlecom With the new multiplayer code come a number of important changes in the proper procedure to setup and participate in a multiplayer game Very important All online players must have the same setting in the tree display option CONFIGURING BANDWIDTH USAGE It is now a MUST toset your real bandwidth in the User Interface This means that you need to select the bandwidth corresponding to your network upload speed when setting up a connection If you can t find your real bandwidth i e 512 kb use the commandline option bandwidth 512 When you use this option it will overwrite what you selected in the User interface so it doesn t matter what you set there You should always connect with your lowest available bandwidth doesn t matter if host or client Take a pessimistic approach not an optimistic one This means if you have an asymmetric connection like 128 kb upstream and 512 kb downstream you must always set the bandwidth to the lower setting 128 kb For 56k modem users this means using the 33 6 kb setting If you want to setup a Falcon multiplayer game and host an online game it is very important that you have enough bandwidth to support all clients As host you should offer at least 33 6 kb for each client connected to the game e g 128 kb for four players Caution The host is the one who sets up the Campaign or the Tactical Engagement not the one who set 0 0 0 0 in his IP VOICE COMMS Falcon 4 SuperPA
23. FACE INTO TAL aia 146 Navigation ane n 146 EANO a E cauteet at casa aeeaeta names deeaeeeaceatieenaaacannene ae 146 Ta a e Pa E liinda 147 JE INtHaCO lt lt A A AA 148 NS Ot a Ee ee ae Te 148 PUGS Die INO BE 148 Ref 148 Integrated Air Defense System IADS ooonccciccconicnconannnnncnncancancnncnornrnn cananea nene racer 150 Pilot Artificial intelligence AD 151 AIRIGA EE ee 151 Campaign e UE 154 TE r e siener E E EA 154 REMOVINO BUIS EE 155 Campaign TIMINGS a iia 155 Production and SUDPIY Sta ii 156 Hit Rates and Production Rates cccsccsscssecsecseeeseeeeeeseeeseeseesceeseaeseaesneesneeseeeseseeeeeneesaeeas 157 General impact of player performance oococcccinnconnnnccoccnnonncnnnnnnnnnnennnn none 158 EE EE eege Ten EE 159 Other considerationis E 161 A uct e aca cosh dee actean it oats nae 162 EE 162 A AAA PPP A 164 KNOWN ISSUCS a 168 Upgrading from previous versions oocomccccnconnccnnccnccnn cnn encerrar enana eran ranas 169 ES IO e lee VE 170 AVIONES tipa ed 170 Radar Jamming ECM sarral 170 A A A a eaneateeacea 170 THE SUPERPAK MANUAL SERIES You are currently reading Vol 1 of the Falcon 4 SuperPAK manual series the User s Manual In it you will learn to employ and operate the new features found in SuperPAK To enhance your experience and to allow you to take full advantage of this wonderful flight sim additional volumes will be released Currently the following volumes are planned How to
24. Harpoon missile operation N I Bng 15 0 nn HARM page Verify modify HARM threat table data N I HARA TELL zs BB ef EE Ul oC O ee MN ET A ant EAEC MULTI FUNGTION DISPLAY MFD MFD BASICS The Multi Function Displays MFD are two small monitor screens positioned on the front panel of the cockpit They display information about various avionics and aircraft systems As their name implies they can have different functions set by the pilot according to his or her requirements Twenty Option Selection Buttons OSBs surround each MFD Each button on the MFD may have a label shown on the display next to it to indicate its current function The type of function assigned to each button position is generally consistent across all displays and falls into one of the following categories Buttons 1 to 5 C A h affi g T mki 17 at A Usually control the format of the display or its sub modes For example changing the radar mode which changes the appropriate display or changing the position of the HSD are typically controlled by these buttons Buttons 6 to 10 and 16 to 20 Normally concerned with options for a specific mode or sub mode Changing the radar range scan beam width or controlling some aspect of a sub mode such as boresight versus slave targeting mode Buttons 11 and 15 Regardless of mode these special buttons usually are assigned the same function Button 15 is labeled S
25. Num2 Shift Num4 Shift Num6 Shift Num8 Ctrl Alt F3 Ctrl Alt F4 Ctrl Alt F5 SimEWSPGMDec SimEWSPGMInc SimEWSProgDec SimEWSProginc SimEWSRWRPower SimFCCPower SimFCRPower AFDecFlap AFDecLEF AFIncFlap AFIncLEF SimLEFLockSwitch AFFullLEF AFNoLEF AFFullFlap AFNoFlap SimFuelDump SimGPSPower SimCursorEnable SimTriggerFirstDetent SimPinkySwitch SimTriggerSecondDetent SimHUDPower SimRetDn SimRetUp SimICPZERO SimICPTHREE SimICPSIX SimICPEIGHT SimICPNINE SimICPDEDDOWN SimICPCLEAR SimICPDEDSEQ SimICPDEDUP SimICPIFF SimICPLIST SimICPResetDED A EWS PGM Dec EWS PGM Inc EWS Program decrease EWS Program increase EWS RWR Power FCC power switch HSD Fire Control Radar power Flaps Decrease Flaps Decrease LEF Flaps Increase Flaps Increase LEF Flaps Lock LEFs Flaps Set LEF to Full Flaps Set LEF to Null Flaps Set to Full Flaps Set to Null Fuel dump GPS power switch HOTAS Cursor enable HOTAS First Trigger Detent HOTAS Pinky Switch HOTAS Second Trigger Detent HUD Power HUD ManBombRet Down HUD ManBomBRet Up ICP 0 button ICP 3 button ICP 6 button ICP 8 button ICP 9 button ICP DCS switch Down ICP DCS switch Return ICP DCS switch Sequence ICP DCS switch Up ICP IFF button ICP LIST button ICP Warn Reset button Shift z Shift x Shift q Shift w Ctrl Alt F6 Shift Alt F10 Shift Alt F5 Ctrl F11 Alt F11 Ctrl F12 Alt F12 Ctrl 5 Alt F10 Alt F9 Ctrl F10 Ctrl F9 Alt d Shift Alt F6
26. STBY PRI Backup reticle DEPR RET Manual Bombing reticle Velocity Switch Shift Ctrl Alt v GND SPD Ground Speed TAS True Air Speed CAS Calibrated Air speed Altitude Switch Shift Ctrl Alt a ALT RADAR Radar Altitude Above Ground Level AGL BARO Mean Altitude Above Sea Level MSL AUTO Radar altitude while below 1500 fe et AGL MSL when higher than 1500 feet AGL Brightness Control Switch Shift Ctrl Alt b DAY Full brightness AUTO Auto brightness NIGHT Half brightness RADAR ALTIMETER DISPLAY The HUD symbology has been changed to match the RALT changes The altitude is displayed rounded to the nearest tens of feet 571 becomes 570 An AR or R is displayed below the altitude tape depending on the position of the altitude scales switch This reflects radar altitude when the Radar Altimeter has been turned on Below the altitude readout is the low altitude alarm ALOW setting Should the aircraft descend below the ALOW setting the AL readout starts flashing If the landing gear is retracted Bitchin Betty will call out Altitude Altitude With the gear extended the readout still flashes but without the cockpit voice warning The RALT readout box will flash if the Radar Altimeter fails MANUAL BOMBING MODE In a situation where the FCC has become inoperable due to damage switching to the manual bomb delivery reticle may be a viable option to complete an Air to Ground attack The standby ret
27. Shift n Ctrl Alt v Alt Shift Alt F2 Ctrl Ctrl Ctrl Num Ctrl Num3 Ctrl Num6 Ctrl Num8 Ctrl Num9 Ctrl PgDn Ctrl Insert Ctrl Home Ctrl PgUp Ctrl Num7 Ctrl Num8 Ctrl End SimHUDBrightnessUp TimeAcceleratelnc SimincAirSource SimincFuelSwitch SimincFuelPump SimTISLPower SimLeftHptPower SimExtlAntiColl SimExtiPower SimExtlSteady SimExtlWing SimMallndLights SimMAPPower SimMFDPower SimFuelDoorToggle OTWStepPadlockAA OTWStepPadlockAG SimRangeKnobDown SimRangeKnobUp SimRFSwitch AFAlternateGearReset AFResetTrim SimWarnReset SimRightHptPower AFRudderTrimLeft AFRudderTrimRight OTWToggleAeroDisplay SimSMSPower SimStepComm1VolumeDown SimStepComm1VolumeUp SimStepComm2VolumeDown SimStepComm2VolumeUp SimStepMissileVolumeDown SimStepMissileVolumeUp SimStepThreatVolumeDown SimStep ThreatVolumeUp SimJfsStart EE Increase HUD brightness Increase time acceleration Increment the air source switch Increment the fuel display switch Increment the fuel pump switch Laser power Left Hardpoint power Lights Extl Anti Coll Lights Extl Power Lights Extl Steady Lights Extl Wing Lights Test MAP power MFD power switch Open Close the refueling door Padlock prev next AA Padlock prev next AG Radar Range Knob Down Radar Range Knob Up Radar RF Inhibit Reset alternate gear to retract a manually deployed gear Reset trim to default Reset warn Right Hardpoint power Rudder tri
28. Voice Server If you want to host large multiplayer games with more than a few players it is a good idea to set up a separate voice server Use the voiceserver exe to setup a dedicated voice host This host will use mixing techniques to reduce bandwidth load to the clients to max 3 2 kb no matter how many players To use a voiceserver the clients need to point to the host s IP address by setting the g_stvoicehostip variable in the config file i e set g_stvoicehostip 130 123 33 23 A mixing server requires some CPU power so it s not recommended to run the voiceserver exe while playing Falcon on the same computer In this case just run Falcon normally the Falcon built in host will act as a forwarding server which doesn t require that much CPU power TECHNICAL BACKGROUND MP code background With the new MP code position updates are sent in a client server C S manner and not peer to peer P2P anymore The host now sends all updates about all the objects and keeps one unified reality while previously all information was shared and each client kept his own reality This seriously cuts down client bandwidth use and makes MP more fluid and less laggy The disadvantage Is that the host now needs more bandwidth than in the old code There are also still problems with MP not related to the position updates Old bugs such as non synchronizing clocks in the Ul and no time acceleration when people commit are unfortunately s
29. a the statistical battle world The same principle applies for air to ground missiles The only difference is that ground vehicles have no defensive bonus Because of this hit probabilities against ground targets were too high Setting the variable CampBugFixes to 1 in your falcon4 aii under the header Campaign will SA A eliminate the aircraft specific bonus against ground targets The same variable also make guns against ground targets less effective these guns were heavily overmodeled because hit probabilities were calculated according to the method described above for each shell ignoring the fact that these are not independent events In the original Falcon 4 1 08us calculated hit probabilities were divided by 6 for air to air engagements and by a factor of 3 for air to ground attacks This was necessary because otherwise loss rates would have been much too high and both teams would have lost nearly all their aircraft after only a few campaign hours The reasons for this are very high and unrealistic sortie rates a much too aggressive Al compared to reality and over modeled detection capabilities The sortie rates can be adjusted by the variable gq npercentage_available_aircraft in the falconsp cfg file New correction factors for hit probabilities were also required and changed from 6 and 3to 3 5 and 1 5 If it appears that these values are too high or too low they can be adjusted by the two variables 2DHitChanceA
30. accumulators are discharged one JFS start attempt they must be recharged before another attempt can be made Running the engine at greater than 12 RPM about one minute is enough to charge the accumulators WAR STORY If you discharge the JFS accumulators on the ground and the JFS fails to start for any reason like you had the switches wrong the normal method for a restart is to get the crew chief to pump up the hydraulic reservoir by hand This is done through an external port As this procedure is time consuming and takes several hundred pumps to achieve you end up with one sweaty and annoyed crew chief You will probably be late for your take off slot too It is not especially recommended as a method to win the heart of your crew chief or the respect of your fellow pilots tapping their feet in their jets It will probably also cost you a case or two of beer In the air your options are more limited Power to move the control surfaces and other parts is supplied through the A and B hydraulic systems These are pressurized from pumps driven by the main engine When all other systems fail and the aircraft is in the air the Emergency Power Unit EPU starts up automatically The EPU has ten 10 minutes of fuel total When the engine is offline the secondary hydraulic system Hydraulic B fails The primary hydraulic system Hydraulic A fails when the EPU shuts down None of the aircraft control surfaces function wh
31. air tasking manager uses fuel rate calculations for generating missions and weapon loadouts more auxiliary fuel tanks will therefore be carried Tanker availability is now of higher importance too A New terrain masking capabilities and improved realistic detection algorithms influence the success of strike missions A New types of airplanes could have a strong impact also because one of the big weaknesses of North Korean s air force is the lack of a real air to ground capable fighter A further aspect is airbase relocation You can now determine the time it takes to make the relocated squadron flight ready The relevant variable is g_nRelocationWait in the falconsp cfg file The default value is 3 Helicopter squadrons are ready more rapidly the default value divided by three one hour by default and are now relocated even if the air army base is destroyed A new feature is the capability to easily change campaign priorities before the air task manager creates missions The campaign priority window appears when a new campaign is started and the clock is stopped This allows you to preset your campaign priorities to influence the type of missions that are generated by the computer After closing the priority window click on the OK button to start the campaign REMAINING ISSUES Blue superpower Selecting the new campaign changes available since SuperPAK 2 makes it easier to win the war from the blue side T
32. close quarters lt 5miles A FOX3 MEDIUM Firing medium range shot 5 15miles A FOX3 LONG Firing long range shot gt 15miles A PITBULL The AIM 120 is now active and autonomous The AIM 120 may now be selected while in Dogfight override master mode by using OSB 6 The AIM 120 MFD page includes OSBs for activating telemetry TM and missile data link channel selection ID Telemetry OSB 18 is a test setting and has no modeled function The missile data link channel selection channels 1 4 toggled by OSB 17 is used to deconflict multiple AMRAAM launches Although channels can be cycled the full function is not modeled o Y NCN a NOTES Chapter Comms Multiplayer NEW RADIO COMMANDS COMMAND DESCRIPTION CHANGE Tower Commands Abort Approach am aborting this approach New command for SP2 Inbound Request Landing Declaring An Emergency and Abort Approach are only available when the player s aircraft is airborne Request Taxi is only available on the ground AWACS Commands Request Help Send assistance from nearby Now receives a response and flights if available action from AWACS in SP2 Request Rescue Chopper Request rescue chopper Speech activated for SP2 Vector To Carrier Group Vector to Carrier Group New command for SP2 Declare Declare the aircraft type of a Improved for SP3 radar contact Only works if successfully identified by GCI If you have selected AWACS Require
33. deployment press Shift D a second time A The F 16C does NOT have a drag chute A The drag chute will tear off if deployed above 170 knots PYLON AND STORE DRAG VALUES After the new wings and engines were added some performance problems appeared for aircraft when loaded with pylons and stores The FM team discovered that the drag values for pylons and stores were set too high and therefore incorrect Some examples 10812 Drag Value SP Drag Value AIM 9M 0 0012 0 0007 AA 10C 0 0048 0 0010 CBU 52 0 0048 0 0014 330 Gal Tank 0 0084 0 0019 Weapon Rack TER 0 0069 0 0017 While small values like these may not seem like very much when added together on a typical loadout the resulting drag differential is dramatic Using the figures above on a typical loadout of four AIM 9M missiles six CBU 52 cluster munitions and one 330 gallon centerline tank the original 108i2 values give 0 0558 of extra drag The new SP values give 0 0165 a 0 0393 reduction in drag To put this in perspective the drag coefficient for the entire F 15C at zero AOA Mach 0 2 is 0 0215 Through the help of a team member involved in aircraft simulation and through Daniel Raymer s book new drag values were determined for all pylons and stores The end result is that aircraft with stores can come as close as 0 1 Mach to their performance charts for matching drag indexes FUEL VALUES FOR CAMPAIGN UNITS To take into account the new engines and fuel flo
34. in supported mode OSB 12 lt mode 1 gt Direct access mode TFR on this screen OSB 13 lt mode 2 gt Direct access mode HSD on this screen OSB 14 lt mode 3 gt Direct access mode TEST on this screen OSB 15 SWAP Swap left and right MFD displays OSB 16 ECCM Emission Control Mode NI OSB 17 WX Weather mode settings rainy or clear conditions N I OSB 18 STBY Standby mode OSB 19 LPI Low probability of intercept mode TFR only scans forward and less often OSB 20 NORM Selects normal mode If you are flying another plane than the F 16 and the TFR won t engage it may be because the selected airplane doesn t feature TFR Due to code limitations it was unfortunately not possible to remove the TFR page from these aircraft EE TARGETING POD TGP PAGE This page shows the FLIR image from the targeting pod OSB 3 Select field of view FOV OSB 6 Select display polarity N I WEAPON WPN PAGE Displays images from weapons with a seeker head such as the AGM 65 Maverick When selected a black screen is shown first You must then uncage u the missile to remove the missile s seeker lens cover and display the image OSB 3_ Select field of view FOV OSB 20 Select SLAVE BORE mode FORWARD LOOKING INFRARED FLIR PAGE Only partially implemented it displays the Forward Looking InfraRed sensor parameters The FLIR page allows some adjustment of the FLIR image so it can be aligned with the real world when the FLIR is
35. my unlucky day said to myself with a smiling face while checked off the checklist items Coming down to 10 000 feet started to fly on instrument because of the IMC The RIGHT FIRE light blinked once said Oh no was so full of adrenaline knew must calm down It blinked again and stared God no you have got to be kidding me began to lose my self confidence Had misjudged the fire light and shut down wrong engine No it can t be said to myself started to pull the right throttle back The light turned off at 85 RPM On single engine with limited thrust glided down to the runway I landed with no problem but without the utility hydraulics Phew a good day after all thought After inspection it turned it out that the light circuit had a problem The FIRE lights were false Some people thought it was funny almost bailed out never got the joke Chapter Weapons em mm mmm emmer E WEAPON SYSTEMS GUN The EEGS display levels have been further expanded to reflect increased realism A The funnel disappears when firing and reappears shortly after firing stops A Ifthe SCOR button on the MFD is enabled FEDS bullet markers replace the funnel while firing only if no target is locked and the Master Arm switch is set to either to SIM or ARM A Ifatarget is locked a level V director piper appears giving a true death dot ina stabilized situation against a target on a predic
36. nice and high around 30 000ft so that shutting down the engine would leave plenty of room to try restarts and other procedures Throttle to idle Idle detent selected The engine spools down nicely to about 7 A quick check of the gauges shows EPU fuel slowly decreasing Hydraulic B system down Hydraulic A working Everything is looking good Now to test a few other things Deploy the landing gear a quick check before hand that we are less than 300knots good Gear fails to deploy check That is correct the B system is down So switch to Alternate Gear select The gear drops correctly and won t retract Ok the test is over time to get back set Throttle to Idle engage the JFS hear the sound of the accumulators discharging but the RPM remain static Hmmm what went wrong Speeds ok but the Altimeter is reading 26 000ft Damn that s the problem OK but at 26 000ft might be able to dive and recharge the accumulators However if do that I m going to be traveling at 400 knots which will wreck the landing gear which can t retract OK I m now officially screwed need the engine to retract the gear but can t start the engine without breaking the gear A dead stick landing is the only option left This is not going to look good on my record START UP SEQUENCE When you select to start from the hanger by clicking RAMP start in the mission loader screen the game will start with the F 16 in its
37. of the throttle Touch down with 10 12 AOA at 55 60 kts ROLL RATES The roll rates on many aircraft are revised to reflect the various classes of aircraft For fighters there was some roll rate data available on the F 16 F 15 and F 22 aircraft These values helped define how the roll rate charts should look The numbers were then made into a template and used to fit other fighter aircraft where no data was present Fighters The average fighter roll rate in SP is 300 dps at Mach 0 6 Some aircraft figures are higher and some are lower depending on data provided or a good generic figure The figure is based on a test pilot s recommendation and in agreement with the other pilots in the SP group and the testing community Attack Fighter Bomber In the absence of hard data attack fighter bomber type aircraft were given roll rates anywhere between 120 220 dps depending on the aircraft Cargo Heavy Bombers For the heavy aircraft like the KC 10 KC 135 B 52 and others the F4UT had access to some real life pilots of heavy aircraft for the military and civilian world These pilots gave input and helped adjust the roll rates until satisfactory performance was reflected in the simulation The typical heavy aircraft is set to 60 dps max at Mach 0 6 It is important to realize that roll rates decrease as angle of attack increases and as speed decreases When a fighter aircraft starts to pull near 20 angle of attack there is a noticea
38. only jumping to the closest target not to a random one Real pod would track based on contrast In Falcon 4 tracking is based on range A The laser will only fire if armed LASER ARM switch It keeps firing until 4 sec after impact OVRD OSB 4 inhibits the laser from firing A Ifthe laser hasn t been fired manually 1 trigger detent and a bomb is in the air the laser will automatically fire at the target using the LASER ST TIME entered on the UFC MISC page 5 if the calculated impact time is greater than the entered time LASER ST TIME can be 176 seconds at maximum Using manual lasing overrides this setting the laser will not lase automatically anymore during this bomb drop A Laser status displayed Steady L means laser armed flashing L means Laser is firing A Time to Impact displayed A Laser and passive ranging added The TGP image shows the range to target When the laser is firing an L is displayed in front of the readout Without the laser firing a T is displayed meaning that the range value is coming from the targeting pod itself A RALT readout is displayed if enabled A TMS Left toggles display polarity between BHOT and WHOT NI LASER GUIDED BOMBS The major changes to the use of Guided Bomb Units GBUs relates to the changes in the TGP usage as described above In addition the following features are new in SuperPAK A GBUs now have normal parameters just ordinary bombs They can be rippled or d
39. powered off cold state The jet therefore needs to have a full preflight sequence before being ready to take off Currently twelve 12 minutes are allowed to preflight the aircraft start the engine and taxi to the runway The Al aircraft and players using Combat AP will do this automatically Check out Training Mission SP01 Ramp Start engine startup for a complete walk through There is also an appropriate check list included at the end of the manual When you start at the ramp and hear the jet power up without having touched anything yet you are probably hearing your wingman s engine They are very keen to get started and light up as soon as they can lt may be your own jet if you selected Combat Autopilot in which case it will preflight your jet for you ELECTRICAL SYSTEMS The F 16 has several electrical systems and generators The main sources of electrical power are in rough preference of use A Mam Generator A Standby Generator A Emergency Power Unit EPU A Battery The main generator is powered by the engine and is sufficient to power all the aircrafts systems The standby generator is powered by the main engine and has adequate output to power most of the essential systems The emergency power unit is an independent system that can provide power in the absence of the main generators The batteries provide minimal power to certain systems only Attached to each generator is a power bus which is designed to allow degr
40. shortcuts to your existing keyboard mapping You can find all the new commands available in SuperPAK in the aforementioned keystrokes key file To add these shortcuts to your existing key file copy the shortcuts line per line each command takes one line from the new keystrokes key to your old key file by using a text editor After pasting the new commands into your key file you will need to start Falcon 4 0 and use the key remapper in the controller setup of Falcon to program the keys to the new commands There have been reports that sometimes Falcon 4 0 will scramble the keyfile if you try to program the keys in the key programmer The safest thing to do when making modifications to the keystrokes key file is to always save as and rename the file after modifying it The steps are as follows 1 Make a backup of your current key file located in the falcon4 config folder Open your current key file with Notepad Open the new SuperPAK keystrokes key file with Notepad and highlight the first new command line Copy it to the clipboard Ctrl c All commands consist of ONE line Example SimToggleMissileCage 1 0 0X16 0 0 0 1 Wpn Sidewinder Cage Uncage Switch to your original key file and using the names between the of the line NOT the beginning of the line determine the alphabetical order to insert the command line into Use your mouse to select the beginning of the line you want to insert at in your key file With the
41. soon as the INS is useable after 90 seconds When the INS is fully aligned after about 8 minutes this RDY indicator will flash A The timer on the INS DED page will count on after 8 minutes but status won t go below 10 A _ f coordinates are entered in the DED after 2 minutes of alignment alignment starts anew A Should you have a total power loss in flight or switch the INS to OFF turn the INS knob to IN FLT ALIGN The INS will then use GPS information to re align itself OTHER SWITCHES AVIONICS POWER The main power switch on the left console needs to be set to BATT for engine startup and to MAIN PWR when the engine is running CTRL ALT F1 F2 The other power switches are on the right side panels FCC SMS MFD UFC MAP DL GPS INS FCR LEFT RIGHT HDPT SHIFT ALT F6 F12 Fire Control Computer HSD display on the MFD Stores Management System Main MFD Up Front Controls DED and ICP Unknown N I Data link required to datalink wingman positional data and JSTAR updates GPS power Inertial Navigation System Inflight Aligned NAV Ramp Aligning ALIGN NORM Fire Control Radar powers up the radar systems SHIFT ALT F5 Powers the fuselage hardpoints normally targeting or navigation pods SHIFT ALT F3 F4 RADAR ALTIMETER RALT This is a three position power switch Positions are OFF STANDBY and ON Only the ON position provides A LOW warnings The altimeter takes time t
42. switched on Field of Vision and pitch reference lines may currently be changed The FLIR image can also be displayed on the HUD Shift h FLIGHT CONTROL SYSTEM FLCS PAGE Displays the status of the Fly by Wire system N T DATA TERMINAL ENTRY DTE PAGE e Krise Data cartridge loading page NI APG 68 RADAR SYSTEM The radar MFDs have been improved to reflect improved realism and enhancements to the HUD and the Non Cooperative Target Recognition AIR TO AIR RADAR MODES Long Range Scan LRS The LRS mode is functionally identical to the RWS mode It is however designed to operate in the 80 160nm range and is intended to detect large objects at distant ranges The LRS mode is also slower than the RWS mode and increases your chances of being detected by enemy radar warning receivers The real use of LRS is to detect enemy strategic bombers when flying DCA or BARCAP missions Using LRS alerts you to their approach at a much longer range allowing you to plan the intercept early on As LRS only detects large planes it can also be used to find and attack enemy early warning aircraft AWACS transporters and other support aircraft Range While Search RWS When using the AIM 120 some of the major HUD elements are now also displayed in the FCR This includes the Allowable Steering Error Cue ASEC the Dynamic Launch Zone DLZ brackets and the LOSE cue The above pictures show from left to right the display c
43. the ATT FPM switch from OFF to FPM D Turn on the HUD using the SYM knob press multiple times to increase brightness gt SS S D Observe the INS status in the DED The first line shows status and remaining time starting at 0 0 99 It will be fully aligned when the status reaches 10 0 E Check that no flags are shown anymore on the ADI VVI or AOA displays A Check that trim is reset B Adjust audio volumes for COMM1 COMM2 MSL and THREAT audio C Power the EWS Set THREAT WARN AUX EWS PWR EWS JMR EWS CHAFF EWS FLARES to ON Then switch EWS MODE to MAN Arm the ejection seat gt gt SS G Once INS is fully aligned enable it by switching to NAV on the avionics power panel F Set RDR ALT to ON C Switch the landing lights ON and the PARKING BRAKE to OFF D Enable Nose Wheel Steering NWS to taxi Shift the key left of the right Shift You re ready to go Just wait for your take off time the tower will call you You can check the current time by pressing the 6 TIME button on the UFC d Sr gt gt E CONAN MISSION SP10 INSTRUMENT LANDING Now for a REAL instrument landing Use the instructions from the original Falcon 4 0 training mission 10 to learn the basics of instrument landing Then come back and select our version of this training mission You ll find yourself in the middle of a rainstorm with very limited visibility Watch your instruments and do not rely
44. the new community team will be allowed to finalize their current release but will close down operations shortly thereafter at least 30 days notice will be granted prior to final release And no less than 90 days will be assured from the time of the projects inception So a total of 120 days minimum is guaranteed for this SuperPAK project It should be at G2 s sole discretion to grant any continued development or additional time from that point on During the finite life soan of the newly formed Falcon4 Unified Team F4UT has the right to also continue development on all tools that may require the use of F4 source code in their development such as TacEdit and F4Browse as examples Even beyond the aforementioned 120 day minimum development time G2 will permit no less than 60 additional days for the sole purpose of fixing bugs in any feature already approved and already functioning in the executable portion of the F4SuperPAK This automatically includes all Crashes to Desktop CTDs and any other bugs that may exist in otherwise implemented and approved features The F4UT The SuperPAK team respects that this is not a loophole for continued development of features that did not get implemented prior to the closure of programming once the aforementioned 30 days notice was complete These 60 days do however begin after the end of the 30 day notice period The new team will not attempt to develop aircraft or scenarios that might be in comp
45. throttle so the FPM is located on the end of the carrier s deck Once within several hundred feet of the end of the carrier deck increase the throttle and or pull back slightly to move your FPM to the middle of the carrier s deck Keep in mind that the heavy duty landing gear typically found on carrier aircraft is not modeled so set down gently Mission accomplished 146 E IN AIR REFUELING In previous Falcon versions the tanker used to fly straight and level after it received a request for fuel therefore flying deep into enemy territory or far away from the FLOT and away from the action Luckily this changes with SuperPAK 3 First of all the tanker will now set up a 60x25nm track pattern for jet aircraft and a 40x20nm pattern for turboprops each aircraft can be defined to have its own track pattern size refueling altitude and speed along the FLOT Turns will be smooth with a low turn rate so you can stay connected to the refueling boom while the tanker turns In fact Al aircraft will now stay connected to the boom during the turn In addition a few miles before the tanker begins a turn it will warn you accordingly by radio so be prepared The tanker operator will say Heads up tanker is entering turn As shown on the right picture the tanker searches the closest FLOT object when an aircraft is asking for fuel and sets up a e current tanker posit track pattern to keep near the FLOT closest frontline objec
46. to have one pair notch right and one pair notch left that way forcing the enemy to choose which pair to engage or to split up If the enemy chooses a pair he will also sandwich himself as the targeted spiked element will start dragging and the untargeted element will do a hot pursuit The other tactics coded include lead trail altitude stacks beam deploys narrow and wide azimuth splits and some other unnamed fancy maneuvers profiles The skill level and the flights mission type determine how smart the Al reacts and how forced they are to keep moving forward Available Tactics The tactical profiles used by the Air to Air Al are based on the following determinators A Timing i e notch for 20 sec A Spike inventory who is spiked and how often in the flight A Hot nose inventory who in the flight is hot nosed and how often by their target A Targeted inventory who in the flight is targeting a target A Supporting a missile The maneuvers available to the Al to execute his tactics are based on individual steps The determinators mentioned above are used to determine what steps to execute E g Step 1 pump for 20 seconds Step 2 notch for 20 seconds go back to Step 1 and so on The following maneuvers are available for the Al pilots BvrFollowWaypoints BvrFlyFormation BvrSingleSideOffset BvrPince BvrPursuit BvrPump BvrCrank BvrCrankRight BvrCrankLeft BvrNotch in the shortest direction BvrNotchRight BvrNotchRigh
47. to the functions of the corresponding button Override modes are a toggle function Return to the previous mode by pressing the same Override button a second time The RESET function is a special Override mode that brings up the Communication Navigation Identification CNI page from any mode or display combination It is accessed using the Data Command Switch DCS ICP FUNCTIONS AND USAGE The numbered keypad numbers 0 9 are the Secondary buttons They are labeled with a four letter abbreviation if they directly access a subpage They are used as a normal numeric keypad for data entry on subpages with data entry options Scratchpad Two asterisks surround the data entry section ofthe DED known as the Scratchpad Wherever you see two asterisks you re allowed to make manual input using the Secondary buttons there are a few exceptions To change a value such as the TACAN channel for example access the appropriate page such as the T ILS page and type in your new channel You ll notice that the text between the asterisks will be drawn with light text on a dark background when starting to input data After pushing the Enter button ENTR the input is checked for validity If valid the system will use the new settings and clear the Scratchpad lf the input is not valid entering a nonexistent TACAN channel the DED will flash Your input is not set until ENTR is pressed Data Command Switch DCS The Data Command Switch DCS is t
48. use the new features of SuperPAK Vol 2 Technical Reference In depth technical information for experienced users and SuperPAK developers Air to Air Tactics Overview over the available Al tactics Vol 4 Korea Theatre Background of the current theatre and campaign Balkans Theatre The first fully featured theatre for SuperPAK CHAPTER SUMMARIES To help you understand the various new features and realism enhancements found in SuperPAK this User s Manual has been split into a number of chapters A The Welcome chapter introduces you to the Falcon 4 SuperPAK project A A A A A A A A A A In Install and Configure you ll learn everything on how to get SuperPAK running Training Missions help you in getting up to date on some major features of SP3 The Avionics section covers the various enhancements made to the avionics suite Learn more about the engine and take care of over G in the Airframe and Engine chapter Take care when flying the Flight Models are now much more realistic Some of the mainWeapons have been vastly improved GBUs Mavericks AIM 120 Get connected Major enhancements were made to Comms and Multiplayer You are not alone documents changes to the IADS the pilot Al and the campaign engine A number of Special Features greatly add to the new experience found in SuperPAK The Appendix includes various non essential tidbits about the SuperPAK Chapter Welcome MB NEEO NLU INTRODUCTION
49. visual targeting Missile starts in Boresight Radar is in AGR Predesignate the seeker position indicator is a square Postdesignate the seeker position indicator is a circle A BORE is the same as VIS AGM 154 J SOW The AGM 154 Joint Standoff Weapon is a highly lethal low cost glide weapon with standoff capabilities between 15 low altitude launch and 40 nautical miles high altitude launch The JSOW can be used against a variety of land and sea targets and operates from ranges outside enemy point defenses It is a launch and leave weapon that employs a coupled Global Positioning System GPS Inertial Navigation System INS combination and is capable of day night and adverse weather operations The JSOW uses inertial and global positioning system for midcourse navigation and imaging infra red and datalink for terminal homing In SuperPAK 3 the AGM 154 is operated exactly like the AGM 65 Maverick Check out the tutorial on p 42 MISSION SP24 AGM 65 MAVERICK MISSILE for in depth training A After selecting the missile in the SMS power it up A Then switch to the WPN page on the MFD and uncage the missile to get the view on target A Now slew the radar cursor onto the target area on the FCR page and lock it This activates the WPN page where you can fine tune your target selection A Lock the target and pickle the missile Check out the included TE SP24 JSOW for a first hand experience with the AGM 154A
50. you find that your frames per second FPS in the game drop below 10 15 FPS Ctrl z r lower the following settings A Terrain Texture and Terrain Detail A Object Detail if set below 5 you won t be able to see your wings from inside the cockpit A Special Effects A Canopy Cues enabling Reflections causes a large decrease in FPS on low end systems AVIONICS SETUP SIMULATION TAB A To get the ultimate cockpit realism you need to activate SuperPAK s new avionics Do this by selecting Realistic avionics in the Setup Simulation tab A Tocontinue using the classic 1 08 realistic avionics suite select Enhanced mode The other settings are unchanged They both offer only very basic modes of radar operation and can be used by beginners during the first few hours of flying Easy full 360 radar coverage Simplified only front radar coverage KEYBOARD SETUP CONTROLLERS TAB If you didn t use the standard keystrokes key file for your Controllers Keyboard setup in earlier Falcon 4 versions you must activate the new keystrokes file See next chapter A A NEW KEYBOARD COMMANDS Since the last official Falcon 4 release 1 08 a number of additional keystrokes were added to the game In SuperPAK 3 the following new commands are included Separate Keyboard Map and Keystroke Quick Reference PDFs are in your Falcon4 docs folder AFAIleronTrimLeft AFAileronTrimRight SimRightAPSwitch SimLeftAPSwitch SimAVTRSwit
51. you to the base page OSB 7 FRZ This button freezes the HSD at the current world position and orientation of the ownship see picture below The aircraft now moves with the world position fixed on the MFD ownship is free to fly around and off the HSD instead of the world moving with reference to the aircraft Pressing the FRZ button again unfreezes the HSD s world position OSB 19 Down symbol Pressing this button decreases the current HSD view range No symbol is drawn if the mode does not allow range modification or if the range is already at minimum OSB 20 Up symbol This button increases the current HSD range view No symbol is drawn if the mode does not allow range modification or if the range is already at maximum HSD Mode 2 Control Page The Control page accesses the configuration ofthe HSD The buttons are highlighted when their function is available or active RINGS toggled on OSB 10 is shown below right OSB 1 FCR Displays the ghost radar cursors and the radar scan volume of the Fire Control Radar FCR OSB 2 PRE Displays preplanned targets SEAD targets include range rings OSB 3 AIFF Display IFF responses from other aircraft showing friendly and unknown targets OSB 5 CNTL Exits Control mode OSB 6 9 LINE1 4 Toggles line drawings 1 4 on the display currently FLOT FEBA Line 1 is the only line drawing OSB 10 RINGS Toggles the display of the range rings OSB 11 DCLT Declutter display
52. 2 gt Direct access mode BLANK on this screen OSB 14 lt mode 3 gt Direct access mode TEST on this screen OSB 15 SWAP Swap left and right MFD displays OSB 17 Set radar bar scans OSB 18 Set radar scan azimuth OSB 19 Decrease range scale OSB 20 Increase range scale CCAA EA The Declutter DCLT button works in both A A and A G modes Decluttering removes much of the text and some of the less critical symbols to allow concentration on the main picture Many OSB button labels are removed in this mode but the buttons still function Pressing DCLT again restores the display The A A and A G modes have individual decluttered states that are retained in computer memory as long as the FCC is powered The real F 16 has a menu to select symbols and labels to be removed when declutter is toggled This functionality is not present Control CTRL Page Pressing OSB 5 on the FCR MFD pages accesses the FCR Control page This allows fine tuning of the radar parameters The current radar display is overlaid with the control options in positions 6 10 and 16 20 They are OSB 6 CHAN Radar channel in use cycle four possible channels OSB 18 TGT HIS Number of target histories shown selecting a lower number of target histories will show fewer low intensity returns in A A radar modes cycle 1 to 4 histories OSB 20 MTR HIGH Moving target recognition Toggles target minimum speed processed and recognized by the system Low and High speeds may b
53. 2 in the falconsp cfg file it will take twelve hours before a player s rating is reduced because of non flying The default value is two hours CAMPAIGN TIMINGS We have introduced two new configuration variables that enable the control of important timing aspects for the actions in the campaign These variables are ActionRate and ActionTimeOut and are located in the falcon4 aii file ActionTimeOutcontrols the maximum time in hours an offensive action can last The default value is 24 hours ActionRate controls the minimum time a campaign action lasts be it defensive consolidation minor or major offensive The default value is 8 hours A more rapid change of the campaign status will result if these variables are changed to ActionRate 2 ActionTimeOut 12 in the falcon4 aii file under the Campaign header This will lead to shorter offensive and consolidation actions and will give you a more colorful campaign PRODUCTION AND SUPPLY SYSTEM The supply system in Falcon 4 is very sophisticated The production of replacement equipment and supplies is based on the number of factories and their capacity set in the data rate The production of fuel is based on the number and capacity of refineries The more factories a team has and the better their production rates the bigger the stream of supplies and replacements a team has available Power stations will affect production as well when th
54. 4 0 original avionics The changes to the different subsystems are documented on the following pages They include 1 The Integrated Control Panel ICP with it s Data Entry Display DED This is the primary interface to configure the Fire Control Computer FCC 2 The Multi Function Displays MFD are two small monitor screens positioned on the front panel of the cockpit They display information about various avionics and aircraft systems The Heads Up Display HUD projecting vital information directly onto the windshield The APG 68 Radar System the eyes and ears of the F 16 The Autopilot an important navigation aid et a i The Electronic Warfare System supporting and automating countermeasure operations such as jammer activation or chaff and flare deployment The Fault and Warning System giving the pilot a quick overview of the current jet status 8 Various switches around the cockpit supporting special functions and additional features INTEGRATED CONTROL PANEL IGP The Integrated Control Panel ICP is the primary interface to the aircraft s systems The Data Entry Display DED tracks system status Fire Control Computer FCC settings and facilitates data entry The side consoles are back up systems in the event the ICP fails BACKUP SWITCH In the event of a primary system failure the BACKUP switch on the AUX COMM panel is used to divert control from the ICP to backup controls When switche
55. 4a Gaylon Laidback Johnson 16th Tim Gallium Bates 16th Fred Ironballz Evans 16th Tony Buckbros M 16th Colin Bluestar Carroll 16th K W Raptor Reid 185th Cheapo Michael Loophole Barnes Woody Alexander Dulex Lutz David Belgian Tiger 6 De Wit eapint Exo Michael Glass Etienne Labuschagne Kostas Kefalas Typhoon Crossup charlie erik mack46 Smokin Bob Erik Booster Odemark 87th Tanguy Darkmerlin Perera A Ahrling Erik Toran Pollmann Marco Shark Glombitza Peter Eagle Madel Magnus ctrl Sandavist Dennis Ripcut G Harald Boots Renner A G Esthant Monteski Esc 111 luke3nt Mike Mitch Houghton Pete A Howard tm2 Shane amoeba Warta John Panther Finch Jeff Ghost Clemmons Rob Vexx Yurystowski Jingle 6 extrascorp Glenn Sleepdoc Kletzky Maurizio Jester Massasso Ed Taco210 Exley Rob Cee F4 Clark Multiplayer Beta Testing The over 50 online pilots from the AMVI Freebirds 16 87 185 388 and 404 Virtual Fighter squadrons Greg Pony Herbert for offering his 24h online server Special thanks to the Hellenic Air Force Pilots BL 50 52 Special thanks to Jane s Information Group Jane s FA 18 Jane s F 15 Thanks to the pilots operational and retired who told us what we could ask and gave us detailed information on what they could Thanks and apologies to the SuperPAK widows our beloved wifes and girlfriends who had to spend many a
56. Campaign mission The Server is NOT the person who puts their IP address or the popular 0 0 0 0 IP in the UI and has others connect to him So the person with the fastest online connection that you want to be the Server must also host the mission It doesn t really matter much who hosts the connection since the person hosting the mission will automatically be the Server and all others will be Clients About voice comms If you use the built in voice comms in SuperPAK note that due to MS DirectX features the voice server host is the connection host person who puts in their own IP address in the Ul and NOT the person hosting the mission This does not apply if you use Roger Wilco or other voicecomms and have disabled the built in comms Also note that the voice comm server does NOT work from behind routers and NAT This is a limitation of MS DirectX Direct Voice so the voice comm server must be directly on the Internet and can not be a client behind a router Configuring Falcon 4 SuperPAK Make sure that EVERYONE has consistent Falcon 4 SuperPAK configurations and F4Patch settings if applicable It is especially useful to ensure that everyone has built in voice comms either ON or OFF Likewise all users should have JetNet Uplink either ON or OFF Lots of other options especially Trees otherwise clients may see incorrect objects are also significant and need to be kept consistent between all online MP users Starting a
57. Guard Other team members will hear even though there is no radio set on guard A Broadcast Everybody connected to the server doesn t matter if in 3D or User Interface A Tower Others who have the same takeoff base and at least one radio set to tower To change frequency select COM1 or COM2 from the ICP Then use Alt z to switch channels FLY ANY PLANE IN MP DOGFIGHT The Dogfight module now allows for every online player to fly whatever aircraft is available If four online players want to fly 2 F 15s vs 2 MIG 29s or any combination this is now possible In order for this to work correctly the following procedure must be followed Note The host alone must make all the changes listed below If any client does this it will not work and the client or host may CTD The host is the person who started the Dogfight module from the COMMS lobby To fly any aircraft in Dogfight the host must 1 Follow the normal procedures for connection setup and entering Dogfight module 2 When inthe Dogfight lobby with each player on the proper team right click on a player s aircraft This displays this player s dogfight menu 3 On the player s dogfight menu navigate down Change Aircraft to the desired aircraft 4 When the cursor is over the desired aircraft left click the aircraft The dogfight menu will close and the aircraft icon will change to the selected aircraft A A Note Changes do not always appear immediately for the clients Tho
58. Interactive allowing continued community based development of Falcon 4 0 in such a way that the work of the RPG eTeam F4Alliance F4Terrain and other meaningful independent teams are brought into a single Falcon 4 0 version patch General Statement G2 accepts that no amount of time from any individual will be required Time management and use of any person s free time will be at their own discretion The management team of this newly organized FALCON 4 UNIFIED TEAM F4UT will determine if a persons position or work needs to be removed The new patch will be called the Falcon 4 0 SuperPAK Motivation for G2 to allow this 1 All development work done by the F4UT will be signed over by each developer for use by G2 in their for profit endeavors Signing over Intellectual Property claims will be done via a release form and is required as part of the membership signup process 2 Additionally all persons using the source code must also sign an NDA as part of membership and signup This NDA as provided by G2 will state that each user of the source code agrees to share it only with G2 authorized persons 3 Certain high priority features as required by G2 Interactive must be addressed and developed first These will likely be the same features that the community has been working on anyway so this should be a win win for all concerned Examples of such features will be a The total merger of all possible and reasonable community based modificat
59. K features DirectX 8 Directolay Voice Therefore DirectX 8 or later must be installed on your system Check out www microsoft com directx In addition you must once initialize your microphone by running Voicesetup exe in the main Falcon folder Real time voice communication between players does greatly enhance the online gameplay experience in Falcon 4 You can now use real radio to communicate with other players If you want to use voice comms go into the FalconSP configuration editor and enable it Go to use voicecom and setg_ bvoicecom 1 if editing manually Communicating in the User Interface In the User Interface use the keys F1 and F2 to activate radio comms on two different channels hold the appropriate key while talking it acts like a transmit button on a radio A Channel 1 Guard Other team members in the UI or the 3D world A Channel 2 Everybody who is in UI Communicating in the 3D world Once flying in the 3D world the keys used to transmit are the ones defined in the keystrokes key file and will radio on whatever channel COM1 or COM2 is set to on the UFC The audio volume of each channel can be adjusted by using the knobs on the audio panel in the cockpit The available frequencies in the 3D world are similar to those in the original Falcon 4 0 A Flight Other flight members who have at least one radio set to flight A Package Other package members who have at least one channel set to package A
60. N Bitchin Betty will call out Low when your chaff flare level reaches the alarm level set REQUAM and BINGO options are toggled with any of the Secondary buttons To create your own chaff flare programs use the SEQ button to access the programming mode you need to set the EWS mode switch to STBY before The PREV NEXT button then switches between four different default programs The following example program releases 4 chaffs after a missile launch is detected this is called one iteration using a 0 5 second interval between the individual chaff releases 1 5 seconds later the program is repeated This loop will be called 3 times all in all spending a total of 12 chaffs This can quickly empty your expendables EHS Burst Quantity BQ Burst Interval BI 0 500 Salvo Quantity SQ Salvo Interval SI Don t forget to switch EWS mode to STBY to enable access to the program mode Your programs are saved in your cockpit settings by pressing ALT c then s NOTE The chaff and flare programs are only initiated when the MODE switch on the EWS panel is set to SEMI or AUTO Master Mode page MODE The current master mode may be changed through this page should the master mode buttons on the ICP become inoperative Use the SEQ button to choose the mode you want to change to then press the 0 button to select it You can only choose between A A and A G master modes The active mode is drawn color inverte
61. ONE MAN 25 TU 16 16N NONE MAN 30 TU 95 NONE 30 Other available aircraft have different variations of automatic settings New in SP3 The biggest change in this release is the addition of new aircraft to the Falcon 4 universe The following aircraft are now available to fly in TE or to be added to a campaign With manual flaps AV 8B Harrier Manual TEF C 17 Globemaster Manual LEF TEF C 5 Galaxy Manual LEF TEF E 2C Hawkeye Manual LEF TEF E 8C JSTARS Manual TEF J 5 MIG 17 Manual TEF OV 10D Bronco Manual TEF Q 5 A 5 Manual TEF Tornado IDS Manual LEF TEF Note On this model the drag chute key Shift d works as a pseudo thrust reverser With automatic flaps B 2A Auto TEF F 16CJ Auto TEF MIG 27 Auto TEF MIG 29S Auto LEF TEF SU 24 Auto TEF SU 30MKK Auto LEF TEF SU 32 Auto LEF TEF SU 33 Auto LEF TEF All of these models are flyable but not all of them are in a finalized form Therefore please note that some areas of performance may be wrong or that there might be graphical glitches or loadout errors But overall these models should well be enjoyable and add a new dimension of excitement in the Falcon 4 world E AV 8B Harrier Of all the available airplanes the AV 8B is the most unique to Falcon 4 because the flight model code for Falcon does not include the ability to takeoff or land vertically This presented a problem for modeling the Harrier The next best solution was to
62. Q 4 SQ 0 SI 3 SI 0 Program 4 Popup AG sequence Chaff Flare With the possibility of SA7 or SA8 over the target area this sequence adds in the protective measure of 6 flares Chaff BQ 2 Flare BQ 2 BI 0 5 BI 0 5 SQ 4 SQ 3 SI 3 SI 3 The EWS system is closely related to the ICP The pilot can change each program as hei she likes To do so the pilot accesses the LIST page switches to the EWS selection and enters the Chaff and Flare program pages The pilot can change the various values from there see the ICP EWS section on page 54 Remember To manually re program the default programs the MODE switch of the EWS must be in STBY MODE RWR This switch controls whether or not the EWS system receives RWR data Switch it to ON to use SEMI and AUTO modes otherwise the EWS doesn t get launch warnings from the RWR JMR SEMI and AUTO Jammer operations only work if this switch is set to the ON position Chaff Flare Chaff and Flares are only released in SEMI or AUTO when these switches are in the ON position Manual Chaff Flare program release does not depend on the state of these switches Chaff Flare release keys H the avionics are setup as Realistic pressing the keystrokes for manual Chaff or Flare release will instead start the selected program Manual release of single Chaffs Flares is not possible If you really want to release single chaffs or flares you must reprogram your EWS program
63. RN reset switch CAUTIONS AND CAUTION LIGHTS Cautions work basically the same as Warnings but the Master Caution light illuminates instead of the HUD WARN indication Seven seconds after the caution light illuminates Betty calls Caution caution Pressing the Master Caution button during the seven second interval avoids the VMS call Removing the condition causing the warning will clear the warning Example selecting CAT when the aircraft is limited to CAT III will generate a Master Caution a Betty call and a Stores Config caution light Changing the switch back to CAT III will extinguish the caution lights and there will be no VMS messages Also after expending all A G ordnance the Master Caution and Stores Config lights will be on and Betty calls This is because CAT Ill isn t necessary any longer as no A G ordnance hangs under the pylons anymore Simply switch back to CAT I to solve the problem PILOT FAULT DISPLAY The Pilot Fault Display PFD is located just above the caution lights panel on the right auxiliary console This display is accessed via the F ACK button on the left side of the glare shield If the button is pressed and there are no system faults then No FAULTS ALL SYS OK will be displayed Pushing the F ACK button a second time will turn the display off When the AVIONICS FAULT caution light is illuminated the pilot will get a Pilot Fault List PFL and Master Caution will illuminate as it does for
64. ST PANEL LE T Set the Test switch from NORM to TEST to check malfunction and indicator lights gt O Ela Ctrl t Left mouse to turn on right to turn off A 5 Chapter Airframe amp Engine AIRFRAME AIRFRAME OVERSTRESS Extreme levels of airframe overstress or overspeed during flight will damage the hardpoints Damaged stations will not be able to release weapons Noise inside the airframe will warn you of increased airframe stress FUEL The F 16 Fuel system is based on the Forward Right Left Aft layout The fuel is divided into two systems the F R and L A and is fed from both systems to the engine In this way balance is maintained and the aircraft does not become too nose or tail heavy or Pies AO have a tendency to roll es HIGHT The fuel storage system is composed of the following A Two Reservoir tanks these hold 480lbs of fuel each and feed the engine directly One reservoir is for the F R and the other L A system A Forward and aft fuel tanks hold the bulk of the internal fuel They feed into the appropriate reservoir tanks A The wing tanks which feed the forward and aft tanks the left wing tank feeding the aft main tank and the right feeding the forward tank These tanks hold 550lbs of fuel each A External tanks feed into the wing main tanks The wing externals feed into the appropriate wing tank and the centerline feed into both Capacity is dependent on the tank size loaded
65. TURES IN SUPERPAK Some of the most notable improvements in SuperPAK are e A completely revamped multiplayer engine including DirectX 8 comms allowing direct pilot to pilot voice communications on separate COM channels in the Ul and the game e Aunified complete and theatre independent database of weapons weapon systems and aircraft to allow seamless integration of additional theatres e Vastly reworked flight models including improved accuracy the introduction of trailing and leading edge flaps TEFs and LEFs with moving 3D surfaces and the outsourcing of additional flight model data Not to forget realistic fuel flows take care e Tons of improved 3D models including a marvelous A 10 Warthog and more smoke and contrails on various planes extensions to the 3D code for additional switches for flaps dragchutes opening canopies etc and externalization of the 3D cockpit selection code e The integration of a theatre switcher and weather and Skyfix selectors into the completely redesigned User Interface e Enhanced realism in the photorealistic cockpit including INS trim and flaps switches and gauges and the addition of a trigger pickle dependent auto ACMI mode e Further enhancements to theavionics suite including ultra realistic LGB and Maverick AGM 65 deployment correct SOI handling and enhanced TGP features e Improvements to the Integrated Air Defense System IADS including the extension of the data tables t
66. This is the baseline JSOW with 145 BLU 97 B submunitions similar to the conventional CBU 87 AIM 9 The AIM 9 Caged and Uncaged modes have changed Caged F In Caged Mode the performance of the missile varies depending on the mode and whether the radar is locked on target or not A n Slave mode with Radar Lock The missile seeker HUD diamond is slaved to the radar and will look at the radar locked target The seeker gimbal limit is approximately 30 degrees A No Radar Lock or in Boresight mode The missile seeker will look directly forward The seeker diamond will be placed in the middle of the HUD A n Scan and Spot modes Scan mode provides a larger FOV for the seeker head to detect targets Spot mode requires the pilot to place the diamond on the target A Threshold Detection TD and By Pass BP modes provide auto uncage capability When the IR signature detected by the seeker head direction is indicated by the diamond in the HUD rises above a preset level potentially a target or a large heat source in TD mode the seeker head will uncage automatically Uncaged While uncaged u the seeker diamond is displayed twice as large A new tone is heard when the AIM 9 has obtained a lock while uncaged There are two possible conditions in Uncaged Mode dependent on whether the seeker is tracking a target or not Spot Scan TD or BP Bore or Slave do not affect an uncaged seeker head 1 Tracking The missile seeke
67. WAP and exchanges the displays of the two MFDs Button 11 is labeled DCLT and de clutters the display if that function is supported by the current mode The Stores Management System SMS page is unique with button 11 labeled as S J to give quick access to the Selective Jettison function Buttons 12 13 and 14 These are three quick access modes The primary selection is highlighted to indicate the current display mode The other two are optional secondary selections Change modes by pressing the appropriate OSB In the real F 16 a joystick button can be programmed to cycle between primary and secondary selections This enables a pilot to set up his her three favorite modes on each MFD for each master mode and quickly cycle between them cf RE x_ A ee A O EE A i QA E re AS SELECTING DISPLAY MODES Pressing the currently selected primary mode button brings up the MENU page showing all major modes Selecting one of the other modes will load that mode into this position It is advisable to set up the MFDs for each master mode on mission start You can use the DMS keyboard shortcuts Shift Num 4 6 to cycle through the preset MFD pages on the MFD being SOI switch SOI using Shift Num 2 Example 1 Primary and secondary displays are set as follows With OSB 12 selected FCR BLANK on OSB 13 and TEST on OSB 14 as SEEN RIGHT we can directly access the MENU page by pressing OSB 12 because FCR already is the primary currently se
68. adar page NOTE It is not possible for both MFDs to display the same data simultaneously and therefore some MFD combinations are not possible When attempting to display something currently displayed on the other MFD in either primary or secondary buttons the item will be stolen from the MFD and replaced with a blank setting HORIZONTAL SITUATION DISPLAY HSD The Horizontal Situation Display is a God s eye view of the airspace and relevant ground based objects where the aircraft is currently located It shows your current position together with a collection of other relevant features such as Bullseye waypoints SEAD threats wingmen location and radar information SEAD threats are shown based on the known data that is available at take off time If a JSTAR aircraft is active you will receive updates on this information every 30 seconds for the immediate surrounding area Wingman positional data may be shown on the HSD This requires both data links ownship s and wingman s to be powered up and working All wingmen will be displayed on the HSD with their number and altitude If they bug a target it will be indicated together with a number and the bugged target altitude These displays may be suppressed see below The HSD has three modes two of which are implemented in SuperPAK HSD Mode 1 Base Page The Base page Is the default view OSB 1 CEN DEP In Depressed DEP mode the display view shows your aircraft
69. ading of the power systems These are A Battery bus A Emergency power bus A Essential power bus A Non essential power bus Thus the main generator provides power to all busses the standby generator provides power to all but the non essential power bus and so on Without the engine both the standby and main generators are inoperative which is why the EPU is an independent system used for power during an engine failure LIGHTS There are numerous lights associated with the electrical system The main one is the ELEC SYS caution light This illuminates when there are any electrical problems identified and is a cue to check for other problems There are two lights on the electrical panel showing the status of the main and standby generator These are illuminated when there is a problem with the generators FLCS RLY and TO FLCS indicate problems with power to the FLCS This usually indicates that the FLCS is not getting power from all possible power sources The FLCS gets power from every system as it is the most critical system in flight The battery light illuminates when there is a problem charging the batteries or problems with the battery voltage The EPU has two lights to show that it is working in addition to the main EPU run light The first one is an AIR light that indicates that the EPU is running The other one labeled HYDRAZINE indicates that the EPU is consuming Hydrazine fuel rather than running off engine pressure This me
70. alcon4 Ul during your connection If you don t add the use bandwidth xy then the value you choose in the Ul is used However you do it Always choose a connection speed that is a conservative value Slightly below the worst case tested connection speed that you can maintain consistently for long periods of time in both upload and download For instance 56K dialup users typically have a 40 50K download and 26 33K upload speed in actual practice so they should choose 33 or lower Another example if you are a DSL user with 1M download and 256K upload then choose 256 or lower If you test your connection and get lower values than expected then you should use the lowest value that you tested rounded down a little bit more to be conservative Since there are no hard rules right now the general recommendation is to try different values and see what results you get and report your results A A Good places to speed test your online connection and other tests and tweaks to improve your connection can be found under www dslreports com tools or www pcpitstop com nternet Run these Speed Tests a bunch of times and remember the SLOWEST average download or upload speed Typically an upload test is much more conservative and gives you a better value than a download test Always use the lowest value Now round that down to a more conservative figure to get the value to use for the bandwidth command line parameter You can also use other dsl
71. all cautions Pushing the F ACK button will bring up the first fault the system detected Use the F ACK button to cycle through all system faults You can also click directly on the PFD to switch through the messages When the last fault in the list has been displayed another push on the F ACK button will turn the display off The AVIONICS FAULT light will be turned off once the pilot has cycled through all faults The PFL can also be accessed through the DED If the DED Data switch is set to PFL data the F ACK button steps through the individual faults just like the PFD display WARN RESET The Warning Reset switch SHIFT CTRL ALT w is located on your UFC and is used DRIFT ED os ga to acknowledge warning indications when they appear on your HUD For example should a warning indication for Bingo Fuel occur the Master Caution light illuminates and WARN is displayed in your HUD Pressing the Master Caution button CTRL c will reset the warning system and extinguish the Master Caution light but will not remove the WARN indication on the HUD Use the Warn Reset switch to reset and remove that indication The Warn Reset resets the MaxG readout the pilot sees on the HUD to 1 KDER WARM RESET INERTIAL NAVIGATION SYSTEM The INS uses gyroscopes and other electronic tracking systems to detect acceleration and deceleration of the airplane With this data the INS computes the aircraft s position in latitude and longitude A
72. anel ICP iii 47 Backup OWIE Ne nace edict dia 47 Master ee EE 47 Override Modes neon nnnnnnnn nan nannrannrannos 48 IOGP FNCIONS and USA iio 48 Multi Function Display MFD ini 58 MF DASI a denen ae exeteceny aol tetttesaeinieeyataccauaceantec teeta te statecineetongeee 58 Selecting display modes oocoocccocococococococononnnonnonononnnonnnonnnonnnnonnnonnnnnnnnnnnnnnnnnnnnnnnnnnn nan nannnnnnnannos 59 A dacs eset gta a a a a yp tenleceumracrares 60 Horizontal Situation Display HG 61 TSE CLES EENEG Ee 65 PROS CUA EE 66 IRE COMmOl Car Ne let 67 Stores Management System SMS page 69 Terrain Following Radar TFR page 71 Targeting POG TRIPA A AA A did 72 A Y FACE INTO Weapon AWPN Dage cita da ia 72 Forward looking infrared FLIR Page EE 72 Flight Control System FLCS page 72 Data Terminal Entry DTE page 72 APG 68 Radar Sy Stein E 73 NEEN FAGAN os AAA A 73 Airto Ground radar Modest 75 Heads Up Display HUD ees ae e aaa aa aaa a aiaia 77 AUD Te a Ue ad is 77 EL 17 FUD COICO Panal da 78 Radar le TE 79 Manial Bombing Mode 0 A as 79 New TAU WANING St dla cias 80 AUTOM E CES oR ge oe eee eee ene re ee een near 81 Atitude lada tados 81 Heading Seleti aneso Ane se anise bial a en aeee sateen dace oesattaeee 82 Attude Noldor ada lili 82 A aia 82 EIECtrOnic Mettet A gg 83 FAUIU ANG WANNA SM a 86 Warnings and Warning lights ccccsccssssessseccsseessseecsseeessseesseeecseeesaeesssneeeseeeseaeesseneesseeeease
73. anel N LE FLAPS AUTO Leading edge flaps controlled by the FLCS o Ctrl 5 LOCK LEFs locked in current position MANUAL FLAPS On aircraft equipped with manual flaps normal trailing flaps and leading edge flaps LEFs can be operated by using appropriate cockpit panels if available or by using keyboard shortcuts to set the flaps to zero null extend them fully or decrease increase their angle Extend Fully Ctrl F9 Ctrl F10 Ctrl F1 1 Ctrl F12 Leading Edge Flaps Alt F9 Alt F10 Alt F 11 Alt F 12 AVTR SWITCH The Airborne Videotape Recorder is used to record ACMIs A Switching to ON starts recording A Switching to AUTO Alt f enables automatic recording In this mode the AVTR starts recording whenever the 1 trigger detent or the pickle button are pressed It then keeps recording for at least 30 seconds or until recording is stopped f AUDIO VOLUME Use the knob on the main AUDIO panel to regulate the sound volume of the missile seeker heads MSL the threat warnings THREAT and the two voice comms channels audio va Vole Shift Ctrl Shift Ctrl THREAT Shift Alt Shift Alt G E y Il o e D i t ao FFTs ws a 440 aaon DNI 7 v Z WWOD b WWOD 4 as s RN 39I0A gaunozas COMM 1 Ctr Alt Ctrl Alt COMM2 Shift Ctrl Alt Shift Ctrl Alt ga ICT 2 l ont ES on Y SW NI L Y a UAT MAL amp OHEAT DETECT QTY INDLTS a Ss 0 JO TE
74. ans there are less than ten 10 minutes of reserve power SSA WAR STORY The F 5 has twin engines and fire warning lights for each of them When the temperature in the engine goes out of control the FIRE light comes on You never see this in normal life and you never want to see it either It is a serious emergency when it happens Ithas CAPS A Throttle idle A Throttle off if FIRE light remains on A Eject if fire remains It was a cloudy day but we knew that above 10 000 feet it would be clear A 2 vs 2 DACT ride was my favorite those days We took off in formation and came out of the clouds Lead sent us to line abreast 1 5 NM The jet was trimmed up and everything was ok was checking leads 6 visually but remembered the instructors comment If everything feels ok there is something wrong so check everything again looked inside the cockpit Saw a red light Looked outside again and said to myself Wait a second did see a red light there looked inside again there it was LEFT FIRE did the CAPS throttle to idle the light stayed on throttle off the light went out shut down the left engine quickly and started to turn back called on radio Knock it off 2 left engine fire shut down engine turning back The light was off so sat back and relaxed had one more engine and everything looked fine checked the TACAN 45nm to go did a descent calculation put fom to descent Whoa that was
75. artbeat but the server will not yet be in the master list because there is no specific game set up yet e Dogfight TE or Campaign Once you have set up a game it will be appear in the master server list Now you have your game up and others can join ee Hi eel dink Cable bi Note JetNet has no means of protecting games This means that ANYONE can join your server s comms lobby without any authentication You can however password protect the TE DF or Campaign mission to prevent people from joining But even when someone joins only your comms it uses a little of your bandwidth not a lot but some If you wish for your game to be completely private disable the JetNet uplink in the falconsp cfg file and play by IP Internet connection address only WAR STORY We were holding a night CAP over the Bosnia Serbia border during allied operations in 1999 Since Serbs were firing their missiles without lock in order not to be noticed by HARM shooters we were trying to establish unpredictable random flight path CAP patterns was able to see the flashing bombs far away on the ground and the missiles raising up to the sky just like Christmas celebrations We had our beacons OFF and exterior lights in DIM and STEADY Suddenly saw a light coming towards me from 3 o clock position It was staying constant on the canopy which meant that it s really coming after ME got excited with the adrenaline pumping through my veins took a ha
76. aside to come together as one in the community and to continue to contribute positively to the best flight simulation available 4 The F4UT will have the chance to bolster up and help a burgeoning new flight sim company in their endeavor to build a new age of flight Sims SSA YA Other Deal points In order to establish some momentum and success the new Falcon4 UNIFIED TEAM F4UT agrees to create as their first release a simple combination of e Team features from the 1 10 exe and Sylvain Gagnon s exe modifications well tested and integrated no major new development This will allow the team to gain a foothold and not be drawn down by a long complex development cycle This of course will also return the community to a happy place It will show then that the F4UT is keeping their eye on the ball and they are going in the next logical direction This will also allow the F4UT and G2 to gauge the success of this operation and to better predict how long subsequent releases might take The sole arbitrator in feature disputes will be G2 In other words any features not agreed upon in this initial negotiation must be submitted to G2 for final decision before any development on said feature is begun A management team will be formed to handle feature set decisions as well as parsing out development testing tasks The management team will consist of approximately 1 one member from each of the old community teams and one neutral party
77. ault Falcon 4 training mission 24 to practice the new deployment procedures Use the following procedure to properly set up your cockpit A When the mission begins set the Master Arm switch Shift m to ARM so you can fire and select A G Shift Num as your master mode you want to attack ground targets A Select the FCR page in your left MFD and the SMS page in your right MFD using the OSBs 12 13 14 A On the SMS page switch to the AGM 65 missile OSB 6 and power it up OSB 7 A Switch to the WPN page on the right MFD OSBs 12 13 14 A On the FCR page in your left MFD set your radar mode F2 as required GM GMT Now you can choose your target area A Still on the radar screen slew the radar cursor over your target Cursor keys and designate it NumKP O A The SOI Sensor of Interest now changes to the right MFD Finally it s time to ready the missile and launch it A Uncage u the missile this removes the protective lens cover from the AGM 65 You can now see the target area that you designated before A Slew the video cursor Cursor keys use EXP mode Shift v or OSB 3 for zoom view and lock it onto the final target NumKP O A Check weapon range A Pickle to launch the missile Space Repeat these four steps for each additional missile that you want to fire into the target area If you want to attack a target further away undesignate the current target NumKP and return to search mode
78. ble decrease in roll rate To get the roll rate back the pilot must unload the aircraft by easing the back pressure on the stick and allowing the AOA to decrease AIRCRAFT MOMENTUM ROLL PITCH YAW With the F 16 being a fly by wire FBW aircraft much of what non FBW aircraft experience is dampened or removed by the flight control system With the ability to fly other aircraft came the need to model more of the momentum inertia of each aircraft along the three axes SP allows for these changes and each aircraft has some minor changes to the axes Using roll as an example a pilot will notice on some aircraft more of a need to give opposite stick to stop the roll at the precise point desired The momentum of the wing is not countered by the FCS and it is up to the pilot to stop the momentum E e il PAULO AUN geg ROLL COUPLING Roll coupling is the tendency of an aircraft to roll in the direction of the rudder input This is normally dampened significantly by FBW systems but most aircraft have light to moderate roll coupling SuperPAK pilots will now experience a slight tendency to roll when the rudder is used GUN POSITION From the A 10 to the MiG 29 SP pilots will notice that each aircraft gun now fires from the correct location on the aircraft EXHAUST CONTRAILS WINGTIP VORTEXES There are some new visual effects that the SP pilot will notice Though these do not directly affect the flight models they wer
79. cessarily a perfect or correct one The following is a description of a pop up attack flown by a real life F 16 pilot using Falcon 4 We used TE training mission 20 CCIP After doing some level flight deliveries it was time to do it differently flying a pop up delivery pattern Here s how it s done A Initial conditions speed 480kts altitude lt 500ft AGL the lower the better CCRP mode selected A G radar lock on target flying straight to target Z At5 miles slant range from the target it s in the bottom right of the HUD top number fly 45 left from original course Halfway between STP 3 and IP 4 in our example A At2 5 miles slant range from the target pull up 15 20 pulling 4g The VIP in our example A At1200 ft AGL roll right 90 and pull max G into the wanted dive angle 10 20 onto target Use the OA behind the bridge for heading orientation Your apex highest point of pop up will be at 1800ft AGL A When the bomb line passes through your HUD roll wings level You ll be in a 10 20 dive A Align your FPM with the steering line switch to CCIP Get ready to pickle You should have about 3 seconds to make small final adjustments Deliver the bomb After pickling perform an escape maneuver do a max G break until your heading is at least 60 off your original course break left towards the VRP in our example Continue low level flight EE MISSION SP24 AGM 65 MAVERICK MISSILE Load the def
80. ch AFDragChute SimAPOverride SimGndJettEnable SimINSDec SimINSInc SiminstrumentLight AFCanopyToggle SimMainPowerDec SimMainPowerlnc SimSeatArm SimToggleCockpit SimToggleGhostMFDs SimDLPower SimHUDBrightnessDown TimeAccelerateDec SimDecAirSource SimDecFuelSwitch SimDecFuelPump AFAlternateGear SimDMSDown OTWStepMFD1 OTWStepMFD2 SimDMSUp SimEWSChaffPower SimEWSFlarePower SimEWSJammerPower D Aileron trim left Aileron trim right Ckpit Autopilot Pitch Switch Ckpit Autopilot Roll Switch Ckpit AVTR Switch Ckpit Deploy Drag Chute Shift LeftArrow Shift RightArrow Ctrl 2 Ctrl 1 Alt f Shift d Ckpit Disconnect autopilot temporarily Ctrl 3 Ckpit Ground Jettison enable Ckpit INS Dec Ckpit INS Inc Ckpit Instrument lights Ckpit Open Close canopy Ckpit Power Main Dec Ckpit Power Main Inc Ckpit SeatArm Ckpit Normal Wide view Ckpit Ghost MFD view Datalink power switch Decrease HUD brightness Decrease time acceleration Decrement the air source switch Decrement the fuel display switch Decrement the fuel pump switch Deploy the landing gear manually to retract a manually deployed gear DMS Down DMS Left DMS Right DMS Up EWS Chaff Power EWS Flare Power EWS Jammer Power Alt j Ctrl Alt F7 Ctrl Alt F8 Shift Ctrl l Shift Ctrl c Ctrl Alt F 1 Ctrl Alt F2 Shift e Shift 2 Shift 1 Shift Alt F7 Shift Ctrl Alt z Shift Capslock Shift Ctrl F3 Shift Ctrl F2 Shift Ctrl F6 Alt g Shift
81. ck However if you were recording ACMIs during the mission it takes some time for Falcon 4 to return you to the User Interface This is because Falcon has to analyze the mission and write it to disk So you can review the ACMI later Users have reportedly waited up to 10 minutes until a long ACMI was written to disk Erratic stuttering while flying A The macro stuttering that plagued previous versions of SuperPAK has been fixed A Inrare circumstances you may still encounter small micro stutters when complex objects get deaggregated This is by design happens with all versions of Falcon and can t be resolved Of course faster CPU s and more RAM always help In a Multiplayer game can not control my plane after take off A This bug occurs very rarely but couldn t be tracked down in time Just press a twice to resolve the problem this quickly engages disengages autopilot Running voicesetup exe gives an error XP Audigy A Run DirectX Diagnostic from the Start menu by selecting Run and then typing DXDiag In the Sound tab go to DirectX Features and lower the Hardware Sound Acceleration Level to Basic one notch from the left Run Voicesetup exe again It should pass this time Now start DirectX Diagnostic again and set the Hardware Sound Acceleration Level back to Full UPGRADING FROM PREVIOUS VERSIONS From whatever version you are upgrading to SuperPAK please install only the logbook and no other files for u
82. ckpit temperature Unfortunately he selected the Air Source knob instead of heater and succeeded in turning up the temperature to DUMP position So all air pressure is immediately dumped from the cockpit This is equivalent to ascending from 10 000ft to 25 000ft VERY quickly To make matters worse the natural reaction is Oops better fix that or thoughts to that effect So he turned the knob back to NORM This re pressurized the cockpit to 10 000ft equivalent So in the space of a few seconds he d made the trip from 10 000ft to 25 000ft and back again Now if that isn t a workout for the ear nose and throat don t know what is As he said afterwards It s good didn t have a head cold DEFINITIONS AND TERMINOLOGY The jet engine system in the F 16 consists of several engines actually There is the main engine and a small jet engine known as the Jet Fuel Starter JFS SHIFT J This engine is used to bootstrap the main engine to life by spinning up the main engine to an adequate RPM where the fuel can be fed and ignited What spins up the JFS engine to a point where it can light Hydraulic power stored in two hydraulic pressure accumulators is used to accomplish this LNOD Na T LYVLS When you start the JFS hydraulic accumulators discharge through the JFS to spin it up to starting speed Once running the JFS can then start the main engine The JFS accumulators are a one shot process Once the
83. conanncanncanocanccancanncanncanrcanecanecnr canes 23 Installing Additional Cockpits for other planes ccccsccsceescssesescsseceeeseesseeseesaesseesaeseesearseeeenes 23 Contiguring SUperPAK 2 did 24 Game SOUS its ds eects eet ee eeiee eee 25 Graphics Setup Graphics RE 25 Avionics Setup Simulation Tab 25 Keyboard Setup Controllers Tab 25 New Keyboard COMAS a ii 26 Modifying the key Mapping file cooooccnnccnnoccconocnnooccnnornncononononnnnornnnonononanonnornnnanononos 30 COTAS S aa 32 2 StAGe MM a iio 32 MSL STEP Buttoni UE EE 32 Baler Leg EE ER Target management switchen ER Display management SWIC DEE ER Countermeasures MANAGEMENT SWITCH ceccceccccseccseccsseeeseeesseecsseceseecseeeeseecseeesseeeseeesseeesaees 34 CursoriEnable SWC EE 34 Radar Range AA O er ener enero eee 34 Cl le BE 36 Mission SP01 Ramp Start engine StartUp ccccceccssesseseceecseesseseesseessessaesaeseeesaeseeesareaeeas 36 MissiotSPIOSIAStTUMEentLandiAiceaictnisia isidro ipel talla 38 Mission SP11 Carrier Operations sirios iia 38 Mission SP19 Bombs with CCRP pop up Attack using VIDIOANPDP 39 Mission SP24 AGM 65 Maverick Missile ccccccecccseeeeceeeceeeceeesceeeeeeseeeseeeseeeeeseseeeeaeens 42 Mission SP25 Laser Guided Bombe ke 43 Eli EE 44 AVIONICS a vocasupeapeactammaauenenaseeaee 46 A eae ce tacts tepen aida aie ereccee cet rce tue eee aceeee eskt 46 Integrated Control P
84. cycle hardpoints When I want to drop a flare get a bunch of chaffs instead Your EWS program is pre set to 1 chaff only medium high SAM evasion How can fly another plane than the F 16 When selecting the campaign click an airbase on the campaign map and choose a squadron using the type of airplane you want to fly Or create your own TE don t want to start up my engine to fly a mission You don t have to just select TAXI or TAKEOFF instead of RAMP while starting a mission Or enter the mission a few minutes after scheduled take off Then you re already airborne How do startup the engine when doing a RAMP start A training mission is included in this manual In addition check out Jagstang s fantastic interactive SP3 Ramp Start Trainer in your Falcon 4 folder Where is the weather Be sure that you haven t marked disable clouds in the graphics setup You can select a typical weather situation and choose a nice Skyfix in the Setup under the Graphics tab My A LOW goes off far too high around 10 000ft This is correct You get a warning when you descend below the MSL altitude 10 000ft by default You can change this value using the ICP DED Radar doesn t seem to work when I m on the runway This is correct Radar only scans when you leave the ground no weight on wheels WOW Using CCRP bombing mode bombs aren t released or can t reach the release point Disable the winds aloft patch or fly an attack straight i
85. d Pushing 0 on a selected mode will change the FCC into NAV mode Visual Reference Point page VRP Set location information for Visual Reference Point VRP Enter a VRP for the target waypoint Target waypoint needs to be the active waypoint Interrogation page INTG Check or set AIFF modes and code for interrogation NI Data Link page DLNK Display data link target information N note EI WK Birer ro uppb TGT TERG Pha ELEF INTG on CPL Ri 13 lf coo A ne 1234 Au Ath Ml 4000 RST ILINK 1 hd DLINK DATA Na A V SE El AS ICH ba a reer AT La ES Miscellaneous page MISC Sege Aicore Pannen Flore M Gives you access to miscellaneous subpages Minsa Bose Benz B A Meurt Curt Munen Correction page CORR Allows checking input of the correction coefficient for CORR HUDI the HUD CTVS CAMERA and left and right 2 Fl rban 7 5 10025 hardpoints N I 3 Magnetic Variation page MAGV Displays the actual magnetic variation of the aircraft s ial i i location This value is displayed on the DED This info FAP would be used to correct the INS for positional errors in the real aircraft N I Operational Flight Program page OFP The Operational Flight Program OFP page shows the program numbers for the UFC FCR MFDs paag ee ania FCC SMS and DTE N l 5 POVE TE POLO ae DEI Inertial Navigation System Memory page INSM This is the place where INS parameters lik
86. d in the Config Editor AWACS commands except Request Rescue Chopper are only available when an AWACS flight is in the air and active If an AWACS gets active while you are in the air you will hear the radio call Sunrise If you Request Help from AWACS they will respond with looking for fighters and start looking for an available intercept flight that isn t in trouble itself If such a flight is available and tasked to intercept the flight that threatens you it will respond to you using Proximity Broadcast comms Falcon 1 1 on my way engaging MiG 29 Bearing Bullseye You may have better luck to get help when issuing the Request Help more than once Combat Management 1 Attack Targets Attack targets in designated New speech for SP2 group Go Shooter Wingman only You attack will provide cover Speech activated for SP2 Go Cover Wingman only will attack you provide cover Speech activated for SP2 Combat Management 2 Drop Stores Jettison external stores New command for SP2 Form Wing Wingman only Re form wingman formation New speech for SP2 Split Wing Wingman only Mission Management Take The Lead Say Weapons Formation Management 1 Switch side Break Right Break Left Go Higher Go Lower Flex Formation Management 2 Go Fluid Formation Management 3 Go Vic Go Line Astern Go Finger Four Go Echelon Left Go Echelon Right Go Diamond Identification Management Turn ECM On
87. d hit apply Example E Falcon4 FalconSP exe nomovie noUlcomms ip XXX XXX XXX XXX JETNET ONLINE GAME BROWSER WHAT IS IT JetNet is an in game browser that helps you find other Falcon pilots from around the globe to fly together online over the Internet It shows you a list of Falcon SuperPAK multi player games to easily allow one to set up or connect to a game The game browser is built into SuperPAK s GUI and is very similar to what you might find in Counter Strike Quake 3 UT and other games JetNet is also fully Game Spy compatible HOW DOES IT WORK When the JetNet uplink is enabled and the game is set up Falcon sends a heartbeat to the master server check our homepage for the current ID which maintains an up to date list of games Upon a client s request this list is sent from the master and the client can then select a server to join J OINING AS A CLIENT A Goto the COMMS menu click JetNet and select the bandwidth ree available to you Then click Connect Now the JetNet window will pop up AE A Click the Refresh button to get an updated list of game servers Click other tabs to filter by type Favorites is not functional A Highlight a server and click Play A Next you ll see the window Communication Established pop up and the browser window will disappear PETIT A Go to the appropriate tab of the game you joined DF TE or Ken Campaign and click the Online tab After a f
88. d on the DED with the The EE PREV NEXT buttons Pushing any of the Secondary buttons will RW TMTE change to the Destination DEST page see below Press RTN A to return to CNI page required before accessing any other page Use the SEQ function to cycle between AUTO and MANUAL options If you ve selected AUTO your steerpoint will cycle automatically to the next when you re within 2 miles of the currently selected steerpoint AutoSteerpoint only works when the FCC is not in A G mode Cruise page CRUS or 5 button wH There are 4 sub pages RNG Shows the current waypoint how much fuel you will approximately have when you reach it and wind information HOME Shows the same info as the RNG page plus the optimum cruise altitude for your HOME waypoint EDR Endurance Shows your current waypoint how much time left until you reach your bingo level see below plus optimum cruise altitude and wind information crus e E 3 TOS SYSTEM 09 08 15 i i PEENES EE Shows your current waypoint system or if running HACK time POD GAS 3PIHTS see below time left until reaching the current waypoint estimated waypoint arrival time and the required approximate ground speed to reach the waypoint on time Push either the GEO button or a Secondary button 1 9 only to cycle through the pages Press RTN to return to CNI page required before accessing any other page TIME page 6 button Shows the curren
89. d to backup the TACAN channels and other systems are accessed through the AUX COMM panel When the BACKUP switch is restored to the UFC position the settings from the ICP override any entries made using the AUX COMM panel See your original Falcon 4 manual for more information MASTER MODES The master modes simultaneously set several functions and configure the cockpit and it s display devices for a particular mission activity There are two types of master modes The first set is for weapon delivery A Air to Air A A A Air to Ground A G gt Dogfight DGFT gt Missile Override MSL OVRD Air to Air Shift Num 0 and Air to Ground Shift Num master modes are selected using the appropriately labeled buttons on the ICP The DGFT d and MSL OVRD m override master modes are selected from switches on the throttle grip or via the keyboard They can only be exited by pressing the cancel button c The other master modes are A Navigation NAV is the default mode and is automatically selected when no other MASTER mode is selected A Selective Jettison S J may be accessed from either MFD using the Stores Management System SMS page A Emergency Jettison E J is shown while the Emergency Jettison button is pressed E OVERRIDE MODES m Seu GA S ire vist E COMM1 COMM2 IFF LIST and F ACK buttons are Override modes Pressing any of these buttons usually provides immediate access
90. e variable g_bPowerGridis setto 1 in the falconsp cfg file Destruction of factories refineries or power stations near by factories i e supplying them power can therefore significantly reduce the enemy s ability to sustain the war Unfortunately prior to SP2 the production and supply system has had a lot of shortcomings bugs and questionable algorithms that rendered the whole system unrealistic Here are some examples A Anoffensive team received an offensive bonus and could produce four times the replacement aircraft or tanks that the defensive side could produce This is even if they have the same number of factories with the same capacity This has the absolutely unrealistic effect of making it extremely difficult to weaken the strength of an offensive team There existed another offensive bonus that delivered 1000 additional replacements whenever a team went offensive The result was the well known Wall of MiGs A The supply of units with replacements is governed by their needs In a loop every unit reports its particular needs for replacements and receives this request times a factor which should ensure that in aggregate the total number of replacements is never more than the number of replacement units available Within this loop was a type bonus which lead to the situation where a Ground Attack unit got six times of his normal replacement rate air squadrons only got twice the normal rate The proble
91. e ICP If you ve selected AUTO steerpoint see below you ll see an A next to your steerpoint number IMPORTANT NOTE You must RETURN to the CNI page after accessing any page using a Secondary button For example after pressing MARK to access the Mark page the sequence to change to the Steerpoint page would be A Press RTN Cirl Insert A Press STPT Ctrl Num 4 Pushing the 3 Button while at the CNI page will bring you to the DLINK page which can also be accessed through the LIST page Instrument Landing System page ILS or 1 button if The T ILS Button makes the FCC enter into one of the two following modes Tech AA TR ILS UFF H R rat ST RG 1 Instrument Landing System ILS mode is entered if the e o TA DEEE Instrument mode INSTR MODE switch beside the HSI is in the appropriate position TCN ILS or NAV ILS 2 The FCC defaults to NAV mode when the INSTR MODE is set to NAV or TCN o A Input any new TACAN channel using the Secondary buttons A valid channel must be between 1 and 126 To cycle through the TACAN BAND input 0 into your Scratchpad and push ENTR The DED readout shows your active TACAN channel The FREQ readout shows a bogus ILS frequency if your TACAN channel is set to an airbase A Use the SEQ button to toggle the TACAN domain A The CRS readout shows your selected HSI course A To activate the reception of the ILS signal you must first call the Tower using the Inbound
92. e chosen NI Note Only TGT HIS is functional Other OSBs display labels change when pressed but have no other effect STORES MANAGEMENT SYSTEM SMS PAGE The SMS page shows the details of the stores management system There are several possible modes of display on this of which only some are implemented in this version Inventory INV This is the default view when in NAV master mode and displays an overview of the currently loaded stores In the real jet you can manipulate the stores from this page changing the number and types of munitions This is not implemented N I in SuperPAK Weapon details This is the default SMS view in any weapon delivery master mode It shows details associated with the currently selected weapon OSB 1 Display current master mode A A A G MSL DGFT or GUN Pressing this button in A A or A G will toggle the GUN mode OSB 2 Display current submode when applicable Only applies to GUN A G and DGFT The sub mode options are A G CCIP CCRP DTOS LADD MAN e DGFT A A in any of the A A Gun modes e GUN STRF if in A G mode OSB 4 INV Access the inventory page OSB 5 CNTL Access the control page OSB 6 Select hardpoint OSB 7 PROF Switch preplanned bombing profile OSB 8 Single Pair weapon release Alt OSB 9 Modify release spacing Ctrl OSB 10 Modify ripple count Shift OSB 18 NSTL Select Nose Tail or NSTL NoSeTaiL bombing profile as
93. e current cockpit configuration can be saved by pressing Alt c then S This will save ALL settings in your HUD DED and MFDs Use Alt c then L to reload The two extra MFDs available in the upper half of HUD only view 1 do not offer these features 7 A SE CG LAA om NEO pp K LS A8 d aw MENU The MENU page is the top level page All other MFD pages are be accessed from this page Pressing the highlighted OSB 12 13 or 14 the one in primary mode will switch to this page The OSBs on this page access other primary MFD pages or apply a function OSB 1 BLANK Access blank MFD page OSB 2 HUD Mirror HUD display OSB 3 RWR Mirror RWR display OSB 4 RCCE Access Reconnaissance Pod page when loaded on a hardpoint OSB 5 RESET MENU Access the Reset page OSB 6 SMS Access Stores Management page OSB 7 HSD Access the Horizontal Situation Display page OSB 8 DTE Access Data Loading page N I OSB 9 TEST Access Test pages OSB 10 FLCS Access the FLCS page OSB 11 DCLT Declutter display if in supported mode OSB 12 lt mode 1 gt Direct access mode FCR on this screen OSB 13 lt mode 2 gt Direct access mode HSD on this screen OSB 14 lt mode 3 gt Direct access mode TEST on this screen OSB 15 SWAP Swap left and right MFD displays OSB 16 FLIR Access FLIR display OSB 17 TFR Access TFR on the MFD OSB 18 WPN Access Weapon Display page OSB 19 TGP Access Targeting Pod page OSB 20 FCR Access Fire Control R
94. e drift errors maintenance data and manufacturer codes are stored N l Laser page LASR Zeg n LASER CODE Allo Ska Page for setting the targeting pod laser pulse code N I and lasing timer default setting lasing begins 8 seconds before impact LASER 5T TIME H SEC Global Positioning System page GPS 10111 AAA GPS neDDer 12 2320 2HTS Displays information about the GPS system NA nibe 003 DRNG page Set manual correction to a consistent A G miss distance N BULL page Select Bullseye mode cas Toggle with ICP button O while inside this subpage BULL 1 If selected Bullseye information is displayed If the aircraft is further than 99 miles away from Bullseye the Bullseye circle is empty Otherwise the actual distance is displayed When the target is in STT the Cursor Bullseye readout changes to Target Bullseye distance bearing If not selected default an aircraft reference symbol is displayed in the FCR and HSD screens It s bearing distance readout depends on current master mode A A Bearing to the collision point with a locked target only A G Air to Ground bearing NAV Bearing to current system waypoint In this screenshot right the current system waypoint is the one fully right Therefore the vertical line in the aircraft reference symbol is also shifted to the right displaying the bearing to this current waypoint WPT page SS REL TERG 075 Info and settings for
95. e flight or element lead gets killed he stops giving orders to the wingmen Sometimes this loss of command can result in some confusion of the surviving flight members Leaderless they might run back home or try to just continue enroute Remember Survival is one of the most valued tactics Therefore don t be astonished if some enemies will just turn and run instead of attacking you While a rookie might fly right into the lion s den smarter Al pilots might just try to turn and outrun your missile if they detected the missile launch or a radar missile going active However they might well return later and try to sneak upon you from below Check six CAMPAIGN ENGINE One of the highlights of Falcon 4 0 is the campaign engine This makes the real difference between Falcon and other simulations on the market The campaign system in Falcon is very complex as it tries to simulate a whole war Many aspects of the campaign system are not overtly apparent to the player but are running in the background Only after examining the source code one can imagine how complicated and exceptional this simulation s engine really is The key parts of the campaign engine are A Modeling the structure of orders Order of Battle from Brigades to Battalions A Generating useful air and ground tasks depending on the current status of war A Evaluating the current tide of war whether a team should have initiative or should concentrate
96. e points 3 Killing a battalion transfers one point There was an automatic adoption of initiative points A Ilfateam s initiative was less than 40 points which was required to begin a minor offensive this team got two points every update A f the team was between 40 and 60 points we lost two points A If the offensive team had more than 60 initiative points nothing happened This asymmetric setting could lead to strange results When the opposing team was on the offensive more than 60 points there were very limited opportunities for the defending team to increase their initiative points because generally only the offensive team captures something see point 2 So if the defensive team s air force was very successful and eventually had much stronger forces than the enemy did the defensive team could not go on the offensive because it lacked the necessary initiative points The only possibility to swing the tide of the war was a trigger file event this being somewhat arbitrary or exceptional player performance 5 Player performance in particular the player rating is used to modify initiative points This was implemented in a somewhat problematical way similar to the Initiative Initiative f rating formula Considering the fourth method see above there was a cumulative effect from being on the offensive This meant that flying a successful or failed mission only once led to cumulative effects in initiative points AA
97. e set by the FM team in the data files There are now two types of exhaust currently modeled The first type of exhaust is the typical light engine smoke seen behind most older fighter aircraft like the F 4 Phantom Il The second type of exhaust is a darker thicker smoke that is found behind very early model jet aircraft and heavy bombers Both kinds of exhaust have a visual detection penalty with the lighter smoke being less and the darker smoke being more Fig 6 KC 10 contrails Also new is the ability to set how many engines the aircraft has and the location from where the exhaust originates The exhaust positions are set correctly for each aircraft engine location Setting the engine location also set the contrail position in the correct location Often seen in pictures during hard turning maneuvers or during very humid days wingtip vortexes are now a reality for many aircraft These vortexes come off the outer tips of the aircraft wings and last only a few moments before dissipating The current vortex model has vortexes appear between Sea Level and 10 000 feet The aircraft must also be at 15 degrees AOA and pulling a minimum of 4 g s DRAG CHUTE There are many aircraft that use a drag chute to assist in slowing down upon landing SuperPAK gives the pilot this feature as well The drag chute can be in one of four states stowed deployed trailing and released To deploy the drag chute press Shift D To detach it after
98. e targeting line from the VIP to the target A After bomb delivery we don t want to overfly E em e 180 SR wc the city but make a sharp turn left evading iL the AAA before continuing toward waypoint5 Ze F Looking at the map we estimate the positions and note them baok as into ge flight We start in the cockpit at a position 2 3 miles south east of waypoint 3 heading towards the target As we find ourselves already in the cockpit rapidly approaching the target please freeze the simulation Shift p to gain enough time to enter the VRP OA and VIP as mentioned this would normally be done during ramp startup procedures while still on the ground A To enter the VIP press ICP LIST then select 3VIP Now enter the VIP s coordinates as noted in the map above Use the DCS to move down one position the target bearing is already 0 then type 14000 and click ICP ENTR to enter the range A Next enter the OA Press ICP LIST then select 1 DEST Now press SEQ to get to the entry page for OA1 and input its coordinates pressing SEQ again would bring up the entry page for a second OA but that one isn t used in this tutorial 7000 ENTR 1800 ENTR A And to find our way out again enter the VRP Press ICP LIST then select 9VRP Now enter the VRP coordinates like you did for the VIP 950 ENTR 15000 ENTR HIF ToO TotT j EN Le k 0 01 a 7000FT 14000FT FRG 1860 0 l ELE H When you have finished enteri
99. ected major mode is shown at OSB 1 The radar will start up in OFF mode In this mode the screen displays limited information and no radar specific selections are possible Only the generic OSBs 11 15 are active To turn the radar ON power must be applied to the radar system using the avionics power switches This can not be done through the MFD When power is applied the radar goes through a self test then enters the Stand By STBY mode In this mode the radar is inactive and the radar dish is stowed Pressing OSB 1 STBY will take you to the radar sub mode menu page This will continue to display the current radar picture if any but allow selection of a different sub mode The ground radar options are displayed down the right side and the air radar modes down the left side The options are OSB 1 Menu page select a different mode OSB 2 Shows the current sub mode OSB 3 NRM Toggle expansion of the area of interest OSB 4 OVRD Override will stop the radar emitting in any of the modes It will become highlighted when selected and pressing it again will allow the radar to start scanning again OSB 5 CTRL Control page displays the radar parameters to be modified OSB 6 GM Ground Map radar OSB 7 GMT Ground Moving Target radar OSB 8 SEA Sea Mode radar OSB 9 BCN Beacon mode NI OSB 10 STBY STBY mode OSB 11 DCLT Declutter display if in supported mode OSB 12 lt mode 1 gt Direct access mode FCR on this screen OSB 13 lt mode
100. ectically cooled AIM 9P the AIM 9L M IR seeker head has to be cooled to even lower temperatures to have an increased sensitivity for acquiring IR targets Compressed argon is used for that purpose but the volume of argon available is limited and cooling usually can last only 60 90 minutes depending on outside temperature and flight profile After that period the seeker head efficiency will be greatly reduced to being almost useless AIM 9L M seeker cooling can be controlled by the pilot OSB 8 on the AIM 9 SMS page toggles between warm state WARM and cooled state COLD Transition from WARM state to COLD takes a few seconds and once cooling is stopped or coolant runs out the seeker head will be warm again within a minute Upon selecting Dogfight master mode the AIM 9L M cooling process Is started automatically However remember to manually stop the cooling process after leaving Dogfight mode if early in the flight or you might not have enough coolant left for the remainder of the mission leaving you with practically useless Sidewinder missiles AIM 120 The Dynamic Launch Zone DLZ is a feature of the AIM 120 software in the MicroProse release of Falcon 4 displaying minimum and maximum ranges for launching an AARAAM giving the pilot parameters for an optimal shot The Allowable Steering Error Cue ASEC in Falcon 4 0 which was displayed rigidly had been modeled after the Block30 model F 16C Now the real Block 50 model
101. educed and the AGP 68 radar is put into Standby A SILENT ALL radar emissions are silenced i e no RADAR no CARA RALT and no TFR the system will indicate a TF failure and generate a TF FAIL light and WARN indication D pop GG d mam BB CRH PS CTRL STT CTRL P TEST Bt MELT WR DW BB GROUND J ETTISON ENABLE SWITCH Enables Alt j stores jettison while still on the ground in case of Emergency EMERGENCY J ETTISON BUTTON Pressing this button Ctrl j for more than one second will jettison all Air to Ground weapons Air to Air missiles will stay onboard While the Emergency Jettison button is hold the Emergency Jettison page will be displayed in the MFD STORES CONFIG SWITCH This switch SHIFT c toggles the stores configuration Also known as the CAT switch it w restores maneuverability to the aircraft after the loadout is released or jettisoned y CAT HN STORES CONFIG ETIE TRIM PANEL Use the manual trim knobs to correct problems with airplane stability e g after being hit by AAA or SAM The gauges show the level of currently applied trim Shift Alt NumInsert Home PageUp Delete End PageDown TRIM AP DISC switch Set to DISC to disable trim through the stick or autopilot Ctrl 4 i E 244 Porr FLIGHT CONTROL As the F 16 s flaps are controlled by the FLCS no pilot input is needed x However if the FLCS is damaged you can manually access the flaps E by using the FLT CONTROL p
102. emented in this version of Falcon They will move through their planned waypoints or if no waypoints are set will stay at a dock if one is available else they move in a racetrack pattern Ships can fire missiles and guns as appropriate and will fire them on the move The ships have a new sound and leave a wake when underway CARRIER OPERATIONS Check out the training missions for easy access to carrier operations TAKE OFF Missions begin with the aircraft located at the center of the aircraft carrier s deck Depending on fuel and weapons load you may need to turn your aircraft around and taxi to the end of the carrier Once at the end of the carrier point your nose to the front of the aircraft carrier lock the brakes push the throttle up to full afterburner release the brakes and takeoff Raise the gear g as soon as the aircraft is airborne to gain additional velocity If the mission includes wingmen they will start in the air above the carrier Radio them to rejoin the flight once you are airborne NAVIGATION Follow the waypoints back to home plate The carrier will likely have moved since your take off so do some searching to locate it You can also request Vector to Carrier Group from AWACS as the carriers now feature dynamically allocated TACAN like the refueling tankers do LANDING For a successful approach align the aircraft behind the carrier Lower the landing gear g and the tail hook CTRL k Set the AOA and
103. en both systems are down This is a good time to leave the cockpit If the EPU switch is in the NORMAL position during flight the EPU will start and run automatically In the OFF position the EPU doesn t run In the ON position the EPU runs regardless of the main engine status The EPU can be set manually ALT e Switching the EPU to ON has no noticeable effect if the engine RPM is above 80 as it will simply derive power from the main engine However as soon as RPM drops below 80 the EPU will start to burn EPU fuel The throttle on the F 16 has various stops where the normal sliding motion stops called detents The throttle must either be lifted or an interlock lever pulled to move it further One of these detent settings stops the throttle before it moves into afterburner position so the pilot has feedback that he is about to go into afterburner There is another position at the other end of the throttle travel that stops the throttle from moving below the idle setting to the cut off setting which avoids accidental shutdowns In the F 16 a small lever must be engaged to move the throttle below idle and shut down the engine Use the throttle idle detent ALT i to cut off the fuel flow to the engine One of the preflight checks is to check the throttle travel and confirm that the detents are working correctly WAR STORY Although the detents normally stop accidental movement of the throttle into a wrong position you ca
104. en discussing fuel flow Notice on the thrust curve chart fig 4 that thrust decreases as the aircraft gains altitude Since fuel consumption is Thrust Specific this means that you have a much lower fuel flow at 20 000 feet than at the same speed at Sea Level This type of knowledge is helpful in determining what type of profile to fly As a representative example of what the TSFC changes will mean for the SP pilot here is a comparison between the 10812 F 16 and the SP2 F 16 fuel flow for military and afterburner throttle settings at Sea Level PS0D0 E 10812 F16 MIL e GE MI 65000 E BOOOO fj 1052 F 16 AB Power 99000 SP2F 16 AB 50000 Power 45000 40000 25000 S0000 25000 0000 15000 10000 SOO Macho Mach 4 Mach 0 8 Fig 5 Fuel Flow Comparison These fuel flows are the reason why most mission profiles are High Low Low High You will get the best endurance by performing a best climb to altitude and then cruising the majority of the mission at altitude The SuperPAK engines and TSFC values bring added realism to piloting in the simulation No longer can a pilot ignore the questions of distance and fuel usage This will also mean that tankers will play a significant role in the SuperPAK campaigns A A PALCONAO FLAP SETTINGS A great new addition in SuperPAK are the various manual and automatic flap settings Because of the many different lifting devices on modern aircraft there are man
105. erPAK helps you in finding your preferred skyfix Select the Graphics tab from the Setup menu and click the Skyfix button You can now select a skyfix and preview it at different daytimes Make your selection and enjoy the improved colors on your next flight WEATHER SuperPAK features integrated weather effects While in the mission briefing select the Graphics tab from the Setup menu and click the Weather button You can then select a weather pattern and view a simulated radar picture of the weather situation in the theatre If you choose the DEFAULT selection Falcon will continue using the weather that was saved in your mission the last time you saved it If you choose RANDOM Falcon will select one of the weather patterns for you BLUE SKY is the default Falcon sky without any clouds Do not forget to leave clouds enabled in the Simulation tab of the Setup menu Clouds can easily be modeled on mid to high end machines 3D card CPU gt 500 Mhz EFFECTS OF WEATHER Selecting certain weather patterns will affect your mission and it s outcome Depending on the wind direction the tower selects the runway heading to be used Crosswinds create difficult landings Cloud coverage makes target acquisition troublesome White out conditions inside clouds can endanger your situational awareness gt gt gt gt gt Low visibility in heavy rain or snow can cause you to misjudge altitude and attitude A Thunder and lightning
106. erly implemented press Ctrl F3 to simulate turning the radar range knob down clockwise and Ctrl F4 to turn it up counter clockwise Chapter Training Missions Se ug TRAINING The training missions are an easy introduction to some of the most important new features in SuperPAK They give you a calm and peaceful training environment where you can learn about the new avionics and other exciting new options After these missions you will be well prepared for the heat of the battle in a tactical engagement or a campaign mission MISSION SP01 RAMP START ENGINE STARTUP When committing to a mission you have a new option in addition to TAXI and TAKEOFF Choosing RAMP puts you in the cold jet with all systems turned off It s your job to get this baby running To have enough time to power up the avionics align the INS and start the engine you must commit at least 15 minutes before takeoff Capitalized letters in brackets A denote the cockpit panel where the switch can be found as noted on the drawing below Text in Grey denotes additional information and checks that are not mandatory for successful startup And check out the interactive SP3 Ramp Start Trainer in the Falcon 4 folder The first step is to prepare the jet for engine startup A C Set the parking brake we don t want the jet to roll off once the engine is running B Set the switch on the ELEC panel to MAIN PWR to power the systems
107. etition with the future FV product features that G2 has already announced no Taiwan theatre no F 15 aircraft etc Other than that all features are possible if they meet the design principles documented below If G2 should ever use any of the code made by this team in a for profit capacity the authors of SuperPAK who come from this community effort may not be held liable for any results of their work and are not in any way required to fix the bugs or provide continued support on their code DESIGN PRINCIPLES for the FALCON4 UNIFIED TEAM The Design Principles will guide the team s actions during the course of development These principles should be referenced when establishing priorities selecting features and arbitrating disagreements They are as follows 1 The changes will not add any instability to Falcon 4 0 2 The data and functionality changes must reflect real world values 3 Real world values must be supported by non classified military or civilian documentation 4 The changes will not adversely affect gameplay Note 1 The real world in Falcon 4 0 terms is a hypothetical battlefield in the current or near future timeframe that involves US ROK DPRK Chinese and Russian forces All modifications to the objects and capabilities of Falcon 4 0 will be made with these force capabilities in mind Other aircraft theatres weapons should be incorporated as available but the standard version of the Falcon 4 0 SuperPAK w
108. ew seconds the dE amg i current online game of the selected server will appear Select the ms Hanna game and join the fun EX DAL A Please be patient while joining an online game Depending on your Internet connection setting up can take a while transmitting an online campaign can easily take a few minutes Please don t abort too early and don t jump from game to game otherwise you will probably end up ruining someone else s flights SA A SETTING UP A SERVER To set up a server and host a game enable the JetNet uplink in the FalconSP cfg file To simply join as a client the uplink doesn t need to be enabled PHONE BOOK na ea Lisl It is a good idea to edit FalconSP cfg with any plain text editor like Notepad and change the default name of Another Falcon Server to something a little more meaningful so it will be easy for people you know to join For example 259 Hawks Campaign Server or Bob s Funhouse or something similar will help your squad mates find your games in the inevitable long list of Another Falcon Server You can CEA also change where the server is located physically put the state or Waem El Pap er Mise country and who the admin is if desired ri IZ Now you must set up an Internet game by connecting to IP 0 0 0 0 mts ge This is no different than setting up a Falcon 4 0 game After connecting you ll be in the lobby of your own game Your Falcon will now send a he
109. f feet Your own bugged target gt A Wingmen bugged targets A Pre planned SEAD threat ranges when you are outside lethal range WHITE A Navigation routes A Range rings A Cursors A North pointer PED A Pre planned SEAD threat range when you are inside lethal range Color MFDs can be de selected in the Falcon SP Configuration Editor TEST TEST PAGES These pages show various Built In Tests BIT Page one and two display the master list of faults encountered during a flight Each fault encounter logs the following 1 Fault type This is the first mnemonic that s appears on the F ACK list 2 Test number that failed 3 Number of failures 4 Time of the first fault The time is relative in minutes and seconds since startup Two pseudo faults are recorded the take off time TOF and landing time LAND Pressing the CLR button will clear the fault list A maximum of 17 faults including the two pseudo faults may be recorded Subsequent faults are not recorded unless they are duplicates PAGE 1 OSB 1 BIT1 OSB 3 CLR OSB 6 MFDS OSB 7 RALT OSB 8 TGP OSB 9 FINS OSB 10 TFR OSB 16 RSU OSB 17 INS OSB 18 SMS OSB 19 FCR OSB 20 DTE Indicates BIT 1 tests Pressing this button changes to the BIT 2 page Clears the Maintenance Fault List MFL if displayed MED Self Test N I Radar Altimeter test N I Targeting Pod test N I Fixed Imaging Navigation Set N I Terrain Followi
110. flashes can irritate and distract If you are losing your orientation always concentrate on your instruments They know better than you what your position is 144 E TREES Many objectives are now populated with trees to give you a better sense of height and speed while flying low NOE These trees may cause a frame rate hit on lower end systems Therefore they are purely optional If your framerate is too low you can simply switch off the trees using the Disable trees option in the Advanced Settings tab of the FalconSP Config Editor PADLOCK VIEW The padlock view 4 has been optimized in SuperPAK eliminating the overstretched neck syndrome In addition targets outside visual range can t be tracked any longer Mastermode independent padlocking is now possible by working with the Padlock prev next AA Shift Num and Padlock prev next AG Alt Num keyboard shortcuts You can also use the new Padlock AA Shift 4 and Padlock AG Alt 4 keys EJECTING CREWS The number of crew members ejecting from a damaged aircraft now corresponds to the number of crew members on board E g shooting down a TU 16 will result in four ejections from the plane giving four parachutes SCREENSHOTS A In game screenshots will be saved as BMP files in the falcon4 pictures subfolder A Using PrintScreen you can also take screenshots from the User Interface These will be saved as TGA files Ships are impl
111. flight When committing from the Ul into the flight to start the mission one player at a time should enter instead of everyone at once Note that sometimes this can still create chaos on taxiways To ease commitment control the chat window was improved in SP3 When a player clicks his Fly button the other players will automatically receive the message is committing now from him Be prepared to stop your aircraft from rolling and be alert for other moving aircraft If possible it s a good idea to stagger flight times so they won t occur too close together Choosing the correct Network adapter If you re having trouble connecting to another person you may have to run some more diagnostics to get things working First open a DOS prompt window via the Start menu IE Start gt Run Once the Run box appears type commana if you re on Windows 9x ME or type cmd if you re on Windows 2000 XP Inside this command window change directory cd to your Falcon directory Once inside the Falcon4 directory or wherever you installed it type netchk exe and hit enter You should see something similar to this E Falcon4 gt netchk exe ComlPHostlDGet 0 computer xxx xxx xxx Xxx The xxx will be your IP address eer If you have more than one ACTIVE network adapter e g one LAN and one MODEM adapter you ll see two or more lines like this E Falcon4 gt netchk exe comlPHostIDGet 0 computer xxx xxx xxx xxx ComlPHostIDGet
112. for the purpose of tie breaking during management team votes A total of 5 voting members and 5 non voting alternates will make up the entirety of the 10 person management team In cases where consensus cannot be reached on details of this project the 5th voting member known as the tie breaker will cast his tie breaking vote All issues resolved by this voting mechanism and not achieved by consensus will be accepted and respected by all members of the Management team A development team will be formed and managed by the F4UT management team only those people who directly contribute to development either Source Code or data will be a member of this team All contributors of code enhancements and data enhancements will have to first sign a copyright release Furthermore any handling the source code specifically will additionally require the need to sign an NDA relating to that source code A separate testing team will be formed and managed by the F4UT management team as well The F4SuperPAK developed by this community effort and copyright controlled by G2 must be allowed to be available free to the community for internet download This is irrespective of any for profit endeavors potentially also done by G2 with the code or any of its components The management team will compile a short concise list of their desired new features and present them to G2 for line item approval This list must be consistent with being doable within the m
113. g to please the Falconeer Ignore the rants the raves and bitches Just give us all a lot of switches This one to pull This one to push This one for firmness under tush Switches to start Switches to stop A switch so my load won t prematurely drop This will take you to the top And pose you there without a peer In starting to please the Falconeer So make it hard don t skimp on that It should take newbies and squash em flat Checklists galore For this work not play Starting the engine should take half a day C Emergency drills That circumstance Should make even Chuck Yeager crap his pants Takeoff denied Switch frequencies You forgot to pay your airport fees It s little things such as these That make it quite clear You re out to please the Falconeer Leave room for improvements that s certainly key One patch a day for sheer ecstasy Morning defragging Defragging at night But still defragging program is not quite right So tweak the FM Tweak the A l Tweak till your tweaker lies down just to cry Look up at the sky you do or you die Finally facing your deepest fear You might not be pleasing the Falconeer The final thing some room to complain Is really the most vital part of this game paid for a beta This sim sucks Is this all get for my 40 bucks The FM s too easy The FM s too hard Was this thing coded by a blind deaf retard Abide yourself by the word
114. galsworld com etc Installation instructions for this patch are included in its distribution package You are now ready to install the SuperPAK A Download the SP installer and unzip it Now run the extracted FalconSP_Installer exe and wait for the setup to start After a few seconds a small window as shown to the n right appears Simply click on Apply Patch to DEE E proceed eg a e ll kpk Frac Se be Epit EI OT dee E rl Another progress window will appear Applying Patches The installer is now expanding the installation package and copying all necessary files into place Be patient this may take a few minutes to finish Upon successful completion of this step a window showing an overview of the installed subpatches will be shown as seen in the screenshot to the right Click OK to finish If there are any patches that are not applied or showing errors then your installation did not complete normally You should restart from the beginning clean install Copy your logbook that you saved at the start of the installation back into the Falcon4 config folder check p 165 for more information about re using old files If you plan to use DirectPlay Voice to talk with fellow pilots in multiplayer games run the included voicesetup exe found inside the main Falcon folder and set up your microphone Get ready to launch You can now start your FalconSP exe A A ADD ONS If you have follo
115. ght MFD with the WPN view FLIR video A Slew the laser around Cursor keys and designate your target NumK P 0 Use the TGP s zooming capability Shift v to get a better view You can also undesignate a wrongfully selected target NumKP while still keeping a ground lock on the area This allows you to precisely select the correct target A DoaCCRP bomb release A Check if the laser is firing the L in the lower right corner of the WPN view should start flashing as soon as the impact timer meets the Laser timer value 8 seconds before impact You can also manually lase your target by holding down the first trigger detent Ctrl you will see the L flashing whenever the laser fires This will override auto lasing you must therefore keep lasing until weapon impact E NCN a NOTES Erar 5 Par POERAEE LE 32 LE AL J E Lede GG Phebe AVIONICS This section covers the upgrades to F4 s avionics Most of the changes only function if the Avionics variable in the Falcon Settings screen is set to Realistic Using Realistic Avionics adds tremendous functionality and means that the cockpit workload is much closer to a real F 16C AVIDNIGS Realistic If you are a beginner in Falcon 4 0 and find yourself overwhelmed by the complexity of the realistic avionics switch to simple avionics for your first steps OVERVIEW The SuperPAK offers a number of significant improvements to the Falcon
116. h Steve Hustler Wooters Special thanks to our friends from MacFalcon who were the first to master Falcon s 3D format and supplied numerous 3D models and skins to SuperPAK Rick Dragon Prior Master of LODEdit Basil Jetfighter Greber Alex Ter Jay Scorpion Martin Mapi Jackal Additional Development Albert Hecker Yung Bob Snowman Crawford Bryn Horseman MacDonald Charles Cobracab Bodiker Chuck Boothe Colin Cooler Morrow Edward Ed_1 Kiefer Georg kinggeorge Mumelter Martin Terrapin Gerner Marv De Beque Obi Offiah Rob Vexx Yurystowski Rufus Parson Sang Hyuk Yune Stephen HotDogOne French Tim Nighthawk Admire Tobias Buster Adam TacRef Bob Snowman Crawford Martin Jupps Friedrich Charles Cobracab Bodiker Thorsten Handel Stefan Johannesdal Robert W Ray Martin Vinther Robert Yurystowski Olivier Beaumont Jens Wegener Checklists Olivier Red Dog Beaumont Documentation Thomas Tom2 Walti Public Relations Kurt Froglips Giesselman Mark Frugal Bush SuperPAK logo and UI artwork Terry Bailey User Interface Ivo Widowmaker Schaperclaus Website Daniel BrownSnake Fahl n Beta Testing The over 280 members of the Falcon 4 0 SuperPAK beta test team SP1 SP2 SP3 Kurt Froglips Giesselman Julian Codec Onions Manfred Schumi Nelles Sylvain Bugsquasher Gagnon Chris Washout Carter Mark Frugal Bush Joel Jackal Bierling Christian Ripper Thomsen
117. hanges upon AIM 120 engagement A A bugged target depicted as a yellow triangle well inside the DLZ A The same target now in RED moments after a missile was launched against it A The target after estimated impact based upon FCR missile flight time estimation yellow triangle marked with red cross NN TOERIT El et ICH ba S reer AT La ES Non cooperative Target Recognition NCTR As soon as you lock up a radar contact in TWS or STT mode the NCTR system will try to identify the target by analyzing radar signature details During this process WAIT will be displayed in the top middle of the FCR If NCTR is successful it will then display the actual target ID e g MG25 in the FCR If NCTR fails it will display UNKN unknown instead Success for NCTR depends very much on the aspect to target as it relies heavily on radar returns from the engine compressor blades and air intakes Therefore NCTR must be able to see into the engines of the target this means that your plane must point towards the target and be inside a 25 cone in front of it The NCTR range depends on the radar mode in TWS it s only about 70 of what itis in STT Track While Scan TWS TWS now has an EXP mode expanding the field of view by 4 1 around a bugged target or the current cursor position if no target is bugged With no target bugged the expansion box can be slewed around the screen with the radar cursor keys T
118. has an ASEC that breathes between 262mm and 12mm and is a function of missile kinematics and LINE OF SIGHT to target LOS Locking up a target from rear aspect beyond 15 or so miles will therefore give the pilot the smallest ASEC display on the HUD If that target then turns towards you the ASEC expands accordingly As the target nears maximum track rate for the AIM 120 by closing to extremely close quarters the ASEC will shrink again When the target is in the maneuver zone and missile LOS limits the ASEC flashes If a missile s time of flight exceeds the calculated impact LOSE will be displayed in the center of the HUD LOSE will accordingly disappear if the target returns to range within the time of flight and impact calculations During the display of the LOSE cue the time of flight countdown will change from the T to an L Non data link launching is now modeled the same way as in Jane s F A 18 Selecting BORE will command the missile to be launched without a data link from the F 16 s FCR The missile will track the first target it finds in its FOV indicated in the HUD s center by the AIM 120 diamond Also modeled is the AIM 120 s ability to turn off its own radar in favor of a Home On Jam HOJ capability If a target is jamming your radar the AIM 120 can home on this signal HOJ will then be displayed on the HUD Five radio calls accompany firing the AMRAAM A MADDOG Shooting with no radar target A FOX3 CLOSE Firing at
119. he four way switch below the ICP lts four labeled positions and corresponding functions are RTN SEQ DOWN Cycle through the editable options backwards CLEAR button This button will clear the last two data entries If pushed twice the entire input is cleared Communication Navigation and Identification CNI Page The Communication Navigation and Identification CNI page is the default page displayed on the DED after powering up the Up Front Control panel UFC The CNI page displays information about your communications channel steerpoint IFF response and TACAN channel settings The active communications channel is written on the 1 row of the DED To change from UHF to VHF push the COMM2 button return to the CNI page and VHF will be displayed on the first line The UP DOWN function of the switch will cycle the symbol between the communications channels and the steerpoint Then use the PREV or NEXT button to change your channel or steerpoint UHF PACKAGE i zs 3 FHF GUARD n4 07 182 H LG bell MAN T10b Wherever you see that small up down arrow symbol you can change the data using your PREV NEXT buttons A Toggling the DCS into the SEQ position will show wind information A The HACK clock see below is displayed on the CNI page when it is running A Observe that there is a small up down arrow symbol beside your steerpoint This indicates the steerpoint can be changed using the PREV and NEXT buttons on th
120. he removal of the player rating bug see section Removing Bugs is the main reasons for this This bug has been in the code since the beginning of Falcon 4 so the standard campaigns were tuned under flawed conditions Without this bug it turns out that the forces of North Korea are too weak to be a real challenge for the US Air Force This is perfectly realistic Every other outcome would be suspicious The problem is that some people will now find it too easy How to resolve this problem 1 Shift the force ratio sliders more to the left at the start of a new campaign 2 Wait until someone makes new campaigns with stronger opponents This may happen very soon Perhaps the Balkan Theatre campaigns will be balanced for this realistic campaign engine 3 Make the forces of North Korea stronger Use the TacEdit utility to add squadrons for the north Particularly important are units with strong air to ground capability for instance Mi 24 squadrons and the addition of more modern air to air fighters 4 Play the campaigns from the red side for a real challenge Mission Generation Another weak point is mission generation A Sometimes generated air missions are not very intelligent suicide missions A From time to time the behavior of ground troops is questionable One might therefore wish for a feature to design missions and to be able to order ground troops CONCLUSION Although there are some remaining problems and a remaini
121. his EXP function enables you to split out targets flying in close formation No special radar modes are used here EXP is simply magnifying the existing display To toggle between the Expanded EXP and Normal NRML views use OSB3 or the SOI FOV keyboard shortcut v The EXP mnemonic under OSB 8 will flash when the function is enabled Also note the following changes to the TWS A Track Files are now displayed as hollow polygons A Track Files display a tail if an AMRAAM has been fired at it The tail flashes when the missile goes active A Atthe calculated impact time an X is imposed over the Track file This happens regardless of actual impact or not The X is steady for 5 seconds before it flashes and disappears If the radar lock is lost due to target disintegration after impact the Track Files will vanish as usual A The radar will not scan while the aircraft is on the ground Azimuth Step The Azimuth scan width step can also be changed between 60 and 30 degrees using the radar cursor Slewing itto one side of the display toggles an Azimuth step change and moves the radar cursor back in range on the MFD ACM modes ACM submodes are accessible via OSBs on the MFD by cycling through the A A radar modes Direct access to individual suobmodes is possible through keyboard shortcuts Ctrl F5 F6 F7 or by switching to dogfight master mode d c to cancel AIR TO GROUND RADAR MODES Air to Ground Ranging AGR The A
122. ht models as well Because of all the specific tweaking to the original thrust model and the lack of other engine type thrust curves the FM team went back to the beginning and started from scratch on the engines Fig 3 Pratt amp Whitney F100 PW 229 afterburning turbofan courtesy of Jack Mattingly The team assembled data on the various engines types afterburning turbofan jet turbojet high bypass turbofan turboprop etc Each type of engine has a specific thrust curve and this curve was duplicated and matched to each aircraft depending on that aircraft s engine type The team then compiled the published output performance numbers for each engine On some engines the FM team had the exact thrust numbers and curves like the F 18 s F404 engine in afterburner On other engines particularly OPFOR aircraft the output thrust numbers were scaled to the appropriate engine thrust curve Since most published output numbers are for uninstalled gross thrust the FM team used a standard installation loss equation to simulate installation thrust loss as well The end results are aircraft with engines that perform in the manner real world aircraft engines perform The SuperPAK pilot will need to take this information into account as well when flying Since most pilots will be flying fighters the example thrust curve below represents an advanced fighter engine similar to the engines used in fighter aircraft A 4 Typical Engine Perf
123. icle is available even when the HUD fails Similar to a WWII aiming device the reticle has three modes Off Primary Normal and Standby Backup A Enable the reticle from the A G MFD by depressing OSB2 and selecting MAN in the list A Toggle modes between OFF STDBY and PRI using the switch SHIFT CTRL m on the HUD control panel A Move the reticle on the HUD using the DEPR RET wheel found on the ICP Ctrl Leg ep z PALCON AU NEW HUD WARNINGS TRP FUEL This indication shows that the fuel in the external tanks is not accessible Check the fuel transfer switch positions or make appropriate adjustments in the flight plan to increase the effective range The normal cause of this is incorrect setting of the Air Source control If the external tanks are not pressurized then fuel will not transfer correctly This cue will appear when all the following conditions are met A More than 500 lbs of fuel in the external tanks Internal fuel is 500 lbs or more below capacity A A The fuel display selector is in NORM position A Fuel flow is less than 1800 pph A Air refueling has not happened in the last 90 seconds ALIGN While the INS is spinning up ALIGN is displayed in the HUD As soon as the INS is ready the ALIGN flashes for a few seconds before disappearing LOSE A LOSE cue will appear on the HUD when an AIM 120 is in flight and the FCC calculates that the missile no longer has the ability to intercept
124. if in supported mode OSB 12 lt mode 1 gt Direct access mode FCR on this screen OSB 13 lt mode 2 gt Direct access mode BLANK on this screen OSB 14 lt mode 3 gt Direct access mode TEST on this screen OSB 15 SWAP Swap left and right MFD displays OSB 16 ADLNK Toggles the display of data link air information including wingman position and wingman bugged targets OSB 17 GDLNK Toggles display of data link ground information This includes data link mark points and data link SEAD threats OSB 18 20 NAV1 3 Toggle the display of NAV routes 1 through 3 Only NAV1 the default route has any information HSD Cursor If the HSD is SOI you can move the cursor and designate items A Designating a waypoint selects it as the currently active waypoint A Designating a pre planned threat will show it s range ring if not yet visible A Undesignating a pre planned threat will remove the range ring from the display Moving the cursor to the top or bottom of the display will cause the HSD range to bump If coupled with the Radar it will decouple E Symbols As in the F 16C Block 50 52 MLU upgrade Falcon now features color MFDs drastically improving situational awareness for the pilot The colors of the symbols on the HSD are Own ship representing your aircraft Radar search volume Bullseye location and data gt gt gt Wingmen positional information including wingman number and current altitude in thousands o
125. ile will switch from 2 byte to 4 byte tile identifiers allowing more than the current 64 000 total possible far tiles Note Theatres for SuperPAK will be released in the coming weeks including the Balkans 148 Chapter 10 PRISE You are not alone INTEGRATED AIR DEFENSE SYSTEM DS The IADS has undergone vast improvements The air defense battalions now have correctly modeled search radar featuring additional radar modes There are no new radar symbols but new data and exe edits enable the radar to simulate search and track modes The six radar modes used are Off Search1 Search2 Search Acquire Guide In reality a battalion e g a SA 6 site does not only use it s Straight Flush radar system to identify and engage targets It is also supported by EW search and acquisition radar height finders illuminators and tracking radars These systems need to feed tracking and detection information of the target down through the chain before the next radar can try to acquire it An air defense system must be in Guide Mode Mode 5 to be able to launch and support a missile E g the acquisition radar might need the height information from the height finder before it can attempt an acquisition or the illuminator needs to get accurate position information from the acquisition radar before it can attempt a lock These different radar will show up on the RWR with different symbols and sounds to simulate
126. ill be offered with the default standard Falcon 4 0 default Korean scenario in mind All other equipment theatres weapons etc should be integrated but user selectable either from the in game interface or through pre game configuration panels Note 2 Although the F 16C has additional capabilities beyond what the USAF employs the F4UT agrees to keep strict USAF specifications as well as the specifications set forth by the other theatre combatants When other countries aircraft capabilities are to be incorporated example F 16 MLUs or blocks that are of foreign military configurations these can be integrated but incorporated as non default options that can be user selectable Note 3 One of F4UTs principals must be that of documentation for their choices of realism A most sacred guiding principle must be to support all changes with recognized military and civilian sources Sources must be submitted to all members of the F4UT s management team and G2 verified and re verified as necessary NOTES NCN a NOTES UN AND ON WE GO
127. inimum time frame allotted in this arrangement 120 days and must also take into consideration the fact that G2 s required features will be completed first Furthermore in so far as no other requirements and priorities of this agreement are overlooked the F4UT management team has the full right to determine how to implement the currently existing features and the full right to fix bugs to any of those features as needed A G2l representative will be involved in the management team but will not have voting rights for day to day decisions G2I will be available for advice counsel and direction setting and to relay G2 s position in ongoing development decisions G2l will not try to overly affect the new teams operations but as the custodian for the Falcon 4 0 IP G2 will have complete veto power on any new feature requests Upon execution of this contract G2 must approve any additional features not agreed to up front The F4UT management team will make all day to day decisions but G2 will have veto authority on any decision to include a new feature not previously agreed upon This authority will be used only when necessary and as a last and final resort No new features should be forced upon the new team by G2 other than those features agreed to at the start of this process The team will have a finite life soan When G2 has determined that any future development by the community would compete with their forthcoming products
128. ion s immersion The Settings Hardware should only be changed if you are experiencing problems graphics distortions or stuttering The default settings are set for optimum performance so some of the other options are most likely to reduce performance as measured by frames per second like the Graphics CTD checks option Others like the graphics distortion fix don t have a negative influence on performance Note GeForce3 users can now activate anisothropic filtering with each driver that supports it Check the Always allow anisothropic filtering option in the Config Editor then activate it by using the Graphics Advanced tab in the Falcon 4 User Interface The Settings Multiplayer options are used for turning on in game Voice communications and Multiplayer server mode Check the Multiplayer Experience section for more detail Note for advanced users You may use Notepad or other text editors to manually edit the falconsp cfg file but they must not add any kind of formatting saving only plain text GAME SETTINGS Choose the SETUP button in the main screen to make the required setup changes GRAPHICS SETUP GRAPHICS TAB There are tworequired settings to preserve the realistic weapons functionality A Object Density must be set to 6 A Player Bubble must be set to 3 To have the photorealistic cockpit available you must set your screen resolution to 1024x768 These settings place higher demands on the CPU If
129. ional aircraft HUDs avionics and other aircraft systems v All features desired by the FAUT Management Team for the second Falcon4SuperPAK released patch not the first combination only patch must be submitted to G2 within 14 days of the completion of this agreement This list must be a short concise list of desired features that can be accomplished along with G2 s required features in the minimum time allotted by this agreement 120 days Should both the initial list of G2 s priority features as well as F4UT s desired list of features be completed with time remaining F4UT s management team may then submit a second round of requested features to G2 that can be incorporated in the second patch or a subsequent third patch if all parties agree All new features beyond the initial lists are subject to veto by G2 However should time remain and G2 be amenable to a new feature list it may approve them in a line item fashion vi EFalcon terrain features color pallet far tiles etc Motivation for the F4 community developers and testers to sign on and join the new team 1 The F4UT will have the right to continue the development process that they have already committed so much of their time and devotion to 2 The F4UT will have the right to choose and develop features of their choosing and desire in addition to the features agreed upon with G2 with G2s approval of the feature 3 The F4UT will have the opportunity to place old feelings
130. ions data functionality cockpits terrains etc within the 1 10 executable code base i All possible eTeam exe edits and Sylvain Gagnon s Al exe edits as determined by the management team will be included li All possible and reasonable Cockpits terrains etc will be included lil All possible and reasonable eTeam Source Code features and functions will be included D Completion of the multiplayer client server code that the eTeam had to drop just before the 1 10 release and fixing of Jet net as necessary Should Jet net lie in the domain which is covered by signed members of this team Should Jet net not be made readily available to G2 by eRazor his decision will be respected and every reasonable effort will be made to create a new Jet Net like code which will manage the peer to peer game matching c DirectX 8 0a compatibility and new features offloading to GPU T amp L increased poly capability etc to the extent that such skills exist within the team d Other features as agreed upon in the negotiation such as i Major features fixes available in the 1 0812 version of the MicroProse code that haven t yet made it into the eTeam 1 10 version As put forth by G2 in a list format li In game easy and fully integrated Terrain campaign switching iii An expanded configuration interface where new modified features can be turned off on based on user preference iv All possible and reasonable Hooks for addit
131. ir and 2DHitChanceGround in your falcon4 aii file under the header Campaign For a well balanced campaign hit probabilities should be considered in conjunction with production and supply rates Therefore production rates are configurable also The variable DataRateModRepl determines the production rates for replacements airplanes and ground vehicles The default value is 1 normal rate The variable DataRateModSup determines production rates for supplies and fuel The default value is 1 5 50 higher than normal rates because there are no production type bonuses if the variable NoActionBonusProd is set to 1 Both variables are found in the Campaign section of your falcon4 aii file Adjusting hit probabilities and production rates enables some interesting strategic options For example if you moderately increase both hit probabilities and production rates the supply system becomes relatively more important In this campaign destroying factories will turn out to be a very promising strategy Building different styles of campaigns by adjusting all the new variables will become as challenging and interesting as building TEs GENERAL IMPACT OF PLAYER PERFORMANCE What should be the effect of player performance in campaign Currently player performance has avery strong impact through several effects The most important ones are A Hit chance modification through players rating Player rating varies between 20 and 20 Hit
132. ir to Ground Ranging mode is automatically selected during continuously computed impact point CCIP and dive toss attacks Itis used by the FCC to generate the slant range measurement to a designated surface location This means that the radar basically looks through the CCIP pipper to provide the fire control computer with the range and elevation of the target The FCC then makes its calculations and releases the bombs as soon as you press the pickle button If you push the pickle button while the plane is still a bit too far away for the bombs to reach the target the usual CCRP solution cue comes up in the HUD Once the solution cue drops and meets the flightpath marker while you are on the CCRP steering line the bombs will be released just as in normal CCRP mode Ground Map GM Ground Moving Target GMT With SP3 GMT is now only showing targets that are actually moving and not all vehicles regardless of their speed as it did in all previous versions of Falcon If a contact is moving slower than 5 kts or faster than 100 kts it will therefore not show up on the scope All targets that are not moving will instead show up on GM not just buildings as it did before So if you have a tank column that is speeding towards it s destination they will show up on GMT When they arrive in their destination area they will move slower Then as soon as they move at less than 5 kts they will disappear from GMT Finally once the have st
133. it lt was my second sortie with the F 16 Falcon after 1000 hours F 4 Phantom time The mission was a contact mission and the subject was aerobatics As usual for a Split S the instructor began by saying OK roll the F 16 inverted knew it was easy just to roll inverted applied normal stick pressure for an F 4 but the F 16 rolled about 720 degrees Whoa ELECTRONIC WARFARE SYSTEM The EWS allows for automatic countermeasures upon missile launch detection by the RWR This includes the release of pre programmed sequences of Flares and or Chaff and the ability to turn on the Jammer automatically The EWS is controlled by a number of switches on the main EWS panel found on the left hand front panel MODE Select the EWS main mode SHIFT z x A OFF The system is switched off completely No Flare Chaft release is possible A STBY To manually re program one of the default programs through the ICP switch the EWS to standby mode A MAN To manually launch the selected Flare Chaff program A SEMI When a radar spike is detected by the RWR Betty calls out Jammer to ask you if you want to turn the Jammer on only if the REQUMR Option in the ICP is set to ON If so turn iton manually When a missile launch is detected by the RWR Chaff Flares are automatically released according to the currently selected program on the PRGM switch A AUTO When a radar spike is detected by the RWR the Jammer is turned on aut
134. ith A and a number will change between 60 30 and 10 degrees sweep This is useful if you only need a specific patch of ground map updated where your target is When reducing the azimuth scan you ll get faster target updates Radar map gain In GM and GMT modes adjusting the radar gain can improve the picture quality of the display thereby providing more details and better information about the target and it s surroundings like displaying hills valleys rivers and roads To help you taking advantage of this the default gain settings have been adjusted In addition check out the HOTAS chapter earlier in this manual proper key shortcuts Ctrl F3 F4 have been added to allow the correct simulation of the radar range knob on the TQS doing range switching in A A modes and radar gain adjustment in A G modes HEADS UP DISPLAY HUD HUD FEATURES A Aroll cue is displayed in normal mode and shows your roll angle up to 45 This roll indicator is only displayed when the FPM is visible switched on and the system is notin AG or DGFT master mode A Abank indicator is displayed when FPM is visible switched on the system is in AG master mode the gear is down and the scales switch is set to VV VAH A The AOA indexer lights only work when the gear is down A When the landing gear is down a 2 50 ladder bar appears As well as showing the approximate best descent angle it is another visual cue that you are in landing
135. k SEAT ARM SWITCH This switch SHIFT e can be found on the left front of the ACES II Ejection seat just below the pilot s kneepad and the landing gear handle When the switch is in the UP SAFE position the seat is NOT armed and the SEAT NOT ARMED caution light will illuminate Ejection is NOT possible Moving the switch down ARMED allows normal operation of the ejection seat Changing the seat from ARM to SAFE will illuminate the caution light and a Master Caution will be displayed TAIL HOOK SWITCH For carrier landings the aircraft s tailhook must be deployed CTRL k Upon landing the hook catches one of several arresting wires stretched across the landing deck of the carrier bringing the plane to a stop The hook cannot be visually seen as the 3D models aren t updated yet ALTERNATE GEAR DEPLOY RESET If hydraulics fail this handle ALT g engages the alternate gear deployment The center white button CTRL SHIFT g resets the alt gear deployment and re enables normal hydraulic gear deployment SPEED BRAKES In the air and with the gear retracted the speed brake operates through its full range However if the landing gear is lowered the speed brake opening is limited to 43 If necessary the pilot can override this limitation by holding the speed brake actuator in the open position Shift b On the ground there is no need to hold the key in the open position after the nose wheel is on the gro
136. l L Hero Jensen 87th Mark Mauler Mauldin Paul Juggernaut Sterman pdaitch P Thomas Chuck Snowfalcon Harris John StaticxDO0d Cundiff Vincent Vega Vlad Vossler AMVI Anders John aquila Charlotte David Killer Morrison flyingv ftl98003 Heater Michael Scorpion Schoenfeld 128th Rob Marlin Barraclough Max AMVI John Hunter882 Gabbamonte Ktel 185th Skiz AMVI Thorsten Firebird Graf Jose Carlos Werewolf Vali as Kyle Medic Steever FreeBirds Naked Blonde Jerry Shade 555 E SP3 Rick Centeno Marcin Siwczuk Necky 44 Guilherme Shinobi Henrique de Almeida Mauricio David Crazy Freebirds Maverix Rene Mustang Gonzalez eRAZOR2020 Johnny JAMO1 Martin R W PackRat Ray Mike Glide Bonar 87th FranklinGFX Fierce 32nd Johnny Stunada Peter Snoopy Krause Rade After Forever Sakac Davee Catseye 33rd Stefan SledgeHammer Johannesdal Mike Kelly Aeyes Bobbowil Jott pst hilaire Brain Raptor R Dirk BelgianTiger_5 Verbist Daryl Panther Pope 16th Andrew Hornet Rixon 16th Andy Jammer Simmons 16th Jonespimp Mark Am Haray 16th Robert Buster Fekete 16th Bob Robo Fitzsimmons 16th Sinister Prog Joseph Sniper Ames 16th Dodger FB Larry Scooter Ferrence 16th Matt Widowmakr Matthews 16th Randy Viper Clutter 16th Troy Bird Fortmann Wade Laser Holdeman 16th Zachary VapourTrail Olsen 16th bmoffett122
137. la 108 AIM EE 109 A ola sean al a at eet le et oe aa 111 A chee cae dec ca tato ese cava taesl neo as vendac rasenee ester a seats caneameaceee 112 New Radio ee OT E 114 The M ltiplayer Experience ii na 116 Configuring bandwidth USAGE ccccconccccoccooccoonnonononnnonononnnnnnnnononononnnonnnon cnn nnon nn nnnnnncnnnennnennnnos 116 A O tac 116 Fly any Plane in MP dogioht AE 117 Setting up a AM gece Ae eee teeta eee Bs 118 Technical Back rod a a 119 JetNet Online Game Browser eege eege 123 leg E 123 leet WO adsl de 123 fo lalate ies toe O y A Po eeerserenne tree i a ee renry secret emer tee 123 SC TMG LID a OVA A a At 124 ci A a bees ca cene nected a a 124 Flight Modelos 126 NEON EE 126 RE 126 A 127 Suel 128 Engine SpoolRalS isis iii ici 130 FUERON TOEG AAA A AN 130 Fap SS Si rs 132 rolas data 137 Aircraft momentum roll pitch YAW ooooccccoccccoccnnonanononnnonnnnnonnnnnnonnnannnnononcnnonnnannnnarnnrannnnnns 137 geilen COUN E 138 GUN POS ON A eee ets 138 Exhaust ContrallS Wingtip e 138 Dra Citi a Peta 139 Pylonsana Store Drag Valles iii diia 139 Fuel Values for Campaign UNITS c ccsccsccssessessesseesseeseeseecseseeeseesseeseeseessaeseesaeseesseeseetenes 140 KNOWIN RT 140 CONCISA ii 141 O 142 A 0 a 144 Wed Me isa 144 ENCISO Well des 144 A 145 An 145 EISCUING Crews ic A S a ai 145 O ASe Aaaa OOs 146 SOUNDS E E E T EEE I E E R 146 Caltier Opera Sci 146 E
138. lacements as aircraft or ground vehicles The variable RelSquadBonus does this last job These goodies are enabled through the following variables under the Campaign header in your falcon4 aii file StartOffBonusRepl 150 StartOffBonusSup 2000 StartOffBonusFuel 2000 NoActionBonusProd 1 NoTypeBonusRep 1 RelSquadBonus 4 In addition there is another important improvement to the supply system When aircraft return to their base after a mission unused ordinance and fuel are put back into squadron stores Prior to SP2 these unused ordinance was simply lost HIT RATES AND PRODUCTION RATES Hit rates in Falcon 4 are generally based on the hit probabilities of the weapons versus a specific target type Much effort has been spent to develop realistic hit probabilities for these weapons When an aircraft fires a missile for instance an AIM 9M the hit probability of this weapon is 40 against high flying aircraft but there is also an aircraft specific bonus The concept behind this bonus is that there is a difference whether an F 16 or an F 4 fires the missile If the missile is shot by an F 16 the hit probability increases by another 40 Conversely there is an aircraft specific defensive bonus representing the maneuverability of the aircraft If the missile is shot against a Mig 21 hit probability is reduced by 25 so the actual hit probability of an AIM 9M fired by an F 16 against a Mig 21 is 55 in a 2D world fight a k
139. lcon4 and help improve SuperPAK by giving us your feedback Graphics problems Radar garbled Text on HUD and MFD unreadable etc A On nVidia cards A Disable FSAA and anisothropic filtering A Reset the texel alignement slider Right click on a free part of Desktop gt Properties gt Settings gt Advanced gt Tab name of your graphics card e g 3D Blaster GeForce 256 gt Additional properties gt Direct3D settings gt More Direct3D gt Texel Alignment Reset the slider to the mark just left of the middle Click 4x OK to save Reboot A If you have a GeForce 2 MX graphics card select the Direct3D HAL not Direct3D T amp L HAL as Video Card and disable FSAA the MX series aren t made for that A Try a different sort of drivers for your graphics card like the older 7 97 for nVidia cards Be sure to delete all files from the previous driver by using a tool like NVMAX A Voodoo 5 cards running 4xFSAA under Win9x will display a flashing box in the upper left corner of the screen when the A G radar display is visible and the Fast A G Display option is checked in the FalconSP Config Editor The intro movies are stuttering badly A Disable 3D Sound and or enable the old sound algorithm in the FalconSP Config Editor A Check the audio playback settings of your system Start gt Control Panel gt Multimedia Long waiting time or getting stuck on the standby screen after the mission A Try pressing ESC or TAB if you are stu
140. lected mode We can also get the menu page by pressing button 13 or 14 twice The first press promotes a page from secondary to primary mode changing the display to that mode here BLANK or TEST The second press is just like the case mentioned before except that the mode selected from the MODE menu will be assigned to the selected page OSB 13 or 14 Example 2 We have FCR OSB 12 primary BLANK OSB 13 and TEST OSB 14 but need to change to FCR OSB 12 HSD OBS 13 primary and TEST OSB 14 Press OSB 13 BLANK once to select it as primary display changes to BLANK display then press OSB 13 again to bring up the MENU page for OSB 13 When we now select HSD using OSB 7 it will be loaded into the display format option at button 13 The MFD now looks as desired Configuring Master Modes The settings of the OSB 12 OSB 13 and OSB 14 buttons are master mode specific meaning that different OSB display configurations can be assigned to each of the five master modes NAV A A A G MSL DGFT These configurations will be remembered when you switch back to that master mode For instance if you press the A A button on the ICP to enter the Air to Air master mode the MFDs reconfigure to the last set modes for that master mode So if you make a change in range scan width radar mode etc while in A A mode switch back to NAV fora moment and then switch back to A A mode the MFDs will show the same settings as before Th
141. lone hour while we were working on yet another feature In addition our thanks go to the folks who dedicated thousands of hours of professional work to build the base for SuperPAK the Realism Patch Group Realism Patch 5 and the eTeam eFalcon 1 10 Thanks to all of you out there None of this would have been possible without the visionary design and outstanding achievement of Gilman Louie and his team at MicroProse thanks thanks and thanks again Last but not least we thank G2Interactive and Infogrames Inc the current holders of the Falcon series intellectual property for trusting us and allowing us to build the ultimate combat flight sim Their generosity has allowed us to fix remaining showstoppers well after the agreed deadline Disclaimer Due to changes in the data structure and new features in SP F4UT have made some edits to the RP5 data files These were made without the permission of RPG or any consultation from the RPG As a result SP cannot be considered RP5 compatible and F4UT make no claims of compatibility integration or performance of RPG work RPG feel that their permission should have been sought but in the interests of improving relations agree to let the matter end here KNOWN ISSUES While much improved in relation to the original Falcon 4 SuperPAK still has its share of bugs and issues Some are known others are still undetected Meet us online www frugalsworld com forums delphiforums com fa
142. m left Rudder trim right Sim Aerodynamic Debug SMS power switch Sound Com1 Volume Down Sound Com1 Volume Up Sound Com2 Volume Down Sound Com2 Volume Up Sound Missile Volume Down Sound Missile Volume Up Sound Threat Volume Down Sound Threat Volume Up Start the JFS Shift Ctrl Alt x Shift Tab Shift Ctrl F4 Shift Ctrl F1 Shift Ctrl F5 Shift Alt F 1 1 Shift Alt F8 Ctrl Alt F10 Ctrl Alt F9 Ctrl Alt F12 Ctrl Alt F 11 Ctrl t Shift Alt F3 Shift Alt F 1 Shift r Shift Num Alt Num Ctrl F3 Ctrl F4 Shift Alt r Ctrl Shift g Ctrl Alt r Shift Ctrl Alt w Shift Alt F9 Alt LeftArrow Alt RightArrow Not assigned Shift Alt F4 Ctrl Alt Ctrl Alt Shift Ctrl Alt Shift Ctrl Shift Ctrl Shift Ctrl Shift Alt Shift Alt Shift j SimEpuToggle SimReticleSwitch SimRALTOFF SimRALTON SimRALTSTDBY Sim ThrottleldleDetent SimTMSDown SimTMSL eft SimTMSRight SimTMSUp SimToggleFlir SimHookToggle AFElevatorTrimDown AFElevatorTrimUp SimTrimAPDisc SimTrimNoseDown SimTrimNoseUp SimTrimRollLeft SimTrimRollRight SimTrimYawLeft SimTrimYawRight SimLandingLightToggle SimParkingBrakeToggle SimLaserArmToggle SimToggleMasterFuel SimToggleTFR SimUFCPower OTW900View SimInhibitVMS SimTransmitCom1 SimTransmitCom2 SimToggleMissileBoreSlave SimToggleMissileT DBPUncage SimToggleMissileSpotScan SimToggleMissileCage Step through EPU settings Switch on the manual bombing reticle Switch radar al
143. m was that the program didn t check whether the pool of replacements was already exhausted Whether it is reasonable to favor offensive units in such a dramatic way this bug provided an offensive team could get more replacements than actually produced remember that the production of the offensive team was already four times the normal production rate The consequence in the campaign was an even stronger Wall of MiGs Since SuperPAK 2 these gross inconsistencies can be corrected The variable StartOffBonusRepl can determine the extent of additional replacements a team gets when it goes offensive default value was 1000 The similar variables StartOffBonusSup and StartOffBonusFuel do the same thing with the additional level of supplies and fuel delivered to an offensive team as they begin their push default values were 5000 for both The variable NoActionBonusProd switches off the 4X replacements bonus for the offensive team if set to 1 they have the same number of factories with the same capacity The variable No7TypeBonushep controls a whole new procedure for supplying units with replacements Setting it to 1 has several advantages It removes the bonus for attacking units It absolutely guarantees that units can not get more replacements than previously produced or available through airlift A distinction is now also made between ground vehicles and airplanes you can therefore fine tune the distribution of rep
144. mode in addition Calibrated Airspeed is displayed regardless of switch position A The heading cue on the heading tape has changed In ILS master mode it s a V in NAV mode it s an inverted triangle A If the HUD is SOI a star is displayed in the HUD s top left corner A Inthe HUD only view 1 all MFDs can now be turned off g_bNoMFDsiIn1 View SWITCHES HUD power switch Use the SYN dial on the UFC to toggle the HUD on and off Shift Ctrl Alt b Drift C O switch The Drift C O switch Ctrl PageDown on the UFC centers the FPM in the center of the DRIFT Got HUD Without it the FPM is off to one side depending on the prevailing winds During EN E take off and landing you usually switch to normal mode which means you see the effect a the wind has on your flight path Once in the air you no longer need to worry about the Miatu wind so you use that switch to center the HUD ladder and fpm for better visibility A A HUD CONTROL PANEL This panel in the right auxiliary console determines how the HUD displays information Scales Switch Shift Ctrl Alt s Off Digital readouts for velocity and altitude VAH All scales except vertical velocity AH All scales Flight path Marker Switch Shift Ctrl Alt f FPM Flight Path marker ATT FPM Flight Path marker and attitude reference bars DED Data Switch Shift Ctrl Alt d PFL Pilot Fault List DED Data Entry Display Manual Bombing Switch Shift Ctrl m
145. mode switches are placed in the ATT HOLD position Once ATT HOLD is engaged the aircraft will be held within 0 5 degrees in pitch and 1 degree in roll To do a roll and or pitch correction use the Autopilot Override The Autopilot Override paddle switch CT RL 3 will decouple all autopilot inputs while it is depressed Upon release of the Autopilot Override the autopilot hold modes capture the reference at release and the heading select guides the aircraft towards the selected HSI heading E HEADING SELECT To use this mode switch to the HDG SEL position on the ROLL switch The autopilot system uses the heading error signal from the HSI to command the necessary bank angle up to 30 degrees to capture the heading that has been set on the HSI The aircraft will automatically turn through the smallest angle to any heading selected by the pilot and will maintain that heading within 1 degree To use your current heading adjust the heading select knob on the HSI to align the heading marker Captain s bars to the aircraft heading Then engage HDG SEL ALTITUDE HOLD Upon engagement of the ALT HOLD position on the PITCH switch the autopilot system receives an altitude error and altitude rate signal referenced to the conditions existing at the time of selection The autopilot will control to within 100 with bank angles less than 30 degrees WAR STORY How sensitive are the F 16 controls Perhaps this will help illustrate
146. model short take off and landing by adding a significant amount of lift to the flaps Therefore the flaps on the Harrier should be thought of acting like thrust nozzles As you lower the flaps think of the thrust nozzles turning toward the ground The Harrier has ten flap positions to cycle through This allows for the lift to be added slowly when coming in to land When you first join the aircraft for take off the flaps are setto position five and will allow you to takeoff at 75 80 knots This simulates a STOL take off Whether in take off or landing mode it is best to cycle the flaps up or down instead of using the full up or full down keystrokes Because there is a large amount of lift tied to the flaps fast changes between flap positions can cause unpredictable flight behavior and possibly cause you to crash the aircraft Here are some instructions for a typical landing scenario 1 At five miles out bring the Harrier to 200 kts at 2000 ft 2 3 4 5 6 ra 8 While this may sound hard with some practice you will have no problems landing virtually anywhere on the airfield Reduce the throttle and allow the airspeed to drop Add flaps in one step increments as speed continues to decrease Hold the nose level and allow speed to reduce Continue to add flaps until airspeed is 80 kts and aircraft flaps are fully deployed Allow speed to continue to drop but hold the nose of the aircraft level Manage descent rate with small uses
147. n imagine that during the heat of battle or training that your actions may not always be as precise and collected as you might like A certain pilot flying F 16s during a Fox 2 training flight chopped his throttle back a little too vigorously and managed to jump it back beyond the Idle setting to the cutoff setting Now while this is an excellent way to reduce the heat signature of your engine it does have problems of its own as you can imagine FUNCTIONS AND USAGE To shut down the engine A Set throttle position to idle A Engage the idle detent switch ALT i This is equivalent to pressing the lever that allows the throttle to travel fully back and then pulling back the throttle A Engine will now spool down to 0 on the ground or between 5 10 in the air depending on speed In flight the EPU will start and run automatically as soon as the rom drops below 80 The EPU has a 10 minute fuel supply to power flight systems then a total flight control system failure will happen 100 D The Hydraulic B system will fail as soon as the engine is shut down The most important effect of this is that the landing gear cannot be lowered normally Instead you ll have to use the Alternate Gear Extension ALT g to lower the gear You will not be able to retract it unless the main engine is restarted To retract after an engine restart toggle the Alternate Gear Reset switch SHIFT CTRL g to reset the system To start the je
148. n now fire and support multiple missiles In addition SAM sites inside a larger SAM s radar coverage keep their own radar off until an enemy plane gets into it s missile engagement range The SAM then switches immediately to Acquire Guide modes skipping the Search modes This makes the IADS even more threatening than in earlier SuperPAK versions PILOT ARTIFICIAL INTELLIGENCE AI SuperPAK 2 and 3 are based on the improvements made to the pilot Al in previous patches The famous Air to Ground Al from SP1 was further tweaked and improved and the not so famous Air to Air Al underwent a major overhaul for SP2 to live up to the standards For SP3 further tweaking and optimization was done ground avoidance TFR mission target prioritization etc The following outline concentrates on the improvements made in the Air to Air Al AIR TO AIR TACTICS First of all each flight now reacts as a flight and not as singletons The flight lead will therefore choose one of 18 profiles based on his mission his skill level his aircraft type and the enemy s aircraft type Some randomness is also factored in The flight will then execute this simulated pre briefed profile as long as at least one pilot in the element has situational awareness of the enemy flight The profiles themselves range from droning straight and level into the threat to complex Air to air combat tactics In general the following guidelines are used in an Air to Air engagement
149. n to the pop up point When the pilot turns into the target after pop up the OA can give additional visual information about the heading to the target because we set it as an extension to the imaginary line between pop up and target A The VRP is a reference point for a successful escape after the attack VIP OA VRP are entered into the navigation system during RAMP start because it takes a moment to input them Their positions are defined well before during mission planning By looking at the map around the target we can evaluate the best way to attack the target and the best way of escape In training mission 19 our target is a bridge running north south over a river that runs east west South of the bridge is a larger city Using the waypoints assigned by the mission generator we evaluate optimum positions for our VIP OA and VRP and note their coordinates distance and bearing relative from the target waypoint In real life these coordinates depend not only on the threat situation but on the weapon type used the attack release altitude and speed the wind situation etc For our tutorial we forget about that for a moment just want to demonstrate the basic usage of these reference points EE EZ e i 10 SL 7 10 A As we approach the target from north west and because the target runs north south we set up the VIP about 3 miles north of the bridge A The OA is located just south of the bridge extending th
150. ndividual sounds to be set per aircraft FUEL FLOW TSFC Along with the new thrust curves and matching output numbers the FM team researched and implemented the standard Thrust Specific Fuel Consumption TSFC numbers Each engine has a particular efficiency in how much thrust it provides per how much fuel it consumes These values vary significantly depending on the type of engine the age of the design and the power setting Modern engines are more efficient per pound of thrust than older ones while high bypass turbofans are more efficient than regular afterburning turbofans at subsonic to low transonic speeds The FM team found TSFC values for nearly every engine in SP For the few that did not have published TSFC values the team took a similar engine TSFC values and used those This particular change will have a profound effect upon mission performance As one former F 15C pilot commented on flying in real life I quickly got fuel religion In SP fuel religion is a must as well Let me quote again this former F15C pilot always had sense of how much gas something was going to cost If I turn with this guy it is going to cost me XXXX pounds of fuel Can afford it Or would it be better to burn YYYY pounds of fuel running For many this particular area is going to be the single biggest immersion producing factor with the new flight models As a quick tip knowledge of the thrust curve comes into play again wh
151. ng DISPLAY MANAGEMENT SWITCH After setting up the preferred MFDs on mission start up using the OSBs use the Display Management Switch DMS to quickly access these pages or to move the SOI between the HUD and the MFDs Depending on the current radar mode the DMS works as follows Move SOI to HUD if possible Num Shift 8 Cycle Cycle through through left MFDs db right MFDs Num Shift 4 Num Shift 6 Switch SOI between MFDs Num Shift 2 o EA COUNTERMEASURES MANAGEMENT SWITCH CMS information and operation is classified We can assume that it controls ECM and flare chaff operations Therefore the following setup is suggested Run selected EWS program x Decrease Increase EWS program EWS program SHF q SHF w Toggle jammer J CURSOR ENABLE SWITCH The Cursor Enable switch Shift n on the TQS is the Z axis of the slewing cursors used to move the radar or the weapon video view Depressing the Cursor Enable switch with an AIM 9L M AIM 120 or AGM 65 selected will change the BORE SLAVE option For AIM 9L M and AIM 120 the BORE SLAVE option is changed only as long as the switch is held depressed For the AGM 65 a permanent change of BORE SLAVE PRE VIS BORE occurs RADAR RANGE KNOB In the real jet the radar range knob on the throttle has a combined mode dependent function lt is used to control the radar range in A A mode and the radar map gain in A G With SP3 this is now prop
152. ng Radar Test N I Rate Sensor Unit NI Inertial Navigation System test NI Store Management System test NI Fire Control Radar test NI Data Test Loading N I PAGE 2 This page contains additional built in tests OSB 1 BIT2 Indicates that these are the BIT 2 tests Pressing this button will change to the BIT 1 page OSB 3 CLR Clear fault list NI OSB 6 IFF1 IFF1 Self Test NI OSB 7 IFF2 IFF2 test NI OSB 8 IFF3 IFF3 test N I OSB 9 IFFC IFF Mode C test NA OSB 10 TCN TACAN Test N I OSB 19 TISL Target Identification Set Laser NI OSB 20 UFC Up Front Controls NI RESET PAGE The reset page allows various symbology and lighting levels to be reset OSB 1 BLANK Switches off the MFD display OSB 5 RESET MENU Return to main menu page OSB 6 SBC DAY RESET Reset day symbology to default value NI OSB 7 SBC NIGHT RESET Reset night visibility symbol data N I OSB 8 SBC DFLT RESET Reset default symbology visibility settings NI OSB 9 SBC DAY SET Set the SBC daylight settings NI OSB 10 SBC NIGHT SET Set the SBC nighttime settings NI OSB 18 NVIS OVRD Night visibility override mode N I OSB 19 PROG DCLT RESET Programmed declutter reset N I OSB 20 MSMD RESET Master mode initialization data reset NA FIRE CONTROL RADAR FCR PAGE The FCR page displays all the radar modes There are eight main radar modes each with sub modes OSB buttons 1 5 select the current radar sub mode The currently sel
153. ng all coordinates go to the HUD only view 1 You should be able to see all three reference points as shown in the screenshot on the next page The VIP and VRP are shown as small circles while the OA is the thin pyramid on the right If you don t see all three reference points don t panic If you haven t frozen the sim immediately after entering the cockpit it can be that you are already too close to the target to see all 3 points together In this case just make a few turns with the plane and look out for the reference points If they still don t show up verify the data you entered Now we are ready to start our zigzag attack run The plan is to make a low level ingress below 500 feet towards the VIP then pop up to about 1500 feet and finally roll and pull 90 right into the target for a successful CCRP delivery using the OA as a supporting heading reference between VIP and target Finally after bomb release we break left towards the VRP for escape Once there we proceed to the next normal waypoint Have fun For more information about ground attack deconflicting and pop up attacks check out the USAF Multi Command Handbook 11 F16 F 16 Combat Aircraft Fundamentals Chapter 5 There are different methods on how to use VIP OA and VRP Basically in SuperPAK they allow you to setup a maximum of four reference points around the target waypoint The tutorial describes one typical way on how to use them but not ne
154. ng wish list the campaign engine of Falcon 4 SuperPAK is certainly the best you can get in a current game Chapter 11 Appendix CREDITS The following people helped substantially in the production of SuperPAK Coding Joel Jackal Bierling Manfred Schumi Nelles Alfred Stiassny Martin Pogo Ingold Sylvain Bugsquasher Gagnon Julian Codec Onions Rik Davor Bowman Perkovac Fred Baldeagle Balding Cockpit Paul Jagstang Joy Patrice Skypat Basquin Rufus Parson Flight Models Tom Saint Launder Andre Raptor One Joseph Bennie Broughton Instar TAF Georg kinggeorge Mumelter Thorsten Firebird Graf Jose Alberto Coradan Dominguez Chris Washout Carter Davor Bowman Perkovac Ray Ratty Gatterer Simon Animal Jessurun Fabio Spieg Incagli Randall Chuck Boothe Paul Poulsen Craig Homer Greg Lewis Francesco Mix Missarino Realism Michael Superman Kent Shawn He Man Agne Weapon Loadout Lloyd Hunter Cole Sim Gunner Taylor Theatre Manfred Schumi Nelles Chris Washout Carter 2D 3D Artists Skins and Models Christian Ripper Thomsen Fred Baldeagle Balding Jerry Pookie Davis Mike Vermin Rivers Robert Pumpyhead Lozada David Killer Morrison Stephane Exo Nguyen Panther Antonio Quake Lumia CCC Guilherme Shinobi Mauricio Radiationhazard Orion Aeyes Martin Spike Sandrock Toshio Ootami Viperwear Ron Red1 Nair BG Beartrax1 Galbrait
155. nsive when initiative is greater than 50 and on a major offensive when initiative is greater than 55 In calculating the relative strength of the teams both air and ground forces as well as relative losses are taken into account If a team is on the offensive and its initiative falls below 40 for instance because of heavy losses the offensive breaks down and we reach consolidation There are many advantages to these improvements A One mission does not have any permanent effects on the war A There are no asymmetries in acquiring automatic initiative points between offensive and defensive teams A There are no inconsistencies between the allies and enemies initiative points summing to 100 A Without player input it is the relative strength of the teams which determines long term initiative points and therefore the evolution of the campaign With this new initiative point system the transition from defensive to offensive states and vice versa should be smoother more understandable and better grounded in the actual status of each team in the war You can set this new initiative point system in effect by putting New nitiativePoints 1 in the Campaign section of your falcon4 aii file OTHER CONSIDERATIONS There are many other aspects in Falcon 4 that have direct or indirect effects on campaign behavior A For example the new flight models with new fuel flow rates will have a significant impact on the campaign because the
156. nto or with the wind LGBs miss all the time Turn your laser on The target must be lased until impact or the LGBs will just go ballistic Using Master Caution reset doesn t clear the WARN message on the HUD Use the WARN reset button on the ICP panel SHFT CTRL ALT w The autopilot key a doesn t fly the plane This key only works with Combat and Steerpoint AP settings With realistic 3 axis autopilot you must use the two new autopilot switches to decide what the autopilot is going to control When fire my AIM 120 s there is no smoke trail Why is that The correct modeling of the smokeless rocket motor After a brief exhaust it burns clean The new avionics are too complicated for me prefer the simpler 1 08 suite Select Enhanced avionics in the Setup gt Simulation tab Realistic chooses the SP3 code ICONO me a mme TABLE OF CONTENTS FAQ Frequently Asked Questions csscecseeseeneesseeseenseeeeeseeeneesensneesenenesoesoeeneesenenieseesoeses 3 The SuperPAK Manual Series iii adan 12 Chapter UTM MES es 12 Jee e E 14 Foreword DY TING Prod Sima ias 15 New Features E E 16 Reporting Game Crasnes iii da 17 SuperPAK and the Unified Team on the Web ooicnccccnonccnnncnnnncnccnasnccnnnnncnnenarnnncnnene rca 17 System requirements for Falcon 4 SUperPAK 3 ioncoccccccccncnnnonnconccanccanoranoranrranrnanrnanraanrnanrans 20 Wat SOE EE 20 MDS ea AON BE 21 e e 22 Installing additional COCkpitS occoncco
157. ny of the additional keystrokes have only been added to allow users with programmable input devices to take full advantage of SuperPAK The installer will place a new keystrokes file called keystrokes key including all these new commands in your Falcon4 config subfolder To activate it select the Controllers tab in the Falcon Setup screen click Load select keystrokes key in the resulting file list and click Load to activate it The SP3_Keyboard Map pdf found in the Falcon 4 folder is a keyboard layout map of this keyfile similar to the keyboard chart found in the original Falcon 4 0 retail package In addition there is also a new quick reference included SP3_Keyboard Reference pdf For ease of use we strongly suggest using the new keystrokes file keystrokes key in its entirety and re programming your HOTAS to your needs If you feel that this will be more time than you care to invest then you can manually add the new key definitions to your existing key file MODIFYING THE KEY MAPPING FILE If you don t want to use the included keystrokes key file and choose to apply the new keyboard shortcuts to your existing keyboard mapping file the following documentation describes how the key file in Falcon 4 0 works and how to reprogram it directly using a text editor We still suggest using the new keystrokes file keystrokes key in its entirety and re programming your HOTAS to your needs How to add new keyboard
158. o improve the flight experience and to ease the installation procedures for the various patches This brought up the idea of a unified exe a patch that would combine better avionics and better graphics with improved Al behavior and more realistic campaigns In November 2001 this milestone in the Falcon 4 patching history was reached with SuperPAK 1 With SuperPAK 2 released four months ago we took Falcon 4 even further More than three years after the initial release of Falcon 4 this was a major step forward in our quest for the ultimate combat flight simulation Meanwhile the pursuit continued After the release of SP2 in January 2002 the plan was to release a polished SuperPAK 2a in late March However so much work had been done in the meantime further optimizations countless bugfixes new features that we decided to call this next release SuperPAK 3 With SP3 the source code modifications of Falcon have come to an end However our quest isn t finished Thanks to the visionary design of Falcon and the adaptations made in SuperPAK there is still ample room for further improvement In the future the F4UT will therefore concentrate its work on optimizing the data part of Falcon This includes flight models weapons and weapon systems 3D models theatres objectives features etc So don t worry the fun isn t over yet Here comes SuperPAK 3 Enjoy The Falcon 4 Unified Team 60 Developers gt 200 Testers A A NEW FEA
159. o allow further tweaking and the introduction of additional radar status modes e Over 40 new keyboard commands to take advantage of new features and switches including special HOTAS commands for enhanced realism DMS Pinky switch triggers e Further bug squashing memory leak fixing etc Major improvements in SP3 Optimization of the new multiplayer code Framerate improvements Macrostutter fix optimized CT file updated trees code tweaks Pilot Al TFR ground avoidance BVR engagements target prioritization mission behavior IADS identified unidentified objects SA firing intervals LOS flak accuracy Mid air refueling Tanker track pattern easier hook up Al positioning plane dependent Padlocking mode independent no chafts flares Realistic GM GMT radar modes standing vehicles now in GM not on GMT anymore gt Sr e de Si amp Over 300 bugfixes incl stuttering 2D vs 3D combat various CTD A big part of the effort on SuperPAK was invested in optimizing the exe file to build a stable foundation for further work with the data parts of Falcon 4 Many new parameters were outsourced to allow future data edits to take full advantage of SuperPAK s advanced features REPORTING GAME GRASHES We need your crashlogs to further improve the SuperPAK Even if the EXE modifications have now stopped crashlogs can still help in finding erroneous data If you experience a crash to the desktop in Falcon 4 0 with Su
160. o cool down before it functions In realistic avionics the RALT will only work if the aircraft s parameters are within following limits Altitude ft Roll Pitch lt 3000 60 gt 3000 lt 5000 302 gt 5000 lt 10000 250 gt 10000 lt 25000 15 gt 25000 lt 50000 10 10 A Le SEU a0 cablk qu t Ai d ls 30 qo PRESS 50 Il A l e Zu I i AU PARKING BRAKE The parking brake switch ALT p applies the brakes permanently As its name implies it is used to park the aircraft The parking brake may be released with the parking brake switch or by applying 83 or greater engine RPM LANDING LIGHT Toggles the landing taxi light on or off CTRL ALT I EXTERIOR LIGHTNING Used to toggle the jet s position and anti collision lights pr A MASTER Set to NORM Ctrl Alt F9 ANTI COLLISION Toggle the anti collision light on the tail Ctrl Alt F10 POSITION Switch to BRT to turn on the position lights Ctrl Alt F 11 on the wings and choose FLASH or STEADY Ctrl Alt F1 2 ara AFUERAS Ai i F BAT INTERIOR COCKPIT FLOOD LIGHTING RHEOSTAT This rheostat on the right console controls the interior flood lighting of the cockpit Please note that enabling this causes a framerate hit i OFF HIGH INT d KNEEPAD The kneepad has a third page listing the original waypoints from Falcon s planning page The pages can be cycled with the command ALT
161. oirs e IESI AO el em mt WINE EGO mm CTR WING INT WING Shows the amount of fuel in the Right Left internal wing tanks EXT WING Shows the amount of fuel stored in any external wing tanks gt gt gt EXT CENTER Shows the amount of fuel stored in any centerline tanks EIT FUEL TRANS WA The normal fuel transfer procedure from external to internal is to transfer fuel from the centerline tank first then from the external wing tanks However this may be overridden decis by setting the fuel transfer switch to WING FIRST el BI 50 PmEmn The left console has the protected fuel master switch This a controls the main fuel valve In the off position no fuel will get to DK nm MI INERTING Seck the engine t CH OFF The next switch tank inerting is not implemented L OFF Next to it is the fuel pumps control switch This has 4 positions Shift Ctrl F5 F 6 A OFF All fuel pumps are off Fuel will still transfer using gravity and siphon feeds but you will encounter problems in negative G maneuvers with the engine being fuel starved A NORM Normal position all fuel pumps on A AFT Fuel is transferred from the L A system only A FWD Fuel is transferred from the F R system only These last two positions allow a fuel imbalance to be corrected manually The switch for theaerial refueling door SHIFT r opens and closes the air refueling door The air refueling door must be opened before at
162. omatically only if the REQUMR Option in the ICP is set to ON When a missile launch is detected by the RWR Chaff Flares are released automatically according to the currently selected PRGM PRGM The program selector Shift q w controls which one of four pre programmed counter measure programs will be used in SEMI and AUTO mode The default program is 1 a chaff only sequence for medium and high altitude SAM evasion The pilot can choose between 4 different programs each optimized for a certain task By default the 4 programs are defined as follows Check the ICP EWS section on page 54 for a detailed explanation on how the programs work dere Program 1 High Med Altitude SAM Evasion This program is optimized to deal with RDR launches from SAMS and SARH missiles The 3 Chaff drop every 2 seconds gives the pilot a maneuver time between salvos to jink and change heading Chaff BQ 3 Flare BQ 0 BI 0 5 BI O SQ 3 SQ 0 SI 2 SI 0 Program 2 Merge program against enemy with IR missiles This is optimized to deal with the Archer HMS combo At the first turn the Pilot dispenses this program 8 flares in 2 5 seconds per program launch Chaff BQ 1 Flare BQ 4 BI 0 5 Bl 0 25 SQ 3 SQ 2 SI 3 SI 1 Program 3 Popup AG sequence Chaff only To confuse enemy radar as the ingressing fighter begins his pull up into the SAM envelopes this program dumps 8 bundles of chaff Chaff BQ 2 Flare BQ 0 BI 0 5 BI O S
163. on defense A Modeling a complete supply system What a campaign designer wants is a well balanced campaign The difficulty is that the aspects mentioned above are highly interdependent and generate from a mathematical point of view a very complicated nonlinear dynamic system There is some mathematical theory to examine such dynamic systems for instance chaos and catastrophic theory but the campaigns in Falcon 4 are simply too complicated for a useful application of those theories Therefore to investigate the behavior of campaigns one has to restrict investigations to simple trial and error methods For Falcon 4 SuperPAK 2 considerable efforts were spent to improve the campaign behavior make campaigns more realistic and eliminate some very obvious bugs The following sections explain some of these changes Nearly all changes are configurable so if one doesn t like them they can simply be turned off SuperPAK 3 installs a new falcon4 aii file that enables the improved campaign engine by default It is not necessary to manually add the configuration options described below WHAT HAS CHANGED The changes and improvements deal with the following aspects of campaigns A A A A A A A Removing bugs Campaign timings Production and supply system Hit rates and production rates General impact of player performance Generation of initiative points Other aspects As the items of this list are connected to each othe
164. on outside cues White out and loss of orientation can occur Do not fly extreme turns and always watch your altitude Check out ILS Command Steering p 50 for additional navigation help The TACAN channel for Kunsan is 075X a if a a 5 a all E MISSION SP11 CARRIER OPERATIONS While carrier missions aren t fully implemented no tower comms you can now land on a carrier and takeoff from it The single most important thing to know is Always extend the landing hook Ctrl k before touch down As 3D models aren t updated yet the hook can only be heard extending but not seen from the outside Tip The hook doesn t catch the wire as long as the nose wheel is still in the air Push the nose down the moment you land and you ll catch the wire Two training missions are available A Clear weather approach in an F 14 A Bad weather landing in an F 18 After a successful landing retract the arrestor hook Ctrl k and taxi into a parking position You can also taxi to the beginning of the start ramp and relaunch for another landing attempt You can also fly campaign missions from a carrier if one is positioned in the theatre After selecting a campaign look for an airbase symbol just off the coast Click this airbase and continue the campaign You will now fly for a carrier based squadron MISSION SP19 BOMBS WITH CCRP POP UP ATTACK USING VIP OA VRP Caution This is a highly advanced training mission Recommended fo
165. opped completely they will show up again on the GM scope Furthermore Soldiers will not show up on any radar mode anymore Since these troops don t really have a radar signature they simply can t be detected by the APG 66 CCC EA If you want your wingman to attack an infantry target that doesn t show up on the radar just padlock the target visually you can use the new Padlock AG keys then issue the Attack Targets radio command This is also a neat trick when flying the A 10 as the Warthog doesn t feature an AG radar Once you designate a target in either GM or GMT the radar displays a cross and dot symbol over the target location as the radar enters a stabilized ranging and tracking mode similar to A A STT mode and stops sweeping the entire selected azimuth The moment you undesignate the target the A G radar returns to the usual azimuth sweep display Auto Manual ranging Auto and Manual ranging has been implemented This option can be toggled through OSB2 What it does is rather simple In Auto mode you can use the cursor to bump the radar range up and down just move it to the top or bottom of the display In Manual mode the bump will not happen and you will have to change the radar range through the OSB keys or by using the appropriate keyboard shortcuts F3 F4 Azimuth Step The other thing added is that the azimuth sweep of the radar can now be set just like it can for the A A radar Pushing the OSB that is labeled w
166. original work but it is necessary to understand the need for improvement The flight models in SP2 3 are an incredible leap forward and bring added dimensions of realism to flying in the Falcon 4 virtual battlefield The SP pilot will immediately experience the difference from the F 16 to the B 52 Each aircraft now has a distinct feel and the new flight models demand better piloting skills and better tactics FEATURES What the FM team accomplished is simply amazing for a home PC simulation While graphical changes are often the first thing being noticed the profound changes to the flight models will be obvious after a few minutes flying in SuperPAK What the SP pilot enjoys now is the end result of a long process of putting together aircraft piece by piece This process began by researching wing data WINGS The Flight Model team spent hundreds of hours researching and then creating new wings for the SP flight models The team acquired information on multiple wing types through NASA NACA Freedom of Information Act FOIA Journals Libraries and web sites The end result is that the FM team found data on the F 16 F 15 F 18 A 10 F 4 MIG 29 F 111 F 5 YF 102 60 degree Delta MIG 21 X 5 45 degree sweep C 130 Monoplane Boeing 767 and other wings These wings were incorporated into the flight models and were matched as best as possible to the aircraft type and wing aspect ratio An important feature now presen
167. ormance Curves SL Max Power A a ik 40000 4 A Be Ei vi _ 20h 30000 a SS 36k E gt 40k CH Ki i SOc E E 0 0 D S 1 0 1 3 2 0 SE 3 0 Mach Number Fig 4 Notional afterburning turbofan engine thrust curve reprinted from Aircraft Design A Conceptual Approach by Daniel P Raymer Copyright C 1999 Used by permission of the author The top line is the Sea Level thrust curve Notice how the thrust starts at 30 000 Ibs and then dips slightly through Mach 0 1 Mach 0 4 The thrust then increases through to Mach 2 SP models this same type of thrust curve for afterburning turbofan engines E ENGINE SPOOL RATE Each engine has a particular time it takes to spool up and down from idle to full power SP allows for different engine spool rates Data was found for the various types of engines and added to each aircraft Typical spool rates are A Afterburning Turbofans 1995 Present 2 4 seconds A Afterburning Turbofans 1970 1995 4 8 seconds A Afterburning Turbofans 1955 1970 6 10 seconds A High Bypass Turbofans 1970 Present 6 8 seconds A Turbojets 1950 1970 8 12 seconds On some of the older turbojet aircraft like the J 5 or Mig 19 these engine spool rates are much slower than the typical modern turbofan These new rates are another factor the SuperPAK pilot must take into account when flying and fighting Each aircraft now contains sound numbers to allow for i
168. perPAK 3 you will find a file called crashlog txt in your Falcon4 root folder Please open this file with Notepad and add an exact description of what you were doing where when the game crashed Include your system specifications and email this crashlog to our team crashlogs f4ut frugalsworld com Please do also keep the TE tac file in campaign SAVE folder the campaign save file cam file or the ACMI if available in a safe place in case our developers need them to recreate your crash SUPERPAK AND THE UNIFIED TEAM ON THE WEB Visit our homepage at f4ut frugalsworld com for feedback SuperPAK news additional downloads and in depth articles The big success of the SuperPAK series has unfortunately caused server overload and exponentially increased bandwidth costs for our hosting providers Please check out www frugalsworld com and www f4freeware net and support the community s main forums and file servers The Falconeer with permission by D Dada Miller 2001 A bit of wisdom for those who dare To build our dream sim of the air So gather round Come gather here Learn how to please the Falconeer This is not for the weak the bent the bowed This is only for those who know their code Code at idle Code under stress And what s the effect on my F P S Does the code crash If pull some G s Or bring my beige box to its knees Will my Windows finally seize If not then you re coming near Startin
169. probabilities are corrected by the following factor players rating 20 20 So if you have a rating of 10 hit probabilities of your troops are multiplied by 0 5 If your rating is 10 hit probabilities of your troops increase by 50 We believe this is the right way to model the influence of player performance If one supposes that the player is a representative pilot of his team it seems natural to link the hit probability of the other pilots to the performance of the player Imagine what tremendous influence removing the player performance bug see Removing bugs section has had A The number of shots depends on player rating A Initiative points which are described in more detail in the next subsection GENERATION OF INITIATIVE POINTS Judging the particular situation of war and determining whether a team should have initiative or should concentrate on defense instead is a key aspect of the whole campaign engine This judging is done in Falcon 4 by so called initiative points In Falcon v1 08us a team could only go to a major offensive if it had more than 60 initiative points Initiative points can vary between 0 and 100 Initiative points are calculated through 1 Starting values at the beginning of a campaign and event files inside the campaign tri files Campaign builders can set these trigger events 2 When an object is captured the overrunning team gets 5 points the previous object owner looses fiv
170. r it is simply not possible to go ahead point for point without referring to other points but this will attempt to be a well structured overview As already mentioned nearly all changes are configurable Contrary to many other changes made for SP many of the configuration variables for campaigns are located in the falcon4 air file located in your Campaign Save folder not in the falconsp cfg file found in the Falcon root directory This way as every theatre now has it s own Campaign Save folder each campaign can be configured dependent on the active theatre REMOVING BUGS Several bugs were squashed The most significant was the no fly penalty levied against players who don t fly during a campaign There is a routine in the code that reduces the player s rating if two game hours pass without a mission flown This player rating is very important and is used for the calculation of hit probabilities for your troops in campaign In Falcon v1 08us and earlier due to a simple sign error in a logical expression this routine was called every hour independently whether the player had flown a mission or not This generally lead to bad player ratings and low hit probabilities for your troops It was one of the reasons why it was so hard to win a campaign This player rating bug is now corrected Additionally the time interval for calling this routine can be set by a configuration variable For instance if you set g nNoPlayerPlay 1
171. r veteran pilots only Load the default Falcon 4 training mission 19 to practice this professional deployment procedure The idea behind VIP OA VRP The basic function of the VIP Visual Initial Point OA Offset Aimpoint and VRP Visual Reference Point is the fine tuning of the attack run heading in Air to Ground missions While the normal waypoints allow for general mission navigation VIP OA and VRP are additional points of reference that can be set around the target waypoint for improved situational awareness However they are only visible in the HUD and only while the target waypoint is selected In SuperPAK VIP OA VRP are only useful to the human player and aren t used by the Al They can be used to fine tune the attack run therefore allowing high precision pop up attacks A pop up attack is a safe way to bomb a target because you give the enemy little time to react and fire AAA or MANPADS at you However this kind of attack needs careful preparation In addition by using careful mission pre planning VIP OA and VRP allow to deconflict multiplayer attack runs on a ground target Using VIP OA VRP In this tutorial we will use the additional waypoints in the following matter to setup a pop up attack pattern A The VIP is the point of pop up After a low level ingress this is where we pull up to gain altitude before rolling and pulling into the target A The OA is used as a reference point for the target heading in relatio
172. r will track follow the target You will hear a pulsating high pitch tone a k a grumble The gimbal limit is now approximately 40 degrees horizontal NN 2 Not Tracking The missile seeker will tumble randomly around since it s not able to track anything and may fall off the HUD Use of Caged Uncage modes There are two ways to shoot the heater with radar lock and without With radar lock preferred A Wait for a good tone high pitch tracking tone then uncage the missile u This is optional but a good habit to get into as it increases the gimbal limit of the seeker from 30 to 40 degrees If not manually uncaged the missile will auto uncage at launch A If the missile is uncaged check that the diamond tracks the target A Check the Dynamic Launch Zone DLZ to ensure that the target is in range A Shoot Without radar lock A Maneuver the jet so the missile seeker diamond is directly over the target A Uncage the missile not necessary since missile will auto uncage but if the target is lost by the seeker head just before launch it would be a wasted shot A Wait for a good tracking tone and confirm the diamond is following the target A Judge whether the aspect range is OK for the missile since you don t have a DLZ A Shoot If you don t hear a tracking tone even although a target is being tracked check that the MSL Volume isn t turned down in the AUDIO panel AIM 9 L M cooling Contrary to the thermoel
173. radio command A Fora perfect ILS approach work with the Command Steering mode While receiving an ILS signal use the DCS to get to the CMD STRG section then press Mode Select M SEL 0 to activate Command Steering This will put your ILS in CMD STRG mode with the tadpole in the HUD indicating an 45 intercept path to the ILS approach path Just put the FPM onto the tadpole and follow this direction Then as soon as you are within 3 of ing approach path the ILS will switch to the usual approach mode Two things to keep in mind The 45 intercept doesn t consider your relative position to the runway so if you are outside of 45 horizontal cone extending from the runway threshold the intercept will falsely lead you to a position which ts actually behind runway In addition if you overfly the runway command steering will not lead you back towards ILS approach Altitude Low page ALOW or 2 button y Increment or decrement the low altitude alarm using the I Secondary buttons By default your Minimum Safe Level MSL floor is set to 10 000ft Should the aircraft enter that area during a descent Bitchin Betty will call out Altitude twice NOTE A The MSL floor setting is RALT independent A Terrain Following Advisory TF ADV is not implemented at this time Steerpoint page STPT or 4 button Provides the GPS coordinates of the selected steerpoint caia hen Hu T Choose the steerpoint to be displaye
174. rd turn to bring it into BEAM position while dispensing chaff at the same time But it was still coming right towards me Then realized that it was just my right wingtip formation light Flight Models _ FLIGHT MODELS This section is designed to A Familiarize you with the new features of the SP flight models A Give you the basic knowledge necessary to successfully fly the aircraft in SP This QUICK START guide is a concise introduction and does not supersede the necessity of reading the forthcoming complete flight manual upon final release after the bug fixing period INTRODUCTION SuperPAK brings significant changes to the flying aircraft in the Falcon 4 0 simulation While the original MicroProse F 16 flight model was a good representation of the F 16 the flight models for all other aircraft ranged from adequate to subpar This was most likely done to allow the Al aircraft to fly and complete their assigned missions Once human players were allowed to fly other aircraft these shortcomings became even more obvious The typical data file problems encountered A One low aspect ratio wing type F 16 for every aircraft fighter attack bomber cargo A F 16 modified turbofan thrust curve for each aircraft A Improper fuel flow too high or too low A Wrong thrust numbers too high or too low In essence it was obvious that the data files were generic and intended to get the Al flying only This is not to fault the
175. re realistic behavior since the aircraft engines are now following a proper curve for the engine type It is better to have the high bypass turbofan on the KC 10 on a generic high bypass turbofan curve than to have it on an afterburning turbofan curve like a fighter As more data is found changes will be made to reflect that data RAM Drag Currently most of the idle thrust values are set to zero Ideally the idle thrust table should reflect the proper RAM drag for each engine and aircraft inlet The amount of work necessary to determine proper RAM drag has pushed its implementation back until a later point The effect of not having the proper RAM drag values in idle thrust means that aircraft will not decelerate as quickly as they should The FM team hopes to incorporate RAM drag before the final bug fix period is over As of this writing only the F 16 aircraft has the proper RAM drag TSFC Values Thrust Specific Fuel Consumption values do change over airspeed and altitude To reflect this properly would have required a large amount of code work It was considered best to use the single published values for MIL and AB power alone This means that the fuel usage will be a little higher than it should be in some flight regions Flaps The broad range of aircraft simulated in Falcon 4 brings with it a broad range of lifting devices Some aircraft like the F 18C have LEFs and TEFs that deploy over both an AOA and Mach region This wo
176. reports diagnostic tools to test and tweak and improve your Internet connection You can also use other diagnostic tools to test your Internet connection and those of others you will be connecting to at the URL s mentioned above or under www visualware com visualroute Some other good sites with info for tweaking broadband and modem connections are www speedguide net www infinisource com techfiles maxmtu html www sysopt com maxmtu html and www winguides com registry display php 30 Okay So you ve tuned up and tweaked and tested your Internet connection and correctly set the bandwidth for your falconsp exe shortcut Now what Choosing the server Now decide amongst all your online MP buddies who has the best online MP connection to be the server and then calculate how many clients will be possible A For the server you need both high bandwidth and stability consistency If you have a separate server all the better A Todetermine how many clients a server can support do a rule of thumb calculation and figure 33 kb for each client Therefore divide the Server bandwidth by 33 to get approximately how many clients can be supported by that server Do not try to support more clients than the bandwidth can sustain Major warping and players getting dropped are usually indications that you need to try again with fewer clients smaller bandwidth settings or both Note that the Server host is the person who HOSTS the Dogfight or TE or
177. ropped in pairs They can also have an arming delay A When the laser is lasing GBUs drop where the TGP crosshair points to Therefore the target doesn t need to be locked A Seeker head gimbal limit adjusted to 18 degrees instead of 45 degrees AGM 65 MAVERICK With SuperPAK come various enhancements to the operation of the AGM 65 A Mavericks need to be powered on before they can display an image Power is either applied through the PWR Button OSB 7 on the SMS page or with STBY OSB 7 on the WPN page will then change to OPER They take about 5 seconds to cool down During cooling NOT TIMED OUT will be displayed A Tosee the image from the Maverick s seeker head on the MFD change to the WPN page Then each time a AGM 65 is selected it needs to be uncaged u in order to receive an image from the seeker head This simulates removing of the seeker cover E A The box around the crosshair is the narrow FOV indicator The pinky switch toggles FOV A The gimbal cross indicates if we have a lock or not A Steady cross Locked and within gimbal limits A Flashing cross No lock or approaching gimbal limits A RALT readout displayed if enabled A TMS Left toggles display polarity between HOC and COH NI In addition Submodes have been modeled not all complete A PRE for preplanned targets Radar will start in GM the Maverick is slaved to the radar Once designated a steering line is displayed same as CCRP A VIS for
178. s accordingly VMS Calls New VMS Bitchin Betty calls are Chaff Flare Chaff Flare LOW and Chaff Flare OUT FAULT AND WARNING SYSTEM There are two types of indications that the pilot can get from this system warnings and cautions Note The Voice Management System Bitchin Betty is disabled when on the ground WARNINGS AND WARNING LIGHTS Warning lights are attached to the glare shield and are red in color The T O LDG CFG Take Off Landing Configuration light is a warning light If the pilot flies slower then 190 kts descending at more than 250 ft min and is below 10 000 ft with gear up this warning light illuminates A typical warning consist of a WARN indication on the HUD when a light is illuminated Five beeps followed by Warning warning from the VMS Betty follows 1 5 seconds after a warning light illuminates There are two ways to clear a warning A Use the WARN RESET switch located on the ICP The WARN indication in the HUD will be removed and the VMS will stop However the warning light will remain on A Change the situation that caused the warning In the above example accelerate to a speed above 190 kts descend slower or lower the landing gear The HUD WARN indication will be removed the warning light will extinguish and Betty will quit shouting This is the same with all warning lights Clear by getting out of the condition that caused the warning if possible or use the WA
179. s in the AUTO position and provides consent for laser fire if selected and armed Squeezing the trigger to the second detent Alt continues operation of the AVTR and consent for laser fire and if the gun is selected fires the gun If the AVTR switch is in the AUTO position camera operation continues for 30 seconds after the trigger is released MSL STEP BUTTON NWS This button SHF the key left of the right shift key is mode dependent A On the ground it enables the Nose Wheel Steering NWS used to taxi around A In Air to Air modes depressing MSL STEP selects the next available missile of the currently selected type A n Air to Ground modes depressing MSL STEP switches through bombing modes CCRP CCIP and DTOS PINKY SWITCH This key Alt v toggles the FOV field of view in various radar and weapon views TARGET MANAGEMENT SWITCH Special keyboard commands are available to partially simulate the operation of the Target Management Switch TMS on the HOTAS Ctrl Up Ctrl Right and Ctrl Down allow easy target designation and quick Air to Air radar submode switching Depending on the current radar mode the TMS works as follows RWS Command SAM Designate target TWS Designate target ACM Boresightscan A G Designate target RWS Command TWS RCR N l TWS Stepbug ACM 30 x 20 scan RWS STT gt SAM gt Search TWS STT gt Search gt RWS ACM 10 x 60 scan A G Drop target tracki
180. s of this bard Though an F 16 I ve never been near And you will Most certainly Be pleasing the Falconeer Chapter 2 Install amp Configure eer SYSTEM REQUIREMENTS FOR FALCON 4 SUPERPAK 3 Minimum configuration A 200 Mhz CPU A 128 MB of RAM Get more MORE It s cheap nowadays and helps SO much A Direct3D capable graphics card with 8 MB video RAM A Hard drive with 500 MB free required for installation and minimum virtual memory A Sound card preferably a full duplex card A DirectX 8 or later Recommended configuration 600 Mhz CPU or faster A A 256 MB of RAM 384 or 512 MB would be even better Falcon alone uses up to 220 MB A Direct3D capable graphics card with 32 MB video RAM A Hard drive with 500 MB free required for installation and minimum virtual memory A Sound card preferably a full duplex card A DirectX 8 or later War stories are a mix of real life and Falcon 4 0 events They give glimpses into the life of fighter pilots to those of us flying in the virtual world that are forever earthbound WAR STORY Anyone find refueling too easy in Falcon 4 Try this We were on our way to the tanker with two F 4s it was a night intercept Air to Air refueling mission moved from pre contact to contact position slowly but it was an unlucky night I ve never remembered such a difficult air refueling was saying No way no way It was dark very dark no director lights and nothing
181. s the INS is aligned on the ground before take off it s accuracy declines on long flights In modern jets the INS is coupled with the GPS to gain additional precision In SuperPAK INS is partially implemented A When doing a ramp start the INS must be aligned Full alignment takes 8 minutes but INS will be useable after 90 seconds of alignment A Wrongly entered INS coordinates will result in waypoint offset coordinates are automatically preset upon start but can be changed manually through the DED A The INS drifts if GPS is turned off HUD waypoint and HSD stuff drifts Drift depends on alignment time The longer aligned the smaller the drift will be With full alignment INS drifts 1 NM per hour with minimum alignment INS drifts 10 more A The jet may not be moved during alignment or alignment will stop it continues once the jet stops again If the plane moves faster than 60kts on ground and in Align mode INS has to be shut down before it can be aligned again A Pitch ladder and heading tape numbers aren t shown when the INS is powered off or not aligned HOW TO USE THE INS A To align the INS the UFC must be turned on Then switch the INS knob on the right panel to ALIGN NORM Ctrl Alt F7 F8 Alignment will now begin A The alignment status is shown in the HUD and on the INS DED page A During alignment ALIGN is displayed in the HUD and flashes after full alignment A On the DED the 1 line shows RDY as
182. se in SP This means Re configure your in game setup and re start a new campaign It is not advisable to continue playing with an old campaign save file too much has changed in the databases and the campaign engine Tactical Engagements however can be upgraded to SuperPAK in some cases To do so first load the TE into the mission editor in SuperPAK then change the time of the TE a few seconds forward or backward and simply re save it to update the file version Now you can already try to fly the TE again In some cases especially if a TE freezes during the loading of the 2 G step further edits and tweaks are necessary A Load the TE normally as if you would want to run it Now check the small map view in the right upper corner and make sure there are no Grey areas such areas would mark locations where airbases used to be in versions prior to SP3 To fix this problem go into the mission editor and into the teams section then re paint the team territories using the appropriate color A Review airbases and flights and make sure all flights are taking off from the proper team s airbase and make sure that they are indeed taking off from an airbase If the airbase team does not match the team for the flight go into teams in the mission editor and paint the airbase the correct color If the flight is taking off from an airbase that no longer exists just turn back the time up to the moment before the plane is to take off then grab i
183. set in CNTL page E Weapons Control page Used to edit the details of the bombing profile that was selected in OSB 7 PROP on the main SMS view Allows adjusting of weapon delivery parameters like arming delay burst height and release angle for different weapon types OSB 5 CNTL Return to the previous page weapon detail OSB 10 REL ANG Set the release angle for tossing deliveries This value is used by the FCC to calculate the bomb loft and bomb release cues OSB 15 20 Modify the selected bombing profile Arming delay and Burst Altitude according to weapon category OSB 20 CAT1 Arming delay for impact fused weapons OSB 19 CAT2 Arming delay and burst altitude CBU for altitude fused weapons OSB 18 CAT3 Fuse time and desired burst altitude for time fused weapons NI OSB 17 CAT4 Two fuss times and desired burst altitude for Rockeye weapons N l The two bombing profiles store FCC Submode Pair or Single Ripple spacing Release Pulses and Nose Tail NSTL profiles Tip for a good CBU profile 6000 ft burst altitude arming delay 2 seconds 600 ft spacing multiple pairs Selective Jettison Toggle Selective Jettison by selecting OSB 11 when in SMS mode This brings up a display that allows you to select which hardpoint weapons to jettison You may move back to normal mode by pressing OSB 11 again Once selected the hardpoints to be jettisoned are saved This allows pre selection of what is to be jettisoned
184. ss 86 Cautions and Caution lights ccccsseessesssesseesseeseeeseeeseesseesseessessaesseeeseesseecseesaeecaeeseesaeeeatess 86 A A a 87 O dida 87 Inertial Navigation SYSTE sissesscsccssce cesscacscasccecesscescessexancsssascavincescvsaccccateaxtadiavacceanseeasuasasdscetesscts 88 le TOSS TGs ING EE 88 Other SWIC E 89 AVIONICS See 89 Radar Altimeter BAL 89 id AA aren aa Meno E a 90 et lave We a GE 90 a a a a a i 90 Interior Cockpit Flood Lighting Hheoetat nono nonononononos 90 AIG SC DAG otce ae e a aa a e edel ite 90 SE ANA O NIC ea e 90 li cos cule teal sec i ca yas dance tiake Uaalan eit a ec rept nde nace panacea erateewtanInnentes 91 Alternate Gear Deploy Resina Eeer geet 91 Ee RE 91 Miete po oa 91 CASERA EE 92 RESINA NS 92 Ground Jetson Enable Wicca tdi leal 93 Emergency Jettison BUON asii aia 93 Sres COMO WIEN e 93 E 93 ade 93 Manual Flaps usd 93 ANTR OWO NEE 94 AUTON ON E 94 ToS PRAGE PP a deacons 94 AAA A E EAT ETA E E E A A ETT 96 Airam OVER oia 96 A A es cca ccc ee ame E ete ose es 96 Watr ee EE 98 AA A 99 Definitions and TerminQloQy css a 99 WAS aa 99 E CONAN War SUEY annn a a ea a Aaa i teeta eece ee 100 Funcions and Re nisn das 100 Ee 101 A 102 Star Up Sequenco iii a 102 Electrical SYSTEMS beet EE 103 Biel 103 War SV za 104 Weapon SVSIGINIS E 106 EEI I OAE P A O 106 BE e de Te I ON EE 106 Laser Guided Ee e E 107 AGM GS E e EE 107 AGMA 54 SSOW sica
185. t d d d Furthermore the tanker doesn t always fly at the same speed and altitude anymore An A 10 that can barely fly 260 kts has a hard time to keep up with a tanker flying 310 kts Instead the tanker adjusts its speed and height to the tanking plane s requirements In Multiplayer games the tanker is no longer controlled by the host all the time As soon as a human requests to refuel the control is handed over to this client which is the only way to allow refueling in multiplayer sessions with the new MP code For Al planes which are controlled by the host the tanker is handed back over to the host There is also a new refueling help option for beginners Checking this option in the config editor will give you 50 Al steering input on your aircrafts maneuvering in Realistic refueling mode and 100 Al input apart from the throttle in Easy refuel mode In Simplified mode you must head to the tanker and get to the boom but once you are connected the Al takes over full control At last the IL 78 tanker finally works as it should Due to an erroneous distance calculation in the previous code the tanking aircraft could never reach the refueling position Therefore Russian aircraft never got a single drop of fuel from an IL 78 This is now fixed All these tanker changes together with the realistic fuel flows put the virtual pilot into an even more exciting experience of refueling While giving more help to beginners it allo
186. t because of the new wing data is the transonic drag rise For most fighters both old and new there are three regions that the pilot flies in subsonic transonic and supersonic The subsonic region is generally considered to be between Mach 0 0 and Mach 0 6 The transonic region is considered to be between Mach 0 7 and Mach 1 2 The supersonic region is considered to be Mach 1 2 What the pilot needs to understand is that as an aircraft accelerates from subsonic speed and approaches the Mach 1 barrier he enters the transonic region where one particular type of drag wave drag increases substantially Once through the transonic region the drag coefficient begins to decrease though never back to the lower subsonic values Before SP2 this curve was not completely present The drag coefficient on the F 16 model had a strong increase in the transonic region but it never decreased once into the supersonic region The drag coefficient continued a sharp increase all the way to Mach 2 5 In contrast the SP2 fighter wings reflect the drag coefficient curve correctly with the drag coefficient decreasing once past the transonic region due to the decrease in wave drag see fig 1 F 16 Drag Comparison 10812 vs SP2 0 AOA SE LU O Se ee S e See er Se 0 0511 ARA e C E E il k e El CU LSO AISCH SEL UDO LC Z1 AISERA AISCH DA 00150 00700 LL 0 000 10612 O22 HL gt V gt a a Pr ew CO d
187. t engine A Set throttle position to idle A Start the Jet Fuel Starter SHIFT J Engine will spool up to a maximum of 25 rpm A When the RPMs are greater than 20 advance the throttle above idle A Press the idle detent switch ALT i Engine should now start and spool up to over 70 The JFS will automatically disengage when the engine RPM gets above 50 DETAILS The JFS will fail to start the main engine if the aircraft is higher than 20 000 ft barometric or moving at greater than 400 Knots There is an increasing probability of failure at higher altitudes or speed Unfortunately the JFS accumulator will still discharge during an attempted restart Once discharged the JFS accumulator will not function without recharging the pressure accumulators If at sufficient altitude diving the aircraft to get 12 or better RPM on the inlet turbine will recharge the JFS accumulators in about one minute When the B hydraulic system fails the following systems will fail landing gear nose wheel steering drag chute system gun air refueling wheel brakes ye Se SS D JFS recharge When the A hydraulic system fails the following systems will fail A speed brakes A fuel flow proportioner All other systems are served by both A and B E WAR STORY This is an example of how to get yourself into an unrecoverable situation It happened while testing out the F4 engine restart code A nice day for a training mission flying
188. t s icon and move it to an allied base you have to zoom in to make sure you appropriately relocate the waypoint exactly over the new airbase The other option is to remake these flights having them take off from a different airbase A Now save the TE again Your Tactical Engagement is now ready Depending on their complexity Tactical Engagements may or may not work if one tries to update them using the above process Unfortunately often they will not work This is because a lot has changed in the databases so units airfields and such may be different now Crashes to Desktop CTD will be the most likely result if a TE mission no longer works It is therefore recommended to make the TE from stratch Sorry for the inconvenience CA EA i TECON BIBLIOGRAPHY AVIONICS A A A A A A A www codeonemagazine com www fas org man dod 101 usaf docs map rmap 96RMAP html utenti fastnet it utenti caporelli section4 htm home att net jbaugher4 f16_7 html www Imaeronautics com fighter_programs f1 GT 6options f1 6cocpit html www Imtas com tfetext_only news press f16 116pr_46 html www jedefense com RADAR J AMMING ECM gt SS D Ye Ya 5 www radsim com f16_header htm www tno nl instit fel os exp ra_exp_con html www nawcad navy mil atlantic_ranges rits dircs html ee www ecn purdue edu ECE Research ARS ARS98 PART_ Section3 3_13 www jedefense com radar www nrl navy mil Areas Warloc MLU A A www voodoo cz falcon
189. t system time Also contains a stopwatch TINE ad that can be started stopped using the PREV NEXT A Pans pg uif buttons Push NEXT once to start it a second time to freeze it e A dei while the timer is still running in the background and a third time to update the display again Use the PREV button to clear the HACK clock If the HACK time is running it will show up on the CNI and the CRUS TOS pages For example there is a given station time on a BARCAP mission When arriving at the first BARCAP steerpoint start the HACK time This will give an indication of time on station as it runs Then wait until the HACK time has almost exceeded the station time then cross reference destination time on station with your ETA As an example by Falcon4 default a full 15 minutes is required in the BARCAP area so a safe betis to let HACK time run a minute or two over then apply a little more power to meet the speed time requirements to get to the next NAV steerpoint SA A COM MARK page 7 button emm Shows info on the MARK points Press RTN to return to CNI w page required before accessing any other page MRR 1 Du AAR CATA ENTR TO SET FIX page 8 button Permits selection of sensors to update INS position N as 313 ACCUR HIGH GPS ACCUR HIGH A CAL page 9 button r Used to update system altitude and or INS position NI CAL Ri ei q ELER CRT ALT DELTA 7BFT 3 DELTA m in puig Friend or Foe IFF
190. tHigh BvrNotchLeft BvrNotchLeftHigh and Bvrchainsaw crank and pump when the active missile is pitbull The Al s aggressiveness against enemy flights varies depends on the Al s current mission type While CAP missions have a medium aggressiveness which means that they perform a balanced effort to kill and to survive ALERT and INTERCEPT missions are extremely aggressive they kill at all cost and move forward SWEEP and ESCORT missions also perform an aggressive effort In all other mission types the killing of air threats is a secondary priority The Al will try to avoid enemy flights but if the enemy engages they will react aggressively to protect themselves For pure Al flights the flight lead decides which tactics is run However the human flight lead should order his element in a 4 ship flight which tactic to perform too This is done through the Combat Management menu pages 3 and 4 When flying an attack you can change the element s tactic by giving a different order By default not giving any tactic will cause the element to do a simple BVR Pursuit Please be aware that these tactics commands have no radio comms so far We hope that the Falcon 4 Voice Group will be able to improve the radio comms for these new commands in the future In addition a soon to be released small Air to Air Tactics manual will explain the detailed functioning of the different tactics Another important element that was added in SP2 If th
191. table flight path TARGETING POD The AN AAQ 14 Targeting Pod contains a high resolution forward looking infrared sensor which displays an infrared image of the target to the pilot a laser designator rangefinder for precise delivery of laser guided munitions a missile boresight correlator for automatic lock on of AGM 65D imaging infrared Maverick missiles and software for automatic target tracking These features simplify the functions of target detection recognition and attack and permit pilots of single seat fighters to attack targets with precision guided weapons on a single pass Since SuperPAK 2 operating the TGP has become much more realistic A The Targeting Pod image in now shown in the TGP page Therefore the SMS page shows only SMS inventory Environmental Control Unit Central Electronics Missile Boresight A Assoonas right hardpoint power is turned on the pod begins to cool This will take 7 15 minutes During cooling NOT TIMED OUT will be displayed on the TGP page A FOV adjusted to real world values 6 in Wide View 1 7 in Narrow View EXP mode modeled providing 2 1 expansion over narrow view The box Targeting Pod AN AAQ 14 around the crosshair is the narrow FOV indicator The Pinky switch toggles FOV A Ifthe TGP is SOI and not ground stabilized it will use the Radar slewing speed If it is ground stabilized it will use it s own slower slewing speed A Less jumpy cursors when designating
192. ted from the zip file from the Falcon4 folder 11 A new file F4Patch exe can now be found in your Falcon4 folder This is the patching tool you ll use to apply an add on 12 Run F4Patch exe select the patches you want to install hit Apply changes and wait for F4Patch to finish the patching process this may take a few minutes please be patient 13 Click Exit to leave F4Patch INSTALLING ADDITIONAL COCKPITS The official SuperPAK cockpit is installed by the SuperPAK installer It offers a photorealistic environment and includes a special wide view mode Shift 2 The SuperPAK keystrokes file is specifically designed to take full advantage of this cockpit and its new features To keep the wide view cockpit selected as your default cockpit switch to it using Shift 2 then save the cockpit setup using Alt c then s While you are in the 2D cockpit 2 you can also select a third view called Ghost MFD using the Shift 1 key INSTALLING ADDITIONAL COCKPITS FOR OTHER PLANES SuperPAK includes an automatic cockpit switcher If you want to fly another plane than the F 16 by selecting a flight from a non F16 squadron in a campaign or tactical engagement SuperPAK will automatically load a corresponding 2 party cockpit if available You can install additional cockpits to fly other planes in subfolders under the art ckptart folder Rename these subfolders as noted in the cockpit txt file found there yo
193. tempting in flight refueling E Finally there is the air source control switch on the right console This controls pressurization of the cockpit and the fuel tanks The external fuel tanks require pressurizing to allow the transfer system to work This knob has four settings Shift Ctrl F3 F4 A OFF no air control AIR SOURCE A NORM normal position for pressurizing the cockpit and the external fuel tanks A DUMP dumps cockpit pressure but still pressurizes the external fuel tanks A RAM external tanks are not pressurized The external tanks are pressurized when switch is in the NORM or DUMP In other positions the tanks are not pressurized and external fuel flow will not occur If this happens for too long you may get a FUEL TRAPPED warning on the HUD indicating fuel flow problems To dump fuel use the keyboard shortcut Alt d On every key press about 7 of the available fuel is dumped with a minimum of 100 pounds per key press About fuel management warnings and radio calls A Joker is called at 50 of internal fuel A Bingo at 20 of internal fuel A Fumes at 7 of internal fuel WAR STORY A certain real F 16 pilot known to many of us was cruising along at 25 000ft one day getting ready for the days work He began to feel a little cold and the air temperature up there is usually a little on the cool side So reaching over to the side panel for the heater rheostat he attempted to turn up the co
194. the whole chain of events A radar will always start in search mode 1 It needs a minimum interval of two seconds to step to the next mode To change modes either detection the radar can see either a jammer or a radar track or track means the radar can see a radar track must be achieved A Tostep through search modes from 1 to 2 to 3 to acquire to guide detection is needed A Togo from search 1 to 2 the radar must have been in search 1 for the time entered in Timetosearch1 and range needs to be less than Rangetosearch2 A Togo from search 2 to 3 the radar must have been in search 2 for the time entered in Timetosearch2 and range needs to be less than Rangetosearch3 A Togo from search 3 to acquire the radar must have been in search 3 for the time entered in Timetosearch3 and range needs to be less than Rangetoacquire A Togo from acquire to guide mode the radar must have been in acquire for the time entered in Timetoacquire and range needs to be less than Rangetoguide In addition the radar must have both detection and tracking so it won t be able to go to guide mode if being jammed A If the radar is not able to burn through the jammer for the time entered in Timetocoast then it will return to searchs A f the radar is in guide mode and tracking is lost due to jamming or chaff it returns to acquire With SuperPAK 3 SAM units capable of guiding more than one missile at the same time like the SA 2 SA 6 and SA 10 ca
195. the target At this point LOSE will flash on the HUD and the timer cue will change from anA Autonomous or T Targeting prefix to an L Lose HOJ The HOJ Home on Jam symbol will appear if the target of an AIM 120 missile is using ECM The AIM 120 will switch off its active seeker in favor of a passive home on jam capability AUTOPILOT There are two switches that control the Autopilot AP operation the ROLL CTRL 1 and the PITCH CTRL 2 switch The PITCH switch engages the AP The PITCH switch must be in the ALT HOLD or ATT position for the AP to be active The AP system tracks your current altitude in the ALT HOLD position or your current attitude in the ATT position Switch Position ROLL HDG SEL ROLL ATT HOLD ROLL STRG SEL PITCH ALT HOLD Follow HSI heading Hold roll angle and Follow course to AP holds current altitude next waypoint Altitude PITCH OFF AP OFF AP OFF AP OFF PITCH ATT HOLD Hold roll and pitch AP holds current angle Attitude pitch To make manual inputs at any time during AP operation use the paddle switch CTRL 3 The Autopilot can only be engaged when the following conditions are met A Refueling door is closed A Landing gear is up A No FLCS Fault A Aircraft attitude must be within 60 degrees of trim flight A Altitude lt 40 000 feet A Speed is less than 95 Mach ATTITUDE HOLD The attitude hold mode is available in either pitch or roll when the pitch and roll
196. till there So don t expect super MP but if you have a host with sufficient bandwidth e g 128kb for 4 players 256 kb for 8 players then you should be able to have fluid games with a higher number of players than before The new MP code was successfully tested with 10 players However the old pre SP2 P2P architecture did a better job up to a few users if everyone was on a slow dialup and there weren t any fast servers available The C S architecture means the Server host user should have the best stable online connection with the most available bandwidth ideally a user with a broadband access like DSL or Cable with fast and consistent upload and download speeds The server could also be a dedicated Falcon4 MP Server somewhere on the Internet All users both Clients and Server should always set their bandwidth according to their actual stable connection speed worst case tested bandwidth rounded down SuperPAK MP code takes care of throttling the data packet flow according to the bandwidth setting of the user If you have a fast connection as a client go ahead and use a realistic setting Don t set it artificially low as you used to do with peer to peer connections to try to throttle the connection let the C S MP code take care of the data flow Setting your connection speed A user sets his bandwidth by using a command line option such as bandwidth 200 in the falconsp exe shortcut which overrides whatever value you choose in the F
197. timeter to off Switch radar altimeter to on Switch radar altimeter to standby Throttle to Idle Cutoff TMS Down TMS Left TMS Right TMS Up Toggle FLIR HUD display Toggle hook Trim pitch down Trim pitch up Trim AP Disc Trim Manual nose down Trim Manual nose up Trim Manual roll left Trim Manual roll right Trim Manual yaw Left Trim Manual yaw right Turn on off the landing light Turn on off the parking brake Turn on off the targeting laser Turn the master fuel switch on off Turn the TFR system on off UFC DED ICP power switch View cockpit Ghost MFD Zoom VMS Inhibit Voice Transmit Com1 Voice Transmit Com2 Wpn Missile Bore Slave Wpn Missile TD BP Wpn Sidewinder Spot Scan Wpn Sidewinder Cage Uncage kk Alt e Shift Ctrl m Alt a Ctrl a Shift a Alt l Ctrl DownArrow Ctrl LeftArrow Ctrl RightArrow Ctrl UpArrow Shift Alt f Ctrl k Alt DownArrow Alt UpArrow Ctrl 4 Shift Alt Num End Shift Alt Num Home Shift Alt Num Delete Shift Alt Num PgDn Shift Alt Num Insert Shift Alt Num PgUp Shift Alt l Alt p Alt l Shift Ctrl F7 Ctrl Shift a Shift Alt F 12 Ctrl Alt c Ctrl v Alt 1 Alt 2 Ctrl u Alt u Shift u u new in SuperPAK 2 new in SuperPAK 3 E Activating the new mapping file As listed above there are about 140 new keyboard commande available However do not despair nearly all of the new commands are also directly accessible by using the mouse in the SuperPAK default cockpit Ma
198. u can use the number or the plane s name e g MIG29 F18C or 889 F 117 Additional cockpits for other planes than the F 16 are available on the web Check out Aeyes outstanding work at lt fly to aeyes gt including cockpits for the A 10 F 4E F A 18C MiG 29A SU 27 and C 130H CONFIGURING SUPERPAK 1 Run the FalconSP Configuration Editor from the desktop or your Falcon root directory 2 Setthe configuration options under the SP FalconSP item click to expand Click an option to read more about it then check the corresponding box to enable or disable it 3 Click Apply changes Wait a few seconds until the changes are done Exit the Editor Caution Deselecting the default settings will defeat most enhancements included in SuperPAK Settings Advanced We recommend you select all of the Setting Advanced with the exception of the High Contrast MFDs Refuel help and the MLU specific EPAF Radar Cues and Radar Jam Chevrons to experience the most realistic flight simulation possible Finish the configuration by clicking Apply changes You can then exit F4Patch Other settings You are free to experiment with the other settings There are however a few caveats The Settings General should look familiar to most experienced Falcon pilots AWACS Support Dynamic Head positioning Smart Combat AP and Weather extensions should be considered for selection as they add significantly to the simulat
199. ugh the host sees the changes properly on his computer screen the clients may take several minutes to update Everything will still work correctly though the clients do not see their aircraft icon change to the new aircraft selected 5 Repeat this for each aircraft as necessary Note The following step is mandatory to avoid CTDs for clients 6 After all changes are made and each player is ready to fly the host must be the first one to select Fly The other players are to follow only after the host has clicked Fly SETTING UP A CAMPAIGN When a host starts a new campaign the clock stops and the priorities setup screen appears This allows the host to configure the campaign as desired from the beginning on The important thing is that clients must wait with joining until the host has set the campaign priorities Dedicated Server mode Using the option SP MP Server mode in the FalconSP Config Editor you can put FalconSP into a dedicated Multiplayer Server mode which is comparable to the known time commandline option Using the sub option SP MP Host all units the server will have the full CPU load of all aggregated and deaggregated units and the network traffic they afford This option is designed to be useful for a fast CPU server with a high bandwidth hosting many players with low bandwidth connections WARNING This sub option has not yet been fully tested and should be handled with care Use at your own risk Dedicated
200. uld have required building a table into the data file for the simulation to read for the proper scheduling of these devices Because of the complexity of this issue and the small amount of time this was not done This means that some aircraft will not have their lifting devices deploy as they do in the real world Stall Model One particular glaring omission in Falcon 4 0 from the beginning is the lack of a true stall model The FM team tried hard to work out a stall model but complexity and a lack of time prevented this from happening This means that angle of attack stall and slow speed stall are not modeled correctly Aircraft will still fly in attitudes and speed ranges that they should not CONCLUSION This introduction to the flight models showcases the vast amount of improvement that SuperPAK brings to Falcon 4 0 From new wings engines flaps etc SuperPAK takes Falcon 4 0 one giant step forward in realism and immersion The virtual battlefield has just become even more exciting to fly and fight in Enjoy Tom Saint Launder and The Flight Model Team NCN a NOTES Chapter 9 Special Features CONAN SKYFIXES When Falcon 4 was originally published many people didn t like the default color tones in the 3D world like the Grey sky and yellow haze Soon modifications of these color schematics known as skyfixes appeared and varied according to the individual tastes and realism Sup
201. und The speed brake will remain in the position the pilot set before DRAG CHUTE Some planes like the F 4 or the SU 27 will feature drag chutes to slow the plane after landing Use a cockpit switch if available or Shift d to deploy the chute when you have slowed to about 160 kts do not deploy while faster it may get detached After slowing down press the switch a second time to detach the chute before turning from the runway onto the taxiway The standard USAF F 16C in SuperPAK does NOT feature a drag chute 7 d VS CG ef Z E om NEO po K TITE E LASER ARM Found just below the RF Switch the Laser Arm switch ALT I turns on the Forward Looking InfraRed FLIR pod s targeting laser Laser Guided Bombs LGB require that the laser illuminates the target until impact Should the laser stop illuminating the target or should the lock be broken during the LGB s time of flight TOF the weapons will follow a ballistic trajectory LGBs can be assigned new targets while in flight RF SWITCH The RF switch SHIFT ALT r is located on the left side of the cockpit just above the Laser Arm switch This switch is used to cut radar emissions quickly and completely When entering into enemy territory with the desire to be undetected perhaps using Terrain Following Radar navigation or just NOE ingressing use this switch This switch has three positions A NORM Normal operation A QUIET Radar emissions r
202. w rates the fuel values in each aircraft unit were changed to match the particular aircraft engine and TSFC This allows for the Campaign and Tactical Engagement modules to properly give fuel tanks when distance requires it KNOWN ISSUES Like any simulation there are areas where things could be better Below is a listing of some of those areas Generic Wings While every aircraft has a new and better wing not every aircraft has its proper unique wing This means that some aircraft while much better than before are still not going to perform exactly as they should in every flight region When faced with a lack of data the issue became How do we improve the wing to give it more realistic flight behavior The question which we repeatedly asked ourselves after each wing modification was Does this move the aircraft closer to better and more realistic flight behavior So for example when data was lacking for the B 52 s high aspect wing it was better to give it a generic higher aspect wing than a generic lower aspect wing like a fighter Until the FM team gets the proper data for each unique wing these were considered necessary concessions Generic Engines As with the wing data exact engine thrust data is very hard to find When specific thrust data was not available the aircraft was given the proper generic thrust curve for the particular class type of engine and scaled to the published output numbers This again is a step toward mo
203. wed the installation and configuration instructions as noted before you have completed the installation and configuration of SuperPAK and can start flying If you want to install additional goodies you must use a patching tool called F4Patch however these additional packages are NOT required for SuperPAK but remain purely optional These add ons are not included with SuperPAK and must be downloaded separately Currently no additional packages are available The following add ons are planned to be released subject to change A F4Patch_Skin_42 SuperPAK Improved skins and textures for various airplanes To install an add on follow these instructions 1 Unzip the downloaded file into your Falcon folder 2 Run the extracted exe from your Falcon folder 3 Inthe first window to appear use the Browse button to select your FalconSP exe 4 Now select Expand Package from the File menu 5 Answer Yes to the first prompt asking you if you want to continue expanding the package into a F4Patch directory 6 Answer No if a prompt asks about overwriting an existing directory This will allow F4Patch to merge the new add on into the existing F4Patch folder 7 lf you have started from a clean installation F4Patch will then ask you if you want a desktop shortcut for F4Patch Make your selection 8 F4Patch finishes the installation process 9 Click Exit to leave F4Patch 10 Delete the original exe the one extrac
204. ws hardcore refuelers to encounter a much more realistic challenge in refueling operations s EE i d E ao Sm lt m USER INTERFACE AWACS VIEW To get the full advantage of the new AWACS view using the FalconSP Configuration Editor to enable the two corresponding options A g bAWACSSupport displays extra details about each flight the number of aircraft in each group including their altitude Bullseye position and velocity A g PAWACSBackground enables the display of a special AWACS map instead of the classic topographic map PRINTING THE BRIEFING Select the PRINT button on the briefing screen to print the text to the default printer and or save append it to the briefing txt Use the Config Editor to select if you want only to print only to save or to do both Also select if you want to append new briefings debriefings to the existing files or to keep only the latest one Also choose if you want to save debriefings to debrief txt THEATRES SuperPAK now features in game theatre Ka switching Just access the THEATRE setup besch screen from the main menu to switch theatres Theatres bigger than the default size MicroProse 1 08 us are supported In addition to bigger sizes some optional data ell can be tagged to the theatre definition files to UI specify their latitude and longitude Ap information Support for more complex terrain tiles is also included A flag set in the theatre definition f
205. y possible combinations of settings Currently SP models Leading Edge Flaps LEFs Slats These devices are found on the front of the wing and can be set in the following manner A A A A A A A A A Trailing Edge Flaps TEFs These devices are found on the back of the wing and can be set in the following manner A A A A A A A A A A No Device most older aircraft Manual pilot deploys retracts AOA related LEF deploys retracts automatically according to the angle of attack of the wing Mach related LEF deploys retracts automatically at a designated Mach speed TEF related LEF deploys retracts automatically when the TEF is deployed Takeoff Setting LEF default at takeoff Stages how many stages the LEF deploys through Max Angle the maximum angle the surface can deflect Rate the rate in degrees per second the surface can move No device rare Manual pilot deploys retracts AOA related TEF deploys retracts automatically according to the angle of attack of the wing Mach related TEF deploys retracts automatically at a designated Mach speed Takeoff Setting TEF default at takeoff Stages how many stages the TEF deploys through Max Angle the maximum angle the surface can deflect Rate the rate in degrees per second the surface can move Flapperon surface is both a flap and aileron or both are separate Gear Relative surface deployment linked to landing gear position or separate from it

Download Pdf Manuals

image

Related Search

Related Contents

Olympus 36R Digital Camera User Manual  HP Compaq nx9010 User's Manual  できるWindows 8パソコン乗換え案内  MDV 110 - produktinfo.conrad.com  Avaya Business Communications Manager Telephone User's Manual  Equip 8-Bay German Power Distribution Unit with Surge Protection  

Copyright © All rights reserved.
Failed to retrieve file