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User reviews and opinions
| helpneeded |
2:40pm on Monday, July 5th, 2010 ![]() |
| Bought the 16G WiFi for my wife. She enjoys playing games, surfing the web, reading books, reading email and catching up on her Soaps at ABC.com. | |
| ots |
2:18pm on Monday, July 5th, 2010 ![]() |
| I replaced my first-gen iPod Touch, which I had since they first came out a few years ago, with this new beast of a device. First of all. | |
| M07hM4n |
8:17pm on Tuesday, June 15th, 2010 ![]() |
| You can get a Nano or Touch for around a third of the price and still get Music, Podcasts, Apps, Clip, FM Radio and Camera. Overpriced content consumption table. Very responsive touch screen, high res screen Content Consumption only. Not great value for money. No camera. | |
| abacoian |
1:20am on Saturday, May 8th, 2010 ![]() |
| Awesome game player, and has replaced my laptop but I do not have to need for business and so I do not know about how those work. Great for traveling,... | |
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Documents

Radar Altimeter (RALT)....89 Parking Brake.....90 Landing Light....90 Exterior Lightning....90 Interior Cockpit Flood Lighting Rheostat....90 Kneepad....90 Seat Arm Switch....90 Tail hook switch....91 Alternate Gear Deploy / Reset...91 Speed Brakes.....91 Drag Chute....91 LASER Arm.....92 RF Switch....92 Ground Jettison Enable Switch....93 Emergency Jettison Button...93 Stores config switch....93 Trim Panel.....93 Flight Control....93 Manual Flaps....93 AVTR Switch....94 Audio Volume.....94 Test Panel.....94 Airframe.....96 Airframe overstress....96 Fuel.....96 War Story.....98 Engine.....99 Definitions and Terminology....99 War Story.....99
War Story....100 Functions and Usage....100 Details.....101 War Story....102 Start-Up Sequence.....102 Electrical Systems.....103 Lights.....103 War Story....104 Weapon Systems....106 Gun.....106 Targeting Pod.....106 Laser-Guided Bombs....107 AGM-65 "Maverick"....107 AGM-154 (JSOW)....108 AIM-9.....109 AIM-120.....111 Notes.....112 New Radio Commands....114 The Multiplayer Experience....116 Configuring bandwidth usage...116 Voice comms....116 Fly-any-Plane in MP dogfight...117 Setting up a Campaign...118 Technical Background....119 JetNet - Online Game Browser....123 What is it?.....123 How does it work?....123 Joining as a Client....123 Setting Up a Server....124
War Story....124 Flight Models....126 Introduction....126 Features.....126 Wings.....127 Engines.....128 Engine Spool Rate....130 Fuel Flow (TSFC)....130 Flap Settings.....132 roll rates....137 Aircraft momentum (roll, pitch, yaw)....137 roll coupling....138 Gun Position.....138 Exhaust, Contrails, Wingtip Vortexes...138 Drag Chute....139 Pylon and Store Drag Values...139 Fuel Values for Campaign Units...140 Known Issues....140 Conclusion.....141 Notes.....142 Skyfixes.....144 Weather.....144 Effects of weather....144 Trees.....145 Padlock View....145 Ejecting Crews....145 Screenshots....146 Ships.....146 Carrier Operations.....146
Take-off.....146 Navigation....146 Landing....146 In-Air Refueling....147 User Interface....148 AWACS view....148 Printing the briefing....148 Theatres....148 Integrated Air Defense System (IADS)...150 Pilot Artificial intelligence (AI)...151 Air-to-Air Tactics....151 Campaign Engine....154 What has changed?.....154 Removing Bugs....155 Campaign Timings....155 Production and Supply system...156 Hit Rates and Production Rates....157 General impact of player performance...158 Generation of Initiative Points...159 Other considerations....161 Remaining Issues....162 Conclusion.....162 Credits....164 Known Issues....168 Upgrading from previous versions....169 Bibliography....170 Avionics.....170 Radar, Jamming, ECM....170 MLU....170
F16 Block 50/52 Information....170 EXE version changes.....171 SuperPAK 2 / SuperPAK 3....171 SuperPAK 1....171 The Agreement....172 The Falcon 4.0 SuperPAK Project...172 Notes.....177
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: Vol.1 Vol.2 Vol.3 Vol.4 Vol.5 User's Manual Technical Reference Air-to-Air Tactics Korea Theatre Balkans Theatre How to use the new features of SuperPAK In-depth technical information for experienced users and SuperPAK developers Overview over the available AI tactics. Background of the current theatre and campaign 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: The Welcome chapter introduces you to the Falcon 4 SuperPAK project. 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 main Weapons 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 AI 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
INTRODUCTION
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 AI 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
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
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 Shift-n Ctrl-/ Alt-v Alt-/ Shift-Alt-F2 Ctrl-] Ctrl-[ Ctrl Num0 Ctrl-Num3 Ctrl-Num6 Ctrl-Num8 Ctrl-Num9 Ctrl-PgDn Ctrl-Insert Ctrl-Home Ctrl-PgUp Ctrl-Num7 Ctrl-Num8 Ctrl-End
SimHUDBrightnessUp TimeAccelerateInc SimIncAirSource SimIncFuelSwitch SimIncFuelPump SimTISLPower SimLeftHptPower SimExtlAntiColl* SimExtlPower* SimExtlSteady* SimExtlWing* SimMalIndLights* SimMAPPower SimMFDPower SimFuelDoorToggle OTWStepPadlockAA** OTWStepPadlockAG** SimRangeKnobDown** SimRangeKnobUp** SimRFSwitch AFAlternateGearReset AFResetTrim SimWarnReset SimRightHptPower AFRudderTrimLeft AFRudderTrimRight OTWToggleAeroDisplay* SimSMSPower SimStepComm1VolumeDown* SimStepComm1VolumeUp* SimStepComm2VolumeDown* SimStepComm2VolumeUp* SimStepMissileVolumeDown* SimStepMissileVolumeUp* SimStepThreatVolumeDown* SimStepThreatVolumeUp* SimJfsStart 28
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 trim 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
Move SOI to HUD (if possible) [Num-Shift-8] Cycle through left MFDs [Num-Shift-4] Switch SOI between MFDs [Num-Shift-2] Cycle through right MFDs [Num-Shift-6]
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 EWS program [SHF-q] Toggle jammer [J] Increase EWS program [SHF-w]
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: It is used to control the radar range in A-A mode and the radar map gain in A-G. With SP3, this is now properly implemented: press [Ctrl-F3] to simulate turning the radar range knob down (clockwise), and [Ctrl-F4] to turn it up (counter-clockwise).
Training Missions
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: (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. (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. (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. (B) Set MASTER FUEL to ON and ENG FEED to NORM. (B) Check that the EPU switch is set to NORMAL. (E) Check that the Fuel Readout Switch (FUEL QTY SEL) is set to NORM. (G) Set the AIR SOURCE to NORM.
Now the engine can be started: Move your throttle to idle. (B) Set the JFS to START2. You can now hear the engine spinning up. (D) While the engine starts, the RPM needle begins to move. As soon as it goes over 20%, advance the throttle to 50% and. (C).toggle the idle detent switch on the throttle. The engine RPM will now increase to the current throttle setting (e.g. 70%). (B) Check that the JFS has switched itself OFF. The HYD OIL warning light should have switched off between 25% and 70% RPM.
With the engine running at idle, power up the avionics: (G) Turn on FCC, SMS, UFC, MFD, GPS and DL. (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 the ATT/FPM switch from OFF to FPM. (D) Turn on the HUD using the SYM knob (press multiple times to increase brightness). (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. (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)].
Electronic Warfare System page (EWS)
Control page for the Electronic Warfare System. Toggling the REQJAM option to ON automatically turns the radar jammer on when the RWR system detects a radar spike. Set the warning level for expendables by toggling BINGO to ON, then manually set chaff and flare low warning levels. When BINGO is ON, Bitchin Betty will call out Low when your chaff/flare level reaches the alarm level set. REQJAM 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!). EWS Burst Quantity (BQ) Burst Interval (BI) Salvo Quantity (SQ) Salvo Interval (SI) CHAFF PGM 4 0.1.5
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 inverted. 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).
OSB 2 PRE OSB 3 AIFF OSB 5 CNTL OSB 6-9 / LINE1-4 OSB 10 RINGS OSB 11 DCLT OSB 12 <mode 1> OSB 13 <mode 2> OSB 14 <mode 3> OSB 15 SWAP OSB 16 ADLNK OSB 17 GDLNK OSB 18-20 NAV1-3
HSD Cursor If the HSD is SOI, you can move the cursor and designate items: Designating a waypoint selects it as the currently active waypoint. Designating a pre-planned threat will show it's range ring (if not yet visible). 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.
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: CYAN : Own ship, representing your aircraft Radar search volume Bullseye location and data Wingmen positional information (including wingman number and current altitude in thousands of feet)
YELLOW : Your own bugged target Wingmen bugged targets Pre-planned SEAD threat ranges (when you are outside lethal range)
WHITE : Navigation routes Range rings Cursors North pointer
RED : 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. 2. 3. 4. Fault type. This is the first mnemonic that's appears on the F-ACK list. Test number that failed. Number of failures. 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 MFD Self Test (N/I) Radar Altimeter test (N/I) Targeting Pod test (N/I) Fixed Imaging Navigation Set (N/I) Terrain Following Radar Test (N/I) Rate Sensor Unit (N/I) Inertial Navigation System test (N/I) Store Management System test (N/I) Fire Control Radar test (N/I) 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. Clear fault list (N/I) IFF1 Self Test (N/I) IFF2 test (N/I) IFF3 test (N/I) IFF Mode C test (N/I) TACAN Test (N/I) Target Identification Set, Laser (N/I) Up-Front Controls (N/I)
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 PITCH: ALT HOLD AP holds current Altitude PITCH: OFF PITCH: ATT HOLD AP holds current Attitude (pitch)
ROLL: HDG SEL Follow HSI heading
ROLL: ATT HOLD Hold roll angle and altitude AP OFF Hold roll and pitch angle
ROLL: STRG SEL Follow course to next waypoint AP OFF AP OFF
AP OFF AP OFF
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: Refueling door is closed Landing gear is up No FLCS Fault Aircraft attitude must be within +/-60 degrees of trim flight Altitude < 40,000 feet Speed is less than.95 Mach
ATTITUDE HOLD
The attitude hold mode is available in either pitch or roll when the pitch and roll 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 [CTRL-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.
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 (Captains 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.
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. As 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: 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). Wrongly entered INS coordinates will result in waypoint offset (coordinates are automatically preset upon start - but can be changed manually through the DED) 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. 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. Pitch ladder and heading tape numbers aren't shown when the INS is powered off or not aligned
HOW TO USE THE INS
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. The alignment status is shown in the HUD and on the INS DED page: During alignment, ALIGN is displayed in the HUD and flashes after full alignment. On the DED, the 1st line shows RDY as soon as the INS is useable (after 90 seconds). When the INS is fully aligned (after about 8 minutes), this RDY indicator will flash.
The timer on the INS DED page will count on after 8 minutes, but status won't go below 10. If coordinates are entered in the DED after 2 minutes of alignment, alignment starts anew. 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 [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]
Note: Changes do not always appear immediately for the clients. Though 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 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.
Flight Models
FLIGHT MODELS
This section is designed to: Familiarize you with the new features of the SP flight models. 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.
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 AI 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: One low aspect ratio wing type (F-16) for every aircraft (fighter, attack, bomber, cargo) F-16 modified turbofan thrust curve for each aircraft Improper fuel flow (too high or too low) Wrong thrust numbers (too high or too low)
In essence, it was obvious that the data files were generic and intended to get the AI flying only. This is not to fault the 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:
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 present 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).
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.
Since SP2, the following aircraft have been available with manual surfaces:
Aircraft A-10 A-50 AN-2 AN-24 B-1B B-52 C-130 E-3 EA-6B F-4E/G F-5 F-15C/E IL-28 IL-76 IL-78 J-5 J-7 KC-10 KC-135 MiG-19 MiG-21 SU-25 TU-16/16N TU-95
LEF AOA MAN NONE MAN AUTO/TEF NONE NONE NONE MAN AOA MAN NONE NONE MAN MAN NONE NONE MAN NONE NONE NONE AUTO/TEF NONE NONE
TEF MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN MAN
TEF Takeoff Setting 30 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!
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 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 set to 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. 2. 3. 4. 5. 6. 7. 8. At five miles out, bring the Harrier to 200 kts at 2000 ft. 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 of the throttle. Touch down with 10-12 AOA at 55-60 kts.
THE FALCON 4.0 SUPERPAK PROJECT
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 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 modifications (data, functionality, cockpits, terrains, etc.) within the 1.10 executable code base: i. All possible eTeam exe edits and Sylvain Gagnon's AI exe edits, as determined by the management team, will be included. ii. All possible and reasonable Cockpits, terrains, etc will be included iii. All possible and reasonable eTeam Source Code features and functions will be included b. 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. 172
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