Semi-complete updated version of the EBS/Falcon 3.0 FAQ. Things to do: create credits list. make file conversions. complete some blanks. more stuff on hornet. please bear with me. Special thanks to Chuck Corway (72672.1553@compuserve.com) who is responsible for a huge part of the faq. And to Jeff, and everyone I quoted in here. Please send error corrections to me.. krismon@hh.sbay.org ------------------------snip--------------------------- 1.0 The Falcon 3.0 Mailing List 2.0 FALCON VERSION HISTORY, PATCH FILES AND UPGRADES 2.1 FALCON 3.01: OPERATION FIGHTING TIGER 2.2 FALCON VERSION 3.02 2.3 MIG 29: DEADLY ADVERSARY OF FALCON 3.0 3.0 FALCON UTILITIES 3.1 UTILITIES FOR FALCON 3.0D - 3.01 3.1.1 FALCONER 3.1.2 F3MAPS 3.1.3 FALCCALC 3.1.4 F3PAD 3.1.5 FCE - Falcon Campaign Editor 3.2 UTILITIES FOR FALCON 3.02, MIG-29 FULCRUM, AND F-18 HORNET 3.2.1 KEYBOARD COMMANDER CORPS UTILITIES 3.2.2 Ken ‘Stinger’ Richarson’s SIMPAK Utilities 3.2.3 TM-STICK 4.0 WHERE TO GET PATCHES AND UTILITIES 4.1 SPECTRUM HOLOBYTE CUSTOMER SUPPORT 4.2 NEON.RAIN.COM ANONYMOUS FTP ARCHIVE AND MIRRORS 4.3 TRADE CENTER BBS and other SIMNET nodes 4.4 COMPUSERVE GAMEPUB FORUM (library 3) 5.0 FALCON REFERENCE MATERIAL 5.1 FALCON 3.0: THE COMPLETE HANDBOOK 5.2 FALCON 3: THE OFFICIAL COMBAT STRATEGY BOOK 5.3 FALCON 3.0 AIR COMBAT 5.4 FALCON3: AIR COMBAT TRAINER 5.5 FIGHTER COMBAT: THE ART AND SCIENCE OF AIR-TO-AIR COMBAT 5.6 FALCON3 WAIS LIBRARY 6.0 UNDOCUMENTED FEATURES 6.1 INCREASING AIRCRAFT DETAIL LEVEL 6.2 UNDOCUMENTED KEYS 6.3 EXPLOITING THE HIDDEN LANDING CAPABILITIES OF YOUR F-16! 6.4 THE GOD'S-EYE VIEW IN FALCON 3.0 (DEBUG MODE) 6.4.1 SOME HOT SPOTS WORTH LOOKING AT IN THE FALCON 3.0 WORLD 6.5 SAY "CHEESE" -- THE BUILT-IN SCREEN SHOT FEATURE OF FALCON 3.0 6.6 A FEW OTHER HIDDEN FEATURES WORTH MENTIONING... 7.0 OTHER FAQ'S 7.1 FALCON 3.0 HIGH FIDELITY FLIGHT MODEL 7.2 COMMON BUGS 7.2.1 COPY LEADER BUG 7.2.2 WINGMEN WON'T LAND AT ALTERNATE FIELDS 7.2.3 MAKING THE MUD MOVE: AIR-TO-GROUND BUGS 7.3 AVOIDING SAMS 7.4 FALCON 3.0 SQUADRON LISTINGS 7.5 GUIDE TO WINGMAN RADIO TRANSMISSIONS (COMPLETE AND UNCENSORED!) 1.0 The Falcon 3.0 Mailing List All subscription requests concerning mailing lists on host ONION.RAIN.COM (including falcon3) are handled by an automated server. To subscribe to falcon3, send the following in an email message to "majordomo@onion.rain.com": subscribe falcon3 This will subscribe the account from which you send the message to the falcon3 list. If you wish to subscribe another address instead (such as a local redistribution list), you can use a command of the form: subscribe falcon3 other-address@your_site.your_net To find out more about the automated server, send the following command to "majordomo@onion.rain.com": help If you feel you need to reach a human, send email to falcon3-approval@onion.rain.com Here's the general information for the falcon3 list: Last updated: 09 April 1994 ************* ************* IMPORTANT NOTICE: You MUST send your submissions to "falcon3@onion.rain.com" for the list. You MUST send your requests for add/delete to "majordomo@onion.rain.com" in the form of "subscribe falcon3". ************* ************* Hi! You are now on the Falcon 3 mailing list. Submissions may be sent to "falcon3@onion.rain.com". A uucp path would be "...!uunet!onion.rain.com!falcon3" The email sent to this address is sent directly to the list. If you have any questions, problems, (or want to talk :-) send them to "jeff@onion.rain.com" Also, there is an archive for this mailing list. The archives are available via anonymous FTP, on neon.rain.com [199.2.109.18] and are in /pub/falcon3. They are organized by digest number. There's an index in /pub/falcon3/Index. Later, -Jeff -- Jeff Beadles jeff@neon.rain.com Keeper of the Falcon 3 mailing lists 2.0 FALCON VERSION HISTORY, PATCH FILES AND UPGRADES The release of Falcon 3.0 in December, 1991 was accompanied by many bugs that Spectrum HoloByte has addressed in a series of software bugfix patches. The patches to the original Falcon 3.0 program were released as versions A, C, and D. Spectrum HoloByte has also released an add-on campaign disk for use with Falcon 3.0 called Operation Fighting Tiger. Falcon 3.0 modified by the addition of OFT is referred to as Falcon 3.01. A bugfix patch to Falcon 3.01 has been released as version 3.01.1. In July, 1993, SH released a second add-on product for Falcon 3.0 called MiG-29, Deadly Adversary of Falcon 3.0. To maintain compatibility between the various versions of Falcon 3.0, OFT, and MiG-29, SH released a patch called version 3.02 which upgrades any version of Falcon 3.0 or OFT to a common standard. Soon afterwards, SH released the patch for MiG-29 and Falcon, to upgrade to 1.01 and 3.02.1 receptively. Around this time, the MiG-29 stand alone was released, which fused the MiG-29 add-on with the scenarios of Falcon 3.0. In December, 1993, SH released a third add-on product for Falcon 3.0 called Hornet: Naval Strike Fighter. To maintain compatibility with the various versions, a patch was included for updating Falcon 3.0 and MiG-29 to 3.03 and 1.02 respectively. Soon afterwards, SH released the patch for Hornet, Mig-29 and Falcon, to upgrade to 1.01, 1.03, and 3.04 respectively. These are the latest versions as of this writing. For Falcon 3.0 owners who did not decide to purchase the OFT campaign disk, SH made an E patch available which included many of the new features introduced in OFT. However, version 3.02 was released almost immediately after version E. As a result, patch E was never made widely available, and has in virtually all respects been superseded by version 3.02. Current shipping copies(new) of Falcon 3.0 contain version 3.0E. Its mention in this FAQ is for the sake of completeness. All patches are cumulative (for example, version D includes all software changes from patches A and C, installation of OFT includes all changes from version D, and installation of version 3.02 brings any previous version to a 3.02 standard). You can tell which version you have by looking at the title screen, which is the screen with the pilot looking over his shoulder at the F- 16. The version number appears on the bottom of the screen as, for example, V3.0C. Additionally, starting in version 3.02, SH includes a CHECKVER.COM file which, when run, displays which versions reside in the directory. FALCON 3.0 Designation Date & Comments -------------------- ---------------------- 3.0 12/91 3.0a 1/92 (bug-fix) 3.0c 3/92 (more bug-fixes) 3.0d 6/92 (still MORE bug-fixes) 3.0e 7/93 (equal bug fix status as 3.01.1) 3.01 7/92 (Operation Fighting Tiger) 3.01.1 9/92 (the bugs strike back, but are fixed) 3.02 7/93 (compatibility with MiG-29 1.0) 3.02.1 9/93 (minor bug-fixes to match MiG-29 1.01.1) 3.03 12/93 (compatibility with Hornet: Naval Strike Fighter 1.0, MiG-29 1.02) 3.04 2/94 (son of more bug-fixes match with Hornet 1.01, MiG-29 1.03) Version 3.04 is the latest as of this writing. MiG-29: Deadly Adversary of Falcon 3.0 (Falcon 3.0 add-on) MiG-29 (stand-alone version) Designation Date & Comments -------------------- ---------------------- 1.00 Original release 7/93 1.01 9/93 (bug-fixes) 1.01.1 10/93 (compatibility with Falcon 3.02.1) 1.02 12/93 (compatibility with Hornet 1.0,Falcon 3.03) 1.03 2/94 (compatibility with Hornet 1.01, Falcon 3.04) The original MiG-29 release required Falcon 3.0 (since it used RTPatch to patch the versions and add/modify the Falcon files). The stand- alone version was released around October 1993. HORNET: NAVAL STRIKE FIGHTER Designation Date & Comments -------------------- ---------------------- 1.00 12/93 (original release) 1.01 2/94 (bugfixes and compatibility with MiG-29 1.03/ Falcon 3.04) Latest copies of stand-alone Falcon made after 8/93 conform to version 3.0e. There was never a version 3.0b of Falcon, since pirated copies infected with a virus were being passed around as "Falcon 3.0b" Spectrum decided to rename their next patch after 3.0a to 3.0c. Whether you have Falcon 3.0, OFT, and/or MiG-29, and/or Hornet make sure you have the latest patch version. In addition to fixing bugs, the patches add game features omitted from previous versions. These changes are documented in README files supplied with the patch files. It's also desirable to run the most recent version if you want to find other players for modem play, since the game must be at the same version on both PC's for the connection to succeed. The process of upgrading to any version of the game causes all squadrons you've formed and any tapes you've recorded with the ACMI to be unusable with the new version. You may want to finish any campaigns in progress beforehand. Upgrade patches to Falcon 3.0D, 3.01.1, and 3.02 can be obtained from Spectrum HoloByte, or downloaded via anonymous FTP from ONION.RAIN.COM or its mirrored sites. Refer to section 4.0 of this FAQ for instructions. 2.1 FALCON 3.01: OPERATION FIGHTING TIGER Operation Fighting Tiger is a commercially-available campaign disk add-on product for Falcon 3.0. Installation of OFT will upgrade Falcon 3.0 to version D standards, and include its own enhancements, bringing it to version 3.01. The improvements to Falcon 3.0 made available in OFT, such as new wingman commands, improved TWI codes, landing aids, new radio messages, etc., can be obtained by non-OFT Falcon 3.0 owners by applying the version E or 3.02 patches. Additions unique to the Falcon 3.01 OFT add-on disk include: - New campaign theaters: Pakistan, Korea, and the Kurile Islands - New plane types: MiG-31 Foxhound, Jaguar, Mirage 2000, J-7 Airguard, Q-5 Fantan, the hypothetical Russian UMF (unmanned fighter), F-5 Tiger, Mistubishi F1, and the FSX, an advanced version of the F-16. - New missions: Anti-ship, train-busting, and others To fix bugs found in OFT, Spectrum HoloByte has released a patch file called 3.01.1. Refer to section 4.0 for instructions on how to obtain the patch file from SH or via anonymous FTP from ONION.RAIN.COM or its mirrors. 2.2 FALCON VERSION 3.02 Falcon 3.02 is a freely-available upgrade that includes all changes found in patches A, C, D, and E, and is required for compatibility with MiG-29 Fulcrum. Falcon 3.02 also includes the following enhancements: - support for Thrustmaster FCS and CH Flightstick Pro to allow selection of views from their coolie hats - improved information in padlock view, plus addition of afterburner and airbrake indicators - improved ECM modeling - improved head-to-head modem communications - menu selections are saved - new blackout/redout modeling 2.3 MIG 29: DEADLY ADVERSARY OF FALCON 3.0 Mig-29 Fulcrum is the second add-on disk to Falcon 3.0. There is also a Stand-alone version of MiG-29, which is compatible with OFT and Hornet. MiG-29 add-on version, currently at version 1.0, includes the Falcon 3.02 upgrade on its distribution diskettes. MiG-29 Fulcrum allows the Falcon 3.0 player to experience the action from the standpoint of the opposition in Instant Action, Red Flag, and Campaign play. Highlights of Falcon 3.0 Adversary: MiG-29 Fulcrum is described here, parts taken from a press release from former SH Product manager Daron Stinnett: ----------------------------------------------------------------- ------------- Highlights: * Head-to-head and multi-player comms. Six players with any combination of MiGs and F-16s can fly against each other in either H2H or campaign mode. For example, if the F-16s are given a mission to destroy an enemy air strip, the MiG-29 group will be given the mission to protect the air strip. Each side can setup their own tactics to accomplish the mission. * NEW FLIGHT MODEL - We have redone our flight model from scratch. Everything including non-fly-by-wire characteristics, spins, tail slides, separated control surfaces has been implemented. You will find that it takes a lot more finesse to control this plane in a dogfight. For instance, the MiG-29 has amazing nose authority, which means that you when you are turning circles in a dogfight, by cranking your stick back you should be able to point your nose at your opponent, however your high AOA will cause you to bleed speed at a rapid rate and you will be a sitting duck if you don't get a kill. In the hands of a good pilot, the MiG-29 can out perform the F-16 but an inexperienced pilot will get shot down every time. * REALISTIC AVIONICS - We are pulling out the stops in this area. I expect that the avionics will be more accurately portrayed in the game than any where else including books and video. We are working with Soviet fighter pilots as well as the Department Of Defense to make it as accurate as possible. Some of the features: IRST (including head mounted variant), Functional gauges, realistic HUD, and systems failure. 3.0 FALCON UTILITIES There are several software utilities available for sale, as freeware, or as shareware that extend the capabilities of Falcon 3.0. As new versions of Falcon 3.0 were introduced, the utilities likewise had to be revised to accomodate changes made by SH to the game files. With the introduction of Falcon 3.02 and MiG-29 Fulcrum, new versions of some of the formerly freeware or shareware utilities became available only as commercial products. The freeware and shareware versions, in many cases compatible only with Falcon 3.0D or 3.01, are available for downloading from NEON.RAIN.COM or its mirrors. See section 4.2 for information about dowloading by anonymous FTP. 3.1 UTILITIES FOR FALCON 3.0D - 3.01 3.1.1 FALCONER The freeware version of Falconer is a utility created by Rob Heittman for use with Falcon 3.0 version D and Falcon 3.0: OFT. It allows you to edit all pilot stats, replenish of weapons and supplies in campaign play, and print out pilot and squadron information. Available from NEON.RAIN.COM and mirrors as FALCNR.ZIP. 3.1.2 F3MAPS Shareware version 4.1 of Falcon Mapper for Falcon 3.01.1 is a utility created by Greg Prete that allows you to set Red Flag or Instant action to any campaign theater, permanently set default scale to 1x magnification, declutter the HUD, and randomly generate Red Flag missions. Available from NEON.RAIN.COM and mirrors as F3MAPR.ZIP. 3.1.3 FALCCALC Shareware version 2.51 of FalCalc, The Falcon 3.01 Mission Planning Assistant, was written using the data given in the various charts and pages of both Falcon manuals, the original and OFT. It gives you a lot of information to help you fly successful missions and wage a successful campaign. With Version 2.51, FalcCalc has been expanded to include: - A Set of Intelligence Dispatches, which offer both Strategic and Tactical data about your campaign. - FalcCalc will now automatically examine your campaign files and warn you if you're getting dangerously low on specific stores. - You can Change Waypoint Speeds from directly within FalcCalc. - You have the ability to pick which Pilots' names appear on your Knee Board Sheet. - "Bingo Fields" will now print directly on the Knee Board Sheet. - The interface has been standardized. Version 2.51 of FalcCalc is available from NEON.RAIN.COM and its mirrors as FLCLC251.ZIP. 3.1.4 F3PAD Although Falcon 3.02 added indicators for afterburner and airbrake in padlock view, for owners of Falcon 3.01 Ken Richardson's TSR utility shows indicators in padlock and SCROLL- FORWARD views for afterburner, brake, radar, and ECM. Available from NEON.RAIN.COM and its mirrors as F3PAD.ZIP and F3PAD2.ZIP. 3.1.5 FCE - Falcon Campaign Editor I quote the FCE.TXT file included with this FREEWARE utility available from NEON.RAIN.COM and its mirrors. Falcon Campaign Editor Version 1.0 For Falcon 3.04 and MiG-29 1.03 Copyright 1 MAR 94 by Frank W. Racis Falcon Campaign Editor (FCE) is a program which allows you to change the characteristics of the pilots in your Falcon/MiG29 squadrons, as well as control the supply status of an ongoing campaign. IMPORTANT ===> FCE modifies data files essential to the proper operation of Falcon 3. It is highly recommended that you make a backup copy of your squadron files (SQUAD?.*) before running FCE. FCE has been designed for use with Falcon 3.04 and/or MiG-29 1.03. It may work with some earlier versions, but has only been tested on 3.04/1.03. Upgrades are free, and are usually worth getting. FCE is a dual mode DOS/Windows program. It will sense which environment you are using and run the appropriate version. The DOS version is very simple - it only allows for a few basic commands which affect all the pilots or supplies of your squadron. The Windows version is very nice, and allows editing of individual pilots and campaign data. Legal stuff ----------- This program is free, and you may distribute as many copies as you wish, as long as FCE.EXE and FCE.TXT are distributed together, without modifications. It cannot be sold as commercial software, but a small charge for shareware distribution is acceptable. You have been warned to back up your campaign files. If FCE kills your campaign data, it's your own fault. No warranties are expressed or implied. Falcon and MiG-29 are products of Spectrum Holobyte. FCE is not. I am in no way related to Spectrum Holobyte, except that I purchase their games. Registration ------------ Please send me a brief E-Mail with your name and any comments you may have. I just want an idea of how many people are using this, whether it's worth my while to develop another version, and what to include in future releases. (Report printing is already slated for v1.1) Donations are accepted, but not required. If I get a total of $50 (10 people at 5 bucks each) I will buy Hornet and add Hornet support to the next version. Send comments, etc. to: FWR100@psuvm.psu.edu 3.2 UTILITIES FOR FALCON 3.02, MIG-29 FULCRUM, AND F-18 HORNET 3.2.1 KEYBOARD COMMANDER CORPS UTILITIES Keyboard Commander Corps offers keyboard templates and utilities for use with Falcon 3.01, 3.02, and MiG-29. Versions of some of the formerly freeware and shareware utilities for use with Falcon 3.02 and MiG-29 are available only from Keyboard Commander Corps. This press release was circulated on USENET earlier this summer: 7/20/93 FALCON & MIG COMMANDER UTILITIES Keyboard Commander Corps is proud to announce exciting new utilities for Falcon 3.0:Operation Fighting Tiger and MiG- 29:Deadly Adversary of Falcon 3.0. FCU & MCU are feature-packed upgrades to their shareware predecessors written by the "Skunkworks" gang on CompuServe's Flight Simulator Forum. KCC has formed an alliance with the authors to bring you these new and improved versions at a low price, but at the same time reward the authors their normal registration fees. For one low price you get: FalcCalc 3.0: The wildly popular and superb campaign intelligence gathering tool. Viewable/Printable theater map with detailed info. on every site, ground forces and all flight paths. Printable Fuel consumption, Waypoint timing, Strategic/Tactical reports and mission "Kneeboard sheet", including new viewable pilot's roster to select upcoming mission pilots. Allows resetting of waypoint timing speeds from within FalcCalc to coordinate actions between multiple flights. FalcCalc even tells you the conditions for victory or defeat, backs up squadron files and more! Author- Bill White F3 Requisition 1.0: All new utility from the author of FalcCalc that truly puts you in command of your Falcon 3.0 squadrons. Allows player to customize pilot's roster including names, callsigns, skill ratings and status. Replenishes all supplies including F-16's and even allows player to change resupply date. Sort and print both pilot's roster and Sierra Hotel List. Allows customized naming of squadrons! Author- Bill White Falcon Mapper 5.0: A stalwart of Falcon world, Falcon Mapper is the famous Red Flag, Instant Action and HUD customizing utility now in it's fifth and best version. Allows players to change default theaters for both Red Flag and Instant Action, Customize and "declutter" the HUD and change the default view scale. Auto- generates missions in any theater and even allows the player to set the numerous variables used for auto-generation. Great new graphical map shows entire Red Flag theater, flight paths, enemy positions and more! Author- Greg Prete ShowF3 2.0: One of the coolest utilities available, ShowF3 allows viewing of screen-shots taken with Falcon 3.0's own secret, proprietary screen-capture program. (Yep, it's been on player's hardrives all along!). New features include easy-to-navigate interface that makes viewing screen-shots a snap, a save option that converts screen-shots from Falcon's proprietary format into popular .PCX or .GIF formats and deletes original file at the same time to reduce disk clutter. Easy instructions on how to use Falcon's screen-capture commands included (Tip: Take AVTR film, then use "Z" in ACMI/VCR mode to get best results!) Author- Steve Kramp Bornstein's Combat Missions: Action packed, gut-wrenching custom Red Flag missions from the celebrated author of the popular book "Falcon 3:The Official Combat Strategy Book", the only book Spectrum HoloByte chooses to sell via their direct marketing newsletter and 800#! Includes all type Nellis: Red Flag missions with complete descriptions. Missions can be further customized in Falcon's Red Flag area. Author- Howard Bornstein KCC Menu 1.0: Fantastic menu shell that brings it all together. Easy way to access Falcon and utilities from one central menu that creates a seamless "suite". Player can use ready-to-go default menu configuration or customize to his or her preference. Can load .bat files as well as create sub-menus to add all of the player's games and sims. Allows viewing and printing of accompanying utility manuals. Completely unloads itself from memory while running menu selection. Author- Craig Allen FCU & MCU are separate packages. FCU is now available, MCU will be released early 8/93. You can find FCU & MCU at your local retailer or buy direct from KCC. Keyboard Commander Corp. 4839 SW 148 Ave., Suite 402 Davie, FL 33330 800-262-6066 CompuServe 72370,2375 Prodigy: DKRV26A 3.2.2 Ken ‘Stinger’ Richarson’s SIMPAK Utilities The SIMPAK utilities include newer versions of Ken Richardson’s old utilities such as the commtsr and f3pad. SIMPAK.??? Is available at NEON.RAIN.COM and its mirrors. COMMTSR The COMMTSR.COM file is a TSR that works with Spectrum Holobytes's simulators. On serial communications: “Using this TSR you will see your connection times improve greatly. During testing, this patch completed a 2400bps direct connection in just over 2 minutes, a 57600bps V.42bis connection in just under 30 seconds.” PADLOCK(formerly F3PAD) PADLOCK is a TSR program that will add small indicator lights to the Padlock and Scrolled lock views. These lights indicate Afterburners, Airbrakes, Radar on/off, and ECM. Each indicator has it's own color. COOLIE “COOLIE is a Terminate and Stay Resident (TSR) program that will work with the ThrustMaster FCS allowing you to program the "Coolie Hat" and Buttons 3 and 4 to any keystroke on the keyboard, (including SHFT/CTRL/ALT keys). You can also program "double-click" funtions to any button or hat position. For example: By default the Hat is programmed to switch between forward, back, right and left views depending on what direction you push it. If you push the Hat up twice, it will switch to Padlock view.” --COOLIE.TXT 3.2.3 TM-STICK TM-STICK.??? Is available from NEON.RAIN.COM and its mirrors. I quote from TM-STICK.TXT TM-STICK Features ----------------- This utility program gives you more flexible control of the joystick routines in Falcon 3.04, MiG-29 1.03 and Hornet 1.01 (and earlier versions of these games). TM-STICK works with any joystick, particularly the FCS from ThrustMaster. Although the joystick routines from TM-STICK version 1.0 have been incorporated into the latest versions of Falcon 3.0, MiG-29 and Hornet, TM-STICK version 2.0 will work with the latest versions of these games and will not interfere with the new built- in joystick routines. TM-STICK version 2.0 will also add the new joystick routines to any earlier versions of Falcon 3.0 and MiG-29 (in addition to fixing a problem with the rudders when using an analog throttle). TM-STICK allows you to set the null zone for each axis of two joysticks independently of one another. You can make the null zones wider or narrower on each joystick axis. If, for example, your F-16 starts rolling right or left immediately when you first move the joystick just a small amount, you can delay the start of the roll by simply increasing the width of the null zone on the X-axis of Joystick 1. This patch is also a very useful tool to use if you find that your aircraft is "drifting" to one side or the other. By increasing the null zone, you can avoid this "drift." If you have a ThrustMaster Mark II Weapons Control System, TM- STICK also allows you to set the position of the AB (afterburner) detent on your Mark II WCS when using analog throttle. If you find that your AB detent is not setting your throttle to (or very close to) 100% Military Power, then use this patch to force it to do so. The AB detent should actually be set so that your Mark II WCS's throttle handle in ANALOG will produce as close to 100% Military Power as possible without actually entering afterburner stage 1. As you move forward out of the AB detent, your afterburners will kick in. TM-STICK also removes the ILS view shift. Now when the ILS mode is turned on, your view will no longer shift down. It will remain like a normal view and the ILS view shift up/down will be disabled. 4.0 WHERE TO GET PATCHES AND UTILITIES In addition to the sources listed below, patches and utilities may be found in CompuServe Flight Simulator Forum (GO FSFORUM) in Library 8, Modern Air Combat. 4.1 SPECTRUM HOLOBYTE CUSTOMER SUPPORT The Falcon 3.0 version D, 3.01.1, and 3.02 upgrades are available directly from Spectrum HoloByte's Customer Support at: Spectrum HoloByte 2490 Mariner Square Loop Alameda, CA 94501 Attn: Customer Support (510) 522-1164 (9am-5pm Pacific Time, M-F) Spectrum HoloByte can also be reached from the INTERNET by electronic mail. Their address is 76004.2114@compuserve.com. Also there is the Spectrum HoloByte BBS at (510)522-8909. Where you can obtain the latest patches and some third party utilities. 4.2 NEON.RAIN.COM ANONYMOUS FTP ARCHIVE AND MIRRORS Falcon 3.0 patches and utilities are available for downloading via anonymous FTP from host NEON.RAIN.COM in the pub/falcon3 directory. NEON.RAIN.COM is mirrored at: ftp.informatik.uni-rostock.de in /pub/msdos/falcon3 The Falcon 3.0 version D, version 3.01.1, and version 3.02 patches, once decompressed, each contain a readme file with instructions, and an installation procedure as well as the upgrade files. The utilities are also packaged in a compressed format, and most also include documentation files. Freeware or shareware decompression software like PKUNZIP, UNZIP, or UNARJ are available from many anonymous FTP sites. An index of the contents of the pub/falcon3 directory of NEON.RAIN.COM's FTP file archive is available for download from that directory as a file named INDEX. In addition to the Falcon 3.0 patches and utilities, Falcon3 list members have uploaded custom missions, help files, and other play-related items. 4.3 TRADE CENTER BBS and other SIMNET nodes (coming soon) 4.4 COMPUSERVE GAMEPUB FORUM (library 3) (coming soon) 5.0 FALCON REFERENCE MATERIAL Several books are available for purchase from retail software stores, or via mail order. In addition, a WAIS service containing an archive of email and USENET postings relating to Falcon 3.0 and other flight simulators has been created. 5.1 FALCON 3.0: THE COMPLETE HANDBOOK >From Tom Basham: Falcon 3.0: The Complete Handbook by Joel Powell and Tom Basham, published by The Waite Group, ISBN 1-878739-29-8, and is approximately 650 pages. Retails for $34.95 US, but can be found cheaper at most chain book stores. The include 1.2M floppy contains over 40 custom Red Flag missions used within the text, Falcnr 3.1, f3maps 4.0, and the original F3 demo program. The Waite Group is the only licensed, non-network, non-BBS distributor of F3maps 4.0. Chapters 1 through 7 are written to the new F3 user. These chapters explain the basic info on aerodynamics, flying, radar usage, landing, and weapons delivery. Chapters 8 thru 12 are written to the advance user. Chapter 8 (43 pages) is dedicated to mastering the Hi-Fi radar, including walking readers through two of the included Red Flag missions. Chapter 9 (118 pages), the "Advanced Flight School," steps readers through 8 Red Flag missions designed to simulate a campaign and teach weapons usage, coordination of multiple flights, allocation of resources, dive bombing styles, and combat tactics for intercept, scramble, escort, CAS, and bombing missions. Chapter 10 gives the inside info on how campaign mode works and how the war operates. It also gives valuable lessons on allocating resources, combat doctrine, and designing waypoints for safe ingress and egress. Chapter 10 also lists the mission requirements for each type of campaign mission. Chapter 11 goes into inside the mind of the computer pilot, explaining the differences between different levels, compares the strengths of the enemy's weapons, describes missile evasion techniques, and gives detailed info on enemy airborne radars. Basic ACM and BFM illustrations are also provided. Chapter 12 is dedicated to the late arrival: OFT. New aircraft, theaters, weapons, and updated mission success requirements for OFT specific missions. Appendicies include the Combat Reference Table (xrefing aircraft type, weapons systems, radar type, and top speed at a glance), fuel usage calculation tables, and upgrade info for F3maps and Falcnr. 5.2 FALCON 3: THE OFFICIAL COMBAT STRATEGY BOOK Falcon3: The Official Combat Strategy Book, by Howard Bornstein, published by Prima Publishing, ISBN 1-55958-160-3, 367 pages. Retails for $27.95 US, available for less from chain book stores or mail-order computer game retailers. Covers Falcon 3.0A through Falcon OFT 3.01. Includes 3.5" diskette with 3.0D patch, the utilities Falconer, F3MAPS, F3ILS2, and SHOWF3 for use with 3.0D or 3.01, plus numerous Red Flag missions for use with book lessons. Bornstein's book is divided into three parts. Part one describes the versions of Falcon 3.0, explains difficulty levels, enemy and wingman AI, flight models, and Instant Action scoring. Part two explains - HUD strategies for air-to-air and air-to-ground missions - Radar modes - Countermeasures including RWR and using chaff/flares - Navigation and fuel management - Dogfighting strategies including padlock and SCROLL-FORWARD view strategies - How to identify aircraft visually and electronically - ACMI features - Undocumented and hidden features Part three presents various Red Flag tutorials for air-to-air and air-to-ground missions, and an explanation of Falcon 3.0 Campaign mode. 5.3 FALCON 3.0 AIR COMBAT Falcon 3.0 Air Combat by Pete Bonanni and Bernard Yee, published by Osborne McGraw-Hill, ISBN 0-07-881701-3, 350 pages. Retails for $19.95. Covers basic fighter maneuvers, beyond visual range radar deployment, advanced air-to-air combat tactics, Falcon 3.0 weapons deployment, advanced surface attack tactics, and campaign management. Essentally a rehash of the user manual with some useful keyboard templates. Does not cover OFT. 5.4 FALCON3: AIR COMBAT TRAINER As of April, 1993 no detailed information about this product is available. This description was submitted to the Falcon3 mailing list by Tom Basham: "Falcon3: Air Combat Trainer is a combo of a book, mission disk and a video tape being co-written by Pete Bonanni (F-16 pilot and author) and another guy whose name I can't recall right now. It'll sort of be an inhome lecture on ACM/BFM 101." 5.5 FIGHTER COMBAT: THE ART AND SCIENCE OF AIR-TO-AIR COMBAT This book, by fighter pilot Robert Shaw, is considered by many to be the most definitive book on ACM (air combat manoevering) available to the general public, and is highly recommended as a source of background information for the concepts presented in Falcon 3.0 reference books and manuals. It is available from the US Naval Institute, Spectrum HoloByte, and most well-stocked public libraries. Fighter Combat: the art and science of air-to-air combat Author: Robert L. Shaw Publisher: Patrick Stephens Limited, Great Britain, 1986/1988 (2nd edition) ISBN 1-85260-201-5 Copyright 1985/88 US Naval Institute 5.6 FALCON3 WAIS LIBRARY >From Jim Knutson (knutson@mcc.com) I have been collecting Falcon 3 related articles since Feb. 1992. Rather than keep all this information to myself, I decided to write `The USENET Guide to Falcon 3' (can be found on onion.rain.com). In the process of doing so, I created the Falcon 3 wais library. The wais library lets you lookup any references to a particular topic. For instance, if I was interested in how to dodge sam missiles, I might ask about the following topics "sam missile evasion dodge tactics", and I would get back approximately 230 items related to those topics sorted so that the most relevant items are first. I can then browse through the items looking for the answer to my question. There are two methods to use the wais library and both require Internet access. The first requires only telnet and the second requires that a wais client be installed on your system. The easiest way to lookup things in the wais library is to telnet to quake.think.com and login as user wais. For example: urbino> telnet quake.think.com Trying 192.31.181.1 ... Connected to quake.think.com. Escape character is '^]'. SunOS UNIX (quake) login: wais Last login: Tue Apr 6 08:35:51 from 159.230.1.13 SunOS Release 4.1.1 (QUAKE) #3: Tue Jul 7 11:09:01 PDT 1992 Welcome to swais. Please type user identifier (optional, i.e user@host): knutson@mcc.com TERM = (vt100) sun-cmd Starting swais (this may take a little while)... You will be presented with a list of about 400 different wais libraries that you can query. You want to scroll down to the falcon3 library (usually referred to as a source). Select falcon3 as the source you want to ask and hit return to enter the topic keywords you are interested in. You will then be presented with a list of items that match those topics. You can select any of them for viewing. You can even have the items mailed to you. The second method requires existing wais software on your host. To perform the query, you will need the following source description placed in the file ~/wais-sources/falcon3.src (assuming you use a Unix box). ------ falcon3.src cut here ------ (:source :version 3 :database-name "falcon3" :ip-name "urbino.mcc.com" :tcp-port 8000 :update-time (:time-interval :interval :daily) :cost 0.00 :cost-unit :free :maintainer "knutson@urbino.mcc.com" :description "Server created with WAIS release 8 b5 on Sep 30 15:33:02 1992 by knutson@urbino.mcc.com This is a collection of most of the mail and news traffic I have seen on the Falcon 3 air combat flight simulator since Feb. 1992. This database helped me write `The USENET Guide to Falcon 3.' For maximum effect, be sure to increase the default maximum number of results returned from 40 to something larger. The files of type mail used in the index were: /home/knutson/mail/Falcon " ) ------ end of falcon3.src ------ Here are some usage statistics in case anyone is interested. WAIS traffic from Mar 22 10:26:12 1993 to Apr 6 10:46:40 1993 288 connections from 35 hosts. Queries Searches #1 Query Database Pings /Results Expressions Count Question ...rces/falcon3 5 14/ 339 13 2 arizona-phoenix falcon3 4 72/1530 59 5 falcon flight_sim 27 98/2295 77 11 flight Answers 210 answers, min/avg/max documents = 0/19/227 Retrieved Documents Database Retrievals falcon3 38 ...rces/falcon3 157 ...urnal-titles 2 flight_sim 88 ...s/flight_sim 159 total 444 Lastly, I would like to say that I also have a flight_sim wais library that is a collection of all the flight sim related info I have collected. 6.0 UNDOCUMENTED FEATURES 6.1 INCREASING AIRCRAFT DETAIL LEVEL There are three methods by which one can make any version of Falcon 3.0 or MiG-29 display aircraft objects in full detail, similar in detail to objects displayed in the REPORTS screens: - Copy OBJECTS onto SOBJECTS. Be sure to rename SOBJECTS to another filename before doing this. You will need to copy the renamed SOBJECTS back to successfully upgrade Falcon 3.0 to a new version. - for EMM386 users, start Falcon 3.0 or MiG-29 by typing LOADHI FALCON3 or LOADHI MIG29 - for QEMM386 users, before running Falcon, type LOADHI/LINK There are some potential problems that may arise from using these techniques, as described in this post from Tom Neff: From: tneff@mimiki.win.net (Tom Neff) Subject: Max Falcon Detail: The Straight Dope I got utterly sick of explaining this at one point and swore off, but I guess it's been a while. Falcon uses one of two wireframe databases, filenamed OBJECTS (the complex one) or SOBJECTS (the simple one) depending on how much free memory it thinks you have when it loads -- if your CPU is fast enough to begin with, which most people's are these days. With SOBJECTS loaded you see more detail on friendly and enemy planes (your own plane detail doesn't vary). The purpose of the LOADHIGH/LOADHI trick is to d**k with the segment pointers so that Falcon thinks you actually have a lot more free memory than you really do, and thus decides to grant you SOBJECTS anyway. There is no essential difference between the DOS LOADHIGH and QEMM LOADHI commands in this respect. People for whom only LOADHI works are probably simply getting more free memory from QEMM than they were from vanilla EMM386, and so winning that way. (By the way, I cannot stress highly enough the wisdom of maintaining _separate_ configurations for different "missions" on a multipurpose computer. There is no excuse for worrying about how to keep your color document scanner driver and PopCalc 5.99 loaded underneath Falcon 3! When the game is loaded, you want to give it every CPU cycle and byte of memory you've got, not waste time worrying about interactions with irrelevant software. When you're done playing, just take twenty seconds and reboot. There are a dozen little multi-config maintainers out there, or you can write your own. I just cobbled together a couple of batch files.) The other max-detail approach, which SH calls dangerous but someone tired of banging away at LOADHI[gh] combos might call infallible, is to rename SOBJECTS to some safe-keeping name and COPY OBJECTS to SOBJECTS. Now both wireframe databases are the same, so even if Falcon decides you only deserve the simple one, you get the complex one anyway. The downside to this trick is that if you really _didn't_ have enough memory for SOBJECTS, Falcon may lock up on you unexpectedly. The quickest way to find out is to create a Red Flag mission with four _different_ aircraft types in your flight, then launch and pound the '7' key. If you can see the whole flight in one screen at max magnification, you're in the clear. The other problem with copying and renaming files around, like the various user contributed "patches," is that later version upgrades will bomb verifying your files! (Many MiG-29 buyers are probably being reminded of this right now.) Make sure you have the capability to "return to cherry" when you need to. All right, that's out of my system. Somebody save it, because nobody reads archives and the question will be asked again next week... :-) [Newer Versions of DOS from MS-DOS 6 onwards now support multiple bootup parameters. It makes it very easy to maintain a multi- configuration PC. Check your DOS manual for more.] 6.2 UNDOCUMENTED KEYS Toggle time of day (shift + T) Hidden down view (great for BDA!) (shift + U) Automatic wing leveler (Ctrl + Alt + 5 (keypad)) The time of day toggle changes the apparent time of day you are flying within the simulation. If you save the mission to ACMI, the true time of day for the mission is recorded. It does not affect the campaigns or Red Flag times of day -- just think of it as the poor man's Falcon 3.0 LANTIRN. The hidden down view pretends you have a glass-bottomed cockpit floor (don't you wish!) which is helpful in determining if your dumb bombs hit the target. Just make sure you're in autopilot and have no hostiles bearing down on you when invoking this function! The automatic wing leveler instantly levels you out from whatever attitude you may be -- even when you are completely disabled from a hit and are out of the game (assuming you haven't been blown away to smithereens by missile or gunfire). You can gently flutter to the ground with 0 speed and wings level (or at least until you are in a safe enough attitude to pull the loud handle). 6.3 EXPLOITING THE HIDDEN LANDING CAPABILITIES OF YOUR F-16! Did you know that as long as you meet the landing parameters of the F-16 (gear down, flaps down, speed brakes out, airspeed around 150-180 knots and angle of attack of around 10 degrees) you can safely land anywhere -- road, desert, ground, even on the water! (Has GD created a seaplane version of the Falcon? -- I don't think so! At least you can pretend they did!) Hopefully you can save your skin and live on to fight again. 6.4 THE GOD'S-EYE VIEW IN FALCON 3.0 (DEBUG MODE) These features are accessed by first pressing the pause key (P) then immediately pressing the Tab key. You are initially put in a sort of chase view -- but with a major difference: the view ID is now labeled “PAUSE” and the following keys will help you get around in this mode (known also as PAUSE-TAB or DEBUG mode): (arrow keys not on keypad) Move forward, backward, right or left in the campaign theater (Page Up/Page Down) Increase/decrease altitude (F3) Rotate right (F4) Rotate left (Shift + F3) Rotate up (Shift + F4) Rotate down (Ctrl + rotation keys above) Fine tune rotation (plus key) Increase movement factor (minus key) Decrease movement factor (D) Debug mode -- displays map coordinates and frame rate (T) Enter Transporter Room -- teleport to any coordinate in the campaign map (tilde (~)) Continue action while in PAUSE-TAB mode. Press again to turn off. (WARNING: If you wish to continue the action while in PAUSE-TAB mode, be sure you are in autopilot before entering this mode. Otherwise, you might have to fight a runaway airplane!) READING THE DEBUG COORDINATE LEGEND This appears on the upper left of your screen when debug mode is activated: XXXX XXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXX XXXXX A clearer example: 0128 0012 -00071368 -00445036 0001400 00025 00014 The numbers on the top two rows are an internal coordinate system that is interesting but useless unless you have a list of coordinates (and SH ain't gonna provide!). The second row contains a set of coordinates which are better -- they are, respectively, the North-South (NS) and East-West (EW) coordinates within the Falcon world you are flying (in any theatre). Highly useful for locating some unusual features left by the Falcon 3 programmers. The third group of numbers in this row is your altitude in feet (AGL) times 2, while the fourth number is the "speed" while moving through the world. Note that the NS/EW coordinates may have a minus sign before the number groups. The third line is your actual frame rate (images per second). If you exit PAUSE-TAB mode while in Debug mode, the debug info remains on screen while in the simulation. 6.4.1 SOME HOT SPOTS WORTH LOOKING AT IN THE FALCON 3.0 WORLD (Includes coordinates (NS/EW), heading and altitude) NELLIS (RED FLAG) THEATER "Elvis Lives" neon sign -- NS -71368, EW -445036 Heading: 8 degrees Altitude: 300 feet "Vegas Vic" neon sign -- NS -93397, EW -484505 Heading: 264 degrees Altitude: 200 feet "Vegas Vic" is the famous neon cowboy sign in downtown Las Vegas at the Pioneer casino. You might also see what looks like the Landmark hotel nearby (that odd-looking space needle casino which, sadly, is no longer in operation). Installing Hornet adds the Luxor and the MGM Grand Hotel. The secret source of the Grand Canyon (a giant faucet!) -- NS -365316, EW 1672511 Heading: 44 degrees Altitude: 4340 feet Kayak in the Colorado River -- NS -296452, EW 699396 Heading: 109 degrees Altitude 56 feet Donkeys hiking the Grand Canyon -- NS -227964, EW 476323 Heading: 59 degrees Altitude: 1900 feet Nellis 7-target gunnery range -- NS 715552, EW -172701 Heading: 0 degrees Altitude: 7000 feet Nellis 11-target gunnery range -- NS 990123, EW -800905 Heading: 0 degrees Altitude: 7000 feet "Falcon 3" in the desert -- NS 812122, EW -723375 Heading: 0 degrees Altitude: 10,000 feet KUWAIT THEATER (INSTANT ACTION AND CAMPAIGN) Permanently destroyed bridge -- NS 1111070, EW 74120 Heading: 348 degrees Altitude: 25 feet Well, no need to target this installation! KURILE ISLANDS THEATER (OPERATION: FIGHTING TIGER ONLY!) Godzilla vs the Love Boat -- NS -846508, EW -1601408 Heading: 141 degrees Altitude: 80 feet Dead man in the water -- NS -00034468, EW -01466383 Heading: 270 degrees Altitude: 20 feet The Panama, Israel, Korea and Pakistan theaters have not really been explored for hidden jewels -- yet!! Who knows what may be found? 6.5 SAY "CHEESE" -- THE BUILT-IN SCREEN SHOT FEATURE OF FALCON 3.0 NOTE: Although you can capture the screen within the simulation, you must have a program called SHOWF3 to view them. This is available through Compuserve's FSFORUM or packaged with the "Falcon 3: The Official Combat Strategy Book" disk (sorry, only a 3.5" disk is available). It is also available at NEON.RAIN.COM and its mirrors An updated version of SHOWF3 is sold with the Falcon/MiG/Hornet Commander Utilities and will allow you to save your screen shots in GIF or PCX format. Take screen shot within simulation (Ctrl + Alt + N) Take screen shot in non-sim area (war room, briefing, etc.) (Ctrl + N) Take shot within ACMI (Operation Fighting Tiger only) (Z) Take shot in PAUSE-TAB mode (N) This is how Spectrum Holobyte was able to shoot the screen shots you see in their ads. You cannot take snapshots of the opening animations, nor of the mission start/end animations. Neither can you take a snapshot of the config screens or of the Mission Computer. 6.6 A FEW OTHER HIDDEN FEATURES WORTH MENTIONING... Yes, the ACES II ejection seat is accurately modeled. ACES II works as a “zero-zero” (will work at zero speed and zero altitude) ejection seat. You will probably need more than a few sessions at the chiropractor if you do this in real life. While in ACMI, the key clears out the VCR control panel for a full-screen view of ACMI or VCR mode. The Mission Computer (a database of all the objects, air and ground in the simulation), buried within the Campaign and Red Flag options, has hidden view controls. They are: 1, Shift 1 controls yaw. 2, Shift 2 controls pitch. 3, Shift 3 controls roll. + increase rotation speed. - decrease rotation speed. Getting tired of the daily Campaign screen every time you get ready to fly? Hit to go right into the mission. Wanna fly a campaign with missions YOU decide? Unfortunately, this only works in the Kurile Islands theater. First, assign a squadron to fly the Kurile Islands. If you have a squadron already flying there, this will not work. Then click your mouse over the man checking monitors on the left -- you MUST click his head -- and you will see him say "Yes, Sir!". Commit to the campaign. After the canned opening briefing a special "Choose Mission" screen appears. Note that "PG" missions are pregenerated. This is a great way to find out what the UMF looks like. Feel like seeing the edge of space? Load LESSON1 in Red Flag. Then get on the runway, apply wheel brakes let 'er rip with the afterburners. Take off the wheel brakes as soon as you sense motion. Raise the nose at about 130 knots and IMMEDIATELY raise the gear. Put the nose up to about an 75-degree angle, gradually raising it to 90 degrees. Keep it on AB5 until you run out of air at about 65-70,000 feet. 7.0 OTHER FAQ'S 7.1 FALCON 3.0 HIGH FIDELITY FLIGHT MODEL The high-fidelity flight model in Falcon 3.0 was originally developed for ASAT, or Advanced Situational Awareness Trainer, which was an air intercept trainer for the USAF. Its inclusion in Falcon 3.0 has generated many questions as to how it behaves. The following remarks are applicable to the high-fidelity flight model in all versions of Falcon 3.0: - Hi-fi flight model does not function at airspeeds under approx 270 knots. Below this, the player's aircraft is controlled by the complex flight model. There is a noticeable transition when this airspeed threshold is crossed. - Hi-fi flight models weight limitations somewhat, in that planes loaded in excess of 32,000 pounds will crash as soon as they exceed 270 knots in a takeoff. - Hi-fi flight model doesn't model G limitations (nor does Complex), so you can pull 9 G's with a full load of fuel and ordnance. However, you'll lose airspeed in the turn, until you cross below the 270 knot threshold and re-enter Complex flight model. If you stay in a turn, you can yo-yo between the two flight models indefinitely. - Hi-fi flight model doesn't model drag effects; you can travel at 450 knots at zero throttle indefinitely. - Hi-fi flight model's airbrakes are dramatically more effective than those in Complex flight model. - Hi-fi flight model causes your F16 to travel at least 40 knots faster Complex flight model at the same throttle settings Note that wingmen, enemies, and your plane in Autopilot always use Complex flight model, not Hi-fi. 7.2 COMMON BUGS 7.2.1 COPY LEADER BUG When using the COPY LEADER button on the Arm Planes menu screen, sometimes it causes the hard drive to spin but nothing happens. What's happening? From: bash@ihlpb.att.com Subject: Re: multiple topics The copy leader loadout hang up - this is not a hangup. No, it's not 8-). It sometimes is *VERY* slow. I mean *REALLY* slow. I mean, like 3 or 4 minutes slow. But, everytime I have waited on it, it has always spun the hdisk continuously, and always returned. After I installed smartdrv, the problem has completely went away. I think their disk read needs some optimization and using a cache just speeds the whole process up. My observations here have been independantly verified by many people on CIS. This doesn't mean the pause ain't a bug, it just ain't a lockup 8-). 7.2.2 WINGMEN WON'T LAND AT ALTERNATE FIELDS The Falcon 3.0 manual says I can set waypoints so as to let my wingmen land at airfields other than the one we started at. But, it doesn't work. Why? From: bash@ihlpb.att.com Subject: Re: multiple topics I'll throw my $.02 into the ring as well. Wrt to landing, it seems SH's right hand is unaware of what SH's left hand is saying. Way before F3 was publicly released, we (the beta crew) had asked for a "bingo field" option, where we could place a LAND waypoint over a different base and the wingmen would land there. This never worked. The F3 manual still mentions it, but you are never allowed to select LAND at any airbase other than the one you started from. Next came Shft-B. Early on everyone realized you might need to bypass a waypoint. After a few of use accidently hit SHFT-B when going for SHFT-N, SH added the SHFT-V "previous waypoint" command. At no time did anyone ever mention pilots looking for bingo fields. While working on F3:TCH, this was a hot topic for me. As each patch came out, I wrestled with No.19 and various programmers to find out *exactly* what changed so as to keep the book current. I was flatly told by Gary Stotlemeyer (sp?) over the phone that your F-16s would never land anywhere except their origination base. OK, so here's some comments to those who have posted: 1) To Tom Neff (are you "Rattler" from FSFORUM?) how did you verify that the allied planes landed at another base? Did you watch it on a VCR? Did you get the (now mythical) "pilot is uavailable because he is at another airbase" message? If you have a VCR, PLEASE send it to me. I'd prefer to receive it on CI$, but can accept UUENCODED mail at this address. 2) For Jim, re: landing at bingo fields when low on fuel. Again, I have not ever been able to reproduce this. I've just had them continue to scream "Fuel is low" every few seconds over and over and over again. Have you ever seen one of your F-16s land at another base? 3) Also for Jim: I have used your idea of putting a waypoint over an allied base, even though I couldn't select LAND as an action. When I did get into trouble, I'd land there. This worked well except none of my other planes would land with me. At any rate, I highly reccommend this tactic. 4) Regarding Atlas' comments, a) this is not what the programmers told me personnally (that was before OFT, though), and b) In Kuwait, Allied forces almost always capture one or two airbases due east of my starting base. Some of my waypoint constructs should have placed them in Atlas' second category, but to date I have never witnessed an allied plan landing at another base. This whole thing is a very important topic, though. If just once we can get a VCR shot of this happening (or maybe a good photo of a sasquatch), this revolutionizes how a lot of us fight campaigns. Many of us don't utilize bingo field tactics because we didn't think they worked. If they do, however, that opens a lot of options, especially later in a campaign when allied forces have captured additional bases. If anyone can get this on VCR, please send it to me at "bash@ihlpb.ATT.COM". 7.2.3 MAKING THE MUD MOVE: AIR-TO-GROUND BUGS Ground targets in all versions of Falcon 3.0 often have a special place where they must be hit, or the program won't give credit for hits. In general, if a hit causes the target to change color or shape, you'll get credit for it. Here are two common situations and their solutions: RUNWAYS: Even though I manage to hit a runway with Durandals, I don't seem to be able to get the program to acknowledge that I've hit it. Why? From: opus@ihlpf.att.com Subj: Re: Hitting Runways ...I routinely take out runways with just two durandals. The question of how to take out runways in F3 comes up often. There is a magic spot on every runway that you must hit. If you zoom all the way in during the briefing, you will see the red bulleye right on this spot. I believe it's the point closest to the hangar. What I do is to take along Mavericks as well as a pair of durandals. When I get close to the runway, I do the following: - select Mavericks - cycle through the targets until it points at a spot on the runway - line up the plane so it points right at that spot (the "magic spot" :^) - select durandals - bombs away--don't miss! It is actually easier to spot this point if you don't fly along the length of the runway, contrary to what you might think is the ideal approach angle. RAILYARDS: Even though I hit the railyard target with GBU-15's, I didn't get credit for the hit. Why? From: wedge%rccw22@rcc.rti.org Subj: Bombing a railyard I have also attacked railyards and not have the after-action wrapup give me credit for it. According to the documentation, campaign mode bombing missions are successful if any target at the target site is destroyed, and if I remember correctly from the OFT manual, it says that GBU15's and the heavier "slicks" (Mk84's?) are needed to damage a railyard. Did you load out your attacking flight with GBU15's, by chance? If so, it looks like you are a victim of a bug in the way that the game deals with guided weapons and railyard targets. Here's what I've observed: Notice that each railyard target is an area of RR tracks with a box in the center. You need to hit the box in order to damage the target. In OFT, and probably 3.0D and earlier versions as well, if you launch on a railyard with GBU15's or other guided weapons they will strike the yard and not the box in the center. If you lock up a GBU15 on a railyard, and look at the representation on your multi-function display, you'll see how it's going to miss that box. I'm guessing that happens to your wingmen, too. So, for scoring purposes, you will miss every time if you use guided weapons on a railyard. The only way to hit it is with Mk84's "slicks". 7.3 AVOIDING SAMS From: cisko@d0tokensun.fnal.gov (Greg Cisko) Subject: avoiding SAMs Evading AA missles has always been difficult for me. I successfully could shake an AA missle about 05% of the time. This was either radar or IR models. I had asked for advice. There was the usual advice about changing direction & putting max g-s on the jet ect... I still couldn't do it. Then I read that when an IR AA missle is launched, this person would dodge them by pulling back on the stick & releasing flares. This was nothing more than a loop, & I didn't think it would work. Well it does work. I can now dodge over 90% of the AA missles coming my way. I do all of my dogfighting in paddlock, so I am not sure how well it works in other views. In general it shouldn't matter at all though. So...when I hear a missle launch warning I hit paddlock view. It tells you what kind of missle got launched. (this is probably why paddlock should be used!) If it is a SAM(R), turn on your ECM pod & release chaff. If the missile won't unlock turn on your radar & turn toward the missle. If it is an APEX (AA Radar) pull back on the stick & release a lot of chaff. If it is an ATOLL or MAGIC (AA IR) pull back on the stick & release a lot of flares. Also turning off your AB couldn't hurt. 7.4 FALCON 3.0 SQUADRON LISTINGS FALCON 3.0 SQUADRON LISTINGS By Chuck "Nuke'em" Corway (CIS: 72672,1553) Yes indeed, those squadrons with the funny-sounding names in Falcon 3.0 ARE genuine active U.S. Air Force fighter squadrons flying F-16s. Below is a listing of the Falcon 3.0 squadrons, identified through the quarterly publication World Air Power Journal (Volume 5, Spring 1991). Squadrons are identified by nickname first (as in the game), the unit number, parent wing, location, and tail code (the two large letters on the tail of most F-16s). ABBREVIATIONS: TFS -- Tactical Fighter Squadron TFG -- Tactical Fighter Group TFW -- Tactical Fighter Wing TTW -- Tactical Training Wing TFTS -- Tactical Fighter Training Squadron FIG -- Fighter Interceptor Group FIS -- Fighter Interceptor Squadron AFB -- Air Force Base (USA only) AB -- Air Base (overseas except United Kingdom) ANG -- Air National Guard ANGB -- Air National Guard Base AFRes -- Air Force Reserve. NOTE: As of 1 June 1992, the designation "Tactical" disappeared from fighter units with the deactivation of Tactical Air Command. The new command that replaces TAC is now called Air Combat Command -- not to worry, the old TAC winged sword insignia has been adopted by ACC. For clarity, the old designation remains. Fighting Tenth 10th TFS, 50th TFW, Hahn AB, Germany (HR) Hooters 17th TFS, 363rd TFW, Shaw AFB, SC (SW) Falcons 33rd TFS, 363rd TFW, Shaw AFB, SC (SW) Rams 34th TFS, 388th TFW, Hill AFB, UT (HL) Black Widows 421st TFS, 388th TFW, Hill AFB UT (HL) Squids 613th TFS, 401st TFW, Torrejon AB, Spain (TJ) Dragons 512th TFS, 86th TFW, Ramstein AB, Germany (RS) Lucky Devils 614th TFS, 401st TFW, Torrejon AB, Spain (TJ) Fighting Eagles 612th TFS, 401st TFW, Torrejon AB, Spain (TJ) Swamp Fox(es) 157th TFS, 169th TFG, South Carolina ANG, McEntire ANGB, SC (SC)* Flying Fiends 36th TFS, 51st TFW, Osan AB, Korea (OS) Black Knights 526th TFS, 86th TFW, Ramstein AB, Germany (RS) White Knights 70th TFS, 347th TFW, Moody AFB, GA (MY) Phantoms 35th TFS, 8th TFW, Kunsan AB, Korea (WP) Sun Devils 302nd TFS, 944th TFG (AFRes), Luke AFB, AZ (LR) Lightning Lancers 68th TFS, 347th TFW, Moody AFB GA (MY) Fighting Foujins 4th TFS, 388th TFW, Hill AFB, UT (HL) Michigan Wolves 107th FIS, 191st FIG, Selfridge ANGB, MI (no tail code carried -- this squadron is also known as the "Six Pack") * Later photos (taken during Desert Storm) deletes this code and replaces it with a blue and white "South Carolina" fin flash. Here are other USAF F-16 squadrons worthy of mention, that should have been, but were not included in the game. Many of the ANG squadrons do not carry the two-letter tailcodes that are pretty much standard throughout the Air Force. Panthers 81st TFS, 52nd TFW, Spangdahlem AB, Germany (SP) Fighting Hawks 23rd TFS, 52nd TFW, Spangdahlem AB, Germany (SP) Warhawks 480th TFS, 52nd TFW, Spangdahlem AB, Germany (SP) Gamecocks 19th TFS, 363rd TFW, Shaw AFB, SC (SW) Headhunters 80th TFS, 8th TFW, Kunsan AB, Korea (WP) The Boys from Syracuse 138th TFS, 174th TFG, New York Air National Guard, Syracuse, NY (NY) Wild Ducks 309th TFS, 31st TFW, Homestead AFB, FL (HS) Knights 308th TFS, 31st TFW, Homestead AFB, FL (HS) Tophats 310th TFTS, 58th TTW, Luke AFB, AZ (LF) Sidewinders 311th TFTS, 58th TTW, Luke AFB, AZ (LF) Scorpions 312th TFTS, 58th TTW, Luke AFB, AZ (LF) Happy Hooligans 119th FIG, North Dakota ANG, Fargo, ND Ace in the Hole 111th FIS, 147th FIG, Ellington ANGB, TX Green Mountain Boys 134th FIS, 158th TFG, Vermont ANG, Burlington, VT Jersey Devils 119th FIS, 177th FIG, New Jersey ANG, Atlantic City, NJ Fly'n Illini 170th TFS, 183rd TFG, Illinois ANG, Springfield, IL (SI) Jayhawks 184th TFG, Kansas ANG, McConnell AFB, KS Flying Razorbacks 184th TFS, 188th TFG, Arkansas ANG, Fort Smith, AR (FS) Florida Makos 93rd TFS, 482nd TFW (AFRes), Homestead AFB, FL (FM) Diamondbacks 466th TFS, 419th TFW (AFRes), Hill AFB, UT (HI) "Sierra Hotel" 465th TFS, 507th TFG (AFRes), Tinker AFB, OK ("S*** Hot") (SH) Big Sky Country 120th FIG, Montana ANG, Great Falls, MT Mile High Militia 120th TFS, 140th TFW, Colorado ANG, Buckley ANGB, Colorado (CO) If you're REALLY serious about realism when using your squadrons in a campaign, here are some pointers: Korea campaign: Use the Flying Fiends or the Phantoms squadron. Desert Storm/Kuwait campaign: Falcons, Hooters, Lucky Devils, Squids, Fighting Eagles, Fighting Tenth, Swamp Fox, Dragons, Black Knights, Rams, Black Widows. Interesting geographical error: King Khalid Military City is actually in Saudi Arabia, NOT in Kuwait! Many of the units were based all over Saudi Arabia, Oman and Turkey. KKMC during the war was host to an A-10 squadron. For all the other theaters, take your pick. With the advent of the new "super" wing concept, (currently the 3rd, 4th, 23rd, 343rd Wings, with various types of aircraft) chances are that in time of crisis, one or more of these wings would be sent. Well, that's it for now. Enjoy Falcon 3.0 knowing that these squadrons are real and are not the contrived product of a game designer's mind -- well, if you want to strive for total realism, you've gotta do your homework! Check six, Nuke 'em PS: If any FSFORUM member can come up with more (official and semi-official) F-16 squadron nicknames other than those listed here, just post me a message at the above E-mail address. The following list contains each of the squdrons included in Hornet:NSF. I collected this information from World Power Jorunal's "US Navy & Marine Corp Air Power Directory". This was published in late 1992. As such, it may not be entirely acurate. However, I would highly recommend this book for anyone interested in Naval/Marine air power. I have included a suggested theater for several of the squadrons due to historical significance, current station or other similar factor. Not all squadrons have a suggested theater. Navy Squadron Designation Base & Tail Letters Theater(s) Valions VFA-15 NAS Cecil Field, FL: 'AJ' Iraq The Valions were converted from A-7 Corsair IIs to F/A- 18As on October 1, 1986. It is part of CVW-8 aboard the USS Theodore Roosevelt. Fist of the Fleet VFA-25 NAS Lemoore, CA: 'NK' VFA-25 was founded January 1, 1943 and is part of CVW-14. Sunliners VFA-81 NAS Cecil Field, FL: 'AA' Iraq Operating as part of CVW-17 aboard the Saratoga, the Sunliners took part in the Persian Gulf War from its inception. The Hornet manual discusses the F/A-18s versatility and cites an incident in the Gulf War in which two Hornets on route to a ground strike shoot down two MiG-21 and then continue on to complete their ground strike. Lt. Cmdr. Mark Fox and Lt. Nick Mongillo from VFA-81 were the two pilots that performed actually performed so valiantly. Sidewinders VFA-86 NAS Cecil Field, FL: 'AB' Iraq As part of CVW-1, the Sidewinders was stationed aboard the USS America and flew combat missions during the Gulf War. Golden Warriors VFA-87 NAS Cecil Field, FL: 'AJ' Iraq Like VFA-15, Valions, the Golden Warriors are part of CVW- 8 aboard the Roosevelt. It is mentioned that they took part in the Gulf War. Rough Riders VFA-125 NAS Lemoore, CA: 'NJ' Iraq This squadron is part of the West Coast FRS squardron for F/A-18 training. It, too, was deployed during the Gulf War. Wildcats VFA-131 NAS Cecil Field, FL: 'AG' Iraq, Israel, Bosnia The Wildcats were established relatively recently as a brand new Hornet squadron (1983). It is part of CVW-7 aboard the USS Dwight D. Eisenhower today. However, in 1986, this squadron flew from the USS Coral Sea and took part in operations versus Libya. Since joining the Ike, VFA-131 took part in Desert Shield but returned to the Med prior to Desert Storm. Privateers VFA-132 NAS Lemoore, CA: 'AE' Iraq, Israel Also a relatively new squadron, the Privateers began operating the F/A-18C on January 9, 1984. Like VFA-131, VFA-132 saw combat in Libya in 1986. The Privateers do have an interesting story about an unusual kill. It seems that in 1991 Lt. Bill Reilly was sent up to shoot down a crippled E-2C Hawkeye over the Med after the crew parachuted to safety. On June 1, 1992, VFA-132 was disestablished when the Forrestal (its current carrier assignment) was converted to a training carrier. Knighthawks VFA-136 NAS Cecil Field, FL: 'AG' Iraq, Israel This squadron flew with the Wildcats during actions in Libya and Desert Storm. Golden Dragon VFA-192 NAS Atsugi, Japan: 'NF' Japan Actually called the World Famous Golden Dragons, VFA-192 was formed at the end of World War II as VFA-153. During it's long history, the Golden Dragon's have flown FJ-4B Furies and A-7 Corsair IIs. Marine Sqdns. Designation Base & Tail Letters Theater(s) Silver Eagles VMFA-115 MCAS Beaufort, SC: 'VE' Japan, Iraq During Vietnam, VMFA-115 flew F-4 Phantoms and has made deployments in Japan and Denmark. It was also part of the Marines land- based efforts during Desert Storm. Crusaders VMFA-122 MCAS Beaufort, SC: 'DC' Japan, Iraq Also an ex-Phantom squadron, the Crusaders have toured Japan and Norway. Lancers VMFA-212 MCAS Kaneohe Bay, HI: 'WD' Another ex-Phantom sqadron. Red Devils VMFA-232 MCAS Kaneohe Bay, HI: 'WT' Japan During Desert Storm, VMFA-232 was deployed to Bahrain. Death Angels VMFA-235 MCAS Kaneohe Bay, HI: 'DB' The 'Angels' are an old squadron with a long history in the F-4 Phantom. Thunderbolts VMFA-251 MCAS Beaufort, SC: 'DW' The Thunderbolts became the third Marine unit on the East Coast to receive the F/A-18. It shares its nickname with the Navy's HSL-84. Checkertails VMFA-312 MCAS Beaufort, SC: 'DR' Actually called the Checkerboards, VMFA-312 is also an ex- Phantom squadron. Black Knights VMFA-314 MCAS El Toro, CA: 'VW' Israel The Black Knights cruised with the USS Coral Sea and saw combat during Operations Pairie Fire and El Dorado against Libya. Additionally, it has been deployed to Egypt and Japan. Death Rattlers VMFA-323 MCAS El Toro, CA: 'WS' Israel Participating with VMFA-314, the 'Rattlers' saw action in Libya as well as Egypt and Japan. Shamrocks VMFA-333 MCAS Beaufort, SC: 'DN' Iraq From July, 1971, until December of that same year, the Shamrocks were the first Marine unit (at that time operating F-4 Phantoms) to be stationed aboard an aircraft carrier. In 1972, Maj. Thomas 'Bear' Lasseter and Capt. John Cummings shot down the only kill by a Marine flying crew during Vietnam. The loser in this fight was a MiG-21. Also, the squadron was deployed to Bahrain during Desert Storm and flew many CAS, Interdiction and SEAD missions during the war. It was established March 31, 1992. Warlords VMFA-451 MCAS Beaufort, SC: 'VM' In 1989, the Warlords was assigned to CVW-13 aboard the Coral Sea. Grey Ghosts VMFA-531 MCAS El Toro, CA: 'EC' Korea Among other things, the 'Ghosts' were the first Marine fixed-wing squadron to be stationed in SE Asia. 7.5 GUIDE TO WINGMAN RADIO TRANSMISSIONS (COMPLETE AND UNCENSORED!) (NOTE: Digitized voices can only be heard with a mininum of 2MB RAM -- otherwise, text only will flash on upper screen. Most of these calls are digitized, however some generic radio calls are reproduced with static instead of a digitized voice.) "Negative. Pigeons to home plate" -- Return to base. Waypoint cannot be bypassed beyond this one. "Kilo Mike Alpha" -- Kiss My Ass. You have ordered your wingman to do something really stupid such as breaking low at less than 100 feet -- and obviously he doesn't mince words! Rarely heard. "I'm picking up a spike" -- Wingman has detected radar (air or ground) being pointed at the formation. "Radar contact (bearing in degrees and range in miles)" -- Wingman has a solid radar contact. This is a steering cue for interception to a possible bogie. "Stranger (X o'clock)" -- Unexpected friendly aircraft flying in the area, be careful. "Waypoint (X)(bearing in degrees and range in miles)". From AWACS -- steering cue to the waypoint bearing. Falcon 3.03 replaces this call with static, but the text is not changed. "Unable" -- Wingman is unable to comply with your command. Heard more often (and sounds better than "Kilo Mike Alpha"). "Copy fence check" -- Wingman has checked all weapons ready for action. Heard only if Shift + E is pressed with no action in sight. "Be advised, I've gone winchester" -- Wingman has run out of all weapons (air-to-air/air-to-ground), except guns. "Copy, disengage, will resume" -- Wingman has been ordered to "knock it off" by leader. "Clean, clear and naked" -- Nothing on radar, no visual sightings, no threat indications. You can relax for a bit. "Fox one!" -- Wingman has launched an AMRAAM. "Fox two!" -- Wingman has launched a Sidewinder (AIM-9P (Papa)) "Fox two mike!" -- Wingman has launched a Sidewinder (AIM-9M (Mike)) "Atoll! Atoll!" -- Rear-aspect infrared missile (AA-2 Atoll) fired at your wingman. All you get is the "LNH" (missile launch indicator). Atoll is a Soviet copy of the Sidewinder. "Magic! Magic!" -- All-aspect infrared missile (Matra R.550 Magic) fired at your wingman. This is a French-built A-A missile similar to the AIM-9M "Apex inbound!" -- An active radar-homing missile (AA-7 Apex) has been fired and is inbound. The Apex is a Soviet A-A missile similar in performance to the AIM-7 Sparrow. "Guns! Guns! Guns!" -- Wingman firing M61A1 cannon. "Flame out! Flame out!" -- Wingman has suffered severe engine damage due to a hit or has run out of fuel. Usually followed by "Ejecting!" or "I'm hit! I'm hit!" "Bandit! Bandit! (X o'clock)" Enemy aircraft sighted, usually followed by clock position. Wingman will usually ask for permission to engage if this is the first bandit encounter. "Singer high!" Surface to air missile launched. Rarely heard, since the "LNH" indicator immediately lights up. TAKE IMMEDIATE EVASIVE ACTION!!! "Request you check joker" -- Wingman is low on fuel and is requesting you check your fuel state. "Be advised, fuel is low!" -- Wingman is dangerously low on fuel. Any action other than returning to base could cause a flameout. "Fuel critical, fuel critical" -- Wingman is running on fumes. If an immediate return to base or to a bingo fuel airfield is not called, he will be forced to eject. "Maverick, Maverick!" -- Wingman has launched a Maverick (AGM- 65B/D) air to-ground missile at a ground target. "Rockets away!" -- Wingman has launched LAU-5003A rockets at a ground target. "Bombs away!" -- Wingman has released bombs or other stores at a ground target. "Closing on ground targets" -- Ground targets ahead, wingman beginning attack run. Followed by "Request permission to attack". "Closing on primary target" -- Primary target ahead, wingman beginning bomb run. "I'm already committed!" -- Wingman has started attack run and cannot break off. Only heard if pressing (Shift + E) after granting permission to attack. "I'm not engaged!" -- Wingman is not engaged in attack. Only heard if (Shift + Q) is pressed with no target designated. "I'm hit! I'm hit!" -- Wingman has been hit, almost always followed by the "Ejecting!" command. This wingman is out of the fight (obviously!). If no communication has been heard from any one of your wingmen for some time after an engagement, assume the worst has happened and press on. Chances are he either punched out or was hit and killed. "Music on!" -- Wingman has turned on ECM pod. "PULL UP! PULL UP! PULL UP!" (voice message system (Bitchin' Betty)) -- You are in immediate danger of becoming a powered lawn dart (they're not even sold any more!!). If you do not take immediate action such as pulling back on the stick you're a goner. In addition, a converging arrow cue is visible. getting closer as you get on a first-name basis with the gophers! It will shut off only if you take the appropriate action. "CAUTION!-CAUTION!" (Bitchin' Betty) -- Activates only when the Master Caution indicator lights up on the glareshield. It only turns off if you go to the right interior view, where the warning/caution panel is located so you can see the item that caused the light to go on in the first place. If ALL the lights are lit up, you better hope your ACES II seat works!! "WARNING!-WARNING! (pause) WARNING!-WARNING!" (Bitchin' Betty) -- Indicates a major systems failure has occurred in your aircraft, such as an engine failure, or an enemy missile has lodged up your tailpipe. Nine times out of ten you might survive, otherwise it'll be a quick and dirty end for you. "Be advised -- enemy ECM activity detected." -- AWACS has detected enemy aircraft with ECM transmitters operating. Who said shooting down a MiG was going to be a cakewalk? "Copy bracket (left or right)" -- Wingman executing a bracket maneuver. "Copy drag (left or right) -- nail him!" -- Wingman executing a drag maneuver. "Dumping air-to-ground stores!" -- Wingman jettisoning bombs and/or air-to-ground missiles to lighten his load, usually because an enemy fighter has jumped him. No air-to-air ordnance is jettisoned, however. "Breaking (high, low, left, right)" -- Wingman executing break maneuver. "Rolling out" -- Wingman rolling straight and level. "Copy. Kicking out" -- Wingman spreading out formation. "Copy. Closing it up" -- Wingman closing up formation. "Copy. Returning to base" -- Wingman returning to base. This is the last you'll hear from them as they bug out for home when you tell them. "Harpoon away!" -- Wingman has launched an AGM-84A Harpoon anti- ship missile (heard only in the Kurile Islands theatre). "Closing on ship target" -- Wingman has acquired a ship target and is closing in for the kill (heard only in the Kurile Islands theatre). "You are violating rules of engagement!" -- From AWACS in the Kuriles only. Isn't it obvious? See you at the General Court Martial when -- and if -- you return! "Be advised, increased enemy air activity!" -- From AWACS in the Kuriles only. See what your ROE violation just did? Now you have a load of pissed-off Russkies going after us! "Permission given to destroy enemy aircraft!" -- From AWACS in the Kuriles only. You heard 'em, now kick some Russian ass! This doesn't mean you are authorized to blast away every Russkie on the ground. "You're on your own..." Your Whiskey Delta (Weak Dick -- the worst insult you can call a fighter pilot) wingman just bugged out on you, it's time to try out some John Wayne fighter tactics against the Russian fighter squadron closing in at your twelve o'clock... "One Russian bugging out..." "There goes one fine Russian pilot -- Nyet!" "No cojones on that Russian!" -- Your wingman has been able to persuade that pesky Fulcrum, Flanker (or whatever the Russkies just sent you) to go back to the Motherland and fight another day. "Smoked a bogie!" "Nailed him!" "Alpha Mike Foxtrot!" (Adios Mother Fucker) "Yo -- your fries are done!" "Scratch one, down in flames! "Watch the canopy when you punch out, jack!" "Time to feed the worms, bud!" -- Miscellaneous kill calls from your wingman. "Paint us like Thunderbirds first, sir!" -- Smartass remark from your wingman when you close up the formation too much. "Negative -- maintianing visual contact." -- You've spread out the formation too far. "Do svidaniya, stupid American!" -- From the Russian TU-22. Now you've really pissed 'em off! And just to get even he just launched a UMF(Unmanned Fighter) at you!