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2.4.2 Version 1.03 changes
* In response to a number of users who were having trouble with sudden high G forces destroying their aircraft without warning, we have added a G-damage limiter. Press Alt-O (the letter O) to turn it on or off. When the G-damage limiter is on, it limits the amount of damage you can suffer from high G forces. You will still black out, but at least the plane will not turn to confetti. An indicator light for this subsystem has been added to the Mach meter. When this light is on, the G-damage limiter is active. When it is off, the limiter is inactive. The limiter is inactive until you turn it on.
* Serious joystick control and calibration problems found in version 1.0 have been fixed. The joystick inputs are now linear, and there is a "null zone" of 20% of the stick's travel. What this means is that the plane will react evenly to gradual increases in stick pressure, and that slight movement of the stick near the center point will not cause the plane to jerk around.
* This new version is fully compatible with version 2.0 of the
TMSTICK.COM joystick TSR, developed jointly by Ken "Stinger"
Richardson and ThrustMaster. With their permission, we have incorporated much of the TMSTICK code into this update. As a result, you do not need to load TMSTICK.COM to fix your joystick problems. If you want the other features of TMSTICK, however, you will still have to load it.
* Version 1.03 fixes a problem where the views would sometimes switch around (especially to the Left View) without any user input.
2.4.3 Version 1.02 changes
* The MiG-29 vs. MiG-29 communications problems introduced in version 1.01 have been fixed.
* Several users reported a problem where if you create a squadron, take off and return, create another squadron, take off and return, then try to fly another mission with the first squadron, the game would crash with a message saying "Fatal
Error! Cannot Create File!" This problem, relating to the number of planes in a squadron, has been fixed.
2.4.4 Version 1.01 changes
* Ground units in Red Flag will no longer fire upon your MiG-29 near Nellis.
* The flight model has been improved, which is most noticeable in nose stability, trim control, and stability at high airspeeds.
* In Red Flag, enemy F-16s can now be assigned weapons loads.
* Problems with joystick calibration are now fixed.
* Some users reported difficulty with rolling right. This problem is now fixed.
* Adjustments to the flight model have made maneuvering and control smoother.
* Some users reported problems with pitching upward when in any outside view. The problem was that the plane would not go beyond
30 degrees upward pitch until the player switched back to an inside cockpit view. This problem has been corrected.
* The airspeed scale on the HUD is now marked correctly.
Previously, 1100 kts was marked as 1000 kts (so it read 900,
1000, 1000, 1200).
* At extremely high airspeeds (in excess of 800 knots), the nose would rise no matter how the trim controls were used. The trim controls are now effective at all airspeeds.
2.5 Hornet: Naval Strike Fighter
Hornet: Naval Strike Figher is the third plane in the Electronic
Battlefield Series. The add-on disk, gives you the F/A-18 Hornet, the Bosnia campaign (from SH) and carrier operations. The plane is Fly-by-wire, the flight model feels the same as Falcon, and network play is still supported. The latest version is 1.02 to match with Falcon 3.05 and MiG-29 1.04. (This is my personal favorite plane)
2.6 HORNET VERSION INFORMATION
These is the list of the changes made by the patches, taken directly from the readme.txt distributed with the patch.
2.6.1 Version 1.02 changes
* The Hornet flight model has been improved to more accurately reflect its capabilities and to be more competitive with the other aircraft.
* Sometimes the plane would unexpectedly roll left in version
1.01. This problem is now fixed.
* Campaigns now last longer than two days in the Bosnia theater.
* Your wingmen will be more aggressive in engaging enemy planes, especially when returning home.
* TACTS now works correctly in version 1.02.
* Hornet now has ECM capability in communications play, both head- to-head and multiplayer.
* When your waypoint is set to the landing waypoint, the waypoint symbol follows the ILS beam instead of guiding you to the aircraft carrier. Don't rely on using the waypoint symbol to guide you to the aircraft carrier.
* If you're using the PC speaker for digitized sound, the IFF squawk won't be played. You can, however, look at the IFF light just below the HUD.
* TM-STICK (developed by Ken "Stinger" Richardson and
ThrustMaster) has been updated in version 2.1 to work with Hornet
1.02. In addition, TM-STICK 2.1 works with earlier versions of
Hornet. For more information on TM-STICK, please read TM-
STICK.TXT.
2.6.2 Version 1.01 changes
* Version 1.01 fixes a problem where the views would sometimes switch around (especially to the Left View) without any user input.
* Serious joystick control and calibration problems found in version 1.0 have been fixed. The joystick inputs are now linear, and there is a "null zone" of 20% of the stick's travel. What this means is that the plane will react evenly to gradual increases in stick pressure, and that slight movement of the stick near the center point will not cause the plane to jerk around.
* This new version is fully compatible with version 2.0 of the
TMSTICK.COM joystick TSR, developed jointly by Ken "Stinger"
Richardson and ThrustMaster. With their permission, we have incorporated much of the TMSTICK code into this update. As a result, you do not need to load TMSTICK.COM to fix your joystick problems. If you want the other features of TMSTICK, however, you will still have to load it.
* Numerous users reported problems with wingmen crashing. This was due to two problems. First, an error in the flight logic caused computer-controlled wingmen to stall out in a sharp climb.
Stalling out in a dogfight is usually fatal. The other reason for high wingman mortality was running out of fuel. On long missions, where external fuel is necessary to make it back, there was an error that caused wingmen to jettison their stores early. Both of these problems have been fixed. See the next item for a full explanation of the jettisoning problem.
* In version 1.0, as soon as you switched to the final waypoint (either by flying to all the other ones or by pressing Shift-B), all your wingmen automatically jettisoned their stores in preparation for a carrier landing. This had some unfortunate consequences if your flight happened to be deep in enemy territory at the time.
Now, no stores are jettisoned until the LSO picks up a pilot in the landing pattern and begins giving instructions. At this point, stores will be automatically jettisoned to lighten up for landing. Note that this automatic jettisoning applies to your plane as well: as soon as you contact the LSO (by pressing Alt-
H), your stores will be jettisoned.
* Enemy planes will no longer show up during landing. You must still deal with any that were pursuing you on the way in, but no new foes will appear once you begin your landing sequence (unless you stray too far from the carrier). In addition, we have added a
CAP flight of F-14s which sometimes appear when you are near the carrier to help you escape any pursuers.
* The ILS has been completely revised so that it is more useful.
The ILS cone (the area within which you can detect the ILS signal) extends 18 nm from the stern of the carrier. At this distance, the cone is 20 degrees wide:
***********
----------------- ***********
! carrier ! 20 degrees
----------------- ***********
***********
18 nm
When you get within 10 nm, the cone is 70 degrees wide (35 degrees on either side):
***
***
----------------- ***
! carrier ! 70 degrees
----------------- ***
***
****
10 nm
In addition, the cone extends 1 nm forward from the end of the landing deck, so you will still have ILS information during a bolter. When you are outside the cone, the bars of the ILS cross appear as dotted lines that cross at the center of your HUD.
The bars on the ILS only show up to 4 degrees of deviation. Thus, if you were 2 degrees to the right of the beam, here is how the
ILS would look:
---
| (both lines
| are solid)
|----|-----------|
|
|
---
If you are more than 4 degrees off the beam, the appropriate bar will appear as a dotted line at the end of the other bar. So, if you were more than 4 degrees below glideslope, the ILS would look like this:
|- - - --- - - -| MiG-29 v 1.04
>Operation: Fighting Tiger v1.2
>Hornet: Navel Strike Fighter v1.02
>Art of the Kill
Upgrading customer will receive all of the documentation for each product that they don't currently own, however, the BOX that comes with the retail version will NOT be included.
The cost to upgrade to Falcon Gold is as follows:
If you currently own Falcon 3.0 or the stand-alone version of MiG-
29: plus any 3 or more of the add-ons = $30 plus any 2 add-ons = $40 plus any 1 add-on = $50
If you currently own Falcon 3.0 or the stand-alone version of MiG-
29 by itself and no add-ons, the upgrade price is $59.
Shipping/handling: $5.25. Outside North America $10.
Sales Tax: CA = 8.25%, MD = 5%, WA = 8%, Canada = 7%
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Other files from this game:
- Falcon FAQ by System on 09/03/2006, 09:50
- Falcon cheats by System on 09/03/2006, 09:50






