Some more information about the new weapons that will be in FF3:
FF3 will be featuring multiple new weapons that are intended to increase the realism of weapons loads and performance for aircraft not using traditional US or Russian weapons. These new weapons support many of the new aircraft coming in FF3 and the weapons loads have been researched to ensure the most accurate weapons loads possible. The Chinese Air Force (PLAAF) aircraft in FF3 have undergone a complete weapons change and adding in 2 new capable aircraft, now brings a more challenging presence to any campaign or TE designed with PLAAF aircraft. Another substantial addition to FF3 is multiple weapons currently used or planned for use by the Swedish Air Force (Flygvapnet) or for use on export versions of SAAB JAS-39s. SAAB has been making combat aircraft for many years and FF3 features the JAS-39 Gripen and three variants of the Viggen; JA-37 fighter, AJSH-37 attack jet and the SJ-37 Recon fighter. Some of the weapons featured in FF3 are not currently fully operational in real world use, but are expected to be available by the end of 2005. Users should understand that availability of real world data on some of these weapons is limited. New weapons added are based upon existing weapons already in FF2 with modifications made to accommodate known available data.
Crashpilot posted at the Frugalsworld Forums a pdf version of the Falcon 4 tacref munitions section. The data in it is based upon the SP4 and FF2 tacref but contains also information about 130 additional weapons and stores.
Matt "Wags" Wagner has posted an update on the upcoming LOMAC patch. Here is a sample of some of the fixes:
Launch Permission Override button has been added to Russian aircraft (Alt-W). This allows the player to launch a missile on a locked target, even when the target is out of range.
Players can no longer launch weapons when the landing gear of their aircraft is down
Fixed the sound effect of flares and rockets. The proper sound effect will now be played for each launch
Added Continuously Computed Release Point (CCRP) bombing mode for A-10.
- Select AG mode (press 7) and select bombing mode
- Place the Depressible Pipper over the target (moved by TDC control key) and lock the target point (press TAB).
- Select Continuously Calculated Release Point (CCRP) mode (press o). On the HUD, the TISL box will slowly move down HUD. Fly the airplane so that TISL moves along the bomb fall line. When TISL reaches the impact reticule, the bomb(s) will be dropped automatically.
Replaced Ctrl-E ejection sequence with Ctrl-E-E-E (Hold Control key down and hit E three times)
Ping rate has been added to the multiplayer score window. Press (quote) key to show score window
New coop multiplayer A-10 mission has been added
Aircraft and ground vehicles can now be seen at much greater distances (16 miles)
Added combined gun and missile HUD modes for F-15C. Player can now have active gun pipper and missile launch symbology on the HUD at the same time. To do so, select AA mode, select missile, then select gun mode (press C)
SimHQ has published an interview with Pulitzer Prize-winning Los Angeles Times reporter David Zucchino, who was embedded with the US Army 3rd Infantry Division (Mechanized), and has just released a book about the experience entitled "Thunder Run: The Armored Strike to Capture Baghdad." Here is a little taste:
Q. Military writers like Ralph Peters suggest that much of future of war will revolve around cities. Do you think the US military has the appropriate hardware, technology, and training to do it right? In the process of writing the book, did you hear of soldiers consistently wishing for something that they didn’t have?
A. I’m not an expert on the military by any means, so I can’t judge whether the military has the hardware, etc. to fight in cities. I can only say that in Baghdad the 2nd Brigade of the 3rd ID turned military doctrine on its head by sending tanks and Bradleys into the heart of Baghdad, where the crews fought gunmen firing from bunkers, trenches, windows, rooftops and alleys. The brigade proved not only that tanks could fight inside cities, but that they could prevail...
Simulation News has published an article by Michael Dugas detailing the history of the Falcon series. Here is a sample:
My involvement with this simulator began way back with Falcon AT, which I bought mainly because it had fairly good (for the time) 3D models of the MiG-21, an airplane that I admired then and now. So I bought Falcon so I could look at my favorite airplane "flying" just before I shot it down. That is truly a perverse reason to buy something!
The 3D Gamers site has preview of the upcoming naval simulation, "Dangerous Waters." Here is a sample of the article:
We contacted Sonalysts about a preview copy and Associate Producer Jamie Carlson sent a pre-alpha version. Although the game is still very early in the development phase and not all features are complete, Dangerous Waters shows all the signs of being another Sonalysts thoroughbred.
I clicked through an intro movie placeholder and was greeted by the game menu. First thing I noticed was the addition of a category called "Quick Missions". According to Carlson the quick missions option will "render truly dynamic single missions from a pool of 19 types, ranging from task force escort, task force assault, shore attack, recon missions, seek and destroy, advanced ASW, and more. Each mission will be completely different from the previous one. Different ships, subs, and aircraft in random locations, with random alliances." From the sound of it, you could string a series of quick missions together and simulate a dynamic campaign. That should warm the troops' hearts.
In addition to the Quick Mission generator there is a pool of single missions with scripted events and strategic objectives (although it appears even the scripted missions will have a lot of dynamic functions so replaying them will not be the same).
Hot on the heels of his awesome Carrier, Donky has released his SSN-688 "Los Angeles" for Falcon 4. I've been lucky enough to beta test this over the last few weeks and it really is a lot of fun. Here's what Donky had to say about it.
After 8 months of thinkin' testin' and modellin' I am very proud to present to you the SSN-688 "Los Angeles"! Hope you like 'm a much as we do!
Features:
Yaw and Pitch control
RWR works
HSD works.
Flightplan still buggy (you can still go UNDER Korea, workin' on it).
4Mk-48 ADCAP Torpedoes included (based on the data of the AGM-84 Harpoon).
Max depth: 900 ft.(auto ECM: no detection).
Max speed: 30 knts, full "AB" :-))
Max "AOA": 30 dgs.
When in plane, you'll spot the sub in the RWR and Sea-mode until sub is down 30 ft.
Easy install.
SP3 and SP4 compatible
Views:
Clickable 2D-pit, frontview only (thx Aeyes).
No 3D-pit.
Fully working 1-view
Ouside view
Future plans:
ASW-aircraft. (red/bleu).
More models (US and USSR).
Cruisemissiles.
Depthchart of Korea-area.
Hereby I want to thank Scooby, Archer, Aeyes and Pumpyhead for this great project.