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June 2005 News Archive


Review: Falcon 4.0: Allied Force - Part 1

27/6 at 0:26 by Wolverine

SimHQ has posted the first in a series of reviews regarding Falcon 4: Allied Force. Check out a sample:

Welcome to Part 1 of our Falcon 4.0: Allied Force Review series.

We will begin with an overview of this very deep simulation. Succeeding chapters in the series will focus on particular areas, such as Multiplayer, Performance, Campaign, New User Guidelines, and more. While the Falcon 4.0 community certainly is well aware of the history and evolution of Falcon 4.0, we are going to concentrate on reviewing a stand-alone product. We may from time-to-time compare and contrast F4:AF to previous F4 versions, but more in a generic sense rather than a specific build combination with all the myriad combination of possible components.

It is our feeling that, in many ways, this is a new beginning.

Falcon 4.0: Allied Force promises to be the first of what is called the "Battlefield Operations" series. According to Lead Pursuit, Falcon 4.0's code has been heavily modified, making it more stable, including areas such as the AI, graphics (including new cockpits and volumetric clouds), multiplayer, and refinements to the renown Falcon 4.0 Campaign Engine. It is obvious that they hope to appeal to the ranks of seasoned Falcon 4.0 veterans as well as new players and those who have not played the simulation in quite some time.


Read the article in full located here

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F4: Allied Force Preview at F4HQ

23/6 at 22:40 by Wolverine

F4HQ has posted a preview of Falcon 4: Allied Force on their website. Here is a quick peek at the article:

Take for example the multiplayer screens. In the original Falcon you will always see a message that you have established a connection even if you try to connect to a server that is not available. In Allied Force you will only see this message if you actually have a connection. If the server is using a different theater then you will get a warning to switch to the correct one. When you are entering an online campaign then you will see a nice progress bar so you don’t have to wonder how long it will take. If you are in the screen with the countdown clock, then you will still be able to use the chat window. These are just a few examples of small but very useful features that make the UI so much more attractive.

Check out the entire article here

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New F4:Allied Force Development Notes

21/6 at 21:02 by Wolverine

Lead Pursuit has posted the latest development notes regarding Falcon 4: Allied Force on their website. Here is a sample:

We have three different types of cockpit in Allied Force matching those of the Block 40/42, Block 50/52 and MLU (Mid Life Update) variants of the F-16 fighter. The main resolutions supported for these pits are 1024 x 768 and 1600 x 1200. But autoscaling is implemented too in the simulation. For example, when 1280 x 960 is selected, it will use the 1600 resolution pit but resize it to 1280.


Read the entire article here

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Allied Force Airbase Operations

12/6 at 19:17 by Wolverine

The newest set of development notes from Lead Pursuit on Falcon 4: Allied force have been posted. Here is a little taste:

One of the aims of Lead Pursuit is to deliver a fully realistic working environment of airbase operations, and Falcon 4.0:Allied Force moves us much closer to that goal. The controllers in the tower have a huge responsibility to safely schedule the arrivals and departures of expensive aircraft vital to the war effort.
As in real world airspace, the airports and carriers are the busiest areas for aircraft and with the exception of the Forward Line of Troops (FLOT), they are the areas of highest risk to individuals and hardware. A single pilot error or wrecked aircraft on the runway can render the airbase closed for hours. So intelligent management of flights in and out of the base – and around it too -- is essential. In these development notes, Mike Laskey walks us through airbase operations.


Read the whole article here

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F4: Allied Force Video

9/6 at 17:58 by Wolverine

Lead Pursuit has released a short video of the upcoming release Falcon 4: Allied Force. Here is the press release:

In the run-up to release, we thought we'd bring you a slightly different offering: a video. It's a simple collection of different shots from different scenarios of the Viper in the air in Falcon 4.0: Allied Force. The zip, available from our downloads section, is around 22MB. It was recorded using FRAPs, which more than halves the frame rate of the game. While, it still looks pretty smooth with FRAPs enabled, without it those particular tactical engagement missions were silky smooth. We know many of you are asking for an update on the ATC development note: don't panic -- it'll be on the site by Sunday. These last ten days or so have been particularly busy for the team but with the end goal dead ahead we're really looking forward to release. In case you haven't seen it, head over to SimHQ for an interview they conducted with us, and there are a few new exclusive screenshots included too. We'll be updating this site more frequently in the run up to release, so do please keep checking back. A "Frequently Asked Question" section is being set up to answer some of the major points raised in your notes through the website. Thanks again for all your interest and support.

Download the video here

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Falcon 4.0: Allied Force Interview

6/6 at 9:10 by Wolverine

SimHQ has posted a new interview regarding Falcon 4.0: Allied Force:

In a few short weeks we will see the next chapter in the Falcon 4 story reach retail store shelves. Falcon 4 was originally presented by Microprose as the "New Benchmark in Flight Sim Technology", and Falcon 4: Allied Force looks to provide some new breakthrough technology of it's own — and fixes to long-standing F4 problems. We've just completed an interview with Executive Producer Joel Bierling and asked him about their flight sim.

Read all of the article Here

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