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July 2005 News Archive


Lowland Tiger Meet 2005 Germany

26/7 at 13:29 by raptorman

Ice posted some information about the next LLTM today:

As history dictates a Lowlands Tiger Meet should be held every November of the year. And the year 2005 is no exception to this rule but makes it a rather special one. Because this years event will be the 7th LLTM in 5 years time. A jubilee. For us reason enough to make it a celebration and create an event that sets the standard higher then previous years. Although a few things will change, the core of the event will remain the same. A LAN in the spirit of the Tigermeet with Falcon 4.0, Lock-On, and Il-2 being the main sims. Open to public, under restricted conditions, this will once again be an European Championship for all virtual pilots where they can show their capabilities to their fellow pilots and to the public.

More info can be found HERE

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F4AF: Patch 1 fixed list

23/7 at 10:36 by raptorman

Today C3PO posted a list with issues of F4AF that will be fixed in a patch:

Large number of fixes for reported stability issues.
Updates to all cockpits
Aligning HUD in wideview blk 40 cockpit
HSI instruments lighting in down view (panel 100)
Graphics anomaly popping up when damaged in 11 oclock view in blk 40/50 pits
Changes to allow the cockpit buttons more visibility at night.
Some missing ATC fragments in the debrief list added.
Remove the vehicle magnification option from the MP screen.
Instruments lighting keystoke Shift-Ctrl-L fixed
Reset Track IR keystroke added Alt-C, T
Minor fix to formatting of connection speeds
Correct weather help button test.
Fix for airbase distance.
Coordinates added to the recon screen.
Some errors in the TACREF corrected.
AAA batallion removed from training mission 19.
Training mission 2 changed to allow for ramp starts.
Fix for some TE editing crashes.
Allow OSBs to step the weapons in HARM mode.
Fix for loading log book patches.
Glance forward/back now work with TrackIR enabled.
Various Alt-Tab errors caught.
A-G Radar preformance improved.
Fix for OCA target missing crash.
Fix for AI taxiing when changing steerpoint (ramp start).
Fix for combat Autopilot requiring double toggle in some cases.
Fix for ATC aborting players on final approach.
Fix for helicopter getting killed after exiting 3-d.
Remove spurious popups over airbases.
Fixed problem of AI not firing mavericks in multiplayer.
Landing help removed in dogfight and instant action.
ATC introduce more time between landings if departing aircraft are late.
Takeoff button now places you on the runway unless you are in a queue.
Fix for AI ignoring certain ATC instructions.
TrackIR no longer supported in 2-d cockpit
Fix for switching missile types in dogfight mode.
Fix for crash in simplified avionics with the R key.
Fix HUD range readout when guns selected
Allow rudder keyboard keys to work regardless of joystick controls.
Fix for dark horizon strip when making large yaw movements.
ACMI delete option now deletes the files.


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Falcon 4: Allied Force Review: Part 4

11/7 at 2:16 by Wolverine

SimHQ has post part 4 of their series of reviews on Falcon 4:Allied Force. Check out a brief sample:

The variable ROE for different members is an outstanding feature that allows new F4 pilots to peacefully coexist with veteran pilots. During our testing we had no problems with some members using simplified settings (avionics) and labels while other participants used nearly full realism settings. We didn't have any stability problems during our testing with mixing the two settings.

Once you have set the ROE click on OK and you will be taken to either the TE planning screen or the campaign planning screen where you can select a mission from the Air Tasking Order (ATO). In this instance Doug (Gizmo) and I (BeachAV8R) were flying on a 4-ship OCA strike. If you are playing with two online players and two AI players it makes sense to have the human players lead each element (flight positions #1 and #3) since each human player will then control their own wingman.


Read the entire article here

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Falcon 4: Allied Force Review: Part 3

11/7 at 2:13 by Wolverine

SimHQ has part 3 in their series of reviews on Falcon 4:Allied Force. Here is a sample:

The purpose of this review is to give you a glimpse of this powerful Mission Builder and what my impressions of it are. We'll create a couple of sorties, one very simple, and then build some complexity into it, fly each one so we can see what went right, and what went wrong. My focus here will be on the Single Player aspect, but much of what you see is applicable to multiplayer as well, and we will covering MP in a later installment.

Learning is a big part of F4:AF as a whole, and the Mission Builder is no exception. Now, I must admit, there are certainly a whole lot of folks out there who are better at mission building than I am. And that manual has a whole section devoted to how to use the Mission Builder in detail. I have no pretense of teaching you all how to do this, and there will be things that maybe don't make sense and things I omitted and that's all right. You can always read up on it, and there are other sources of information on just which button to click or what Victory Conditions is all about. Again, this is a very deep and powerful tool, so it takes time to learn all it is capable of.


Read the whole article here

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Falcon 4: Allied Force Review - Part 2

3/7 at 14:07 by Wolverine

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

Time and again we've seen combat flight sims bolt from the starting gate with a healthy pace only to falter rounding the first corner. I can reel off quite a few from the top of my head. Indeed, the boxes sit silently on my bookshelf waiting perhaps for that day when my curiosity will get the better of me. So what is it about Falcon 4 that has kept the dust from settling on the manual? Why is my original Falcon 4 CD protected in not one, but two CD cases? The modding community has had a great deal to do with it for sure, but the core reasons are clear. First is the complexity. No sim has ever modeled an aircraft in such glorious detail as Falcon 4. Second, is the campaign. No other sim has ever modeled such an incredibly rich battlefield. So with such good roots, it's only natural that F4:AF should expand on and improve what was already pretty darn good.

In Part I of our multi-part series, we already discussed that F4:AF ships with two campaign theaters: Korea and the Balkans. A total of 18 possible theater scenarios are possible once you mix the theaters with different eras and political situations. For the purposes of this article, we will take a close look at the newer theater, the Balkans. Specifically I'm going to crank up Operation Under Siege - 2010, which will give me a look at a future order of battle that includes some very high-tech and capable platforms.


Catch the entire article here

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