The popular coms utility has been updated to Mk.ld2. Here's some of the new features from the RogerWilco/Gamespy site:
"Integrated Channel Browser You no longer need rely on swapping IP addresses by ICQ or e-mail! We've added a built-in channel browser that displays a list of ALL channels currently running. (Of course, you can hide your channel from the public list if you'd like!) Auto-patching You'll never have to search for the latest version again! We'll prompt you to upgrade and give you a list of servers you can download from. New Base Station tab This release features a new Base Station tab, that allows you to launch a dedicated Roger Wilco Base Station. Previously, the Base Station was only available as a separate download and launched via clumsy DOS command line parameters. Yuck!"
I have posted an article by Dice entitled "Flight in a real A-10 simulator...or not!" Here's a snippet:
"I turned left and put the aircraft onto a 90-degree parallel heading with the runway at about 2,000 feet. It was handing GREAT and the feedback from the stick and 120-degree FOV made me feel like I was really flying! BOOM, another thunderclap and I knew I didn't have much time if I wanted to try a landing. I flew a couple of miles past the end of the runway so I would have a long inbound leg and banked left bringing the aircraft around onto alignment with the centerline, I could see the landing strobes in the distance."
"The ships of Pearl Harbor are a fine example of one of the best aspects of this add-on, which is the balance achieved between realism and smoothness of game play. They could have gone into great detail re-creating the ships that were at anchorage in the harbor. Instead, the developers chose to use the stock CFS2 ships, with their greater frame rates. And it was a smart decision, too, because with so much happening in many of the missions, the battles would otherwise have become a slideshow on all but the mightiest of computers."
As SimHQ note, The Adrenaline Vault have posted a comprehensive review of the game. Here's a snippet:
"There are many different missions dynamically created throughout the game, some placing players in overwhelming situations as the Russians invade the European island with all their might. The Russians send numerous planes and attack craft such as MiG-27s and 29s, Su-25s and 27s, as well as various bombers, transports, and attack helicopters. There are also tanks, hovercraft, and untold specialized cruise missiles to face. Fortunately, your Typhoon pilots are not without help. Friendly forces on Iceland include such aircraft as Tornados, Harriers, and Apache attack helicopters. Pilots who succeed in their missions may get medals for their actions, as well as increasingly difficult sorties to fly in the future."
Paul Wilsons long awaited Cockpit for eFalcon 110 has been released. Here's what Paul had to say about it:
"Please read the readmefirst installation instructions carefully. Pay special attention to the section dealing with the tac ref setup. It isn't joined to the cockpit any longer. and has been separated. My soution isn't completely satisfactory but it will do as a temporary solution. Most of you will not have a problem with the current solution."
The third part of Captain Robert E. Riddle's memoirs has been posted at Dogfighter and a good read it is too. Here's a snippet:
"One of the conveniences of a P-51 was a downward pointing flare chute on the left side of the cockpit, although God knows I would never have attempted to fire a flare cartridge through it. I considered that procedure the equivalent of suicide. But left uncapped, that flare chute provided a first class disposal vent for cigarette butts to be dropped into the suctioning slip-stream. The flare chute was directly above a tubular bin designed to hold a flare but contained only a tightly rolled distress flag."
As SimHQ report, Thrustmaster have posted a follow-up interview with Sean Baker from Wings With Wires where they discuss the WW1 project and SDOE. Here's a snippet:
"Wings with Wires was born out of our collective appreciation of the OpenPlane engine, especially when it comes to physics modeling. Successful physics modeling is the most difficult and time-consuming challenge that confronts any development team. Creating a believable physical world is more of an art then most would imagine. One might think the science is objective...but simulating natural phenomenon is high art. Some solutions just "feel" right, and often one needs to be a magician to pull it off."
World At War have posted an article discussing the impact that IL-2 will have on the combat prop sim market. Here's a snippet:
"It has almost everything any WWII game nut could want. And you know what?? This is just the demo! What will the full boxed version bring us? We can read the list of cool features, and flyable planes, not to mention it’s weather effects and pilot animations, but we don’t want lists, we wanna play! Still if the multiplay is as good as the sample in the demo, and the mission editor is of the same high caliber of the rest of the game, it seems to bode well for it's designer, and the fledgling IL-2 community members. It very well could become the preeminent WWII Flight sim/game. The game all others are measured against."
I have posted an article about the Aimsworth Cockpit submitted by Marlin. Here's a snippet:
"The finish of this product is excellent. Attention to detail is superb. The seat is adjustable and even for a 6ft, 210lb guy, there’s room to sit comfortably. The seat is actually quite comfortable, but there’s no way to physically get into the cockpit without standing on the seat. I guess a real F16 pilot would be faced with the same dilemma. Once in place, the cockpit fits like the proverbial glove."
Blue'sNews have reported that GameSpy have posted a preview of the sim. Here's a snippet:
"Where there's hardcore detail, there's got to be a hardcore flight model. Players will have a commendable selection of aircraft, with access to several flyable bombers and fighters from both sides of the conflict, though the Sturmovik itself is available in the largest number of variants, including a torpedo naval attack edition. IL-2 Sturmovik's planes fly very well, and each has its own personality. The Sturmovik, for example, takes considerable runway space to take off, but is surprisingly maneuverable for such a heavy aircraft. I'm not sure how much the flight model will be tweaked before final code, but it's already an impressive model that feels different from other sims. The German Me 109, for example, models leading edge slats, and as a result, it doesn't quickly stall in a high angle-of-attack turn as does the Me 109 in Combat Flight Simulator and European Air War. Another thing I noticed is that it's easier to enter a stall when pulling hard on the stick, which is something I rarely see in other flight sims. Flat spins too, are a departure an eager pilot can experience swiftly in IL-2 Sturmovik, and they're a humbling challenge to deal with."
Falcon Pilots, Announcing the launch of the Falcon 4.0 SuperPAK project.
Glenn 'Sleepdoc' Kletzky has negotiated, on behalf of the Falcon 4.0 community with G2 Interactive, as a non-participating, neutral intermediary, the creation of a SINGLE, ALL INCLUSIVE, COMBINED TEAM that will be allowed to continue Falcon 4 development with the blessings of G2Interactive. Glenn's unique relationship with many members of the community, as well as his long relationship with the principles of G2Interactive, positioned him perfectly for this role. The new team will be governed by prominent members of the Falcon community.
The management team onboard is: Art: Christian 'Ripper' Thomsen, Jerry 'Pookie' Davis Coding: Joel 'Jackal' Bierling, Julian 'Codec' Onions Realism: Sylvain 'BugSquasher' Gagnon, Shawn 'Viper' Agne, Alex 'BubbleMeister' Easton Theater : Manfred 'Schumi' Nelles, Chris 'Washout' Carter Spokesperson, PR, and Web presence: Kurt 'Froglips' Giesselman, Mark 'Frugal' Bush
Planned enhancements include: - the total merger of all possible and reasonable community based modifications (data, functionality, cockpits, terrains, etc.) within a single executable - all possible and reasonable RPG data and exe edits including the new AI - all possible and reasonable cockpits, terrains, and artwork - all possible and reasonable Source Code features and functions (the best of 1.08i2 combined with eF v1.10) - completion of the eFalcon multiplayer client/server code (if it is humanly possible) - DirectX 8.0a compatibility and new graphics features (offloading to GPU, T&L, increased poly capability, etc.) - other features as agreed upon by the management team such as: Major features/fixes available in the 1.08i2 version of the Microprose code that haven't yet made it into the eTeam 1.10 version. In game, easy and fully integrated Terrain/campaign switching An expanded in-game configuration interface where player preferences can be selected. All possible and reasonable exe code required for additional aircraft HUDs, avionics, and other aircraft systems eFalcon terrain features (expanded color pallette, enhanced far tiles, etc.)
The key point in our agreement with G2Interactive is the new group, the F4SuperPAK, will sign over all claims (real or imaginary....) of copyright protection to G2Interactive for use in any for-profit endeavor they choose in the future. In return we will have a minimum of 120 days continued development.
If you would like more detail we have a project prospectus which has been signed by the management group and G2Interactive. We hope you will consider this an opportunity to keep the thing going and not in conflict with any current group loyalties. This will be the ultimate team of INCLUSION.
If you are interested in joining this exciting endeavour, send an email to froglips@indy.rr.com for more information.
Respectfully, Kurt 'Froglips' Giesselman Falcon SuperPAK project spokesperson
MadOnion have released Version 1.08.00 BETA drivers for 9x/ME. Here's what they list as new features:
"TO MANY NEW SETTINGS TO LIST! for both D3D and OpenGL/Glide Incorperated HZtool for setting screen refresh at different resolutions. Added all Iceman & WhiteTigerX7 modified options like; Guardband Clipping, HSR, EdgeAA, TrilinearAA, screen capture keys, destinations, etc. Updated OpenGL driver for improved HSR (Hidden Surface Removal) - by JoFSh Modified 3DFX tools layout Version 1.07.01 - 1.07.02: X3DFX ICEMAN mixed/updated BETA drivers Version 1.07.00:X3DFX Add-on BETA drivers Version 1.04.01: 3DFX last BETA drivers Version 1.04.00: 3DFX last OFFICIAL drivers"
Jump to MadOnion and check them out by clicking
HERE
There seems to be a lot of confusion about the IL-2 demo that was released earlier today with Oleg himself contributing to a thread on a SimHQ forum discussing the "leaked" release.
I'm having major problems getting the forums to run on the new server. As far as I can tell they don't like the version of Perl. I have been working pretty much round the clock trying to figure it out but at present can't get any version of UBB to run on the server. If you are a Red Hat guru, and know Apache well then I could probably use your help.
Drop me a mail or icq me on 1011007 if you can help..
AVSim have posted a review of this CFS2 add-on. Here's a snippet:
"Dogfighting in the sim is different than any other I have flown before. These are early airplanes that are slow by today's standards, to say the least. They do not scream across the sky or into climb to insane altitudes. You have to be a thinker and know what your aircraft can and cannot do. Like the Camel, it turned slow to the left but fast to the right, so use that to your advantage. It is a whole new world in dogfighting, yet I believe in the long run it makes you a better dogfighter in other sims you fly. It has for me."
Thrustmaster have posted the final part of their retrospective entitled "The New Millennium". Here's a snippet:
"In fact, the bar is being raised so high with IL-2 that it will set the standard for years to come. Aircraft and the environment are stunning; cockpits, damage and physics models are beyond anything seen to date. IL-2 supports multiplayer coop missions with up to 32 players, in addition to AI controlled aircraft. The IL-2 engine is likely to be used for a MMOG, and perhaps a second simulation set in WWII Europe."
Yep, another week, another patch. Mostly stability issues seem to have been addressed and the MP40 has finally been fixed. Unfortunately, no sign of the Bristol Blenheim yet. Here's the list of fixes from the readme file:
"-Fixed the 9mm parabellum ammunition ballistic coefficient. This has been hard coded until a data release. -Fixed a candidate for the blue sky bug within the UI callback from shift esc. -Fixed a path error in the Settings.exe installer. This app will now run off of the Start menu correctly. -Fixed a bug where terrain collision was miscalculated and vehicles were falling through the terrain. -Added a redirect to return the player to the theater map if the facility screen init fails. This is another blue sky bug source. -Added code to disable ALT+TAB, ALT+ESC and CTRL+ESC keys in release mode. Depending upon the OS, this forces a re-focus back to WWIIOL. -Fixed an "off-by-one" bug that was causing the wrong parts of vehicles to take damage due to concussion hits. -Fixed CTD when loading the choke point list file."
As usual, the patch will install as an auto update when launching the game. Alternatively, it can be manually downloaded and applied if you're currently patched to v1.2.1 from
HERE
Our forums are currently down for essential maintenance. would like to apologise for the recent forum outages. These should be resolved by the maintenance that is being done now. The forums will be back online as soon as is humanly possible.
Dogfighter have posted parts 1 & 2 of the unpublished memoirs of Captain Robert E. Riddle. Good stuff. Here's the intro:
"As a member of the 307th Fighter Squadron in the 31st Fighter Group, Captain Riddle flew his first mission on April 16, 1944. It was one of the first Mustang missions of the 31st FG with the 15th AF. He accumulated a total of eleven destroyed enemy aircraft, one probable and two damaged over the course of his wartime service. His first victory was on April 28th over Piombino, Italy, and his biggest day was on the 23rd of June, over Ploesti, Rumania, when he destroyed two and damaged two others. Captain Riddle was awarded the Silver Star, the Distinguished Flying Cross and the Air Medal with sixteen 0ak Leaf Clusters."
Wargamer have posted a preview of the sim. Here's the intro:
"“Flight sims are dead! Flight sims are dead!” cry the so-called experts. Well bring out your dead then, because the way IL-2 Sturmovik is shaping up, this is one resurrection I'm willing to accept. If anything, judging from this beta version of IL-2, it will breathe new life into a currently lackluster PC flight simulation market. The premise of this new flight sim, brought to you by the team at Maddox Games, is set in World War II, however in a locale quite foreign to PC flight simulation titles of the past. This time it's the air war on the Eastern Front and the featured aircraft, - you guessed it - is the Russian IL-2 Strumovik."
I have posted part 2 of my Thrustmaster Cougar Interview. This part focuses on the capabilities of the Hotas. Here's a snippet:
"JAMES: You can actually assign mouse control to any axis, the microstick, the stick, you can even control the mouse with the rudder pedals. Say you want to play a game like Operation Flashpoint with the stick but the game only supports the mouse, no problem, just tell the stick to be the mouse and you can now use the stick to control the game. In Falcon 4 you could assign mouse control to one of the hats or the microstick, or both at the same time, so you can interact with the cockpit without letting go of the stick and throttle. So it's perfectly possible to have the microstick controlling the mouse, and as well use a hat for finer mouse control. You can also program mouse buttons onto anything."
BBall has updated his column with a piece entitled "THESE are the good ol' days..." Here's a snippet:
"I’ve found myself roaring through the valleys of Iran in an F-15E “Mudhen”, dodging those pesky hand-held SAMS fired at my Mi-24 Hind by the Mujahedin, sitting in the front seat of an AH64D Longbow plotting out PFZs (and calling the arty boys to throw some hurt their way), or coming around the corner of a desert waddi, and ripping some holes in a BDRM with the M1A1 Abrams .50 cal. And you know what? I’ve been having A BLAST! Yeah, these older “cousins” of the the stuff you’re probably flying now are a bit dated (but so is the picture of me in that disco suit…man, but it used to attract the babes); their graphics look different, and you can’t run them at 1600 X “a jillion” resolution, but who cares?"
F4 Freeware have posted 2 new plugins for F4 Weather by Tom Waelti. Here's what Tom had to say about them:
"These weather patterns are for eFalcon 1.10 only and contain "bad weather situations" for the area around Kunsan airport. Apply them to the landing trainings (training missions 9-11) to test your navigation skills and to experience eFalcon 1.10's improved weather engine."
Wargamer have posted a review of WWII Online. Here's a snippet:
"I myself was extremely excited about the possibility of having an infantry, tank and airplane sim all mixed into one, continual war. The chance to recreate that time in history with all the right equipment also seemed to appeal to a wide variety of gamers. Unfortunately, the game’s release proved to be exceptionally disappointing, as I discussed in this editorial. The game’s pre-release hype backfired and thousands of potential fans, frustrated with unplayable gaming worlds, turned World War II Online’s release into a public relations nightmare."
Thrustmaster have posted the fourth part of their retrospective, entitled "The Mature Years - continued". Here's a snippet:
"At the time I mimicked Charles Dickens introduction to Tale of Two Cities and wrote of it, “It was the best of sims, it was the worst of sims.” Anyone could see that the depth and breadth of the game was fantastic, but it was plagued by bugs, and much of the campaign was broken. The first patch finally arrived six months later, and the second a full year later in December of 1999. By version 1.08 Falcon was beginning to live up to expectations."
Sim-News have updated their review of DID's Eurofighter Typhoon. Here's a snippet:
"The graphical aspect that impressed me most were the lighting effects. The canopy of the Eurofighter looked like real glass as it shined and reflected in the sun - possibly providing for the most realistic looking canopy I have seen in a simulation. The rocket motors of the missiles also provided for quite a show as they featured a bright glow with a trail of smoke that produced a very realistic looking flame. This same technology, if you will, was seen in the explosion graphics with the fire actually resembling real flames. Once again, probably the best fire and explosion graphics I have seen in a simulation."
A joint statement has been published on our Falcon 4 forum. Here's a snippet:
"Both the eTeam and RPG have put countless hours of personal time and money into their work. Both Teams clearly acknowledge the high level of quality and creativity expressed in each exe. The quality of their work is clearly commensurate with their efforts. Both exe's contain valuable features not shared by the other, and unfortunately not totally combinable. Neither group wishes to fracture the F4 community but both acknowledge the legitimate differences between the two. Both groups are entitled to control the way and manner in which their work is expressed. Any problems arising from such mixed hybrid installation is not the responsibility of either teams, although the individual team members may render assistance in their own capacity. However, we all hope you enjoy playing Falcon4, whichever variant chosen, as we have tirelessly worked to update and keep alive since 1999."
Rob Yurystowski of Sim-News has written an article detailing a mission using these two enhancements. Here's a snippet:
"My wingman in trail, I turned us east going feet wet and coming back in on the target area. The airbase was more lightly defended than anticipated, but a concentration of AAA was looking at us from northwest of the base. I locked up a ground target near the runway and ordered my wingman to attack the targets. Looking for targets, my seeker picked up a mover over the tarmac. I locked and fired, then turned south to avoid over-flying the area. I would loiter, as the AAA was not as dense as I feared. Falcon-1-2 fired off three mavericks and I ordered him to rejoin. He broke off the attack and rejoined on me in trail formation. I saw his three mavericks hit three separate targets around the end of the runway. I continued my left turn and decided to try and find the targets which were now spiking me like crazy."
SimHQ have posted an interview with Lt. Col. Andy Bush (USAF, Ret). Here's a snippet:
"The CAS/strike mission is very tough. Enemy defenses are lethal. Targets are hard to find and hard to kill. This makes employing the A-10 a challenge. The pilot has to be able to fly low and as fast as the jet will go. His navigation skills have to be better than pilots flying other fighter types. He has to be willing to close with the enemy and go 'eyeball to eyeball' with him. The primary weapon is still the gun...and the gun is a close in' weapon. If the Hog pilot is to get his weapons on target, he has to do the work himself...up close and personal. No computer bombing from the stratosphere! Mission accomplishment in a Hog is a very personal thing...and for that reason, very rewarding."
Thrustmaster have posted the second part of their retrospective entitled "The Growing Years". Here's a snippet:
"Real pilots don’t have to worry about hitting keys when they are in combat. In fact, taking one’s eye off the enemy is a good way to get killed. Matt knew from experience that good controllers could make a huge difference to immersion and success in the virtual combat pilot experience, and he set out to develop controllers that looked, felt, and worked like the real thing."
I have posted my review of the Leadtek WinFast GeForce 3 TD. Here's a snippet:
"It has been said that if you have seen one GeForce 3 then you’ve seen them all. This is because most companies do not deviate far from the Nvidia reference design when creating their video cards. Leadtek have stuck fairly close to the reference design for the most part, however they have made a few little changes that set this board apart from other GeForce 3 boards. As well as the standard S-Video TV out they have also included a Conexant socket. This actually allows output to a TV at 1024 x 768. Leadtek say in the literature that it is capable of TV out at up to 800 x 600 so at least in this area they are certainly under-promising and over-delivering."
WWIIOL has now been patched to v1.21 and here's the list of fixes from the Readme:
"-Fixed a "side-switch at despawn" bug that allowed you spawn as a French soldier, for example, at a facility that changes to German ownership before you despawn. You were able to select a German vehicle as a French soldier when you respawn in this example, and also chat to the Germans while you were French. -Added a pop-up message to inform players when their base has been captured. This message displays when you shift esc back to your spawn origin IF that facility has been captured. -Added code to prevent infantry from riding enemy vehicles. -Added firebases to the list of facility objects that count towards calculating the RTB code. These affect only ground vehicles/infantry, and only if the firebase is "visible" (as in open). -Improved the RTB calculations for RTB code. There were instances where exiting at your base would return a "Rescued" rather than a "RTB". -Fixed a CTD in the particle system. -Fixed a cause of the Blue Sky bug. -Fixed a cause of the Purple Sky bug. -Strengthened code that places a rider of a "discoed" truck/tank to be placed on the ground. -Fixed a bug in the keymapper where an axis was not saving if change per second info was not filled out."
Grab the patch as an auto-update when launching the game or download the patch
HERE
Complimentary to Frugals own optimisation tips for F4, HaulingIron have posted part one of their optimisation guide. Here's the intro:
"This article is designed to help Win98 users have Falcon run and load in the fastest possible times with the best possible frame rates. Win98 is definitely the best operationg system to run Falcon on. If possible, those with other systems should run a duel boot system so as to take advantage of this. The first of two articles will deal with standard Win98 settings that you may alter, thus increasing system resources, which in turn increases overall system performance."
Get all misty eyed and remember the good (?) old days as Thrustmaster take us back in the first part of their retrospective. Here's a snippet:
"Many simulation fans today count one or more of these last four titles as their “first love” in PC gaming, or at least their introduction to the hobby. Falcon, in 1987, preferred an IBM AT and required 256K to fly under DOS 2.x. That kind of memory wasn’t cheap at the time and not everyone could afford the 12 or 16MHz AT. It was still too early for the 640K machines or for 256 color VGA graphics, but the excitement was kindled."
The long awaited eFalcon 1.10 patch has been released as has F4Patch4.1
What files should I download?
- eFalcon 1.10 Installer - One-click-Installer to go from 1.08 US to eFalcon 1.10 (For the basic installation, you don't need anything else)
- F4Patch 4.1 Standard and eFalcon 1.10 EXE - If you want to tweak your setup, install F4Patch 4.1 Standard onto a 1.08US and add the eFalcon.exe, then start patching (This allows maximum modularity, like adding of F4Patch Cockpits, Skins, Sounds and Standalone-Patches)
- eFalcon 1.10 Config Editor: Optional, can be used with both of the above installation methods. Allows easy configuration of eFalcon instead of Notepad-editing.
You can grab them now from our Falcon 4 Files Page by clicking HERE
Other mirrors inclued: http://www.sim-news.com http://www.dogfighter.com http://www.falcon40.com http://www.f4community.com http://www.f4freeware.com http://www.checksix-fr.com
Or grab the files from the eTeam site by clicking
HERE
The eTeam is pleased to announce the release of the final version V1.10 of the eFalcon series for Microprose's Falcon 4.0. Hundreds of hours of dedicated work have been put into this release, a number of innovations such as enhancements to the AI, superior avionics, improved HUD symbology, new wingman commands, more realistic damage simulation, support of aircraft carrier takeoff and landings, superior multiplayer stability, a photo-realistic cockpit, better support for new theaters, enhanced weather simulation and 3D sound support makes you feel even more like sitting in a real cockpit of a F-16 Fighting Falcon.
eFalcon v1.10 comes together with the known single-click installer method which does all the required operations for installation and lets you jump right into the cockpit of a new Falcon 4.0.