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1. FALCOMA UNIFIED TERAM FALCON 4 SUPERPAK 4 USER MANUAL vdal Avs sa 0 j lt 106 Falcon 4 S u p K 4 USERS MANUAL Falcon 4 Super PAK 4 User s manual Falcon 4 0 is the intellectual property of Infogrames Inc Em MEE NIEEO NAG su EE II With the SuperPAK 4 SP4 patch your MicroProse Falcon 4 0 combat flight simulator F4 has vastly improved from the original game This document should be read in conjunction with the original Falcon 4 0 manual and the SuperPAK 3 manual to understand the extent of changes in this version For additional knowhow aboutthe changes made to Falcon over the last four years and an insight into the ideas behind them we suggest reading the Realism Patch 5 RP5 manual a worthy lecture in terms of air warfare weapons weapon systems and air combat tactics and techniques This is NOT an official patch release from MicroProse DO NOT contact G2 Interactive Atari Hasbro Interactive or MicroProse for technical support if you are experiencing problems with this patch DISCLAIMER WE ARE NOT RESPONSIBLE FOR ANYTHING THAT GOES WRONG WITH YOUR COMPUTER DUE TO ACTIONS TAKEN BASED ON THIS DOCUMENT OR THIS SOFTWARE YOU USE THIS SOFTWARE ENTIRELY AT YOUR OWN RISK rev 1 FAQ FREQUENTLY ASKED QUESTIONS A I can t load HARMs onto my F 16 Take care what variant of the F 16 you re using SuperPAK 4 features more than a dozens di
2. 19 e New planes such as the Mirage 2000 F A 18E or MB 339CD of Frecce Tricolore fame e Older planes for usage in classical theatres such as Vietnam e g A 4 A 7 F 100 F 105 F 4 and variants e Many many ships e AI major current and past weapon systems missiles bombs A large re population of all theatre objectives including towns villages industrial complexes and airbases The latter now also feature improved parking spot data using different parking spots for smaller or larger aircraft and making the spawning of aircraft well before take off a reality A complete rework of all hitpoint and damage properties of all entities so that a single AK 47 normally won t be able to take out an A 10 with a few shots or that a single bomb won t destroy a aircraft carrier anymore A vastlly extended Tactical Reference also included as illustrated HTML for easier browsing searching and printing Optimisation of missile flight models Improved flight formations Reworked Air Traffic Operations improving the mission generation and tasking in campaign mode Hundreds of additional data fixes e g plane shadow sizes DRE ABOUT THIS MANUAL This manual is an addendum to the SP3 manual As SuperPAK 4 doesn t feature any new functions but rather a wealth of re worked data there isn t that much new to learn We re therefore only trying to spotlight some of the major new stuff that is relevant or interestin
3. GBUs as they both use the same explosion model type CBU HE types e g CBU52 58 must be of low damage type so as not to destroy the harder objects that only a GBU could kill but at the same time still must destroy targets that are appropriate foot soldiers AAA soft buildings There are still some problems with multiple droppings adding up too much damage and destroying stuff it shouldn t a limitation of F4 but overall a good improvement over SP3 PS CBUs are now optimized for a BA release height between aprox 1500 2500 ft Most aircraft now also have much better engine shutdown dam age values This means that e g the A 10 now needs much higher damage for an engine shutdown therefore a few hits of AAA wont immediately shut down the engine like it did in SP3 Many buildings and bridges also needed higher hitpoints than in SP3 this now helps to stop CBU damage from destroying large buildings bridges and hardened objectives For the vehicles all hit points and damage were completely reworked so that proper scaling could be modeled Values where adjusted according to armor thickness mm on tanks so that better armored vehicles need more damage to be destroyed This works out pretty good in game and can e g be seen on how CBU 58 or CBU 87 affect different vehicles A CBU 58 mainly will do damage to tanks and get some kills on very light armor A CBU 87 will kill 3 4 T55 type tanks but gets less kills as you move up to T90 armor class
4. Website Daniel BrownSnake Fahl n Beta test file server Martin Terrapin Gerner Entity testing website and coordination Marcin GuNNeR Siwczuk MP Testing coordination Dennis Ripcut Geister Beta Testing The active members of the FAUT betatest team SPECIAL THANKS Flight Models can say that it has been a lot of fun working on the models for SP4 and hope that you the community enjoy flying them as much as the team and have enjoyed working on them I m proud to have been given the opportunity to be part of SP4 and think that we now have the most complete realistic set of flight models of any of the SuperPAK series Special thanks go out to gt Jason Hippy Davis without whose help would not have gotten half of this done Andr Raptor One Joseph for his continued help and F16 models Dirk Pacman Verbist for his organizational skills Dennis Ripcut Giester Multiplayer Developer and long time friend Tom Saint Launder who introduced me to Falcon s flight models and allowed me to utilize some of his FreeFalcon work FreeBirds VFW for their input help MP testing and not marking me AWOL 16th Fighting Tigers for their help All the beta testers who were involved in FM testing And most of all my lovely wife Deanne for putting up with my countless hours sitting on the PC Ray Ratty Gatterer FAUT Flight Models FreeBirds VFW EH v v v v v v v v KNOWN I
5. a box An example is large factories with multiple buildings and a handful of chimneys In such case i have tried to fit as much of the buildings into the box while minimizing deadspace This means that in most cases the chimneys are not covered This allows you to fly through them but on the other hand saves you from crashing just by flying past them Hangars on airfields all use a special setup Their hitbox is lifted from the ground so the bottom of the box is at the top of the hangar doors This allows you to drive into a hangar if your plane is small enough to clear the doors Unfortunately there s no way of telling F4 where the door is so you ll be able to drive through the walls from all sides even though the door s on the other side 6 e A FLIGHT ENHANCEMENTS Many problems still existed with AI flight performance in SP3 seen by many on a regular basis SP4 has addressed some of these issues THE SLOW SPEED HIGH AOA PROBLEM These problems manifested itself resulting in aircraft flying with unrealistically high AOA angels of attack at slow speed with full flaps deployed On many aircraft with poor thrust weight characterises this would result in them getting stuck in this attitude unable to produce enough thrust to overcome the drag induced in the nose high position Aircraft in SP4 have received changes to the variables causing this behaviour During everyday flying in Falcon in SP4 you should see aircraft flying
6. an old campaign save file too much has changed in the databases Tactical Engagements can be upgraded to SuperPAK in some cases To do so follow the procedure found in the SP3 manual Depending on their complexity Tactical Engagements may or may not work if one tries to update them Unfortunately often they will not work This is because a lot has changed in the databases so units airfields and such may be different now Crashes to Desktop CTD will be the most likely result if a TE mission no longer works It is therefore recommended to make the TE from stratch MEE NIEEO NAG THE DATA WORLD OF FALCON 4 This chapter gives you an overview of all the data available in Falcon for edits It s sorted by folder subfolder of your Falcon directory It can be used to find spcific data for edits or just give you an idea on how vast the Falcon 4 Data Universe is FALCON 4 ROOT FOLDER gt FalconSP cfg Configuration File for detail configuration gt TacRefDB bin Tactical Reference ACMIBIN Saved ACMI tapes ART Various subfolders User Interface layout definitions and resource files graphics Created by Microprose for the classic brown 800x600 User Interface Art ckptart Cockpit definition graphics Various subfolders Cockpit definition graphics for other planes Art splash GIF files used as splash screens during mission loading leaving Art1024 Various subfolders User Interface layout definitions
7. pass time to lock goes down once they know your position Be advised that a SAM radar normally only shows up in your RWR when it has reached acquire mode unless you selected the option in the RWR to also display search radars ENGAGEMENT ENVELOPES SAMS will not fire at the edge of their engagement envelope as this would most probably result in a wasted shot especially against a highly maneuverable target just like you hopefully don t fire your Amraams at their maximum range Accordingly the guide mode and the launch distance are set to two thirds of their known maximum range From there on the SAM will fire all the way down to its minimum range as set in the missile data files To work properly the SAM bubble ranges have been set according to their search radar ranges Be informed that the long range SAM s are however still limited to the max bubble size of the F4 world The air defense modeling is also limited by other factors just one target at a time can be engaged the SAM envelope is oversimplified and there is no possibility of additional optical tracking that make older SAM s still deadly against modern fighters Each SAM system now features a new minimum engagement altitude that depends on four factors The low altitude engagement distance which is 8396 of the normal one the earth radius EA the antenna height and the official minimum altitude a SAM system can engage While not correct over the whole engagem
8. positions have now been fixed and should all be generated from the correct positions HITBOXES The aircraft hitboxes have been updated once again as the old ones were just too small In general they are slightly wider but wings and tails are still not hittable in most cases The hitbox calculations are based upon the general directions first laid out and used in the RP series but with more fudge factors in play The old hitboxes contained very little deadspace but that meant that the hittable areas of an aircraft became too small The F 16 hitbox covered only the actual fuselage making it only 4 4 ft wide This has been changed to 9 ft to include the leading edge root extensions LERX as well COG AND GEAR LOCATIONS Whilst looking through LE at several models noticed that quite a number had bad CoG center of gravity locations This made setting of the correct gear locations on a lot of aircraft impossible E g If the CoG were behind the main gear the aircraft would sit on its tail The result was that the gear was usually place way behind the aircraft making it look somewhat comical on takeoff and landings vastly increasing the area needed for it to turn around while taxiing and also making tail scrapes impossible Another problem was that most gear locations were set too far apart giving the aircraft a massive wheel track ever pass close to a taxi sign and wonder why you didn t clear it With the help of Christian Ripper Thoms
9. the 3D environment Commonly a low Deag value with a high Reag value is preferable It is important that these values are consistent between multiplayer participants or strange behaviour will be observed Known Issues Aircraft killed on the ground will be counted as Air to Air kills This is due to the class that aircraft are grouped under and would require a major change in the way Falcon runs to rectify Traffic jams can occur on some airbases where three or even more squadrons are stationed there Unfortunately the SP3 code base has not had the necessary ATO scheduling and ATC coding altered to cope with large numbers of aircraft on an airbase although some remedial measures have been taken to minimise those traffic jams Wingmen may not takeoff if they request taxi before you do This is due to the way taxiing aircraft are handled in the SP3 executable It can be minimised by requesting taxi as soon as you are in the aircraft and able to do so This ensures that you become flight lead to the ATC and your wingmen won t be able to assume that role EN o0 0 0 0 0 0 0 0 BUILDING HITBOXES All building hitboxes has been checked and updated as necessary Some of these hitboxes was way off allowing you to fly directly through a building or making you crash into it even though you were flying 200ft over it In most cases the hitbox now covers the entire building and nothing more but some buildings just doesn t fit into
10. wing Ground effect is a disturbance to a wing s airflow caused by coming close to the ground This basically has an effect on the induced drag of an aircraft causing it to decrease the closer the aircraft gets to the ground The result of this is that if you have slightly too much speed the aircraft will tend to float above the runway The area2span value governs when ground effect will come into play based on the span and area of the aircrafts wing Up until now the only aircraft with the correct value was the F16 MOVE SPEEDS AND ADDITIONAL DATA Kevin Ktel Thompson made a lot of changes to the move speeds in the database and updates had to made to the data files these include BingoReturnDistance bingoFactor fumesFactor Jokerfactor Due to the relatively short distances in the Korean theater some aircraft don t have the distance to be able to climb to their respective cruise altitudes so altitudes for cruise were lowered in the database Falcons mission builder and campaign engine will take these values into account when calculating steerpoint times and altitudes Theta max changes were made in an effort to sacrifice altitude for steerpoint times This will be most noticeable when a player is tasked for fighter escort of a flight of heavies Hopefully now the heavies wont be late and want to abort Changes to the refueling speeds distances and altitudes were also made to ensure that the Al was able to hook up Other changes include mi
11. 3 48000 100 1 6 High SA 19 3 2 10000 20 0 5 Medium high Nike Herc 62 100000 8500 2 Low HAWK 16 44000 420 0 5 High Patriot PAC2 43 8 60000 1600 15 High Skyguard 3 8 9000 20 0 5 Medium high SA 7 1 9 5000 200 0 3 Low SA 9 M 28 20000 50 0 3 Medium SA 14 2 1 10000 200 0 3 Medium SA 16 1 9 12000 50 0 3 High Stinger 28 10000 50 0 5 High MISSILES Various missiles had their flight models optimized and abstract data corrected This includes gt Improvements to the JSOW JDAM flight model so that it works closer to an unpowered bomb Lowered thrust amounts to try to get the missile look out offor it s flight path and to keep its Speed subsonic as it should be JSOW JDAM still not modeled 100 right gt Extended RMax HUD ranges for the AGM 88 ALARM and AS37 Also the Al launch range for the AGM 88 was extended from 17nm to 24 25nm on deck MISSILE VISIBILITY The long range visibility of AA missiles has been changed to a more representive state based on calculations about the resolution of the human eye The 3D model for missiles at long range is as simple as possible a dot Until now this meant that the missile looked the same for whatever long range It always was at least a grey pixel whether 3 NM or 200 NM away Now beyond a certain range this is obviously wrong because the resolution of the human eye is limited to about 40 arcseconds one 90th of a degree An equation was setup to determi
12. A problem esses 14 FulelRates Ranges dam od dede od Og su Qd taU AE HEN 14 Al Refuelling Tanker Behaviour esee 14 Flight Formations x sist crc Do reta 15 18 Air Tasking Orders Flight ModelS nne nnde n eie ee eee ge ie 19 New models 3 tne LR de e Uu ula dia 19 19 Ville PAS MMS EGA GAIA AAG BAS REDESIGNS 19 Wingtip and Engine smoke u 20 itc rne De Pe EE e E a ee EO ak i 20 CoG and gear IOCAL ONS r nem uu uns dO EERDER ee ee bes 20 Ground elects ci a RU SE 21 Move speeds and additional data seen 21 General clean UD zs AR S D u SS AE EE RR HERE 21 EH III 5 0 b ceruPee m E 22 RAGAN S ce es 23 Radar Mod SWitChIng ENE tec c ee ad 23 EngagementenVvelopes s perte oe Eo nih ceto dote ote N 23 Hit probability tte t ete EE ee decido 24 MiSSIIe Volley csi donado ea 24 7 4 Other radar systems omnia 25 Rotating TAdar diISheS intone nase S EO A UU UU UG UE 25 Nas uu EE Mas dia das obo a EU 25 Radar and IR guided SAM systems figures used in SP4 26 Lr 27 Missile VISIDIIILy 3s s e m i s Stave m ot iai lalalala RUBE UR ac HB LE 27 Aircraft Sens
13. LI S6TH FS FRAG ORDER Package Status Patrol Briefing Briefing _ Briefing riefing Briefing Briefing Briefing Briefing Briefing Briefing Briefing Briefina gt Optimized aircraft roles o Assignment of proper roles to all new aircraft o Update of existing aircraft roles to allow better usage of multi role aircraft Smarter aircraft loadouts optimized default selection more varied weapons EA FLIGHT MODELS There are many changes to the flight models in SP4 comprising of new flight models graphical changes fixing of models that are present in SP3 and alterations made to the additional data section NEW MODELS With the addition of several new 3D models came the need to make some new flight models or repair ones that were already available in SP3 but were only placeholders Realism was again adhered to where possible during the making of these files and depended on the data and time available for each one There are quite a number of new F16 models available and we are now modeling the F16C block 52 as the default model New models include block 15 25 30 32 improved 40 42 50 52 of various variants Special thanks go to Andr Raptor One Josef for his time and effort in making these data files and allowing us to use them in SP4 wont go over each and every new addition Howeveyr with the relatively small amount of data available for the EF2000 this would have to be one of our greatest achi
14. SSUES IN SP4 While much improved in relation to the original Falcon 4 SuperPAK still has its share of bugs and issues Some are known others are still undetected Meet us online www frugalsworld com forums delphiforums com falcon4 and help improve SuperPAK by giving us your feedback Please check the SP3 manual first a number of additional issues is listed there Aircaft killed on the ground count as A A kills Check out the chapter Airbases and Objectives Too many aircraft ony my airbase and running around like chickens Check outthe chapter Airbases and Objectives I can drive through the hangar walls Check out the chapter Airbases and Objectives The Tactical Reference does not showall RWR symbols The in cockpit RWR under SP3 is able to choose symbols from a library of 256 symbols A limitation from the original MPS code restricts the RWR display in the Tactical Reference to only displaying the first 20 symbols The SP4 Tactical Reference database TacRefDB bin has been coded with the correct symbol references so all the symbols will be available if the code issues can be resolved in a future version of the exe All RWR sounds should work UPGRADING FROM PREVIOUS VERSIONS From whatever version you are upgrading to SuperPAK please install only the logbook and no other files for use in SP This means Re configure your in game setup and re start a new campaign It is not advisable to continue playing with
15. The number of ground objects added to objectives has been increased by about 23 000 hand placed objects since the SP series started There are now over 12 000 tree entries within the database but many more are actually displayed as the simulation repeats objectives Look out for cities starting to look like cities ports which have buildings on radar sites with support buildings and active search radars the ATO will take account of The addition of these new objects may cause stuttering or lower frame rates on lower specification machines and to counter this the non trees option is included in F4Patch This has the 12 000 tree entries deleted but retains all the other buildings that can be seen with trees enabled PARKING AND AIRPORT GROUND OPERATIONS SP3 introduced code which enabled parked aircraft to be displayed before and after their missions SP4 has now implemented the parking data needed to realise this feature You will now find that airbases in campaigns may have aircraft parked and taxiing to and from the relevant runway These can be bombed and will be deducted from the relevant country s inventory along with the weapons they were carrying There are two main settings in the Falcon cfg file which determine the numbers of aircraft you will see on the airbases gt Setg nDeagTimer 10 gt Setg nReagTimer 15 These two numeric values dictate how many minutes prior to takeoff and after parking aircraft will appear or disappear in
16. and resource files graphics Created by FAUT for the new modern blue 1024x768 User Interface Art theatre Theatre dependent replacement UI graphics CAMPAIGN SAVE Campaign definition saved games tactical engagements training missions instant action setup etc for the default Korea theatre S Campaign lt theatre gt Campaign definition saved games tactical engagement training missions instant action setup etc for additional theatres CONFIG Logbooks keyboard mapping definitions display settings DOCS SuperPAK documentation Tactical Reference in HTML format FAPATCH Contains original and backup files plus config uration settings and parameters for the Falcon configuration and installation tool MOVIES Movies used in the Game Intro and the News flashes in the campaign MUSIC User Interface music PATCHES Empty not used PICTURES Your in game screenshots as uncompressed BMP files Use a tool such as the freeware irfanview com to convert them to efficient JPG files SOUNDS All sounds used in game including cockpit sounds RWR blips explosions various engines and the pilot voices MEN Nec ON Sounds lt theatre gt Theatre specific replacement sounds TERRDATA lt THEATRE gt TERRAIN Definition of theatre terrain elevation map tiles arrangement in various levels of detail LOD Terrdata lt theatre gt texture Terrain tiles scenery textures g
17. ased upon information publicly available the multi command handbook for the F16 being a very good source of information The following sketches indicate the new formations gt A Yo 2 Res Cell 60001 Finger 4 p Q Em 300 24 4 Fluid 4 4 5000ft lt gt ai is 4 yooo 100 1 100 6 6 0 o 9 6 Line Astern 6000ft HOOOGL Arrowhead est 2 Os P W 22 yp 5 B 0009 1J000S HOOOS 5 jo otf ef ot So o G Box 6000ft Echelon Left o HOOOZ I FALCONS CON 40 AIR TASKING ORDERS ATO In campaign mode each team has an ATO that plans and coordinates its air war The air tasking orders included the planned sorties capabilities and forces for selected targets and particular missions They also provide specific instructions such as call signs and target lists therefore providing operational and tactical direction at various levels of detail Strike Package Package This makes the ATO the mission generator the heart of the campaign and the commander of your air forces You can influence it using the campaign priority sliders thereby changing the targets selected and the gt Offensive Counter Ain AIR TASKING ORDER OCA 5798 Deep Strike El 5811 Deep Strike El Bl Deep Strike y F 1BC uD Airbase Vipe
18. e ultimate spring cleaning of the Falcon 4 data universe Building upon the foundation laid by the previous SuperPAKs SP4 now brings to frutition many of the features introduced in the SP3 exe In addition tens of thousands of data entries in the various data tables have been edited added reworked and corrected to bring you the ultimate in combat flight simulation and campaign warfare realism It s been a long and treacherous road with many pitfalls and unexpected turns The work on SP4 proved to be much more difficult than any previous patch The task was so huge the developers so few that keeping up the focus and effort wasn t always possible In addition the kind of work needed for SP4 was much more tedious than anything before working on the source code for the exe and introducing new features is easier more rewarding and more fun creating new or updated 3D models and textures can be done for a selected single object and be released as a single small patch SuperPAK 4 however brings it all together and this big integration package needed not only a huge effort to coordinate all the works into one patch but also exponentially increased the possibilites of bugs as the data is all connected together into the Falcon 4 world that we know and love But now the main task is done SuperPAK 4 is the final old school patch for Falcon 4 the culmination of a generation of patches that started with the first iBeta and Realism patche
19. en 3D models and Jason Hippy Davis we set about to correct this problem with Christian fixing the locations myself making the alterations to data files and Jason testing and repairing my ever so slight mistakes The final outcome is that Aircraft now takeoff and land graphically and realistically correct turning them on the taxi way is much easier The floating down to the runway bug seems to have disappeared And passing close to taxi signs is no longer a game of Russian roulette so if your aircraft explodes then you actually hit it This has also made the scraping of tails on the runway during takeoff and landing possible so if you are making your approach and come in with to great an AoA then you will die a most horrible death The same goes for takeoff if you pull back too early or too much your tail will scrape the runway As with most changes in Falcon there has to be a downside somewhere The lengths of some aircraft had to be reduced to actually not include part of the tail section This mostly effects large EH 0 0 0 0 0 0 5 0 aircraft and results in a slightly reduced collision point at the rear will point out that this has no effect on flight You may be able to slightly nudge the rear of someone on the taxiway and not explode This is mostly evident on heavy aircraft not fighters GROUND EFFECT All aircraft will now be subject to ground effect with the correct calculations made for the area2span for each aircraft
20. ent distance this feature simulates the primary role of a certain system either long range high altitude or short range low altitude air defense pretty well The maximum engagement altitude is set to 75 of the systems maximum altitude HIT PROBABILITY Since SP3 the Superpak series also feature more realistic hit probabilities of SAM weapon systems by separating by sensor technology Therefore sensor precision data has been modified to a great extent to make older SAMs less deadly while improving the accuracy of modern systems While it is hard to simulate exact numbers of hit probabilites the relation between hits and fired missiles is now much more accurate Real life examples In 1965 about 194 SA 2s were fired but they managed to destroy only 1 1 US aircraft Today modern equipment and proper planning help to defeat common and well knwon SAM systems During the Kosovo air war about 477 SA 6 and 124 Manpad missiles were fired at NATO aircraft Most of these missiles were fired unguided as patrolling HARM shooters while heavily threatened by HARM shooters Only two aircrafts were hit an F 16 and F 117 Radar chaff decoy chances have been lowered to get better results with SARH missiles before they were breaking lock at too far a distance causing a very low kill probability PK The targeted PK in SP4 is now about 25 45 maximum depending on missile type and aircrafi weapon system MISSILE VOLLEYS Another addition of S
21. es Also weapon damage capabilities are now scaling up in a similar way according to their armor penetration AP capability AGM 1 14 AGM 65 AT3 16 TOW etc Ships now are much harder to destroy especial carriers s RADARS The air defense weapon changes in Superpak 3 and Superpak 4 Falcon 4 0 features a wide variety of air defense systems Since SP3 the radar systems of a guided SAM unit have to switch through multiple radar modes search acquire track before they can launch a missile SP3 Manual p 150 With SP4 the data of the air defense weapon systems has been vastly enhanced to take maximum advantage of these new functions and model them as real as possible In addition all SAM systems available in Falcon had their data tested verified and corrected for optimum realism RADAR MODE SWITCHING With SP4 the maximum distance of the search modes has now been set to 125 of the official max range of the SAM This makes sure that the system has enough time to go through the different search modes before the target enters the system s launch envelope The time that a systems needs to switch to the next radar mode depends on the officially known reaction time Therefore when an aircraft pops up from terrain masking directly into the SAMs effective range the system will still need some reaction time to cycle to the guide radar mode and fire However while the SAMs now need more time to get a lock on you in the first
22. evements next to the improved F16 This model took KingGeorge and myself quite some time to build and can say that we are quite pleased with the outcome Other new models include the Aeromachi MB339 Antonov An124 and An225 Sukhoi Su15 J8 Su7bmk just to name a few Many of the variant aircraft now have their correct engines These include the F111 s all variants B52D G SU39 AC130 KC130R F16 LIMITERS All F16 s except F16XL will now have the correct limiters due to a change in the database so that F16 s have the same subtype specific of the default F16 This will also enable the programmable EWS stall warning horn and the deep stall routine Due to this change and its adverse limitations it was necessary to only include the F16 block 52 in the dogfight module MIG29 VARIANTS The spool rate for the RD33 tubofan fitted to the Mig29 and variants has been lowered due to data being found that states that this engine can go from idle to full burner in 4 seconds flat Further inspection of the Mig29 data files showed that the corner Vcas was somewhat fast causing the Al not to fight at the FM s corner speed This was also lowered and now the AI perform much better in a knife fight EA T 1 Based on the information on the RD33 spool rates the spool rates of the AL31F found in the Su27 variants was also lowered to match that of the RD33 WINGTIP AND ENGINE SMOKE All wingtip and engine smoke
23. ex irst Ist gt RWR generic rwr harm rwr index rwr Ist gt VISUAL generic vss mav vss tpod vss index visual Is SIGDATA Signature data Elevation and Azimuth gt R generic ir0 generic ir1 generic ir2 gt RCSDAT generic rcs gt TACAN stations dat VISUAL generic vis STARTDAT VEHDEF About 200 basic data definitions for various weapon systems ZIPS CPDATA Old Backup cockpit data SKY Available skyfixes including tod Ist and screenshots WEATHER Available weather patterns including raw data and screenshots TACRDATA Photographs for the Tactical Reference Mistakenly deleted by the 108us patch Falcon 4 SuperPAK 4 USERS MANUAL Notes f Notes One thing can tell you is you got to be free Come together right now over me BA
24. fferent F 16 CG CJ Block 40 etc Not all of them can use HARMs Why is this manual so small In contrast to previous SuperPAKs the SP4 manual isn t a replacement but an addendum to the SuperPAK 3 manual This is because SP4 doesn t feature any new cockpit or simulator functions that would need explanation Instead SP4 is major rehaul of the Data Universe of Falcon improving the realism in all parts of the simulator In addition SP4 includes a HTML based introduction doc including a vast list of reference links plus a HTML based version of the Tactical Reference Enough reading be assured Can use SP4 with the new BMS patch Yes you can While SP4 wasn t officially tested with BMS 1 x it should work without problems at least that s what many betatesters found in the last few weeks Just make sure that you first install Falcon 4 1 08 then SP4 and finally BMS Check www benchmarksims com for the latest version of BMS The FreeFalcon planes look much better Yes that is because they already work with 512x512 and larger textures while FAUT restricted itself to 256x256 to make SP4 as the final milestone in our classical SuperPAK series available to ALL Users Unfotunately this is only possible by limiting the size of the textures used to 256x256 pixels as some older video cards simply don t work with higher res textures We hope that an additional patch for SP4 featuring the improved models and textures will be availab
25. g To learn more about the munitions vehicles and aircraft that make up Falcon 4 consult the Tactical Reference in Falcon or open the HTML version of it found in the docs SP TacRef subfolder REPORTING GAME CRASHES We need your crashlogs to further improve the SuperPAK Even if the EXE modifications have stopped crashlogs can still help in finding erroneous data If you experience a crash to the desktop in Falcon 4 0 with SuperPAK 4 you will find a file called crashlog txt in your Falcon4 root folder Please open this file with Notepad and add an exact description of what you were doing where when the game crashed Include your system specifications and email this crashlog to our team crashlogs f4ut frugalsworld com Please do also keep the TE tac file in campaign SAVE folder the campaign save file cam file or the ACMI if available in a safe place in case our developers need them to recreate your crash SUPERPAK AND THE UNIFIED TEAM ON THE WEB Visit our homepage at f4ut frugalsworld com for feedback SuperPAK news additional downloads and in depth articles The big success of the SuperPAK series has caused server overloads and exponentially increased bandwidth costs for our hosting providers Please check out www frugalsworld com and www f4freeware net and support the community s main forums and file servers by giving a small donation Chapter 2 Brave new world AIRBASES AND OB ECTIVES
26. g spots naval docks Radar Data Sweep time Range Gain Chances etc Rockets Radar Warning Receiver Data Scan ranges Abstract Basic Weapons Type Avionics Drag Weight Sounds filename sound distance properties Squadron stores Available Weapons stores count v Vv V V V V V V V V V Squadrons Units Aircraft Land Ship Submarine Speed Range Capabilities Damage properties Role Scores Movement costs applicable Squadron stores data unit composition gt Vehicles NCTR Visual signature IR signature coefficient empty weight fuel fuel rate Maximum take off weight max speed cruise max altitude engine noise callsign type special abilities VTOL HMS Chaff Flares combat statistics gt Visual signature detection data Scan ranges angles Weapons Weight Damage Radius Drag Explosion Type Fire Rate Rareity Hit Chances Terrdata theaterdefinition gt iheatre tga The theatre title screen displayed in the theatre selector UI gt iheatre tdf Theatre definition file giving the path to the various theatre dependent data subdirectories ZIPS SIMDATA ACDATA Aircraft Data Flight Models MISDATA Missiles Data Flight Models RADAR EA Radar Data Capabilities Ranges Behaviour etc Generic dat f16 dat nike dat radtypes Ist List of 330 radar types SENSDATA Sensor data for IRST RWR and Optical sensors gt RST generic irs aim9l irs ind
27. ill rotate slowly while the search radar of the SA 15 vehicle will have a more aggressive fast spin NOTES There are many other flaws and limitations in Falcon s SAM modeling and the data now in SP4 set as shown in the table below is certainly not the most realistic one for every engagement situation However we believe that they result in a much optimized SAM weapon system behaviour as they are based on a few selected principles Themain target environment consists of human controlled F 16C s gt Figures are based on official and publicly available data and reports If these werent available educated guess had to help Individual data represents the role of a certain air defense system in the Air defense network gt A system is modeled with respect to other air defense systems capabilities Themostrecent or most used system versions are modeled PALO is RADAR AND IR GUIDED SAM SYSTEMS FIGURES USED IN SP4 System Range Max Altitude Min Altitude MinRange Hit Probabiliy nm ft ft nm SA 2f 22 1 73000 2250 3 2 Very low SA 3b 7 44000 180 1 3 Low SA 4b 20 60000 1000 3 8 Low SA 5c 60 5 85000 6200 54 Very low SA 6b 11 3 36000 550 2 Medium SA 8b 43 12000 90 0 8 Medium high SA 10 32 4 66000 640 2 7 High Very high SA 11 13 46000 190 1 6 High SA 13 1 7 9000 40 0 1 High SA 15 4 9 15000 40 0 5 Very high SA 17 1
28. in Spike Sandrock Mike Speaker Bradley Mike Vermin Rivers Recce Rick Dragon Prior Robert Pumpyhead Lozada Rob Viper Senftle Ron Red1 Nair Rufus Parson Shawn Viper Agne Stephane EXO Nguyen Steve Hustler Wooters Tim Sphynx Dieter Tomas ATARIBABY Hamarcak Additional Development Albert Recker Yung Bob Snowman Crawford Charles Cobracab Bodiker Colin Cooler Morrow Edward Ed 1 Kiefer Georg Kinggeorge Mumelter Rufus Parson Chris Partridge TacRef Shawn Viper Agne Stefan SledgeHammer Johannesdal BenBen H Gilberto Olivier Red Dog Beaumont mirv Martin Mav Vinter Jens Wegener Saceur Cobracab Luis Garretta Dirk Pacman Verbist fhyndoh Spyder Tim Sphynx Dieter CCC Jerry Pookie Davis Valkyrie Robert Vexx Yurystowski Alan Locatelli and Bob Snowman Crawford TacRef Team Coordinator Additional entries obtained with kind permission from Martin Jupps Friedrich RPG Tim Morgan and Rick Dragon Prior MacFalcon and Tom TRex Perkins NE BELOON FreeFalcon TacRef work made possible thanks to the tools developed by Julian Codec Onions Martin Jupps Friedrich and Fabrice Skyfire76 Mercier User Interface lvo Widmak Sch perclaus Checklists Olivier Red Dog Beaumont Documentation Thomas Tom2 W lti Keymap based on original work by Steve Spitfire Southcombe Public Relations Mark Frugal Bush Chris Washout Carter
29. in normal flight phases at more apprioate speeds and altitudes High AOA flying and use of flaps in situations where they should not be deployed a thing of the past FUEL RATES RANGES Aircraft in SP4 have received changes to their range and fuel usage variables Changes have been based upon researched real world performance data applied to the variables in Falcon and tested in the sim for expected behaviour The benefits of these changes are primarily e Improved fuel tank addition logic Tanks should now only be added to an aircrafts loadout when necessary e Improved tasking of aircraft in large theatres no more empty skies in ODS etc The trigger amount of fuel causing the respective bingo and fumes 3D behaviour of Al has been addressed The variables controlling these trigger points have been adjusted on an individual aircraft by aircraft basis When aircraft are not in a attack mode they should now abort their flight and return to base hopefully landing before running out of fuel Unfortunately until a code fix is implemented aircraft engaged in combat will not abort on low fuel AI REFUELLING TANKER BEHAVIOUR Many aircraft have received improvements to flight behaviour while refuelling Aircraft that were unable to connect to the tanker will now do so and the Al approach flight behaviour and formation flying to the tanker has been improved for many aircraft FLIGHT FORMATIONS Formation flying in SP4 has been changed b
30. kal Bierling Chris Washout Carter Christian Ripper Thomsen Manfred Schumi Nelles Julian Codec Onions Data masters Shawn Viper Agne Ed Kiefer Kevin Ktel Thompson Stephen HotDogOne French Airbase Group and Objectives population Chris Washout Carter Tim Sphynx Dieter Kim Winder Gowney Thomas Przetak Seifer Joeri Cools Dale Reeck Mariano Parsifal Maciel Viperman Sentry ATO Stephen HotDogOne French 2D Cockpit Rufus Parson 3D Cockpits Eric Aeyes de Best Tomas Hamarcak Flight Models Tom Saint Launder Andre Raptor One Joseph Bennie Broughton Instar TAF Georg Kinggeorge Mumelter Thorsten Firebird Graf Jose Alberto Coradan Dominguez Chris Washout Carter Davor Bowman Perkovac Ray Ratty Gatterer Simon Animal Jessurun Fabio Spieg Incagli Randall Chuck Boothe Paul Poulsen Craig Homer Greg Lewis Francesco Mix Missarino 2D 3D Artists Skins and Models Alan Locatelli Alex Lutz Antonio Quake Lumia FF 3D modeller member Basil Greber Bob Snowman Crawford CCC Charles Cobracab Bodiker Chris Washout Carter Cristian Ripper Thomsen Dave Waveydave Cuthbert David Killer Morrison Davide Daws Sangiorgi Eric Aeyes Fred Baldeagle Balding Guilherme Shinobi Mauricio Hannes Noname Wagner Harald Boots Renner Jerry HCPookie Davies Joshua Ender Clarkson Kevin Ktel Thompspson Kim Winder Gowney Martin Redfox Degn Mart
31. le soon How can add my own photos to the Tactical Reference The photographs for the TacRef Reference are contained in the tacrdata zip in the Zips subfolder If you extract this file be sure to use folder names or extract into Art tacrdata you can add or replace the photographs The photographs must have a maximum size 382x150 pixels 16 7 M colours 24 bit in Truevision Targa TGA uncompressed format All Tactical Reference entities have photograph names encoded in the TacRefDB bin the list of filenames can be found in the TacRef xls in the Falcon directory ENEON N TABLE OF CONTENTS FAQ Frequently Asked Questions 3 II I a 4 AAA EEE TREE EERE EEE SEER 7 Foreword EA do AE OE EE RE OE OE OE AE OF 8 New Features in SuperPAK 4 10 SuperPAK and the Unified Team on the web 10 Airbases and Objectives 12 Parking and Airport Ground Operations eene 12 Building HitbOxes 230929890 93o90 god RE AE RE EE OE 13 Al Flight Enhancements 14 The slow speed high AO
32. nVcas maxflapVcas and flapVcasRange to stop the AI flying around with flaps down Drag chute sound was incorrect and has now been set to correct sound in all data files GENERAL CLEAN UP The acdata folder within simdata zip contained a lot of files that were not in use or superseded these have now been removed Special note The data available for some aircraft was poor and unfortunately l did not have the time or the resources available to research some models to the extent would have liked to Although a vast improvement on what was there to begin with do not take responsibility for breaches of realism TR1 and U2 are two and there are some others LE DAMAGE MODELLING SP4 has had most objects Buildings AC and vehicles looked at and adjusted where necessary There are few points we tried to improve on and model better gt Better damage values for guns AAA and small arms Better CBU HE and AP types modeling so they do less damage on objects like bridges Better vehicle hitpoint scaling so a T90 M1A1 needs more damage than a T55 to destroy Improved engagement timings how fast they fire AAA sam radar Radar fixes for SARH where lock breaks to easy on AC platform radar Y Vv V V V Ships fire SAMs now and have search modes working On guns there were also a few errors in data that made damage hit chance way to high gt AK47 unit 7 62mmPKT One of biggest problems was getting damage separation between CBU s and Mk X
33. ne when a missile of a certain size would be close enough to cover these 40 arcseconds i e when it would be close enough to be visible The missile size used for this calculation is the average of the missile length and its finspan An example for the AIM the visibility range is now limited to 4 77 NM Beyond this range the missile will now be invisible no more grey dots While this range may still sound a little long it s the optimum for the current environment it s based on missile size only and doesn t account for hazy conditions background contrast etc AIRCRAFT SENSOR ACD Many aircraft don t share common data anymore as most of them now have specific data available for their individual sensors This allowed us to do more precise adjustements for specific aircraft types Many aircraft units now also have their own proper squadron stores this should help campaign creators in adjusting weapon amounts for specific units Some new radars were added to go with new aircraft like the EF 2000 We also tried to better accommodate the various blocks of the F 16 so that e g the F16A 15 has a slightly less capable radar than F 16 Block 25 and higher Additional sensor work is still in progress Ls Chapter Appendix CREDITS The work of the following people has helped substantially in the production of SuperPAK 4 For additional credits please refer to the SP3 manual Keeping it all together Joel Jac
34. or ACD 27 Gredits save Eed ERA SSR RT RETR rea TARE 29 Special Thanks y iSo RR ERR RH GE 30 Known Issues in SPA u 31 Upgrading from previous versions 31 The data world of Falcon 4 32 Chapter 1 1 L cipa i scu i SEER EE MEE L k Welcome INTRODUCTION Welcome to SuperPAK 4 The Falcon 4 Unified Team takes another step forward in creating the ultimate combat flight simulator In relation to the last SuperPAK SP3 featuring the final exe modifications this version of SuperPAK concentrates on the data part of Falcon This includes The graphics 3D Models Planes Vehicles Weapons Buildings including detailed textures skins Realistic weapons weapon systems and flight models well as close as it can be Al flight behaviour improvements An even better photorealistic F 16 cockpit including a separate wide view option gt gt gt gt Countless data bugfixes and corrections EATON e FOREWORD Half a decade ago it was December 1998 when Microprose finally released Falcon 4 The rest they say is history Today we are happy to present you SuperPAK 4 th
35. rb 14th Fighter Squadron Kunsan Deep Strike L FeisE AAA Airbase Turkeyl 90th Fighter Squadro Taegu TARCAP e F 16C 30 80th Fighter 4irbase mix of mission types generated Kunsan The ATO overview listing all currently tasked blal Deep Strike packages for your team sorted by mission type Select an indivual flight and view the assigned route to target the thin black line Package Interdiction Package 5118 Strike The frag order the detailed subset of ATO assigned to your squadron Select your mission and off you go Takeoff Role 09 24 00 TARCAP 09 37 00 SEAD Escort 09 38 00 OCA Strike 5802 5795 5793 For each team its ATO selects targets according to campaign priorities chooses appropriate mission types arranges packages and organizes support flights It also assigns individual flight details 09 39 00 OCA Strike 5793 such as callsign number and type of aircraft selected squadron TE and airbase 10 12 00 Strike 5119 10 13 00 10 14 00 10 15 00 10 16 00 10 38 00 10 41 00 SEAD Escort Strike SEAD Strike SEAD Strike SEAD Strike TARCAP SEAD Escort OCA Strike 5116 5116 5049 5047 1941 1943 1943 1943 In SP4 the improvements concerning the ATO are manifold Awider variety of mission types Better package generation Bigger more complete packages including escort and SEAD flights Less suicidal deep strike missions Weaselb Squadron El
36. s ages ago To make SP4 accessible to all virtual falconeers out there we refrained from using textures larger than 256x256 pixels so users of old Voodoo and TNT graphics cards can still use the rigs they originally bought for Falcon Looking ahead we are proud and happy to see that the end is also the beginning that SuperPAK4 will be the foundation for a new generation of Falcon Thanks to the support from the entire Falcon development community producing models skins theaters and terrains the best combat flight simulator ever will continue to grow and improve Enjoy the show The Falcon 4 Unified Team NEW FEATURES IN SUPERPAK 4 Some of the most notable improvements in SuperPAK 4 are Ls The addition of over one hundred new planes vehicles and munitions This includes 3D models and textures apropriate flight models and loadout configurations squadron creation and game mode configurations TE Dogfight therefore creating a unified complete and theatre independent database of weapons weapon systems and aircraft to allow seamless integration of additional theatres Most notable features are e The inclusion of most variants of the F 16 incuding two seaters e The addition of separate 3D cockpits for the A 10 F A 18C and F A 22A so that you will get matching 3D cockpits when flying these planes e Beautiful new models for many key planes in the Korean theatre such as the F 5 F A 18D SU 27 MiG 29A and MiG
37. t Texture zip ZIP File of all textures PCX Files Texture bin Definition of available tiles relates between textures and terrain definition gt Fariles raw abstracted simplified terrain scenery for horizon usage Fartilespal Palette to be used with the Fartiles Terrdata lt theatre gt weather Available weather patterns including raw data and screenshots Terrdata misctex Various textures used for clouds explosions sun and moon dust smoke etc Terrdata misctex lt theatre gt Theatre specific textures used for clouds explosions sun and moon dust smoke etc Terrdata objects 3D objects definitions and databases Use LODEditor and F4Browse to edit gt f4sndtbl sfx Mapping of sounds and engines gt Koreaobj tex Textures skins used by the 3d objects gt Koreaobj lod 3D objects definition Koreaobj hdr Link between 3D objects lods and object database definition Lod color palettes used textures Object Parent Data Rack dat Definition of available weapon racks Trail dat Definition of missile and engine trails Falcon4 Various Files containing the main simulation objects database Master Aircraft Data Airframes Sensors v v gt Network Data Priorities gt Features Repair time Hit points Vulnerability EH Hardpoints Types possible loadouts IR Data Objectives Layout included objects Point Header Data runways taxiways parkin
38. uperpak 3 and 4 is that more than just one missile at a time can be guided at a target On older systems a volley of two or three missiles has a higher probability of kill or at least forces the target to bleed off energy and get in the range of AAA and manpads On the other hand a modern SAM system with a high probability of kill may just launch one missile at an aircraft Did you know that some of the modern SAM systems can even engage cruise missiles and anti radar missiles SMOKE TRAILS Another change is the use of different smoke trails A big flaw up to now was that the trails are hardly visible while the smoke should be a major factor in spotting a launch of an older SAM There is now different trails available and set in the missile files A OTHER RADAR SYSTEMS Radar data was also adjusted for Ships and AAA units e g KS19 2S6 optimizing engagement distances and search lock times ROTATING RADAR DISHES Ground based search radars such as those on airfields have been made to rotate The spinning radars add more life to the otherwise pretty lazy impression of radar sites and SAM batteries There are two general types of radars those with their antennas covered by a dome and those with free antennas The dome type radars are left untouched but the rest will now rotate slowly Some SAM radars such as the Long Track will also rotate and we ve tried to modify their rotation speed to realistic values Thus the Bar Lock B SA 5 w
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