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Lead Pursuit LLC will soon be releasing its second patch (v1.03) for Falcon 4.0: Allied Force. This is a significant update for Allied Force, introducing several new features such as multi-controller support and precision steerpoints using GPS co-ordinates. The patch improves every area of the simulation and is currently undergoing intensive testing. It'll be around 10MB and either applied using the built-in updater in Allied Force, or by downloading an executable.


  • ATC now responds correctly to "request landing number" radio calls.
  • Fixed problem where ATC would occasionally identify itself wrongly.
  • Training mission 09 Landing Final Approach wind direction has been changed to be correct.
  • Request Landing radio call no longer adds the player's wingies to the ATC queue.
  • CombatAP would use full afterburner forever, ignoring ATC instructions after a touch and go.
  • ATC was not acknowledging the Abort Approach player radio call.
  • ATC could sometimes clear the player immediately onto final approach even if they were at a high altitude. They now give vectors.
  • Fix so that the correct tower responds correctly when the player is in Nav mode.


  • Adjust altitude on AI climb-out to negotiate the mountains at Ivangrad.
  • AI now ask for permission to attack ground targets if player has IP or target WP selected.
  • Removed enemy ships too close to allied coastline.
  • In specific instances, a 2D map flight unit could not change its heading until it reached the map border.
  • You can now join a flight that has taken off from a runway which has been destroyed after the takeoff of this flight. Previously one was not able to join these flights.


  • Precision steerpoints can now be entered into the ICP. This allows players who recon the target in the mission screen to enter precise attack co-ordinates and create a steerpoint on the HSD and HUD at that exact point.
  • For a ground radar in STP mode, the cursor snaps to the entered precise steerpoint position.
  • F1 key does not cycle ACM modes anymore. If in an ACM mode and pushing F1, the Radar returns to RWS mode.
  • Trees removed from Air to Ground radar display.
  • Bullseye mode now preserved between 3D and 2D.
  • EPU is no longer switched on when you join a flight in the air.
  • Allow external lights functions in simplified avionics.
  • AIM-9 no longer warmed when the MasterArm is set to SAFE.
  • MasterArm status no longer saved/restored in cockpit configuration.
  • Correction to prevent going into ACM Modes in MRM mode.
  • Fixed bug where the RWR could end up in an endless loop thinking a missile was launched.
  • Fix bug where an empty Hardpoint would be selected after launching a HARM, then switching to an AA mode and back to HARM again.
  • DTOS Box can only be slewed if the HUD is the SOI.

Adjustment of how missile Rmax2 ranges gets calculated from Rmax1.

  • The gear down indicator lights will now show correctly when gear is damaged.


  • New data for 2005 and 2010 theaters (weapons and loadouts)
  • 3D/2D damage changes: now scales per veh/weapon (M-60, T-80, T90, etc).
  • Adjustments to sam firing and threat circles. Also they fire now at higher ranges according to altitude.
  • Buildings cleared from runways and AAA / SAM units from structures.
  • New F-16 CCIP versions for 2005/2010 campaigns/theaters.
  • Fix for EA-6B Prowlers loading no weapon at all for SEAD Strike missions on a target without radar vehicle.
  • Added Engineer units to Korea Iron Fortress campaign (requires campaign restart to take effect).
  • Corrected some PAK names in Korea.
  • Corrected some ship waypoints for better land avoidance (requires campaign restart to take effect).
  • Tactical Engagement missions with altitudes set too high corrected.
  • Reinstated news reports for Balkans campaigns.
  • Better relocation in campaigns.
  • Loadout improvements to J-22 and Tornado UK.
  • Tactical Engagement Victory conditions can now use values up to 6 digits.
  • F-4E/D aircraft should now have their wheels on the runway.
  • MiG-29SM and Su-27SM are now available for SEAD Escorts and Strikes roles Command line -logfps added to record FPS logging to a file.
  • Debriefs are being saved in a file "debrief.txt" in main folder.

Raised cloud ceiling of overcast clouds, so they don't conflict with mountains.

  • Fix bug where a ejected player with a communications window open would need to wait until the chute hit the ground before the sim could be left.


  • Multi-controller capability added.
  • Up to 16 different controllers supported.
  • Buttons can be assigned to functions as desired.
  • New User Interface screen.
  • Fix for rudder keys not auto-centering when released.
  • Force Feedback now applies Centering force.
  • Cougar trigger detents fixed in the sample profiles.
  • Digital TM fix for TMS button, RNG and ANT axis changed to analog.
  • Additional keystrokes for pitbuilders added (seperate .key file).
  • Saitek X45 profile: Changed Rotaries from using 'Bands' to 'Axis' for use with new Controller UI.
  • Fixed errors in keystrokes file
  • Removed duplicate entry for HUD Scales Type (Shift-Ctrl-Alt+H is no longer assigned, H key is the same)
  • Removed duplicate entry for HUD Pitch Ladder (HUD FPM Shift-Ctrl-Alt+F was duplicate for Shift-Ctrl-Alt+P)
  • Fixed function call for HOTAS DMS Right (Shift+NUM6)


  • Manual addition included to document new controller interface.
  • New key layouts included for a number of common keyboards.
  • Tacref has had a few errors fixed.


  • Improved FPS at airbases.
  • Hardpoint changes to EA-6B so weapons are correctly shown.
  • 1024 res 2D cockpit blk 40 HUD data field aligned in all views.
  • 1024 res 2D cockpit MLU ECM XMIT lights fixed for all views.
  • Cloud shadows lightened.
  • Missing landing gear on some aircraft fixed.
  • Updated missile burner effects.
  • Shorter low smoke aim120 trail
  • New CAF CF-18A Skins.
  • Improved explosion effects.
  • Support for 5:4 resolution display ratios (e.g. 1280x1024)
  • Sky improvements
  • blueish night blackened,
  • increased light levels during the day,
  • faster progression (dusk and dawn)


  • Improvements to the handling characteristics of most of the F-16 variants.
  • Improvements to the Mig29 flight model.
  • J-22 and A-1H minor updates to performance and loadout.


  • Improved positioning updates.
  • Addressed issue of airbases in 3D occasionally not appearing for clients during missions
  • Waypoint planning changes sent to all sessions in multiplayer.
  • Fix an issue where changing waypoint times at one session in Multiplayer was not propagated to other sessions.
  • Fix for password multiplayer window.
  • Fixed the "security leak" on server password appearing in server list.
  • Under specific conditions, the password window would not disappear - now fixed.
  • On connection to an internet server, first check if patch version matches, then theater.
  • For Multiplayer cheat protection, set vehicle magnification to 1x regardless of single player option.
  • Improvements to multiplayer client expiry / timeout / removal logic.
  • Removal of "ghost pilot" taking control after human pilot ejects (for single player too).
  • Human flights should now ignore ECM/Smoke/Drop wingman commands unless they are in Combat AP.


  • Further stability enhancements.


Falcon 4.0: Allied Force, the successor of Falcon 4.0, is an advanced F-16 combat flight simulator for the PC. The player takes on the role of a pilot flying a multitude of missions in either the Balkans Theater of Operations or the Korean Theater of Operations in a fully dynamic, evolving war.

The game's features include:

  • Multiple threads in the code for true Dual Core processor support
  • Improved graphics engine
  • Reworked multiplayer engine
  • Highly advanced artificial intelligence
  • 716 page advanced .pdf manual, 109-page "new player" printed manual
  • Reworked dynamic campaign engine
  • Brand new theater of operations
  • New high resolution models and cockpits
  • Highly detailed terrain and airbases
  • Intuitive User Interface

The graphics engine supports real-time terrain lighting, dynamically-shaded 3D volumetric clouds and alpha-blended scattered clouds. Fog is also implemented and combined with new high resolution textures on models and the terrain, the visuals are tremendously improved. Highly detailed and clickable cockpits for three different F-16 aircraft are included: the Block 50/52, 40/42 and MLU variants.

The multiplayer engine features a new, problem-free connection method with support for a centralized, server-system style of play for internet and Local Area Network (LAN) games. Performance and reliability have been greatly improved for both custom made missions and campaign flights.

The Dynamic Campaign Engine (DCE) is the war simulator where any event happening in any part of the theater of combat affects the war's direction throughout that theater. How you perform in your mission directly, and proportionately, determines what happens elsewhere. This is true for the tens of thousands of computer controlled entities in the game. It means that the player really feels part of a living war environment, part of something that is evolving around them in real time.

Some of the greatest changes have been to improve the interaction of computer controlled aircraft and the hundreds of ground entities in Falcon 4.0: Allied Force. Thousands of hours of work has led to remarkable improvements in artificial intelligence. During missions, computer-controlled aircraft will perform with precision. The role of the Forward Air Controller (FAC) is now implemented, allowing the player to co-operate with other flight aircraft when carrying out ground attacks. Brand new Air Traffic Control intelligently manages the flights in and out of bases.

The F-16's electronic systems simulated in Falcon 4.0: Allied Force, including the avionics, are the most realistic for the home personal computer. Numerous modes and sub-modes in air-to-air and air-to-ground radar are accurately implemented to immerse the player in the feel of operating a modern combat aircraft.

The new theater of operations is the Balkans. There are three time periods stretching from the mid-1990s to 2010, featuring appropriate aircraft, squadrons and units. Each theater period has three campaigns, making nine in total for the Balkans. Falcon 4.0: Allied Force also features a heavily revised Korean theater and associated campaigns.

Our Media Pack is available here:

Lead Pursuit's website is here:

Graphsim Entertainment's website is here:

Horizon Simulation's website is here:

Lead Pursuit LLC is the developer of Falcon 4.0: Allied Force

Graphsim Entertainment Inc is the publisher of Falcon 4.0: Allied Force Horizon Simulation Ltd is the UK distributor for Falcon 4.0: Allied Force

Atari Inc is the distributor of Falcon 4.0: Allied Force

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