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Hyperlobby Support for Falcon 4.0: Allied Force In Update 1.0.8

San Antonio, TX, November 7th 2006: Lead Pursuit Inc has released its latest update for Falcon 4.0: Allied Force, the premier military combat flight simulator of the F-16 Fighting Falcon. The highlights of version 1.0.8 include full compatibility with the Hyperlobby Online Connection system for multiplayer, allowing Allied Force pilots to host and connect to servers with additional speed and ease. Elsewhere, the multiplayer code has been further optimized with improvements in CPU and memory usage. The update has also considerably improved the refuelling element both online and in single player. The community's reaction so far to 1.0.8 has been phenomenal and a full list of improvements is detailed below. The update can be obtained from the downloads section of the Lead Pursuit website at www.lead-pursuit.com. The media pack for Allied Force -- containing screenshots, movies and details -- can be found at http://lead-pursuit.com/media.zip.

VERSION 1.0.8 CHANGELOG:

Artificial Intelligence:

Improved ground avoidance for low altitude flying of AI. Fixed AI continuing landing pattern when human lead switches from landing waypoint back to route waypoints.

AWACS comms now continue if a package-assigned FAC is shot down.

AI will use rockets more effectively on ground targets. Made AI more responsive on Weapons Free command for A-G missions - read the Addendum manual for further information about AI handling. Fixed issue where AI jets spawning on the runway would sometimes taxi onto the grass causing the departure queue to stall forever. Resolved problem where sometimes AI would sometimes chase after enemy A/C with guns instead of engaging with air to air missiles after a Weapons Free command was given. ATC gives more time for the player to leave the runway after landing. Fixed AI taxiing onto the runway without permission because they're going too fast. Refueling changes (also read the Addendum manual):

Inability of the tanker to refill external tanks fixed.

Large warps occasionally seen in multiplayer refueling fixed. In realistic refueling model, the AI boom driver now applies forces to help position the thirsty aircraft. In realistic mode, connecting to the boom now cushions the speed of the refueling aircraft. In realistic mode, the player must now use the "Done" tanker radio command, the AI no longer does this on behalf of the player. In simplified refueling mode where the AI is providing throttle assistance, a heavily loaded player jet would struggle to catch the tanker. This has been addressed. Aircraft in the refueling queue will be ignored by the tanker if they fly away, land or are dead. Subtle vertical stabilization added as the refueling aircraft closes in on the tanker.

Avionics / Weapons:

Smoke marker rockets for FAC flights won't smoke when exploding in the air anymore. Fix a bug that caused the RWR to continue chirping when a beam riding missile was switching sensors or lost lock. Revised ripple bombing: the impact point shown on the HUD now designates the center of the bomb string. CCIP pipper in 2D cockpit fixed. Display own bullseye location in the HUD when Bullseye information is turned on (ICP Misc/Bullseye page). Fixed the 5900lbs limit sometimes imposed on refueling. Fixes for Helmet Mounted Sighting (HMS) system - read the Addendum Manual for more information. SAM units work more effectively now. Target selection (previous fixation on the lead aircraft) is improved. Alignment of radar displays in A-A and A-G modes fixed. During ramp start do not delay engine start with the need to move throttle.

Data:

Improved 2000lb effectiveness compared to 500lb (2000lb slight increase in footprint/damage). Also, two 2000lb GP or PEN bombs will now destroy runway sections. Improved default load outs against underground factories. More need for PEN type weapons. Adjust drag index on center rail with ECM pod or camera. Slight update on F-16 flight model (small leading-edge flag issue and F-16 block 40/42 weight adjusted). Added CBU-58/52 to center bay of B-52 (27 count). Fixed issue where F-117 would be tasked with no weapons on SEAD strikes. Fixed issue with some aircraft not being able to be destroyed (e.g. Mi-28, C-17, C-5, E-8). Fixed an issue where landing on an apron would destroy the aircraft (e.g. north-south airstrip). Fixed an issue where some aircraft would load a rocket launcher with no pylon. Raised canopy opening angle to 37 degrees for F-16s.

Campaign:

Flights won't takeoff from destroyed aircraft carrier anymore. Squadrons with flights that were airborne are being relocated to a land-based airbase and continue to operate from there. Battalions planned to be stationary should do so more reliably. Stocks of fuel tanks added to some F-14 squadrons in Balkans. Fixed mission tasking on strike packages so escorts can be added by the ATO. On the campaign map, air-to-ground strike missions will now abort less frequently when under attack. Improved assigning of engineers to objectives. Engineer units now work more effectively, while adding some dynamics to repair times. Improved squadron relocation among allied teams. Fixed squadron relocation under some conditions. Fixed Balkans Powderkeg reporting stalemate without ending the campaign. Some other campaign triggers and report strings updated. JSTARS added to all Korean campaigns. Fixed some objective settings for Balkans campaigns. Fixed a couple of units in Korea Rolling Fire that were wrong type for team. Balkans PAKs adjusted. Names for battalions, brigades and naval units updated.

2005/2010 campaigns now have different reinforcement schedules to standard-timeframe campaigns.

Adjusted some balancing for 2005/2010 campaigns. Addressed rare instances of the player aircraft colliding with another aircraft when the player moves from 2D to 3D when joining the flight already in the air.

Cockpit:

Fixed wrong TACAN channels on cockpit maps. Glance forward in 3D cockpit will now cover the whole RWR. Adjust 2D cockpit light level for NVG mode. Outside labels are no longer showing in front of the 3D cockpit.

Graphics:

Floating buildings fixed. Give CBU-103/105 proper model/textures. Fixed self-illuminating light sources (like airbases) being darkened by cloud shadows. Outside labels are now translucent and fade with distance.

Multiplayer:

Support for Hyperlobby added. The bandwidth is now set in the RULES OF ENGAGEMENT screen for Hyperlobby users. Commanding AI planes to turn on/off radar won't be automatically performed for human wingmen anymore.

Fixed the black object textures for hosts re-entering the 3D world.

Fix floating aircraft on the ground when several clients are connected. A few more fixes to the debrief.txt: show the correct aircraft type and list flight members in correct pilot slot order. All players can now hear ATC's Resume Own Navigation radio calls during climb-out. Fix wrong ATC voices being assigned to airbases. Sound loops fixed.

User Interface:

Allow assigning victory conditions on naval units by right clicking on a unit on the TE map editor. Added the ability to password-protect Tactical Engagements and remove OOB and ATO buttons from them. ACMI data processing progress now displayed on mission exit screen. Fix for dropped airmobile units not being controllable. Sometimes music would play at full volume returning to the UI after a multiplayer game, even when music volume was set to zero. This should now be fixed. Improved listing of rocket kills for mission debrief.

Stability:

Several more CTD fixes.

Other:

New command line option "-print2file" will print briefing to Briefing.txt file instead of sending it to default printer.

TrackIR can be initialized within 3d simulation in case you forget to start it before starting Falcon. Just ALT-TAB to Desktop, load TrackIR software, get back to Falcon and press ALT-C + T.

Correctly load pilot/patch pictures in Targa (.TGA) format.

BACKGROUND INFORMATION:

Falcon 4.0: Allied Force, the successor of Falcon 4.0, is an 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.

The game's features include:

Enhanced graphics engine

Reworked multiplayer engine

Highly advanced artificial intelligence

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.

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

Graphsim Entertainment Inc is the publisher of Falcon 4.0: Allied Force

Atari Inc is the distributor of Falcon 4.0: Allied Force

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