Falcon 4.0
Version 1.08 Update (U.S. and UK)
Readme File
29 November 1999

Table of Contents
1)      How to Update to Version 1.08
2)      Version 1.08 Changes
3)      Previous Version Changes
4)      FAQ (Frequently Asked Questions)
5)      Installation
6)      Troubleshooting
7)      Enhancing Game Performance
8)      Hardware Compatibility
9)      Game Controllers
10)     Higher Resolutions
11)     Enhanced Graphics
12)     Gameplay
13)     Multiplayer
14)     Customer Support
15)     License Agreement

How to Update to Version 1.08
Note: This updater works with any previous U.S. or UK version of
Falcon 4.0. You do not need to update to any prior version first
before using the version 1.08 updater.

This updater can only be used with the U.S. or UK version of Falcon
4.0. Do not use this updater for any other language version!

If you have a beta version of Falcon 4.0 of any kind, you must
uninstall the game completely, then remove the leftover files (by
manually deleting the folder) and then install the game again from the
CD-ROM.

If you are using any third-party utilities or add-ons with Falcon 4.0,
we recommend that you uninstall the game completely, then remove the
leftover files (by manually deleting the folder) and then install the
game again from the CD-ROM.

1. Download the file F4108US.EXE to your hard drive. You will need
about 17MB free on your hard drive.
2. Double-click F4108US.EXE to start the update.
3. Click the "Next" button at the Welcome screen to start the update.
4. At the Object/Art Upgrade window, click the OK button.
5. When you see "Object and Art data successfully updated," click the
OK button.
6. After the updater is finished, you can either view the ReadMe file
and/or launch the game.
7. Click the Finish button to exit the updater.

If you still cannot update your copy to version 1.08, we recommend
that you uninstall Falcon 4.0 and then reinstall the game before
running the updater.

After you update to version 1.08, the File Version for FALCON4.EXE
should now read "1,0,8."

Version 1.08 Changes
Graphics
* The fonts used in the cockpit and HUD are more readable now,
especially at the higher resolutions of 800 x 600 and 1024 
* The frame rate in the simulation has been improved.
* Support for 3dfx cards (such as the Voodoo 2 and Voodoo 3) is now
improved.
* Falcon 4.0 now includes a 1024 x 768 2-D Cockpit. This cockpit is
"clickable" at this higher resolution. Your video card must have at
least 4MB of video RAM in order to run the 1024 x 768 cockpit. To use
this new feature, simply select "1024 x 768" for Resolution at the
Graphics setup screen. 
* The fonts used in the cockpit and HUD are more readable now,
especially at the higher resolutions of 800 x 600 and 1024 x 768.

Game Controllers
* Falcon 4.0 now defaults to seeing at least one hat switch on your
joystick. This will solve the problem with DirectX incorrectly
reporting zero hat switches (for example, on certain CH joysticks).

Simulation
* Both the number and fire rate of SA-7 SAMs have been reduced. 
* Runway repair is now slower and, therefore, more realistic. 
* Aircraft will no longer take off from a damaged or captured runway. 
* If Invulnerability is set to On in the Simulation setup screen, your
plane will no longer take damage from crashing into the ground. 
* HARM targeting has been improved and, therefore, HARMs are now more
effective. 
* The weight of fuel tanks is now correctly calculated. 

AI Logic
* AI pilots will now attack air-to-air threats during air-to-ground
missions.
* AI pilots no longer keep attacking helicopters.
* AI pilots are more effective with using Maverick missiles.
* AI pilots no longer inappropriately trigger the New Guy tone on your
RWR.
* If you radio "Attack my target" to your flight, you will now hear
the correct bullseye information.

AWACS
* AWACS will now acknowledge your radio call of "Check in" with
"Roger." 
* AWACS will now vector your wingmen correctly to ground targets.

Tactical Engagement and Campaign
* In the Debrief, erroneous messages about flights being diverted from
home base have been fixed.
* When you select a mission from the Mission Schedule, you should only
see "Not a package mission" now because of a shortage in either planes
or pilots.
* The icon for the EA-6B plane has been corrected.
* In Tactical Engagement, you can now retask aircraft after they have
landed.
* You can now reenter a training mission many times without a problem.
In earlier versions, the timing would become out of synch.

Multiplayer
* The stability of multiplayer connections has been improved.
* Version 1.08 now supports more than one multiplayer game running
simultaneously on the same LAN.
* Weapons, air brakes, afterburners and landing gear are now updated
visually for all players in a multiplayer game.
* Rules of Engagement are now updated for any out-of-compliance
settings for all players.
* Rules of Engagement no longer return to their default settings if
another window is opened.
* Two or more players can now edit weapon loadouts simultaneously in a
multiplayer mission. Changes to weapon loadouts are updated now for
all players in the game.
* Victory conditions are now updated in a multiplayer Tactical
Engagement for all players.
* The Points box now displays the correct score for all pilots in a
multiplayer Tactical Engagement. 

Previous Version Changes
Serious Problems That Have Been Fixed
* If you used the Software graphics option (instead of Glide or
Direct3D), the game used to crash if you exited the simulation while
in the 2-D Cockpit.
* The crash caused by repeatedly switching to Tactical Reference has
been fixed.
* If you padlocked onto an aircraft just as it exploded, the game used
to crash.
* If you selected the "Inbound" radio command after declaring an
emergency landing, the game used to crash.
* In Tactical Engagement, if you placed a ground supply unit in the
ocean, the game used to crash.
* In Tactical Engagement, if you clicked the Saved tab and then the
Edit button while online, the game used to crash.
* In Tactical Engagement, modifying the Theater Map with the
Paintbrush tool no longer causes a crash.
* If you dropped a lot of weapons, the game would sometimes crash.
* If you selected a mission, entered the countdown screen, returned to
the user interface, selected a different mission, entered the
simulation and then looked at the kneeboard, the game used to crash.
* If you entered the simulation, the game would sometimes crash during
the loading screen.
* The crash in version 1.04 on computers with Voodoo 2 cards and
Terrain Detail set to the highest setting has been fixed.
* If you cycled the GBUs, the game would sometimes crash (especially
if you switched to an outside view and then returned to the cockpit).
* If you clicked the Comms button and then selected "Sign Off" from
within Dogfight, Tactical Engagement or Campaign, the game would
crash. (If you returned to the main menu and then chose "Sign Off,"
the game worked fine.)
* Pressing the MARK button on the ICP no longer crashes the game.
* A period in the path name (such as "D:\Falcon4.0") caused the game
to crash after the intro movie.
* If you ejected in earlier versions, the game would sometimes crash.
* More memory leaks have been fixed.
* The game no longer loses memory each time you enter Campaign or
Tactical Engagement.
* Some memory leaks in Campaign have been fixed.
* The game is more stable now in the Campaign user interface.
* The mouse button used to sometimes stick and remain in the "down"
position (for zoom, time advance, etc.).
* Remapping keys used to cause radio command menus to not appear, etc.
* A space in the path name (such as "D:\Falcon 4") previously caused
the command line parameters (such as "-hires" and "-g#") to not work.
* You can no longer press keys that are not displayed in the Exit Sim
menu.

Game Controllers
* Support for force feedback controllers has been added. These force
feedback effects are compatible with any force feedback joystick that
supports DirectX 6 or later. Effects have been added for firing the
gun, dropping bombs, being hit by missiles and gun fire, taxiing,
aircraft shuddering and slow speeds.
* If Falcon 4.0 is not recognizing the digital hat switches on your
joystick, first try updating the joystick drivers. If this does not
help, you can force Falcon 4.0 to use a specified number of digital
hat switches by using the "-numhats #" command line parameter. This
will force Falcon 4.0 to ignore DirectInput. First, select "Run" from
the Start menu. Then type "C:\MicroProse\Falcon4\falcon4.exe -numhats
#" where # is the number 0, 1, 2, 3 or 4. Please note that this
parameter will not work with non-digital hat switches, such as the
ones on older ThrustMaster sticks.
* If you use the keyboard for rudder control, you can now press the
">" key for right rudder.
* Support for multiple digital hats has been implemented (such as the
Logitech WingMan Interceptor joystick). You can now map game commands
to digital hats (such as the Microsoft SideWinder Precision Pro
joystick).
* If you have a throttle hooked up to your computer, you can press the
"+" (Plus) key and "-" (Minus) key for finer throttle control.
* You can set your throttle's afterburner position to something other
than the default. First, set your throttle to wherever you would like
the afterburner detent to be. Then click the "Set AB" button at the
Controllers setup screen. The AB position is marked with a green line
on the Throttle readout.
         
* Some joysticks report to Windows that they have rudders even though
none are connected. If you wish to disable any rudder input
(regardless of whether you actually have rudder pedals or not), you
can use the command line parameter of "-norudder." First, select "Run"
from the Start menu. Then, type "C:\MicroProse\Falcon4\falcon4.exe
-norudder" in the Run dialog box.
* The game now supports the Union Reality gear headset. This headset
lets you change your view by moving your head. To use this headset,
run Falcon 4.0 with the "-urview XXX" parameter where "XXX" is the
viewing angle between 50 and 160 degrees. The default value is 160.

Simulation
* Your throttle (if you have one) is checked when you enter the
simulation. Therefore, instead of starting on the runway with your
throttle already set to its current stick position, the simulation now
requires you to move the throttle first.
* Inverted ejections now work correctly. In earlier versions, pilots
would die if they ejected inverted even with sufficient altitude. 
* You now get more advance warning for inbound missiles.
* The terrain masking model has been improved.
* The amount of fuel onboard no longer increases at high speeds at low
altitude nor at idle at high altitude.
* When you exit a mission after landing, aircraft will no longer crash
into objects while taxiing.
* SAM units now fire the appropriate missiles at reasonable rates.
* Runways are now appropriately damaged.
* Metal bridges no longer burn when destroyed.
* The Kadena and Wonson airports now operate correctly.
* The tanker's director lights and calls for positioning are fixed.
* Wingmen no longer add steerpoints to your HSD when they are low on
fuel.
* Helicopter flights no longer become "neutral" when the flight leader
is killed. That is, the label color will remain red and not change to
green.
* Ground units now retreat to more logical locations after losing a
battle. They will regroup and then retreat.

Plane Modeling
* When the landing gear is down, the maximum extension for the speed
brakes has been changed to 43 degrees. (When the landing gear is up,
the maximum extension is still 60 degrees.)
* Your F-16 will no longer pitch its nose up while landing if you
engaged the autopilot prior to landing.
* Rudder authority has been reduced to be more realistic. You will no
longer be able to perform loops easily in the F-16 using only rudders.
* You can no longer cruise above Mach 1 in Mil power at high altitude.
* The FLCS (Flight Control System) can no longer pull Gs significantly
above 9Gs. The F-16 now behaves more realistically when pulling Gs
near corner speed.
* The engines for the MiG-29, Su-27 and F-15 have been adjusted so
that these planes can no longer climb into orbit.
* AI-controlled aircraft no longer "hover" in the air when they run
out of fuel.
* Effects for partially damaged landing gear are now modeled.
* Aircraft can no longer taxi on water.
* The F-16's landing gear was strengthened to be more realistic.
* Brakes no longer work if the landing gear collapses.
* Collisions with airport signs (both taxiway and runway) now cause
damage to the aircraft.

Cockpit
* You can now save and load cockpit setups, including HUD settings,
MFD settings, master mode and the default view. To save the current
cockpit setup, press Alt-C, release and then press the "S" key. To
load the saved cockpit setup, press Alt-C, release and then press the
"L" key.
* The Master Arm Switch is now functional. The three modes are Safe,
Armed and Sim. Weapons will not fire in either Safe or Sim mode. To
switch to Armed mode, press Alt-Enter. To switch to Safe mode, press
Alt-\ (Backslash). To switch to Sim mode, press Shift-Alt-\
(Backslash). To toggle through the modes, press Alt-M.
* The VVI (Vertical Velocity Indicator) has been corrected.
* Cockpit damage (such as to the DED) now matches in all cockpit views
(both 2-D and 3-D).
* The gauges for the Altimeter, Nozzle Position Indicator, RPM
Indicator and the FTIT now match in all cockpits (both 2-D and 3-D).
* The DED (Data Entry Display) is now colored amber for greater
realism.

HUD
* In Easy Avionics mode, the HUD now displays the "SHOOT" cue for
AGM-65 Mavericks.
* The recon camera now displays the steerpoint diamond in the HUD
correctly.
* The flight path marker is now displayed in correct relation to the
AOA bracket on the HUD when the landing gear is down.

Avionics
* Switching to Ground Map radar no longer crashes the program.
* You can now set your air-to-ground radar (GM, GMT or SEA) to standby
(Ctrl-R) without the game crashing.
* You can change the range in Ground Map radar by moving the radar
cursors to the top or bottom of the display. To decrease the radar
range, move the cursor inside the closest range circle and then
release the arrow key.
* Radar cursors now work properly after firing Mavericks. In earlier
versions, the radar cursors would be locked in position.
* The lock box on the Laser Targeting display no longer "breathes"
after you break a lock and launch your weapon until it is moved onto
the next valid target.
* The blinking blips in ground radar (GM, GMT and SEA) have been
fixed.
* Bullseye data has been added to ground radar in Realistic Avionics
mode.
* You can now change the SOI (Sensor of Interest) after using DTOS
(Dive-Toss) mode.
* The Intercept Steering Cue in air-to-air radar now works correctly.
* You can now slew the TD box in Dive-Toss mode.
* The bullseye readout is now correct.
* You no longer have to double-click the Cursor Zero function in
air-to-ground radar.
* The SMS no longer freezes if you try to ripple more bombs than you
have on your F-16.

TWS and RWR
* SAM radar now triggers the TWS when the SAM unit locks up and
launches its missile.
* If a new symbol is displayed on the RWR (Radar Warning Receiver),
you will hear a new tone from the TWS (Threat Warning System).
* If a radar-guided missile is launched, you will hear a specific tone
from the TWS. Remember: you will not hear a tone for heat-seeking
missiles.
* The Radar Lock tone now works. You will now hear a specific tone
when someone has a radar lock on your plane.
* The RWR returns to the default view 5 seconds after the Target
Separate button is pressed. In addition, the button deactivates.

Weapons
* If you are in Steerpoint autopilot, you will not be able to lock on
a target with Mavericks. Please disengage the autopilot before
engaging the target with Mavericks.
* You can damage runways (in addition to taxiways) with bombs.
* The designation and selection of targets with Mavericks, LGBs and
ground radar has been fixed. If the cursors are over several closely
spaced targets, the target closest to the center of the cursors will
be selected.
* The laser pod gimbal limits have been fixed. In earlier versions,
you could look beyond its realistic capabilities.
* AGM-88A HARMs now guide more accurately and thus are more effective.
* When you fire the last HARM, you can now change to other weapons,
the cursors work and the game no longer occasionally crashes.
* You no longer have to cycle through weapons to designate and launch
a second HARM.
* The frag pattern of penetration and cluster bombs has been
corrected. This will reduce the likelihood of your plane taking damage
when you drop penetration or cluster bombs.
* Rippled bomb drops are now scored correctly. You should no longer
get debriefs that show one bomb hitting and the rest missing.
* BSU-49 and BSU-50 bombs now deploy parachutes.
* You can no longer set a ripple count for LGBs.
* You can now selectively jettison centerline stores (although not the
ECM pod or the recon camera) by using the middle OSB. In earlier
versions, you needed to press the OSB to the right.
* You will no longer hear a Sidewinder growl when no AIM-9 missiles
are left.

ATC (Air Traffic Control)
* ATC now schedules flights to take off and land with appropriate
spacing.
* You will now hear the clearance call for your plane from ATC (such
as "Falcon 11, you are cleared to take off").
* ATC no longer orders planes that are out of fuel to clear the
runway.
* If you are entering the sim to join a flight, the AI flight lead
will wait at the hold short line (the double yellow line at the end of
the taxiway) until you enter the plane.
* Wrong-way and off-runway takeoffs should no longer occur.
* ATC is less likely to scold you for not getting clearance to land
even after ATC accepted your previous landing request.
* Taxiing flights will not pass stalled flights until at least two
minutes have elapsed.
* Flights now wait for their flight lead before taking off.
* AI pilots will no longer taxi around their own wingmen.
* ATC will no longer scold you if you bounce your F-16 while landing.
* ATC issues proper landing and takeoff clearances.
* ATC now handles emergency landing requests more effectively.
* ATC now gives the correct vectors for landing.
* ATC no longer repeats the same call.
* ATC now directs you correctly right vs. left.

Radio
* Radio messages to the player are given the highest priority and will
interrupt other messages.
* The frequency of radio messages repeating has been reduced.
* Radio channels now work correctly. For example, you will hear calls
from AI aircraft to the tower if your radio is correctly set.
* Callsigns more accurately reflect the actual pilot now.
* Radio calls now use the correct order, addressing the recipient
first and then identifying the caller.

AI Logic
* If wingman #2 or wingman #3 gets shot down, the next wingman in line
will move into the vacant slot. For example, if you are wingman #3 and
wingman #2 is killed, you will be placed into the wingman #2 slot and
become the flight lead's wingman. The labels for the aircraft,
however, will remain the same.
* AI pilots are now better at attacking designated targets, both
air-to-air and air-to-ground.
* AI pilots will now engage and fire BVR (Beyond Visual Range).
* AI pilots behave more intelligently during dogfights, especially
close-in dogfights.
* AI pilots will not rapidly fire air-to-air missiles in a dogfight.
* AI pilots do not "wiggle" their planes as much during dogfights.
* AI pilots now leave the fight when they run out of fuel.
* AI pilots now leave the fight when their planes are seriously
damaged.
* You can now designate a target for your wingmen with any sensor,
including HTS (HARM Targeting System). To tell AI-controlled aircraft
to attack HARM targets, use your HTS to designate those targets.
* AI pilots now know how to use guided weapons (such as Mavericks,
HARMs and LGBs) correctly.
* AI pilots now use air-to-ground weapons (including the recon camera)
more effectively.
* AI pilots can now complete air-to-ground interdiction missions (such
as Interdiction, BAI and SAD).
* AI pilots will no longer fire all their weapons at the same ground
target.
* Wingman #4 should now obey orders to attack ground targets.
* On air-to-ground missions, AI pilots will now request permission to
engage once they reach the IP (Initial Point). You no longer have to
designate individual ground targets for the AI pilots; as long as they
request permission first, they will attack once you give them the
"Weapons free" command. Since CAS missions in Tactical Engagements do
not create an IP automatically, however, you will need to manually
order your wingmen to attack.
* AI pilots on a SEAD mission in Campaign will no longer loiter in the
target area beyond the appropriate time.
* You must now command your wingman to return to base. Although they
will request to RTB, they will not leave until you order them to do
so.
* AI pilots will return to base when ordered. In earlier versions,
they sometimes acknowledged the request but did not actually fly home.
* AI pilots should no longer taxi down runways in the wrong direction.
* AI pilots now wait longer on the taxiway for you to take off.
* AI pilots no longer return to base right after taking off.
* AI pilots now land more reliably.
* AI pilots now land their aircraft correctly with regard to approach
speed and angle of attack.
* Ground traffic at airbases should no longer get cluttered (that is,
fewer traffic jams on the taxiways).
* AI-controlled aircraft will no longer take off from destroyed
runways.
* AI pilots no longer collide when changing formations.
* AI pilots now respond appropriately when you tell them to attack.
* AI pilots will now break off and look behind your plane when you
radio "Clear six."
* AI pilots now give their correct fuel states when you radio them.
* AI wingmen now follow formation orders better.
* Wingman #4 will rejoin on his element lead instead of the flight
lead when given the Rejoin command.
* AI pilots no longer call "Engaged defensive" while taxiing or on the
ground.
* AI wingmen no longer collide with you.
* AI pilots are now better at avoiding the ground.
* AI pilots use afterburner more appropriately (for example, they do
not use afterburner as much during non-combat flight).
* AI pilots no longer drive on the ground to Steerpoint 1 (they now
fly to Steerpoint 2).
* Aircraft no longer end up inside another (either on the ground or in
the air).

AWACS 
* If you radio "Request picture" to AWACS, AWACS will report the
nearest planes.
* Threat calls from AWACS should now be more appropriate to the player
regarding distance.
* AWACS should no longer vector you to a recently destroyed flight.
* AWACS now responds appropriately to the "Declare" radio command by
calling out the target under your radar cursors.
* AWACS now correctly vectors players to threats and tankers. 

Autopilot 
* The Combat autopilot can no longer control the plane while blacking
out or redding out.
* After you use the Combat autopilot, the SMS now shows the correct
number of weapons. In earlier versions, the SMS would show zero after
Combat autopilot use.
* The Combat autopilot's tendency to repeat the same radio call over
and over while failing to attack a target (such as "Gypsy, gypsy,
gyp-, gypsy 5") has been fixed.
* The Combat autopilot will no longer try to return to base when you
press the Link button on the ICP.
* Toggling the autopilot off and on repeatedly while taxiing no longer
causes the aircraft to teleport to a new location.
* The Combat autopilot now takes photos on BDA and recon missions.
* The Combat autopilot should no longer taxi down runways in the wrong
direction.
        
Views
* You can now "mouse look" around the cockpit. Hold down the right
mouse button, and the cockpit view will automatically change as you
move the mouse. The "mouse look" works in both the 2-D and 3-D Cockpit
views.
* If you zoom in using the Look Closer command in Action view, the
cockpit is no longer in zoomed-in mode when you return to the internal
view.
* The Glance Forward function has been sped up to be more realistic
and useful.
* Padlock sorting is now working correctly. You can now padlock onto
missiles.
* If you padlock something behind you and then glance forward, the
Target Designator box no longer appears in the forward view.

Campaign and Tactical Engagement
* The Mission Schedule now displays the correct takeoff time when a
flight is edited.
* You will now see a message when a flight has been cancelled due to
lack of pilots before you enter the loading screen. In earlier
versions, the game would continue to the loading screen where you had
to wait 5 minutes for a timeout.
* The mission debriefings should better reflect actual mission events.
* If you remove ECM pods during mission planning, they are no longer
loaded on your aircraft.
* The settings in the Priorities dialog box now work correctly if you
set Target Type, Mission Type or PAKs to zero. For example, if Target
Type of "Radar" is set to zero, your squadron will not be assigned any
anti-radar missions.
* The PAK settings in the Priorities dialog box are now saved.
* Package flights taking off from the same airbase will now take off
as a group. ATC will group all the flights in a single package.
* Colonels (such as Klemmick and Bonanni) now die.
* Previously, Pilots Klemmick and Bonanni were duplicated (planes are
now held with the label "Unassigned" until a pilot becomes available
or until takeoff).
* The Debriefings now correctly list the player in the appropriate
flight (for example, escort vs. strike).
* Pilots are no longer court-martialed for crashing a battle-damaged
aircraft.
* The Campaign debriefing would previously report you as MIA (Missing
in Action) even after you successfully completed a mission and landed.
* In Campaign, the Squadron History window now has the correct
information for missions and ratings.
* In Campaign, the scroll bar for the Campaign Saved list now works.

Tactical Engagement Only
* When you create a mission, SAM units will snap to designated SAM
sites or radar installations if placed within 20 miles of an
appropriate site. In earlier versions, the SAM unit had to drive to
the appropriate site after the mission started.
* Ground units can no longer be added while a Tactical Engagement
mission is in progress.
* Ground units can no longer be moved when in play mode (vs. edit
mode).
* Steerpoints for ground units can now be moved when in play mode.
* Ground units now move to their objectives.
* You can now assign a destination to ground units in earlier versions
of the game.
* You can now right-click on a package icon or open the ATO window to
edit flights in the package.
* The clock now works correctly (it will now go past Day 1).
* The game will no longer exit a Tactical Engagement landing mission
if you request takeoff clearance when you touch the ground.
* In Tactical Engagement, the kneeboard map now displays correct
information, including steerpoints.
* The F-22, EA-6B, B1B and Tu-95 aircraft are now available in
Tactical Engagement. To learn more about these new planes, check out
their Tactical Reference entries.
* There is new Help text for the Victory Condition window.
* The flameout and refueling training missions now start with the
correct amount of fuel onboard.

ACMI 
* ACMI recordings now include aircraft flown by other human pilots
(not just AI-controlled planes).
* The ACMI menu options no longer gets out of synch after you load
another file.
* You can delete files from within the game by right-clicking on the
filename in the Load dialog box and choosing "Delete." This means that
you can now delete ACMI files from within Falcon 4.0.

Logbook
* The Logbook now reports the correct number of flight hours,
including in multiplayer games.
* In Logbook, Ace Factor now works correctly (it can be a value other
than "1.0").

Setup
* In Setup, the sliders in the Graphics setup screen now correctly
reflect the settings.
* In Setup, you can now choose from different joysticks in the
Controllers screen. (This allows you to use a joystick other than the
one set for ID 1.)
* In Setup, the Set AB setting is now saved from one game session to
the next. The Set AB line, however, will revert to its default to show
you the original afterburner setting.

Multiplayer
* Bandwidth management has been improved, leading to better stability,
more reliable connections and less warping.
* If the host of a multiplayer game exits Falcon 4.0, ownership of the
game is transferred to another player. In earlier versions, the
program would crash.
* If the host's computer does not receive any data from a client for
one minute, the host's computer will automatically timeout that
client.
* Ghost aircraft (either for humans or AIs) are no longer created.
* Restrictions on the number of players allowed in a multiplayer game
are now implemented.
* Missiles, chaff and flares now display properly in multiplayer
games.
* Tracer bullets from other player's planes are now correctly depicted
re velocity.
* If you are in the user interface (not in the sim), the Comms button
will blink when there's a new chat message.
* You will no longer enter the plane with the autopilot already
engaged.
* The Chat window now automatically scrolls.

Multiplayer Dogfight
* If you "respawn" in a Furball or Team Furball game, the autopilot
will no longer be automatically set to on.
* The Delete button in Dogfight no longer stays highlighted after you
delete a pilot.
* In Dogfight, changing your starting location on the map works
correctly.
* In Dogfight, the USA plane labels no longer change color.
* The instruments on the Situational Awareness bar no longer disappear
in Dogfight once you respawn.
* You can press Alt-R in Dogfight games to toggle the score display.
* In Dogfight, you now correctly lose a single point if you eject or
crash into the ground without being damaged.
* In Dogfight, all players should now see each other.
* Over a LAN, reentry issues within the Dogfight setup are fixed.
* In the Dogfight debriefing, ejecting without being damaged is now
listed correctly in the Events list (rather than "Killed by debris").
* Scoring in multiplayer Dogfight games (including over a LAN) should
now be correct.
* The airspeed readout on radar in multiplayer Dogfight games is now
correct.
* Aircraft are now eliminated from a multiplayer Dogfight game when
that machine crashes.
* The Event List in Dogfight no longer overwrites the text box.
* You can now exit a Match Play game without crashing the game.
* Players can no longer enter a Match Play game while it is in
progress.
* If you die in a Match Play game, your view will switch to the Action
view. You can then change to the Orbit View to watch the Match Play
game.
* Match Play games now require at least two teams before you can start
a session.
* A Match Play game score is determined 30 seconds after only one team
is alive to allow for a draw condition.
* In a Match Play game, the Sierra Hotel screen always comes up now
when the match ends.
* In a Match Play game over a LAN, both players and AI aircraft now
respawn correctly.
* You can no longer give wingman commands in multiplayer Match Play
when you are dead.

Multiplayer Tactical Engagement and Campaign 
* All players will start a multiplayer mission by taxiing. The
"Takeoff" and "Taxi" buttons have been removed for multiplayer.
* All machines (not just the host's) now see the correctly updated
flights.
* Selecting an aircraft to fly is much faster now.
* You can now see and lock individual targets with ground radar. In
earlier versions, you had to be within visual range before the ground
targets deaggregated into individual units.
* Any player can join any F-16 flight on his team no matter which
player created it.
* The mission clock is better synchronized so that guests do not get
ahead of the host's computer.
* When you enter your plane in a multiplayer game, the aircraft will
be stationary. In earlier versions, you would sometimes enter a moving
aircraft and it could crash into something before you gained control
of the plane.
* When a player exits Falcon 4.0, his aircraft (if flyable) can now be
flown by another human pilot.
* The time compression rate is now selected correctly when players
have different settings. The rate defaults to the slowest time
compression chosen.
* ATC is improved in multiplayer missions and should now vector you
correctly.
* ATC should no longer scold you for landing when you enter the
simulation on the runway.
* Any player in a multiplayer Tactical Engagement can create flights.
In earlier versions, only the host could create a flight.

Rules of Engagement
* The password function in Rules of Engagement has been implemented.
* The settings for Rules of Engagement now default to the host's last
settings.
* The Rules of Engagement for multiplayer Tactical Engagement now
work.
* The settings for Rules of Engagement should no longer get corrupted
between multiplayer games.
* In Dogfight and Campaign, you will now always see the ROE (Rules of
Engagement) screen if your settings do not match the host's
requirements.

Chat in Multiplayer
* Chat messages in the sim now stay onscreen longer so you can read
them. In addition, you will hear a beep when a new chat message
appears.
* The chat window in the user interface now word wraps.
* Chatting within the simulation (Shift-T) now works correctly.
Remember that if you want to talk to everyone (friendlies and
enemies), you need to set your radio to the Broadcast channel (channel
6).
 
Graphics
* At 1x magnification, aircraft now look correct when taxiing or on
the ground. In addition, the height of their corresponding shadows has
been corrected.
* In earlier versions, when you first entered the simulation, the 3-D
models of aircraft were sometimes missing parts such as cockpits. This
graphics glitch has been fixed.
* The frame rate while in the 2-D Cockpit has been improved.
* The special effects for sparks have been improved.
* Napalm explosions are improved.
* Explosions now look better on the water.
* Colors on the life raft and/or parachute no longer flash.
* The damage from bomb explosions (particularly napalm) are more
realistic.
* In Software graphics mode, the white line between the horizon and
ground is now fixed.
* In Software graphics mode, the missile trails are no longer white at
night.

Sound
* The music files for awards and court-martials are now played.
* Engine sounds are now correct for each type of aircraft, including
prop planes.
* The tire chirping sound no longer plays when the landing gear has
been broken off.

Miscellaneous 
* To display the frame rate counter, press Ctrl-Z, release the keys
and then press "R."
* The game now checks for all the needed files when it launches and
will prompt you to insert the game CD-ROM if it is needed.
* Text in editable boxes (such as the Phone Book) is now saved when
you hit the OK button. In earlier versions, you had to first press the
Enter key.

FAQ (Frequently Asked Questions)
If you are having any problems with Falcon 4.0, please read this
entire Readme file for more help. In addition, we recommend that you
look at the Falcon 4.0 FAQ, available for downloading from our Web
site as F4FAQ.DOC. The Falcon 4.0 FAQ contains helpful information on
troubleshooting, graphics, gameplay, the simulation, etc.

Installation
Compact
The Compact installation option will install not only the game files,
but also the object files onto your hard drive. Therefore, the Compact
install will require approximately 150MB of hard drive space (not
140MB).

Custom
If you choose the Custom install option, be sure to mark the check box
for "Program Files" or else you will not install the necessary game
files and Falcon 4.0 will not run.

DirectX
After the installer copies all the game files to your hard drive, it
will check your computer system to make sure that your version of
DirectX is up to date. If you have DirectX version 5 or later, the
installer will say "DirectX drivers on your system are current." If
you have DirectX version 5, you can play Falcon 4.0 but you can also
choose to upgrade to version 6 by clicking the box next to "DirectX
6." If you have a version of DirectX older than 5, you must upgrade
since Falcon 4.0 requires at least DirectX version 5 in order to run.
If you already have a compatible version of DirectX on your computer,
you will not be prompted to update DirectX. If you ever need to
reinstall DirectX 6, open the DirectX folder on the Falcon 4.0 CD-ROM
and run SETUP.EXE.

Error Message
If you see the error message "-115" when you try to install Falcon
4.0, it may be caused by a program called NetZip. If NetZip is on your
computer, it may prevent the Falcon 4.0 installer from copying a Zip
file from the game CD-ROM to your hard drive. You need to remove
NetZip to install the game.

Troubleshooting
Swap File
Because Falcon 4.0 is an extremely complex and realistic simulation,
we recommend a swap file space on your hard drive of at least 200MB.
Otherwise, the game may simply quit back to the Windows desktop when
you try to run it. Even if you have the required amount of RAM (32MB)
or more, you still need a large swap file. We recommend making sure
that you have at least 200MB free on your hard drive and that you let
Windows manage the swap file. Follow the instructions below:
1. Right-click on the icon for My Computer.
2. Select "Properties" from the pop-up menu.
3. Select the Performance tab.
4. Click the Virtual Memory button.
5. Select "Let Windows manage my virtual memory settings."
6. Click OK.

Using MPRTest
If Falcon 4.0 crashes with a black screen, please use the supplied
utility MPRTest to check your video cards. Running MPRTEST.EXE
displays a list of all available video cards drivers, devices and
resolutions. Run "MPRtest.exe -help" for more information on how to
use this utility to test your graphics capabilities. To run MPRTest,
select "Run" from the Start menu and type
"C:\MicroProse\Falcon4\MPRtest.exe" in the dialog box.

Task Switching
Do not press Alt-Tab to task switch while in the simulation. You can,
however, press Alt-Tab while you are in the user interface.

Error Messages
If you see an error message about MSVCRT.DLL when you run Falcon 4.0,
you need to copy this file to your Falcon 4.0 directory. Copy the file
MSVCRT.DLL from the \Programs directory on your Falcon 4.0 CD-ROM to
the Falcon 4.0 directory on your hard drive (usually
C:\MicroProse\Falcon4).

If you see an error message "Invalid page fault," you may have the
Glide driver for a Voodoo card without having a Voodoo card installed
in your computer. For example, if you had a Voodoo card but then
switched to a non-Voodoo card (such as a Riva TNT), Falcon 4.0 will
not run if it detects a Glide driver on your computer. If Falcon 4.0
finds the GLIDE2X.DLL on your computer, it assumes that you have a
Voodoo card. If you don't, then the game will not run and display the
"Invalid page fault" error message. To solve this problem, rename the
GR3DFX.MPR file from your Falcon 4.0 directory to OLDGR3DFX.MPR. If
you add a Voodoo card to your computer, we recommend reinstalling
Falcon 4.0 again.

Enhancing Game Performance
If you selected "Software" for Video Driver in the Graphics setup
screen because you do not have a 3-D graphics accelerator, we strongly
suggest for better game performance that you set the following options
in the Graphics setup screen:
1) Turn Texture Smoothing off   
2) Turn Transparency off
3) Set Canopy Cues to Lift Line

If your computer system has less than 64MB RAM, we suggest setting
both Object Density and Player Bubble to "1" in the Graphics setup
screen.

If your computer system only meets the minimum specifications and you
have chosen the Compact install (150MB), the game will take several
minutes to load each mission. If you have enough hard drive space, we
recommend installing the Typical version to reduce load times.

Freeing up Maximum Memory
To free up the maximum amount of memory in Windows, press Ctrl-Alt-Del
at the Windows desktop. Close all programs listed in the Close Program
dialog box except Explorer and Systray.

Hardware Compatibility
Mice With Scroll Wheels
If you have turned on the scroll wheel of your mouse, you may not be
able to click on buttons, switches, etc. in the Falcon 4.0 cockpit. We
recommend that you either turn off this feature from the control panel
before running the game or use the standard Windows mouse driver.

PowerVR
If your computer system has a video card based on the PowerVR chipset,
you must run Falcon 4.0 in Software mode, not Direct3D. Unfortunately,
the PowerVR card does not have a frame buffer, which the program
requires for Direct3D mode.

Color Corruption
If you are running Falcon 4.0 in Software graphics mode (not Direct3D
or Glide), you may see incorrect colors, especially if you have an
older 2-D video card. To correct this problem, use the ColorMode
utility we have provided in the root Falcon 4.0 directory on your hard
drive. To use this utility, select "Run" from the Start menu. Type
"C:\MicroProse\Falcon4\ColorMode 555" in the Run dialog box. If that
doesn't work to correct the problem, try typing
"C:\MicroProse\Falcon4\ColorMode 565" in the Run dialog box. If you
later change your video card, you can make the game automatically
detect your graphics capability by running "ColorMode Auto."

3dfx Voodoo 2
If you see an error message that says "Mutual exclusion prevents
this," you need to update your Glide reference driver for the Voodoo 2
card to at least version 2.53 or later.

If you have installed version 2.54 or later of the Voodoo 2 reference
drivers, your installed copy of DirectX must be version 6. Otherwise,
the simulation graphics will not function correctly in Direct3D mode.

Video Cards
The following video cards require at least these driver versions:

3dfx Voodoo 2   glide2x.dll 2.53 or higher      www.3dfx.com
3dfx Banshee    glide2x.dll 2.53 or higher      www.3dfx.com
3dfx Voodoo     glide2x.dll 2.46 or higher      www.3dfx.com
ATI Rage        5.30b50y        www.atitech.ca
Matrox G200     mgapdx64.drv 4.10.01.4110       www.matrox.com
Nvidia Riva TNT nv4disp.drv 4.10.01.0044        www.nvidia.com
Nvidia Riva 128 nv3dd32.dll 4.10.01.0277        www.nvidia.com
        nv3disp.drv 4.10.01.0277        www.nvidia.com
Permedia 2      DirectX driver 4.10.01.2105-0359 WHQL   www.3dlabs.com

Video Card Utilities
We have included two utilities in the default Falcon 4.0 directory.
F4INFO.EXE will give you information about Falcon 4.0, your video
cards and DirectX. Run MPRTEST.EXE to display a list of all available
video cards drivers, devices and resolutions. Run "MPRtest.exe -help"
for more information on how to use this utility to test your graphics
capabilities. To run either utility, select "Run" from the Start menu
and type either "C:\MicroProse\Falcon4\F4info.exe" or
"C:\MicroProse\Falcon4\MPRtest.exe" in the dialog box. We recommend
running both of these utilities and printing out the information
displayed onscreen before calling Customer Support with a problem.

Direct3D
The auto-detection for Direct3D graphics cards may not always work. In
this case, your video card will appear available in the Graphics setup
screen if you choose "Software" for the Video Driver but not if you
choose "Direct3D." To force all Direct3D video cards to appear, you
will have to edit your registry. Do not edit your registry unless you
are an experienced computer user. You need to change "False" to "True"
for
HKEY_LOCAL_MACHINE\SOFTWARE\MicroProse\Falcon\4.0\MPR\MPRRAIID3DDevices.

Game Controllers
Remember that if you have a throttle on your joystick, you cannot
press "+" and "-" on the keyboard to change your throttle. You must
use the throttle on the joystick.

If you have rudder pedals, you cannot use "<" and ">" on the keyboard
as rudder controls. You must use your rudder pedals.

CH Joysticks
To use the supplied CH CombatStick setup, be sure to download the
Speedkeys utility from CH's Web site (www.chproducts.com). You need to
use Speedkeys to create a directory where the supplied data file
should go. All other CH joysticks should be set up using the Speedkeys
utility.

Keyboard Flight Controls
If you do not have a joystick, you can fly your F-16 using the cursor
keys on the keyboard. First, at the Controllers setup screen, click
the Load button under Key Mapping. Next, select "Laptop" and click the
Load button. This will remap the cursor keys to flight controls. Other
keys are remapped as listed below. Remember that you cannot fly with
the keyboard if you have a joystick attached. 

Nose Down       á       ICP A-G Button  Ctrl-` (tilde key)
Nose Up â       ICP MARK Button Ctrl-1
Bank Left       ß       ICP ENTER Button        Ctrl-3
Bank Right      à       ICP STPT Button Ctrl-4
Move Radar Cursors Up   Ctrl-á  ICP CRUS Button Ctrl-5
Move Radar Cursors Down Ctrl-â  ICP DLNK Button Ctrl-6
Move Radar Cursors Left Ctrl-ß  ICP ILS Button  Ctrl-7
Move Radar Cursors Right        Ctrl-à  ICP ALOW Button Ctrl-8
Move View Up    Alt-á   ICP F-ACK Button        Ctrl-9
Move View Down  Alt-â   ICP A-A Button  Ctrl-0
Move View Left  Alt-ß   ICP Previous Button     Ctrl--
Move View Right Alt-à   ICP Next Button Ctrl-=
Zoom In Alt-F7  ICP COM1 Button Ctrl-F11
Zoom Out        Alt-F8  ICP COM2 Button Ctrl-F12
Designate Target        Ctrl-Z  Lock Previous Target    Ctrl-F1
Radar Return to Search  Ctrl-X  Lock Target on Nose     Ctrl-F2
Glance Backward Alt-[   Lock Next Target        Ctrl-F3
Glance Forward  Alt-]

Text Entry
Falcon 4.0 does not support using the numeric keypad or the CapsLock
key for entering text in the user interface.

Higher Resolutions
If you want to access resolutions higher than 1024 x 768 in the
simulation, use the command line parameter of "-hires." First, select
"Run" from the Start menu. Then, type
"C:\MicroProse\Falcon4\falcon4.exe -hires" in the Run dialog box. If
your computer system supports any higher graphics resolutions, the
Resolution option at the Graphics setup screen will show the available
choices: 1152 x 864, 1280 x 960 or 1600 x 1200. Please remember that
which resolutions are available depends on your video card and its
memory.

Unfortunately, the 2-D Cockpit view does not support the graphics
resolution of 1152 x 864. You will only see a HUD onscreen. To see the
MFDs, switch to the HUD Only or Virtual Cockpit views. This means that
at 1152 x 864, you will not be able to click on buttons, switches,
etc. in the cockpit. (You will get a clickable cockpit if you choose
640 x 480, 800 x 600, 1024 x 768, 1280 x 960 or 1600 x 1200.)

Enhanced Graphics
If you have a high-end computer system, you can enhance your graphics.
Use the command line parameter of "Falcon4.exe -g#" where "#" is
either 2, 3 or 4. This parameter increases the maximum settings for
Terrain Detail, Object Detail and Player Bubble in the Graphics setup
screen. For example, if you run the game with "-g2," this will change
the range of settings for these graphics options to 1 through 10 (vs.
1 through 5). Obviously, selecting a setting higher than 5 will take a
large amount of RAM and decrease frame rate, but the game will run
with more detailed graphics.

Gameplay
Mission Completion Criteria 
Be sure to pay attention to what AWACS tells your flight. For example,
AWACS may tell you to intercept enemy fighters while you are on CAP.
You will need to successfully complete the intercept in order to
successfully complete the entire mission.

To get complete success for a mission, you must not end the mission
until you have completed your task and landed at your airbase.
Otherwise, you will only get credit for a partial success even if you
completed your task and end the mission in friendly airspace.

BAI (Battlefield Air Interdiction)
The purpose of BAI is to interdict enemy troops before they can reach
the front line. To achieve success, you must destroy a reasonable
number of enemy vehicles given the ordnance capacity of your aircraft.


Training Missions
If you are getting shot down in a training mission, we suggest turning
Invulnerability on in the Simulation setup screen. This should help
you get through the entire training mission.

Logbook
The maximum size for the pilot picture is 96 x 96 pixels (not 144 x
110 as stated in the manual).

Landing
Once you request clearance to land, if you radio a command to your
wingmen, they will not land. You must then tell them to "return to
base" to get them to land.

When you are landing, the tower will only give you a heading if you
are more than 5 degrees off the correct heading.

Views
If you would like to view the action in the simulation, set your
autopilot to Combat mode, turn Invulnerability on and select Unlimited
Fuel from the Simulation setup screen. Then, start the mission and
select the Action Camera view by pressing Shift-tilde (Shift-~). The
Action Camera will automatically switch viewpoints from one vehicle to
the next, so you can get a feel for what is happening in the world
without having to fly over it.

ACMI
If you record an ACMI tape during flight, it may take several minutes
after you exit the simulation before you return to the user interface
as the program processes the ACMI tape. You will see the Stand By
screen during this time.

Remember that the ACMI file size that you set in the Simulation setup
screen only determines the file size for each tape. Once each tape is
full, the ACMI recorder will start a new tape (meaning a new file).
Make sure that you have enough hard drive space to handle all the ACMI
tapes you create during flight.

AWACS
If you radio "Declare" to AWACS, AWACS will try to determine whether
the target you have is hostile or friendly. The position of the radar
cursors is used to determine what target you want AWACS to declare. If
you do not have a target under your radar cursors, then AWACS will
declare the target you have locked up.

Tactical Engagement
The Edit button was removed from the Add Package window.

To refresh the threat circles on the Mission Planning map, right-click
on the map and then select "Threat Circles" from the Map Options menu.
All other map data, such as units, are automatically updated every 15
seconds or so.

Wingmen
If your computer-controlled wingmen are getting too close to you,
order them back into formation by radioing "Rejoin."

Multiplayer
We have had greater success when the person who hosts the game is not
the person who sets up the game. That is, if Players B and C connect
to Player A, we recommend that Player B or Player C actually sets up
the multiplayer game (instead of Player A).

We recommend that the player with the fastest connection to the
Internet be the host in Internet multiplayer games. (For advanced
users, it is optimal to choose a host with the highest outbound
bandwidth.)

The host should always remain in the multiplayer game.

Do not press Shift-P for Freeze mode in multiplayer games.

In the Phone Book as you enter an IP address, press the Tab key after
every set of numbers. Do not use the Period key. For example, type
"123 <tab> 456 <tab> 789" instead of "123.456.789" for an IP address.

Multiplayer Dogfight
If someone other than the host exits from a Dogfight game and then
reenters, the Debrief will be wrong but the in-game scores will be
correct.

When you set the Altitude for a multiplayer Dogfight game, that it is
MSL (Mean Sea Level), not AGL (Above Ground Level). This means that if
you start over a mountain, your AGL may be 1,000 feet while your MSL
is 7,000 feet.

Multiplayer Tactical Engagement and Campaign
It may take a few moments for clients to receive updates to the
Mission Schedule.

We recommend that all players choose either Taxi or Takeoff to start
their mission for better synchronization of all aircraft. If any
player in a flight chooses Taxi, all flight members will start by
taxiing in multiplayer missions.

We recommend that the host always be the first player flight to take
off. If everyone is in the same flight, then the host should wait for
all players to enter the sim before beginning to taxi. If two players
want to be in different flights, the host should be in the flight with
the earlier takeoff time.

If you enter a multiplayer mission with less than 2 minutes to takeoff
time, your aircraft may have already started to taxi.

Multiplayer Tactical Engagement
If you are creating a multiplayer Tactical Engagement on the fly, be
sure to set the mission start time at least 20 minutes after you
finish creating the mission. Otherwise, your multiplayer participants
may not get the chance to enter your mission before it starts
automatically.

Multiple Connections
If you have a modem and are hooked up to a LAN, you may not be able to
connect to another player. This is because Falcon 4.0 does not know
which IP address to use, the one for your modem or the one for your
LAN. If this is a problem, you need to run the HostIDX utility. Select
"Run" from the Start menu and type "C:\MicroProse\Falcon4\HostIDX 1"
to use your computer's second IP address. Type "HOSTIDX 0" to use your
computer's original IP address.

Special thanks to the members of the iBeta Testing Team for their
invaluable assistance in making this possible!
Glenn "Sleepdoc" Kletzky
Eric "Snacko" Marlow
Joe "SurfDog" Abramo
Robert "Voodoo" Adams
Charles "Coolie" Allen Jr.
Merle "VFA69_Painter" Antrim
Joel "Eviper" Arrington
Jan "Bajur" Backlund
Peter "Nzfalcon" Baker
Paul "LEO" Bartelt 
Patrice "Skypat" Basquin
Rodney "Robodog" Bauer
Chad "Cat" Borsheim
Adam "Bloody Nose" Breidenbaugh
Kevin "Darkstar" Brown
Herbert "Stormin_VFC-13" Brunner
David "Somo" Carmeli
Michael "MadDog" Cavaluzzi
Nestor "Red-10" Colon
Rick "Iceman" Conkling
Don "Rapier" Corbin
Ric "Harpy" Couchman
Ryan "Kosmo" Cowley
Kenneth "SideKick" Crawford
Marco "Driekey" Drioel
Peter "Gunhawk" Eggen
Tomas "RIK" Eilsoe
Jeff "Terminator" Euclide
Troy "Mongoose" Felix
Shane "Cat" Felts
Joseph "Scorpion" Fitzpatrick
Costas "SHARK" Gardias
James "Kamikaze" Gerlach
Bernie "Norad" Godfrey
Jason "Graf" Graefling
John "Avenger" Gray
Jonathan "Bubba" Green
Burl "Rama" Gregory
Jon-Paul "Mirv" Griffin
Roel "A^LiFe" Groot
Craig "NightLight" Hagen
Dave "Ham" Hamilton
David "AltFire" Hankins
Dr. Nicholas "Mako" Hastings
Terry "Turn'N'Burn" Hayward
Stuart "Headache" Hetrick
David "Crankshaft" Hiebert
Kevin "Crash" Hill
John "Cleanur" Hirst
Andrew "Blocker" Hody
Jimmy "Cattleprod" Holdaway
Eddie "Hot Shot" Hönig
Guillaume "ghostrider29" Houdayer
Jon "Relic" Jessop
Tom "JordanAir" Jordan
Vangelis "H-Thunder" Kazalis
Rick "Talon" Keller
Michael "Superman" Kent
Don "-morc-" Lafontaine
Tom "Saint" Launder
Steve "Wizard" Lewis
Rodrigo "Motor" Lourenço
J. "Cyanide" Luckie
David "Mad Mac" Macherey
Rene "Trapper" Madsen
Sascha "Conan" Mangs
James "Razer" Martin
Steve "BlackMagic" Mayers
Timothy "Tango" McCall
Kevin "BEAR 257th" McLean
Roger "FAULKEN" Moeller
Charles "I Inhaled" Monson
Roger "Simian" Morris
Paul "BlHawk" Mullins Jr.
Paul "Topboy" North
Anders "Swebeast" Olandersson
Zac "Vapor Trail" Olsen
Vernon "Seducer" Pellerin
Gary "Ranger416th" Perry
Aaron "BitViper" Pitts
Bruce "Eagle" Ponder
Bertrand "Gazzz" Puech
Brad "The_GhostRider" Raulston
James "Redwolf" Rhodes
JR "Steelcity" Richards
Robert "Ghostrider" Roberge
Bevan "Coreviper" Roberts
Paul "Wizard" Robertshaw
John "Makani" Sargent
Chris "Hawk" Schroeder
Randall "Mouse" Sechler
Kevin "Lawndart" Shaw
John "NavlAV8r" Simon
Alan "Doc" Simpkins
Leonard "StaMan" Stables
Scott "Fanatik" Stephens
Daniel "Ripper33" Sullivan
John "=Jagr=" Tasker
Sim "Gunner" Taylor
Geoffrey "SkyNet" Trexler
Tom "Airdog" Velez
Edwin "RazorBlade" Versijp
Tony "Racer x" Vulpitta
David "DewDog" Wagner
Tony "Tone" Walker
Charles "DirtDobber" Weems
Daniel "MakoByte" Wilson
Wilbur "Spaceman" Winslow Jr.
Steve "Wiseman" Wise
Leigh "Anytime" Woolley
Eric "AlphaWizard" Yale
Lawrence "Foxbat" Young
Victor "Duke" Zaveduk
Dale "FlightDoc" Varner - 303rd Sidewinders, Denver
Brad "GhostRider" Raulston - 303rd Sidewinders, Denver
Brad "LaserDoc" McDowell - 303rd Sidewinders, Denver
Bill "Tailpipe" Skulley - 303rd Sidewinders, Denver
Eric "Snacko" Marlow - 303rd Sidewinders, Denver

Customer Support
If none of the information above or in the FAQ helps to solve your
problem, please contact Customer Support. 

We recommend running the System Information utility and printing out
the information displayed onscreen before calling Customer Support
with a problem.

*       MicroProse
        2490 Mariner Square Loop
        Alameda, CA 94501
        ATTN: Customer Support

*       (510)864-4550
        9:00 am to 5:00 pm Pacific Time
        Monday through Friday

*       Fax
        (510)864-4602

*       E-mail
        support@microprose.com

Interactive Help Desk: 
For technical help with MicroProse games, check out our Interactive
Help Desk at http://support.microprose.com. The Interactive Help Desk
contains troubleshooting information for our games. You can search for
help by category or by keyword.

Web Site: 
You can read the latest news and information at our Web site at
www.microprose.com. Visit our site for technical support, software
updates, demos, hints, tips and more.

For more information about Falcon 4.0, please visit www.falcon4.com.

How to Get Help:
If you are having problems with Falcon 4.0, we can best help you if
(1) you are at your computer when you call and (2) you have the
following information handy:
*       Version number of Falcon 4.0
*       Your computer's processor and its speed
*       Your computer's brand and model
*       Total RAM installed in your computer
*       Version of DirectX drivers
*       CD-ROM brand and model name
*       Video card brand and model name
*       Sound card brand and model name
*       Mouse brand and version number of mouse driver
*       Joystick brand and model name
*       Any error message you see in the game

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LICENSE AGREEMENT

***  IMPORTANT  ***

This is a legal agreement between the end user ("You") and Hasbro
Interactive, Inc., its affiliates and subsidiaries (collectively
"Hasbro Interactive"). This Agreement is part of a package (the
"Package") that also includes a CD-ROM disc (collectively, the
"CD-ROM") and certain written materials (the "Documentation"). 

BY INSTALLING THE CD-ROM, YOU ACKNOWLEDGE THAT YOU HAVE READ ALL OF
THE TERMS AND CONDITIONS OF THIS AGREEMENT, UNDERSTAND THEM, AND AGREE
TO BE BOUND BY THEM. YOU UNDERSTAND THAT, IF YOU PURCHASED THE PACKAGE
FROM AN AUTHORIZED RESELLER OF HASBRO INTERACTIVE, THAT RESELLER IS
NOT HASBRO INTERACTIVE'S AGENT AND IS NOT AUTHORIZED TO MAKE ANY
REPRESENTATIONS, CONDITIONS OR WARRANTIES, STATUTORY OR OTHERWISE, ON
HASBRO INTERACTIVE'S BEHALF NOR TO VARY ANY OF THE TERMS OR CONDITIONS
OF THIS AGREEMENT. 

If You do not agree to the terms of this Agreement, promptly return
the entire Package to the place You obtained it for a full refund.

LIMITED LICENSE: You are entitlesd to use this CD-ROM for your own
use, but may not sell or transfer reproductions of the CD-ROM or
Documentation to other parties in any way. You may use one copy of the
CD-ROM on a single terminal connected to a single computer. You may
not network the CD-ROM or otherwise use it on more than one computer
or computer terminal at the same time. 

You acknowledge that Hasbro Interactive is not responsible for the
Internet or whether it should continue to exist in its present form or
whether or not a government or governmental agency, either foreign or
domestic, will control, regulate or disband the Internet.

OWNERSHIP; COPYRIGHT: Title to the CD-ROM and the Documentation, and
patents, copyrights and all other property rights applicable thereto,
shall at all times remain solely and exclusively with Hasbro
Interactive and its licensors, and You shall not take any action
inconsistent with such title. The CD-ROM and the Documentation are
protected by United States, Canadian and other applicable laws and by
international treaty provisions. Any rights not expressly granted
herein are reserved to Hasbro Interactive and its licensors. 

OTHER RESTRICTIONS: You may not cause or permit the disclosure,
copying, renting, licensing, sublicensing, leasing, disseminating or
otherwise distributing of the CD-ROM or the Documentation by any means
or in any form, without the prior written consent of Hasbro
Interactive. You may not modify, enhance, supplement, create
derivative work from, adapt, translate, reverse engineer, decompile,
disassemble or otherwise reduce the CD-ROM to human readable form. 

LIMITED WARRANTY:

Hasbro Interactive warrants for a period of ninety (90) days following
original retail purchase of this copy of the game that the CD-ROM is
free from substantial errors or defects that will materially interfere
with the operation of the CD-ROM as described in the Documentation.
This limited warranty applies to the initial purchaser only. EXCEPT AS
STATED ABOVE, HASBRO INTERACTIVE MAKES NO OTHER WARRANTY OR CONDITION,
EXPRESS OR IMPLIED, STATUTORY OR OTHERWISE, REGARDING THIS CD-ROM. THE
IMPLIED WARRANTY THAT THE CD-ROM IS FIT FOR A PARTICULAR PURPOSE AND
THE IMPLIED WARRANTY OF MERCHANTABILITY SHALL BOTH BE LIMITED TO THE
NINETY (90) DAY DURATION OF THIS LIMITED EXPRESS WARRANTY. THESE AND
ANY OTHER IMPLIED WARRANTIES OR CONDITIONS, STATUTORY OR OTHERWISE,
ARE OTHERWISE EXPRESSLY AND SPECIFICALLY DISCLAIMED. Some
jurisdictions do not allow limitations on how long an implied warranty
or condition lasts, so the above limitation may not apply to You. This
limited warranty gives You specific legal rights, and you may also
have other rights which vary from jurisdiction to jurisdiction. 

If you believe you have found any such error or defect in the CD-ROM
during the warranty period, (i) if you are in the United States, call
Hasbro Interactive's Consumer Affairs Department at 800-683-5847
between the hours of 8:00 a.m. and 12:00 a.m midnight. Monday through
Friday (Eastern Time) and 8:00 a.m. to 8:00 p.m. Saturday and Sunday,
holidays excluded, and provide your Product number; or (ii) if you are
outside the United States, send your original CD-ROM disc to Hasbro
Interactive at Caswell Way, Newport, Gwent, NP9 0YH, United Kingdom,
together with a dated proof of purchase, your Product number, a brief
description of such error or defect and the address to which it is to
be returned. If you have a problem resulting from a manufacturing
defect in the CD-ROM, Hasbro Interactive's entire liability and Your
exclusive remedy for breach of this limited warranty shall be the
replacement of the CD-ROM, within a reasonable period of time and
without charge, with a corrected version of the CD-ROM. Some
jurisdictions do not allow the exclusion or limitation of relief,
incidental or consequential damages, so the above limitation or
exclusion may not apply to You.

HASBRO INTERACTIVE SHALL NOT BE LIABLE FOR SPECIAL, INCIDENTAL,
CONSEQUENTIAL, EXEMPLARY OR OTHER INDIRECT DAMAGES, EVEN IF HASBRO
INTERACTIVE IS ADVISED OF OR AWARE OF THE POSSIBILITY OF SUCH DAMAGES.
IN NO EVENT SHALL HASBRO INTERACTIVE'S LIABILITY EXCEED THE PURCHASE
PRICE OF THIS PACKAGE. Some jurisdictions do not allow the exclusion
or limitation of special, incidental, consequential, indirect or
exemplary damages, or the limitation of liability to specified
amounts, so the above limitation or exclusion may not apply to You.

GENERAL: This Agreement constitutes the entire understanding between
Hasbro Interactive and You with respect to subject matter hereof. Any
change to this Agreement must be in writing, signed by Hasbro
Interactive and You. Terms and conditions as set forth in any purchase
order which differ from, conflict with, or are not included in this
Agreement, shall not become part of this Agreement unless specifically
accepted by Hasbro Interactive in writing. You shall be responsible
for and shall pay, and shall reimburse Hasbro Interactive on request
if Hasbro Interactive is required to pay, any sales, use, value added
(VAT), consumption or other tax (excluding any tax that is based on
Hasbro Interactive's net income), assessment, duty, tariff, or other
fee or charge of any kind or nature that is levied or imposed by any
governmental authority on the Package. 

EXPORT AND IMPORT COMPLIANCE: In the event You export the CD-ROM or
the Documentation from the country in which You first received it, You
assume the responsibility for compliance with all applicable export
and re-export regulations, as the case may be. 

GOVERNING LAW; ARBITRATION: This Agreement shall be governed by, and
any arbitration hereunder shall apply, the laws of the Commonwealth of
Massachusetts, U.S.A., excluding (a) its conflicts of laws principles;
(b) the United Nations Convention on Contracts for the International
Sale of Goods; (c) the 1974 Convention on the Limitation Period in the
International Sale of Goods; and (d) the Protocol amending the 1974
Convention, done at Vienna April 11, 1980. 

Any dispute, controversy or claim arising out of or relating to this
Agreement or to a breach hereof, including its interpretation,
performance or termination, shall be finally resolved by arbitration.
The arbitration shall be conducted by three (3) arbitrators, one to be
appointed by Hasbro Interactive, one to be appointed by You and a
third being nominated by the two arbitrators so selected or, if they
cannot agree on a third arbitrator, by the President of the American
Arbitration Association ("AAA"). The arbitration shall be conducted in
English and in accordance with the commercial arbitration rules of the
AAA. The arbitration, including the rendering of the award, shall take
place in Boston, Massachusetts, and shall be the exclusive forum for
resolving such dispute, controversy or claim. The decision of the
arbitrators shall be binding upon the parties hereto, and the expense
of the arbitration (including without limitation the award of
attorneys' fees to the prevailing party) shall be paid as the
arbitrators determine. The decision of the arbitrators shall be
executory, and judgment thereon may be entered by any court of
competent jurisdiction. Notwithstanding anything contained in this
Paragraph to the contrary, Hasbro Interactive shall have the right to
institute judicial proceedings against You or anyone acting by,
through or under You, in order to enforce Hasbro Interactive's rights
hereunder through reformation of contract, specific performance,
injunction or similar equitable relief.

