888 lines
37 KiB
Plaintext
888 lines
37 KiB
Plaintext
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ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
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³ ³
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³ TAKE OFF! ³
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³ ³
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³ April Edition ³
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³ Volume 2 ³
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³ ³
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ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
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® A monthly newsletter for PC Armchair Pilots. ¯
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Editor: Chang G. Chae
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Assistant Editor: Lorna Anton
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Features:
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Notes from the editor ............. 1
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<Scenery File Review>
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Washington D.C. ................... 2
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Dallas Ft Worth Int ............... 3
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<Flight Simulator Review>
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Chuck Yeager's Air Combat ......... 4
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Thunderhawk ....................... 6
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<Hints/tips>
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Gunship 2000 ...................... 8
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Connecting Falcon 3.0 ............. 9
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Beginner's corner ................. 10
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Interesting Facts ................. 11
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Last wrods from the Editor ........ 13
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Address ........................... 14
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Notes from the editor
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---------------------
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Welcome to the second issue of Take Off! I am glad that this newsletter is
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not discontinued after the first issue, as I found that there are actually a
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few publications dealing with flight simulators only. I also have read some
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of them, and found them to be better than this newsletter, although they are
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printed publications, however.
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At first, there seemed to be no reason for me to continue this newsletter,
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since there are already good publications, published by veteran flight sim
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pilots. But I decided to continue publishing this newsletter, as it actually
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was a fun project. Even though I have not received any feedback or letters
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from users, I will continue to put a lot of effort into making this small
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newsletter better and better.
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In this issue, I have reviewed more scenery files, flight simulators, and
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things related. I also added a new section: `Interesting facts.' which
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deals with some interesting facts about flight simulatos, real planes, stealth
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technology, etc. The sources of these facts are various boods and articles, I
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have been collecting. As a matter of fact, I had to do some research on
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these subjects in order to provide accurate and interesting information. I
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didn't want to write something that's boring to read, and hard to understand!
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All in all, I hope you will find this newsletter better than the first issue
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and enjoy reading it!
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April 5th, 1992
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Chang G. Chae
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Page 1
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Review
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------
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In this section I am going to review the scenery files for MS Flight
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Simulator 4.0. I will try to review the new scenery files, but as there
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are many other good scenery files already created, I will do my best to keep
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up with these files.
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The files in this section are ONLY for Microsoft Flight Simulator 4.0 and
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its companion, Aircraft and Scenery Designer, also by Microsoft Co.
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---------------
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Washington D.C.
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---------------
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Author : Rus Phillips with Jeff Bingham
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Scenery Disk required: No
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Things Required : MS FS4 and Aircraft & Scenery Designer
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Rating : 7.5 (10 points is the best, 0 is the worst)
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Although, this scenery does not require any scenery disks it's better if you
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have one (Scenery Disk 7). Actually, it's an addon scenery to the SD-7, in my
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opinion. There aren't many buildings, or things to see, but there are a few
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interesting airports, and buildings.
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It covers D.C. Metro, Baltimore, Maryland, and Northern Virginia areas, as
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well as all the local public airports, and all local navaids. The author has
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merged his own design of the Washington National Airport with Jeff Bingham's
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design, with Jeff's permission of course. As a result, the Washington National
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Airport is the most detailed airport in the scenery. Another airport that
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might be interesting is the College Park Airport, which was built in 1909 by
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the Wright Brothers to test their Flyer. In fact, it is one of the oldest
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airports still in operation today. It mostly caters to Cessnas these days.
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There are other local public airports in the scenery, but they are not as
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detailed as the Washington National Airport.
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There are 5 bridges across the river, and I found these bridges to be quite
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nice. They are detailed, and nicely rendered, but when you look at these
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bridges from a distance, you will notice that they look as if they are floating
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above the ground! (Maybe, my eyes are wrong,<G>) When I was flying toward
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these bridges, (yes, they are positioned very close to each other) I thought
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there were only 3 bridges, but later I found that one of them was black, which
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made me think it was the shadow of a bridge! Anyway, I liked these bridges
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pretty much.
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To list other interesting elements in the scenery, there are quite a number
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of government buildings, such as the CIA headquarters, Smithsonian Castle,
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David Taylor Model Basin, and Pentagon. The David Taylor Model Basin is the
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place used for testing ship hulls by the U.S. Navy. This building has a huge
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pool, which this editor found to be a very exciting place to land, and to take
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off from, using any sea planes. It is a great challenge to land the plane in
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the pool without crashing into the building. (It's hard, so beginners don't
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try it! <Grin> )
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Washington D.C. scenery is a good addon to the SD-7, but it's not that good
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as stand-alone scenery. There is still much room for improvement to make it
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stand-alone scenery. Also, if you have a slow machine, you will want to
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decrease the number of dynamic objects in the scenery setup menu, otherwise you
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will have very slow frame rates.
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Overall, it is satisfactory.
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Page 2
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Dallas Ft. Worth International, Texas
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-------------------------------------
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Author : Rod Conklin
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Scenery Disk required: No
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Things Required : MS FS4 and Aircraft & Scenery Designer
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Rating : 8.3 (10 points is the best, 0 is the worst)
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This scenery covers the Dallas Ft. Worth International Airport. The airport
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is heavily detailed, so if you have a slow machine you should turn off some
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options in menu 1. You will find some tips to improve frame rates in the
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document file included with the scenery file. Be sure to read the document
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file, as it contains ILS frequencies, and some insights of the scenery.
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The main terminal is arranged in a series of semi-circles in the center of
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the airport. There are many hangers in the airport, and you can taxi into
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those hangers. Each hanger includes a fuel box for refueling. The author
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added some hangers and other elements which are not very accurately positioned,
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or do not exist, but these will make flying around the airport much more fun!
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(After all, the scenery files were created for fun, right? <g>)
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You won't see any other buildings other than the ones at the airport, unless
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you have SD-1. A lot of roads are laid out in the scenery, however. There is
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an annoying problem I have encountered. Whenever I started up a mod file
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provided with the scenery, I lost all the sound. Even though I tried numerous
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ways to recover the sound, for some reason, all the sound disappered on my
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machine. (Mine is equipped with a Soundblaster, and Mallard Sound/Aircraft,
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upgrade kit). If you know how to recover the sound, please let me know.
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It does not require SD-1, but you'll get more enjoyment out of this scenery
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if you have SD-1. Whether you have the SD-1 or not, you'll be impressed by
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details of the airport. The author used SEE03 utility, which provides
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some nice effects in designing scenery, and it makes night flying more
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enjoyable than the day flying. Buildings and terminals at the airport get
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dark at night, roads turns into series of lights, etc. All these elements
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make this scenery very enjoyable, but this makes for slow frame rates, as
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mentioned earlier. Machines with 25 Mhz clock or above should not experience
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any significant slowness while flying around the airport, however.
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Written by: Chang G. Chae.
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Page 3
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Commercial Flight Simulators
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In this issue, I have reviewed two commercial flight simulators:
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Chuck Yeager's Air Combat, and Thunderhawk.
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Chuck Yeager's Air Combat
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-------------------------
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Publisher : Electronic Arts
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Programmer : Brent Iverson
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Graphics : CGA, EGA, MCGA, VGA, &TGA
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Memory : 640KB
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Hard Disk Req : No, but recommended
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SoundBoard : Tandy, Roland, Adlib, Covox, and Sound Blaster
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Retail Price : $ 59.95
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Rating : 9.4 (10 is the best, 0 is the worst)
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Ever thought of sitting in the cockpits of World War II, Korean War, and
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Vietnam era fighter planes? Or, dreamed of flying your favorite jet against
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the old prop-planes; shooting them down with missiles? If that's the case,
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this sim might be just for you!
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Chuck Yeager's Air Combat, designed and programmed by Brent Iverson, who
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brought us the LHX simulator a while ago, is one of the most realistic fighter
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plane simulators available yet. This is the third sim that's affiliated with
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General Yeager, from Electronic Arts. As the name reflects, this sim has been
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tested and endorsed by General Yeager, and therefore you should expect the
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flight charactristics of all the planes in this sim to be very realistic. But
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by no means is this sim only for hard-core flight sim veterans. It has many
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options which you can turn on/off at anytime. These options will make your
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plane invincible, bullet proof, or a super plane, if you wish.
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There are also some other options that are helpful for beginners, such as
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Target Window, and General Yeager's Window. The Target Window will let you see
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a locked target even if it's not in visual range, or behind you! General
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Yeager's window gives you advice and tips, such as `break left', `enemy on your
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six', `missile coming', etc. On the other hand, you can also turn off all the
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options, set it to the hardest level, and you're up for a real hard time! You
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have to fly very skillfully and carefully in order to complete a mission
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successfully in this mode. One mistake... boom!!
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Page 4
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continued from page 4...
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------------------------
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One unique feature about this sim is that it lets you fly almost any planes
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supported in the game, in any era (WWII, Korea, Vietnam) against any level of
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enemies! This can be accomplished by creating a custom mission in the mission
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builder from the main menu. The options you can choose from are: your plane
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type, enemy planes, number of enemies, and the level of enemy pilots. By using
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this feature, you can put yourself into some exciting moments with the missions
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you have created. For instance, how about flying the P-51 against 4 Mig-21s,
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controlled by excellent enemy pilots? Or, you flying the F-4 Phantom against
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an Me-109, blasting 'em with a missile or with your vulcan gun! As you can
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see, there are many more things you can do with the mission builder, with only
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your imagination the limit!
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Of course there is a campaign mode which will let you fly in one of the three
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eras mentioned above. However, the campaign mode merely consists of a series
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of separate missions, such that no one mission's result effects any other
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missions. Oh well, may be that's not that bad.
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As far as the graphics are concerned, you will be amazed by their smoothness,
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of even if you have a 386SX. Brent Iverson, the programmer of this sim,
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is quite well known for making `smooth-graphics' based flight simulators, and
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CYAC certainly is even better than the previous one. As a matter of fact,
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the editor felt that other flight simulators are too slow after playing
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CYAC! Jet Fighter 2 from Velocity is the closest flight sim that has about
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the same smoothness of CYAC.
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Actually, I should not say this, but what the heck! I liked this sim more
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than the others I have, as it includes Korea as one of the theatres, which is
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where I come from! <G> There haven't been any previous flight sims, to my
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knowledge, which include Korea in their scenery. Anyway, whether you are a
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veteran flight sim pilot, or a beginner, you will find this sim to be very
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enjoyable and exciting!
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Happy flying!
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Written by: Chang G. Chae.
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Page 5
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Thunderhawk
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Publisher : Vergin Games
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Programmer : Sean Dunlevy
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Graphics : EGA, MCGA, VGA
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Memory : 640 KB
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Hard Disk Req : Required
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SoundBoard : Adlib,& Sound Blaster
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Retail Price : $ 49.95
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Rating : 6.0 (10 is the best, 0 is the worst)
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In a stormy night, you hear the sound of a chopper from a distance. The
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lightening strikes, and thunders... A blurry image comes into your sight from
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the sky, but the image isn't clear... As the image comes near, you can see
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that it's really a chopper. The chopper lands in the garden of the White House,
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and a man in a long coat jumps out of it as soon as it lands. You wonder what
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all this is about--why would a chopper come to the White House at this hour?
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What's all this about? I don't know! It's supposed to be top secret.
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Oh well, maybe not, since this is just a game! Thunderhawk from Virgin Games,
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is another imported budget sim, based on some fictional theatres. This sim
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claims to be the ultimate helicopter combat simulator, but...it might have been
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the ultimate if it came out about one or two years ago. In these days, it
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just isn't good enough to be the ultimate!
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The introducton is pretty nice with digitized speech, and cartoon-like
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graphics and the briefings in campaign mode are informative and explain some
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interesting background for each mission.
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As soon as the game starts, you have two options to choose, a sim mode, which
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lets you practice in the simulator mode, with several options you can set,
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such as difficulty level, time, and theatre you want practice in. As for the
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realism, even in hard mode, most seasoned players will find the control to be
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very easy.
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Flight characteristics of the helicopter are very unrealistic. You can make
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any bank turns without worrying too much about crashing your helicopter.
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Anyway, once you get the hang of it, you can play (you don't have to go
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through the simulator mode to play in the campaign mode, though), in the
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campaign mode. It features six campaigns, each comprised of a number of
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indivindual missions. As you progress through the campaign, you will be asked
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to perform the roles of ground attack, escort, interceptor, etc. All the
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theatres of each campaign are fictional regions.
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Page 6
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Thunderhawk has the hardest night missions I have ever played. During the
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night missions, you can't see what is in front of you even at VERY close range!
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I suppose the programmer wanted to recreate the excitement of real night
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missions, however. The details of ground are not as rich as that of Gunship
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2000, from Microprose, and I guess, that's why this sim has such a fast frame
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rate!
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To list some positive points about this simulator, it has very fast frame
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rate, nice introduction, good story line, and good price. Except for these
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few points, there isn't much thing that this sim can offer. It also suffers
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from the control keys assignment. Although, Thunderhawk supports keyboard,
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mouse, and joystick, controlling the helicopter with the joystick and
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mouse is very awkward (you have to control the collectives and cyclics
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with the joystick as well). By the way, if you have a 386-20 or above, you'd
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better turn off the turbo switch, as the screen updates will be very fast! It
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seems that this sim was developed on the 286, so it really flies fast on 386s!
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I can't see any reason why I bought this sim, as I have Gunship 2000, which I
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consider a much better product! (I know, I was too sleepy at the time......)
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If I had a 286 or slower machine, then, I might have, but I would still prefer
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to buy a helicopter simulator that has more details and runs slower, rather
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than one running fast at the expense of details and realism. This is another
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example of a game with good concepts but with poor execution.
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Written by: Chang G. Chae
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Page 7
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Hints or tips
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-------------
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This section is for tips or hints which would be helpful for playing a
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flight simulator. If you have any tips, or hints that might be helpful for
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playing any sims, be sure to let me know. I will publish them for sure.
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As I promised in the first issue, I have written some more tips for Gunship
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2000.
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By the way, what did I write in the first issue??? I am losing my memory....
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Oh well, I'd better read the first issue again! (please don't send me any
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letters for this...<G>) Ok, ok, I will get serious! Hum,hum,hum..
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Here are some tips for Search & Destroy missions. Most players have trouble
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with this mission type, but actualy it is quite easy once you know how to find
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the enemy! (Yeah, I know that's the hardest part, so keep reading! <G>) If you
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are given a S&D mission, and if the targets are non-moving objects, send your
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wingmen in different paths. Each of them should not be too close to each other,
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but they shouldn't be too far apart either. Send each of them around the
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targets, covering 2 squares (on the map) from the original location given by
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the intelligence report. Look at the illustration below:
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____________________________________________________
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| B \--\ |
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| \ \\\ |
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| | \ \\\\\\ |
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| | \ \ ---------------\ |
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| | \ \\ \ \ \ |
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| \ \ \ \ ---- / |
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| \ \---\ (1) | |
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| \ \--------(4) T (2) |
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| \ \ \ (3) |
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| \ -------------/ |
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| B = Base |
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| T = Target 1..4 = You & your wingmen |
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| _________________________________________________|
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Obviously, you have 5 helicopters available, but I drew only 4 of them as
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space is limited here. If you use this techinique, one of your wingmen is
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likely to find the target. Once the location of targets is found, send all
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your wingmen there as soon as possible. (This is why they shouldn't be too far
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apart from each other). I have been able to complete all my S&D missions
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successfully without any losses or failures using this strategy.
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You can also fly at high altitude, but this will expose you to the enemy, and
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the targets are usually heavily guarded. So, it's best to fly as low as
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possible.
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If the targets are moving, study the map carefully before starting off.
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Look at the direction arrow on the map, and try to predict where they would
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end up on the map, while you are flying to the location. They usually move at
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about 1/4 of your normal speed(120). If the targets were moving from the road,
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they usually follow the road, and they avoid any mountains, rivers, etc.
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If you just can't predict the location of the enemy, use the technique I have
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described above, but with some changes. In fact, the first technique works
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almost all the time, even with deep strike missions! This works, because you
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are confusing them by attacking from various points!
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I hope this will work for you too! As I always say, fly low!!! I mean ultra
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low! <G>
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Written by: Chang G. Chae.
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Page 8
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This is a helpful guide for playing Falcon 3.0 via modem, and if you have
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been experiencing problems, this will probably help you to solve them.
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Below is a quick reference guide for connecting two Falcon .c pilots
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through the MTM Lobby. It is assumed that both players have an upgraded
|
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version of Falcon .c, have a basic knowledge of their communication programs,
|
|
and have a general understanding of modem communications. * Note: To upgrade
|
|
to Falcon .c, download FFIXC.ZIP from the Game Publishers Forum (GAMEPUB).
|
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The file is in the Spectrum-Holobyte section of the library.
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|
First I would like to mention a money saving tip. Call the MTM Lobby at 300
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baid to "chat" and arrange a game, then when you are ready to play, call back
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at 2400 baud and play the game. The MTM Lobby does not currently accommodate
|
|
baud rates higher than 2400. * Note: Both players must communicate at the same
|
|
speed (baud rate). Having said that, let us move on to how all this
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|
communication works.
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The part of communications that most people find difficult is exiting from
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|
the communictions software and loading Falcon 3.c WHILE REMAINING ON LINE!!
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|
For Compuserve Information Manager (CIM) version, you must go to the Special
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|
menu and select Session Settings. Check the Baud rate, Dial Type, and COMM
|
|
Port. Select Modem... from this box and remove the +++ from ESCAPE. (This
|
|
enables you to exit from CIM and remain on line). For other communications
|
|
software please consult your manual. The example of CIM is to show that some
|
|
communications software must be set to exit and remain on line before a
|
|
connection is established. Once a connection is established, exiting from CIM
|
|
will disconnect you from MTM and CompuServe unless you have previously set the
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ESCAPE to `nothing'.
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|
Now that your communications software is set up, call MTM and either issue a
|
|
"Challenge", or "Accept" a challenge from your opponent. As mentioned earlier,
|
|
by this time you must have agreed on the game settings. This step is important
|
|
because both players must have chosen the same game settings if they are to
|
|
connect sucessfully. Once a "Challenge" has been "Accepted" MTM connects the
|
|
two opponents' computers DIRECTLY together. * Note: You must set Falcon .c to
|
|
DIRECT communications in the COMM Screen when playing on MTM.
|
|
After you have connected directly on MTM, exit from your communications
|
|
software and load Falcon .c. Just follow the instructions in the manual and
|
|
you'll soon be at , ft. with a bogey on your six. Remember to select the
|
|
settings correctly...all of them. If something goes wrong and the program
|
|
crashes you'll know because the computer will lock up. When communications
|
|
are going well there are dots that appear on the screen to let you know that
|
|
the computer is doing something. If this happens you'll have to reboot and
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call the MTM Lobby back. Good Luck and happy flying. :)
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Written by: Seth L. Turner(aka Sesh)
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Page 8.
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Beginner's Corner
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-----------------
|
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|
This section is devoted to the beginners who are new to the world of computer
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|
flight simulators. If you have any questions, be sure to let me know. I will
|
|
try to answer all your questions as much as possible. You can write me at the
|
|
address on the last page of this issue. Once again, if you find anything that
|
|
is inaccurate or wrong, please let me know.
|
|
|
|
|
|
Questions & Answers:
|
|
|
|
Q: What's HOTAS?
|
|
A: HOTAS stands for 'Hands On The Throttle And Stick', and it's created by some
|
|
FS Forum members to provide realistic feeling and control for your flight.
|
|
This device will give you much more enjoyment for playing your flight simu-
|
|
lators. (There will be a review of this device in the next issue.)
|
|
|
|
Q: Then, what are FCS, and WCS?
|
|
A: FCS, and WCS are made by Thrustmaster Inc, and they stand for
|
|
`Flight Control System', and `Weapon Control System', respectively. WCS
|
|
provides a convenient way of controlling your weapons, and other functions.
|
|
FCS also provides these functions, but it is also a joy stick and throttle
|
|
controller, as well as giving the ability to do many other things, without
|
|
touching the keyboard. (This is done by using 8 independent buttons on the
|
|
stick) If you have one of these, you don't have to buy the other, it's
|
|
usually unnecessary.
|
|
|
|
Q: I have Falcon 3.0, and I heard that there are several patches which fix some
|
|
of the bugs in Falcon. Is this true? and if so, where can I get them?
|
|
A: Yes, this is true, and there are 2 patches available now. They are versions
|
|
`a', and `c'. Note: Version `b' was skipped due to some problems. They are
|
|
available on CompuServe Infomation Service, in Spectrum Holobyte Library, in
|
|
Game Publishers' Forum. If you do not have either version, you should get
|
|
the latest version available, which is version `c' at the moment. (Refer to
|
|
the hint section for more detail).
|
|
|
|
Q: How do I know whether I have version `a', or `c'?
|
|
A: You can find out which version of Falcon you have easily, by invoking
|
|
"dir Falcon3.exe" at the DOS prompt in your Falcon 3.0 directory.
|
|
Look below for the identification:
|
|
|
|
Size Version
|
|
---- -------
|
|
1206158 -----------------> Original Version
|
|
1225284 -----------------> Version `a'
|
|
1240010 -----------------> Version `c'
|
|
|
|
********NOTE**********
|
|
If you are upgrading from version `a', you should reinstall the whole game
|
|
before installing the patch. The readme file included in the patch says,
|
|
you don't have to, but unfortunately you have to do this! :(
|
|
|
|
Written by: Chang G. Chae.
|
|
|
|
Page 10
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|
Interesting Facts:
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|
|
|
This section will deal with some interesting facts of real planes, simulators,
|
|
stealth technology, etc. If you have any interesting stories, or infor-
|
|
mation that you would like to share with others, send it to the address
|
|
on the last page of this issue.
|
|
|
|
Do you know why some fighter planes have "Swing Wings", such as F-14 ? Well,
|
|
read on!
|
|
One reason for the swing wing seems intuitively simple for some: it lets the
|
|
airplane go faster by swinging resistance out of the way. It's the same reasoning
|
|
a child develops when he rides with his hand out the car window. When he sticks
|
|
his arm straight out the side of the window (at right angles to the direction
|
|
the car is moving), he feels greater resistance than when he lets his arm swing
|
|
back.
|
|
However intuitive this seems, it isn't the total reason for the swing wing.
|
|
There are two major types of drag. The type that the young child experiences is
|
|
called parasite drag. Parasite drag, sometimes called the "barndoor effect"
|
|
increases as the speed increases. In fact, if the speed is doubled, the parasite
|
|
drag is quadrupled. Halve the speed, and the parasite drag is cut down one
|
|
quarter. It seems logical then, that some parasite drag could be reduced if
|
|
the wing were swept, and indeed it does.
|
|
Induced drag is the other form of drag that contributes to the total drag
|
|
equation. Induced drag is associated with lift. A wing going through the air
|
|
disrupts the status quo, just as a rock does when thrown into a pond of still
|
|
water. The air molecules sense that something is coming at them. They
|
|
anticipate that they are going to run over the top of a wing. This anticipation
|
|
of riding over the top of the wing causes the relative wind to come in from a
|
|
higher angle than when it was further out in the remote free airstream. The
|
|
wing has to increase its angle of attack to get the relative wind coming straight
|
|
across it. This increased angle tips the lifting force back slightly. The
|
|
difference between the total lift on the wing and the effective lift force is
|
|
the induced drag.
|
|
There is a positive pressure on the underside of the wing. There is also a
|
|
negative pressure on the upper surfac of the wing. Since the pressure is
|
|
greater under the wing, it tries to fill the area of less pressure on top. It
|
|
does this by sliding around and over the tip of the wing. In doing this, it
|
|
creates vortices. This tip vortex combines with the anticipated relative wind
|
|
and further aggravates induced drag.
|
|
There are several additional terms necessary to understand the full implication
|
|
of the swing wing. The wing span, b, is roughly the distance from the fuselage
|
|
to the tip. The wing cord, c, is the average distance from the leading edge to
|
|
the trailing edge of the wing. The wing area, s, is simply the number of square
|
|
feet, i.e., for a rectangular wing the wing span, b, times the wing cord, c,
|
|
S= bxc. An important term, Aspect Ratio, AR, is the ratio of the span, b, to
|
|
the average chord c, AR = b/c. Aspect Ratio is important because the higher the
|
|
aspect ratio, the lower the induced drag. If two wings have exactly the same
|
|
area, they do not necessarily contribute the same amount of lift. The AR plays
|
|
a part.
|
|
|
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|
|
|
|
Page 11
|
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|
|
The wing that is short and stubby, i.e., low AR, will create more induced drag
|
|
than the wing that is long and slender, the high AR wing. Another way to say
|
|
this is that if two wings have equal area, and are creating equal lift, then
|
|
the wing with lower AR must necessarily be at a higher angle of attack. As
|
|
mentioned previously, induced drag is partly a function of wing tip vortices
|
|
disrupting the flow at the end of the wing. Ideally, then the further away from
|
|
the lifting part of the wing the disruption occurs, the better. When the tip
|
|
vortices are closer, as they are in a low AR wing, they are proportionally
|
|
bigger with respect to the lifting area of the wing. The closer vortex, creates
|
|
a greater disturbance in the downwash, and requires the wing to take a larger
|
|
bite of the air, due to a shift in the relative wind. This larger bite creates
|
|
larger tip vortices and so on. While in level flight parasite drag increases
|
|
with higher speed, induced drag decreases. On the other hand, parasite drag
|
|
falls off as speeds lower, while induced drag increases. Induced drag
|
|
increases because at lower speed, the AOA must be increased to maintain the
|
|
same lift. Induced drag is one of the killers in the approach and landing
|
|
pattern.
|
|
In the landing pattern, with the wings swept back, the AR would be low, and
|
|
induced drag would be high. To land in this configuration would require the
|
|
high angle of attack and the high sink rates that can be developed with delta
|
|
wing aircraft. By sweeping the wings forward, planes with these wings can
|
|
land at about 115 knots. By contrast, most `fixed wing' planes land at about
|
|
140 knots.
|
|
What's the advantage of the swing wing? We can compare two theoretical
|
|
airplanes. These two hypothetical airplanes with wing span, aspect ratio,
|
|
fineness ratios, and basic aerodynamic characteristics equal, differ only in
|
|
the sweep angle of their wings.
|
|
These characteristics, broken down into operational capabilities for a fighter
|
|
airplane, dictate that for low landing speed, maximum range and endurance, high
|
|
sustained turn performance, a straight wing is preferred. For maximum speed
|
|
and acceleration, low drag at transonic and supersonic speeds, the highly swept
|
|
(low drag) wing is preferable. The solution is to develop a wing that may be
|
|
optimized throughout the operating envelope of the airplane.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Condensed from Grumman F-14 "Tomcat"
|
|
by James Perry Stevenson
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Page 12
|
|
|
|
|
|
|
|
|
|
Last words from the editor:
|
|
---------------------------
|
|
|
|
Ahhh..... Finally, I have finished writing the second issue of Take Off!
|
|
It was really tough to finish this issue, as I reviewed more flight sims, and
|
|
scenery files. As I write this newsletter, I feel that my knowledge of flight
|
|
simulators, and airplanes is getting bigger and bigger. And, I am glad that
|
|
some other people will benefit from (hopefully) reading this newsletter.
|
|
I had to work a lot harder to finish this issue, as I released the March
|
|
edition in the last of week of March! In order to synchronize the newsletter
|
|
release date, I had to push myself to finish it as soon as possible. However,
|
|
you will find that (if you have read the first issue) this issue is better than
|
|
the first one in many ways.
|
|
One thing that I find difficult about writing the newsletter is that it's
|
|
pretty hard to do all the stuff by myself. I understand that some people think
|
|
this is not informative at all for whatever the reason, but if you do not tell
|
|
me what you think about the newsletter, there is no way I can improve future
|
|
issues. So, if you have any comments, complaints, or suggestions, do not
|
|
hestiate to send them. I am willing to listen!! <G>
|
|
I am also looking for some people interested in reviewing Scenery Files, and
|
|
contributing writers. If you are interested be sure to contact me. By the way
|
|
it doesn't have to be scenery files, if you want to review any commercial
|
|
flight sims, or shareware, that's fine, too.
|
|
Oh, I have a little favor to ask people who read this newsletter. If you do
|
|
not mind, please upload the newsletter to your local BBSs, so that other people
|
|
can read it too. This is another way of helping me and it will eventually,
|
|
make the newsletter better in future.
|
|
I would like to express my appreciation to a couple of people: Seth L Turner,
|
|
and the assistant editor Lorna Anton. I thank Seth, for sharing his useful
|
|
tips on Falcon 3.0 with other people, and letting me publish it in this issue.
|
|
I also thank Lorna for helping me finish writing the newsletter. If she
|
|
didn't help me, you would see many annoying mistakes, such as typos and
|
|
grammatical mistakes.
|
|
Bye, have a nice Easter break!!
|
|
|
|
|
|
|
|
Written by: Chang G. Chae
|
|
|
|
|
|
|
|
P.S. The latest issue of Take Off! is available on CompuServe Information
|
|
System, Grinder Bulletin Board System (805-583-5833, 1200,2400,9600
|
|
USR HST Dual Standard), Nomad Bulletin Board System (805-498-3500, 1200,
|
|
2400,9600 v32).
|
|
On CIS it's always available in Flight Simulator Forum Library 16.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Page 13
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Address of the editor:
|
|
----------------------
|
|
|
|
Chang G. Chae
|
|
c/o Take Off!
|
|
59 Memorial Parkway
|
|
Thousand Oaks, CA 91360
|
|
|
|
|
|
You can also contact me by E-mail through CIS network.
|
|
|
|
ID: 70541,2301
|
|
|
|
Or, on the national net, leave E-mail to "Chang Gyu Chae", in C-Language
|
|
conference.
|
|
|
|
If you would like to contact Seth L Turner, send E-mail to:
|
|
|
|
70373,1162 on CompuServe Information Service, or you can also contact him
|
|
through me.
|
|
|
|
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|
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Page 14
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