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Review
A New Pilots First Look at Falcon
4.0: Allied Force
by Guest Writer Brett
"Bert77" Palmer

Introduction
Okay, let's start at the beginning.
I have only had my PC about 18 months.
The main reason I got it was because I wanted to get back
into flight sims having been a fan back in the early days.
Someone showed me Falcon 4: Allied Force on their PC and my
mind was made up.
My system is as follows:
- Athlon
AMD 2200
- 768MB
DDR RAM
- GeForce
FX5200 - 128MB
- 130GB
hard drive
Not the most up-to-date or powerful
system, but seems more than capable of running F4:AF on full
settings and a reasonable frame rate of about 30fps (and upwards).
My experience of Falcon 4 up-to-now
has been of a completely unpatched and unmodded
version (I can hear the gasps of horror from here!) so
after reading the development notes at Lead Pursuit and speaking
to people at various forums, I was expecting a lot from F4:AF.
The thing which always attracted me
to Falcon was the realism, depth, and attention to detail
so I was keen to see if some of the annoying bugs from the
original had been ironed out. I had never really had any big
issues with CTD's but more just with annoying glitches
in the game play and the AI.
So, my disk arrives in the post and
I install it. Put the disk in the drive, a couple of mouse
clicks and it's done within minutes. Very painless. I'm greeted
by a great new video intro and a new menu screen. All very
well laid out and simple to use. When I played the original
Falcon 4, I only used the simplified avionics as I never really
got around to learning it on full realism. This time I am
starting from scratch and wanting to work through the training
missions one-by-one. I realize that this is going to take
some time as there is a lot to learn. But I also realize that
to appreciate this sim to the full capability, it's the only
way to do it.
Training
I am familiar with the basics of flying
the F-16 and as far as I can see, a lot of the controls are
the same in F4:AF as they are in the original version. I decide
that the first thing I want to try out is the new ramp start
feature before I move on to the radar modes and weaponry lessons.
I load up a campaign mission on full settings and select "ramp
start". Following the step-by-step instructions is relatively
simple considering the complexity of the procedure. I find
a couple of the switches a little tricky to locate and it
takes a while for me to work out that the idle detent is "alt-I"
not "shift-I" as stated in the manual. Eventually
I get there and hear a satisfying roar as the jet comes to
life. The rest of the procedure amounts to switching all the
equipment on.
The navigation system needs to be
left for several minutes to calibrate itself so the whole
process does take up quite some time (as highlighted to me
by my wife who came in to see what I was doing an hour
after I disappeared with the disk only for me to inform
her I hadn't even left the tarmac yet!). I suspect the ramp
start option will be only used regularly by the real die hard
simmers as it takes about 25 minutes from start to finish
and I don't always have that sort of time-to-spare. But it
is a very nice touch and quite satisfying. I then attempt
to taxi to the runway and it is at this point, as I careened
towards and then into the control tower, that I fully appreciated
the "shift-/" joke I have seen so many times on
the forum! I'll leave you to discover this one for yourself
if you haven't already!
Having accomplished the ramp start,
I decide its time to plow onward with the training missions.
Being familiar with the basic flight
maneuvers, I skip them and start working through the section
on navigation and timing. All very easy to follow thanks to
the basic step-by-step nature of the tutorials in the PDF
manual. Although I am keen to work through these, there is
still a part of me that wants to do some mud moving so I also
set up a campaign using the simplified avionics so I can get
a feel for the campaign element in between my lessons. For
any newbie reading this report, I do suggest that this is
a good way to approach AF as you can learn at your own pace
while also getting a bit of campaign action at the same time.
At this point I would also like to add that there are a number
of people in the SimHQ
F4:AF Forum who can offer great advice to us newbies,
and also offer links to training guides, which I myself have
found very useful. BeachAV8R being one of these people.
So far I have managed to work my way
through the training missions which cover radar modes (both
A-A and A-G), A-A weapons, and A-G weapons. This has taken
me the best part of two weeks, but now I am at the stage where
I'm running a campaign using realistic avionics and have a
realism rating of 95 as opposed to 20 using simplified avionics.
Okay, so I'm not an expert yet, but I am about 20 missions
into the campaign and coping quite well with the enemy skill
set to rookie.
One area I am finding a little tricky
to get to grips with is targeting moving ground targets. Static
targets seem to be a reasonably straight forward process.
Generally, the steerpoint is over the target and you can find
it without a problem. Moving targets however are a completely
different proposition. I have found that when you get to the
steerpoint, nine times out of ten there is nothing there.
I have the radar in GMT mode but nothing shows up. If you
deviate out from the steerpoint you may find some moving targets
but are they the ones you were sent to destroy? Let's hit
them anyway. On many occasions this has happened to
me only to find out on my debrief that I haven't touched my
assigned target. Where were they then? Maybe they were
not moving and that's why they didn't appear on my radar?
I'm not sure, but I suspect this is some sort of "pilot
error". I need to go back to the tutorials and read up
a little more.
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