ÚÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄ¿ ³ USA/FLT United Software Association USA/FLT ³ ³ Fairlight PC Division ³ USA-DoX Department Proudly Presents Falcon 3.0 Quick Reference And Communications Handbook From ³ ³ ³ USA/FLT Spectrum Holobyte USA/FLT ³ ÀÄÄÄÄÄÄÄÄÄ ÄÄÄÄÄÄÄÄÄÙ FALCON 3.0 QUICK REFERENCE CARD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Map Control Keys ~~~~~~~~~~~~~~~~ Move Cursor Left Left Arrow Move Cursor Right Right Arrow Move Cursor Up Up Arrow Move Cursor Down Down Arrow Scroll Map Left Right SHIFT plus Left Arrow Scroll Map Right Right SHIFT plus Right Arrow Scroll Map Up Right SHIFT plus Up Arrow Scroll Map Down Right SHIFT plus Down Arrow Select Waypoint On Map Left SHIFT Drag Waypoint Left Left SHIFT plus Left Arrow Drag Waypoint Right Left SHIFT plus Right Arrow Drag Waypoint Up Left SHIFT plus Up Arrow Drag Waypoint Down Left SHIFT plus Down Arrow Zoom In + Zoom Out - Back Up One Screen ESC Exit To DOS ALT-X Stick Control Keys ~~~~~~~~~~~~~~~~~~ Nose Down Up Arrow or I or (8) Nose Up Down Arrow or M or (2) Bank Left Left Arrow or J or (4) Bank Right Right Arrow or L or (6) Rudder Left [ Rudder Right ] Throttle And Afterburner (AB) Keys ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Increase Throttle + Decrease Throttle - MIL/AB Switch / Increase Afterburner Stage . Decrease Afterburner Stage , Weapon Selection/Firing Keys ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A-G Weapons Select Backspace A-A Weapons Select Enter ILS HUD Mode \ Fire Weapon Spacebar Increase Bomb Ripple ' Decrease Bomb Ripple ; Radar Mode Keys ~~~~~~~~~~~~~~~ Radar On/Off R REO/Map Toggle C NAM Radar F5 ACM Radar F6 GM Radar (Toggle) F7 Rivers And Roads On/Off (GM Radar) Y Radar Scan Distance F8 Radar Azimuth Scan F9 Radar Antenna Elevation F10 IFF Check N Target Select T Clear Radar Lock X Radar Lock Z Inside View Keys ~~~~~~~~~~~~~~~~ Front View 3 (1) Left View 4 (7) Rear View 5 (3) Right View 6 (9) Cockpit Up/Down Scroll Lock Up View U Outside View Keys ~~~~~~~~~~~~~~~~~ Satellite View 1 Ground View 2 Target/Missile/Enemy View Q Wingman View 7 Padlock View 8 (*) Track View 9 Chase (Plane) View 0 Zoom And Rotation Keys ~~~~~~~~~~~~~~~~~~~~~~ Zoom In F1 Zoom Out F2 Rotate Left F3 Rotate Right F4 Rotate Up SHIFT F3 Rotate Down SHIFT F4 Fine Tune Rotation Movements CTRL + Other Keys Countermeasures Keys ~~~~~~~~~~~~~~~~~~~~ ECM Pod E Dispense Chaff DEL Dispense Flares INS Flight Control Keys ~~~~~~~~~~~~~~~~~~~ Autopilot A Speed Brakes B Flaps F Landing Gear G Wheel Brakes W AVTR Keys ~~~~~~~~~ Turn On Replay Camera CTRL-R Save Replay To Disk CTRL-S Stores Control Keys ~~~~~~~~~~~~~~~~~~~ View Stores V Jettison Centerline Stores CTRL-C Jettison All Stores CTRL-K Wingman Command Keys ~~~~~~~~~~~~~~~~~~~~ Tell Wingman To Break Left SHIFT-A Tell Wingman To Break Right SHIFT-D Tell Wingman To Break High SHIFT-W Tell Wingman To Break Low SHIFT-X Tell Wingman To Fly Straight And Level SHIFT-S Bypass Current Waypoint SHIFT-B Return To Previous Waypoint SHIFT-V Tell All Wingmen To Keep Radio Silence SHIFT-R Tell Wingman To Bracket Left SHIFT-Z Tell Wingman To Bracket Right SHIFT-C Tell Wingman To Engage SHIFT-E Tell Wingman To Disengage SHIFT-Q Tell Wingman To Drag Left SHIFT-2 Tell Wingman To Drag Right SHIFT-3 Ask AWACS For Navigation Information SHIFT-N Communications Mode Keys ~~~~~~~~~~~~~~~~~~~~~~~~ Chat With Other Player ` Abort Mission ALT-A End Mission ALT-Q Miscellaneous Keys ~~~~~~~~~~~~~~~~~~ Accelerated Mode TAB Lock Accelerated Mode SHIFT-TAB Bring Up Menu Bar ESC Change HUD Color H Pause Game P All Sound On/Off S NOTE: Keys in parentheses () indicate keys located on the numeric keypad. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FALCON 3.0 COMMUNICATIONS HANDBOOK ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ COMMUNICATIONS MODE ~~~~~~~~~~~~~~~~~~~ With Falcon 3.0's Communications mode, you can challenge your friends to a head-to-head duel or combine forces to take on the enemy in either a single mission or as part of an entire campaign. With a Novell-compatible local area network (LAN), you can have multiple people to dogfight against or go on missions with. Important note about LANs: Your Novell-compatible LAN must be Novell IPX protocol compatible. Falcon 3.0 is not NetBIOS compatible. You also must have your network drivers loaded into high memory. HARDWARE AND SOFTWARE REQUIREMENTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To play in Communications mode through direct-connection or modem, you need the following: * Either a null-modem serial cable (hooked up between the serial ports on the two computers) or two Hayes-compatible modems (with a baud rate of at least 2400 baud each). * A copy of Falcon 3.0 on each computer. To play in communications mode through a local area network, you need the following: * An expanded memory manager (EMM) capable of loading your networking software into high memory. * A Novell-compatible LAN with network nodes and networking software (loaded into high memory) on each of the computers that will participate in the multi player Falcon 3.0 game. * A copy of Falcon 3.0 on each computer involved. TYPES OF COMMUNICATIONS PLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are four types of communications play in Falcon 3.0. These are listed below: Two player allied ~~~~~~~~~~~~~~~~~ In this mode, two players will connect with eachother (through modem, direct-connect or network) and start or continue a campaign. Bot players will be flying for the same side. Two player duel ~~~~~~~~~~~~~~~ This mode allows two players to connect (through modem, direct-connect or network) and battle eachother until one or the other is destroyed. Multi player allied ~~~~~~~~~~~~~~~~~~~ With this mode, from two to six players (over a network only) can combine forces to start or continue a campaign. Multi player duel ~~~~~~~~~~~~~~~~~ The last mode allows from two to six players (over a network only) to shoot it out until only one aircraft is left "standing." SETTING UP FOR COMMUNICATIONS PLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are a number of things each player needs to do before they can access Communications mode. Modem ~~~~~ If you are using a modem, have it plugged into your COM port and turned on. Direct-connect ~~~~~~~~~~~~~~ If you are connecting two computers, you need to hook a null-modem serial cable to the serial ports on the two computers. Network ~~~~~~~ If you are connecting through a Novell-compatible network, each player must have the appropriate network hardware and software drivers installed on their computer. When connecting through a network, each player must have their network drivers loaded into high memory before running Falcon 3.0. Finally, each player needs to load Falcon 3.0. PREPARING FOR COMMUNICATIONS PLAY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before play begins, the players involved must choose which player will be the "caller." In the two player modes, one player will be "caller" and one will be "answerer." In the multi player (network) modes, one player will be the "caller", and everyone else will be the "answerers." The caller will be the person who makes the decisions in a campaign mission (more on this later). The following directions should be followed by each player in the communications game: 1. Select a squadron using the procedure described in Section ]I[: War Room of the Flight Manual. 2. Select the COMMS monitor in the War Room. This will bring you to the Pilot Transfer screen. (You can also get to the Pilot Transfer screen from the Squadron Ready Room.) 3. Choose the pilot you wish to fly from the monitor in the upper right- hand corner of this screen. 4. Select the Comms button just below the monitor. This will bring you to the Communications Setup screen. Caller's Responsibilities And Actions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The player chosen to be the caller has the additional responsibility of choosing the theater he and the other players will be participating in. The squadron the caller chooses from the War Room will retain all the campaign information. In addition, when flying around in the campaign, all the caller's settings on the Difficulty Levels section of the Configuration screen will be transferred to the answerer's machines. COMMUNICATIONS SETUP SCREEN ~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Communication Setup screen is where you will be making your choices for Communications Mode. You can move around this menu by using the mouse or the TAB key and the arrow keys. The ENTER key or the mouse button selects an option. Mode ~~~~ The player who was chosen as the "caller" should select CALL, while any other players should select ANSWER. Port ~~~~ Choose COM 1 or COM 2 depending on where your modem or null-modem serial cable is. If you are connecting through a network, this option is not used. Line Type ~~~~~~~~~ This option is only used when you are using modem connections. Select TONE if you have a touch-tone phone and PULSE if you have a pulse- dialing (rotary) phone. Telephone ~~~~~~~~~ The person who is the "caller" should type in the telephone number of the other player here (don't put any hyphens in the number). This option is used only for modem connection. Connection ~~~~~~~~~~ Choose the appropriate selection for your communications game, either MODEM, DIRECT or NETWORK. Game Type ~~~~~~~~~ Select the appropriate game type from this menu. You have the choice of one of the four listed previously: 2 PLAYER ALLIED, 2 PLAYER DUEL, MULTI PLAYER ALLIED or MULTI PLAYER DUEL. All players must select the same game type. Baud Rate ~~~~~~~~~ Select the baud rate applicable for your connection: Modem Connection: You need to choose the lowest common baud rate for the two modems (ie. if one modem is 9600 baud and the other is 2400 baud, both players must select 2400 baud). NOTE: You can play Falcon 3.0 with two 1200 baud modems, but this is strongly discouraged. You will experience extreme speed degradation if you attempt to do this. Direct Connection: We recommend using a speed of 19200 baud for direct connection. Network Connection: The baud rate in a network connection indicates the amount of data being transmitted rather than the speed of data being sent across. We recommend using a baud rate of 19200. If the game runs too slowly, use a lower baud rate; conversely, if other aircraft are not moving smoothly enough, use a higher baud rate. Accept ~~~~~~ This will accept all entries you have made and start you going in Communications mode. If the other player(s) have not pressed the ACCEPT button, you will get a message telling you that the computer is waiting for the other player(s) to finish. Cancel ~~~~~~ This will cancel any changes you have made to this screen and bring you back to the War Room. If you want to re-enter Communications mode, you will need to select the COMMS monitor and repeat the pilot selection procedure. Save Settings ~~~~~~~~~~~~~ If you plan to be using the settings on the Communications Setup menu more than once, you may want to save the settings for later use. After selecting the SAVE SETTINGS button, you can continue with more changes or select the ACCEPT button. CONNECTING IN COMMUNICATIONS MODE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When using direct-connect or modem, the connection process will begin when both players hit the ACCEPT button. The caller's modem will begin to dial and establish a communications link, or the two computers will begin to transmit data through the serial ports if connected directly. When using a network for play, after each player hits the ACCEPT button, the answerers must wait until the caller chooses them from a list on his computer. (The caller must use the arrow keys and ENTER to select the answerer's log-on name from the list. A player's log-on name is the name he uses when logging on the network.) If the answerer agrees to play, a star will appear in front of his name on the caller's list. Once the caller has chosen the players he wants to play with, he should select the word EXIT at the top of the player list. This will begin the communications session. DUEL GAME ~~~~~~~~~ In the two player and multi player duel modes, the objective is to shoot down all of your opponents. (This is similar to single player Instant Action mode.) When there is only one player remaining, the game will end and all players will be brought to the high scores screen. After they press a key to exit the top ten screen, each player will be asked if they wish to play again. At this time, they will either begin another communications game, or exit to the War Room. If there is only one player who wants to play a duel game, the communications session will be terminated. ALLIED GAME ~~~~~~~~~~~ Allied games allow the players involved to participate in a campaign of the caller's choice. Once all players have been selected by the caller, they will be brought to the War Update screen, just as in a single player campaign. From here until the time each player enters their plane, the caller will make all the mission decisions. The answerers can see what is taking place, but they will have no control whatsoever about waypoints, flights, or even the weapon load of their aircraft. The caller is the Squadron Commander, while the answerers take the part of the other pilots in the squadron. On the Assign Pilots screen, all the players will be automatically assigned to aircraft with the caller leading the flight. After the caller has selected the Takeoff button from the Load Armament screen, the mission will begin. All the answerers will start off in the air, so they need to wait for the caller to take off. Once the caller is in the air, the mission is truly underway. Ending a Mission ~~~~~~~~~~~~~~~~ The caller is the only player who can end the mission. Other players can abort from the current mission, but this is highly discouraged. It will leave their plane flying as if the pilot has blacked out, so the plane will eventually crash. When the caller ends the mission, the mission will end as described on page 127 of the Flight Manual. Since the menu bar is deactivated during the Communications mode, the way to End Mission is ALT-Q while the way to Abort Mission is ALT-A. If a caller or answerer chooses to exit to DOX by pressing ALT-X, it will act as if they aborted the mission. OTHER COMMUNICATIONS NOTES ~~~~~~~~~~~~~~~~~~~~~~~~~~ The following items are specific to Falcon 3.0's Communications mode: Accelerated mode ~~~~~~~~~~~~~~~~ Accelerated mode is disabled in Communications mode. Pause key ~~~~~~~~~ Only the caller can pause the game while everyone is flying around. Answerers will be unable to pause the game. Chat feature ~~~~~~~~~~~~ If you want to send over a radio message to the other player(s) in your flight, you can do so by pressing the ` key. This will allow you to send a message of approximately 60 characters in length. You can use the BACKSPACE key to correct mistakes and the ENTER key will send the message to all other pilots on your flight. However, the game will continue to play while you're typing your message, so be careful. Don't be sending over any long messages when you've got some MiGs on your six! Menu Bar ~~~~~~~~ As mentioned previously, then menu bar is disabled in Communications mode. The caller can end a mission by pressing ALT-Q. No answerers can end a mission. A caller or answerer can abort a mission (and return to the War Room) by pressing ALT-A. Hitting ALT-X (to exit to DOS) will act as if you aborted a mission. -=USA/Fairlight=-