In
1987 I recall seeing a brown and black box with a picture of a Falcon
swooping onto a Mig-21 as I walked past a Tandy electronics store. I'd
been playing computer sims on the commodore 64 - almost all exclusively
Microprose products - for about 4 years. I didn't have a computer that
could run it at the time but it stuck in my head. Now almost 2 decades
later the latest incarnation of this product has been released and it
stays true to it's pedigree.
Getting
here has taken a long time and has been a very rough ride in some places
- but the one thing that Falcon had going for it that no other combat
sim ever has is the Gilman Louie vision:
"In
Falcon 4.0 our goal is to design a F-16 simulator that will put the player's
head into the war, not just into the plane. We want to suspend disbelief
and to give you a better understanding of a pilot's role in a large scale
engagement. The secret of Falcon has always been balancing the campaign
with the flight simulation".
Falcon's
approach was different to all other's. Create a believable warzone THEN
put an aircraft in it. Many other developers of the time focused primarily
on creating graphics engines with which to woo consumers and developing
the player's aircraft with as much fidelity as they are capable of and
MAYBE tacking on some limited multiplayer code and basic multiplayer gameplay.
The end result has often been pretty and complex but with a short lifespan
and very limited replayability. When Microprose created Falcon4 they designed
a monster - a sim to eclipse all other simulations. Unfortunately when
it came to translating the vision and design to code they failed. Falcon
simmers were left with a flawed masterpiece that gave a tantalizing view
of what it should have been but constant crashes and weird issues made
it impossible to enjoy.
Recent
Falcon History
There's
been more drama in Falcon4's history than the average Shakespearean play.
The watershed
moment for Falcon's continued development was the leaking of the Falcon4
source code by what is suspected to have been a disgruntled employee.
Before long
a coder had started working on it and had produced an updated executable
which he wished to release but he could not get a response from the IP
owners. Other people had created more data and had cleaned some up. Before
long community based modifications were being done by those who could
see the potential Falcon had and were determined to do what they could
to realize it. All with dubious legality, and almost none were compatible
with others. Before long the sizable ego's of those who considered themselves
Falcon's true saviors clashed - resulting in wasted effort and in many
instances - sheer stupidity.
A new group
was formed - the Falcon4 Unified Team. All falcon modders were invited
to put their issues aside and join together in a fully authorized and
LEGAL community effort to fix and enhance Falcon. The catch from the IP
owners was that there would be a deadline for the executable work.
Most of those
with coding expertise within the Falcon community joined this group. F4UT
released the Superpak series which updated the executable and data in
an attempt to change Falcon from a crashfest to a stable simulation -
and from all community efforts they produced the most stable version of
Falcon4 ever to be released.
F4UT hit
the deadline - and got permission to extend it for the release of Superpak
3. It was apparent to the coders that more work would need to be done
and now being without a job within F4UT (all that was left for the future
was data work) they negotiated an agreement to continue executable work
which would be released to the community for free on the conditions that
this development was kept secret and that the Intellectual Property owners
would receive the source code for their own further development.
While the
coders who were members of F4UT continued on this 'secret' project with
a selected handful of others who's expertise would be relevant to the
exe work the F4UT data guys worked on the huge task of cleaning up the
data for Superpak 4. This data job was much more effort than all of the
executable work done put together. Whereas a coder can tweak a few lines
of code and recompile to modify the behavior of bugs the data people had
to test every single object within the Falcon database in all possible
circumstances it would be encountered in within the simulation. With over
200 volunteers working on this it was taking months, and looked to possibly
take years to be done thoroughly.
Unfortunately
months or years was not quick enough for some of the extras in Viperops.
They attributed this delay in SP4 to be stalling for the Viperops project
regardless of there being no other evidence.
One of the
extras within Viperops leaked a copy of the Viperops testing executable
in an attempt to sabotage the effort. Further executables were then locked
down to prevent them from running on machines other than that of members
of the team to ensure compliance with the original agreement with the
IP holders. This
locking down however was all the evidence that was needed to satisfy these
malcontents that Viperops was going to steal community work for a commercial
project. So they outed Viperops and the community lost the most thoroughly
tested and stability focused free executable it would ever have seen.
From this
point onwards the Falcon community was fractured and turned into a pub
brawl - with groups stealing the work of other groups and a rush to add
more features and eyecandy whilst doing little for Falcon's underlying
problem - stability. For all intents and purposes Falcon was dead with
only the horse kicking left to be done. All later work has actually decreased
the stability that was reached with the Superpak series even though there
has been many excellent steps in the graphics department. But a pretty
trainwreck is still a trainwreck and there looked to be no end to this
problem in sight. This problem persisted for over 2 years and the one
other commercial attempt was stillborn - Falcon4 OIR.
Then one
morning a few months ago an unknown group calling themselves 'Lead Pursuit'
appeared on the scene with an announcement of the imminent release of
a new version of Falcon. One that focused on stability. EXACTLY what most
Falcon players wanted first and foremost and the community effort had
so far failed to yield. Many breathed a sigh of relief and migrated to
new forums to leave those groups who were spending more time slamming
other groups than on actual development work to argue amongst themselves.
Plainly the majority of the community was sick and tired of the whole
Falcon melodrama.
Before long
some familiar names were appearing in the development notes and gleaned
from various online sources - and it became apparent that Lead Pursuit
was made up of those who were the founding fathers of Falcon community
modification. These were the men who made the modding possible in the
first place.
Falcon4 Allied
Force is the result of their work.
Falcon4
Allied Force
Falcon4
Allied Force seems to be a logical extension of the Superpak series -
with the same primary focus on stability and quality control rather than
adding new eye candy and half working features. In a way it's a rationalization
of what we've seen so far in Falcon - removal of badly implemented features
like JDAMS and the ability to 'Fly
Any Plane so long as it uses the vipers avionics' type of thing which
resulted in myriad poorly simulated aircraft.
New
Features:
- Multiple
threads in the code for true Dual Core processor support
- Revamped
graphics engine
- Reworked
multiplayer engine
- Highly
advanced artificial intelligence
- 716 page
advanced .pdf manual
- 110-page
"new player" printed manual
- Reworked
dynamic campaign engine
- Brand
new theater of operations
- New high
resolution models and cockpits
- Highly
detailed terrain and airbases
- Intuitive
User Interface
- Trackir
Enhanced Support
Installation:
Installation is very simple and it takes
about 5 minutes to install the simulation. This is a huge improvement
over the 'Falcon Dance' - the process in which you can patch the original
Falcon4 which is almost impossible for Joe Six-pack and takes much longer.
One
of the BEST features is that there is NO copy protection. NONE. You are
not required to use the CD during gameplay and are able to create a backup
copy. It's nice to finally have your legal rights as a consumer respected
by a publisher.
First
Impressions:
The
initial movie is interesting but it fails to set the mood for the sim.
The footage is nice but I didn't find myself riveted the first time like
I did with the original.
The
music is very science-fictiony - has Lead Pursuit not been to an airshow
with jets? Where's the electric guitars?! Yes yes it's a cliché
but the music is more suitable to eve-online than a jet combat sim. I
haven't found myself humming F4AF's music like I had with the original
Falcon.
Interface:
Falcon has always had a good interface, and Lead Pursuit further polished
it. I am glad to see that things that can screw up your gameplay are no
longer present and that items that should not be accessible to the user
are no longer there. Having all items within the sim tweakable had resulted
in further fragmentation of online play.
All
areas are efficient and simple to use.
The
only complaint I have about the interface is that the gray background
makes the red text difficult to read.
Graphics
configuration: F4AF supports standard 4:3 ratio resolutions - being
1024x768 - 1280x960 and 1600x1200. The 'native' resolutions are however
1024x768 and 1600x1200 with the 1280x960 resolution cockpit being an autoscaled
one. It would have been very nice to be able to use non 4:3 resolutions
as well.
Control
configuration:

Controller assigment screen.
The
sim supports TrackIR in enhanced mode. You will want to be using
the latest version of Trackir and will need to ensure you have downloaded
the latest profiles from Naturalpoint. The Trackir implementation is great
in 3d view but worse than useless in 2d view. Fortunately you are able to disable trackir for the 2d pit by making the appropriate selection.
The
rest of the controls input section is well done. Before deciding if you
are going to assign a keystroke to a function you can press that key and
the list will highlight that key for you and display what function it
is currently assigned to. Clicking on that function will display a window
that prompts you to select the key you want to reassign - if it is already
bound it will display what that bound function is and you have the chance
of canceling out your new assignment or replacing the current one. Essentially
this gives the user two chances of not screwing up.
Difficulty
settings:

Setup screen - streamlined and improved from earlier versions.
F4AF
is VERY scalable. You could throw a jostick into the hands of a 5 year
old and they could zoom around in instant action to their hearts content
or on full realism be provided with a very challenging and realistic experience.
Training
section and Documentation:
The simulation contains thirty training missions. However by themselves
they are almost useless unless you have printed out 197 pages of the pdf
manual or have access to the electronic manual on another computer.
The
included paper manual is more a technical reference than training material
- anyone who's read the Jane's F/A-18 manual will know exactly what I
am talking about. It would have been a better idea to have the training
lessons as the paper manual simply because you are unable to reliably
alt+tab out of the 3d simulation to refer to electronic documentation
whilst doing so in the 2d interface works flawlessly.
The 716 page
pdf manual is excellent and if you are even half serious about Falcon
you will want to print it out. One thing that is missing is a tactical
reference as a separate pdf file that mirrors the online one in the simulation.
I could see the tactical reference weighing in at a thousand pages quite
easily. Maybe some enthusiastic simmer will put one together.

Falcon4's
tactical reference provides detailed data on most of the simulations objects.
I
printed up the pdf manual at Kinkos for a cost of around $80 Canadian.
Mission
Editor:
The mission editor kicks freckle.

The tactical engagement mission editor - powerful and slick.
It is extremely powerful and it takes literally seconds to create
simple missions. With some other simulations you are required to insert
every single object into a mission and plot all the waypoints and each
individual loadout etc. Falcon uses a system that takes the real world
into account - The military does not send out individual tanks or artillery
pieces on missions, it sends units. With a few clicks you can place an
entire battalion of enemy armor on the map, give it waypoints and a mission
and you are done. I've yet to see a mission editor in any simulation that
is as well designed as Falcon's.
The
game engine:
Graphics:
One word - FUNCTIONAL.

An ATC
assisted night approach to an airfield.

A stretch
of coastline with the fluffy clouds in the background.
Some
of the terrain textures are ugly - some are excellent. Same with the 3d
models and skins. The 2d cockpits are superb and are fully clickable whilst
the 3d cockpits are of not much more use than keep the player oriented
in combat. Improvements over earlier versions include dynamic lighting,
fog and clouds. The clouds achieve their function - obstructing line of
sight - but definitely do not fulfill their aesthetic purpose. Eye candy
was clearly not a focus for Lead Pursuit. The upside is that graphics
do not bring your system to it's knees and make the game unplayable. There's
other prettier simulations out there but if you attempted to simulate
the environment of F4AF in them you would be counting seconds per frame.

A rugged
region of yugoslavia from my viper's pit..
The
terrain mesh in F4AF is much better than in Falcon4 though it still suffers
from 'LOD popping' as you get closer to it.
Sound:
The sound effects are good. The radio chatter is almost constant - including
AWACS, ATC, FAC's and every other aircraft in the theater on guard channel
or in your package/flight. You can tune the radios in the cockpit to different
frequencies to quiet things down.
Multiplayer: Here's
where F4AF beats all other simulations into submission, though there are
some issues. So bad news first - If you are behind a router you need to
map two ports, 2934 and 2935 directly to your Falcon computer. This is
just a small issue if you have one computer behind the firewall wishing
to play but if your buddy dragged his PC to your place and you wanted
to play on someone else's dedicated server you are out of luck.
The
other issue I encountered is if your machine is multi-homed - i.e. more
than one network card in it. The simulation seems to get confused as to
which card it should be using (this should be familiar to old falcon users)
but the SIMPLEST solution would have been to simply have the network code
check which interface has a default gateway for internet games or is on
the same subnet as the server for LAN games and use the correct card for
the job.

The multiplayer screen - no more post-it-notes with server ip's on
your monitor.
Now the good news - Falcon online rocks. Unlike other simulations that
have simply tacked multiplayer code on near the end of development Microprose
realized that it needs to be one of the driving principles in design of
the simulation environment. Lead Pursuit have taken this a few steps further
and have made it very stable. I've done 12 hours of online multiplayer
on a dedicated server with up to 6 players and it has been excellent.
There are some cosmetic issues (player aircraft that are close to your
own and airborne warping slightly) but function wise it works very well.
The
multiplayer interface allows you to set both upload and download speed
- especially important if you are hosting. In addition the sim retains
a list of servers you have previously connected to. You can also connect
by a host name rather than an IP address. My dedicated server runs on
a dynamic IP network and I use a little utility along with a free service
from dyndns.org to point a hostname to that address. If my IP address
changes the agent automatically updates the record in seconds.
You
might have noticed the words 'dedicated server' above. This is a biggy.
You can run F4AF on another PC and have it host your online campaign.
You can password protect the campaign to prevent undesirables from participating.
You can save your progress and reload it later. This is an excellent feature
for friends or squads who wish to fly through a war together anytime anyone
wishes to.
Other
multiplayer features are tactical engagements - think of these as normal
missions like in other simulations - and plain dogfighting with some tweakable
features. Falcon4's mission editor includes a comprehensive set of 'mission
objective criteria' that allow you to set victory objectives per team.
Artificial
Intelligence: F4AF shines in this department and the whole warzone performs in a realistic
manner. AWACS controllers are a great source of information and will even
warn you if a threat aircraft is approaching you. BUT - you can also BE
the AWACS controller yourself - generating strikes and co-ordinating flights
direct from your AWACS interface screen.
The AWACS interface
- simply join an AWACS squadron and the war is yours to control.
The
Air Traffic Control code is very good - far surpassing earlier versions
of Falcon. One issue I experienced with it was when I had taxied to the
wrong runway and it kept prompting me to move to the other one. A call
of 'you're at the wrong runway dumbass' or somesuch would have been welcome.
The other issue was when I called incoming while at 30,000 feet. The ATC
attempted to steer me in (and I DID manage to land it) but I think more
idiot proofing would be handy - vector me off some distance and altitude
away before bringing me in. Once again this is more a user issue than
a sim issue.
The integrated
air defense system (IADS) AI is excellent. The word 'sneaky' is applicable.
Whilst performing a strike on a powerstation I was fooled into thinking
I was outside of the range of an air defense system that was spotting
for another site that was sitting quietly and feeding off the other site's
data. I lost two aircraft of my flight while we attempted to dodge the
salvo of missiles this silent site launched at us.
The wingman
AI is good - though learning how to control it effectively requires a
little work.
If you attack
a ground unit it will scatter, making it much more difficult to attack
on subsequent passes.
One of the
greatest strengths is that the AI is not magically aware. Awareness is
simulated with things such as lighting, contrails, sensor suite capabilities
and command and control facility assistance all helping to influence the
AI's perception.
Avionics: This is one of Falcon's strengths.

The
wideview pit - almost everything that clicks in the real thing is clickable
in here.

One of the other panels in the viper - and these buttons and knobs
aren't just for decoration.
Falcon4 provides
a fully clickable 2d cockpit for that extra step in realism. You do not
have to learn keyboard strokes for in game functions - simply press the
same button on the jet that the real pilot pushes. This is a real immersion
giver. If it's in the viper there's a very good chance that it's in the
simulation, and more importantly that it is simulated rather than approximated
(in other words - the processes of the device are simulated to produce
an end result rather than approximating the end result directly).
The only
other sim that has come close in fidelity is Jane's F/A-18.
Flight
Modeling:
The flight model feels good. With some of the other versions of Falcon
I have played in the past it has felt wrong - while some of them felt
great. The Fly-By-Wire system assists greatly in aircraft stability but
it is possible to 'overload' it's capacity with multiple axis maneuvers.
I'll wait until I hear comments from a real viper driver on the accuracy
of the 'feel' or someone with the aeronautics engineering skill to comment
on the performance data.
Other
Features:
One of the
extra features is the ACMI recorder. ACMI stands for 'Air Combat Manoeuvering
Instrumentation'. It records activity around your aircraft that you can
view later. This is a great training tool and that is the real-world purpose
of this feature.

ACMI
display screen - Mig29A about to take a sidewinder.
Another overdue
feature is the update checker. The patch dance is GONE.
Longevity:
Unlimited. The dynamic campaign provides a zero effort unlimited environment
to sim within, whilst the excellent mission editor makes creating missions
a breeze. The robust multiplayer code provides an excellent online experience
that is second to none.
Conclusion:
F4AF is a step back in many ways from the latest
community efforts but it focuses on the things that matter. Unlike some
developers who have focused on adding extra features or eyecandy Lead
Pursuit focused primarily on getting what is there already to work reliably
and realistically. In this area Lead Pursuit has succeeded. This is the
biggest reason for any Falcon4 owner to purchase F4AF. It's also CHEAP
Since the first writing of this review Lead Pursuit has released half a dozen patches that contain bug fixes AND enhancements that further push this sim ahead of the pack - for FREE.
New
players may have issues getting over the initial graphics, but their first
online campaign experience will convince them that there are more things
to a sim than eyecandy.
Falcon4:Allied Force is an order of magnitude above all other jet sims. Some have better graphics, some equal the avionics fidelity, but no other jet sim approaches the whole package.

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