***************************************************************************
*                               FALCON 3.03                               *
*                                11/22/93                                 *
*                                                                         *
*                                Includes:                                *
*                         FALCON 3.0 (VERSION 3.03)                       *
*                  OPERATION: FIGHTING TIGER (VERSION 3.03)               *
***************************************************************************
 
CONTENTS
========
THE HISTORY OF FALCON 3.0
RUNNING THE GAME
   Finding free memory
   Stacker
   Packard Bell computers
   Sound Blaster 16 ASP cards
BOOT DISKS
   DOS 6.0 boot disks (with and without a mouse)
   A new network boot disk
   Adding a mouse driver
   Using a boot disk
   Final note on boot disks
GENERAL TIPS
   Weapons
   ACMI
   Hardware
CHANGES FOR FALCON 3.03
CHANGES FOR FALCON 3.02.1
CHANGES FOR FALCON 3.02
   New features
   ThrustMaster WCS UPROM file
CHANGES FOR OPERATION: FIGHTING TIGER AND FALCON 3.0E
   Night mode
   Objects
   Sound and music
   Weapons
   Campaign, missions and waypoints
   Wingman views and commands
   ILS and landing
   Miscellaneous
   Program fixes
CHANGES FROM VERSION 3.0 THROUGH 3.0D
   Instant Action
   Red Flag
   Weapons
   Autopilot, wingmen and enemy pilots
   Flight models
   Radar and ECM
   Missions
   Joysticks, keyboard, mice, etc.
   Sound and music
   Padlock View
   Communications
   Miscellaneous
COMMUNICATIONS TIPS
   Modems
MISSION REQUIREMENTS
MISSION DEBRIEFING
CUSTOMER SUPPORT INFORMATION


THE HISTORY OF FALCON 3.0      
=========================
After Falcon 3.0's original release in 1991, a number of problems were
reported by owners. Because of these problems, several updates have been
released. These updates were designated A, C and D. (B was skipped because
an unauthorized version with that version label was released by an unknown
party.)  These updates are all cumulative; that is, the changes in A are
also in D, so only the latest update is needed to fully upgrade the
program.
 
After the D version, a Falcon 3.0 Campaign Disk containing three new
theaters (titled Operation: Fighting Tiger) was released, bearing the
designation "Falcon 3.01."  Because some problems were reported with
Operation: Fighting Tiger, an update for that version of the game was
released, updating the program to version 3.01.1. To maintain
communications compatibility with Operation: Fighting Tiger, a 3.0e
version of Falcon 3.0 was released.

MiG-29: Deadly Adversary of Falcon 3.0 was released in July 1993. To
maintain compatibility between MiG-29, Falcon 3.0 and Operation: Fighting
Tiger, Falcon version 3.02 was released.  
 
Hornet: Naval Strike Fighter was released in November 1993. To maintain
compatibility between Hornet, MiG-29, Falcon 3.0 and Operation: Fighting
Tiger, an update for Falcon 3.0 was released at the same time. This update
brings both Falcon 3.0 and Operation: Fighting Tiger up to version 3.03.

Version 3.03 contains several changes and new features. In fact, for
owners of early versions of Falcon 3.0, the cumulative changes could be
something of a shock (there have been more than 30 changes and new features
since the original version came out in December 1991). We strongly
recommend that you print this Read Me file and refer to it as you play.
 
If you have MiG-29 installed, you only need to read the sections 
summarizing the version 3.03 and 3.02.1 changes.

If you have Operation: Fighting Tiger installed, you only need to read the
sections summarizing the version 3.03, 3.02.1 and 3.02 changes.
 
If you have Falcon 3.0 version 3.0d, you should read the sections
summarizing the version 3.03, version 3.02 and Operation: Fighting Tiger
changes.
 
If you have a version of Falcon 3.0 earlier than 3.0d, you should read the
entire file.
 

RUNNING THE GAME
================
When you install Hornet(or when you run SHUPDATE.EXE), your version of
Falcon 3.0 is automatically updated to version 3.03. To play Falcon 3.0
version 3.03, type "FALCON3" from within your FALCON3 directory.
 
Finding free memory
-------------------   
Falcon 3.03 requires 603K (617,472 bytes) of free conventional memory. Here
are some hints to help you get the memory you need:
 
*  Type "MEM /C" at the DOS prompt. This will show how the 640K of
   conventional memory is being used.
 
*  Double-check the CONFIG.SYS file in your root directory to be sure that
   the "DOS=HIGH" command is included.
 
*  Load TSRs (Terminate and Stay Resident programs), such as mouse drivers,
   into high memory instead of conventional memory. Consult your DOS or
   expanded memory manager manual to learn how to accomplish this.
 
*  Temporarily modify your CONFIG.SYS and AUTOEXEC.BAT files so they do not
   load TSRs that are unnecessary to run Falcon 3.0.
 
*  Consult the text file named MAKEBOOT.TXT in the FALCON3 directory. This
   text file explains how to make a boot disk that will allow you to find
   the memory necessary needed to run Falcon 3.0. See "Boot Disks" below.
 
*  Try using a commercial EMS manager in place of the MS-DOS EMS manager
   EMM386. Third-party EMS managers can improve your system's performance
   by using far less conventional memory and providing improved ability to
   load TSRs into high memory. Also, a commercial memory manager will
   allow you to use more extended memory without constantly modifying your
   CONFIG.SYS file. This is especially useful if you run Windows 3.0,
   which requires a lot of extended memory.
 
*  MS-DOS 6.0 comes with a memory optimizer called MemMaker. To use 
   MemMaker, type "MEMMAKER" at the DOS prompt. MemMaker will alter your
   CONFIG.SYS and AUTOEXEC.BAT files to make your setup more memory
   efficient. MemMaker will try to load as many of your TSRs into high
   memory as possible. It will not remove TSRs that cannot be loaded high.
   If, after running MemMaker, you still do not have enough conventional
   memory, you should edit your CONFIG.SYS and AUTOEXEC.BAT files to remove
   TSRs that cannot be loaded high. Refer to your MS-DOS 6.0 manual.
 
Stacker
-------   
Falcon 3.0 works with Stacker, but Stacker must be loaded into high memory.
If you are using EMM386 as your DOS 5.0 or DOS 6.0 memory manager, replace
the DEVICE command that loads Stacker with "DEVICEHIGH" in your CONFIG.SYS
file. On the line that loads Stacker, simply add the four letters "HIGH"
after the word "DEVICE."  If you are using another memory manager, read the
manual to learn how to load device drivers high. You should also refer to
the Stacker manual for information on Stacker's /EMS option.
 
Packard Bell computers
----------------------   
Running Falcon 3.0 on a Packard Bell computer may require a change in your
CONFIG.SYS file to avoid an EMS conflict between the video BIOS and the EMS
page frame at address E000. It is recommended that the EMS page frame
address be set to D000. Add the following line to your CONFIG.SYS file to
set the EMS page frame address properly for the EMM386 memory manager:

   DEVICE=C:\DOS\EMM386.EXE 1024 RAM FRAME=D000 I=CD00-DFFF
 
If you are not sure how to do this for your expanded memory manager,
consult your DOS and expanded memory manager manuals for instructions.
 
If you are using the EMM386 expanded memory manager, you can use the batch
file BOOTPACK.BAT to create a special boot disk for your Packard Bell
computer. Booting your system with this disk will configure your computer
to avoid the address conflict. You will need a formatted disk that fits
drive A to use as the boot disk. Simply type "BOOTPACK" from your Falcon
3.0 directory and then follow the onscreen instructions. Before playing
Falcon 3.0, insert the boot disk into drive A and reboot your computer.
 
Sound Blaster 16 ASP cards
--------------------------   
There is a slight problem with the Sound Blaster 16 ASP card. Falcon 3.0
automatically detects which sound cards you have when you start the game.
Unfortunately, it detects the Sound Blaster 16 ASP as a Roland sound card,
which causes Falcon 3.0 to crash when you try to run the game.
 
To solve this problem, delete the FALCON3.DEF file before running Falcon
3.0 for the first time. Then when you run the game, select Sound Blaster
on the System Setup screen.
 

BOOT DISKS
==========
The MAKEBOOT.TXT file in your FALCON3 directory contains instructions on
making several different kinds of boot disks depending on your system and
needs. In addition, refer to your Falcon 3.0 Release Notes and
Communications Handbook.
 
To edit a text file (such as your AUTOEXEC.BAT or CONFIG.SYS files), you
can use the DOS editor. Just type "EDIT <filename>" at the DOS prompt.
Below are some additional tips.
 
DOS 6.0 boot disks (with and without a mouse)
---------------------------------------------   
Two new batch files have been added that create boot disks for use with
DOS 6.0. The new files are called BOOTDSPC.BAT and BOOTMOU2.BAT. BOOTDSPC
creates a boot disk for DOS 6.0 with DoubleSpace loaded and without a mouse
driver loaded. BOOTMOU2 creates a boot disk for DOS 6.0 with both 
DoubleSpace and a mouse driver loaded.
 
A new network boot disk
-----------------------   
If you are having trouble with network play, create and use the BOOTNET
boot disk described in MAKEBOOT.TXT. If problems persist, change the
following line in the AUTOEXEC.BAT file on the BOOTNET disk:
 
   LOADHIGH NET5
 
   should be changed to read:
 
   REM LOADHIGH NET5
 
Adding a mouse driver
---------------------   
To use your mouse with the boot disk described above or with any of the
boot disks in MAKEBOOT.TXT (except for the BOOTMICE disk, which is already
designed for mouse users), do the following:
 
1) Edit the boot disk's AUTOEXEC.BAT file with any text editor and remove
   the word "REM" from the line: REM LOADHIGH MOUSE.
2) Copy your mouse driver (MOUSE.COM) onto the boot disk.
 
After you reboot, the AUTOEXEC.BAT file will attempt to load all drivers
into high memory. However, this setup varies from machine to machine and
may use too much memory to run Falcon 3.0. If this is the case, go back
and reinsert the word "REM" in front of the mouse driver line of the
AUTOEXEC.BAT file.
 
Using a boot disk
-----------------   
After the boot disk is created, insert the disk into drive A and restart
your computer. Now change to the FALCON3 directory on your hard drive to
run Falcon 3.0.
 
Final note on boot disks
------------------------   
If you are using a real-time software compression driver on your hard
drive (such as Stacker, SuperStor or DoubleDisk), you must make
modifications after using these batch files. Edit the CONFIG.SYS on the
boot disk to include the device driver and load it high with the
DEVICEHIGH command. Consult your software compression manual if you need
further instructions on how to load the driver into high memory.
 

GENERAL TIPS
============
 
*  The radio message "Waypoint x at xxx - Angels xx - xxx miles" from your
   AWACS plane describes the direction to your next waypoint: the number of
   the waypoint, the compass direction you should take, the altitude you
   should be at ("Angels"), and how many miles away the waypoint is. Since
   this is a generic radio message, the digitized sound sample that
   accompanies this message ends after the word "Waypoint."
 
*  To erase the Instant Action high scores list, simply erase the file
   TOPTEN from the FALCON3 directory by typing "DEL TOPTEN" at the DOS
   prompt.
 
*  If any of your squadron files get damaged, corrupted or lost, a file
   called "F30RESET.EXE" has been provided which will replace all squadrons
   with freshly generated ones and will delete any garbage files that might
   have been created. Just type "F30RESET" at the DOS prompt to clean out
   garbage files and replace all squadron files.
   
   WARNING - this will destroy any saved camapigns and all existing
   squadron information!
 
Weapons
-------
*  Even though Sidewinders (AIM-9P and AIM-9M) are heat-seeking missiles,
   their seeker heads are slaved to the F-16 radar system. This allows you
   to target a Sidewinder by locking your radar onto the specific aircraft
   you want to attack. The drawback to this system is that if your radar
   is being jammed by enemy ECM, your Sidewinders will not lock at all.
   This problem can be solved by switching your radar to a non-tracking
   mode (i.e. NAM) or by switching your radar off altogether.
 
*  Normally when you are using the CCIP method for dropping iron bombs, a
   small horizontal bar appears above the bombsight. If this bar is twice
   as thick as normal, your fire control computer is telling you that it
   isn't a good time to drop the bombs because of your aircraft's awkward
   position to the target.
 
*  Note that you will be unable to drop any iron bombs from an inverted
   position.
 
ACMI
----
*  .VCR files created using the ACMI feature are not compatible between
   release versions. This includes all versions of Falcon 3.0, Operation:
   Fighting Tiger and MiG-29.
 
*  .VCR files created in High Fidelity flight mode can be viewed only on
   machines that are equipped with a math coprocessor.

Hardware
--------
*  For setups containing a joystick, ThrustMaster WCS and rudder pedals,
   choose "Joystick" instead of "ThrustMaster" at the System Setup Screen.
   The ThrustMaster setting should only be used if you have a ThrustMaster
   FCS as your flight stick.
 
*  Owners of Acer computers, Acros computers or other computers with
   Acer motherboards using BIOS version 1.2 could not play FALCON versions
   3.02 or later. When the game was run, it would simply freeze with a
   blank screen. The solution is to use a small TSR program called ACER.COM
   which we created to deal with this incompatibility problem. Running this
   update will automatically copy ACER.COM into your FALCON3 directory.
   
   If you have an Acer with BIOS version 1.2, type "ACER" before you run
   FALCON 3.0. This will load the ACER TSR into memory, where it will
   allow you to play FALCON 3.03. When loaded, ACER.COM takes up 768 bytes
   (0.8K) of conventional memory.

   Since FALCON 3.03 requires 603K of conventional memory, you should try
   to load ACER.COM high. Consult the manual for your memory manager, your
   DOS manual or the Release Notes and Communications Handbook for tips on
   memory management. If you cannot load it high, be sure you have enough
   free conventional memory for both ACER.COM and FALCON 3.0.

   When done playing, type "ACER U" to unload the TSR from memory.

*  If you have a video card with the Tseng ET4000/w32 chipset, you may
   experience problems with frequent white flashing in the simulation. You
   can download a specific fix for this video problem from our Customer
   Support BBS at (510)522-8909 or from America Online, CompuServe or
   GEnie. See below for more information on how to contact Customer
   Support.
 

CHANGES FOR FALCON 3.03
=======================
Falcon 3.0 has been updated to be communications-compatible with Hornet
and MiG-29 version 1.02.


CHANGES FOR FALCON 3.02.1
=========================
*  Problems with joystick calibration are now fixed.

*  The coolie hat problem when switching between cockpit and scroll lock
   views has been fixed.

*  Some users reported difficulty with rolling right. This problem is now
   fixed.

*  Some users reported problems with pitching upward when in any outside
   view. The problem was that the plane would not go beyond 30 degrees
   upward pitch until the player switched back to an inside cockpit view.
   This problem has been corrected.


CHANGES FOR FALCON 3.02
=======================
Several new features have been added to Falcon 3.0 since Operation:
Fighting Tiger. These features are listed below.
 
*  The blackout/redout model has been upgraded. Blackout and redout
   conditions are defined by pilot G tolerance, maximum blackout duration
   and degree of control over the plane during blackout.
 
   Flight Model   G tolerance  max. duration  control
   -------------  -----------  -------------  -------
   Simplified     300% normal  1 second       normal
   Moderate       200% normal  1 second       none
   Complex        150% normal  15 seconds     none
   High Fidelity  normal       30 seconds     none
   
   To recover from blackout or redout, center the flight stick. If you
   continue to pull the stick, you will remain blacked out until you
   release it.
   
   Blackout and redout may seem rather sudden under the new model.
   Increasing your G load gradually instead of suddenly will greatly
   extend this onset time. Your pilot's G tolerance decreases over the
   course of a mission due to the cumulative strain of repeatedly pulling
   high Gs. As a pilot's G tolerance decreases, blackout and redout will
   occur more suddenly and at lower G values.
 
*  In the OPTIONS menu on the menu bar is a new selection called G ONSET.
   There are four settings: No Effect, Moderate, Difficult and Realistic.
   These settings refer to the likelihood of blackout due to rapid G onset.
   G onset defaults to Moderate.
   
   Blackout can be caused either by continuous high Gs or by sudden G onset
   (such as going from 1 to 10 Gs instantly).
   
   At the No Effect setting, G onset has no effect on blackout. At the
   Moderate setting, the effects of G onset on blackout are slight. At the
   Difficult setting, G onset plays a major part in determining blackout
   conditions but not as much as in reality. At the Realistic setting,
   blackout from rapid G loading is as likely as it is in reality.
 
*  The joystick calibration routine now includes coolie hat calibration for
   ThrustMaster Flight Control Systems.
 
*  Falcon 3.02 supports CH Products' FlightStick Pro. On the System Setup
   screen, you can now choose the FlightStick Pro as your control device.
 
*  The "coolie hat" on the ThrustMaster and CH FlightStick Pro control
   views in Falcon 3.02. The coolie hat view controls are: back=Padlock
   View, left=Left View, right=Right View, forward=Forward View. If you
   are already in Forward View, forward=Heads-up (Scroll Lock) View. The
   coolie hat functions built into Falcon 3.02 override any other coolie
   hat programs (such as F3COOLIE, Pilot's Edge, etc.) you may have
   installed. Occasionally, there may be a conflict between Falcon 3.02
   and third-party coolie hat programs which can make the game crash. Do
   not use any TSRs or other programs that read or reprogram the coolie hat
   when playing Falcon 3.02.
 
*  The Padlock View shows some new information. In the upper left corner
   window is the target identification, followed by the range to target in
   nautical miles (NM). The range now shows tenths of miles. Next is your
   altitude above ground level (AGL) and airspeed in knots. The airspeed
   shown is in knots true airspeed (KTAS). Last is the current load factor
   (in Gs).
   
   In the upper right corner window are three new indicators. As always,
   the warning "REAR" appears if the target is behind you. Beneath this,
   the indication "BRK" now appears if your speed brakes are on. Just
   below the "BRK" indicator, the indication "AB" comes on if your
   afterburner is engaged.
 
*  The ECM model has been changed to be more realistic. Instead of
   consistently jamming radar or always breaking radar lock, there is now
   a continuing battle between ECM systems and fire control radars. The
   result is that a plane using ECM will occasionally still get locked up,
   but only for a few moments. Likewise, if you are tracking a plane that
   uses ECM, your radar lock will be broken and re-established over and
   over again as your fire control systems battle the target's ECM.
 
*  All menu bar selections are now saved.
 
*  All animations have been disabled when in communications mode to prevent
   timing conflicts.
 
ThrustMaster WCS UPROM file
---------------------------   
ThrustMaster has provided UPROM files for use with Weapon Control System
(WCS) Mark II or the WCS Mark I with UPROM upgrade. The files are called
MIG29.MK1 and MIG29.ADV (since they were originally released with MiG-29)
and will be placed in your FALCON3 directory as part of the update process.
 
ThrustMaster has also provided a file called UPROM.TXT that will also be
placed in your FALCON3 directory. UPROM.TXT contains some information on
how to use the UPROM files. Consult your ThrustMaster UPROM upgrade or WCS
Mark II documentation for more information on using UPROM files. Contact
ThrustMaster for more information on the UPROM upgrade.

This UPROM file defaults to the following button controls for your WCS:
 
   Thumb      
   switch    Left   Center  Right  Upper   Lower  Rear
   position  front  front   front  thumb   thumb  thumb
   --------  -----  ------  -----  -----   -----  -----
   up        chaff  flares  brake  target  break  lock
                                   select  lock   target
 
   middle    chaff  flares  brake  target  break  lock
                                   select  lock   target
 
   down      gear   nothing brake  target  break  lock
                                   select  lock   target
 
In addition, when you change the thumb switch position, you issue the
following commands:
 
   Thumb switch to up        NAM mode (like "F5" in HFR)
   Thumb switch to middle    ACM mode (like "F6" in HFR)
   Thumb switch to down      ILS mode (like "\")
 

CHANGES FOR OPERATION: FIGHTING TIGER AND FALCON 3.0E
=====================================================
The following changes were introduced as part of Operation: Fighting Tiger
(both versions 3.01 and 3.01.1) and Falcon 3.0e.
 
Night mode
----------   
*  The night mode has been darkened to make it more realistic and more
   exciting for certain types of missions.
     
*  Stars have been added at night and can be seen in actual astronomical
   positions.
 
*  Visual contact will be made at a shorter distance at night.
 
Objects
-------   
*  U.S. insignias have been added to the F-16.
 
*  The F-16 cockpit glass is now a clear gold instead of an opaque blue
   when looking at an F-16 from the outside.

*  Lights have been added to the wingtips of the F-16, and they turn on
   when the landing gear is down.
 
Sound and music
---------------   
*  Some messages that previously used static have been replaced with new
   digitized messages.
 
Weapons
-------   
*  Some missiles have had their ranges increased to be more realistic.
   (For example: the Phoenix fired from the F-14 can now be fired from
   about 80 miles away.)

*  The SAM radar cones have been adjusted to be more realistic.
 
*  AMRAAMs will now be more realistic and more effective.
 
*  Bullet craters have been removed.
 
*  If you're following an enemy aircraft that heads towards the sun, your
   heat-seeking missiles (AIM-9P and AIM-9M) may be fooled by the heat
   source. Your best bet is to keep your position until the enemy is away
   from the sun before you fire your missiles.
 
*  Drag has been added to the HD bomb and to the Durandal. These weapons
   can now be dropped safely at even lower altitudes.
 
Campaign, missions and waypoints
--------------------------------
*  The Intelligence option is no longer available on the Difficulty Levels
   Screen. Instead, a Campaign option has been added so that you can
   adjust the degree of difficulty of your campaigns. The three Campaign
   options are ESY (easy), STD (standard) and HRD (hard). The more
   difficult the setting, the less often you will receive replacements and
   resupplies, the more mobile air defenses will appear in enemy columns
   and around enemy targets, and the more aircraft you will encounter in
   enemy formations. The Campaign option will also affect the Realism
   Value found in the top left-hand corner of the Difficulty Levels Screen.
 
*  In the campaign, the BOMB waypoint action code is only available when
   you are assigned a bombing mission.
 
*  Debriefings can now be long enough to list all ground targets destroyed
   by the player's squadron.
 
*  Campaign victory or loss will occur when either side is reduced to two
   strategic sites.
 
*  SEAD is now available for better waypoint realism (SEAD=Suppress Enemy
   Air Defenses). When SEAD is selected as the waypoint action, your
   assigned flight will only attack SAM and AAA threats.
 
*  The non-mobile SAM sites in the Operation: Fighting Tiger theaters
   (Japan, Korea and Pakistan) will now fire missiles, unlike stationary
   SAM sites in the Falcon 3.0 theaters (Israel, Panama and Kuwait).
 
Wingman views and commands
--------------------------
*  Three new wingman commands have been added. They are Shift-G for spread
   formation, Shift-F for close up formation and Shift-H for return to
   base. The spread formation command will double the distance between the
   planes in the flight; the close up formation command will halve the
   distance. The flight will not spread out so far that successive planes
   lose visual contact with each other.
   
   The return to base command instructs your flight to abandon the current
   flight plan and return to base by the most direct means possible. Your
   wingmen will not follow your lead any longer nor will they respond to
   any more commands. Use this command with care because you cannot change
   your mind once you have given the order.
   
   When you issue one of these commands, your wingmen will respond with a
   radio message to either confirm that they are carrying out your orders
   or to inform you that they cannot carry them out.
 
ILS and landing
---------------
*  The ILS now has two modes, Directional and Beacon. Pressing "\" turns
   on the ILS; Shift-\ will toggle between the two modes. In both ILS
   modes, the correct heading for the final approach to the runway located
   at your LAND waypoint is displayed in the lower right-hand corner of the
   HUD (on top of the stack of numbers). In Directional mode, this heading
   is followed by the letter "D"; in Beacon mode, the heading is followed
   by the letter "B".
   
   In the Beacon mode, the ILS locks onto a radio beacon at the end of this
   runway. The beacon is omnidirectional so centering the localizer
   deviation (LD) bar will steer your aircraft directly for this point from
   any direction. The glideslope indication will only be valid if you are
   approaching the runway on the indicated heading. The Beacon mode is
   helpful for finding the runway and making the first pass of a racetrack
   landing, but it is not the best mode to use on the final approach.
   
   The Directional mode is used to make the final approach to the runway.
   Lining up the GSD (glideslope deviation) and LD bars will put your
   aircraft on a 3 degree glideslope right down the middle of the runway.
   If the needles are not lined up, steer your aircraft towards them. Do
   not turn more than 90 degrees off your approach heading, however, or
   you might end up flying in circles.
 
*  When the ILS HUD mode is turned on, the view out of the cockpit is
   shifted downward so that you can more easily see the runway when your
   aircraft has the high angle of attack proper for landing. Another
   smaller downward shift occurs when the landing gear are lowered. Both
   view shifts can be toggled off and on with Shift-Scroll Lock.
 
*  Visual Approach Slope Indicator (VASI) lights are visual landing aids
   which let you determine at a glance whether you are on, above or below
   the correct glideslope. VASI lights consist of two pairs of bicolored
   lights spaced about 50 feet apart on the approach end of the runway.
   The lights are constructed so that the color you see as you land is
   either red or white depending on whether you are above or below the
   glideslope.
...........................................................................
     The three possible combinations of front and rear VASI lights:
         -                     -                       -
        ---                   ---                     ---
        ---                   ---                     ---
 Red 0 ----- 0 Red     Red 0 ----- 0 Red     White 0 ----- 0  White
       -----                 -----                   -----
Red 0 ------- 0 Red White 0 ------- 0 White White 0 ------- 0 White
 
      Too low             On glideslope             Too high
   
   VASI lights: "Red over white, all right. White over red, you're dead!"
...........................................................................
   The color combination of the front and rear VASI lights will indicate
   your position relative to the glideslope. If both pairs of lights
   appear red, then you are below the glideslope. If both pairs appear
   white, then you are above the glideslope. You are on the correct glide
   slope when the front pair of lights appears white and the rear pair
   appears red. If you are above the glideslope, push forward on the
   stick. If you are below the glideslope, level out until you intercept
   it again. VASI lights will be found at the main air base in Red Flag
   (as well as in the Operation: Fighting Tiger theaters).
 
Miscellaneous
------------
*  On some of your missions, you might notice a thick overcast. This is a
   new weather pattern which will appear from time to time in the game. The
   cover will vary in altitude and thickness, depending on the atmospheric
   conditions. If the current weather forecast on the Report Screen is
   listed as "Overcast," there is a high probability that the weather will
   be overcast at the start of your next mission.
 
*  The HUD color selection has been changed to be more realistic and to be
   easier to see in different lighting conditions.
 
*  The ACM mode of the High Fidelity Radar has two scan patterns: 20 x 20
   and 10 x 40. The ACM radar mode is turned on with F6. You can then
   alternate between the two scan patterns with Shift-F6.
 
   The 20 x 20 mode scans 20 degrees of both elevation and azimuth in one
   pattern. The 10 x 40 mode scans 10 degrees azimuth and 40 degrees
   elevation per scan pattern. The 20 x 20 scan is angled slightly
   downward, so it is better for searching out aircraft below your F-16.
   The 10 x 40 scan is angled slightly upward, so it is better for
   searching out targets above your F-16. When you are using the 10 x 40
   ACM scan, a vertical line will appear centered on the HUD.
 
*  The radar range, scan elevation and scan azimuth settings can all be
   cycled in the opposite direction by pressing Shift in addition to the
   appropriate function key. For example, to change the radar range
   directly from 20 nm to 40 nm, press Shift-F8 instead of pressing F8
   three times.
 
*  The opening logo has been changed to the new Spectrum HoloByte logo.
   Sphere no longer exists as the parent company name. Spectrum HoloByte
   is now a new company with a new ownership and a new logo. The old
   Sphere logo will be replaced by the new logo in subsequent products
   (such as MiG-29).
 
*  In Operation: Fighting Tiger, the opening credits screen for Falcon
   3.0 was changed. The title screen stays the same if you do not have
   Operation: Fighting Tiger.
 
Program fixes
-------------   
The following program fixes have been made since Falcon 3.0d.
 
*  The ACMI will no longer label friendly planes as enemy planes.
 
*  Pilot Abilities will no longer roll over to zero.
 
*  Pilots will now be replaced on the replacement date.
 
*  The Instant Action high score music will play properly.
 
*  Debriefings will now list wingman plane crashes.
 
*  The occasional wingman flip over and crash on landing problem is fixed.
 
*  Medals will now be awarded appropriately and not without reason.
 
*  Squadron records will now be up-to-date in number of missions flown.
 
*  Extra drag has been eliminated when unlimited weapons are selected.
 
*  Sound Blaster problems were fixed that resulted in program freezes.
 
*  Cloud density will now match the weather reports. (This includes having
   overcast.)
 
*  Unrealistic messages have been eliminated from head-to-head
   communications.
 
*  Pilot injuries now work correctly.
 
*  The Sounds off selection for Sound Blaster will now turn all sounds off.
 
*  The F-16 will now consume less fuel at high altitudes than at low
   altitudes.
 
*  On some systems, Operation: Fighting Tiger would crash before even
   reaching the title screen. The update will correct this problem for
   all systems except some Packard Bell systems (please refer to the
   section on Packard Bell computers earlier in this Read Me file).
 
*  The flight characteristics for heavy aircraft, like the B-52 and C-130,
   have been improved. They will fly more realistically and will no longer
   crash on landing (assuming, of course, that they are undamaged before
   attempting to land).
 
*  Buildings in Red Flag can now be damaged.
 
*  The MiG-31, the Mirage 2000, the Jaguar and the UMF can now be assigned
   to enemy flights in Red Flag.
 
*  It is now possible to succeed at escort missions.
 
*  Problems in version 3.01 with PC speaker sounds have been fixed.
 
*  When flying an Allied Communications mission in the Kurile Islands
   theater, ships will now appear on all connected machines, not just the
   caller's.
 
*  In the Kurile Islands theater, you will no longer be assigned missions
   that require you to violate the Rules of Engagement. (You can still be
   assigned missions that are merely difficult to accomplish under ROE.)
 
*  The Supply Status display of the campaign Report Screen now lists the
   AIM-9R and the AGM-84.
 

CHANGES FROM VERSION 3.0 THROUGH 3.0D
=====================================
The following section outlines the changes that have been made in earlier
versions of Falcon 3.0. The changes are arranged by topic, not by version.
 
Instant Action
--------------
*  After you destroy a certain number of enemy aircraft in Instant Action,
   you will advance to the next level of play. Every enemy pilot in this
   new wave of aircraft will have an Enemy Logic Level one higher than the
   one you set in the Configuration screen. (For example, if you had Enemy
   Logic Level set to Veteran in the Configuration screen, the next wave of
   aircraft will have Ace pilots.)  After the Ace aircraft wave, all pilots
   in subsequent waves will have Ace logic level.
 
Red Flag
--------
*  The appropriate pilot skills will now increase upon completion of a
   successful Red Flag mission.
 
*  In the Red Flag training mission LESSON 4, the F-16 now faces the
   correct direction at the beginning of the lesson.

Weapons
-------
*  When you are loading weapons onto a wingman's aircraft, the Report
   button on the F-16 Armament screen will change to a Copy Leader button.
   Pressing this button will load the same weapons on the currently
   selected aircraft as are currently loaded on the flight leader's
   aircraft.
 
*  Weapons can be cleared in all weapon loading screens.
 
*  The jettison controls have been changed to allow you to selectively
   jettison stores:
   
   Ctrl-K jettisons all stores except for wingtip missiles and the ECM pod
   (if you loaded one prior to takeoff).
 
   Ctrl-F jettisons all external fuel tanks (both centerline and wing).
   
   Ctrl-C jettisons the ECM pod only. This is the only way to jettison an
   ECM pod.
   
   Remember: "F for fuel, C for countermeasures."
 
*  A-A missiles and SAMs are more realistic. They can acquire you much
   easier, and ECM is no longer a foolproof method of defeating them. In
   addition, proximity hits from missiles are now accounted for; a missile
   may detonate when it comes close to your F-16, causing minor damage
   from fragmentation.
 
*  Anti-aircraft artillery (AAA) effectiveness is now greatly increased.
   The amount and type of damage depends on factors such as airspeed,
   altitude and distance from the artillery.
 
Autopilot, wingmen and enemy pilots
-----------------------------------
*  The autopilot's bombing accuracy has been improved.
 
*  The autopilot now realizes when it has gone winchester.
 
*  The artificial intelligence has been improved to allow for autopilot
   bombing and landing (however, if you are damaged, there are no
   guarantees). Enemy pilot logic has also been improved--enemy aircraft
   are now more aggressive at higher logic levels.
 
*  Enemy aircraft can no longer detect a Sidewinder lock-on.
 
*  Pilots involved in a campaign can no longer recover fatigue by flying
   in Red Flag missions.
 
*  Wingmen now receive their assigned weapons load when the Limited Weapons
   option is set to "OFF."
 
*  One of the new features we added to Falcon 3.0 is called the "life after
   death" view. Life after death allows you to view the action in a Red
   Flag or campaign mission even if the plane you're flying has been
   destroyed. If your plane crashes into the ground or you are wiped out
   by a missile, the mission will not immediately end. A dialog box will
   appear informing you of your death and giving you the opportunity to
   watch the rest of the mission from your wingmen's point of view (if you
   have any on the mission).
 
*  You can now see the action from any of your wingmen on the flight by
   pressing the "7" key to change your view from wingman to wingman. If
   you want to watch a different target from the wingman's view, press the
   "T" key. If all of your wingmen are destroyed, the mission will end.
   Otherwise, the only way to end the mission is to select End Mission
   from the FILE menu.
 
Flight models
-------------
*  The roll rates on the Simplified and Moderate flight models are
   significantly slower than on the Complex and High Fidelity flight
   models. This allows a beginning user more control while learning how
   to fly.

*  In all flight models, airspeed will increase during dives.
 
Radar and ECM
-------------
*  If the radar lock on an enemy aircraft becomes unstable, the sides of
   the target designator box will change to broken lines. If this happens,
   don't fire a missile until you get a stable radar lock on the target.
 
*  ECM pod, chaff and flares have greater effectiveness.
 
*  Enemies will use ECM to break a radar lock.
 
*  Enemy aircraft that are randomly given ECM pods will use them according
   to their skill level.
 
*  Computer-controlled aircraft (both friendly and enemy) will use ECM pods
   with more intelligence.
 
*  ECM now works against all aircraft and radar-guided missiles, not just
   ground units and SAMs.
 
*  Computer-controlled planes now jettison stores based on skill level.
   Also, heavy bombers will not jettison stores under any circumstance.
 
Missions
--------
*  Aborting missions will no longer consume supplies or add to the mission
   count.
 
*  Unused stores at the end of a mission are now restored to your
   inventory.
 
*  External fuel tanks added by the user are now loaded correctly.
 
Joysticks, keyboards, mice, etc.
--------------------------------
*  Users of joysticks with a throttle, such as the CH FlightStick or the
   Kraft Thunderstick, have the option of turning off the joystick's
   throttle and using the "+" and "-" keys on the keyboard instead. During
   joystick calibration, you will be given the option of using the throttle
   wheel or not. Just press "N" for "No."  If you change your mind, simply
   recalibrate your joystick.
   
   If you use the throttle wheel for throttle control, you must first
   advance the throttle several clicks and then press the "+" key on the
   keyboard to start the engine. You will then be able to control the
   engine RPM with the joystick throttle wheel.
 
*  The problem with the keyboard not responding on certain systems has been
   fixed.
 
*  If you are using QEMM and a Logitech mouse, you may experience some
   problems with moving the pointer. The pointer may move sluggishly and
   draw multiple images of itself on the screen. If that is the case, this
   can be corrected by entering your CMOS setup and turning off the BIOS
   Shadow RAM. Consult the manual for your computer to see how to shut off
   BIOS Shadow RAM.
 
Sound and music
---------------
*  Digitized radio messages on the Thunderboard and Sound Blaster now work
   more reliably on fast machines such as 33MHz 486s and with a bus speed
   faster than 8MHz.
 
*  Sound glitches, including the missing IFF squawk, have been corrected.
 
*  Systems with only 1MB of total RAM and no sound card need to set Sound
   and Music to PC Speaker in the Configuration screen. This will allow
   you to hear guns, lock-on tones, enemy lock and launch warnings, stall
   warnings and a caution tone. Digitized voices are not supported on
   machines without expanded memory (EMS).
 
*  If you have a sound card and the Music option is turned on (from the
   Configuration screen), the type of music you hear will indicate how
   well you are doing in the war.
 
Padlock View
------------
*  Incoming missiles can be tracked in Padlock, Track and Wingman Views. 
   Whenever you first switch to Padlock or Track View, the closest missile
   targeted at your aircraft, if there is one, will be tracked. You can
   switch the view to padlock or track nearby aircraft by pressing "T". 
   Pressing "T", however, will not switch the view to padlock or track a
   missile. To re-establish missile tracking, you must again press the
   view key ("8" or "9") for the view you are using. You can also track
   any missiles targeted at your wingmen in the same way using the Wingman
   View.
   
   The following names will appear in the Padlock Status Window when you
   have padlocked a missile (regardless of the specific designation of the
   missile):
   *  ATOLL - rear-aspect IR air-to-air missile
   *  MAGIC - all-aspect IR air-to-air missile
   *  APEX - semi-active radar air-to-air missile
   *  ALAMO - active radar air-to-air missile
   *  AMOS - active radar air-to-air missile
   *  SAM (R) - any radar SAM
   *  SAM (IR) - any IR SAM
 
*  The Padlock View will now be able to lock onto the runway for landing.
   This may help you make an efficient turn on the last leg of a racetrack
   landing pattern. You must be fairly low and close to the runway,
   however. You should also be wary of becoming disoriented while using
   the Padlock View so close to the ground.
 
Communications
--------------
*  In communications mode, you can now enter modem commands of up to 60
   characters directly. Just press "N" when you are asked if you want to
   use the default modem settings. See "Communications tips" below.
 
*  In head-to-head mode, shutting off one player's radar will remove blips
   from the other player's Threat Warning Indicator or Radar Warning
   Receiver.
 
Miscellaneous
-------------
*  The low fuel HUD readout will appear over the Master Arm Indicator
   rather than over the AGL Indicator.
 
*  All the Realism Values on the Difficulty Levels area in the
   Configuration screen now add up correctly.
 
*  Glare caused by the sun now occurs at the appropriate climb and heading.
 
*  If a given waypoint has an air-to-air mission such as CAP or INTRCEPT,
   the waypoint will not automatically increment until after all hostiles
   either depart or are shot down.
 
*  The F-16 has a thrust-to-weight ratio of approximately 0.97:1, not
   6.2:1.
 
*  The MiG-27 is a Strike aircraft, not a Class A Fighter.
 
*  Video palette problems caused by bus speeds faster than 8MHz have been
   corrected.
 
*  The bug which gave certain systems erroneous "Player disconnected"
   messages when exiting to DOS has been fixed.
 

COMMUNICATIONS TIPS
===================
*  All players must be running the same version of the game for best
   results.
 
*  If you are having problems in network play, make sure that any players
   who have SMARTDRV or other disk caching software turn it off beforehand.
 
*  If you are just going to play a single allied mission (instead of a
   campaign), have the caller set up the mission before you connect. When
   the mission is ready, the caller can return to the War Room and
   establish communications. Since the mission is already planned, you
   will be able to cruise through the Mission Planning Screens and take off
   without delay.
 
*  There is a way to continue any allied campaign. It involves copying
   squadron files from one slot to another using DOS. After you exit the
   game following a communications campaign session, the campaign
   information is stored in the SQUAD6 files. To save your allied
   campaign, you must copy these files to the permanent squadron files.
   To save your campaign to squad 0, for example, type:
 
      COPY SQUAD6.* SQUAD0.*
   
   If there is another squadron stored in the SQUAD0 files, it will be
   overwritten. (The permanent squadron files are numbered from 0 to 5.)
   
   A batch file has been provided to do this for you. Type "SAVECAMP"
   from your FALCON3 directory to copy all SQUAD6 files into SQUAD0.
   
   To resume a campaign stored in this first (SQUAD0) slot, just select
   the first squadron when you set up your communications session.
 
*  If the connection is accidentally broken in head-to-head mode, there
   is a slight possibility that squadron data will get corrupted. For 
   safety's sake, create a new squadron when entering head-to-head mode.
   This will provide the most reliable results in head-to-head mode, as
   well as protect existing squadrons that are involved in a single player
   campaign.

*  If squadron files are damaged or corrupted, communications problems can
   result.
 
   If any of your squadron files get damaged, corrupted or lost, a file
   called "F30RESET.EXE" has been provided that will replace all squadrons
   with freshly generated ones and will delete any garbage files that might
   have been created. Just type "F30RESET" at the DOS prompt to clean out
   garbage files and replace all squadron files.
  
   WARNING - this will destroy any saved camapigns and all existing
   squadron information!
 
Modems
------
*  If you are having trouble connecting using a modem line, try using the
   custom modem command box. If your modem uses hardware data compression
   (modems using the v.32, v.42, v.42bis or MNP standards, for example),
   you must turn this feature off using the custom modem commands. Refer
   to your modem manual for the proper commands. Be sure not to select a
   higher baud rate than your modem can handle without data compression.
   
   When using a modem for play, the connection process will begin when both
   players hit the ACCEPT button. The caller will then receive a dialog
   box asking to "USE MODEM DEFAULTS" or not. If you need to input some
   special Hayes AT commands (or your telephone credit card number), you
   can input them after you type "N". Otherwise, simply press "Y" and
   continue with your connection. Your modem will then begin to dial and
   establish a communications link to start your communications session.
   
   The modem defaults consist of a series of Hayes AT commands. If you
   decide to bypass the default string, you may enter your own modem
   commands of up to 60 characters in length. If you wish to use a phone
   number longer than 18 characters or are having difficulty establishing
   a connection, you should use this option.
   
   You can also use the default commands in addition to your own. Press 
   Enter to send the command appearing in the box to the modem. The
   default modem commands are automatically entered into the first few
   boxes, but you may alter them if you wish. To replace these commands
   with your own, press Backspace to erase the default command and then
   type the desired alphanumeric string in its place (up to 60 characters).
   When you are ready to exit the command entry session, press Enter at a
   blank command line box.
   
   To use the command mode to enter a long phone number, for example, you
   would press "N" to bypass the automatic hookup, but press Enter to send
   the default commands until you reach an empty command line box. Type in
   the phone number, including any credit card codes, into this box and
   then press Enter twice to send the phone number to the modem and exit
   the command entry session. The modem will then try to connect. Refer
   to your modem manual or suitable reference book for more information on
   the Hayes AT command set.
 
*  Another method for connecting over a modem is to first establish a
   connection using a communications program like ProComm. Next, exit that
   program without hanging up the modem and then start Falcon 3.0. At the
   Communication Setup screen, select direct connect through the COM port
   attached to your modem to complete the link.
 
*  Make sure the baud rates of the connected computers are the same. When
   using a modem, make sure that the line type of the calling computer is
   set correctly.
 
 
MISSION REQUIREMENTS
====================
On the Briefing screen, there will be a mission description for each of the
four missions you fly in a day. This will give you specific objectives
that you must complete in order for your mission to be counted as a
success. Failure in any area of the mission description will be tallied as
a "mission failure."
 
The following section lists the requirements for successfully completing
the missions you may be assigned. The mission title will be found on the
Campaign Status screen (in the Report area). The mission briefing will be
similar to the typical briefing given here, but will be tailored to the
situation. Some of the missions require that you stay on patrol for at
least 10 minutes. In reality, such missions would last much longer. As
one pilot put it, however, "a combat mission is three hours of boredom and
10 minutes of stark terror."  We decided to leave out the first three
hours and just give you the later 10 minutes.
 
Scramble
--------   
Typical briefing: "AWACS has detected a force of 6 enemy aircraft
approaching point A. Intercept and destroy these aircraft. Do not let a
single enemy aircraft escape."
*  Destroy enemy aircraft before they can bomb allied targets.
*  Destroy all aircraft assigned in the mission briefing.
*  At least one F-16 must survive the mission.
 
Air Superiority
---------------   
Typical briefing: "Lead a flight of 3 F-16s on a sweep of enemy airspace.
Engage and destroy as many enemy aircraft as possible."
*  Destroy more planes than you lose.
*  Destroy at least one enemy aircraft.
*  At least one F-16 must survive the mission.
 
Front-Line Screen
-----------------   
Typical briefing: "Lead a flight of 4 F-16s on a defensive screen from
point A to point B. Destroy any enemy aircraft encountered in this area.
AWACs has reported a large strike force gathering in enemy territory. If
they attempt to penetrate your sector, make sure that no enemy aircraft
survive. Beware of decoys and do not stray from your assigned area. Stay
on station as long as possible, but return to base when you are low on fuel
or ordnance."
*  Destroy any enemy aircraft encountered.
*  Destroy any enemy intruders before they are able to bomb allied assets.
*  Sustain your patrol for at least 10 minutes.
*  At least one F-16 must survive the mission.
 
Combat Air Patrol
-----------------   
Typical briefing: "You are assigned to fly a combat air patrol over point
A. Prevent enemy aircraft from destroying military assets at this site.
Patrol the area until you are low on fuel or ordnance."
*  Destroy any enemy aircraft attacking allied assets in your assigned
   sector before they can inflict casualties.
*  Stay on patrol for at least 10 minutes.
*  At least one F-16 must survive the mission.
 
Escort Transport (Milk Run)
---------------------------   
Typical briefing: "Congratulations, you get today's milk run. A flight of
C-130s are flying in supplies. Meet them at waypoint 2 and make sure they
get here."
*  Ensure that the transport aircraft make it safely to their destination.
*  At least one F-16 must survive the mission.
 
Escort Strike or Bombers
------------------------   
Typical briefing: "Your mission is to escort 4 B-52s on a strike against
point A. On approach to the target, sweep ahead to clear any enemy
interceptors from the strike force's path. If warranted by enemy air
defenses, assign a flight to provide SEAD."
*  Provide both fighter escort and SEAD support to ensure that strike
   aircraft make it to their destination.
*  Your flight must fly to within 10 nm of the target waypoint.
*  At least one F-16 must survive the mission.
 
Close Air Support
-----------------   
Typical briefing: "Elements of Company C, 3rd Armored Cavalry Division
have come under heavy attack from an enemy tank column. The command ALO
has requested Tac air to stem the enemy thrust."
*  Destroy enemy ground forces at the assigned location in a timely
   fashion. To succeed you must ensure that the enemy takes more
   casualties than the allied forces.
 
Ground Strike
-------------   
Typical briefing: "Tac air reconnaissance has spotted a large
concentration of enemy forces near point A. Lead a flight of 4 F-16s
and destroy as many enemy units as possible."
*  Destroy at least 20% of the enemy forces at the assigned location.
 
SEAD
----   
Typical briefing: "Enemy air defenses at point A represent a significant
threat to allied air operations. Lead a flight of 3 F-16s and destroy as
many anti-aircraft weapons at this site as possible."
*  Destroy at least one-third of the enemy anti-aircraft weapons at the
   assigned location.
 
Bomb
----   
Typical briefing: "Today's ATO calls for a strike against strategic targets
located at point A."
*  Destroy the target listed by the Target button on the Waypoint Setup
   screen at the location assigned by the mission briefing. You may select
   a different target with the Target button, but you may not move the
   waypoint to attack targets at a different location.
 
Tactical Air Reconnaissance
---------------------------   
Typical briefing: "Fly to waypoint 2, then return to base."
*  Fly to within 10 nm of the assigned destination.
*  At least one F-16 must survive the mission.
 

MISSION DEBRIEFING
==================
The Debriefing has three main sections. The first section will trace your
flight path, listing any events occurring during the mission. It will list
only those events that involve your immediate flight. Such events as enemy
aircraft shot down, enemy ground forces destroyed, wingmen lost and crashes
with the ground will be listed. To continue with the debriefing, press the
Continue button. Pressing Next Mission will skip the rest of the
Debriefing.
 
After the Mission Trace, you will be informed whether or not any of your
pilots received a medal. If none of them warranted a medal, this screen
will be empty; otherwise, the pilot's name and the name of the medal will
be displayed.
 
Finally, the Mission Summary portion of the debriefing will rate your
mission a success or failure, providing a brief explanation if your mission
was a failure. There may be several possible reasons for failing a
particular mission; the Mission Summary will only list the most obvious.
 
If the Debriefing judges your mission a failure, you will be given one of
the following or similar reasons:
 
*  No enemy aircraft were shot down.
*  You failed to destroy a single enemy unit. 

If you are given one of these reasons for failing your mission, then you
were assigned to attack a particular type of enemy unit but did not destroy
even one.
 
*  Too few enemy aircraft were shot down.
*  You failed to completely destroy the enemy strike force.
*  You inflicted only minor damage on the enemy forces. 

   In general, air-to-air missions require that you destroy a particular
   formation of aircraft or at least destroy more aircraft than you lose.
   Air-to-ground missions generally require that you destroy a significant
   percentage of the enemy troops at the assigned target.
 
*  You failed to destroy the primary target.
*  You hit the wrong target.
*  You did not hit the assigned target. 

   You will get one of these messages if you fail to destroy the proper
   target at the assigned location on a bombing mission.
 
*  You failed to reach your assigned target.
*  You failed to reach your assigned station.
*  You failed to escort the aircraft all the way to the target.
   
   Some missions require that you fly to within 10 nm of your assigned
   target waypoint. This is to ensure either that you attack the correct
   targets or that you stay with escorted aircraft all the way to the
   target.
 
*  The enemy conducted successful attacks through your sector.
*  None of the escorted aircraft survived.
*  Allied losses were unacceptable.
*  Allied ground forces were defeated.
   
   You will get one of these messages if you are assigned to protect allied
   troops or assets and the enemy succeeds in destroying them.
 
*  The enemy operation succeeded.
   
   You will get this message if enemy paratroopers are able to land and
   deploy to their assigned positions.
 
*  Your flight was eliminated.
   
   Air-to-air missions require that at least one member of your squadron
   survives.
 
*  You ended the mission too soon.
   
   You will get this message if you end the mission early, leaving allied
   forces unprotected and in danger.
 
The Mission Summary also tallies enemy and allied losses that occurred
during the mission and provides the post-mission status of all your
squadron's pilots who flew sorties during the mission. The status of a
pilot can be active, injured, court-martialed, POW (prisoner of war), MIA
(missing in action) or KIA (killed in action). Only pilots with an active
status will be available for the next mission. Injured pilots will be put
back on the active roster as soon as they have recuperated enough to fly.
Pilots with any other status will never fly again. (Pilots who show up
with an asterisk in front of their name have become so battle fatigued that
their abilities are impaired. You may still select them for missions, but
you should only do so as a last resort. A pilot who is so fatigued that he
is incapable of flying is listed as injured.)
 
Pressing Continue after the Mission Summary will display the Occupation
Screen, which shows the current state of the war in terms of the territory
held by each side. This screen will only change once per day. From there
you can replay the Debriefing from the start (in case you missed
something), check your squadron records or go on to your next mission.
 

CUSTOMER SUPPORT INFORMATION
============================
If you have questions about Falcon 3.0 or our other products, please
contact Spectrum HoloByte Customer Support at:
 
*  Spectrum HoloByte
   2490 Mariner Square Loop
   Alameda, CA 94501
   ATTN: Customer Support
 
*  (510)522-1164
   9:00 AM to 5:00 PM Pacific Time
   Monday through Friday
 
*  Fax
   (510)522-3587
 
America Online
---------------  
To reach our Customer Support board in the Industry Connection, press
Ctrl-K for "Go to Keyword."  Then type "SPECTRUM" in the Keyword window.
In addition to posting and reading messages, you can download files
(demos, updates, troubleshooting tips, etc.) from the "Software
Libraries."  You can also send electronic mail to Customer Support at
S HOLOBYTE.
 
CompuServe
----------  
To reach our Customer Support board in the Game Publishers B Forum, type
"GO GAMBPUB" at any "!" prompt. Then select "Section 3" for Spectrum
HoloByte. In addition to posting and reading messages, you can download
files (demos, updates, troubleshooting tips, etc.) from the "Libraries
(Files)" menu. If you're looking for head-to-head opponents, look for
other MiG-29 and Falcon 3.0 players in the Modem Games Forum by typing
"GO MODEMGAMES."  You can send electronic mail to Customer Support at
76004,2144.

GEnie
-----   
To reach our Customer Support board in the Games RoundTable, type "M805;1"
at any "?" prompt. Then select "Category 18" for Spectrum HoloByte. In
addition to posting and reading messages, you can download files (demos,
updates, troubleshooting tips, etc.) from the "Games RoundTable Libraries."
You can also send electronic mail to Customer Support at HOLOBYTE.
 
Internet
--------   
You can send electronic mail to Customer Support at
76004.2144@compuserve.com.
 
Prodigy
-------   
You can post and read messages in the "Flight Simulators" topic on the Game
Club bulletin board (located in the Game Center area). You can also send
electronic mail to Customer Support at TKNJ33A.

Spectrum HoloByte Customer Support BBS
--------------------------------------
To reach our Customer Support BBS, phone (510)522-8909 [8-9-1]. The BBS
has four lines and is open 24 hours a day. The BBS supports 300 baud to
14.4K (v.32bis) and Xmodem, Ymodem and Zmodem transfer protocols. After you
are logged in, just follow the onscreen prompts to sign on as a new user.
The Customer Support BBS has message areas and file libraries (program
updaters and game utilities).
 
General Information
-------------------   
If you are having problems with Falcon 3.0, we can best help you if (1) you
are at your computer when you call, and (2) you have the following
information handy:
 
*  Version number or serial number of Falcon 3.0
*  Your computer's brand and model
*  Your computer's BIOS brand and version number
*  Total RAM installed in your computer
*  Name and version number of your operating system (MS-DOS or DR DOS)
*  Name and version number of your memory manager (such as QEMM or 386MAX)
*  Video card brand and model name
*  Mouse brand and version number of mouse driver
*  Sound card
*  Contents of AUTOEXEC.BAT and CONFIG.SYS files
*  Type "MEM/C" at the DOS prompt and copy down the onscreen listing
