
*******************************************************
         MiG-29: Deadly Adversary of Falcon 3.0
                  Release version 1.0
                        7/19/93
*******************************************************
 
CONTENTS
--------
 
  INTRODUCTION
  GENERAL TIPS
  MIG-29 INFORMATION
    Manual errata
  CHANGES FOR OPERATION: FIGHTING TIGER AND FALCON 3.0E
    Weapons
    Campaign, missions and waypoints
    Wingman commands
    Landing
    Miscellaneous
    Program fixes
  MISSION REQUIREMENTS
  MISSION DEBRIEFING
  CHANGES FROM FALCON VERSION 3.0 THROUGH 3.0D
    Instant Action
    Weapons
    Autopilot, wingmen and enemy pilots
    ECM
    Missions
    Joysticks, keyboards, mice, etc.
    Sound and music
    Padlock View
    Miscellaneous
 
*******************************************************
 INTRODUCTION
*******************************************************
 
   This file contains a listing of all features of 
   MiG-29 not covered in other MiG-29 documentation or 
   in the Falcon 3.0 manual. It includes all items
   added to the game since Falcon 3.0's first release
   (version 3.0).
 
   It is organized chronologically from newest
   information to oldest. The first three sections
   (Introduction, General Tips and MiG-29 Information)
   should be read by all MiG-29 owners.
 
   The next three sections (Changes for Operation:
   Fighting Tiger and Falcon 3.0e, Mission Requirements 
   and Mission Debriefing) are for MiG-29 owners who 
   have Falcon 3.0d but do not have Operation: Fighting 
   Tiger or Falcon 3.0e.
 
   The last section (Changes from Version 3.0 through
   3.0d) is only for those who have an early version of
   Falcon 3.0 and added MiG-29.
 
   A complete listing of the features added to Falcon
   3.0 since its original release can be found in
   F3README.TXT. In addition, F3README.TXT contains
   communications tips and advice on boot disks.
   F3README.TXT is placed in your FALCON3 directory as
   part of the MiG-29 install or Falcon 3.0 version
   3.02 update process.
 
   It is strongly recommended that you print both this
   file and F3README.TXT and keep them around for
   reference.
 
*******************************************************
 GENERAL TIPS
*******************************************************
 
   - For setups containing a joystick, ThrustMaster
     WCS and rudder pedals, choose "Joystick" instead
     of "ThrustMaster" at the System Setup Screen.
 
   - If you are using a ThrustMaster FCS as your flight
     stick, be sure to select "ThrustMaster" at the
     System Setup screen. Otherwise, use of the coolie
     hat may cause the game to crash.
 
   - To erase the Instant Action high scores list,
     simply erase the file TOPMIG from the FALCON3
     directory by typing "DEL TOPMIG" at the DOS
     prompt.
 
   - When playing a communications session over a
     network, players who are using IPX.COM will only
     appear as question marks in the player selection
     window.
 
   - When setting up a communications session, be sure
     all players select the same theater. This is
     especially important when players who have
     Operation: Fighting Tiger play against those who
     do not have the three additional theaters provided
     with that add-on.
 
   - 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.
 
   - In multigame communications, try to have both
     flight leaders (MiG-29 and F-16) choose Takeoff at
     about the same time for each mission or at least
     within 10 or 20 seconds of each other. The MiG-29
     flight leader should be the first to take off.
 
   - The radio message "Navigation mark x at xxx - 
     Angels xx - xxx miles" from your Mainstay 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 words
     "Navigation mark."
 
   - ACMI recordings made in MiG-29 have the extension
     .VCM and do not appear on Falcon 3.0 ACMI menus.
     MiG-29 ACMI recordings are also incompatible with
     any version of Falcon 3.0. Likewise, Falcon 3.0
     ACMI tapes are incompatible with MiG-29 and do not
     show up on MiG-29's ACMI menus.
 
     .VCR files created using the ACMI feature are not
     compatible between games. This includes all
     versions of Falcon 3.0: 3.0a, 3.0c, 3.0d, 3.0e,
     3.01, 3.01.1 and 3.02.
 
*******************************************************
 MIG-29 INFORMATION
*******************************************************
   This section explains some elements of MiG-29 not
   documented in the MiG-29 Flight Manual or in the
   Installation and Loading Card.
 
   - There is no ILS mode in MiG-29. To land, you will
     have to line up with your final waypoint using the
     HSI (see pages 41-44 in the manual). Make sure you
     are matched up with the selected radial. This
     should line you up almost perfectly with the
     runway.
 
     Gradually reduce speed, keeping an eye on your AOA
     gauge in the lower left corner of the HUD. Your
     AOA should not exceed 5 degrees. Keep your speed
     around 150 knots on the final approach. Lower the
     gear.
 
     At the last moment before touchdown, reduce the
     throttle to almost nothing. This will cause the
     nose to rise as your AOA approaches 10 degrees.
     The plane will drop rapidly, but you should be low
     enough that you will touch down rather than crash.
     As you touch down, open the drogue chute to
     decelerate by pressing "O" (the letter O). When 
     you feel you have slowed enough, release the chute 
     by pressing SHIFT-O. If you do not use the drogue 
     chute, you will overshoot the runway.
 
   - There is no automatic bomb rippling in MiG-29. All
     ripple drops must be done manually. The "'" and
     ";" keys no longer have any effect.
 
   - The automatic cannon will occasionally not fire
     when it seems like it should. This is usually due
     to multiple aircraft in the laser range finder's
     view, which can create wildly fluctuating range
     information. The automatic cannon will not fire
     until the laser range finder can get consistent
     range feedback.
 
   - 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.
 
   - The Russian medals you can be awarded in MiG-29
     and their Falcon 3.0 equivalents are as follows.
     Each medal's position in the awards box is also
     listed.
 
   Medal             Falcon 3.0 equivalent  Position
   ----------------  ---------------------  -----------
   Order of Glory    Distinguished          upper left
                       Flying Cross
   Gold Star         Bronze Star            upper right
   Order of the      Silver Star            center
     Red Banner
   Order of Lenin    Air Force Cross        lower left
   Order of Victory  Medal of Honor         lower right
 
   - If any of your MiG-29 squadron files get damaged,
     corrupted or lost, a file called "MIGRESET.EXE"
     has been provided which will replace all squadrons
     with freshly generated ones and delete any garbage
     files which might have been created. Just type
     "MIGRESET" at the DOS prompt to clean out garbage
     files and replace all MiG-29 squadron files.
 
     WARNING - this will destroy any saved MiG-29 
     campaigns and all existing MiG-29 squadron
     information!
 
     A similar file has been provided for Falcon 3.0
     squadrons. It is called "F30RESET.EXE."
 
   - There is a slight problem with the Sound Blaster
     16 ASP card. Falcon 3.0 and MiG-29 automatically
     detect which sound cards you have when you start
     the game. Unfortunately, they detect the Sound
     Blaster 16 ASP as a Roland sound card, which
     causes Falcon 3.0 and MiG-29 to crash when you try
     to run either game.
 
     To solve this problem, delete the FALCON3.DEF and
     MIG29.DEF files before running Falcon 3.0 and
     MiG-29 for the first time. Then when you run
     either game, select Sound Blaster on the System
     Setup screen. You will have to adjust your System
     Setup in both games, since each uses a different
     settings file.
 
   - The helmet mounted sight (HMS) is only available
     in Padlock View.
 
   - While in Padlock View, you will not hear lock and
     launch tones from your radar warning receiver.
 
   - When you fly a Red Flag mission, you will be
     placed on the appropriate side depending on what
     game you are playing. If you are playing MiG-29,
     you will be flying on the "Russian" side; if you
     are playing Falcon 3.02, you will be flying on the
     "American" side.
 
     Here's an example: In Falcon 3.0 you build a Red
     Flag mission where you engage two MiG-29s and
     attack an enemy ground force of tanks and trucks.
     If you then loaded up that same mission in MiG-29,
     you would be flying a mission where you and your
     MiG-29 wingman defend a group of friendly trucks
     and tanks from a lone attacking F-16. It's the
     same mission flown from the other side.
 
     You are placed in a MiG-29 (or F-16, as
     appropriate) leading the first flight. If the
     first plane in the first flight is not a MiG-29 or
     F-16, but there is such a plane elsewhere in the
     first flight, that plane is moved up to flight
     leader. For example, if you create a mission in
     MiG-29 where you attack a mixed flight of two
     C-130s and two F-16s, then load that same mission
     in Falcon 3.0, one of the F-16s will become the
     flight leader and you will control that plane.
 
     If there is no F-16 or MiG-29 in the first flight,
     then the lead plane in the first flight is
     converted into a MiG-29 or F-16 (as appropriate).
     For example, if you create a mission in Falcon 3.0
     where you attack five Su-27s, then load that
     mission in MiG-29, the lead plane in that flight
     of Su-27s will be changed into a MiG-29 which you
     will then control.
 
   - The "trim tab release" and "trim tab compensation"
     keys documented on page 16 of the manual require
     further explanation. Refer to pages 90-91 of the
     manual for a discussion of what the trim controls
     do.
 
     "Trim tab release" releases the trim tabs,
     returning the trim control surfaces of the
     aircraft to a neutral position. In other words,
     you are no longer applying any trim control. When
     you release the trim tabs (by pressing "*" on the
     numeric keypad), the aircraft will behave
     appropriately for its speed and attitude.
 
     "Trim tab compensation" automatically sets the
     trim control surfaces to whatever position matches
     your current stick position. For example, if the
     nose is rising due to high airspeed, you would
     push the stick forward to compensate. Activating
     trim tab compensation (by pressing "5" on the
     numeric keypad) will automatically adjust the
     aircraft's trim to match your stick position so
     that you can let go of the stick and the nose will
     stay level (assuming your speed, altitude and
     attitude do not change).
 
   - Since the largest bomb available in MiG-29 is the
     500kg FAB-500, which is roughly equivalent in
     power to a Mk83 1000lb bomb, there is no way to
     destroy certain targets. The targets that a MiG-29
     will be unable to destroy are large bridges,
     bunkers and nuclear cooling towers. Also, since
     there is no Durandal equivalent, there is no way
     for a MiG-29 to disable a runway.
 
     Obviously, since you cannot destroy these targets,
     you will not be assigned missions that require
     you to destroy them.
 
   - In a head-to-head duel, your radar warning
     receiver operates slightly differently than in
     campaigns. As soon as it detects your opponent's
     radar, it will flash one of the two top lights of
     your radar warning receiver display to get your
     attention. Thereafter, it will function normally,
     showing the position of enemy radar emissions.
 
   - The MiG-29 has a noticeable spool-up time for its
     engines. This means that when you advance the
     throttle, it takes a certain amount of time for
     the engines to catch up with your throttle input.
     The F-16 does not suffer this problem, so you
     should take this into account in head-to-head
     dueling.
 
   - The joystick calibration routine now includes
     coolie hat calibration for ThrustMaster Flight
     Control Systems.
 
   - The coolie hat functions built into MiG-29
     override any other coolie hat programs you may
     have installed. Occasionally, there may be a
     conflict which can make the game crash. Do not use
     any TSRs or other programs (such as Pilot's Edge
     or F3COOLIE) that read or reprogram the coolie
     hat.
 
   - ThrustMaster has provided MiG-29 UPROM files for
     use with the Weapon Control System (WCS) Mark II
     or the WCS Mark I with UPROM upgrade. The files
     are called MIG29.MK1 and MIG29.ADV and will be 
     placed in your FALCON3 directory as part of the 
     installation 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   drogue  brake  target  break  lock
                   chute          select  lock   target
 
     In addition, when you change the thumb switch
     position, you issue the following commands:
 
   Thumb switch to up      SCN mode
   Thumb switch to middle  IRST mode
   Thumb switch to down    no command issued
 
   - The term "Ascent Cue" is a misnomer. It was a
     preliminary term assigned to the cue box in the
     upper right corner of the HUD.
 
     What this cue actually shows is not the rate of
     ascent or descent, but vertical acceleration
     (relative to the aircraft, not the ground). This
     cue along with the longitudinal acceleration cue
     in the upper left and the sideslip ball in the
     bottom center make up a suite of instruments
     measuring relative acceleration in all three
     axes.
 
   - All menu bar selections are now automatically
     saved.
 
   - The "G ONSET" menu bar selection defaults to
     "Moderate."
 
   - The distance to waypoint shown on the HSI
     (horizontal situation indicator) shows the
     distance to the radio beacon on the ground. This
     means that the distance to waypoint will almost
     never be zero, since the plane's altitude is
     figured into the distance shown.
 
 Manual errata
 
   On page 16, the up and down trim controls are
   labeled backwards. Pressing "8" on the numeric
   keypad activates nose DOWN trim, while pressing "2"
   on the numeric keypad activates nose UP trim.
 
   On page 28, the manual states that the Kh-23 missile
   requires you to keep the target locked until impact.
   This is not true. Once the KH-23 is fired, it will
   home automatically on its target.
 
   On page 30, paragraph 3, it should say "If you are
   in another mode and wish to switch back to IRST
   mode, press F6." The manual mistakenly says "F5."
 
   On page 37, the Armament Control Panel section twice
   mistakenly refers to the "R-23R" missile. It should
   say "R-27R" instead in both cases.
 
   On page 59, paragraph 1, it should say "Press F5 to
   switch your radar to SCN mode." The manual
   mistakenly says "Press 5."
 
*******************************************************
 CHANGES FOR OPERATION: FIGHTING TIGER AND FALCON 3.0E
*******************************************************
 
   Several new features have been added to Falcon 3.0
   since its initial release that apply to MiG-29.
   The following features were added in Operation:
   Fighting Tiger and Falcon 3.0e and apply equally to
   Falcon 3.02 and MiG-29.
 
 Weapons
   - Some missiles have had their ranges increased to
     be more realistic. (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.
 
   - When following an enemy aircraft that heads
     towards the sun, heat-seeking missiles (such as
     the R-60, R-73, 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 missiles.
 
 Campaign, missions and waypoints
   - In the campaign, the BOMB waypoint action code
     is only available when you are assigned a
     bombing mission.
 
   - 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.
 
   - Campaign victory or loss will occur when either
     side is reduced to 2 strategic sites.
 
   - 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 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.
 
 Landing
   - 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 glide slope. 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
     glide slope.
...................................................................
     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 glide slope            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 glide slope. If both pairs of
     lights appear red, then you are below the glide
     slope. If both pairs appear white, then you are
     above the glide slope. 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 glide slope, push forward on
     the stick. If you are below the glide slope,
     level out until you intercept it again. VASI
     lights will be found at the main air base in
     Red Flag as well as at certain airfields in the
     campaign 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.
 
 Program fixes
   The following program fixes have been made since
   version 3.0d of Falcon 3.0.
 
   - Pilot Abilities will no longer roll over to zero.
 
   - Debriefings will now list wingman plane crashes.
 
   - Extra drag has been eliminated when unlimited
     weapons are selected.
 
   - 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 flight characteristics for heavy aircraft,
     like the Tu-22 and An-12, 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 flights in Red Flag.
 
   - It is now possible to succeed at escort missions.
 
   - When flying a 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.)
 
*******************************************************
 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 which 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 ten minutes of stark terror." We
   decided to leave out the first three hours and
   just give you the later 10 minutes.
 
 Scramble
   Typical briefing: "Mainstay 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 MiG-29 must survive the mission.
 
 Air Superiority
   Typical briefing: "Lead a flight of 3 MiG-29s 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 MiG-29 must survive the mission.
 
 Front Line Screen
   Typical briefing: "Lead a flight of 4 MiG-29s on
   a defensive screen from point A to point B.
   Destroy any enemy aircraft encountered in this
   area. Mainstay 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 MiG-29 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 MiG-29 must survive the mission.
 
 Escort Transport (Milk Run)
   Typical briefing: "Congratulations, you get
   today's milk run. A flight of An-12s 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 MiG-29 must survive the mission.
 
 Escort Strike or Bombers
   Typical briefing: "Your mission is to escort 4
   Tu-22s on a strike against point A. On approach
   to the target, sweep ahead to clear any enemy
   interceptors from the strike force's path."
   > Provide fighter escort 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 MiG-29 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 Frontal Aviation 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: "Reconnaissance has spotted a
   large concentration of enemy forces near point A.
   Lead a flight of 4 MiG-29s and destroy as many enemy
   units as possible."
   > Destroy at least 20% of the enemy forces 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 MiG-29 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 at that 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 which 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.
 
*******************************************************
 CHANGES FROM FALCON VERSION 3.0 THROUGH 3.0D
*******************************************************
   The following section outlines the changes that
   have been made in earlier versions of Falcon 3.0 
   which affect MiG-29. 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.
 
 Weapons
   - 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 aircraft, causing minor damage from
     fragmentation.
 
   - When you are loading weapons onto a wingman's
     aircraft, the Report button on the MiG-29 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 now allow you to selectively
     jettison stores:
 
     CTRL-K jettisons all stores except for wingtip
     missiles (on the MiG-29, this means the missiles
     on the outermost pylons remain).
 
     CTRL-F jettisons all external fuel tanks (both
     centerline and wing).
 
 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 an IR missile
     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 features we added 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
     (save for its completion) is to select End
     Mission from the FILE menu.
 
   - Computer-controlled planes now jettison stores
     based on skill level. Also, heavy bombers will not
     jettison stores under any circumstance.
 
 ECM
   - ECM, chaff and flares have greater effect. ECM 
     now works against all aircraft and radar-guided
     missiles, not just ground units and SAMs.
 
   - 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.
 
 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.
   - 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.
 
   - 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
   - The following names will appear in the Padlock
     Status Window when you have padlocked a missile
     (regardless of the specific designation of the
     missile):
     > AIM-9P - rear-aspect IR air-to-air missile
     > AIM-9M - all-aspect IR air-to-air missile
     > SPARROW - semi-active radar air-to-air missile
     > AIM-120 - active radar air-to-air missile
     > PHOENIX - active radar air-to-air missile
     > SAM (R) - any radar SAM
     > SAM (IR) - any IR SAM
 
   - The Padlock View can 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.
 
 Miscellaneous
   - 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.
 
   - 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.
 
   - In all flight models, airspeed will increase
     during dives.
 
   - Glare caused by the sun now occurs at the
     appropriate climb and heading.
 
   - The appropriate pilot skills will increase upon
     completion of a successful Red Flag mission.
 
   - 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.
 
   - 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.
 
   - 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.
