*******************************************************
  Falcon 3.0 and Operation: Fighting Tiger
  Version 3.05
  9/16/94
*******************************************************
 
Contents
========
The history of Falcon 3.0
Updating
Update troubleshooting
Version 3.05 changes
Version 3.04 changes
Version 3.03 changes
Version 3.02.1 changes
Version 3.02 changes
Version 3.0e and 3.01.1 changes
Version 3.0d through version 3.0a changes
General program information
Mission requirements
Mission debriefing
Communications play
Finding free memory
Stacker
Packard Bell and IBM PS/1 computers
Sound cards

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 3.0
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, Falcon 3.04
was released at the same time. 

Falcon Gold is the latest incarnation of Falcon 3.0, 
combining all the sims onto one CD-ROM. In addition,
Falcon 3.0 has been updated to version 3.05.

This latest version 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 (many changes and new enhancements have been 
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.
 
Updating
========
WARNING: You should not run this updater if you have
Falcon Gold installed. This Falcon 3.05 updater may
damage any Falcon Gold installation and should be 
used only with the floppy disk version of Falcon 3.0.

If you are updating Falcon 3.0, run the Falcon 3.05
update program. Insert your Falcon 3.05 updater disk
and type "F3UPDATE" at the DOS prompt. This will
update any version of Falcon 3.0 to version 3.05.
   
WARNING: You should complete any campaigns you
intend to finish before updating. The Falcon 3.05
update process deletes all existing squadron files.
 
OPERATION: FIGHTING TIGER WARNING: Do not attempt to
install Operation: Fighting Tiger after updating to
version 3.05! If you buy Operation: Fighting Tiger
after you update to version 3.05, delete everything
in your FALCON3 directory and reinstall from scratch
(Falcon 3.0, then Operation: Fighting Tiger, then
the 3.05 update). See the update instructions below.
 
Who can update?
---------------   
Any Falcon 3.0 owner can update to version 3.05.
You are encouraged to distribute copies of the Falcon
3.05 update disk to other Falcon 3.0 owners.
 
Should I update?
----------------   
Yes, if you have any of the following versions of
Falcon 3.0: Falcon 3.0 (no suffix), Falcon 3.0a,
Falcon 3.0c, Falcon 3.0d, Falcon 3.0e, Falcon 3.01
(Operation: Fighting Tiger) Falcon 3.01.1, (Operation:
Fighting Tiger update) Falcon 3.02, Falcon 3.02.1,
Falcon 3.03 or Falcon 3.04.

No, if you have Falcon Gold installed.
 
Note also that Falcon 3.05 is required in order to
communicate with Hornet 1.02, MiG-29 1.04 or Falcon
3.05. Earlier versions will fail to communicate 
properly in head-to-head and allied play.
 
If you update to Falcon 3.05 and then want to install
Operation: Fighting Tiger, MiG-29 or Hornet later, you
will need to re-install all the programs in the
following order:
 1) Falcon 3.0
 2) Operation: Fighting Tiger
 3) MiG-29
 4) Hornet: Naval Strike Fighter
 5) Falcon 3.05 updater

Update instructions
-------------------
NOTE: If you downloaded this update, you must copy it
onto a 1.44MB 3.5" floppy disk before proceeding. The
updater is designed to work from a floppy and will
fail if you try to run it from your hard drive.

 1) Install Falcon 3.0 according to the instructions
    provided with that game (unless it is already
    installed).
 
 2) Install Operation: Fighting Tiger, if you have it,
    according to the instructions provided with that 
    game (unless it is already installed).
 
 3) Install MiG-29, if you have it, according to the 
    instructions provided with that game (unless it is
    already installed).

 4) Install Hornet: Naval Strike Fighter, if you have
    it, according to the instructions provided with
    that game (unless it is already installed).

 5) At the A: or B: prompt (depending on where the 
    update disk is), type "F3UPDATE."
 
 6) On the screen which appears, you will be given the
    choice to "Continue" or "Quit." Select "Continue"
    to go on.
   
 7) A warning appears, telling you that all your
    squadrons will be deleted if you continue. You are
    given the choice to "Continue" or "Quit." Select
    "Continue" to go on with the Falcon 3.05 update.
 
 8) The Falcon 3.05 update program now searches your
    hard drive for Falcon 3.0. When it finds Falcon
    3.0, it says "Falcon 3.0 found in:" followed by
    the path to the directory containing your copy of
    Falcon 3.0. Edit this path if it is wrong or if
    you have another copy of Falcon 3.0 you wish to
    update instead of the one found.
 
 9) At the bottom of the screen are four buttons:
    "Install," "Search," "View" and "Quit." "Quit"
    aborts the Falcon 3.05 update. "View" brings up
    this Read Me file. "Search" continues the search
    for other copies of Falcon 3.0 by checking other
    drives or directories. Select "Install" to
    continue the Falcon 3.05 update.
 
10) The Falcon 3.05 updater will begin updating
    Falcon 3.0 to version 3.05. You can abort the
    Falcon 3.05 update by pressing Ctrl-Break.
 
When the Falcon 3.05 updater is finished, it will
beep. Press any key to exit to DOS.
 
Type "CHECKVER" at the DOS prompt. You should see
the following line (in addition to other information,
such as whether Operation: Fighting Tiger or MiG-29 
is installed and how much memory you have available).
 
 CHECKVER V2.1

  Program        Version   Date      Time      Size
  FALCON3.EXE    3.05      6-14-94   08:10pm   1373671
 

Update troubleshooting
======================
If there are problems with the Falcon 3.05 updater,
you may see one of several possible error messages.
These messages are listed below.
 
Error messages
--------------   
ERROR - NOT ENOUGH CONVENTIONAL MEMORY AVAILABLE
  You do not have enough conventional memory free to
  use the Falcon 3.05 updater. This message is
  extremely unlikely, since the Falcon 3.05 updater
  only requires 250K of free conventional memory to
  run. 
 
ERROR - DISK SPACE NOT AVAILABLE ON DRIVE:
  This message will be followed by the path to the
  drive and directory to which you are attempting to
  update Falcon 3.0. The solution is to make sure
  you have enough free space on your hard drive. The
  Falcon 3.05 update requires 2MB of free disk space. 
     
ERROR - CANNOT LOCATE FILE (filename) ON DISK
  This message will be followed by the name of whatever
  disk you are trying to install to or update from. The
  word "(filename)" above will be replaced by whatever
  file the Falcon 3.05 updater is seeking. This message
  appears most often when the wrong disk is put in the
  drive. The solution is to make sure the update disk
  is in the drive being used. If you have the update
  disk in the floppy drive and still get this message,
  write down what file it is looking for and contact
  Customer Support.
 
ERROR - INVALID VERSION
  This message appears if the Falcon 3.05 updater
  cannot find certain files that should exist in a
  functioning, legitimate copy of Falcon 3.0.
 
  One likely possibility, especially if you have a
  backup copy of FALCON3.EXE, is that the Falcon 3.05
  updater is trying to update to a directory that only
  contains FALCON3.EXE. If this is so, quit the Falcon
  3.05 update and restart it. When you are given the
  option to edit the path it will update to, type in
  the path to a full working copy of Falcon 3.0.
 
  Another possibility is that your FALCON3 directory
  has had some of its files removed. In this case, the
  solution is to quit the Falcon 3.05 updater, delete
  all the files from your FALCON3 directory (or
  whatever directory your copy of Falcon 3.0 is in),
  and re-install Falcon 3.0 (followed by Operation:
  Fighting Tiger if you have it). Then run the Falcon
  3.05 updater.
 
DATA ERROR READING DRIVE (drive, usually A: or B:)
  This message appears if there is a disk error on
  your update disk. Contact Customer Support for a
  replacement disk.
 
How to manually update to Falcon 3.05
-------------------------------------   
If you are having trouble updating to Falcon 3.05,
you can manually perform the Falcon 3.05 update 
using one of the following procedures. Follow the 
instructions appropriate to your setup, as different 
files are needed depending on what is already 
installed on your system.
 
To update to Falcon 3.05 with Falcon 3.0 and 
Operation: Fighting Tiger already installed:
 
- Insert the 3.05 update disk in drive A.
- At the A: prompt, type the following:
    COPY GOPATCH.EXE C:\FALCON3
    COPY 305PATCH.RTP C:\FALCON3
    COPY CHECKOFT.RTP C:\FALCON3
    COPY CHECKVER.COM C:\FALCON3
    COPY ASIAPAT.RTP C:\FALCON3
    COPY F30RESET.EXE C:\FALCON3
    COPY GOPATCH.EXE C:\FALCON3\ARMSDATA
    COPY 305ARM.RTP C:\FALCON3\ARMSDATA
    C:
    CD\FALCON3
- You will now be at a C:\FALCON3 prompt. Type the
  following to update to Falcon 3.05:
    GOPATCH CHECKOFT
    GOPATCH ASIAPAT
    GOPATCH 305PATCH
    CD ARMSDATA
    GOPATCH 305ARM
- The update is now complete. Remove the excess files
  from your hard drive by typing the following (you
  should still be in C:\FALCON3\ARMSDATA):
    DEL GOPATCH.EXE
    DEL *.RTP
    CD..
    DEL GOPATCH.EXE
    DEL *.RTP
    F30RESET
 
To update to Falcon 3.05 with Falcon 3.0 only already
installed:
 
- Insert the 3.05 update disk in drive A.
- At the A: prompt, type the following:
    COPY GOPATCH.EXE C:\FALCON3
    COPY EPATCH.RTP C:\FALCON3
    COPY 305PATCH.RTP C:\FALCON3
    COPY F30RESET.EXE C:\FALCON3
    COPY CHECKVER.COM C:\FALCON3                                    
    COPY GOPATCH.EXE C:\FALCON3\ARMSDATA
    COPY PATCHARM.RTP C:\FALCON3\ARMSDATA
    COPY 305ARM.RTP C:\FALCON3\ARMSDATA
    C:
    CD\FALCON3
- You will now be at a C:\FALCON3 prompt. Type the
  following to update to Falcon 3.05:
    GOPATCH EPATCH
    GOPATCH 305PATCH
    CD ARMSDATA
    GOPATCH PATCHARM
    GOPATCH 305ARM
- The update is now complete. Remove the excess files
  from your hard drive by typing the following (you
  should still be in C:\FALCON3\ARMSDATA):
    DEL GOPATCH.EXE
    DEL *.RTP
    CD..
    DEL GOPATCH.EXE
    DEL *.RTP
    F30RESET
    
Version 3.05 changes
====================
* If your joystick was calibrated incorrectly in
  version 3.04, you could pull more than 9.9 Gs. This 
  problem is now fixed.

* Sometimes the plane would unexpectedly roll left in
  version 3.04. This problem is now fixed.
  
* You will now be assigned to an appropriate air base
  in the Bosnia theater. Your wingmen will no longer
  crash into mountains when taking off and landing.

* Campaigns now last longer than two days in the
  Bosnia theater.

* Your wingmen will be more aggressive in engaging
  enemy planes, especially when returning home.

* TM-STICK (developed by Ken "Stinger" Richardson and
  ThrustMaster) has been updated in version 2.1 to
  work with Falcon 3.05. In addition, TM-STICK 2.1
  works with earlier versions of Falcon 3.0. For more
  information on TM-STICK, please read TM-STICK.TXT.

Version 3.04 changes
====================
* Some users reported a problem where the views would
  switch around without any user input. This no longer
  happens.
 
* Serious joystick control and calibration problems
  found in version 1.0 have been fixed. The joystick
  inputs are now linear, and there is a "null zone" of
  20% of the stick's travel. What this means is that
  the plane will react evenly to gradual increases in
  stick pressure, and that slight movement of the
  stick near the center point will not cause the plane
  to jerk around.

* AMRAAMs are now available in communications play.
 
* When you press Ctrl-K (to jettison all stores), you
  will still keep your wingtip missiles, even if they
  are AMRAAMs.
  
Version 3.03 changes
====================
* Several users reported a problem where if you create
  a squadron, take off and return, create another
  squadron, take off and return, then try to fly
  another mission with the first squadron, the game
  would crash with a message saying "Fatal Error!
  Cannot Create File!" This was related to the
  number of planes in a squadron and has been fixed.

Version 3.02.1 changes
======================
* 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.

Version 3.02 changes
====================
* 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 there 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 the ThrustMaster Flight Control
  System.
 
* Version 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 3.0. 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 3.0 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 3.0 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 3.0.
 
* 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.
 
* Menu bar selections are now saved.
 
* All animations have been disabled when in
  communications mode to prevent timing conflicts.

Version 3.0e and version 3.01.1 changes
=======================================
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 are now 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. See your
  Operation: Fighting Tiger manual for more
  information.

* 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. See your
  Operation: Fighting Tiger manual for more
  information.
 
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 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.

  See your Operation: Fighting Tiger manual for more
  information on the ILS modes.
 
* 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. See your Operation:
  Fighting Tiger manual for more information.
 
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. See your Operation:
  Fighting Tiger manual for more information.
 
* 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.
 
Program fixes
-------------  
* 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).

* 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.
 
* 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.
 
* 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.
 
* The ACMI will no longer label friendly planes as
  enemy planes.
 
* The Supply Status display of the campaign Report
  Screen now lists the AIM-9R and the AGM-84.
 
Version 3.0d through 3.0a changes
=================================
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.
 
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.
 
* 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 is fixed.

General program information
===========================
* 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 that accompanies
  this message ends after the word "Waypoint."
 
* In the Kurile Islands theater, your FSX will
  sometimes start in the air over the runway at 
  Asahikawa. You need to retract your gear (by pressing
  "G") immediately or else your plane will be damaged.

* F-16 pilots cannot black out or red out in
  communications play (head-to-head or multiplayer),
  even if Blackout/Redout is turned on.

* If you play Instant Action for a long time
  (especially if you get more than a million points),
  the game will sometimes lock up at the Top Ten
  screen.

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, MiG-29 and Hornet: Naval Strike Fighter.
 
* .VCR files created in High Fidelity flight mode can
  be viewed only on machines that are equipped with a
  math coprocessor.

Miscellaneous 
-------------
* 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!
 
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.

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.
 
Finding free memory
===================   
Falcon 3.05 requires 601K (615,424 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.
 
* Temporarily modify your CONFIG.SYS and AUTOEXEC.BAT
  files so they do not load TSRs that are unnecessary
  to run Falcon 3.0.
 
* 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 and IBM PS/1 computers
===================================   
Running Falcon 3.0 on a Packard Bell or IBM PS/1
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
 
Sound cards
===========   
There is a problem with the Sound Blaster 16 ASP,
Reveal and other 16-bit sound cards. Falcon 3.0
automatically detects which sound cards you have when
you start the game. Unfortunately, it detects these
sound cards 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.
