CHANGES IN YEAGER AIR COMBAT, VERSION 1.1 ----------------------------------------- - Added "v1.1" to ABOUT YEAGER dialog. - We are now fully supporting the FLIGHT CONTROL SYSTEM from Thrustmaster: - Added new command-line parameter to specify Flight Control System: Type "YEAGER FCS". Note that we do not auto-detect this device, so if you have one you'll have to use this parameter, or else select this input type from the pull-down menus. - Added new menu item for control device type: "Flight Control System." This is below the "Joystick" input device type. When you select this item, you not only have to calibrate joystick 1, you also have to calibrate the thumb control (the "Mode Selector") by pushing it in the four directions. - The thumb control ("Mode Selector") can be used to select your view direction, as listed below. Note that you have to keep the thumb control in the given direction to keep looking in that direction. When you return it to the center, the view will return to "look forward." Note also that the usual keyboard view commands will also work. - center: look forward (F1) - up: look up (F5) - down: look back (F2) - left: look left (F3) - right: look right (F4) - Button 3 selects weapons (like pressing "]"). - Button 4 toggles flaps (like pressing "f"). - The security question/answer is now printed printed in white instead of green, since the dark green wasn't too visible on some monitors in VGA mode. - We enhanced the 3D code slightly, so that it will display more objects without "flickering." - We don't end escort scenarios before the player has time to get back to his base. In some of these missions there was not enough time to complete the objectives and fly back to base. - We now save HUD color in your config file. NOTE: This required a new format for the config file. Once you save a config file in the new format, it will not be able to be read by version 1.0. Also, whenever you change your video mode, the HUD color pref is lost. This is so you don't get weird colors when switching between CGA and any other video mode. - In replays only, trucks were shown with airplane shadows beneath them. Now they are right. - There was a problem creating custom missions. After the mission is created, and before you press DONE, pressing 2, 8, or 4 would hang the game. We fixed it. - In the RAMROD mission the P-51s that are killed at start of mission just circle around in midair, instead of crashing. We fixed this. - If there are two joysticks plugged in, we used the wrong one. This was a particular pain with rudder pedals. It's fixed now. - With some SoundBlaster cards, playing certain digitized sounds would cause a crash. We fixed this. SoundBlaster digitized speech was also quite a bit louder than the SoundBlaster sound effects. The speech is not so loud any more. - We added some more tactics for expert AI pilots when they are in trouble. We won't go into detail here, you'll have to find out the hard way! - Occasional users felt that there was a problem with the aerodynamic models in the game. Particularly at high speeds, the planes become "mushy" and sluggish. In fact, that's what really happens: As a plane approaches its upper speed limits, the elevators become less effective. In addition, as speed increases, the turn rate that results from any particular G-force decreases. These two factors combine to make a plane maneuver much more slowly as it gets near its top speed. Ask any pilot or aero engineer about "corner velocity," or see the manual's bibliography for more information. In general, to avoid "mushiness," keep away from your top speed. A word of advice: If you are heading at high speed for the ground, and can only pull a couple of Gee's, chop the throttle, throw out your flaps (brakes too if you have them) and even drop the landing gear. Your life depends on it.