CHANGES IN YEAGER AIR COMBAT, VERSION 1.1
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CHANGES IN YEAGER AIR COMBAT, VERSION 1.1
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- 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.