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PostPosted: Wed Nov 19, 2003 21:34 pm 
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The list is quite extensive, here are a few examples...

There is a completely new manual for FA Futures, based on the standard FA Manual. It is in PDF format and fully replaces the standard FA manual. THis manual covers in detail all the new items and changes in FA Futures. There are chapters on all the changes now.

The New User Interface (UI) is now fully implemented. All internal screens have been fully changed to now go along with the new main screen and new mission selection screen.

All new icons... Following the advice of Kapster, I have overhauled all the weapons icons in FA Futures and updated them to a more professional level.

Weapons use has changed...

The air to air BVR radar weapons will most likely only achieve hits if launched at targets within the target circles on the new HUDs. Outside the aquisition circle the % of a successful target impact will drop for each degree farther off the circle you are when launched. Also if you launch weapons outside their Launch 'G' limits they will most likely damage your aircraft and perhaps even destroy it!

Some wepaons have been deleted, while others have been implemented in their place(such as, the USAF has discontinued the use of the Maverick triple launcher and gone to single load carriage due to the massive number of weapon hangs they have suffered in Afghanistan and Iraq... This is just one example of the many changes)

New aircraft, such as the Tornado GR4s and F3 versions and the SU-24M2...

Plus new weapons that these aircraft specilize in carrying...

Weapons will also now model realeastic limitations in tracking you. If the bandit beams you there is a 50/50 chance your missile will not track them if it is a SARH missile as it will lose lock just as easily as your aerial radar will...

All the Flight Models (FMs) have been (or will be by the time of realase) upgraded to damn near as perfect as FA will let you. Kap is going to be taking a final look at the FMs prior to release to incorporate some of his expertise into the modified improvments already brought to this release of Futures..

The Korean terrain has been altered with much more detail and realeastic improvements on terrain layout and elevations. Many MANY new mountians and new airports and airbases have been created. North Korea is now quite mountianous allowing the Futures pilots to use terrain masking to their benefit when targetting enemy positions, however becareful as the North Koreans have many underground facilites and some of them are armed and deadly...

The airbase mission set is nearly finished and will be released with this version to offer Futures pilots the option of creating new missions based on realeastic airbases as both homes and targets...

New textures for enemy airbases. A new textures have been developed for a few of the enemy airbases, to give a better feeling of reailty instead of the airbases lookins so alike (on the enemy side)...

New AAA Sites, The radar at Flak sites now control teh guns above 11,000 ft. You knock out the Tin Can radar and you can safely traverse the FLAK siteas at altitude without getting shot full of holes, however watchout for the improved SAMS if you fly that high! Also all enemy airbases now have Flak sites attached.

Many many new vehicles... All the new vehicles pictured in the screenshots will be included, along with some that I havent shown!

AI improvements, some of the improvements worked on for FA-2 in the enemy AI will be implemented into FA Futures. Expect your airbattles to be much more difficult and demanding!

Add to all this the fact that the Campaign Manager Demo will now be available on the vnfawing.com website to allow Futures pilots to fly purpose built campaign missions in a totally realeastic war environment that FA Futures was built for...

I could go on and on... but then I might just tell you to much and spoil all the anticipation!

CAG out...


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PostPosted: Thu Nov 20, 2003 12:57 pm 
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Sounds great!

How did you manage to add more airports. What about the airbase limit in FA?

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PostPosted: Thu Nov 20, 2003 13:58 pm 
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I found a work around to add another base, plus the new airbases replace some of the old ones to give more variety to the TYPES of airbases up north.

This gives you more variety in your missions and differnt graphics for eyecandy!

CAG out...


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PostPosted: Thu Nov 20, 2003 15:46 pm 
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Just one small question, will new air base have alot of scene, such as parked aircraft, truck, soldiers, and goes on? Or will we still have 'ghost' air base? I'm just curious...

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PostPosted: Thu Nov 20, 2003 20:09 pm 
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Eagle114th wrote:
Just one small question, will new air base have alot of scene, such as parked aircraft, truck, soldiers, and goes on? Or will we still have 'ghost' air base? I'm just curious...


That's what the template airbases are for. Then the airbases you see in your mission will have lots of realistic scenery.

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PostPosted: Thu Nov 20, 2003 21:42 pm 
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Eagle, the airbases in the template missions will look just like they do in the pics I posted earlier and on SImHQ... Like this below...

Seoul Airbase...

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Kunsan Airbase...

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PostPosted: Thu Nov 20, 2003 23:38 pm 
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Hi CAG,

An idea, can you paint, add skidmarks from landing aircrafts' tyres on the runway? Will look cool, your runways look too clean :P

Also, is it possible to make airbases in mountain ranges, IIRC, it was in Korea and in a Balkan state that they have airbases carved into mountains right?

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PostPosted: Fri Nov 21, 2003 00:31 am 
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If you look on the third pic from the bottom you will see that the runway for Kunsan does indeed have skid marks, as does all the doublle runways, except Seoul and Kadena... Those runways as well as the single strip runways are limited to not having skid marks because of the way FA uses the skins on those runways and repeats the segments... skid marks would be all over the place...

However I will look into it again and see what I can do...

CAG out...


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PostPosted: Sun Nov 23, 2003 21:54 pm 
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Ahh, thansk for you replies! I'm looking foward playing your new version of FA Future lib!

8)

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