
D.I.D. EF2000 PATCH VERSION 2.01


AI CONTROLLED AIRCRAFT ENHANCEMENTS

Improved pilot AI - other planes, including enemies and wingmen, are 
much less likely to crash into the ground during dogfights. However, just 
as in real life, it may happen from time to time.

Improved Air Safety at Trondheim, Orland and other bases - planes using 
ILS no longer should no longer collide with the ground.

SAM killers - computer controlled aircraft will now carry out their mission 
tasks correctly when assigned to a Wild Weasel mission. SAM sites will 
be attacked in response to detected radar emissions.

Anti-ship missions - during conflicts, you will see aircraft attack ships 
using unguided rockets.

Flying level - the leader will fly at the same level as all the wingmen.

Low-level wingmen - wingmen now have a much lower altitude limit than 
the leader, which means the player's wingmen will follow him down to 
150 ft over sea.


WEAPONS AND COMBAT ENHANCEMENTS

Deadlier Flak - systems damage on the players plane is now more 
apparent - flak will not only jolt the aircraft, but will eventually damage 
some areas of the aircraft.  

Deadlier AA missiles - proximity explosions will cause the aircraft to 
shake. The strength of shock depends on the speed and weight of 
aircraft.

Deadlier Sea Eagle - performance has been modified to give higher initial 
cruising altitudes for the missiles, allowing launches from the shoreline. 
The better performance of the missiles has also allowed more realistic 
and effective patterns of attack on shipping.  

A better iron bomb - bomb flight characteristics have become more 
realistic due to slight changes in the drag calculations. The CCIP 
predictor now provides a more realistic release position allowing various 
bomb strike patterns to be explored.

Fast cannon selection - shift and return will automatically select 
cannons. This feature has been added for owners of ThrustMaster and 
other programmable joysticks.

Correct predictor sight - the AA predictor has been upgraded to include a 
'snake' predictor, as in the real EuroFighter. The end of the snake 
furthest from the range clock shows the nearest point of the shells travel. 
The centre of the range clock is the furthest point of travel. With a little 
practice, you will be able to hit aircraft under difficult circumstances.

Deadlier cannon - your cannon is now more effective against aerial 
targets. At last, you'll be able to deal with bombers more easily.

SAMS and AAA in campaign are now be more dangerous, and AAA 
should have less effect upon frame-rate.

More air defences - SAMs and AAA will be much more evident as you fly 
to targets. In addition, targets will be much more heavily defended.

More persistent air defences - AAA and SAMs now conserve their use of 
ammunition and so remain a threat for longer.

Non-freezing TIALD display - this will no longer freeze when last bomb 
dropped.

Free-fall jettison - dumping all stores will not trigger rockets and 
missiles. These items simply fall-off the plane and drop to earth.

Improved enemy tactics - when enemies fire missile salvoes, they are 
more widely spaced and therefore more difficult to spoof. Be prepared to 
change your evasion tactics. You may find that you have to be more 
alert when missiles are heading your way.

Target lock maintenance - there is now no loss of target lock when 
changing AA weapons. This means that you won't break concentration 
when cycling weapons.

IR missile accuracy is now affected correctly by target aspect and 
engine heat - try to get behind your target before firing.


DAMAGE ENHANCEMENTS

More visible damage - external damage to the aircraft now occurs on 
both wings, in several stages of severity.

Cannon strikes visible - hit an enemy plane and a small explosion will 
tell you that you've scored a hit - not necessarily a kill, however. The 
next level of damage is to make the bandit smoke, and with further hits 
the enemy plane will blow-up violently.


FLIGHT ENVELOPE ENHANCEMENTS

No more high-speed stalls - the problem of sudden and often fatal 
altitude loss at around Mach 1 has been eliminated.

Stores now influence flight - because the EF2000 is an inherently 
unstable fly-by-wire plane, the flight computer is able to compensate 
largely for the influence of external stores. However we have modelled the 
effect of stores on aircraft mass and drag, producing noticeable effects at 
low speed with maximum weight.

Reduced twitching in Accelerated Time (Shift T) - in this mode computer-
controlled aircraft now have a slightly slower response to try and stop 
them from rapidly pitching up and down as they fly along.


CAMPAIGN ENHANCEMENTS

Optimising certain elements of the campaign has given a much improved 
frame rate. 
 
Dangerous neutrals - neutral aircraft (blue) will now fire upon you when 
you intrude into neutral airspace.

A more extensive campaign - Finland and Russia can now be invaded, 
the neutrals may also ally with you at a later stage of the campaign.

Ships galore - anti-ship missions now occur in the Campaign. Be careful, 
they are well defended with SAMS, and at sea there is no terrain to hide 
behind.

FAC in campaign - helicopters now appear in campaign as Forward Air 
Controllers. Shoot them down, because they are feeding vital information 
back to the enemy command structure!

More enemies to fight through - there are more long-range strategic 
CAPs in Campaign. Be prepared to 'go stealthy' to avoid contact.

Deadlier opponents at airbases - when approaching enemy airbases in 
Campaign, the enemy fighters will scramble to intercept you. Approach 
with caution.

Plane arming screen - now available in campaign single and network 
play. Load up with your favourite weapons.

More detailed mission debriefings - you'll find out more about your 
exploits, and we have included debriefings for wingmen in the campaign.

Time on target (TOT) is now included in the in-game mission briefing
(<0> on the keypad).

Note: If you encounter any fatal crashes during a campaign mission you will 
still be able to continue that campaign, there is no need to start over 
again. Please mail any problems to ef2000@did.com.

You may also find the campaign automatically views eight hours for a 
number of days. This is not a bug, it is because your bases are decimated,
it will normally result in a loss of the War, but do not give up the 
neutrals may ally with you, and give you a fighting chance. 


MULTIPLAY ENHANCEMENTS

Eight player bonanza - now you can play with up to eight players in 
Network Campaign. Note: Eight player MultiPlay is a blast, however because 
we have been unable to test every permutation of hardware and software, we 
cannot guarantee 100% reliability in games with more than four players. If 
you encounter problems, please

Improved Campaign debriefing in multi-player and single player - now 
you'll see your flight's route on map, and see markers where targets 
were destroyed.

Missiles in King Of The Skies  - planes are now armed with AIM-9S 
short-range heat-seeking AA missiles as well as cannon. You can still 
choose the rules however, and go for cannon only.

Refueling for all - players other than the server can now refuel in 
Multiplayer games. It's demanding formation flying, especially at night.

Weapons firing off planes - as weapons are fired in MultiPlay, they will 
be removed from the firing aircraft. Now you will be able to see whether 
your opponent is fully armed.

Timeskip in network - any player can do this, in either campaign or 
simulator missions.

CAP together - four player CAP missions can now be played in the 
network.

Opponent and wingman names visible - names under 'locked' network 
players are now available in all network games (press shift N).

Accelerated Time in network - any player can switch it on, in both 
campaign and simulator missions. If one player switches to accelerated 
time, anyone else can switch it off.

Arming screen in network campaign - load-out with your preferred 
weapons before flying.


KEY AND CONTROL ENHANCEMENTS

<S>            		- send message in network game.
<F7>            	- target view. Should now show ground targets when 
		  	  AG weapons selected.
<F10>           	- padlock view:
		  	  a) View padlock - should always track eyeball target, 
		     	      even if a radar guided weapon is in use.
		  	  b) Padlocks runway when in landing mode, or ground 
		     	      target in AG mode.

<F11>           	- wingman padlock:
		 	  toggles between wingman padlock, wingman target 
		  	  padlock and wingman threat padlock.

<F12>			- missile padlock.
<Home>  	      	- radar scan range up.
<End>           	- radar scan range down.
<Pg Up>         	- radar Azimuth change.
<Pg Down>       	- change radar mode.
<shift N>       	- toggle display of network names (as in KOTS).
<shift G>       	- toggle auto-cannon on/off.
<shift X>       	- in browse mode, show previous plane.
<X>             	- cycle weapon lock (as with <C>, but only selects 
		  	  enemy aircraft).
<shift M>       	- toggles mini MFDs when in full cockpit view. Also 
		  	  displays mini JTIDS.
<shift D>		- toggles difficulty: Rookie/Pro/Topgun.
<F>             		- Eyeball current radar track.
<shift L>       	- show last message.
<shift F7>	     	- browse ground targets (use <C> to cycle).
<R>             	- toggle radar on/off.
<D>             	- toggle DASS on/off.
<shift RETURN> 		- select cannons.
<alt Home/End>		- alter DASS range.

The following have been added as alternatives for people using Thrustmaster
equipment:  (all below *not* numeric keypad)

<alt 1>			- Chaff.
<alt 2>			- Flares.
<alt 3>			- radar scan range up.
<alt 4>			- radar scan range down.
<alt 5>			- radar azimuth change.
<alt 6>			- change radar mode.
<alt 7>			- DASS range up.
<alt 8>			- DASS range down.

New ground-attack command for wingmen - use the 'running-in' 
command and your wingmen will attack ground mobiles.


OTHER ENHANCEMENTS

A smoother world - you'll see less 'rips' in the terrain for a steadier, 
smoother picture.

A more convenient set-up - in-game configuration settings will be saved 
automatically after one selection. 

Safer low-level flying - when ground collision is imminent, a 'pull-up' voice 
warning is given, and a break 'X' is drawn on the HUD.

Loading times are visualised - there is an extending bar to indicate 
progress of software loading.

Speed gains on slow machines - code now significantly faster on 486-
based systems with low-detail selected.

AWACS information is now more accurate.

Mission fixes - several missions were not working in the right way, and 
these have now been fixed. Problems included incorrect attack patterns, 
and improper weapons delivery.

No more stacked vehicles - ground vehicles no longer appear on top of 
each other in Campaign.


Emergency reference cards now available - damage systems are no 
longer swamped by the distorting MFD effect. Individual warning 
messages can be read correctly on the right-hand MFD.

Stealth improvement - radar is disassociated from the weapons 
selection. If you are flying with radar switched off, selecting S-225 or 
AMRAAMS will not turn the radar back on automatically. 

No more limitless fuel - the plane will no longer fly above 60,000 ft and 
burn no fuel. You'll need to rethink your fuel strategy!

The 'MISSILE' warning that appears when you are threatened by a missile 
is now followed by a letter (I), or (R) to indicate the kind of missile
tracking your plane.

The colour of enemy IR missiles has been changed to orange on the DASS.


THE EF2000 "RUNNING IN" EXPERIENCE

Accessed via the TAB key,  the "running-in" command is used on Strike, 
Wild Weasel and Anti-Ship missions to order your wingmen to attack their 
target. 

Anti-Ship Missions

Order your wingmen to "run-in" just before the flight reaches the IP. 
This will cause them to start their attack pattern. 

Wild Weasel Missions

The "running-in" order will only appear in your command options when you 
are in the proximity of a SAM site or when a wingman reports "mud spike". 
Tell your wingmen to "run-in" and they'll launch a Alarm missile at the 
target.

Strike Missions

The strike missions are similar to the anti-ship missions with the 
exception that the "running-in" command is automatically issued when 
the IP is reached.

NOTE: Should one of your wingman be fired upon whilst "running-in" the 
flight will break-off the strike and engage the attackers. Another 
"running-in" command must be issued in order to tell your wingmen to 
re-commence the strike. This will cause the wingman to restart his
attack pattern.


THRUSTMASTER JOYSTICK CHANGES

The B50 files for the Thrustmaster F16 joystick have been changed
due to popular demand. You will now be able to slew your view
as if you were using the shift+arrow keys feature.
The new files can be found in c:\ef2000\joystick\ directory.
Simply choose and download the relevant file.

Supported throttles:

This feature is also available when using your F16 in conjunction
with the following throttle systems:-
Thrustmaster TQS
Thrustmaster WCS

We are aware problem using chaff and flares on the 
Thrustmaster WCS i.e. they don't work unless you have an
F16 joystick as well. we are currently looking into a fix for 
this problem and should we get them working we will put the 
relevant files on our web site (WWW.DID.COM)

Please remember that ALL Thrustmaster configuration files are 
suggestions only. For more information on programming your joystick
please refer to your Thrustmaster manual.

TIP

The following tip was supplied to us by Steve Chumura. Use this with your wingmen to increase their hit/survivability rate.

Formation: Battle Go
ECM ON
RADAR ON

Wait for the enemies to be in range.

Order ENGAGE


CREDITS ADDENDUM
A special mention for Carl Jackson, late arrival in D.I.D. Q.A.
And many thanks to all our other Beta testers - you know who you are.


