Multi-player adds to the melee of gameplay options, with support for modem, network and TCP/IP Internet play. To add to the game's longevity, Jane's have also included a full mission builder/designer, so you can design and trade missions with your friends. It's very powerful, allowing you to set all kinds of parameters, from location and weather to waypoint and mission objectives. A full chapter of the manual is dedicated to explaining the vagaries of design, so, like the rest of FA, the mission creator is easily accessible.
janes fighter anthology full game download
Fighters Anthology features aircraft such as from fighters, bombers, transport, and civilian aircraft and helicopters. The game provides various modes of play which are Single Missions with 124 missions, Quick Mission Creator in which the player adjust parameters, Create Pro Mission, allows for creation of new missions and the editing of missions in the game, Replay Last Mission which is only active after a mission has been played and Campaign.
We may have multiple downloads for few games when different versions are available.Also, we try to upload manuals and extra documentation when possible. If you have additional files to contribute or have the game in another language, please contact us!
First item checked: the screen brightness.The reason was a DxWnd optimization that needs to be eliminatedThe game uses a 8bpp paletized mode, and at startup it apparently makes a transition effect by increasing the luminosity of the palette colors. You can't see that (maybe the developers forgot to put that on screen?) but it is real, and the image on the screen buffer changes its colors. Of course, to emulate the behaviour of a 8 bit screen, each time that the palette is updated, also the entire screen must be refreshed.Here comes the culprit: my refresh routine has an internal optimization that inhibits full screen refreshes more often that every 20 mSec. This is practically invisible and improves the performances a lot, but when there is a palette transition effect this optimization risks to omit the blitting of the final part of the transition, leaving the colors a little darker.Then, when the cursor is moved, the effect is cleared, and the effect is more evident in this game because the mouse refresh is made in a full horizontal stripe of the screen Another oddity..I take that the effect is not too annoying, so I'll wait for some progress on the second problem (the sound) before giving you a fixed release, unless you're curious and you ask for it.
Please, clarify what you mean by full screen mode: did you uncheck the "Run in window flag" or selected one of the fake-fullscreen modes?P.s. I'm having some trouble in retrieving the Anthology game that, I believe, is a collection of 3 Jane's flight simulators. Do you think I could use just one of them to replicate the problem?
Here is the link to download the full game. It's free. I tried both "run in windown flag" and "fake full screen" mode. When I use the fake full screen mode, it crashes whenever I have "hide desktop background" checked.
Yes, the sequence is correct, the result much less.Blacker works this way: it takes advantage of the fact that DxWnd hooked tasks write on a shared memory their own window coordinates and status, so it reads this shared memory and waits for a hooked task to be running. When this happens, it reads the window coordinates and fills with black anything lay outside that area, using 4 black windows that work like a black frame around the program's window.If blacker fills the whole screen with black, this probably means that the hooked task had some problem too.I tried it myself and I think I understood the problem: the game starts with a splash window and stick to there until you click on it. But blacker overlaps this window so you can't click and you get blocked.Maybe it's possible to fix this case by telling blacker to wait until the program is not only started, but also gone fullscreen .... in the meanwhile, bettr turn it off, or turn it on AFTER that the game has started.
Just go to gregoryp and download the file, then unzip into yourFA folder. A few notes of caution: Apparently the computer AI wasn't designedto fight with planes that bleed speed so when you play against AI planes youwill discover they fly like dunces... However, something like you in an F15vs. an AI su35 is still very challenging. Also if you play online with anotherplayer the other player must also have the same version of the library fileinstalled or chances are either the game will crash, or you will be at a bigdissadvantage due to the realistic flight modeling on your side.If you ever need to revert back to the original game just move the library fileto another folder and move it back when you need it again. You'll probablyloath to fly without it however as I am these days. (g)Tony Lin>SIZE=3>Subject: Anybody out there play Fighters Anthology?>From: David Perry >Date: Mon, Feb 23, 1998 23:17 EST>Message-id:
Hey Dave,I can't take you up on an offer of INet play (my 486 and modem bothchoke:( but will say that I /truly/ enjoyed my ATF/NATO Fighters andonly wish that FA had stayed outside of W95 where it's 'background'environment didn't make me lose out on further upgrades.Two Options For Your Weapons/Play problems:'The Wild Bunch'An AOL located page based on a 'TFW Format' with subsquadrons andflights. ALL KINDS of expert sim-players out there and a 'laddersystem' of personal ATF duelmanship too.Since I got off of Compuserve I can no longer recommend their pageaddress but they are probably netsearch findable. Say hello to 'Bear'for me!:)'ATF Toolkit'Another AOL page wherein a guy by the name of David Maschino did amodification pack for just about every aero-graphic-sensor-ECM-weaponload aspect of the game. You can download a sample version withthe ability to modify just two parameters of any given system or iconand then send him a check for $25.00 and receive an 'activation code'for infinite further modding (errrr, until there IS an upper thresholdlimit which messed with my 'ultimate ATF' attempt to 'realisticate'everything...:`(.Again, I /don't/ have this address anymore but the WB crew can help youfind him and if necessary get back to me with a valid EML listing andI'll send you his snail-mail address I used for the registration fee.Best Luck
I'm still not sure what it was that you expected. The sim should be flown in the"ace" mode. This will allow for several factors, one of them being theeffectiveness of the guns. It also allows for an accurate flight model of eachaircraft. Departure characteristics, stall buffeting, stiffening controls athigh speed are but a few of the effects. The aerial marksmanship required of thesim pilot is reasonably accurate in the "ace" mode as well. While Luftwaffe fighters were generally armed with cannon, this was inaccordance with their mission of killing heavy bombers. The U.S. reliedon the ageless Browning .50 cal. heavy MG. This fit their mission just fine.The only American fighter to employ 20 mm cannon ( deployed in worthwhilenumbers ) was the P-38. It had only one. However, it was grouped in the nosewith 4 .50's concentrated within a 30 inch circle. This means, if you bring onegun to bear, they all bear on the target. Very effective.We could debate the priorities various air forces applied to fighter armament,however, that is another thread.The sim adjusts for each aircraft and it's battery of MG's and/or cannon.Try flying a Ki-43 against P-40E types. It takes nearly the entire ammo load to kill the P-40. Why ? Because the Ki-43 has only two rifle caliber MG's.As far as differing ammo types, it would hardly make any difference in thisinstance. Besides, this would consume a substantial amount of memory, andto what clearly defined purpose? I found the gunnery effects in AWIII to be as good as most sims if not better.I suppose it is a matter of personal preference as to whether one is satisfiedor not. Certainly there are some things in AWIII that I find lacking (the ratherpoor flight modeling of the P-47 for example), but taken as a whole, it is awell executed simulation/game.Regards,C.C. Jordan
In terms of gameplay, as a real-time tactics game it is a realistic military simulator and only involves resource management of weapons and the fuel of airborne aircraft. The scenario defines the units that a player has at the beginning of the scenario, and the player can never have more than what they started with until the scenario ends. Like other real-time tactics games, losses cannot be replaced, which emphasises the value of units and the judicious use of them (though some scenarios make it impossible to save a particular unit). The military realism is emphasised further by such means as using some authentic NTDS symbology on the 2D tactical planning map. Much of the game and mission events are presented in the form of full-motion video sequences.
Gameplay can be chosen from one of three different options. First is a series of preset missions that contain certain objectives. These missions contain specific goals that must be accomplished in order to be graded successfully. They vary in difficulty from one star to four with four stars being the most difficult. A second game play theme is to play one of four provided scenarios. These are generally 'wars' verses 'battles' that require the player to win each successive challenge before continuing. The last type of game play is using a feature called 'mission editing,' where a player can input their own configurations and force strength and objectives. Preset mission objectives and goals can be input into the editor and displayed to the player at various intervals throughout game play. Input objectives can be configured in such a way that they must be completed in predetermined orders for the overall mission to be successful. The programming skills necessary are quite basic and are a credit to the ingenuity of the software designers. 2ff7e9595c
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