AF 3.1 PRERELEASE ALPHA 7
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VISIT OUR WEBSITE AT...
www.planetunreal.com/airfight

VISIT OUR FORUMS AT...
forums.beyondunreal.com/forumdisplay.php?s=&forumid=187

CONTACT THE AIRFIGHT TEAM AT:
airfight@sympatico.ca

CONTACT CRASH24 AT:
crash24@planetunreal.com


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Released to the general public by Crash24


TO INSTALL:
*Place all *.INT, *.U files in the \system directory
*Place all *.UHTM files in the \Web directory
*Add "AFUT_EUPak" as a ServerPackage in UnrealTournament.ini

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Changes made/other notes:

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(3.1 Alpha 7)
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*Bot AI improvements.  Bot jets no longer dive into the ground.
 Slowdowns on waypoint-heavy maps less apparrent.

*More bot "Accessed none" warnings removed :p

*F-15E carries six LGBs now.

*Heavy strike variant of the Tornado has "swinging pylons",
 since the R-550 AAMs have been moved to the wings.

*Lots of tweaking for flight dynamics.  Overall stall speeds have 
 been reduced, mostly for map compatiblity (at the loss of some 
 realism, of course).

*Mr. Mitchell's AF server pages added.

*Significant AirRace improvements, including better bot AI and scoring.

*Netcode improved, but there are still bugs, namely in Air Defense and
 AirRace.

-------------
(3.1 Alpha 6)
-------------

*Bot AI improved, again.  Tanks wander around while fighting,
 and bot jets no longer have abysmal collision avoidance.
 There is currently a bug with jets diving into the ground...I am working on it.

*Net replication regarding shell and tank rotation is a bit iffy, and there are
 client mesh bugs floating around.  Other aspects of gameplay seem to be
 normal.

*No changes made to AirRace in this release, sorry.

*Added the Mk20 Rockeye CBU (cluster bomb unit).  There is only
 one plane carrying it right now, and that's the F-16.  Learning to
 aim this baby is a fine art. My advice:  If you fly low, straight, and
 fast, you will get maximum bomblet coverage.

*Updated the menu package (Mr.Mitchell pointed out that I was using an
 old build in Alpha 5...my bad).  Now includes custom backdrops, and 
 better server stuff...I think (I'll have to ask him).

*All tracers have shrunk.  Tank shells are now visible.

*No more enormous airfightut.log files due to "Accessed None" warnings
 from the bot code.

*Su-33 has been renamed to the "Naval Flanker"...semantics :p

*Strike variant of the Rafale M added - Aspide missiles are replaced
 with AS-30 AGMs

*Tank smoke countermeasures now shrink and fade over time.  The fading
 is still a bit rough, but it's easier on the framerate.  They are
 still effective against LGBs and TV-guided munitions.

*Green camo added to certain variants of the Su-30.

*Revised flight characteristics of some planes.

*SAM turret camo re-textured.  It still looks butt-ugly, but it's not
 butt-ugly-with-pre-1994-era-textures ;).  Maybe 1998 textures...maybe...

-------------------------
(3.1 Alpha 5 and earlier)
-------------------------
*I have barely added the piranha, and the Tornado's LG isn't set up yet.
 I am working on these issues right now.

*When a vehicle explodes, all mounted munitions will detonate.
 To really see this in action, fly a loaded nuke jet into a target. 

*Bots will try to dodge when playing chicken with you.

*Special missile-targeting code has been inserted.
 When a player or bot fires a locked missile at an enemy,
 a flag variable is activated.  The enemy vehicle will have
 a red "X" painted over it on the HUD and bots will
 hesitate when firing at that aircraft (they may still
 fire multiple missiles at a target)

*When a target is selected on the HUD, the target is designated
 by brackets on the radar

*When ordered to "Cover me" bot planes will actually try to
 follow the order-giver, and form up in echelon formation.
 They aren't very good at it, but expect better code soon.
 
*Some bots will order other bots to cover them.  The orders are
 not mentioned by the bots themselves (like "Cover me!"),
 but bot orders can be seen on the game information screen (hit F1)

*Some bots will exhibit kamikaze (i.e. no collision avoidance)
 behavior during doomsday games (watch for "Entering Kamikaze mode!").

*Bot dogfighting skill is improved (not much, but improved).  For example, some bots
 will fly straight up in order to gain altitude over a target.  Some have said it's
 drastically better, but I can kick any AI's ass to next Tuesday.  However, it is safe
 say that I have played more AF than any other human being in existence...

*Bots strafe targets...not intelligently, but they do strafe...

*The agility of many fighters has changed.  Fighters that
 are more manuverable in real life (like the F-16, Su-27)
 will have increased manuverability.  This has been done
 to give the lighter-armed planes an advantage. No plane has
 significantly reduced agility.
 Also note that there is not a large difference in agility 
 between the planes.

*Minor name changes have been added to the US aircraft.
 Dashes have been inserted, and some planes like the
 "F15 (ground attack)" have been renamed to
 "F-15E Strike Eagle".  Play the game to get an idea.

*Some description text has been revised/added.

*Vehicles equipped with ECM pods have a dramaticaly shorter
 radar detection range.  This is added to give those lightly
 armed planes (like the ECM-equipped F-16) a better chance.
 I do understand that real ECM does not shorten the radar
 detection range of any plane, but I added this feature in
 for game balancing.

*EU vehicles have been added.  PLEASE note that the landing gear
 for most of them has not yet been imported.  Also note that
 the EU vehicles are in a spearate package...

*The Mirage 2000 will sometimes go without weapons on the pylons.  I have
 NO IDEA as to what is causing this...

*AirRace bot AI has been added.  They are still pretty stupid, but
 they will probably be ready in time for AF4.

*ILS infrastructure coding has begun.  The only thing I have created
 is the AirFightUT_ILS object, so don't expect any ILS effects in this version.
 ILS will be ready for AF4.

*MUTATORS!  I have added mutators to AirFight.  Base/menu code courtesy Mr.Mitchell!