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Jetfighter 4 - Fortress America Cheats

Jetfighter 4 - Fortress America

Cheat Codes:
------------
Submitted by: rickHH

Cheats:
-------
-= Built-In Cheat Menu =-
Press Esc during a flight and open Cheats. These are native game options rather than
third-party trainer functions.

* Invulnerable: Enemy air and ground weapons cannot damage the aircraft.
* Unlimited Ammo / Re-Arm: Enables unlimited in-flight weapon restocking.
* Unlimited Fuel / Re-Fuel: Enables in-flight refueling.
* Easy Gun Hits: Makes cannon fire more forgiving.
* Easy Landings: Reduces the difficulty of runway and carrier landings.
* No Ground Crashes: The aircraft bounces instead of exploding on terrain impact.
* No Mid-Air Collisions: Aircraft can pass through other airborne objects.
* No Damage Effects: Damage does not reduce aircraft performance.
* No Ground Turbulence: Removes the control penalty from extreme low-altitude flight.

-= Cheat Hotkeys =-
* Re-arm aircraft after enabling the Re-Arm/Unlimited Ammo cheat: Shift + M.
* Refuel aircraft after enabling Unlimited Fuel: Shift + F.

Use Re-Arm before Invulnerability when a mission is only failing because the loadout
does not carry enough ordnance. It preserves the need to fly and evade while removing
the ammunition ceiling.

The game records cheat use in the mission statistics, but cheat use does not block
normal campaign progression. Restart the mission instead when you want the pilot
record to remain free of cheat use.

Hints and Tips:
---------------
-= Start with Flight Training =-
JetFighter IV is a light combat simulator, but it still expects you to manage
throttle, radar, targeting, countermeasures, waypoints, wingmen, weapons, and
landings at the same time. Run the Flight Training campaign before the San Francisco
campaign. Its eleven lessons cover basic flight, air combat, wingman commands, runway
and carrier landings, Mavericks, bombing, and SAM survival.

* Use Ctrl + P to pause a training lesson while reading the objective or checking the
  keyboard reference.
* If you forget an input during a mission, press Esc and open Info/Help -> Keyboard
  Help instead of guessing.
* Read the mission Goals before changing the loadout. Some targets require a specific
  weapon type even when another weapon can damage them.
* After finishing Flight Training, return to the Campaign screen and choose "CHANGE
  CAMPAIGN" -> "Fortress America" -> "ACCEPT". The training pilot does not switch to
  the main campaign automatically.

-= Mission Completion Rules =-
Destroying the listed targets is not always the last required action. Several
missions expect you to return to base or reach a carrier task force before the
mission is credited as complete.

* Wait for the Mission Complete dialog before assuming an objective chain has
  finished.
* After the Mission Complete dialog appears, Esc -> Game -> Auto Land can skip the
  return flight. Auto Land is unavailable before the objectives are complete.
* If the mission still refuses to end, cycle the pre-designated targets with T and
  Shift + T and check the F7 navigation/target display for an undestroyed objective.

-= Survive SAM Country =-
Against heavy SAM coverage, fly either very low or very high.
Low-level terrain masking is especially effective in canyon missions. Flying straight
down a heavily defended waypoint line can burn through chaff and flares before the
actual target area.

* Press C for chaff against radar-guided missiles, F for flares against heat seekers,
  and J for the ECM jammer.
* Keep the on-screen radar visible with Alt + R. Incoming missiles appear as white
  returns, which makes it easier to start a turn before the warning becomes urgent.
* When terrain permits it, stay below roughly 500 feet for nap-of-earth runs and put
  ridgelines between the aircraft and the SAM site.

-= Use the Right Jet for the Job =-
The F-14 Tomcat, F/A-18 Hornet, and F-22 Raptor fly almost identically. Choose each
jet for its loadout rather than expecting a different flight model.

* Choose the F-14 for heavy air-to-air work. Fleet Defense carries four Phoenix, two
  AMRAAM, and two Sidewinders.
* Choose the F/A-18 for Wild Weasel and ground-attack missions. Its Multi-role
  loadout carries four Mavericks and four GBU-24s plus air-to-air missiles.
* Choose the F-22 when you want a balanced multi-role aircraft with four Mavericks
  but do not need the Tomcat's Phoenix load.

Controls and Avionics:
----------------------
-= Flight Quick Reference =-
* Throttle 10%-90%: 1 through 9.
* 100% military thrust: 0.
* Full afterburner: Backslash.
* Fine thrust increase/decrease: + / -.
* Engine off: ~.
* Landing gear: G.
* Flaps: Ctrl + F.
* Wheel brake / airbrake: B.
* Arrestor hook: A.
* Eject: Ctrl + E.
* Left rudder: Z or Numpad 0.
* Right rudder: X or Numpad Enter.
* Pause: Ctrl + P.
* In-Flight menu: Esc.

-= HUD, Instruments, and Views =-
* Altimeter MSL/AGL: Alt + A. Use AGL for low-level attack and landing work; MSL is
  better for general altitude reference.
* Pitch Ladder: Alt + L cycles Normal, Fine, and Off.
* Cockpit panel: P hides or restores the instrument panel while leaving HUD
  information visible.
* HUD brightness: H increases brightness; Shift + H decreases it.
* External view: Numpad -. Press F1 to return to the forward cockpit view.
* Tower/carrier views: Numpad * cycles the available fixed camera positions.
* Defensive Display: F5 cycles Flight Information and ILS/CLS landing data.
* Systems Display: F8 shows thrust, fuel, ECM, weapons, countermeasures, landing
  gear, brake, and arrestor-hook state.
* Preset cockpit views: F1 looks forward, F2 left, F3 right, and F4 looks back to
  check your six.
* Head Movement: Ctrl + H toggles the automatic view shift into banking turns.
* Fly-By View: F11 places the camera ahead of the aircraft; Ctrl + F11 automatically
  resets the fly-by as the aircraft passes.
* Zoom the active view with < / >. In the virtual cockpit or an adjustable view, pan
  left/right with Numpad 7/9 and up/down with Numpad 3/Del.

-= Navigation, Autopilot, and Time Compression =-
* Next waypoint / Navigation mode: N.
* Previous waypoint: Shift + N.
* Autopilot: Shift + A.
* Map: M.
* Time compression: Alt + T cycles 2:1, 3:1, and normal time.
* Landscape Traversal: Alt + S is available only in Free Flight. It moves your
  aircraft at eight times normal speed while the rest of the simulation stays at
  normal speed.

Autopilot follows the selected waypoint and advances to the next one automatically.
Changing the waypoint disengages it. Do not use autopilot for the final landing
approach; it is a route-following aid, not a precision landing system.

Time compression accelerates the whole simulation and automatically drops out when
radar detects a hostile. Use it only during clear transit legs. Landscape Traversal
locks your MSL altitude while moving rapidly, so activate it only when you are well
above the terrain.

-= Radar, IFF, and Target Selection =-
* Center radar MFD: F6.
* On-screen radar: Alt + R.
* Radar range: R / Shift + R.
* Radar autorange: Ctrl + R.
* IFF discriminator: ; cycles All, Hostile, and Non-Hostile/Friendly.
* Next target: T.
* Previous target: Shift + T.
* Nearest target: Y.
* Target directly ahead: U.
* Deselect target: Ctrl.

Use Hostile-only IFF for normal combat so the target cycle does not waste time on
friendlies. Green radar returns are friendly, red are hostile, white returns are
missiles, and brown returns are ships.

-= Weapons =-
* Cycle air-to-air weapons: Enter / Shift + Enter.
* Cycle air-to-ground weapons: Backspace.
* Fire selected weapon or drop bomb: Spacebar.
* Cannon: Double Quote key.
* Missile/bomb camera: F10.
* Tactical target-following view: F9.

-= Wingman Commands =-
* Attack selected target: Alt + G.
* Follow: Alt + F.
* Hold position: Alt + H.
* Wingman view: W.

Select the correct target before giving Alt + G. For ground targets, enter an
air-to-ground weapon mode first; for aircraft, switch to an air-to-air weapon. The
wingman keeps attacking until the target is destroyed, then reforms.

-= LANTIRN and Ground-Target Designation =-
Press L to enter LANTIRN. Use it when T does not expose the ground target you need.
Get within roughly 10-20 miles and engage autopilot on a safe route before scanning.
LANTIRN locks aircraft controls while its camera is active. The joystick and view
keys move the camera instead of the aircraft; use < / > to zoom. Find the object,
press T to select it, then press L again to return to normal flight before attacking.

* Mavericks follow the selected target but do not avoid terrain. Do not fire through
  a ridge or hill.
* GBU-24s are unpowered glide bombs. Stabilize the aircraft before release and give
  the bomb a clear glide path rather than treating it like a Maverick.

Aircraft and Weapons:
---------------------
-= F-14 Tomcat =-
* Fleet Defense: 4 Phoenix, 2 AMRAAM, 2 Sidewinder.
* Air-to-Air: 2 Phoenix, 4 AMRAAM, 2 Sidewinder.
* Multi-role: 2 AMRAAM, 2 Sidewinder, 2 Maverick, 4 GBU-24.
* Air-to-Ground: 2 AMRAAM, 2 Sidewinder, 2 Maverick, 2 Mk82, 2 Mk84, 4 GBU-24.
Use Fleet Defense when the mission is mostly intercept work. The Tomcat's Phoenix
capacity makes it the easiest aircraft for large bomber or fighter waves.

-= F/A-18 Hornet =-
* Air-to-Air: 4 AMRAAM, 4 Sidewinder.
* Air-to-Ground: 2 AMRAAM, 2 Sidewinder, 2 Maverick, 2 Mk82, 2 Mk84, 2 GBU-24.
* Multi-role: 2 AMRAAM, 2 Sidewinder, 4 Maverick, 4 GBU-24.
The Multi-role package is the default choice for SAM suppression and mixed ground
targets because four Mavericks give you several quick stand-off shots.

-= F-22 Raptor =-
* Air-to-Air: 4 AMRAAM, 4 Sidewinder.
* Air-to-Ground: 2 AMRAAM, 2 Sidewinder, 2 Maverick, 2 Mk82, 2 Mk84, 2 GBU-24.
* Multi-role: 2 AMRAAM, 2 Sidewinder, 4 Maverick, 2 GBU-24.
The F-22 is a balanced choice when a mission can turn from ground attack into a
fighter engagement and you do not need Phoenix missiles.

-= Weapon Selection Rules =-
* Phoenix: Use the F-14 for long-range fleet-defense work and large incoming waves.
* AMRAAM: Fire only after the target is in the indicated firing range; practical
  range is roughly 12 miles in the game.
* Sidewinder: Close-range heat seeker; practical firing range is roughly 1-6 miles.
* Maverick: Use against vehicles, SAM sites, ships, and many point targets. Stay
  inside about six miles and keep terrain out of the missile's path.
* Mk82: Use the CCIP impact point for ordinary buildings and area targets.
* Mk84: Use when a large structure or grouped target needs more blast radius.
* GBU-24: Stabilize first, designate the target, and release with room to glide.
* Gun: Get very close. The cannon becomes much easier inside roughly half a mile.

Defense and Survival:
---------------------
-= Stall, Spin, and Ejection Recovery =-
A stall produces a warning horn and cockpit message as lift disappears. Push the nose
down gently and increase power to about 80% until airflow and control return. At low
altitude, react immediately because there may not be enough height for recovery.

* Spin recovery: apply rudder opposite the direction of the spin. As the rotation
  slows, push the nose into a dive to rebuild airflow. Do not try to stop the spin by
  pulling harder on the stick.
* Eject: press Ctrl + E when a damaged aircraft cannot be recovered.
* A campaign pilot can be offered resurrection after a crash or shoot-down, but the
  failed sortie still damages the pilot's record.
* If repeated high-G blackouts or redouts are blocking combat practice, disable
  Redouts and Blackouts in Options. This removes the visual consciousness penalty
  without changing the mission objective.

-= Missile Warning Response =-
1. Check Alt + R or F6 to determine where the incoming missile is approaching from.
2. Use C for chaff against a radar-guided threat or F for a heat-seeking threat.
3. Turn hard enough to force the missile to spend energy instead of flying straight.
4. Use terrain as a shield when a ridge or canyon wall is close enough to cross
   safely.
5. Leave Jamming on when radar-guided SAMs remain active in the target area.

-= Ground Fire and Low-Level Attack =-
AAA is dangerous mainly when you stay predictable. Keep moving across the target
instead of circling directly above it. In defended valleys, make a fast low pass and
climb away before setting up another attack.

* If the mission does not require every nearby SAM, destroy only the sites blocking
  the required route and leave the rest behind.
* Send the wingman against fighters when you are carrying the ground-attack load
  needed for the actual objective.

Takeoff and Landing:
--------------------
-= Runway Takeoff =-
1. Use low power to taxi onto the runway instead of applying full throttle beside it.
2. Align with the runway, release the brake, and apply full power.
3. Rotate after gaining enough speed, then raise the landing gear with G.
4. Retract flaps with Ctrl + F and settle at 100% military thrust with 0.

-= Carrier Catapult Launch =-
1. Press N to make the weapons safe and put the HUD in NAV mode.
2. Wait for the carrier's ready-for-takeoff message. The general carrier procedure
   uses 100% military thrust with 0; Training Lesson 5 explicitly calls for full
   afterburner with Backslash, so use afterburner for that lesson.
3. Once the engines are spooled up, press B to release the wheel brake. This also
   signals the catapult to launch the aircraft.
4. Pull back slightly as you leave the deck, then raise the gear with G and retract
   the flaps with Ctrl + F.

-= Runway Landing =-
1. Approach the IAF at 50% thrust. Within one mile of the IAF, select the FAF with N
   and turn toward it.
2. Reduce to 30% thrust, extend the flaps with Ctrl + F, and lower the landing gear
   with G. The ILS bars appear on the HUD when the gear is down.
3. Keep the ILS localizer and glide-slope bars centered. Press F5 if you also want
   the Defensive Display's ILS landing data.
4. About 0.3 miles before touchdown, cut power with ~. Begin a gentle flare around 70
   feet so the main landing gear touches before the nose gear.
5. Just after touchdown, press B for the airbrake. Below roughly 100 knots, press B
   again to apply the wheel brake and bring the aircraft to a stop.
6. Use Z/X rudder to stay centered on the runway while slowing.

-= Carrier Landing =-
1. Select the carrier IAF waypoint and fly the IAF/FAF approach. Press F5 if you
   want the Defensive Display's additional CLS landing data.
2. Lower the gear with G, extend the arrestor hook with A, and extend the flaps with
   Ctrl + F.
3. Keep the CLS localizer and glide slope centered and hold the velocity vector on
   the approach end of the deck. Do not flare.
4. In Training Lesson 7, apply full afterburner with Backslash about 1,000 feet
   before the deck. For ordinary practice, the reference approach uses about 40% in
   the groove and raises to 100% as you pass the stern.
5. Aim just before the third arresting cable and keep power on until you know the
   hook has trapped a wire. If you miss the cables, fly the bolter and re-enter the
   IAF/FAF approach.
6. After a successful trap, cut power with ~ and raise the hook with A. Do not use
   the wheel brake during the carrier touchdown.

* If carrier approaches are stopping campaign progress, enable Easy Landings in the
  Cheats menu or use Auto Land after Mission Complete appears.

Modes and Replay:
-----------------
-= Instant Action and Mission Generator =-
Instant Action can replay campaign missions one at a time, launch Free Flight, or
create Random Missions. The Mission Generator can vary mission type, opposition,
friendly support, aircraft, wingmen, time of day, and starting conditions.

* Choose Mission Type first because it changes which other generator options are
  available.
* Overall Difficulty affects several parts of the generated scenario, including how
  early the enemy detects you, how many aircraft it fields, and the weapons those
  aircraft carry.
* Enemy SAM/AAA Activity controls how heavily the target area is defended; Friendly
  SAM/AAA Activity controls how much help your own ground defenses provide against
  enemy aircraft.
* For a network-generated mission, enable Allow Network Friendlies for human pilots
  on your side and Allow Network Enemies when human opponents should be able to join
  the enemy side.
* Click Create before Fly. Clicking Create again rerolls the mission using the
  current parameters.
* Use Save after generating a layout you want to keep. Generated missions are stored
  locally with the game rather than in an online service.
* Single Missions do not change the active Campaign record, so use them to practice
  a difficult campaign mission without risking that pilot's statistics.
* During a campaign mission, Esc -> Game -> Restart Current Mission restarts the
  sortie without a penalty to the campaign statistics.
* Esc -> Game -> Abort Mission - Continue as Practice converts the current mission
  setup into Free Flight. Use it to practice the same terrain and conditions without
  the campaign objective.
* Free Flight starts airborne and lets you practice views, LANTIRN, low-level
  flight, controller calibration, and Alt + S Landscape Traversal without a
  campaign objective.

-= Multiplayer Today =-
JetFighter IV supports up to 16 network pilots. The original Internet
server-list/master-server route is obsolete today, but the game has a separate LAN
search for same-network play.

1. On the host PC, open Multiplayer -> Create Network Game. Set the server name,
   player name, player limit, and an optional password. Leave Internet/master-server
   logging disabled for a LAN-only session.
2. Click Create Game. The host enters the multiplayer Lobby.
3. On each client PC, open Multiplayer -> Join Network Game -> LAN, select the host
   from the server list, and click Join Game.
4. In the Lobby, the host sets Time Limit, Frag Limit, and Resupply Delay. Clients
   can chat but cannot change those host options.
5. When everyone is ready, the host clicks Fly to start the multiplayer mission.

* In network play, Shift + M can re-arm the aircraft when the host's Resupply Delay
  permits it.
* The mission system can allow network friendlies and network enemies, so team/co-op
  and opposing-player setups are both supported by the original network design.
* Remote play now requires a VPN/LAN tunnel plus any firewall or router setup that
  tunnel needs; the original public matchmaking infrastructure is no longer a
  reliable entry path.

Campaign Strategy:
------------------
-= General Campaign Rules =-
* Follow the briefing, Goals, and waypoints first. The campaign sometimes hides a
  final return-to-base or task-force requirement after the obvious target dies.
* Do not chase every fighter when the mission is actually a strike. Send the wingman
  after threats and preserve your strike aircraft for the required objective.
* When a target has a required weapon type, obey it. A destructive hit with the wrong
  weapon may not satisfy the scripted objective.
* Use Auto Land once Mission Complete appears when you do not want to fly the return
  leg manually.

-= Bombing 101 =-
1. Use the F/A-18 with an air-to-ground loadout.
2. Hit the bull's-eye near WPT4 with an unguided bomb without destroying more than
   two surrounding spheres.
3. Near WPT7-WPT8, use LANTIRN to identify the simulated substation and designate it.
4. Stabilize the aircraft and drop the GBU on the substation.
5. Return all the way to base. The lesson does not complete immediately after the
   bombing objectives.

-= Rocky Mountain Slam =-
The direct waypoint route runs through too much SAM coverage. Stay left of the
waypoint line after takeoff, roughly toward heading 110 before making gradual right
corrections. This preserves countermeasures for the target area.

* Deal with the two approaching MiG-44s away from the SAM sites instead of fighting
  them over the defended valley.
* The cabin is a good Maverick target. Approach the substation from the lake side and
  use a bomb when the mission requires it.

-= Wild Weasel =-
1. Take an F/A-18 Multi-role loadout with Mavericks and GBUs.
2. When the wingman peels away, enter the canyon low and use the terrain against the
   SAMs.
3. Hit the guerrilla HQ with a Maverick on the first fast pass if possible.
4. Let the wingman engage the three fighters while you climb away from the SAM
   envelope.
5. Destroy the remaining two required SAM sites after the immediate fighter threat is
   controlled.
6. Return to base or use Auto Land after the mission is credited complete.

-= Caught Flatfooted =-
You begin beside the runway during a scramble. Full throttle immediately is the trap:
the aircraft will not accelerate properly across the rough ground.

1. Taxi slowly until the aircraft is lined up with the runway.
2. Apply full power only after alignment.
3. Take off and clear the six-to-eight hostile aircraft around the airfield.

-= Double Trouble =-
Use the F-14 Fleet Defense package. The first wave rewards long-range Phoenix shots:
target, fire, immediately select the next bandit, and ripple the four Phoenix before
switching to AMRAAM.

* Send the wingman after a separate target so missiles are not wasted on the same
  aircraft.
* Land and re-arm between the two waves when the mission gives you the gap. The
  second wave must also be fully cleared before the mission ends.

-= First Time =-
This San Francisco International Airport strike is easier with an F-22 Air-to-Ground
loadout and Mk84s than with a light Maverick-only approach.

1. Follow the strike group at roughly 90% power instead of arriving alone.
2. Let the F-14s and your wingman occupy the fighter cover.
3. Approach the terminal from altitude and drop the two Mk84s across the large target
   area.
4. Leave immediately after the required targets are destroyed rather than staying in
   the SAM envelope.

-= Enemy Carrier Identification =-
1. Use an F-14 with an air-to-air loadout and follow the route toward WPT6-WPT7.
2. Set radar to about 20 miles and look for the large cluster of brown ship returns.
3. Approach until the game displays "Carrier task force identified."
4. Turn away immediately, use maximum afterburner, and descend below roughly 500
   feet.
5. Fight only the interceptors that catch you, then continue toward the George
   Washington task force.
6. Reach the required distance from the friendly carrier group; landing is optional
   if the mission already allows completion.

-= Sudden Impact =-
The carrier deck requires a Mk82 or Mk84 hit. Expect fighters from several directions
before the ship itself comes into range.

1. Break through the fighter screen instead of trying to clear the whole area first.
2. Arm an Mk84 and make a diving run on the carrier.
3. Release when the CCIP impact point is on the flight deck.
4. Climb or turn away immediately after the hit and reach the George Washington task
   force.

-= Final Push =-
The final campaign operation requires the remaining enemy aircraft and the designated
ground vehicles to be destroyed, followed by a stand-down order and a landing at San
Francisco International Airport. Do not exit as soon as the last target burns; the
landing is part of the completion chain.

Solutions:
----------
-= Mission Objectives Are Dead but the Mission Will Not End =-
1. Open the mission Goals and confirm whether Return to Base, carrier range, or
   another final condition remains.
2. Cycle T / Shift + T through the pre-designated targets.
3. Check F7; destroyed mission targets are shown as destroyed in the
   navigation/target information.
4. If all combat goals are complete, fly the required return leg until Mission
   Complete appears.
5. Use Esc -> Game -> Auto Land only after Mission Complete is available.

-= Maverick Keeps Hitting the Hill =-
1. Keep the target selected but do not fire yet.
2. Climb or change heading until there is clear line of sight from the aircraft to
   the target.
3. Close to the normal Maverick firing range.
4. Wait for the in-range indication and fire only after the terrain no longer crosses
   the missile path.

-= GBU Keeps Missing =-
1. Use LANTIRN to identify and designate the correct ground target.
2. Turn onto a smooth attack line rather than releasing during a hard bank.
3. Stabilize the aircraft and give the target a clear glide path.
4. Release from a few miles out instead of dropping directly over the target.

-= Throttle Stays at 100% =-
1. Open the control options.
2. Check whether Throttle is assigned to a joystick or USB throttle.
3. Switch Throttle to Keyboard if you want the number-key power settings to work.
4. Recalibrate the joystick before testing the mission again if the aircraft still
   moves on its own.

-= Joystick Is Not Detected =-
1. Calibrate the controller in Windows first.
2. Make sure the intended flight stick is Controller ID 1.
3. Temporarily disconnect other game controllers if they are taking the first
   controller slot.
4. Launch JetFighter IV again and map the joystick buttons under Options -> Joystick.

-= D3D_INVALIDMODE =-
1. Open JetFighter IV Options -> Graphics.
2. Lower the simulation resolution.
3. Match the game resolution to a mode the Windows desktop and display driver
   actually support.
4. For a legacy installation, 1024x768 is a practical fallback before trying higher
   modes.

-= CD Not Found After Patching =-
1. Check which physical release you installed.
2. If it is the later GlobalStar GS2 release, do not apply the older TalonSoft Patch
   4.
3. If Patch 4 was installed over GS2 and the CD check broke, uninstall the game.
4. Reinstall the GS2 release cleanly; its Update 5 fixes are already included.

Technical Issues:
-----------------
-= Patch and Edition Boundary =-
JetFighter IV exists in several physical releases. Match the patch to the edition;
a higher-looking patch number does not make it compatible with every disc release.

* Original TalonSoft US release: Update 4 is the established final downloadable patch
  for that release line.
* GlobalStar GS2 release: Update 5/XP-compatibility fixes are already integrated. Do
  not install TalonSoft Patch 4 over it.
* The first GlobalStar GS1 release does not accept the original TalonSoft second CD
  for high-resolution textures.
* The GS2 release fits the game and optional high-resolution textures onto its later
  disc layout.

-= Windows 2000 / XP Legacy Fixes =-
* For Windows 2000, the historical fallback is to open JF4.INI and set
  simUseLoaderThread=0 instead of 1.
* Update 4 fixes the Windows 2000 keyboard problem plus several ATI graphics, USB
  throttle, force-feedback, and sound issues on the original release.
* The GS2 release contains the later Update 5 compatibility work intended for Windows
  XP.

-= Windows 10 / 11 =-
There is no official Windows 10 or Windows 11 support path. Modern systems can fail
during installation, video initialization, controller detection, or the legacy CD
check. The community path below is unofficial; keep it reversible so you can return
to a clean installation.

1. Start from a clean installation and apply only the patch appropriate to your
   physical release. Back up the whole JetFighter IV folder first.
2. Place dgVoodoo2's control-panel executable and the 32-bit DirectX wrapper DLLs
   from its MS\x86 folder beside JF4.exe and JF4Sim.exe.
3. Set JetFighter IV itself to 640x480 first, then use dgVoodoo2 to upscale to the
   display resolution you want. Leave antialiasing off for the first test.
4. Launch and test keyboard flight, runway braking, and a simple Free Flight before
   reconnecting a joystick or changing more wrapper settings.
5. If runway braking does not work, switch dgVoodoo2's Output API to Direct3D 11
   MS WARP and enable Fast Video Memory Access. Revert those settings if they make
   rendering or input worse.

* Start without EXE compatibility mode. If the game still fails to launch, try
  Windows XP SP2 compatibility plus Run as administrator and keep the branch that
  works on your system.
* If your edition still performs a disc check, keep the correct first disc mounted.
  Do not solve a GS2 disc error by applying TalonSoft Patch 4.
* If a wrapper configuration causes rendering errors, missing brakes, or crashes,
  remove the wrapper files and restore the clean game folder before trying another
  setup.
* If frame rate is still poor, lower Sim Resolution first. Alt + C cycles cloud
  cover and Alt + V cycles visibility while flying; fewer clouds and shorter
  visibility can improve frame rate. Model Texture Resolution can also be lowered
  in Graphics options.
* Modern USB sticks and throttles remain a weak point. Test keyboard controls first
  to separate a controller problem from a game-startup problem.

-= Pilot and Mission Backup =-
JetFighter IV stores user-created pilots and saved generated missions inside the game
installation tree. The original uninstaller deliberately leaves those user files
behind. Before patching, reinstalling, or experimenting with a wrapper, copy the
entire JetFighter IV folder to a safe location.

-= FRONTEND.DLL or Graphics Corruption =-
* Install the correct patch for the release before diagnosing the error as a save
  problem.
* Historical ATI 7000-8500 hardware had specific FRONTEND.DLL and menu/HUD corruption
  issues; Update 4 fixes several of those original-release problems.
* For D3D_INVALIDMODE, lower the resolution first rather than changing unrelated
  flight or controller settings.

Reference:
----------
-= Fast Combat Keys =-
* ATA weapon cycle: Enter.
* ATG weapon cycle: Backspace.
* Fire selected weapon: Spacebar.
* Chaff: C.
* Flare: F.
* ECM jammer: J.
* Target next/previous: T / Shift + T.
* Target nearest: Y.
* Target center: U.
* IFF mode: ;.
* On-screen radar: Alt + R.
* Wingman attack/follow/hold: Alt + G / Alt + F / Alt + H.

-= Fast Navigation Keys =-
* Waypoint next/previous: N / Shift + N.
* Autopilot: Shift + A.
* Map: M.
* Time compression: Alt + T.
* Landscape Traversal: Alt + S.
* Tactical view: F9.
* Weapon view: F10.
 
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