2° Edition corrected thanks to contribution of ED_1, SHUMI of LP and THERON
INTRODUCTION
In the old days of Falcon 4 there was a file named "FALCON.CFG" where the pilot could set/change
some options/variables.
Not only were they available, but the SP, BMS series and following versions ( as f.i. OpenFalcon in
which the file is named FALCONBMS.CFG) came with a nice little program called SP Config Editor to
make configuring these options user friendly.
Most (if not all) of these were options added after 1.08 (we're speacking of old Falcon4) and
available to select via F4Patch. One of the goals of the SP series was to export as many values into config variables and data files to allow a greater degree of flexibility in modding the sim.
The vast majority of those options were added to improve realism and playability, and, sadly to say, cheating.
Some were merely debug options of no use to anyone but the coders.
In the previous versions of F4, a certain number of these options were a cause of some MP stability
problems, when people had them set differently (infamous was the the option that showed/not
showed trees ).
Veteran Falconeers cannot count the number of hours spent getting everyone in synch on these settings before each MP game.
In Allied Force most of the changeble options have been removed in the name of multiplayer
stability,while some have beeen included and secured by default in the code.
But, oddly enough, LP, while officially forbids any modding to AF, as a matter of fact allows that some settings on AF can be still tweaked.
When u launch AF, the program goes seraching for a file named BFops.cfg, reads and processes its
content and applies the tweaks found in the sim.
When AF finds this file, it also creates a file called
bfopslog.txt where is a summary of the options
found and changed .
Note: not all tweaks inserted in BFops.cfg are reported in bfopslog.txt.
Those ones already comprised in the default AF program and those ones not working in AF are not mentioned.
In some Forums we saw even LP devs suggesting which variables to write in BFops.cfg to get some
special results, even if they pinpointed that that was a personal help, not a LP's stance.
No doubt there is a contradiction in LP behaviour.
However the actual situation is that u can change in Allied Force, even if not all, some old
parameters.

DIGGING THE SECRETS
In conclusion, if u want these new options in AF, you simply have to create with NOTEPAD a file,
naming it BFops.cfg placing it in the main folder where the exe resides, and putting in each line of this file a text that modifyes the sim.
If u do'nt like some of the tweacks created, u simply cancel its line.
The form of each text line that changes parameters
is similar to the following:
set g_nPadlockBoxSize #
where # is a number, in some cases 0 or 1 (boolean), in other incremental numbers, integer or
decimals.
F.i. the line above changes the dimensions of the
padlock box with the increment of #.
If u set it as follows:
set g_nPadlockBoxSize 0
that 0 means turn completely off the padlock box.
With a higher # ( try 5 for example) u make it bigger.


GROUP A
Possible parameters to put into the BFops.cfg file that surely work in AF and do not harm MP flights are:

set g_nPadlockBoxSize #
Explained above

set g_bNoRPMOnHud #
Possible values 0/1
With 1 no RPM on HUD, with 0 u can see RPM on HUD.

set g_nShowAVTRStatus #
Possible values 0/1/2
It changes the AVTR "RECORDING" message on
screen (0 = No message on screen, 1 = Yes, 2 = Blink start/stop)
For example:
set g_nShowAVTRStatus 0 turns it off.
If u like it blinking, write
set g_nShowAVTRStatus 2
This might remind u not to do somthing dumb while tape is rolling-LOL

set g_bUse3dSound 1
Possible values 0/1
1 enables 3D Sound : recommended
If u have a decent sound card, test it to experience improved stereo sound .
An other advantage is for Vocal Commands programs users: I tested VAC with this option
on,and got vocal recognition much improved

set g_bOldSoundAlg 0
It reverts to older sound system (polled interface) in case of problems.
To be used for safety together with use3Dsound.

set g_bMFDHighContrast #
Possible values 0/1
Default is 0
1 recommended for better screens reading.
Use different colours on colour MFD (helps colour blindness distinction), it changes the color scheme of some MFD's symbols and lines.

set g_fCursorSpeed #
Default is 1.0
2.0 or 3.0 recommended for having radar cursor working smoothly .

set g_fRadarScale #
Possible values 0.1 with increasing decimals
1.0 (100%) is the default.
Changes Radar Blips size.
Not recommended to go less than 0.5 because the blip size becomes little as a pixel and difficult to bug/lock.
0,8 recommended: blips are smaller than the default size preventing overlapping, but still
comfortable to bug/lock

set g_bEPAFRadarCues #
Possible values 0/1
0 is the default, bugged/locked radar targets are drawn as triangles, how we are used to see in
standard version .
With 1, bugged/locked radar targets are drawn as square boxes with an arrow vector for speed and
heading, rather than triangles.
This is the default for EPAF countries F-16 models.

set g_fPOVSpeed #
Possible values 1 increasing incremental
Default is 1.5
With 5, the POV speed is very sudden and uncomfortable.
Not recommended to go more than 2.5 or 3

set g_bUseMouse3forSOI #
Possible values 0/1
With 0 (default) u use arrows keyboard keys for moving radar cursors, as we're used to.
With 1 (recommended, more handy) u can use also the MIDDLE MOUSE Button for moving radar cursors: u press it and while pressing now u can move the radar (or HARM, MAV or LGB) cursors with mouse.

set g_fMfdTransparency #
Possible values 0 to 100(%)
Default is 50
This adjusts transparency MFD in HUD Only view.
0 is full transparent, 100 is not transparent at all.


set g_bCATIIIDefault #
Possible values 0/1
Default is 0
1 sets the aircraft configuration to CATIII upon entering the cockpit, regardless of your loadout.

WARNING!!!!!
THE FOLLOWING ARE CHEATING MODES

set g_fPadlockBreakDistance #
Default is 8
Possible values 1, increasing incremental.
It changes the padlock break distance: if u set it 60, u'll be able to padlock till this distance.

set g_bAllowOverload #
Possible values 0/1
Default is 0
0 does'nt cause damages to airframe on high G manouvres.
1 causes damages.

WARNING!!!!!
THE FOLLOWING IS ACTIVE BUT MESS UP VISION ON 3D VIEW

set g_b3dDynamicPilotHead 1
Possible values 0/1
Default is 0
With 1 your pilot's head will move around in response to g's and roll input in the 3d virtual
cockpit, but also all instruments move around on the screen messing up vision.
Not recommended

To give an idea, what follows is an example of possible content of GROUP A for the bfops.cfg :

set g_bUseMouse3forSOI 1
set g_fPOVSpeed 2
set g_fRadarScale 0.8
set g_bUse3dSound 1
set g_bMFDHighContrast 1
set g_fCursorSpeed 2.5
set g_bEPAFRadarCues 1
set g_bNoRPMOnHud 0
set g_fMfdTransparency 35


GROUP B
Possible parameters to put into the BFops.cfg file that surely work in AF, BUT are suspected to harm MP stability in TE or Campaign, thereby recommended only for solo flight .
Suggestion: it might be possible to have 2 files , one named BFOPS.SOLO that contain all of the
variables (A and B groups) mentioned here and the second BFOPS.MP with different variables set (only A group).
When flying MP , the BFOPS.MP file should be renamed BFops.cfg before launcing Falcon.
When flying Solo flights , then the BFOPS.SOLO file should be renamed BFops.cfg.
An other way might be that all human pilots have the same A and B groups settings in BFops.cfg.

set g_nMaxSimTimeAcceleration 16
limits the simulation to 16x time acceleration: recommended .
If u choose 32x or 64x, time acceleration reverts to 16x.
It's common knowledge that accelerating more than 16x can cause nasty consequences to Campaign or also TE, expecially on MP.

set g_nNoPlayerPlay #
Possible values 1, increasing incremental
Default is 2
# sets the hours to run a campaign without suffering player not flying, where # is the number of hours of no player flights.
F.i. if u set 720, these are the hours that the campaign will run without being degraded even if
player does'nt fly.

set g_bEnableWindsAloft #
Possible values 0/1
With 1 winds will change direction and strength with altitude. This makes dumb bombs very innacurate from high level, but LGBs are unaffected.
U can check the presence of winds aloft by pressing SEQ on 4 positions rotary switch on ICP:
on the DED the wind direction and its strenght will now be shown.
If u also switch down the DRIFT C/O then u'll have on HUD a dramatic vision of the wind's effect.


set g_bAWACSRequired #
Possible values 0/1
If 1, AWACS does'nt reply unless there is an assigned flying AWACS
If 0, AWACS always replies


set g_npercentage_available_aircraft #
Possible values 0 to 100(%)
Default 75%
The 'percentage available aircraft' determines what proportion of your squadron's roster will be
available to undertake missions in a given tasking cycle.
You can adjust this between 0% and 100%.
However, beware; if your setting makes the number of available aircraft less than 4, you won't get any four-plane missions scheduled.
Similarly, if your setting makes the number of available aircraft less than 2, you won't get any
missions at all!
Also note that as you squadron loses planes through attrition, your percentage will represent
gradually fewer and fewer planes.

set g_nminimum_available_aircraft #
Possible values 1 increasing incremental.
The 'minimum available aircraft' setting allows you to limit the effect of a low 'percentage' setting.
This setting applies a lower-limit to the number of available aircraft calculated from your 'percentage'.
You can set the 'percentage' to 0%, but if you also set your 'minimum' to 2, you will get two
aircraft available per planning phase - at least, until the point you only have one aircraft left in the squadron.


OLD OPTIONS THAT DO'NT SEEM TO WORK IN AF

Finally it's worthy to recall the old options that do'nt seem to work in AF.
Probably they have been inserted and made fixed default in AF and cannot be tweacked, or they have only changed name, who knows?
LP never replied questions to this subject.
Because it's a matter of intensive testing to discover the hidden secrets, more testing by curious pilots might bring some surprise.

// Disable Court Martials from Crashes and Ejections.
set g_bDisableCrashEjectCourtMartials 1

//Allow bullseyes to be automatically selected
set g_bFloatingBullseye 1

// Enable the Combat Autopilot to shoot AA missiles
set g_bSmartCombatAP 1


// MFD's in HUD only view can be turned off
set g_bNoMFDsIn1View 0

// INS
set g_bINS 1

// Full Screen NVG
set g_bFullScreenNVG 1

// Resupply squadron stores of aborted flights
set g_bLoadoutSquadStoreResupply 1

// Drive lights of KC-135 (requires new model
set g_bLightsKC135 1


// Relocate helicopter squads faster
set g_bHelosReloc 1

// In Formation burner allowance distance
set g_fFormationBurnerDistance 10.0

// Change AI A/G attack altitudes
// for instance:
set g_fA2GHarmAlt 20000.0
set g_fA2GAGMAlt 7000.0
set g_fA2GGBUAlt 15000.0
set g_fA2GDumbHDAlt 1500.0
set g_fA2GClusterAlt 5000.0
set g_fA2GDumbLDAlt 20000.0
set g_fA2GGunRocketAlt 3500.0
set g_fA2GCameraAlt 12000.0

Note: in AF AI wingmen seem to use different fixed Altitudes for different bombs types, despite the

variables settings.
F. i. for Low Drag Dumb Bombs, they descend/climb always to an altitude of 15K feets, no matter what set in waypoint alt and which is the actual alt when ATTACK TARGETS or WEAPONS FREE commands are issued.
If for any reason they cannot reach the default altitude, they simply do'nt drop.
This explains the mistery of AI wingmen sometimes not dropping.
See also my post "AI Alt to drop AG weapons" on the subject.

// AI formation burner allowance distance
set g_fFormationBurnerDistance 10.0


// These variables control the amount of zoom of the EXP and FOV modes on the Maverick
set g_fMavFOVLevel 4
set g_fMavEXPLevel 2.0
Ed_1 of LP noted on this: " The mav zoom being set globally is step backwards , in AF each weapon has its own setting so a AGM65b with visual sensor has far less range showing on MAV display then a
AGM65D ".


// enables the new runway lineup code
set g_nEnableNewLineup 1

// AB A/C spawn-> delay before taxiing (min.)
set g_nReagTimer 2

// AB A/C despawn-> delay before disappearing (min.)
set g_nDeagTimer 2

// Enable the AWACS extensions on the planning screens.
set g_bAWACSSupport 1

// Enables turbulence effect (recommend 0 for multiplayer)
set g_bTurb 0

// Allows you to assign any task to any waypoint.
This one might need some testing with AI *shrug*
set g_bAnyWaypointTask 1

// Roll inertia will now increase when you add stores to your aircraft. It is dynamic in that will
account for fuel weight in wing tanks and when you drop weapons.
set g_bRollInertia 0


// Choose your green level intensity for the MFD in HUD only
set g_fMfdGreen 50


// Use Chevrons on the MFD to indicate jamming activity, rather than the large X.
set g_bRadarJamChevrons 1

// This option switches the UI background map to an AWACS version
set g_bAWACSBackground 0


// Set the minimum height clouds will appear.
(default -1.0)
set g_fCloudMinHeight -1.0


// Power statations affect fuel/supply generation.
set g_bPowerGrid 1

// MFD's in HUD only view can be turned off
set g_bNoMFDsIn1View 0

// Resupply squadron stores of aborted flights
set g_bLoadoutSquadStoreResupply 1

// Drive lights of KC-135 (requires new model
set g_bLightsKC135 1

// Relocate helicopter squads faster
set g_bHelosReloc 1