by Leonard (Viking1) Hjalmarson
Wingmen and Comms
The first noticeable difference over EF2000 is the control given to the flight leader. Hit the TAB menu for COMMS and get this list: 1. Wingmen, 2. AWACS, 3. Airfield, 4. Refueler, 5. Broadcast, and 6. HELP. Unlike EF2000 these initial choices are available via hot key. Choose 1 for wingman access, and get a second list: 1. Formation, 2. Combat, 3. Manouver, 4. Abandon, 5. Radio, 6. Response, 7. Engage, 8. Disengage. Most of these options are followed by another list of 6 to 10 command options. Finally, the level of control that a real flight leader would have!
The next thing I noticed was the voices themselves. Different voices for different wingmen, and no more of that studio quality. These guys sound like they are talking to you while in serious combat situations and from the inside of a proper helmet! Even the radio static varies and the squeaky squelch sound of a channel cutting out is heard on occasion.
On one mission I flew my wingman took a hit when the two MiGs whose tails he was on detected him and turned. I was engaging another pair. He took out one but the other got a piece of him before I could disengage. Disadvantaged, he was calling for help when he took another hit. I switched to smartview and ap to watch the action. He took another hit and then called me to say he was punching out. I watched him eject seconds before his f22 broke into pieces.
I simply can't convey the improvement this action represented over from the comms in EF2000. I felt like I was on a real radio channel. Wingmen report almost every action they make in proper 3/1. Maybe even better, they also report the bandits and flights they detect in perfect detail! Combine this with the interaction of AWACS and JSTARS and we FINALLY a simulation that lets the single player enjoy almost the same experience as the Network player!!
More on the voice comms. DiD has advertised that their voice system has a ten THOUSAND word vocabulary. Hard to believe til you try it: it is simply astounding. From the AWACS command interface to simply flying a mission with two or three wingmen, the flexibility in interaction and the flow of information is awesome. No matter what order you give from the AWACS interface, you will hear yourself send accurate information in standard 3/1 style, and all messages that come your way are similarly detailed.
Given all this vocal horsepower, its a mystery why we don't have the ability to query wingman status. Why this wasn't designed into ADF from the ground up is inexcusable. JSF actually allows FIVE separate queries to wingmen (and either collectively or individually!) including fuel, action, ammo, damage or FULL (which brings a report on all four areas). Trust a newbie to the field to show the way!
In fact, both iF22 and JSF allow individual control of wingmen. JSF includes formation commands which neatly divide a 4 ship flight into two 2 ship flights. You can also order radio silence, a command which is a must in a stealth flight since radio comms are detectable emissions. Hopefully TAW will make some further advances in the area of communications and wingman control.
In ADF you have 4 pre-set radio frequencies for communication with other aircraft and the ground. You can communicate with your Wingmen on all 4 frequencies, and each frequency also enables you to talk to one other group as outlined below. SO long as you are tuned to a specific frequency you will also hear all the other traffic on that frequency as well.
Frequency PUSH 1 is for talking to the airfield tower and local airfield air traffic control. To select it you simply press 1 on the keyboard or the relevant button on the up front MFD panel. This is the default frequency and the one that will be set when you first climb into your aircraft.
Frequency PUSH 2 is an open channel for aircraft allowing you to broadcast messages, warnings, and orders, and also enables you to talk specifically to the AWACS. as this channel is open you will be able to hear radio traffic between other aircraft. To select press 2 on the keyboard, or the relevant button on the up front MFD panel.
Frequency PUSH VICTOR 3 is also for talking to the AWACS but is a closed channel for talk between you and the AWACS handling your flight. To select press 3 on the keyboard, or the relevant button on the up front MFD panel.
Frequency PUSH VICTOR 4 allows you to talk to an air refuelling aircraft. To select press 4 on the keyboard, or the relevant button on the up front MFD panel. Note that you can only hear responses from the given target of your communications if you are tuned to the relevant frequency!
What about wingmen and CPP AI? Although it isn't specified in the help file, choosing a higher difficulty level does seem to make a difference, or maybe its just that when CPPs (computer controlled pilots) DO launch on you you are more likely to take a hit. Note also that in some of the single missions enemy pilots will NOT launch on you. They are given careful instructions in these missions and you can't expect this kind of behavior in the Tours.
A two ship formation of enemy aircraft will normally separate and attempt a bracket manouver or something similar once they detect you. A four ship formation will become two two ship flights in order to engage you. This is standard doctrine and seems appropriately implemented. I haven't observed A2G behavior as much so I can't comment.
Wing behavior and response to commands seems somewhat more sophisticated than in EF2000. I've been able to perform some nice pincer and bracketing type manouvers, and my wings survival and accuracy rates are quite high. The only exception seems to be that sending your wing after attack helicopters is risky. This isn't far from reality, however, so its not a recommended action.
In some air to ground missions you will get a nice spontaneous feel to the interactions, with the occasional, "WOOHOO! Got him!" kind of thing over your radio. It does add some spice to the attack and a good sense of immersion. Now if only we had some enemies coming on the radio begging for mercy... ;-D
You won't always have a warning when an IR missile is on your tail, but the frequency seems higher than reality would allow. At least the IRST equipped enemies are sometimes using their stealthy systems rather than always using radar.
Go to F22: ADF Review Part VII
Last Updated December 3rd, 1997