A couple of weeks ago I was corresponding with Aviv, an
Israeli military pilot and one of the principles behind
IAF, which has recently been named Israeli Air Combat.
I met Aviv at E3 in Atlanta, a friendly and engaging
gentleman with a firm handshake and a keen eye. He and Ramy
talked with us about the development of IAF and also a bit
about the experience they brought to simulation design.
Aviv supplied me with some information on the Lavi, and
offered to do an interview. Thanks to Aviv, Ramy, Shai,
Pixel and Janes.
CS: Aviv, for how many years did you fly in the IAF and
what did you fly?
Aviv: I joined the IAF in 1986, On my flight log you can
find: Piper Cubs, Tzukit (an IAI-made jet trainer based on
the French Fuga Magister), A-4 T, H, N models, F-15 A, B,
C, D models. As a guest I have flown in: F-16, F-4 2000,
and several helicopters (Apache).
Some more points to my career:
I am a qualified flight instructor with 2 years of
experience as an instructor in the IAF's Jets OTU. (As an
instructor you still maintain your position in your
operational squadrons so you fly several jets at the same
time which is a great experience). I have another year of
instruction in the IAF flight academy in A-4 and in
examining the nominees and cadets in the Piper Cub (where
during 5-15 flights you have to determine whether the young
Cadet in front of you has what it takes to be an Israeli
fighter pilot: coordination, awareness, "will to kill ",
character, etc). My last position in the IAF was of a XO in
an F15 squadron.
CS: In order to to keep your skills honed how many hours do
you continue to fly per month?
Aviv: Flight Hours is a well-kept secret. I can tell you
two things: One: We fly a lot (although it's never enough)
and we fly in our regular squadrons so we are in good
shape. (Unlike other air forces in which the reserves fly
in reserve squadrons, in the IAF the reserves fly in the
regular squadrons and they are measured with the same
criteria as the "regulars").
Two: Flights are short over here. Israel is small and in
5-10 minutes you are in your designated training area. Our
training profiles are as realistic as training can get.
CS: Have you been in any actual engagements? What was the
result?
Aviv: I had the honor to participate in few engagements. I
cannot talk about results, sorry. (Still you can have a
general direction from the fact that I am alive, happy and
still flying…)
CS: What is your favorite aircraft to fly and why?
Aviv: Defiantly the F15 B:
1. Flying an F15 requires all your skills at their best: no
Fly by wire controls, high Alpha angles, 9 g envelope and
the most advanced Air to Air weapon systems in the world:
DASH helmet and Python 4 missiles. All together you drive
the most cutting edge Air to Air war machine.
2. I have chosen the B model because I like two-seaters:
they are better survivors with another pair of eyes
watching your back.
IAC. Click for larger image.
CS: Tell us about the Lavi. Can you compare the feel and
maneuverability of the Ravi to the F16?
Aviv: I did not have the chance to fly the plane, only to
fly against it I can tell you that this plane accelerates
better than an F16, achieves much higher turn rates and has
amazing steering capabilities in high alphas and in low
speeds. This jet throws an F-16 from firing position to
disadvantage position in a matter of 30 seconds.
The cockpit design and ergonomics make it great to fly, and
with all the new avionics systems: radar, ECM, Dash helmet
etc. - you talk about a "sub-ATF" platform in the early
90's! It is quite understood, I guess, why the budget for
the project has bean shut down by the US.
CS: Tell us about the Python 4. How good IS it?
Aviv: Currently as far as I know it's the best operational
air to air missile in the world. The main features of the
missile are:
- 1.Revolutionary no escape volume
- 2.Unique aerodynamic configuration for superior agility
- 3.State-of-the-art, high performance seeker
- 4.Advanced IRCM & background rejection capabilities
- 5.Highly effective fragmentation warhead
- 6. Full compliance with the DASH helmet
The main concept of the missile is that what ever target
you can visually define, it's in a no-escape zone.
CS: Israeli combined tactics are quite different than
American tactics. IN what ways and why is this so?
Aviv: I think that the main difference is that here we are
truly defending our back yard on a daily basis. The IAF is
committed to keep the sky of Israel clean from unfriendly
airplanes in the last 50 years. We have a given and well
known arena and we can take the "game" to our convenient
envelope. I can not say much more about our special tactics
only that, in the game we were allowed, for the first time
to expose few of them!
CS: Does this flexibility in tactics give Israel a keener
edge in air to air combat? Can you give an example?
Aviv: In my opinion it gives us a keener edge in our
situation. If we had the logistical capabilities and the
number of fighters the USAF or NAVY can put up in the air
then most probably pre-determined tactics and no
improvisation would have done better. Since we do not have
those capabilities the decision every leader in the IAF
takes in real time combat make the fight a success or a
disaster. Every pilot or WSO in the IAF feels responsible
for the life of his colleagues and for the life of the
civilians in Israel.
An example would be the Baka valley air to air mass combat
from 1982. This battle evolved right after the
well-coordinated strike on the Syrian SAM sites in Lebanon.
During the strike 14 out of 19 SAM sites had been
destroyed, another 3 got hit and 29 enemy airplanes where
shot down without a single loss to the IAF.
Several MiGS were shot down by IAF planes straight out of
their strike run against the SAMs, the decision to take the
MiGS was an on the spot deception made by the wing leaders
under their own assessment of the situation. CS: How did
you make the move into simulation design? WHat is your role
in the design and production process of IAC?
Aviv: Ramy, Pixel CEO and myself fly in the same squadron.
I was doing my BA study when one day I bumped into Warbirds
on the Net. A few days later Ramy and I where scheduled for
Alert duty for the weakend: we sit near our planes in our
flight suit and G suit ready for take off in any emergency
situation.
We started talking and Ramy told me that Pixel is going to
enter the simulation games field. I talked about the
importance of flying against real people to get real
adrenaline pumping in a game. From that point one thing led
to another so I got carried away into designing the IAC
product.
My roles in the IAC production have started in designing
the Avionics and weapon system of the game. Then starting
the synopsis for the campaigns in the game, the AI engine
design and managing all the content and design team of the
game. As you already know I was not alone in the process:
Ramy and the other pilots in the company have taken a very
important role in the game design. And Of course Mrs. Yael
Amir our Executive Producer, to her we must give the credit
for connecting us pilots back to reality and doing an
amazing job on putting us through the very tight time
schedule milestones towards the planed gold master date in
August.
CS: Are there features in IAF that you consider cutting
edge and why?
Aviv: Main things are the video like realistic terrain.
Although Fighter Legends has great graphics, their tile
engine looks like it was taken out of a red alert game,
giving the game a more "cartoonist" general look. No other
flightsim today gives you throughout the feeling of flying
over real mother earth.
The Air to Air combat: atmosphere and combat is one of the
best in the market, the AI can do some special IAF
doctrines maneuvers that you do not find in other games. I
did not find a modern Jet game where the Air to Air combat
has been so good as the USNF - ATF series. We tried to
achieve better realism in weapons and flight models and
still to maintain the great combat atmosphere of those
games.
IAC F4 cockpit: Click for larger image.
We also supply great multi player options the most
important one I think is the ability to fly all the
campaign missions together taking several roles in the
strike package.
The second most important one is the all out war game the
head to head each player for himself without any AI so you
know that who you fight against are humans who try to take
you out any way they can. This mode was first designed to
be a guns only mode so you can really test your flight
skill. Eventually we allowed the use of missiles in order
to make the game more fun for intermediate players.
Finally, authentic historical missions over authentic
terrain.
CS: Is it common for Israeli pilots to fly PC simulations?
Aviv: It is very common especially for young pilots. A lot
of the cadets these days come to the IAF with a very good
base knowledge of what are flight controls, what are flight
dynamics, they understand radar and missiles. All that base
knowledge is coming out of playing the new area of flight
sims.
CS: What are some of your personal favorites on the PC?
I have started on my wife's MAC with F18 2.0 and A-10 Cuba.
Then as I mentioned before I have moved on to Warbirds.
On the PC I have started with USNF and ATF for multi player
head to head combat. Today my favorites are:
F-18 Korea - being the best challenge; F-15 Jane's - great
graphics, over realism and amazing AI engine. (Although I
find the missions too easy.) Sim guild Flying Circus this
is where I test my skills against other humans without the
hassle of running Warbirds.
I am still waiting for a good WW2 or WW1 flight sim - I
think Fighter Legends is going to be a good candidate. (Did
I mention IAC - definitely one of the games I play a lot
theses days!)
CS: Thanks for your time Aviv, and we wish you success with
IAC!