Click on the picture to see a larger image..from Graphics
Plus!
In November of 1996 Digital Image Design, the UK firm that
came out of disaffected Rowan Software people, released
their second TFX, titled EF2000. Although version one of
EF2 was barely beyond beta, it was obvious that something
unusual had happened. A few months later version Two broke
out, and who wants to even think about the limitations of
the first release? Since then the TactCom upgrade has been
released and the Graphics Plus patch for Rendition and 3dfx
is well under way. Icing on the cake for this sim!
EF2000: Genesis
Whenever I leave EF2/TactCom to rest on my hard drive for a
week or two, then sneak out to the tarmac on a quiet
evening to spool up my engines, I remember how easy it was
to love this simulation. Starting out on the tarmac,
spooling up the engines and getting taxi clearance, the
beauty of the morning mist, runways and tower alight,
mountains and mist in the distance, watching the cross
traffic as you head for the runway, the tower reporting the
wind conditions, then finally getting clearance and the
noise of the hard rubber as you gain speed and finally
loose the bonds of earth... hey, it feels like the real
thing! The "suspension of disbelief" is powerful. And if
you happened to have a sub woofer stuffed under your butt,
even better!! First impressions count, and EF2 has a lot
going for it in the "atmosphere" department.
The sim is set in north western Europe, mostly among the
awe inspiring landscape of Norway. Flying over mountains
and fjords, glaciers and ocean, one is constantly
distracted by the scenery. Of course, you will also see
roads and railways, dams and tunnels, ships and oil rigs,
SAMs and runways. Buildings also abound at key sites,
especially strategic ones like EWR and air bases. Air bases
are particularly interesting since runways are lit, control
towers have winking strobes on top, and dozens of aircraft
of various descriptions are parked or taxiing around.
Cities are modelled nicely with detail high enough to be
impressive but not so high that the frame rate is unduly
affected.
If you've followed the EF2000 story at all, or if you've
been a fan, you know that the inevitable train of bugs
plagued the sim. Most of them were only annoying, but some
players found themselves skimming the white caps one
moment, and looking at a DOS prompt the next. But DiD kept
on working, and by 2.04 most players found the sim stable.
From 2.01 to 2.04, EF2000 ran in two resolutions with three
levels of detail, and resolution could be changed on the
fly: kind of nice for enjoying the scenery and keeping a
decent frame rate, then making the change when needful if
you are hardware challenged. At 320x200 it is still
beautiful, and in this mode playable on a 486/66. TactCom
is the same, and at high res you better be ready with your
P120 or better. (See below for more discussion of hardware
and frame rates....)
EF2 is closer to a modern military simulation than anything
else out there, and will probably age very well. It
requires dedication to learning the systems and learning
tactics. But it also pays off handsomely; a challenge that
once met is well worthwhile. The campaign mode with its
unpredictability and progressive nature truly shines.
There has been a lot of discussion in the Usenet groups
about the flight model. Its definitely beyond USNF, but
perhaps not quite up to SU27. The full 6 point DOF is not\
present, yet the aircraft does apparently behave close to
the real thing. The version 2 revision of drag and inertia
was a great improvement, and this was tweaked again for
TactCom, losing some more of the springiness. Where 2.01
added difficulty levels, they have been further refined for
TactCom.
TactCom
EF2000: Tactical Communications has a fancy new interface,
(that brushed aluminum air frame look), new tactical maps,
and so many other enhancements (including ECM indicator in
the HUD, a bug bear of mine) that it both looks and feels
like a new simulation.
DiD decided that because WARGEN places waypoints poorly,
they would give us the ability to edit WARGEN set
waypoints. As one is setting waypoints and altitude of the
flight, a fuel guage keeps track of fuel requirements. You
do not need to enter the planner to modify waypoints. So if
that is all you want to do, go for it!
The Mission Planner allows the pilot to decide on his home
base, his and group targets, waypoints, takeoff time, and
type of aircraft in his force. It allows loadout choice and
whether or not one will refuel. The pilot also decides on
size and type of escort, and whether or not there will be a
wild weasel mission. For example, one may decide to fly a
Strike force of 4 EF2s, with an escort of F22s and a WW of
four Tornados! Be warned that this process can run afoul of
WARGEN, since in order to do this there must be 12 aircraft
available at the chosen base. Due to the contingencies of
war and the fluidity of the virtual battlefield, you may
not always have so many unassigned aircraft to choose from.
However, you can enter the planner if there are as few as
ONE EF2 to fly. If you are the lone ranger type, this will
please you.
Strike missions include airfields, EWR sites, AWACS and
Refueler kills, POL sites, SAM sites, ships and more. The
new interface shows these sites very nicely, and can
display the terrain features and EWR and SA ranges
overlaid. As a result, you can plan your ingress and egress
for the highest chance of success. Intercept missions
include AWACS and Refueler kills. Escort flights include
ferrying aircraft to forward locations as well as flying
CAP for tankers and AWACS. Now on to the planner!
The Planner
One enters the planner by clicking on the Options menu in
the Campaign Map screen. If there are enough free EFAs, one
is booted into the MP interface. The pilot now has two
menus to work with, the one seen on the left, and the one
at the bottom of the map.
The map interface itself is customizable, with four maps to
select from. The bright map that shows nation boundaries is
nice to work with for a broad overview or an intercept
mission, but if you fly a strike mission and stealth is an
issue you will work more with the topographic map. The dark
map is nice to get a clearer tactical picture of SAM and
EWR placement.
Each of these features can be turned on or off to declutter
your workspace. When you are placing waypoints and finely
adjusting placement you may not want to have all those
other icons on all the time.
The Edit Button in the far right of the lower menu is a
toggle between ZOOM and EDIT. When you are placing or
adjusting waypoints the button must be in EDIT mode. I wish
that DiD had left the FLAGS option default to off, since
they don't add any useful information to the display unless
you have forged an alliance. But its a small annoyance.
The layout of the planner menu in the upper left is fairly
intuitive. You begin on the left and work your way to the
right. First you choose the Strike Type. Say you choose EWR
for a radar kill as in my screen shot above. You then use
the map of your choice in edit mode to click on your
target. Next you click on Base. You need a base with at
least 10 free EFAs for a good strike mission package. The
map displays the number of free EFAs at a given base with a
small red icon over the base.
When you click on Base, you will then have to assign the
elements of your strike package. In the case above I
assigned four aircraft for my strike package, 2 for Wild
Weasel, and four for escort. I then clicked on Aircraft
Type (its another button you will see in a secondary menu
when you are assigning aircraft), and chose EFAs for the
strike, F15s for the Weasel, and F18As for escort.
Once this is done, its time to assign targets. The
interface for this is rather impressive, since you are
shown each target, just as in the rotating target view in
the original EF2000. You assign each of your wingmen a
target individually, and then click on the WP button to
move to the next stage. You only choose targets for the
strike package, targets for your weasel and escort missions
are taken care of by WARGEN AI.
The screen shot above shows the next step, where you
determine your flight plan, and decide the altitude to each
waypoint. The set height screen in the lower left has a
zoom toggle so you can set your alt in 100s of feet when
below 1000 feet. The fuel bar above the alt planner gives
you an estimate of your consumption to your target and home
again. At this point, however, you have to guess at a
percentage of fuel use against the total capacity of your
aircraft. Perhaps in F22 this will be enhanced to estimate
actual kg of fuel....Anyway, you are ready to fly and click
on ATC to choose your takeoff window, usually about eight
time slots with forecast weather given for each time....
Difficulty, Detail, and the Player Rating
The first thing you will notice when you load the upgrade
is new levels of difficulty: kind of a sliding scale
arrangement with ten levels from Rookie to Top Gun. After
so many complaints that individual efforts made little
difference to campaign progress (realistic after all, since
the fate of one aircraft will rarely affect a war...), DiD
decided to give us the power to change this.
One selects an option when first generating the campaign:
"Players Performance Affects Campaign:Yes/No.." Here's how
this works....
Default is ON, so one must choose NOT to have their
performance affect the campaign if preferred. If you leave
the default setting alone, you will start out with a rating
of 50%. Every mission flown will be rated, usually altering
your rating by around 10% up or down. Every mission you fly
affects the entire campaign based on your rating at the
close of your mission, and if you use the 8 hour time
advance feature you will be surprised to note that you take
an automatic 10% cut in rating!!
As noted, every mission flown will be rated. If one takes
out a designated target and makes it home, one is usually
rated at 50%. For every 10% above or below 37%, your player
rating will be affected. If the pilot takes out the
designated target and an additional target, rating may be
60%. If one takes these out PLUS an enemy aircraft, rating
could be 75% and so on. The performance of the entire
strike package seems to modify the rating of LEAD, but I'm
not sure how this algorithm works.
The overall effect can be quite dramatic, especially in Top
Gun level 10 difficulty. For example, I flew two missions
in this mode, was killed after taking out one bandit on my
second mission after breaking even on the first flight,
(Final Rating 37%) and promptly lost the war!!
On my next campaign I flew the first mission at 50% and
gained a Russian base as a result. On my second flight I
took out some extra targets and was rated at 75%. Two more
Russian bases fell as a result and the Russians lost a
great many aircraft. The campaign progresses dramatically
based on LEADs performance if your success is high.
Difficulty levels are saved between missions and also if
you exit the game, but must be re-selected with a new
campaign.
In 2.02 there were three levels of difficulty integrated
with three variations of campaign layout. If one generated
a new campaign and found oneself against the wall, one
could simply generate a new campaign. It no longer works
this way.
This represents a major change from the campaign AI of
2.02. In 2.02 there were three levels of difficulty
intersecting with three variations of campaign layout. If
one generated a new campaign and found oneself up against
the wall, one could simply exit and regenerate a campaign,
and this time one might find that the Russians were only in
possession of half of Norway. It no longer works this way
and choosing Level 10 (Top Gun) when you first generate a
campaign means that not only will you fly against a more
deadly enemy, you will also find NATO backed into a small
toe-hold in Norway! You wanted challenge, you got it! Most
pilots will probably fly around level seven or eight. This
usually gives one three bases to start off rather than only
one (on level 10).
More Enhancements
The second thing one notices is that detail has INCREASED
in sim, affecting terrain and objects both, though the
terrain is the most noticeable. An ECM indicator now
appears in the HUD. Frame rate is roughly the same despite
these improvements (!), and load times have been reduced.
The cockpit has also changed, with small letters on all the
warning lights to aid memory.
Moreover, the JTIDs repeater has gone from red lines to
blue, making it easier to see the tails indicating vector
of bandits. Bandits can still be hard to see, however, and
maybe a lighter red color to represent enemy aircraft might
be better for ease of sight.
The auto leveller, that key you hit when you are out of
control, also doubles as a single key AutoPilot to input
present altitude and heading. It works very nicely so long
as you do not engage it below 390k. If engaged below this
speed your afterburner will also engage and will not shut
down til you disengage with another "L" press.
Next you will notice that when the controller gives you
takeoff clearance, the "Wind 0 knots, 0 degrees" message
has been enhanced! Yes, Virginia, you will now hear a
randomly generated message as though there were real
weather to contend with! Unfortunately, this isn't the
case, but it does beat hearing the same old message every
time! (DiD reports that the frame rate hit with a weather
generator was simply too great to justify the feature).
Next, the APS system has been enhanced to download the
altitude set by the mission director. No more universal
setting to 7000 feet and 499 knots! The other change on
this MFD is in the DASS system. DASS range now extends to
the MAP ON maximum of 40/80 miles. Nice improvement,
especially when you fly with no AWACS or lose your link due
to damage.
The flight model has been adjusted slightly to increase the
effect of a full loadout. Some of the springiness is also
gone. (By the way, the weight of individual shells is
modelled, and since these things are quite heavy, your
overload of 1500 shells could kill you in a knifefight. The
real EF2 does NOT carry this many shells. Fire off half of
them before you get up close and personal).
Every pilot values situational awareness: in fact, good SA
is the difference between life and death. Three more SA
features have been improved for TactCom: the wingman
padlock, the floating X indicating direction to locked
target, and more SAM warnings...
Enhanced SA
Every pilot values situational awareness: in fact, good SA
is the difference between life and death. Three more SA
features have been improved for TactCom: the wingman
padlock, the floating X indicating direction to locked
target, and more SAM warnings...
Every pilot values situational awareness: in fact, good SA
is the difference between success and death. Three more SA
features have been improved for TactCom: the wingman
padlock and the floating X in HUD indicating direction to
the locked target, and more SAM warnings. Finally we can
toggle the wingman padlock between different wingmen, Up to
now once wing 2 was out of action you could not easily
locate three or four. Poor devils: they could call out HELP
all day and all you could do was guess at their vector, or
if you had a lot of patience, pause the sim and play with
the browse plane view til you hit player-wingman and then
make an effort to get heading in the right direction. No
longer! SHF C now toggles the F11 wingman padlock view to
different wingmen. You can also view Wingman Threat, since
a second press of F11 toggles from current wingman to his
current threat.
And in addition to this, we now have the typical floating X
in HUD indicator of direction to the locked bandit. This
alone is a major SA improvement, and should increase
survivability for many pilots in the knife-fight. Combined
with the Custom A2A generator, we should be able to improve
our skills in close in combat considerably.
TactCom has increased SAM launch warnings. In fact, audio
feedback has been beefed up considerably, and when you have
a "Radar Lock" voice warning plus another bandit launching
an IR missile at you (with THAT claxon ringing in your
ears), plus voice comms coming from AWACS or a wingman, you
will feel like you ARE in the middle of a large and
complicated battle system. As the Marines are fond of
pointing out, no matter how much you have prepared and no
matter how awesome your plans, in the middle of the battle
the best you can count on is confusion!
SHF F12 accesses a built in screen-saver! Thats right, you
can now share your most hair raising encounters with
friends all over the net! Or, on those lazy approaches over
the mountains or fjords, save that beautiful scenery with
your flight of EF2s for wall paper in Windows....All you
need to access the files created is Paint Shop Pro,
available on the net as shareware.
Weapons and Radar
Refuel and Rearm in the Campaign! That's right! Touch down
at an allied base, come to a complete stop on the runway,
shut down engines, engage and lock your wheelbrakes (W) and
you will be re-armed and refueled with the same loadout you
had at takeoff! So if there are more bandits in range and
no one else to do the job, or you like that John Wayne Lone
Ranger image, go for it! See how long you can play the role
in the dynamic environment of the campaign. See the box
below for a play by play on this new feature...
I set up a strike mission on a choke point in the campaign
with three wingmen in EFAs, a second strike force
consisting of 4 EFAs, an escort of F22s, and weasel mission
with 4 F15s. Targets consisted of a rail bridge and a road
bridge: I took out the rail and wing two took out the
other. The weasel boys had done a nice job, which I
observed using Smartview as I ingressed.
By the time I was pickling my GBU, I had bandits scrambling
forty miles out. My escort was engaging before I regrouped.
They took out the three bandits and lost two aircraft in
the effort. I then regrouped just as the second strike
force was arriving with nothing to do...
I noted on the JTIDS link that another NATO force was
approaching a target about eighty miles NE, and enemy
aircraft were vectoring to intercept, so I made a hole in
the clouds with my three wings in tow. We took out the
bandits and I lost wings two and three. I had two AMR and
one ASR left, and my wing had two ASR and three AMR.
Decided to head for NATO turf to rearm and refuel. BTW, I
had also jettisoned my center tank in this last encounter.
Instead of having to return to home in the deep south
(Rygge), I touched down at Trondheim. I came to a complete
stop on the strip, locked my brakes, shut down my engines,
and a minute later was airborn with a full load: 2 GBUs,
six AMR, two S225, 2 ASR and a full center tank! Awesome!
My surviving wing came along for the ride, though his fuel
and weapons were not replenished. (Note: I did not switch
my waypoint when I headed south, which meant that my
remaining escort remained in place to guard the second
strike force... They managed to take out two more bandits
while I was "AWOL" refueling; my remaining escorts both
died nobly...)
I switched JTIDs out to 160 miles and spotted an enemy
strike force. We climbed to 35,000 and proceeded for the
intercept at full throttle. Ten minutes later my wing was
dead and I had added another five kills to my score, not to
mention a control tower left in a heap! I headed south to
try another round but when I was near to Trondheim I
received comms on STUD 3 from the First Lady requesting my
immediate return home ...ie. the wife wanted me to come to
bed!)
Next I set up an Escort for a Strike mission in the deep
south from my single remaining NATO base. Why wait for the
Strike mission to get airborn when I can rearm and refuel
later? I took the battle to the Russian base, engaging a
Russian CAP about halfway to the enemy base. My wings and I
took out eight bandits before I returned home with my
remaining wingman in tow.
Before arriving at home plate I heard a MAYDAY call from my
outgoing Strike force. Time of the essence, I went in hot
onto the strip, dropping like a stone from 30,000 feet. I
came onto the CPFD about half a mile off the runway. Air
brakes and gear down ASAP, I landed, hit the chute, full
stop, locked brakes and engine off. I was rearmed a few
seconds later, engine on, dump the external tank, hit the
burners, head for the sky!
A half minute later I locked up the first bandit who was
engaging the remainder of my assigned Strike force about
twenty miles from base. I took him out then headed high,
locked up a second bandit and ordered my wing to engage. I
locked up a second pair vectored 60 degrees from the first.
I lost my wing too quickly, but the four were down. I
noticed another pair another twenty miles out, shot off my
remaining S225 and then my remaining ASRAAM, and headed
back to base.
Rearmed and fueled up a couple of minutes later, I headed
high again. Just as I reached 30,000 feet two incoming
strike groups appeared on my JTIDs display. One group
appeared to be a four ship formation, and the second
possibly larger. The smaller group appeared to have the
attention of a two ship CAP, so I vectored toward the
larger group. When they appeared on my radar at about 60
miles, I still thought there were four. Shortly the
resolution improved and I engaged six bandits.
I used Smartview to check their loadouts... armed to the
teeth with Cruise missiles! Just as I unleashed the first
of my four S225s, they turned toward the near NATO base. At
my altitude I was soon in range for AMRAAMs, and quickly
unleased all six. I had four kills by the time I was in
range for ASR (at mach two it doesn't take long)... I took
out one of the remaining SU35s with an ASR and the second
with guns.
This left me one ASR for one of the two survivors from the
smaller group, and guns for the second. The two EFAs that
had engaged the smaller group took out two but went down in
the effort. Thanks to refuel and rearm, I saved a NATO
base... Its a bit of me against the world, but a lot of
fun!
Many pilots have commented on the Maverick lock.... instead
of "fire and forget" the Maverick has acted like a laser
guided weapon... break contact with the target and lose
lock! DiD have addressed this problem, and the Maverick is
now working properly! But even more important, the radar
and weapon association has been corrected.
Yep, that's right! Now you can use radar as it was intended
to be used. You can lock a bandit at forty miles even if
the only weapon you have left is a chunk of chewing gum.
This increases strategic possibilities, (Yes, Russian
pilots are deathly afraid of chewing gum.) since this means
that a bandit will take you seriously as a threat when you
have NO WEAPONS left... hmm, maybe it wasn't so bad before
after all ?
No, this is the way it was intended to be. You want to
distract an incoming strike package but they are fifty
miles away and you are Winchester.... lock em up! You want
info on that incoming bogie at forty miles but only have
ASRAAMs... lock em up! You want to lock a bandit and order
your wing to engage, cause he has some long range missiles
and you don't -- go for it! You have a bandit vectoring
toward you, but he has not used his radar and so your
escorts have not yet decided that he is a threat? Lock him
up; he'll return the favor pronto and your escorts will
take him on. This fix takes care of a lot of territory...!!
Another fix is that the large + no longer appears in the
bandit track boxes as soon as you order "Engage." Now when
you have that indicator you can be sure that there is
already a missile allocated and you can concentrate your
fire elsewhere.
Wing loadout will now mirror LEAD! This is a fantastic
improvement, since it means that you can ditch the
unnecessary dual tanks for a single center tank or no
tanks, and add two more A2A weapons! (In TactCom you will
find that you are assigned dual tanks only rarely, another
improvement over v.2). This will sometimes mean the
difference between a successful mission, and a premature
abort. It also means that if you don't need external tanks,
you can switch two GBUs for a single center line mounted
weapon, and gain additional A2A weapons for your wingmen.
This can mean EIGHT more A2A weapons for a flight of Lead
plus three wings.
Finally, ALARMs may now be staggered and fired in Direct
mode at different targets. Previously, one had to wait for
the first ALARM to hit prior to locking a second target in
Direct mode.
Enhanced Debrief
A debrief screen has been added to the end of campaign
missions which gives detailed information on campaign
progress, even including pie charts! If you've felt in the
dark about where you really stand in the campaign, this is
for you.
The debrief includes detail such as total enemy and NATO
kills listed by ground targets, aircraft, ships, choke
points etc. The pie charts cover such areas as Balance of
Power between NATO, Neutrals and Russians. DiD will add
personal statistics on kills to this screen for TFX3 under
WARGEN v.2.
When one exits this screen one is returned to the main
campaign screen where the standard mission debrief is
given. Though limited, the standard debrief is rather nice,
with your flight path displayed on the mission map, and
icons showing air and ground kills at the appropriate
place. One may cycle through one's own flight to the escort
and wild weasel flights to observe the performance of each
element. From here one may then select the next WARGEN
given mission or return to the planner.
We wanted the ability to create A2A with guns only in the
simulator and we got it! Want to fly on on one against a
Tornado? An F14? Now you can! Maybe you feel really daring
and want to fly against two SU35s, or two EF2s..... This
ability to fly with guns only is the best way to improve
your ability in a knife fight...
Simulator and KOTS Enhancement
We wanted the ability to create A2A with guns only in the
simulator and we got it! Want to fly on on one against a
Tornado? An F14? Now you can! Maybe you feel really daring
and want to fly against two SU35s, or two EF2s..... This
ability to fly with guns only is the best way to improve
your ability in a knife fight...
And now, a much demanded feature....We wanted the ability
to create A2A with guns only in the simulator and we got
it!! Want to fly one on one against a Tornado? An F14? Now
you can!! Maybe you feel really daring and want to fly
against TWO SU-35s, or TWO EF2s.....This ability to fly
with guns only is the best way known to improve your
ability in a knife fight. You can also choose to fly
against HINDs or Cobras, or even against a Hercules
transport (known to be very deadly in head on
collisions...). The choices are unlimited. (Well, you can't
fly an Independence Day scenario: that choice will wait for
TFX3!)
DiD have also expanded control in the A2A creator. We can
now control the positional aspect and altitude of the
engagement. This means that you can practice engaging your
enemies from an advantaged position or a disadvantaged one.
In other words, the Custom A2A features have become
extremely advanced!!
But thats not all! There is now a team feature in multiplay
KOTS! Whew, talk about the kitchen sink! We have the
standard Me Against the World solo stuff, a team game, and
a base defence team game! I know, I know... it is TOO COOL!
Better book your marriage counsellor again and send the
wife off to spend the month with her mother....
New Views!
SmartView is a new view altogether. One can enter SmartView
in sim with SHF F, and get an AI version of the old Browse
plane view. The view shifts automatically to different
aircraft in the theatre doing different things, with the
type of aircraft and the mission listed in the top corner
of the screen...Especially cool, one can monitor the
progress of one's own mission even after death..
Finally, there have been some changes in the views: most
notably, the F4 external view set, Missile View and a new
view added called SmartView. F4 views can be customized and
the Missile View is now smart: it moves from the missile to
the target, shows you the target in relation to the
missile, and changes perspective.
SmartView is a new view altogether. One can enter SmartView
in sim with SHF F, and get an AI version of the old Browse
plane view. The view shifts automatically to different
aircraft in the theatre doing different things, with the
type of aircraft and the mission listed in the top corner
of the screen...Especially cool, one can monitor the
progress of one's own mission even after death..
SmartView is a new view altogether. One can enter SmartView
in sim with SHF V, and get an AI version of the old Browse
Plane view. The view shifts to different aircraft doing
different things, with the type of aircraft and the mission
noted in the top corner of the screen. Perspective on any
aircraft changes automatically, with a variety of views
integrated. One might first see an SU35 cruising, then it
becomes a flyby, then the view pans around the aircraft,
then its track view, then its SU-35-Target, etc. Suddenly
the view shifts to another SU35 in a dogfight. Got a long
flight but would rather watch all the happenings in the
Virtual Battlefield rather than timeskip? Smartview will
automate your gawking around, if you like....
Smartview also has its own filter. SHF F filters Smartview
six ways: All Aircraft, Your Flight, Your Mission, Allied
Aircraft, Enemy Aircraft, and Neutrals only.
But SmartView is ALSO available when the player is shot
down, and one may choose to be dropped into Smartview
immediately after ejection or death. One can watch the
progress of ones own flight even after death. Will your
wingmen make it? How will they survive the knife fight you
just left? Now you can see it all. There is also a HOLD
command in Smartview so you can stick with your wingman if
you like. Nice touch! And the most recent enhancement is
that you can toggle SHF C and SHF X to move to the next
aircraft in a given category.
Connectability
The upgrade comes with every connection option under the
sun: modem, net play, and direct serial connection. What
more could a pilot want? EF2 was a Falcon net killer from
the beginning. When you fly with a human wingman, all the
limitations of computer AI are history, and you have the
added dimension of sending messages in real time while
flying the virtual skies with real people!
A friend and I have connected with two different modes. We
both have fast computers (P180 or better) with USR DSVD
modems. The first connection we tried was without the modem
in DSVD mode. I acted as server and sent him a simulator
mission. Connection was simplicity itself and our frame
rate was as if we were playing un-connected! That's right,
we noticed no difference from playing on our own against
the computer!
Next we tried the connection using the DSVD mode so we
could talk on the same line in real time. We noticed a drop
in frame rate of around 30%, but whenever we used the voice
connection frame rate dropped again. We lost 50-60% of
normal frame rate when using voice and data simultaneously.
Conclusion: If you use this mode, use voice as little as
necessary, in the 3,1 model like a real fighter pilot
would!
Limitations
Occasionally, one may try to access the planner and
discover that one is locked out. This is especially a
problem when NATO is against the wall. Unless there are
unassigned EF2's, one cannot access the planner.
So far, one cannot edit alt and speed and elements for
WARGEN generated missions. One also cannot plan CAP,
INTERCEPT or SEAD missions. These things are unlikely to
change. Aftermarket utilities like REVIVE will even allow
us to play Tactical Commander and call up the Reserves!
AWACS shot down? Check the Reserves!
Occasionally, one may try to access the planner and
discover that one is locked out. This is especially a
problem when NATO is against the wall. Unless there are
unassigned EF2's, one cannot access the planner. On other
occasions one will access the planner only to find that
selection is limited to two out of five bases, and with
only one EF2 free per base. Contrary to what one would
expect, this does NOT mean that one can fly an EF2 and
choose three F22s as wingmen or escort. Rather, with only
one EF2 free, one is limited to a total assignable force of
ONE. If you want to go it alone, fine; otherwise abort and
head back to the WARGEN generated selections.
We still cannot edit wingman loadouts, though the mirroring
helps. (Sigh). The impact on system AI was simply too
great, and would have meant rewriting reams of code, with
unpredicable impact on other areas. Be aware that this also
raises other issues. If you plan an airfield strike and
choose a runway as your own target, your wingmen will be
given durandals as their A2G weapons. From the weapon
selection screen, you will have to trade 2 durandals for 2
GBUs if you want them to be successful.
One cannot delete waypoints given by TactCom outside the
Planner although one may move them. This can be annoying
since WARGEN still assigns the long way around at times,
and shortening the route can mean that waypoints pile up,
but at least we CAN shorten the route....
Unfortunately, the Planner itself does not allow one to set
different routes for different elements of the strike
package (as in Tornado). Neither can one implement
different velocity to different waypoints, or different
times on target. This kind of flexibility will have to wait
for TFX3.
As for network play, EF2000 is ALMOST a Falcon killer, and
here is the disclaimer. EF2000 is TOPS for network play.
All over North America F3 is breathing its last on the hard
drives of virtual pilots. Many F3 clubs have already made
the switch. Unfortunately, not everyone has access to a
network. And those who rely on kali have already discovered
that ping times limit playability. Kahn has apparently
given better success to many players, but I suspect that
this only means that Kali will be or has been improved, and
playability should continue to increase. For many of us,
the best play other than network has been me by my lonesome
relying on computer wingmen against computer generated
adversaries. With modem play now being possible, many who
have not yet connected EF2000 will be flying H2H and tandem
for the first time.
Me and My Wing
..when I as lead need to re-assess the fluid campaign
situation, perhaps because the Wild Weasel mission has been
shot down, or because we have used all our A2A weapons due
to weak escort, can I query my wingmen for remaining stores
or order "Return to Base?" Nope.
So what about solo play? There are a fair representation of
standard wingman commands (engage my target, disengage,
radar on/off, bracket left/right and so forth), and the two
way comms help me stay connected, but every time I order a
wing to engage the lone bogie that I as lead shouldn't have
to deal with, all three wingmen break formation!
And when I as lead need to re-assess the fluid campaign
situation, perhaps because the Wild Weasel mission has been
shot down, or because we have used all our A2A weapons due
to weak escort, can I query my wingmen for remaining stores
or order "Return to Base?" Nope. One can cheat and use the
wingman view to check stores: a survival method.
Or when I'm low on fuel, do I know how far to the nearest
gas station? Do I know the distance to the nearest base?
Nope. Can I find out how long I will wait for the help I
need? Can I inquire whether the Wild Weasel boys did their
work? Double no. Neither can I order my wingman to
"Sanitize Left" or "Scan Low" with radar. These are things
I hope to see in TFX3, F4, iF22 and F16FF. Unless one is
connected to another real pilot via network or modem, one
sometimes feels a bit lonely in the sky, despite the comms
with Escort and ones own wingmen. Though I have to confess,
the browse plane views are unbelievable and help one feel a
part of something MUCH larger.
AWACS placement for the other side remains something of a
mystery. If you choose the AWACS kill in the mission
planner, you will discover that the Russian AWACS aircraft
must have Klingon sensor technology. These guys are a LONG
LONG way from the battlefield. This seems to be a WARGEN
limitation, and most likely it will never affect your
enjoyment of this awesome sim.
As I ended my last strike mission, I was about ten miles
out from Vaernes and called for Recovery. I received the
message, "Negative: Runway Damaged." I decided to chance a
landing anyway to see what would follow.
Before I knew what had happened, I was under lock and key
in the brigg! Okay, no, I'm pulling your leg. I landed
without incident, and I could not see any damage on the
runway. It would be nice if such damage were both visible
and critical. We really should not be able to survive a
landing on a damaged runway.
Refueling has been a strong suit in EF2000. If you haven't
tried it, I suggest you do so: it will challenge your skill
as a pilot. Having said that, if you find yourself TOO
challenged, turn down the stick sensitivity in the config
screen and you will have an easier time of it. Look for
improvements in realism in TFX3 in this area. I suspect
that more communications will be necessary prior to linking
up.
It would also be useful to have range to target included in
pre-flight briefing so that one could gauge need of extra
fuel tanks; optional partial fuel load would also be
useful. As for TOT, it could be in pre-flight briefing so
that we could get an overall sense of the picture for
tactical advantage and flight coordination; and radar range
and azimuth indicators could be added to the no cockpit HUD
for ease of use. An actual target designation could be
added to the anti-ship mission briefing so that we have an
idea of what we are going for.
After ordering my wings to attack their designated ground
targets on my last flight, and then a moment later hearing
"Weapons Gone," I realized that a "Target Destroyed"
message would be really useful! With the complete reworking
of the comms that is happening for TFX3, perhaps we will
see this kind of confirmation in DiDs next simulation.
In EF2 v.2x radar became usable when we went winchester.
Thankfully, this is now changed. Unfortunately, radar is
still not stabilized. This means that when you are turning
with your aircraft at 90 degrees to the earth, you will
lose any radar lock you had. And what about wingmen who
eject when necessary? Some chutes floating around out there
would not only add to atmosphere, it would also mean that
wingmen are not going down with the ship.
Graphics Plus
Finally, there has been a lot of confusion about the
upgrade process with regard to the Graphics Plus 3d
hardware patch for TactCom. This patch will NOT be useful
for SUPER, but only for the DOS version. It will add
hardware driven smoke and fog effects and anti-aliasing as
well as more ground objects to the sim. Frame rate is up,
so much so that you may discover for the first time what
fluid flight feels like! But even more important, frame
rate does not drop no matter how many bandits are in the
melee. Remember, this sim was not written from the ground
up for 3d hardware, as TFX3 will be. See below for more.
Net Play
Info from the Deltahawks: Fly In One
RATINGS
Graphics: When EF2 was first released the graphics
were state of the art. True, the art changes rather quickly
these days. But TactCom does enhance the graphics of the
original sim, and there are few rivals out there who do it
better.
The fjords, mountains, airports and aircraft are beautiful.
Explosions are nicely done, and aircraft damage is also
excellent. Displays are readable, and the virtual cockpit
and MFDs are also excellent. I rate graphics at 90%. If I
were reviewing the Graphics Plus version, where the
graphics are even superior to JF3 or Novalogic's F22, I
would probably rate graphics 100%.
Sound: Voice and Effects: Sound in TactCom has some
enhancement over EF2 v.2x, though not much. Sound was
excellent at release and is still excellent. About the only
enhancements possible in my mind would be variation for the
different types of jet engine, better cannon sounds, and a
more realistic canned sound for pilot comms. It would also
be nice to have different voices represent different
pilots; it can get confusing. Explosions are impressive,
especially with a sub woofer! I rate voice and effects at
90%.
Gameplay: What can I say? A year later I still love
it. With the flexibility added to TactCom, KOTS, base
defence, canned missions, free flight, custom A2A creator
and dynamic campaign, this is a great package.
Moroever, compared to something like JF3, the control
interface is far more intuitive. The virtual cockpit is
easy to use, and there are limitless other views which can
be easily programmed to your favorite HOTAS. And the MFDs
can be controlled and even panned using the mouse.!
On the other hand, there are limitations, as set out above.
Wingman control is good, better than Novalogic's F22, JF3,
or B2B. But there is room for improvement still. A2G
operations remain a weakness. I rate gameplay at 90%.
Intelligence: Despite the occasional weak wingman,
they do quite well on the whole. Escort is sometimes weak,
but make one mistake in A2A combat and get a silk ride to
earth.
WARGEN, while also not perfect, does a good job of creating
a virtual battlefield environment. True, we don't have an
active ground war, but "suspension of disbelief" is
achieved.
The Mission Planner, the feature many will purchase the
add-on for, covers the bases, though not as completely as
that in the benchmark, Tornado. The only real drawbacks at
this point are inability to delete waypoints in WARGEN
created missions, and inability to set variable Time on
Target and different routes for different flights. (For
example, wouldn't it be nice to send the second strike
force by a different route while dividing the Escort into
two groups, one for each flight?)
Furthermore, one cannot set a different speed to different
waypoints, and neither can one choose to carry half a tank
of fuel or half the max cannon load. The interface for the
planner is effective and quite intuitive. I like it. I rate
intelligence overall at 90%.
Connectability: There are no real limits to the way
TactCom may be connected, and it seems to work well in all
modes. I particularly like modem connection, though if I
had enough guys to create a day a month for net play, I
know that would be the way to go. I rate connectability at
95%.
SUMMARY
TactCom takes EF2000 where it had never gone before. For
the price of an expansion disk, the simulation has a new
life. This will be even more true for those who have
plunked down the pesos for a 3dfx or Rendition board. The
Graphics Plus version of TactCom will come as a free patch
to all TactCom users. Note: the patch will only work with
TactCom, NOT with SUPER EF2000 for Windows. If you liked
EF2000, run out and get TactCom, or order it from Chips and
Bits.
If you need tips on mission planning and execution, go
to
Overall: 92.5%. An excellent score!
Finally, there are a number of add-ons for EF2000 and
TactCom. Here is a listing:
EF2000 Add-Ons
ReVIVE: by Brett Luck.
www.cenet.com.au/blisoft/Welcome.html
ReVIVE will allow you to selectively re-activate reserves
and even place them at the base of your choice! The CHEAT
option allows you to ReViVe dead aircraft and NUKE Russian
bases, along with all aircraft stationed there.
REVIVE32 integrates the MORPH utility to allow you to
change one aircraft type to another. Those SU35s getting
you down? Switch em for MiG29s.... REVIVE automatically
backs up your campaign file. REVIVE32 now has a SUMMARY
button that will add to your debrief stats... print em and
share em if you want to! You will need grid32.ocx as well
as the VB4 files to run it in its Windows interface.
CoolStuff Inc. www.coolboy.com/p-ocean-g1.html
CoolStuff Inc., licensed from Ocean, has everything from
T-shirts to mousepads, hats, mugs, sweatshirts, etc., all
imaged with graphics and logos derived from EF2000.
EF2000 Around the Net
There are a number of places around the net to go for help
or information, or even to chat with other EF2 pilots. Here
are a few of the most prominent spots...
Digital Image Design: the Maker
Check out their site for patch information, info on the
real aircraft, and ongoing projects...DiD in London
1st Canadian Tactical Eurofighter Group
My own site dedicated to flying the simulation... 1CTEG EF2000
Page
The Delthawks
The Deltahawks were a primary group involved in testing net
play. Check out their own reviews and information...
Deltahawks
Here is the Deltahawks report on their last fly-in:
Deltahawks
Fly-In
SUPER EF2000
TactCom for WIN95 (SUPER) will run in native mode with
support for DirectX but not Direct3d.
The only distinguishable differences of which I am
currently aware between DOS TactCom and the WIN95 version
are some sound patches. Unfortunately, on my system SUPER
has a weaker frame rate than TactCom for DOS.
EF2000 Graphics Plus
Graphics Plus is TactCom for 3d hardware (Rendition and
3dfx). This patch will be applied to TactCom ONLY, not to
SUPER nor to the original EF2000.
The version that I have in hand is a beta for the 3dfx
chipset. It is the entire simulation, and not only partial
as was the demo released with the Monster 3d.
When I first loaded G+, I noticed that my load time had
doubled. I promptly engaged a 2 meg Smartdrv cache which
brought load time back to normal. But when I first hit the
runway, I could see that the world would never be the
same....
Frame rate had entered a new dimension! The difference is
so substantial that I could not see any effect on frame
rate despite the number of missiles or bandits in the air.
In fact, flight now feels fluid and I have to change the
way I fly and fight!
The first time a bandit passes you at the merge in this
version, you can almost feel the pressure wave! When you
yank back on the stick you instantly feel the vertigo as
the world whirls around you. I am wondering whether this
might even impact the effective in-sim turn rate, supplying
a needed advantage over those pesky SU35's!! Or just as
important, I expect that hardware acceleration will greatly
impact playability via network or kali.
Anti-aliasing is in place, smoke and fog effects are
supported (and very impressive!), and there are additional
object details on the ground. Fog effects combined with
smoothing make flying over the mountains at 20,000 feet
every bit as beautiful as the scenery in JF3, but with 3x
the frame rate!
I understand from those who have seen both the demo
supplied with the Monster 3d and the Graphics Plus beta
that it is superior in every way to the earlier demo, and
of course, it is the complete simulation. If you enjoyed
EF2000, you will WANT TactCom and the 3dfx patch!! I am
waiting for information on how 3d acceleration impacts
network play. I have seen the future, and it is grand! The
screen shots at page top are from G+. For an update on how
this all looks in the coming NA release, go to: EF2000 v.2.0
F22 Lightning Strike!!
"Don't just fly the plane: Command the war!!"
You loved EF2000, and soon you'll enjoy F22 Lightning
Strike! Finally, we will have the ability to act as the
Strategic Commander, and not merely edit waypoints and
flight elements. With F22, we will both fly missions in the
F-22 and guide the progress of the war aboard an E-3 Sentry
AWACS aircraft. Vectoring of aircraft from mission to
mission or base to base will be a simple point and click
affair, with an advanced messaging system keeping us
up-to-date on where we are in the battle.
Stepping into the tactical commander's shoes will mean
taking on the demands of the combat theater from an
entirely fresh perspective. The big leap in conception for
TFX3 will be the move from a bipolar combat gameworld to
one that is multipolar. This means that alliances will have
to be made (and broken), perhaps right in the middle of a
mission, depending on how you handle possible threats and
rules of engagement. Consideration of alliance and
opponents' alliance effects on resources will be
required.
For more info go to the F22 Page
Go to Digital Image Design