Janes F15 is the most advanced military flight simulation
ever released for the PC. In at least two areas it breaks new
ground: flight modelling and wingmen command and control. In
a third it goes beyond anything else yet seen: an incredibly
deep and flexible mission builder.
In other areas it equals the best yet seen: avionics and
weapons modelling. In graphics it lags compared to the
standard set by F22 ADF or Hornet: Korea, but all the
effects are there and object detail is as good or better
than ADF.
After eight hours with the final master and about thirty
with various betas I wanted to post a first look at what we
will all be playing with for the next while.
First, in my opinion, this is the BEST single player
simulation on the market. The combination of an incredible
flight model and deep and broad flight control combine to
make it so. To save some time, let me revisit an earlier
posting in the box below.
Command Interaction and Control
First, because F15 offers command flexibility in
spades. Yes fellow pilots, there are more command
and communications options here than in F22:ADF or
even JSF, and in an immersive and INTENSE combat
environment with detail in systems simulation
second to none. The only comparison thats fair to
make for comms and control is Falcon 4 (though I
can only compare based on our interview, the demo,
and other print sources). Since this is also key to
the immersion and intelligence factor, lets take a
look at Janes F15 from that vantage point.
There are
two COMMS trees in F15. The first is accessed by
the TAB key, and the second by SHF-TAB. The TAB key
brings up the COMMS menu below:
Wingman (commands for TWO)
Element (commands for THREE and FOUR)
Division (commands for 5-8 when you have 8 in
your flight)
Flight (commands for entire flight)
Accessing any of these options brings up a submenu
as follow:
Engage Bandits
Sanitize Right
Sanitize Left
Cover me
Orbit Here
Intercept (brings up a submenu)
Tactical Ground Attack (brings up a submenu)
Rejoin Flight
Return to Base
The Intercept Menu includes
Bracket commands, Split commands, and Draw
commands. The Ground menu includes Attack Primary,
Attack Secondary, and Attack Targets of
opportunity. The Tactical Option which brings up a
submenu with these commands: Break Right, Break
Left, Break High and Break Low. On the Wingman menu
Attack My Target and Help Me are also added to this
list.
Just as there are wingman specific commands, so
there are also Flight specific commands. The Flight
menu includes these options:
Radar On/Off
Music On/Off
Sort Bandits Status (brings up a submenu)
Change Formation (brings up a submenu)
Flight Systems Check
Flight Weapons Check
The RADIO 2 key accesses the second COMMS tree by
SHF-TAB and brings up a menu for communication with
AWACS, JSTARS, and the Airfield. The AWACS menu
includes these options:
Request Picture
Request Bogey Dope
Request Assistance
Request Weasels
Request Nearest Tanker
Can we give
specific orders to "all" wingmen? Yes, you choose 4
for FLIGHT and then issue orders. Can you order
wingmen 3 and 4 to bracket left, while my personal
wingman and I bracket right? Yes, you choose 2 for
ELEMENT and then you are in command of THREE and
FOUR alone.
So, you could tell the ELEMENT to orbit as TOP
cover while you and your wingman engage an incoming
group. Meanwhile you can order pilots 5-8 (the
DIVISION) to engage their primary ground targets.
Command flexibility is fantastic, and we aren't
likely to see anything else this detailed this year
unless its in Falcon 4.
Control over escorts is more limited, and the only
direct order you can issue is to send them home.
Other than that, they are smart enough to engage
anyone that gets close, and they will respond
appropriately to the threat. So if you have a two
ship group incoming and a four ship escort,
probably only two will break off to engage.
By now you are getting the impression that you will
NOT feel alone out there, and that there is a
remarkable amount of very careful thought behind
this simulation: and you would be right on both
counts! AI is still being tweaked in F15 but most
of it is in place, and while the intelligence may
not always compare to that demonstrated by seasoned
LAN play veterans, in other cases it may meet or
exceed what you could expect from your buddy Bob
flying as your wingman. And lets face it: most of
us are NOT dedicated LAN pilots, and we are going
to get better results from our AI wingman than the
guy across the city who only flies on weekends.
(For a briefing on wingman tactics see Dan
Crenshaw's article).
Perhaps the greatest challenge to allowing this
level of control is the new demands it places on
the tactical abilities of the man in control: YOU.
If you don't know much about tactical engagement, I
suggest investing in some printed resources like
Shaws Fighter Combat and rereading all those old
mag articles by Ben Chui that you saved. (You
didn't save em... are you nuts?) We will be doing
some more ACM pieces but check out our present
resources on our Training Pages or go directly to
the Air Combat Manouvers Pages.
The other stretch is to that old worn out HOTAS.
Who- tas? No, HO - tas, that dual stick system
complete with rudders that sits on your desktop....
no got? Time to invest! Check out our recent HOTAS
discussion for my arguments on expanding your
control ability.
One of the things that I noticed as I spent time in the sim
is that you aren't the only living entity out there: AI
pilots also interact with one another. Your wingmen will
cover each other, warn each other, and even report problems
they see. IN short: they treat one another almost the same
way they treat YOU. I can't believe that this hasn't been
modelled previously: leave it to Janes to push the edge in
the virtual pilot modelling too. In one flight I heard
THREE call to FOUR to tell him his left engine was on fire.
FOUR then had another problem and called to "ANY ALLIED
FLIGHT" that he was going to eject. Once he did eject THREE
called in his location to Search and Rescue. = ) Believe it
or not, these guys will even confirm one anothers kills!
(Check out this Glossary if "ENGAGED DEFENSIVE" or "FOX 2"
puts you in knots).
Your WSO (Weapons Officer) position is modelled with this
depth too. This guy will be on your case when you make dumb
moves and will butter you up when you do well. He'll also
cue you to bandits and other things you need to know, like
the smoke coming out of your left engine! You will hear him
strain when you pull too many Gs.. a good thing to notice
because pulling Gs in an F15 Eagle is not a good idea. Go
past five or six Gs for a few seconds and it will take you
a LONG time to get that energy back!
Better yet, when he calls out that missile inbound you can
hit your Padlock WSO Threat key and instantly watch what he
is watching. Damn, this guy is GOOD! Naturally, you can
jump into the back seat whenever you want. The best use of
this ability is just to keep other displays at your
fingertips for quick viewing. The shot below taken from the
back seat gives you a good sense of the effort typical of
Janes.
Yes, this level of AI interaction places more demands on
you. Bill "Cowboy" Wilson commented in the F15 mailing
list:
The "setup" of the engagement once you have detected your
enemy at long range (you had better see them first) by
positioning your wingman/element/division or flight
properly will usually count the most to determine the
outcome of the engagement... you are not alone up there and
you better learn how to work as a team or you will not get
far... I assure you of this point. By the same token you
cannot "hide" and send your men to deal with the threat
alone all of the time either or they will die and not gain
vital experience you need them to which enables them to
help you later in the campaign. The information above also
applies to enemy SAMs and AAAs as well.
You want AI? Janes gives us AI: "Q: Is "losing sight"
modeled in enemy (and friendly, for that matter) AI?" A: If
you think about it, if you manuever hard to avoid a
missile, you won't immediately turn right onto the bogey.
Sure, you'll turn in the general direction and begin
another radar search, but (and this *is* a tactic) the
enemy could have made a major altitude change after
launching, making it difficult for you to regain contact.
Usually it would be pointless to make such a manuever in a
sim because the computer always knows where you are and the
AI just points down or up and finds you right away, anyway.
Same as for turning dogfights, etc, etc... YES, the AI will
lose you like a real pilot would, the AI are simulated to
have blind spots like real pilots.
Mission Builder
The mission builder is looking as amazing as promised. I
haven't had time to explore the intricacies yet but we will
have a full report soon. In the meantime, here is a jpg.
Click on the image to bring up a larger screen. The options
shown are the ones you get when you place a friendly
aircraft.
I pulled up the M Builder
yesterday thinking I would hop in and create an awesome
mission to post for all you lurking fans. No way, this
thing requires some TIME. But it will obviously be time
well spent. Good grief, there is so MUCH here! Those of who
loved to create missions for USNF are gonna be in your
glory with this one, and I am already drooling thinking
about playing the missions that will be floating around on
the net. Yes, we will be happy to host missions here for
download. The release of this powerful tool will keep F15
pilots happy for a LONG time this year!
A few of the salient features: You can add your voice as if
it was a distress call from downed aviators, enemy planes
trying to contact you, special orders from the AWACS, a
patch through from Bill Clinton after you toast a target in
Iran... whatever your imagination suggests. (Start bugging
your voice impersonator friends...) I'm sure that many
missions we see on the net will equal or surpass the stock
missions that come with the game.
You can place objects anywhere (except on top of each
other). You can create your own environments anywhere you
want. Many of the cities are populated, but some are not
(we leave that to you). There is NO an "action sphere" in
this game. If you want to place a chemical facility and
defenses someplace deep in Iran and have AI aircraft attack
it, no problem. You do not have to interact with this or
"be there" for these events to happen. So in other words,
you could be sitting at the base at Al Kharj, switch views
to a target in Iran and watch the battle unfold.
You can place factories, refineries, tank farms, airports,
and a bunch of other buildings using the mission builder.
The world is populated with something like 14,000+ objects
(and campaign missions bump this up over 20,000+). In
general, the further you travel from the center of the
world, the less populated it will be. It's easy enough to
add things in the builder.
Pushing the Limits
So, is this sim PERFECT? No, it ain't. There is no ground
turbulence modelling and I was sorry to see that. I suspect
that it was considered too demanding on CPU time, so maybe
we will see it added in a later update for those who have
V2 boards. The key mapper, while an incredible concept and
taken to levels I've never seen before, doesn't always work
and has even kicked me out to my WIN95 desktop on one
occasion. Unfortunately, I've also been kicked to my
desktop for no apparent reason in the middle of an
otherwise calm flight!
Oddly, there is no map scale, and total flight distance is
not reported in the briefings or measurable on the maps.
There are notes on fuel requirements, however, so that you
know to carry three tanks when the briefing so notes.
While there is a ton of voice interaction with wingmen,
AWACS, ATC, JSTARS etc., the voice of your WSO, your
wingmen and yourself sound a bit... lame. Mostly voices are
great: that canned sound you expect to hear. For some
reason this doesn't carry over to the voices in your own
aircraft and your wingmen.
Combat jettison allows you to dump your external fuel
tanks. However, if you have exhausted your wing tanks but
not your center tank, there isn't a way to jettison ONLY
your wing tanks. In fact the manual states that the center
tank is used first, but this is an error and it doesn't
work this way. Even if you select the center tank your wing
tanks will be used first. Apparently the real F15 allows
only jettisoning ALL tanks at the same time.
There are no pilot stats. This omission is an odd one.
While the sim itself endears you to your wingmen like few
others before it, there is nothing to help you maintain
that feeling of immersion and connection between missions.
Too bad.
At times the voice comms lose their intelligence. I've had
my WSO call out, "Ouch! That hurt!" six times in
succession, maybe more! One needs a virtual gag to apply
when he completely loses his mind...
I can't seem to break lock (backspace) when in virtual
cockpit mode, though it works once you go back to regular
cockpit view. Makes dogfighting difficult when you are
trying to lock up another bogey.
Resolution is limited to 640x480. Again, if there is enough
demand perhaps a later edition will see this bumped up.
Personally I don't mind the limit; the sim looks good
enough that its really unimportant. I DO miss an
anti-aliasing ability, however, and now that this is
resident IN HARDWARE on Voodoo2 I hope we will see it added
four external views in a later patch. Frame rate is fine of
my AMD233 with 3dfx, but with detail to the max you will
notice a drop when things get hairy. I expect that I have
seen it go as low as 10 fps even under 3dfx.
While the manuals are great and the expert manual is
especially good, we could have used a more detailed command
card, or even an additional card documenting the views,
both those supported in the default modes as well as those
we could program ourselves. The views work differently
depending on where one starts and this can be confusing.
Flexibility is great, but such a high degree of it then
requires more explanation to remain user friendly.
If you still don't have a 3dfx board, the release of the
second generation should make PLENTY of used boards
available out there; this is the time to upgrade. Be aware,
however, that black out and white out effects don't always
work properly under 3dfx. If you have lines like this "SET
SST_RGAMMA=1.70" in your autoexec file you will have to REM
them out. Also, ensure that the screen refresh rate is
below 72hz.
If you are ready to make the jump to V2 check out our last
Voodoo2
Update. Software only mode is okay but doesn't compare
to the look of 3dfx. If you need some Thrustmaster files
for your F22 and TQS to start you out click HERE
Originally I was running F15 on my PII 300 system with
3dfx, and I was amazed by the lengthy pauses on a medium
install (170 megs). I discoverd that my 24x CD Rom goes
into neutral and then has to spin up on demand. Pauses
could be as long as four or five seconds! I switched to my
AMD 233 system to do some checking on my 12x SCSI, same
size install. Pauses were almost unnoticeable on that
system. So.. for those with a 24x CD, you will want to find
a way to do the complete install.