Its tough to be a journalist these days. Its tough to find
new words to describe products that are revolutionary,
awesome, and a LOT of fun! And its tough to be objective
when you view the latest, greatest, and baddest sims out
there, especially when other products really don't compare.
Lets face it, when you are writing about military sims you
WANT to like them all, and there is a lot to like out there
these days. Even the worst sims of 1997 make most of the
sims of 1995 look pretty shabby. But what about the BEST
sims of 1997? Lets take a peek under the covers at DiDs
coming entry, but first, a little history.
In November of 1996 Digital Image Design released their
second TFX, titled EF2000. 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 in Europe and the 3d patch for Rendition and
3dfx was complete. Tactcom for 3d hardware was released in
North America as EF2000 version
Two, with both DOS and WIN95 versions and support for
Rendition and 3dfx. They even threw in a cut version of Sim
Techs excellent Strategy Guide: icing on the cake for this
sim!
When came time to decide on the next direction, DiD chose
to model an aircraft more familiar to the rest of the
world: the F22 Air Dominance Fighter. In light of this past
year the choice doesn't seem very revolutionary: F22
simulations are like Santas on the street corner in
December...who will notice another one? But as it happens
in fantasy land, WHAT IF the real thing showed up?
See, previous F22 simulations have been stripped down
models for the masses. In reality F22: ADF is a new
approach in the genre. No other F22 simulation offers you
the strategic control of the AWACS interface and the gods
eye view of the battlefield. Combine this with avionics
that make every other F22 simulation look like, well, new
editions of USNF95, and you begin to get a sense of what
DiD has been up to with TFX3.
Click for a larger image..
Roger Godfrey: "The general ethos behind TFX3 was that it
should be as big a jump over TFX2 as TFX2 was from TFX1. To
do this we have had to develop several new software
technologies:
WarGen 2
SmartViews
Smart Muse (interactive music system)
Smart Sound (3D sound effects system)
New high fidelity F22 flight model
New six degrees of freedom smart pilot models
Advanced mission planner
AWACS tactical system
And the list goes on. 'F22 ADF' and 'Total
Air War' will now probably be a far bigger step over EF2000
than EF2000 was over TFX."
Anchoring this new effort is 3rd generation 3d hardware. 3d
boards have finally become mainstream, and the dreams long
dreamt by simulation designers all over the world are
coming to fruition as the overburdened Intel CPUs take a
back seat and let the real men play ball!
As we have pointed out in various editorials this past
year, every area of simulation design is being impacted by
the great leap forward in raw computing power that is now
available to every user. F22:ADF benefits not only in new
graphics realism but in improved AI, avionics, and
strategic control.
Air Dominance Fighter is set in a target-rich environment
covering the Red Sea area of the Middle East. The 4.5
million square-kilometre area encompasses eight countries
and features some of the world's most dramatic geography
including deep deserts, awesome mountain ranges, winding
valleys and sprawling cities. Air Dominance Fighter will
also feature the next generation of DID's Smart-Pilot
system, offering users realistic dogfighting action with
all aircraft featuring 6 degrees of freedom flight
modelling. Some history is in order here. In the original
EF2000 the AI was split in two modules: WARGEN and
SMARTPILOTS.
WARGEN II, governing the dynamic campaign system, won't be
seen until the TAW upgrade arrives early in 1998. (DiD
decided to split the simulation into two modules so that
they could release their new simulation this year).
Smartpilots, however, looks after all the computer
controlled planes (CCPs) in the arena. Each CCP flight
leader conducts his flight in response to any situation.
The dogfight algorithm used by Smartpliots allows the CCPs
to continually recalculate their situation in combat making
their manoeuvres potentially more advanced and flexible
than another AI. All CCPs in the environment will act as a
team, usually splitting up into groups of two. Pilots will
also grow in skill as they increase in experience.
Click for a larger image..
In truth, my first few hours in this early beta left my jaw
hanging... From the comms and wingman control to the AWACS
interface and avionics, TFX3 is indeed a generation beyond
EF2000. No one who fell in love with EF2000 will miss the
artistry lavished on this design. The feedback from testers
and from the simulations forum has not gone unnoticed, F22:
ADF is indeed vectoring for the trophy for best simulation
of 1997.
Together F22:ADF and TAW are a project that is so vast in
scope it is staggering. If Longbow 2 is a generation beyond
Longbow original, ADF is two generations beyond EF2000. Its
a giant step for sim-kind. In reality the AWACS interface
is like a sim within a sim, and some gamers are going to
find so much here that they may not even actually FLY for
the first two weeks, prefering to get into the strategic
control end. For more info on the AWACS play, go to the
fifth preview in this series.
Note that the screen shots on this page are all from the
D3d version of the early beta. Even in this mode the sim
looks great. I can only imagine what the Glide version will
be like! But enough of that traffic, whats under the hood?
The first noticeable difference over EF2000 was 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 the last 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!!
Speaking of breaking into pieces, there are more bells and
whistles than ever before. And damage modelling is
progressive. Damage in one system can impact other systems.
When you finally break up the effects are quite impressive,
and you will see the many pieces of debris flying through
the air, or you will see damage on a particular part of the
aircraft as on this Su-35 below.
More on the voice comms. DiD has advertised that there
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.
As for the old familiar Smartview, it too has taken on new
life. Die in action and choose from two filters in the
smartview list to decide what part of the ongoing battle to
observe. F10 filters Objects and F11 filters Allegiance.
But you no longer feel like you are out of the picture, you
can still listen in on the allied comms while you view your
own or other aircraft. Very cool.
The next thing I noticed was the avionics depth. I've been
having some fun with iF22 in my spare time (WHAT spare
time?), but I was gratified to see that DiD has not spared
the gravy in the avionics department. You will find a full
featured autopilot, MFD map, fuel management screen, and
even 5 selectable EMCON levels! Not only this but each mfd
pulls up to a full screen display just as in EF2000, except
at up to 800x600 resolution! You're dying for a peek? Wait
no longer!
Click for a larger image..
The attack display is one of the most critical tactical
displays. It has four modes: 1. Display sensor information
with the emphasis on ranges and heights, 2. Display LANTIRN
TV image from the under-fuselage 'eyes' for targeting laser
guided weapons, 3. Display interactive Auto-pilot, 4.
Display images sent back by a camera equipped weapon (such
as a Maverick Air-to-Ground missile). Pull up the LANTIRN
display to see this:
As I mentioned, the autopilot is actually even MORE
advanced than that in EF2000. In the F22 there are some
additional control modes added to the ap system: landing,
refueling, and takeoff. Here is the display itself:
Click for a larger image..
If you pull up the larger image you will see the new
functions on the mfd. Not only is the ap this
sophisticated, the system can be controlled from any one of
three mfds in case of damage to others. And at 800x600, the
display looks like the real thing!
Next lets peek at the general Systems mfd. On the default
display you get a quick glance view of your weapons and
engine status. From here you can move to the fuel systems
display for a graphical picture of your situation and can
manage the flow accordingly. You can also access the
Startup mfd which is like a pilots checklist. This mfd also
allows access to the autopilot.
Click for a larger image..
As we grew with EF2000 and TactCom, many asked for more
detailed debriefs. DiD has been listening, and not only
will we have more detail available to us on the close of
each mission, we will also be able to scrutinise combat
performance using a unique ACMI (Air Combat Manoeuvring
Instrumentation) system. The ACMI system allows gamers to
work out complex spatial relationships and analyse where
mistakes were made in air combat. Roger Godfrey:
"Another feature that we have taken our time with on F22
ADF is ACMI. This was one of the most requested features
for EF2000. The new F22 ADF ACMI is really cool. It allows
you to record and then view engagements within the 3D
system. The player can then view the action from any point
of presence within the 3D; for example you can view the
whole engagement from the view of an enemy pilot."
The ACMI feature is absolutely amazing. Frankly, I dont
think I would have believed it possible! You can choose
your view: cockpit, free, side track, satellite, track,
spin (outside rotating with the ground down below) etc. You
can toggle labels on and off, weapons and tracks on and
off, even target vectors. You can zoom in and out, change
the replay speed, and go full screen or as above. Here is a
clip from a full screen "SPIN" shot:
This feature alone will add incredible depth to the play of
this sim. Record your flight and go back and check what you
did right, what you did wrong, and whom did what when. Find
out where that missile came from that finally got you, and
what aircraft launched it. You can even switch to other
aircraft and track them in relation to your own flight. The
log on the left reports the events and the times. About the
only thing you can't do is find out your airspeed at a
given point, at least not in the beta I have been
running...
Other areas that have been greatly expanded include
detailed aircraft support operations. Refueling and ATC
have now become "by the book," which will really enhance
gameplay for those interested in the utmost realism. Here
is some data from the On-Line help regarding refueling
procedure:
The Refueling HUD can be selected by pressing the H key
repeatedly until the REF HUD appears. The Refuel HUD
indicates information vital for refueling correctly. Please
see the Refueling HUD illustration in Head Up Display.
NOTE your tanker will display white anti collision strobe
lights at the tip of its fin and underneath the center
fuselage, plus flashing red / white beacon lights above
and below the fuselage.
NOTE you should acknowledge the refuelers messages by
pressing Y on the keyboard.
You must approach the tanker at an altitude 10'000 feet
above the tanker. When you are within 15 miles of the
tanker change your radio frequency to PUSH VICTOR 4 by
pressing 4 on the keyboard, then you must request
permission to refuel from the tanker by picking option 2
Refueler, and then choosing option 2" REFUEL PERMISSION"
from the menu on the top left of your Helmet Mounted
Display.
The tanker will tell you to "SKIP IT" if refueling is not
currently possible, or will give you permission by
replying "AFFIRMATIVE, WEAPONS AND NOSE COLD". You must
reply by pressing Y on the keyboard, in order for the
autopilot to work.
The easy way, refer to 'vector to the nearest refueling
aircraft' below.
Ensure that your radar output is reduced by going to
manual EMCON 2.
When the refueler says CLEARED, PRE CONTACT" , you can
engage the autopilot.
Go to the Systems MFD by pressing 0 on the extended
keyboard, press the relevant MFD button to select Auto
pilot mode on that MFD, and then select refuelling on the
Auto pilot list of buttons, then engage the Auto pilot by
pressing A on the keyboard.
The autopilot will handle the refueling from now on, and
will switch off automatically once the refuel boom is
connected. Refer to 'refueling is complete'.
Manual refuel. Should you need to refuel when no
refuellng has been scheduled you can request a vector to
the nearest refueling aircraft by selecting radio
frequency PUSH 2 or PUSH VICTOR 3, (2 or 3 on your
keyboard), pick option 2 AWACS, and then choose option 2
"VECTOR TO TANKER" from the menu on the top left of your
Helmet Mounted Display.
You will be given the necessary vector and told to
contact the indicated tanker on radio frequency PUSH
VICTOR 4, (4 on your keyboard).
Easy steps to successful refueling.
1. The fighter has a vector to the tanker aircraft
2. The fighter requests permission to refuel from the
tanker. Once permission is granted, the approach is made
from above the tanker's altitude
3. The fighter approaches the tanker from a position
one quarter mile astern to the pre-contact position.
4. The fighter is on the pre-contact position at the
correct height and 50 feet astern. The refueler will
grant permission to move forward to the contact position.
5. The fighter is now in the contact position. The
boom will be "flown" into the fighter by the refuel boom
operator.
6. The boom has made contact and fuel flows
7. The boom is disconnected and the fighter backs
away before peeling off below tanker.
You must approach the tanker at an altitude 10,000 feet
above the tanker. When you are within 15 miles of the
tanker change your radio frequency to PUSH VICTOR 4 by
pressing 4 on the keyboard, then you must request
permission to refuel from the tanker by picking option 2
Refueler, and then choosing option 2" REFUEL PERMISSION"
from the menu on the top left of your Helmet Mounted
Display.
The tanker will tell you to "SKIP IT" if refuelling is
not currently possible, or will give you permission by
replying "AFFIRMATIVE, WEAPONS AND NOSE COLD". Reply by
pressing Y on the keyboard.
You must ensure that your radar output is reduced by
going to manual EMCON 2. (Or manual EMCON 1, if your
mission requires stealth). Close the refueler to
approximately one quarter of a mile, and slightly below
his altitude.
NOTE if you are in manual EMCON 1 you will be able to do
a stealthy refuel. The refueler will not speak to you if
you are in EMCON 1 you must use your judgement, and the
Receiver Director Lights for position information. When
the boom is connected a wired voice link will be made
enabling you to hear the boom operator's "CONTACT", and
"DISCONNECT" messages.
Work your F22 in behind the refueler, approximately 20
feet below his altitude.
When you are within 100 feet behind, the refueler will
give the message "CLEARED, PRE CONTACT" , which means you
must go to the pre-contact position 50 feet behind the
tanker refuel position.
When you are at the pre-contact position the refueler
will give the message "CLEARED CONTACT". This means that
you are at the right level below the refueler, and 50
feet behind the tanker refuel position, the tanker will
turn off his lower strobe light and both upper and lower
beacons will flash red only, to indicate he is now
`engaged'.
You must now go slowly forward to the contact position.
To help you achieve this the refueler displays two
patterns of lights called the Receiver Director lights
under its forward fuselage. The receiver director lights:
Left Strip: D - Too high, U - Too low, Central mark
indicates correct height. Right Strip: F - Move forward,
A - Move aft, Central marker indicates correct Fore/Aft
position.
From your position the lights on the left indicate if you
are high or low of the contact position, Up and Down
letter cues will also display at the apparent top or
bottom of the left director lights.
The right hand lights indicate the your current forward /
aft location of the contact position. Forward and Aft
letter cues also display at the apparent top or bottom of
the right director lights.
When you are in the correct position the refueler will
give the message " STABILISE". You must now hold station
with the refueler, he will fly the refuelling boom into
the receptacle on the upper fuselage of your F22. When
the boom makes contact he will give the message
"CONTACT", you will automatically acknowledge the boom
operator by saying "AFFIRM".
When you refuel, so do your buddies.
The Receiver Director Lights will now be controlled by
the boom position, and will help you to maintain your
position within the bounds of permissible movement of the
refuelling boom. The extending part of the boom has a
series of coloured bands on it, when the narrow yellow
stripe of the extending part of the boom is against the
lowering part of the boom you are in the right forward /
aft location of the contact position. Note: detailed
drawings and screen shots of required positions that are
present in the Help file have been omitted.
The On-Line Help is exhaustive. Call it up and the sim
automatically minimizes while you check out the info you
need. Or you can access it from your desktop for a good
read without ever opening the program. Want another sample?
Part II continues with the information I brought up when I
searched for EMCON.
Publisher Note (2005-01-16): Part II has disappeared. If
we ever find it again, we'll post it.