The patch is done!
The lads at DiD have also added support for the new
generation of V2 boards. To download the patch click HERE.
As many of you know, DiD have increased both ground detail
AND frame rate under both Glide and Direct3d... good news!
And under V2 this thing REALLY flies! Add to this GTT's
Air Combat Designer and we
really have a new sim to play with. Now that the DiD team
can leave the patch behind, look for an update on TAW soon.
The significance of the patch changes goes far beyond ADF,
of course. Changes made now will also continue into TAW and
become even more important in that setting. Why? Simply
because in Total Air War, with
its dynamic campaign engine, your performance in one
mission will impact all subsequent missions. Your success
or failure becomes a great deal more critical when the next
mission flows directly out of the previous one. Lets take
some examples.
Say you've been assigned a deep strike mission with a
single wingman. Stealth is critical because if you aren't
stealthy you will never make it to your goal. But lets say
you choose an external weapons load so that you can carry
some additional stores in case you or your wingman don't
make it to the target area. This increases your RCS and
thus the chance of your being detected and intercepted.
If you fail a mission like this in ADF no big deal. First,
you can refly it, and second, you don't get to fly the next
mission until you DO succeed. But even more significant, in
ADF the next mission will be the same in any case. In Total
Air War, however, if you fail a mission those targets will
still be there in the next mission (although you may not be
assigned those targets in your next mission anyway). Or
your failure to take out your assigned targets, say an
early warning radar, a supply convoy or a key command post,
may profoundly impact the ongoing campaign.
Consequently, any changes that contribute to your ability
to successfully prosecute the enemy are good now and even
more important later. There are a number of these changes
in the patch, and they do indeed increase your chances of
success, and they make ADF more fun!
The key changes that improve your chances of success are
these:
Increased fire delay between SAMs locking on and firing
at you.
Enemy given realistic number of cannon rounds.
Can't now use view padlock to padlock objects which are
outside visual range. You can still use target padlock
though, since your avionics are showing you the location of
the target.
Made Radar guided missiles and SAMs slightly easier to
spoof in medium and hard difficulty levels.
Fixed aspect marker in HUD so it works properly when
tracking a target over the shoulder.
The player can now hide from the enemy mainstay, (their
version of the AWACS), by going very stealthy.
Reduced amount of chaff and flares to 20 and made them
more effective against missiles.
Missile trails can now be seen at a greater distance.
Of the changes listed, the top two are the greater effect
of chaff and flares and the reduced RCS of the F22 when
"clean." The next two most significant changes are probably
the increased fire delay of SAMs and the reduction of
cannon rounds for enemy aircraft.
Lets face it, the unpatched version of ADF did not really
give us a stealthy aircraft. It was more obvious in some
missions than in others, but even a clean and slow aircraft
was often intercepted at a significant distance from
opponents. Obviously we were visible to the Russian AWACS.
(Its interesting to note that in iMagics first release of
iF22 the radar signature of the F22 was 1/50 that of an F15
and the adjusted RCS in the later release is 1/100th that
of an F15. The ACTUAL signature is closer to 1/1000 that of
an F15).
The reduction in RCS is significant. You can approach to
within visible range of enemy aircraft without detection,
although if you are in the front quarters at less than ten
miles you are still subject to the Mark I eyeball. But ADF
is WAY more fun this way and your chances of survival, if
you are cautious, are greatly increased! The fun factor is
primarily that you can usually get on the tail of a bandit
without being detected.
If you ARE detected, perhaps when you choose to engage
multiple targets and aren't immediately successful, your
decreased RCS is still an advantage. And if you get into a
knifefight, a number of changes become important. First,
the enemy now has realistic cannon rounds. Second, your
ability to spoof enemy missiles is enhanced. Third, you
won't be padlocking objects outside visual range. Fourth,
the aspect marker is now correct when you are tracking a
target over your shoulder. Fifth, if you are engaged you
will see the missile at a greater distance. Finally, if you
are engaged by ground defences you have some reaction time
and your reduced RCS again becomes significant.
As you can see, these changes are VERY important and they
do make ADF more fun. Having greater success is more fun in
itself, but the tactical game has suddenly got new life. I
have to confess I was becoming discouraged pre-patch but
have renewed interest in ADF, which has also increased my
desire to see TAW! My tactical decisions have changed also,
and choosing to engage or to remain stealthy has become a
significant option. Its very different to have this feeling
in ADF. If you have multiple bandits to deal with you can
set up your approach quite differently (remember to go to
manual EMCON), and when I choose to go to AUTO EMCON and
engage my adrenalin suddenly kicks in! I like it!
Other changes become significant for success when you do
choose to engage air or ground targets. As above, your
reduced RCS is significant, and your enhanced
countermeasures are also important. But equally significant
is the addition of a blast radius to your weapons. You no
longer have to make a direct hit with cluster bombs to kill
some targets, and likewise with all other A2G ordnance.
Your pin-point accuracy is no longer critical, and in fact
one weapon may now do a lot more damage.
On the other hand, watch out if you are too close to an
exploding weapon! Drop those LGBs from two hundred feet or
get too close to a target when it goes up and you may go up
with it! I have taken damage that I didn't expect post
patch, although I have yet to lose my aircraft entirely!
Speaking of which, you won't be riding the silk quite as
much and you won't be a statistic quite as often either.
Your MFDs won't all disappear in one unhappy chorus as
often when you take damage. The damage model has been
tweaked and the changes are good ones!
Finally, the other change that I have found very useful is
the ability to check my wingmans status in detail. You get
the full meal deal at the flick of a switch! As you can see
from the shot above you get the at-a-glance graphical
display as well as a status list on the right. If your
wingman shows in RED you know he is in trouble. YELLOW
signals that he has taken damage. His loadout is
immediately obvious as well. You won't be ordering him to
engage a target at 25 miles when he is winchester on
AMRAAMs.
Following is a more complete listing of changes including
new support for D3d cards.
Graphics Cards Issues
The following graphics cards are now supported under
Direct 3D in addition to the cards supported in the initial
F-22 ADF release. Please note that graphical anomalies may
periodically occur on some of these products due to driver
and hardware problems.
Cards based around the Permedia and Permedia II
chipsets
Cards based around Nvidia Riva with PCI bus (this
previously only worked with AGP)
Cards based around the ATI Rage Pro with PCI bus (this
previously only worked with AGP)
Cards based around the Rendition V2200 chipset.
In addition problems have been found on the following
cards: Serious graphical anomalies on Power VR chipset
based machines when using Direct 3D. Problems have been
found in test with Power VR or Rendition chipset cards
involving the fogging effects.
F-22 ADF Multi-player and Communications
The following changes have been made to the multi-player
section of the game.
1. Improved multi-play connectivity using TCP/IP and
IPX over services such as KALI95.
2. Improved plane position prediction to reduce
warping.
3. Fixed bug when server cancelled DirectPlay dialog
box. It now resets the selected service and screen
properly.
4. The client's (game joiner's) multi-player details
screen now resets each time a new scenario is selected. It
displays the correct number of team buttons and weapons
list.
5. Restricted the amount of data being sent across all
media. This prevents hi spec machines swamping minimum spec
machines.
6. Stopped wrong message being displayed when
restarting further multi-player games.
Other Fixes and Enhancements:
Increased fire delay between SAMs locking on and firing
at you.
Sensor range is no longer changed when you switch to
manual Emcon levels.
Enemy given realistic number of cannon rounds.
Added system display for wingmen. Cycle 'WS' button in
system display to select and cycle through all wingmen.
Added List of wingmen + wingmen status to system
display. Status is shown by the colour of the wingman text.
Tweaked generate shootlist stuff. Prioritize targets in
centre of HUD higher. To prioritize something higher, place
it in the centre of the HUD, and press 'T'.
Fixed Lantirn zoom problems when Lantirn is slaved.
View is slightly further from object.
Fixed problem caused by requesting refuel twice.
Cluster bombs now open when they reach a certain
altitude. They used to open after so much time making it
impossible to drop them at low-level.
Fixed inter-plane collision on the ground. Planes would
not collide if the player was moving very slowly.
Added blast radius to bombs. Bombs will now damage
ground vehicles and planes in close proximity, not just
those hit, (don't drop a bomb too low now!)
Fixed Vocal warnings switch to turn off Bitchin' Betty.
Wingmen now ignore formation commands when they're on
the ground.
Increased 'zoom-out' in Satellite view.
Tweaked damage modeling. Cannon now do much less damage
to buildings, as do MK20s.
Speeded up adjustment of autopilot values in autopilot
MFD.
Modified weapon selection. When last AIM120 was
released, Cannon used to be selected. Now, AIM9Xs are
selected if present.
Can't now use view padlock to padlock objects which are
outside visual range. You can still use target padlock
though, since your avionics are showing you the location of
the target.
View padlock no longer padlocks onto player's plane.
Fix for lock-up when exiting the game while ACMI is
still recording.
Range added to superimposed MFD displays in full screen
HUD.
Tweaked missile damage for AIM9Xs and AIM120s.
Made Radar guided missiles and SAMs slightly easier to
spoof in medium and hard difficulty levels.
Added wider selection of HUD colours. HUD colour is
also saved between game loads.
Added vertical speed value to ILS HUD. (VSI - in feet
per second)
Fixed crash to do with having a static target in your
shoot list and looking down at the right-hand MFD.
Fixed crash which would happen sometimes upon selecting
Lantirn.
Tweaked plane damage - planes won't disintegrate quite
as often, and the player's MFDs won't all get knocked out
together.
Cluster Airfield - Target view in briefing shows a
picture of the hangar which must be destroyed instead of
the control tower. Finding the hangar used to be trial and
error.
Current wide angle views are now saved when you exit
the game.
Should support greater number of graphics cards via D3D
Fixed crash caused by pressing 'Z' after ejecting.
If the airbrake is damaged, wheel brakes still work.
Tweaked difficulty in following missions: CAP UK, Raid
Egypt and Cluster CAS.
Alt C (joystick centre) settings are now saved when you
exit the game.
You don't need to kill the throttle completely now to
detach from the refueller.
Fixed aspect marker in HUD so it works properly when
tracking a target over the shoulder.
Added speech quality option.
Changed expansion strip thumping noise so that it only
occurs on taxiways - not on runways.
The player can now hide from the enemy mainstay, (their
version of the AWACS), by going very stealthy.
Added new key command to select cannon - Shift-Enter.
Fires cannon if already selected.
Reduced amount of chaff and flares to 20 and made them
more effective against missiles.
Added '*' key on numeric keypad - Quick access to full
throttle.
In the Bomb LGB training mission, the tanks are
targeted by other friendly planes, so the player won't
necessarily need to destroy them.
Missile trails can now be seen at a greater distance.
New Sorting option - fixes the "seeing through hills"
problem. This can be toggled ON/OFF in the Options. WARNING
- this option should be turned OFF if strange graphical
effects occur.