Some men see the things that are, and ask why?
I dream things that never were and ask, "Why not?"
JFK
At a Glance:
The Good:
Awesome Graphics
Good frame rate under Glide
Detailed Avionics
Full 6 DOF in flight model
Thrust vectoring
In flight refueling
LANTIRN model included
AWACS Interface
ACMI
ATC, Comms and Voices
On Line Help
World Air Power "Allies and Adversaries"
Smartviews
Active Environment
Very stable code
The Bad:
Sound Stutter Bug (3dfx related)
Scripted Missions
No mission planner or loadout control (arrives
in TAW)
Gamma control broken on some systems
Aircraft explode too often when hit
Needs Attention:
No AB detente on throttle
Limited tactical control of wingmen
SAM lock and launch too quickly
Enemy have unlimited cannon shells
No blast effects and can't damage runways
Padlock brings up bandits BVR
LANTIRN locks 360 degrees
Gameplay to beat script rather than enemy
Its a time for dreams. New hardware is enabling designers
to reach out into new dimensions to bring us new reality in
the simulation experience. Graphics, frame rates, and
features that we could only dream of a few years ago are
finding their way onto desktops around the world. Its a
great time to be a simulation fan!
But that doesn't mean we have found perfection yet. The
reality and the ideal are running to greet each other, but
have not yet met. F22: ADF is the most realistic simulation
of the F22 Raptor to date, but lacking a dynamic campaign
it also lacks something of the heart of a simulation like
iF22. iF22, for all its problems and in spite of an uneven
graphics engine, has some things ADF lacks.
But having said that, there is SO much here, and so much
more yet to come. ADF could be one of the most awaited
simulations in sim history, up there with Longbow 2 and
Falcon 4, the stuff dreams are made of. Lets wake up the
sleeper for a couple of hours and bring the unconscious
into the light. As we do so I will rate ADF in five areas:
graphics, gameplay, sound, intelligence, and fun.
F-22 ADF requires at least the following system
configuration:
CPU: Pentium(R) P133 or equivalent
RAM: 16Mb.
HD SPACE: 70Mb (20Mb for the installation +
50Mb Free Space)
CD: 2 x CD-ROM drive.
VIDEO: 800x600 in 16bits (65536 color) on the
Windows desktop.
SOUND: Sound Blaster 16 compatible or Windows
Sound compatible sound card.
MOUSE: Microsoft Mouse or other Windows '95
compatible device
Recommended specification:
CPU: Pentium(R) P200 or higher
RAM: 32Mb
HD SPACE: 205Mb (155Mb for the installation +
50Mb Free Space)
CD: 8 x CD-ROM drive.
VIDEO: AGP bus based 3D accelerator video card
SOUND: Creative Labs AWE32 or AWE64 card with
512k of memory.
MOUSE: Microsoft Mouse or other Windows '95
compatible device
Install, Setup and Frame Rates
The box is packed with Allies and
Adversaries, a custom made journal by World Air Power.
Its a knockout, 160 page color journal loaded with
information on aircraft and weapons systems you will meet
in ADF. The journal kicks off with fifteen pages dedicated
to the F22 then moves on to the Su-35, EF2000, MiG 21 and
others. See the reference above for a review.
The manual for ADF totals 176 pages in the same format and
size (same publisher) as Allies and Adversaries. The manual
is better organized than the EF2000 manual but does contain
a fair amount of repetition. No matter, it covers what you
need to know with only a few small omissions.
For one, page 71 will lead you to believe that you can cue
an AMRAAM by off board (IFDL) information and then launch
while in EMCON 1. This is not correct. AMRAAM is disabled
in EMCON 1 and you must switch to EMCON 3 minimum for a
launch. However, you can launch the AIM9x in EMCON 1 and 2
using IRST cueing. Unfortunately, one flaw in this design
at the moment is that if you experience radar damage your
IRST targetting will also cease to work.
The other omissions relate to last minute changes as found
in the readme file (a good place to look when you load up
the sim!). Some of these changes include the ability to
rearm and refuel just by landing and stopping on the runway
in both single missions and tours (not yet in AWACS
missions however). Changes to the avionics control include
the ability to clear the shoot list (U key), declutter
targets from the HUD, and targetting box info and kill
boxes.
Install gives you options from 40 to 150 meg, and if you
choose the large and TYPICAL installation you don't need
the CD. This is great, since it means that you can run on a
LAN without everyone having their own copy. However, the
TOURS are not available in multiplayer, a feature that will
hopefully change with TAW and the dynamic campaign and
theatre commander components.
I have two systems for testing. System I is an AMD 233 with
64 meg of SDRam, 1 meg cache, CL Awe 64, and STB Velocity
128 3d. System II is a PII 266 running at 337.5 MHz on an
ASUS P2L97 with Canopus Pure 3d and Matrox Millenium, and
the Ubisoft Game Theatre 64, with surround sound generated
by a Yamaha 200 watt system. This system also has 64 meg of
SDRam and an Ultra DMA Quantum hard drive. I am running
Glide 2.43 and the latest 3dfx D3d drivers.
System I will not run under Glide since Glide is a 3dfx
specific API. Running under software only is not too
shabby, however, since the Riva 128 chipset is quite fast
in WIN95. With detail set to mid and at 800x600 resolution
this system is running at about 15 fps. At 640x400 with max
detail frame rate is about 20 fps. For some reason
scrolling the virtual cockpit or outside views is much
smoother than the frame rate would have one believe....Load
times are quite fast; anything over 32 meg of RAM really
helps on that score.
System II running under software only at max detail is
around 30 fps, and under Glide begins at 50 but drops when
action is heavy, down to about 25-35. I can't hold this
system down with a trunk full of old engine blocks, so if
you have a P233 or better you are should have plenty of
horsepower to run at max detail. If you have more than 32
meg of RAM you will also appreciate faster load times, a
bonus these days. And by the way, sometime when you load
the sim click on DEMO and watch just how smart Smartview
has become...=)
The first choice in OPTIONS is resolution. You can select
any resolution to go with any detail level. Choosing
640x400 and then MEDIUM DETAIL, for example, will
automatically deselect CONTRAILS and TRANSPARENT CLOUDS.
But you can turn any individual options on or off according
to your preference and the frame rate you are gunning for.
This will be especially useful for lower end systems or non
3dfx systems. At LOW DETAIL in medium resolution a P166
with 3dfx is 15-20 fps, but this will vary from system to
system slightly, and throwing the Canopus Pure3d into the
mix will increase the rate slighly overall and greatly in
some circumstances. Remember to install without music on
low end systems for a frame rate boost.
By the time TAW is released many gamers will have
upgraded to Voodoo II.
Based on test results now coming in with early
silicon Voodoo 2 is 2x - 3x faster than the original
3dfx chipset, and this is with early beta drivers!
This means that a P166 system running ADF on Voodoo
II in late January at full detail could be running at
40 fps. A PII system at 333MHz with Voodoo II would
likely run ADF at 90+ fps. However, this isn't taking
into account the new 100MHz bus mainboards or the
AMD
K6-3d that will be seen early in the new year.
And since dual Voodoo 2 boards can be run in a
parallel "scanline interleave" mode some fans could
be running TAW at 150 fps. Exact scaling isn't
likely, however, and since DiD and other developers
are well aware of the available horsepower we may see
new graphical enhancements leap into being by the
time TAW arrives, increasing object detail and cities
and airbases may look dramatically better for those
with the horsepower to spare. And how will AGP impact
all this? We'll post new information as we learn
more.
I had a problem centering my F22 Pro and so I finally made
the jump to TMs ProPanel utility. I've avoided it because I
have found DX5 to be picky about joysticks and didn't want
to spend an hour debugging my HOTAS system and software.
However, installation was quick and easy and solved my
drift problem immediately. Go to Thrustmaster to download
the utility if you experience the same problem.
Some pilots are also experiencing problems with the idle
minimum. I'm not sure if there is a solution for this or
not but will post it if I hear anything. Drop me a note if
you find a way to get your idle setting below 60%.
Furthermore, I cannot get ADF to recognize my gamma
settings for 3dfx. If anyone finds a way to do this, let me
know. At the moment its very difficult to see my MFDS in
virtual cockpit mode.
The other choice you will need to make in the OPTIONS
screen is difficulty level. If you are an accomplished
pilot in Su27 or Hornet or EF2000 or some other
intermediate to hard core simulation choose the MEDIUM
level to start off. This will give you a chance to
familiarize yourself with avionics and AI while improving
the PK of your weapons and reducing detectability.
At low and medium difficulty levels you also have some
additional help in terms of targetting. Targets that are
required to be destroyed in order to complete the mission
are shown with the letter "T" adjacent to them in the HUD
display, but only on the Easy and Medium difficulty levels.
Mission objectives can also be viewed from the in-game map
by pushing the "DEL" key on the numeric keypad.
In addition, targets that are required to be destroyed are
shown with the letter "T" in the target information on a
MFD. The target information is shown when you position the
mouse cursor over an aircraft symbol in the Situation,
Defense or Attack displays. The flight call sign is also
shown, as given objectives. And this brings up the first
problem resident in the body of ADF.
HARD is VERY hard in some missions, for a variety of
reasons which will be discussed later in this review. But
its sometimes very bothersome to have to hit a particular
target in order to have the mission rated as a success, a
bit like looking for the needle in the proverbial haystack.
Whats the problem, you ask? In a real war a particular
objective can be critically important. True, but then the
objective is usually very CRITICAL. But at times in ADF one
must hit the particular SAM or particular two tanks among
twenty in order to be successful. You may kill 6 Su-35s,
but miss the one defined as the mission goal. The fix is
simple: rate the mission either by tactical signficant
goals OR by a percentage of completion. With the dynamic
engine arriving in TAW this will no longer be an issue, of
course.
The On-Line Help is exhaustive, and some parts are even
interactive. Call up avionics and call up MFDs and you can
click on the MFD you want information on to bring up
specifics. You can access help from your desktop for a good
read without ever opening the program.
Glide Graphics Glory
F-22 Air Dominance Fighter currently supports the ATI Rage
Pro AGP card, cards using the 3Dfx Voodoo chipset (Diamond
Monster, Orchid Righteous, Maxi Gamer, Realvision Flash,
Micro Hiscore, Canopus Pure 3D, Skywell magic 3D etc), and
video cards using the 3Dfx Voodoo Rush chipset (Hercules
Stingray 128/3D, Intergraph Intense 3D Voodoo, Deltron
Flash AT3D, Jazz Adrenalin Rush etc).
ADF also supports the Nvidia Riva 128 chipset AGP cards eg.
Diamond Viper330 and STB Total 3d AGP, and any 4Mb PCI
cards with 8-bit palettised textures. The supported cards
must have at least - vertex fogging, 16-bit screen mode,
4000000 bytes of video memory, perspective correct texture
support and alpha texture support. Some notorious cards
state 4Mb on their packaging though they have 3.5Mb of
video memory.
Glide is the proprietary API used by 3dfx for their Voodoo
chipset, so you need a 3dfx based board to make use of it.
ADF supports a number of resolutions under Glide, but most
of us will be running at 800x600.
This mode is simply astonishing in its beauty. Objects and
terrain, virtual cockpit and MFDs are all rendered at this
resolution. Many objects in ADF are somewhat basic in
appearance, like ground vehicles, but all have their own
unique sound file and special effects, like the dust
following these vehicles and armor as they scooted along
the road near the battle zone....Click any image for a
larger cut shot...
Clouds in ADF come in many forms, far removed from the
unending cloud bank of EF2000. Clouds come in multiple
layers, and fog and haze and smoke effects are varied.
Smoke comes in two varieties, but you'll see mostly black
when you score a hit or take one yourself. Looking at
clouds from underneath is much different than looking at
them from above, and while I can't be absolutely certain of
this, I am fairly sure that your IR resolution decreases
under cloudly conditions as it should.
Another significant area of graphics improvement over
EF2000 is in damage modelling. Multiple explosions will
rock your aircraft if you take the wrong kind of hit, and
these can be ongoing for a couple of minutes before you get
a final warning and your aircraft explodes. In the same way
you can watch bandits suffer the same fate. The explosions
you see will sometimes result in pieces flying off the
airframe. This means that if you are too close on the tail
of your victim you can take collateral damage yourself. If
you are using guns and your opponent explodes, pull hard
left or right to avoid the consequences!
Terrain varies widely, even in the desert. The greatest
variation is between the Saudi landscape and the greener
parts of Eritrea, however. Coastlines can be quite
beautiful, and so can skies. ADF doesn't quite compare in
the beauty of its dawn and dusk settings to FA18 Korea, but
the sky is at least as nice as EF2000 and possibly a bit
prettier. Here is a shot from the Eritrea Tour:
Attention to detail shows up in graphics engines quite
quickly, and you won't be disappointed by ADF in this
regard. Its possible to land without gear in ADF, and the
sparks, noise and smoke generated by such a landing will
give you reason to consider using the silk method the next
time! In the same way, the parachute looks great, and you
can even steer it using your joystick. But unlike EF2000,
the man in the gear (you!) is modelling in 3d this time
around. For a chute shot go to F22
Screens Page 2.
All thats left to say regarding graphics is that the
lighting is not up to Longbow 2 standards, but is great
nevertheless. Get hit by a missile at dusk or at night and
you will be blinded by the flash (see "Being There" below
for screens). Launch at night or watch an explosion and the
flash is brilliant. When all is said and done, more gets
said than done, but DiD has done it right in the graphics
department and I rate graphics in ADF as 95%.
Quick Combat
F22: ADF is one of the most sophisticated simulations ever
released for the PC. However, there are times when you just
want to dive in and engage some enemies, and for that
reason ADF includes a Quick Combat interface.
Quick Combat is an intense and lengthy mission lasting five
hours. You must follow the waypoint route destroying
targets as you find them, and then renewing your weapons.
At each waypoint you will find a target on the ground which
must be destroyed, while ever more dangerous waves of enemy
aircraft and SAM's will rise to attack you along the route.
At each waypoint, you will find a ground target that
carries a high points score for destruction. Points are
awarded by a points multiplier system; i.e. the more points
you earn the more the points multiply. However, should you
hit your own side there will be a corresponding loss of
points.
In general, higher points will be given for higher score
targets; e.g. a tank is worth more than a truck, but a
greater score will be given for a specified ground target
within the mission. The highest scores will be displayed in
the Quick Combat Hi Score table. Fuel will be limited to
what you can carry externally, and a refueler will stand-by
before the last waypoint - just in case. One weapon of each
type carried will be automatically replaced every thirty
seconds.
Is it challenging? As the above implies, the challenge
increases over time. After an hour I was starting to sweat.
There will be plenty of challenge here for most pilots and
it should be fun getting into the scoring race as we did
with EF2000. Doc-Ace Chmura and Papa Doc will be battling
for the lead with a hundred other pilots before Christmas
if all goes well!
Still, I miss the configurable quick mission structure of
EF2000 which really allowed one to develop those one on one
or one vs two skills. JSF has been released with a
"DOGFIGHT" mission option that is less flexible than that
built into the final release of EF2, but at least the
component is there. It also would have been great to have
an invulnerable setting so that those who want to just blow
things up and/or learn the ropes while not having to start
over again could do so. In ADF we will have to make do with
the training scenarios provided. More on single missions
below....
Single/Training Missions: Being There
Being There
Flight feels great, much better than EF2000. A full six DOF
is modelled and it certainly shows. Inertia, the effects of
thrust and torque, speed bleed on high g turns, gravity and
payload are all factored in. With a light load the F22 is a
rocket with wings; with a heavy load its quite different.
Departure from normal flight on this basically unstable
airframe is limited by the flight computer. Take damage to
that system and you are really flying a large bomb.
I did some runway tests and this too has improved over
EF2000. If you have ever taken off in a small jet you will
recognize the sound and the feel. The increasing resistance
and bounce of the tires as you approach TO velocity is
there. The sense of speed on the runway itself is very
good, the textures too have improved over EF2000.
Objects are numerous and far more care has been spent on
modelling. The hangars, tower, and aircraft around the base
all look great. There also seems to be more air and ground
activity. And collision detection is present on the ground,
so watching for other traffic and obeying the instructions
from the tower has suddenly become more important! This is
fitting since interaction with other aircraft and with ATC
has moved miles beyond EF2000.
The effects of torque are modelled individually for the
engines. I had a calibration glitch in my rudder pedals in
the last mission I flew and was taxiing to the runway. I
couldn't turn right as rapidly as I needed to so I tried
shutting down the right engine. WOW! I found myself turning
right on a dime! I was a bit surprised to see this
modelled.
Attention to detail has been a hallmark for Digital Image
Design since their first TFX simulation some years back. In
EF2000 we saw the ante increased considerably, and the
terrain had evolved to where we really FELT like we were
flying over Norwegian turf...
Attention to detail continues with F22: ADF. You've seen
screens revealing contrails and varied damage modelling. We
got con trails out the yin-yang! Even your check six view
will show vapor flowing off the wing tip, especially on
high g turns at high altitude. You can see them on other
aircraft as well, and sometimes your first visual
indication of a bandit might be a con trail. In many of the
single missions you will lack an AWACS link and you'll have
to rely on the Mark 1 eyeball as well as your passive
sensor systems.