You can also access a waypoint editor on the Situation
display. This is especially handy since we don't have a
mission planner or tasking features in ADF. When you first
find yourself in the air or even at the runway you can
pause the sim and adjust waypoints as you choose. At times
waypoints take you directly over enemy emplacements, and
the risk is usually unnecessary unless you have a target at
that waypoint. You can click on the waypoint and drag it to
a new location, you can delete it, and you can also adjust
the altitude to the waypoint.
The Defense display has two modes: Autopilot display or
Defense mode. In the latter mode these switches are
available:
A Auto EMCON
B Cycle EMCON backwards
C Cycle EMCON forwards
D Increase sensor range
E Decrease sensor range
F Display artificial horizon
G Launch a string of six flares
H Launch chaff
I Launch decoy drone
J Display autopilot
K Display ground threats
L Display enemy weapon range
M Display enemy radar range
N Display attack MFD
The most useful toggles are enemy radar ranges and weapon
ranges. When there are a lot of bandits in the air ability
to toggle those items off helps your SA, and when you only
have two or three bandits or ground threats those ranges
are very useful indeed. Decoy drones are one of the more
interesting possibilities of the F22, but because they are
bulky you will only rarely carry them.
The CC&W (Combined Communications and Warnings) MFD has
only one mode: it transcribes all messages sent to you
(handy when you were too busy to listen) and it also
displays text reports of system malfunctions and warnings.
Unfortunately, one of the first systems that seems to
malfunction when you take a hit.... is this one! As a
result you are sometimes left guessing what in blazes is
blowing up behind you... =) But there is another problem
here related to damage modelling in ADF.
In short, the messages regarding damage that you will see
here will give you damage as a PERCENTAGE of the system.
But what does it mean that your radar is 40% damaged, or
that your ability to use your cannon is now 65%? If this is
a realistic method used by the actual F22 its a confusing
one. The red, green and yellow lights of EF2000 were a lot
easier to interpret. Am I being warned about possible
failure or is this system history? If your general Systems
mfd is still up you're better to go there for a status
check.
EMCON and Targetting Systems
The EMCON (Emissions Control) system is there to
decide how to balance stealth against detection and
jamming capability. There are five EMCON levels,
controlled either automatically by the aircraft
computers, or manually by the pilot.
EMCON 1 is the stealthiest, and EMCON 5 is the
least stealthy, allowing the most use of radar and
radio. In its auto mode the F-22 would normally
travel in the stealthiest mode, EMCON 1. After a
potential enemy is detected, the aircraft systems
will gradually increase the EMCON condition as the
opponent gets closer, in order to provide more data
for targeting, or in the worst case, jamming. It
increases EMCON in non regular steps based on the
evaluated range of the enemies' detection systems
and weapons.
By exploiting stealth, the pilot is able to stalk
his target like a cat stalking a mouse, without the
target ever being aware of danger. With each
increase in EMCON, the pilot has more information
with which to decide on a course of action (engage
or not), and with which to target his weapons. At
EMCON 3 he will be within AMRAAM firing parameters,
and have enough information for BVR (Beyond Visual
Range) missile targeting.
By the time the systems have reached EMCON 5,
detection by the enemy is irrelevant because the
aircraft will be most likely be in visual range. It
should be noted that Russian fighters like the
Sukhoi Su-37 employ the two pronged approach of
using a very powerful radar to burn through any
stealth advantage, then turning its radar off and
handing over to passive IRST.
An integral part of this system is the LPI (Low
Probability of Intercept) radar which emits very
low levels of energy at low EMCON levels, thus
denying classification and minimizing detection.
(For more information see Robust Classification
Systems at Wright
Laboratories, Wright Patterson AFB). At EMCON 2
the pilot can ID and track A2A contacts but cannot
actually target them until EMCON 3 when the AMRAAM
is enabled. Note also that in some missions you
must go into manual EMCON mode in order to maintain
maximum stealth.
If you've been a fan of iF22 then you already know a good
deal about the targetting operations of the Air Dominance
Fighter. The idea is very simple: get your targetting
information without giving away your presence, or at least
without giving away your position. Get as much as possible
for as little as possible...
There are a few ways to do this. The most important is the
IFDL targetting system where you rely on a secure data link
with JSTARS and AWACS who fly at a safe distance from the
battlefield and broadcast powerful radars. This information
shows up on various displays within the F22 and you then
choose how to display and filter and interact with the
information your receive.
In practice the system is quite amazing. You can gather a
host of information on a particular bandit or group of
bandits or ground targets without ever turning on your
radar. This means you can also make tactical decisions and
plan your attack with your flight, even handing off targets
to other members of your flight and positioning yourself
without the enemy knowing you are there.
The other components of this system are passive receivers,
including the LANTIRN targetting system and IRST. These
systems are shared by opponents, however, and YOU can also
be targetting without your knowing it. The targetting
controls of ADF simulate both active and passive systems,
allowing you to use your LANTIRN system, your radar, your
IRST (with AIM9x) and off board cueing via AWACS and
JSTARS.
The primary means of targetting is via the Shoot List,
which should prefer targets according to a sophisticated AI
system. The targets that are the most dangerous to you
should be placed highest on the list. You may then choose
to deselect these targets and manually select other
targets, or hand off targets to other elements of your
flight.
In practice it works okay most of the time. The weak points
are these: sometimes the Shoot List generates targets based
on the AWACS link according to unknown priorities, and you
have to immediately clear the list and generate another, or
padlock a target and then use "s" to add it to your list.
At other times the Shoot List makes sense but doesn't fit
your priorities. Recently my shoot list had me targetting a
bandit two miles behind me who I intended my wing to
engage. Meanwhile I had two MiGs coming straight at me and
I could not target them even after clearing my list! I
should at LEAST be able to generate a list that INCLUDES
them and them cycle past the bandit behind me. Even
connecting the shoot list generation to weapon selection
would be a solution since I had chosen AIM120, which would
not be usable for a bandit at two miles.
Another problem is that sometimes the threat padlock won't
lock a threat. I was flying in the first mission of the
Eritrea Tour when I got a radar warning from my 9 oclock. I
quickly turned to see what was up and found an Su 27 at
twenty miles and closing. He hadn't locked me yet, but when
I went to lock him (F3) I couldn't lock (perhaps because he
hadnt' actually locked me up). So I had to go to my attack
mfd and click on the symbol to lock him. This could be
solved with a key to LOCK TARGET at HUD CENTER.
When you hand off targets to your wingman you are ordering
him to engage. Rather, we should have confirmation that
they are received and then order engage or a tactical
position. The picture on the left below shows what the
target looks like when it is in your shoot list. The second
on the right shows what it could look like once handed off
to your wingman if DiD would add this feature.
If I set up a shoot list and hit the "M" key I hear myself
call ENGAGE. There is no longer a way to simply hand off a
target without having your wingman enter an engagement.
This is bad... We need to be able to perform tactical
manouvers without having our wingman start shooting. I
tried ordering a bracket without handing off targets and my
wing performed a bracket but then called COMPLETE and the
missiles were flying! I even called STAND BY after he
called COMPLETE but this did no good....
"Bracket," after all, is found in the COMBAT menu. In
Joint Strike
Fighter you can issue orders like: "Engage only when
tracked" and even "Fire at my command" which means stand by
and do not use your weapons until I tell you. JSF even
offers an "intercept" and "intercept only when tracked"
command, which would be VERY useful in a sim like ADF. A
bracket command sets up a particular tactical move but
being able to send my wing off after a particular target to
then report to me and give me the option of having him
engage or not would be very useful. I want to be able to
position my wingman for action without him actually
engaging until I can more carefully assess the situation.
Another issue that is driving me crazy relates to the EMCON
selection. Whenever you change to manual EMCON the system
defaults to maximum range. This is NOT what you want to
have when you have multiple bandits within twenty or thirty
miles.
Finally, the only other issue with targetting in ADF
relates to the IRST system. At the moment if you incur
damage to your radar system you will also lose IRST
ability. It ought not to be this way and hopefully we'll
see a fix before long.
The LANTIRN system works fine, even though it does stretch
realism with its ability to see behind you. Its fairly easy
to use and you can select a weapons eye view if the weapon
has a camera and watch the image as it closes on the
target.
GPS guided weapons such as the JDAM are also fairly easy to
use in ADF. The modelling of the system is somewhat
simplified but its effective. Likewise Mavericks are simple
to target and to use. The only disclaimer here is that the
ability of ground based radars to lock and launch almost
simultaneously makes many air to ground missions very
challenging.
HUD Modes
One of the things that impressed me in my first couple of
hours with ADF was the detail included in the HUD modes.
Choose the right mode and you can find out almost anything
you need to know about the aircraft and your orientation to
your surroundings. This really wasn't true of EF2000,
whether it relates to reality or not.
For example, in the A2A HUD mode this information is
available on your target:
First AC in shoot list: type
Target altitude
Target range
Closing Velocity
Target Speed
Target Priority
Other targets in shoot list
And this info is available on your own status:
Air speed and mach
Enemy AC First on shoot list
Enemy AC tracked and on shoot list
Current altitude
Weapon range bar
Shoot cue
Weapon Type and No
Fire Status
Cycle Target Status
Engine % power
Airbrake Indicator
Compass Tape
Waypoint Caret
G indicator
EMCON Status
Frequency Selection
THAT is a lot of information! The ILS HUD also gives more
information than the comparable system in EF2000. The NAV
HUD not only references your next waypoint but tells you
whether you are high or low, fast or slow. It even tells
you how much fuel you have internally and externally at a
glance.
About the only thing missing in A2A and A2G HUD is an on
screen indicator for current sensor range. If you change
range frequently you will find yourself guessing what the
current position of a bogie is, unless you have him locked
up, which is not always possible or desirable. And
constantly referring to your MFD is a pain.
Wingmen and Comms
The first noticeable difference over EF2000 is 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 one 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!!
More on the voice comms. DiD has advertised that their
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.
Given all this vocal horsepower, its a mystery why we don't
have the ability to query wingman status. Why this wasn't
designed into ADF from the ground up is inexcusable. JSF
actually allows FIVE separate queries to wingmen (and
either collectively or individually!) including fuel,
action, ammo, damage or FULL (which brings a report on all
four areas). Trust a newbie to the field to show the way!
In fact, both iF22 and JSF allow individual control of
wingmen. JSF includes formation commands which neatly
divide a 4 ship flight into two 2 ship flights. You can
also order radio silence, a command which is a must in a
stealth flight since radio comms are detectable emissions.
Hopefully TAW will make some further advances in the area
of communications and wingman control.
In ADF you have 4 pre-set radio frequencies for
communication with other aircraft and the ground. You can
communicate with your Wingmen on all 4 frequencies, and
each frequency also enables you to talk to one other group
as outlined below. SO long as you are tuned to a specific
frequency you will also hear all the other traffic on that
frequency as well.
Frequency PUSH 1 is for talking to the airfield tower and
local airfield air traffic control. To select it you simply
press 1 on the keyboard or the relevant button on the up
front MFD panel. This is the default frequency and the one
that will be set when you first climb into your aircraft.
Frequency PUSH 2 is an open channel for aircraft allowing
you to broadcast messages, warnings, and orders, and also
enables you to talk specifically to the AWACS. as this
channel is open you will be able to hear radio traffic
between other aircraft. To select press 2 on the keyboard,
or the relevant button on the up front MFD panel.
Frequency PUSH VICTOR 3 is also for talking to the AWACS
but is a closed channel for talk between you and the AWACS
handling your flight. To select press 3 on the keyboard, or
the relevant button on the up front MFD panel.
Frequency PUSH VICTOR 4 allows you to talk to an air
refuelling aircraft. To select press 4 on the keyboard, or
the relevant button on the up front MFD panel. Note that
you can only hear responses from the given target of your
communications if you are tuned to the relevant frequency!
What about wingmen and CPP AI? Although it isn't specified
in the help file, choosing a higher difficulty level does
seem to make a difference, or maybe its just that when CPPs
(computer controlled pilots) DO launch on you you are more
likely to take a hit. Note also that in some of the single
missions enemy pilots will NOT launch on you. They are
given careful instructions in these missions and you can't
expect this kind of behavior in the Tours.
A two ship formation of enemy aircraft will normally
separate and attempt a bracket manouver or something
similar once they detect you. A four ship formation will
become two two ship flights in order to engage you. This is
standard doctrine and seems appropriately implemented. I
haven't observed A2G behavior as much so I can't comment.
Wing behavior and response to commands seems somewhat more
sophisticated than in EF2000. I've been able to perform
some nice pincer and bracketing type manouvers, and my
wings survival and accuracy rates are quite high. The only
exception seems to be that sending your wing after attack
helicopters is risky. This isn't far from reality, however,
so its not a recommended action.
In some air to ground missions you will get a nice
spontaneous feel to the interactions, with the occasional,
"WOOHOO! Got him!" kind of thing over your radio. It does
add some spice to the attack and a good sense of immersion.
Now if only we had some enemies coming on the radio begging
for mercy... ;-D
You won't always have a warning when an IR missile is on
your tail, but the frequency seems higher than reality
would allow. At least the IRST equipped enemies are
sometimes using their stealthy systems rather than always
using radar.
Weapons, Damage Modelling and Flight
Weapons systems haven't moved far beyond EF2000, which was
disappointing for me. I was hoping to see both the JDAM and
the JSOW, and
maybe the WCMD and
LOCAAS.
Not long ago I also learned about the Novator
anti-AWACS missile system, which will likely be mounted by
the Su-35 as well as the Berkut S-37.
(Interesting that the Russians have named this aircraft
"Golden Eagle" which seems kind of a tilt at the American
Bald Eagle...) The S-37, with its rear facing radar and
thrust vectoring and stealth characteristics would be an
awesome addition to TAW. Lets hope we see it there.
You will see the JDAM in ADF, and the AIM9x. Unfortunately,
this latter revision of the Sidewinder often does more
damage than it should. A Sidewinder carries a relatively
small charge and will almost never down a modern fighter.
(Damage modelling in ADF is beyond EF2000, but I can't say
its a whole generation better except for the graphics and
effects).
Ditto with the AMRAAM. The A2A lacks the "A" and "T" symbol
that represent the count down sequence that is begun with
the launch of an AMRAAM. "A" represents the time until the
missile goes active and then "T" counts down the time until
the missile reaches its target. The AMRAAM is also a touchy
weapon in that if the target is not there as expected when
it goes active it will lock onto anything else within range
and within its targetting zone. This is useful when
launching on multiple bandits since you may hit SOMETHING
even if not the original target, but also dangerous since
in a closer fight the missile could even kill the launcher!
What many don't know is that a skin-to-skin,
missile-to-target anti-air kill is fairly uncommon.
Anti-air missiles (SAMs and ATA) are proximity-fuzed and
explode near their targets. Wrapped around the detonating
charge is some form of shrapnel...everything from ball
bearings to expanding rods (looks like a chain link fence).
It's the damage done by the shrapnel, augmented by
secondary damage caused by the aircraft's slipstream
expanding the holes, that actually kills the plane. Only
under unusual circumstances will there be an
explosion...usually the shrapnel trashes the turbine blades
of an engine and/or ruins the control mechanisms and/or
rips holes in the skin that the slipstream expands until
airworthiness is lost. That's why there's usually time for
the pilot to bail out, and why it's common to RTB in a
damaged bird.
Its interesting that recent intelligence reports on the
durability of the Su27 mention that this aircraft will
frequently require TWO AMRAAM hits before it can be counted
out of action. No doubt the Berkut S-37 will show the same
strength, though it may be harder to hit.
On the positive side a while back I took out a few MiG 21s
with cannon and half of the time I was getting caught too
close on their tails when pieces were flying off their
airframes. As a result, I took some damage. The first time
I took damage to radar systems and had a cockpit pressure
warning. The second time I lost the use of my landing gear
and engine ability dropped to 80%. In ADF engines can fail
individually and torque is modelled for each engine.
Watching a bandit after you have taken a piece of him can
be quite an experience. Early on I've gone into AP just to
watch the fireworks! Ongoing multiple explosions are not
unusual, and bursts of smoke can continue for quite a
while. Instead of the nice white of the contrails you'll
see thick black smoke.