F22: ADF - Mother of all Reviews - Page 3/5


Created on 2005-01-17
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Title: F22: ADF - Mother of all Reviews
By: Len 'Viking1' Hjalmarson
Date: 1997-12-03 3487
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

WAYPOINT EDITOR

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.

NIGHT PADLOCK

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.

F22 TARGET F22 PROPOSED

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.

F22 LANTIRN

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.

ADF No Cockpit

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.

Su-27 Trouble

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.

Rafale

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.

S-37 TakeOff

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.

(Continued next page ...)

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