Sometimes the damage can appear quite local, with flames
pouring from one engine. You can watch a bandit fight for
control, then finally punch out just before a huge
explosion. Sometimes they don't get out in time. You can
watch the pieces tumble to the ground individually, as well
as watch the pilots floating earthward on their chutes.
Using the cannon in ADF is easier than in EF2000. The hit
bubble seems more realistic to me and a bit smaller, but
the radar based cannon is easier to aim. Then again, maybe
I'm just getting better over time! But I was disappointed
to see 1750 rounds at medium difficulty. I think this
should have been relegated to ancient history or only
available at the easy setting. Better yet, an invulnerable
toggle with weapons modelling the same throughout might
contribute to a better learning experience for those who
just want to shoot things up but still want to learn the
ropes at the same time.
Unfortunately, radar and IRST have been linked somehow in
the modelling and losing radar means you will also lose
IRST ability. Worse perhaps, blast effects have not been
modelled and this means that you will have to score a
direct hit even with blast effect munitions in order to get
a kill.
Coming simulations such as Falcon 4 will take weapons and
damage modelling to new levels. In order to be truly
competitive TAW will have to improve a great deal. Here is
a quote from the recent CGW article:
When a weapon hits don't expect the target to be simply
replaced by a smoking crater. Each weapon is evaluated
against about ten different target types, from soft
(troops) to hardened fixed sites. Different weaons have
different effects on each type of taret. Cluster bombs are
great against troops in the open but don't do anything
against a tank or someone in a shelter.
Large objects such as bridges are modelled in pieces, so
you don't take out the whole thing with a hit. You'll see
parts of damaged and destroyed objects lying on the
ground after a successful hit. After some time has passed
in the sim you'll see destroyed objects replaced by
objects under repair and eventually by fully repaired
objects...
Flight Modelling
Thrust vectoring is an interesting experience. You can pull
brief gs far beyond any other platform out there, but
overuse of this feature can bring you to stall before you
know it. And if you pull too many g's for too long, you
black out of course! G modelling in ADF is also up from
EF2000, and black outs can easily last long enough to kill
you... However, for that last minute dodge of the incoming
missile, thrust vectoring can save your skin. And to foil
the shot of that hard to shake bandit, its hard to beat.
I don't feel qualified to comment decisively on the flight
model for ADF, and there aren't many out there who are!
However, roll rate doesn't seem to vary much while carrying
external tanks, a bad sign. Drag effects are modelled and
fuel consumption seems about right overall. But the F22 is
quite a powerhouse, and has better than a 1/1 power to
weight ratio meaning that it can accelerate in the
vertical. It could be that this isn't true with a full fuel
load, but I have found that in ADF this doesn't really
apply.
I burned half my fuel and jettisoned all stores, dumping
cannon rounds down to 500. Going to vertical at 4000 feet
and 225 knots I can get to about 250 at 14,000 feet and
then my speed starts to drop. I would have thought I would
be closer to 400 knots by that altitude.
Stranger still, there seems to be a discrepancy in high
altitude performance. I burned half my fuel and dumped all
stores including cannon rounds and then from mach .6 hit my
burners. Hitting afterburners at 32,000 feet should produce
spectacular acceleration, but this isn't the case. I know
that there is a problem with the HUD readout of speed, and
maybe I got a dud ship... My g meter barely moves when I
hit the burners up high.
Sense of speed in ADF is slightly better than EF2000. Down
low its much better thanks to more terrain detail, and when
you are passing over a city or airfield its better yet.
Points of reference seem to be the key, and when there are
more of them the sense of speed improves.
Sound, Views, Environment
First a brief hardware update. There is a rumor that ADF
will not run with the Riva128 based cards like the STB
Velocity 128 3d and the Canopus Total 3d. This is mostly
right. In reality ADF does not support D3d at all, though
DiD plan a patch to add support. So ADF will run under any
WIN95 video hardware, but in software only mode. Only with
3dfx will you get hardware acceleration. s
With regard to the sound stutter problem, it wasn't there
in late betas so I doubt whether its directly related to
swap file sizes. My swap file hasn't changed and no other
settings have changed on my system and the stutter bug is
very obnoxious at 800x600. On to matters at hand!
First another note on the active environment. Its alive and
well in ADF and adds greatly to the feeling of immersion. I
chose one of the wingmen training missions where CAS duty
is the tasking order. In the five minutes of flight time
that I actually spent in the air at various times, I took
screen shots of Allied F15s, F16s, F18s and Apaches and
took different shots at an EF2000 and a pair of Rafales. I
also watched a U2S spy plane at high altitude over the
battlefield. On the ground I saw T80s, M1 Abrams, and some
Chaparral and Vulcan launcher systems, SA6's, a couple of
BMP3s and some ZSU23s.
All this equipment is in good working order, the tanks are
on the move and the aircraft are engaging one another,
engaging ground targets, or trying to engage ME! I was most
impressed when the EF2000 who was hit by an AIM120 that I
launched was fighting for control and losing altitude but
still managed to lock me up again! I had to use my last
AIM9x to finish him off!
The problem with realism is that sooner or later one winds
up making tough decisions. Do I feed my wingman to the
wolves? Geez, a good pilot ain't supposed to DO that....
Hmmm. K, I've got bogies to the left of me and bogies to
the right, and here I am stuck in the middle with you (to
the well known tune)...
I invited a friend over last night whom I hadn't seen for
about two months. He had never seen EF2000 and the last
great sim he was into was Pacific Air War, although some
years ago he flew F3 for a while. I showed him the demo
mode of ADF and later I had to mop up the puddle of drool
from my desktop (sadly, the poor bloke lacks recent
hardware).
Stealth IS alive and well in F22 ADF. Try flying a CAS
mission at 90% throttle at 10,000 feet and you will have
every SAM for thirty miles eyeballing you like a fish at a
convention of cats. The result is predictable... Here is
the sequence...
I wouldn't mind this as much if the SAMs couldn't lock and
launch in five seconds flat.... Ah well, every good pilot
better know where the EJECT button is....
Some of the keys to flying stealth in ADF are managing your
airspeed, not carrying external weapons any longer than you
need to, not pulling high g manouvers, minimizing use of
your radio, and managing your EMCON system. I find myself
using mostly EMCON 1 and EMCON 3. Sometimes being stealthy
means flying low and terrain following.
I flew the first AWACS mission again last night and for the
first time had ZERO losses to 16 kills. Pays to fly the
missions yourself whenever possible, and use your wingman
for bracket and drag manouvers! Incidentally a "RADIO
SILENCE" command would be useful in a simulation that
models radio emissions!
Sound in ADF is a generation beyond EF2000. As in EF2000,
you will notice fine attention to detail with regard to
engine whine, wind noise, voice, warning signals,
explosions etc. There still is no wind noise when engines
are off and you are in the air. However, unlike EF2000, you
will have far more voice interaction and doppler positional
sound. (For more on voice comms see Preview 7 and Preview 6). About the only thing that
isn't well modelled in terms of sound is the afterburner.
Hmm.... now am I at 120% or 95%? The beta of Full Burn I
have been flying models not only the POP but the entire
airframe shudders when ab kicks in.
You will notice the doppler and positional effects all over
ADF. For example, when your wingman pulls up tight beside
you while flying the engine noise increases dramatically.
When you pull up close behind a bandit you will hear the
thunder of his engines. If your wingman is on the right
you'll hear him there, or on the left you'll know it. At
the merge with bandits the sensation of closing and passing
can be dramatic. Outside views reflect these changes as
well.
News and Views
The viewing system in ADF is more sophisticated than what
we saw in EF2000 and TactCom. At first I found it a bit
obtuse, but as I grew accustomed to using it I found it
more powerful that the system we had had in EF2000. Lets
talk about the padlock views first.
Padlock views in F22: ADF work on a filter system. Using F4
gets you into padlock. The default setting is "AIRCRAFT."
However, using the F11 key while in padlock view you can
toggle views to lock ground fixed objects and ground
mobiles as well. Once you have the category you want, you
use the "Z" key (thats... "zed", for all my US buddies!) to
page through the views. (By the way, "wingman padlock"
still has its own separate key).
At that point you can choose another view toggle, if you
like. You can take any of these padlock objects and use SHF
F4 to switch the view perspective. Default is PLAYER to
OBJECT. Hit SHF F4 to see OBJECT to PLAYER,under any
category of filter.
The "WIDE" view angle has also been separated out into its
own category. We can now choose "WIDE" view on any view we
call up. You want WIDE PADLOCK? Hit F4, then hit "K" and
you are in wide angle padlock view. Do you get the feeling
that you can make this view system dance if you want it to?
If you happen to have programmable HOTAS this all happens
in the wink of an eye. If you DON'T have programmable
sticks, why are you reading this preview? Hop out and get
yourself some pilots gear! (Check out our reviews linked
from our HOTAS page.)
I've now got a toggle on my F3 threat padlock view. I use
/P to bring up F3 and /R to bring up wide angle (K). This
means that whenever I lock a threat I have a smaller chance
of losing orientation since I have more of my own airframe
in the picture. Works well. I also prefer the wide no
cockpit view for a large sense of perspective. Man, at
800x600 under Glide this sim is incredibly beautiful...
As in EF2000, the viewing system is accessible while the
sim is paused, which not only eases the learning curve but
can also be a valuable situation awareness assistant. For
example, if you are entering a knife fight and want to know
the exact location of your wingman and your two opponents,
you can pause the sim, check the wingman padlock view,
switch to external padlock and take a look at the tactical
reverse object/player views, etc. In a way its a cheat, but
because of the limitation of a small screen view it really
can be a help and a learning aid. Or, if you just enjoy
taking a peek at what else is happening in the virtual
environment, you can pause the sim, switch to Smartview and
enjoy!
Another variable in the view system is that the "Z" key
applies to other views also. So you want to cycle
object/player padlock views to see where all the other
aircraft within eyeball distance are in relation to your
F22? Switch to padlock, switch to object/player and keep on
hitting the Z key while the on screen world changes! You
can similarly use the Z key for the Cycle Player/Target and
Cycle Player/Threat views.
Speaking of these other views, the latter (F3) also doubles
as the missile padlock view. When the most serious threat
to your existence is a bandit on your six hitting F3 will
give you that MiG 31. If he has just launched a missile and
you are dodging, F3 will padlock the missile. Most of the
time you won't SEE the missile, but after all a missile at
even one mile away looking at the nose is going to be VERY
small! Hitting SHF F3 will cycle the player-threat view
through a ranking of the threats.
Gotta love that night flight! Click for a larger image...
Meanwhile, the traditional target padlock resides beneath
the F2 key. Lock em up and then hit F2 and you have your
current target locked. If a greater threat suddenly appears
hit F3 to switch the padlock. As above, general views
padlock is under F4.
Other traditional views are also present: fly by view,
looping fly-by, satellite view, missile pylon view, an
external movable view, and glance left/right views.
Naturally, you can also pan anywhere you like around the
virtual cockpit. Unfortunately with gamma settings broken
we'll have to wait for a patch for that view to be very
useful.
The F2 padlock system toggles between a cockpit to bandit
lock and an external player/target lock. I rather like this
since I occasionally lose my orientation to the bandit and
a quick view across my aircraft to the bandit can be
useful. Once you have invoked the padlock view you can
cycle it across different aircraft with the Z key. At the
moment this view padlock applies to aircraft near and far
and may undergo some adjustments before release.
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. Smartview also governs the DEMO mode you
can access from the splash screen.
AWACS and ACMI
In TAW we will be able to plan any mission type such as
escort, strikes, reconnaissance, combat air patrol and
close air support. We'll be able to choose our loadout and
the loadout of other flights we plan. The mission planner
will also make it possible to co-ordinate missions,
offering an even higher level of tactical planning, and all
this within a dynamic environment!
In the meantime we have the AWACS module in ADF. This
module is really a second game within the simulation
itself. It is limited due to the fact that missions are
scripted, but its a glimpse of the future and offers a
chance to try some strategic control.
The first AWACS scenario is a CAP. You are up there in the
AWACS and have a gods eye view of the action via the box on
the left. This little box is no mere 2d overview, it is an
absolutely incredible miniature of the in game graphics.
EVERY effect is here: fog, contrails, the awesome terrain.
And it is governed by an update of the same Smartview
system that was in EF2000.
In the AWACS module you can fly any F22 mission you choose.
Vector a flight after that F16 CAP or after those incoming
Su-35s then double click on the flight and ZOOM into the
chair you go! This is a whole new twist on Quick Combat.
SO, for example, I vector a JSF CAP "Striker1" to refuel
(click on the flight then drag it to the enemy flight. You
can't take a CAS mission and turn it into a CAP flight.
When you release the mouse button the order is sent, and
you will hear yourself sending exactly the order, in
completely accurate 3-1ingo out of the Multi-Command
Manual.) They are around 18% when I make the call, and
I hear myself vector the aircraft from Magic1. I hear the
LEAD respond. (Each response is also mirrored in print in
the text box). I watch as they pull a high g turn and head
north east. I see their speed drop from 550k to 400 k. I
see them passing over an airbase and a river, they drop
through some high cloud to 15,000 feet. Here is the map
view of the refueler on station. In the shot above you can
make out the refueler icon on station in the lower right.
A few minutes later the flight is approaching the refueler.
I watch as they get lined up. I hear LEAD contact the
refueler and get the go ahead. Now LEAD is jockeying to
connect as his wingman holds position a few hundred yards
back and off the left. Contact! I see the fuel display on
my monitor start to slide upwards.....
Meanwhile smartview monitors the action, panning around,
zooming in, magically giving me a complete perspective of
the entire operation. Add to this the engine sounds of the
particular aircraft you have selected and you feel like you
are watching a NATO video clip!
Later I vector BLACKACE 1, a pair of Tomcats, to the
refueler. When they are topped up I send them out for a new
CAP about 100 miles northwest of the topped up JSFs. I give
them orders to intercept 4 inbound Su37s. With their
Phoenix missiles and at their altitude of 32,000 feet they
are quickly in range.
I watch as they call out their tactical moves, ONE begins a
bracket left manouver, a moment later TWO launches, and
then TWO calls out "MISSILE" as the Su37s have also
launched. I see three Su37s go down a moment later, TWO is
dumping chaff like crazy and one missile passes by but a
second gets him. There is one explosion and it looks like
he loses a wing. Then there is a second explosion and he
punches out just before the aircraft breaks apart.
I've lost one Tomcat and LEAD has taken damage. But he
engages the last bandit in a knife fight. The last Su37
goes down but a minute later Tomcat LEAD is losing control
and calls that he is ejecting. I watch his machine plunge
into the sea out of control.
It is INCREDIBLE. I feel like I have watched a data link of
real action. It is more than innovative, its brilliant. Now
factor in to this picture that you can jump into the action
in ANY F22 out there so long as they are not engaged in
actual combat. You can fly the escort, the CAP, the CAS,
the refuel, or the Strike mission. You can choose when and
how you engage the enemy and what kind of enemy you engage.
Its like a gloried instant action scenario with a strong
tactical dimension. And when you are finished the action,
or if you get killed, you can boot back into the AWACS.
When this eventually comes together with complete command
control in TAW it will be a total revolution. With the TAW
add on we will not only command the flights that are
already in the air, we will plan and command new missions
from bases of our choosing, and either remain as Theatre
Commander and let others jump in and fly, or fly a mission
ourselves. The multiplayer mode should be beyond belief!
I'm holding out for dual monitor support, which would be
awesome!
This is a shot taken from the small viewing box. On my 17
inch monitor the viewing box measures about 5 inches by
four inches, and of course it runs at 64 K color...
The map and display controls are quite intuitive and allow
you to choose exactly which information is presented to
you. The command functions you can issue are these:
Identify and prioritise air threats
Organise and monitor Combat Air Patrols (CAP)
Assign and update flight Interceptions including visual
identification, shadow and engage to kill tasks
Vector flights to refuelers or to land
Assign allied flights to aid other allied flights in
distress
With assistance from the E8 JSTARs aircraft, vector
Close Air Support (CAS) flights to kill mobile ground
targets such as SAMs, SCUDs, and enemy tanks
Command to allied flights include these:
Escort
Refuel
Land
Move Patrol
Shadow
Intercept
Vis-Ident
Now here are the disclaimers. The missions aren't as
replayable as they will be in a dynamic situation. The same
aircraft lift off from the same bases at roughly the same
time in each scenario. There is a bug in that if you jump
in and fly and then also land your aircraft when you jump
back to AWACS the aircraft you landed will take off again,
then request clearance and then land again. I'm not sure if
this changes if you follow the ATC to the letter but I
doubt it.
Occasionally an aircraft won't obey a command or doesn't
seem to have fully enabled AI. I've had to drum a few F22
pilots out of the service. In the AWACS CAP mission a
Russian A50 AWACS (MOSCOW1) shows up on the lower right of
the map about 45 minutes along and I vectored WOLF1 after
them. I jumped in about 100 miles out, fully expecting the
Su27 escort to engage me. In fact, MOSCOW1 warned me twice
that I would be shot down if I didn't turn back. However,
the Su27s didn't engage me and neither did any other
flight! I sent my wing after the Su27s while I took out the
AWACS... My wingman performed perfectly by the way.
The shot above shows the Russian AWACS after one hit from
an AIM120. I used cannon to finish the job.... This would
have been a very cool mission within a dynamic system since
taking out a Russian AWACS could seriously hamper their
defensive ability for a day or two....
There aren't many changes needed to the interface itself.
Its fairly intuitive and quite easy to use. However, a Time
to Intercept number on the Info screen after you have
ordered an intercept or vis-ident would be helpful. As for
the command structure itself, here are some ideas, drawn in
part from the real life experience of AWACS officers.
Why not a pop up menu in the interface when the player
double clicks on an allied aircraft. The menu would give
us:
1. INTERCEPT TYPE
-cutoff
-stern conversion
2. PRIORITY
a. all possible speed (full mil power at high alt)
b. all possible stealth (EMCON 1 and jettison ext wpns)
c. highest speed and stealth (reduce speed if need be)
d. blow through and stealth
-this latter so that friendlies by pass intervening targets
This additional tactical control would add great depth to
the gameplay, ESPECIALLY within a dynamic system!
ACMI
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 quite amazing. 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.
Unfortunately, you can reset to the beginning but there is
no rewind. Here is a clip from a full screen "SPIN" shot:
This feature alone adds 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 or actual
altitude at a given point. I know, this is a fairly
important point, but maybe we'll see some expansion of this
feature in TAW. And by the way, you can share these acm
files with others!
Next, Multiplayer, general comments and summary.
Multiplayer is not possible within the Tour missions but
works great in KOTS, and the Mission Recorder does work in
MP mode.