Gameplay 85
Graphics 95
Sound 95
Intelligence 85
Learning Curve 8 Hrs
Fun Factor 85 Overall 85
Info onRatings
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. This third in DiDs TFX series in
quality is FAR beyond the original release of EF2000, which
was very buggy and lacked key features that made it
difficult to play.
In many ways ADF is a generation and more
beyond DiDs second TFX: EF2000. Almost every area of game
play has been expanded or improved. In graphics, terrain,
objects, clouds, effects and damage are much improved.
Lighting effects aren't up to Longbow 2, but missiles glow
and flares at night are quite amazing. There are minor
graphics glitches like seeing a missile through a mountain
and the occasional bit of terrain texture missing. Maximum
resolution has moved from 640x400 to 800x600 in Glide (F22
does NOT support D3d at this time). Voice and comms are
vastly expanded, so much so that there is little
comparison. In fact the comms you will hear from other
flights while you fly actually represents what is happening
around you in real time.
ADFs avionics are finely detailed, bringing us the best yet
in an F22 simulation. In flight refueling has been
improved, being the most advanced yet attempted in the
simulation world. ATC is here, and beyond even iF22 (yes,
there are some bugs in it, however). And boom refueling is
modelled, the first sim to do this until F4 arrives.
Even though the missions are scripted, the environment is
very active and "feels" dynamic. There is air and ground
action all around, showcased beautifully by the Smartview
system which has been upgraded to supply voice interaction
simultaneously. The sim, like EF2000, has a very immersive
feel to it, improved by clouds and effects beyond EF2.
Finally, "Allies and Adversaries" makes this a complete
package. This special compilation by World Air Power
Journal is a must read for sim fans, with great detail
spent on the F22, EF2000, MiG 29M, Su35 and others. Lets
face it, including a $15 book with a $45 sim DOES improve
the value!
However, in all this there are still flaws, mostly minor
but some irritating. Most of the flaws revolve around
targetting and weapons systems, unfortunately, sometimes
compromising gameplay in serious ways. Lets take a look at
areas where ADF needs work; DiD will release a patch early
in the new year to address some of these issues.
First, aircraft still explode too readily, especially your
own! This despite the fact 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 and damage done by shrapnel,
augmented by secondary damage caused by the aircraft's
slipstream expanding the holes, is what actually kills the
plane. That's why there's usually time for the pilot to
bail out unless he himself is killed by shrapnel.
Getting information on either the LANTIRN or IRST is a
challenge since the manual only mentions them briefly, and
LANTIRN zoom works only part-time. (LANTIRN is color
because the "2000" upgrade is simulated). Padlock includes
targets beyond visual range, making target management
difficult and awkward. IR sensing applies through 360
degrees, and changing to manual EMCON from Auto changes
sensor range to maximum which is a pain when bandits are
within thirty miles or so. Lack of an on screen indicator
for the current sensor range is also annoying.
Blast effects are not modelled, making use of cluster bombs
and some other A2G ordnance almost impossible. SAM lock and
launch occur almost simultaneously, making evasion and
survival difficult. The cannon still carries over 1700
rounds (at easy and middle difficulty) adding unnecessary
weight, and enemy cannon shells seem unlimited. It isn't
possible to jettison internal fuel, and the flight model is
weak in the areas of roll rate and high altitude
performance. There is no detente for afterburner on TM
gear, and no sound cue to indicate that full military power
has been surpassed. These SA issues are crucial in a close
in fight.
There are also cluster resolution problems. Although you
may SEE that there are FOUR Su-35s at 35 miles on your
attack MFD, generating a shoot list will only lock one or
two. The only way around this is to use view padlock to
cycle to the other bandits and add them to your list
manually, a cumbersome and frustrating process that usually
requires you to pause the sim.
A target heading marker on a target track box as it appears
on the HUD could either be a line pointing in the direction
of the target's flight direction as if the marker was a
compass rose, or it could be a line related to your own
heading (a relative marker heading). If the target is out
in front of you and flying directly towards you this
indicated line should not change at all if you roll your
aircraft. DID corrected the relative heading marker
deficiency in EF2000 in their TactCom release so that it
behaved like a true aspect angle indicator regardless of
whether you were viewing it in the HUD or in the Helmet
Mounted Display. F22-ADF needs the same fix.
Other targetting issues relate to A2G engagement. Create a
shoot list in the anti ship mission and pass the targets to
your wingmen. They will often engage only the top item in
the list, forcing you to order ENGAGE HOSTILE a second time
(difficult to do when you are now 25 miles further along
your flight path and perhaps parallel to or beyond the
target). Engaging ground mobiles can also be a hassle, and
of course you never know what weapons your wingmen carry!
On the subject of targetting and detection, the RCS of the
F22 itself seems a bit large. It seems that DiD, much like
iMagic, worried that gameplay could be boring if the RCS
was as small as testing has suggested. It would be nice to
have the option, as iMagic allowed in their patch, to
select a more stealthy RCS.
If you happen to be flying at night you'll find using the
mfd buttons can be challenging. For some reason only the
active buttons are illuminated, making finding the buttons
you need a bit of guesswork. The LANTIRN display is
difficult to see at night, and night vision is broken in
the AWACS module so you'll have to get by with your mfds
and HUD. The MFD map disappears in wide view, as does
LANTIRN if you have it selected. Furthermore, the wide vr
cockpit view distorts the dimensions of objects and isn't
very usable except for padlock. Unrelated, air brakes and
wheel brakes are linked in the damage model: lose one, lose
both.
A Taste of the Action...
You've just entered a mission where you have to get on the
runway with your wingmen, but you aren't sure how to get
there. Wait for the tower to give you taxi clearance, and
then engage TAKEOFF AP. However, keep a close eye on the
process with one finger on the AP control because it will
sometimes try to taxi you into the aircraft waiting in line
in front of you!
Once you are on the runway you can even let the TAKEOFF AP
lift you off. Disengage when you get into the air and
switch to WAYPOINT AP if you still want to give the flight
computer control. Remember to call FINALS after getting
clearance on your way to touch down later so that the ATC
knows you are coming in. Its wise to keep one finger on the
AP control, however, since there is a bug that sometimes
fails to detect other aircraft on the ground meaning nasty
collisions!
ALT 7 engages antialias and will take the jaggies off
objects like aircraft. Doesn't seem to be any frame rate
hit under 3dfx.
For actual bugs, there is a sound stutter that plagues many
users (likely related to 3dfx using an interrupt), and
gamma settings under Glide aren't applying for many users,
making it almost impossible to read MFDS in the virtual
cockpit view. (For some reason gamma works for some). ATC
has a few flaws and your AP may kill you if you use it on
the ground.
Even in the Tours most missions start in the air, giving a
detailed simulation an arcade-like feel. (A toggle as in
JSF that would allow the player to choose between a start
in the air and on the runway would have been perfect).
Wingmen don't let you know when they are punching out,
leaving you guessing when you need to know. And there is no
MAYDAY call, no way to ask AWACS for support.
Wingmen tactics are too limited. iF22 did better here and
JSF is miles past ADF. THere is no intercept or vis-ident
command, and no tactical manouver is possible without
committing to engagement. Strangest of all, there is still
no way to query wingman status (JSF models FOUR categories
of query, including a group and individual toggle). And
though we have plenty of other COMMS options, what does
STANDY BY do? (The manual is a bit weak in this area also).
And my wingman doesn't tell me when he's ejecting. I need
to know without having to try to view lock him.
And what if you are in trouble? Can you call in the troops?
You can call HELP if you have a wingman, but you can't ask
AWACS to vector in those F22s to the north, and neither can
you tell those other Allied flights to leave you alone when
you are on the tail of a bandit. I've had distant F22s fire
BVR missiles at a bandit after I had spent ten minutes
setting up a kill and was only 3 miles away from using my
guns.
All this points to the need for more interfacing with the
AWACS. It would also be greatly helpful to have an
indication if AWACS already has an intercept on given
bandits. So if I place my cursor on a bandit that is
already accounted for perhaps a fine line could extend from
the bandit towards the friendly that is to engage him. If
no intercept we could request one. If none available we
could decide to do it ourselves. rcs
While overall the avionics layout is solid, I'm confused by
the sensor range logic. My sensors go from ten, to forty,
to fifty. Why is there no twenty mile range? And why no
five? When I'm in close that additional range scale would
help me sort out who is where if my IFDL is still working.
Finally, all missions are scripted and there is no mission
editor. And success for individual missions is linked to
particular targets, sometimes leaving the player with a
Russian roulette feeling.. "am I going to hit the right one
this time?" This again leaves the tactical involvement
wanting. If missions had been evaluated by some combination
of particular targets and random kills they would have been
more playable.
In other missions such as the second in the Red Sea Tour
one must wait until fired upon to return fire. However, it
seems as though this applies to individual aircraft in two
ship flights. And even though two bandits can be on your
tail locking you with radar, if you turn and fire on them
before they have fired on you the dreaded MISSION FAILURE
message will pop up. And once you order your wingman to
engage you have to call him off IMMEDIATELY after his kill
or he will go on to fire on someone who hasn't launched yet
and ... MISSION FAILURE. This means keeping a constant eye
on your wing WHILE dodging missiles, and also being certain
he has killed his present target.
In fairness, ADF is the first part of a larger package
called TAW. DiD had two options: wait to the spring of 1998
to release the entire package, or split the product into
two parts and give us much of the package now. Throwing
"Allies and Adversaries" into the pot was a nice perk to
compensate for the split. The risk, of course, is that
those who loved the dynamics of EF2000 would be peeved by
this approach and accuse DiD of releasing an incomplete
simulation.
But who defines "complete?" Is FA18 Korea incomplete
because it lacks a dynamic campaign? Is F22 Raptor
incomplete because it lacks a dynamic campaign, avionics,
and a mission builder (is there anything left?) It could be
argued that ADF is a tremendous value compared to either of
these, and neither of them has an AWACS module, ACMI and a
full color journal!
Personally, I'm glad that DiD chose to split the product
into two to allow for an earlier release. The flaws are
unfortunate, but DiD will release a patch. In the meantime
I'm glad to see ADF now for two reasons:
First, because its an amazing piece of work and whets my
appetite for TAW. I've waited almost a year to see this
project hit the sky and I can see the potential in ADF. If
DiD have the will, they can compete with the giant killers
of 1998: Su27 2, FN2, F4 and F15.
Second, this early release gives an opportunity for the
kind of feedback that can make TAW a classic in the ranks
of Falcon 3. There is plenty of room for growth and
expansion here. With the addition of a truly dynamic
campaign system and integrated ground war, and a Theatre
Commander component with multiplayer options, TAW could be
around for a long, long time. I guess this begs the
question: where does it go from here?
After the improvements and fixes listed above, I hope that
DiD will consider adding low level turbulence, ground
effects and maybe even a wind model. F15 has it, and JSF
has it, so why not? It adds to the sense of immersion.
New weapons and new enemies would also be very cool. The
Novator anti-AWACS missile mounted on a Berkut S-37 would be a
wild addition, as would LOCAAS, WCMD, and JSOW. Why not
model some of these state of the art weapons and
systems in a state of the art simulation?
Finally, a new hardware option would make perfect sense
given the imminent arrival of WIN98 with its multiple
monitor support. Can you imagine playing TAW in the AWACS
module, with one monitor dedicated to the gods eye map view
and AWACS controls, and the other dedicated to the
smartview camera or an in cockpit view? If you have seen
ADF you know exactly what I mean and you know that this
would be an incredible addition to the sim.
ADF is a good value that needs some tweaking to be great.
And as part of a larger package it gives me confidence that
genius is still resident in the halls of Digital Image
Design, placing them in the ranks of the truly great
simulation producers in the world today. After playing with
ADF I feel like I have tasted the forbidden fruit, and I'm
hungry for more! I am eagerly awaiting TAW; 1998 will be a
great year!