Title: Falcon 4.0: Preview (Sept. 04, 1998 Update) By: Len 'Viking1' Hjalmarson Date: 1998-09-04 625 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
F4 previews could continue endlessly, there is SO much
going into this sim. Simply put, there is NOTHING left out.
I'm tempted to say that F4 is F15 but with a fully dynamic
campaign system. However, that really wouldn't do it
justice. Consider:
you can run it up to 1600x1200.
D3d, Glide or software support
it's multithreaded and should be incredible running
under NT, especially with dual processors!
it will be networkable and early in the new year we
should see a MiG 29 add on.
three fully dynamic campaigns
players can build their own CUSTOM fully dynamic
campaigns!
FULL featured ACMI
28 training missions
coop campaign is the heart of the sim
To my delight, scramble missions will be available in the
campaign! If your base comes under attack you will have the
option of flying the scramble. This should add a great
sense of involvement and urgency to the campaign mode.
Involvement comes in other ways also. F4 will boast EIGHT
separate radio channels, the most of any simulation to
date. I suspect they are basically giving us exactly what
an F16 pilot has to handle, and the ability to filter
communications depending on the situation. Naturally, comms
will allow us to talk to the tower, the tanker, AWACS and
FAC, our wing, flight and package, or broadcast and receive
from the whole world. If you take a serious hit you'll also
be able to call your location to SAR.
As befits an effort of this magnitude, training becomes
very important. Mission 1 wil cover basic controls and
views. Mission 2-4 are three versions of max G cornering:
at corner airspeed, well above corner airspeed, and when
well below corner airspeed.
Training Missions 5-7 cover manouvers from the Split S to
over-the-top maneuvers. Missions 8-10 cover navigation and
steering, and missions 11-14 get you into air-to-air
weapons (seventeen pages of instruction in the prelim
manual). Let's take a peek at a single mission to
illustrate the depth of instruction here.
Mission 12 is 20MM Cannon (air-to-air) instruction. It
opens with some gunsight theory which I suspect is supplied
personally by Pete Bonanni
(quote):
A gun is a simple weapon. You pull the trigger and it
shoots straight out in front of you on a predictable path.
When you shoot a bullet (out of any gun) it just travels in
a straight line and is primarily affected by two forces -
gravity and drag. In other words, a bullet in flight will
get pulled toward the center of the earth by gravity and it
will start slowing down the minute it leaves the gun barrel
because it keeps banging into those air molecules.
All of this is, however, easy to calculate and is very
predictable. OK, you ask, how about the movement of the
firing platform (your jet), the rotation of the barrel, the
affect of the moon and the planets... how about that stuff?
Well, in order, that stuff is non-applicable, negligible,
and irrelevant.
Something must be complicated in all of this- right? You're
right, something is complicated, but it is not the fun
you're firing. The complicated part of aerial gunnery is
this prediction stuff. Predication is a word that refers to
calculating a future event. The future event that is
difficult to predict is the target's path through the sky.
Intersecting the predictable bullet with an unpredictable
(or at least difficult to predict) target is a problem that
has befuddled fighter pilots since they first strapped
machine guns on biplanes over the trenches. So what's a
girl to do, you ask?
Modern fighters such as the F16 ahve aiming references
called gunsights. These references are displayed in the HUD
and they all help the fighter pilot get bullets on the
target. The rpoblem of prediction doesn't go away when yoyu
use a gunsight, but it is minimized. So how do they work?
Gunsights provide a reference for shotting bullets to a
point in space where the target is going to be, not where
the target is now. The gunsight computer knows the bullet
characteristics and displays an aiming reference in the HUD
based on the speed and range of the bullet. (There are
actually two computers in the F-16 that perform gunsight
calculations: the Fire Control Computer and the Electronics
Unit in the HUD).
Bullet characteristics are an important factor for gunsight
calculations but the biggest factor by far in providing an
aiming cue to the pilot is the range to the target. Just
think of shooting clay pigeons with a shotgun. If the
target is far away you will have to shoot much further out
in front of the target since the shotgun pellets will take
longer to get there. Conversely, a close in target will
require tyou to shoot much closer to the target. The amount
of distance that you have to aim out in front of the target
is called "lead for target motion," or just "lead."
Shooting out in front of the target is the most important
concept in aerial gunnery.....
Missions 15-23 get you into the mud moving regime, and
because the F16 is such a capable aircraft you'll spend a
lot of time learning and studying for these missions. The
Block 52 F16 is HARM capable which will add a great deal of
fun.
Mission 24 covers air-to-air refueling. I was surprised
that Microprose has actually allowed a separate setup for
this one in the config screen. You can choose an EASY,
SIMPLIFIED or REALISTIC capability here so that IFR can
become quite easy for the newbie or weekend flier. Korea is
quite small so IFR isn't a common requirement anyway.
Training mission 25 is SAM evasion. Mission 26 is Offensive
BFM, and 27 is Defensive BFM. Finally, Mission 28 is
Head-on BFM, a special case scenario with some solid
written instruction by Pete Bonanni.
Click for 800x600
Tactical Engagement
I know that I had previously read in Dan Crenshaw's
preview that the TACTICAL
ENGAGEMENT module would allow us to build our own full
campaigns, but I didn't realize just how powerful this
module was. It looks like Microprose is giving us what will
be the most advanced tool ever released to the public for
mission design! Here are some of Dan's previous comments:
The Tactical Engagement module allows players to set up a
mission, with full direction of the ground forces, orders,
routes etc. It allows the players to set up the
opposition's forces similarly. Once the mission begins, the
AI takes over and the war begins. Anything you are not
flying will get run by the AI. Even if you set up
successive missions and don't get home in time to fly the
next one, it will take off and fly the mission.
Of course you can always hop out of your current flight,
and into the new one whenever you like (except during
egress or landing, though you can leave these flights if
you wish and the AI will take over). Now you and your AI or
human cooperative multi-player pilots must perform your
tasks to help ensure victory. If you are very bold, you can
fly low and watch what the forces are doing and even
witness a land battle.
Furthermore, as is becoming an industry standard, you will
be able to make your mission and send it to your friends to
see how well they do. Or make an ACMI tape and let them
watch the action (tapes are 100K per minute).
The flexibility of this module will allows you do anything
from create quick and easy training missions or short
sorties, to developing a whole campaign setting. The AI
will work with or against you in an intelligent manner.
Note: you can develop an entire campaign setting! If you
design larger scale objectives that take many missions to
complete you have a new campaign. If the goals are
substantial enough and the forces pitted against one
another well matched, you have created an entirely new F4
campaign which you can fly on your own or cooperatively
with your friends. Success in the engagement you create
will depend on meeting the objectives you assign. Like the
campaigns supplied by MPS on release of F4, the missions
run in real time and will continue to play out even when
you are not in an aircraft.
Once you watch a campaign and start to play with the
Tactical Engagement section, you will quickly realize you
can create a war of the same magnitude as the campaign if
you were so inclined. You can use TE to set up competitions
with Win Conditions. You can use it to train, or just learn
or test tactics (both air and ground). You can make the
missions as easy or as difficult as you like, as cut and
dried or complex as you want. Solo or multi-player,
cooperative or H2H, the possibilities are virtually
endless.
Tactical Reference.
The features in Falcon 4 may spoil us for all air combat
sims that follow. For example, Tactical Reference in F4 has
the ability to access sound files recorded from the various
warning systems on the F-16. Every radar type that locks
you up has a unique signal, and the RWR on the F-16 will
sound its tone depending on that source.
You can learn those tones in the reference section by going
to the source so that you will know instantly whether the
enemy locking you up is a MiG 29 or an SA 8. Simply bring
up the particular radar source in the reference section and
then click on RWR to hear the tone.
Click for 800x600
I've been impressed with other configuration features also,
like the ability to select padlock realism (3 settings), or
the ability to set autopilot realism (also 3 settings). As
in many other simulations, you can also select no
collisions or no blackouts. But be warned: this is the most
realism we have seen yet in GLOC (gravity induced loss of
consciousness), and your ability to withstand high g's
declines over time. Pull 9gs once and try it again a minute
later and the onset of GLOC is quicker and lasts longer!
Some other prescient features include Vehicle Auto-Scaling.
This feature dynamically scales objects as they get further
away so that you can still see them (if the objects are
within the limits of visual distance), thus compensating
for the size of your pc monitor (and taking your resolution
choice into account). Without this feature a properly
scaled object would no longer be visible, even with
real-world visual distances.
Alternatively, you can use a slider bar to set Vehicle
Magnification. With the slider at minimum objects are drawn
at actual size. Moving the slider to the right increases
their size, so that they are easier to spot.