Title: Falcon 4.0: Wingman Comms, Campaign, Setup By: Len 'Viking1' Hjalmarson Date: 1998-07-12 976 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
After doing some digging around in the Control
Customization interface of F4 I thought it would be good to
let you in on some of the commands that will be available
to LEAD.
F4 is stunning in many dimensions and WILL raise the bar
for combat flight simulations this year. While Janes F15
took the command structure beyond anything seen to date,
Falcon 4.0 goes beyond even Janes F15. The command
structure is not quite final, and some of these commands
bring up sub-menus.
Here is the command tree under SHF W : Wingman Commands:
Take My Target
Execute Pince
Execute Chainsaw
Next Wing Menu
fuel query
search for air targets (submenu up)
search for ground targets (submenu up)
damage query
status query
Return to Base
rejoin
form side
go cover
Previous Wing Menu
Nine other formation commands follow, and then...
weapons query
weapons hold
resume
break
need assistance
Campaign Mission Briefing. Click for 800x600
And then under SHF E: Commands to Element
break left
go cover
take my group
flex
break right
weapons free
SHF R brings up many of these same commands to issue for
the Flight. SHF Q brings up the AWACS contact menu. SHIFT F
is FAC check in. SHF A allows comms with the Tower.
Click for 800x600
F4 General Setup
The options are legion, befitting a simulation that will
likely have an extended shelf life and some very worthy add
ons. There are four main tabs: Simulation, Graphics, Sound
and Controllers.
F4 is obviously designed to scale to a huge variety of
systems and skill levels and is the only sim on tap for
this fall that will actually support dual processors under
NT.
One can select one of three variables under most items on
the Simulation tab. For example, clicking on Flight model
brings up Accurate, Simplified, and Easy. On the right side
of the Simulation Config screen you can toggle all these
options ON/OFF:
Invulnerability
Unlimited Fuel
Unlimited Chaff and Flares
No Collisions
No Blackout
Labels
Disable Clouds
Radio Calls Use Bullseye
You can also do a quick configuration by selecting one of
five skill levels in the box at top. Choosing ACE gives you
the configuration you see in the screen shot above...
Graphics Config Screen. Click for 800x600
The second tab is the Graphics configuration interface. You
begin by selecting your video board. I choose DISPLAY for
my primary board (Matrox MGA G200) and R3D2 comes up for my
Voodoo2 SLI setup.
When you select a V1 or V2 based board you will then have
two options in the Video Driver box: Direct3D and a Glide
driver. I'm not sure why you would choose D3D over Glide
under normal circumstances, but compatibility with Glide
might be questionable on some driver revisions.
Click for 1600x1200
Resolution will then be selectable according to the
abilities of your video board. With 8 meg on the MGA G200 I
can select up to 1600x1200, though my frame rate in the
alpha at that resolution is only 5-14 fps (depending on my
distance from the ground and the number of ground objects
nearby...this is with detail almost maxed out). However,
there is still optimization to be done on F4 and this frame
rate could still climb considerably by the time of release.
At 1152x864 the frame rate is consistently over 12 fps.
Glide support for V2 is not complete yet.
By the way, some have downloaded these larger images and
complained about pixelation. You have to remember that
looking at a 1600x1200 image when your screen resolution is
only 1024x768 is going to give you a very distorted idea of
what F4 looks like in the higher resolution. I recommend
you find a friend with a high res 19" monitor and a video
board with 8 meg or more of memory. I know, its hard to
find these people yet, but that will be changing this fall!
General Impressions in the Campaign
I want to report some general impressions of campaign
action. Even at this early stage the enemy AI appears quite
sophisticated; in fact its at least as sophisticated as
Su27 1.5 and possibly beyond.
The biggest surprise for me so far was the appearance of
individually modeled infantry! I was cruising along minding
my own business.... well, yes, I was technically AWOL and
out of formation doing some sight-seeing (!!)... when I
heard the crack of a rifle and a corresponding "TINK" on my
airframe. I paused the sim to scout around the ground
targets, and lo and behold I found some infantry!
Since Microprose did quite a nice job with infantry in
M1TP2 this shouldn't have surprised me. If you click for
the larger image above note that I was running only medium
detail and no texture smoothing. Even this low to the
ground the textures look considerably better on high detail
with smoothing, and once you are up 1000 feet they look
very, very good.
As I mentioned I haven't flown each mission by the book,
and I've taken advantage of incoming bandits over friendly
territory to check out the enemy AI. Its quite impressive.
Incoming aircraft with ground attack missions will
completely ignore you until you give them your attention.
They will then use tactics that are appropriate and
sophisticated. I turned to lock up three inbound strike
aircraft at about five miles. They promptly dove for the
deck, making it very difficult to spot them and with the
ground clutter it took my radar a bit to find them in ACM
mode.
When I achieved lock and launched on the first bandit at
four miles he did a wing over immediately while dumping
flares and breaking hard. In the meantime the other two
both broke left and right respectively. Wow....
Needless to say I missed! The other two bandits increased
their speed and stayed low and continued toward their
target. I waited to just over one mile to fire again on my
target and scored a hit, but didn't take him down. He was
obviously fighting for control and in a cheat outside view
I could see his aircraft shaking and bucking and making
smoke.
The next time I tried this I thought we were still over
friendly territory when I jumped into the mission, but it
turned out that we were quite close to the FEBA. I was
entranced watching the ground action, and as soon as I came
off the deck and crossed one thousand feet to engage an
enemy I was engaged by enemy SAMs.
The feeling within the campaign is extremely dynamic. You
will have traffic all around you, both on ingress and
egress, both over friendly territory and enemy territory.
You will find yourself challenged attempting to clearly ID
your target before you commit yourself, especially in the
case of inbound strike aircraft since they will not act
aggressively.
On the other hand, you will get AWACS calls to intercept or
warning you of bandits after your tail. BARCAP missions in
the north near the FEBA should be especially interesting =)
However, if you've grown accustomed to the stealth of an
F22 or the extra large loadout of shells on EASY or MEDIUM
settings in EF2000 or F22: ADF you are in for a surprise.
There is no selection for UNLIMITED WEAPONS in the Falcon 4
campaign, and the few shells you carry disappear VERY
quickly unless you sharpen your aim and conserve them
carefully for very close range shooting.
For most of us, Falcon 4 will be like no other simulation
we have ever flown on the PC. While there are parallels to
elements of Falcon 4 in a variety of other simulations, no
one simulation has ever brought them all together with this
level of accuracy in one package. Falcon 4 will NOT be for
everyone, but is destined to be an instant classic and will
undoubtedly convert many middle level players (many of the
EF2000 and F22 ADF crowd) into hard core fans who will
never again be satisfied with anything less.