Those who love the Hornet will likely have
some history with Graphsim, so I won't bore you with the
lineage. Suffice it to say that they released Hornet 3
earlier this year and followed up later with a patch that
made a good sim better. With some tweaks to the flight
model and much improved situational awareness in the form
of cardinal type views, Hornet 3 moved into competition
with the better sims on the market. Furthermore, the
patched version of Hornet 3 allowed padlocking anything
your heart desired, linked or not linked to radar targets.
This new release moves GSC into competition
with the big boys. In some areas they fare quite well, in
others they still lag behind. Lets take a look at what FA18
Korea has done for the reigning FA18 simulation.
A Room with a View
Views in Hornet have to be the most logical
and flexible I have ever seen anywhere. Number keys 1-8
give you basic views, SHF and number key give you external
views. View modifiers are arrow keys and 9,0. You can zoom
in or out on virtually any view using SHF -/SHF =. Cardinal
views are snap back type views: hit the arrow key for a
quick look back or 90 degrees, release it and snap back to
your set view. Hitting the padlock key (4) a second time
snaps you from your bandit of choice back to front view for
those times when you lose your orientation.
Physics and weapons modeling in Hornet feel
as good as the patched version of 3 also. Even engine lag
is accurately modelled. Sounds are also excellent, and you
will KNOW when your afterburner kicks in. From squealing
rubber to missile launches, sounds are solid. Incidentally,
for the graphics freaks out there, the outside views in
'Korea have the best engine glow and afterburner effects
I've ever seen. I felt like I was at an airshow!
From the Mission Editor. Resolution is 1024x768.
I Can Fly... or Can I?
However, there are signs that all is not
well in the Hornet kingdom. It could be that the king has
no clothes. as that in the full release, or different? For
example, fuel flow and engine thrust do not appear to be
modeled with altitude changes, and the effects of loaded to
unloaded appear minimal to non-existent. The other glaring
problem is in landing.. the aircraft floats why too much
(ie. the gound effect is exagerated).
It doesn't seem possible to line up the AoA
cage and velocity vector on the landing zone of a runway
and then adjust throttle to effectively complete a landing.
You either have to change the AoA and/or throttle setting
to "Fly" the aircraft onto the runway, cageing the AoA at
the last second or risk the chance of stalling. On real
carrier operations this would not be the correct method of
landing.
Damage modelling is the same as Hornet 3 so
far as I can tell, but looks WAY better. You can deselect
damage on sub-systems as part of the difficulty level. I
took a hit in my second flight that made the aircraft as
responsive as an Abrams main battle tank with wings and
also lost my radio.... When I reached the airfield I landed
so hard that I crushed my main gear and went skidding along
the runway in a cloud of smoke.... =) The shot at the top
of this page is the trail of black smoke after I took the
hit...
Carrier ops on the whole are well done.
Check in with the flight officer, start your engines, flaps
down, hook up, lock your brakes, power up to full and hit
AB and the CAT lets go! Landing is the challenge it ought
to be, with the exceptions noted above. The ILS combined
with a data linked (CPL) AP system can help you out a lot
on carrier landings. The AP is full featured and very
flexible.
Learning the Ropes
Graphic Simulations has been doing some
great work in the multimedia training area that has been
under appreciated. 'Korea is no different, offering online
training (voice, diagrams, and "real" FA18 video from the
earlier version of the sim) covering everything from basic
flight physics to air combat manouvers to avionics and
weapon systems. Really, if you are a relative novice to the
military flight sim genre, you should buy 'Korea for this
feature alone!
Topics in training as listed include:
Takeoff
Landing
Carrier
Navigation
Air/Grnd
Air/Air
Click on Takeoff and you will find the
listing above. Are you a new pilot who would like some
instruction on flight basics from an accomplished jet jock?
It's all here, narrated by an air force pilot. Are you a
seasoned sim jock but you want some instruction on the
specifics of avionics in the FA18 Hornet? That's here too!
Or perhaps you've been flying for some time
but you want a brush up on basic fighter manouvers as well
as missile avoidance? Even this area is covered, though
briefly. You'll also find a good section on use of guns AND
gun defense. Man, this package comes complete!
The Basic Flight section includes these
subsections: Basic Forces of Flight, Angle of Attack
(including stalls), Weight and Performance, and Sources of
Drag. From here you can move into other areas like Basic
Aircraft Controls and Cockpit. Seeing the World is a video
and voice intro to the comprehensive viewing system.
Under A2A you will find the Basic Fighter
Manouvers Training section. Covered in this section by use
of diagram are the lag roll, the high yo-yo, the low yo-yo
and the scissors. The instruction is quite clear, but the
tactical value is explained only briefly. For example, the
danger of the scissors may be obvious to seasoned vets, but
is not mentioned by the instructor.
The Training module even includes detailed
instruction on Carrier Ops! Wow, this is great! Excuse my
non professional enthusiasm, but I've been hoping for an
F18 sim for a while that was this broad and JUST MAYBE
would include some good instruction in these areas. Korea
is a great package for newbies to the genre in general and
for the hardcore crowd as well. The detail included in the
training module accomplishes much what the revolutionary
training package in the original Longbow accomplished,
making a great sim accessible to a much broader base by
holding dweebs by the hand and offering enough depth to
please the hardcore crowd. Only the lack of a dynamic
campaign limits this great package, though the inclusion of
the mission editor is some compensation.
However, now that Graphic Simulations has
made the transition to a new graphics engine, I wouldn't be
surprised if they had more good things up their collective
sleeves! After all, everything is here, even the AI for the
opposition. Moving from this package to a dynamic campaign
engine is probably not far off....
By the way, a neat feature I haven't seen
elsewhere is the ability to change the time of day
dynamically in any mission. Use CTL E to move the time
earlier, and CTL L to move it later at any time in your
mission. If you like to fly at dawn or dusk or want to see
the effects of some of the nicest looking light source
shading I've ever seen, by my guest! The feature also
increases replayability... a nice touch.
Did you know that the multimedia training
section in Hornet 3 was written by a real air force pilot?
Graphic Simulations regularly consults with actual Hornet
pilots, and the beta team included an active-duty F/A-18
pilot, an active-duty F-14 RIO, an ex-F-15 instructor
pilot, an AWACs pilot, a number of commercial airline and
private pilots, and a software engineer who worked on the
real Hornet's avionics. Btw, radar and targetting is listed
under navigation, so if you look for it and can't find it,
now you know!
Graphics, Detail, Effects
The sky in 'Korea is a wonder to behold.
Multiple cloud layers, fog etc as one would expect, but the
dawn and dusk colors and sense of space is quite amazing.
As above, the engine also does light source shading which
increases the richness and complexity of the views. Each
graphic engine seems to have its own intrigues but this is
one of the most beautiful air environments I have yet seen.
Overall the graphical environment is rich,
almost as rich as the avionics! Runways and towers look
great, object detail is not as high on ground objects, but
aircraft are literally amazing, both inside and out. Close
in one feels like one is seeing the real thing. The cockpit
in version three was already legendary, and now with
externals being almost as good Graphic Simulations Hornet
has finally come of age.
Incidentally, load times are remarkably
fast. Its likely that 64 meg of Ram is helping here but I
can't recall another sim of this complexity that gets
organized and up so quickly! The shots here are all taken
at 800x600 which in 3dfx and Glide is the best the Voodoo
chipset can do. Frame rates on my 233 are quite high. I
would estimate 30 fps plus at this resolution. I haven't
noticed any pauses or any tearing of terrain.
Comms seem fairly solid, though not as
flexible and broad as could be. In view of the flexibility
of iF22 and more recently the powerful command structure of
JSF this looks like a growth area for Graphic Simulations
and I suspect we may see more in later add ons.
By the way, installation didn't give me the
option of seeing the intro movie, so I clicked on credits
and watched a long video sequence that is on par with the
movie in Longbow 2. You also listen in on extensive comms
between Hammer 1 and 2 and home plate. I HATE it when the
SAM gets Hammer 2.... =)
This brings up a growth area for sims. Why
is it that when we fly two or three missions with a wingman
and he gets shot down we don't get to call in for help? I
hope that future sims will allow us that privilege. And if
we neglect to do so, we lose a pilot permanently which
could hamper our ongoing campaign....
Unfortunately, there is still a rudder bug
present in Korea. I thought I had missed this one, but I
find every once in a while my aircraft will make a sudden
jerk to the right or left with my CH pedals... Hopefully a
patch will be coming for this item, which apparently is a
left over from Hornet 3!
Mike Berdos sent me this hint on rudder
calibration:
"By the way, I've discovered the 'in-game' calibration
routine for HK and am getting along much better. (Took my
forever to find it, I look in the index under 'joystick,
rudders, calibrate', watched the tutorial on controls,
looked in the readme...it was under 'Troubleshooting in the
back of the manual!). Anyway, now the rudders just suck a
little instead of being impossible."
Bill Wilson has been working on a
calibration fix and his solution can be found at this site:
Bill
Wilsons TM Page. ANd by the way, if you are having
trouble with joystick calibration and are using TM gear,
download their WIN95
ProPanel.
Some of you have asked me about wingman and
enemy AI, and I can tell you that it is improved. Some of
the missions are much tougher than those for Hornet 3, and
veterans will appreciate the difference. Unfortunately,
some encounters still begin as soon as you are in the
air....
Mission briefings are...brief! In fact its
a pity that GSC didn't expand this feature. At the moment
the best you can do is read the briefing then click on the
theatre map window to zoom in on the map. But since there
are no waypoints on the map you are left guessing as to
where you start and where you are going, and if you locate
the place names relative to the briefing you have to slide
the map in a TINY window to see locations. A royal pain and
obviously needing work.
With a mission editor that looks awesome and
even a flight recorder, there is a lot here. GSC will be
setting up a place on their web site to share custom
designed missions, a great idea! This comment came from GSC
on the editor:
"As you experiment with the mission editor
you'll find that aircraft are now doing things they've
never done before. The largest improvement to the AI was
adding the ability of aircraft to seek out and destroy
specific types of ground units, such as AAA, SAMS and
armored vehicles.
Depending on what they're loaded with, they
can be instructed via the mission editor to attack units in
a hierarchical manor (i.e. aircraft as top priority, then
SAMS, then AAA, then other vehicles). Additionally they can
be instructed to attack specific types of targets, or even
ignore everything else and make NOE runs for high-value
mission objectives. Over all, it's really flexible. It's a
good way to get a feel for the AI by "testing" certain
circumstances."
SUMMARY
GSC has given us some good improvements in
FA18 Korea over Hornet 3. Their cockpit and avionics
(except flight) are still tops. The virtual cockpit is one
of the best out there, competing with the likes of Su27. If
GSC expand the briefings and the command structure and do
some flight model work Hornet could move into the
mainstream with the likes of Su27 1.5. If they add a
dynamic campaign system it could move into competition with
even Su27 2.0 and Falcon 4.
Korea is a stand alone WIN95 product that
does not need an earlier version in order to run.