Jane's IAF: Multiplayer and Gameplay Review - Page 1/1
Created on 2005-01-21
Title: Jane's IAF: Multiplayer and Gameplay Review By: Thomas 'AV8R' Spann Date: 1998-09-12 1842 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Jane's Israeli Air Force (IAF) military flight sim is the
topic of this review. Bubba Wolford has already given a
preview of this sim, but here we will focus on the
multiplayer and game play aspects specifically.
After flying online for about 3 hours, it looks like Jane's
wanted to readdress the USNF/ATF/FA simming community. What
hit me immediately was that the terrain, avionics and
manual are not what the hard-core flight simmers expect and
got with Jane's F15E. On the other hand, what is lost in
depth of is gained in breadth in IAF. Its this breadth that
I want to touch on in this review. In short, IAF is a
strong candidate to replace Fighter's Anthology in the area
of dissimilar aircraft multiplayer genre.
The IAF's highest tech enemy, the MiG 29.
IAF sports 7 of the Israeli Air Force's top fighters: KFIR
(1st indigenous IAF a/c), LAVI, MIRAGE, F4-E, F-4 2000,
F-15, F-16. In multiplayer mode only, you can also fly the
Soviet build MiG-23 and MiG 29 fighters. The MiG-23 being
at par with the KLIR and F4s and the MiG-29 Fulcrum the
nemesis of the modern era jets. Lets hope there's a hidden
key command to allow off-line flying of these wonderful
birds as there was in the ATF series.
As you can see, from high altitude, the stereoscopic
satellite terrain looks splendid. At low levels you get a
very pixelated terrain at something like one pixel for each
square meter. Also there is a shimmering affect by the
terrain that is bothersome. But once you're a few thousand
feet or when you're up to your goggles in a dogfight, these
things are not a big deal. Both the internal cockpit art
and the external aircraft graphics are excellent. You gotta
love watching the gear fold up as it does correctly. Gone
are the days of instant wheels in the wells.
I am running a P2 300 with 128mb RAM and a Voodoo2 3D
graphics accelerator. With all the trimmings turn all the
way up, the frame rate was smooth. The only annoyance was
the shimmering effect of the pixelation as mentioned
before. Ground objects are highly detailed and help improve
the low level gameplay for target recognition.
The F-16D two seater variant on take off.
In retrospect, when I consider photo realistic terrain sims
like iF18 CSF and now IAF, there seems to be that trade off
that has to be dealt with: terrain accuracy versus terrain
smoothness at low altitudes. Due to the high demands of
memory and hard disk space, I think we will have to wait
for technology to catch up so that this resolution and
hardware issue cease to be a problem. Jane's F15E has a
much smoother low level terrain, but the accuracy isn't
there. Its probably a good design trade off being that the
Mud Eagle does get real low at times.
The accurate terrain gives IAF its unique flavor. Its a
flight sim with its planes and terrain modeled accurately
in its proper context. So again, Jane's had to make those
tough design trade off decisions. As it stands, the
recommended hardware ante is upped to a P 266 with MMX
technology. Maybe when we have PIII 700 mhz CPUs we can
have our cake and eat it too.
The cockpit of the MiG-29 Fulcrum (MP only)
Now lets take a look at the cockpit art and avionics. Each
plane has its own avionics and not the pop up windows of
the ATF/FA era of sims. Personally I think this is the
right direction for Jane's to take because this is what
helps with the immersion factor and allows you to enjoy the
uniqueness of each aircraft. All the gauges and MFDs are
functional, but not all of the buttons, knobs and levers
are however. Gone too are the mirrors that I did like from
ATF/FA.
Perhaps the frame rate hit is just too much, and the
automatic head swiveling padlocks are a good compromise -
unlike WARBIRDS that has no padlocking or mirrors. The MFDs
do have functional buttons like F15E does, but the depth of
the instrument modeling and number of functions are greatly
reduced. I was pleased to see the realism that the avionics
did show, like the radar breaking lock when the target is
out of its scan cone or during terrain masking.
The cockpit of the F-16 Viper with wingman bugged up.
Whether dogfighting or in BVR engagements, a good padlock,
HUD and targeting avionics are indispensable. IAF delivers
adequately on all these points. You can bug up bogies
either from the keyboard commands or you can click on the
radar scope with your mouse. The HUDs are crisp and give
the right information such that you don't have to fumble by
looking down at the instruments. In fact the more modern
IAF planes are equipped with the "DASH" helmet mounted
targeting system, much like the Su27 Flanker's SHELM mode.
The short range missiles (SRMs) can acquire and launch with
as much as 80 degrees off the nose with the Python-4 SRM.
The DASH display utilizes a directional arrow which aids in
orientation when the pilot's head loses its bearings with
respect to the target. Just fly the plane in the direction
that the arrow points. What is also very well done is the
oncoming and fading of the redout/blackout effects. This
keeps the yank and back crowds in check. The heavy
breathing and G reducing pilot grunts do get old real fast,
hopefully ill find an option to turn them off.
The DASH helmet targeting system with "fly towards"
directing arrow.
Flight model (FM) is another very important aspect of game
play. One of my first tests is to induce stalls and spins
and to see if the different planes handle in accordance to
their relative sophistication and loading. What I
experienced was believable FMs but not as highly tuned as
with Jane's F15E or iF-18 CSF.
This once again makes for a good trade off of playability
and yet not at all arcadish in feel. What I look for, is
enough differences in the FM so that you have to be aware
of the strengths and weaknesses of the aircraft in battle.
IAF delivers well here. But be forewarned, landing and
dogfighting in a F15 in Jane's F15E still much more
challenging than in IAF.
On to my favorite topic, multiplayer (MP). Jane's has
become one of the top supporters of multiplayer boxed
flight sims along other greats like DiD, SSI,
Microprose/Hasbro and GSC. You can almost always expect
>2 players in the same game over internet ,sometimes up
to 6 or 8 (depending on a lot of factors).
While we are told that the MP simming community is a much
smaller slice of the pie when compared to the solo players,
Jane's continues to build their sims with MP in mind, and
it shows! Whether we are talking about the really creative
graphical user interfaces (GUIs), the in game chat/taunt or
the dissimilar a/c, the stable internet MP code or the
spell bounding graphics and fight models - Jane's continues
to get my vote for a great MP sims (and dollars too!).
Check Six!!! Padlocking helps to live in a 3D world
displayed in 2D.
Multiplayer is supported in three ways: internet TCP/IP,
IPX/SPX, and over Jane's own COMBAT NET (JCN) gaming arena
hosted on their own website. Within the multiplayer GUIs
you can choose head to head, cooperative, campaigning and
user created missions with the editor. As my co-editor Dan
Crenshaw has pointed out, COOP is really where its at, and
he is right. A great multiplayer sim is not just head2head,
but is also enables cooperative gameplay.
This means some may choose to be STRIKE, others CAP where
you actually CARE that your teammates make it home.
Hopefully JCN and fast connections will allow for many
versus many over internet. Over LANs, IAF should make for a
very fun sim. At the time of my testing, 4 player over
TCP/IP was no problem. Being that those I flew with had
ISDN or better connections, there was almost no warping. I
expect IAF to behave online much as F15E does being that
they are so released so close together.
What's really unique about IAF, is that there are
multiplayer missions and campaigns designed by actual IAF
pilots based upon real events and tactics. When flying
missions versus just dogfighting, your team can have the
most kills, but still lose the battle due to not fulfilling
the strike target requirements. This is what makes
cooperative multiplay a whole order magnitude more
challenging and interesting. At the end of your missions
there is a full debrief and stats GUI so that you can learn
from your experiences. Pilot's performance is logged which
adds again to the immersion.
Jane's COMBAT NET multiplayer arena hosted on their
website.
In summary, IAF does a good balancing act between
usability, playability, graphics, avionics, and flight
model targeting the larger mid range military flight sim
genre. IAF is a good platform for the Jane's USNF/ATF/FA
followers to move on to and enjoy the 3D world and frame
rates. IAF is more focused than is Fighter Anthology in
that its far fewer but better modeled aircraft. To the hard
core flight sim junkies (it takes one to know one), IAF
will feel like a sim-lite, but for the many weekend warrior
fighter jocks this is not a bad thing.
With solid MP support, mission editor, and dissimilar
planes; IAF is positioned to succeed as did its
predecessors it hopes to replace. Virtual squadrons should
be pleased. Personally I still await that day when we can
have full blown sims with FM and avionics and with all
these other qualities that IAF possesses. IAF has earned a
place on my hard disk (680mb worth). The score I give
Jane's IAF is a enthusiastic 90%.