Richard Ordway is a former Pitts Special competition
aerobatic pilot with TF-51D Mustang, Spitire Mk 9 and T-6
Texan aerobatic experience. He has an MBA in aviation and
has been playing PC flight simulations since 1982.
Quick View Ratings
Gameplay
Graphics
Sound
Intelligence
Learning Curve
Fun Factor
80
65
90
80
10 Hrs
90
Test System
P200 64 meg EDO and 256 cache
Diamond Monster 3D 4 meg
8x Toshiba EIDE CD
WD 2.1 GB
CH Force FX Stick and Pro throttle
The four USAF Lockeed-Martin F-22s slip unnoticed past the
rogue enemy air defenses. With their F-22 radar systems
turned off and their built-in stealth features, they remain
invisible to the enemy radar. They know the exact location of
the targeted enemy fighters because their F-22 systems are
downloading AWACS (airborne early warning and control
aircraft) radar information. The US fighters are
"supercrusing" at the before-unheard-of cruise speed of Mach
1.6 without using gas-guzzling afterburners. The F-22s neatly
pull unseen into the enemy formation's rear quadrant. The
F-22's weapons bays open and immediately release Aim-120
missiles. The four enemy SU-35s explode before they can
escape. On the way back, some new enemy Mig-1-42 Felixs (very
similar to the F-22) try to intercept them. Using their
thrust vectoring technology, the F-22s outmaneuver and
finally shoot down the Felixs with guns and return home. The
mission is a success.
You too can fly scenarios such as this, with what is at
this time the most detailed PC F-22 simulation on the
market: iF-22 by I-Magic Labs. However, as fun and deep as
it is, iF-22 still has some critical problems. This is even
after FOUR patches (versions 3.0-3.3), that still might
make some gamers not want to buy it.
However I-Magic must be given strong credit for providing
so much after-market support (53 changes already!). I-Magic
also states that they are committed (and working "day and
night") to fix every concern listed in this article and
other concerns as well. You can download the patches from
the I-Magic
Website .
IF-22- Factual Description
First, what is it? IF-22 is currently a heavily patched
first person, detailed PC flight simulation of the future
F-22 air-superiority fighter from the United States' point
of view. The United States hopes to make the actual F-22
operational by the year 2004 (none too soon since former
Secretary of Defense, Caspar Weinberger, states in his
book, "The Next War," that both CIA and Naval War College
computer simulations show that it is "probable" that the
United States will lose a hypothetical war in the Pacific
in the year 2005 because of the current trends of US
military "unreadiness" and downsizing.
IF-22's single-player section consists of four general
modules. It has an instant action mode, training missions
module, unlimited dynamic single missions module and a
dynamic campaign module (which has missions that never
repeat) for both the Ukraine and Bosnia. The training
mission module includes six training missions: takeoff,
landing, navigation, dogfighting, bombing and group
tactics. The single missions and campaign modules include
at least ten different types of missions to fly such as air
superiority, escort, SEAD (anti-SAM and AAA), CAP
(defending a certain area), CAS (supporting friendly troops
over the battlefield), airfield attack, and deep strike as
well as others for example. IF-22 gives you the choice of
starting the missions from the ground or in the air as an
added benefit.
It also has ten wingman commands such as "engage my current
target", "engage remaining targets from formation", "radio
silence", etc. You can also communicate with AWACS, other
allied aircraft, the control tower, and your flight as a
whole or individual wingmen from easy-to-use drop-down
lists. The missions and campaigns have many different
mission planning choices such as choosing the number of
wingmen (three allowed total), altitude, weapons loadouts,
waypoints placement, etc.
Two flight models are included: a "relaxed realism model"
and a "realistic model". The realistic flight model is
stated to be a six-degree freedom of motion model with a
three-axis digital-flight control system and an
engine/thrust model with thrust vectoring. The relaxed
realism model includes an automatic centering device and
the controls are very responsive.
Multiplayer is nicely supported. If-22 includes support for
modem (four players), IPX LAN (eight players) Internet
TCP/IP (four players), and serial connections. Multiplayer
games available are "Head-2-Head", "Cooperative" (single
missions with a total of four players), and "Capture the
Flag" (Two competing teams try to capture a neutral
airfield).
The graphics modes include 640x480, 800x600 and 1024x768
(the latter not supported by 3Dfx). If-22 also supports 3D
accelerators (more on this claim later). The sun also has
blinding effects for correct tactics. The view system
consists of 17 fixed internal views (20 if you include
views of the interior cockpit) and a padlock view as well
as seven external views. The cockpit is very interactive
with clicks of a mouse to activate almost everything. The
views can also be changed by clicks of the mouse from
inside the cockpit. The terrain is nicely taken from actual
satellite and elevation data.
IF-22 Meets up to Specs
If-22 has many outstanding points. First, it is immensely
fun. The training is thorough (relatively painless) and
challenging all on its own. The simulation has lots of
depth. The missions and campaigns have literally infinite
variety with the dynamic mission generator feature. You get
to control many aspects of the missions, which also adds to
the excitement. Being able to handle so many communications
choices through easy drop down menus is also fascinating.
Secondly, its replay value is likewise fantastic with no
two missions or campaigns being the same because of the
dynamic mission generator. You could literally play the
missions and campaigns and try different tactics for
months-and then come back later and still enjoy it! The
strong mission planner with so many options adds a lot to
the fun.
Thirdly, the flight model is strong in most respects (it
certainly is the best PC F-22 flight model of any F-22 PC
flight simulation on the market). It includes airspeed
bleed, ability to pull G decreases with lower speeds,
inertia, a fly-by-wire control system that resists stalls,
the ability to descend while in a nose up attitude,
performance differences with altitude, differences with and
without loaded ordinance, blackout and redout (not exactly
flight model, but still related), aircraft rolls towards
dead engine when one engine is out, engine takes awhile to
spool up, and a choice of using an angle of attack limiter
or not.
Fourth, some of the graphics are very well done. The
terrain looks very realistic from about 6,000-11,000 feet
and higher (depending on which views you use) in 2D
graphics. In 3D, the graphics look flowing and nice right
down to the ground. It gives you an especially nice feeling
to know that all the terrain is so accurate that you can
navigate with the enclosed paper map-nice! The internal
cockpit views are stunning and believable...especially when
most of the visible features are mouse-activated
(interactive cockpit). This adds immensely to the feeling
of actually flying and "actually being there"-bravo! The
HUD (heads up display), has different colors to choose from
(red is the most visible).
Fifth, the sounds are spectacular. They are reportedly
taken from actual aircraft and sound like it. The engine
spooling up sound is very unusual and does not sound
canned. The sound of the afterburners kicking in is also
unlike any other simulation I have ever heard. Pilot voices
are used for almost every transmission and sound more
realistic than in most other simulations. The sounds of the
missiles locking on are also very convincing and do not
sound "arcade".
Sixth, the written manual is very well done. It contains
177 pages. Everything you need is laid out in an
easy-to-understand format. Most topics are covered with
pictures when needed for clarification. Even thorough
tactics are included as well as the minute details of
running iF-22 if you want them. In short, the manual makes
the simulation much more fun, understandable and learnable.
However, unfortunately, iF-22 still has some very shaky
teething problems.
Taking Flight?
As good as iF-22 is, many gamers might be very disappointed
by some aspects-even with the patches.
First, many gamers will not effectively be able to use the
3D graphics mode. I found that even by following the many
suggestions given by I-Magic, I could not get 3D graphics
to work without distracting pauses and fatally slow frame
rates on my Pentium 200, 64MB RAM and Monster 3D video
card. (Note: the patch must be manually installed by
copying data into the directory. When released this was not
clear. Pauses are then eliminated). With 2D mode, I saw
simply horribly pixilated ground at even 11,000 feet.
Gamers with Pentium 166 computers have also reported, on
the Internet, being able to play in 2D mode with smooth
frame rates at 800x600 resolution (but reported that the
ground was terribly pixilated at low altitudes).
Secondly, some of the other graphics are very distracting.
The sun is just a painted, yellow circle as seen in the
seven-year-old Dynamix's Red Baron. The clouds and missile
trails look as if Vincent van Gogh (the famous abstract
painter) was standing beside you as you played and started
roughly oil painting on your screen right in front of you.
Houses, ground objects and other aircraft also look the
same way-in other words, many objects do not look as if
they fit into the simulation. This is a weird effect and it
definitely pops your reality bubble. However, some gamers
probably will not be bothered by this "van Gogh" effect.
Thirdly, the flight model needs patching. The problems do
indeed affect game play. I find that the pitch rates are
way too slow. The nose moves glacially up and down as in a
World War II bomber. The pitch inertia is also way too much
and acts as if you were flying a loaded, heavy bomber. The
F-22 is reported to be able to dogfight. With this slow
pitch rate and pitch inertia (or at least it seems like it
is moving through molasses to the player), the simulation
seems just plain fake. It is not believable and pops the
reality bubble for me. Pilots report that the actual F-15s
and F-16s have a very fast maximum pitch rate. Also the
F-22 is an inherently unstable airplane kept flying only
because of computers. I do not believe that the F-22 would
be (or seem to be) so glacial in pitch.
The iF-22 also incorrectly has the same roll rate at high
and low altitudes. Even with thrust vectoring, a jet is
still a jet. If you get high enough, jet engines and wings
become ineffective because of a lack of air density and
oxygen. This is why rockets have been used to help jets at
high altitudes. This means that you have an arcade-like jet
at high altitudes. It is also missing a screen shake
option. This gives valuable feedback for stalls, getting
hit, firing guns and landing-and has been included in many
flight simulations for years. Although not really part of
the flight model, redouts and blackouts need work. The
screen often turns black instantly without a gradual
graying out even if you are not pulling back hard on the
stick. This hurts gameplay. The blackouts and redouts
should be made more gradual commiserate with low stick
forces.
Fourth, the padlock view still needs fixing. It confuses
me, as it does not indicate where you are looking very
well. It also follows enemy airplanes in big jerks and
skips around without the enemy airplane actually being
there-very disconcerting! Also, you cannot padlock an enemy
unless it is locked on radar. This also hurts game play and
situational awareness. Most other simulations have the
padlock view able to shift from one plane to another
regardless of radar.
Fifth, iF-22 takes up a fatal amount of hard disk space for
many gamers. Depending on the install, you need from 153MB
to 783MB. This might be too much for some gamers. I know
that I cannot run some other needed programs because I have
iF-22 installed. Even with the maximum install, I still get
pauses when I play iF-22 (so I do not know how really
useful it ends up being).
Sixth, iF-22 missions take a very long time to load on an
8x CD-ROM. It almost reminds you of the Origin Wing
Commander series a while back. If you are brave enough to
load the massive 781MB, then you should not have to endure
this (but the loading is still agonizingly slow with
781MB). It is definitely frustrating.
Seventh, you cannot perform section tactics such as pincer
movements, deception tactics, surprise tactics, dragging
maneuvers, etc. as you can in Jane's USNF series or
Spectrum-Holobyte's Falcon 3.0. I-Magic needs to add more
varied wingman commands for this to happen such as
"approach target from right", "approach target from below",
"break right", "break high", "continue straight", etc. With
this omission, the wingmen are pretty useless and a whole
area of air combat is not covered (section tactics). Falcon
3.0 has modeled this for at least five years-and it is
important to have in a detailed simulation.
IF-22- Taps
Overall, iF-22 is an extremely fun, solid, and deep
simulation. It has a dynamic mission generator, good flight
models, satellite-based terrain, nice interior views
(except padlock), a good manual and a good training module.
In 2d mode the distracting way the ground is pixelated even
at 11,000 feet, the painted sun, clouds and objects are
also very disturbing. I would strongly recommend that if
you do buy iF-22 (even with the patches), that you do so at
a store which allows returns. You might be able to accept
its shortcomings and maybe you might not.
Who should buy iF-22? Gamers who like realism and in-depth
features should investigate it. It might be too much for
sheer beginners (I-Magic could add more optional automated
features that would make it easier for beginners such as
automatic multi-function displays, and automatic locking on
of targets). However, even beginners can probably play it
in its easiest settings and learn to love it. However, they
must be prepared to take time to learn its systems.
What do the four patches do? They really do not do much for
me yet in terms of correcting the simulation's deepest
problems: load time, slow 3D frame rates and pixelated
ground. The wingman's artificial intelligence is however,
noticeably stronger than before the patches. The Internet
connections also work much better than before (but you
still should have fast Pentium computers for best results).
The patches also fix some mission planning problems. The
"invisible" HUD problem has been fixed with a choice of
different colors. In terms of the frame rate/graphics issue
trade off and many pauses, I do find a little
improvement-but not enough for me to love iF-22 yet.
However, if I-Magic gets the problems fixed iF-22 will
unquestionably become one of the most outstanding
simulations ever released for the PC.
Requirements:
Windows 95: 90MHz Pentium, 16MB of RAM, 4X CD-ROM
Multiplayer:
2-8 players, Internet, LAN, modem, serial