iF-22 Persian Gulf Campaign Review (by W. Rice) - Page 1/1
Created on 2005-01-22
Title: iF-22 Persian Gulf Campaign Review (by W. Rice) By: Warren 'Weasel' Rice Date: 1997-08-30 1400 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
iF22 has come a long way since its August release. There's
a new campaign disk and theatre of operations, for one. And
iMagic Labs has been cranking out a continuous stream of
patches containing performance improvements, fixes and
tweaks to this popular jet sim. Here's a look at the latest
campaign disc, and some of the features that can be found
in recent patches.
Test System:
266MHz PentiumII
64 meg of SDRAM
Quantum Fireball 4.3gig UDMA hard disk
Matrox Mystique (2Mb)
Diamond Monster 3d (Voodoo)
SoundBlaster-16
Thrustmaster WCS, RCS, & Frankenstick (FCS handle
on a CH Flightstick base)
Scenario:
The year is 2002. On the third of June, an explosion rocks
Ba'ath Party headquarters in Baghdad, killing Saddam
Hussein and several members of his cabinet. With the deaths
of so many of the ruling clique and no clear successor, the
Iraqi government falls into disarray.
As the smoke clears, it is learned that Shi'ite separatists
planned and executed the attack under the leadership of
Ahmad Saadi, a former Iraqi, currently in exile in Iran.
His intention was to use the ensuing chaos to form an
independent Shi'ite state of Southern Iraq, and in doing
so, 'liberate' the predominantly Shi'ite city of Basra.
Two weeks later, for the first time since 1988, Iran and
Iraq find themselves at war. The undisciplined Iraqi army
crumbles beneath the coordinated air, artillery and armor
attacks brought forth by the Iranian Revolutionary Guard,
fighting on behalf of Ahmad Saadi. Within four days, Iran
clearly controlled the Shatt-al-Arab waterway (Iraq's only
outlet to the Persian Gulf) and the city of Basra. With the
Iraqi's inability to mount an effective counter-attack, the
'Islamic Republic of Basra' (IRB) was born.
In spite of protests from the US, UN, and even several Gulf
states, neither Iran nor Iraq were willing to cease
hostilities. In addition, border incidents between Kuwait
and the 'Islamic Revolutionary Militia' were on the rise.
On July 9th, in a final act of defiance, Iran launched a
massive ground offensive against Kuwait, occupying the
capital and most of the country in a single day. Unwilling
to ignore this most blatant act of agression and in honor
of existing mutual support treaties, American, Saudi and
Gulf Cooperation Council enter combat with Iranian forces.
Ok, so where do I fit in?
Your F22 squadron is part of the multinational force
protecting the remaining Kuwaiti territory and Saudi
Arabia. Allied forces are flying round-the-clock sorties
against targets in Kuwait, Southern Iraq and Southern Iran.
Unfortunately, as iF22 simulates day flights only, you
personlly will never see a night mission in this campaign.
Allied objectives are as follows:
1. Protect friendly airbases in the region.
2. Establish air superiority over the battlefield.
3. Protect the Saudi oilfields.
4. Liberate Kuwait.
5. Push Iranian forces back across the Shatt-al-Arab.
Who's gonna stop me?
Iran utilizes Russian hardware. According to the manual,
the MiG-23 and Su-25 are the most common aircraft in the
Iranian inventory, but I've seen my share of Backfires and
Flankers. The entire array of opposing forces deployed in
the region is listed below. Any one of them could ruin your
whole day:
Tanks
APC's
Artillery
Air Defenses
Aircraft
T-72
BMP-2
2A61
S60-57mm AAA
Mi-24 Hind
T-80
BRDM-2
2S19
ZSU-23-4 Shilka
MiG-23 Flogger
Uragan
SA-10 Gumble
MiG-29 Fulcrum
SA-11 Gadfly
Su-25 Frogfoot
SA-12 Gladiator
Su-27 Flanker
SA-13 Gopher
A-50 Mainstay
SA-15 Gauntlet
An-12 Cub
SA-16 Gimlet
TU-22M Backfire
SA-18 Grouse
Installation:
Installation of the Persian Gulf Theatre add-on requires
two steps. First, you must upgrade your iF22 installation
to version 3.2 or later. The autorun program on the cd will
allow the user to upgrade to version 3.2, but I strongly
suggest downloading the 3.3 patch from the Interactive
Magic website. The 3.3 patch contains 25 additional fixes
and tweaks that will make your gameplay more enjoyable.
Some of the features discussed in this review are only
available in version 3.3.
Part two of the installation is accomplished in the Theatre
Setup screen after starting the game. As with the original
theatres, you have the option to copy the 275 megabytes of
terrain data from the cd to your hard disk. If you can
spare the disk space, it pays for itself in faster load
times and reduced in-flight pauses.
Documentation:
Printed documentation is pretty sparse. A 21 page cd insert
gives historical information about the scenario along with
a list of friendly and enemy forces you may encounter in
the region. Page 12 of the insert contains a 3"x3" map of
the entire Persian Gulf. Note that those are inch markers
on the map dimensions, not feet. This came as a bit of a
disappointment after receiving a full ONC with the original
theatres.
Online documentation though, is excellent. Both the Flight
Manual and the Dash 34 operations manual are available on
the cd in .PDF format, along with an installable Acrobat
Reader.
Mission Planning:
Many fixes have been applied to the mission planning
portion of the game. For one, aircraft will no longer have
overweight default loadouts. Another significant change is
that the fuel planning calculations were revised and
reduced. In practice though, the new fuel calculations are
based on the loadout "as fragged", and are not dynamically
updated as you add or remove ordinance. This has gotten me
into trouble once or twice when I decided to pack along a
foursome of AGM-88's in case the air defenses over my CAP
area became bothersome. It's a litte disconcerting to hear
bitchin' betty call 'Bingo' several miles short of your
target area. I suggest adding a few thousand pounds of
extra fuel prior to each mission. You won't regret it...
Appearance:
Much of the campaign takes place along the shores of the
Persian Gulf, so there is a lot more water than one would
expect for a desert scenario. The relatively shallow waters
near the shore and the light sandy bottom of the Persian
Gulf make for a spectacular view from the air. The desert
has character as well, but don't expect the mountainous
terrain of Bosnia or the Ukraine. The desert is quite flat.
Nonetheless, I believe this is my favorite terrain to date,
in part due to its beauty, and in part because current
events so often center on this region of the world.
Objects in the 3d world retain the same look as in the
other two campaigns. Smoke still "oozes" from its source,
which is particularly annoying when you're on the bogey's
six in a knife fight. Fire a few rounds up his tailpipe and
you lose sight the target completely behind an undulating
grey blob of "smoke". If you didn't kill him with the first
burst, you may as well use a missile. Why waste your
remaining lead on a target you can't see? And who has the
time or the fuel to set up a high angle deflection shot?
On a clear day the sky is still heavily "banded". When it's
overcast, the cloud layer still looks like a piece of grey
wallpaper stuck to a very flat sky. The clouds still have
an abrupt "edge" where they meet the haze on the horizon.
None of this is new, but it's still surprising that with
photorealistic detail on the ground, the folks at iMagic
didn't spend a little time updating the appearance of the
sky. The two together just don't fit. There's no excuse for
banding when you're using 16 bit color and 3d hardware. As
for the clouds? I still just turn 'em off.
AI:
Wingman in particular seem much more intelligent. If while
enroute to the target your wingmen detect an incoming
missile, they break formation, using chaff, flares or
advanced maneuvers as required in an effort to spoof the
missile. When the danger has passed, they quickly rejoin on
your wing.
In combat, your wingmen will make better weapons selections
and make more realistic bombing runs than before, including
second passes when necessary. Wingmen will now attack their
last assigned target, even if they are already tracking a
previously assigned target. They respond to your orders
more quickly, and take care to not all speak at the same
time. Last, but not least, AI planes now have the decency
to create a proper fireball when they hit the ground,
rather than simply punching a hole in the earth.
Ordinance:
You'll have all your old favorite A/A and A/G weaponry to
play with in this new scenario, but some weapons behavior
has changed since the initial release of iF22. The AAMRAAM
missile is now much more maneuverable, the maximum range of
the HARM missile has been corrected, and cannon fire is now
oriented with the nose of the plane.
One thing I've noticed only recently, but perhaps it's been
this way all along: when releasing a non-powered weapon
such as the GBU-31a from an external hardpoint, no audio
cue is given. One has to keep a careful eye on the
ordinance count in the HUD to determine if your weapon
released or not. It seems that if you drop a 1980 lb object
from your leftmost hardpoint, an audible sound should be in
order, as well as a momentary dip of the right wing when
the weapon is released. Maybe in the next patch.
Avionics:
For those who found the original HUD colors distasteful,
several new colors are available from which to choose. The
amount of thrust being generated by your left and right
engines is now displayed on the HUD above the indicated
airspeed. Additionally, the full forward view (F2) now
includes a full HUD display, including "Shoot" cues and the
enhancements listed above.
All enemy radar sources used to appear on your MFD's in
red, making it difficult to evaluate the threat posed by
any given emitter. In version 3.3, radar sources that are
not an immediate threat to your aircraft, such as control
towers and EWR's, are now displayed in yellow. Also, when
flying ground attack missions, your mission goals appear on
the MFD's at all times, not just when you're close.
iMagic has added the option to use a more realistic,
reduced, Radar Cross Section for your aircraft. Choosing
this option makes you very hard to spot, and certainly
takes away some of the challenge, but this is supposed to
be a stealthy plane afterall. If it makes you feel better,
crank up the enemy skill level when using this option.
Another bit of added realism is the autopilot. If your
engines are damaged or out of fuel, the autopilot ceases to
function. Flying an multi-engined aircraft with unbalanced
thrust, or deadstick, is no easy task. If you're in hostile
airspace, it's all the more exciting. If you're unfortunate
enough to find yourself in this situation, try the improved
"Request steers to home" option on the UHF, followed by a
"Cover me" command to your wingmen. They do a decent job of
keeping the bad guys at bay.
Summary:
If you liked the original game but are due for a change of
scenery, you'll love the Persian Gulf. The terrain is
unlike anything you've seen in either previous campaign,
and US involvement in this region is somehow more
believable than it was in the others. But if you were
hoping for major new features, you won't find anything here
that you can't find in the latest patches. Perhaps someday
iMagic will add fog, turbulence or night flight to a future
version of their F22 sim. Then again, perhaps not. In the
meantime, they've breathed new life into their creation
with this new campaign disk - enough to keep us entertained
while we wait...
Warren Rice still has a copy of the first sim he ever flew:
SubLogic's Flight Simulator, which he purchased in 1980.
The sim was wire-frame, fit on an SSSD 5.25" floppy, and
ran on a 1MHz Apple //e. It's successor, Flight Simulator
II, was eventually ported to the IBM PC, and evolved into
Microsoft Flight Simulator as we know it today. Four years
ago, he realized his lifelong dream and became a private
pilot. He's lived happily ever since.