Seagate Cheetah 4 gig SCSI hard disk with 32 meg on
RAID controller
Matrox Millenium 4 meg, Nitro 3d
Righteous R3d
AWE 64
Thrustmaster F22 and TQS, CH pedals
CH Fighterstick and Pro Throttle
Saitek Gear
Be sure to have the LATEST CH drivers
DirectX and Install
One always feels some trepidation when loading up a new
simulation these days. DirectX can be tricky, and new
revisions of it sometimes conjure up images of Russian
roulette.....However, install went fine with if22. I simply
chose the TYPICAL option and away we went.
The box is the new style, with the fold out leaf so some
nice photos and screenshots and technical info can be
included. Best surprise, however, is the spiral bound
manual and HUGE ONC nav map. Its great to see more
companies going with maps and spiral manuals. Not only do
these stand up better than the bound type, they make easy
reference guides that can be lain flat on your desk top
while you fly. The command card is also well done. Nice
work!!
Of course, all the spiral bound manuals in the world won't
be worth a lot if they don't provide a clean and logical
layout with enough information to get you flying and keep
you alive! iMagics manual is a good one, and I don't think
there will be any complaints on the documentation.
A nd again to my delight, there is also a Dash 34
operations manual included on the CD. This supplement
provides insight into actual Air Force tactics and
operations. The TOC is as follows:
AIRCRAFT WEAPON SYSTEMS
Weapons Management
Heads-Up Display
Multi-Functional Display
Advisory and Warning Systems
Aircraft Weapons
Emergency Procedures and Weapons Limitations
GLOSSARY
And here is the TOC for the first section:
WEAPON MANAGEMENT
TARGETING
AIR-TO-GROUND
WEAPON DEPLOYMENT
AIR-TO-AIR
WEAPON DEPLOYMENT
COUNTERMEASURES
SENSORS
The manual is loaded with helpful information, a great
addition to the sim.
Terrain and Resolution
Once in the sim one simply chooses system setup and then
selects the appropriate options. If you have a generic D3d
board you can check the box. If you have 3dfx gear you
choose the R3d driver (be certain you have the latest
issue...). For more info on the impact of these choices see
below...Personally, I've gone back to select NO D3d driver.
iF22 marks the debut of I-Magic's new 3D graphics engine
designed for a new level of visual realism. Resolution is
selectable up to 1024x768 in 8 bit color for software only,
and in 16 bit color for 3d hardware, up to 800x600 on 3dfx.
The DEMON 1 engine combines actual satellite imagery of
real-world locations with high-definition digital elevation
models taken from actual surveys. The satellite photos are
mapped onto the elevation data, producing recognizable
features like mountains, woods, farms, and deserts just as
they appear in their real locations. Terrain detail is so
high that the sim is shipping on 2 CDs, one for each
theater of operation. By the way, perception of speed
relative to the ground is fairly good.
Unlike other flight sims that have used similar techniques,
the terrain is seamless and nonrepeating, completely
covering three different theatres of operation -- Bosnia,
the Persian Gulf, and Russia's border states -- with more
than 75,000 square miles per theatre. From 20,000 feet or
so it really is quite beautiful.
Unfortunately, the objects in iF22 remind me of objects in
Wing Commander 3 when one got into a 3d terrain situation
like the rescue attempt on the far away world. Objects on
the ground sort of jump out at you, like they were cut and
pasted from another simulation. Objects in the air actually
have this same look; its a bit jarring. Objects seem well
detailed, but they have an odd black "outline" which makes
them look penciled in. The smoke also has this same "black
outline" effect. After seeing the translucent smoke in
EF2000, Longbow II beta, and even Mechwarrior Mercs-3DFX
one must wonder why IM was unable to integrate objects into
the environment. Both the 3DFX version and the software
rendering modes display this annoying artifact. Lets hope
we DON'T see this in the coming A10 Warthog.
Furthermore, while terrain at high altitudes (say, 15,000
feet or more) looks quite amazing, at lower altitudes where
relief should become more obvious, it starts to look flat
and uninspiring, though it does improve under 3d hardware.
Apparently this is a limitation of the DEMON 1 engine and
is why iMagic has been developing DEMON 2. Of course this
isn't really a big deal since you won't normally be flying
very low in your F22.
However, there are other graphics issues here that appeared
for me when running under D3d. Under the D3d driver
supplied by Orchid when I glance to the left or right I
often see beautiful fog effects. However, when I go back to
the forward cockpit view the fog has disappeared! Also, the
effects looking sideways are nicely done, while looking
forward instead of a nicely blended color and tone gradient
I see something akin to the VGA sky of F14 Fleet Defender,
with definite bars marking the changing hues upward to the
top of my screen. When I turned off 3dfx support and
deselected the D3d option, running under normal DirectX
drivers, my frame rate seemed about the same but the fog
and skyline looked much better. Note that not everyone with
3dfx boards is experiencing the same issues, so you'll have
to try this for yourself.
When I updated my drivers to Glide 2.4 and D3d 2.1 from
3dfx, the graphics issues seemed to clear up (though my
frame rate dropped slightly), but I lost engine sound while
on my egress back to base. Strange.
I have also found that the resolution mode has glitched
while running under D3d with the Orchid drivers. Once when
I exited the sim back into WIN95, then re-entered, I had
mysteriously switched back to low resolution (640x480) and
my cockpit was off center and flickering badly. This weird
glitch most likely related to DirectX compatability and
hasn't happened to me while running WITHOUT D3d or with the
updated driver from 3dfx.
Starting Out
I was glad to see that one has the opportunity to create
and edit pilots. This is one way of assisting the player in
caring about the fate of his persona. The editting screen
allows a good breadth of options inluding choice of picture
and call sign. Pilot stats are saved and after most
successful missions your persona will acquire a medal and
maybe a promotion.
I also particularly like the way individual pilots are set
up. When you create a pilot you also choose difficulty
settings for that configuration. This means you can create
"Lt Greenhorn" and have low difficulty in his career, and
choose "Lt Rambo" when you want to face the tough guys.
Nice!
The PDA interface looks nice, but for some reason I don't
find it very intuitive. The colors could have been chosen
better and even after flying a dozen missions I sometimes
get lost.
iF22 offers the usual selection of mission options. You can
go to instant action or choose a single mission, then load
up a theatre and away you go. I recommend that you start
with the Ukraine theatre because that way you will have an
AWACS IFDL link available to start out. With your
situational awareness quite high your early success will be
much more likely.
But hey! The beauty of this simulation is that it offers
you the ability to fly a successful mission which will then
affect the progress of the war. Why fly Instant Action when
you can fly a campaign like this?
The boys in the lab had another idea late one night.. once
you generate a set of missions you can save them
independently of pilots. Saving missions lets you play the
same mission several times or share it with a friend. To
save a mission setup, select the Save button in the PDA,
and then on the Save window, select the Save Mission Set
button at the top and type a description. Select the
options you wnat then click Accept. These mission sets can
be accessed later through the Mission Set option on the
Mission Selection window during Custom Mission game
sessions. Now lets consider gameplay broken down by
critical areas.
The Interactive Cockpit
The interactive cockpit is quite nice. After about six
missions, both single and campaign, I'm getting used to it
and find that it is quite user friendly. I keep wishing I
could pull up an MFD full screen as in EF2000, but maybe
this will happen in a later mission disk. The high
resolution mode (800x600) and with my 17" monitor makes it
unneccessary, really, but it would be nice.
One can access virtually any aircraft function from the
MFDs, and they are are also arranged neatly into packages:
click on CM and get four MFDs configured for Combat Mode,
click on NM for nav mode, and DM for dogfight mode etc.
This not only rearranges your displays with information
pertinent to the tactical situation, it also adjusts radar
range, etc.
When you open the iF22 box you will find a LARGE and very
real map of the Bosnian campaign area, including a huge
part of the Mediterranean sea! With the use of this
navigational aid and the VERY detailed information provided
by your nav MFD, you can fly to any coordinates on this
map. Surprisingly, the digitized detail in sim is high
enough that you will recognize prominent features as
recorded on this real world map. Wow...! Your nav MFD not
only lists the individual waypoints, but also your expected
ALT and SPEED to each waypoint and the real world
coordinates of each (UTM).
Speaking of the cockpit, it too has a bit of a "pasted on
this nice terrain" feel to it. Many of you will probably
never notice, because if you fly in AP a lot and follow
proper doctrine, you may never touch your joystick. Stealth
has its advantages, and you can fly this aircraft from the
MFDs in many missions. If you do get into a knife fight
you'll find the F22 can hold its own. Don't forget to
switch to DM on your MFDs to bring your radar range down,
and when you get in under eight miles switch to AIM 9X.
Remember that you can launch off boresight while locking
from your Helmet Mounted Display.
T he flight model feels quite good. Turn off the AOA
limiter and you can spin around quickly enough to achieve a
nice, solid blackout! Believe it or not, angle of attack
can actually be as high as 90 degrees with the limiter off.
It seems quite difficult to stall this aircraft. I suspect
that even in spite of the computer aided flight controls
the real thing would stall more quickly. It would also have
been nice if we had individual throttle control of left and
right engine. I imagine that with one engine at MIN and
another at full the yaw action would increase dramatically.
Aw heck, it would just be fun to be able to throttle the
engines separately! (Now where IS that new SUNCOM split
throttle?)
The amount of information given on your HUD will likely
surprise you. The info display on the HUD is toggled
separately from the MFD display, and you can choose from WM
(weapons mode), NM (Nav mode) and IM (ILS mode). Other
functions you access from the cockpit HUD area include IFF,
Declutter and Contrast, Altimeter setting, and the various
COMMs settings. The HUD display itself displays a host of
data from target info to waypoint vector and all the
standard AOA and G load info. Note: the cockpit can be
toggled off for an unobstructed forward view.
MFDs may also be configured to your preference. You may
customize EACH MFD set to your personal requirements and
save the set for quick access in flight. This kind of
flexibility is fantastic, and after you've acquired some
experience in the cockpit you will probably know what best
suits your own style for good SA.
Having said all these nice things, it is odd that there is
no moving map display available. I have a feeling that this
is one of those things that there was not time to include.
And although the early versions of the F22 have no
provision for LANTIRN equipment, later variants likely will
have. If this was to show up later in an add on disk it
would make the ground attack missions a lot more
interesting.
But then, as you may have noticed if you already have the
sim, there are NO night missions to fly. This is such a
disappointing loss I'm not sure what to say about it.
Again, I'm sure that most of us would be very happy to see
this feature added in a later expansion pack.
Finally, the contrast colors in the HUD are difficult to
read no matter which color one chooses when the terrain is
in view. Frustrating! And what happened to a-a aspect data
in the HUD? Maybe Magic Labs will also aspect data to the
HUD display.
Comms and Flight Control
Okay, what about some of the other game play issues?
Hitting the "K" key brings up a communications menu. On the
initial menu you will find these items:
1 Flight
2 Vulture 2
3 Vulture 3
4 Vulture 4
5 AWACS
6 FAC
7 Ground
8 Tower
9 General
0 Escort Flight
Accessing the 9 General command brings up these options:
Roger
Mayday
Request Steers to Home
Launch the Airfield Attack
Obviously, the menu is adjusted according to context. In
this case I was flying a SEAD mission. Accessing the 1
Flight command brings up these options:
1 Cover Me
2 Engage my Current Target
3 Engage Current Target from Formation
4 Engage Remaining Targets
5 Engage Remaining Targets from Formatino
6 Begin Radio Silence
7 End Radio Silence
8 Abort Mission and Return to Base
9 Disengage and Return to Formation
0 Check In
As you can see from these lists, comms and wingman control
options are very good. True, you can't order to scan a
certain sector or to "sanitize right," but you can
designate a certain target for a certain wingman. This is
actually a step beyond EF2000, and definitely a step in the
right direction!
On the whole voice is nicely done, with good static and
canned tone. However, I sometimes lose voice overlay, and
voice responses are sometimes delayed so long that they
become confusing. This could be due to my AWE 64 which
doesn't seem always to love DirectX. My system crashes have
only occurred while running under D3d.
AI and Wingmen
This is an area that bears a great deal of research, and
I'm afraid I am still too early into the sim to do it
justice. So I will only note a few obvious items.
First, there is a certain ancestral memory returning to my
brain of early experience with EF2000 wingmen. For example,
I decided to inspect the terrain from low altitude, was
fiddling with my crib notes, and did the old lawndart (TM)
manouver. Vulture 2 promptly smacked into terra firma also,
heck, then I didn't feel like the only idiot out there....
This made me a litte nervous so I decided to try it again
in another mission. Unfortunately, my wing repeated his
performance.
I decided that my flight needed some more training and
started cruising around home plate. A buzz of the tower
produced the needed effect on the crew there, with the
officer in charge dumping the coffee all over his uniform.
However when I swung around for another close exam of the
ground objects, my wingman firmly fixed on my right closer
to the tower, he smacked into it! The resulting deaths
don't look good on his record, nor the cost of one very
expensive aircraft. Then again, he wasn't a very good pilot
and I don't think I'll miss him!
This is not to say that the wingmen don't sometimes come
through very nicely. I've had my tail saved a couple of
times by my bud in the sky. They do have a certain
propensity for wasting stores however, not unlike the
wingmen in early versions of EF2000 who would sometimes
launch on a bogie that was far beyond range. In this case,
however, it seems that ordering a single wing to engage is
a bit like Russian roulette: I often cringe to hear "My
weapon has gone stupid" repeated four or five times in
quick succession and then "Gone Winchester." In reality I
think the AI went stupid and then went south.
This leads me to wonder about the AI in general. The
overall conception seems very close to that of EF2000's
WARGEN engine. Over months of testing and having personally
logged a few hundred hours in EF2000 both the genius and
the flaws of that design came to light. I simply don't know
whether the dynamic engine here has the stuff. It looks
good on the outside, only a lot of time and effort will
tell if it can make the grade. And by the way, my wingmans
turn radius seems substantially less than mine. I suspect
that the AI model is NOT using the same physics as the
human pilots.
Taking on air targets seems simple enough, but taking on
ground targets seems to create headaches for wingmen.
Notice command 4 in the second list above. This "Engage
Remaining Targets" command appears to work beautifully once
you have created a shoot list (S key or SL button on the
cockpit) for air targets, but doesn't seem to apply for
ground targets, even after LEAD has created a shoot list.
When I invoked the "Eng Remaining Targets" command for my
ground shoot list, I got the response "Gone Winchester."
Hmmm. I knew this was a lie and I suspected treason.
Not one to give up easily, I decided to try the single
target command. Sure enough, I found that I had to access
the comms menu (K key or S1 button), choose 1 for Flight or
2,3,4 for a particular wingman, and then hit the 2 key for
"Engage Current Target." I then had to switch to the Next
Target (SHF T or NT button) and repeat the process.
Obviously, it doesn't take long to overfly ground targets
at this rate. (Note that this instance applies to Targets
of Opportunity and could be different for ground targets
that are designated as priority via the mission planner).
I was also surprised that my wingmen did not jettison their
A2G ordnance once we were past the radar launched SAM and
BMP zone. Since the stealth of this aircraft is compromised
by carrying wing mounted ordnance it would be prudent to
jettison the unused stuff. There is no command option in
the menu that would allow you to instruct your wingies to
jettison A2G. One can hope that if they get into a furball
that they might choose to do so, but history has a way of
repeating itself .. (TM).
Still, the campaign environment is dynamic and generated
uniquely each time you create a campaign. You are given a
selection of single missions, just as in EF2000. You may
fly any missions from the generated list. Here is a screen
shot of the tactical planning map:
Interface and Mission Planner
The shot above shows the main tasking and mission editor
screen. From here you can edit your payload or the payload
of your wingmen, edit waypoints, add or subtract fuel and
do your tactical planning by applying the various map
options based on intelligence gathered. You may toggle
these features from buttons arranged along the lower part
of the display:
Armor
Infantry
Artillery
Supply
Radar and non radar AAA
Radar and non radar SAM
EWR
AWAC
CAP
An interesting variation on the typical editor is that you
can toggle effective altitude for the options you select.
For example, the default is 0ft AGL. If you toggle 5,000
feet, some of the options will no longer show on the
screen. The non radar guided AAA may disappear, for
example, since they aren't likely to target you at a mile
distant. At 15,000 feet the radar based AAA may also
disappear from the tactical display.
Similarly, you can apply your selections to different
aircraft types. For example, if you have enemy EWR selected
for the route and then choose F15 from the drop down list
in place of F22 you will see the effective range of the
enemy EWR roughly triple. The F15 is NOT a stealthy
aircraft, and you will have to take this into account while
providing escort.
Click for a larger image...
Moreover, when you are adjusting your payload and adding an
AGM88, for example, you will find that the loadout screen
reflects your loss of stealth. I went from 100% stealthy
with no external stores to 73% stealthy with two radar
seeking missiles under each wing. Note also that you can
adjust stores individually for each member of your flight,
ALSO a step beyond EF2000. This is a great option since you
can choose to load up 3 and 4, for example, with A2G stores
and leave #2 free from the extra baggage in case you need
some quick help!
In the planner screen you can also examine each waypoint in
detail and get a good overview of the stages in the
mission. If you aren't flying escort you can edit waypoints
to your hearts content, including speed and altitude. You
can even click and drag waypoints.
However, the planner has a couple of limitations, the
largest being that if you choose to display a number of
options at the same time, the clutter factor takes over and
you won't be able to see what you are doing! Unfortunately,
the zoom level stops at 2x when it should have been carried
to 4x. The second problem is that if you zoom in, you then
have to use the arrow keys to find your mission area again.
It would have been VERY nice to have an auto center feature
slaved to given waypoints or perhaps to the target or CAP
zone.
Views, Padlock and Sound
Rather than the virtual cockpit approach of some
simulations iMagic has chosen to stay with cardinal views.
When you move your mouse to the right on the cockpit
display a white arrow will appear and when you hit the edge
of the screen the view will snap right. You will now be
looking fwd 1/3 right. Do this again and you will be
looking at 90 degrees right. You can also slide down from
this vantage point for a half inside cockpit and half
outside view.
You may continue this progress til you have a check six
view, then back to the front. You may also swivel upwards,
or point down in the front cockpit view to view all four hi
res MFDs at once.
What surprised me is that the padlock view is based on the
same system. In other words, hit F3 while locked on a
bandit (you can't padlock what you ain't got locked) and
your view will snap to the appropriate orientation. The
Warbirds and Air Warrior crowd, if they are into jet sims,
will probably like this just fine. Personally, I find it
annoying and disorienting. Ideally the sim should have been
built with an option of virtual cockpit or this snap view
system.
I have found myself wishing for the wingman padlock view
from EF2000. Although you can watch your wingman on your
tactical monitor display, you can't eyeball him from your
cockpit. Neither can you lock an incoming missile.
IIt would also be great to be able to grab an outside cheat
view of your wingman in action, or padlock his current
threat. These view features in EF2000 have spoiled me,
since they add greatly to SA. On the other hand, EF2 did
NOT have a way to check your wingie's status. But then, for
some reason this particular command isn't working
consistently for me in iF22.
Sound on the whole is very well done, from the canned
voices of the wingmen with their stressed out calls that
they are dodging a missile, to the engines and
afterburners. A variety of warning tones will warn you of
various kinds of locks and launches, and bitchin Betty will
let you know when your fuel is low or you have taken
damage...
Dynamic Campaign
Its important to note that the campaign is very similar in
conception to that of EF2000. In other words, the dynamism
is really more like a semi-dynamic model, where you have a
re-appraisal of the overall battlefield status every eight
hours of flight time. Once the list of missions is
generated the AI does not make adjustment to results from
individual missions. No resupply, no shifts in the balance
of power and the like will occur until the end of the time
period.
The missions I flown at low levels of enemy AI were not
terribly challenging. I would suggest that experienced sim
pilots should start at moderate difficulty if they want to
stay interested. Note that selecting a given level of enemy
AI affects the abilities of both ground and air targets.
Having said that, there is a lot going on in the air space
in iF22, and one does feel that the air war is real and
dynamic. The ground war is out there happening, but you may
not notice it unless you choose CAS, SEAD, Deep Strike and
BAI type missions. CAS missions will always give you the
option of using your IFDL link for connecting with Forward
Air Controllers (FAC).
According to the manual, you will also be called on
occasionally to fly Scramble missions! I think this is a
great addition to the dynamic campaign system and it should
provide some tense moments and memorable missions for
pilots.
By the way, one item on the main comms menu that intrigued
me was the AWACS item. After having generated a fistful of
campaigns and having flown a half dozen single missions I
had not seen this item come active. However, on installing
the Ukraine theatre and generating a new campaign I
suddenly had the option of an IFDL link with an AWACS.
Using the UHF comms (U key) one may contact the AWACS and
request the link. The In Flight Data Link then provides a
direct AWACS view of the tactical world. This allows
tremendous SA and tactical advantage while maintaining a
stealthy position. Remember that using your own radar
broadcasts your presence for twice the effective range, or
240 miles!
In the same way one may request an IFDL link with Forward
Air Controllers when they are available and you are flying
a SEAD or deep strike mission. If the FAC menu item is
active, you have a choice of 5 options: 1. Inform that you
are in the area; 2. Inform that you are "in hot;" 3.
Request IFDL; 4. Disconnect IFDL; 5. Inform that you are
leaving the area.
Naturally, this being a virtual battlefield, you will
encounter ALL KINDS of active and dangerous objects out
there... Under the hostile aircraft category you will
encounter the Su-25, Su-27, Su-34, Su-35 and Su-37. The
Su-37 Freefall sports the first three-dimensional
thrust-vectoring system in a serial production aircraft.
You will also see the range of MiGs including the MiG-29
and Mig-31. Watch out for the Mig 1-42 Felix! This one is
similar to the F22 in conception with stealth technology
incorporated at early design stages. The MiG-1-42 has
thrust vectoring nozzles and uses internal weapon storage.
On the ground you'll find T-72, T80, T-84 and T-90 tanks,
BMP-2, BRDM-2, and the usual representation of SAMs and
AAA. Watch out for those Grizzlys! Friendly air traffic
will include the B-52, F-16, F-15, and A-10, and choppers
will include the UH-60 Blackhawk, AH-64 Apache. In some
missions you will be called upon to provide a safety net
for a C-17 or an E3C AWACS. All in all, a well rounded
force appears on both sides for your engagement pleasure...
Mission Briefings and ATC
As for fog of war, I'm uncertain how much this is modelled.
Ground and air units are positively indentified in your
planning screen, although there is an estimate in that
screen that tells you the percentage of accuracy of
intelligence in the mission. The first four missions I flew
gave me an accuracy estimate of 77%, and the last two were
at 84%. Hopefully this figure reflects real differences in
accuracy of the flight briefings.
As for the pre-flight briefings, carefully note the figure
for estimates of EW threats. This number represents the
estimated number of IRST (Infrared Search and Track) units
you may encounter. Because these units represent a special
threat to your stealth posture they are considered
especially dangerous.
Finally, the ATC is very nicely modelled, and really adds
nicely to the sense that you are coming home to a real air
base. When you request clearance to land you will also get
steers for your landing setup. I'm not quite sure why my
wingman tells me "Abort and RTB" whenever I request
clearance... or is that me telling him to abort and return
to base? If its me, I'm making the call a little late since
we are only a few miles from the tarmack! Anyway, its a
nice inclusion even if there are some flaws in the AI.
Its also too bad that "calling the middle marker" seems to
make no difference in the landing process. This looks like
an area for further development by sim designers, but
iMagic has shown the way!
Interactivity is the name of the game, and calling for
Steers to Home after you have taken a good hit will
sometimes give an alternate airbase location nearer to you.
I took a hit after taking out two MiGs while escorting a
B52 and when I lost my left engine and had a rapid fuel
loss I requested Steers and was given a vector to an
airbase on the Bosnian side of the sea, much closer than my
egress point. Unfortunately I didn't make it that far and
had to punch out. I wish the ejection scene were animated
as in EF2000, but its a small loss to the sim.
Net Play
Reports from network players are only starting to arrive,
and the general concensus is good. Since the sim ships on
two CDs, it is possible to connect with one other local
player using only one copy of the game, each with one CD.
It IS unfortunate that net play is not available in
campaign mode, but this level of complexity may have
strained both connectability and frame rates.
In multiplayer mode you choose from H2H, coop and capture
the flag. H2H is really only a dogfight mode, not really a
great application for an F22 sim! In coop play you generate
a list of random missions then attmept the mission with
your buddy. Unfortunately, campaign-play is not an option
under the coop mode.
Capture the Flag, as in EF2000, is a rather fun team-play
option. It works like this: teams are divided into red and
blue and each team has an airfield. There is also a neutral
airfield. Once you've have dominated the airspace over the
neutral field, you call in your C-17 Globemaster. When it
has landed safely the base (and the game) is yours!