The Joint Strike Fighter jetfighter project has been conceived by the
Pentagon because it can afford only one major aircraft engineering and
manufacturing development (EMD) program in the period 2000-2010. The
program is set to replace the F-16, the AV-8B Harrier and is producing
a multi-role fighter to carry out ground strike-missions, interception
and patrol while making use of the latest advances in
stealth-technology, weapon-systems and computer communication. In
November 1996, two contractors were selected to meet this challenge:
Boeing and Lockheed-Martin. For more information on the actual program go to: JSF Program
If you're a serious gamer and a reader of Next Generation magazine, you may have heard of a small team of programmers called Innerloop.
These guys are basically a "demo group" from the Norway scene where
they had invented a new way of drawing detailed terrain at long
distances and high speeds. They were known for a little demo of a
snowboarding girl on amazing terrain and were investigating some kind
of flying game.
As it turns out, they ended up getting very serious about that flying
game and got picked up by Eidos to make JSF: Joint Strike Fighter. JSF
is basically the Innerloop equivalent of Jetfighter III. It's purpose
is to let the player fly either the Lockheed Martin or the Boeing Joint
Attack Strike Fighter (JAST) proposed aircraft for the upcoming
competitive flyoff. You will get to fly both jets yourself and see
which one you like the most across four campaign scenarios.
I must have been making some rather LARGE assumptions about
JSF. I was expecting a very light simulation, perhaps close to
Novalogics F22 Raptor. But after about six hours with this sim I am
impressed! JSF comes in at intermediate level; I would wager it will
appeal to the light weekend sim crowd as well as to many hardcore fans.
I think the best comparison should be to EF2000, although the terrain
is even more beautiful. Nuff said, on to the nuts and bolts!
Into the Wild Blue Yonder
Installation options are 50, 70 or 150 megs though 150 is
recommended for best performance. I think that the difference between
the medium and large install is primarily sound files. Install calls
for DX5 which most of us run by now. I had no problem whatsoever with
installation.
The opening MENU lists these options:
Dogfight
Multiplayer
Campaign
Select Pilot
Options
Quit
The game looks extremely good. You have detailed, light-sourced
graphics that look amazing even without a 3d card. The terrain has much
more physical shape detail than you would expect in a non-accelerated
game. Additionally, first impressions of the game's physics modeling
and ground-landing gear physics make it appear to be approaching that
of A-10 Cuba!
Maybe it has to do with InnerLoop's physical proximity to Britain, but
the game has some remarkable resemblances to a next generation EF2000.
The whole cockpit/MFD interface feels very similar, with a persistent
virtual cockpit and familiar looking MFD screens. You can move between
MFDs with your mouse and the cockpit is interactive when you pull up
MFDs. However, when you look down at your hands and feet, they all
mimic your movements on the controls! Even your knees can be seen
moving as you work the rudder pedals.
While the game runs fine and looks great without 3d hardware, I
also tested on my 3dfx board for good measure. Special effects are also
provided in software, so that in fact the only gain derived by running
under 3dfx acceleration is higher resolutions at good frame rates.
I liked 640x480 16-bit color on my 233 system (non accelerated). With
all effects toggled on and detail at medium for terrain and high for
objects I was averaging about 10-12 fps on this system. At this
resolution and detail level you will not see anything else on the
market that looks this good. Skies, aircraft, the ground with trees and
snow is quite incredible. Even the sense of speed at low level is
comparable to the best out there, and this is WITHOUT 3d hardware! JSF
will allow 16-bit color for every resolution up to 1280x1024!!
Obviously you can't run in software mode at that resolution with a 233,
but by next year who knows?
Under 3dfx at 800x600 the game is a knock out, with more atmosphere
than any other light flight sim on the market although JF3 Platinum is
close. On my 333 system under 3dfx I can turn detail and effects to MAX
and still get around 30 fps. My Velocity 128 in the AMD 233 won't allow
resolution past 1024x768 at 16 bit color, but when I swapped in the
Permedia Two based board (8 meg) I went up to 1280x764. I'll be honest
with you.... I'm tempted to swap this board into my 337 PII just to
play around occasionally with JSF at 1280x1024. On my 233 its the most
beautiful slide show I've ever seen at that resolution, but on a PII
337 I suspect it would still be playable... =)
Dogfight/Quick Combat
Click for a larger image...
This is great option and one that
was added in later revisions of EF2000. The choices presented when you
select Dogfight are these: TIme of day (random or specific), Weather
(Random seems the only selection possible), No of Wingmen (None up to
8), Enemies per wave (None up to 8), Enemy Type (also locked in
Random), Distance : five options from Very Close to Very Far, and you
can also check Guns Only.
Obviously the BEST place to check out a virtual padlock and
handling of this machine. I chose daylight, one enemy no wingman and
guns only. My enemy appeared in front of me at 3.5 miles, another F22.
His manouvering was fair although I don't think he ever got a shot at
me. It would have been nice to have a difficulty toggle, I'm not sure
if the general difficulty setting for the sim applies here, but it
might. I had left the difficulty on average (you can crank it up two
more levels).
The virtual cockpit is invoked by F2, and then a second press
gives you padlock, much like in Longbow 2. VC when you lose front view
has the canopy reflections similar to EF2000 that help you stay
oriented. Because this machine can pull incredible AOA orientation is
easily lost!
"G" effects are quite amazing. I've heard descriptions from jet
jocks that when you pull too many Gs your circle of vision gradually
narrows and if you continue you lose vision altogether. JSF models this
description to the letter. The blackness creeps inward toward the
center of the screen. YOu can pull high g's and keep a small circle of
vision, but increase it and the screen goes black, then fades back on
when you let up.
I then tried the same scenario with one wingman and two
bandits. Fun! First we were up against two F22s, then two Rafales, then
an Su-35 and a MiG-29. Explosions are awesome and pieces of the
aircraft will go flying past your airframe. I've seen parachutes in the
sim but these aren't modelled in the dogfighting. For more on the
virtual cockpit see VIEWS below.
Immersion and Sound
Graphics features and effects have
been carefully modelled throughout the sim. Chaff, flares and missile
trails look good. Sun glare, fog and haze... all as you would expect
from a late 1997 simulation (even contrails!). What will surprise you
is that the terrain looks as good down low as up high, and you can
crank the detail higher than you would expect and still get a good
frame rate.
Its amazing how good trees look and how they improve the sense
of reality. True, its a sparse forest, but crusing low over terrain it
looks normal and improves the sense of speed.
JSF is the first military sim for the PC to attempt modelling rain and
snow, and you can throw in wind and turbulence for good measure. Taking
off into the wind is a new experience for me and I was surprised by the
different "feel" this gave the takeoff experience. Its not too hard to
lose control and if you take off in a cross wind you can get flipped
off the runway if you aren't paying attention!
Sound modelling is good, and unlike F22 Raptor sounds are
modelled for a variety of objects. There may be a bug in that I usually
don't hear engine sounds until after I have requested clearance for
takeoff. I'm not sure if this is because my virtual pilot has not
started his engines til then..? But this doesn't make sense since I am
already on the runway! Incidentally, you can click a toggle to begin
each mission on the runway or on the tarmac.
If you are browsing objects (not unlike the browse views in
EF2000, and you can also browse objects "after death") you will hear
sounds appropriate to them, from the dull roar of a truck engine to the
whir of chopper blades. You can also choose a wingman view at any time,
and will hear engine sounds as appropriate. If they kick in afterburner
you will see and hear it, and engine spool/up down is also modelled.
Click for larger image.
The simulation features FOUR campaign scenarios, each
semi-dynamic in nature. This means that there will be less repetition,
a good feeling of immersion and high replayability. It also models
almost 10 MILLION square miles of actual terrain. The campaigns get
progressively more difficult although you can play them in any order. I
prefer the Columbian terrain and the Kola peninsula to Afghanistan and
Korea so most of my test missions were flown there.
First impressions are important. While the virtual cockpit is
not as impressive as F22: ADF, I liked it better than that in F22
Raptor. I didn't care for the MFD system all that much, however, and
the sim would have greatly benefited from interactive MFDs using a
mouse. However, that said, you can program ANY MFD function into your
HOTAS, something you cannot do with F22: ADF.
Briefing and debriefing are nicely done, with sufficient detail
that you feel involved and informed. From the Main Menu you can choose
Dogfight, Multiplay or Campaign. Dogfight gives you a couple of choices
then you find yourself in the sky for some action. You can select
weather conditions and time of day and also whether you will go guns
only or the full weapons options. If you launch into the campaign you
can choose to start in the air or on the runway.
Options and Setup
Hitting ESC during the game brings up a list of MENUS on the top of the screen.
Under Cheats appear these options:
View. You may toggle g forces on and off for redout and blackout.
No Turbulence (especially noticeable at low level)
Cannon: Easy Aiming On/Off
Damage Level: Realistic and Invulnerable. Selecting 'Invulnerable' disables your ability to save your progress in the campaigns.
Supplies: Unlimited Ammo On/Off. Unlimited Ammo also disables your ability to save
your progress.
Difficulty. Enemy Skill: Rookie, Novice, Average, Veteran and Ace. The
default setting is Average.
Under the VIEW menu you can decide how the camera behaves. Normally it
will shake at high velocity and during tight turns. This is most
noticeable in the F2 virtual cockpit view and is similar to Longbow 2.
You can also toggle g effects that will cause the pilots head to tilt.
A sub menu also allows you to configure whether or not flight information is
super-imposed on the screen. It has three sections:
HMD Radars:
When checked, the active and passive radar displays from the MFDs are
superimposed on the lower corners of the HMD.
External HMD:
When selected, portions of the HMD will be available to certain external
views.
Enable Messages:
When selected, this displays text messages that complement the computer
and radio messages into the cockpit. Examples of such messages are "Enemy
Lock-On" and "Shoot"
Other standard options select joystick vs keyboard, and mouse sensitivity if you choose to use a mouse rather than a joystick.
Graphics Options
Graphics options allow you to change object and terrain complexity to
enhance performance, select certain graphics features in the game and
add or remove some transparency effects during flight. Subtracting
detail and features enhance performance at the expense of visual
appearance.
Detail Options allow you to add to or subtracts from the graphic detail of
objects, such as aircraft, and terrain features, such as buildings and
roads. It is divided in two:
Object Complexity:
A gradient bar that adds or subtracts detail from objects you see
during
flight, such as other aircraft. To alter the current setting, use the
Up/Down arrow keys to highlight the selection and press Enter. Then use
the
Left/Right arrow keys to vary the gradient bar setting. Moving the bar
to the right will add complexity; move it to the left to subtract
detail.
Terrain Complexity:
This slider works in the same manner as Object Complexity. Use the
Left/Right arrow keys to add or subtract from terrain detail.
Terrain Objects:
This slider detemines how many terrain objects should be drawn-none, only
the trees, or all terrain objects.
The Features menu allows you to choose effects and features which enhance the graphics, yet are not vital to the gameplay.
Click for a larger image...
Enable Lens Flares:
Lens flares emulate the optical effect created by a camera when exposed to
strong light sources, for instance from the sun or a rocket blast. When
checked, these effects are enabled. Disabling the effects will improve
performance.
Enable Particles:
When enabled, a particle system is used for rendering weather effects like
wind and rain. This may reduce performance on slower computers.
Transparency:
Certain special effects in the game can be rendered with or without
transparency. Though transparency may reduce the performance of the
game,
it may add to the visual appearance of the game. Some effects are
handled separately, like smoke, shadows and explosions. The explosions
in JSF are some of the best I have ever seen... Eidos suggests that
players with less than a 166 Pentium experiment with the options in the
graphics menu for the best performance. And by the way, the music in
flight is very good....
While JSF is not meant to compete with the likes of F22:ADF or
even iF22, some aspects of the simulation are still outstanding. The
flight model feels very good, for example, and you will notice the
difference in a heavy payload. Speed bleeds appropriately, and the two
aircraft feel different from one another.
General Avionics and AI
This is a stealth fighter simulation, and so you are going to make
heavy use of AWACS and the In Flight Data Link. Even before you leave
the runway you will want to hit your SHF key and call to AWACS to
activate your link. So far so good!
The problem is that while you have a fairly complete choice of
displays, you will not have the control options that you have in iF22
or F22:ADF. The interface is streamlined for simplicity. So while you
can go to your attack MFD, you can't call up info on a given bandit.
You won't know his speed or altitude until you lock him up.
Similarly, JSF models radar but it doesn't model the sophistication of
the LPI (Low Probability of Intercept) system that exists in the actual
F22. On the other hand, you can select three different view modes: the
plan view (normal), side elevation view (used to check relative
elevation) and the cross section view (to determine enemy altitude and
movement across your flight path). It would be easy to assume that
because JSF isn't targetted at the hard core crowd that it lacks any
depth in control. But as with the wingmen control, JSF has some
surprises!
JSF also models the synthetic overlay capability of the the new stealth fighters.
The JSF carries an onboard terrain database; together with information
from other platforms, it can generate a synthetic terrain overlay on the
HMD. Basically, the terrain overlay is a computer generated 3D image of the
terrain that helps the pilot fly the aircraft in poor visibility.
"STO": Toggles Synthetic Terrain Overlay on/off. "SOO": Toggles Synthetic Object
Overlay on/off. (Turning on STO however, gives a frame rate hit).
The HMD is able to add colour coded velocity vectors to all targets
registered by the aircraft's weapon systems (active radar, FLIR, GPS, AR).
In effect, this will show the movement direction of all targets in true 3D
space. The colour codes are the same as those used by the Attack MFD and
the Offensive MFD. Naturally, night vision ability is also modelled.
VOCOM voice modelling is also in place. When the on-board computer
detects a situation that is of great importance to the pilot, it can
call attention to the pilot by displaying text on the HMD or activating
warning lights. This is sometimes not enough to get the pilot's
attention. The designers therefore put in an another way of
notifying the pilot, called automated voice computer messages or VOCOM.
The VOCOM is a female voice that tells the pilot about certain
incidents.
The VOCOM is female because research has shown that this is the voice
pilots focus on easiest =) Warning tones are in place to tell you of
radar locks and launches.
I didn't notice any glaring problems with wingman or enemy AI, and in
fact if you select expert levels of play for your enemies you will have
your hands full trying to survive, much less complete your mission!
You'll come up against F-16s, the Mirage, MiG 29s, Su-27s, Su-35s and a
host of other aircraft. Objects are nicely detailed and you won't lack
for good ground targets either! In fact, this simulation is really
aimed at the mud movers.
JSF AutoPilot
In today's combat environments, pilots
experience enormous pressure and huge
workloads. They must maintain high situational awareness while
communicating, monitoring aircraft systems, monitoring and evading
missiles, positioning their aircraft, etc. Research on easing pilot
workload has resulted in a number of sophisticated Flight Assistance
Systems, all present in the JSF aircraft.
Click for a larger image...
Almost all modern aircraft are equipped with an autopilot (a computer able
to fly the aircraft). To activate the JSF's auto-pilot, press A. To
deactivate its autopilot, press A again. The complete autopilot system is
available on the Control MFD / AUT, and operates in 4 different modes. You
can alter the data used by the autopilot, such as heading, height, speed,
according to the situation requirements.
Mode 1: Waypoint
In waypoint mode, the autopilot directs your aircraft to the active
waypoint, with the selected height and speed. Useful when you want to study
the MFDs, fly with accelerated time or just to enjoy the view.
Mode 2: Heading
When selecting heading mode, the autopilot maintains the selected heading,
at the selected height and speed.
Mode 3: Tracking
The tracking mode maintains the speed of the active air target. Perfect
for lining up a cannon kill, or if you want to maintain a constant distance from a target.
Mode 4: Auto-Throttle
The auto-throttle mode helps the aircraft maintain a constant speed. This
is selected by the pilot on Control MFD / AUT. Perfect for situations
requiring constant speed, like landing and dogfights.
Terrain Avoidance System
Too many deaths of fighter pilots are not the cause of an enemy missile,
but of their own inattention leading to an encounter with a hard surface -
like the ground. This has especially been the case when flying at low
altitudes. The designers of the X-32 and the X-35 therefore decided to
include a Terrain Avoidance System in their planes. This system continually
monitors the state of the aircraft, and adjusts the direction of the plane
if there is a Crash Situation.
While using the autopilot in waypoint mode, the avoidance system
is always
on. This ensures that you will not crash while studying your MFD's. In
all
the other autopilot modes and when the autopilot is off the terrain
avoidance state can be set in the Control MFD / AUT / TRA. If you get
tired of hearing that warning and having your ac pull up by itself just
turn off the TRA.
Note: The Terrain Avoidance System is automatically turned off when you
extend the landing gear.
Terrain Following Box
Sometimes it is preferable to fly terrain hogging without using the
autopilot. In such a case you should take your gear in, turn off the
terrain avoidance system, and a small box, called terrain following box,
will appear on the HMD. If you keep your velocity vector inside this box
you will fly safe at low altitude.
You can adjust the height of the terrain following box on the Control MFD
/ AUT / TRA up and down, as you can for terrain following waypoints. The
recommended terrain following height depends on what kind of mission you
are on, the terrain and how many wingmen who join your flight.
Level Function If you lose control over your plane, press
the level button to recover
your flight. Your flight computer will then level your plane, and
ensure that you gain speed if necessary. Level operation will cancel
when you touch the throttle or
stick. You can also cancel the operation by pressing the level button
again. The level function is invoked with the L-button.
By the way, JSF also does a decent job of modelling GPS targetting systems!
News and Views
Click for larger image.
The virtual cockpit in JSF is far beyond that in Novalogics F22 Raptor,
more closely resembling that of EF2000. As EF2000, it also is rendered
at 320x300 in spite of the resolution of terrain and objects in
general.
However, you can slew the F2 cockpit (keypad keys) and the
padlock mode is based on the vc view. The cockpit is readable even when
not zoomed in to a particular MFD, but you can't use the mouse to click
on controls in the general MFD view.
When you zoom in, however, you CAN use the mouse which becomes
active when you hold the ALT key down. (In the TM file I have designed
T1 activates the mouse. You can also REM this line out and remove the
REM for the proper mouse line at the top of the file to use your cursor
button on the TQS as a mouse). Obviously this is a fairly efficient and
friendly way to access control functions and this is not an option in
Novalogics newest sim. One disclaimer: the mouse marker (a hand) is
very dark and difficult to see at times unless you have nightvision on.
Views in general are nicely done in JSF. Unfortunately, one
nice feature of DiDs sims has not been included: the ability to access
various views while paused. Since SA in PC simulations does not yet
rival the real thing, its handy be able to move around MFDs and change
control options while in PAUSE mode. However, at least you can use the
mouse to do this, a feature left out of ADF.
And by the way, the IFDL link appears in outside views. I know
that for some having an external view of the aircraft is a non feature,
but personally I like it very much, and being able to still see the
battlefield environment is somewhat important! I wish this feature were
added to ADF or at least selectable.
Browse views include standard views such as target, target to
player, player to target, player to wingman, incoming and outgoing
missile views, chase views etc. Outside views are mostly pannable and
you may also zoom in or out.
The HUD and HMD are laid out in a typical fashion, with less
clutter (because of simplified avionics) than in some sims. You can
turn the HMD off using KP. while in the forward or VC view, but I
haven't yet found a way to brighten or dim the HMD or to change HMD
colors.
Mission Planning and Wingmen Control
Mission planning is straight forward. The map comes up after a typed
welcome and general scenario screen, and then you are free to choose
your target and adjust your waypoints. I say adjust because you can
click on SUGGEST to have waypoints placed for you, but you are given
about twice as many as you need so you may want to delete a few. The
interface is nicely done, with little prompts on the bottom of the pop
up menus that instruct you in the control interface. You can also click
on Target Info to pull up photos and recon data for both targets and
expected threats.
Click for a larger image.
But don't expect the editor from iF22 here. You can't select nearly as
many display options although there is one level of zoom. You can click
on any waypoint to toggle it from terrain following through 8000,
16000, 24000 and 32000 feet altitude. Bringing the mouse over any
waypoint pops up a menu that tells you the current alt of the waypoint,
the distance to previous waypoint, and the distance back to home plate.
If you like you can choose alternate targets, though its
suggested that you should plan to take out your primaries if you want
to make good progress in the campaign. The map is nicely done with
topographic lines, so you can place waypoints for effective terrain
masking. However, the map is quite dark in places and the lines are
sometimes hard to see. It would be nice if there were a gamma setting
somewhere. You can click on the MISSION PLANNER label in the top right
in order to declutter the menus so you can see the entire route.
Click for a larger image.
Then you are ready to choose your wingmen. You are limited to
three (what more do you want?) and you also decide which aircraft your
wingmen will fly: F-22, X35B or X36B. Then its time to arm these
puppies. A quick toggle allows you to choose between a STEALTH priority
(no external weapons) or maximum damage payload. Standard A2A fare
includes Aim-120s and Aim9X Sidewinders. The A2G stuff includes JDAMs , the JSOW and the AGM-154A.
You can also adjust your fuel load, no sense carrying more extra weight than you need.
Enough of that noise, you are ready to fly! Depending on your default
settings you will find yourself on the runway or in the sky. If the
former, holding the SHF key down brings up the COMMS. Your initial
choices are these:
All: 1 Key
Two (Wingman 2): 2 Key
Three (Wingman 3): 3 Key
Four (Wingman 4): 4 Key
Tower: 5 Key
AWACS: 6 Key
Now you know what I mean about realism, in spite of the more moderate
aims of this simulation. Even your basic choices go beyond what EF2000
had to offer in terms of individual control over wingmen, and you have
AT LEAST three times more options than you are given in Novalogics F22
Raptor. Not too shabby! If you then select "ALL" you will have this
menu:
Formation: 1 Key
Engage: 2 Key
Fire: 3 Key
Intercept: 4 Key
Defend: 5 Key
Navigation: 6 Key
Status: 7 Key
Click for larger image.
Choosing an individual wingman gives you the same menu. Click on defend
and you may choose from Radar, Check Six, ECM, Radio, or Lights. Click
on Engage and choose from Engage My Threat, Engage at Will, Engage only
When Attacked, and Disengage. And not only can you check individual
wingman status, you can even select from these status options:
Fuel
Action (as "FORMATION!")
Ammo
Damage
Fuel
As you would expect, wingmen will confirm your commands. The sound
of voice comms is fairly well done, using different voices for
different wingmen. Its better than EF2000 but not quite up to F22: ADF
which will likely set the standard for the next year or so. However,
wingmen will initiate reports quite frequently and you will also hear
from AWACS frequently. Now if only F22: ADF allowed status check and
individual control! For TM config files see below.
Multiplay
The Multiplayer game includes in game taunts (totally
customizable) and team play. The host can configure the game is a
myriad of possible ways.
Multiplayer options with JSF include the following:
Serial Connection
A serial connection is a cable that goes between the Serial or Parallel
ports on 2 local machines. JSF only supports 2 players over a serial
connection.
Modem Connection
When using a modem the player hosting the game will be waiting a
phone-call from the player joining the game. Therefore the player joining
will Dial-Up the host when querying for games. JSF only supports 2 players over a modem connection.
IPX Connection
IPX is LAN (Local Area Network) protocol, meaning that without IPX
extenders like KALI, the protocol can only be used for local network play.
JSF supports up to 8 players with IPX.
TCP/IP Connection
This is an Internet based protocol. The communication over the Internet is
either via a Dial-Up connection to your ISP (Internet Service Provider) or
over a LAN connected to the Internet. If you are connecting to the Internet over an
ISP, you must connect to the ISP before accessing the Multiplayer mode in JSF. JSF
supports up to 8 players with TCP/IP.
The following is from the info provided by Innerloop:
Playing JSF on the Mplayer Internet Gaming Service
What is Mplayer?
Mplayer is the #1 multiplayer game service on the Internet. When you play
JSF on Mplayer, you'll be able to play against other people from across the
Internet in real time. After signing up for Mplayer, you'll join a friendly
online community and where you can participate in regular tournaments,
contests, and special events. Mplayer offers hundreds of innovative
features, including real-time voice-chat which lets you taunt or
tease your opponents and praise your team-mates.
Pricing
Mplayer is FREE-there are no charges or monthly fees to play JSF on Mplayer.
So How Do I Get Started? Installing Mplayer is simple. Just follow these
easy steps and you're on your way to the excitement of online multiplayer
gaming!
There are two ways to start the Mplayer installer:
* From the game CD-ROM Autorun Menu: -select the option to Play on Mplayer
* From the Windows95' Start Menu select this game and the option to Play
on Mplayer. This will start the Mplayer installer which will:
* Check for the presence of an Internet connection-if you don't have an
Internet Service Provider, we'll give you the option of signing up for one.
* Check for the presence of a Web Browser-we'll install a copy of
Microsoft's Internet Explorer" if you need it.
* Check for Mplayer - if you don't have it, we'll install everything you need!
Just follow the easy install instructions at the prompts. During the process,
you'll set up an Mplayer account and select your very own Mplayer member
name and password.
For more information about Mplayer visit the web site at www.mplayer.com.
SUMMARY
JSF is an amazing first entry into the sim
universe. While it lacks some of the in-depth functions of the real F22
and JSF, like shoot lists and EMCON and IR targetting or ability to
gain bandit alt and speed via IFDL, it has depth in other areas and is
a great deal of fun! If multiplayer comes off as well, this will be a
real winner! Furthermore, with graphics resolutions supported up to
1280x1024, as new machines hit the market in 1998 players will be able
to crank up detail levels.
With four campaigns with four different types of terrain and
varied levels of challenge, this sim has something for everyone. Check
it out!
For some more detailed TM files try mine: Korea TM Files
JSF Future Expansion Disk
Innerloop and Eidos are planning to release expansion disks for JSF.
The tentative plan calls for two packs, one based on a Naval JSF
variant and the other based on a Marine VSTOL JSF variant. Please
periodically visit our Website for more information on their release
date.