I didn't used to hate Andy Hollis. It came on me suddenly
when I first saw Longbow 2. Longbow 2 is a small step for a
sim, a giant leap for sim-kind. The original Longbow gave
us fantastic depth in avionics and great action. The second
coming of Longbow will give us an incredible sense of
immersion with state of the art graphics and lighting
effects, and far greater tactical depth with its new
mission editor, dynamic campaign and multi-position and
multiplayer modes. You want it all? Longbow 2 delivers!
To be candid, I simply didn't expect to see this level of
advancement this soon. Yeah, I know, 3d hardware has been
around for a while, but I guess I've gotten used to being
disappointed. One wonders where it can go from here? I hope
Andy doesn't realize how close to perfection he has
come--people have been known to get suicidal when they
reach the top! Oh, so why do I hate Andy? Cause until he's
finished with it everyone is going to think I've gone la-la
til they see it themselves!
As most of you are very aware, Longbow 2 is a mini virtual
battlefield product, with a truly dynamic campaign and
Black Hawk
transports and Kiowa Warriors to
team up with. Those escort missions become considerably
more interesting when the transports are flown by real
pilots in LAN or TCP connection. Course, you may want to
fly em yourself and let your team mates fly the gunships.
Or, team up with a friend in one chopper. The network
features built into WIN95 offer awesome capabilities.
3d hardware has finally become mainstream, and the dreams
long dreamt by simulation designers like Andy Hollis, Will
McBurnett and the team at Skunkworks are coming to fruition
as the overburdened Intel CPUs take a back seat and let the
real men play!
In the shot above you can get a sense of what is coming.
Not only are smoke effects handled by 3dfx in hardware, add
wind and turbulence to the picture and the increased
terrain and object detail and you have an astounding
environment. Suspension of disbelief, that overused mantra,
suddenly takes on new meaning. You hit the target, and it
begins to smoke. The smoke plumes out as it gains altitude,
and suddenly its caught by the same wind that is rocking
your AH64D. You hit the target again and it explodes,
fragments scattering, fire roaring. Do this at night and
you will be forced to cushion your jaw as it hits the desk.
The missile flare lights up the scene where it passes, and
the second missile lights up the smoke from the first. The
flaming target becomes a beacon in the night.
Or perhaps you've come in a bit too close and someone turns
a blinding searchlight on you. You quickly let fly with
your cannon and watch the fireworks. Or you've gone on a
dawn raid and the fog is still rising off the hills as you
approach your target area, the pink hues in the sky still
fresh. The Blackhawks begin unloading their highly tuned
cargo of special forces. There is a stunning beauty to the
scene even as it speaks of death and destruction.
Simulation designers have crossed the line into artistry,
and we all get to marvel at their work.
In truth, the artistry has been there for quite some time.
No one who played Flashpoint Korea or Longbow Gold can have
missed the telltale signs of the simulation lover at work.
They wanted to give us the best, and from the unbelievable
interactive training missions with the virtual instructor
in the CP/G to the flight model and avionics and the
semi-dynamic campaign, it was a great piece of work.
But we longed for more. We wanted to taste the forbidden
fruit. We longed for multi-player and dynamic campaigns.
Few of us stopped to think about enhanced graphics and
dynamic lighting and the ability to fly in other parts of
the strike teams. Now in Longbow II for each helicopter you
can play as either the pilot, the co-pilot/gunner, or
handle both positions yourself (and yes, we know the Black
Hawk doesn't have a CP/G — the second position on
that bird is a door gunner). The differing functions of
these three helicopter types allows realistic portrayal of
a greater range of mission types than could be done with
just the heavily-armed Longbow. We wanted more--we got it!
Longbow 2 at night...
So here I am, the objective journalist trying to find the
appropriate adjectives to describe my experience of Longbow
2! Longbow 2 truly is a new simulation. Once you've played
it you'll realize why there could be no upgrade path to
this product. Flash Point was a great step up over the
original Longbow, but this is more like the passage from
Wing Commander II to Wing Commander 3: its just that much
more advanced.
One of the most cool features of Longbow 2 is an entirely
new tactical dimension rooted in the new mission planner.
Designed by Clark Janes, the latest addition to the Longbow
design team, the planner adds new tactical depth and
control to an already great simulation.
Calling up the planner gives the player access to four
flights of helicopters, briefing data and intelligence, and
of course the topographic mission map with overlays. The
player can choose what kind of information is displayed on
the mission map as well as how that information is
presented. You can select and deselect the flight plans of
all four missions, modify waypoints, and even choose which
mission to fly! You can even add new waypoints IN FLIGHT by
calling up the map. Nice touch!
Each time you call up the planner you have a choice of four
helicopters and four missions to fly in (in single player
games you must assign yourself the Lead role in a flight).
Choose your mission, then zoom in the map and carefully
modify waypoints to your liking. Still unsure of the
terrain elevation on a delicate assignment? The planner has
a terrain profiler that allows interaction with the
terrain. Simply click on PROFILE on the top menu and then
drag a line between two points to call up a detailed cross
section of the elevations along the line. The player can
then plot a waypoint on the cross section, allowing
detailed mapping of the flight route along ravines or
around hills or under the crest of a ridge.
The second feature is as advanced as the first, allowing
precise times on target for coordinated attacks. Simply
put, the planner will calculate when a unit will be at a
given point based on assigned speed. A loiter waypoint can
be placed with a duration setting to arrange rendezvous. A
"rehearse" button puts the units on the planning map in
motion so you can watch their progress in concert with one
another. You can even choose to display small tags with
Time on Target numbers for EACH waypoint.
News and Views
As has been noted in the sim forum, this new Longbow does
indeed offer a virtual cockpit. Some of the shots above
show the newest feature to go with this view: a padlock
mode! Flying with the v cockpit is quite nice, especially
in higher levels of detail. But the usability close in is
more significant, and I'm sure that players will quickly
learn to appreciate the flexibility.
If you prefer the fixed views, they are still in place. And
F5 toggles an outside view that is pannable and zoomable to
a right and left view just behind the hellfires. Taking
this position when hovering at night in relative safety
allows an awesome view of the missiles launching and
lighting up the surrounding terrain. Really, you won't
believe it til you see it!
The game supports multiplayer action via LAN, modem, TCP-IP
(Internet) or direct cable connection. Current
recommendations are 4-player for LAN and only 2-player for
TCP/IP. With the right hardware and some luck as many as
eight players can join the fray. Players can take either
pilot or CP/G seats, so eight players can fly four aircraft
(four 2-man crews), eight separate aircraft or anything in
between.
Obviously, its at that level that the mission planner
REALLY becomes interesting. Remember Tornado? Well, this is
that but in high resolution! Tactical choices become the
province of the guy in control who can do some serious
tactical coordination work, right down to specifying TOT
for each flight. When this involves other human pilots it
should be one HEAP of fun.
On the Campaign Trail
Janes and crew have given us two dynamic campaigns. The
first campaign is a war scenario set in Iran and
Azerbaijan. It's a politically and strategically realistic
conflict in the tradition of the original Longbow and
Flashpoint: Korea, but in a fully dynamic environment.
There'll be lots of chances to earn promotions and
decorations, plus a wider range of mission objectives than
before.
The second campaign is a simulation of a full-scale war
game set at the National Training Center at Ft. Irwin,
California. It's great practice, and it's especially fun in
multiplayer, because it allows multiple pilots to test
their skills against each other in a realistic,
force-on-force dynamic campaign setting.
Longbow 2 Dynamic Lighting. Click for 60 K image.
Setting up the campaign is the first task, and the options
are many. In summary, they are these:
Theatre of Operation: Random, East, West or Central
Azerbaijan, or Fort Irwin NTC
Time of Day: Random, Day, Sawn/Dusk or Night
Weather: Random, Good, Fair or Poor
Weapons Availability: Random, Allow All, No Hellfires,
No Stingers, Rockets Only
Force Advantage: Friendly Advantage, Enemy Advantage,
Neutral or Random
The remaining parameters can be set independently for both
teams:
Mission Types: Choose the Objective: Random, Strike,
Escort, Recon, CAP, CAS
SkillLevel: Change the level for computer controlled
units on both sides: CAT III (tough!), CAT II, CAT I or
Random
Ground Forces: Select Light, Medium, Heavy or Random
for each side
Air Defenses: Select Light, Medium, Heavy or Random for
each side
Helicopters: Select Light, Medium, Heavy or Random for
each side
Air Support: Select Light, Medium, Heavy or Random for
each side
Artillery Support: Select Light, Medium, Heavy or
Random for each side
Obviously, a campaign generated on a wide variety of
options like these will give a wide variety of challenge
levels.
The dynamic campaign depends on a new structure of AI, with
a real time air and ground war functioning around the
players, creating an unpredictability and randomness based
on modern air
and ground doctrine that is truly immersive. Not only
does this add to depth of play and suspension of disbelief,
it will also greatly enhance replayability. Here is a
direct quote from Janes on the new campaign:
"We've designed a dynamic campaign that we think really
lives up to the name. It's not a bunch of static, canned
missions, nor is it a dressed-up random mission generator.
This is a campaign where each mission you fly affects the
course of the whole campaign. If you miss a target in one
mission, it may very well be right back shooting at you in
the next mission, or three missions down the line. The
lines of battle will shift and both sides will wax and wane
in strength in a realistic fashion, keyed to your success
and failure.
Not only will your flying skills affect the whole
campaign, but you'll also be presented with multiple
missions and potential objectives at each stage of the
war. You'll have to allocate your forces wisely, and pick
the right situations for your personal attention, if you
want to win the war. Reconnaissance will play an
important role, because the more you observe, the better
you'll understand the battle situation. Furthermore,
whether or not you spot a threat while scouting could
determine whether or not it shows up as an objective
later."
Here are Andy's other comments from our previous interview:
The fundamental real-time AI is not much different than the
original game. Much of the groundwork needed was happening
in Flash Point Korea, but people just had no knowledge of
it unless they looked real hard. Outside the mission
though, we used to have only resource management and a
persistent world for objects and this is where the work for
LB2 has come. In-between missions, a whole scheme for
evaluating mission results, building up target lists,
building appropriate missions, doing resupply, and moving
the forces had to be built. Also, coming up with good ways
to present this to the player and allow for appropriate
levels of control that are additive without being
overwhelming.
How does this actually feel? It feels great, as it should.
Not only are you out there in an unpredictable environment,
but your success or failure in one mission carries over
into each successive mission. And since you are also in
contact with three other missions at any given time you
feel like you are a part of the bigger picture. Reports
from the other flights are constant and keep you involved.
Look for new sounds and stereo and doppler effects in
Longbow 2 also. You will be able to tell where gunfire is
coming from by its orientation to your chopper. Fog
effects, even sand stirred up by your rotor when you are
too low, objects that move and articulate just as they
should... its all there.
And by the way, the non accelerated version looks very good
too, MUCH better than Longbow the original.
This second go round with Longbow 2 will cover some general
info and then focus on the new Mission Planner: the heart
of campaign play. First, a quick look at the manual.
I don't remember much about the original Longbow manual,
but I have taken careful note of this one. It really is a
comprehensive piece of work. In addition to the necessary
coverage of avionics you'll find sections on ground school,
flight training, and specifications.
One of the distinguishing features of the original Longbow
were ground breaking tutorials using an AI instructor in
the CP/G seat. The tutorials enabled a newcomer to the
simulation to dive in and begin learning in a simulated and
interactive environment. It worked very well and it
involved the player in a way that eased the pain. In
Longbow 2 both the Blackhawk and the Kiowa Warrior have
their own tutorials.
Kiowa Warrior Cockpit
Action and atmosphere define Longbow 2. The glaring blast
lighting of an explosion at night.. the drift of smoke from
a destroyed vehicle as it is carried in the wind... the
varied sound of tanks, trucks, bmps etc as they pass too
close to your machine.. even the varied sound of your own
rotor as it strains in accord with your demands, wind and
turbulence effects, etc. Its a defining moment for military
simulations.
Yes, you will see individual soldiers with rifles, shoulder
mounted SAMS, and other weapons. Tank turrets rotate, tanks
use main guns and machine guns, explosions have multiple
effects... You will even see the commander unbuttoned
position, or your own CP/Gs head if you swivel around far
enough in the virtual cockpit. Its the chopper lovers dream
sim.
Thankfully, you don't even need 3d hardware to enjoy it,
but the more hardware you have, the better! Software only
mode gives me an excellent frame rate with almost full
detail options on my AMD 233. The terrain doesn't look
quite as nice, but it looks FAR better than the original
Longbow and you have the special effects and ALL the other
additions to boot! Lets move on to talk about mission
generation, the campaign, and the Mission Planner.
Single Missions and Mission Types
Once you establish your reputation as a pilot, you can move
into the new missions. There is a batch of handcrafted
single missions that are available in addition to those you
can generate dynamically. From the MMPC interface the
player clicks on the lower-left side of the screen to
access these pre-builts. These are particularly clever and
grueling missions that will kick the butt of most players
when set on max difficulty.
But the heart of this new simulation is the DMG, or dynamic
mission generator. The beauty of the system for single
missions is ENDLESS variety with little effort. When you
want to fly a single mission you specify some particular
parameters and the generator creates one for you on the
fly! Very cool.
The parameters you will choose from for single mission
generation include location, time of day (day, night or
random), weather (good, fair, poor or random), weapons
availability (no stingers, no Hellfires, rockets only,
random) and force advantage (Enemy, Friend, Neutral or
Random).
As for the mission type you can choose from CAP, CAS,
Strike, Escort, Recon or Random. The inclusion of the
random option was another touch of genius. By choosing
random for every category, for example, you can set
yourself up for a completely unpredictable situation, much
like a real pilot might face on any given day.
Enemy ability is set just as in Longbow original, on a
sliding scale from TOP GUN CAT I to low end CAT III. The
next set of choices apply separately to yourself and your
opponents. You're left to select Ground Force
Concentration, Air Defence Capability, Helicopter
Concentration, Air Support and Artillery Support. The
choices here are heavy, medium, light or random.
Notice the smoking pieces flying around...
But most likely your main interest will quickly shift to
the campaign. With its new DMG this is the heart of Longbow
2 and what will give it maximum replayability. After all,
entry into the campaign means there is a flow and direction
to your fighting. Your choices and performance will
influence the movement of the battle lines and the eventual
outcome of the war.
The Campaign portion of the simulation gives you three
choices: Fallen Crescent (the Azerbaijan campaign), and
Fort Irwin NTC which is broken into two different
scenarios. The first allows you to fight with US hardware
against US hardware; the second simulates the enemy using
Russian equipment. Then it gets interesting, because the
choices you make in the mission planner are critical to the
campaign.
As you begin a campaign you choose the time limit, up to
four weeks or UNLIMITED. In another improvement on the
originalthe player can begin and save multiple campaigns,
so you can be playing at various levels of difficulty or
realism and continue with whichever your mood dictates
until the campaign is complete.
Campaign variables include Ordnance Replacement and
Helicopter Replacement. These settings can be toggled for
Fast, Slow or Average. Want maximum realism, choose Average
or Slow. This setting determines supply intervals for both
aircraft and ordnance during your campaign. Intel can be
toggled as Limited to create a real "Fog Of War" and as a
result not all the information you are given will be as
accurate as it otherwise would.
Realism settings for the machines themselves allow the
player to limit Radar Longbows and limit Other helicopters.
Limiting R Longbows will mean replacement may not always be
as quick as you would like, and limiting Other choppers
means that the Kiowas and Blackhawks will not be instantly
replaced. Ditto with weapons supply.
The campaign flows like this: initially the missions you
will fly are to ensure that you can safely transition to an
offensive posture. Before you fly any CAS for example, you
will cover supply missions for the front lines and do
recon. The ground war is integrated seamlessly into the
campaign engine, and you are only one part of that team
effort. Here are the criteria for your sides advance:
Supply. Ground forces must have sufficient ammunition
and/or fuel supplies. If the armor commander doesn't have
enough resources to sustain an offensive move, the units
will remain defensive and the battle line will not move.
Supplies arrive in convoys, which you will occasionally be
asked to escort. In the same way, whenever recon detects an
enemy supply convoy you will be asked to destroy it to
prevent the enemy from going offensive.
Armor. Ground forces must have ample armor. If armor
resources are lacking, the unit will retain its defensive
posture. Like resources, armor reinforcements arrive in
convoys. (However, supply convoys ALWAYS take precedence
over armor and you will protect them first).
Accessible Support. Ground forces must hae support in
adjacent sectors. The armor commander on the ground
(controlled by game AI) will not overextend his troops in
the flank position. If the flank is left vulnerable, ground
units will move into a defensive posture and wait for rear
support.
In other words even fantastic performance on the part of
the player in one sector will not guarantee victory. Its up
to the player to monitor all sectors of the battlefield and
ensure that front line units are well supplied and ready
for an offensive push.
This in turn means that taking out SAM and AAA sites early
on is a good idea. It will help in later efforts to support
ground units. But timing comes into play also: ground
forces can't sustain an offensive push for long. Once an
advance is stopped it may take several days for the
offensive to begin again. And if there is too much of a gap
between your destruction of SAM and AAA emplacements they
may be replaced by the time the next offensive begins. All
this points to the importance of the Mission Planner, and
thats the reason why so much care has been lavished on this
component of Longbow 2.
ATO 12195
October 10, 1999 Lt. T. "Viking1" Armstrong
I just received orders to fly my third mission across enemy
lines since the start of this conflict four days ago. Our
task: escort two Blackhawk Transports carrying Special
Forces to a location 15 km across the FEBA. We leave at
dawn, 0530.
Unfortunately, we expect heavy air activity in the area,
and ZSU 23 emplacements are known in the area. The ZSU 23
is one of the most deadly A2A platforms in the enemies
arsenal. As I'm checking my AH64D Longbow prior to the
flight, I am all too aware that the pilot lost on a mission
two days ago had encountered a ZSU 23.
Finally its time to go. After ensuring the weapons loadout
I climb into the co-pilots chair and we start our final
systems check. Its 0515. My wingman "Paco" checks in a
moment later in his Texan drawl... He's all set, and so are
we.
We spent a good deal of the morning poring over the intel
and maps, ensuring as few high crossings as possible, but
also avoiding the valley floors. The best place for this
machine is halfway up a slope where it can blend against
the background clutter. On top is too visible against the
sky, and on the falley floor is too open to radar detection
and attack from overhead fast movers.
At 0525 we start the turbines and a couple of minutes later
"Jinks" the pilot engages the main rotor. Everything is
good. "Weapons Hold" is declared for the benefit of Flash
and we are away.
We rendezvous with the Blackhawks at 0540. This is the easy
part. At 0545 we pause at the FEBA and I order Flash to pop
up and scan the area. As his data comes across the link I
see two AAA units and one unknown less than 1 km from our
entry point. I shift our route slightly and we duck down
and are on our way.
0552
The eastern sky is getting brighter as we head for our
second waypoint in hostile territory. We're just slowing
for a turn when a truck pops up at eleven oclock and one
kilometre. Suddenly we are under fire from small arms! The
single soldier appears on the FLIR and a quick cannon burst
sets him straight. We dont' take on the truck, much as we
would like to, though I wonder what its carrying.
0557
We're approaching the final point prior to target when we
are jumped by a pair of Havocs. Shit! They must have popped
over the ridge--we had no warning at all. Paco has locked
up the first and is firing his cannon just as the second
releases a missile with MY name on it. I see the flash of
the release at my one oclock just as Jinks is letting go
with the cannon. A second later we set down with a klunk
and the missile hits the ground rather too close to us! We
feel the force of it but don't take any damage.. someone
must be praying...
Jinks got a piece of the Havoc and we see him spinning out
of control at nine oclock, finally hitting the ground with
a huge explosion. But now we've got tracers whizzing past
us from our six oclock se we pick up and are on our way
quick! Radar shows all clear overhead...
TO BE CONTINUED in Preview PART III...
The Mission Planner
During the campaign in Longbow 2 you serve as the Task
Force Commander. The main vehicle of your authority is the
Mission Planner. The Mission Planner is laid out quite
intuitively and is a quick learn. Thats good, because its a
powerful tool that once mastered will either ground your
success or your failure.
Arrayed along the top are your main selections: System,
Overlays, Map View and Waypoints. Most of the time you will
access Map View and occasionally Waypoints; the other two
selections are for you to set up the way the map appears
and to exit the mission or the game itself. Once you set up
the map the way you like to see it the settings are
remembered so you won't use this that much.
The Waypoints selection is mostly to allow the player to
declutter the map when necessary. From this menu you can
choose to display any one or all of the four flights
generated by the campaign engine, or you can restore
waypoint defaults after any of your editting experiments to
those suggested by the planner.
Clicking on Briefing brings up a text screen that is white
on black like a chalkboard. It lists five items on the
left: Friendly Situation, Enemy Situation, Mission Details,
Weather, and Command and Signal. Normally you will start
with the first section and then select each in turn, but
its "Mission Details" that will give you the information
that will help you make your most important decision: which
mission you will personally fly.
From here you will move on to Tasking. Tasking allows you
to choose the choppers that will fly the mission as well as
juggle pilot assignments. In single player mode this means
you choose your position as pilot of one of four machines
which range from the Longbow to the Kiowa Warrior to the
Blackhawk Transport. For Longbow itself you can choose from
the Radar Longbow (R) or the Non-Radar Longbow (NR..an
updated Longbow Apache without the radar mast). If you feel
the mission you like to fly warrants the change, you can
even swap your Kiowa for a Longbow or vice versa.
The Tasking screen also brings up a weapons inventory. This
isn't just a nice touch! Depending on how you set up the
campaign parameters when you first generated the campaign
will determine whether you have an unlimited supply of a
given weapon or realism in both COUNT and RESUPPLY times.
If you are flying in a realistically configured campaign
you will quickly realize that you can't destory every
target out there because you feel like it. And escorting
resupply missions suddenly takes on a whole new meaning!
The inventory list tells you what is remaining in supply:
every weapon and chopper is listed here.
From Tasking you move to the Map screen. This is where the
vital decisions regarding route, target, and flight
coordination are made. The map allows four levels of zoom
as well as choice of display for icons, grid lines (at 5k),
and will even display Time on Target on the map. It has two
main modes: contour (like an engineering map, all in grey
shades) and colored elevation as you see in these screens.
Some of its more innovative features include a Profiler
which allows you to get a side profile of elevation between
any two points. The Profiler even overlays the effective
range of the weapons you carry. VERY nice...
The other unique feature of the planner is a "Rehearse"
button which allows you to actually see your flights
travelling according to planned TOT along their routes.
This assists in the planning of a coordinated strike. More
basic features are those we are accustomed to: you can
move, add or delete waypoints.
From Tasking you move to the Map screen. This is where the
vital decisions regarding route, target, and flight
coordination are made. The map allows four levels of zoom
as well as choice of display for icons, grid lines (at 5k),
and will even display Time on Target on the map. It has two
main modes: contour (like an engineering map, all in grey
shades) and colored elevation as you see in these screens.
Some of its more innovative features include a Profiler
which allows you to get a side profile of elevation between
any two points. The Profiler even overlays the effective
range of the weapons you carry. VERY nice...
Once you start planning missions you will use the profiler
each time. I usually invoke it two or three times per given
mission route, experimenting with cross sections across the
target and from a few different angles of approach.
Remember: you don't want to cross high ridges unless
necessary and you don't want to follow routes along valley
bottoms either.
The other unique feature of the planner is a "Rehearse"
button which allows you to actually see your flights
travelling according to planned TOT along their routes.
This assists in the planning of a coordinated strike. For
more information on how the campaign actually takes shape
in Longbow 2 see the preview Part
II.
More basic features of the planner are those we are
accustomed to: you can move, add or delete waypoints. Its
not just a convenience; without that ability you can't
accomplish the goals you will need to set for yourself to
conclude a successful campaign.
ATO 12195
October 10, 1999 Lt. T. "Viking1" Armstrong
I just received orders to fly my third mission across enemy
lines since the start of this conflict four days ago. Our
task: escort two Blackhawk Transports carrying Special
Forces to a lcoation 15 km across the FEBA. We leave at
dawn, 0530.
Unfortunately, we expect heavy air activity in the area,
and ZSU 23 emplacements are known in the area. The ZSU 23
is one of the most deadly A2A platforms in the enemies
arsenal. As I'm checking my AH64D Longbow prior to the
flight, I am all too aware that the pilot lost on a mission
two days ago had encountered a ZSU 23.
Finally its time to go. After ensuring the weapons loadout
I climb into the co-pilots chair and we start our final
systems check. Its 0515. My wingman "Flash" (he once strode
into our munitions bunker with a lit cigarette) checks in a
moment later in his Texan drawl... He's all set, and so are
we.
We spent a good deal of the morning poring over the intel
and maps, ensuring as few high crossings as possible, but
also avoiding the valley floors. The best place for this
machine is halfway up a slope where it can blend against
the background clutter. On top is too visible against the
sky, and on the falley floor is too open to radar detection
and attack from overhead fast movers.
At 0525 we start the turbines and a couple of minutes later
"Jinks" the pilot engages the main rotor. Everything is
good. "Weapons Hold" is declared for the benefit of Flash
and we are away.
We rendezvous with the Blackhawks at 0540. This is the easy
part. At o545 we pause at the FEBA and I order Flash to pop
up and scan the area. As his data comes across the link I
see two AAA units and one unknown less than 1 km from our
entry point. I shift our route slightly and we duck down
and are on our way.
0552
The eastern sky is getting brighter as we head for our
second waypoint in hostile territory. We're just slowing
for a turn when a truck pops up at eleven oclock and one
kilometre. Suddenly we are under fire from small arms! The
single soldier appears on the FLIR and a quick cannon burst
sets him straight. We dont' take on the truck, much as we
would like to, though I wonder what its carrying.
0557
We're approaching the final point prior to target when we
are jumped by a pair of Havocs. Shit! They must have popped
over the ridge--we had no warning at all. Flash has locked
up the first and is firing his cannon just as the second
releases a missile with MY name on it. I see the flash of
the release at my one oclock just as Jinks is letting go
with the cannon. A second later we set down with a klunk
and the missile hits the ground rather too close to us! We
feel the force of it but don't take any damage.. someone
must be praying...
Jinks got a piece of the Havoc and we see him spinning out
of control at nine oclock, finally hitting the ground with
a huge explosion. But now we've got tracers whizzing past
us from our six oclock so we pick up and are on our way
quick! Radar shows all clear overhead...As we gain speed up
the hill Charlie 88 calls out that he is under five 15K to
the south of us.
0605
We crest a small rise at one km from the LZ. TADS shos an
encampment across the valley at 3 km. We creep toward the
LZ at twenty feel and 30k, stopping about 1/2 km out,
nestled against the base of the downward slope of the hill.
The Blackhawks set down and begin to unload. We order Jinks
to stay put while we assume a position 2 km along the
valley and a bit higher. We're just transitioning to hover
when we hear fire from the valley near to Flash' position.
I see the glare from his cannon and then its quiet again.
0615
I watch the special ops team enter the compound, then there
is gun fire again. It carries on for five minutes and then
ther are a couple of small explosions. A moment later men
are heading for the Blackhawks.
Suddenly we have company, two bmps coming down the valley
floor. We lock up the first one and fire a Hellfire. Down
he goes,lighting up the night as the Hellfire impacts.
We are rising to get LOS for the second bmp when there is
an explosion off our beam and something in the compound
goes up with a brilliant flash. The second bmp is a
smoldering heap a moment later and we are underway for
home.
Ground activity in Longbow 2 remains as intense as in Gold,
and can be even more intense. Watching 3d modelled soldiers
debark and enter an encampment is quite cool, only now
instead of only guarding them you can fly them in yourself!
As has been pointed out in various places, you don't have
to have a 3d board to get excellent detail and effects from
Longbow 2. But in order to get the kind of terrain richness
you see in these shots with a good frame rate, you will
need a 3dfx board. If you are in the market, I recommend
the Canopus Pure
3d. It has 2x the texture memory of anything else out
there and you will get maximum benefit in a sim like
Longbow 2 but also in other demanding Glide products like
F22: ADF. And if you are into it, you can connect the
output to your TV with a regular cable or even SVHS. Both
cables are supplied with the board.
Here is a great shot that shows the detail lavished on
objects in this sim. Coming up on one of these towns in the
late evening is quite a sight. Watching the fireworks start
is even more impressive....
But if you can't make the dollar commitment, don't despair.
On my P180 the sim still looks great, running on a 2 meg
Matrox board with detail cranked quite high. The final
frame rate should be even better than what I am currently
getting because debug code will be gone.
Lest you think that the only special effects are those
generated by your own weapons and impacts, think again!
Explosions and damage effects have also gone up a
generation with Longbow 2. If you are in a relatively safe
position and in hover hold you can enjoy some awesome
object views, watching MiGs, Havocs, ground vehicles,
tanks, troops and just about anything else you can think
of! Hmm.. I wonder if LB2 might meet a nice A10 sim one
day...
Now, about those Blackhawks! These transports are quite an
experience to fly. I confess that I prefer the Longbow, but
there are times when only the Kiowa or Blackhawk will do.
Here are a couple of recent shots. Most of these Blackhawk
shots are courtesy of Bill "Cowboy" Wilson. Notice the
door-gunner.
Getting caught in a fire fight or some kind of crossfire at
night can be... well, distracting! In truth, it makes it
tough to hang on to a joystick, they get a bit sweaty!
One advantage of this level of realism is that you can tell
where the action is at night by the light show. I was
cruising on a quiet recon mission when I heard a distressed
call from Charlie 89. I knew from the briefing that C89 was
only about 10 k to the south. I crested a hill and swung my
head southward, and sure enough I could see some action! I
was amazed! I saw something burning and what looked like an
outgoing Hellfire in transit. Incredible.