This past week the GOLD master of Total Air War arrived in
my hands, so I want to give you a quick hands on report and
also dispel some rumors related to WIN98.
For some reason tech support at DiD had told some users
that TAW would not be supported under WIN98. This didn't
mean that they didn't think it would run, but that they
were not sure how stable it would be...
This morning I phoned Carl Jackson at DiD to inquire about
WIN98 support. He told me that they have three systems
running TAW under WIN98 without problems. I can also report
from my own experience that I have had no crashes under
WIN98, DX6 and TAW for weeks. Similar reports have come
from other beta testers. The bottom line is that there are
no apparent issues and if you happen to have a problem it
will more likely be due to some other issue.
After numerous previews and months of testing I can report
that TAW is essentially the same as my last few reports.
There were no structural or interface changes since my last
tactical briefing. (You can check these out by going to the
INDEX). So, in case you haven't
followed the previews, what is TAW about?
The genius of Total Air War is the sum of four factors: 1)
a relatively light learning curve, 2) a fully dynamic
campaign system; 3) the integration of the Theatre Command
and AWACS modes; 4) real time gods-eye view of the action.
Operation Highland. Click for larger image.
For those of you familiar with F22 ADF the learning curve
will be especially light. However, you are probably
accustomed by ADF to taking the Theatre Command role quite
lightly. If you are an especially capable pilot, you can
get away with this, particularly in the less difficult
campaign scenarios. But if you want to win the level TWO
and higher campaigns or if you are not a very hot pilot,
you are going to be spending some time directing traffic
and flying from the AWACS module.
As noted in my tactical briefings (see Tactical I and Tactical II), the strategic dimension
of TAW was missing in ADF. You can now stay informed as to
the progress of the war and make choices via the AWACS
interface as to how best to do this.
What this means is a great deal of fun, and much greater
sense of involvement that ADF could offer. At the same
time, TAW looks as good as ADF under Glide. If you don't
have a 3dfx board and intend to make TAW a major venue, you
really ought to invest in a 3dfx board.
Click for full size MAP
In Total Air War the AWACS module is
a game in itself. I find myself spending most of my time
here, directing traffic and jumping in to fly when I need a
change of pace or when the situation is critical. If DiD
had allowed us to transfer this interface to two separate
monitors I might never have wanted another sim!
Ok, thats a bit overstated, but it indicates how well done
this portion of the sim really is. It integrates first
person and third person perspectives very well. If you have
no experience with ADF you won't know what you have missed
until you pick up TAW for the first time.
Having said that the AWACS module has some quirky feedback
aspects that makes moving between modules frustrating at
times. For example, when you choose FLY from the Theatre
Command interface and then PATROL from the MISSION list,
you are launched into the AWACS module. All is well until
you exit this module. Instead of seeing this as a visit to
the THEATRE COMMAND chair, the designers maintain that you
have chosen an AWACS mission. Whatever you do or don't do
is now rated on that basis. If you jump into AWACS to just
vector a couple of aircraft on an intercept and then jump
out again, you will be rewarded with a MISSION FAILED
message because you haven't racked up enough points in your
mission.
Rather, this should have been conceptualized as a seamless
part of a dynamic and strategic system. The single mission
structure was part of ADF but needed rethinking for TAW.
Instead, this kind of feedback mars the otherwise great
simulation and the integration of Theatre Command modes.
You can get around this by not jumping into the AWACS chair
unless you intend to spend some time there. If you vector
enough flights and jump in to fly and make a few kills, you
will likely end your time in this module with an improved
rating. Really, this part of the sim is so much fun that
you may only rarely face the FAILED message.
There is so much good stuff here that I could rehearse
pages of preview material talking about what I enjoy in
Total Air War. Avionics are nicely done, and wingman and
AWACS interaction and ATC are all in here. If you are busy
at the Theatre Map interface but don't want to miss the
action, you can watch the frag order at top of screen and
select SCRAMBLE to get in on the
action. While some have complained about the ACMI features,
they are usable and you can even create your own files to
share.
Cloud Layers. Click for a no cockpit view.
There are, naturally, some nagging AI issues, and I'll list
them briefly. Occasionally you will click on a friendly
flight to vector it to an INTERCEPT, and you will get very
odd intercept lines that run across your screen to the west
or east and even off your map. Yet the intercept is only 75
miles to the north. An odd bug, but at least the aircraft
will be heading for an intercept.
Occasionally you will zoom in on a SEAD package and notice
that the strike flight is ahead of the escort and wild
weasel flight. Not a good practice, but it doesn't happen
every time. You may also occasionally notice F15Es flying
CAP or escort, where they should be F15Cs.
As in ADF, ordering your wingmen to engage usually results
in all three wingmen breaking formation to take on that
lone MiG 27. Some serious overkill in there! They will also
occasionally be reluctant to engage with AMRAAM at
appropriate distances, waiting until they are under ten
miles or even closing to use AIM 9x.
The fuel indicator on the INFO screen in the AWACS module
doesn't seem entirely trustworthy. Yesterday I jumped into
a returning SEAD flight to take on a couple of MiG 21s,
noting that flight fuel was almost nil. However, the
internal guage on my F22 read 60%.
Another A2G issue for F22s, you will sometimes find a
flight returning from a target without having fired a
single shot. In this case there are two AI errors: first,
not launching at their designated targets, and second, not
jettisoning unused ordnance. I monitored this on one
occasion and saw the flight pass over the target and then
return home, so I know that they did not abort on the
ingress.
These are niggling things that many people will never
notice, and its only because we have the third person view
that I am able to discover them. These kinds of flaws in
other sim engines could easily be missed because the
information isn't available to the player. Still, they are
directions for improvement and do affect your ability to
successful complete a campaign.
Oddly, TAW has lost the distance scale that appeared on the
AWACS map in ADF. It seems that the SCALE button was needed
for a TARGET button, but the scale should have been left on
the map by default, since its now very difficult to guage
the distance to an intercept. When you are Theatre
Commander you really do want to know how far that Su27 is
from your AWACS, or how far you will have to vector your
F18s to intercept him!
Finally, while you are learning the ropes you will find
some eccentricities. For example, Total Air War does not
allow you to order a flight in the process of Landing to
Intercept. However, you can order an ESCORT, so playing
with this option can allow you to make use of aircraft
still in the air in a demanding situation.
Click for 800x600 -260K.
Similarly, if you jump in to fly an F22 in the AWACS module
and call for Recovery, you expect that your aircraft will
head for home plate. However, this isn't the case, and you
must click and drag the F22 to the nearest base after you
jump out, or you may find an unarmed F22 attempting to
engage an enemy flight.
Its interesting to think how the AWACS module could be
expanded to make a bigger, deeper game. We may see a move
in this direction in SSI's coming Flanker 2, or even in
Janes Fleet Command. Meantime, watch for a longer hands on
report on TAW next week. I plan to fly some anti-AWACS
missions to observe the impact on flow of the campaign.
I'll also let my own AWACS fall to enemy fighters and
report on the impact on my own campaign effort.
TAW, like ADF, comes with a full online HELP system that
also has interactive components. For an overview on the
structure of Total Air War, Custom Combat module etc. see
our first two previews: Total Air
War. TAW will hit the streets in mid October.
"Infogrames will offer a $15 rebate to existing ADF
owners. To receive the rebate, they’ll need to mail
to Infogrames the back cover of their ADF manual, the UPC
code from the back of the TAW box, the original purchase
receipt, and the TAW upgrade coupon. The upgrade offer has
an expiration date of Jan. 31, 1999."
Now I want to update you on the new feel and send a dozen
or so new screen shots your way.
Volumetric Clouds
You've already heard of the new volumetric clouds, the
latest gee-whiz graphics trick making its rounds through
various betas. Its a nice effect, even if it does put the
cramp on frame rate in some situations. Oddly, the most
noticable place in Total Air War is the AWACS interface
real time third person view...
The volumetric clouds added to Total Air War do enhance the
environment. When you descend or ascend through clouds now,
it is not a sudden transition. You will have waves of
translucent fog pass your cockpit, and these waves vary in
density. This will continue for a minute or so depending on
your rate of climb. Then you break out on top.
Volumetric Clouds
Volumetric Clouds
Aside from that, however, I haven't noticed any great
change in frame rate running under V2 on my PII 300. I
have, however, noticed a few other tweaks. First, in the
landscape. There are areas that seem more detailed than
previous. Second, I've noticed more traffic around the air
base.
In fact, on my last mission.. a scramble... I was cleared
to land, but just after I dropped my gear I noticed another
F22 on the runway. He taxied off just as I touched down.
I've also noticed more large groupings of enemy aircraft.
The strategy of the enemy early on in some campaigns, like
Operation Highland, is to attempt to overwhelm your
defences. Actually, this strategy is more like a series of
large waves. Incoming enemies will bombard you, then the
attacks drop off, and then build again.
Click for 800x600
Passing into Clouds
As I promised, I've taken time to observe some of the
Master version AI. Overall, it works well. However, there
are a few inevitable glitches.
First, with Escort. In one mission I flew today I was in a
SEAD attack in a major offensive. In fact, I was in one of
two groups of four F22's targeting a strategic location
deep inside enemy territory. We had two groups of F22s
flying escort.
Escort leap ahead
Initially Escort response looked very good. However, on a
second wave of enemy resistance my escort seemed to want to
orbit fifty miles ahead of me while the enemy approached
from my left flank. As a result I was forced to move out of
EMCON ONE and engage. Worse.. there appears no way to call
in the troops!
This gets serious, because once you have revealed your
presence by going to active radar, things can heat up
quickly. Shortly after I ordered my flight to engage an
airbase about 75 miles distance became very active. We had
a flight of 4 Su 27s and 4 MiG 27s inbound about five
minutes later. My escort actually did better this time, but
I took a hit in the process and started losing fuel.
Actually, there may be ONE way to get the troops on the
bit. You could jump out of your F22 back to the AWACS chair
and manually order the Intercept. But of course, you
shouldna havta do it.
In a later mission I decided to test the AWACS kill theory
to see what would transpire. I engaged my own AWACS, one of
two aloft over friendly territory. When he went down I lost
the ability to command from the AWACS chair.
Sky Magic
It made sense that I would be booted out of AWACS, but I
was surprised that I couldn't get back on board. After all,
I still had another E3 aloft in the southern area...?
I was also surprised that the AWACS kill didn't affect my
War Room map view. I could still see all enemy aircraft
aloft in the northern sphere of battle, including all those
over enemy territory about 250 miles out. So it appears
that the War Room map is a strategic view that is divorced
from realism requirements. I'll ask Don Whiteford at DiD to
clarify this for us.