After three missions with the 1.07 beta patch, the results are positive but not perfect.
Test System:
PII 400 Celeron, 128 MB RAM
SB Live
Diamond Fusion Banshee
Quantum Viking2 4.5
Toshiba 40x CD
Wingman AI seems vastly improved in general, but still with rough
edges. Debriefs likewise are more accurate, but still with glitches.
Graphics do indeed seem nicer in general, and I haven't crashed this
beta yet in normal use though the -hires switch has given me some
trouble (I tried both Diamond drivers as well as 3dfx reference
drivers. The patch itself is currently nine meg.)
My first flight was a BDA at twenty minutes into the campaign.
It went smoothly until I took two SAM hits near the target area and had
to eject. Here is a mission report from my second flight.
Rolling Fire: Interdiction
The mission was an Interdiction flight early in Rolling Fire,
the campaign of middle difficulty. All my settings were ACE, and AI was
set on ROOKIE. The missions were flown at 800x600 resolution, Player
Bubble was set on 3 and Vehicle Magnification on 2.
My flight consisted of a two ship and I jumped in when the
flight was five miles out and still climbing to cruise altitude of
20,000 feet. The first thing I noticed was that my wingman was
perfectly positioned. I didn't have to go looking for him since the
entry problems have been eliminated.
I used "Request Picture" to keep abreast of the situation, and I pulled
my wingman in closer using "Close Up" command. I then shut down my
radar and ordered my wingman to do the same, keeping a close eye on the
passive warning system. By the way, I am using Game Commander
to issue all these commands via voice. While reports are mixed, the
system works well for me although I occasionally have to repeat myself.
My loadout consisted of four AIM 120s and four GBUs. I jumped
into the flight quickly and really should have mounted two AIM 9s in
place of two AMRAAMs.
As we came within twenty miles of the target waypoint I made a
final check with AWACS and heard that I had MiG 23s at twenty five
miles. I quickly kicked my wingman to SPREAD formation and ordered his
radar back on, giving him WEAPONS FREE permission. I then turned my own
radar on and locked up a bandit at twenty miles and nine thousand feet.
I called DECLARE and the target was confirmed hostile.
My wingman did not fire a shot, which surprised me. I believe he
confirmed the "radar on" order, but I am not sure whether he actually
obeyed. Why I am wondering about this will become
clear in a moment.
At fifteen miles I released an AMRAAM at my first target and
then locked up a second, called for confirmation, and fired again when
the target was confirmed.
My radar showed at least five hostiles at varying altitudes within
thirty degrees of my nose.
I then locked up another target and ordered my wingman to engage it. He
acknowledged but did not fire. I then changed my angle of approach and
dropped to fifteen thousand feet. I locked up another target, this time
at 16,000 feet, called for confirmation and then fired.
My first two missiles hit home and my third was on its way. I
was puzzling about my wingman's status when I locked up a fourth target
and let fly. At this point I called AWACS for a "near threat" vector
and found a bandit almost directly below me at four thousand feet. I
closed on his tail, locked him up in boresight mode, and then ordered
my wingman to engage. He acknowledged but as I kept the bandit in my
sites, my wingman never showed, nor did he fire.
Finally I closed up and took out the MiG 21 with cannon. While doing
this my wingman called a SAM launch with perfect accuracy. I dumped
chaff and it missed me.
No longer confident in my team mate's fighting abilities I
decided not to look for any ground targets and instead head for home. I
called my wingie to close up and headed for fifteen thousand feet.
Shortly after we reached cruise altitude I was getting spiked from
my five o'clock position. I ordered my wingman to clear my six and he
acknowledged and broke formation. A moment later he called all clear,
but again had not fired any missiles.
ATC was perfect, much better than in the past. However, this
was my first landing in at least six weeks, and I cracked up badly..
sniff!
The surprise came when the COURT MARTIAL image appeared and I was
told there was insufficient evidence to convict me, but a note would be
made in my record! I was quite sure I had not fired on any friendly
targets, although I was tempted to take a shot at my wingman.
Confused, I took a closer look at the breakdown of my shots and
hits. I found an IL 28 and three MiG kills, and no shots on friendly
targets. Yet I had FIVE kills noted in the total, and it seems that I
myself was the friendly fire incident!
I could be wrong, however, because my wingman was also listed
as KIA in spite of my hearing him being given clearance to land. He may
have followed me too closely or he may not have aborted landing when I
fouled the runway. I have no way of knowing what happened after I
exited the campaign. It's possible that I was being accused of killing
my wingman, which I certainly considered after his weak performance!
Here are the results of my third mission:
As
you can see, a lot of missiles were fired. However, I didn't actually
see any launches and none of the launches were called (ie. "Fox1," or
"Fox2.") Hopefully this will be remedied by the time the patch is
released since I was quite in the dark as to my wingmen's performance
during the mission.
My fourth mission involved the Iron Fortress campaign, where I retasked
a BDA mission as an Intercept mission since there were literally swarms
of MiGs within forty miles of my base. This is a great way to have some
fun, though it will mean your mission will be declared a failure since
you wont' accomplish the stated goal.
Tomcats in Iron Fortress
Although I could see these aircraft on the AWACS map, when I entered
the mission and called "Request Picture," the nearest bandits were
given to me at 200 miles. This continued for the next few calls while I
took out five aircraft within thirty miles. By the time I had taken out
two MiG29s AWACS had smartened up and was giving me intercept vectors
when I called for "Near Threat." Looks like some more work needed here
also.
From the reports of beta testers this patch is a HUGE
improvement over 1.06, but it is neither finished nor perfect. Since
there are a few more weeks to release, we can hope to see additional
improvements and fixes prior to that date.
NOTE: The 1024x768 mode will work fine in the 1.07 release.
Update Part II
I've been using the 1.07 patch for a day or so now, let me give you my
preliminary thoughts.
I have 2 computers hooked up using LAN, been mainly testing things out
in the
multiplayer campaign. First we fired up F4 and loaded up a saved
campaign (Operation Tiger Spirit) at day 4. We had been flying this
campaign for a few weeks now taking almost
every flight we can.
We picked a strike mission, changed our load-outs and stopped the clock to
sync up. In 1.06 we were usually 20-40 seconds apart before we synced up,
now with 1.07 we're usually 3-5 sec apart b4 sync. In 1.06 we discovered
(the hard time-consuming way I might add) that to have a successful entrance
into the sim, everyone would have to wait until your flight had taken off,
then the game host would enter the sim, and the client would have to wait
until the host is in his cockpit.
Not with 1.07, as soon as we were done
selecting our load-out and checking out the recon info, we both hit fly at
the same time and both successfully entered the sim.
First thing we noticed
was the ATC was finally doing things right. We entered the sim waiting on
the taxiway; nobody plowed into us, nobody tried to drive around us and ATC
actually got us up in the air in an orderly fashion. We also noticed that the
graphics were improved greatly. I can't really put my finger on what's
different, but everything seems better.
The flak now looks more intense and you are actually able to see
the explosions, not just the smoke. We checked our graphics setting to
see if they'd been changed during the patching, but
they hadn't, things were just "better". Frame rates seem improved
slightly, not really faster, but with fewer drops. (As a side note to
the frame rate issue I had a different experience this morning in the
Rolling Fire campaign, but I'll get to that
in a minute.)
In our first flight with the 1.07 patch things went perfectly on the ground
and we were soon up in the air heading to steerpoint 2. Enroute to our strike
point we notice much more battle activity than 1.06 (We'd actually tried
this same mission a couple of times with 1.06 earlier in the day so we had a
valid reference point.) There were a lot more explosions, both in the sky and
on the ground, and you could tell where the most intense battles were
occuring.
About 40 miles from the strike point I picked up a flight of Mig-29s 42 miles
out, I sent my element after them, while #2 and I hit the dirt (#1 is me and
#2 is buddy on the second system.) Our element actually waited until the Migs
were in range (roughly 30miles) before they engaged. Previously they would ripple fire
missiles immediately on receiving the attack command. They didn't
ripple fire this time: they both picked separate Migs and sent one Aim-120
each after them.
Just before impact they let loose with another Slammer
each at the other two Migs. I was very impressed; they fired off a shot then
waited till the seeker went active and picked different targets, and
actually hit all four Migs!
By this time we're getting close to our target. I spotted a ZSU and
turned my head and told my buddy to take out the other ZSU. I then
locked up one of the buildings and told the element to take care of
that, then I locked up the ZSU I'd spotted first.
We all dropped one bomb
each; me first, then my buddy followed about 3 seconds later and #3 & #4
dropping about 5 seconds apart. We all had successful hits, but I noticed
something very cool. Not only did #3 & #4 drop just one bomb, #4 dropped his
bomb on a different building. I had designated the depot, and #3 took that
out, but #4 had the brains to pick the barracks instead of dropping on the
now destroyed depot.
But here's the cool part, everybody dropped their bombs
within an 8 - 10 second window and all bombs were in the air for about
10 -15 seconds before the first impact, so #3 must have told #4 to designate
a different target. I did hear #3 talking to #4 but I didn't catch what was
said, so I can't confirm that #3 actually ordered #4 to attack, but that's
what appeared to happen. So now we've all dropped one bomb and #1 & #2 have
7 bombs left and 3 & 4 have 3 bombs left (I loaded 3 & 4 with more A-A.)
Our main objective (the Depot) now destroyed, I'm worried about all the enemy AAA
around our target site and start laying waste to as many ZSU and SAM sites
as I can. (I don't care if it's the right tool for the job, the BLU-27s are
still my fave, they totalled everything I dropped them on.) Having
forgotten about the element I was quite surprised to see that they had decided
to do the same thing as me; they were actually targeting ZSUs and dropping
one bomb each on them, yes even #4 was doing it.
#3 & 4 having only 3 bombs each were done their bombing runs before
me and my buddy, so they took up an air defensive tactic and started
searching for the SU-27s that had been
trying to sneak up on us all the while screaming out the SAM launches
correctly (not just "Sam launch, southwest", they were accurate in
their
call directions. If they said NE, I looked NE and sure as sh*t there
was a
SAM barreling down on me.) They saved my butt not once but four times
while I
was emptying my racks. As soon as my bombs were gone I switched to
missiles
and joined in on the fun in the sky, taking out 3 Su-27s and one
Mig-19.
I gave the order to rejoin and I hit the burners heading home. Looking back I
saw that #4 was smoking and flying a little erratically, and buddy in #2 had
taken a hit on his last bomb pass and was without a HUD, but flying ok. We
were about 70 miles from home plate and I asked buddy in #2 if he wanted to
head to the alternate.
We checked our fuel state and decided we could make
it to home plate. #2 was flying ok and the only damage seemed to be in his HUD
and MFDs. So we all straight-lined it to home plate and requested clearance
at about 20 miles out. ATC must have had the MPs in there getting rid of all
the glue-sniffers' cause ATC actually called us in properly, spacing us out
about 30 sec apart.
Having landed safely I proceeded to the taxiway and
started cycling through the action views (which work great now by the way,)
watching each of my flight have a successful landing, even the smoking and
damaged #4.
Based on just the landing I'd have to say that the AI fuel
problem has been fixed. I didn't hear bingo fuel from anyone even though
they were doing a lot of dogfighting. Heading back to the debrief we were
pleasantly surprised to see that everything was recorded accurately and nobody
got court marshaled. (I almost always got court marshaled in 1.06 no matter
how good my flight and I did.)
We flew 4 or 5 more missions and then called it a night. We had no problems
at all with the game crashing or wingmen doing wacky things, but we did
notice a couple minor things. On one mission I was badly damaged and called
an emergency landing. As I was just about to land, about 4 feet off the
ground, ATC told me to abort landing and started freaking out on me when I
ignored him and landed anyway.
I thought this was another ATC bug (why would he tell me to abort? I
was coming in perfectly despite my damage and I didn't hear anyone else
call emergency, and there were no other planes
coming in or trying to leave, so what's the deal, why tell me to
abort?)
Then I checked out the ACMI and noticed that ATC told me to abort
because I had passed the halfway mark of the runway without touching
down yet.
ATC must have decided that I didn't have enough runway for a safe
landing. And they were right 'cause even with full air and wheel brakes I
just barely stopped at the end of the tarmac and had to turn around to get
back to the taxiway.
The other weird thing is that when you end the
mission your plane all of a sudden starts making a bee-line straight towards
the control tower, I don't know if that's where it ends up cause it blacks
out and brings you to the debrief pretty quickly, but it doesn't matter if
your still on the runway or on the taxiway, as soon as you hit "end mission"
your plane turns and starts heading over the grass towards the tower. Not a
showstopper by any means, but weird all the same.
Now onto the frame rate thing I mentioned earlier. In the Tiger Spirit
campaign frame rates hung in the mid to high 20s for most of the mission, only
dropping below 20 in the most intense moments, and I never saw it drop below
15. (Just as a reference, I get an almost steady 58fps in dogfight with 2
planes, PII 266 overclocked to 300. 196 MB SDRam, Cl_Banshee.)
However, in the Rolling fire campaign, frame rates were hanging around the
low 20s and high teens for most of the mission and dropping down once in
awhile to an unacceptable 7fps. However, I did notice that there is about 2
or 3 times as much action going on in Rolling Fire than Tiger, and I've got to
assume that's the reason.
Having said that, the frame rate sucks
sometimes in this campaign compared to Tiger. But I've never
seen such an awesome display of tactics and fire power. Many times in one
mission I would see volleys of 5-10 SAMs launch all at once, and incredible
furballs. Man, what a sight to behold.
I only did three missions in Rolling
Fire. I started a new pilot 'cause my usual pilot has like a hundred
Court marshals against him, and started up Rolling fire for the first time.
On my second mission I got hit by flak on my first bomb pass and had a hell
of a time keeping my plane under control, but I stuck in there and did my
best at placing my bombs on target. I was lucky enough to catch a flight of
MI-24s taking off and was able to take them out with my BLU-27s, on my 4th
pass I lost my HUD and had to drop my remaining bombs with just a hope and a
prayer.
Having dropped all my bombs I started to head home and saw #3 and 4
sacrifice themselves opening up a pathway through a gaggle of Migs so #2 and
I could punch through and scurry home. #3 took out 3 Migs before getting
shot down, but thankfully being able to eject in time. It looked so awesome,
I saw him chasing a Mig and spotted another Mig get on his tail. Having no
HUD I was unable to get my sidewinders active and drunkenly (remember my
plane is badly damaged at this point) attempted to get into a gun firing
position.
Just as I started to fire and thought that I might be able to
save #3, I saw #3 let lose with an AIM-9m at his target and as my bullets
are just starting to rip into the Mig on his tail I see the Mig fire a
missile at #3 half a second before my guns are able to do their job, it
looked like the archer was fired from a ball of flame, I saw #3 get hit at
the same time his missile took out the Mig that he had fired upon.
Everything happened in about a second and was just too intense for
words. I hear #4
scream "Archer inbound" and I cut throttle and head for mother earth
dropping flares like they're going out of style, I hit my padlock just
in
time to see said archer explode on one of my flares way too close for
comfort. I pull up just in time to see #4 lose his life in an awesome
ball
of fire, sadly, no chute. He was however able to fire a sidewinder at
the Mig who had just shot at me before he perished, thus freeing me up
to high-tail it home.
So now I'm flying a wobbly brick hoping I can make it to my divert field,
with only my analog compass and AWACS to guide me. And in I would have to say
one of the all-time scariest landings, I am just barley able to touch down.
I heard some sounds I'd never heard before upon contact with the runway and
I almost slid off into the dirt but I luckily made it down amongst the
protesting metal of my trusty F-16.
I end the mission thinking that I'm in for
some scary stuff in this campaign and to my surprise I'm presented with the
Distinguished Flying Cross! WOW what a rush, 10 a-a and 11 a-g kills and a
medal on my second mission, I'd have to say the official 1.07 patch is gonna
be smokin! :o)