Last week I installed the new 1.07 beta patch and I was impressed at
the improvements I found. Since my June report on 1.07 was less than
stellar, I thought it only fair to provide a brief update.
Test System:
PII 400 Celeron, 128 MB RAM
SB Live
Diamond Fusion Banshee 16 MB
Diamond Viper 770 TNT2 32 MB
Quantum Viking2 4.5
Toshiba 40x SCSI CD
This update covers three primary areas: frame rate, wingman AI, and
graphics and new platforms. All these areas have changed since my June
report, some quite significantly. Let's first consider frame rate
improvements.
Falcon 4.0 sports the most complex dynamic campaign system yet
released on the PC. As a result, it's damnably difficult to nail down a
consistent frame rate indication. In spite of the challenges, however,
I've found an excellent measure for in-house comparisons.
Frame Rate Tests
I loaded the dogfight module, choosing FURBALL and selecting no
adversary. I kept all graphics and realism settings identical for all
tests. I ran the test twice on each setting after rebooting in between.
I then uninstalled F4, deleted the F4 directory, and reinstalled with
the latest patch. I repeated all tests on the Banshee board, then
rebooted a third time and uninstalled my Banshee board and installed my
TNT2 board. I then selected identical graphics settings and repeated my
tests and F4 uninstall and reinstallation.
While the dogfight module gives me the most consistent results,
I also use a complex TE mission that I created to get fairly consistent
results with a heavier CPU load. The short story is that this version
of the patch gives me an average 50% increase in frame rate in the
dogfight module and somewhere around a 20% increase in TE.
While these results are impressive, they are not a guarantee of frame
rates in the final patch or of frame rates on your system. The "2d"
designation represents frame rate with 2d cockpit. The other rates
represent the no cockpit MFD only view.
Wingman AI
Wingman AI is vastly improved. My first flight was a BDA at
twenty minutes into Rolling Fire campaign. It went smoothly until I
took a SAM hit while exitting the target area and had to limp home.
Here is a mission report from my flight.
The campaign setting was middle difficulty. All my settings
were ACE, and AI was set on ROOKIE. The mission was 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 from my base and still climbing to cruise
altitude of 20,000 feet. My wingman was perfectly positioned and 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. He confirmed with me and
I eyeballed him in correct position. I then shut down my radar and
ordered my wingman to do the same, keeping a close eye on the passive
warning system. My loadout consisted of two AIM 120s and four AIM9s
plus the low altitude camera.
I had a spike from the rear at forty miles from target and was
unsure of the origin. I ordered my wingman to clear my six. He reported
all clear and then returned to position. As far as I know this function
did not work consistently in 1.06.
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 at my one o'clock. I quickly kicked my wingman to SPREAD
formation and ordered his radar back on. 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.
I ordered my wingman to engage and he launched a moment later. I then locked the flight lead and launched also.
A moment later we were spiked from our three o'clock and my
wingman called two hostiles and location and requested permission to
engage. I granted permission, checked my radar and then broke high and
also began to create some lateral separation to come at the bandits in
a pincer movement.
I decided not to lock the second bandit to see what would happen. (I
still had one AMRAAM but my wingman was now down to SRM only.) As we
closed I saw my wingman's missile make a kill and watched as he dodged
an incoming missile. I then watched the remaining MiG turn tail and
break low. My wingie closed to IR range and then launched and made the
second kill. He promptly formed up with me and we continued to the
target area and took our shots.
While in the target area my wingman called SAM launches three
times, each time with accuracy.
I was able to avoid all SAM launches until we were ten miles from the
target zone when a near hit caused me some trouble and I had to limp
home.
Other Additions
There are many new objects in 1.07 including the F22 Raptor,
TU-95 Bear and B1B Lancer. These aircraft are only available in TE
missions at the moment. Around your base you will also see new vehicles
like repair vehicles and a bombloader.
Graphics enhancements are still in process and we won't see the
complete update with the 1.07 patch. However, there appear to be some
new effects in place and not only object or airbase enhancements.
The landing lights on the F16 are now working. For many of you this
isn't a big deal, but it's good to see the artists doing their stuff.
Here is a shot of a B1b.
I understand that the GMT and Maverick issues have also been
resolved, but I haven't had time to personally test ground attack
missions. Hopefully this patch will be completed this month and you can
check it out for yourself!
Something tells me that most of you will be interested in actually
SEEING the new aircraft in action. Happy to oblige! Above you see the
F22 in a TE mission I created. Click here for another F22 image.
As for those B1B's, here are a series of shots that show you the
bombers in action, from start to finish! The first shot is taken from
the enemy air base looking beyond the weapons loader to the B1B's just
before they have released their bomb load. The second shot shows the
bomb release in progress.
The next two shots show the bombs in flight, and then a view across my F16 to the impact point.