MiG Alley: Another Look After Gold Master Announcement - Page 1/1
Created on 2005-02-08
Title: MiG Alley: Another Look After Gold Master Announcement By: Len 'Viking1' Hjalmarson Date: 1999-07-16 1482 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Late last week we heard that MiG Alley had gone gold. Jarring news, since there were still some apparent issues.
However, we got a couple of things wrong when a few questions went
unanswered. Here is the revised report, with some corrections along the
way!
This article, like our most recent previews, takes the form of an "I was there" report. I will periodically interrupt the mission flow to point out particular issues.
My test system is the same as the last report: PII 400 with 128 MB RAM
running under 3dfx Banshee in Direct3d. All realism options were set to
maximum, resolution was at 1024x768 and I used the Logitech Wingman
Force with Microsoft Sound System 80 and Aura Interactor cushion.
MiG Alley: Mission One
Campaign Five, January, 1951
It's January 15th and I am piloting an F86E Sabre on an escort
mission flying about six hundred miles into North Korea. On this
particular mission I am commanding two flights of four aircraft as well
as "Rattler Group," a flight of eight B29s.
My position as tactical commander allows me to determine the
strategic priorities for this phase of the campaign, and you can see
where I placed my emphasis in the screen shot above. While Air
Superiority and even Close Air Support are important, they are really
secondary to choking the enemies supplies.
Comments: Notice that the Route info is quite extensive, including
ETA and relative ETA between waypoints. The POSITION selection,
however, only gives you a geographical listing, not vectors or
coordinates (the latter of which wouldn't do you much good anyway.) As
a result, you will not have any idea which direction to fly in for each
waypoint other than by using your MAP view and guessing or using the
WAYPOINT view and INFO bar.
Prior to flight we went through the usual briefing. I boned up
on the tactical picture as well as checking INTEL for the target area.
I knew what ground threats to expect and also what airborne threats
were likely. Naturally, I also checked the weather and wind conditions!
Korea in the winter is hell, by the way. (To see the weather report
click HERE and for the target area click HERE.)
MiG Alley allows you to not only arm your own flight, but also to
choose the weapons for the other squadron, the ground pounders, and
even the bombers! I armed the AAA suppression crew with bombs AND
rockets for good measure. (Check out Cobra flight by clicking HERE.)
The AI chose two initial missions based on my directives, and of these
I chose to escort B29s to the rail bridge at Sinanju. From the Intel briefing
you might wonder if this was a good choice, and in fact you can discard
any mission the AI generates and substitute your own. I flew the
default choice which may be part of the reason that the mission was
rather boring. Why would the NK defend such a useless target?
On the runway at Kunsan I go through a quick visual check of my
squad mates as I hear Tower give clearance to Shark LEAD for take off.
I spool up the engine and hear it respond, and as it nears 100% I
release the wheel brakes and start to roll.
Comment: Why does the AI choose to fly to a low priority, low use Choke
point deep in North Korea? It makes little sense. No matter, you can
choose your own priorities, which is way more fun by the way.
In the cockpit. I assume that the actual Sabre had some kind of
indicator for wheel brakes on or off. There is nothing modeled in the
Rowan cockpit to give this indication. Some won't mind, of course. At
least they did model flameout, which can be very annoying when it
occurs but helps greatly with a sense of reality.
I am soon airborne, and at five hundred feet I begin a lazy turn onto
my route vector toward rendezvous with Rattler group. As usual I
neglect to throttle back to 80% and I hear my wingman call for me to
slow up. Cloud cover is heavy as we rise toward the canopy at twelve
thousand feet.
Inbound for Sinanju
My squad mates form up as we swing onto a heading of 300. I
check in with Dentist (ground control radar) for a picture and he
informs me that there are no bandits anywhere near us. I then ask him
for a vector to my patrol area, and he gives me a heading of 350.
Comments: the heading of 350 is completely useless to me. While
my patrol area is indeed at that heading way up in North Korea, my
first waypoint is actually at a heading of 300 where I will rendezvous
with the B29 package and the wild weasel package from Taesong.
Unfortunately, Rowan neglected to give the player any way to
obtain vectors to waypoints until he is actually in the air. Vectors
are then obtained using the waypoint view key and the INFO bar ("F4"
then "I"). Hitting F4 gives you a padlock view of the selected
waypoint, and then hitting "I" changes the infobar to VIEW mode, giving
you a bearing readout of the view you have selected.
This can be tricky because the waypoint view works on a rotating list.
If you hit F4 more than once you will not be viewing your next
waypoint, but the second one in the list, in this case the IP in North
Korea.
Solution? You must use CTL F4 to restore the default checkpoint in
combination with the MAP view. The MAP view shows you the hard wired
waypoint location, and thus a direction from your flight in real time.
It also lists the waypoint name, altitude and ETA. (Click HERE to see the info.) The clock in your cockpit is coordinated with simulation time.
As I level off at 15,000 feet on a heading on 300, I call to Shark
squadron to check in. All my pilots report in, and I notch up my
elevator trim for a gradual climb to 25,000 feet.
At this point I jumped out to the MAP view to go into ACCEL mode to
the rendezvous waypoint. MAP view is an interface that allows you to
continue to control and communicate with your flight, the tower, or FAC
but cheat using time acceleration features. You can choose to ACCEL on
your current heading or accelerate to your next waypoint, then jump
back into your aircraft. ACCEL will kick you back into normal time when
one of two things happen: you reach your next waypoint, or you
encounter bandits.
Comments: When ACCEL kicks you back into normal time depends on
the setting you have chosen in PREFERENCES/ACCEL OFF. Your choices are
TACTICAL or ENGAGE. The normal setting will be to override when a
tactical decision is necessary.
Choosing Menu item #2 (Waypoints) takes you to a slightly different
menu which is designed to give you waypoint information and allow
selection of the next waypoint. You can use - and = keys to toggle the
selected waypoint.
I flew two missions in the fifth campaign without encountering
any bandits. Even the bombers failed to encounter any resistance, but
then the action is mostly clustered around the FLOT in the south. The
positive side is that MiG doesn't provide bandits on every mission,
which is the case in some sims at the expense of reality.
On the other hand the AA group did encounter bandits, and the bombers
called out a report on a bandit position at least once, probably near
Seoul. So why did they not attack? It could be because we were heading
North to parts unknown, far beyond the FLOT.
I was kicked out of ACCEL near Seoul on my second run through
of this mission with notice from Rattler (the bomber group) of MiGs
nearby. A moment later DENTIST (ground control radar, not actually
present in the theatre until 1952 but introduced earlier by Rowan as a
cheat for the sake of improved gameplay) also warned of a "MiG train
heading south," but the position was much southerly of me and no threat
to my mission.
I went back into the MAP and used ACCEL to reach the IP. I adjusted my
trim for 30,000 feet level flight and then took a good look around. You
will find that your wingmen have sharp eyes, but it's a good idea to do
your own scan of the sky also. At this point Rattler lead called out
for me to stay close since I was rapidly pulling ahead of the group and
they were turning slightly east toward the target.
I checked my fuel level again and at this point noticed an odd
reading. You can see that the external tanks are about one third full.
Then why do my internal tanks show fuel use? There are no key controls
to change from internal to external since this happens automatically
when you jettison external tanks.
With external fuel still available I reduced throttle to allow the
bomber group to catch up. I was now cruising at 50% throttle around 320
knots at 25,000 feet.
I'm enjoying the view up here. The cloud layer has moved up. A
minute later I glance over my shoulder to the bomber group and I see
them unleashing their cargo. They confirm that they are over target and
a moment later I can see the flashes where the bombs are striking their
target. It's time to call the group to head home.
I call to my squadron to CLOSE UP and I turn on a southerly heading.
I used TIME ACCEL to move forward, but as I watch the progress on the
MAP view I see the bomber squadron turn around and head north again.
WHAT THE ??? I knew I would be forced to court martial the squadron
leader.
Post Combat Sub menu
Comments: I exited the MAP view and attempted to use the PostCombat
Menu Items 5 & 6 to take control of the situation. But while
Rattler acknowledged my call in a general way, they did not change
their course. I turned my group north to cover them and try to figure
out what I was doing wrong.
When I was within visual range I issued the call again (#5.)
This time the response from the bomber group was specific. They were
rejoining and heading home. It could be that they still had ordnance on
board and were intending to use it.
I've been able to get into a couple of dogfights since my first crack
at this: one in campaign and I also tried two single mission encounters
where I flew as squadron leader against four bandits.
Occasionally I see a MiG 15 dance around me in a way that makes
me wonder if they are flying with the same physics that I am. But on
the whole dogfighting is a great experience and wingman performance
seems solid. Your wingman WILL save your butt in this sim, and you will
have opportunity to return the favor!
I could wish for more advanced COMMS. While most of the
commands you will need are here I could wish for the ability to call
for a vector to the strike group. Using the MAP to locate them is a
cheat. But then, without ground radar coverage, how would they be able
to give you a relative position? Either way it would be a cheat, and on
the positive side relative visibility on my 19" display at 1024x768 is
the best I have yet seen in a PC based simulation.
I am still wondering about ground attack ability. In the AI
generated campaign missions I flew the Cobra mission failed to hit a
single ground target, yet that was their assigned purpose. I am glad to
acknowledge that they did take out a few MiGs around the target area
and the bombers did take out the rail bridge (click HERE for the Dossier.)
Return to base was uneventful. When I called the tower for a vector to
land at forty miles I was given the correct coordinates. But when I was
within four miles and having trouble finding the airbase I called for
clearance using Tower #6 and was told that they could not see me. I later discovered I should have used #7 (Land at Nearest.)
Finally, I flew two single ground attack missions to check the modeling
of the F51 Mustang. Previously it seemed that the modeling here was
unfinished, with the sound file very strange.
I'm sorry to report that there haven't been any changes yet. In short,
where you have variation in pitch in any other modern prop sim out
there, closing or opening the throttle in the F51 in MiG Alley will
only get you a louder or softer engine noise. There is virtually no
auditory feedback for increase or decrease of revs other than sheer
volume. Hopefully this will be fixed prior to release.
SUMMARY
This is an initial report only, and it would be easy for readers
to dwell on the issues I've raised and not notice how much fun I've
had. I've enjoyed the missions I have flown in spite of the concerns I
have mentioned.
Like Falcon 4, MiG is an ambitious and complex simulation. I
spent only half a dozen hours with this version to produce this report.
It will take another dozen or more to give a solid briefing.
Building your own missions in the campaign is quick and easy. Unless
there are tweaks to the campaign AI building your own is more fun and
definitely the way to go.
Rod Hyde of Rowan has written a response to the concerns raised here. See the following section:
Rod Hyde Responds
Why does the AI choose to fly to a low priority, low use Choke point deep in
North Korea instead of critical targets much closer to the action?
If you go to Directives and click on Choke, a dialog of Selection
Results
will be displayed. This shows the targets in order of priority for
targeting. The higher the flow of supplies through a choke point the
higher the target is in the list.
The Directives AI then determines how many aircraft should be allocated to
the target. If the target is close to active MiG airfields then an escort
will be needed. The size of the escort depends on the size of the MiG
threat. In a similar way AAA activity will be used to determine AAA escort.
The Selection Results dialog shows that there are sufficient aircraft to hit
the first two targets but not enough to hit the third. In fact we have to go
down the list a few more places before we find a target that is “weak”
enough to be targeted by the remaining aircraft at your disposal.
Going for Choke targets first is a long-term strategy, which seems
reasonable for the start of the Spring Offensive. Also, the higher that you
can cut the supplies, the smaller the number of cross-country options that
can be used to bypass the cut bridge.
As the war progresses you can change priorities by dragging and dropping the
target types and/or changing the aircraft allocated. So the default set
could be tweaked by reducing the aircraft allocated until only the first two
missions are covered. The aircraft released could then be used for something
else, for instance armed reconn just behind the front lines.
This shows how
flexible the directives are. Essentially you can tune up the directives and
get the missions you want rather than manually building missions. Don’t
forget that you can change the priority of mission types by dragging and
dropping the types to re-order the list.
We would expect though that real enthusiasts would find that manually
building the missions is more rewarding. However we do have to cater for a
wide range of users. In any case you can use the Directives to set the
framework of a session’s strikes and then tinker with them.
My point is that a human being can always do better but the Directives are a
good starting point and people have won the campaign using them when they
have learnt how to change priorities. The real challenge is to find a
strategy, which means that you win in the shortest possible time. You have
from January to the third week of June. That is just short of 600 sessions!
But it is likely that you will have to duck some session because you are
running low of aircraft. To do this go to the Frag with no missions set.
BARCAP, Flight Modeling
You flew the C5 default and encountered no MiGs
Did you have a BarCap up? This is definitely the most exciting place to be.
That is why we put players by default into the Sabre. Sometimes the MiGs get
through to the bombers sometimes they don’t.
You questioned the MiG flight and physics modelling.
The MiG model used depends on the Preferences. If you have complex
pilots
set then all AI aircraft go through the same flight model as the manual
pilot. The AI “moves” the stick. If the simple model is set then only
aircraft engaged with the pilot use the complex model. The rest use the
same
energy model but a simpler manoeuvring model. To say any more we would
have to know what settings you had and what exactly you saw.
Call for a vector to the strike group. This is an omission that
we could think about addressing. I use ALT F2 to lock to the leader of
the strike group. (Ed.Note: The "escortee" view was not available in
earlier versions, a great addition!)
Ground attack ability. If the ai hit the target everytime I
think we would get some complaints! There is a reasonable hit rate and
you know the old saying: if you want a job done well, do it yourself!
You make a good point about waypoint vectoring. Adding the
vector to the dialog would be useful. However, you can get the info
when in the cockpit. Ctrl f4 to reset back to current waypoint.
Engagement AI
Leaving the area when out of stores. For the fighter-bombers
there is logic to change stores to keep pounding at a target until the
aircraft is really out of stores. However the B29s go home as soon as
they have dropped their bombs. Once in the air, you have no control
over the big bombers.
We don’t know why they turned back. However it is worth mentioning that
they have their own waypoints in the target area (distinct from your
own) and they may have been following them. B29 missions work fine for
us but you may have found an odd situation. We would like to know more.
Post Combat/Send All Home. There is some confusion here. We
should have said Post Air Combat. For instance, “Send All Home” issues
an instruction for all aircraft in your group to disengage and reform
with the group leader. Note that fighter-bombers in non-air combat
roles can get embroiled in air combat if their escort is ineffective.
Then these commands could be used.
AI aircraft dis-engage sensibly. By that I mean that they don’t just turn
for home, they need to be sure that it is safe to do so. If they are not
dis-engaging, ask for a Status report and find out who needs help.
For non-air combat missions, when you are in a strike group then you can use
the FAC menu to issue some general commands:
Begin your run
Leave the area
The tutorial section of the manual tells users how they can use these
commands.
If you are not in the strike group you cannot influence them, they are in
charge. To control your group you have to use the map screen to change
waypoints. Highlight the waypoint you want and then make the Next WP =
highlighted WP choice.
NAV and Group Control, Cockpit Dials
Why is the current waypoint still the target? If you are not in
accel you have to fly near/through a waypoint for the system to
automatically move you onto the next waypoint. Alternatively you can
use the map screen to change the next waypoint.
You asked for more info on the Fuel Dials. The Sabre cockpit in the
sim is taken from photographs of the instrument panel of an F86A-1. A
comparison between these instruments and those found in an F86F show a
number of minor differences including a change in the fuel gauge.
The A model has an internal fuel gauge which reads in US gallons and
can also have a fuel totaliser (in some versions this instrument is
replaced by a course indicator). The F86F-1 through to F86F-30 aircraft
typically had one fuel gauge which displayed the internal fuel in units
of 100lbs.
Although three versions of the F86 are modeled in the sim, the variations in
the cockpit layout have not been included. All the versions use the F86A
panel except that we have replaced the fuel totaliser with a simple total
fuel gauge calibrated in pounds. This is useful because we display fuel in
terms of pounds on the map screen. The internal gauge only drops when the
external tanks are empty or have been jettisoned.
Microsoft Sidewinder Pro Stick. This is not our favourite stick
for flight sims. Although other Microsoft sticks are better. The
initial resistance when moving from the dead zone is so great that fine
control is very difficult. The situation is improved by changing the
dead zone to large (Controls in Preferences). Even so we did get used
to the small dead zone after a few minutes of testing this morning. The
experience was not as good as with other sticks at our office.
To indicate the onset of stall, we provide:
Wind buffet noise
Cockpit shake
Vibration on force feedback
Also note that with full reality setting you get an uncommanded pitch
up when pulling hard and this can push you into the stall.
F51 Sound
Like the late Spitfires and Hurricanes, the P51 used a variable pitch,
constant speed propellor. This means that the propellor and engine speed can
be controlled by the blade pitch and is relatively independent of the
throttle setting. The constant speed propellor improves the efficiency and
perfomance of the aircraft while reducing the wear on the engine.
The sim models the action of the propellor and the change in pitch of the
blades. This ensures that the engine speed varies very little as the
throttle setting is changed. This explains why you don’t hear the
characteristic pitch change when the throttle is moved. You should, however,
hear a change in the volume of the engine noise. The default setting for the
engine volume is low(Preferences), this can be wound up to get a bigger
effect.
Only two settings are provided for the desired engine speed(shift 0):
3000rpm for take-off, climbing and combat
1800rpm for efficient cruising
Shift 0 does give a variation in pitch but we accept that it is
not a large as it could be. We have not found a better authentic sample
that loops satisfactorily.
Conclusion
In conclusion, then, we know that MiG Alley can be improved but
we think it
is a good and enjoyable experience now. That is why I was happy to let
it be
mastered. All developers would like to keep on improving their game but
we
have to be aware of the commercial pressures. Development costs have
risen by a factor of ten in just five years and publishers are
withdrawing from the market. These are very worrying problems for us in
the industry.